Pathfinder Roleplaying Game

Core Reference Document

November 6, 2009

By Mike Dusseault

Based on Paizo's PFSRD at http://paizo.com/pathfinderRPG/prd/

Many thanks to Paizo for making such an excellent game, and for releasing it all as Open Content.

Please support Paizo, they deserve it!

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and

are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines,

language, locations, characters, artwork, and trade dress.

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as

defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may

be reproduced in any form without written permission.

Table of Contents

1. Playing the Game..............................5

Sleight of Hand (Dex; Armor Check

Duelist.........................................388

Common Terms...............................5

Penalty; Trained Only)..................91

Eldritch Knight............................390

Generating a Character....................7

Spellcraft (Int; Trained Only)........92

Loremaster...................................391

Ability Scores..................................8

Stealth (Dex; Armor Check Penalty)

Mystic Theurge............................393

2. Races...............................................12

.......................................................92

Pathfinder Chronicler..................395

Dwarves.........................................12

Survival (Wis)...............................93

Shadowdancer.............................397

Elves..............................................12

Swim (Str; Armor Check Penalty) 94 12. Gamemastering...........................400

Gnomes.........................................13

Use Magic Device (Cha; Trained

Designing Encounters.................400

Half-elves......................................14

Only).............................................95

Cost of Living..............................404

Half-orcs........................................15 5. Feats................................................97

Beyond 20th Level......................404

Halflings........................................16

Prerequisites..................................97 13. Environment................................406

Humans.........................................17

Types of Feats................................97

Dungeons.....................................406

3. Classes............................................18

Feat Descriptions...........................98

Traps............................................411

Character Advancement................18 6. Equipment.....................................128

Sample Traps...............................414

Barbarian.......................................19

Wealth And Money......................128

Wilderness...................................419

Bard...............................................22

Weapons......................................128

Urban Adventures........................428

Cleric.............................................26

Armor..........................................137

Weather........................................431

Druid.............................................36

Special Materials.........................141

The Planes...................................434

Fighter...........................................42

Goods And Services....................143

Environmental Rules...................435

Monk.............................................44 7. Additional Rules...........................152 14. NPC Classes................................440

Paladin...........................................47

Alignment....................................152

Adept...........................................440

Ranger...........................................51

Vital Statistics..............................154

Aristocrat.....................................441

Rogue............................................54

Movement...................................156

Commoner...................................441

Sorcerer.........................................57

Exploration..................................159

Expert..........................................442

Wizard...........................................65 8. Combat..........................................162

Warrior.........................................442

4. Skills...............................................72

Combat Statistics.........................162 15. Creating NPCs............................444

Using Skills...................................72

Injury and Death..........................173 16. Magic Items................................448

Acquiring Skills............................72

Movement, Position, And Distance

Using Items.................................448

Skill Descriptions..........................73

.....................................................175

Magic Items on the Body............449

Acrobatics (Dex; Armor Check

Big And Little Creatures In Combat

Saving Throws Against Magic Item

Penalty).........................................74

.....................................................177

Powers.........................................449

Appraise (Int)................................76

Combat Modifiers.......................178

Damaging Magic Items...............449

Bluff (Cha)....................................76

Special Attacks............................181

Purchasing Magic Items..............450

Climb (Str; Armor Check Penalty)77

Special Initiative Actions............185

Magic Item Descriptions.............451

Craft (Int)......................................78 9. Magic............................................187

Armor..........................................452

Diplomacy (Cha)...........................79

Casting Spells..............................187

Weapons......................................459

Disable Device (Dex; Armor Check

Spell Descriptions.......................190

Potions.........................................470

Penalty; Trained Only)..................80

Arcane Spells..............................198

Rings............................................471

Disguise (Cha)...............................81

Divine Spells...............................200

Rods.............................................478

Escape Artist (Dex; Armor Check

Special Abilities...........................201

Scrolls..........................................486

Penalty).........................................81 10. Spells...........................................202

Staves..........................................487

Fly (Dex; Armor Check Penalty). .82

Bard Spells..................................202

Wands..........................................492

Handle Animal (Cha; Trained Only)

Cleric Spells................................204

Wondrous Items...........................493

.......................................................83

Druid Spells.................................208

Intelligent Items...........................536

Heal (Wis).....................................84

Paladin Spells..............................211

Cursed Items................................539

Intimidate (Cha)............................85

Ranger Spells..............................212

Specific Cursed Items..................542

Knowledge (Int; Trained Only).....86

Sorcerer/wizard Spells.................213

Artifacts.......................................548

Linguistics (Int; Trained Only)......87

Spell List.....................................222

Magic Item Creation....................554

Perception (Wis)............................88 11. Prestige Classes...........................381 17. Glossary......................................560

Perform (Cha)................................89

Arcane Archer.............................381

Special abilities...........................560

Profession (Wis; Trained Only).....89

Arcane Trickster..........................383

Conditions...................................572

Ride (Dex; Armor Check Penalty) 90

Assassin.......................................385 18. Open Game License....................576

Sense Motive (Wis).......................91

Dragon Disciple..........................386

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Index of Tables

Table 1-1: Ability Score Costs..............8 Table 7-5: Encumbrance Effects.......156 Table 12-5: Treasure Values per

Table 1-2: Ability Score Points.............9 Table 7-6: Movement and Distance. .157 Encounter..........................................403

Table 1-3: Ability Modifiers and Bonus Table 7-7: Hampered Movement......157 Table 13-1: Walls..............................407

Spells.....................................................9 Table 7-8: Terrain and Overland

Table 13-2: Doors.............................409

Table 3-1: Character Advancement and Movement.........................................157 Table 13-3: CR Modifiers for

Level-Dependent Bonuses..................18 Table 7-9: Mounts and Vehicles........158 Mechanical Traps..............................417

Table 3-2: Barbarian...........................20 Table 7-10: Light Sources and

Table 13-4: CR Modifiers for Magic

Table 3-3: Bard...................................23 Illumination.......................................159 Traps..................................................418

Table 3-4: Bard Spells Known............24 Table 7-11: Size and Armor Class of

Table 13-5: Cost Modifiers for Magic

Table 3-5: Cleric.................................27 Objects..............................................159 Device Traps.....................................418

Table 3-6: Druid..................................37 Table 7-12: Substance Hardness and Hit Table 13-6: Craft (Traps) DCs..........418

Table 3-7: Animal Companion Base

Points................................................159 Table 13-7: Combat Adjustments

Statistics..............................................39 Table 7-13: Object Hardness and Hit

Underwater........................................427

Table 3-8: Fighter................................43 Points................................................160 Table 13-8: Siege Engines................429

Table 3-9: Monk..................................45 Table 7-14: DCs to Break or Burst Items Table 13-9: Catapult Attack Modifiers

Table 3-10: Small or Large Monk

..........................................................160 ...........................................................430

Unarmed Damage...............................46 Table 7-15: Common Armor, Weapon,

Table 13-10: Random Weather..........432

Table 3-11: Paladin.............................48 and Shield Hardness and Hit Points..161 Table 13-11: Wind Effects................433

Table 3-12: Ranger Favored Enemies.52 Table 8-1: Size Modifiers..................163 Table 13-12: Damage from Falling

Table 3-13: Ranger..............................52 Table 8-2: Actions in Combat...........166 Objects..............................................437

Table 3-14: Favored Terrains..............53 Table 8-3: Tactical Speed..................176 Table 14-1: Adept..............................440

Table 3-15: Rogue...............................55 Table 8-4: Creature Size and Scale...178 Table 14-2: Aristocrat.......................441

Table 3-16: Sorcerer Spells Known....58 Table 8-5: Attack Roll Modifiers......178 Table 14-3: Commoner.....................442

Table 3-17: Sorcerer............................59 Table 8-6: Armor Class Modifiers....178 Table 14-4: Expert.............................442

Table 3-18: Draconic Bloodline Powers Table 8-7: Two-Weapon Fighting

Table 14-5: Warrior...........................443

............................................................62 Penalties............................................185 Table 15-1: NPC Ability Scores........444

Table 3-19: Elemental Bloodline

Table 9-1: Concentration Check DCs

Table 15-2: Racial Ability Adjustments

Powers.................................................63 ..........................................................187 ...........................................................444

Table 3-20: Wizard..............................66 Table 9-2: Items Affected by Magical

Table 15-3: NPC Skill Selections.....445

Table 4-1: Skill Ranks.........................72 Attacks..............................................197 Table 15-4: NPC Gear.......................446

Table 4-2: Skill Check Bonuses..........72 Table 10-1: Contact Other Plane.......246 Table 16-1: Random Magic Item

Table 4-3: Skill Summary...................74 Table 10-2: Detect

Generation.........................................450

Table 4-4: Craft Skills.........................78 Chaos/Evil/Good/Law......................255 Table 16-2: Available Magic Items...450

Table 4-5: Wind Effects on Flight.......82 Table 10-3: Detect Magic..................256 Table 16-3: Armor and Shields.........452

Table 4-6: Knowledge Skill DCs........86 Table 10-4: Prismatic Wall................326 Table 16-4: Armor Special Abilities. 452

Table 4-7: Spellcraft DCs....................92 Table 10-5: Summon Monster..........356 Table 16-5: Shield Special Abilities..453

Table 5-1: Feats...................................99 Table 10-6: Summon Nature's Ally...358 Table 16-6: Specific Armors.............455

Table 5-2: Leadership........................118 Table 11-1: Arcane Archer................382 Table 16-7: Specific Shields.............457

Table 6-1: Starting Character Wealth128 Table 11-2: Arcane Trickster.............384 Table 16-8: Weapons.........................459

Table 6-2: Coins................................128 Table 11-3: Assassin..........................385 Table 16-9: Melee Weapon Special

Table 6-3: Trade Goods.....................128 Table 11-4: Dragon Disciple.............387 Abilities.............................................459

Table 6-4: Tiny and Large Weapon

Table 11-5: Duelist............................389 Table 16-10: Ranged Weapon Special

Damage.............................................130 Table 11-6: Eldritch Knight..............391 Abilities.............................................459

Table 6-5: Weapons...........................131 Table 11-7: Loremaster.....................392 Table 16-11: Specific Weapons.........464

Table 6-6: Armor and Shields...........138 Table 11-8: Loremaster Secrets.........392 Table 16-12: Potions.........................470

Table 6-7: Armor for Unusual Creatures Table 11-9: Mystic Theurge..............394 Table 16-13: Potion Costs.................470

..........................................................141 Table 11-10: Pathfinder Chronicler...395 Table 16-14: Rings............................471

Table 6-8: Donning Armor................141 Table 11-11: Shadowdancer..............397 Table 16-15: Rods.............................478

Table 6-9: Goods and Services.........143 Table 12-1: Encounter Design..........400 Table 16-16: Scrolls..........................486

Table 7-1: Random Starting Ages.....154 Table 12-2: CR Equivalencies..........400 Table 16-17: Scroll Costs..................486

Table 7-2: Aging Effects...................154 Table 12-3: Experience Point Awards

Table 16-18: Staves...........................487

Table 7-3: Random Height and Weight

..........................................................400 Table 16-19: Wands...........................492

..........................................................155 Table 12-4: Character Wealth by Level

Table 16-20: Wand Costs..................492

Table 7-4: Carrying Capacity............155 ..........................................................402 Table 16-21: Minor Wondrous Items 493

Page 3

Table 16-22: Medium Wondrous Items

Table 16-29: Intelligent Item Senses and Table 16-36: Estimating Magic Item

..........................................................494 Communication.................................536 Gold Piece Values.............................555

Table 16-23: Major Wondrous Items 495 Table 16-30: Intelligent Item Powers536 Table 16-37: Potion Base Costs (By

Table 16-24: Horn of Valhalla...........520 Table 16-31: Intelligent Item Purpose

Brewer's Class).................................557

Table 16-25: Ioun Stones..................521 ..........................................................536 Table 16-38: Scroll Base Costs (By

Table 16-26: Necklace of Fireballs...526 Table 16-32: Special Purpose Item

Scriber's Class)..................................558

Table 16-27: Intelligent Item Alignment Dedicated Powers.............................537 Table 16-39: Wand Base Costs (By

..........................................................536 Table 16-33: Common Item Curses. .539 Crafter's Class)..................................559

Table 16-28: Intelligent Item Ability

Table 16-34: Specific Cursed Items..542 Table 17-1: Special Ability Types.....560

Scores................................................536 Table 16-35: Deck of Many Things. .549 Table 17-2: Sample Poisons..............564

Page 4

1. Playing the Game You can change them to fit your needs. Most Game Masters

have a number of “house rules” that they use in their games.

The Game Master and players should always discuss any

While playing the Pathfinder RPG , the Game Master rules changes to make sure that everyone understands how

describes the events that occur in the game world, and the the game will be played. Although the Game Master is the

players take turns describing what their characters do in final arbiter of the rules, the Pathfinder RPG is a shared

response to those events. Unlike storytelling, however, the experience, and all of the players should contribute their

actions of the players and the characters controlled by the thoughts when the rules are in doubt.

Game Master (frequently called non-player characters, or

NPCs) are not certain. Most actions require dice rolls to

determine success, with some tasks being more difficult than

Common Terms

others. Each character is better at some things than he is at

other things, granting him bonuses based on his skills and The Pathfinder RPG uses a number of terms, abbreviations,

abilities.

and definitions in presenting the rules of the game. The

following are among the most common.

Whenever a roll is required, the roll is noted as “d#,” with

the “#” representing the number of sides on the die. If you Ability Score: Each creature has six ability scores: Strength,

need to roll multiple dice of the same type, there will be a Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

number before the “d.” For example, if you are required to These scores represent a creature's most basic attributes. The

roll 4d6, you should roll four six-sided dice and add the higher the score, the more raw potential and talent your

results together. Sometimes there will be a + or – after the character possesses.

notation, meaning that you add that number to, or subtract it Action: An action is a discrete measurement of time during a

from, the total results of the dice (not to each individual die round of combat. Using abilities, casting spells, and making

rolled). Most die rolls in the game use a d20 with a number attacks all require actions to perform. There are a number of

of modifiers based on the character's skills, his or her different kinds of actions, such as a standard action, move

abilities, and the situation. Generally speaking, rolling high is action, swift action, free action, and full-round action (see

better than rolling low. Percentile rolls are a special case, Combat).

indicated as rolling d%. You can generate a random number

in this range by rolling two differently colored ten-sided dice Alignment: Alignment represents a creature's basic moral

(2d10). Pick one color to represent the tens digit, then roll and ethical attitude. Alignment has two components: one

both dice. If the die chosen to be the tens digit rolls a “4” and describing whether a creature is lawful, neutral, or chaotic,

the other d10 rolls a “2,” then you've generated a 42. A zero followed by another that describes whether a character is

on the tens digit die indicates a result from 1 to 9, or 100 if good, neutral, or evil. Alignments are usually abbreviated

both dice result in a zero. Some d10s are printed with “10,” using the first letter of each alignment component, such as

“20,” “30,” and so on in order to make reading d% rolls LN for lawful neutral or CE for chaotic evil. Creatures that

easier. Unless otherwise noted, whenever you must round a are neutral in both components are denoted by a single “N.”

number, always round down.

Armor Class (AC): All creatures in the game have an Armor

As your character goes on adventures, he earns gold, magic Class. This score represents how hard it is to hit a creature in

items, and experience points. Gold can be used to purchase combat. As with other scores, higher is better.

better equipment, while magic items possess powerful

abilities that enhance your character. Experience points are Base Attack Bonus (BAB): Each creature has a base attack

awarded for overcoming challenges and completing major bonus and it represents its skill in combat. As a character

storylines. When your character has earned enough gains levels or Hit Dice, his base attack bonus improves.

experience points, he increases his character level by one, When a creature's base attack bonus reaches +6, +11, or +16,

granting him new powers and abilities that allow him to take he receives an additional attack in combat when he takes a

on even greater challenges.

full-attack action (which is one type of full-round action—

see Combat).

Bonus: Bonuses are numerical values that are added to

The Most Important Rule

checks and statistical scores. Most bonuses have a type, and

as a general rule, bonuses of the same type are not

The rules in this book are here to help you breathe life into cumulative (do not “stack”)—only the greater bonus granted

your characters and the world they explore. While they are applies.

designed to make your game easy and exciting, you might

find that some of them do not suit the style of play that your Caster Level (CL): Caster level represents a creature's

gaming group enjoys. Remember that these rules are yours. power and ability when casting spells. When a creature casts

Page 5

a spell, it often contains a number of variables, such as range when they reach or surpass a specific value, the character

or damage, that are based on the caster's level.

gains a level.

Class: Classes represent chosen professions taken by Feat: A feat is an ability a creature has mastered. Feats often

characters and some other creatures. Classes give a host of allow creatures to circumvent rules or restrictions. Creatures

bonuses and allow characters to take actions that they receive a number of feats based off their Hit Dice, but some

otherwise could not, such as casting spells or changing classes and other abilities grant bonus feats.

shape. As a creature gains levels in a given class, it gains

new, more powerful abilities. Most PCs gain levels in the Game Master (GM): A Game Master is the person who

adjudicates the rules and controls all of the elements of the

core classes or prestige classes, since these are the most

powerful. Most NPCs gain levels in NPC classes, which are story and world that the players explore. A GM's duty is to

provide a fair and fun game.

less powerful (see Creating NPCs).

Check: A check is a d20 roll which may or may not be Hit Dice (HD): Hit Dice represent a creature's general level

of power and skill. As a creature gains levels, it gains

modified by another value. The most common types are

attack rolls, skill checks, and saving throws.

additional Hit Dice. Monsters, on the other hand, gain racial

Hit Dice, which represent the monster's general prowess and

Combat Maneuver: This is an action taken in combat that ability. Hit Dice are represented by the number the creature

does not directly cause harm to your opponent, such as possesses followed by a type of die, such as “3d8.” This

attempting to trip him, disarm him, or grapple with him (see value is used to determine a creature's total hit points. In this

Combat).

example, the creature has 3 Hit Dice. When rolling for this

creature's hit points, you would roll a d8 three times and add

Combat Maneuver Bonus (CMB): This value represents the results together, along with other modifiers.

how skilled a creature is at performing a combat maneuver.

When attempting to perform a combat maneuver, this value Hit Points (hp): Hit points are an abstraction signifying how

is added to the character's d20 roll.

robust and healthy a creature is at the current moment. To

determine a creature's hit points, roll the dice indicated by its

Combat Maneuver Defense (CMD): This score represents Hit Dice. A creature gains maximum hit points if its first Hit

how hard it is to perform a combat maneuver against this Die roll is for a character class level. Creatures whose first

creature. A creature's CMD is used as the difficulty class Hit Die comes from an NPC class or from his race roll their

when performing a maneuver against that creature.

first Hit Die normally. Wounds subtract hit points, while

Concentration Check: When a creature is casting a spell, healing (both natural and magical) restores hit points. Some

but is disrupted during the casting, he must make a abilities and spells grant temporary hit points that disappear

concentration check or fail to cast the spell (see Magic).

after a specific duration. When a creature's hit points drop

below 0, it becomes unconscious. When a creature's hit

Creature: A creature is an active participant in the story or points reach a negative total equal to its Constitution score, it

world. This includes PCs, NPCs, and monsters.

dies.

Damage Reduction (DR): Creatures that are resistant to Initiative: Whenever combat begins, all creatures involved

harm typically have damage reduction. This amount is in the battle must make an initiative check to determine the

subtracted from any damage dealt to them from a physical order in which creatures act during combat. The higher the

source. Most types of DR can be bypassed by certain types result of the check, the earlier a creature gets to act.

of weapons. This is denoted by a “/” followed by the type,

such as “10/cold iron.” Some types of DR apply to all Level: A character's level represents his overall ability and

physical attacks. Such DR is denoted by the “—” symbol. power. There are three types of levels. Class level is the

See Special Abilities for more information.

number of levels of a specific class possessed by a character.

Character level is the sum of all of the levels possessed by a

Difficulty Class (DC): Whenever a creature attempts to character in all of his classes. In addition, spells have a level

perform an action whose success is not guaranteed, he must associated with them numbered from 0 to 9. This level

make some sort of check (usually a skill check). The result of indicates the general power of the spell. As a spellcaster

that check must meet or exceed the Difficulty Class of the gains levels, he learns to cast spells of a higher level.

action that the creature is attempting to perform in order for

the action to be successful.

Monster: Monsters are creatures that rely on racial Hit Dice

instead of class levels for their powers and abilities (although

Exceptional Abilities (Ex): Exceptional abilities are unusual some possess class levels as well). PCs are usually not

abilities that do not rely on magic to function.

monsters.

Experience Points (XP): As a character overcomes Multiplying: When you are asked to apply more than one

challenges, defeats monsters, and completes quests, he gains multiplier to a roll, the multipliers are not multiplied by one

experience points. These points accumulate over time, and another. Instead, you combine them into a single multiplier,

Page 6

with each extra multiple adding 1 less than its value to the do not stack. Instead, only the highest bonus applies. Most

first multiple. For example, if you are asked to apply a ×2 penalties do stack, meaning that their values are added

multiplier twice, the result would be ×3, not ×4.

together. Penalties and bonuses generally stack with one

another, meaning that the penalties might negate or exceed

Nonplayer Character (NPC): These are characters part or all of the bonuses, and vice versa.

controlled by the GM.

Supernatural Abilities (Su): Supernatural abilities are

Penalty: Penalties are numerical values that are subtracted magical attacks, defenses, and qualities. These abilities can

from a check or statistical score. Penalties do not have a type be always active or they can require a specific action to

and most penalties stack with one another.

utilize. The supernatural ability's description includes

Player Character (Character, PC): These are the characters information on how it is used and its effects.

portrayed by the players.

Turn: In a round, a creature receives one turn, during which

Round: Combat is measured in rounds. During an individual it can perform a wide variety of actions. Generally in the

round, all creatures have a chance to take a turn to act, in course of one turn, a character can perform one standard

order of initiative. A round represents 6 seconds in the game action, one move action, one swift action, and a number of

world.

free actions. Less-common combinations of actions are

permissible as well, see Combat for more details.

Rounding: Occasionally the rules ask you to round a result

or value. Unless otherwise stated, always round down. For

example, if you are asked to take half of 7, the result would

Generating a Character

be 3.

Saving Throw: When a creature is the subject of a From the sly rogue to the stalwart paladin, the Pathfinder

dangerous spell or effect, it often receives a saving throw to RPG allows you to make the character you want to play.

mitigate the damage or result. Saving throws are passive, When generating a character, start with your character's

meaning that a character does not need to take an action to concept. Do you want a character who goes toe-to-toe with

make a saving throw—they are made automatically. There terrible monsters, matching sword and shield against claws

are three types of saving throws: Fortitude (used to resist and fangs? Or do you want a mystical seer who draws his

poisons, diseases, and other bodily ailments), Reflex (used to powers from the great beyond to further his own ends?

avoid effects that target an entire area, such as fireball), and Nearly anything is possible.

Will (used to resist mental attacks and spells).

Once you have a general concept worked out, use the

Skill: A skill represents a creature's ability to perform an following steps to bring your idea to life, recording the

ordinary task, such as climb a wall, sneak down a hallway, or resulting information and statistics on your Pathfinder RPG

spot an intruder. The number of ranks possessed by a character sheet, which can be found at the back of this book

creature in a given skill represents its proficiency in that and photocopied for your convenience.

skill. As a creature gains Hit Dice, it also gains additional Step 1—Determine Ability Scores: Start by generating your

skill ranks that can be added to its skills.

character's ability scores. These six scores determine your

Spell: Spells can perform a wide variety of tasks, from character's most basic attributes and are used to decide a

harming enemies to bringing the dead back to life. Spells wide variety of details and statistics. Some class selections

specify what they can target, what their effects are, and how require you to have better than average scores for some of

they can be resisted or negated.

your abilities.

Spell-Like Abilities (Sp): Spell-like abilities function just Step 2—Pick Your Race: Next, pick your character's race,

like spells, but are granted through a special racial ability or noting any modifiers to your ability scores and any other

by a specific class ability (as opposed to spells, which are racial traits (see Races). There are seven basic races to

gained by spellcasting classes as a character gains levels).

choose from, although your GM might have others to add to

the list. Each race lists the languages your character

Spell Resistance (SR): Some creatures are resistant to magic automatically knows, as well as a number of bonus

and gain spell resistance. When a creature with spell languages. A character knows a number of additional bonus

resistance is targeted by a spell, the caster of the spell must languages equal to his or her Intelligence modifier.

make a caster level check to see if the spell affects the target.

The DC of this check is equal to the target creature's SR Step 3—Pick Your Class: A character's class represents a

(some spells do not allow SR checks).

profession, such as fighter or wizard. If this is a new

character, he starts at 1st level in his chosen class. As he

Stacking: Stacking refers to the act of adding together gains experience points (XP) for defeating monsters, he goes

bonuses or penalties that apply to one particular check or up in level, granting him new powers and abilities.

statistic. Generally speaking, most bonuses of the same type

Page 7

Step 4—Pick Skills and Select Feats: Determine the Classic: Roll 3d6 and add the dice together. Record this total

number of skill ranks possessed by your character, based on and repeat the process until you generate six numbers.

his class and Intelligence modifier (and any other bonuses, Assign these results to your ability scores as you see fit. This

such as the bonus received by humans). Then spend these method is quite random, and some characters will have

ranks on skills, but remember that you cannot have more clearly superior abilities. This randomness can be taken one

ranks than your level in any one skill (for a starting character, step further, with the totals applied to specific ability scores

this is usually one). After skills, determine how many feats in the order they are rolled. Characters generated using this

your character receives, based on his class and level, and method are difficult to fit to predetermined concepts, as their

select them from those presented in Feats.

scores might not support given classes or personalities, and

instead are best designed around their ability scores.

Step 5—Buy Equipment: Each new character begins the

game with an amount of gold, based on his class, that can be Heroic: Roll 2d6 and add 6 to the sum of the dice. Record

spent on a wide range of equipment and gear, from chainmail this total and repeat the process until six numbers are

armor to leather backpacks. This gear helps your character generated. Assign these totals to your ability scores as you

survive while adventuring. Generally speaking, you cannot see fit. This is less random than the Standard method and

use this starting money to buy magic items without the generates characters with mostly above-average scores.

consent of your GM.

Dice Pool: Each character has a pool of 24d6 to assign to his

Step 6—Finishing Details: Finally, you need to determine statistics. Before the dice are rolled, the player selects the

all of a character's details, including his starting hit points number of dice to roll for each score, with a minimum of 3d6

(hp), Armor Class (AC), saving throws, initiative modifier, for each ability. Once the dice have been assigned, the player and attack values. All of these numbers are determined by the rolls each group and totals the result of the three highest dice.

decisions made in previous steps. Aside from these, you need For more high-powered games, the GM should increase the

to decide on your character's name, alignment, and physical total number of dice to 28. This method generates characters

appearance. It is best to jot down a few personality traits as of a similar power to the Standard method.

well, to help you play the character during the game.

Additional rules (like age and alignment) are described in Purchase: Each character receives a number of points to

Additional Rules.

spend on increasing his basic attributes. In this method, all

attributes start at a base of 10. A character can increase an

individual score by spending some of his points. Likewise,

Ability Scores he can gain more points to spend on other scores by

decreasing one or more of his ability scores. No score can be

Each character has six ability scores that represent his reduced below 7 or raised above 18 using this method. See

character's most basic attributes. They are his raw talent and Table: Ability Score Costs for the costs of each score. After

prowess. While a character rarely rolls a check using just an all the points are spent, apply any racial modifiers the

ability score, these scores, and the modifiers they create, character might have.

affect nearly every aspect of a character's skills and abilities.

Each ability score generally ranges from 3 to 18, although

Table 1-1: Ability Score Costs

racial bonuses and penalties can alter this; an average ability

score is 10.

Score

Points

7

–4

Generating Ability Scores

8

–2

9

–1

There are a number of different methods used to generate

10

0

ability scores. Each of these methods gives a different level

11

1

of flexibility and randomness to character generation.

12

2

Racial modifiers (adjustments made to your ability scores

13

3

due to your character's race—see Races) are applied after the

14

5

scores are generated.

15

7

Standard: Roll 4d6, discard the lowest die result, and add

16

10

the three remaining results together. Record this total and

repeat the process until six numbers are generated. Assign

17

13

these totals to your ability scores as you see fit. This method

18

17

is less random than Classic and tends to create characters

with above-average ability scores.

Page 8

Table 1-2: Ability Score Points

Determine Bonuses

Campaign Type Points

Each ability, after changes made because of race, has a

Low Fantasy

10

modifier ranging from –5 to +5. Table: Ability Modifiers and

Standard Fantasy

15

Bonus Spells shows the modifier for each score. The

High Fantasy

20

modifier is the number you apply to the die roll when your

character tries to do something related to that ability. You

Epic Fantasy

25

also use the modifier with some numbers that aren't die rolls.

A positive modifier is called a bonus, and a negative modifier

The number of points you have to spend using the purchase is called a penalty. The table also shows bonus spells, which

method depends on the type of campaign you are playing. you'll need to know about if your character is a spellcaster.

The standard value for a character is 15 points. Average

nonplayer characters (NPCs) are typically built using as few

as 3 points. See Table: Ability Score Points for a number of Abilities and Spellcasters

possible point values depending on the style of campaign. The ability that governs bonus spells depends on what type

The purchase method emphasizes player choice and creates of spellcaster your character is: Intelligence for wizards;

equally balanced characters. This system is typically used for Wisdom for clerics, druids, and rangers; and Charisma for

organized play events, such as the Pathfinder Society (visit bards, paladins, and sorcerers. In addition to having a high

paizo.com/pathfinderSociety for more details on this ability score, a spellcaster must be of a high enough class

exciting campaign).

level to be able to cast spells of a given spell level. See the

class descriptions in Classes for details.

Table 1-3: Ability Modifiers and Bonus Spells

Bonus Spells per Day (by Spell Level)

Ability Score

Modifier

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

–5

Can't cast spells tied to this ability

2–3

–4

Can't cast spells tied to this ability

4–5

–3

Can't cast spells tied to this ability

6–7

–2

Can't cast spells tied to this ability

8–9

–1

Can't cast spells tied to this ability

10–11

0

—

—

—

—

—

—

—

—

—

—

12–13

+1

—

1

—

—

—

—

—

—

—

—

14–15

+2

—

1

1

—

—

—

—

—

—

—

16–17

+3

—

1

1

1

—

—

—

—

—

—

18–19

+4

—

1

1

1

1

—

—

—

—

—

20–21

+5

—

2

1

1

1

1

—

—

—

—

22–23

+6

—

2

2

1

1

1

1

—

—

—

24–25

+7

—

2

2

2

1

1

1

1

—

—

26–27

+8

—

2

2

2

2

1

1

1

1

—

28–29

+9

—

3

2

2

2

2

1

1

1

1

30–31

+10

—

3

3

2

2

2

2

1

1

1

32–33

+11

—

3

3

3

2

2

2

2

1

1

34–35

+12

—

3

3

3

3

2

2

2

2

1

36–37

+13

—

4

3

3

3

3

2

2

2

2

38–39

+14

—

4

4

3

3

3

3

2

2

2

40–41

+15

—

4

4

4

3

3

3

3

2

2

42–43

+16

—

4

4

4

4

3

3

3

3

2

44–45

+17

—

5

4

4

4

4

3

3

3

3

Page 9

The Abilities

Constitution (Con)

Each ability partially describes your character and affects Constitution represents your character's health and stamina.

some of his actions.

A Constitution bonus increases a character's hit points, so the

ability is important for all classes. Some creatures, such as

undead and constructs, do not have a Constitution score.

Strength (Str)

Their modifier is +0 for any Constitution-based checks. A

character with a Constitution score of 0 is dead.

Strength measures muscle and physical power. This ability is

important for those who engage in hand-to-hand (or “melee”) You apply your character's Constitution modifier to:

combat, such as fighters, monks, paladins, and some rangers.

•

Each roll of a Hit Die (though a penalty can never

Strength also sets the maximum amount of weight your

drop a result below 1—that is, a character always

character can carry. A character with a Strength score of 0 is

gains at least 1 hit point each time he advances in

too weak to move in any way and is unconscious. Some

level).

creatures do not possess a Strength score and have no

modifier at all to Strength-based skills or checks.

•

Fortitude saving throws, for resisting poison,

disease, and similar threats.

You apply your character's Strength modifier to:

If a character's Constitution score changes enough to alter his

•

Melee attack rolls.

or her Constitution modifier, the character's hit points also

•

Damage rolls when using a melee weapon or a increase or decrease accordingly.

thrown weapon, including a sling. (Exceptions: Off-

hand attacks receive only half the character's

Strength bonus, while two-handed attacks receive Intelligence (Int)

1–1/2 times the Strength bonus. A Strength penalty, Intelligence determines how well your character learns and

but not a bonus, applies to attacks made with a bow reasons. This ability is important for wizards because it

that is not a composite bow.)

affects their spellcasting ability in many ways. Creatures of

•

Climb and Swim checks.

animal-level instinct have Intelligence scores of 1 or 2. Any

•

Strength checks (for breaking down doors and the creature capable of understanding speech has a score of at

like).

least 3. A character with an Intelligence score of 0 is

comatose. Some creatures do not possess an Intelligence

Dexterity (Dex)

score. Their modifier is +0 for any Intelligence-based skills

or checks.

Dexterity measures agility, reflexes, and balance. This ability You apply your character's Intelligence modifier to:

is the most important one for rogues, but it's also useful for

characters who wear light or medium armor or no armor at

•

The number of bonus languages your character

all. This ability is vital for characters seeking to excel with

knows at the start of the game. These are in addition

ranged weapons, such as the bow or sling. A character with a

to any starting racial languages and Common. If you

Dexterity score of 0 is incapable of moving and is effectively

have a penalty, you can still read and speak your

immobile (but not unconscious).

racial languages unless your Intelligence is lower

than 3.

You apply your character's Dexterity modifier to:

•

The number of skill points gained each level, though

•

Ranged attack rolls, including those for attacks

your character always gets at least 1 skill point per

made with bows, crossbows, throwing axes, and

level.

many ranged spell attacks like scorching ray or

•

Appraise, Craft, Knowledge, Linguistics, and searing light.

Spellcraft checks.

•

Armor Class (AC), provided that the character can A wizard gains bonus spells based on his Intelligence score.

react to the attack.

The minimum Intelligence score needed to cast a wizard

•

Reflex saving throws, for avoiding fireballs and spell is 10 + the spell's level.

other attacks that you can escape by moving

quickly.

•

Acrobatics, Disable Device, Escape Artist, Fly, Wisdom (Wis)

Ride, Sleight of Hand, and Stealth checks.

Wisdom describes a character's willpower, common sense,

awareness, and intuition. Wisdom is the most important

ability for clerics and druids, and it is also important for

Page 10

paladins and rangers. If you want your character to have

acute senses, put a high score in Wisdom. Every creature has

a Wisdom score. A character with a Wisdom score of 0 is

incapable of rational thought and is unconscious.

You apply your character's Wisdom modifier to:

•

Will saving throws (for negating the effects of

charm person and other spells).

•

Heal, Perception, Profession, Sense Motive, and

Survival checks.

Clerics, druids, and rangers get bonus spells based on their

Wisdom scores. The minimum Wisdom score needed to cast

a cleric, druid, or ranger spell is 10 + the spell's level.

Charisma (Cha)

Charisma measures a character's personality, personal

magnetism, ability to lead, and appearance. It is the most

important ability for paladins, sorcerers, and bards. It is also

important for clerics, since it affects their ability to channel

energy. For undead creatures, Charisma is a measure of their

unnatural “lifeforce.” Every creature has a Charisma score. A

character with a Charisma score of 0 is not able to exert

himself in any way and is unconscious.

You apply your character's Charisma modifier to:

•

Bluff, Diplomacy, Disguise, Handle Animal,

Intimidate, Perform, and Use Magic Device checks.

•

Checks that represent attempts to influence others.

•

Channel energy DCs for clerics and paladins

attempting to harm undead foes.

•

Bards, paladins, and sorcerers gain a number of

bonus spells based on their Charisma scores. The

minimum Charisma score needed to cast a bard,

paladin, or sorcerer spell is 10 + the spell's level.

Page 11

2. Races

and barbarians.

Dwarf Racial Traits

Dwarves +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Dwarves are a stoic but stern race, ensconced in cities carved

from the hearts of mountains and fiercely determined to repel Medium: Dwarves are Medium creatures and have no

the depredations of savage races like orcs and goblins. More bonuses or penalties due to their size.

than any other race, the dwarves have acquired a reputation Slow and Steady: Dwarves have a base speed of 20 feet, but

as dour and humorless craftsmen of the earth. It could be said their speed is never modified by armor or encumbrance.

that dwarven history shapes the dark disposition of many

dwarves, for they reside in high mountains and dangerous Darkvision: Dwarves can see in the dark up to 60 feet.

realms below the earth, constantly at war with giants, Defensive Training: Dwarves get a +4 dodge bonus to AC

goblins, and other such horrors.

against monsters of the giant subtype.

Physical Description: Dwarves are a short and stocky race, Greed: Dwarves receive a +2 racial bonus on Appraise skill

and stand about a foot shorter than most humans, with wide, checks made to determine the price of nonmagical goods that

compact bodies that account for their burly appearance. Male contain precious metals or gemstones.

and female dwarves pride themselves on the length of their

hair, and men often decorate their beards with a variety of Hatred: Dwarves receive a +1 bonus on attack rolls against

clasps and intricate braids. A clean-shaven male dwarf is a humanoid creatures of the orc and goblinoid subtypes due to

sure sign of madness, or worse—no one familiar with their special training against these hated foes.

race trusts a beardless dwarf.

Hardy: Dwarves receive a +2 racial bonus on saving throws

Society: The great distances between their mountain citadels against poison, spells, and spell-like abilities.

account for many of the cultural differences that exist within Stability: Dwarves receive a +4 racial bonus to their Combat

dwarven society. Despite these schisms, dwarves throughout Maneuver Defense when resisting a bull rush or trip attempt the world are characterized by their love of stonework, their while standing on the ground.

passion for stone- and metal-based craftsmanship and

architecture, and a fierce hatred of giants, orcs, and Stonecunning: Dwarves receive a +2 bonus on Perception

goblinoids.

checks to potentially notice unusual stonework, such as traps

and hidden doors located in stone walls or floors. They

Relations: Dwarves and orcs have long dwelt in proximity, receive a check to notice such features whenever they pass

theirs a history of violence as old as both their races. within 10 feet of them, whether or not they are actively

Dwarves generally distrust and shun half-orcs. They find looking.

halflings, elves, and gnomes to be too frail, flighty, or

“pretty” to be worthy of proper respect. It is with humans Weapon Familiarity: Dwarves are proficient with

that dwarves share the strongest link, for humans' industrious battleaxes, heavy picks, and warhammers, and treat any

nature and hearty appetites come closest to matching those of weapon with the word “dwarven” in its name as a martial

the dwarven ideal.

weapon.

Alignment and Religion: Dwarves are driven by honor and Languages: Dwarves begin play speaking Common and

tradition, and while they are often satirized as standoffish, Dwarven. Dwarves with high Intelligence scores can choose

they have a strong sense of friendship and justice, and those from the following: Giant, Gnome, Goblin, Orc, Terran, and

who win their trust understand that, while they work hard, Undercommon.

they play even harder—especially when good ale is involved.

Most dwarves are lawful good.

Elves

Adventurers: Although dwarven adventurers are rare

compared to humans, they can be found in most regions of The long-lived elves are children of the natural world,

the world. Dwarves often leave the confines of their redoubts similar in many superficial ways to fey creatures, yet

to seek glory for their clans, to find wealth with which to different as well. Elves value their privacy and traditions, and

enrich the fortress-homes of their birth, or to reclaim fallen while they are often slow to make friends, at both the

dwarven citadels from racial enemies. Dwarven warfare is personal and national levels, once an outsider is accepted as a

often characterized by tunnel fighting and melee combat, and comrade, such alliances can last for generations. Elves have a

as such most dwarves tend toward classes such as fighters

Page 12

curious attachment to their surroundings, perhaps as a result Normal Speed: Elves have a base speed of 30 feet.

of their incredibly long lifespans or some deeper, more Low-Light Vision: Elves can see twice as far as humans in

mystical reason. Elves who dwell in a region for long find

themselves physically adapting to match their surroundings, conditions of dim light. See Additional Rules.

most noticeably taking on coloration reflecting the local Elven Immunities: Elves are immune to magic sleep effects

environment. Those elves that spend their lives among the and get a +2 racial saving throw bonus against enchantment

short-lived races, on the other hand, often develop a skewed spells and effects.

perception of mortality and become morose, the result of

watching wave after wave of companions age and die before Elven Magic: Elves receive a +2 racial bonus on caster level

their eyes.

checks made to overcome spell resistance. In addition, elves

receive a +2 racial bonus on Spellcraft skill checks made to

Physical Description: Although generally taller than identify the properties of magic items.

humans, elves possess a graceful, fragile physique that is

accentuated by their long, pointed ears. Their eyes are wide Keen Senses: Elves receive a +2 racial bonus on Perception

and almond-shaped, and filled with large, vibrantly colored skill checks.

pupils. While elven clothing often plays off the beauty of the Weapon Familiarity: Elves are proficient with longbows

natural world, those elves that live in cities tend to bedeck (including composite longbows), longswords, rapiers, and

themselves in the latest fashion.

shortbows (including composite shortbows), and treat any

Society: Many elves feel a bond with nature and strive to live weapon with the word “elven” in its name as a martial

in harmony with the natural world. Most, however, find weapon.

manipulating earth and stone to be distasteful, and prefer Languages: Elves begin play speaking Common and Elven.

instead to indulge in the finer arts, with their inborn patience Elves with high Intelligence scores can choose from the

making them particularly suited to wizardry.

following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc,

Relations: Elves are prone to dismissing other races, writing and Sylvan.

them off as rash and impulsive, yet they are excellent judges

of character. An elf might not want a dwarf neighbor, but

Gnomes

would be the first to acknowledge that dwarf's skill at

smithing. They regard gnomes as strange (and sometimes Gnomes trace their lineage back to the mysterious realm of

dangerous) curiosities, and halflings with a measure of pity, the fey, a place where colors are brighter, the wildlands

for these small folk seem to the elves to be adrift, without a wilder, and emotions more primal. Unknown forces drove

traditional home. Elves are fascinated with humans, as the ancient gnomes from that realm long ago, forcing them to

evidenced by the number of half-elves in the world, even if seek refuge in this world; despite this, the gnomes have never

they usually disown such offspring. They regard half-orcs completely abandoned their fey roots or adapted to mortal

with distrust and suspicion.

culture. As a result, gnomes are widely regarded by the other

Alignment and Religion: Elves are emotional and races as alien and strange.

capricious, yet value kindness and beauty. Most elves are Physical Description: Gnomes are one of the smallest of the

chaotic good.

common races, generally standing just over 3 feet in height.

Adventurers: Many elves embark on adventures out of a Their hair tends toward vibrant colors such as the fiery

desire to explore the world, leaving their secluded forest orange of autumn leaves, the verdant green of forests at

realms to reclaim forgotten elven magic or search out lost springtime, or the deep reds and purples of wildflowers in

kingdoms established millennia ago by their forefathers. For bloom. Similarly, their flesh tones range from earthy browns

those raised among humans, the ephemeral and unfettered to floral pinks, frequently with little regard for heredity.

life of an adventurer holds natural appeal. Elves generally Gnomes possess highly mutable facial characteristics, and

eschew melee because of their frailty, preferring instead to many have overly large mouths and eyes, an effect which can

pursue classes such as wizards and rangers.

be both disturbing and stunning, depending on the individual.

Society: Unlike most races, gnomes do not generally

Elf Racial Traits

organize themselves within classic societal structures.

Whimsical creatures at heart, they typically travel alone or

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are with temporary companions, ever seeking new and more nimble, both in body and mind, but their form is frail.

exciting experiences. They rarely form enduring

relationships among themselves or with members of other

Medium: Elves are Medium creatures and have no bonuses races, instead pursuing crafts, professions, or collections with

or penalties due to their size.

a passion that borders on zealotry. Male gnomes have a

strange fondness for unusual hats and headgear, while

Page 13

females often proudly wear elaborate and eccentric due to special training against these hated foes.

hairstyles.

Illusion Resistance: Gnomes get a +2 racial saving throw

Relations: Gnomes have difficulty interacting with the other bonus against illusion spells or effects.

races, on both emotional and physical levels. Gnome humor Keen Senses: Gnomes receive a +2 racial bonus on

is hard to translate and often comes across as malicious or

senseless to other races, while gnomes in turn tend to think Perception skill checks.

of the taller races as dull and lumbering giants. They get Obsessive: Gnomes receive a +2 racial bonus on a Craft or

along well with halflings and humans, but are overly fond of Profession skill of their choice.

playing jokes on dwarves and half-orcs, whom most gnomes

feel need to lighten up. They respect elves, but often grow Weapon Familiarity: Gnomes treat any weapon with the

frustrated with the comparatively slow pace at which word “gnome” in its name as a martial weapon.

members of the long-lived race make decisions. To the Languages: Gnomes begin play speaking Common, Gnome,

gnomes, action is always better than inaction, and many and Sylvan. Gnomes with high Intelligence scores can

gnomes carry several highly involved projects with them at choose from the following: Draconic, Dwarven, Elven,

all times to keep themselves entertained during rest periods.

Giant, Goblin, and Orc.

Alignment and Religion: Although gnomes are impulsive

tricksters, with sometimes inscrutable motives and equally

Half-elves

confusing methods, their hearts are generally in the right

place. They are prone to powerful fits of emotion, and find Elves have long drawn the covetous gazes of other races.

themselves most at peace within the natural world.

Their generous life spans, magical affinity, and inherent

Adventurers: Gnomes' propensity for wanderlust makes grace each contribute to the admiration or bitter envy of their

them natural adventurers. They often become wanderers to neighbors. Of all their traits, however, none so entrance their

experience new aspects of life, for nothing is as novel as the human associates as their beauty. Since the two races first

uncounted dangers facing adventurers. Gnomes make up for came into contact with each other, the humans have held up

their weakness with a proclivity for sorcery or bardic music. elves as models of physical perfection, seeing in the fair folk

idealized versions of themselves. For their part, many elves

find humans attractive despite their comparatively barbaric

Gnome Racial Traits

ways, drawn to the passion and impetuosity with which

members of the younger race play out their brief lives.

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude Sometimes this mutual infatuation leads to romantic

makes them naturally agreeable.

relationships. Though usually short-lived, even by human

standards, these trysts commonly lead to the birth of half-

Small: Gnomes are Small creatures and gain a +1 size bonus elves, a race descended of two cultures yet inheritor of

to their AC, a +1 size bonus on attack rolls, a –1 penalty to neither. Half-elves can breed with one another, but even these

their Combat Maneuver Bonus and Combat Maneuver “pureblood” half-elves tend to be viewed as bastards by

Defense, and a +4 size bonus on Stealth checks.

humans and elves alike.

Slow Speed: Gnomes have a base speed of 20 feet.

Physical Description: Half-elves stand taller than humans

Low-Light Vision: Gnomes can see twice as far as humans but shorter than elves. They inherit the lean build and comely

in conditions of dim light. See Additional Rules.

features of their elven lineage, but their skin color is dictated

by their human side. While half-elves retain the pointed ears

Defensive Training: Gnomes get a +4 dodge bonus to AC of elves, theirs are more rounded and less pronounced. A

against monsters of the giant type.

half-elf's human-like eyes tend to range a spectrum of exotic

Gnome Magic: Gnomes add +1 to the DC of any saving colors running from amber or violet to emerald green and

throws against illusion spells that they cast. Gnomes with a deep blue.

Charisma of 11 or higher also gain the following spell-like Society: The lack of a unified homeland and culture forces

abilities: 1/day— dancing lights,

ghost sound, half-elves to remain versatile, able to conform to nearly any

prestidigitation, and speak with animals. The caster level for environment. While often attractive to both races for the these effects is equal to the gnome's level. The DC for these same reasons as their parents, half-elves rarely fit in with

spells is equal to 10 + the spell's level + the gnome's either humans or elves, as both races see too much evidence

Charisma modifier.

of the other in them. This lack of acceptance weighs heavily

Hatred: Gnomes receive a +1 bonus on attack rolls against on many half-elves, yet others are bolstered by their unique

humanoid creatures of the reptilian and goblinoid subtypes status, seeing in their lack of a formalized culture the

ultimate freedom. As a result, half-elves are incredibly

Page 14

adaptable, capable of adjusting their mindsets and talents to

Half-orcs

whatever societies they find themselves in.

Relations: A half-elf understands loneliness, and knows that Half-orcs are monstrosities, their tragic births the result of

character is often less a product of race than of life perversion and violence—or at least, that's how other races

experience. As such, half-elves are often open to friendships see them. It's true that half-orcs are rarely the result of loving

and alliances with other races, and less likely to rely on first unions, and as such are usually forced to grow up hard and

impressions when forming opinions of new acquaintances.

fast, constantly fighting for protection or to make names for

themselves. Feared, distrusted, and spat upon, half-orcs still

Alignment and Religion: Half-elves' isolation strongly consistently manage to surprise their detractors with great

influences their characters and philosophies. Cruelty does not deeds and unexpected wisdom—though sometimes it's easier

come naturally to them, nor does blending in and bending to just to crack a few skulls.

societal convention—as a result, most half-elves are chaotic

good. Half-elves' lack of a unified culture makes them less Physical Description: Both genders of half-orc stand

likely to turn to religion, but those who do generally follow between 6 and 7 feet tall, with powerful builds and greenish

the common faiths of their homeland.

or grayish skin. Their canines often grow long enough to

protrude from their mouths, and these “tusks,” combined

Adventurers: Half-elves tend to be itinerants, wandering the with heavy brows and slightly pointed ears, give them their

lands in search of a place they might finally call home. The notoriously bestial appearance. While half-orcs may be

desire to prove oneself to the community and establish a impressive, few ever describe them as beautiful.

personal identity—or even a legacy—drives many half-elf

adventurers to lives of bravery.

Society: Unlike half-elves, where at least part of society's

discrimination is born out of jealousy or attraction, half-orcs

get the worst of both worlds: physically weaker than their orc

Half-Elf Racial Traits

kin, they also tend to be feared or attacked outright by the

legions of humans who don't bother making the distinction

+2 to One Ability Score: Half-elf characters get a +2 bonus between full orcs and halfbloods. Still, while not exactly

to one ability score of their choice at creation to represent accepted, half-orcs in civilized societies tend to be valued for

their varied nature.

their martial prowess, and orc leaders have actually been

Medium: Half-elves are Medium creatures and have no known to spawn them intentionally, as the halfbreeds

bonuses or penalties due to their size.

regularly make up for their lack of physical strength with

increased cunning and aggression, making them natural

Normal Speed: Half-elves have a base speed of 30 feet.

chieftains and strategic advisors.

Low-Light Vision: Half-elves can see twice as far as humans Relations: A lifetime of persecution leaves the average half-

in conditions of dim light. See Additional Rules.

orc wary and quick to anger, yet those who break through his

Adaptability: Half-elves receive Skill Focus as a bonus feat savage exterior might find a well-hidden core of empathy.

at 1st level.

Elves and dwarves tend to be the least accepting of half-orcs,

seeing in them too great a resemblance to their racial

Elf Blood: Half-elves count as both elves and humans for enemies, but other races aren't much more understanding.

any effect related to race.

Human societies with few orc problems tend to be the most

Elven Immunities: Half-elves are immune to magic sleep accommodating, and there half-orcs make natural

effects and get a +2 racial saving throw bonus against mercenaries and enforcers.

enchantment spells and effects.

Alignment & Religion: Forced to live either among brutish

Keen Senses: Half-elves receive a +2 racial bonus on orcs or as lonely outcasts in civilized lands, most half-orcs

Perception skill checks.

are bitter, violent, and reclusive. Evil comes easily to them,

but they are not evil by nature—rather, most half-orcs are

Multitalented: Half-elves choose two favored classes at first chaotic neutral, having been taught by long experience that

level and gain +1 hit point or +1 skill point whenever they there's no point doing anything but that which directly

take a level in either one of those classes. See Classes for benefits themselves.

more information about favored classes.

Adventurers: Staunchly independent, many half-orcs take to

Languages: Half-elves begin play speaking Common and lives of adventure out of necessity, seeking to escape their

Elven. Half-elves with high Intelligence scores can choose painful pasts or improve their lot through force of arms.

any languages they want (except secret languages, such as Others, more optimistic or desperate for acceptance, take up

Druidic).

the mantle of crusaders in order to prove their worth to the

world.

Page 15

Half-Orc Racial Traits

of brown. A halfling's ears are pointed, but proportionately

not much larger than those of a human.

+2 to One Ability Score: Half-orc characters get a +2 bonus Society: Halflings claim no cultural homeland and control no

to one ability score of their choice at creation to represent settlements larger than rural assemblies of free towns. Far

their varied nature.

more often, they dwell at the knees of their human cousins in

Medium: Half-orcs are Medium creatures and have no human cities, eking out livings as they can from the scraps of

bonuses or penalties due to their size.

larger societies. Many halflings lead perfectly fulfilling lives

in the shadow of their larger neighbors, while some prefer

Normal Speed: Half-orcs have a base speed of 30 feet.

more nomadic lives on the road, traveling the world and

Darkvision: Half-orcs can see in the dark up to 60 feet.

experiencing all it has to offer.

Intimidating: Half-orcs receive a +2 racial bonus on Relations: A typical halfling prides himself on his ability to

Intimidate skill checks due to their fearsome nature.

go unnoticed by other races—it is this trait that allows so

many halflings to excel at thievery and trickery. Most

Orc Blood: Half-orcs count as both humans and orcs for any halflings, knowing full well the stereotyped view other races

effect related to race.

take of them as a result, go out of their way to be

Orc Ferocity: Once per day, when a half-orc is brought forthcoming and friendly to the bigger races when they're not

below 0 hit points but not killed, he can fight on for one trying to go unnoticed. They get along fairly well with

more round as if disabled. At the end of his next turn, unless gnomes, although most halflings regard these eccentric

brought to above 0 hit points, he immediately falls creatures with a hefty dose of caution. Halflings coexist well

unconscious and begins dying.

with humans as a general rule, but since some of the more

aggressive human societies value halflings as slaves,

Weapon Familiarity: Half-orcs are proficient with greataxes halflings try not to grow too complacent when dealing with

and falchions and treat any weapon with the word “orc” in its them. Halflings respect elves and dwarves, but these races

name as a martial weapon.

generally live in remote regions far from the comforts of

Languages: Half-orcs begin play speaking Common and civilization that halflings enjoy, thus limiting opportunities

Orc. Half-orcs with high Intelligence scores can choose from for interaction. Only half-orcs are generally shunned by

the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

halflings, for their great size and violent natures are a bit too

intimidating for most halflings to cope with.

Halflings Alignment and Religion: Halflings are loyal to their friends

and families, but since they dwell in a world dominated by

races twice as large as themselves, they've come to grips with

Optimistic and cheerful by nature, blessed with uncanny luck the fact that sometimes they'll need to scrap and scrounge for

and driven by a powerful wanderlust, halflings make up for survival. Most halflings are neutral as a result.

their short stature with an abundance of bravado and

curiosity. At once excitable and easy-going, halflings like to Adventurers: Their inherent luck coupled with their

keep an even temper and a steady eye on opportunity, and are insatiable wanderlust makes halflings ideal for lives of

not as prone as some of the more volatile races to violent or adventure. Other such vagabonds tend to put up with the

emotional outbursts. Even in the jaws of catastrophe, a curious race in hopes that some of their mystical luck will

halfling almost never loses his sense of humor.

rub off.

Halflings are inveterate opportunists. Unable to physically

defend themselves from the rigors of the world, they know Halfling Racial Traits

when to bend with the wind and when to hide away. Yet a

halfling's curiosity often overwhelms his good sense, leading +2 Dexterity, +2 Charisma, –2 Strength: Halflings are

to poor decisions and narrow escapes.

nimble and strong-willed, but their small stature makes them

Though their curiosity drives them to travel and seek new weaker than other races.

places and experiences, halflings possess a strong sense of Small: Halflings are Small creatures and gain a +1 size

house and home, often spending above their means to bonus to their AC, a +1 size bonus on attack rolls, a –1

enhance the comforts of home life.

penalty to their Combat Maneuver Bonus and Combat

Physical Description: Halflings rise to a humble height of 3 Maneuver Defense, and a +4 size bonus on Stealth checks.

feet. They prefer to walk barefoot, leading to the bottoms of Slow Speed: Halflings have a base speed of 20 feet.

their feet being roughly calloused. Tufts of thick, curly hair

warm the tops of their broad, tanned feet. Their skin tends Fearless: Halflings receive a +2 racial bonus on all saving

toward a rich almond color and their hair toward light shades throws against fear. This bonus stacks with the bonus granted

Page 16

by halfling luck.

point of arrogance, humans might look upon dwarves as

miserly drunkards, elves as flighty fops, halflings as craven

Halfling Luck: Halflings receive a +1 racial bonus on all thieves, gnomes as twisted maniacs, and half-elves and half-

saving throws.

orcs as embarrassments—but the race's diversity among its

Keen Senses: Halflings receive a +2 racial bonus on own members also makes humans quite adept at accepting

Perception skill checks.

others for what they are.

Sure-Footed: Halflings receive a +2 racial bonus on Alignment and Religion: Humanity is perhaps the most

Acrobatics and Climb skill checks.

heterogeneous of all the common races, with a capacity for

great evil and boundless good. Some assemble into vast

Weapon Familiarity: Halflings are proficient with slings barbaric hordes, while others build sprawling cities that

and treat any weapon with the word “halfling” in its name as cover miles. Taken as a whole, most humans are neutral, yet

a martial weapon.

they generally tend to congregate in nations and civilizations

Languages: Halflings begin play speaking Common and with specific alignments. Humans also have the widest range

Halfling. Halflings with high Intelligence scores can choose in gods and religion, lacking other races' ties to tradition and

from the following: Dwarven, Elven, Gnome, and Goblin.

eager to turn to anyone offering them glory or protection.

Adventurers: Ambition alone drives countless humans, and

Humans for many, adventuring serves as a means to an end, whether it

be wealth, acclaim, social status, or arcane knowledge. A few

Humans possess exceptional drive and a great capacity to pursue adventuring careers simply for the thrill of danger.

endure and expand, and as such are currently the dominant Humans hail from myriad regions and backgrounds, and as

race in the world. Their empires and nations are vast, such can fill any role within an adventuring party.

sprawling things, and the citizens of these societies carve Names: Unlike other races, who generally cleave to specific

names for themselves with the strength of their sword arms traditions and shared histories, humanity's diversity has

and the power of their spells. Humanity is best characterized resulted in a near-infinite set of names. The humans of a

by its tumultuousness and diversity, and human cultures run northern barbarian tribe have much different names than

the gamut from savage but honorable tribes to decadent, those hailing from a subtropical nation of sailors and

devil-worshiping noble families in the most cosmopolitan tradesmen. Throughout most of the world humans speak

cities. Human curiosity and ambition often triumph over their Common, yet their names are as varied as their beliefs and

predilection for a sedentary lifestyle, and many leave their appearances.

homes to explore the innumerable forgotten corners of the

world or lead mighty armies to conquer their neighbors,

simply because they can.

Human Racial Traits

Physical Description: The physical characteristics of +2 to One Ability Score: Human characters get a +2 bonus

humans are as varied as the world's climes. From the dark- to one ability score of their choice at creation to represent

skinned tribesmen of the southern continents to the pale and their varied nature.

barbaric raiders of the northern lands, humans possess a wide

variety of skin colors, body types, and facial features. Medium: Humans are Medium creatures and have no

Generally speaking, humans' skin color assumes a darker hue bonuses or penalties due to their size.

the closer to the equator they live.

Normal Speed: Humans have a base speed of 30 feet.

Society: Human society comprises a multitude of Bonus Feat: Humans select one extra feat at 1st level.

governments, attitudes, and lifestyles. Though the oldest

human cultures trace their histories thousands of years into Skilled: Humans gain an additional skill rank at first level

the past, when compared to the societies of common races and one additional rank whenever they gain a level.

like elves and dwarves, human society seems to be in a state Languages: Humans begin play speaking Common. Humans

of constant flux as empires fragment and new kingdoms with high Intelligence scores can choose any languages they

subsume the old. In general, humans are known for their want (except secret languages, such as Druidic).

flexibility, ingenuity, and ambition.

Relations: Humans are fecund, and their drive and numbers

often spur them into contact with other races during bouts of

territorial expansion and colonization. In many cases, this

leads to violence and war, yet humans are also swift to

forgive and forge alliances with races who do not try to

match or exceed them in violence. Proud, sometimes to the

Page 17

3. Classes

Advancing Your Character

A character advances in level as soon as he earns enough

Barbarian: The barbarian is a brutal berserker from beyond experience points to do so—typically, this occurs at the end

the edge of civilized lands.

of a game session, when your GM hands out that session's

Bard: The bard uses skill and spell alike to bolster his allies, experience point awards.

confound his enemies, and build upon his fame.

The process of advancing a character works in much the

Cleric: A devout follower of a deity, the cleric can heal same way as generating a character, except that your ability

wounds, raise the dead, and call down the wrath of the gods. scores, race, and previous choices concerning class, skills,

and feats cannot be changed. Adding a level generally gives

Druid: The druid is a worshiper of all things natural—a you new abilities, additional skill points to spend, more hit

spellcaster, a friend to animals, and a skilled shapechanger.

points, and possibly an ability score increase or additional

Fighter: Brave and stalwart, the fighter is a master of all feat (see Table: Character Advancement and Level-

manner of arms and armor.

Dependent Bonuses). Over time, as your character rises to

higher levels, he becomes a truly powerful force in the game

Monk: A student of martial arts, the monk trains his body to world, capable of ruling nations or bringing them to their

be his greatest weapon and defense.

knees.

Paladin: The paladin is the knight in shining armor, a When adding new levels of an existing class or adding levels

devoted follower of law and good.

of a new class (see Multiclassing, below), make sure to take

Ranger: A tracker and hunter, the ranger is a creature of the the following steps in order. First, select your new class

wild and of tracking down his favored foes.

level. You must be able to qualify for this level before any of

the following adjustments are made. Second, apply any

Rogue: The rogue is a thief and a scout,

an opportunist capable of delivering

brutal strikes against unwary foes.

Table 3-1: Character Advancement and Level-Dependent Bonuses

Sorcerer: The spellcasting sorcerer is

Character

Experience Point Total

Ability

Feats

born with an innate knack for magic and

Level

Slow

Medium

Fast

Score

has strange, eldritch powers.

1st

—

—

—

1st

—

Wizard: The wizard masters magic

2nd

3000

2,000

1,300

—

—

through constant study that gives him

3rd

7,500

5,000

3,300

2nd

—

incredible magical power.

4th

14,000

9,000

6,000

—

1st

5th

23,000

15,000

10,000

3rd

—

Character 6th

35,000

23,000

15,000

—

—

Advancement

7th

53,000

35,000

23,000

4th

—

8th

77,000

51,000

34,000

—

2nd

As player characters overcome

9th

115,000

75,000

50,000

5th

—

challenges, they gain experience points.

10th

160,000

105,000

71,000

—

—

As these points accumulate, PCs

advance in level and power. The rate of

11th

235,000

155,000

105,000

6th

—

this advancement depends on the type of

12th

330,000

220,000

145,000

—

3rd

game that your group wants to play.

13th

475,000

315,000

210,000

7th

—

Some prefer a fast-paced game, where

14th

665,000

445,000

295,000

—

—

characters gain levels every few

sessions, while others prefer a game

15th

955,000

635,000

425,000

8th

—

where advancement occurs less

16th

1,350,000

890,000

600,000

—

4th

frequently. In the end, it is up to your

17th

1,900,000

1,300,000

850,000

9th

—

group to decide what rate fits you best.

18th

2,700,000

1,800,000

1,200,000

—

—

Characters advance in level according to

Table: Character Advancement and

19th

3,850,000

2,550,000

1,700,000

10th

—

Level-Dependent Bonuses.

20th

5,350,000

3,600,000

2,400,000

—

5th

Page 18

ability score increases due to gaining a level. Third, integrate attack bonuses, and saving throw bonuses from a 1st-level

all of the level's class abilities and then roll for additional hit wizard on top of those gained from being a 5th-level fighter.

points. Finally, add new skills and feats. For more

information on when you gain new feats and ability score Note that there are a number of effects and prerequisites that

rely on a character's level or Hit Dice. Such effects are

increases, see Table: Character Advancement and Level-

Dependent Bonuses.

always based on the total number of levels or Hit Dice a

character possesses, not just those from one class. The

exception to this is class abilities, most of which are based on

Multiclassing

the total number of class levels that a character possesses of

that particular class.

Instead of gaining the abilities granted by the next level in

your character's current class, he can instead gain the 1st-

level abilities of a new class, adding all of those abilities to Favored Class

his existing ones. This is known as “multiclassing.”

Each character begins play with a single favored class of his

For example, let's say a 5th-level fighter decides to dabble in choosing—typically, this is the same class as the one he

the arcane arts, and adds one level of wizard when he chooses at 1st level. Whenever a character gains a level in his

advances to 6th level. Such a character would have the favored class, he receives either + 1 hit point or + 1 skill

powers and abilities of both a 5th-level fighter and a 1st-level rank. The choice of favored class cannot be changed once the

wizard, but would still be considered a 6th-level character. character is created, and the choice of gaining a hit point or a

(His class levels would be 5th and 1st, but his total character skill rank each time a character gains a level (including his

level is 6th.) He keeps all of his bonus feats gained from 5 first level) cannot be changed once made for a particular

levels of fighter, but can now also cast 1st-level spells and level. Prestige classes (see Prestige Classes) can never be a

picks an arcane school. He adds all of the hit points, base favored class.

Barbarian Class Skills

For some, there is only rage. In the ways of their people, in The barbarian's class skills are Acrobatics (Dex), Climb (Str), the fury of their passion, in the howl of battle, conflict is all Craft (Int), Handle Animal (Cha), Intimidate (Cha), these brutal souls know. Savages, hired muscle, masters of Knowledge (nature) (Int), Perception (Wis), Ride (Dex), vicious martial techniques, they are not soldiers or Survival (Wis), and Swim (Str).

professional warriors—they are the battle possessed, Skill Ranks per Level: 4 + Int modifier.

creatures of slaughter and spirits of war. Known as

barbarians, these warmongers know little of training,

preparation, or the rules of warfare; for them, only the Class Features

moment exists, with the foes that stand before them and the

knowledge that the next moment might hold their death. All of the following are class features of the barbarian.

They possess a sixth sense in regard to danger and the Weapon and Armor Proficiency: A barbarian is proficient

endurance to weather all that might entail. These brutal with all simple and martial weapons, light armor, medium warriors might rise from all walks of life, both civilized and armor, and shields (except tower shields).

savage, though whole societies embracing such philosophies

roam the wild places of the world. Within barbarians storms Fast Movement (Ex): A barbarian's land speed is faster than

the primal spirit of battle, and woe to those who face their the norm for her race by +10 feet. This benefit applies only

rage.

when she is wearing no armor, light armor, or medium armor,

and not carrying a heavy load. Apply this bonus before

Role: Barbarians excel in combat, possessing the martial modifying the barbarian's speed because of any load carried

prowess and fortitude to take on foes seemingly far superior or armor worn. This bonus stacks with any other bonuses to

to themselves. With rage granting them boldness and daring the barbarian's land speed.

beyond that of most other warriors, barbarians charge

furiously into battle and ruin all who would stand in their Rage (Ex): A barbarian can call upon inner reserves of

way.

strength and ferocity, granting her additional combat

prowess. Starting at 1st level, a barbarian can rage for a

Alignment: Any nonlawful.

number of rounds per day equal to 4 + her Constitution

Hit Die: d12.

modifier. At each level after 1st, she can rage for 2 additional

rounds. Temporary increases to Constitution, such as those

Page 19

Table 3-2: Barbarian

Level Base Attack Bonus

Fort Save

Ref Save

Will Save Special

1st

+1

+2

+0

+0

Fast movement, rage

2nd

+2

+3

+0

+0

Rage power, uncanny dodge

3rd

+3

+3

+1

+1

Trap sense +1

4th

+4

+4

+1

+1

Rage power

5th

+5

+4

+1

+1

Improved uncanny dodge

6th

+6/+1

+5

+2

+2

Rage power, Trap sense +2

7th

+7/+2

+5

+2

+2

Damage reduction 1/—

8th

+8/+3

+6

+2

+2

Rage power

9th

+9/+4

+6

+3

+3

Trap sense +3

10th

+10/+5

+7

+3

+3

Damage reduction 2/—, Rage power

11th

+11/+6/+1

+7

+3

+3

Greater rage

12th

+12/+7/+2

+8

+4

+4

Rage power, Trap sense +4

13th

+13/+8/+3

+8

+4

+4

Damage reduction 3/—

14th

+14/+9/+4

+9

+4

+4

Indomitable will, Rage power

15th

+15/+10/+5

+9

+5

+5

Trap sense +5

16th

+16/+11/+6/+1

+10

+5

+5

Damage reduction 4/—, Rage power

17th

+17/+12/+7/+2

+10

+5

+5

Tireless rage

18th

+18/+13/+8/+3

+11

+6

+6

Rage power, Trap sense +6

19th

+19/+14/+9/+4

+11

+6

+6

Damage reduction 5/—

20th

+20/+15/+10/+5

+12

+6

+6

Mighty rage, Rage power

gained from rage and spells like bear's endurance, do not gains a rage power. She gains another rage power for every

increase the total number of rounds that a barbarian can rage two levels of barbarian attained after 2nd level. A barbarian

per day. A barbarian can enter rage as a free action. The total gains the benefits of rage powers only while raging, and

number of rounds of rage per day is renewed after resting for some of these powers require the barbarian to take an action

8 hours, although these hours do not need to be consecutive. first. Unless otherwise noted, a barbarian cannot select an

individual power more than once.

While in rage, a barbarian gains a +4 morale bonus to her

Strength and Constitution, as well as a +2 morale bonus on Animal Fury (Ex): While raging, the barbarian gains a bite

Will saves. In addition, she takes a –2 penalty to Armor attack. If used as part of a full attack action, the bite attack is

Class. The increase to Constitution grants the barbarian 2 hit made at the barbarian's full base attack bonus –5. If the bite

points per Hit Dice, but these disappear when the rage ends hits, it deals 1d4 points of damage (assuming the barbarian is

and are not lost first like temporary hit points. While in rage, Medium; 1d3 points of damage if Small) plus half the

a barbarian cannot use any Charisma-, Dexterity-, or barbarian's Strength modifier. A barbarian can make a bite

Intelligence-based skills (except Acrobatics, Fly, Intimidate, attack as part of the action to maintain or break free from a and Ride) or any ability that requires patience or grapple. This attack is resolved before the grapple check is

concentration.

made. If the bite attack hits, any grapple checks made by the

barbarian against the target this round are at a +2 bonus.

A barbarian can end her rage as a free action and is fatigued

after rage for a number of rounds equal to 2 times the Clear Mind (Ex): A barbarian may reroll a failed Will save.

number of rounds spent in the rage. A barbarian cannot enter This power is used as an immediate action after the first save

a new rage while fatigued or exhausted but can otherwise is attempted, but before the results are revealed by the GM.

enter rage multiple times during a single encounter or The barbarian must take the second result, even if it is worse.

combat. If a barbarian falls unconscious, her rage A barbarian must be at least 8th level before selecting this

immediately ends, placing her in peril of death.

power. This power can only be used once per rage.

Rage Powers (Ex): As a barbarian gains levels, she learns to Fearless Rage (Ex): While raging, the barbarian is immune use her rage in new ways. Starting at 2nd level, a barbarian to the shaken and frightened conditions. A barbarian must be

Page 20

at least 12th level before selecting this rage power.

Powerful Blow (Ex): The barbarian gains a +1 bonus on a

single damage roll. This bonus increases by +1 for every 4

Guarded Stance (Ex): The barbarian gains a +1 dodge bonus levels the barbarian has attained. This power is used as a

to her Armor Class against melee attacks for a number of swift action before the roll to hit is made. This power can

rounds equal to the barbarian's current Constitution modifier only be used once per rage.

(minimum 1). This bonus increases by +1 for every 6 levels

the barbarian has attained. Activating this ability is a move Quick Reflexes (Ex): While raging, the barbarian can make

action that does not provoke an attack of opportunity.

one additional attack of opportunity per round.

Increased Damage Reduction (Ex): The barbarian's damage Raging Climber (Ex): When raging, the barbarian adds her

reduction increases by 1/—. This increase is always active level as an enhancement bonus on all Climb skill checks.

while the barbarian is raging. A barbarian can select this rage Raging Leaper (Ex): When raging, the barbarian adds her

power up to three times. Its effects stack. A barbarian must

be at least 8th level before selecting this rage power.

level as an enhancement bonus on all Acrobatics skill checks

made to jump. When making a jump in this way, the

Internal Fortitude (Ex): While raging, the barbarian is barbarian is always considered to have a running start.

immune to the sickened and nauseated conditions. A Raging Swimmer (Ex): When raging, the barbarian adds her barbarian must be at least 8th level before selecting this rage

power.

level as an enhancement bonus on all Swim skill checks.

Renewed Vigor (Ex): As a standard action, the barbarian

Intimidating Glare (Ex): The barbarian can make an

Intimidate check against one adjacent foe as a move action. heals 1d8 points of damage + her Constitution modifier. For

every four levels the barbarian has attained above 4th, this

If the barbarian successfully demoralizes her opponent, the

foe is shaken for 1d4 rounds + 1 round for every 5 points by amount of damage healed increases by 1d8, to a maximum of

5d8 at 20th level. A barbarian must be at least 4th level

which the barbarian's check exceeds the DC.

before selecting this power. This power can be used only

Knockback (Ex): Once per round, the barbarian can make a once per day and only while raging.

bull rush attempt against one target in place of a melee

attack. If successful, the target takes damage equal to the Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus

to her Armor Class against ranged attacks for a number of

barbarian's Strength modifier and is moved back as normal.

The barbarian does not need to move with the target if rounds equal to the barbarian's current Constitution modifier

(minimum 1). This bonus increases by +1 for every 6 levels

successful. This does not provoke an attack of opportunity.

the barbarian has attained. Activating this ability is a move

Low-Light Vision (Ex): The barbarian's senses sharpen and action that does not provoke an attack of opportunity.

she gains low-light vision while raging.

Roused Anger (Ex): The barbarian may enter a rage even if

Mighty Swing (Ex): The barbarian automatically confirms a fatigued. While raging after using this ability, the barbarian is

critical hit. This power is used as an immediate action once a immune to the fatigued condition. Once this rage ends, the

critical threat has been determined. A barbarian must be at barbarian is exhausted for 10 minutes per round spent raging.

least 12th level before selecting this power. This power can

only be used once per rage.

Scent (Ex): The barbarian gains the scent ability while raging

and can use this ability to locate unseen foes (see Special

Moment of Clarity (Ex): The barbarian does not gain any Abilities for rules on the scent ability).

benefits or take any of the penalties from rage for 1 round. Strength Surge (Ex): The barbarian adds her barbarian level

This includes the penalty to Armor Class and the restriction

on what actions can be performed. This round still counts on one Strength check or combat maneuver check, or to her

Combat Maneuver Defense when an opponent attempts a

against her total number of rounds of rage per day. This

power can only be used once per rage.

maneuver against her. This power is used as an immediate

action. This power can only be used once per rage.

Night Vision (Ex): The barbarian's senses grow incredibly

sharp while raging and she gains darkvision 60 feet. A Superstition (Ex): The barbarian gains a +2 morale bonus on

saving throws made to resist spells, supernatural abilities,

barbarian must have low-light vision as a rage power or a

racial trait to select this rage power.

and spell-like abilities. This bonus increases by +1 for every

4 levels the barbarian has attained. While raging, the

No Escape (Ex): The barbarian can move up to double her barbarian cannot be a willing target of any spell and must

normal speed as an immediate action but she can only use make saving throws to resist all spells, even those cast by

this ability when an adjacent foe uses a withdraw action to allies.

move away from her. She must end her movement adjacent Surprise Accuracy (Ex): The barbarian gains a +1 morale

to the enemy that used the withdraw action. The barbarian

provokes attacks of opportunity as normal during this bonus on one attack roll. This bonus increases by +1 for

every 4 levels the barbarian has attained. This power is used

movement. This power can only be used once per rage.

Page 21

as a swift action before the roll to hit is made. This power +1 every three barbarian levels thereafter (6th, 9th, 12th,

can only be used once per rage.

15th, and 18th level). Trap sense bonuses gained from

multiple classes stack.

Swift Foot (Ex): The barbarian gains a 5-foot enhancement

bonus to her speed. This increase is always active while the Improved Uncanny Dodge (Ex): At 5th level and higher, a

barbarian is raging. A barbarian can select this rage power up barbarian can no longer be flanked. This defense denies a

to three times. Its effects stack.

rogue the ability to sneak attack the barbarian by flanking

her, unless the attacker has at least four more rogue levels

Terrifying Howl (Ex): The barbarian unleashes a terrifying than the target has barbarian levels.

howl as a standard action. All shaken enemies within 30 feet

must make a Will save (DC equal to 10 + 1/2 the barbarian's If a character already has uncanny dodge (see above) from

level + the barbarian's Strength modifier) or be panicked for another class, the levels from the classes that grant uncanny

1d4+1 rounds. Once an enemy has made a save versus dodge stack to determine the minimum rogue level required

terrifying howl (successful or not), it is immune to this power to flank the character.

for 24 hours. A barbarian must have the intimidating glare

rage power to select this rage power. A barbarian must be at Damage Reduction (Ex): At 7th level, a barbarian gains

damage reduction. Subtract 1 from the damage the barbarian

least 8th level before selecting this power.

takes each time she is dealt damage from a weapon or a

Unexpected Strike (Ex): The barbarian can make an attack of natural attack. At 10th level, and every three barbarian levels

opportunity against a foe that moves into any square thereafter (13th, 16th, and 19th level), this damage reduction

threatened by the barbarian, regardless of whether or not that rises by 1 point. Damage reduction can reduce damage to 0

movement would normally provoke an attack of opportunity. but not below 0.

This power can only be used once per rage. A barbarian must Greater Rage (Ex): At 11th level, when a barbarian enters

be at least 8th level before selecting this power.

rage, the morale bonus to her Strength and Constitution

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the increases to +6 and the morale bonus on her Will saves

ability to react to danger before her senses would normally increases to +3.

allow her to do so. She cannot be caught flat-footed, even if Indomitable Will (Ex): While in rage, a barbarian of 14th

the attacker is invisible. She still loses her Dexterity bonus to

AC if immobilized. A barbarian with this ability can still lose level or higher gains a +4 bonus on Will saves to resist

enchantment spells. This bonus stacks with all other

her Dexterity bonus to AC if an opponent successfully uses

the feint action against her.

modifiers, including the morale bonus on Will saves she also

receives during her rage.

If a barbarian already has uncanny dodge from a different

class, she automatically gains improved uncanny dodge (see Tireless Rage (Ex): Starting at 17th level, a barbarian no

longer becomes fatigued at the end of her rage.

below) instead.

Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus Mighty Rage (Ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution

on Reflex saves made to avoid traps and a +1 dodge bonus to

AC against attacks made by traps. These bonuses increase by increases to +8 and the morale bonus on her Will saves

increases to +4.

Bard knowing the most, and being the best might they claim the

treasures of each.

Untold wonders and secrets exist for those skillful enough to Role: Bards capably confuse and confound their foes while

discover them. Through cleverness, talent, and magic, these inspiring their allies to ever-greater daring. While

cunning few unravel the wiles of the world, becoming adept accomplished with both weapons and magic, the true

in the arts of persuasion, manipulation, and inspiration. strength of bards lies outside melee, where they can support

Typically masters of one or many forms of artistry, bards their companions and undermine their foes without fear of

possess an uncanny ability to know more than they should interruptions to their performances.

and use what they learn to keep themselves and their allies

ever one step ahead of danger. Bards are quick-witted and Alignment: Any.

captivating, and their skills might lead them down many Hit Die: d8.

paths, be they gamblers or jacks-of-all-trades, scholars or

performers, leaders or scoundrels, or even all of the above.

For bards, every day brings its own opportunities,

adventures, and challenges, and only by bucking the odds,

Page 22

Class Skills

without incurring the normal arcane spell failure chance.

Like any other arcane spellcaster, a bard wearing medium or

The bard's class skills are Acrobatics (Dex), Appraise (Int), heavy armor incurs a chance of arcane spell failure if the

Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), spell in question has a somatic component. A multiclass bard

Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), still incurs the normal arcane spell failure chance for arcane

Knowledge (all) (Int), Linguistics (Int), Perception (Wis), spells received from other classes.

Perform (Cha), Profession (Wis), Sense Motive (Wis), Spells: A bard casts arcane spells drawn from the bard spell

Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and list presented in Spell Lists. He can cast any spell he knows

Use Magic Device (Cha).

without preparing it ahead of time. Every bard spell has a

Skill Ranks per Level: 6 + Int modifier.

verbal component (song, recitation, or music). To learn or

cast a spell, a bard must have a Charisma score equal to at

least 10 + the spell level. The Difficulty Class for a saving

Class Features

throw against a bard's spell is 10 + the spell level + the bard's

Charisma modifier.

All of the following are class features of the bard.

Like other spellcasters, a bard can cast only a certain number

Weapon and Armor Proficiency: A bard is proficient with of spells of each spell level per day. His base daily spell

all simple weapons, plus the longsword, rapier, sap, short allotment is given on Table: Bard. In addition, he receives

sword, shortbow, and whip. Bards are also proficient with bonus spells per day if he has a high Charisma score (see

light armor and shields (except tower shields). A bard can Table: Ability Modifiers and Bonus Spells).

cast bard spells while wearing light armor and use a shield

Table 3-3: Bard

Base Attack Fort Ref Will

Spells per Day

Level

Special

Bonus

Save Save Save

1st 2nd 3rd 4th 5th 6th

Bardic knowledge, bardic performance, cantrips,

1st

+0

+0

+2

+2 countersong, distraction, fascinate, inspire courage

1

— — — — —

+1

2nd

+1

+0

+3

+3 Versatile performance, well-versed

2

— — — — —

3rd

+2

+1

+3

+3 Inspire competence +2

3

— — — — —

4th

+3

+1

+4

+4

3

1

— — — —

5th

+3

+1

+4

+4 inspire courage +2, lore master 1/day

4

2

— — — —

6th

+4

+2

+5

+5 Suggestion, Versatile performance

4

3

— — — —

7th

+5

+2

+5

+5 Inspire competence +3

4

3

1

— — —

8th

+6/+1

+2

+6

+6 Dirge of doom

4

4

2

— — —

9th

+6/+1

+3

+6

+6 Inspire greatness

5

4

3

— — —

10th +7/+2

+3

+7

+7 Jack-of-all-trades, Versatile performance

5

4

3

1

— —

Inspire competence +4, inspire courage +3, lore

11th +8/+3

+3

+7

+7

5

4

4

2

— —

master 2/day

12th +9/+4

+4

+8

+8 Soothing performance

5

5

4

3

— —

13th +9/+4

+4

+8

+8

5

5

4

3

1

—

14th +10/+5

+4

+9

+9 Frightening tune, Versatile performance

5

5

4

4

2

—

15th +11/+6/+1

+5

+9

+9 Inspire competence +5, inspire heroics

5

5

5

4

3

—

16th +12/+7/+2

+5

+10 +10

5

5

5

4

3

1

17th +12/+7/+2

+5

+10 +10 inspire courage +4, lore master 3/day

5

5

5

4

4

2

18th +13/+8/+3

+6

+11 +11 Mass suggestion, Versatile performance

5

5

5

5

4

3

19th +14/+9/+4

+6

+11 +11 Inspire competence +6

5

5

5

5

5

4

20th +15/+10/+5

+6

+12 +12 Deadly performance

5

5

5

5

5

5

Page 23

The bard's selection of spells is extremely limited. A bard Bardic Performance: A bard is trained to use the Perform

begins play knowing four 0-level spells and two 1st-level skill to create magical effects on those around him, including

spells of the bard's choice. At each new bard level, he gains himself if desired. He can use this ability for a number of

one or more new spells, as indicated on Table: Bard Spells rounds per day equal to 4 + his Charisma modifier. At each

Known. (Unlike spells per day, the number of spells a bard level after 1st a bard can use bardic performance for 2

knows is not affected by his Charisma score. The numbers on additional rounds per day. Each round, the bard can produce

Table: Bard Spells Known are fixed.)

any one of the types of bardic performance that he has

mastered, as indicated by his level.

Table 3-4: Bard Spells Known

Starting a bardic performance is a standard action, but it can

Spells Known

be maintained each round as a free action. Changing a bardic

Level

performance from one effect to another requires the bard to

0

1st

2nd

3rd

4th

5th

6th

stop the previous performance and start a new one as a

1st

4

2

—

—

—

—

—

standard action. A bardic performance cannot be disrupted,

2nd

5

3

—

—

—

—

—

but it ends immediately if the bard is killed, paralyzed,

3rd

6

4

—

—

—

—

—

stunned, knocked unconscious, or otherwise prevented from

taking a free action to maintain it each round. A bard cannot

4th

6

4

2

—

—

—

—

have more than one bardic performance in effect at one time.

5th

6

4

3

—

—

—

—

At 7th level, a bard can start a bardic performance as a move

6th

6

4

4

—

—

—

—

action instead of a standard action. At 13th level, a bard can

7th

6

5

4

2

—

—

—

start a bardic performance as a swift action.

8th

6

5

4

3

—

—

—

Each bardic performance has audible components, visual

9th

6

5

4

4

—

—

—

components, or both.

10th

6

5

5

4

2

—

—

If a bardic performance has audible components, the targets

11th

6

6

5

4

3

—

—

must be able to hear the bard for the performance to have any

12th

6

6

5

4

4

—

—

effect, and such performances are language dependent. A

13th

6

6

5

5

4

2

—

deaf bard has a 20% chance to fail when attempting to use a

14th

6

6

6

5

4

3

—

bardic performance with an audible component. If he fails

this check, the attempt still counts against his daily limit.

15th

6

6

6

5

4

4

—

Deaf creatures are immune to bardic performances with

16th

6

6

6

5

5

4

2

audible components.

17th

6

6

6

6

5

4

3

If a bardic performance has a visual component, the targets

18th

6

6

6

6

5

4

4

must have line of sight to the bard for the performance to

19th

6

6

6

6

5

5

4

have any effect. A blind bard has a 50% chance to fail when

20th

6

6

6

6

6

5

5

attempting to use a bardic performance with a visual

component. If he fails this check, the attempt still counts

against his daily limit. Blind creatures are immune to bardic

Upon reaching 5th level, and at every third bard level after performances with visual components.

that (8th, 11th, and so on), a bard can choose to learn a new

spell in place of one he already knows. In effect, the bard Countersong (Su): At 1st level, a bard learns to counter

“loses” the old spell in exchange for the new one. The new magic effects that depend on sound (but not spells that have

spell's level must be the same as that of the spell being verbal components). Each round of the countersong he

exchanged, and it must be at least one level lower than the makes a Perform (keyboard, percussion, wind, string, or

highest-level bard spell the bard can cast. A bard may swap sing) skill check. Any creature within 30 feet of the bard

only a single spell at any given level and must choose (including the bard himself) that is affected by a sonic or

whether or not to swap the spell at the same time that he language-dependent magical attack may use the bard's

gains new spells known for the level.

Perform check result in place of its saving throw if, after the

saving throw is rolled, the Perform check result proves to be

A bard need not prepare his spells in advance. He can cast higher. If a creature within range of the countersong is

any spell he knows at any time, assuming he has not yet used already under the effect of a noninstantaneous sonic or

up his allotment of spells per day for the spell's level.

language-dependent magical attack, it gains another saving

Bardic Knowledge (Ex): A bard adds half his class level throw against the effect each round it hears the countersong,

(minimum 1) to all Knowledge skill checks and may make but it must use the bard's Perform skill check result for the all Knowledge skill checks untrained.

save. Countersong does not work on effects that don't allow

saves. Countersong relies on audible components.

Page 24

Distraction (Su): At 1st level, a bard can use his performance use his performance to help an ally succeed at a task. That

to counter magic effects that depend on sight. Each round of ally must be within 30 feet and be able to hear the bard. The

the distraction, he makes a Perform (act, comedy, dance, or ally gets a +2 competence bonus on skill checks with a

oratory) skill check. Any creature within 30 feet of the bard particular skill as long as she continues to hear the bard's

(including the bard himself) that is affected by an illusion performance. This bonus increases by +1 for every four

(pattern) or illusion (figment) magical attack may use the levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th,

bard's Perform check result in place of its saving throw if, +5 at 15th, and +6 at 19th). Certain uses of this ability are

after the saving throw is rolled, the Perform skill check infeasible, such as Stealth, and may be disallowed at the proves to be higher. If a creature within range of the GM's discretion. A bard can't inspire competence in himself.

distraction is already under the effect of a noninstantaneous Inspire competence relies on audible components.

illusion (pattern) or illusion (figment) magical attack, it gains

another saving throw against the effect each round it sees the Suggestion (Sp): A bard of 6th level or higher can use his

performance to make a suggestion (as per the spell) to a

distraction, but it must use the bard's Perform skill check

result for the save. Distraction does not work on effects that creature he has already fascinated (see above). Using this

ability does not disrupt the fascinate effect, but it does

don't allow saves. Distraction relies on visual components.

require a standard action to activate (in addition to the free

Fascinate (Su): At 1st level, a bard can use his performance action to continue the fascinate effect). A bard can use this

to cause one or more creatures to become fascinated with ability more than once against an individual creature during

him. Each creature to be fascinated must be within 90 feet, an individual performance.

able to see and hear the bard, and capable of paying attention

to him. The bard must also be able to see the creatures Making a suggestion does not count against a bard's daily use

of bardic performance. A Will saving throw (DC 10 + 1/2 the

affected. The distraction of a nearby combat or other dangers

prevents this ability from working. For every three levels the bard's level + the bard's Cha modifier) negates the effect.

This ability affects only a single creature. Suggestion is an

bard has attained beyond 1st, he can target one additional

creature with this ability.

enchantment (compulsion), mind affecting, language-

dependent ability and relies on audible components.

Each creature within range receives a Will save (DC 10 + 1/2

the bard's level + the bard's Cha modifier) to negate the Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his

effect. If a creature's saving throw succeeds, the bard cannot

attempt to fascinate that creature again for 24 hours. If its enemies, causing them to become shaken. To be affected, an

enemy must be within 30 feet and able to see and hear the

saving throw fails, the creature sits quietly and observes the

performance for as long as the bard continues to maintain it. bard's performance. The effect persists for as long as the

enemy is within 30 feet and the bard continues his

While fascinated, a target takes a –4 penalty on all skill

checks made as reactions, such as Perception checks. Any performance. This performance cannot cause a creature to

become frightened or panicked, even if the targets are

potential threat to the target allows the target to make a new

saving throw against the effect. Any obvious threat, such as already shaken from another effect. Dirge of doom is a mind-

affecting fear effect, and it relies on audible and visual

someone drawing a weapon, casting a spell, or aiming a

weapon at the target, automatically breaks the effect.

components.

Inspire Greatness (Su): A bard of 9th level or higher can use

Fascinate is an enchantment (compulsion), mind-affecting

ability. Fascinate relies on audible and visual components in his performance to inspire greatness in himself or a single

willing ally within 30 feet, granting extra fighting capability.

order to function.

For every three levels the bard attains beyond 9th, he can

Inspire Courage (Su): A 1st-level bard can use his target an additional ally while using this performance (up to a

performance to inspire courage in his allies (including maximum of four targets at 18th level). To inspire greatness,

himself), bolstering them against fear and improving their all of the targets must be able to see and hear the bard. A

combat abilities. To be affected, an ally must be able to creature inspired with greatness gains 2 bonus Hit Dice

perceive the bard's performance. An affected ally receives a (d10s), the commensurate number of temporary hit points

+1 morale bonus on saving throws against charm and fear (apply the target's Constitution modifier, if any, to these

effects and a +1 competence bonus on attack and weapon bonus Hit Dice), a +2 competence bonus on attack rolls, and

damage rolls. At 5th level, and every six bard levels a +1 competence bonus on Fortitude saves. The bonus Hit

thereafter, this bonus increases by +1, to a maximum of +4 at Dice count as regular Hit Dice for determining the effect of

17th level. Inspire courage is a mind-affecting ability. Inspire spells that are Hit Dice dependent. Inspire greatness is a

courage can use audible or visual components. The bard must mind-affecting ability and it relies on audible and visual

choose which component to use when starting his components.

performance.

Soothing Performance (Su): A bard of 12th level or higher

Inspire Competence (Su): A bard of 3rd level or higher can can use his performance to create an effect equivalent to a

Page 25

mass cure serious wounds, using the bard's level as the caster and the bard cannot use deadly performance on that creature

level. In addition, this performance removes the fatigued, again for 24 hours. If a creature's saving throw fails, it dies.

sickened, and shaken conditions from all those affected. Deadly performance is a mind-affecting death effect that

Using this ability requires 4 rounds of continuous relies on audible and visual components.

performance, and the targets must be able to see and hear the

bard throughout the performance. Soothing performance Cantrips: Bards learn a number of cantrips, or 0-level spells,

as noted on Table: Bard Spells Known under “Spells

affects all targets that remain within 30 feet throughout the

performance. Soothing performance relies on audible and Known.” These spells are cast like any other spell, but they

do not consume any slots and may be used again.

visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in

his performance to cause fear in his enemies. To be affected,

an enemy must be able to hear the bard perform and be that skill in place of his bonus in associated skills. When

substituting in this way, the bard uses his total Perform skill

within 30 feet. Each enemy within range receives a Will save

(DC 10 + 1/2 the bard's level + the bard's Cha modifier) to bonus, including class skill bonus, in place of its associated

skill's bonus, whether or not he has ranks in that skill or if it

negate the effect. If the save succeeds, the creature is

immune to this ability for 24 hours. If the save fails, the is a class skill. At 6th level, and every 4 levels thereafter, the

bard can select an additional type of Perform to substitute.

target becomes frightened and flees for as long as the target

can hear the bard's performance. Frightening tune relies on The types of Perform and their associated skills are: Act

audible components.

(Bluff, Disguise), Comedy (Bluff, Intimidate), Dance Inspire Heroics (Su): A bard of 15th level or higher can (Acrobatics, Fly), Keyboard Instruments (Diplomacy,

Intimidate), Oratory (Diplomacy, Sense Motive), Percussion inspire tremendous heroism in himself or a single ally within

30 feet. For every three bard levels the character attains (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle

beyond 15th, he can inspire heroics in an additional creature.

To inspire heroics, all of the targets must be able to see and Animal).

hear the bard. Inspired creatures gain a +4 morale bonus on Well-Versed (Ex): At 2nd level, the bard becomes resistant

saving throws and a +4 dodge bonus to AC. This effect lasts to the bardic performance of others, and to sonic effects in for as long as the targets are able to witness the performance. general. The bard gains a +4 bonus on saving throws made

Inspire heroics is a mind-affecting ability that relies on against bardic performance, sonic, and language-dependent

audible and visual components.

effects.

Mass Suggestion (Sp): This ability functions just like Lore Master (Ex): At 5th level, the bard becomes a master suggestion, but allows a bard of 18th level or higher to make of lore and can take 10 on any Knowledge skill check that he

a suggestion simultaneously to any number of creatures that has ranks in. A bard can choose not to take 10 and can

he has already fascinated. Mass suggestion is an enchantment instead roll normally. In addition, once per day, the bard can

(compulsion), mind-affecting, language-dependent ability take 20 on any Knowledge skill check as a standard action.

that relies on audible components.

He can use this ability one additional time per day for every

Deadly Performance (Su): A bard of 20th level or higher can six levels he possesses beyond 5th, to a maximum of three

times per day at 17th level.

use his performance to cause one enemy to die from joy or

sorrow. To be affected, the target must be able to see and hear Jack-of-All-Trades (Ex): At 10th level, the bard can use any

the bard perform for 1 full round and be within 30 feet. The skill, even if the skill normally requires him to be trained. At

target receives a Will save (DC 10 + 1/2 the bard's level + the 16th level, the bard considers all skills to be class skills. At

bard's Cha modifier) to negate the effect. If a creature's 19th level, the bard can take 10 on any skill check, even if it

saving throw succeeds, the target is staggered for 1d4 rounds, is not normally allowed.

Cleric their gods. Devoted to the tenets of the religions and

philosophies that inspire them, these ecclesiastics quest to

In faith and the miracles of the divine, many find a greater spread the knowledge and influence of their faith. Yet while

purpose. Called to serve powers beyond most mortal they might share similar abilities, clerics prove as different

understanding, all priests preach wonders and provide for the from one another as the divinities they serve, with some

spiritual needs of their people. Clerics are more than mere offering healing and redemption, others judging law and

priests, though; these emissaries of the divine work the will truth, and still others spreading conflict and corruption. The

of their deities through strength of arms and the magic of ways of the cleric are varied, yet all who tread these paths

walk with the mightiest of allies and bear the arms of the

Page 26

gods themselves.

Class Skills

Role: More than capable of upholding the honor of their

deities in battle, clerics often prove stalwart and capable The cleric's class skills are Appraise (Int), Craft (Int), combatants. Their true strength lies in their capability to Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), draw upon the power of their deities, whether to increase Knowledge (history) (Int), Knowledge (nobility) (Int), their own and their allies' prowess in battle, to vex their foes Knowledge (planes) (Int), Knowledge (religion) (Int), with divine magic, or to lend healing to companions in need. Linguistics (Int), Profession (Wis), Sense Motive (Wis), and

Spellcraft (Int).

As their powers are influenced by their faith, all clerics must

focus their worship upon a divine source. While the vast Skill Ranks per Level: 2 + Int modifier.

majority of clerics revere a specific deity, a small number

dedicate themselves to a divine concept worthy of devotion Class Features

—such as battle, death, justice, or knowledge—free of a

deific abstraction. (Work with your GM if you prefer this The following are class features of the cleric.

path to selecting a specific deity.)

Weapon and Armor Proficiency: Clerics are proficient with

Alignment: A cleric's alignment must be within one step of all simple weapons, light armor, medium armor, and shields

her deity's, along either the law/chaos axis or the good/evil (except tower shields). Clerics are also proficient with the

axis (see Additional Rules).

favored weapon of their deity.

Hit Die: d8.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity

has a particularly powerful aura corresponding to the deity's

Table 3-5: Cleric

Base Attack

Fort

Ref

Will

Spells per Day

Level

Special

Bonus

Save

Save

Save

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Aura, channel energy

1st

0

+2

+0

+2

3 1+1 — — — — — — — —

1d6,domains, orisons

2nd

+1

+3

+0

+3

4 2+1 — — — — — — — —

3rd

+2

+3

+1

+3

Channel energy 2d6

4 2+1 1+1 — — — — — — —

4th

+3

+4

+1

+4

4 3+1 2+1 — — — — — — —

5th

+3

+4

+1

+4

Channel energy 3d6

4 3+1 2+1 1+1 — — — — — —

6th

+4

+5

+2

+5

4 3+1 3+1 2+1 — — — — — —

7th

+5

+5

+2

+5

Channel energy 4d6

4 4+1 3+1 2+1 1+1 — — — — —

8th

+6/+1

+6

+2

+6

4 4+1 3+1 3+1 2+1 — — — — —

9th

+6/+1

+6

+3

+6

Channel energy 5d6

4 4+1 4+1 3+1 2+1 1+1 — — — —

10th +7/+2

+7

+3

+7

4 4+1 4+1 3+1 3+1 2+1 — — — —

11th +8/+3

+7

+3

+7

Channel energy 6d6

4 4+1 4+1 4+1 3+1 2+1 1+1 — — —

12th +9/+4

+8

+4

+8

4 4+1 4+1 4+1 3+1 3+1 2+1 — — —

13th +9/+4

+8

+4

+8

Channel energy 7d6

4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 — —

14th +10/+5

+9

+4

+9

4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 — —

15th +11/+6/+1

+9

+5

+9

Channel energy 8d6

4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 —

16th +12/+7/+2

+10

+5

+10

4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 —

17th +12/+7/+2

+10

+5

+10

Channel energy 9d6

4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1

18th +13/+8/+3

+11

+6

+11

4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1

19th +14/+9/+4

+11

+6

+11

Channel energy 10d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1

20th +15/+10/+5

+12

+6

+12

4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

Note: “+1” represents the domain spell slot

Page 27

alignment (see the detect evil spell for details).

opportunity. A cleric can choose whether or not to include

herself in this effect. A cleric must be able to present her holy

Spells: A cleric casts divine spells which are drawn from the symbol to use this ability.

cleric spell list presented in Spell Lists. Her alignment,

however, may restrict her from casting certain spells opposed Domains: A cleric's deity influences her alignment, what

to her moral or ethical beliefs; see chaotic, evil, good, and magic she can perform, her values, and how others see her. A

lawful spells. A cleric must choose and prepare her spells in cleric chooses two domains from among those belonging to

advance.

her deity. A cleric can select an alignment domain (Chaos,

Evil, Good, or Law) only if her alignment matches that

To prepare or cast a spell, a cleric must have a Wisdom score domain. If a cleric is not devoted to a particular deity, she

equal to at least 10 + the spell level. The Difficulty Class for still selects two domains to represent her spiritual

a saving throw against a cleric's spell is 10 + the spell level + inclinations and abilities (subject to GM approval). The

the cleric's Wisdom modifier.

restriction on alignment domains still applies.

Like other spellcasters, a cleric can cast only a certain Each domain grants a number of domain powers, dependent

number of spells of each spell level per day. Her base daily upon the level of the cleric, as well as a number of bonus

spell allotment is given on Table: Cleric. In addition, she spells. A cleric gains one domain spell slot for each level of

receives bonus spells per day if she has a high Wisdom score cleric spell she can cast, from 1st on up. Each day, a cleric

(see Table: Ability Modifiers and Bonus Spells).

can prepare one of the spells from her two domains in that

Clerics meditate or pray for their spells. Each cleric must slot. If a domain spell is not on the cleric spell list, a cleric

choose a time when she must spend 1 hour each day in quiet can prepare it only in her domain spell slot. Domain spells

contemplation or supplication to regain her daily allotment of cannot be used to cast spells spontaneously.

spells. A cleric may prepare and cast any spell on the cleric In addition, a cleric gains the listed powers from both of her

spell list, provided that she can cast spells of that level, but domains, if she is of a high enough level. Unless otherwise

she must choose which spells to prepare during her daily noted, using a domain power is a standard action. Cleric

meditation.

domains are listed at the end of this class entry.

Channel Energy (Su): Regardless of alignment, any cleric Orisons: Clerics can prepare a number of orisons, or 0-level

can release a wave of energy by channeling the power of her spells, each day, as noted on Table: Cleric under “Spells per

faith through her holy (or unholy) symbol. This energy can Day.” These spells are cast like any other spell, but they are

be used to cause or heal damage, depending on the type of not expended when cast and may be used again.

energy channeled and the creatures targeted.

Spontaneous Casting: A good cleric (or a neutral cleric of a

A good cleric (or one who worships a good deity) channels good deity) can channel stored spell energy into healing

positive energy and can choose to deal damage to undead spells that she did not prepare ahead of time. The cleric can

creatures or to heal living creatures. An evil cleric (or one “lose” any prepared spell that is not an orison or domain

who worships an evil deity) channels negative energy and spell in order to cast any cure spell of the same spell level or

can choose to deal damage to living creatures or to heal lower (a cure spell is any spell with “cure” in its name).

undead creatures. A neutral cleric who worships a neutral

deity (or one who is not devoted to a particular deity) must An evil cleric (or a neutral cleric who worships an evil deity)

choose whether she channels positive or negative energy. can't convert prepared spells to cure spells but can convert

Once this choice is made, it cannot be reversed. This decision them to inflict spells (an inflict spell is one with “inflict” in

also determines whether the cleric casts spontaneous cure or its name).

inflict spells (see spontaneous casting).

A cleric who is neither good nor evil and whose deity is

Channeling energy causes a burst that affects all creatures of neither good nor evil can convert spells to either cure spells

one type (either undead or living) in a 30-foot radius or inflict spells (player's choice). Once the player makes this

centered on the cleric. The amount of damage dealt or healed choice, it cannot be reversed. This choice also determines

is equal to 1d6 points of damage plus 1d6 points of damage whether the cleric channels positive or negative energy (see

for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, Channel Energy).

and so on). Creatures that take damage from channeled

energy receive a Will save to halve the damage. The DC of Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast

spells of an alignment opposed to her own or her deity's (if

this save is equal to 10 + 1/2 the cleric's level + the cleric's

Charisma modifier. Creatures healed by channeled energy she has one). Spells associated with particular alignments are

indicated by the chaotic, evil, good, and lawful descriptors in

cannot exceed their maximum hit point total—all excess

healing is lost. A cleric may channel energy a number of their spell descriptions.

times per day equal to 3 + her Charisma modifier. This is a Bonus Languages: A cleric's bonus language options include

standard action that does not provoke an attack of Celestial, Abyssal, and Infernal (the languages of good,

Page 28

chaotic evil, and lawful evil outsiders, respectively). These animal companions).

choices are in addition to the bonus languages available to Domain Spells: 1st— calm animals, 2nd— hold animal, 3rd the character because of her race.

— dominate animal, 4th— summon nature's ally IV (animals

only), 5th— beast shape III (animals only) , 6th— antilife

Ex-Clerics

shell, 7th— animal shapes, 8th— summon nature's ally VIII

(animals only), 9th— shapechange.

A cleric who grossly violates the code of conduct required by

her god loses all spells and class features, except for armor

and shield proficiencies and proficiency with simple Artifice Domain

weapons. She cannot thereafter gain levels as a cleric of that

god until she atones for her deeds (see the atonement spell Granted Powers: You can repair damage to objects, animate

objects with life, and create objects from nothing.

description).

Artificer's Touch (Sp): You can cast mending at will, using

your cleric level as the caster level to repair damaged objects.

Domains

In addition, you can cause damage to objects and construct

creatures by striking them with a melee touch attack. Objects

Clerics may select any two of the domains granted by their and constructs take 1d6 points of damage +1 for every two

deity. Clerics without a deity may select any two domains cleric levels you possess. This attack bypasses an amount of

(choice are subject to GM approval).

damage reduction and hardness equal to your cleric level.

You can use this ability a number of times per day equal to 3

Air Domain

+ your Wisdom modifier.

Dancing Weapons (Su): At 8th level, you can give a weapon

Granted Powers: You can manipulate lightning, mist, and touched the dancing special weapon quality for 4 rounds.

wind, traffic with air creatures, and are resistant to electricity You can use this ability once per day at 8th level, and an

damage.

additional time per day for every four levels beyond 8th.

Lightning Arc (Sp): As a standard action, you can unleash an Domain Spells: 1st— animate rope, 2nd— wood shape, 3rd arc of electricity targeting any foe within 30 feet as a ranged — stone shape, 4th— minor creation, 5th— fabricate, 6th—

touch attack. This arc of electricity deals 1d6 points of major creation, 7th— wall of iron, 8th— instant summons, 9th electricity damage + 1 point for every two cleric levels you — prismatic sphere.

possess. You can use this ability a number of times per day

equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): At 6th level, you gain resist Chaos Domain

electricity 10. This resistance increases to 20 at 12th level. At Granted Powers: Your touch infuses life and weapons with

20th level, you gain immunity to electricity.

chaos, and you revel in all things anarchic.

Domain Spells: 1st— obscuring mist, 2nd— wind wall, 3rd— Touch of Chaos (Sp): You can imbue a target with chaos as a

gaseous form, 4th— air walk, 5th— control winds, 6th— melee touch attack. For the next round, anytime the target

chain lightning, 7th— elemental body IV (air only) , 8th— rolls a d20, he must roll twice and take the less favorable

whirlwind, 9th— elemental swarm (air spell only).

result. You can use this ability a number of times per day

equal to 3 + your Wisdom modifier.

Animal Domain

Chaos Blade (Su): At 8th level, you can give a weapon

touched the anarchic special weapon quality for a number of

Granted Powers: You can speak with and befriend animals rounds equal to 1/2 your cleric level. You can use this ability

with ease. In addition, you treat Knowledge (nature) as a once per day at 8th level, and an additional time per day for

class skill.

every four levels beyond 8th.

Speak with Animals (Sp): You can speak with animals, as per Domain Spells: 1st— protection from law, 2nd— align

the spell, for a number of rounds per day equal to 3 + your weapon (chaos only), 3rd— magic circle against law, 4th—

cleric level.

chaos hammer, 5th— dispel law, 6th— animate objects, 7th—

Animal Companion (Ex): At 4th level, you gain the service of word of chaos, 8th— cloak of chaos, 9th— summon monster

an animal companion. Your effective druid level for this IX (chaos spell only).

animal companion is equal to your cleric level – 3. (Druids

who take this ability through their nature bond class feature

use their druid level – 3 to determine the abilities of their

Page 29

Charm Domain

darkness. The creature touched treats all other creatures as if

they had concealment, suffering a 20% miss chance on all

Granted Powers: You can baffle and befuddle foes with a attack rolls. This effect lasts for a number of rounds equal to

touch or a smile, and your beauty and grace are divine.

1/2 your cleric level (minimum 1). You can use this ability a

number of times per day equal to 3 + your Wisdom modifier.

Dazing Touch (Sp): You can cause a living creature to

become dazed for 1 round as a melee touch attack. Creatures Eyes of Darkness (Su): At 8th level, your vision is not

with more Hit Dice than your cleric level are unaffected. You impaired by lighting conditions, even in absolute darkness

can use this ability a number of times per day equal to 3 + and magic darkness. You can use this ability for a number of

your Wisdom modifier.

rounds per day equal to 1/2 your cleric level. These rounds

do not need to be consecutive.

Charming Smile (Sp): At 8th level, you can cast charm

person as a swift action, with a DC of 10 + 1/2 your cleric Domain Spells: 1st— obscuring mist,

2nd—

level + your Wisdom modifier. You can only have one blindness/deafness (only to cause blindness) , 3rd— deeper

creature charmed in this way at a time. The total number of darkness, 4th— shadow conjuration, 5th— summon monster

rounds of this effect per day is equal to your cleric level. The V (summons 1d3 shadows), 6th— shadow walk, 7th— power

rounds do not need to be consecutive, and you can dismiss word blind, 8th— greater shadow evocation, 9th— shades.

the charm at any time as a free action. Each attempt to use

this ability consumes 1 round of its duration, whether or not

the creature succeeds on its save to resist the effect.

Death Domain

Domain Spells: 1st— charm person, 2nd— calm emotions, Granted Powers: You can cause the living to bleed at a 3rd— suggestion, 4th— heroism, 5th— charm monster, 6th— touch, and find comfort in the presence of the dead.

geas/quest, 7th— insanity, 8th— demand, 9th— dominate

monster.

Bleeding Touch (Sp): As a melee touch attack, you can cause

a living creature to take 1d6 points of damage per round.

This effect persists for a number of rounds equal to 1/2 your

Community Domain

cleric level (minimum 1) or until stopped with a DC 15 Heal

check or any spell or effect that heals damage. You can use

Granted Powers: Your touch can heal wounds, and your this ability a number of times per day equal to 3 + your

presence instills unity and strengthens emotional bonds.

Wisdom modifier.

Calming Touch (Sp): You can touch a creature as a standard Death's Embrace (Ex): At 8th level, you heal damage instead action to heal it of 1d6 points of nonlethal damage + 1 point of taking damage from channeled negative energy. If the

per cleric level. This touch also removes the fatigued, channeled negative energy targets undead, you heal hit points

shaken, and sickened conditions (but has no effect on more just like undead in the area.

severe conditions). You can use this ability a number of times Domain Spells: 1st— cause fear, 2nd— death knell, 3rd—

per day equal to 3 + your Wisdom modifier.

animate dead, 4th— death ward, 5th— slay living, 6th—

Unity (Su): At 8th level, whenever a spell or effect targets create undead, 7th— destruction, 8th— create greater

you and one or more allies within 30 feet, you can use this undead, 9th— wail of the banshee.

ability to allow your allies to use your saving throw against

the effect in place of their own. Each ally must decide

individually before the rolls are made. Using this ability is an Destruction Domain

immediate action. You can use this ability once per day at 8th

level, and one additional time per day for every four cleric Granted Powers: You revel in ruin and devastation, and can

levels beyond 8th.

deliver particularly destructive attacks.

Domain Spells: 1st— bless, 2nd— shield other, 3rd— prayer, Destructive Smite (Su): You gain the destructive smite power: 4th— status, 5th— telepathic bond, 6th— heroes' feast, 7th— the supernatural ability to make a single melee attack with a

refuge, 8th— mass cure critical wounds, 9th— miracle.

morale bonus on damage rolls equal to 1/2 your cleric level

(minimum 1). You must declare the destructive smite before

making the attack. You can use this ability a number of times

Darkness Domain

per day equal to 3 + your Wisdom modifier.

Destructive Aura (Su): At 8th level, you can emit a 30-foot

Granted Power: You manipulate shadows and darkness. In aura of destruction for a number of rounds per day equal to

addition, you receive Blind-Fight as a bonus feat.

your cleric level. All attacks made against targets in this aura

Touch of Darkness (Sp): As a melee touch attack, you can (including you) gain a morale bonus on damage equal to 1/2

cause a creature's vision to be fraught with shadows and your cleric level and all critical threats are automatically

Page 30

confirmed. These rounds do not need to be consecutive.

touch attack with this bolt of fire. If you hit the foe, the fire

bolt deals 1d6 points of fire damage + 1 point for every two

Domain Spells: 1st— true strike, 2nd— shatter, 3rd— rage, cleric levels you possess. You can use this ability a number 4th— inflict critical wounds, 5th— shout, 6th— harm, 7th— of times per day equal to 3 + your Wisdom modifier.

disintegrate, 8th— earthquake, 9th— implosion.

Fire Resistance (Ex): At 6th level, you gain resist fire 10.

This resistance increases to 20 at 12th level. At 20th level,

Earth Domain

you gain immunity to fire.

Granted Powers: You have mastery over earth, metal, and Domain Spells: 1st— burning hands, 2nd— produce flame,

stone, can fire darts of acid, and command earth creatures.

3rd— fireball, 4th— wall of fire, 5th— fire shield, 6th— fire

seeds, 7th— elemental body IV (fire only) , 8th— incendiary

Acid Dart (Sp): As a standard action, you can unleash an acid cloud, 9th— elemental swarm (fire spell only).

dart targeting any foe within 30 feet as a ranged touch attack.

This acid dart deals 1d6 points of acid damage + 1 point for

every two cleric levels you possess. You can use this ability a Glory Domain

number of times per day equal to 3 + your Wisdom modifier.

Granted Powers: You are infused with the glory of the

Acid Resistance (Ex): At 6th level, you gain resist acid 10. divine, and are a true foe of the undead. In addition, when

This resistance increases to 20 at 12th level. At 20th level, you channel positive energy to harm undead creatures, the

you gain immunity to acid.

save DC to halve the damage is increased by 2.

Domain Spells: 1st— magic stone, 2nd— soften earth and Touch of Glory (Sp): You can cause your hand to shimmer

stone, 3rd— stone shape, 4th— spike stones, 5th— wall of with divine radiance, allowing you to touch a creature as a

stone, 6th— stoneskin, 7th— elemental body IV (earth only) , standard action and give it a bonus equal to your cleric level 8th— earthquake, 9th— elemental swarm (earth spell only).

on a single Charisma-based skill check or Charisma ability

check. This ability lasts for 1 hour or until the creature

Evil Domain

touched elects to apply the bonus to a roll. You can use this

ability to grant the bonus a number of times per day equal to

Granted Powers: You are sinister and cruel, and have 3 + your Wisdom modifier.

wholly pledged your soul to the cause of evil.

Divine Presence (Su): At 8th level, you can emit a 30-foot

Touch of Evil (Sp): You can cause a creature to become aura of divine presence for a number of rounds per day equal

sickened as a melee touch attack. Creatures sickened by your to your cleric level. All allies within this aura are treated as if

touch count as good for the purposes of spells with the evil under the effects of a sanctuary spell with a DC equal to 10 +

descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level + your Wisdom modifier. These rounds

1/2 your cleric level (minimum 1). You can use this ability a do not need to be consecutive. Activating this ability is a

number of times per day equal to 3 + your Wisdom modifier. standard action. If an ally leaves the area or makes an attack,

the effect ends for that ally. If you make an attack, the effect

Scythe of Evil (Su): At 8th level, you can give a weapon ends for you and your allies.

touched the unholy special weapon quality for a number of

rounds equal to 1/2 your cleric level. You can use this ability Domain Spells: 1st— shield of faith, 2nd— bless weapon, 3rd once per day at 8th level, and an additional time per day for — searing light, 4th— holy smite, 5th— righteous might, 6th every four levels beyond 8th.

— undeath to death, 7th— holy sword, 8th— holy aura, 9th—

gate.

Domain Spells: 1st— protection from good, 2nd— align

weapon (evil only), 3rd— magic circle against good, 4th—

unholy blight, 5th— dispel good, 6th— create undead, 7th— Good Domain

blasphemy, 8th— unholy aura, 9th— summon monster IX

(evil spell only).

Granted Powers: You have pledged your life and soul to

goodness and purity.

Fire Domain

Touch of Good (Sp): You can touch a creature as a standard

action, granting a sacred bonus on attack rolls, skill checks,

Granted Powers: You can call forth fire, command creatures ability checks, and saving throws equal to half your cleric

of the inferno, and your flesh does not burn.

level (minimum 1) for 1 round. You can use this ability a

number of times per day equal to 3 + your Wisdom modifier.

Fire Bolt (Sp): As a standard action, you can unleash a

scorching bolt of divine fire from your outstretched hand. Holy Lance (Su): At 8th level, you can give a weapon you

You can target any single foe within 30 feet as a ranged touch the holy special weapon quality for a number of rounds

Page 31

equal to 1/2 your cleric level. You can use this ability once Law Domain

per day at 8th level, and an additional time per day for every

four levels beyond 8th.

Granted Powers: You follow a strict and ordered code of

Domain Spells: 1st— protection from evil, 2nd— align laws, and in so doing, achieve enlightenment.

weapon (good only), 3rd— magic circle against evil, 4th— Touch of Law (Sp): You can touch a willing creature as a

holy smite, 5th— dispel evil, 6th— blade barrier, 7th— holy standard action, infusing it with the power of divine order word, 8th— holy aura, 9th— summon monster IX (good spell and allowing it to treat all attack rolls, skill checks, ability only).

checks, and saving throws for 1 round as if the natural d20

roll resulted in an 11. You can use this ability a number of

Healing Domain

times per day equal to 3 + your Wisdom modifier.

Staff of Order (Su): At 8th level, you can give a weapon

Granted Powers: Your touch staves off pain and death, and touched the axiomatic special weapon quality for a number

your healing magic is particularly vital and potent.

of rounds equal to 1/2 your cleric level. You can use this

ability once per day at 8th level, and an additional time per

Rebuke Death (Sp): You can touch a living creature as a day for every four levels beyond 8th.

standard action, healing it for 1d4 points of damage plus 1

for every two cleric levels you possess. You can only use this Domain Spells: 1st— protection from chaos, 2nd— align

ability on a creature that is below 0 hit points. You can use weapon (law only), 3rd— magic circle against chaos, 4th—

this ability a number of times per day equal to 3 + your order's wrath, 5th— dispel chaos, 6th— hold monster, 7th—

Wisdom modifier.

dictum, 8th— shield of law, 9th— summon monster IX (law spell only).

Healer's Blessing (Su): At 6th level, all of your cure spells

are treated as if they were empowered, increasing the amount

of damage healed by half (+50%). This does not apply to Liberation Domain

damage dealt to undead with a cure spell. This does not stack

with the Empower Spell metamagic feat.

Granted Powers: You are a spirit of freedom and a staunch

Domain Spells: 1st— cure light wounds, 2nd— cure foe against all who would enslave and oppress.

moderate wounds, 3rd— cure serious wounds, 4th— cure Liberation (Su): You have the ability to ignore impediments

critical wounds, 5th— breath of life, 6th— heal, 7th— to your mobility. For a number of rounds per day equal to

regenerate, 8th— mass cure critical wounds, 9th— mass heal. your cleric level, you can move normally regardless of magical effects that impede movement, as if you were

Knowledge Domain

affected by freedom of movement. This effect occurs

automatically as soon as it applies. These rounds do not need

to be consecutive.

Granted Powers: You are a scholar and a sage of legends. In

addition, you treat all Knowledge skills as class skills.

Freedom's Call (Su): At 8th level, you can emit a 30-foot

aura of freedom for a number of rounds per day equal to your

Lore Keeper (Sp): You can touch a creature to learn about its cleric level. Allies within this aura are not affected by the

abilities and weaknesses. With a successful touch attack, you confused, grappled, frightened, panicked, paralyzed, pinned,

gain information as if you made the appropriate Knowledge or shaken conditions. This aura only suppresses these effects,

skill check with a result equal to 15 + your cleric level + and they return once a creature leaves the aura or when the

your Wisdom modifier.

aura ends, if applicable. These rounds do not need to be

Remote Viewing (Sp): Starting at 6th level, you can use consecutive.

clairvoyance/clairaudience at will as a spell-like ability Domain Spells: 1st— remove fear, 2nd— remove paralysis,

using your cleric level as the caster level. You can use this 3rd— remove curse, 4th— freedom of movement, 5th— break

ability for a number of rounds per day equal to your cleric enchantment, 6th— greater dispel magic, 7th— refuge, 8th—

level. These rounds do not need to be consecutive.

mind blank, 9th— freedom.

Domain Spells: 1st— comprehend languages, 2nd— detect

thoughts, 3rd— speak with dead, 4th— divination, 5th— true

seeing, 6th— find the path, 7th— legend lore, 8th— discern Luck Domain

location, 9th— foresight.

Granted Powers: You are infused with luck, and your mere

presence can spread good fortune.

Bit of Luck (Sp): You can touch a willing creature as a

standard action, giving it a bit of luck. For the next round,

Page 32

any time the target rolls a d20, he may roll twice and take the your Dexterity modifier (damage still relies on Strength).

more favorable result. You can use this ability a number of This ability cannot be used to perform a combat maneuver.

times per day equal to 3 + your Wisdom modifier.

You can use this ability a number of times per day equal to 3

+ your Wisdom modifier.

Good Fortune (Ex): At 6th level, you can reroll any one roll

that you have just made before the results of the roll are Dispelling Touch (Sp): At 8th level, you can use a targeted

revealed. You must take the result of the reroll, even if it's dispel magic effect as a melee touch attack. You can use this

worse than the original roll. You can use this ability once per ability once per day at 8th level and one additional time per

day at 6th level, and one additional time per day for every six day for every four cleric levels beyond 8th.

cleric levels beyond 6th.

Domain Spells: 1st— identify, 2nd— magic mouth, 3rd—

Domain Spells: 1st— true strike, 2nd— aid, 3rd— protection dispel magic, 4th— imbue with spell ability, 5th— spell

from energy, 4th— freedom of movement, 5th— break resistance, 6th— antimagic field, 7th— spell turning, 8th—

enchantment, 6th— mislead, 7th— spell turning, 8th— protection from spells, 9th— mage's disjunction.

moment of prescience, 9th— miracle.

Nobility Domain

Madness Domain

Granted Powers: You are a great leader, an inspiration to all

Granted Powers: You embrace the madness that lurks deep who follow the teachings of your faith.

in your heart, and can unleash it to drive your foes insane or

to sacrifice certain abilities to hone others.

Inspiring Word (Sp): As a standard action, you can speak an

inspiring word to a creature within 30 feet. That creature

Vision of Madness (Sp): You can give a creature a vision of receives a +2 morale bonus on attack rolls, skill checks,

madness as a melee touch attack. Choose one of the ability checks, and saving throws for a number of rounds

following: attack rolls, saving throws, or skill checks. The equal to 1/2 your cleric level (minimum 1). You can use this

target receives a bonus to the chosen rolls equal to 1/2 your power a number of times per day equal to 3 + your Wisdom

cleric level (minimum +1) and a penalty to the other two modifier.

types of rolls equal to 1/2 your cleric level (minimum –1). Leadership (Ex): At 8th level, you receive Leadership as a

This effect fades after 3 rounds. You can use this ability a

number of times per day equal to 3 + your Wisdom modifier. bonus feat. In addition, you gain a +2 bonus on your

leadership score as long as you uphold the tenets of your

Aura of Madness (Su): At 8th level, you can emit a 30-foot deity (or divine concept if you do not venerate a deity).

aura of madness for a number of rounds per day equal to Domain Spells: 1st— divine favor, 2nd— enthrall, 3rd—

your cleric level. Enemies within this aura are affected by

confusion unless they make a Will save with a DC equal to magic vestment, 4th— discern lies, 5th— greater command,

6th— geas/quest, 7th— repulsion, 8th— demand, 9th— storm

10 + 1/2 your cleric level + your Wisdom modifier. The

confusion effect ends immediately when the creature leaves of vengeance.

the area or the aura expires. Creatures that succeed on their

saving throw are immune to this aura for 24 hours. These Plant Domain

rounds do not need to be consecutive.

Domain Spells: 1st— lesser confusion, 2nd— touch of idiocy, Granted Powers: You find solace in the green, can grow 3rd— rage,

4th— confusion,

5th— nightmare,

6th— defensive thorns, and can communicate with plants.

phantasmal killer, 7th— insanity, 8th— scintillating pattern, Wooden Fist (Su): As a free action, your hands can become 9th— weird.

as hard as wood, covered in tiny thorns. While you have

wooden fists, your unarmed strikes do not provoke attacks of

Magic Domain

opportunity, deal lethal damage, and gain a bonus on damage

rolls equal to 1/2 your cleric level (minimum +1). You can

Granted Powers: You are a true student of all things use this ability for a number of rounds per day equal to 3 +

your Wisdom modifier.

mystical, and see divinity in the purity of magic.

Hand of the Acolyte (Su): You can cause your melee weapon Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While

to fly from your grasp and strike a foe before instantly

returning. As a standard action, you can make a single attack bramble armor is in effect, any foe striking you with an

unarmed strike or a melee weapon without reach takes 1d6

using a melee weapon at a range of 30 feet. This attack is

treated as a ranged attack with a thrown weapon, except that points of piercing damage + 1 point per two cleric levels you

possess. You can use this ability for a number of rounds per

you add your Wisdom modifier to the attack roll instead of day equal to your cleric level. These rounds do not need to be

Page 33

consecutive.

levels have no effect while the creature is inside the warded

area. These rounds do not need to be consecutive.

Domain Spells: 1st— entangle, 2nd— barkskin, 3rd— plant

growth, 4th— command plants, 5th— wall of thorns, 6th— Domain Spells: 1st— deathwatch, 2nd— gentle repose, 3rd—

repel wood, 7th— animate plants, 8th— control plants, 9th— speak with dead, 4th— death ward, 5th— slay living, 6th—

shambler.

undeath to death, 7th— destruction, 8th— waves of

exhaustion, 9th— wail of the banshee.

Protection Domain

Rune Domain

Granted Powers: Your faith is your greatest source of

protection, and you can use that faith to defend others. In Granted Powers: In strange and eldritch runes you find

addition, you receive a +1 resistance bonus on saving throws. potent magic. You gain Scribe Scroll as a bonus feat.

This bonus increases by 1 for every 5 levels you possess.

Blast Rune (Sp): As a standard action, you can create a blast

Resistant Touch (Sp): As a standard action, you can touch an rune in any adjacent square. Any creature entering this

ally to grant him your resistance bonus for 1 minute. When square takes 1d6 points of damage + 1 point for every two

you use this ability, you lose your resistance bonus granted cleric levels you possess. This rune deals either acid, cold,

by the Protection domain for 1 minute. You can use this electricity, or fire damage, decided when you create the rune.

ability a number of times per day equal to 3 + your Wisdom The rune is invisible and lasts a number of rounds equal to

modifier.

your cleric level or until discharged. You cannot create a

blast rune in a square occupied by another creature. This rune

Aura of Protection (Su): At 8th level, you can emit a 30-foot counts as a 1st-level spell for the purposes of dispelling. It

aura of protection for a number of rounds per day equal to can be discovered with a DC 26 Perception skill check and

your cleric level. You and your allies within this aura gain a disarmed with a DC 26 Disable Device skill check. You can

+1 deflection bonus to AC and resistance 5 against all use this ability a number of times per day equal to 3 + your

elements (acid, cold, electricity, fire, and sonic). The Wisdom modifier.

deflection bonus increases by +1 for every four cleric levels

you possess beyond 8th. At 14th level, the resistance against Spell Rune (Sp): At 8th level, you can attach another spell

all elements increases to 10. These rounds do not need to be that you cast to one of your blast runes, causing that spell to

consecutive.

affect the creature that triggers the rune, in addition to the

damage. This spell must be of at least one level lower than

Domain Spells: 1st— sanctuary, 2nd— shield other, 3rd— the highest-level cleric spell you can cast and it must target

protection from energy, 4th— spell immunity, 5th— spell one or more creatures. Regardless of the number of targets

resistance, 6th— antimagic field, 7th— repulsion, 8th— mind the spell can normally affect, it only affects the creature that

blank, 9th— prismatic sphere.

triggers the rune.

Domain Spells: 1st— erase, 2nd— secret page, 3rd— glyph

Repose Domain

of warding, 4th— explosive runes, 5th— lesser planar

binding, 6th— greater glyph of warding, 7th— instant

Granted Powers: You see death not as something to be summons, 8th— symbol of death, 9th— teleportation circle.

feared, but as a final rest and reward for a life well spent. The

taint of undeath is a mockery of what you hold dear.

Gentle Rest (Sp): Your touch can fill a creature with lethargy, Strength Domain

causing a living creature to become staggered for 1 round as Granted Powers: In strength and brawn there is truth—your

a melee touch attack. If you touch a staggered living faith gives you incredible might and power.

creature, that creature falls asleep for 1 round instead.

Undead creatures touched are staggered for a number of Strength Surge (Sp): As a standard action, you can touch a

rounds equal to your Wisdom modifier. You can use this creature to give it great strength. For 1 round, the target gains

ability a number of times per day equal to 3 + your Wisdom an enhancement bonus equal to 1/2 your cleric level

modifier.

(minimum +1) to melee attacks, combat maneuver checks

that rely on Strength, Strength-based skills, and Strength

Ward Against Death (Su): At 8th level, you can emit a 30- checks. You can use this ability a number of times per day

foot aura that wards against death for a number of rounds per equal to 3 + your Wisdom modifier.

day equal to your cleric level. Living creatures in this area

are immune to all death effects, energy drain, and effects that Might of the Gods (Su): At 8th level, you can add your cleric

cause negative levels. This ward does not remove negative level as an enhancement bonus to your Strength score for a

levels that a creature has already gained, but the negative number of rounds per day equal to your cleric level. This

Page 34

bonus only applies on Strength checks and Strength-based Trickery Domain

skill checks. These rounds do not need to be consecutive.

Domain Spells: 1st— enlarge person, 2nd— bull's strength, Granted Powers: You are a master of illusions and 3rd— magic vestment, 4th— spell immunity, 5th— righteous deceptions. Bluff, Disguise, and Stealth are class skills.

might, 6th— stoneskin, 7th— grasping hand, 8th— clenched Copycat (Sp): You can create an illusory double of yourself

fist, 9th— crushing hand.

as a move action. This double functions as a single mirror

image and lasts for a number of rounds equal to your cleric

Sun Domain

level, or until the illusory duplicate is dispelled or destroyed.

You can have no more than one copycat at a time. This

ability does not stack with the mirror image spell. You can

Granted Powers: You see truth in the pure and burning light use this ability a number of times per day equal to 3 + your

of the sun, and can call upon its blessing or wrath to work Wisdom modifier.

great deeds.

Master's Illusion (Sp): At 8th level, you can create an illusion

Sun's Blessing (Su): Whenever you channel positive energy that hides the appearance of yourself and any number of

to harm undead creatures, add your cleric level to the damage allies within 30 feet for 1 round per cleric level. This ability

dealt. Undead do not add their channel resistance to their otherwise functions like the spell veil. The rounds do not

saves when you channel positive energy.

need to be consecutive.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot Domain Spells: 1st— disguise self, 2nd— invisibility, 3rd—

nimbus of light for a number of rounds per day equal to your nondetection, 4th— confusion, 5th— false vision, 6th—

cleric level. This acts as a daylight spell. In addition, undead mislead, 7th— screen, 8th— mass invisibility, 9th— time stop.

within this radius take an amount of damage equal to your

cleric level each round that they remain inside the nimbus.

Spells and spell-like abilities with the darkness descriptor are War Domain

automatically dispelled if brought inside this nimbus. These

rounds do not need to be consecutive.

Granted Powers: You are a crusader for your god, always

Domain Spells: 1st— endure elements, 2nd— heat metal, 3rd ready and willing to fight to defend your faith.

— searing light, 4th— fire shield, 5th— flame strike, 6th— fire Battle Rage (Sp): You can touch a creature as a standard

seeds, 7th— sunbeam, 8th— sunburst, 9th— prismatic sphere. action to give it a bonus on melee damage rolls equal to 1/2

your cleric level for 1 round (minimum +1). You can do so a

Travel Domain

number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, you gain the use of one

Granted Powers: You are an explorer and find combat feat for a number of rounds per day equal to your

enlightenment in the simple joy of travel, be it by foot or cleric level. These rounds do not need to be consecutive and

conveyance or magic. Increase your base speed by 10 feet.

you can change the feat chosen each time you use this ability.

You must meet the prerequisites to use this feat.

Agile Feet (Su): As a free action, you can gain increased

mobility for 1 round. For the next round, you ignore all Domain Spells: 1st— magic weapon, 2nd— spiritual

difficult terrain and do not take any penalties for moving weapon, 3rd— magic vestment, 4th— divine power, 5th—

through it. You can use this ability a number of times per day flame strike, 6th— blade barrier, 7th— power word blind, 8th equal to 3 + your Wisdom modifier.

— power word stun, 9th— power word kill.

Dimensional Hop (Sp): At 8th level, you can teleport up to

10 feet per cleric level per day as a move action. This Water Domain

teleportation must be used in 5-foot increments and such

movement does not provoke attacks of opportunity. You must Granted Powers: You can manipulate water and mist and

have line of sight to your destination to use this ability. You ice, conjure creatures of water, and resist cold.

can bring other willing creatures with you, but you must

expend an equal amount of distance for each creature Icicle (Sp): As a standard action, you can fire an icicle from

brought.

your finger, targeting any foe within 30 feet as a ranged

touch attack. The icicle deals 1d6 points of cold damage + 1

Domain Spells: 1st— longstrider, 2nd— locate object, 3rd— point for every two cleric levels you possess. You can use fly, 4th— dimension door, 5th— teleport, 6th— find the path, this ability a number of times per day equal to 3 + your 7th— greater teleport, 8th— phase door, 9th— astral Wisdom modifier.

projection.

Cold Resistance (Ex): At 6th level, you gain resist cold 10.

Page 35

This resistance increases to 20 at 12th level. At 20th level, + 1 point for every two cleric levels you possess. In addition,

you gain immunity to cold.

the target is buffeted by winds and rain, causing it to take a –

2 penalty on attack rolls for 1 round. You can use this ability

Domain Spells: 1st— obscuring mist, 2nd— fog cloud, 3rd— a number of times per day equal to 3 + your Wisdom

water breathing, 4th— control water, 5th— ice storm, 6th— modifier.

cone of cold, 7th— elemental body IV (water only) , 8th—

horrid wilting, 9th— elemental swarm (water spell only).

Lightning Lord (Sp): At 8th level, you can call down a

number of bolts of lightning per day equal to your cleric

level. You can call down as many bolts as you want with a

Weather Domain

single standard action, but no creature can be the target of

more than one bolt and no two targets can be more than 30

Granted Powers: With power over storm and sky, you can feet apart. This ability otherwise functions as call lightning.

call down the wrath of the gods upon the world below.

Domain Spells: 1st— obscuring mist, 2nd— fog cloud, 3rd—

Storm Burst (Sp): As a standard action, you can create a call lightning, 4th— sleet storm, 5th— ice storm, 6th—

storm burst targeting any foe within 30 feet as a ranged touch control winds, 7th— control weather, 8th— whirlwind, 9th—

attack. The storm burst deals 1d6 points of nonlethal damage storm of vengeance.

Druid (Str).

Skill Ranks per Level: 4 + Int modifier.

Within the purity of the elements and the order of the wilds

lingers a power beyond the marvels of civilization. Furtive

yet undeniable, these primal magics are guarded over by Class Features

servants of philosophical balance known as druids. Allies to

beasts and manipulators of nature, these often misunderstood All of the following are class features of the druid.

protectors of the wild strive to shield their lands from all who Weapon and Armor Proficiency: Druids are proficient with

would threaten them and prove the might of the wilds to the following weapons: club, dagger, dart, quarterstaff,

those who lock themselves behind city walls. Rewarded for scimitar, scythe, sickle, shortspear, sling, and spear. They are

their devotion with incredible powers, druids gain also proficient with all natural attacks (claw, bite, and so

unparalleled shape-shifting abilities, the companionship of forth) of any form they assume with wild shape (see below).

mighty beasts, and the power to call upon nature's wrath. The

mightiest temper powers akin to storms, earthquakes, and Druids are proficient with light and medium armor but are

volcanoes with primeval wisdom long abandoned and prohibited from wearing metal armor; thus, they may wear

forgotten by civilization.

only padded, leather, or hide armor. A druid may also wear

wooden armor that has been altered by the ironwood spell so

Role: While some druids might keep to the fringe of battle, that it functions as though it were steel. Druids are proficient

allowing companions and summoned creatures to fight while with shields (except tower shields) but must use only those

they confound foes with the powers of nature, others crafted from wood.

transform into deadly beasts and savagely wade into combat.

Druids worship personifications of elemental forces, natural A druid who wears prohibited armor or uses a prohibited

powers, or nature itself. Typically this means devotion to a shield is unable to cast druid spells or use any of her

nature deity, though druids are just as likely to revere vague supernatural or spell-like class abilities while doing so and

spirits, animalistic demigods, or even specific awe-inspiring for 24 hours thereafter.

natural wonders.

Spells: A druid casts divine spells which are drawn from the

Alignment: Any neutral.

druid spell list presented in Spell Lists. Her alignment may

restrict her from casting certain spells opposed to her moral

Hit Die: d8.

or ethical beliefs; see Chaotic, Evil, Good, and Lawful

Spells. A druid must choose and prepare her spells in

Class Skills

advance.

To prepare or cast a spell, the druid must have a Wisdom

The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), score equal to at least 10 + the spell level. The Difficulty

Handle Animal (Cha), Heal (Wis), Knowledge (geography) Class for a saving throw against a druid's spell is 10 + the

(Int), Knowledge (nature) (Int), Perception (Wis), Profession spell level + the druid's Wisdom modifier.

(Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim

Page 36

Like other spellcasters, a druid can cast only a certain Orisons: Druids can prepare a number of orisons, or 0-level

number of spells of each spell level per day. Her base daily spells, each day, as noted on Table: Druid under “Spells per

spell allotment is given on Table: Druid. In addition, she Day.” These spells are cast like any other spell, but they are

receives bonus spells per day if she has a high Wisdom score not expended when cast and may be used again.

(see Table: Ability Modifiers and Bonus Spells).

Bonus Languages: A druid's bonus language options include

A druid must spend 1 hour each day in a trance-like Sylvan, the language of woodland creatures. This choice is in

meditation on the mysteries of nature to regain her daily addition to the bonus languages available to the character

allotment of spells. A druid may prepare and cast any spell because of her race.

on the druid spell list, provided that she can cast spells of that

level, but she must choose which spells to prepare during her A druid also knows Druidic, a secret language known only to

druids, which she learns upon becoming a 1st-level druid.

daily meditation.

Druidic is a free language for a druid; that is, she knows it in

Spontaneous Casting: A druid can channel stored spell addition to her regular allotment of languages and it doesn't

energy into summoning spells that she hasn't prepared ahead take up a language slot. Druids are forbidden to teach this

of time. She can “lose” a prepared spell in order to cast any language to nondruids.

summon nature's ally spell of the same level or lower.

Druidic has its own alphabet.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast Nature Bond (Ex): At 1st level, a druid forms a bond with

spells of an alignment opposed to her own or her deity's (if

she has one). Spells associated with particular alignments are nature. This bond can take one of two forms. The first is a

close tie to the natural world, granting the druid one of the

indicated by the chaos, evil, good, and law descriptors in

their spell descriptions.

following cleric domains: Air, Animal, Earth, Fire, Plant,

Water, or Weather. When determining the powers and bonus

Table 3-6: Druid

Base Attack Fort Ref Will

Spells per Day

Level

Special

Bonus

Save Save Save

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Nature bond, nature sense,

1st

+0

+2

+0

+2

3

1

— — — — — — — —

orisons, wild empathy

2nd

+1

+3

+0

+3 Woodland stride

4

2

— — — — — — — —

3rd

+2

+3

+1

+3 Trackless step

4

2

1

— — — — — — —

Resist nature's lure, Wild

4th

3

+4

+1

+4

4

3

2

— — — — — — —

shape (1/day)

5th

+3

+4

+1

+4

4

3

2

1

— — — — — —

6th

+4

+5

+2

+5 Wild shape (2/day)

4

3

3

2

— — — — — —

7th

+5

+5

+2

+5

4

4

3

2

1

— — — — —

8th

+6/+1

+6

+2

+6 Wild shape (3/day)

4

4

3

3

2

— — — — —

9th

+6/+1

+6

+3

+6 Venom immunity

4

4

4

3

2

1

— — — —

10th +7/+2

+7

+3

+7 Wild shape (4/day)

4

4

4

3

3

2

— — — —

11th +8/+3

+7

+3

+7

4

4

4

4

3

2

1

— — —

12th +9/+4

+8

+4

+8 Wild shape (5/day)

4

4

4

4

3

3

2

— — —

13th +9/+4

+8

+4

+8 A thousand faces

4

4

4

4

4

3

2

1

— —

14th +10/+5

+9

+4

+9 Wild shape (6/day)

4

4

4

4

4

3

3

2

— —

15th +11/+6/+1

+9

+5

+9 Timeless body

4

4

4

4

4

4

3

2

1

—

16th +12/+7/+2

+10

+5

+10 Wild shape (7/day)

4

4

4

4

4

4

3

3

2

—

17th +12/+7/+2

+10

+5

+10

4

4

4

4

4

4

4

3

2

1

18th +13/+8/+3

+11

+6

+11 Wild shape (8/day)

4

4

4

4

4

4

4

3

3

2

19th +14/+9/+4

+11

+6

+11

4

4

4

4

4

4

4

4

3

3

20th +15/+10/+5

+12

+6

+12 Wild shape (at will)

4

4

4

4

4

4

4

4

4

4

Page 37

spells granted by this domain, the druid's effective cleric gains a +4 bonus on saving throws against the spell-like and

level is equal to her druid level. A druid that selects this supernatural abilities of fey. This bonus also applies to spells

option also receives additional domain spell slots, just like a and effects that utilize or target plants, such as blight,

cleric. She must prepare the spell from her domain in this entangle , spike growth, and warp wood.

slot and this spell cannot be used to cast a spell

spontaneously.

Wild Shape (Su): At 4th level, a druid gains the ability to

turn herself into any Small or Medium animal and back again

The second option is to form a close bond with an animal once per day. Her options for new forms include all creatures

companion. A druid may begin play with any of the animals with the animal type. This ability functions like the beast

listed in Animal Choices. This animal is a loyal companion shape I spell, except as noted here. The effect lasts for 1 hour that accompanies the druid on her adventures.

per druid level, or until she changes back. Changing form (to

animal or back) is a standard action and doesn't provoke an

Unlike normal animals of its kind, an animal companion's attack of opportunity. The form chosen must be that of an

Hit Dice, abilities, skills, and feats advance as the druid animal with which the druid is familiar.

advances in level. If a character receives an animal

companion from more than one source, her effective druid A druid loses her ability to speak while in animal form

levels stack for the purposes of determining the statistics and because she is limited to the sounds that a normal, untrained

abilities of the companion. Most animal companions increase animal can make, but she can communicate normally with

in size when their druid reaches 4th or 7th level, depending other animals of the same general grouping as her new form.

on the companion. If a druid releases her companion from (The normal sound a wild parrot makes is a squawk, so

service, she may gain a new one by performing a ceremony changing to this form does not permit speech.)

requiring 24 uninterrupted hours of prayer in the A druid can use this ability an additional time per day at 6th

environment where the new companion typically lives. This

ceremony can also replace an animal companion that has level and every two levels thereafter, for a total of eight times

at 18th level. At 20th level, a druid can use wild shape at

perished.

will. As a druid gains levels, this ability allows the druid to

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge take on the form of larger and smaller animals, elementals,

(nature) and Survival checks.

and plants. Each form expends one daily use of this ability,

regardless of the form taken.

Wild Empathy (Ex): A druid can improve the attitude of an

animal. This ability functions just like a Diplomacy check At 6th level, a druid can also use wild shape to change into a

made to improve the attitude of a person (see Using Skills). Large or Tiny animal or a Small elemental. When taking the

The druid rolls 1d20 and adds her druid level and her form of an animal, a druid's wild shape now functions as

Charisma modifier to determine the wild empathy check beast shape II. When taking the form of an elemental, the

result. The typical domestic animal has a starting attitude of druid's wild shape functions as elemental body I.

indifferent, while wild animals are usually unfriendly.

At 8th level, a druid can also use wild shape to change into a

To use wild empathy, the druid and the animal must be Huge or Diminutive animal, a Medium elemental, or a Small

within 30 feet of one another under normal conditions. or Medium plant creature. When taking the form of animals,

Generally, influencing an animal in this way takes 1 minute a druid's wild shape now functions as beast shape III. When

but, as with influencing people, it might take more or less taking the form of an elemental, the druid's wild shape now

time.

functions as elemental body II. When taking the form of a

plant creature, the druid's wild shape functions as plant

A druid can also use this ability to influence a magical beast shape I.

with an Intelligence score of 1 or 2, but she takes a –4

penalty on the check.

At 10th level, a druid can also use wild shape to change into

a Large elemental or a Large plant creature. When taking the

Woodland Stride (Ex): Starting at 2nd level, a druid may form of an elemental, the druid's wild shape now functions as

move through any sort of undergrowth (such as natural elemental body III. When taking the form of a plant, the

thorns, briars, overgrown areas, and similar terrain) at her druid's wild shape now functions as plant shape II.

normal speed and without taking damage or suffering any

other impairment. Thorns, briars, and overgrown areas that At 12th level, a druid can also use wild shape to change into

have been magically manipulated to impede motion, a Huge elemental or a Huge plant creature. When taking the

however, still affect her.

form of an elemental, the druid's wild shape now functions as

elemental body IV. When taking the form of a plant, the

Trackless Step (Ex): Starting at 3rd level, a druid leaves no druid's wild shape now functions as plant shape III.

trail in natural surroundings and cannot be tracked. She may

choose to leave a trail if so desired.

Venom Immunity (Ex): At 9th level, a druid gains immunity

to all poisons.

Resist Nature's Lure (Ex): Starting at 4th level, a druid

Page 38

A Thousand Faces (Su): At 13th level, a druid gains the Companion Base Statistics determines many of the base

ability to change her appearance at will, as if using the alter statistics of the animal companion. They remain creatures of

self spell, but only while in her normal form.

the animal type for purposes of determining which spells can

affect them.

Timeless Body (Ex): After attaining 15th level, a druid no

longer takes ability score penalties for aging and cannot be Class Level: This is the character's druid level. The druid's

magically aged. Any penalties she may have already class levels stack with levels of any other classes that are

incurred, however, remain in place. Bonuses still accrue, and entitled to an animal companion for the purpose of

the druid still dies of old age when her time is up.

determining the companion's statistics.

HD: This is the total number of eight-sided (d8) Hit Dice the

Ex-Druids

animal companion possesses, each of which gains a

Constitution modifier, as normal.

A druid who ceases to revere nature, changes to a prohibited

alignment, or teaches the Druidic language to a nondruid BAB: This is the animal companion's base attack bonus. An

loses all spells and druid abilities (including her animal animal companion's base attack bonus is the same as that of a

companion, but not including weapon, armor, and shield druid of a level equal to the animal's HD. Animal

proficiencies). She cannot thereafter gain levels as a druid companions do not gain additional attacks using their natural

until she atones (see the atonement spell description).

weapons for a high base attack bonus.

Fort/Ref/Will: These are the animal companion's base

saving throw bonuses. An animal companion has good

Animal Companions

Fortitude and Reflex saves.

An animal companion's abilities are determined by the Skills: This lists the animal's total skill ranks. Animal

druid's level and its animal racial traits. Table: Animal companions can assign skill ranks to any skill listed under

Table 3-7: Animal Companion Base Statistics

Class

Natural

Str/Dex Bonus

HD BAB Fort Ref Will Skills Feats

Special

Level

Armor Bonus Bonus

Tricks

1st

2

+1

+3 +3 +0

2

1

+0

+0

1

Link, share spells

2nd

3

+2

+3 +3 +1

3

2

+0

+0

1

—

3rd

3

+2

+3 +3 +1

3

2

+2

+1

2

Evasion

4th

4

+3

+4 +4 +1

4

2

+2

+1

2

Ability score increase

5th

5

+3

+4 +4 +1

5

3

+2

+1

2

—

6th

6

+4

+5 +5 +2

6

3

+4

+2

3

Devotion

7th

6

+4

+5 +5 +2

6

3

+4

+2

3

—

8th

7

+5

+5 +5 +2

7

4

+4

+2

3

—

9th

8

+6

+6 +6 +2

8

4

+6

+3

4

Ability score increase, Multiattack

10th

9

+6

+6 +6 +3

9

5

+6

+3

4

—

11th

9

+6

+6 +6 +3

9

5

+6

+3

4

—

12th

10

+7

+7 +7 +3

10

5

+8

+4

5

—

13th

11

+8

+7 +7 +3

11

6

+8

+4

5

—

14th

12

+9

+8 +8 +4

12

6

+8

+4

5

Ability score increase

15th

12

+9

+8 +8 +4

12

6

+10

+5

6

Improved evasion

16th

13

+9

+8 +8 +4

13

7

+10

+5

6

—

17th

14 +10 +9 +9 +4

14

7

+10

+5

6

—

18th

15 +11 +9 +9 +5

15

8

+12

+6

7

—

19th

15 +11 +9 +9 +5

15

8

+12

+6

7

—

20th

16 +12 +10 +10 +5

16

8

+12

+6

7

Ability score increase

Page 39

Animal Skills. If an animal companion increases its bonus feat if it has three or more natural attacks and does not

Intelligence to 10 or higher, it gains bonus skill ranks as already have that feat. If it does not have the requisite three

normal. Animal companions with an Intelligence of 3 or or more natural attacks, the animal companion instead gains

higher can purchase ranks in any skill. An animal companion a second attack with one of its natural weapons, albeit at a –5

cannot have more ranks in a skill than it has Hit Dice.

penalty.

Feats: This is the total number of feats possessed by an Improved Evasion (Ex): When subjected to an attack that

animal companion. Animal companions should select their allows a Reflex saving throw for half damage, an animal

feats from those listed under Animal Feats. Animal companion takes no damage if it makes a successful saving

companions can select other feats, although they are unable throw and only half damage if the saving throw fails.

to utilize some feats (such as Martial Weapon Proficiency).

Note that animal companions cannot select a feat with a

requirement of base attack bonus +1 until they gain their Animal Skills

second feat at 3 Hit Dice.

Animal companions can have ranks in any of the following

Natural Armor Bonus: The number noted here is an skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), improvement to the animal companion's existing natural Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth*

armor bonus.

(Dex), Survival (Wis), and Swim* (Str). All of the skills Str/Dex Bonus: Add this modifier to the animal companion's marked with an (*) are class skills for animal companions.

Strength and Dexterity scores.

Animal companions with an Intelligence of 3 or higher can

put ranks into any skill.

Bonus Tricks: The value given in this column is the total

number of “bonus” tricks that the animal knows in addition

to any that the druid might choose to teach it (see the Handle Animal Feats

Animal skill for more details on how to teach an animal

tricks). These bonus tricks don't require any training time or Animal companions can select from the following feats:

Handle Animal checks, and they don't count against the Acrobatic, Agile Maneuvers, Armor Proficiency (light, normal limit of tricks known by the animal. The druid selects medium, and heavy), Athletic, Blind-Fight, Combat

these bonus tricks, and once selected, they can't be changed. Reflexes, Diehard, Dodge, Endurance, Great Fortitude,

Improved Bull Rush, Improved Initiative, Improved Natural

Special: This includes a number of abilities gained by animal Armor, Improved Natural Attack, Improved Overrun,

companions as they increase in power. Each of these bonuses Intimidating Prowess, Iron Will, Lightning Reflexes,

is described below.

Mobility, Power Attack, Run, Skill Focus, Spring Attack,

Link (Ex): A druid can handle her animal companion as a free Stealthy, Toughness, , and Weapon Focus. Animal action, or push it as a move action, even if she doesn't have companions with an Intelligence of 3 or higher can select any

any ranks in the Handle Animal skill. The druid gains a +4 feat they are physically capable of using. GMs might expand

circumstance bonus on all wild empathy checks and Handle this list to include feats from other sources.

Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of Animal Choices

“You” on her animal companion (as a spell with a range of

touch) instead of on herself. A druid may cast spells on her Each animal companion has different starting sizes, speed,

animal companion even if the spells normally do not affect attacks, ability scores, and special qualities. All animal

creatures of the companion's type (animal). Spells cast in this attacks are made using the creature's full base attack bonus

way must come from a class that grants an animal unless otherwise noted. Animal attacks add the animal's

companion. This ability does not allow the animal to share Strength modifier to the damage roll, unless it is its only

abilities that are not spells, even if they function like spells.

attack, in which case it adds 1-1/2 its Strength modifier.

Some have special abilities, such as scent. See Special

Evasion (Ex): If an animal companion is subjected to an Abilities for more information on these abilities. As you gain attack that normally allows a Reflex save for half damage, it levels, your animal companion improves as well, usually at

takes no damage if it makes a successful saving throw.

4th or 7th level, in addition to the standard bonuses noted on

Ability Score Increase (Ex): The animal companion adds +1 Table: Animal Companion Base Statistics. Instead of taking

to one of its ability scores.

the listed benefit at 4th or 7th level, you can instead choose

to increase the companion's Dexterity and Constitution by 2.

Devotion (Ex): An animal companion gains a +4 morale

bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a

Page 40

Ape

is sickened for 1d4 rounds, range 10 feet); Ability Scores Str

18, Dex 16, Con 14, Int 2, Wis 11, Cha 4; Special Qualities Starting Statistics: Size Medium; Speed 30 ft., Climb 30 ft.; low-light vision, scent.

AC +1 natural armor; Attack bite (1d4), 2 claws (1d4);

Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; 4th-Level Advancement: Ability Scores Str +2, Con +2.

Special Qualities low-light vision, scent.

4th-Level Advancement: Size Large; AC +2 natural armor; Cat, Big (Lion, Tiger)

Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex

–2, Con +4.

Starting Statistics: Size Medium; Speed 40 ft.; AC +1

natural armor; Attack bite (1d6), 2 claws (1d4); Ability

Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Badger (Wolverine)

Special Attacks rake (1d4); Special Qualities low-light

vision, scent.

Starting Statistics: Size Small; Speed 30 ft., burrow 10 ft.,

climb 10 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws 7th-Level Advancement: Size Large; AC +2 natural armor;

(1d3); Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex

Cha 10; Special Attacks rage (as a barbarian for 6 rounds –2, Con +4; Special Attacks grab, pounce, rake (1d6) .

per day); Special Qualities low-light vision, scent.

4th-Level Advancement: Size Medium; Attack bite (1d6), 2 Cat, Small (Cheetah, Leopard)

claws (1d4); Ability Scores Str +4, Dex –2, Con +2.

Starting Statistics: Size Small; Speed 50 ft.; AC +1 natural

armor; Attack bite (1d4 plus trip), 2 claws (1d2); Ability

Bear

Scores Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural

armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 4th-Level Advancement: Size Medium; Attack bite (1d6

15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities plus trip), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con

low-light vision, scent.

+2; Special Qualities sprint.

4th-Level Advancement: Size Medium; Attack bite (1d6), 2

claws (1d4); Ability Scores Str +4, Dex –2, Con +2.

Crocodile (Alligator)

Starting Statistics: Size Small; Speed 20 ft., swim 30 ft.;

Bird (Eagle/Hawk/Owl)

AC +4 natural armor; Attack bite (1d6); Ability Scores Str

15, Dex 14, Con 15, Int 1, Wis 12, Cha 2; Special Qualities Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. hold breath, low-light vision.

(average); AC +1 natural armor; Attack bite (1d4), 2 talons

(1d4); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, 4th-Level Advancement: Size Medium; Attack bite (1d8) or

Cha 6; Special Qualities low-light vision.

tail slap (1d12); Ability Scores Str +4, Dex –2, Con +2; Special Attacks death roll, grab, sprint.

4th-Level Advancement: Ability Scores Str +2, Con +2.

Dinosaur (Deinonychus, Velociraptor)

Boar

Starting Statistics: Size Small; Speed 60 ft.; AC +1 natural

Starting Statistics: Size Small; Speed 40 ft.; AC +6 natural armor; Attack 2 talons (1d6), bite (1d4); Ability Scores Str

armor; Attack gore (1d6); Ability Scores Str 13, Dex 12, 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14; Special Qualities

Con 15, Int 2, Wis 13, Cha 4; Special Qualities low-light low-light vision, scent.

vision, scent.

7th-Level Advancement: Size Medium; AC +2 natural

4th-Level Advancement: Size Medium; Attack gore (1d8); armor; Attack 2 talons (1d8), bite (1d6), 2 claws (1d4)

Ability Scores Str +4, Dex –2, Con +2; Special Attacks Ability Scores Str +4, Dex –2, Con +2; Special Attacks ferocity.

pounce.

Camel

Dog

Starting Statistics: Size Large; Speed 50 ft.; AC +1 natural Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4) or spit (ranged touch attack, target armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con

Page 41

15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, blindsense.

scent.

4th-Level Advancement: Size Medium; Attack bite (1d6); Snake, Constrictor

Ability Scores Str +4, Dex –2, Con +2.

Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.,

swim 20 ft.; AC +2 natural armor; Attack bite (1d3); Ability

Horse

Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks grab; Special Qualities scent.

Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural

armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores 4th-Level Advancement: Size Large; AC +1 natural armor;

Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Attack bite (1d4); Ability Scores Str +8, Dex –2, Con +4; Qualities low-light vision, scent. *This is a secondary Special Attacks constrict 1d4.

natural attack, see Combat for more information on how

secondary attacks work.

Snake, Viper

4th-Level Advancement: Ability Scores Str +2, Con +2;

Special Qualities combat trained.

Starting Statistics: Size Small; Speed 20 ft., climb 20 ft.,

swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus

poison); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Pony

Cha 2; Special Attacks poison ( Frequency 1 round (6),

Effect 1 Con damage, Cure 1 save, Con-based DC); Special

Starting Statistics: Size Medium; Speed 40 ft.; AC +2 Qualities scent.

natural armor; Attack 2 hooves (1d3); Ability Scores Str 13,

Dex 13, Con 12, Int 2, Wis 11, Cha 4; Special Qualities low- 4th-Level Advancement: Size Medium; Attack bite (1d4

light vision, scent.

plus poison); Ability Scores Str +4, Dex –2, Con +2.

4th-Level Advancement: Ability Scores Str +2, Con +2;

Special Qualities combat trained.

Wolf

Starting Statistics: Size Medium; Speed 50 ft.; AC +2

Shark

natural armor; Attack bite (1d6 plus trip); Ability Scores Str

13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities Starting Statistics: Size Small; Speed swim 60 ft.; AC +4 scent.

natural armor; Attack bite (1d4); Ability Scores Str 13, Dex

15, Con 15, Int 1, Wis 12, Cha 2; Special Qualities scent.

7th-Level Advancement: Size Large; AC +2 natural armor;

Attack bite (1d8 plus trip); Ability Scores Str +8, Dex –2,

4th-Level Advancement: Size Medium; Attack bite (1d6); Con +4.

Ability Scores Str +4, Dex –2, Con +2; Special Qualities Fighter Role: Fighters excel at combat—defeating their enemies,

controlling the flow of battle, and surviving such sorties

Some take up arms for glory, wealth, or revenge. Others do themselves. While their specific weapons and methods grant

battle to prove themselves, to protect others, or because they them a wide variety of tactics, few can match fighters for

know nothing else. Still others learn the ways of weaponcraft sheer battle prowess.

to hone their bodies in battle and prove their mettle in the Alignment: Any.

forge of war. Lords of the battlefield, fighters are a disparate

lot, training with many weapons or just one, perfecting the Hit Die: d10.

uses of armor, learning the fighting techniques of exotic

masters, and studying the art of combat, all to shape

themselves into living weapons. Far more than mere thugs, Class Skills

these skilled warriors reveal the true deadliness of their The fighter's class skills are Climb (Str), Craft (Int), Handle

weapons, turning hunks of metal into arms capable of taming Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) kingdoms, slaughtering monsters, and rousing the hearts of (Int), Knowledge (engineering) (Int), Profession (Wis), Ride

armies. Soldiers, knights, hunters, and artists of war, fighters (Dex), Survival (Wis), and Swim (Str).

are unparalleled champions, and woe to those who dare stand

against them.

Skill Ranks per Level: 2 + Int modifier.

Page 42

Bravery (Ex): Starting at 2nd level, a fighter gains a +1

Class Features

bonus on Will saves against fear. This bonus increases by +1

for every four levels beyond 2nd.

The following are class features of the fighter.

Armor Training (Ex): Starting at 3rd level, a fighter learns

Weapon and Armor Proficiency: A fighter is proficient to be more maneuverable while wearing armor. Whenever he

with all simple and martial weapons and with all armor is wearing armor, he reduces the armor check penalty by 1

(heavy, light, and medium) and shields (including tower (to a minimum of 0) and increases the maximum Dexterity

shields).

bonus allowed by his armor by 1. Every four levels thereafter

(7th, 11th, and 15th), these bonuses increase by +1 each time,

Bonus Feats: At 1st level, and at every even level thereafter, to a maximum –4 reduction of the armor check penalty and a

a fighter gains a bonus feat in addition to those gained from +4 increase of the maximum Dexterity bonus allowed.

normal advancement (meaning that the fighter gains a feat at

every level). These bonus feats must be selected from those In addition, a fighter can also move at his normal speed

listed as combat feats, sometimes also called “fighter bonus while wearing medium armor. At 7th level, a fighter can

feats.”

move at his normal speed while wearing heavy armor.

Upon reaching 4th level, and every four levels thereafter Weapon Training (Ex): Starting at 5th level, a fighter can

(8th, 12th, and so on), a fighter can choose to learn a new select one group of weapons, as noted below. Whenever he

bonus feat in place of a bonus feat he has already learned. In attacks with a weapon from this group, he gains a +1 bonus

effect, the fighter loses the bonus feat in exchange for the on attack and damage rolls.

new one. The old feat cannot be one that was used as a Every four levels thereafter (9th, 13th, and 17th), a fighter

prerequisite for another feat, prestige class, or other ability. A becomes further trained in another group of weapons. He

fighter can only change one feat at any given level and must gains a +1 bonus on attack and damage rolls when using a

choose whether or not to swap the feat at the time he gains a weapon from this group. In addition, the bonuses granted by

new bonus feat for the level.

previous weapon groups increase by +1 each. For example,

Table 3-8: Fighter

Level Base Attack Bonus

Fort Save

Ref Save

Will Save Special

1st

+1

+2

+0

+0

Bonus feat

2nd

+2

+3

+0

+0

Bonus feat, bravery +1

3rd

+3

+3

+1

+1

Armor training 1

4th

+4

+4

+1

+1

Bonus feat

5th

+5

+4

+1

+1

Weapon training 1

6th

+6/+1

+5

+2

+2

Bonus feat, bravery +2

7th

+7/+2

+5

+2

+2

Armor training 2

8th

+8/+3

+6

+2

+2

Bonus feat

9th

+9/+4

+6

+3

+3

Weapon training 2

10th

+10/+5

+7

+3

+3

Bonus feat, bravery +3

11th

+11/+6/+1

+7

+3

+3

Armor training 3

12th

+12/+7/+2

+8

+4

+4

Bonus feat

13th

+13/+8/+3

+8

+4

+4

Weapon training 3

14th

+14/+9/+4

+9

+4

+4

Bonus feat, bravery +4

15th

+15/+10/+5

+9

+5

+5

Armor training 4

16th

+16/+11/+6/+1

+10

+5

+5

Bonus feat

17th

+17/+12/+7/+2

+10

+5

+5

Weapon training 4

18th

+18/+13/+8/+3

+11

+6

+6

Bonus feat, bravery +5

19th

+19/+14/+9/+4

+11

+6

+6

Armor mastery

20th

+20/+15/+10/+5

+12

+6

+6

Bonus feat, weapon mastery

Page 43

when a fighter reaches 9th level, he receives a +1 bonus on heavy repeating crossbow, and light repeating crossbow.

attack and damage rolls with one weapon group and a +2 Double: dire flail, dwarven urgrosh, gnome hooked hammer,

bonus on attack and damage rolls with the weapon group

selected at 5th level. Bonuses granted from overlapping orc double axe, quarterstaff, and two-bladed sword.

groups do not stack. Take the highest bonus granted for a Flails: dire flail, flail, heavy flail, morningstar, nunchaku,

weapon if it resides in two or more groups.

spiked chain, and whip.

A fighter also adds this bonus to any combat maneuver Hammers: club, greatclub, heavy mace, light hammer, light

checks made with weapons from this group. This bonus also mace, and warhammer.

applies to the fighter's Combat Maneuver Defense when

defending against disarm and sunder attempts made against Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham,

weapons from this group.

and unarmed strike.

Weapon groups are defined as follows (GMs may add other Natural: unarmed strike and all natural weapons, such as

weapons to these groups, or add entirely new groups):

bite, claw, gore, tail, and wing.

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy Pole Arms: glaive, guisarme, halberd, and ranseur.

pick, light pick, orc double axe, and throwing axe.

Spears: javelin, lance, longspear, shortspear, spear, and

Blades, Heavy: bastard sword, elven curve blade, falchion, trident.

greatsword, longsword, scimitar, scythe, and two-bladed Thrown: blowgun, bolas, club, dagger, dart, halfling sling

sword.

staff, javelin, light hammer, net, shortspear, shuriken, sling,

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, spear, starknife, throwing axe, and trident.

and short sword.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/—

Bows: composite longbow, composite shortbow, longbow, whenever he is wearing armor or using a shield.

and shortbow.

Weapon Mastery (Ex): At 20th level, a fighter chooses one

Close: gauntlet, heavy shield, light shield, punching dagger, weapon, such as the longsword, greataxe, or longbow. Any

sap, spiked armor, spiked gauntlet, spiked shield, and attacks made with that weapon automatically confirm all

unarmed strike.

critical threats and have their damage multiplier increased by

1 (×2 becomes ×3, for example). In addition, he cannot be

Crossbows: hand crossbow, heavy crossbow, light crossbow, disarmed while wielding a weapon of this type.

Monk Class Skills

For the truly exemplary, martial skill transcends the The monk's class skills are Acrobatics (Dex), Climb (Str), battlefield—it is a lifestyle, a doctrine, a state of mind. These Craft (Int), Escape Artist (Dex), Intimidate (Cha), warrior-artists search out methods of battle beyond swords Knowledge (history) (Int), Knowledge (religion) (Int), and shields, finding weapons within themselves just as Perception (Wis), Perform (Cha), Profession (Wis), Ride

capable of crippling or killing as any blade. These monks (so (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

called since they adhere to ancient philosophies and strict Skill Ranks per Level: 4 + Int modifier.

martial disciplines) elevate their bodies to become weapons

of war, from battle-minded ascetics to self-taught brawlers.

Monks tread the path of discipline, and those with the will to Class Features

endure that path discover within themselves not what they

are, but what they are meant to be.

All of the following are class features of the monk.

Role: Monks excel at overcoming even the most daunting Weapon and Armor Proficiency: Monks are proficient with

perils, striking where it's least expected, and taking the club, crossbow (light or heavy), dagger, handaxe, javelin,

advantage of enemy vulnerabilities. Fleet of foot and skilled kama, nunchaku, quarterstaff, sai, shortspear, short sword,

in combat, monks can navigate any battlefield with ease, shuriken, siangham, sling, and spear.

aiding allies wherever they are needed most.

Monks are not proficient with any armor or shields.

Alignment: Any lawful.

When wearing armor, using a shield, or carrying a medium

Hit Die: d8.

or heavy load, a monk loses his AC bonus, as well as his fast

movement and flurry of blows abilities.

Page 44

AC Bonus (Ex): When unarmored and unencumbered, the bonus.

monk adds his Wisdom bonus (if any) to his AC and his At 8th level, the monk can make two additional attacks when

CMD. In addition, a monk gains a +1 bonus to AC and CMD

at 4th level. This bonus increases by 1 for every four monk he uses flurry of blows, as if using Improved Two-Weapon

Fighting (even if the monk does not meet the prerequisites

levels thereafter, up to a maximum of +5 at 20th level.

for the feat).

These bonuses to AC apply even against touch attacks or At 15th level, the monk can make three additional attacks

when the monk is flat-footed. He loses these bonuses when

he is immobilized or helpless, when he wears any armor, using flurry of blows, as if using Greater Two-Weapon

Fighting (even if the monk does not meet the prerequisites

when he carries a shield, or when he carries a medium or

heavy load.

for the feat).

A monk applies his full Strength bonus to his damage rolls

Flurry of Blows (Ex): Starting at 1st level, a monk can make

a flurry of blows as a full-attack action. When doing so he for all successful attacks made with flurry of blows, whether

the attacks are made with an off-hand or with a weapon

may make one additional attack using any combination of

unarmed strikes or attacks with a special monk weapon wielded in both hands. A monk may substitute disarm,

sunder, and trip combat maneuvers for unarmed attacks as

(kama, nunchaku, quarterstaff, sai, shuriken, and siangham)

as if using the Two-Weapon Fighting feat (even if the monk part of a flurry of blows. A monk cannot use any weapon

other than an unarmed strike or a special monk weapon as

does not meet the prerequisites for the feat). For the purpose

of these attacks, the monk's base attack bonus is equal to his part of a flurry of blows. A monk with natural weapons

cannot use such weapons as part of a flurry of blows, nor can

monk level. For all other purposes, such as qualifying for a

feat or a prestige class, the monk uses his normal base attack he make natural attacks in addition to his flurry of blows

attacks.

Table 3-9: Monk

Base Attack Fort Ref Will

Flurry of Blows Attack

Unarmed AC

Fast

Level

Special

Bonus

Save Save Save

Bonus

Damage Bonus Movement

Bonus feat, flurry of blows,

1st

+0

+2

+2

+2

–1/–1

1d6

+0

+0 ft.

stunning fist, unarmed strike

2nd

+1

+3

+3

+3 Bonus feat, evasion

+0/+0

1d6

+0

+0 ft.

Fast movement, maneuver

3rd

+2

+3

+3

+3

+1/+1

1d6

+0

+10 ft.

training, still mind

4th

+3

+4

+4

+4 Ki pool (magic), slow fall 20 ft. +2/+2

1d8

+1

+10 ft.

5th

+3

+4

+4

+4 High jump, purity of body

+3/+3

1d8

+1

+10 ft.

6th

+4

+5

+5

+5 Bonus feat, slow fall 30 ft.

+4/+4/–1

1d8

+1

+20 ft.

7th

+5

+5

+5

+5 Wholeness of body

+5/+5/+0

1d8

+1

+20 ft.

8th

+6/+1

+6

+6

+6 Slow fall 40 ft.

+6/+6/+1/+1

1d10

+2

+20 ft.

9th

+6/+1

+6

+6

+6 Improved evasion

+7/+7/+2/+2

1d10

+2

+30 ft.

Bonus feat, ki pool (lawful),

10th

+7/+2

+7

+7

+7

+8/+8/+3/+3

1d10

+2

+30 ft.

slow fall 50 ft.

11th

+8/+3

+7

+7

+7 Diamond body

+9/+9/+4/+4/–1

1d10

+2

+30 ft.

12th

+9/+4

+8

+8

+8 Abundant step, slow fall 60 ft. +10/+10/+5/+5/+0

2d6

+3

+40 ft.

13th

+9/+4

+8

+8

+8 Diamond soul

+11/+11/+6/+6/+1

2d6

+3

+40 ft.

14th

+10/+5

+9

+9

+9 Bonus feat, slow fall 70 ft.

+12/+12/+7/+7/+2

2d6

+3

+40 ft.

15th

+11/+6/+1

+9

+9

+9 Quivering palm

+13/+13/+8/+8/+3/+3

2d6

+3

+50 ft.

Ki pool (adamantine), slow fall

16th

+12/+7/+2

+10

+10

+10

+14/+14/+9/+9/+4/+4/–1

2d8

+4

+50 ft.

80 ft.

Timeless body, tongue of the

17th

+12/+7/+2

+10

+10

+10

+15/+15/+10/+10/+5/+5/+0

2d8

+4

+50 ft.

sun and moon

18th

+13/+8/+3

+11

+11

+11 Bonus feat, slow fall 90 ft.

+16/+16/+11/+11/+6/+6/+1

2d8

+4

+60 ft.

19th

+14/+9/+4

+11

+11

+11 Empty body

+17/+17/+12/+12/+7/+7/+2

2d8

+4

+60 ft.

Perfect self, slow fall any

20th

+15/+10/+5 +12

+12

+12

+18/+18/+13/+13/+8/+8/+3

2d10

+5

+60 ft.

distance

Page 45

Unarmed Strike: At 1st level, a monk gains Improved fatigued. At 8th level, he can make the target sickened for 1

Unarmed Strike as a bonus feat. A monk's attacks may be minute. At 12th level, he can make the target staggered for

with fist, elbows, knees, and feet. This means that a monk 1d6+1 rounds. At 16th level, he can permanently blind or

may make unarmed strikes with his hands full. There is no deafen the target. At 20th level, he can paralyze the target for

such thing as an off-hand attack for a monk striking 1d6+1 rounds. The monk must choose which condition will

unarmed. A monk may thus apply his full Strength bonus on apply before the attack roll is made. These effects do not

damage rolls for all his unarmed strikes.

stack with themselves (a creature sickened by Stunning Fist

cannot become nauseated if hit by Stunning Fist again), but

Usually a monk's unarmed strikes deal lethal damage, but he additional hits do increase the duration.

can choose to deal nonlethal damage instead with no penalty

on his attack roll. He has the same choice to deal lethal or Evasion (Ex): At 2nd level or higher, a monk can avoid

nonlethal damage while grappling.

damage from many area-effect attacks. If a monk makes a

successful Reflex saving throw against an attack that

A monk's unarmed strike is treated as both a manufactured normally deals half damage on a successful save, he instead

weapon and a natural weapon for the purpose of spells and takes no damage. Evasion can be used only if a monk is

effects that enhance or improve either manufactured weapons wearing light armor or no armor. A helpless monk does not

or natural weapons.

gain the benefit of evasion.

A monk also deals more damage with his unarmed strikes Fast Movement (Ex): At 3rd level, a monk gains an

than a normal person would, as shown above on Table: enhancement bonus to his land speed, as shown on Table:

Monk. The unarmed damage values listed on Table: Monk is Monk. A monk in armor or carrying a medium or heavy load

for Medium monks. A Small monk deals less damage than loses this extra speed.

the amount given there with his unarmed attacks, while a

Large monk deals more damage; see Small or Large Monk Maneuver Training (Ex): At 3rd level, a monk uses his

Unarmed Damage on the table given below.

monk level in place of his base attack bonus when

calculating his Combat Maneuver Bonus. Base attack

Table 3-10: Small or Large Monk Unarmed

bonuses granted from other classes are unaffected and are

Damage

added normally.

Still Mind (Ex): A monk of 3rd level or higher gains a +2

Level

Damage (Small Monk) Damage (Large Monk) bonus on saving throws against enchantment spells and

1st–3rd

1d4

1d8

effects.

4th–7th

1d6

2d6

Ki Pool (Su): At 4th level, a monk gains a pool of ki points,

8th–11th

1d8

2d8

supernatural energy he can use to accomplish amazing feats.

12th–15th

1d10

3d6

The number of points in a monk's ki pool is equal to 1/2 his

16th–19th

2d6

3d8

monk level + his Wisdom modifier. As long as he has at least

1 point in his ki pool, he can make a ki strike. At 4th level, ki

20th

2d8

4d8

strike allows his unarmed attacks to be treated as magic

weapons for the purpose of overcoming damage reduction.

Bonus Feat: At 1st level, 2nd level, and every 4 levels Ki strike improves with the character's monk level. At 10th

thereafter, a monk may select a bonus feat. These feats must level, his unarmed attacks are also treated as lawful weapons

be taken from the following list: Catch Off-Guard, Combat for the purpose of overcoming damage reduction. At 16th

Reflexes, Deflect Arrows, Dodge, Improved Grapple, level, his unarmed attacks are treated as adamantine weapons

Scorpion Style, and Throw Anything. At 6th level, the for the purpose of overcoming damage reduction and following feats are added to the list: Gorgon's Fist, Improved bypassing hardness.

Bull Rush, Improved Disarm, Improved Feint, Improved

Trip, and Mobility. At 10th level, the following feats are By spending 1 point from his ki pool, a monk can make one

added to the list: Improved Critical, Medusa's Wrath, Snatch additional attack at his highest attack bonus when making a

Arrows, and Spring Attack. A monk need not have any of the flurry of blows attack. In addition, he can spend 1 point to

prerequisites normally required for these feats to select them. increase his speed by 20 feet for 1 round. Finally, a monk can

spend 1 point from his ki pool to give himself a +4 dodge

Stunning Fist (Ex): At 1st level, the monk gains Stunning bonus to AC for 1 round. Each of these powers is activated as Fist as a bonus feat, even if he does not meet the a swift action. A monk gains additional powers that consume

prerequisites. At 4th level, and every 4 levels thereafter, the points from his ki pool as he gains levels.

monk gains the ability to apply a new condition to the target

of his Stunning Fist. This condition replaces stunning the The ki pool is replenished each morning after 8 hours of rest

target for 1 round, and a successful saving throw still negates or meditation; these hours do not need to be consecutive.

the effect. At 4th level, he can choose to make the target Slow Fall (Ex): At 4th level or higher, a monk within arm's

Page 46

reach of a wall can use it to slow his descent. When first his intent before making his attack roll. Creatures immune to

gaining this ability, he takes damage as if the fall were 20 critical hits cannot be affected. Otherwise, if the monk strikes

feet shorter than it actually is. The monk's ability to slow his successfully and the target takes damage from the blow, the

fall (that is, to reduce the effective distance of the fall when quivering palm attack succeeds. Thereafter, the monk can try

next to a wall) improves with his monk level until at 20th to slay the victim at any later time, as long as the attempt is

level he can use a nearby wall to slow his descent and fall made within a number of days equal to his monk level. To

any distance without harm.

make such an attempt, the monk merely wills the target to die

(a free action), and unless the target makes a Fortitude saving

High Jump (Ex): At 5th level, a monk adds his level to all throw (DC 10 + 1/2 the monk's level + the monk's Wis

Acrobatics checks made to jump, both for vertical jumps and modifier), it dies. If the saving throw is successful, the target

horizontal jumps. In addition, he always counts as having a is no longer in danger from that particular quivering palm

running start when making jump checks using Acrobatics. By attack, but it may still be affected by another one at a later

spending 1 point from his ki pool as a swift action, a monk time. A monk can have no more than 1 quivering palm in

gains a +20 bonus on Acrobatics checks made to jump for 1 effect at one time. If a monk uses quivering palm while

round.

another is still in effect, the previous effect is negated.

Purity of Body (Ex): At 5th level, a monk gains immunity to Timeless Body (Ex): At 17th level, a monk no longer takes all diseases, including supernatural and magical diseases.

penalties to his ability scores for aging and cannot be

Wholeness of Body (Su): At 7th level or higher, a monk can magically aged. Any such penalties that he has already taken,

heal his own wounds as a standard action. He can heal a however, remain in place. Age bonuses still accrue, and the

number of hit points of damage equal to his monk level by monk still dies of old age when his time is up.

using 2 points from his ki pool.

Tongue of the Sun and Moon (Ex): A monk of 17th level or

Improved Evasion (Ex): At 9th level, a monk's evasion higher can speak with any living creature.

ability improves. He still takes no damage on a successful Empty Body (Su): At 19th level, a monk gains the ability to

Reflex saving throw against attacks, but henceforth he takes assume an ethereal state for 1 minute as though using the

only half damage on a failed save. A helpless monk does not spell etherealness. Using this ability is a move action that

gain the benefit of improved evasion.

consumes 3 points from his ki pool. This ability only affects

Diamond Body (Su): At 11th level, a monk gains immunity the monk and cannot be used to make other creatures

to poisons of all kinds.

ethereal.

Abundant Step (Su): At 12th level or higher, a monk can Perfect Self: At 20th level, a monk becomes a magical

slip magically between spaces, as if using the spell creature. He is forevermore treated as an outsider rather than

dimension door. Using this ability is a move action that as a humanoid (or whatever the monk's creature type was)

consumes 2 points from his ki pool. His caster level for this for the purpose of spells and magical effects. Additionally,

effect is equal to his monk level. He cannot take other the monk gains damage reduction 10/chaotic, which allows

creatures with him when he uses this ability.

him to ignore the first 10 points of damage from any attack

made by a nonchaotic weapon or by any natural attack made

Diamond Soul (Ex): At 13th level, a monk gains spell by a creature that doesn't have similar damage reduction.

resistance equal to his current monk level + 10. In order to Unlike other outsiders, the monk can still be brought back

affect the monk with a spell, a spellcaster must get a result on from the dead as if he were a member of his previous

a caster level check (1d20 + caster level) that equals or creature type.

exceeds the monk's spell resistance.

Quivering Palm (Su): Starting at 15th level, a monk can set

up vibrations within the body of another creature that can Ex-Monks

thereafter be fatal if the monk so desires. He can use this

quivering palm attack once per day, and he must announce A monk who becomes nonlawful cannot gain new levels as a

monk but retains all monk abilities.

Paladin embody the teachings of the virtuous deities they serve. In

pursuit of their lofty goals, they adhere to ironclad laws of

Through a select, worthy few shines the power of the divine. morality and discipline. As reward for their righteousness,

Called paladins, these noble souls dedicate their swords and these holy champions are blessed with boons to aid them in

lives to the battle against evil. Knights, crusaders, and law- their quests: powers to banish evil, heal the innocent, and

bringers, paladins seek not just to spread divine justice but to inspire the faithful. Although their convictions might lead

Page 47

them into conflict with the very souls they would save, Class Features

paladins weather endless challenges of faith and dark

temptations, risking their lives to do right and fighting to All of the following are class features of the paladin.

bring about a brighter future.

Weapon and Armor Proficiency: Paladins are proficient

Role: Paladins serve as beacons for their allies within the with all simple and martial weapons, with all types of armor chaos of battle. While deadly opponents of evil, they can also (heavy, medium, and light), and with shields (except tower

empower goodly souls to aid in their crusades. Their magic shields).

and martial skills also make them well suited to defending

others and blessing the fallen with the strength to continue Aura of Good (Ex): The power of a paladin's aura of good

fighting.

(see the detect good spell) is equal to her paladin level.

Alignment: Lawful good.

Detect Evil (Sp): At will, a paladin can use detect evil, as the

spell. A paladin can, as a move action, concentrate on a

Hit Die: d10.

single item or individual within 60 feet and determine if it is

evil, learning the strength of its aura as if having studied it

Class Skills

for 3 rounds. While focusing on one individual or object, the

paladin does not detect evil in any other object or individual

within range.

The paladin's class skills are Craft (Int), Diplomacy (Cha),

Handle Animal (Cha), Heal (Wis), Knowledge (nobility) Smite Evil (Su): Once per day, a paladin can call out to the

(Int), Knowledge (religion) (Int), Profession (Wis), Ride powers of good to aid her in her struggle against evil. As a

(Dex), Sense Motive (Wis), and Spellcraft (Int).

swift action, the paladin chooses one target within sight to

smite. If this target is evil, the paladin adds her Charisma

Skill Ranks per Level: 2 + Int modifier.

bonus (if any) to her attack rolls and adds her paladin level to

all damage rolls made against the target of her smite. If the

Table 3-11: Paladin

Spells per Day

Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st 2nd 3rd 4th

1st

+1

+2

+0

+2

Aura of good , detect evil, smite evil 1/day — — — —

2nd

+2

+3

+0

+3

Divine grace, lay on hands

— — — —

3rd

+3

+3

+1

+3

Aura of courage, divine health, mercy

— — — —

4th

+4

+4

+1

+4

Channel positive energy, smite evil 2/day 0 — — —

5th

+5

+4

+1

+4

Divine bond

1 — — —

6th

+6/+1

+5

+2

+5

Mercy

1 — — —

7th

+7/+2

+5

+2

+5

Smite evil 3/day

1

0

— —

8th

+8/+3

+6

+2

+6

Aura of resolve

1

1

— —

9th

+9/+4

+6

+3

+6

Mercy

2

1

— —

10th +10/+5

+7

+3

+7

Smite evil 4/day

2

1

0 —

11th +11/+6/+1

+7

+3

+7

Aura of justice

2

1

1 —

12th +12/+7/+2

+8

+4

+8

Mercy

2

2

1 —

13th +13/+8/+3

+8

+4

+8

Smite evil 5/day

3

2

1

0

14th +14/+9/+4

+9

+4

+9

Aura of faith

3

2

1

1

15th +15/+10/+5

+9

+5

+9

Mercy

3

2

2

1

16th +16/+11/+6/+1

+10

+5

+10

Smite evil 6/day

3

3

2

1

17th +17/+12/+7/+2

+10

+5

+10

Aura of righteousness

4

3

2

1

18th +18/+13/+8/+3

+11

+6

+11

Mercy

4

3

2

2

19th +19/+14/+9/+4

+11

+6

+11

Smite evil 7/day

4

3

3

2

20th +20/+15/+10/+5

+12

+6

+12

Holy champion

4

4

3

3

Page 48

target of smite evil is an outsider with the evil subtype, an mercies.

evil-aligned dragon, or an undead creature, the bonus to • Fatigued: The target is no longer fatigued.

damage increases to 2 points of damage per level the paladin

possesses. Regardless of the target, smite evil attacks • Shaken: The target is no longer shaken.

automatically bypass any DR the creature might possess.

• Sickened: The target is no longer sickened.

In addition, while smite evil is in effect, the paladin gains a

deflection bonus equal to her Charisma modifier (if any) to At 6th level, a paladin adds the following mercies to the list

her AC against attacks made by the target of the smite. If the of those that can be selected.

paladin targets a creature that is not evil, the smite is wasted • Dazed: The target is no longer dazed.

with no effect.

• Diseased: The paladin's lay on hands ability also acts as

The smite evil effect remains until the target of the smite is remove disease, using the paladin's level as the caster level.

dead or the next time the paladin rests and regains her uses of

this ability. At 4th level, and at every three levels thereafter, • Staggered: The target is no longer staggered, unless the

the paladin may smite evil one additional time per day, as target is at exactly 0 hit points.

indicated on Table: Paladin, to a maximum of seven times At 9th level, a paladin adds the following mercies to the list

per day at 19th level.

of those that can be selected.

Divine Grace (Su): At 2nd level, a paladin gains a bonus • Cursed: The paladin's lay on hands ability also acts as

equal to her Charisma bonus (if any) on all saving throws.

remove curse, using the paladin's level as the caster level.

Lay On Hands (Su): Beginning at 2nd level, a paladin can • Exhausted: The target is no longer exhausted. The paladin

heal wounds (her own or those of others) by touch. Each day must have the fatigue mercy before selecting this mercy.

she can use this ability a number of times equal to 1/2 her

paladin level plus her Charisma modifier. With one use of • Frightened: The target is no longer frightened. The paladin

this ability, a paladin can heal 1d6 hit points of damage for must have the shaken mercy before selecting this mercy.

every two paladin levels she possesses. Using this ability is a • Nauseated: The target is no longer nauseated. The paladin

standard action, unless the paladin targets herself, in which must have the sickened mercy before selecting this mercy.

case it is a swift action. Despite the name of this ability, a

paladin only needs one free hand to use this ability.

• Poisoned: The paladin's lay on hands ability also acts as

neutralize poison, using the paladin's level as the caster level.

Alternatively, a paladin can use this healing power to deal

damage to undead creatures, dealing 1d6 points of damage At 12th level, a paladin adds the following mercies to the list

for every two levels the paladin possesses. Using lay on of those that can be selected.

hands in this way requires a successful melee touch attack • Blinded: The target is no longer blinded.

and doesn't provoke an attack of opportunity. Undead do not

receive a saving throw against this damage.

• Deafened: The target is no longer deafened.

Aura of Courage (Su): At 3rd level, a paladin is immune to • Paralyzed: The target is no longer paralyzed.

fear (magical or otherwise). Each ally within 10 feet of her • Stunned: The target is no longer stunned.

gains a +4 morale bonus on saving throws against fear

effects. This ability functions only while the paladin is These abilities are cumulative. For example, a 12th-level

conscious, not if she is unconscious or dead.

paladin's lay on hands ability heals 6d6 points of damage and

might also cure fatigued and exhausted conditions as well as

Divine Health (Ex): At 3rd level, a paladin is immune to all removing diseases and neutralizing poisons . Once a

diseases, including supernatural and magical diseases.

condition or spell effect is chosen, it can't be changed.

Mercy (Su): At 3rd level, and every three levels thereafter, a Channel Positive Energy (Su): When a paladin reaches 4th paladin can select one mercy. Each mercy adds an effect to level, she gains the supernatural ability to channel positive

the paladin's lay on hands ability. Whenever the paladin uses energy like a cleric. Using this ability consumes two uses of

lay on hands to heal damage to one target, the target also her lay on hands ability. A paladin uses her level as her

receives the additional effects from all of the mercies effective cleric level when channeling positive energy. This

possessed by the paladin. A mercy can remove a condition is a Charisma-based ability.

caused by a curse, disease, or poison without curing the

affliction. Such conditions return after 1 hour unless the Spells: Beginning at 4th level, a paladin gains the ability to

mercy actually removes the affliction that causes the cast a small number of divine spells which are drawn from

condition.

the paladin spell list presented in Spell Lists. A paladin must

choose and prepare her spells in advance.

At 3rd level, the paladin can select from the following initial

Page 49

To prepare or cast a spell, a paladin must have a Charisma period, the paladin takes a –1 penalty on attack and weapon

score equal to at least 10 + the spell level. The Difficulty damage rolls.

Class for a saving throw against a paladin's spell is 10 + the

spell level + the paladin's Charisma modifier.

The second type of bond allows a paladin to gain the service

of an unusually intelligent, strong, and loyal steed to serve

Like other spellcasters, a paladin can cast only a certain her in her crusade against evil. This mount is usually a heavy

number of spells of each spell level per day. Her base daily horse (for a Medium paladin) or a pony (for a Small paladin),

spell allotment is given on Table: Paladin. In addition, she although more exotic mounts, such as a boar, camel, or dog

receives bonus spells per day if she has a high Charisma are also suitable. This mount functions as a druid's animal

score (see Table: Ability Modifiers and Bonus Spells). When companion, using the paladin's level as her effective druid

Table: Paladin indicates that the paladin gets 0 spells per day level. Bonded mounts have an Intelligence of at least 6.

of a given spell level, she gains only the bonus spells she

would be entitled to based on her Charisma score for that Once per day, as a full-round action, a paladin may magically

call her mount to her side. This ability is the equivalent of a

spell level.

spell of a level equal to one-third the paladin's level. The

A paladin must spend 1 hour each day in quiet prayer and mount immediately appears adjacent to the paladin. A

meditation to regain her daily allotment of spells. A paladin paladin can use this ability once per day at 5th level, and one

may prepare and cast any spell on the paladin spell list, additional time per day for every 4 levels thereafter, for a

provided that she can cast spells of that level, but she must total of four times per day at 17th level.

choose which spells to prepare during her daily meditation.

At 11th level, the mount gains the celestial template and

Through 3rd level, a paladin has no caster level. At 4th level becomes a magical beast for the purposes of determining

and higher, her caster level is equal to her paladin level – 3.

which spells affect it. At 15th level, a paladin's mount gains

spell resistance equal to the paladin's level + 11.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms

a divine bond with her god. This bond can take one of two Should the paladin's mount die, the paladin may not summon

forms. Once the form is chosen, it cannot be changed.

another mount for 30 days or until she gains a paladin level,

whichever comes first. During this 30-day period, the paladin

The first type of bond allows the paladin to enhance her takes a –1 penalty on attack and weapon damage rolls.

weapon as a standard action by calling upon the aid of a

celestial spirit for 1 minute per paladin level. When called, Aura of Resolve (Su): At 8th level, a paladin is immune to

the spirit causes the weapon to shed light as a torch. At 5th charm spells and spell-like abilities. Each ally within 10 feet

level, this spirit grants the weapon a +1 enhancement bonus. of her gains a +4 morale bonus on saving throws against

For every three levels beyond 5th, the weapon gains another charm effects.

+1 enhancement bonus, to a maximum of +6 at 20th level. This ability functions only while the paladin is conscious, not

These bonuses can be added to the weapon, stacking with

existing weapon bonuses to a maximum of +5, or they can be if she is unconscious or dead.

used to add any of the following weapon properties: Aura of Justice (Su): At 11th level, a paladin can expend

axiomatic, brilliant energy, defending, disruption, flaming, two uses of her smite evil ability to grant the ability to smite

flaming burst, holy, keen, merciful, and speed. Adding these evil to all allies within 10 feet, using her bonuses. Allies must properties consumes an amount of bonus equal to the use this smite evil ability by the start of the paladin's next

property's cost (see Table: Melee Weapon Special Abilities). turn and the bonuses last for 1 minute. Using this ability is a

These bonuses are added to any properties the weapon free action. Evil creatures gain no benefit from this ability.

already has, but duplicate abilities do not stack. If the

weapon is not magical, at least a +1 enhancement bonus must Aura of Faith (Su): At 14th level, a paladin's weapons are

be added before any other properties can be added. The treated as good-aligned for the purposes of overcoming

bonus and properties granted by the spirit are determined damage reduction. Any attack made against an enemy within

when the spirit is called and cannot be changed until the 10 feet of her is treated as good-aligned for the purposes of

spirit is called again. The celestial spirit imparts no bonuses overcoming damage reduction.

if the weapon is held by anyone other than the paladin but This ability functions only while the paladin is conscious, not

resumes giving bonuses if returned to the paladin. These if she is unconscious or dead.

bonuses apply to only one end of a double weapon. A paladin

can use this ability once per day at 5th level, and one Aura of Righteousness (Su): At 17th level, a paladin gains

additional time per day for every four levels beyond 5th, to a DR 5/evil and immunity to compulsion spells and spell-like

total of four times per day at 17th level.

abilities. Each ally within 10 feet of her gains a +4 morale

bonus on saving throws against compulsion effects.

If a weapon bonded with a celestial spirit is destroyed, the

paladin loses the use of this ability for 30 days, or until she This ability functions only while the paladin is conscious, not

gains a level, whichever comes first. During this 30-day if she is unconscious or dead.

Page 50

Holy Champion (Su): At 20th level, a paladin becomes a allies, a paladin avoids working with evil characters or with

conduit for the power of her god. Her DR increases to anyone who consistently offends her moral code. Under

10/evil. Whenever she uses smite evil and successfully exceptional circumstances, a paladin can ally with evil

strikes an evil outsider, the outsider is also subject to a associates, but only to defeat what she believes to be a

banishment, using her paladin level as the caster level (her greater evil. A paladin should seek an atonement spell weapon and holy symbol automatically count as objects that periodically during such an unusual alliance, and should end

the subject hates). After the banishment effect and the the alliance immediately should she feel it is doing more

damage from the attack is resolved, the smite immediately harm than good. A paladin may accept only henchmen,

ends. In addition, whenever she channels positive energy or followers, or cohorts who are lawful good.

uses lay on hands to heal a creature, she heals the maximum

possible amount.

Ex-Paladins

Code of Conduct: A paladin must be of lawful good

alignment and loses all class features except proficiencies if A paladin who ceases to be lawful good, who willfully

she ever willingly commits an evil act.

commits an evil act, or who violates the code of conduct

Additionally, a paladin's code requires that she respect loses all paladin spells and class features (including the

legitimate authority, act with honor (not lying, not cheating, service of the paladin's mount, but not weapon, armor, and

not using poison, and so forth), help those in need (provided shield proficiencies). She may not progress any further in

they do not use the help for evil or chaotic ends), and punish levels as a paladin. She regains her abilities and advancement

those who harm or threaten innocents.

potential if she atones for her violations (see the atonement

spell description in Spell Lists), as appropriate.

Associates: While she may adventure with good or neutral

Ranger Skill Ranks per Level: 6 + Int modifier.

For those who relish the thrill of the hunt, there are only

predators and prey. Be they scouts, trackers, or bounty Class Features

hunters, rangers share much in common: unique mastery of All of the following are class features of the ranger.

specialized weapons, skill at stalking even the most elusive

game, and the expertise to defeat a wide range of quarries. Weapon and Armor Proficiency: A ranger is proficient with

Knowledgeable, patient, and skilled hunters, these rangers all simple and martial weapons and with light armor, medium

hound man, beast, and monster alike, gaining insight into the armor, and shields (except tower shields).

way of the predator, skill in varied environments, and ever Favored Enemy (Ex): At 1st level, a ranger selects a

more lethal martial prowess. While some track man-eating creature type from the ranger favored enemies table. He

creatures to protect the frontier, others pursue more cunning gains a +2 bonus on Bluff, Knowledge, Perception, Sense

game—even fugitives among their own people.

Motive, and Survival checks against creatures of his selected

Role: Rangers are deft skirmishers, either in melee or at type. Likewise, he gets a +2 bonus on weapon attack and

range, capable of skillfully dancing in and out of battle. Their damage rolls against them. A ranger may make Knowledge

abilities allow them to deal significant harm to specific types skill checks untrained when attempting to identify these

of foes, but their skills are valuable against all manner of creatures.

enemies.

At 5th level and every five levels thereafter (10th, 15th, and

Alignment: Any.

20th level), the ranger may select an additional favored

enemy. In addition, at each such interval, the bonus against

Hit Die: d10.

any one favored enemy (including the one just selected, if so

desired) increases by +2.

Class Skills

If the ranger chooses humanoids or outsiders as a favored

enemy, he must also choose an associated subtype, as

The ranger's class skills are Climb (Str), Craft (Int), Handle indicated on the table below. (Note that there are other types

Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge of humanoid to choose from—those called out specifically (dungeoneering) (Int), Knowledge (geography) (Int), on the table below are merely the most common.) If a

Knowledge (nature) (Int), Perception (Wis), Profession specific creature falls into more than one category of favored

(Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival enemy, the ranger's bonuses do not stack; he simply uses

(Wis), and Swim (Str).

Page 51

whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to

Survival skill checks made to follow or identify tracks.

Table 3-12: Ranger Favored Enemies

Wild Empathy (Ex): A ranger can improve the initial

Type (Subtype)

Type (Subtype)

attitude of an animal. This ability functions just like a

Diplomacy check to improve the attitude of a person (see

Aberration

Humanoid (other subtype)

Using Skills). The ranger rolls 1d20 and adds his ranger level

Animal

Magical beast

and his Charisma bonus to determine the wild empathy check

Construct

Monstrous humanoid

result. The typical domestic animal has a starting attitude of

Dragon

Ooze

indifferent, while wild animals are usually unfriendly.

Fey

Outsider (air)

To use wild empathy, the ranger and the animal must be

Humanoid (aquatic)

Outsider (chaotic)

within 30 feet of one another under normal visibility

conditions. Generally, influencing an animal in this way

Humanoid (dwarf)

Outsider (earth)

takes 1 minute, but, as with influencing people, it might take

Humanoid (elf)

Outsider (evil)

more or less time.

Humanoid (giant)

Outsider (fire)

The ranger can also use this ability to influence a magical

Humanoid (goblinoid)

Outsider (good)

beast with an Intelligence score of 1 or 2, but he takes a –4

Humanoid (gnoll)

Outsider (lawful)

penalty on the check.

Humanoid (gnome)

Outsider (native)

Combat Style Feat (Ex): At 2nd level, a ranger must select

Humanoid (halfling)

Outsider (water)

one of two combat styles to pursue: archery or two-weapon

Humanoid (human)

Plant

combat. The ranger's expertise manifests in the form of

Humanoid (orc)

Undead

bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can

choose feats from his selected combat style, even if he does

Humanoid (reptilian)

Vermin

Table 3-13: Ranger

Special

Spells per Day

Level Base Attack Bonus Fort Save Ref Save Will Save

1st 2nd 3rd 4th

1st

+1

+2

+2

+0

1st favored enemy, track, wild empathy — — — —

2nd

+2

+3

+3

+0

Combat style feat

— — — —

3rd

+3

+3

+3

+1

Endurance, 1st favored terrain

— — — —

4th

+4

+4

+4

+1

Hunter's bond

0 — — —

5th

+5

+4

+4

+1

2nd favored enemy

1 — — —

6th

+6/+1

+5

+5

+2

Combat style feat

1 — — —

7th

+7/+2

+5

+5

+2

Woodland stride

1

0

— —

8th

+8/+3

+6

+6

+2

Swift tracker, 2nd favored terrain

1

1

— —

9th

+9/+4

+6

+6

+3

Evasion

2

1

— —

10th +10/+5

+7

+7

+3

3rd favored enemy, combat style feat

2

1

0 —

11th +11/+6/+1

+7

+7

+3

Quarry

2

1

1 —

12th +12/+7/+2

+8

+8

+4

Camouflage

2

2

1 —

13th +13/+8/+3

+8

+8

+4

3rd favored terrain

3

2

1

0

14th +14/+9/+4

+9

+9

+4

Combat style feat

3

2

1

1

15th +15/+10/+5

+9

+9

+5

4th favored enemy

3

2

2

1

16th +16/+11/+6/+1

+10

+10

+5

Improved evasion

3

3

2

1

17th +17/+12/+7/+2

+10

+10

+5

Hide in plain sight

4

3

2

1

18th +18/+13/+8/+3

+11

+11

+6

4th favored terrain, combat style feat

4

3

2

2

19th +19/+14/+9/+4

+11

+11

+6

Improved quarry

4

3

3

2

20th +20/+15/+10/+5

+12

+12

+6

5th favored enemy, master hunter

4

4

3

3

Page 52

not have the normal prerequisites.

Hunter's Bond (Ex): At 4th level, a ranger forms a bond

with his hunting companions. This bond can take one of two

If the ranger selects archery, he can choose from the forms. Once the form is chosen, it cannot be changed. The

following list whenever he gains a combat style feat: Far first is a bond to his companions. This bond allows him to

Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th spend a move action to grant half his favored enemy bonus level, he adds Improved Precise Shot and Manyshot to the against a single target of the appropriate type to all allies

list. At 10th level, he adds Pinpoint Targeting and Shot on the within 30 feet who can see or hear him. This bonus lasts for a

Run to the list.

number of rounds equal to the ranger's Wisdom modifier

If the ranger selects two-weapon combat, he can choose from (minimum 1). This bonus does not stack with any favored

the following list whenever he gains a combat style feat: enemy bonuses possessed by his allies; they use whichever

Double Slice, Improved Shield Bash, Quick Draw, and Two- bonus is higher.

Weapon Fighting. At 6th level, he adds Improved Two- The second option is to form a close bond with an animal

Weapon Fighting and Two-Weapon Defense to the list. At companion. A ranger who selects an animal companion can 10th level, he adds Greater Two-Weapon Fighting and Two- choose from the following list: badger, bird, camel, cat

Weapon Rend to the list.

(small), dire rat, dog, horse, pony, snake (viper or

The benefits of the ranger's chosen style feats apply only constrictor), or wolf. If the campaign takes place wholly or

when he wears light, medium, or no armor. He loses all partly in an aquatic environment, the ranger may choose a

benefits of his combat style feats when wearing heavy armor. shark instead. This animal is a loyal companion that

Once a ranger selects a combat style, it cannot be changed.

accompanies the ranger on his adventures as appropriate for

its kind. A ranger's animal companion shares his favored

Endurance: A ranger gains Endurance as a bonus feat at 3rd enemy and favored terrain bonuses.

level.

This ability functions like the druid animal companion ability

Favored Terrain (Ex): At 3rd level, a ranger may select a (which is part of the Nature Bond class feature), except that

type of terrain from the Favored Terrains table. The ranger the ranger's effective druid level is equal to his ranger level –

gains a +2 bonus on initiative checks and Knowledge 3.

(geography), Perception, Stealth, and Survival skill checks

when he is in this terrain. A ranger traveling through his Spells: Beginning at 4th level, a ranger gains the ability to

favored terrain normally leaves no trail and cannot be tracked cast a small number of divine spells, which are drawn from

(though he may leave a trail if he so chooses).

the ranger spell list presented in Spell Lists. A ranger must

choose and prepare his spells in advance.

At 8th level and every five levels thereafter, the ranger may

select an additional favored terrain. In addition, at each such To prepare or cast a spell, a ranger must have a Wisdom

interval, the skill bonus and initiative bonus in any one score equal to at least 10 + the spell level. The Difficulty

favored terrain (including the one just selected, if so desired), Class for a saving throw against a ranger's spell is 10 + the

increases by +2.

spell level + the ranger's Wisdom modifier.

If a specific terrain falls into more than one category of Like other spellcasters, a ranger can cast only a certain

favored terrain, the ranger's bonuses do not stack; he simply number of spells of each spell level per day. His base daily

uses whichever bonus is higher.

spell allotment is given on Table: Ranger. In addition, he

receives bonus spells per day if he has a high Wisdom score

Table 3-14: Favored Terrains

(see Table: Ability Modifiers and Bonus Spells). When

Table: Ranger indicates that the ranger gets 0 spells per day

Cold (ice, glaciers, snow, and tundra)

of a given spell level, he gains only the bonus spells he

Desert (sand and wastelands)

would be entitled to based on his Wisdom score for that spell

Forest (coniferous and deciduous)

level.

Jungle

A ranger must spend 1 hour per day in quiet meditation to

Mountain (including hills)

regain his daily allotment of spells. A ranger may prepare and

cast any spell on the ranger spell list, provided that he can

Plains

cast spells of that level, but he must choose which spells to

Planes (pick one, other than Material Plane)

prepare during his daily meditation.

Swamp

Through 3rd level, a ranger has no caster level. At 4th level

Underground (caves and dungeons)

and higher, his caster level is equal to his ranger level – 3.

Urban (buildings, streets, and sewers)

Woodland Stride (Ex): Starting at 7th level, a ranger may

Water (above and below the surface)

move through any sort of undergrowth (such as natural

thorns, briars, overgrown areas, and similar terrain) at his

Page 53

normal speed and without taking damage or suffering any the Stealth skill to hide in any of his favored terrains, even if

other impairment.

the terrain doesn't grant cover or concealment.

Thorns, briars, and overgrown areas that are enchanted or Improved Evasion (Ex): At 16th level, a ranger's evasion

magically manipulated to impede motion, however, still improves. This ability works like evasion, except that while

affect him.

the ranger still takes no damage on a successful Reflex

saving throw against attacks, he henceforth takes only half

Swift Tracker (Ex): Beginning at 8th level, a ranger can damage on a failed save. A helpless ranger does not gain the

move at his normal speed while using Survival to follow benefit of improved evasion.

tracks without taking the normal –5 penalty. He takes only a

–10 penalty (instead of the normal –20) when moving at up Hide in Plain Sight (Ex): While in any of his favored

to twice normal speed while tracking.

terrains, a ranger of 17th level or higher can use the Stealth

skill even while being observed.

Evasion (Ex): When he reaches 9th level, a ranger can avoid

even magical and unusual attacks with great agility. If he Improved Quarry (Ex): At 19th level, the ranger's ability to

makes a successful Reflex saving throw against an attack that hunt his quarry improves. He can now select a quarry as a

normally deals half damage on a successful save, he instead free action, and can now take 20 while using Survival to

takes no damage. Evasion can be used only if the ranger is track his quarry, while moving at normal speed without

wearing light armor, medium armor, or no armor. A helpless penalty. His insight bonus to attack his quarry increases to

ranger does not gain the benefit of evasion.

+4. If his quarry is killed or dismissed, he can select a new

one after 10 minutes have passed.

Quarry (Ex): At 11th level, a ranger can, as a standard

action, denote one target within his line of sight as his quarry. Master Hunter (Ex): A ranger of 20th level becomes a

Whenever he is following the tracks of his quarry, a ranger master hunter. He can always move at full speed while using

can take 10 on his Survival skill checks while moving at Survival to follow tracks without penalty. He can, as a normal speed, without penalty. In addition, he receives a +2 standard action, make a single attack against a favored

insight bonus on attack rolls made against his quarry, and all enemy at his full attack bonus. If the attack hits, the target

critical threats are automatically confirmed. A ranger can takes damage normally and must make a Fortitude save or

have no more than one quarry at a time and the creature's die. The DC of this save is equal to 10 + 1/2 the ranger's

type must correspond to one of his favored enemy types. He level + the ranger's Wisdom modifier. A ranger can choose

can dismiss this effect at any time as a free action, but he instead to deal an amount of nonlethal damage equal to the

cannot select a new quarry for 24 hours. If the ranger sees creature's current hit points. A successful save negates this

proof that his quarry is dead, he can select a new quarry after damage. A ranger can use this ability once per day against

waiting 1 hour.

each favored enemy type he possesses, but not against the

same creature more than once in a 24-hour period.

Camouflage (Ex): A ranger of 12th level or higher can use

Rogue Role: Rogues excel at moving about unseen and catching

foes unaware, and tend to avoid head-to-head combat. Their

Life is an endless adventure for those who live by their wits. varied skills and abilities allow them to be highly versatile,

Ever just one step ahead of danger, rogues bank on their with great variations in expertise existing between different

cunning, skill, and charm to bend fate to their favor. Never rogues. Most, however, excel in overcoming hindrances of

knowing what to expect, they prepare for everything, all types, from unlocking doors and disarming traps to

becoming masters of a wide variety of skills, training outwitting magical hazards and conning dull-witted

themselves to be adept manipulators, agile acrobats, shadowy opponents.

stalkers, or masters of any of dozens of other professions or Alignment: Any.

talents. Thieves and gamblers, fast talkers and diplomats,

bandits and bounty hunters, and explorers and investigators Hit Die: d8.

all might be considered rogues, as well as countless other

professions that rely upon wits, prowess, or luck. Although

many rogues favor cities and the innumerable opportunities Class Skills

of civilization, some embrace lives on the road, journeying The rogue's class skills are Acrobatics (Dex), Appraise (Int), far, meeting exotic people, and facing fantastic danger in Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), pursuit of equally fantastic riches. In the end, any who desire Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), to shape their fates and live life on their own terms might Intimidate (Cha), Knowledge (dungeoneering) (Int), come to be called rogues.

Page 54

Knowledge (local) (Int), Linguistics (Int), Perception (Wis), damage is not multiplied. Ranged attacks can count as sneak

Perform (Cha), Profession (Wis), Sense Motive (Wis), attacks only if the target is within 30 feet.

Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use

Magic Device (Cha).

With a weapon that deals nonlethal damage (like a sap, whip,

or an unarmed strike), a rogue can make a sneak attack that

Skill Ranks per Level: 8 + Int modifier.

deals nonlethal damage instead of lethal damage. She cannot

use a weapon that deals lethal damage to deal nonlethal

damage in a sneak attack, not even with the usual –4 penalty.

Class Features

The rogue must be able to see the target well enough to pick

The following are class features of the rogue.

out a vital spot and must be able to reach such a spot. A

rogue cannot sneak attack while striking a creature with

Weapon and Armor Proficiency: Rogues are proficient concealment.

with all simple weapons, plus the hand crossbow, rapier, sap,

shortbow, and short sword. They are proficient with light Trapfinding: A rogue adds 1/2 her level to Perception skill

armor, but not with shields.

checks made to locate traps and to Disable Device skill

checks (minimum +1). A rogue can use Disable Device to

Sneak Attack: If a rogue can catch an opponent when he is disarm magic traps.

unable to defend himself effectively from her attack, she can

strike a vital spot for extra damage.

Evasion (Ex): At 2nd level and higher, a rogue can avoid

even magical and unusual attacks with great agility. If she

The rogue's attack deals extra damage anytime her target makes a successful Reflex saving throw against an attack that

would be denied a Dexterity bonus to AC (whether the target normally deals half damage on a successful save, she instead

actually has a Dexterity bonus or not), or when the rogue takes no damage. Evasion can be used only if the rogue is

flanks her target. This extra damage is 1d6 at 1st level, and wearing light armor or no armor. A helpless rogue does not

increases by 1d6 every two rogue levels thereafter. Should gain the benefit of evasion.

the rogue score a critical hit with a sneak attack, this extra

Table 3-15: Rogue

Level Base Attack Bonus

Fort Save

Ref Save

Will Save Special

1st

+0

+0

+2

+0

Sneak attack +1d6, trapfinding

2nd

+1

+0

+3

+0

Evasion, rogue talent

3rd

+2

+1

+3

+1

Sneak attack +2d6, trap sense +1

4th

+3

+1

+4

+1

Rogue talent, uncanny dodge

5th

+3

+1

+4

+1

Sneak attack +3d6

6th

+4

+2

+5

+2

Rogue talent, trap sense +2

7th

+5

+2

+5

+2

Sneak attack +4d6

8th

+6/+1

+2

+6

+2

Improved uncanny dodge, rogue talent

9th

+6/+1

+3

+6

+3

Sneak attack +5d6, trap sense +3

10th

+7/+2

+3

+7

+3

Advanced talents, rogue talent

11th

+8/+3

+3

+7

+3

Sneak attack +6d6

12th

+9/+4

+4

+8

+4

Rogue talent, trap sense +4

13th

+9/+4

+4

+8

+4

Sneak attack +7d6

14th

+10/+5

+4

+9

+4

Rogue talent

15th

+11/+6/+1

+5

+9

+5

Sneak attack +8d6, trap sense +5

16th

+12/+7/+2

+5

+10

+5

Rogue talent

17th

+12/+7/+2

+5

+10

+5

Sneak attack +9d6

18th

+13/+8/+3

+6

+11

+6

Rogue talent, trap sense +6

19th

+14/+9/+4

+6

+11

+6

Sneak attack +10d6

20th

+15/+10/+5

+6

+12

+6

Master strike, rogue talent

Page 55

Rogue Talents: As a rogue gains experience, she learns a gain a number of temporary hit points equal to the rogue's

number of talents that aid her and confound her foes. Starting level. Activating this ability is an immediate action that can

at 2nd level, a rogue gains one rogue talent. She gains an only be performed when she is brought to below 0 hit points.

additional rogue talent for every 2 levels of rogue attained This ability can be used to prevent her from dying. These

after 2nd level. A rogue cannot select an individual talent temporary hit points last for 1 minute. If the rogue's hit

more than once.

points drop below 0 due to the loss of these temporary hit

points, she falls unconscious and is dying as normal.

Talents marked with an asterisk add effects to a rogue's sneak

attack. Only one of these talents can be applied to an Rogue Crawl (Ex): While prone, a rogue with this ability can

individual attack and the decision must be made before the move at half speed. This movement provokes attacks of

attack roll is made.

opportunity as normal. A rogue with this talent can take a 5-

foot step while crawling.

Bleeding Attack* (Ex): A rogue with this ability can cause

living opponents to bleed by hitting them with a sneak attack. Slow Reactions* (Ex): Opponents damaged by the rogue's

This attack causes the target to take 1 additional point of sneak attack can't make attacks of opportunity for 1 round.

damage each round for each die of the rogue's sneak attack Stand Up (Ex): A rogue with this ability can stand up from a

(e.g., 4d6 equals 4 points of bleed). Bleeding creatures take

that amount of damage every round at the start of each of prone position as a free action. This still provokes attacks of

opportunity for standing up while threatened by a foe.

their turns. The bleeding can be stopped by a DC 15 Heal

check or the application of any effect that heals hit point Surprise Attack (Ex): During the surprise round, opponents

damage. Bleeding damage from this ability does not stack are always considered flat-footed to a rogue with this ability,

with itself. Bleeding damage bypasses any damage reduction even if they have already acted.

the creature might possess.

Trap Spotter (Ex): Whenever a rogue with this talent comes

Combat Trick: A rogue that selects this talent gains a bonus within 10 feet of a trap, she receives an immediate

combat feat (see Feats).

Perception skill check to notice the trap. This check should

Fast Stealth (Ex): This ability allows a rogue to move at full be made in secret by the GM.

speed using the Stealth skill without penalty.

Weapon Training: A rogue that selects this talent gains

Finesse Rogue: A rogue that selects this talent gains Weapon Weapon Focus as a bonus feat.

Finesse as a bonus feat.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive

Ledge Walker (Ex): This ability allows a rogue to move along sense that alerts her to danger from traps, giving her a +1

bonus on Reflex saves made to avoid traps and a +1 dodge

narrow surfaces at full speed using the Acrobatics skill

without penalty. In addition, a rogue with this talent is not bonus to AC against attacks made by traps. These bonuses

rise to +2 when the rogue reaches 6th level, to +3 when she

flat-footed when using Acrobatics to move along narrow

surfaces.

reaches 9th level, to +4 when she reaches 12th level, to +5 at

15th, and to +6 at 18th level.

Major Magic (Sp): A rogue with this talent gains the ability

to cast a 1st-level spell from the sorcerer/wizard spell list two Trap sense bonuses gained from multiple classes stack.

times a day as a spell-like ability. The caster level for this Uncanny Dodge (Ex): Starting at 4th level, a rogue can react ability is equal to the rogue's level. The save DC for this spell to danger before her senses would normally allow her to do

is 11 + the rogue's Intelligence modifier. The rogue must so. She cannot be caught flat-footed, even if the attacker is

have an Intelligence of at least 11 to select this talent. A invisible. She still loses her Dexterity bonus to AC if rogue must have the minor magic rogue talent before immobilized. A rogue with this ability can still lose her

choosing this talent.

Dexterity bonus to AC if an opponent successfully uses the

feint action (see Combat) against her.

Minor Magic (Sp): A rogue with this talent gains the ability

to cast a 0-level spell from the sorcerer/wizard spell list. This If a rogue already has uncanny dodge from a different class,

spell can be cast three times a day as a spell-like ability. The she automatically gains improved uncanny dodge (see

caster level for this ability is equal to the rogue's level. The below) instead.

save DC for this spell is 10 + the rogue's Intelligence

modifier. The rogue must have an Intelligence of at least 10 Improved Uncanny Dodge (Ex): A rogue of 8th level or

to select this talent.

higher can no longer be flanked.

Quick Disable (Ex): It takes a rogue with this ability half the This defense denies another rogue the ability to sneak attack

normal amount of time to disable a trap using the Disable the character by flanking her, unless the attacker has at least

Device skill (minimum 1 round).

four more rogue levels than the target does.

Resiliency (Ex): Once per day, a rogue with this ability can If a character already has uncanny dodge (see above) from

Page 56

another class, the levels from the classes that grant uncanny struck for damage in melee by another character. This attack

dodge stack to determine the minimum rogue level required counts as an attack of opportunity for that round. Even a

to flank the character.

rogue with the Combat Reflexes feat can't use the opportunist

ability more than once per round.

Advanced Talents: At 10th level, and every two levels

thereafter, a rogue can choose one of the following advanced Skill Mastery: The rogue becomes so confident in the use of

talents in place of a rogue talent.

certain skills that she can use them reliably even under

adverse conditions.

Crippling Strike* (Ex): A rogue with this ability can sneak

attack opponents with such precision that her blows weaken Upon gaining this ability, she selects a number of skills equal

and hamper them. An opponent damaged by one of her sneak to 3 + her Intelligence modifier. When making a skill check

attacks also takes 2 points of Strength damage.

with one of these skills, she may take 10 even if stress and

distractions would normally prevent her from doing so. A

Defensive Roll (Ex): With this advanced talent, the rogue can rogue may gain this special ability multiple times, selecting

roll with a potentially lethal blow to take less damage from it additional skills for skill mastery to apply to each time.

than she otherwise would. Once per day, when she would be

reduced to 0 or fewer hit points by damage in combat (from a Slippery Mind (Ex): This ability represents the rogue's ability

weapon or other blow, not a spell or special ability), the to wriggle free from magical effects that would otherwise

rogue can attempt to roll with the damage. To use this ability, control or compel her. If a rogue with slippery mind is

the rogue must attempt a Reflex saving throw (DC = damage affected by an enchantment spell or effect and fails her

dealt). If the save succeeds, she takes only half damage from saving throw, she can attempt it again 1 round later at the

the blow; if it fails, she takes full damage. She must be aware same DC. She gets only this one extra chance to succeed on

of the attack and able to react to it in order to execute her her saving throw.

defensive roll—if she is denied her Dexterity bonus to AC,

she can't use this ability. Since this effect would not normally Feat: A rogue may gain any feat that she qualifies for in

place of a rogue talent.

allow a character to make a Reflex save for half damage, the

rogue's evasion ability does not apply to the defensive roll.

Master Strike (Ex): Upon reaching 20th level, a rogue

becomes incredibly deadly when dealing sneak attack

Dispelling Attack* (Su): Opponents that are dealt sneak

attack damage by a rogue with this ability are affected by a damage. Each time the rogue deals sneak attack damage, she

can choose one of the following three effects: the target can

targeted dispel magic, targeting the lowest-level spell effect

active on the target. The caster level for this ability is equal be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or

slain. Regardless of the effect chosen, the target receives a

to the rogue's level. A rogue must have the major magic

rogue talent before choosing dispelling attack.

Fortitude save to negate the additional effect. The DC of this

save is equal to 10 + 1/2 the rogue's level + the rogue's

Improved Evasion (Ex): This works like evasion, except that Intelligence modifier. Once a creature has been the target of a while the rogue still takes no damage on a successful Reflex master strike, regardless of whether or not the save is made,

saving throw against attacks, she henceforth takes only half that creature is immune to that rogue's master strike for 24

damage on a failed save. A helpless rogue does not gain the hours. Creatures that are immune to sneak attack damage are

benefit of improved evasion.

also immune to this ability.

Opportunist (Ex): Once per round, the rogue can make an

attack of opportunity against an opponent who has just been

Sorcerer some seek to control their abilities through meditation and

discipline, becoming masters of their fantastic birthright,

Scions of innately magical bloodlines, the chosen of deities, others give in to their magic, letting it rule their lives with

the spawn of monsters, pawns of fate and destiny, or simply often explosive results. Regardless, sorcerers live and breathe

flukes of fickle magic, sorcerers look within themselves for that which other spellcasters devote their lives to mastering,

arcane prowess and draw forth might few mortals can and for them magic is more than a boon or a field of study; it

imagine. Emboldened by lives ever threatening to be is life itself.

consumed by their innate powers, these magic-touched souls Role: Sorcerers excel at casting a selection of favored spells

endlessly indulge in and refine their mysterious abilities, frequently, making them powerful battle mages. As they

gradually learning how to harness their birthright and coax become familiar with a specific and ever-widening set of

forth ever greater arcane feats. Just as varied as these spells, sorcerers often discover new and versatile ways of

innately powerful spellcasters' abilities and inspirations are making use of magics other spellcasters might overlook.

the ways in which they choose to utilize their gifts. While Their bloodlines also grant them additional abilities, assuring

Page 57

that no two sorcerers are ever quite alike.

Table 3-16: Sorcerer Spells Known

Alignment: Any.

Spells Known

Level

Hit Die: d6.

0

1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st

4

2

—

—

—

—

—

—

—

—

Class Skills

2nd

5

2

—

—

—

—

—

—

—

—

3rd

5

3

—

—

—

—

—

—

—

—

The sorcerer's class skills are Appraise (Int), Bluff (Cha), 4th 6

3

1

—

—

—

—

—

—

—

Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana)

(Int), Profession (Wis), Spellcraft (Int), and Use Magic 5th 6

4

2

—

—

—

—

—

—

—

Device (Cha).

6th

7

4

2

1

—

—

—

—

—

—

Skill Ranks per Level: 2 + Int modifier.

7th

7

5

3

2

—

—

—

—

—

—

8th

8

5

3

2

1

—

—

—

—

—

9th

8

5

4

3

2

—

—

—

—

—

Class Features

10th

9

5

4

3

2

1

—

—

—

—

All of the following are class features of the sorcerer.

11th

9

5

5

4

3

2

—

—

—

—

Weapon and Armor Proficiency: Sorcerers are proficient 12th

9

5

5

4

3

2

1

—

—

—

with all simple weapons. They are not proficient with any 13th

9

5

5

4

4

3

2

—

—

—

type of armor or shield. Armor interferes with a sorcerer's 14th

9

5

5

4

4

3

2

1

—

—

gestures, which can cause her spells with somatic 15th

9

5

5

4

4

4

3

2

—

—

components to fail (see Arcane Spells and Armor).

16th

9

5

5

4

4

4

3

2

1

—

Spells: A sorcerer casts arcane spells drawn primarily from 17th

9

5

5

4

4

4

3

3

2

—

the sorcerer/wizard spell list presented in Spell Lists. She can 18th

9

5

5

4

4

4

3

3

2

1

cast any spell she knows without preparing it ahead of time.

To learn or cast a spell, a sorcerer must have a Charisma 19th

9

5

5

4

4

4

3

3

3

2

score equal to at least 10 + the spell level. The Difficulty 20th

9

5

5

4

4

4

3

3

3

3

Class for a saving throw against a sorcerer's spell is 10 + the

spell level + the sorcerer's Charisma modifier.

Upon reaching 4th level, and at every even-numbered

Like other spellcasters, a sorcerer can cast only a certain sorcerer level after that (6th, 8th, and so on), a sorcerer can

number of spells of each spell level per day. Her base daily choose to learn a new spell in place of one she already

spell allotment is given on Table: Sorcerer. In addition, she knows. In effect, the sorcerer loses the old spell in exchange

receives bonus spells per day if she has a high Charisma for the new one. The new spell's level must be the same as

score (see Table: Ability Modifiers and Bonus Spells).

that of the spell being exchanged. A sorcerer may swap only

A sorcerer's selection of spells is extremely limited. A a single spell at any given level, and must choose whether or

sorcerer begins play knowing four 0-level spells and two 1st- not to swap the spell at the same time that she gains new

level spells of her choice. At each new sorcerer level, she spells known for the level.

gains one or more new spells, as indicated on Table: Sorcerer Unlike a wizard or a cleric, a sorcerer need not prepare her

Spells Known. (Unlike spells per day, the number of spells a spells in advance. She can cast any spell she knows at any

sorcerer knows is not affected by her Charisma score; the time, assuming she has not yet used up her spells per day for

numbers on Table: Sorcerer Spells Known are fixed.) These that spell level.

new spells can be common spells chosen from the

sorcerer/wizard spell list, or they can be unusual spells that Bloodline: Each sorcerer has a source of magic somewhere

the sorcerer has gained some understanding of through study. in her heritage that grants her spells, bonus feats, an

additional class skill, and other special abilities. This source

can represent a blood relation or an extreme event involving

a creature somewhere in the family's past. For example, a

sorcerer might have a dragon as a distant relative or her

grandfather might have signed a terrible contract with a

devil. Regardless of the source, this influence manifests in a

number of ways as the sorcerer gains levels. A sorcerer must

pick one bloodline upon taking her first level of sorcerer.

Once made, this choice cannot be changed.

Page 58

At 3rd level, and every two levels thereafter, a sorcerer learns Aberrant

an additional spell, derived from her bloodline. These spells

are in addition to the number of spells given on Table: There is a taint in your blood, one that is alien and bizarre.

Sorcerer Spells Known. These spells cannot be exchanged You tend to think in odd ways, approaching problems from

for different spells at higher levels.

an angle that most would not expect. Over time, this taint

At 7th level, and every six levels thereafter, a sorcerer manifests itself in your physical form.

receives one bonus feat, chosen from a list specific to each Class Skill: Knowledge (dungeoneering).

bloodline. The sorcerer must meet the prerequisites for these

bonus feats.

Bonus Spells: enlarge person (3rd), see invisibility (5th),

tongues (7th), black tentacles (9th), feeblemind (11th), veil

Cantrips: Sorcerers learn a number of cantrips, or 0-level (13th), plane shift (15th), mind blank (17th), shapechange

spells, as noted on Table: Sorcerer Spells Known under (19th).

“Spells Known.” These spells are cast like any other spell,

but they do not consume any slots and may be used again.

Bonus Feats: Combat Casting, Improved Disarm, Improved

Grapple, Improved Initiative, Improved Unarmed Strike, Iron

Eschew Materials: A sorcerer gains Eschew Materials as a Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).

bonus feat at 1st level.

Bloodline Arcana: Whenever you cast a spell of the

polymorph subschool, increase the duration of the spell by

Sorcerer Bloodlines

50% (minimum 1 round). This bonus does not stack with the

increase granted by the Extend Spell feat.

The following bloodlines represent only some of the possible Bloodline Powers: Aberrant sorcerers show increasing signs

sources of power that a sorcerer can draw upon. Unless of their tainted heritage as they increase in level, although

otherwise noted, most sorcerers are assumed to have the they are only visible when used.

arcane bloodline.

Table 3-17: Sorcerer

Base Attack Fort Ref

Will Special

Spells per Day

Level Bonus

Save Save Save

1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Bloodline power, cantrips, eschew

—

1st

+0

+0

+0

+2

3 — — — — — — —

materials

2nd

+1

+0

+0

+3

4 — — — — — — — —

3rd

+1

+1

+1

+3

Bloodline power, bloodline spell

5 — — — — — — — —

4th

+2

+1

+1

+4

6

3

— — — — — — —

5th

+2

+1

+1

+4

Bloodline spell

6

4

— — — — — — —

6th

+3

+2

+2

+5

6

5

3 — — — — — —

7th

+3

+2

+2

+5

Bloodline feat, bloodline spell

6

6

4 — — — — — —

8th

+4

+2

+2

+6

6

6

5

3 — — — — —

9th

+4

+3

+3

+6

Bloodline power, bloodline spell

6

6

6

4 — — — — —

10th +5

+3

+3

+7

6

6

6

5

3 — — — —

11th +5

+3

+3

+7

Bloodline spell

6

6

6

6

4 — — — —

12th +6/+1

+4

+4

+8

6

6

6

6

5

3 — — —

13th +6/+1

+4

+4

+8

Bloodline feat, bloodline spell

6

6

6

6

6

4 — — —

14th +7/+2

+4

+4

+9

6

6

6

6

6

5

3 — —

15th +7/+2

+5

+5

+9

Bloodline power, bloodline spell

6

6

6

6

6

6

4 — —

16th +8/+3

+5

+5

+10

6

6

6

6

6

6

5

3 —

17th +8/+3

+5

+5

+10 Bloodline spell

6

6

6

6

6

6

6

4 —

18th +9/+4

+6

+6

+11

6

6

6

6

6

6

6

5

3

19th +9/+4

+6

+6

+11 Bloodline feat, bloodline spell

6

6

6

6

6

6

6

6

4

20th +10/+5

+6

+6

+12 Bloodline power

6

6

6

6

6

6

6

6

6

Page 59

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic increases by one step to 1d6 points of damage (1d4 if you are

ray as a standard action, targeting any foe within 30 feet as a Small). At 11th level, these claws become flaming weapons,

ranged touch attack. The acidic ray deals 1d6 points of acid each dealing an additional 1d6 points of fire damage on a

damage + 1 for every two sorcerer levels you possess. You successful hit. This is a supernatural ability. You can use your

can use this ability a number of times per day equal to 3 + claws for a number of rounds per day equal to 3 + your

your Charisma modifier.

Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet Demon Resistances (Ex): At 3rd level, you gain resist whenever you are making a melee touch attack. This ability electricity 5 and a +2 bonus on saving throws made against

does not otherwise increase your threatened area. At 11th poison. At 9th level, your resistance to electricity increases to

level, this bonus to your reach increases to 10 feet. At 17th 10 and your bonus on poison saving throws increases to +4.

level, this bonus to your reach increases to 15 feet.

Strength of the Abyss (Ex): At 9th level, you gain a +2

Unusual Anatomy (Ex): At 9th level, your anatomy changes, inherent bonus to your Strength. This bonus increases to +4

giving you a 25% chance to ignore any critical hit or sneak at 13th level, and to +6 at 17th level.

attack scored against you. This chance increases to 50% at Added Summonings (Su): At 15th level, whenever you

13th level.

summon a creature with the demon subtype or the fiendish

Alien Resistance (Su): At 15th level, you gain spell resistance template using a summon monster spell, you summon one equal to your sorcerer level + 10.

additional creature of the same kind.

Aberrant Form (Ex): At 20th level, your body becomes truly Demonic Might (Su): At 20th level, the power of the Abyss unnatural. You are immune to critical hits and sneak attacks. flows through you. You gain immunity to electricity and

In addition, you gain blindsight with a range of 60 feet and poison. You also gain resistance to acid 10, cold 10, and fire

damage reduction 5/—.

10, and gain telepathy with a range of 60 feet (allowing you

to communicate with any creature that can speak a

language).

Abyssal

Generations ago, a demon spread its filth into your heritage. Arcane

While it does not manifest in all of your kin, for you it is

particularly strong. You might sometimes have urges to chaos Your family has always been skilled in the eldritch art of

or evil, but your destiny (and alignment) is up to you.

magic. While many of your relatives were accomplished

wizards, your powers developed without the need for study

Class Skill: Knowledge (planes).

and practice.

Bonus Spells: cause fear (3rd), bull's strength (5th), rage Class Skill: Knowledge (any one).

(7th), stoneskin (9th), dismissal (11th), transformation

(13th), greater teleport (15th), unholy aura (17th), summon Bonus Spells: identify (3rd), invisibility (5th), dispel magic

monster IX (19th).

(7th), dimension door (9th), overland flight (11th), true

seeing (13th), greater teleport (15th), power word stun

Bonus Feats: Augment Summoning, Cleave, Empower (17th), wish (19th).

Spell, Great Fortitude, Improved Bull Rush, Improved

Sunder, Power Attack, Skill Focus (Knowledge [planes]).

Bonus Feats: Combat Casting, Improved Counterspell,

Improved Initiative, Iron Will, Scribe Scroll, Skill Focus

Bloodline Arcana: Whenever you cast a spell of the (Knowledge [arcana]), Spell Focus, Still Spell.

summoning subschool, the creatures summoned gain

DR/good equal to 1/2 your sorcerer level (minimum 1). This Bloodline Arcana: Whenever you apply a metamagic feat to

does not stack with any DR the creature might have.

a spell that increases the slot used by at least one level,

increase the spell's DC by +1. This bonus does not stack with

Bloodline Powers: While some would say that you are itself and does not apply to spells modified by the Heighten

possessed, you know better. The demonic influence in your Spell feat.

blood grows as you gain power.

Bloodline Powers: Magic comes naturally to you, but as you

Claws (Ex): At 1st level, you can grow claws as a free action. gain levels you must take care to prevent the power from

These claws are treated as natural weapons, allowing you to overwhelming you.

make two claw attacks as a full attack action using your full

base attack bonus. These attacks deal 1d4 points of damage Arcane Bond (Su): At 1st level, you gain an arcane bond, as a each (1d3 if you are Small) plus your Strength modifier. At wizard equal to your sorcerer level. Your sorcerer levels

5th level, these claws are considered magic weapons for the stack with any wizard levels you possess when determining

purpose of overcoming DR. At 7th level, the damage the powers of your familiar or bonded object. This ability

Page 60

does not allow you to have both a familiar and a bonded within 30 feet as a ranged touch attack. Against evil

item.

creatures, this ray deals 1d4 points of damage + 1 for every

two sorcerer levels you possess. This damage is divine and

Metamagic Adept (Ex): At 3rd level, you can apply any one not subject to energy resistance or immunity. This ray heals

metamagic feat you know to a spell you are about to cast good creatures of 1d4 points of damage + 1 for every two

without increasing the casting time. You must still expend a sorcerer levels you possess. A good creature cannot benefit

higher-level spell slot to cast this spell. You can use this from your heavenly fire more than once per day. Neutral

ability once per day at 3rd level and one additional time per creatures are neither harmed nor healed by this effect. You

day for every four sorcerer levels you possess beyond 3rd, up can use this ability a number of times per day equal to 3 +

to five times per day at 19th level. At 20th level, this ability your Charisma modifier.

is replaced by arcane apotheosis.

Celestial Resistances (Ex): At 3rd level, you gain resist acid

New Arcana (Ex): At 9th level, you can add any one spell 5 and resist cold 5. At 9th level, your resistances increase to

from the sorcerer/wizard spell list to your list of spells 10.

known. This spell must be of a level that you are capable of

casting. You can also add one additional spell at 13th level Wings of Heaven (Su): At 9th level, you can sprout feathery

and 17th level.

wings and fly for a number of minutes per day equal to your

sorcerer level, with a speed of 60 feet and good

School Power (Ex): At 15th level, pick one school of magic. maneuverability. This duration does not need to be

The DC for any spells you cast from that school increases by consecutive, but it must be used in 1 minute increments.

+2. This bonus stacks with the bonus granted by Spell Focus.

Conviction (Su): At 15th level, you can reroll any one ability

Arcane Apotheosis (Ex): At 20th level, your body surges with check, attack roll, skill check, or saving throw you just made.

arcane power. You can add any metamagic feats that you You must decide to use this ability after the die is rolled, but

know to your spells without increasing their casting time, before the results are revealed by the GM. You must take the

although you must still expend higher-level spell slots. second result, even if it is worse. You can use this ability

Whenever you use magic items that require charges, you can once per day.

instead expend spell slots to power the item. For every three

levels of spell slots that you expend, you consume one less Ascension (Su): At 20th level, you become infused with the

charge when using a magic item that expends charges.

power of the heavens. You gain immunity to acid, cold, and

petrification. You also gain resist electricity 10, resist fire 10,

and a +4 racial bonus on saves against poison. Finally, you

Celestial

gain unlimited use of the wings of heaven ability. Finally,

you gain the ability to speak with any creature that has a

Your bloodline is blessed by a celestial power, either from a language (as per the tongues spell).

celestial ancestor or through divine intervention. Although

this power drives you along the path of good, your fate (and

alignment) is your own to determine.

Destined

Class Skill: Heal.

Your family is destined for greatness in some way. Your birth

Bonus Spells: bless (3rd), resist energy (5th), magic circle could have been foretold in prophecy, or perhaps it occurred

against evil (7th), remove curse (9th), flame strike (11th), during an especially auspicious event, such as a solar eclipse.

greater dispel magic (13th), banishment (15th), sunburst Regardless of your bloodline's origin, you have a great future (17th), gate (19th).

ahead.

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Class Skill: Knowledge (history).

Mounted Combat, Ride-By Attack, Skill Focus (Knowledge Bonus Spells: alarm (3rd), blur (5th), protection from

[religion]), Weapon Finesse.

energy (7th), freedom of movement (9th), break enchantment

Bloodline Arcana: Whenever you cast a spell of the (11th), mislead (13th), spell turning (15th), moment of

summoning subschool, the creatures summoned gain DR/evil prescience (17th), foresight (19th).

equal to 1/2 your sorcerer level (minimum 1). This does not Bonus Feats: Arcane Strike, Diehard, Endurance,

stack with any DR the creature might have.

Leadership, Lightning Reflexes, Maximize Spell, Skill Focus

Bloodline Powers: Your celestial heritage grants you a great (Knowledge [history]), Weapon Focus.

many powers, but they come at a price. The lords of the Bloodline Arcana: Whenever you cast a spell with a range

higher planes are watching you and your actions closely.

of “personal,” you gain a luck bonus equal to the spell's level

Heavenly Fire (Sp): Starting at 1st level, you can unleash a on all your saving throws for 1 round.

ray of heavenly fire as a standard action, targeting any foe

Page 61

Bloodline Powers: You are destined for great things, and the Bloodline Powers: The power of dragons flows through you

powers that you gain serve to protect you.

and manifests in a number of ways. At 1st level, you must

select one of the chromatic or metallic dragon types. This

Touch of Destiny (Sp): At 1st level, you can touch a creature choice cannot be changed. A number of your abilities grant

as a standard action, giving it an insight bonus on attack resistances and deal damage based on your dragon type, as

rolls, skill checks, ability checks, and saving throws equal to noted on the following table.

1/2 your sorcerer level (minimum 1) for 1 round. You can use

this ability a number of times per day equal to 3 + your

Charisma modifier.

Table 3-18: Draconic Bloodline Powers

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on Dragon Type

Energy Type

Breath Shape

all of your saving throws and to your AC during surprise Black

Acid

60-foot line

rounds (see Combat) and when you are otherwise unaware of Blue

Electricity

60-foot line

an attack. At 7th level and every four levels thereafter, this

bonus increases by +1, to a maximum of +5 at 19th level.

Green

Acid

30-foot cone

Red

Fire

30-foot cone

It Was Meant To Be (Su): At 9th level, you may reroll any

one attack roll, critical hit confirmation roll, or level check White

Cold

30-foot cone

made to overcome spell resistance. You must decide to use Brass

Fire

60-foot line

this ability after the first roll is made but before the results Bronze

Electricity

60-foot line

are revealed by the GM. You must take the second result, Copper

Acid

60-foot line

even if it is worse. At 9th level, you can use this ability once Gold

Fire

30-foot cone

per day. At 17th level, you can use this ability twice per day.

Silver

Cold

30-foot cone

Within Reach (Su): At 15th level, your ultimate destiny is

drawing near. Once per day, when an attack or spell that

causes damage would result in your death, you may attempt a Claws (Ex): Starting at 1st level, you can grow claws as a

DC 20 Will save. If successful, you are instead reduced to –1 free action. These claws are treated as natural weapons,

hit points and are automatically stabilized. The bonus from allowing you to make two claw attacks as a full attack action

your fated ability applies to this save.

using your full base attack bonus. Each of these attacks deals

1d4 points of damage plus your Strength modifier (1d3 if

Destiny Realized (Su): At 20th level, your moment of destiny you are Small). At 5th level, these claws are considered

is at hand. Any critical threats made against you only confirm magic weapons for the purpose of overcoming DR. At 7th

if the second roll results in a natural 20 on the die. Any level, the damage increases by one step to 1d6 points of

critical threats you score with a spell are automatically damage (1d4 if you are Small). At 11th level, these claws

confirmed. Once per day, you can automatically succeed at deal an additional 1d6 points of damage of your energy type

one caster level check made to overcome spell resistance. on a successful hit. This is a supernatural ability. You can use

You must use this ability before making the roll.

your claws for a number of rounds per day equal to 3 + your

Charisma modifier.

Draconic

Dragon Resistances (Ex): At 3rd level, you gain resist 5

against your energy type and a +1 natural armor bonus. At

At some point in your family's history, a dragon interbred 9th level, your energy resistance increases to 10 and natural

with your bloodline, and now its ancient power flows armor bonus increases to +2. At 15th level, your natural

through your veins.

armor bonus increases to +4.

Class Skill: Perception.

Breath Weapon (Su): At 9th level, you gain a breath weapon.

Bonus Spells: mage armor (3rd), resist energy (5th), fly This breath weapon deals 1d6 points of damage of your (7th), fear (9th), spell resistance (11th), form of the dragon I energy type per sorcerer level. Those caught in the area of (13th), form of the dragon II (15th), form of the dragon III the breath receive a Reflex save for half damage. The DC of (17th), wish (19th).

this save is equal to 10 + 1/2 your sorcerer level + your

Charisma modifier. The shape of the breath weapon depends

Bonus Feats: Blind-Fight, Great Fortitude, Improved on your dragon type (as indicated on the above chart). At 9th

Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), level, you can use this ability once per day. At 17th level, you

Skill Focus (Knowledge [arcana]), Toughness.

can use this ability twice per day. At 20th level, you can use

Bloodline Arcana: Whenever you cast a spell with an energy this ability three times per day.

descriptor that matches your draconic bloodline's energy Wings (Su): At 15th level, leathery dragon wings grow from

type, that spell deals +1 point of damage per die rolled.

your back as a standard action, giving you a fly speed of 60

Page 62

feet with average maneuverability. You can dismiss the Elemental Resistance (Ex): At 3rd level, you gain energy

wings as a free action.

resistance 10 against your energy type. At 9th level, your

energy resistance increases to 20.

Power of Wyrms (Su): At 20th level, your draconic heritage

becomes manifest. You gain immunity to paralysis, sleep, Elemental Blast (Sp): At 9th level, you can unleash a blast of

and damage of your energy type. You also gain blindsense 60 elemental power once per day. This 20-foot-radius burst does

feet.

1d6 points of damage of your energy type per sorcerer level.

Those caught in the area of your blast receive a Reflex save

for half damage. Creatures that fail their saves gain

Elemental

vulnerability to your energy type until the end of your next

turn. The DC of this save is equal to 10 + 1/2 your sorcerer

The power of the elements resides in you, and at times you level + your Charisma modifier. At 9th level, you can use this

can hardly control its fury. This influence comes from an ability once per day. At 17th level, you can use this ability

elemental outsider in your family history or a time when you twice per day. At 20th level, you can use this ability three

or your relatives were exposed to a powerful elemental force. times per day. This power has a range of 60 feet.

Class Skill: Knowledge (planes).

Elemental Movement (Su): At 15th level, you gain a special

Bonus Spells: burning hands* (3rd), scorching ray* (5th), movement type or bonus. This ability is based on your

protection from energy (7th), elemental body I (9th), chosen element, as indicated on the above chart.

elemental body II (11th), elemental body III (13th), Elemental Body (Su): At 20th level, elemental power surges

elemental body IV (15th), summon monster VIII (elementals through your body. You gain immunity to sneak attacks, only) (17th), elemental swarm (19th).

critical hits, and damage from your energy type.

*These spells always deal a type of damage determined by

your element. In addition, the subtype of these spells changes

to match the energy type of your element.

Fey

Bonus Feats: Dodge, Empower Spell, Great Fortitude, The capricious nature of the fey runs in your family due to

Improved Initiative, Lightning Reflexes, Power Attack, Skill some intermingling of fey blood or magic. You are more

Focus (Knowledge [planes]), Weapon Finesse.

emotional than most, prone to bouts of joy and rage.

Bloodline Arcana: Whenever you cast a spell that deals Class Skill: Knowledge (nature).

energy damage, you can change the type of damage to match Bonus Spells: entangle (3rd), hideous laughter (5th), deep

the type of your bloodline. This also changes the spell's type slumber (7th), poison (9th), tree stride (11th), mislead (13th), to match the type of your bloodline.

phase door (15th), irresistible dance (17th), shapechange

Bloodline Powers: One of the four elements infuses your (19th).

being, and you can draw upon its power in times of need. At Bonus Feats: Dodge, Improved Initiative, Lightning

first level, you must select one of the four elements: air, Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken

earth, fire, or water. This choice cannot be changed. A Spell, Skill Focus (Knowledge [nature]).

number of your abilities grant resistances and deal damage

based on your element, as noted below.

Bloodline Arcana: Whenever you cast a spell of the

compulsion subschool, increase the spell's DC by +2.

Table 3-19: Elemental Bloodline Powers

Bloodline Powers: You have always had a tie to the natural

Element

Energy Type

Elemental Movement

world, and as your power increases, so does the influence of

the fey over your magic.

Air

Electricity

Fly 60 feet (average)

Earth

Acid

Burrow 30 feet

Laughing Touch (Sp): At 1st level, you can cause a creature

to burst out laughing for 1 round as a melee touch attack. A

Fire

Fire

+30 feet base speed

laughing creature can only take a move action but can defend

Water

Cold

Swim 60 feet

itself normally. Once a creature has been affected by

laughing touch, it is immune to its effects for 24 hours. You

Elemental Ray (Sp): Starting at 1st level, you can unleash an can use this ability a number of times per day equal to 3 +

elemental ray as a standard action, targeting any foe within your Charisma modifier.

30 feet as a ranged touch attack. This ray deals 1d6 points of Woodland Stride (Ex): At 3rd level, you can move through

damage of your energy type + 1 for every two sorcerer levels any sort of undergrowth (such as natural thorns, briars,

you possess. You can use this ability a number of times per overgrown areas, and similar terrain) at your normal speed

day equal to 3 + your Charisma modifier.

and without taking damage or suffering any other

Page 63

impairment. Thorns, briars, and overgrown areas that have and a +2 bonus on saving throws made against poison. At 9th

been magically manipulated to impede motion, however, still level, your resistance to fire increases to 10 and your bonus

affect you.

on poison saving throws increases to +4.

Fleeting Glance (Sp): At 9th level, you can turn invisible for Hellfire (Sp): At 9th level, you can call down a column of a number of rounds per day equal to your sorcerer level. This hellfire. This 10-foot-radius burst does 1d6 points of fire

ability functions as greater invisibility. These rounds need damage per sorcerer level. Those caught in the area of your

not be consecutive.

blast receive a Reflex save for half damage. Good creatures

that fail their saves are shaken for a number of rounds equal

Fey Magic (Su): At 15th level, you may reroll any caster to your sorcerer level. The DC of this save is equal to 10 +

level check made to overcome spell resistance. You must 1/2 your sorcerer level + your Charisma modifier. At 9th

decide to use this ability before the results are revealed by level, you can use this ability once per day. At 17th level, you

the GM. You must take the second result, even if it is worse. can use this ability twice per day. At 20th level, you can use

You can use this ability at will.

this ability three times per day. This power has a range of 60

Soul of the Fey (Su): At 20th level, your soul becomes one feet.

with the world of the fey. You gain immunity to poison and On Dark Wings (Su): At 15th level, you can grow fearsome

DR 10/cold iron. Creatures of the animal type do not attack bat wings as a standard action, giving you a fly speed of 60

you unless compelled to do so through magic. Once per day, feet with average maneuverability. The wings can be

you can cast shadow walk as a spell-like ability using your dismissed as a free action.

sorcerer level as your caster level.

Power of the Pit (Su): At 20th level, your form becomes

infused with vile power. You gain immunity to fire and

Infernal

poison. You also gain resistance to acid 10 and cold 10, and

the ability to see perfectly in darkness of any kind to a range

Somewhere in your family's history, a relative made a deal of 60 feet.

with a devil, and that pact has influenced your family line

ever since. In you, it manifests in direct and obvious ways,

granting you powers and abilities. While your fate is still Undead

your own, you can't help but wonder if your ultimate reward

is bound to the Pit.

The taint of the grave runs through your family. Perhaps one

of your ancestors became a powerful lich or vampire, or

Class Skill: Diplomacy.

maybe you were born dead before suddenly returning to life.

Bonus Spells: protection from good (3rd), scorching ray Either way, the forces of death move through you and touch (5th), suggestion (7th), charm monster (9th), dominate your every action.

person (11th), planar binding (devils and creatures with the Class Skill: Knowledge (religion).

fiendish template only) (13th), greater teleport (15th), power

word stun (17th), meteor swarm (19th).

Bonus Spells: chill touch (3rd), false life (5th), vampiric

touch (7th), animate dead (9th), waves of fatigue (11th), Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, undeath to death (13th), finger of death (15th), horrid

Extend Spell, Improved Disarm, Iron Will, Skill Focus wilting (17th), energy drain (19th).

(Knowledge [planes]), Spell Penetration.

Bonus Feats: Combat Casting, Diehard, Endurance, Iron

Bloodline Arcana: Whenever you cast a spell of the charm Will, Skill Focus (Knowledge [religion]), Spell Focus, Still

subschool, increase the spell's DC by +2.

Spell, Toughness.

Bloodline Powers: You can draw upon the power of Hell, Bloodline Arcana: Some undead are susceptible to your

although you must be wary of its corrupting influence. Such mind-affecting spells. Corporeal undead that were once

power does not come without a price.

humanoids are treated as humanoids for the purposes of

Corrupting Touch (Sp): At 1st level, you can cause a creature determining which spells affect them.

to become shaken as a melee touch attack. This effect Bloodline Powers: You can call upon the foul powers of the

persists for a number of rounds equal to 1/2 your sorcerer afterlife. Unfortunately, the more you draw upon them, the

level (minimum 1). Creatures shaken by this ability radiate closer you come to joining them.

an aura of evil, as if they were an evil outsider (see detect

evil). Multiple touches do not stack, but they do add to the Grave Touch (Sp): Starting at 1st level, you can make a duration. You can use this ability a number of times per day melee touch attack as a standard action that causes a living

equal to 3 + your Charisma modifier.

creature to become shaken for a number of rounds equal to

1/2 your sorcerer level (minimum 1). If you touch a shaken

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5

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creature with this ability, it becomes frightened for 1 round if can use this ability once per day. At 17th level, you can use

it has fewer Hit Dice than your sorcerer level. You can use this ability twice per day. At 20th level, you can use this

this ability a number of times per day equal to 3 + your ability three times per day. This power has a range of 60 feet.

Charisma modifier.

Incorporeal Form (Sp): At 15th level, you can become

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR incorporeal for 1 round per sorcerer level. While in this form, 5/— against nonlethal damage. At 9th level, your resistance you gain the incorporeal subtype. You only take half damage

to cold increases to 10 and your DR increases to 10/— from corporeal sources as long as they are magic (you take

against nonlethal damage.

no damage from non-magic weapons and objects). Likewise,

your spells deal only half damage to corporeal creatures.

Grasp of the Dead (Sp): At 9th level, you can cause a swarm Spells and other effects that do not deal damage function

of skeletal arms to burst from the ground to rip and tear at normally. You can use this ability once per day.

your foes. The skeletal arms erupt from the ground in a 20-

foot-radius burst. Anyone in this area takes 1d6 points of One of Us (Ex): At 20th level, your form begins to rot (the

slashing damage per sorcerer level. Those caught in the area appearance of this decay is up to you) and undead see you as

receive a Reflex save for half damage. Those who fail the one of them. You gain immunity to cold, nonlethal damage,

save are unable to move for 1 round. The DC of this save is paralysis, and sleep. You also gain DR 5/—. Unintelligent

equal to 10 + 1/2 your sorcerer level + your Charisma undead do not notice you unless you attack them. You

modifier. The skeletal arms disappear after 1 round. The receive a +4 morale bonus on saving throws made against

arms must burst up from a solid surface. At 9th level, you spells and spell-like abilities cast by undead.

Wizard Class Features

Beyond the veil of the mundane hide the secrets of absolute The following are the class features of the wizard.

power. The works of beings beyond mortals, the legends of Weapon and Armor Proficiency: Wizards are proficient

realms where gods and spirits tread, the lore of creations both with the club, dagger, heavy crossbow, light crossbow, and

wondrous and terrible—such mysteries call to those with the quarterstaff, but not with any type of armor or shield. Armor

ambition and the intellect to rise above the common folk to interferes with a wizard's movements, which can cause his

grasp true might. Such is the path of the wizard. These spells with somatic components to fail.

shrewd magic-users seek, collect, and covet esoteric

knowledge, drawing on cultic arts to work wonders beyond Spells: A wizard casts arcane spells drawn from the

the abilities of mere mortals. While some might choose a sorcerer/wizard spell list presented in Spell Lists. A wizard

particular field of magical study and become masters of such must choose and prepare his spells ahead of time.

powers, others embrace versatility, reveling in the unbounded To learn, prepare, or cast a spell, the wizard must have an

wonders of all magic. In either case, wizards prove a cunning Intelligence score equal to at least 10 + the spell level. The

and potent lot, capable of smiting their foes, empowering Difficulty Class for a saving throw against a wizard's spell is

their allies, and shaping the world to their every desire.

10 + the spell level + the wizard's Intelligence modifier.

Role: While universalist wizards might study to prepare A wizard can cast only a certain number of spells of each

themselves for any manner of danger, specialist wizards spell level per day. His base daily spell allotment is given on

research schools of magic that make them exceptionally Table: Wizard. In addition, he receives bonus spells per day

skilled within a specific focus. Yet no matter their specialty, if he has a high Intelligence score (see Table: Ability

all wizards are masters of the impossible and can aid their Modifiers and Bonus Spells).

allies in overcoming any danger.

A wizard may know any number of spells. He must choose

Alignment: Any.

and prepare his spells ahead of time by getting 8 hours of

Hit Die: d6.

sleep and spending 1 hour studying his spellbook. While

studying, the wizard decides which spells to prepare.

Class Skills

Bonus Languages: A wizard may substitute Draconic for

one of the bonus languages available to the character because

The wizard's class skills are Appraise (Int), Craft (Int), Fly of his race.

(Dex), Knowledge (all) (Int), Linguistics (Int), Profession Arcane Bond (Ex or Sp): At 1st level, wizards form a

(Wis), and Spellcraft (Int).

powerful bond with an object or a creature. This bond can

Skill Ranks per Level: 2 + Int modifier.

take one of two forms: a familiar or a bonded object. A

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familiar is a magical pet that enhances the wizard's skills and time, duration, and other effects dependent on the wizard's

senses and can aid him in magic, while a bonded object is an level. This spell cannot be modified by metamagic feats or

item a wizard can use to cast additional spells or to serve as a other abilities. The bonded object cannot be used to cast

magical item. Once a wizard makes this choice, it is spells from the wizard's opposition schools (see arcane

permanent and cannot be changed. Rules for bonded items school).

are given below, while rules for familiars are at the end of A wizard can add additional magic abilities to his bonded

this section.

object as if he has the required item creation feats and if he

Wizards who select a bonded object begin play with one at meets the level prerequisites of the feat. For example, a

no cost. Objects that are the subject of an arcane bond must wizard with a bonded dagger must be at least 5th level to add

fall into one of the following categories: amulet, ring, staff, magic abilities to the dagger (see the Craft Magic Arms and

wand, or weapon. These objects are always masterwork Armor feat in Feats). If the bonded object is a wand, it loses

quality. Weapons acquired at 1st level are not made of any its wand abilities when its last charge is consumed, but it is

special material. If the object is an amulet or ring, it must be not destroyed and it retains all of its bonded object properties

worn to have effect, while staves, wands, and weapons must and can be used to craft a new wand. The magic properties of

be wielded. If a wizard attempts to cast a spell without his a bonded object, including any magic abilities added to the

bonded object worn or in hand, he must make a object, only function for the wizard who owns it. If a bonded

concentration check or lose the spell. The DC for this check object's owner dies, or the item is replaced, the object reverts

is equal to 20 + the spell's level. If the object is a ring or to being an ordinary masterwork item of the appropriate

amulet, it occupies the ring or neck slot accordingly.

type.

A bonded object can be used once per day to cast any one If a bonded object is damaged, it is restored to full hit points

spell that the wizard has in his spellbook and is capable of the next time the wizard prepares his spells. If the object of

casting, even if the spell is not prepared. This spell is treated an arcane bond is lost or destroyed, it can be replaced after 1

like any other spell cast by the wizard, including casting week in a special ritual that costs 200 gp per wizard level

Table 3-20: Wizard

Base Attack Fort Ref Will Special

Spells per Day

Level Bonus

Save Save Save

0

1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Arcane bond, arcane school,

—

1st

+0

+0

+0

+2

3

1

— — — — — — —

cantrips, Scribe Scroll

2nd

+1

+0

+0

+3

4

2

— — — — — — — —

3rd

+1

+1

+1

+3

4

2

1

— — — — — — —

4th

+2

+1

+1

+4

4

3

2

— — — — — — —

5th

+2

+1

+1

+4 Bonus feat

4

3

2

1

— — — — — —

6th

+3

+2

+2

+5

4

3

3

2

— — — — — —

7th

+3

+2

+2

+5

4

4

3

2

1

— — — — —

8th

+4

+2

+2

+6

4

4

3

3

2

— — — — —

9th

+4

+3

+3

+6

4

4

4

3

2

1

— — — —

10th

+5

+3

+3

+7 Bonus feat

4

4

4

3

3

2

— — — —

11th

+5

+3

+3

+7

4

4

4

4

3

2

1

— — —

12th

+6/+1

+4

+4

+8

4

4

4

4

3

3

2

— — —

13th

+6/+1

+4

+4

+8

4

4

4

4

4

3

2

1

— —

14th

+7/+2

+4

+4

+9

4

4

4

4

4

3

3

2

— —

15th

+7/+2

+5

+5

+9 Bonus feat

4

4

4

4

4

4

3

2

1

—

16th

+8/+3

+5

+5

+10

4

4

4

4

4

4

3

3

2

—

17th

+8/+3

+5

+5

+10

4

4

4

4

4

4

4

3

2

1

18th

+9/+4

+6

+6

+11

4

4

4

4

4

4

4

3

3

2

19th

+9/+4

+6

+6

+11

4

4

4

4

4

4

4

4

3

3

20th

+10/+5

+6

+6

+12 Bonus feat

4

4

4

4

4

4

4

4

4

4

Page 66

plus the cost of the masterwork item. This ritual takes 8 prepare his spells. He cannot prepare any spell not recorded

hours to complete. Items replaced in this way do not possess in his spellbook, except for read magic, which all wizards

any of the additional enchantments of the previous bonded can prepare from memory.

item. A wizard can designate an existing magic item as his A wizard begins play with a spellbook containing all 0-level

bonded item. This functions in the same way as replacing a

lost or destroyed item except that the new magic item retains wizard spells (except those from his prohibited schools, if

any; see Arcane Schools) plus three 1st-level spells of his

its abilities while gaining the benefits and drawbacks of

becoming a bonded item.

choice. The wizard also selects a number of additional 1st-

level spells equal to his Intelligence modifier to add to the

Arcane School: A wizard can choose to specialize in one spellbook. At each new wizard level, he gains two new spells

school of magic, gaining additional spells and powers based of any spell level or levels that he can cast (based on his new

on that school. This choice must be made at 1st level, and wizard level) for his spellbook. At any time, a wizard can

once made, it cannot be changed. A wizard that does not also add spells found in other wizards' spellbooks to his own

select a school receives the universalist school instead.

(see Magic).

A wizard that chooses to specialize in one school of magic

must select two other schools as his opposition schools, Arcane Schools

representing knowledge sacrificed in one area of arcane lore

to gain mastery in another. A wizard who prepares spells The following descriptions detail each arcane school and its

from his opposition schools must use two spell slots of that corresponding powers.

level to prepare the spell. For example, a wizard with

evocation as an opposition school must expend two of his

available 3rd-level spell slots to prepare a fireball. In Abjuration School

addition, a specialist takes a –4 penalty on any skill checks

made when crafting a magic item that has a spell from one of The abjurer uses magic against itself, and masters the art of

his opposition schools as a prerequisite. A universalist wizard defensive and warding magics.

can prepare spells from any school without restriction.

Resistance (Ex): You gain resistance 5 to an energy type of

Each arcane school gives the wizard a number of school your choice, chosen when you prepare spells. This resistance

powers. In addition, specialist wizards receive an additional can be changed each day. At 11th level, this resistance

spell slot of each spell level he can cast, from 1st on up. Each increases to 10. At 20th level, this resistance changes to

day, a wizard can prepare a spell from his specialty school in immunity to the chosen energy type.

that slot. This spell must be in the wizard's spellbook. A Protective Ward (Su): As a standard action, you can create a

wizard can select a spell modified by a metamagic feat to 10-foot-radius field of protective magic centered on you that

prepare in his school slot, but it uses up a higher-level spell lasts for a number of rounds equal to your Intelligence

slot. Wizards with the universalist school do not receive a modifier. All allies in this area (including you) receive a +1

school slot.

deflection bonus to their AC for 1 round. This bonus

Cantrips: Wizards can prepare a number of cantrips, or 0- increases by +1 for every five wizard levels you possess. You

level spells, each day, as noted on Table: Wizard under can use this ability a number of times per day equal to 3 +

“Spells per Day.” These spells are cast like any other spell, your Intelligence modifier.

but they are not expended when cast and may be used again. Energy Absorption (Su): At 6th level, you gain an amount of

A wizard can prepare a cantrip from an opposition school, energy absorption equal to 3 times your wizard level per day.

but it uses up two of his available slots (see below).

Whenever you take energy damage, apply immunity,

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a vulnerability (if any), and resistance first and apply the rest

bonus feat.

to this absorption, reducing your daily total by that amount.

Any damage in excess of your absorption is applied to you

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard normally.

gains a bonus feat. At each such opportunity, he can choose a

metamagic feat, an item creation feat, or Spell Mastery. The

wizard must still meet all prerequisites for a bonus feat, Conjuration School

including caster level minimums. These bonus feats are in

addition to the feats that a character of any class gets from The conjurer focuses on the study of summoning monsters

advancing levels. The wizard is not limited to the categories and magic alike to bend to his will.

of item creation feats, metamagic feats, or Spell Mastery Summoner's Charm (Su): Whenever you cast a conjuration

when choosing those feats.

(summoning) spell, increase the duration by a number of

Spellbooks: A wizard must study his spellbook each day to rounds equal to 1/2 your wizard level (minimum 1). At 20th

Page 67

level, you can change the duration of all summon monster enchantment school, that spell is reflected back at its caster,

spells to permanent. You can have no more than one summon as per spell turning.

monster spell made permanent in this way at one time. If you

designate another summon monster spell as permanent, the Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures

previous spell immediately ends.

with more Hit Dice than your wizard level are unaffected.

Acid Dart (Sp): As a standard action you can unleash an acid You can use this ability a number of times per day equal to 3

dart targeting any foe within 30 feet as a ranged touch attack. + your Intelligence modifier.

The acid dart deals 1d6 points of acid damage + 1 for every Aura of Despair (Su): At 8th level, you can emit a 30-foot

two wizard levels you possess. You can use this ability a

number of times per day equal to 3 + your Intelligence aura of despair for a number of rounds per day equal to your

wizard level. Enemies within this aura take a –2 penalty on

modifier. This attack ignores spell resistance.

ability checks, attack rolls, damage rolls, saving throws, and

Dimensional Steps (Sp): At 8th level, you can use this ability skill checks. These rounds do not need to be consecutive.

to teleport up to 30 feet per wizard level per day as a

standard action. This teleportation must be used in 5-foot

increments and such movement does not provoke an attack Evocation School

of opportunity. You can bring other willing creatures with

you, but you must expend an equal amount of distance for Evokers revel in the raw power of magic, and can use it to

each additional creature brought with you.

create and destroy with shocking ease.

Intense Spells (Su): Whenever you cast an evocation spell

Divination School

that deals hit point damage, add 1/2 your wizard level to the

damage (minimum +1). This bonus only applies once to a

spell, not once per missile or ray, and cannot be split between

Diviners are masters of remote viewing, prophecies, and

using magic to explore the world.

multiple missiles or rays. This damage is of the same type as

the spell. At 20th level, whenever you cast an evocation spell

Forewarned (Su): You can always act in the surprise round you can roll twice to penetrate a creature's spell resistance

even if you fail to make a Perception roll to notice a foe, but and take the better result.

you are still considered flat-footed until you take an action.

In addition, you receive a bonus on initiative checks equal to Force Missile (Sp): As a standard action you can unleash a

force missile that automatically strikes a foe, as magic

1/2 your wizard level (minimum +1). At 20th level, anytime

you roll initiative, assume the roll resulted in a natural 20.

missile. The force missile deals 1d4 points of damage plus

the damage from your intense spells evocation power. This is

Diviner's Fortune (Sp): When you activate this school power, a force effect. You can use this ability a number of times per

you can touch any creature as a standard action to give it an day equal to 3 + your Intelligence modifier.

insight bonus on all of its attack rolls, skill checks, ability

checks, and saving throws equal to 1/2 your wizard level Elemental Wall (Sp): At 8th level, you can create a wall of

energy that lasts for a number of rounds per day equal to

(minimum +1) for 1 round. You can use this ability a number

of times per day equal to 3 + your Intelligence modifier.

your wizard level. These rounds do not need to be

consecutive. This wall deals acid, cold, electricity, or fire

Scrying Adept (Su): At 8th level, you are always aware when damage, determined when you create it. The elemental wall

you are being observed via magic, as if you had a permanent otherwise functions like wall of fire.

detect scrying. In addition, whenever you scry on a subject,

treat the subject as one step more familiar to you. Very

familiar subjects get a –10 penalty on their save to avoid Illusion School

your scrying attempts.

Illusionists use magic to weave confounding images,

figments, and phantoms to baffle and vex their foes.

Enchantment School

Extended Illusions (Su): Any illusion spell you cast with a

duration of “concentration” lasts a number of additional

The enchanter uses magic to control and manipulate the

minds of his victims.

rounds equal to 1/2 your wizard level after you stop

maintaining concentration (minimum +1 round). At 20th

Enchanting Smile (Su): You gain a +2 enhancement bonus on level, you can make one illusion spell with a duration of

Bluff, Diplomacy, and Intimidate skill checks. This bonus “concentration” become permanent. You can have no more increases by +1 for every five wizard levels you possess, up than one illusion made permanent in this way at one time. If

to a maximum of +6 at 20th level. At 20th level, whenever you designate another illusion as permanent, the previous

you succeed at a saving throw against a spell of the permanent illusion ends.

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Blinding Ray (Sp): As a standard action you can fire a physical ability scores of your choice.

shimmering ray at any foe within 30 feet as a ranged touch Telekinetic Fist (Sp): As a standard action you can strike with

attack. The ray causes creatures to be blinded for 1 round.

Creatures with more Hit Dice than your wizard level are a telekinetic fist, targeting any foe within 30 feet as a ranged

touch attack. The telekinetic fist deals 1d4 points of

dazzled for 1 round instead. You can use this ability a

number of times per day equal to 3 + your Intelligence bludgeoning damage + 1 for every two wizard levels you

possess. You can use this ability a number of times per day

modifier.

equal to 3 + your Intelligence modifier.

Invisibility Field (Sp): At 8th level, you can make yourself Change Shape (Sp): At 8th level, you can change your shape

invisible as a swift action for a number of rounds per day

equal to your wizard level. These rounds do not need to be for a number of rounds per day equal to your wizard level.

These rounds do not need to be consecutive. This ability

consecutive. This otherwise functions as greater invisibility.

otherwise functions like beast shape II or elemental body I.

At 12th level, this ability functions like beast shape III or

Necromancy School

elemental body II.

The dread and feared necromancer commands undead and

uses the foul power of unlife against his enemies.

Universalist School

Power over Undead (Su): You receive Command Undead or Wizards who do not specialize (known as as universalists)

Turn Undead as a bonus feat. You can channel energy a have the most diversity of all arcane spellcasters.

number of times per day equal to 3 + your Intelligence Hand of the Apprentice (Su): You cause your melee weapon modifier, but only to use the selected feat. You can take other

feats to add to this ability, such as Extra Channel and to fly from your grasp and strike a foe before instantly

returning to you. As a standard action, you can make a single

Improved Channel, but not feats that alter this ability, such as

Elemental Channel and Alignment Channel. The DC to save attack using a melee weapon at a range of 30 feet. This attack

is treated as a ranged attack with a thrown weapon, except

against these feats is equal to 10 + 1/2 your wizard level +

your Charisma modifier. At 20th level, undead cannot add that you add your Intelligence modifier on the attack roll

instead of your Dexterity modifier (damage still relies on

their channel resistance to the save against this ability.

Strength). This ability cannot be used to perform a combat

Grave Touch (Sp): As a standard action, you can make a maneuver. You can use this ability a number of times per day

melee touch attack that causes a living creature to become equal to 3 + your Intelligence modifier.

shaken for a number of rounds equal to 1/2 your wizard level Metamagic Mastery (Su): At 8th level, you can apply any one

(minimum 1). If you touch a shaken creature with this ability,

it becomes frightened for 1 round if it has fewer Hit Dice metamagic feat that you know to a spell you are about to

cast. This does not alter the level of the spell or the casting

than your wizard level. You can use this ability a number of

times per day equal to 3 + your Intelligence modifier.

time. You can use this ability once per day at 8th level and

one additional time per day for every two wizard levels you

Life Sight (Su): At 8th level, you gain blindsight to a range of possess beyond 8th. Any time you use this ability to apply a

10 feet for a number of rounds per day equal to your wizard metamagic feat that increases the spell level by more than 1,

level. This ability only allows you to detect living creatures you must use an additional daily usage for each level above 1

and undead creatures. This sight also tells you whether a that the feat adds to the spell. Even though this ability does

creature is living or undead. Constructs and other creatures not modify the spell's actual level, you cannot use this ability

that are neither living nor undead cannot be seen with this to cast a spell whose modified spell level would be above the

ability. The range of this ability increases by 10 feet at 12th level of the highest-level spell that you are capable of

level, and by an additional 10 feet for every four levels casting.

beyond 12th.

Familiars

Transmutation School

A familiar is an animal chosen by a spellcaster to aid him in

Transmuters use magic to change the world around them.

his study of magic. It retains the appearance, Hit Dice, base

attack bonus, base save bonuses, skills, and feats of the

Physical Enhancement (Su): You gain a +1 enhancement normal animal it once was, but is now a magical beast for the

bonus to one physical ability score (Strength, Dexterity, or purpose of effects that depend on its type. Only a normal,

Constitution). This bonus increases by +1 for every five unmodified animal may become a familiar. An animal

wizard levels you possess to a maximum of +5 at 20th level. companion cannot also function as a familiar.

You can change this bonus to a new ability score when you

prepare spells. At 20th level, this bonus applies to two A familiar grants special abilities to its master, as given on

Page 69

the table below. These special abilities apply only when the depend on the master's level.

master and familiar are within 1 mile of each other.

If a familiar is lost or dies, it can be replaced 1 week later

Levels of different classes that are entitled to familiars stack through a specialized ritual that costs 200 gp per wizard

for the purpose of determining any familiar abilities that level. The ritual takes 8 hours to complete.

Familiar

Special Ability

Bat

Master gains a +3 bonus on Fly checks

Cat

Master gains a +3 bonus on Stealth checks

Hawk

Master gains a +3 bonus on sight-based and opposed Perception checks in bright light

Lizard

Master gains a +3 bonus on Climb checks

Monkey

Master gains a +3 bonus on Acrobatics checks

Owl

Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness

Rat

Master gains a +2 bonus on Fortitude saves

Raven*

Master gains a +3 bonus on Appraise checks

Viper

Master gains a +3 bonus on Bluff checks

Toad

Master gains +3 hit points

Weasel

Master gains a +2 bonus on Reflex saves

*A raven familiar can speak one language of its master's choice as a supernatural ability.

Familiar Basics: Use the basic statistics for a creature of the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) familiar's kind, but with the following changes.

or the master's (as calculated from all his classes), whichever

is better. The familiar uses its own ability modifiers to saves,

Hit Dice: For the purpose of effects related to number of Hit and it doesn't share any of the other bonuses that the master

Dice, use the master's character level or the familiar's normal might have on saves.

HD total, whichever is higher.

Skills: For each skill in which either the master or the

Hit Points: The familiar has half the master's total hit points familiar has ranks, use either the normal skill ranks for an

(not including temporary hit points), rounded down, animal of that type or the master's skill ranks, whichever is

regardless of its actual Hit Dice.

better. In either case, the familiar uses its own ability

Attacks: Use the master's base attack bonus, as calculated modifiers. Regardless of a familiar's total skill modifiers,

from all his classes. Use the familiar's Dexterity or Strength some skills may remain beyond the familiar's ability to use.

modifier, whichever is greater, to calculate the familiar's Familiars treat Acrobatics, Climb, Fly, Perception, Stealth,

melee attack bonus with natural weapons.

and Swim as class skills.

Damage equals that of a normal creature of the familiar's Familiar Ability Descriptions: All familiars have special

kind.

abilities (or impart abilities to their masters) depending on

the master's combined level in classes that grant familiars, as

Saving Throws: For each saving throw, use either the shown on the table below. The abilities are cumulative.

Master Class Level

Natural Armor Adj.

Int

Special

1st–2nd

+1

6

Alertness, improved evasion, share spells, empathic link

3rd–4th

+2

7

Deliver touch spells

5th–6th

+3

8

Speak with master

7th–8th

+4

9

Speak with animals of its kind

9th–10th

+5

10

—

11th–12th

+6

11

Spell resistance

13th–14th

+7

12

Scry on familiar

15th–16th

+8

13

—

17th–18th

+9

14

—

19th–20th

+10

15

—

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Natural Armor Adj. : The number noted here is in addition to Arcane Spells and Armor

the familiar's existing natural armor bonus.

Int: The familiar's Intelligence score.

Armor restricts the complicated gestures required while

casting any spell that has a somatic component. The armor

Alertness (Ex): While a familiar is within arm's reach, the and shield descriptions list the arcane spell failure chance for master gains the Alertness feat.

different armors and shields.

Improved Evasion (Ex): When subjected to an attack that If a spell doesn't have a somatic component, an arcane

normally allows a Reflex saving throw for half damage, a spellcaster can cast it with no arcane spell failure chance

familiar takes no damage if it makes a successful saving while wearing armor. Such spells can also be cast even if the

throw and half damage even if the saving throw fails.

caster's hands are bound or he is grappling (although

Share Spells: The wizard may cast a spell with a target of concentration checks still apply normally). The metamagic

“You” on his familiar (as a touch spell) instead of on himself. feat Still Spell allows a spellcaster to prepare or cast a spell

A wizard may cast spells on his familiar even if the spells do without the somatic component at one spell level higher than

not normally affect creatures of the familiar's type (magical normal. This also provides a way to cast a spell while

beast).

wearing armor without risking arcane spell failure.

Empathic Link (Su): The master has an empathic link with

his familiar to a 1 mile distance. The master can

communicate empathically with the familiar, but cannot see

through its eyes. Because of the link's limited nature, only

general emotions can be shared. The master has the same

connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher,

a familiar can deliver touch spells for him. If the master and

the familiar are in contact at the time the master casts a touch

spell, he can designate his familiar as the “toucher.” The

familiar can then deliver the touch spell just as the master

would. As usual, if the master casts another spell before the

touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a

familiar and the master can communicate verbally as if they

were using a common language. Other creatures do not

understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level

or higher, a familiar can communicate with animals of

approximately the same kind as itself (including dire

varieties): bats with bats, cats with felines, hawks and owls

and ravens with birds, lizards and snakes with reptiles,

monkeys with other simians, rats with rodents, toads with

amphibians, and weasels with ermines and minks. Such

communication is limited by the Intelligence of the

conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a

familiar gains spell resistance equal to the master's level + 5.

To affect the familiar with a spell, another spellcaster must

get a result on a caster level check (1d20 + caster level) that

equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher,

he may scry on his familiar (as if casting the scrying spell)

once per day.

Page 71

4. Skills

Skill Checks

When your character uses a skill, he isn't guaranteed success.

In order to determine success, whenever you attempt to use a

Using Skills skill, you must make a skill check.

Skills represent some of the most basic and yet most

Table 4-2: Skill Check Bonuses

fundamental abilities your character possesses. As your

character advances in level, he can gain new skills and Skill

Skill Check is Equal To*

improve his existing skills dramatically.

1d20 + ability modifier + racial

Untrained

modifier

Acquiring Skills

1d20 + skill ranks + ability modifier +

Trained

racial modifier

Each level, your character gains a number of skill ranks

1d20 + skill ranks + ability modifier +

Trained Class Skill

dependent upon your class plus your Intelligence modifier.

racial modifier + 3

Investing a rank in a skill represents a measure of training in * Armor check penalty applies to all Strength- and

that skill. You can never have more ranks in a skill than your Dexterity-based skill checks.

total number of Hit Dice. In addition, each class has a

number of favored skills, called class skills. It is easier for Each skill rank grants a +1 bonus on checks made using that

your character to become more proficient in these skills, as skill. When you make a skill check, you roll 1d20 and then

they represent part of his professional training and constant add your ranks and the appropriate ability score modifier to

practice. You gain a +3 bonus on all class skills that you put the result of this check. If the skill you're using is a class skill

ranks into. If you have more than one class and both grant (and you have invested ranks into that skill), you gain a +3

you a class skill bonus, these bonuses do not stack.

bonus on the check. If you are not trained in the skill (and if

the skill may be used untrained), you may still attempt the

Table 4-1: Skill Ranks

skill, but you use only the bonus (or penalty) provided by the

Class

Skill Ranks per Level

associated ability score modifier to modify the check. Skills

can be further modified by a wide variety of sources—by

Barbarian

4 + Int modifier

your race, by a class ability, by equipment, by spell effects or

Bard

6 + Int modifier

magic items, and so on. See Table: Skill Check Bonuses for a

Cleric

2 + Int modifier

summary of skill check bonuses.

Druid

4 + Int modifier

If the result of your skill check is equal to or greater than the

Fighter

2 + Int modifier

difficulty class (or DC) of the task you are attempting to

Monk

4 + Int modifier

accomplish, you succeed. If it is less than the DC, you fail.

Some tasks have varying levels of success and failure

Paladin

2 + Int modifier

depending on how much your check is above or below the

Ranger

6 + Int modifier

required DC. Some skill checks are opposed by the target's

Rogue

8 + Int modifier

skill check. When making an opposed skill check, the

Sorcerer

2 + Int modifier

attempt is successful if your check result exceeds the result

of the target.

Wizard

2 + Int modifier

The number of skill ranks you gain when taking a level in Taking 10 and Taking 20

one of the base classes is shown on Table: Skill Ranks. A skill check represents an attempt to accomplish some goal,

Humans gain 1 additional skill rank per class level. usually while under some sort of time pressure or distraction.

Characters who take a level in a favored class have the Sometimes, though, a character can use a skill under more

option of gaining 1 additional skill rank or an additional hit favorable conditions, increasing the odds of success.

point . If you select a level in a new class, all of its class

skills are automatically added to your list of class skills, and Taking 10: When your character is not in immediate danger

you gain a +3 bonus on these skills if you have ranks in or distracted, you may choose to take 10. Instead of rolling

them.

1d20 for the skill check, calculate your result as if you had

rolled a 10. For many routine tasks, taking 10 makes them

Page 72

automatically successful. Distractions or threats (such as skills that carry such penalties). Common “take 20” skills

combat) make it impossible for a character to take 10. In include Disable Device (when used to open locks), Escape

most cases, taking 10 is purely a safety measure—you know Artist, and Perception (when attempting to find traps).

(or expect) that an average roll will succeed but fear that a Ability Checks and Caster Level Checks: The normal take

poor roll might fail, so you elect to settle for the average roll

(a 10). Taking 10 is especially useful in situations where a 10 and take 20 rules apply for ability checks. Neither rule

applies to concentration checks or caster level checks.

particularly high roll wouldn't help.

Taking 20: When you have plenty of time, you are faced

with no threats or distractions, and the skill being attempted Aid Another

carries no penalties for failure, you can take 20. In other

words, if you a d20 roll enough times, eventually you will You can help someone achieve success on a skill check by

get a 20. Instead of rolling 1d20 for the skill check, just making the same kind of skill check in a cooperative effort.

calculate your result as if you had rolled a 20.

If you roll a 10 or higher on your check, the character you're

helping gets a +2 bonus on his or her check. (You can't take

Taking 20 means you are trying until you get it right, and it 10 on a skill check to aid another.) In many cases, a

assumes that you fail many times before succeeding. Taking character's help won't be beneficial, or only a limited number

20 takes 20 times as long as making a single check would of characters can help at once.

take (usually 2 minutes for a skill that takes 1 round or less to

perform).

In cases where the skill restricts who can achieve certain

results, such as trying to open a lock using Disable Device,

Since taking 20 assumes that your character will fail many you can't aid another to grant a bonus to a task that your

times before succeeding, your character would automatically character couldn't achieve alone. The GM might impose

incur any penalties for failure before he or she could further restrictions to aiding another on a case-by-case basis

complete the task (hence why it is generally not allowed with as well.

Skill Descriptions Check: What a character (“you” in the skill description) can

do with a successful skill check and the check's Difficulty

This section describes each skill, including common uses and Class (DC).

typical modifiers. Characters can sometimes use skills for Action: The type of action using the skill requires, or the

purposes other than those noted here, at the GM's discretion. amount of time required for a check.

For a complete summary of all of the skills, see Table: Skill

Summary.

Try Again: Any conditions that apply to successive attempts

to use the skill successfully. If the skill doesn't allow you to

Skill descriptions adhere to the following guidelines.

attempt the same task more than once, or if failure carries an

inherent penalty (such as with the Climb skill), you can't take

Skill Name: The skill name line includes (in addition to the 20. If this paragraph is omitted, the skill can be retried

name of the skill) the following information.

without any inherent penalty other than the additional time

Key Ability: The abbreviation of the ability whose modifier required.

applies to the skill check.

Special: Any extra facts that apply to the skill, such as

Trained Only: If this notation is included in the skill name special effects deriving from its use or bonuses that certain

line, you must have at least 1 rank in the skill to use it. If this characters receive because of class, feat choices, or race.

notation is omitted, the skill can be used untrained (with a Restriction: The full utility of certain skills is restricted to

rank of 0). If any special notes apply to trained or untrained characters of certain classes. This entry indicates whether

use, they are covered in the Untrained section (see below).

any such restrictions exist for the skill.

Armor Check Penalty: If this notation is included in the skill Untrained: This entry indicates what a character without at

name line, an armor check penalty applies (see Equipment) least 1 rank in the skill can do with it. If this entry doesn't

to checks using this skill. If this entry is absent, an armor appear, it means that the skill functions normally for

check penalty does not apply.

untrained characters (if it can be used untrained) or that an

Description: The skill name line is followed by a general untrained character can't attempt checks with this skill (for

description of what using the skill represents.

skills that are designated “Trained Only”).

Page 73

Table 4-3: Skill Summary

Skill

Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Untrained Ability

Acrobatics

C

C — — —

C

— —

C

— —

Yes

Dex*

Appraise

—

C

C

— —

—

— —

C

C

C

Yes

Int

Bluff

—

C — — —

—

— —

C

C

—

Yes

Cha

Climb

C

C —

C

C

C

— C

C

— —

Yes

Str*

Craft

C

C

C

C

C

C

C

C

C

C

C

Yes

Int

Diplomacy

—

C

C

— —

—

C —

C

— —

Yes

Cha

Disable Device

—

— — — —

—

— —

C

— —

No

Dex*

Disguise

—

C — — —

—

— —

C

— —

Yes

Cha

Escape Artist

—

C — — —

C

— —

C

— —

Yes

Dex*

Fly

—

— —

C —

—

— — —

C

C

Yes

Dex*

Handle Animal

C

— —

C

C

—

C

C

— — —

No

Cha

Heal

—

—

C

C —

—

C

C

— — —

Yes

Wis

Intimidate

C

C — —

C

C

— C

C

C

—

Yes

Cha

Knowledge (arcana)

—

C

C

— —

—

— — —

C

C

No

Int

Knowledge (dungeoneering) —

C — —

C

—

— C

C

—

C

No

Int

Knowledge (engineering)

—

C — —

C

—

— — — —

C

No

Int

Knowledge (geography)

—

C —

C —

—

— C

— —

C

No

Int

Knowledge (history)

—

C

C

— —

C

— — — —

C

No

Int

Knowledge (local)

—

C — — —

—

— —

C

—

C

No

Int

Knowledge (nature)

C

C —

C —

—

— C

— —

C

No

Int

Knowledge (nobility)

—

C

C

— —

—

C — — —

C

No

Int

Knowledge (planes)

—

C

C

— —

—

— — — —

C

No

Int

Knowledge (religion)

—

C

C

— —

C

C — — —

C

No

Int

Linguistics

—

C

C

— —

—

— —

C

—

C

No

Int

Perception

C

C —

C —

C

— C

C

— —

Yes

Wis

Perform

—

C — — —

C

— —

C

— —

Yes

Cha

Profession

—

C

C

C

C

C

C

C

C

C

C

No

Wis

Ride

C

— —

C

C

C

C

C

— — —

Yes

Dex*

Sense Motive

—

C

C

— —

C

C —

C

— —

Yes

Wis

Sleight of Hand

—

C — — —

—

— —

C

— —

No

Dex*

Spellcraft

—

C

C

C —

—

C

C

—

C

C

No

Int

Stealth

—

C — — —

C

— C

C

— —

Yes

Dex*

Survival

C

— —

C

C

—

— C

— — —

Yes

Wis

Swim

C

— —

C

C

C

— C

C

— —

Yes

Str*

Use Magic Device

—

C — — —

—

— —

C

C

—

No

Cha

C = Class Skill; * Armor check penalty applies

Acrobatics (Dex; Armor Check to avoid attacks and overcome obstacles.

Penalty) Check: You can use Acrobatics to move on narrow surfaces

and uneven ground without falling. A successful check

You can keep your balance while traversing narrow or allows you to move at half speed across such surfaces—only

treacherous surfaces. You can also dive, flip, jump, and roll one check is needed per round. Use the following table to

Page 74

determine the base DC, which is then modified by the racial bonus on Acrobatics checks made to jump for every 10

Acrobatics skill modifiers noted below. While you are using feet of their speed below 30 feet. No jump can allow you to

Acrobatics in this way, you are considered flat-footed and exceed your maximum movement for the round. For a

lose your Dexterity bonus to your AC (if any). If you take running jump, the result of your Acrobatics check indicates

damage while using Acrobatics, you must immediately make the distance traveled in the jump (and if the check fails, the

another Acrobatics check at the same DC to avoid falling or distance at which you actually land and fall prone). Halve

being knocked prone.

this result for a standing long jump to determine where you

land.

Surface Width

Base Acrobatics DC

Greater than 3 feet wide

0*

Long Jump

Acrobatics DC

1–3 feet wide

5*

5 feet

5

7–11 inches wide

10

10 feet

10

2–6 inches wide

15

15 feet

15

Less than 2 inches wide

20

20 feet

20

* No Acrobatics check is needed to move across these

Greater than 20 feet

+5 per 5 feet

surfaces unless the modifiers to the surface (below) increase 2 feet

8

the DC to 10 or higher.

3 feet

12

4 feet

16

In addition, you can move through a threatened square Greater than 4 feet

+4 per foot

without provoking an attack of opportunity from an enemy

by using Acrobatics. When moving in this way, you move at

half speed. You can move at full speed by increasing the DC When you deliberately fall any distance, even as a result of a

of the check by 10. You cannot use Acrobatics to move past missed jump, a DC 15 Acrobatics skill check allows you to

foes if your speed is reduced due to carrying a medium or ignore the first 10 feet fallen, although you still end up prone

heavy load or wearing medium or heavy armor. If an ability if you take damage from a fall. See the falling rules for

allows you to move at full speed under such conditions, you further details.

can use Acrobatics to move past foes. You can use Acrobatics

in this way while prone, but doing so requires a full-round

action to move 5 feet, and the DC is increased by 5.

High Jump

Acrobatics DC

1 foot

4

Situation

Base Acrobatics DC*

2 feet

8

Opponent's Combat

Move through a threatened area Maneuver Defense

3 feet

12

5 + opponent's Combat

4 feet

16

Move through an enemy's space Maneuver Defense

Greater than 4 feet

+4 per foot

* This DC is used to avoid an attack of opportunity due to

movement. This DC increases by 2 for each additional

Many conditions can affect your chances of success with

opponent avoided in 1 round.

Acrobatics checks. The following modifiers to target DCs

apply to all Acrobatics skill checks. The modifiers stack with

Finally, you can use the Acrobatics skill to make jumps or to one another, but only the most severe modifier for any one

soften a fall. The base DC to make a jump is equal to the condition applies.

distance to be crossed (if horizontal) or four times the height

Acrobatics Modifiers

DC Modifier

to be reached (if vertical). These DCs double if you do not

have at least 10 feet of space to get a running start. The only Slightly obstructed (gravel, sand)

+2

Acrobatics modifiers that apply are those concerning the Severely obstructed (cavern, rubble)

+5

surface you are jumping from. If you fail this check by 4 or Slightly slippery (wet)

+2

less, you can attempt a DC 20 Reflex save to grab hold of the Severely slippery (icy)

+5

other side after having missed the jump. If you fail by 5 or

more, you fail to make the jump and fall (or land prone, in Slightly sloped (<45°)

+2

the case of a vertical jump). Creatures with a base land speed Severely sloped (>45°)

+5

above 30 feet receive a +4 racial bonus on Acrobatics checks Slightly unsteady (boat in rough water)

+2

made to jump for every 10 feet of their speed above 30 feet. Moderately unsteady (boat in a storm)

+5

Creatures with a base land speed below 30 feet receive a –4

Page 75

Acrobatics Modifiers

DC Modifier

attempting to tell the lie. Note that some lies are so

Severely unsteady (earthquake)

+10

improbable that it is impossible to convince anyone that they

are true (subject to GM discretion).

Move at full speed on narrow or

+5*

uneven surfaces

Circumstances

Bluff Modifier

* This does not apply to checks made to jump.

The target wants to believe you

+5

The lie is believable

+0

Action: None. An Acrobatics check is made as part of The lie is unlikely

–5

another action or as a reaction to a situation.

The lie is far-fetched

–10

Special: If you have 3 or more ranks in Acrobatics, you gain The lie is impossible

–20

a +3 dodge bonus to AC when fighting defensively instead of The target is drunk or impaired

+5

the usual +2, and a +6 dodge bonus to AC when taking the You possess convincing proof

up to +10

total defense action instead of the usual +4.

If you have the Acrobatic feat, you get a bonus on Acrobatics Feint: You can use Bluff to feint in combat, causing your

checks (see Feats).

opponent to be denied his Dexterity bonus to his AC against

your next attack. The DC of this check is equal to 10 + your

Appraise (Int) opponent's base attack bonus + your opponent's Wisdom

modifier. If your opponent is trained in Sense Motive, the

You can evaluate the monetary value of an object.

DC is instead equal to 10 + your opponent's Sense Motive

bonus, if higher. For more information on feinting in combat,

Check: A DC 20 Appraise check determines the value of a see Combat.

common item. If you succeed by 5 or more, you also

determine if the item has magic properties, although this Secret Messages: You can use Bluff to pass hidden messages

success does not grant knowledge of the magic item's along to another character without others understanding your

abilities. If your fail the check by less than 5, you determine true meaning by using innuendo to cloak your actual

the price of that item to within 20% of its actual value. If you message. The DC of this check is 15 for simple messages and

fail this check by 5 or more, the price is wildly inaccurate, 20 for complex messages. If you are successful, the target

subject to GM discretion. Particularly rare or exotic items automatically understands you, assuming you are

might increase the DC of this check by 5 or more.

communicating in a language that it understands. If your

check fails by 5 or more, you deliver the wrong message.

You can also use this check to determine the most valuable Other creatures that receive the message can decipher it by

item in a treasure hoard. The DC of this check is generally 20 succeeding at an opposed Sense Motive check against your

but can increase to as high as 30 for a particularly large Bluff result.

hoard.

Action: Attempting to deceive someone takes at least 1

Action: Appraising an item takes 1 standard action. round, but can possibly take longer if the lie is elaborate (as

Determining the most valuable object in a treasure hoard determined by the GM on a case-by-case basis).

takes 1 full-round action.

Feinting in combat is a standard action.

Try Again: Additional attempts to Appraise an item reveal

the same result.

Using Bluff to deliver a secret message takes twice as long as

the message would otherwise take to relay.

Special: A spellcaster with a raven familiar gains a +3 bonus

on Appraise checks.

Try Again: If you fail to deceive someone, further attempts

to deceive them are at a –10 penalty and may be impossible

(GM discretion).

Bluff (Cha) You can attempt to feint against someone again if you fail.

Secret messages can be relayed again if the first attempt fails.

You know how to tell a lie.

Special: A spellcaster with a viper familiar gains a +3 bonus

Check: Bluff is an opposed skill check against your on Bluff checks.

opponent's Sense Motive skill. If you use Bluff to fool

someone, with a successful check you convince your If you have the Deceitful feat, you get a bonus on Bluff

opponent that what you are saying is true. Bluff checks are checks (see Feats).

modified depending upon the believability of the lie. The

following modifiers are applied to the roll of the creature

Page 76

Climb (Str; Armor Check determine an appropriate DC.

Penalty) You need both hands free to climb, but you may cling to a

wall with one hand while you cast a spell or take some other

You are skilled at scaling vertical surfaces, from smooth city action that requires only one hand. While climbing, you can't

walls to rocky cliffs.

move to avoid a blow, so you lose your Dexterity bonus to

AC (if any). You also can't use a shield while climbing.

Check: With a successful Climb check, you can advance up, Anytime you take damage while climbing, make a Climb

down, or across a slope, wall, or other steep incline (or even check against the DC of the slope or wall. Failure means you

across a ceiling, provided it has handholds) at one-quarter fall from your current height and sustain the appropriate

your normal speed. A slope is considered to be any incline at falling damage.

an angle measuring less than 60 degrees; a wall is any incline

at an angle measuring 60 degrees or more.

Accelerated Climbing: You try to climb more quickly than

normal. By accepting a –5 penalty, you can move half your

A Climb check that fails by 4 or less means that you make no speed (instead of one-quarter your speed).

progress, and one that fails by 5 or more means that you fall

from whatever height you have already attained.

Make Your Own Handholds and Footholds: You can make

your own handholds and footholds by pounding pitons into a

The DC of the check depends on the conditions of the climb. wall. Doing so takes 1 minute per piton, and one piton is

Compare the task with those on the following table to needed per 5 feet of distance. As with any surface that offers

handholds and footholds, a wall with pitons in it has a DC of

Climb DC

Example Surface or Activity

15. In the same way, a climber with a handaxe or similar

A slope too steep to walk up, or a knotted

implement can cut handholds in an ice wall.

0

rope with a wall to brace against.

Catch Yourself When Falling: It's practically impossible to

A rope with a wall to brace against, or a

catch yourself on a wall while falling, yet if you wish to

5

knotted rope, or a rope affected by the rope attempt such a difficult task, you can make a Climb check

trick spell.

(DC = wall's DC + 20) to do so. It's much easier to catch

A surface with ledges to hold on to and

yourself on a slope (DC = slope's DC + 10).

10

stand on, such as a very rough wall or a

Catch a Falling Character While Climbing: If someone

ship's rigging.

climbing above you or adjacent to you falls, you can attempt

Any surface with adequate handholds and

to catch the falling character if he or she is within your reach.

footholds (natural or artificial), such as a

Doing so requires a successful melee touch attack against the

15

very rough natural rock surface or a tree,

falling character (though he or she can voluntarily forego any

or an unknotted rope, or pulling yourself

Dexterity bonus to AC if desired). If you hit, you must

up when dangling by your hands.

immediately attempt a Climb check (DC = wall's DC + 10).

An uneven surface with narrow handholds

Success indicates that you catch the falling character, but his

20

and footholds, such as a typical wall in a

total weight, including equipment, cannot exceed your heavy

dungeon.

load limit or you automatically fall. If you fail your Climb

check by 4 or less, you fail to stop the character's fall but

A rough surface, such as a natural rock

25

don't lose your grip on the wall. If you fail by 5 or more, you

wall or a brick wall.

fail to stop the character's fall and begin falling as well.

An overhang or ceiling with handholds

30

only.

Action: Climbing is part of movement, so it's generally part

A perfectly smooth, flat vertical (or

of a move action (and may be combined with other types of

—

inverted) surface cannot be climbed.

movement in a move action). Each move action that includes

any climbing requires a separate Climb check. Catching

Climb DC

Example Surface or Activity

yourself or another falling character doesn't take an action.

Modifier*

Climbing a chimney (artificial or natural)

Special: You can use a rope to haul a character upward (or

–10

or other location where you can brace

lower a character) through sheer strength. You can lift double

against two opposite walls.

your maximum load in this manner.

Climbing a corner where you can brace

A creature with a climb speed has a +8 racial bonus on all

–5

against perpendicular walls.

Climb checks. The creature must make a Climb check to

+5

Surface is slippery.

climb any wall or slope with a DC higher than 0, but it can

always choose to take 10, even if rushed or threatened while

* These modifiers are cumulative; use all that apply.

climbing. If a creature with a climb speed chooses an

accelerated climb (see above), it moves at double its climb

Page 77

speed (or at its land speed, whichever is slower) and makes a piece per day.)

single Climb check at a –5 penalty. Such a creature retains its The basic function of the Craft skill, however, is to allow you

Dexterity bonus to Armor Class (if any) while climbing, and

opponents get no special bonus to their attacks against it. It to make an item of the appropriate type. The DC depends on

the complexity of the item to be created. The DC, your check

cannot, however, use the run action while climbing.

result, and the price of the item determine how long it takes

If you have the Athletic feat, you get a bonus on Climb to make a particular item. The item's finished price also

checks (see Feats).

determines the cost of raw materials.

In some cases, the fabricate spell can be used to achieve the

Craft (Int) results of a Craft check with no actual check involved. You

must still make an appropriate Craft check when using the

You are skilled in the creation of a specific group of items, spell to make articles requiring a high degree of

such as armor or weapons. Like Knowledge, Perform, and craftsmanship.

Profession, Craft is actually a number of separate skills. You A successful Craft check related to woodworking in

could have several Craft skills, each with its own ranks. The conjunction with the casting of the ironwood spell enables

most common Craft skills are alchemy, armor, baskets, you to make wooden items that have the strength of steel.

books, bows, calligraphy, carpentry, cloth, clothing, glass,

jewelry, leather, locks, paintings, pottery, sculptures, ships, When casting the spell minor creation, you must succeed on

shoes, stonemasonry, traps, and weapons.

an appropriate Craft check to make a complex item.

A Craft skill is specifically focused on creating something. If All crafts require artisan's tools to give the best chance of

nothing is created by the endeavor, it probably falls under the success. If improvised tools are used, the check is made with

heading of a Profession skill.

a –2 penalty. On the other hand, masterwork artisan's tools

provide a +2 circumstance bonus on the check.

Check: You can practice your trade and make a decent

living, earning half your check result in gold pieces per week To determine how much time and money it takes to make an

of dedicated work. You know how to use the tools of your item, follow these steps.

trade, how to perform the craft's daily tasks, how to supervise 1. Find the item's price in silver pieces (1 gp = 10 sp).

untrained helpers, and how to handle common problems.

(Untrained laborers and assistants earn an average of 1 silver 2. Find the item's DC from Table: Craft Skills.

Table 4-4: Craft Skills

Item Craft

Skill

Craft DC

Acid

Alchemy

15

Alchemist's fire, smokestick, or tindertwig

Alchemy

20

Antitoxin, sunrod, tanglefoot bag, or thunderstone

Alchemy

25

Armor or shield

Armor

10 + AC bonus

Longbow, shortbow, or arrows

Bows

12

Composite longbow or composite shortbow

Bows

15

Composite longbow or composite shortbow with high strength rating

Bows

15 + (2 × rating)

Mechanical trap

Traps

Varies*

Crossbow, or bolts

Weapons

15

Simple melee or thrown weapon

Weapons

12

Martial melee or thrown weapon

Weapons

15

Exotic melee or thrown weapon

Weapons

18

Very simple item (wooden spoon)

Varies

5

Typical item (iron pot)

Varies

10

High-quality item (bell)

Varies

15

Complex or superior item (lock)

Varies

20

* Traps have their own rules for construction (see Traps).

Page 78

3. Pay 1/3 of the item's price for the raw material cost.

buy what you need as part of the raw materials cost to make

the item, but alchemical equipment is difficult or impossible

4. Make an appropriate Craft check representing one week's to come by in some places. Purchasing and maintaining an

worth of work. If the check succeeds, multiply your check alchemist's lab grants a +2 circumstance bonus on Craft

result by the DC. If the result × the DC equals the price of (alchemy) checks because you have the perfect tools for the

the item in sp, then you have completed the item. (If the job, but it does not affect the cost of any items made using

result × the DC equals double or triple the price of the item the skill.

in silver pieces, then you've completed the task in one-half or

one-third of the time. Other multiples of the DC reduce the A gnome receives a +2 bonus on a Craft or Profession skill

time in the same manner.) If the result × the DC doesn't equal of her choice.

the price, then it represents the progress you've made this

week. Record the result and make a new Craft check for the

next week. Each week, you make more progress until your

Diplomacy (Cha)

total reaches the price of the item in silver pieces.

You can use this skill to persuade others to agree with your

If you fail a check by 4 or less, you make no progress this arguments, to resolve differences, and to gather valuable

week. If you fail by 5 or more, you ruin half the raw information or rumors from people. This skill is also used to

materials and have to pay half the original raw material cost negotiate conflicts by using the proper etiquette and manners

again.

suitable to the problem.

Progress by the Day: You can make checks by the day Check: You can change the initial attitudes of nonplayer

instead of by the week. In this case your progress (check characters with a successful check. The DC of this check

result × DC) should be divided by the number of days in a depends on the creature's starting attitude toward you,

week.

adjusted by its Charisma modifier. If you succeed, the

Create Masterwork Items: You can make a masterwork item: character's attitude toward you is improved by one step. For

a weapon, suit of armor, shield, or tool that conveys a bonus every 5 by which your check result exceeds the DC, the

on its use through its exceptional craftsmanship. To create a character's attitude toward you increases by one additional

masterwork item, you create the masterwork component as if step. A creature's attitude cannot be shifted more than two

it were a separate item in addition to the standard item. The steps up in this way, although the GM can override this rule

masterwork component has its own price (300 gp for a in some situations. If you fail the check by 4 or less, the

weapon or 150 gp for a suit of armor or a shield, see character's attitude toward you is unchanged. If you fail by 5

Equipment for the price of other masterwork tools) and a or more, the character's attitude toward you is decreased by

Craft DC of 20. Once both the standard component and the one step.

masterwork component are completed, the masterwork item You cannot use Diplomacy against a creature that does not

is finished. The cost you pay for the masterwork component understand you or has an Intelligence of 3 or less. Diplomacy

is one-third of the given amount, just as it is for the cost in is generally ineffective in combat and against creatures that

raw materials.

intend to harm you or your allies in the immediate future.

Repair Items: You can repair an item by making checks Any attitude shift caused through Diplomacy generally lasts

against the same DC that it took to make the item in the first for 1d4 hours but can last much longer or shorter depending

place. The cost of repairing an item is one-fifth of the item's upon the situation (GM discretion).

price.

Starting Attitude

Diplomacy DC

Action: Does not apply. Craft checks are made by the day or Hostile

25 + creature's Cha modifier

week (see above).

Unfriendly

20 + creature's Cha modifier

Try Again: Yes, but each time you fail by 5 or more, you Indifferent

15 + creature's Cha modifier

ruin half the raw materials and have to pay half the original Friendly

10 + creature's Cha modifier

raw material cost again.

Helpful

0 + creature's Cha modifier

Special: You may voluntarily add +10 to the indicated DC to

craft an item. This allows you to create the item more quickly

(since you'll be multiplying this higher DC by your Craft If a creature's attitude toward you is at least indifferent, you

check result to determine progress). You must decide can make requests of the creature. This is an additional

whether to increase the DC before you make each weekly or Diplomacy check, using the creature's current attitude to

daily check.

determine the base DC, with one of the following modifiers.

Once a creature's attitude has shifted to helpful, the creature

To make an item using Craft (alchemy), you must have gives in to most requests without a check, unless the request

alchemical equipment. If you are working in a city, you can is against its nature or puts it in serious peril. Some requests

Page 79

automatically fail if the request goes against the creature's succeeds, you disable the device. If it fails by 4 or less, you

values or its nature, subject to GM discretion.

have failed but can try again. If you fail by 5 or more,

something goes wrong. If the device is a trap, you trigger it.

Diplomacy DC

Request

If you're attempting some sort of sabotage, you think the

Modifier

device is disabled, but it still works normally.

Give simple advice or directions

–5

Disable

Give detailed advice

+0

Device

Time

Device Example

Give simple aid

+0

DC*

Reveal an unimportant secret

+5

Simple

1 round

10

Jam a lock

Give lengthy or complicated aid

+5

Tricky

1d4 rounds

15

Sabotage a wagon wheel

Give dangerous aid

+10

Difficult 2d4 rounds

20

Disarm a trap, reset a trap

Reveal an important secret

+10 or more

Disarm a complex trap,

Give aid that could result in punishment

+15 or more

Extreme 2d4 rounds

25

cleverly sabotage a

Additional requests

+5 per request

clockwork device

* If you attempt to leave behind no trace of your tampering,

add 5 to the DC.

Gather Information: You can also use Diplomacy to gather

information about a specific topic or individual. To do this,

you must spend at least 1d4 hours canvassing people at local You also can rig simple devices such as saddles or wagon

taverns, markets, and gathering places. The DC of this check wheels to work normally for a while and then fail or fall off

depends on the obscurity of the information sought, but for some time later (usually after 1d4 rounds or minutes of use).

most commonly known facts or rumors it is 10. For obscure

or secret knowledge, the DC might increase to 20 or higher. Lock Quality

Disable Device DC

The GM might rule that some topics are simply unknown to Simple

20

common folk.

Average

25

Action: Using Diplomacy to influence a creature's attitude Good

30

takes 1 minute of continuous interaction. Making a request of Superior

40

a creature takes 1 or more rounds of interaction, depending

upon the complexity of the request. Using Diplomacy to

gather information takes 1d4 hours of work searching for Open Locks: The DC for opening a lock depends on its

rumors and informants.

quality. If you do not have a set of thieves' tools, these DCs

increase by 10.

Try Again: You cannot use Diplomacy to influence a given

creature's attitude more than once in a 24-hour period. If a Action: The amount of time needed to make a Disable

request is refused, the result does not change with additional Device check depends on the task, as noted above. Disabling

checks, although other requests might be made. You can retry a simple device takes 1 round and is a full-round action. A

Diplomacy checks made to gather information.

tricky or difficult device requires 1d4 or 2d4 rounds.

Attempting to open a lock is a full-round action.

Special: If you have the Persuasive feat, you gain a bonus on

Diplomacy checks (see Feats).

Try Again: Varies. You can retry checks made to disable

traps if you miss the check by 4 or less. You can retry checks

made to open locks.

Disable Device (Dex; Armor Special: If you have the Deft Hands feat, you get a bonus on

Check Penalty; Trained Disable Device checks (see Feats).

Only) A rogue who beats a trap's DC by 10 or more can study the

trap, figure out how it works, and bypass it without

You are skilled at disarming traps and opening locks. In disarming it. A rogue can rig a trap so her allies can bypass it

addition, this skill lets you sabotage simple mechanical as well.

devices, such as catapults, wagon wheels, and doors.

Restriction: Characters with the trapfinding ability (like

Check: When disarming a trap or other device, the Disable rogues) can disarm magic traps. A magic trap generally has a

Device check is made secretly, so that you don't necessarily DC of 25 + the level of the spell used to create it.

know whether you've succeeded.

The spells fire trap, glyph of warding, symbol, and

The DC depends on how tricky the device is. If the check teleportation circle also create traps that a rogue can disarm

Page 80

with a successful Disable Device check. Spike growth and they are automatically considered to be suspicious of you, so

spike stones, however, create magic hazards against which opposed checks are always called for.

Disable Device checks do not succeed. See the individual

spell descriptions for details.

An individual makes a Perception check to see through your

disguise immediately upon meeting you and again every

hour thereafter. If you casually meet a large number of

Disguise (Cha) different creatures, each for a short time, check once per day

or hour, using an average Perception modifier for the group.

You are skilled at changing your appearance.

Action: Creating a disguise requires 1d3 × 10 minutes of

Check: Your Disguise check result determines how good the work. Using magic (such as the disguise self spell) reduces

disguise is, and it is opposed by others' Perception check this action to the time required to cast the spell or trigger the

results. If you don't draw any attention to yourself, others do effect.

not get to make Perception checks. If you come to the Try Again: Yes. You may try to redo a failed disguise, but

attention of people who are suspicious (such as a guard who once others know that a disguise was attempted, they'll be

is watching commoners walking through a city gate), it can more suspicious.

be assumed that such observers are taking 10 on their

Perception checks.

Special: Magic that alters your form, such as alter self,

disguise self, polymorph, or shapechange, grants you a +10

Disguise

Check Modifier

bonus on Disguise checks (see the individual spell

Minor details only

+5

descriptions). Divination magic that allows people to see

through illusions (such as true seeing) does not penetrate a

Disguised as different gender1

–2

mundane disguise, but it can negate the magical component

Disguised as different race1

–2

of a magically enhanced one.

Disguised as different age category1

–22

You must make a Disguise check when you cast a

Disguised as different size category1

–10

simulacrum spell to determine how good the likeness is.

1 These modifiers are cumulative; use all that apply.

If you have the Deceitful feat, you gain a bonus on Disguise

2 Per step of difference between your actual age category

checks (see Feats).

and your disguised age category. The steps are: young

(younger than adulthood), adulthood, middle age, old, and

venerable.

Escape Artist (Dex; Armor

Check Penalty)

You get only one Disguise check per use of the skill, even if

several people make Perception checks against it. The Your training allows you to slip out of bonds and escape

Disguise check is made secretly, so that you can't be sure from grapples.

how good the result is.

Check: The table below gives the DCs needed to escape

The effectiveness of your disguise depends on how much various forms of restraints.

you're changing your appearance. Disguise can be used to Restraint

Escape Artist DC

make yourself appear like a creature that is one size category Rope/bindings

Binder's CMB +20

larger or smaller than your actual size. This does not change

your actual size or reach, should you enter combat while Net, animate rope, command plants,

20

wearing such a disguise.

control plants, or entangle

Snare spell

23

Viewer's Perception Check

Familiarity

Manacles

30

Bonus

Tight space

30

Recognizes on sight

+4

Masterwork manacles

35

Friends or associates

+6

Grappler

Grappler's CMD

Close friends

+8

Intimate

+10

Ropes: The DC of your Escape Artist check is equal to the

binder's Combat Maneuver Bonus +20.

If you are impersonating a particular individual, those who

know what that person looks like get a bonus on their Manacles and Masterwork Manacles: The DC for manacles

Perception checks according to the table below. Furthermore, is set by their construction (see the table below).

Page 81

Tight Space: The DC noted is for getting through a space and can descend at any angle at normal speed. Note that

through which your head fits but your shoulders don't. If the these restrictions only apply to movement taken during your

space is long, you may need to make multiple checks. You current turn. At the beginning of the next turn, you can move

can't squeeze through a space that your head does not fit in a different direction than you did the previous turn without

through.

making a check. Taking any action that violates these rules

requires a Fly check. The difficulty of these maneuvers

Grappler: You can make an Escape Artist check in place of a varies depending upon the maneuver you are attempting, as

combat maneuver check to escape a grapple (see Combat) or noted on the following chart.

to change from a pinned condition to merely grappled.

Attacked While Flying: You are not considered flat-footed

Action: Making an Escape Artist check to escape from rope while flying. If you are flying using wings and you take

bindings, manacles, or other restraints (except a grappler) damage while flying, you must make a DC 10 Fly check to

requires 1 minute of work. Escaping from a net or an avoid losing 10 feet of altitude. This descent does not

animate rope, command plants, control plants, or entangle provoke an attack of opportunity and does not count against

spell is a full-round action. Escaping from a grapple or pin is a creature's movement.

a standard action. Squeezing through a tight space takes at

least 1 minute, maybe longer, depending on how long the Flying Maneuver

Fly DC

space is.

Move less than half speed and remain flying

10

Try Again: Varies. You can make another check after a failed Hover

15

check if you're squeezing your way through a tight space, Turn greater than 45° by spending 5 feet of

making multiple checks. If the situation permits, you can

15

movement

make additional checks, or even take 20, as long as you're

not being actively opposed. If the DC to escape from rope or Turn 180° by spending 10 feet of movement

20

bindings is higher than 20 + your Escape Artist skill bonus, Fly up at greater than 45° angle

20

you cannot escape from the bonds using Escape Artist.

Special: If you have the Stealthy feat, you gain a bonus on Collision While Flying: If you are using wings to fly and you

Escape Artist checks (see Feats).

collide with an object equal to your size or larger, you must

immediately make a DC 25 Fly check to avoid plummeting

to the ground, taking the appropriate falling damage.

Fly (Dex; Armor Check Penalty) Avoid Falling Damage: If you are falling and have the ability

You are skilled at flying, through either the use of wings or to fly, you can make a DC 10 Fly check to negate the

magic, and can perform daring or complex maneuvers while damage. You cannot make this check if you are falling due to

airborne. Note that this skill does not give you the ability to a failed Fly check or a collision.

fly.

High Wind Speeds: Flying in high winds adds penalties on

your Fly checks as noted on Table: Wind Effects on Flight.

Table 4-5: Wind Effects on Flight

“Checked” means that creatures of that size or smaller must

succeed on a DC 20 Fly check to move at all so long as the

Checked Blown Away Fly

Wind Force Wind Speed

wind persists. “Blown away” means that creatures of that

Size

Size

Penalty size or smaller must make a DC 25 Fly check or be blown

Light

0–10 mph

—

—

—

back 2d6 × 10 feet and take 2d6 points of nonlethal damage.

Moderate

11–20 mph

—

—

—

This check must be made every round the creature remains

airborne. A creature that is blown away must still make a DC

Strong

21–30 mph

Tiny

—

–2

20 Fly check to move due to also being checked.

Severe

31–50 mph

Small

Tiny

–4

Windstorm

51–74 mph Medium

Small

–8

Action: None. A Fly check doesn't require an action; it is

made as part of another action or as a reaction to a situation.

Hurricane

75–174 mph

Large

Medium

–12

Tornado

175+ mph

Huge

Large

–16

Try Again: Varies. You can attempt a Fly check to perform

the same maneuver on subsequent rounds. If you are using

wings and you fail a Fly check by 5 or more, you plummet to

Check: You generally need only make a Fly check when you the ground, taking the appropriate falling damage (see

are attempting a complex maneuver. Without making a Environment).

check, a flying creature can remain flying at the end of its

turn so long as it moves a distance greater than half its speed. Special: A spellcaster with a bat familiar gains a +3 bonus on

It can also turn up to 45 degrees by sacrificing 5 feet of Fly checks.

movement, can rise at half speed at an angle of 45 degrees,

Page 82

Creatures with a fly speed treat the Fly skill as a class skill. A Intelligence score of 1 can learn a maximum of three tricks,

creature with a natural fly speed receives a bonus (or while an animal with an Intelligence score of 2 can learn a

penalty) on Fly skill checks depending on its maximum of six tricks. Possible tricks (and their associated

maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, DCs) include, but are not necessarily limited to, the

Perfect +8. Creatures without a listed maneuverability rating following.

are assumed to have average maneuverability.

•

Attack (DC 20): The animal attacks apparent

A creature larger or smaller than Medium takes a size bonus

enemies. You may point to a particular creature that

or penalty on Fly checks depending on its size category: Fine

you wish the animal to attack, and it will comply if

+8, Diminutive +6, Tiny +4, Small +2, Large –2, Huge –4,

able. Normally, an animal will attack only

Gargantuan –6, Colossal –8.

humanoids, monstrous humanoids, giants, or other

You cannot take ranks in this skill without a natural means of

animals. Teaching an animal to attack all creatures

flight or gliding. Creatures can also take ranks in Fly if they

(including such unnatural creatures as undead and

possess a reliable means of flying every day (either through a

aberrations) counts as two tricks.

spell or other special ability).

•

Come (DC 15): The animal comes to you, even if it

normally would not do so.

If you have the Acrobatic feat, you get a bonus on Fly checks

•

Defend (DC 20): The animal defends you (or is

(see Feats).

ready to defend you if no threat is present), even

without any command being given. Alternatively,

Handle Animal (Cha; Trained

you can command the animal to defend another

specific character.

Only)

•

Down (DC 15): The animal breaks off from combat

or otherwise backs down. An animal that doesn't

You are trained at working with animals, and can teach them

know this trick continues to fight until it must flee

tricks, get them to follow your simple commands, or even

(due to injury, a fear effect, or the like) or its

domesticate them.

opponent is defeated.

•

Fetch (DC 15): The animal goes and gets

Check: The DC depends on what you are trying to do.

something. If you do not point out a specific item,

Task

Handle Animal DC

the animal fetches a random object.

Handle an animal

10

•

Guard (DC 20): The animal stays in place and

prevents others from approaching.

“Push” an animal

25

•

Heel (DC 15): The animal follows you closely, even

Teach an animal a trick

15 or 20*

to places where it normally wouldn't go.

Train an animal for a general purpose

15 or 20*

•

Perform (DC 15): The animal performs a variety of

Rear a wild animal

15 + HD of animal

simple tricks, such as sitting up, rolling over, roaring

or barking, and so on.

* See the specific trick or purpose below.

•

Seek (DC 15): The animal moves into an area and

looks around for anything that is obviously alive or

Handle an Animal: This task involves commanding an

animate.

animal to perform a task or trick that it knows. If the animal

•

Stay (DC 15): The animal stays in place, waiting for

is wounded or has taken any nonlethal damage or ability

you to return. It does not challenge other creatures

score damage, the DC increases by 2. If your check succeeds,

that come by, though it still defends itself if it needs

the animal performs the task or trick on its next action.

to.

“Push” an Animal: To push an animal means to get it to

•

Track (DC 20): The animal tracks the scent

perform a task or trick that it doesn't know but is physically

presented to it. (This requires the animal to have the

capable of performing. This category also covers making an

scent ability.)

animal perform a forced march or forcing it to hustle for

•

Work (DC 15): The animal pulls or pushes a

more than 1 hour between sleep cycles. If the animal is

medium or heavy load.

wounded or has taken any nonlethal damage or ability score Train an Animal for a General Purpose: Rather than teaching

damage, the DC increases by 2. If your check succeeds, the an animal individual tricks, you can simply train it for a

animal performs the task or trick on its next action.

general purpose. Essentially, an animal's purpose represents a

Teach an Animal a Trick: You can teach an animal a specific preselected set of known tricks that fit into a common

trick with 1 week of work and a successful Handle Animal scheme, such as guarding or heavy labor. The animal must

check against the indicated DC. An animal with an meet all the normal prerequisites for all tricks included in the

training package. If the package includes more than three

Page 83

tricks, the animal must have an Intelligence score of 2 or rearing, or training time. If the check succeeds, you must

higher.

invest the remainder of the time to complete the teaching,

rearing, or training. If the time is interrupted or the task is not

An animal can be trained for only one general purpose, followed through to completion, the attempt to teach, rear, or

though if the creature is capable of learning additional tricks train the animal automatically fails.

(above and beyond those included in its general purpose), it

may do so. Training an animal for a purpose requires fewer Try Again: Yes, except for rearing an animal.

checks than teaching individual tricks does, but no less time. Special: You can use this skill on a creature with an

•

Combat Training (DC 20): An animal trained to bear Intelligence score of 1 or 2 that is not an animal, but the DC

a rider into combat knows the tricks attack, come, of any such check increases by 5. Such creatures have the

defend, down, guard, and heel. Training an animal same limit on tricks known as animals do.

for combat riding takes 6 weeks. You may also A druid or ranger gains a +4 circumstance bonus on Handle

“upgrade” an animal trained for riding to one trained Animal checks involving an animal companion.

for combat by spending 3 weeks and making a

successful DC 20 Handle Animal check. The new In addition, a druid's or ranger's animal companion knows

general purpose and tricks completely replace the one or more bonus tricks, which don't count against the

animal's previous purpose and any tricks it once normal limit on tricks known and don't require any training

knew. Many horses and riding dogs are trained in time or Handle Animal checks to teach.

this way.

If you have the Animal Affinity feat, you get a bonus on

•

Fighting (DC 20): An animal trained to engage in Handle Animal checks (see Feats).

combat knows the tricks attack, down, and stay.

Training an animal for fighting takes 3 weeks.

Untrained: If you have no ranks in Handle Animal, you can

•

Guarding (DC 20): An animal trained to guard use a Charisma check to handle and push domestic animals,

knows the tricks attack, defend, down, and guard. but you can't teach, rear, or train animals. A druid or ranger

Training an animal for guarding takes 4 weeks.

with no ranks in Handle Animal can use a Charisma check to

•

Heavy Labor (DC 15): An animal trained for heavy handle and push her animal companion, but she can't teach,

labor knows the tricks come and work. Training an rear, or train other nondomestic animals.

animal for heavy labor takes 2 weeks.

•

Hunting (DC 20): An animal trained for hunting

knows the tricks attack, down, fetch, heel, seek, and

Heal (Wis)

track. Training an animal for hunting takes 6 weeks. You are skilled at tending to wounds and ailments.

•

Performance (DC 15): An animal trained for

performance knows the tricks come, fetch, heel, Check: The DC and effect of a Heal check depend on the

perform, and stay. Training an animal for task you attempt.

performance takes 5 weeks.

Task

DC

•

Riding (DC 15): An animal trained to bear a rider

knows the tricks come, heel, and stay. Training an First aid

15

animal for riding takes 3 weeks.

Long-term care

15

Rear a Wild Animal: To rear an animal means to raise a wild Treat wounds from caltrops, spike

15

creature from infancy so that it becomes domesticated. A growth, or spike stones

handler can rear as many as three creatures of the same kind Treat deadly wounds

20

at once.

Treat poison

Poison's save DC

A successfully domesticated animal can be taught tricks at Treat disease

Disease's save DC

the same time it's being raised, or it can be taught as a

domesticated animal later.

First Aid: You usually use first aid to save a dying character.

Action: Varies. Handling an animal is a move action, while If a character has negative hit points and is losing hit points

“pushing” an animal is a full-round action. (A druid or ranger (at the rate of 1 per round, 1 per hour, or 1 per day), you can

can handle an animal companion as a free action or push it as make him stable. A stable character regains no hit points but

a move action.) For tasks with specific time frames noted stops losing them. First aid also stops a character from losing

above, you must spend half this time (at the rate of 3 hours hit points due to effects that cause bleed (see Conditions for

per day per animal being handled) working toward rules on bleed damage).

completion of the task before you attempt the Handle Animal

check. If the check fails, your attempt to teach, rear, or train Long-Term Care: Providing long-term care means treating a

the animal fails and you need not complete the teaching, wounded person for a day or more. If your Heal check is

Page 84

successful, the patient recovers hit points or ability score assuming the target of the previous attempt is still alive.

points lost to ability damage at twice the normal rate: 2 hit Special: A character with the Self-Sufficient feat gets a

points per level for a full 8 hours of rest in a day, or 4 hit

points per level for each full day of complete rest; 2 ability bonus on Heal checks (see Feats).

score points for a full 8 hours of rest in a day, or 4 ability A healer's kit gives you a +2 circumstance bonus on Heal

score points for each full day of complete rest.

checks.

You can tend to as many as six patients at a time. You need a

few items and supplies (bandages, salves, and so on) that are

Intimidate (Cha)

easy to come by in settled lands. Giving long-term care

counts as light activity for the healer. You cannot give long- You can use this skill to frighten your opponents or to get

term care to yourself.

them to act in a way that benefits you. This skill includes

Treat Wounds from Caltrops, Spike Growth, or Spike Stones: verbal threats and displays of prowess.

A creature wounded by stepping on a caltrop moves at half Check: You can use Intimidate to force an opponent to act

normal speed. A successful Heal check removes this friendly toward you for 1d6 × 10 minutes with a successful

movement penalty.

check. The DC of this check is equal to 10 + the target's Hit

A creature wounded by a spike growth or spike stones spell Dice + the target's Wisdom modifier. If successful, the target

must succeed on a Reflex save or take injuries that reduce his gives you the information you desire, takes actions that do

speed by one-third. Another character can remove this not endanger it, or otherwise offers limited assistance. After

penalty by taking 10 minutes to dress the victim's injuries the Intimidate expires, the target treats you as unfriendly and

and succeeding on a Heal check against the spell's save DC.

may report you to local authorities. If you fail this check by 5

or more, the target attempts to deceive you or otherwise

Treat Deadly Wounds: When treating deadly wounds, you hinder your activities.

can restore hit points to a damaged creature. Treating deadly

wounds restores 1 hit point per level of the creature. If you Demoralize: You can use this skill to cause your opponents to

exceed the DC by 5 or more, add your Wisdom modifier (if become shaken for a number of rounds. The DC of this check

positive) to this amount. A creature can only benefit from its is equal to 10 + the target's Hit Dice + the target's Wisdom

deadly wounds being treated within 24 hours of being injured modifier. If you are successful, the target is shaken for 1

and never more than once per day. You must expend two uses round. This duration increases by 1 round for every 5 by

from a healer's kit to perform this task. You take a –2 penalty which you beat the DC. You can only threaten opponents in

on your Heal skill check for each use from the healer's kit this way if they are within 30 feet and can clearly see and

that you lack.

hear you.

Treat Poison: To treat poison means to tend to a single Action: Using Intimidate to change an opponent's attitude

character who has been poisoned and who is going to take requires 1 minute of conversation. Demoralizing an opponent

more damage from the poison (or suffer some other effect). is a standard action.

Every time the poisoned character makes a saving throw Try Again: You can attempt to Intimidate an opponent again,

against the poison, you make a Heal check. If your Heal but each additional check increases the DC by +5. This

check exceeds the DC of the poison, the character receives a increase resets after 1 hour has passed.

+4 competence bonus on his saving throw against the poison. Special: You also gain a +4 bonus on Intimidate checks if

Treat Disease: To treat a disease means to tend to a single you are larger than your target and a –4 penalty on Intimidate

diseased character. Every time the diseased character makes checks if you are smaller than your target.

a saving throw against disease effects, you make a Heal

check. If your Heal check exceeds the DC of the disease, the If you have the Persuasive feat, you get a bonus on

character receives a +4 competence bonus on his saving Intimidate checks (see Feats).

throw against the disease.

A half-orc gets a +2 bonus on Intimidate checks.

Action: Providing first aid, treating a wound, or treating

poison is a standard action. Treating a disease or tending a

creature wounded by a spike growth or spike stones spell

takes 10 minutes of work. Treating deadly wounds takes 1

hour of work. Providing long-term care requires 8 hours of

light activity.

Try Again: Varies. Generally speaking, you can't try a Heal

check again without witnessing proof of the original check's

failure. You can always retry a check to provide first aid,

Page 85

Knowledge (Int; Trained Only)

•

Arcana (ancient mysteries, magic traditions, arcane

symbols, constructs, dragons, magical beasts)

You are educated in a field of study and can answer both

•

Dungeoneering (aberrations, caverns, oozes,

simple and complex questions. Like the Craft, Perform, and

spelunking)

Profession skills, Knowledge actually encompasses a number

•

Engineering (buildings, aqueducts, bridges,

of different specialties. Below are listed typical fields of

fortifications)

study.

•

Geography (lands, terrain, climate, people)

Table 4-6: Knowledge Skill DCs

Task

Knowledge Skill

DC

Identify auras while using detect magic

Arcana

15 + spell level

Identify a spell effect that is in place

Arcana

20 + spell level

Identify materials manufactured by magic

Arcana

20 + spell level

Identify a spell that just targeted you

Arcana

25 + spell level

Identify the spells cast using a specific material component

Arcana

20

Identify underground hazard

Dungeoneering

15 + hazard's CR

Identify mineral, stone, or metal

Dungeoneering

10

Determine slope

Dungeoneering

15

Determine depth underground

Dungeoneering

20

Identify dangerous construction

Engineering

10

Determine a structure's style or age

Engineering

15

Determine a structure's weakness

Engineering

20

Identify a creature's ethnicity or accent

Geography

10

Recognize regional terrain features

Geography

15

Know location of nearest community or noteworthy site

Geography

20

Know recent or historically significant event

History

10

Determine approximate date of a specific event

History

15

Know obscure or ancient historical event

History

20

Know local laws, rulers, and popular locations

Local

10

Know a common rumor or local tradition

Local

15

Know hidden organizations, rulers, and locations

Local

20

Identify natural hazard

Nature

15 + hazard's CR

Identify a common plant or animal

Nature

10

Identify unnatural weather phenomenon

Nature

15

Determine artificial nature of feature

Nature

20

Know current rulers and their symbols

Nobility

10

Know proper etiquette

Nobility

15

Know line of succession

Nobility

20

Know the names of the planes

Planes

10

Recognize current plane

Planes

15

Identify a creature's planar origin

Planes

20

Recognize a common deity's symbol or clergy

Religion

10

Know common mythology and tenets

Religion

15

Recognize an obscure deity's symbol or clergy

Religion

20

Identify a monster's abilities and weaknesses

Varies

10 + monster's CR

Page 86

•

History (wars, colonies, migrations, founding of (Success means that you do not draw a false conclusion;

cities)

failure means that you do.)

•

Local (legends, personalities, inhabitants, laws, Both the Linguistics check and (if necessary) the Wisdom

customs, traditions, humanoids)

check are made secretly by the GM, so that you can't tell

•

Nature (animals, fey, monstrous humanoids, plants, whether the conclusion you draw is true or false.

seasons and cycles, weather, vermin)

•

Nobility (lineages, heraldry, personalities, royalty)

Linguistics

Condition

•

Planes (the Inner Planes, the Outer Planes, the Astral

Check Modifier

Plane, the Ethereal Plane, outsiders, planar magic)

Type of document unknown to reader

–2

•

Religion (gods and goddesses, mythic history, Type of document somewhat known to

ecclesiastic tradition, holy symbols, undead)

+0

reader

Check: Answering a question within your field of study has Type of document well known to reader

+2

a DC of 10 (for really easy questions), 15 (for basic Handwriting not known to reader

–2

questions), or 20 to 30 (for really tough questions).

Handwriting somewhat known to reader

+0

You can use this skill to identify monsters and their special Handwriting intimately known to reader

+2

powers or vulnerabilities. In general, the DC of such a check Reader only casually reviews the

equals 10 + the monster's CR. For common monsters, such as

–2

document

goblins, the DC of this check equals 5 + the monster's CR.

For particularly rare monsters, such as the tarrasque, the DC Document contradicts orders or knowledge

+2

of this check equals 15 + the monster's CR, or more. A

successful check allows you to remember a bit of useful Create or Detect Forgeries: Forgery requires writing

information about that monster. For every 5 points by which materials appropriate to the document being forged. To forge

your check result exceeds the DC, you recall another piece of a document on which the handwriting is not specific to a

useful information. Many of the Knowledge skills have person, you need only to have seen a similar document

specific uses as noted on Table: Knowledge Skill DCs.

before, and you gain a +8 bonus on your check. To forge a

signature, you need an autograph of that person to copy, and

Action: Usually none. In most cases, a Knowledge check you gain a +4 bonus on the check. To forge a longer

doesn't take an action (but see “Untrained,” below).

document written in the hand of some particular person, a

Try Again: No. The check represents what you know, and large sample of that person's handwriting is needed.

thinking about a topic a second time doesn't let you know The Linguistics check is made secretly, so that you're not

something that you never learned in the first place.

sure how good your forgery is. As with Disguise, you don't

Untrained: You cannot make an untrained Knowledge check make a check until someone examines the work. Your

with a DC higher than 10. If you have access to an extensive Linguistics check is opposed by the Linguistics check of the

library that covers a specific skill, this limit is removed. The person who examines the document to verify its authenticity.

time to make checks using a library, however, increases to The examiner gains modifiers if any of the conditions are

1d4 hours. Particularly complete libraries might even grant a listed on the table above.

bonus on Knowledge checks in the fields that they cover.

Learn a Language: Whenever you put a rank into this skill,

you learn to speak and read a new language. Common

Linguistics (Int; Trained Only) languages (and their typical speakers) include the following.

•

Abyssal (demons and other chaotic evil outsiders)

You are skilled at working with language, in both its spoken

•

Aklo (derros, inhuman or otherworldly monsters,

and written forms. You can speak multiple languages, and

evil fey)

can decipher nearly any tongue given enough time. Your skill

•

Aquan (aquatic creatures, water-based creatures)

in writing allows you to create and detect forgeries as well.

•

Auran (flying creatures, air-based creatures)

Check: You can decipher writing in an unfamiliar language

•

Celestial (angels and other good outsiders)

or a message written in an incomplete or archaic form. The

•

Common (humans and the core races from Races)

base DC is 20 for the simplest messages, 25 for standard

•

Draconic (dragons, reptilian humanoids)

texts, and 30 or higher for intricate, exotic, or very old

•

Druidic (druids only)

writing. If the check succeeds, you understand the general

•

Dwarven (dwarves)

content of a piece of writing about one page long (or the

•

Elven (elves, half-elves)

equivalent). If the check fails, make a DC 5 Wisdom check to

see if you avoid drawing a false conclusion about the text.

•

Giant (cyclopses, ettins, giants, ogres, trolls)

•

Gnome (gnomes)

Page 87

•

Goblin (bugbears, goblins, hobgoblins)

always attempt to read archaic and strange forms of your

•

Gnoll (gnolls)

own racial bonus languages. In addition, you can also always

•

Halfling (halflings)

attempt to detect a forgery.

•

Ignan (fire-based creatures)

•

Infernal (devils and other lawful evil outsiders)

Perception (Wis)

•

Orc (orcs, half-orcs)

•

Sylvan (centaurs, fey creatures, plant creatures, Your senses allow you to notice fine details and alert you to

unicorns)

danger. Perception covers all five senses, including sight,

•

Terran (earth-based creatures)

hearing, touch, taste, and smell.

•

Undercommon (drow, duergar, morlocks,

svirfneblin)

Check: Perception has a number of uses, the most common

of which is an opposed check versus an opponent's Stealth

Action: Varies. Deciphering a page of ordinary text takes 1 check to notice the opponent and avoid being surprised. If

minute (10 consecutive rounds). Creating a forgery can take you are successful, you notice the opponent and can react

anywhere from 1 minute to 1d4 minutes per page. Detecting accordingly. If you fail, your opponent can take a variety of

a forgery using Linguistics takes 1 round of examination per actions, including sneaking past you and attacking you.

page.

Perception is also used to notice fine details in the

Try Again: Yes.

environment. The DC to notice such details varies depending

Special: You must be trained to use this skill, but you can upon distance, the environment, and how noticeable the

detail is. The following table gives a number of guidelines.

Detail

Perception DC

Hear the sound of battle

–10

Notice the stench of rotting garbage

–10

Detect the smell of smoke

0

Hear the details of a conversation

0

Notice a visible creature

0

Determine if food is spoiled

5

Hear the sound of a creature walking

10

Hear the details of a whispered conversation

15

Find the average concealed door

15

Hear the sound of a key being turned in a lock

20

Find the average secret door

20

Hear a bow being drawn

25

Sense a burrowing creature underneath you

25

Notice a pickpocket

Opposed by Sleight of Hand

Notice a creature using Stealth

Opposed by Stealth

Find a hidden trap

Varies by trap

Identify the powers of a potion through taste

15 + the potion's caster level

Perception Modifiers

DC Modifier

Distance to the source, object, or creature

+1/10 feet

Through a closed door

+5

Through a wall

+10/foot of thickness

Favorable conditions1

–2

Unfavorable conditions1

+2

Terrible conditions2

+5

Creature making the check is distracted

+5

Creature making the check is asleep

+10

Page 88

Detail

Perception DC

Creature or object is invisible

+20

1 Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light

might increase the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise

might reduce a DC involving hearing, while competing odors might penalize any DC involving scent.

2 As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon

for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.

Action: Most Perception checks are reactive, made in Perform

response to observable stimulus. Intentionally searching for

Performance

DC

stimulus is a move action.

Routine performance. Trying to earn money by

Try Again: Yes. You can try to sense something you missed 10

playing in public is akin to begging. You can

the first time, so long as the stimulus is still present.

earn 1d10 cp/day.

Special: Elves, half-elves, gnomes, and halflings receive a

Enjoyable performance. In a prosperous city,

15

+2 racial bonus on Perception checks. Creatures with the

you can earn 1d10 sp/day.

scent special quality have a +8 bonus on Perception checks

Great performance. In a prosperous city, you

made to detect a scent. Creatures with the tremorsense

can earn 3d10 sp/day. In time, you may be

20

special quality have a +8 bonus on Perception checks against

invited to join a professional troupe and may

creatures touching the ground and automatically make any

develop a regional reputation.

such checks within their range. For more on special qualities,

Memorable performance. In a prosperous city,

see Special Abilities.

you can earn 1d6 gp/day. In time, you may

25

A spellcaster with a hawk or owl familiar gains a +3 bonus

come to the attention of noble patrons and

on Perception checks. If you have the Alertness feat, you get

develop a national reputation.

a bonus on Perception checks (see Feats).

Extraordinary performance. In a prosperous

city, you can earn 3d6 gp/day. In time, you may

30

draw attention from distant patrons, or even

Perform (Cha)

from extraplanar beings.

You are skilled at one form of entertainment, from singing to

acting to playing an instrument. Like Craft, Knowledge, and A masterwork musical instrument gives you a +2

Profession, Perform is actually a number of separate skills. circumstance bonus on all Perform checks that involve its

You could have several Perform skills, each with its own use.

ranks.

Action: Varies. Trying to earn money by playing in public

Each of the nine categories of the Perform skill includes a requires anywhere from an evening's work to a full day's

variety of methods, instruments, or techniques, a small performance. The bard's special Perform-based abilities are

sample of which is provided for each category below.

described in that class's description.

Try Again: Yes. Retries are allowed, but they don't negate

•

Act (comedy, drama, pantomime)

previous failures, and an audience that has been unimpressed

•

Comedy (buffoonery, limericks, joke-telling)

in the past is likely to be prejudiced against future

•

Dance (ballet, waltz, jig)

performances. (Increase the DC by 2 for each previous

•

Keyboard instruments (harpsichord, piano, pipe failure.)

organ)

•

Oratory (epic, ode, storytelling)

Special: A bard must have ranks in specific Perform

categories to use some of his Bardic Performance abilities.

•

Percussion instruments (bells, chimes, drums, gong)

•

String instruments (fiddle, harp, lute, mandolin)

•

Wind instruments (flute, pan pipes, recorder,

Profession (Wis; Trained Only)

trumpet)

•

Sing (ballad, chant, melody)

You are skilled at a specific job. Like Craft, Knowledge, and

Check: You can impress audiences with your talent and skill Perform, Profession is actually a number of separate skills.

in your chosen performance type.

You could have several Profession skills, each with its own

ranks. While a Craft skill represents ability in creating an

item, a Profession skill represents an aptitude in a vocation

Page 89

requiring a broader range of less specific knowledge. The

most common Profession skills are architect, baker, barrister, Guide with Knees: You can guide your mount with your

brewer, butcher, clerk, cook, courtesan, driver, engineer,

farmer, fisherman, gambler, gardener, herbalist, innkeeper, knees so you can use both hands in combat. Make your Ride

check at the start of your turn. If you fail, you can use only

librarian, merchant, midwife, miller, miner, porter, sailor,

scribe, shepherd, stable master, soldier, tanner, trapper, and one hand this round because you need to use the other to

control your mount. This does not take an action.

woodcutter.

Check: You can earn half your Profession check result in Stay in Saddle: You can react instantly to try to avoid falling

when your mount rears or bolts unexpectedly or when you

gold pieces per week of dedicated work. You know how to

use the tools of your trade, how to perform the profession's take damage. This usage does not take an action.

daily tasks, how to supervise helpers, and how to handle Fight with a Combat-Trained Mount: If you direct your war-

common problems. You can also answer questions about trained mount to attack in battle, you can still make your own

your Profession. Basic questions are DC 10, while more attack or attacks normally. This usage is a free action.

complex questions are DC 15 or higher.

Cover: You can react instantly to drop down and hang

Action: Not applicable. A single check generally represents a alongside your mount, using it as cover. You can't attack or

week of work.

cast spells while using your mount as cover. If you fail your

Ride check, you don't get the cover benefit. Using this option

Try Again: Varies. An attempt to use a Profession skill to

earn income cannot be retried. You are stuck with whatever is an immediate action, but recovering from this position is a

move action (no check required).

weekly wage your check result brought you. Another check

may be made after a week to determine a new income for the Soft Fall: You negate damage when you fall off a mount. If

next period of time. An attempt to accomplish some specific you fail the Ride check, you take 1d6 points of damage and

task can usually be retried.

are prone. This usage does not take an action.

Untrained: Untrained laborers and assistants (that is, Leap: You can get your mount to leap obstacles as part of its

characters without any ranks in Profession) earn an average movement. Use your Ride modifier or the mount's Jump

of 1 silver piece per day.

modifier, whichever is lower, to see how far the creature can

Special: A gnome gets a +2 bonus on a Craft or Profession jump. If you fail your Ride check, you fall off the mount

when it leaps and take the appropriate falling damage (at

skill of her choice.

least 1d6 points). This usage does not take an action but is

part of the mount's movement.

Ride (Dex; Armor Check Spur Mount: You can spur your mount to greater speed with

Penalty) a move action. A successful Ride check increases the mount's

speed by 10 feet for 1 round but deals 1d3 points of damage

You are skilled at riding mounts, usually a horse, but to the creature. You can use this ability every round, but the

possibly something more exotic, like a griffon or pegasus. If mount becomes fatigued after a number of rounds equal to its

you attempt to ride a creature that is ill suited as a mount, Constitution score. This ability cannot be used on a fatigued

you take a –5 penalty on your Ride checks.

mount.

Check: Typical riding actions don't require checks. You can Control Mount in Battle: As a move action, you can attempt

saddle, mount, ride, and dismount from a mount without a to control a light horse, pony, heavy horse, or other mount

problem. The following tasks do require checks.

not trained for combat riding while in battle. If you fail the

Ride check, you can do nothing else in that round. You do

Task

Ride DC

not need to roll for horses or ponies trained for combat.

Guide with knees

5

Fast Mount or Dismount: You can attempt to mount or

Stay in saddle

5

dismount from a mount of up to one size category larger than

Fight with a combat-trained mount

10

yourself as a free action, provided that you still have a move

action available that round. If you fail the Ride check,

Cover

15

mounting or dismounting is a move action. You can't use fast

Soft fall

15

mount or dismount on a mount more than one size category

Leap

15

larger than yourself.

Spur mount

15

Action: Varies. Mounting or dismounting normally is a move

Control mount in battle

20

action. Other checks are a move action, a free action, or no

Fast mount or dismount

20

action at all, as noted above.

Page 90

Special: If you are riding bareback, you take a –5 penalty on Special: A ranger gains a bonus on Sense Motive checks

Ride checks.

when using this skill against a favored enemy.

If you have the Animal Affinity feat, you get a bonus on Ride If you have the Alertness feat, you get a bonus on Sense

checks (see Feats).

Motive checks (see Feats).

If you use a military saddle you get a +2 circumstance bonus

on Ride checks related to staying in the saddle.

Sleight of Hand (Dex; Armor

Ride is a prerequisite for Mounted Archery, Mounted

Check Penalty; Trained

Combat, Ride-By Attack, Spirited Charge, and Trample.

Only)

Sense Motive (Wis) Your training allows you to pick pockets, draw hidden

weapons, and take a variety of actions without being noticed.

You are skilled at detecting falsehoods and true intentions.

Check: A DC 10 Sleight of Hand check lets you palm a coin-

Check: A successful check lets you avoid being bluffed (see sized, unattended object. Performing a minor feat of

the Bluff skill). You can also use this skill to determine when legerdemain, such as making a coin disappear, also has a DC

“something is up” (that is, something odd is going on) or to of 10 unless an observer is determined to note where the item

assess someone's trustworthiness.

went.

Task

Sense Motive DC

When you use this skill under close observation, your skill

Hunch

20

check is opposed by the observer's Perception check. The

Sense enchantment

25 or 15

observer's success doesn't prevent you from performing the

action, just from doing it unnoticed.

Discern secret message

Varies

You can hide a small object (including a light weapon or an

easily concealed ranged weapon, such as a dart, sling, or

Hunch: This use of the skill involves making a gut hand crossbow) on your body. Your Sleight of Hand check is

assessment of the social situation. You can get the feeling opposed by the Perception check of anyone observing you or

from another's behavior that something is wrong, such as of anyone frisking you. In the latter case, the searcher gains a

when you're talking to an impostor. Alternatively, you can get +4 bonus on the Perception check, since it's generally easier

the feeling that someone is trustworthy.

to find such an object than to hide it. A dagger is easier to

Sense Enchantment: You can tell that someone's behavior is hide than most light weapons, and grants you a +2 bonus on

being influenced by an enchantment effect even if that your Sleight of Hand check to conceal it. An extraordinarily

person isn't aware of it. The usual DC is 25, but if the target small object, such as a coin, shuriken, or ring, grants you a

is dominated (see dominate person), the DC is only 15 +4 bonus on your Sleight of Hand check to conceal it, and

because of the limited range of the target's activities.

heavy or baggy clothing (such as a cloak) grants you a +2

bonus on the check.

Discern Secret Message: You may use Sense Motive to

detect that a hidden message is being transmitted via the Drawing a hidden weapon is a standard action and doesn't

Bluff skill. In this case, your Sense Motive check is opposed provoke an attack of opportunity.

by the Bluff check of the character transmitting the message. If you try to take something from a creature, you must make

For each piece of information relating to the message that a DC 20 Sleight of Hand check. The opponent makes a

you are missing, you take a –2 penalty on your Sense Motive Perception check to detect the attempt, opposed by the

check. If you succeed by 4 or less, you know that something Sleight of Hand check result you achieved when you tried to

hidden is being communicated, but you can't learn anything grab the item. An opponent who succeeds on this check

specific about its content. If you beat the DC by 5 or more, notices the attempt, regardless of whether you got the item.

you intercept and understand the message. If you fail by 4 or You cannot use this skill to take an object from another

less, you don't detect any hidden communication. If you fail creature during combat if the creature is aware of your

by 5 or more, you might infer false information.

presence.

Action: Trying to gain information with Sense Motive You can also use Sleight of Hand to entertain an audience as

generally takes at least 1 minute, and you could spend a though you were using the Perform skill. In such a case, your

whole evening trying to get a sense of the people around you. “act” encompasses elements of legerdemain, juggling, and

Try Again: No, though you may make a Sense Motive check the like.

for each Bluff check made against you.

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Sleight of

Special: If you are a specialist wizard, you get a +2 bonus on

Task

Hand DC

Spellcraft checks made to identify, learn, and prepare spells

10

Palm a coin-sized object, make a coin disappear from your chosen school. Similarly, you take a –5 penalty on

similar checks made concerning spells from your opposition

20

Lift a small object from a person

schools.

An elf gets a +2 racial bonus on Spellcraft checks to identify

Action: Any Sleight of Hand check is normally a standard the properties of magic items.

action. However, you may perform a Sleight of Hand check

as a move action by taking a –20 penalty on the check.

If you have the Magical Aptitude feat, you gain a bonus on

Spellcraft checks (see Feats).

Try Again: Yes, but after an initial failure, a second Sleight

of Hand attempt against the same target (or while you are

Table 4-7: Spellcraft DCs

being watched by the same observer who noticed your

previous attempt) increases the DC for the task by 10.

Task

Spellcraft DC

Untrained: An untrained Sleight of Hand check is simply a Identify a spell as it is being cast

15 + spell level

Dexterity check. Without actual training, you can't succeed Learn a spell from a spellbook or scroll

15 + spell level

on any Sleight of Hand check with a DC higher than 10, Prepare a spell from a borrowed spellbook 15 + spell level

except for hiding an object on your body.

Identify the properties of a magic item

15 + item's caster

Special: If you have the Deft Hands feat, you get a bonus on using detect magic

level

Sleight of Hand checks (see Feats).

Decipher a scroll

20 + spell level

Craft a magic item

Varies by item

Spellcraft (Int; Trained Only)

Stealth (Dex; Armor Check

You are skilled at the art of casting spells, identifying magic

items, crafting magic items, and identifying spells as they are

Penalty)

being cast.

You are skilled at avoiding detection, allowing you to slip

Check: Spellcraft is used whenever your knowledge and past foes or strike from an unseen position. This skill covers

skill of the technical art of casting a spell or crafting a magic hiding and moving silently.

item comes into question. This skill is also used to identify

the properties of magic items in your possession through the Check: Your Stealth check is opposed by the Perception

use of spells such as detect magic and identify. The DC of check of anyone who might notice you. You can move up to

this check varies depending upon the task at hand.

half your normal speed and use Stealth at no penalty. When

moving at a speed greater than half but less than your normal

Action: Identifying a spell as it is being cast requires no speed, you take a –5 penalty. It's impossible to use Stealth

action, but you must be able to clearly see the spell as it is while attacking, running, or charging.

being cast, and this incurs the same penalties as a Perception

skill check due to distance, poor conditions, and other A creature larger or smaller than Medium takes a size bonus

factors. Learning a spell from a spellbook takes 1 hour per or penalty on Stealth checks depending on its size category:

level of the spell (0-level spells take 30 minutes). Preparing a Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4,

spell from a borrowed spellbook does not add any time to Huge –8, Gargantuan –12, Colossal –16.

your spell preparation. Making a Spellcraft check to craft a If people are observing you using any of their senses (but

magic item is made as part of the creation process. typically sight), you can't use Stealth. Against most creatures,

Attempting to ascertain the properties of a magic item takes finding cover or concealment allows you to use Stealth. If

3 rounds per item to be identified and you must be able to your observers are momentarily distracted (such as by a

thoroughly examine the object.

Bluff check), you can attempt to use Stealth. While the others

Retry: You cannot retry checks made to identify a spell. If turn their attention from you, you can attempt a Stealth check

you fail to learn a spell from a spellbook or scroll, you must if you can get to an unobserved place of some kind. This

wait at least 1 week before you can try again. If you fail to check, however, is made at a –10 penalty because you have

prepare a spell from a borrowed spellbook, you cannot try to move fast.

again until the next day. When using detect magic or identify Sniping: If you've already successfully used Stealth at least

to learn the properties of magic items, you can only attempt 10 feet from your target, you can make one ranged attack and

to ascertain the properties of an individual item once per day. then immediately use Stealth again. You take a –20 penalty

Additional attempts reveal the same results.

on your Stealth check to maintain your obscured location.

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Creating a Diversion to Hide: You can use Bluff to allow you found them.

to use Stealth. A successful Bluff check can give you the You move at half your normal speed while following tracks

momentary diversion you need to attempt a Stealth check

while people are aware of you.

(or at your normal speed with a –5 penalty on the check, or at

up to twice your normal speed with a –20 penalty on the

Action: Usually none. Normally, you make a Stealth check check). The DC depends on the surface and the prevailing

as part of movement, so it doesn't take a separate action. conditions, as given on the table.

However, using Stealth immediately after a ranged attack

(see Sniping, above) is a move action.

Surface

Survival DC

Very soft ground

5

Special: If you are invisible, you gain a +40 bonus on Stealth

checks if you are immobile, or a +20 bonus on Stealth checks Soft ground

10

if you're moving.

Firm ground

15

If you have the Stealthy feat, you get a bonus on Stealth Hard ground

20

checks (see Feats).

Very Soft Ground: Any surface (fresh snow, thick dust, wet

Survival (Wis) mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure,

You are skilled at surviving in the wild and at navigating in but firmer than wet mud or fresh snow, in which a creature

the wilderness. You also excel at following trails and tracks leaves frequent but shallow footprints.

left by others.

Firm Ground: Most normal outdoor surfaces (such as lawns,

Check: You can keep yourself and others safe and fed in the fields, woods, and the like) or exceptionally soft or dirty

wild. The table below gives the DCs for various tasks that indoor surfaces (thick rugs and very dirty or dusty floors).

require Survival checks.

The creature might leave some traces (broken branches or

tufts of hair), but it leaves only occasional or partial

Survival Task

footprints.

DC

Hard Ground: Any surface that doesn't hold footprints at all,

Get along in the wild. Move up to half your

such as bare rock or an indoor floor. Most streambeds fall

overland speed while hunting and foraging (no

into this category, since any footprints left behind are

10

food or water supplies needed). You can provide

obscured or washed away. The creature leaves only traces

food and water for one other person for every 2

(scuff marks or displaced pebbles).

points by which your check result exceeds 10.

Gain a +2 bonus on all Fortitude saves against

severe weather while moving up to half your

overland speed, or gain a +4 bonus if you remain

15

stationary. You may grant the same bonus to one

other character for every 1 point by which your

Survival check result exceeds 15.

Keep from getting lost or avoid natural hazards,

15

such as quicksand.

Predict the weather up to 24 hours in advance.

For every 5 points by which your Survival check

15

result exceeds 15, you can predict the weather for

one additional day in advance.

Follow Tracks: To find tracks or to follow them for 1 mile

requires a successful Survival check. You must make another

Survival check every time the tracks become difficult to

follow. If you are not trained in this skill, you can make

untrained checks to find tracks, but you can follow them only

if the DC for the task is 10 or lower. Alternatively, you can

use the Perception skill to find a footprint or similar sign of a

creature's passage using the same DCs, but you can't use

Perception to follow tracks, even if someone else has already

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Survival DC If you have the Self-Sufficient feat, you get a bonus on

Condition

Modifier

Survival checks (see Feats).

Every three creatures in the group being

–1

tracked

Swim (Str; Armor Check

Size of creature or creatures being tracked:1

Penalty)

Fine

+8

Diminutive

+4

You know how to swim and can do so even in stormy water.

Tiny

+2

Check: Make a Swim check once per round while you are in

Small

+1

the water. Success means you may swim at up to half your

Medium

+0

speed (as a full-round action) or at a quarter of your speed

Large

–1

(as a move action). If you fail by 4 or less, you make no

Huge

–2

progress. If you fail by 5 or more, you go underwater.

Gargantuan

–4

If you are underwater, either because you failed a Swim

Colossal

–8

check or because you are swimming underwater

intentionally, you must hold your breath. You can hold your

Every 24 hours since the trail was made

+1

breath for a number of rounds equal to twice your

Every hour of rain since the trail was made

+1

Constitution score, but only if you do nothing other than take

Fresh snow since the trail was made

+10

move actions or free actions. If you take a standard action or

a full-round action (such as making an attack), the remainder

Poor visibility:2

of the duration for which you can hold your breath is reduced

Overcast or moonless night

+6

by 1 round. (Effectively, a character in combat can hold his

Moonlight

+3

breath only half as long as normal.) After that period of time,

Fog or precipitation

+3

you must make a DC 10 Constitution check every round to

continue holding your breath. Each round, the DC for that

Tracked party hides trail (and moves at half

+5

check increases by 1. If you fail the Constitution check, you

speed)

begin to drown. The DC for the Swim check depends on the

1 For a group of mixed sizes, apply only the modifier for the water, as given on the table below.

largest size category.

2 Apply only the largest modifier from this category.

Water

Swim DC

Calm water

10

Rough water

15

Several modifiers may apply to the Survival check, as given

on the table above.

Stormy water

20*

* You can't take 10 on a Swim check in stormy water, even

Action: Varies. A single Survival check may represent if you aren't otherwise being threatened or distracted.

activity over the course of hours or a full day. A Survival

check made to find tracks is at least a full-round action, and

it may take even longer.

Each hour that you swim, you must make a DC 20 Swim

Try Again: Varies. For getting along in the wild or for check or take 1d6 points of nonlethal damage from fatigue.

gaining the Fortitude save bonus noted in the first table Action: A successful Swim check allows you to swim a

above, you make a Survival check once every 24 hours. The quarter of your speed as a move action or half your speed as

result of that check applies until the next check is made. To a full-round action.

avoid getting lost or avoid natural hazards, you make a

Survival check whenever the situation calls for one. Retries Special: A creature with a swim speed can move through

to avoid getting lost in a specific situation or to avoid a water at its indicated speed without making Swim checks. It

specific natural hazard are not allowed. For finding tracks, gains a +8 racial bonus on any Swim check to perform a

you can retry a failed check after 1 hour (outdoors) or 10 special action or avoid a hazard. The creature can always

minutes (indoors) of searching.

choose to take 10 on a Swim check, even if distracted or

endangered when swimming. Such a creature can use the run

Special: If you are trained in Survival, you can automatically action while swimming, provided that it swims in a straight

determine where true north lies in relation to yourself.

line.

A ranger gains a bonus on Survival checks when using this If you have the Athletic feat, you get a bonus on Swim

skill to find or follow the tracks of a favored enemy.

checks (see Feats).

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Use Magic Device (Cha; Trained requires 1 minute of concentration.

Only) Emulate an Ability Score: To cast a spell from a scroll, you

need a high score in the appropriate ability (Intelligence for

You are skilled at activating magic items, even if you are not wizard spells, Wisdom for divine spells, or Charisma for

otherwise trained in their use.

sorcerer or bard spells). Your effective ability score

(appropriate to the class you're emulating when you try to

Check: You can use this skill to read a spell or to activate a cast the spell from the scroll) is your Use Magic Device

magic item. Use Magic Device lets you use a magic item as check result minus 15. If you already have a high enough

if you had the spell ability or class features of another class, score in the appropriate ability, you don't need to make this

as if you were a different race, or as if you were of a different check.

alignment.

Emulate an Alignment: Some magic items have positive or

You make a Use Magic Device check each time you activate negative effects based on the user's alignment. Use Magic

a device such as a wand. If you are using the check to Device lets you use these items as if you were of an

emulate an alignment or some other quality in an ongoing alignment of your choice. You can emulate only one

manner, you need to make the relevant Use Magic Device alignment at a time.

check once per hour.

Emulate a Class Feature: Sometimes you need to use a class

You must consciously choose which requirement to emulate. feature to activate a magic item. In this case, your effective

That is, you must know what you are trying to emulate when level in the emulated class equals your Use Magic Device

you make a Use Magic Device check for that purpose. The check result minus 20. This skill does not let you actually use

DCs for various tasks involving Use Magic Device checks the class feature of another class. It just lets you activate

are summarized on the table below.

items as if you had that class feature. If the class whose

feature you are emulating has an alignment requirement, you

Task

Use Magic Device DC

must meet it, either honestly or by emulating an appropriate

Activate blindly

25

alignment with a separate Use Magic Device check (see

Decipher a written spell

25 + spell level

above).

Use a scroll

20 + caster level

Emulate a Race: Some magic items work only for members

Use a wand

20

of certain races, or work better for members of those races.

Emulate a class feature

20

You can use such an item as if you were a member of a race

of your choice. You can emulate only one race at a time.

Emulate an ability score

See text

Emulate a race

25

Use a Scroll: Normally, to cast a spell from a scroll, you

Emulate an alignment

30

must have the scroll's spell on your class spell list. Use

Magic Device allows you to use a scroll as if you had a

particular spell on your class spell list. The DC is equal to 20

Activate Blindly: Some magic items are activated by special + the caster level of the spell you are trying to cast from the

words, thoughts, or actions. You can activate such an item as scroll. In addition, casting a spell from a scroll requires a

if you were using the activation word, thought, or action, minimum score (10 + spell level) in the appropriate ability. If

even when you're not and even if you don't know it. You do you don't have a sufficient score in that ability, you must

have to perform some equivalent activity in order to make emulate the ability score with a separate Use Magic Device

the check. That is, you must speak, wave the item around, or check.

otherwise attempt to get it to activate. You get a +2 bonus on This use of the skill also applies to other spell completion

your Use Magic Device check if you've activated the item in magic items.

question at least once before. If you fail by 9 or less, you

can't activate the device. If you fail by 10 or more, you suffer Use a Wand, Staff, or Other Spell Trigger Item: Normally, to

a mishap. A mishap means that magical energy gets released use a wand, you must have the wand's spell on your class

but doesn't do what you wanted it to do. The default mishaps spell list. This use of the skill allows you to use a wand as if

are that the item affects the wrong target or that uncontrolled you had a particular spell on your class spell list.

magical energy is released, dealing 2d6 points of damage to Action: None. The Use Magic Device check is made as part

you. This mishap is in addition to the chance for a mishap of the action (if any) required to activate the magic item.

that you normally risk when you cast a spell from a scroll

that you could not otherwise cast yourself.

Try Again: Yes, but if you ever roll a natural 1 while

attempting to activate an item and you fail, then you can't try

Decipher a Written Spell: This usage works just like to activate that item again for 24 hours.

deciphering a written spell with the Spellcraft skill, except

that the DC is 5 points higher. Deciphering a written spell Special: You cannot take 10 with this skill. You can't aid

Page 95

another on Use Magic Device checks. Only the user of the

item may attempt such a check.

If you have the Magical Aptitude feat, you gain a bonus on

Use Magic Device checks (see Feats).

Page 96

5. Feats

Characters without the Critical Mastery feat can only apply

the effects of one critical feat to an individual critical hit.

Characters with multiple critical feats can decide which feat

Some abilities are not tied to your race, class, or skill— to apply after the critical hit has been confirmed.

things like particularly quick reflexes that allow you to react

to danger more swiftly, the ability to craft magic items, the

training to deliver powerful strikes with melee weapons, or Item Creation Feats

the knack for deflecting arrows fired at you. These abilities

are represented as feats. While some feats are more useful to An item creation feat lets a character create a magic item of a

certain types of characters than others, and many of them certain type. Regardless of the type of item each involves,

have special prerequisites that must be met before they are the various item creation feats all have certain features in

selected, as a general rule feats represent abilities outside of common.

the normal scope of your character's race and class. Many of Raw Materials Cost: The cost of creating a magic item

them alter or enhance class abilities or soften class equals half the base price of the item.

restrictions, while others might apply bonuses to your

statistics or grant you the ability to take actions otherwise Using an item creation feat also requires access to a

prohibited to you. By selecting feats, you can customize and laboratory or magical workshop, special tools, and so on. A

adapt your character to be uniquely yours.

character generally has access to what he needs unless

unusual circumstances apply.

Prerequisites Time: The time to create a magic item depends on the feat

and the cost of the item.

Some feats have prerequisites. Your character must have the Item Cost: Brew Potion, Craft Staff, Craft Wand, and Scribe

indicated ability score, class feature, feat, skill, base attack Scroll create items that directly reproduce spell effects, and

bonus, or other quality designated in order to select or use the power of these items depends on their caster level—that

that feat. A character can gain a feat at the same level at is, a spell from such an item has the power it would have if

which he gains the prerequisite.

cast by a spellcaster of that level. The price of these items

(and thus the cost of the raw materials) also depends on the

A character can't use a feat if he loses a prerequisite, but he caster level. The caster level must be low enough that the

does not lose the feat itself. If, at a later time, he regains the spellcaster creating the item can cast the spell at that level.

lost prerequisite, he immediately regains full use of the feat To find the final price in each case, multiply the caster level

that prerequisite enables.

by the spell level, then multiply the result by a constant, as

shown below:

Types of Feats Scrolls: Base price = spell level × caster level × 25 gp.

Potions:

Base price = spell level × caster level × 50 gp.

Some feats are general, meaning that no special rules govern

them as a group. Others are item creation feats, which allow Wands

Base price = spell level × caster level × 750 gp.

characters to create magic items of all sorts. A metamagic

feat lets a spellcaster prepare and cast a spell with greater Staves: The price for staves is calculated using more complex

effect, albeit as if the spell were of a higher spell level than it formulas (see Magic Items).

actually is.

A 0-level spell is considered to have a spell level of 1/2 for

the purpose of this calculation.

Combat Feats

Extra Costs: Any potion, scroll, or wand that stores a spell

Any feat designated as a combat feat can be selected as a with a costly material component also carries a

fighter's bonus feat. This designation does not restrict commensurate cost. For potions and scrolls, the creator must

characters of other classes from selecting these feats, expend the material component cost when creating the item.

assuming that they meet the prerequisites.

For a wand, the creator must expend 50 units of the material

component. Some magic items similarly incur extra costs in

material components, as noted in their descriptions.

Critical Feats

Skill Check: Successfully creating a magic item requires a

Spellcraft check with a DC equal to 10 + the item's caster

Critical feats modify the effects of a critical hit by inflicting

an additional condition on the victim of the critical hit. level. Alternatively, you can use an associated Craft or

Profession skill to attempt this check instead, depending

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upon the item being crafted. See Magic Item Creation for The modifications made by these feats only apply to spells

more details on which Craft and Profession checks may be cast directly by the feat user. A spellcaster can't use a

substituted in this manner. The DC of this check can increase metamagic feat to alter a spell being cast from a wand, scroll,

if the crafter is rushed or does not meet all of the or other device.

prerequisites. A failed check ruins the materials used, while a

check that fails by 5 or more results in a cursed item. See Metamagic feats that eliminate components of a spell don't

eliminate the attack of opportunity provoked by casting a

Magic Items for more details.

spell while threatened. Casting a spell modified by Quicken

Spell does not provoke an attack of opportunity.

Metamagic Feats

Metamagic feats cannot be used with all spells. See the

specific feat descriptions for the spells that a particular feat

As a spellcaster's knowledge of magic grows, he can learn to can't modify.

cast spells in ways slightly different from the norm.

Preparing and casting a spell in such a way is harder than Multiple Metamagic Feats on a Spell: A spellcaster can

normal but, thanks to metamagic feats, is at least possible. apply multiple metamagic feats to a single spell. Changes to

Spells modified by a metamagic feat use a spell slot higher its level are cumulative. You can't apply the same metamagic

than normal. This does not change the level of the spell, so feat more than once to a single spell.

the DC for saving throws against it does not go up.

Magic Items and Metamagic Spells: With the right item

Wizards and Divine Spellcasters: Wizards and divine creation feat, you can store a metamagic version of a spell in

spellcasters must prepare their spells in advance. During a scroll, potion, or wand. Level limits for potions and wands

preparation, the character chooses which spells to prepare apply to the spell's higher spell level (after the application of

with metamagic feats (and thus which ones take up higher- the metamagic feat). A character doesn't need the metamagic

level spell slots than normal).

feat to activate an item storing a metamagic version of a

spell.

Sorcerers and Bards: Sorcerers and bards choose spells as

they cast them. They can choose when they cast their spells Counterspelling Metamagic Spells: Whether or not a spell

whether to apply their metamagic feats to improve them. As has been enhanced by a metamagic feat does not affect its

with other spellcasters, the improved spell uses up a higher- vulnerability to counterspelling or its ability to counterspell

level spell slot. Because the sorcerer or bard has not prepared another spell (see Magic).

the spell in a metamagic form in advance, he must apply the

metamagic feat on the spot. Therefore, such a character must

also take more time to cast a metamagic spell (one enhanced

Feat Descriptions

by a metamagic feat) than he does to cast a regular spell. If

the spell's normal casting time is a standard action, casting a Feats are summarized on Table: Feats below. Note that the

metamagic version is a full-round action for a sorcerer or prerequisites and benefits of the feats on this table are

bard. (This isn't the same as a 1-round casting time.) The abbreviated for ease of reference. See the feats description

only exception is for spells modified by the Quicken Spell for full details.

metamagic feat, which can be cast as normal using the feat.

The following format is used for all feat descriptions.

For a spell with a longer casting time, it takes an extra full- Feat Name: The feat's name also indicates what subcategory,

round action to cast the spell.

if any, the feat belongs to, and is followed by a basic

Spontaneous Casting and Metamagic Feats: A cleric description of what the feat does.

spontaneously casting a cure or inflict spell, or a druid Prerequisite: A minimum ability score, another feat or feats,

spontaneously casting a summon nature's ally spell, can cast a minimum base attack bonus, a minimum number of ranks

a metamagic version of it instead. Extra time is also required in one or more skills, or anything else required in order to

in this case. Casting a standard action metamagic spell take the feat. This entry is absent if a feat has no prerequisite.

spontaneously is a full-round action, and a spell with a longer A feat may have more than one prerequisite.

casting time takes an extra full-round action to cast. The only

exception is for spells modified by the Quicken Spell feat, Benefit: What the feat enables the character (“you” in the

which can be cast as a swift action.

feat description) to do. If a character has the same feat more

than once, its benefits do not stack unless indicated otherwise

Effects of Metamagic Feats on a Spell: In all ways, a in the description.

metamagic spell operates at its original spell level, even

though it is prepared and cast as a higher-level spell. Saving Normal: What a character who does not have this feat is

throw modifications are not changed unless stated otherwise limited to or restricted from doing. If not having the feat

in the feat description.

causes no particular drawback, this entry is absent.

Page 98

Special: Additional unusual facts about the feat.

Table 5-1: Feats

Feats

Prerequisites

Benefits

Acrobatic

—

+2 bonus on Acrobatics and Fly checks

Use your Dex bonus when calculating your

Agile Maneuvers*

—

CMB

+2 bonus on Perception and Sense Motive

Alertness

—

checks

Alignment Channel

Channel energy class feature

Channel energy can heal or harm outsiders

Animal Affinity

—

+2 bonus on Handle Animal and Ride checks

Reduce your arcane spell failure chance by

Arcane Armor Training*

Armor Proficiency, Light, caster level 3rd 10%

Arcane Armor Training, Armor

Reduce your arcane spell failure chance by

Arcane Armor Mastery*

Proficiency, Medium, caster level 7th

20%

Arcane Strike*

Ability to cast arcane spells

+1 damage and weapons are considered magic

No penalties on attack rolls while wearing

Armor Proficiency, Light

—

light armor

No penalties on attack rolls while wearing

Armor Proficiency, Medium

Armor Proficiency, Light

medium armor

No penalties on attack rolls while wearing

Armor Proficiency, Heavy

Armor Proficiency, Medium

heavy armor

Athletic

—

+2 bonus on Climb and Swim checks

Augment Summoning

Spell Focus (conjuration)

Summoned creatures gain +4 Str and Con

Blind-Fight*

—

Reroll miss chances for concealment

Catch Off-Guard*

—

No penalties for improvised melee weapons

Channel Smite*

Channel energy class feature

Channel energy through your attack

+4 bonus on concentration checks for

Combat Casting

—

defensive casting

Combat Expertise*

Int 13

Trade attack bonus for AC bonus

+2 bonus on disarm attempts, no attack of

Improved Disarm*

Combat Expertise

opportunity

Disarmed weapons are knocked away from

Greater Disarm*

Improved Disarm, base attack bonus +6

your enemy

Improved Feint*

Combat Expertise

Feint as a move action

Enemies you feint lose their Dex bonus for 1

Greater Feint*

Improved Feint, base attack bonus +6

round

+2 bonus on trip attempts, no attack of

Improved Trip*

Combat Expertise

opportunity

Enemies you trip provoke attacks of

Greater Trip*

Improved Trip, base attack bonus +6

opportunity

Dex 13, Combat Expertise, Spring Attack, Make one melee attack against all foes within

Whirlwind Attack*

base attack bonus +4

reach

Combat Reflexes*

—

Make additional attacks of opportunity

Stand Still*

Combat Reflexes

Stop enemies from moving past you

Command Undead

Channel negative energy class feature

Channel energy can be used to control undead

+4 bonus on attack rolls made to confirm

Critical Focus*

Base attack bonus +9

critical hits

Page 99

Feats

Prerequisites

Benefits

Whenever you score a critical hit, the target

Bleeding Critical*

Critical Focus, base attack bonus +11

takes 2d6 bleed

Whenever you score a critical hit, the target is

Blinding Critical*

Critical Focus, base attack bonus +15

blinded

Critical Mastery*

Any two critical feats, 14th-level fighter

Apply two effects to your critical hits

Whenever you score a critical hit, the target is

Deafening Critical*

Critical Focus, base attack bonus +13

deafened

Whenever you score a critical hit, the target is

Sickening Critical*

Critical Focus, base attack bonus +11

sickened

Whenever you score a critical hit, the target is

Staggering Critical*

Critical Focus, base attack bonus +13

staggered

Whenever you score a critical hit, the target is

Stunning Critical*

Staggering Critical, base attack bonus +17 stunned

Whenever you score a critical hit, the target is

Tiring Critical*

Critical Focus, base attack bonus +13

fatigued

Whenever you score a critical hit, the target is

Exhausting Critical*

Tiring Critical, base attack bonus +15

exhausted

Deadly Aim*

Dex 13, base attack bonus +1

Trade ranged attack bonus for damage

Deceitful

—

+2 bonus on Bluff and Disguise checks

Use your total Hit Dice as your base attack

Defensive Combat Training*

—

bonus for CMD

+2 bonus on Disable Device and Sleight of

Deft Hands

—

Hand checks

Disruptive*

6th-level fighter

Increases the DC to cast spells adjacent to you

Spellbreaker*

Disruptive, 10th-level fighter

Enemies provoke attacks if their spells fail

Dodge*

Dex 13

+1 dodge bonus to AC

+4 AC against attacks of opportunity from

Mobility*

Dodge

movement

Spring Attack*

Mobility, base attack bonus +4

Move before and after melee attack

Wind Stance*

Dex 15, Dodge, base attack bonus +6

Gain 20% concealment if you move

Dex 17, Wind Stance, base attack bonus

Lightning Stance*

Gain 50% concealment if you move

+11

Elemental Channel

Channel energy class feature

Channel energy can harm or heal elementals

Endurance

—

+4 bonus on checks to avoid nonlethal damage

Automatically stabilize and remain conscious

Diehard

Endurance

below 0 hp

Eschew Materials

—

Cast spells without material components

No penalty on attacks made with one exotic

Exotic Weapon Proficiency*

Base attack bonus +1

weapon

Extra Channel

Channel energy class feature

Channel energy two additional times per day

Extra Ki

Ki pool class feature

Increase your ki pool by 2 points

Extra Lay On Hands

Lay on hands class feature

Use lay on hands two additional times per day

Your lay on hands benefits from one additional

Extra Mercy

Mercy class feature

mercy

Use bardic performance for 6 additional

Extra Performance

Bardic performance class feature

rounds per day

Extra Rage

Rage class feature

Use rage for 6 additional rounds per day

Page 100

Feats

Prerequisites

Benefits

Fleet

—

Your base speed increases by 5 feet

Great Fortitude

—

+2 on Fortitude saves

Improved Great Fortitude

Great Fortitude

Once per day, you may reroll a Fortitude save

Improved Channel

Channel energy class feature

+2 bonus on channel energy DC

Improved Counterspell

—

Counterspell with spell of the same school

Proficiency with weapon, base attack

Improved Critical*

Double the threat range of one weapon

bonus +8

Improved Familiar

Ability to acquire a familiar, see feat

Gain a more powerful familiar

Improved Initiative*

—

+4 bonus on initiative checks

Improved Unarmed Strike*

—

Always considered armed

Deflect Arrows*

Dex 13, Improved Unarmed Strike

Avoid one ranged attack per round

Snatch Arrows*

Dex 15, Deflect Arrows

Catch one ranged attack per round

+2 bonus on grapple attempts, no attack of

Improved Grapple*

Dex 13, Improved Unarmed Strike

opportunity

Greater Grapple*

Improved Grapple, base attack bonus +6

Maintain your grapple as a move action

Scorpion Style*

Improved Unarmed Strike

Reduce target's speed to 5 ft.

Gorgon's Fist*

Scorpion Style, base attack bonus +6

Stagger a foe whose speed is reduced

Medusa's Wrath*

Gorgon's Fist, base attack bonus +11

Make 2 extra attacks against a hindered foe

Dex 13, Wis 13, Improved Unarmed

Stunning Fist*

Stun opponent with an unarmed strike

Strike, base attack bonus +8

Catch Off-Guard or Throw Anything, base

Improvised Weapon Mastery*

Make an improvised weapon deadly

attack bonus +8

Intimidating Prowess*

—

Add Str to Intimidate in addition to Cha

Iron Will

—

+2 bonus on Will saves

Improved Iron Will

Iron Will

Once per day, you may reroll a Will save

Leadership

Character level 7th

Gain a cohort and followers

Lightning Reflexes

—

+2 bonus on Reflex saves

Improved Lightning Reflexes Lightning Reflexes

Once per day, you may reroll a Reflex save

Take a –2 penalty to your AC to attack with

Lunge*

Base attack bonus +6

reach

+2 bonus on Spellcraft and Use Magic Device

Magical Aptitude

—

checks

No penalty on attacks made with one martial

Martial Weapon Proficiency

—

weapon

You can craft magic items without being a

Master Craftsman

5 ranks in any Craft or Profession skill

spellcaster

Mounted Combat*

Ride 1 rank

Avoid attacks on mount with Ride check

Halve the penalty for ranged attacks while

Mounted Archery*

Mounted Combat

mounted

Move before and after a charge attack while

Ride-By Attack*

Mounted Combat

mounted

Spirited Charge*

Ride-By Attack

Double damage on a mounted charge

Trample*

Mounted Combat

Overrun targets while mounted

Unseat*

Improved Bull Rush, Mounted Combat

Knock opponents from their mounts

Natural Spell

Wis 13, wild shape class feature

Cast spells while using wild shape

Nimble Moves

Dex 13

Ignore 5 feet of difficult terrain when you

Page 101

Feats

Prerequisites

Benefits

move

Ignore 20 feet of difficult terrain when you

Acrobatic Steps

Dex 15, Nimble Moves

move

Persuasive

— +2

bonus on Diplomacy and Intimidate checks

Point-Blank Shot*

—

+1 attack and damage on targets within 30 feet

Far Shot*

Point-Blank Shot

Decrease ranged penalties by half

Precise Shot*

Point-Blank Shot

No penalty for shooting into melee

Dex 19, Precise Shot, base attack bonus

No cover or concealment chance on ranged

Improved Precise Shot*

+11

attacks

Improved Precise Shot, base attack bonus

Pinpoint Targeting*

No armor or shield bonus on one ranged attack

+16

Dex 13, Mobility, Point-Blank Shot, base Make ranged attack at any point during

Shot on the Run*

attack bonus +4

movement

Rapid Shot*

Dex 13, Point-Blank Shot

Make one extra ranged attack

Manyshot*

Dex 17, Rapid Shot, base attack bonus +6 Shoot two arrows simultaneously

Power Attack*

Str 13, base attack bonus +1

Trade melee attack bonus for damage

Cleave*

Power Attack

Make an additional attack if the first one hits

Great Cleave*

Cleave, base attack bonus +4

Make an additional attack after each attack hits

+2 bonus on bull rush attempts, no attack of

Improved Bull Rush*

Power Attack

opportunity

Enemies you bull rush provoke attacks of

Greater Bull Rush*

Improved Bull Rush, base attack bonus +6 opportunity

+2 bonus on overrun attempts, no attack of

Improved Overrun*

Power Attack

opportunity

Enemies you overrun provoke attacks of

Greater Overrun*

Improved Overrun, base attack bonus +6

opportunity

+2 bonus on sunder attempts, no attack of

Improved Sunder*

Power Attack

opportunity

Damage from sunder attempts transfers to your

Greater Sunder*

Improved Sunder, base attack bonus +6

enemy

Quick Draw*

Base attack bonus +1

Draw weapon as a free action

Rapid Reload*

Weapon proficiency (crossbow)

Reload crossbow quickly

Run

—

Run at 5 times your normal speed

Selective Channeling

Cha 13, channel energy class feature

Choose whom to affect with channel energy

Self-Sufficient

—

+2 bonus on Heal and Survival checks

No penalties on attack rolls when using a

Shield Proficiency

—

shield

Improved Shield Bash*

Shield Proficiency

Keep your shield bonus when shield bashing

Improved Shield Bash, Two-Weapon

Shield Slam*

Free bull rush with a bash attack

Fighting, base attack bonus +6

No two-weapon penalties when attacking with

Shield Master*

Shield Slam, base attack bonus +11

a shield

Gain a +1 bonus to your AC when using a

Shield Focus*

Shield Proficiency, base attack bonus +1

shield

Gain a +1 bonus to your AC when using a

Greater Shield Focus*

Shield Focus, 8th-level fighter

shield

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Feats

Prerequisites

Benefits

No penalties on attack rolls when using a

Tower Shield Proficiency*

Shield Proficiency

tower shield

No penalty on attacks made with simple

Simple Weapon Proficiency

—

weapons

Skill Focus

—

+3 bonus on one skill (+6 at 10 ranks)

Spell Focus

—

+1 bonus on save DCs for one school

Greater Spell Focus

Spell Focus

+1 bonus on save DCs for one school

Spell Mastery

1st-level Wizard

Prepare some spells without a spellbook

+2 bonus on level checks to beat spell

Spell Penetration

—

resistance

+2 bonus on level checks to beat spell

Greater Spell Penetration

Spell Penetration

resistance

Stealthy

—

+2 bonus on Escape Artist and Stealth checks

Step Up*

Base attack bonus +1

Take a 5-foot step as an immediate action

Strike Back*

Base attack bonus +11

Attack foes that strike you while using reach

Throw Anything*

—

No penalties for improvised ranged weapons

Toughness

—

+3 hit points, +1 per Hit Die beyond 3

Channel energy can be used to make undead

Turn Undead

Channel positive energy class feature

flee

Two-Weapon Fighting*

Dex 15

Reduce two-weapon fighting penalties

Double Slice*

Two-Weapon Fighting

Add your Str bonus to off-hand damage rolls

Double Slice, Improved Two-Weapon

Two-Weapon Rend*

Rend a foe hit by both your weapons

Fighting, base attack bonus +11

Improved Two-Weapon

Dex 17, Two-Weapon Fighting, base

Gain additional off-hand attack

Fighting*

attack bonus +6

Greater Two-Weapon

Dex 19, Improved Two-Weapon Fighting, Gain a third off-hand attack

Fighting*

base attack bonus +11

Gain +1 shield bonus when fighting with two

Two-Weapon Defense*

Two-Weapon Fighting

weapons

Deal twice the normal damage on a single

Vital Strike*

Base attack bonus +6

attack

Deal three times the normal damage on a

Improved Vital Strike*

Vital Strike, base attack bonus +11

single attack

Improved Vital Strike, base attack bonus Deal four times the normal damage on a single

Greater Vital Strike*

+16

attack

Use Dex instead of Str on attack rolls with

Weapon Finesse*

—

light weapons

Proficiency with weapon, base attack

Weapon Focus*

+1 bonus on attack rolls with one weapon

bonus +1

Dazzling Display*

Weapon Focus

Intimidate all foes within 30 feet

Shatter Defenses*

Dazzling Display, base attack bonus +6

Hindered foes are flat-footed

Greater Weapon Focus, Shatter Defenses,

Deadly Stroke*

Deal double damage plus 1 Con bleed

base attack bonus +11

Greater Weapon Focus*

Weapon Focus, 8th-level fighter

+1 bonus on attack rolls with one weapon

Your attacks ignore 5 points of damage

Penetrating Strike*

Weapon Focus, 12th-level fighter

reduction

Greater Penetrating Strike*

Penetrating Strike, 16th-level fighter

Your attacks ignore 10 points of damage

Page 103

Feats

Prerequisites

Benefits

reduction

Weapon Specialization*

Weapon Focus, 4th-level fighter

+2 bonus on damage rolls with one weapon

Greater Weapon

Weapon Specialization, 12th-level fighter +2 bonus on damage rolls with one weapon

Specialization*

Item Creation Feats

Prerequisites

Benefits

Brew Potion

Caster level 3rd

Create magic potions

Craft Magic Arms and Armor

Caster level 5th

Create magic armors, shields, and weapons

Craft Rod

Caster level 9th

Create magic rods

Craft Staff

Caster level 11th

Create magic staves

Craft Wand

Caster level 5th

Create magic wands

Craft Wondrous Item

Caster level 3rd

Create magic wondrous items

Forge Ring

Caster level 7th

Create magic rings

Scribe Scroll

Caster level 1st

Create magic scrolls

Metamagic Feats

Prerequisites

Benefits

Empower Spell

—

Increase spell variables by 50%

Enlarge Spell

—

Double spell range

Extend Spell

—

Double spell duration

Heighten Spell

—

Treat spell as a higher level

Maximize Spell

—

Maximize spell variables

Quicken Spell

—

Cast spell as a swift action

Silent Spell

—

Cast spell without verbal components

Still Spell

—

Cast spell without somatic components

Widen Spell

—

Double spell area

* This is a combat feat and can be selected as a fighter bonus feat

Acrobatic

Benefit: You add your Dexterity bonus to your base attack

bonus and size bonus when determining your Combat

You are skilled at leaping, jumping, and flying.

Maneuver Bonus (see Combat) instead of your Strength

bonus.

Benefit: You get a +2 bonus on all Acrobatics and Fly skill

checks. If you have 10 or more ranks in one of these skills, Normal: You add your Strength bonus to your base attack

the bonus increases to +4 for that skill.

bonus and size bonus when determining your Combat

Maneuver Bonus.

Acrobatic Steps

Alertness

You can easily move over and through obstacles.

You often notice things that others might miss.

Prerequisites: Dex 15, Nimble Moves.

Benefit: You get a +2 bonus on Perception and Sense Motive

Benefit: Whenever you move, you may move through up to skill checks. If you have 10 or more ranks in one of these

15 feet of difficult terrain each round as if it were normal skills, the bonus increases to +4 for that skill.

terrain. The effects of this feat stack with those provided by

Nimble Moves (allowing you to move normally through a

total of 20 feet of difficult terrain each round).

Alignment Channel

Choose chaos, evil, good, or law. You can channel divine

Agile Maneuvers (Combat)

energy to affect outsiders that possess this subtype.

You've learned to use your quickness in place of brute force Prerequisites: Ability to channel energy.

when performing combat maneuvers.

Benefit: Instead of its normal effect, you can choose to have

Page 104

your ability to channel energy heal or harm outsiders of the Armor Proficiency, Heavy

chosen alignment subtype. You must make this choice each

time you channel energy. If you choose to heal or harm You are skilled at wearing heavy armor.

creatures of the chosen alignment subtype, your channel

energy has no effect on other creatures. The amount of Prerequisites: Light Armor Proficiency, Medium Armor

damage healed or dealt and the DC to halve the damage is Proficiency.

otherwise unchanged.

Benefit: See Armor Proficiency, Light.

Special: You can gain this feat multiple times. Its effects do Normal: See Armor Proficiency, Light.

not stack. Each time you take this feat, it applies to a new

alignment subtype. Whenever you channel energy, you must Special: Fighters and paladins automatically have Heavy

choose which type to effect.

Armor Proficiency as a bonus feat. They need not select it.

Animal Affinity

Armor Proficiency, Light

You are skilled at working with animals and mounts.

You are skilled at wearing light armor.

Benefit: You get a +2 bonus on all Handle Animal and Ride Benefit: When you wear a type of armor with which you are

skill checks. If you have 10 or more ranks in one of these proficient, the armor check penalty for that armor applies

skills, the bonus increases to +4 for that skill.

only to Dexterity- and Strength-based skill checks.

Normal: A character who is wearing armor with which he is

Arcane Armor Mastery (Combat)

not proficient applies its armor check penalty to attack rolls

and to all skill checks that involve moving.

You have mastered the ability to cast spells while wearing Special: All characters except monks, sorcerers, and wizards

armor.

automatically have Light Armor Proficiency as a bonus feat.

Prerequisites: Arcane Armor Training, Medium Armor They need not select it.

Proficiency, caster level 7th.

Benefit: As a swift action, reduce the arcane spell failure Armor Proficiency, Medium

chance due to the armor you are wearing by 20% for any

spells you cast this round. This bonus replaces, and does not You are skilled at wearing medium armor.

stack with, the bonus granted by Arcane Armor Training.

Prerequisite: Light Armor Proficiency.

Benefit: See Armor Proficiency, Light.

Arcane Armor Training (Combat)

Normal: See Armor Proficiency, Light.

You have learned how to cast spells while wearing armor.

Special: Barbarians, clerics, druids, fighters, paladins, and

Prerequisites: Light Armor Proficiency, caster level 3rd.

rangers automatically have Medium Armor Proficiency as a

bonus feat. They need not select it.

Benefit: As a swift action, reduce the arcane spell failure

chance due to the armor you are wearing by 10% for any

spells you cast this round.

Athletic

You possess inherent physical prowess.

Arcane Strike (Combat)

Benefit: You get a +2 bonus on Climb and Swim skill

You draw upon your arcane power to enhance your weapons checks. If you have 10 or more ranks in one of these skills,

with magical energy.

the bonus increases to +4 for that skill.

Prerequisite: Ability to cast arcane spells.

Augment Summoning

Benefit: As a swift action, you can imbue your weapons with

a fraction of your power. For 1 round, your weapons deal +1 Your summoned creatures are more powerful and robust.

damage and are treated as magic for the purpose of

overcoming damage reduction. For every five caster levels Prerequisite: Spell Focus (conjuration).

you possess, this bonus increases by +1, to a maximum of +5 Benefit: Each creature you conjure with any summon spell

at 20th level.

gains a +4 enhancement bonus to Strength and Constitution

Page 105

for the duration of the spell that summoned it.

Special: You can only apply the effects of one critical feat to

a given critical hit unless you possess Critical Mastery.

Bleeding Critical (Combat, Critical) Brew Potion (Item Creation)

Your critical hits cause opponents to bleed profusely.

You can create magic potions.

Prerequisites: Critical Focus, base attack bonus +11.

Prerequisite: Caster level 3rd.

Benefit: Whenever you score a critical hit with a slashing or

piercing weapon, your opponent takes 2d6 points of bleed Benefit: You can create a potion of any 3rd-level or lower

damage (see Conditions) each round on his turn, in addition spell that you know and that targets one or more creatures.

to the damage dealt by the critical hit. Bleed damage can be Brewing a potion takes 2 hours if its base price is 250 gp or

stopped by a DC 15 Heal skill check or through any magical less, otherwise brewing a potion takes 1 day for each 1,000

healing. The effects of this feat stack.

gp in its base price. When you create a potion, you set the

caster level, which must be sufficient to cast the spell in

Special: You can only apply the effects of one critical feat to question and no higher than your own level. To brew a

a given critical hit unless you possess Critical Mastery.

potion, you must use up raw materials costing one half this

base price. See the magic item creation rules in Magic Items

Blind-Fight (Combat)

for more information.

When you create a potion, you make any choices that you

You are skilled at attacking opponents that you cannot clearly would normally make when casting the spell. Whoever

perceive.

drinks the potion is the target of the spell.

Benefit: In melee, every time you miss because of

concealment (see Combat), you can reroll your miss chance

percentile roll one time to see if you actually hit.

Catch Off-Guard (Combat)

An invisible attacker gets no advantages related to hitting Foes are surprised by your skilled use of unorthodox and

you in melee. That is, you don't lose your Dexterity bonus to improvised weapons.

Armor Class, and the attacker doesn't get the usual +2 bonus Benefit: You do not suffer any penalties for using an

for being invisible. The invisible attacker's bonuses do still improvised melee weapon. Unarmed opponents are flat-

apply for ranged attacks, however.

footed against any attacks you make with an improvised

You do not need to make Acrobatics skill checks to move at melee weapon.

full speed while blinded.

Normal: You take a –4 penalty on attack rolls made with an

Normal: Regular attack roll modifiers for invisible attackers improvised weapon.

trying to hit you apply, and you lose your Dexterity bonus to

AC. The speed reduction for darkness and poor visibility also

applies.

Channel Smite (Combat)

Special: The Blind-Fight feat is of no use against a character You can channel your divine energy through a melee weapon

who is the subject of a blink spell.

you wield.

Prerequisite: Channel energy class feature.

Blinding Critical (Combat, Critical) Benefit: Before you make a melee attack roll, you can

choose to spend one use of your channel energy ability as a

Your critical hits blind your opponents.

swift action. If you channel positive energy and you hit an

Prerequisites: Critical Focus, base attack bonus +15.

undead creature, that creature takes an amount of additional

damage equal to the damage dealt by your channel positive

Benefit: Whenever you score a critical hit, your opponent is energy ability. If you channel negative energy and you hit a

permanently blinded. A successful Fortitude save reduces living creature, that creature takes an amount of additional

this to dazzled for 1d4 rounds. The DC of this Fortitude save damage equal to the damage dealt by your channel negative

is equal to 10 + your base attack bonus. This feat has no energy ability. Your target can make a Will save, as normal,

effect on creatures that do not rely on eyes for sight or to halve this additional damage. If your attack misses, the

creatures with more than two eyes (although multiple critical channel energy ability is still expended with no effect.

hits might cause blindness, at the GM's discretion). Blindness

can be cured by heal, regeneration, remove blindness, or

similar abilities.

Page 106

Cleave (Combat)

Command Undead

You can strike two adjacent foes with a single swing.

Using foul powers of necromancy, you can command undead

creatures, making them into your servants.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Prerequisites: Channel negative energy class feature.

Benefit: As a standard action, you can make a single attack

at your full base attack bonus against a foe within reach. If Benefit: As a standard action, you can use one of your uses

you hit, you deal damage normally and can make an of channel negative energy to enslave undead within 30 feet.

additional attack (using your full base attack bonus) against a Undead receive a Will save to negate the effect. The DC for

foe that is adjacent to the first and also within reach. You can this Will save is equal to 10 + 1/2 your caster level + your

only make one additional attack per round with this feat. Charisma modifier. Undead that fail their saves fall under

When you use this feat, you take a –2 penalty to your Armor your control, obeying your commands to the best of their

Class until your next turn.

ability, as if under the effects of control undead. Intelligent

undead receive a new saving throw each day to resist your

command. You can control any number of undead, so long as

Combat Casting

their total Hit Dice do not exceed your cleric level. If you use

channel energy in this way, it has no other effect (it does not

You are adept at spellcasting when threatened or distracted.

heal or harm nearby creatures). If an undead creature is under

Benefit: You get a +4 bonus on concentration checks made to the control of another creature, you must make an opposed

cast a spell or use a spell-like ability when casting on the Charisma check whenever your orders conflict.

defensive or while grappled.

Craft Magic Arms and Armor (Item

Combat Expertise (Combat)

Creation)

You can increase your defense at the expense of your You can create magic armor, shields, and weapons.

accuracy.

Prerequisite: Caster level 5th.

Prerequisite: Int 13.

Benefit: You can create magic weapons, armor, or shields.

Benefit: You can choose to take a –1 penalty on melee attack Enhancing a weapon, suit of armor, or shield takes 1 day for

rolls and combat maneuver checks to gain a +1 dodge bonus each 1,000 gp in the price of its magical features. To enhance

to your Armor Class. When your base attack bonus reaches a weapon, suit of armor, or shield, you must use up raw

+4, and every +4 thereafter, the penalty increases by –1 and materials costing half of this total price. See the magic item

the dodge bonus increases by +1. You can only choose to use creation rules in Magic Items for more information.

this feat when you declare that you are making an attack or a

full-attack action with a melee weapon. The effects of this The weapon, armor, or shield to be enhanced must be a

feat last until your next turn.

masterwork item that you provide. Its cost is not included in

the above cost.

Combat Reflexes (Combat)

You can also mend a broken magic weapon, suit of armor, or

shield if it is one that you could make. Doing so costs half

You can make additional attacks of opportunity.

the raw materials and half the time it would take to craft that

item in the first place.

Benefit: You may make a number of additional attacks of

opportunity per round equal to your Dexterity bonus. With

this feat, you may also make attacks of opportunity while Craft Rod (Item Creation)

flat-footed.

You can create magic rods.

Normal: A character without this feat can make only one

attack of opportunity per round and can't make attacks of Prerequisite: Caster level 9th.

opportunity while flat-footed.

Benefit: You can create magic rods. Crafting a rod takes 1

Special: The Combat Reflexes feat does not allow a rogue to day for each 1,000 gp in its base price. To craft a rod, you

use her opportunist ability more than once per round.

must use up raw materials costing half of its base price. See

the magic item creation rules in Magic Items for more

information.

Page 107

Craft Staff (Item Creation)

level fighter.

Benefit: When you score a critical hit, you can apply the

You can create magic staves.

effects of two critical feats in addition to the damage dealt.

Prerequisite: Caster level 11th.

Normal: You can only apply the effects of one critical feat to

Benefit: You can create any staff whose prerequisites you a given critical hit in addition to the damage dealt.

meet. Crafting a staff takes 1 day for each 1,000 gp in its

base price. To craft a staff, you must use up raw materials

costing half of its base price. A newly created staff has 10 Dazzling Display (Combat)

charges. See the magic item creation rules in Magic Items for

more information.

Your skill with your favored weapon can frighten enemies.

Prerequisite: Weapon Focus, proficiency with the selected

weapon.

Craft Wand (Item Creation)

Benefit: While wielding the weapon in which you have

You can create magic wands.

Weapon Focus, you can perform a bewildering show of

prowess as a full-round action. Make an Intimidate check to

Prerequisite: Caster level 5th.

demoralize all foes within 30 feet who can see your display.

Benefit: You can create a wand of any 4th-level or lower

spell that you know. Crafting a wand takes 1 day for each

1,000 gp in its base price. To craft a wand, you must use up Deadly Aim (Combat)

raw materials costing half of this base price. A newly created

wand has 50 charges. See the magic item creation rules in You can make exceptionally deadly ranged attacks by

Magic Items for more information.

pinpointing a foe's weak spot, at the expense of making the

attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.

Craft Wondrous Item (Item

Benefit: You can choose to take a –1 penalty on all ranged

Creation)

attack rolls to gain a +2 bonus on all ranged damage rolls.

When your base attack bonus reaches +4, and every +4

You can create wondrous items, a type of magic item.

thereafter, the penalty increases by –1 and the bonus to

Prerequisite: Caster level 3rd.

damage increases by +2. You must choose to use this feat

before making an attack roll and its effects last until your

Benefit: You can create a wide variety of magic wondrous next turn. The bonus damage does not apply to touch attacks

items. Crafting a wondrous item takes 1 day for each 1,000 or effects that do not deal hit point damage.

gp in its price. To create a wondrous item, you must use up

raw materials costing half of its base price. See the magic

item creation rules in Magic Items for more information.

Deadly Stroke (Combat)

You can also mend a broken wondrous item if it is one that With a well-placed strike, you can bring a swift and painful

you could make. Doing so costs half the raw materials and end to most foes.

half the time it would take to craft that item.

Prerequisites: Dazzling Display, Greater Weapon Focus,

Shatter Defenses, Weapon Focus, proficiency with the

Critical Focus (Combat)

selected weapon, base attack bonus +11.

You are trained in the art of causing pain.

Benefit: As a standard action, make a single attack with the

weapon for which you have Greater Weapon Focus against a

Prerequisites: Base attack bonus +9.

stunned or flat-footed opponent. If you hit, you deal double

Benefit: You receive a +4 circumstance bonus on attack rolls the normal damage and the target takes 1 point of

made to confirm critical hits.

Constitution bleed (see Conditions). The additional damage

and bleed is not multiplied on a critical hit.

Critical Mastery (Combat)

Your critical hits cause two additional effects.

Prerequisites: Critical Focus, any two critical feats, 14th-

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Deafening Critical (Combat,

Deft Hands

Critical)

You have exceptional manual dexterity.

Your critical hits cause enemies to lose their hearing.

Benefit: You get a +2 bonus on Disable Device and Sleight

of Hand skill checks. If you have 10 or more ranks in one of

Prerequisites: Critical Focus, base attack bonus +13.

these skills, the bonus increases to +4 for that skill.

Benefit: Whenever you score a critical hit against an

opponent, the victim is permanently deafened. A successful

Fortitude save reduces the deafness to 1 round. The DC of Diehard

this Fortitude save is equal to 10 + your base attack bonus.

This feat has no effect on deaf creatures. This deafness can You are especially hard to kill. Not only do your wounds

be cured by heal, regeneration, remove deafness, or a similar automatically stabilize when grievously injured, but you can

ability.

remain conscious and continue to act even at death's door.

Special: You can only apply the effects of one critical feat to Prerequisite: Endurance.

a given critical hit unless you possess Critical Mastery.

Benefit: When your hit point total is below 0, but you are not

dead, you automatically stabilize. You do not need to make a

Constitution check each round to avoid losing additional hit

Deceitful

points. You may choose to act as if you were disabled, rather

than dying. You must make this decision as soon as you are

You are skilled at deceiving others, both with the spoken reduced to negative hit points (even if it isn't your turn). If

word and with physical disguises.

you do not choose to act as if you were disabled, you

Benefit: You get a +2 bonus on all Bluff and Disguise skill immediately fall unconscious.

checks. If you have 10 or more ranks in one of these skills, When using this feat, you are staggered. You can take a move

the bonus increases to +4 for that skill.

action without further injuring yourself, but if you perform

any standard action (or any other action deemed as

Defensive Combat Training

strenuous, including some swift actions, such as casting a

quickened spell) you take 1 point of damage after completing

(Combat)

the act. If your negative hit points are equal to or greater than

your Constitution score, you immediately die.

You excel at defending yourself from all manner of combat

maneuvers.

Normal: A character without this feat who is reduced to

negative hit points is unconscious and dying.

Benefit: You treat your total Hit Dice as your base attack

bonus when calculating your Combat Maneuver Defense (see

Combat).

Disruptive (Combat)

Your training makes it difficult for enemy spellcasters to

Deflect Arrows (Combat)

safely cast spells near you.

You can knock arrows and other projectiles off course, Prerequisites: 6th-level fighter.

preventing them from hitting you.

Benefit: The DC to cast spells defensively increases by +4

Prerequisites: Dex 13, Improved Unarmed Strike.

for all enemies that are within your threatened area. This

increase to casting spells defensively only applies if you are

Benefit: You must have at least one hand free (holding aware of the enemy's location and are capable of taking an

nothing) to use this feat. Once per round when you would attack of opportunity. If you can only take one attack of

normally be hit with an attack from a ranged weapon, you opportunity per round and have already used that attack, this

may deflect it so that you take no damage from it. You must increase does not apply.

be aware of the attack and not flat-footed. Attempting to

deflect a ranged attack doesn't count as an action. Unusually

massive ranged weapons (such as boulders or ballista bolts) Dodge (Combat)

and ranged attacks generated by natural attacks or spell

effects can't be deflected.

Your training and reflexes allow you to react swiftly to avoid

an opponents' attacks.

Prerequisite: Dex 13.

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Benefit: You gain a +1 dodge bonus to your AC. A condition exhaustion; Constitution checks made to continue running; that makes you lose your Dex bonus to AC also makes you Constitution checks made to avoid nonlethal damage from a lose the benefits of this feat.

forced march; Constitution checks made to hold your breath;

Constitution checks made to avoid nonlethal damage from

starvation or thirst; Fortitude saves made to avoid nonlethal

Double Slice (Combat)

damage from hot or cold environments; and Fortitude saves

made to resist damage from suffocation.

Your off-hand weapon while dual-wielding strikes with

greater power.

You may sleep in light or medium armor without becoming

fatigued.

Prerequisite: Dex 15, Two-Weapon Fighting.

Normal: A character without this feat who sleeps in medium

Benefit: Add your Strength bonus to damage rolls made with or heavier armor is fatigued the next day.

your off-hand weapon.

Normal: You normally add only half of your Strength

modifier to damage rolls made with a weapon wielded in Enlarge Spell (Metamagic)

your off-hand.

You can increase the range of your spells.

Benefit: You can alter a spell with a range of close, medium,

Elemental Channel

or long to increase its range by 100%. An enlarged spell with

a range of close now has a range of 50 ft. + 5 ft./level, while

Choose one elemental subtype, such as air, earth, fire, or medium-range spells have a range of 200 ft. + 20 ft./level

water. You can channel your divine energy to harm or heal and long-range spells have a range of 800 ft. + 80 ft./level.

outsiders that possess your chosen elemental subtype.

An enlarged spell uses up a spell slot one level higher than

Prerequisites: Channel energy class feature.

the spell's actual level.

Benefit: Instead of its normal effect, you can choose to have Spells whose ranges are not defined by distance, as well as

your ability to channel energy heal or harm outsiders of your spells whose ranges are not close, medium, or long, do not

chosen elemental subtype. You must make this choice each benefit from this feat.

time you channel energy. If you choose to heal or harm

creatures of your elemental subtype, your channel energy has

no affect on other creatures. The amount of damage healed or Eschew Materials

dealt and the DC to halve the damage is otherwise You can cast many spells without needing to utilize minor

unchanged.

material components.

Special: You can gain this feat multiple times. Its effects do Benefit: You can cast any spell with a material component

not stack. Each time you take this feat, it applies to a new costing 1 gp or less without needing that component. The

elemental subtype.

casting of the spell still provokes attacks of opportunity as

normal. If the spell requires a material component that costs

Empower Spell (Metamagic)

more than 1 gp, you must have the material component on

hand to cast the spell, as normal.

You can increase the power of your spells, causing them to

deal more damage.

Exhausting Critical (Combat,

Benefit: All variable, numeric effects of an empowered spell

are increased by half.

Critical)

Saving throws and opposed rolls are not affected, nor are Your critical hits cause opponents to become exhausted.

spells without random variables. An empowered spell uses

up a spell slot two levels higher than the spell's actual level.

Prerequisites: Critical Focus, Tiring Critical, base attack

bonus +15.

Benefit: When you score a critical hit on a foe, your target

Endurance

immediately becomes exhausted. This feat has no effect on

exhausted creatures.

Harsh conditions or long exertions do not easily tire you.

Special: You can only apply the effects of one critical feat to

Benefit: You gain a +4 bonus on the following checks and a given critical hit unless you possess the Critical Mastery

saves: Swim checks made to resist nonlethal damage from feat.

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Exotic Weapon Proficiency

times per day.

(Combat)

Special: You can gain Extra Lay On Hands multiple times.

Its effects stack.

Choose one type of exotic weapon, such as the spiked chain

or whip. You understand how to use that type of exotic

weapon in combat, and can utilize any special tricks or Extra Mercy

qualities that exotic weapon might allow.

Your lay on hands ability adds an additional mercy.

Prerequisite: Base attack bonus +1.

Prerequisites: Lay on hands class feature, mercy class

Benefit: You make attack rolls with the weapon normally.

feature.

Normal: A character who uses a weapon with which he is Benefit: Select one additional mercy for which you qualify.

not proficient takes a –4 penalty on attack rolls.

When you use lay on hands to heal damage to one target, it

also receives the additional effects of this mercy.

Special: You can gain Exotic Weapon Proficiency multiple

times. Each time you take the feat, it applies to a new type of Special: You can gain this feat multiple times. Its effects do

exotic weapon.

not stack. Each time you take this feat, select a new mercy.

Extend Spell (Metamagic)

Extra Performance

You can make your spells last twice as long.

You can use your bardic performance ability more often than

normal.

Benefit: An extended spell lasts twice as long as normal. A

spell with a duration of concentration, instantaneous, or Prerequisite: Bardic performance class feature.

permanent is not affected by this feat. An extended spell uses Benefit: You can use bardic performance for 6 additional

up a spell slot one level higher than the spell's actual level.

rounds per day.

Special: You can gain Extra Performance multiple times. Its

Extra Channel

effects stack.

You can channel divine energy more often.

Prerequisite: Channel energy class feature.

Extra Rage

Benefit: You can channel energy two additional times per You can use your rage ability more than normal.

day.

Prerequisite: Rage class feature.

Special: If a paladin with the ability to channel positive Benefit: You can rage for 6 additional rounds per day.

energy takes this feat, she can use lay on hands four

additional times a day, but only to channel positive energy.

Special: You can gain Extra Rage multiple times. Its effects

stack.

Extra Ki

Far Shot (Combat)

You can use your ki pool more times per day than most.

You are more accurate at longer ranges.

Prerequisite: Ki pool class feature.

Prerequisites: Point-Blank Shot.

Benefit: Your ki pool increases by 2.

Benefit: You only suffer a –1 penalty per full range

Special: You can gain Extra Ki multiple times. Its effects increment between you and your target when using a ranged

stack.

weapon.

Normal: You suffer a –2 penalty per full range increment

Extra Lay On Hands

between you and your target.

You can use your lay on hands ability more often.

Prerequisite: Lay on hands class feature.

Fleet

Benefit: You can use your lay on hands ability two additional You are faster than most.

Page 111

Benefit: While you are wearing light or no armor, your base Great Fortitude

speed increases by 5 feet. You lose the benefits of this feat if

you carry a medium or heavy load.

You are resistant to poisons, diseases, and other maladies.

Special: You can take this feat multiple times. The effects Benefit: You get a +2 bonus on all Fortitude saving throws.

stack.

Greater Bull Rush (Combat)

Forge Ring (Item Creation)

Your bull rush attacks throw enemies off balance.

You can create magic rings.

Prerequisites: Improved Bull Rush, Power Attack, base

Prerequisite: Caster level 7th.

attack bonus +6, Str 13.

Benefit: You can create magic rings. Crafting a ring takes 1 Benefit: You receive a +2 bonus on checks made to bull rush

day for each 1,000 gp in its base price. To craft a ring, you a foe. This bonus stacks with the bonus granted by Improved

must use up raw materials costing half of the base price. See Bull Rush. Whenever you bull rush an opponent, his

the magic item creation rules in Magic Items for more movement provokes attacks of opportunity from all of your

information.

allies (but not you).

You can also mend a broken ring if it is one that you could Normal: Creatures moved by bull rush do not provoke

make. Doing so costs half the raw materials and half the time attacks of opportunity.

it would take to forge that ring in the first place.

Greater Disarm (Combat)

Gorgon's Fist (Combat)

You can knock weapons far from an enemy's grasp.

With one well-placed blow, you leave your target reeling.

Prerequisites: Combat Expertise, Improved Disarm, base

Prerequisites: Improved Unarmed Strike, Scorpion Style, attack bonus +6, Int 13.

base attack bonus +6.

Benefit: You receive a +2 bonus on checks made to disarm a

Benefit: As a standard action, make a single unarmed melee foe. This bonus stacks with the bonus granted by Improved

attack against a foe whose speed is reduced (such as from Disarm. Whenever you successfully disarm an opponent, the

Scorpion Style). If the attack hits, you deal damage normally weapon lands 15 feet away from its previous wielder, in a

and the target is staggered until the end of your next turn random direction.

unless it makes a Fortitude saving throw (DC 10 + 1/2 your

character level + your Wis modifier). This feat has no effect Normal: Disarmed weapons and gear land at the feet of the

on targets that are staggered.

disarmed creature.

Great Cleave (Combat)

Greater Feint (Combat)

You can strike many adjacent foes with a single blow.

You are skilled at making foes overreact to your attacks.

Prerequisites: Str 13, Cleave, Power Attack, base attack Prerequisites: Combat Expertise, Improved Feint, base bonus +4.

attack bonus +6, Int 13.

Benefit: As a standard action, you can make a single attack Benefit: Whenever you use feint to cause an opponent to lose

at your full base attack bonus against a foe within reach. If his Dexterity bonus, he loses that bonus until the beginning

you hit, you deal damage normally and can make an of your next turn, in addition to losing his Dexterity bonus

additional attack (using your full base attack bonus) against a against your next attack.

foe that is adjacent to the previous foe and also within reach. Normal: A creature you feint loses its Dexterity bonus

If you hit, you can continue to make attacks against foes against your next attack.

adjacent to the previous foe, so long as they are within your

reach. You cannot attack an individual foe more than once

during this attack action. When you use this feat, you take a – Greater Grapple (Combat)

2 penalty to your Armor Class until your next turn.

Maintaining a grapple is second nature to you.

Prerequisites: Improved Grapple, Improved Unarmed

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Strike, base attack bonus +6, Dex 13.

the Spell Focus feat. Any spells you cast of this school are

very hard to resist.

Benefit: You receive a +2 bonus on checks made to grapple a

foe. This bonus stacks with the bonus granted by Improved Prerequisite: Spell Focus.

Grapple. Once you have grappled a creature, maintaining the Benefit: Add +1 to the Difficulty Class for all saving throws

grapple is a move action. This feat allows you to make two

grapple checks each round (to move, harm, or pin your against spells from the school of magic you select. This

bonus stacks with the bonus from Spell Focus.

opponent), but you are not required to make two checks. You

only need to succeed at one of these checks to maintain the Special: You can gain this feat multiple times. Its effects do

grapple.

not stack. Each time you take the feat, it applies to a new

Normal: Maintaining a grapple is a standard action.

school to which you already have applied the Spell Focus

feat.

Greater Overrun (Combat)

Greater Spell Penetration

Enemies must dive to avoid your dangerous move.

Your spells break through spell resistance much more easily

Prerequisites: Improved Overrun, Power Attack, base attack than most.

bonus +6, Str 13.

Prerequisite: Spell Penetration.

Benefit: You receive a +2 bonus on checks made to overrun Benefit: You get a +2 bonus on caster level checks (1d20 +

a foe. This bonus stacks with the bonus granted by Improved

Overrun. Whenever you overrun opponents, they provoke caster level) made to overcome a creature's spell resistance.

This bonus stacks with the one from Spell Penetration.

attacks of opportunity if they are knocked prone by your

overrun.

Normal: Creatures knocked prone by your overrun do not Greater Sunder (Combat)

provoke an attack of opportunity.

Your devastating strikes cleave through weapons and armor

and into their wielders, damaging both item and wielder alike

Greater Penetrating Strike

in a single terrific strike.

(Combat)

Prerequisites: Improved Sunder, Power Attack, base attack

bonus +6, Str 13.

Your attacks penetrate the defenses of most foes. Choose a Benefit: You receive a +2 bonus on checks made to sunder

weapon that you have selected for Penetrating Strike.

an item. This bonus stacks with the bonus granted by

Prerequisites: Penetrating Strike, Weapon Focus, 16th-level Improved Sunder. Whenever you sunder to destroy a fighter.

weapon, shield, or suit of armor, any excess damage is

applied to the item's wielder. No damage is transferred if you

Benefit: Your attacks with the selected weapon ignore up to decide to leave the item with 1 hit point.

10 points of damage reduction. This amount is reduced to 5

points for damage reduction without a type (such as DR 10/

—).

Greater Trip (Combat)

You can make free attacks on foes that you knock down.

Greater Shield Focus (Combat)

Prerequisites: Combat Expertise, Improved Trip, base attack

You are skilled at deflecting blows with your shield.

bonus +6, Int 13.

Prerequisites: Shield Focus, Shield Proficiency, base attack Benefit: You receive a +2 bonus on checks made to trip a bonus +1, 8th-level fighter.

foe. This bonus stacks with the bonus granted by Improved

Trip. Whenever you successfully trip an opponent, that

Benefit: Increase the AC bonus granted by any shield you opponent provokes attacks of opportunity.

are using by 1. This bonus stacks with the bonus granted by

Shield Focus.

Normal: Creatures do not provoke attacks of opportunity

from being tripped.

Greater Spell Focus

Choose a school of magic to which you have already applied

Page 113

Greater Two-Weapon Fighting

selected weapon, Weapon Specialization with selected

weapon, 12th-level fighter.

(Combat)

Benefit: You gain a +2 bonus on all damage rolls you make

You are incredibly skilled at fighting with two weapons at using the selected weapon. This bonus to damage stacks with

the same time.

other damage roll bonuses, including any you gain from

Weapon Specialization.

Prerequisites: Dex 19, Improved Two-Weapon Fighting,

Two-Weapon Fighting, base attack bonus +11.

Special: You can gain Greater Weapon Specialization

multiple times. Its effects do not stack. Each time you take

Benefit: You get a third attack with your off-hand weapon, the feat, it applies to a new type of weapon.

albeit at a –10 penalty.

Greater Vital Strike (Combat)

Heighten Spell (Metamagic)

You can cast spells as if they were a higher level.

You can make a single attack that deals incredible damage.

Benefit: A heightened spell has a higher spell level than

Prerequisites: Improved Vital Strike, Vital Strike, base normal (up to a maximum of 9th level). Unlike other

attack bonus +16.

metamagic feats, Heighten Spell actually increases the

Benefit: When you use the attack action, you can make one effective level of the spell that it modifies. All effects

attack at your highest base attack bonus that deals additional dependent on spell level (such as saving throw DCs and

damage. Roll the damage dice for the attack four times and ability to penetrate a lesser globe of invulnerability) are

add the results together, but do not multiply damage bonuses calculated according to the heightened level. The heightened

from Strength, weapon abilities (such as flaming), or spell is as difficult to prepare and cast as a spell of its

precision-based damage (such as sneak attack). This bonus effective level.

damage is not multiplied on a critical hit (although other

damage bonuses are multiplied normally).

Improved Bull Rush (Combat)

Greater Weapon Focus (Combat)

You are skilled at pushing your foes around.

Prerequisite: Str 13, Power Attack, base attack bonus +1.

Choose one type of weapon (including unarmed strike or

grapple) for which you have already selected Weapon Focus. Benefit: You do not provoke an attack of opportunity when

You are a master at your chosen weapon.

performing a bull rush combat maneuver. In addition, you

receive a +2 bonus on checks made to bull rush a foe. You

Prerequisites: Proficiency with selected weapon, Weapon also receive a +2 bonus to your Combat Maneuver Defense

Focus with selected weapon, base attack bonus +1, 8th-level whenever an opponent tries to bull rush you.

fighter.

Normal: You provoke an attack of opportunity when

Benefit: You gain a +1 bonus on attack rolls you make using performing a bull rush combat maneuver.

the selected weapon. This bonus stacks with other bonuses

on attack rolls, including those from Weapon Focus.

Special: You can gain Greater Weapon Focus multiple times. Improved Channel

Its effects do not stack. Each time you take the feat, it applies Your channeled energy is harder to resist.

to a new type of weapon.

Prerequisite: Channel energy class feature.

Greater Weapon Specialization

Benefit: Add 2 to the DC of saving throws made to resist the

effects of your channel energy ability.

(Combat)

Choose one type of weapon (including unarmed strike or Improved Counterspell

grapple) for which you possess the Weapon Specialization

feat. Your attacks with the chosen weapon are more You are skilled at countering the spells of others using

devastating than normal.

similar spells.

Prerequisites: Proficiency with selected weapon, Greater Benefit: When counterspelling, you may use a spell of the

Weapon Focus with selected weapon, Weapon Focus with same school that is one or more spell levels higher than the

Page 114

target spell.

Arcane

Familiar

Alignment

Normal: Without this feat, you may counter a spell only with

Spellcaster Level

the same spell or with a spell specifically designated as Stirge

Neutral

5th

countering the target spell.

Homunculus3

Any

7th

Imp

Lawful evil

7th

Improved Critical (Combat)

Mephit (any type)

Neutral

7th

Pseudodragon

Neutral good

7th

Attacks made with your chosen weapon are quite deadly.

Quasit

Chaotic evil

7th

Prerequisite: Proficient with weapon, base attack bonus +8.

1 Or other celestial animal from the standard familiar list.

Benefit: When using the weapon you selected, your threat 2 Or other fiendish animal from the standard familiar list.

range is doubled.

3 The master must first create the homunculus.

Special: You can gain Improved Critical multiple times. The

effects do not stack. Each time you take the feat, it applies to Improved familiars otherwise use the rules for regular

a new type of weapon.

familiars , with two exceptions: if the creature's type is

This effect doesn't stack with any other effect that expands something other than animal, its type does not change; and

the threat range of a weapon.

improved familiars do not gain the ability to speak with other

creatures of their kind (although many of them already have

the ability to communicate).

Improved Disarm (Combat)

You are skilled at knocking weapons from a foe's grasp.

Improved Feint (Combat)

Prerequisite: Int 13, Combat Expertise.

You are skilled at fooling your opponents in combat.

Benefit: You do not provoke an attack of opportunity when Prerequisites: Int 13, Combat Expertise.

performing a disarm combat maneuver. In addition, you

receive a +2 bonus on checks made to disarm a foe. You also Benefit: You can make a Bluff check to feint in combat as a

receive a +2 bonus to your Combat Maneuver Defense move action.

whenever an opponent tries to disarm you.

Normal: Feinting in combat is a standard action.

Normal: You provoke an attack of opportunity when

performing a disarm combat maneuver.

Improved Grapple (Combat)

Improved Familiar

You are skilled at grappling opponents.

Prerequisite: Dex 13, Improved Unarmed Strike.

This feat allows you to acquire a powerful familiar, but only

when you could normally acquire a new familiar.

Benefit: You do not provoke an attack of opportunity when

performing a grapple combat maneuver. In addition, you

Prerequisites: Ability to acquire a new familiar, compatible receive a +2 bonus on checks made to grapple a foe. You also

alignment, sufficiently high level (see below).

receive a +2 bonus to your Combat Maneuver Defense

Benefit: When choosing a familiar, the creatures listed below whenever an opponent tries to grapple you.

are also available to you. You may choose a familiar with an Normal: You provoke an attack of opportunity when

alignment up to one step away on each alignment axis performing a grapple combat maneuver.

(lawful through chaotic, good through evil).

Arcane

Familiar

Alignment

Spellcaster Level Improved Great Fortitude

Celestial hawk1

Neutral good

3rd

You can draw upon an inner reserve to resist diseases,

Dire rat

Neutral

3rd

poisons, and other grievous harm.

Fiendish viper2

Neutral evil

3rd

Prerequisites: Great Fortitude.

Elemental, Small (any

Neutral

5th

Benefit: Once per day, you may reroll a Fortitude save. You

type)

must decide to use this ability before the results are revealed.

You must take the second roll, even if it is worse.

Page 115

Improved Initiative (Combat)

Improved Shield Bash (Combat)

Your quick reflexes allow you to react rapidly to danger.

You can protect yourself with your shield, even if you use it

to attack.

Benefit: You get a +4 bonus on initiative checks.

Prerequisite: Shield Proficiency.

Improved Iron Will

Benefit: When you perform a shield bash, you may still

apply the shield's shield bonus to your AC.

Your clarity of thought allows you to resist mental attacks.

Normal: Without this feat, a character that performs a shield

Prerequisites: Iron Will.

bash loses the shield's shield bonus to AC until his next turn

(see Equipment).

Benefit: Once per day, you may reroll a Will save. You must

decide to use this ability before the results are revealed. You

must take the second roll, even if it is worse.

Improved Sunder (Combat)

You are skilled at damaging your foes' weapons and armor.

Improved Lightning Reflexes

Prerequisite: Str 13, Power Attack, base attack bonus +1.

You have a knack for avoiding danger all around you.

Benefit: You do not provoke an attack of opportunity when

Prerequisites: Lightning Reflexes.

performing a sunder combat maneuver. In addition, you

receive a +2 bonus on checks made to sunder an item. You

Benefit: Once per day, you may reroll a Reflex save. You also receive a +2 bonus to your Combat Maneuver Defense

must decide to use this ability before the results are revealed. whenever an opponent tries to sunder your gear.

You must take the second roll, even if it is worse.

Normal: You provoke an attack of opportunity when

performing a sunder combat maneuver.

Improved Overrun (Combat)

You are skilled at running down your foes.

Improved Trip (Combat)

Prerequisite: Str 13, Power Attack, base attack bonus +1.

You are skilled at sending your opponents to the ground.

Benefit: You do not provoke an attack of opportunity when Prerequisite: Int 13, Combat Expertise.

performing an overrun combat maneuver. In addition, you

receive a +2 bonus on checks made to overrrun a foe. You Benefit: You do not provoke an attack of opportunity when

also receive a +2 bonus to your Combat Maneuver Defense performing a trip combat maneuver. In addition, you receive

whenever an opponent tries to overrun you. Targets of your a +2 bonus on checks made to trip a foe. You also receive a

overrun attempt may not chose to avoid you.

+2 bonus to your Combat Maneuver Defense whenever an

opponent tries to trip you.

Normal: You provoke an attack of opportunity when

performing an overrun combat maneuver.

Normal: You provoke an attack of opportunity when

performing a trip combat maneuver.

Improved Precise Shot (Combat)

Improved Two-Weapon Fighting

Your ranged attacks ignore anything but total concealment

and cover.

(Combat)

Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base You are skilled at fighting with two weapons.

attack bonus +11.

Prerequisites: Dex 17, Two-Weapon Fighting, base attack

Benefit: Your ranged attacks ignore the AC bonus granted to bonus +6.

targets by anything less than total cover, and the miss chance Benefit: In addition to the standard single extra attack you

granted to targets by anything less than total concealment. get with an off-hand weapon, you get a second attack with it,

Total cover and total concealment provide their normal albeit at a –5 penalty.

benefits against your ranged attacks.

Normal: Without this feat, you can only get a single extra

Normal: See the normal rules on the effects of cover and attack with an off-hand weapon.

concealment in Combat.

Page 116

Improved Unarmed Strike

Iron Will

(Combat)

You are more resistant to mental effects.

You are skilled at fighting while unarmed.

Benefit: You get a +2 bonus on all Will saving throws.

Benefit: You are considered to be armed even when unarmed

—you do not provoke attacks of opportunity when you attack Leadership

foes while unarmed. Your unarmed strikes can deal lethal or

nonlethal damage, at your choice.

You attract followers to your cause and a companion to join

Normal: Without this feat, you are considered unarmed you on your adventures.

when attacking with an unarmed strike, and you can deal Prerequisite: Character level 7th.

only nonlethal damage with such an attack.

Benefits: This feat enables you to attract a loyal cohort and a

number of devoted subordinates who assist you. A cohort is

Improved Vital Strike (Combat)

generally an NPC with class levels, while followers are

typically lower level NPCs. See Table: Leadership for what

You can make a single attack that deals a large amount of level of cohort and how many followers you can recruit.

damage.

Leadership Modifiers: Several factors can affect your

Prerequisites: Vital Strike, base attack bonus +11.

Leadership score, causing it to vary from the base score

Benefit: When you use the attack action, you can make one (character level + Cha modifier). Your reputation (from the

attack at your highest base attack bonus that deals additional point of view of the cohort or follower you are trying to

damage. Roll the damage dice for the attack three times and attract) raises or lowers your Leadership score:

add the results together, but do not multiply damage bonuses Leader's Reputation

Modifier

from Strength, weapon abilities (such as flaming), or Great renown

+2

precision-based damage (such as sneak attack). This bonus

damage is not multiplied on a critical hit (although other Fairness and generosity

+1

damage bonuses are multiplied normally).

Special power

+1

Failure

–1

Improvised Weapon Mastery

Aloofness

–1

(Combat)

Cruelty

–2

You can turn nearly any object into a deadly weapon, from a Other modifiers may apply when you try to attract a cohort,

razor-sharp chair leg to a sack of flour.

as listed below.

Prerequisites: Catch Off-Guard or Throw Anything, base The Leader...

Modifier

attack bonus +8.

Has a familiar, special mount, or animal

–2

Benefit: You do not suffer any penalties for using an companion

improvised weapon. Increase the amount of damage dealt by Recruits a cohort of a different alignment

–1

the improvised weapon by one step (for example, 1d4 Caused the death of a cohort

–2*

becomes 1d6) to a maximum of 1d8 (2d6 if the improvised

weapon is two-handed). The improvised weapon has a * Cumulative per cohort killed.

critical threat range of 19–20, with a critical multiplier of ×2.

Followers have different priorities from cohorts. When you

Intimidating Prowess (Combat)

try to attract a follower, use the following modifiers.

The Leader...

Modifier

Your physical might is intimidating to others.

Has a stronghold, base of operations, guildhouse,

+2

Benefit: Add your Strength modifier to Intimidate skill etc.

checks in addition to your Charisma modifier.

Moves around a lot

–1

Caused the death of other followers

–1

Leadership Score: Your base Leadership score equals your

Page 117

level plus your Charisma modifier. In order to take into cohort's total.

account negative Charisma modifiers, this table allows for If a cohort gains enough XP to bring it to a level one lower

very low Leadership scores, but you must still be 7th level or

higher in order to gain the Leadership feat. Outside factors than your level, the cohort does not gain the new level—its

new XP total is 1 less than the amount needed to attain the

can affect your Leadership score, as detailed above.

next level.

Cohort Level: You can attract a cohort of up to this level. Number of Followers by Level: You can lead up to the

Regardless of your Leadership score, you can only recruit a

cohort who is two or more levels lower than yourself. The indicated number of characters of each level. Followers are

similar to cohorts, except they're generally low-level NPCs.

cohort should be equipped with gear appropriate for its level

(see Creating NPCs). A cohort can be of any race or class. Because they're usually 5 or more levels behind you, they're

rarely effective in combat.

The cohort's alignment may not be opposed to your

alignment on either the law/chaos or good/evil axis, and you Followers don't earn experience and thus don't gain levels.

take a –1 penalty to your Leadership score if you recruit a When you gain a new level, consult Table: Leadership to

cohort of an alignment different from your own.

determine if you acquire more followers, some of whom may

be higher level than the existing followers. Don't consult the

Table 5-2: Leadership

table to see if your cohort gains levels, however, because

Leadership Cohort

Number of Followers by Level

cohorts earn experience on their own.

Score

Level

1st 2nd 3rd 4th 5th 6th

1 or lower

—

—

—

—

—

—

—

Lightning Reflexes

2

1st

—

—

—

—

—

—

You have faster reflexes than normal.

3

2nd

—

—

—

—

—

—

4

3rd

—

—

—

—

—

—

Benefit: You get a +2 bonus on all Reflex saving throws.

5

3rd

—

—

—

—

—

—

6

4th

—

—

—

—

—

—

Lightning Stance (Combat)

7

5th

—

—

—

—

—

—

The speed at which you move makes it nearly impossible for

8

5th

—

—

—

—

—

—

opponents to strike you.

9

6th

—

—

—

—

—

—

Prerequisites: Dex 17, Dodge, Wind Stance, base attack

10

7th

5

—

—

—

—

—

bonus +11.

11

7th

6

—

—

—

—

—

Benefit: If you take two actions to move or a withdraw

12

8th

8

—

—

—

—

—

action in a turn, you gain 50% concealment for 1 round.

13

9th

10

1

—

—

—

—

14

10th

15

1

—

—

—

—

15

10th

20

2

1

—

—

—

Lunge (Combat)

16

11th

25

2

1

—

—

—

You can strike foes that would normally be out of reach.

17

12th

30

3

1

1

—

—

Prerequisites: Base attack bonus +6.

18

12th

35

3

1

1

—

—

Benefit: You can increase the reach of your melee attacks by

19

13th

40

4

2

1

1

—

5 feet until the end of your turn by taking a –2 penalty to

20

14th

50

5

3

2

1

—

your AC until your next turn. You must decide to use this

21

15th

60

6

3

2

1

1

ability before any attacks are made.

22

15th

75

7

4

2

2

1

23

16th

90

9

5

3

2

1

Magical Aptitude

24

17th

110

11

6

3

2

1

25 or higher

17th

135

13

7

4

2

2

You are skilled at spellcasting and using magic items.

Benefit: You get a +2 bonus on all Spellcraft checks and Use

A cohort does not count as a party member when Magic Device checks. If you have 10 or more ranks in one of

determining the party's XP. Instead, divide the cohort's level these skills, the bonus increases to +4 for that skill.

by your level. Multiply this result by the total XP awarded to

you, then add that number of experience points to the

Page 118

Manyshot (Combat)

Maximize Spell (Metamagic)

You can fire multiple arrows at a single target.

Your spells have the maximum possible effect.

Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base Benefit: All variable, numeric effects of a spell modified by attack bonus +6.

this feat are maximized. Saving throws and opposed rolls are

not affected, nor are spells without random variables. A

Benefit: When making a full-attack action with a bow, your maximized spell uses up a spell slot three levels higher than

first attack fires two arrows. If the attack hits, both arrows the spell's actual level.

hit. Apply precision-based damage (such as sneak attack) and

critical hit damage only once for this attack. Damage An empowered, maximized spell gains the separate benefits

bonuses from using a composite bow with a high Strength of each feat: the maximum result plus half the normally

bonus apply to each arrow, as do other damage bonuses, such rolled result.

as a ranger's favored enemy bonus. Damage reduction and

resistances apply separately to each arrow.

Medusa's Wrath (Combat)

Martial Weapon Proficiency

You can take advantage of your opponent's confusion,

delivering multiple blows.

Choose a type of martial weapon. You understand how to use Prerequisites: Improved Unarmed Strike, Gorgon's Fist,

that type of martial weapon in combat.

Scorpion Style, base attack bonus +11.

Benefit: You make attack rolls with the selected weapon Benefit: Whenever you use the full-attack action and make at

normally (without the non-proficient penalty).

least one unarmed strike, you can make two additional

Normal: When using a weapon with which you are not unarmed strikes at your highest base attack bonus. These

proficient, you take a –4 penalty on attack rolls.

bonus attacks must be made against a dazed, flat-footed,

paralyzed, staggered, stunned, or unconscious foe.

Special: Barbarians, fighters, paladins, and rangers are

proficient with all martial weapons. They need not select this

feat.

Mobility (Combat)

You can gain Martial Weapon Proficiency multiple times.

Each time you take the feat, it applies to a new type of You can easily move through a dangerous melee.

weapon.

Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against

Master Craftsman

attacks of opportunity caused when you move out of or

within a threatened area. A condition that makes you lose

Your superior crafting skills allow you to create simple your Dexterity bonus to Armor Class (if any) also makes you

magic items.

lose dodge bonuses.

Prerequisites: 5 ranks in any Craft or Profession skill.

Dodge bonuses stack with each other, unlike most types of

bonuses.

Benefit: Choose one Craft or Profession skill in which you

possess at least 5 ranks. You receive a +2 bonus on your

chosen Craft or Profession skill. Ranks in your chosen skill Mounted Archery (Combat)

count as your caster level for the purposes of qualifying for

the Craft Magic Arms and Armor and Craft Wondrous Item You are skilled at making ranged attacks while mounted.

feats. You can create magic items using these feats,

substituting your ranks in the chosen skill for your total Prerequisites: Ride 1 rank, Mounted Combat.

caster level. You must use the chosen skill for the check to Benefit: The penalty you take when using a ranged weapon

create the item. The DC to create the item still increases for while mounted is halved: –2 instead of –4 if your mount is

any necessary spell requirements (see the magic item taking a double move, and –4 instead of –8 if your mount is

creation rules in Magic Items). You cannot use this feat to running.

create any spell-trigger or spell-activation item.

Normal: Only spellcasters can qualify for the Craft Magic

Arms and Armor and Craft Wondrous Item feats.

Mounted Combat (Combat)

You are adept at guiding your mount through combat.

Page 119

Prerequisite: Ride 1 rank.

Pinpoint Targeting (Combat)

Benefit: Once per round when your mount is hit in combat,

you may attempt a Ride check (as an immediate action) to You can target the weak points in your opponent's armor.

negate the hit. The hit is negated if your Ride check result is Prerequisites: Dex 19, Improved Precise Shot, Point-Blank

greater than the opponent's attack roll.

Shot, Precise Shot, base attack bonus +16.

Benefit: As a standard action, make a single ranged attack.

Natural Spell

The target does not gain any armor, natural armor, or shield

bonuses to its Armor Class. You do not gain the benefit of

You can cast spells even while in a form that cannot normally this feat if you move this round.

cast spells.

Prerequisites: Wis 13, wild shape class feature.

Point-Blank Shot (Combat)

Benefit: You can complete the verbal and somatic

components of spells while using wild shape. You substitute You are especially accurate when making ranged attacks

various noises and gestures for the normal verbal and against close targets.

somatic components of a spell.

Benefit: You get a +1 bonus on attack and damage rolls with

You can also use any material components or focuses you ranged weapons at ranges of up to 30 feet.

possess, even if such items are melded within your current

form. This feat does not permit the use of magic items while Power Attack (Combat)

you are in a form that could not ordinarily use them, and you

do not gain the ability to speak while using wild shape.

You can make exceptionally deadly melee attacks by

sacrificing accuracy for strength.

Nimble Moves

Prerequisites: Str 13, base attack bonus +1.

You can move across a single obstacle with ease.

Benefit: You can choose to take a –1 penalty on all melee

attack rolls and combat maneuver checks to gain a +2 bonus

Prerequisites: Dex 13.

on all melee damage rolls. This bonus to damage is increased

Benefit: Whenever you move, you may move through 5 feet by half (+50%) if you are making an attack with a two-

of difficult terrain each round as if it were normal terrain. handed weapon, a one handed weapon using two hands, or a

This feat allows you to take a 5-foot step into difficult primary natural weapon that adds 1-1/2 times your Strength

terrain.

modifier on damage rolls. This bonus to damage is halved (–

50%) if you are making an attack with an off-hand weapon

or secondary natural weapon. When your base attack bonus

Penetrating Strike (Combat)

reaches +4, and every 4 points thereafter, the penalty

increases by –1 and the bonus to damage increases by +2.

Your attacks are capable of penetrating the defenses of some You must choose to use this feat before making an attack

creatures. Choose one type of weapon that you have already roll, and its effects last until your next turn. The bonus

selected for Weapon Focus.

damage does not apply to touch attacks or effects that do not

deal hit point damage.

Prerequisites: Weapon Focus, base attack bonus +1, 12th-

level fighter, proficiency with weapon.

Benefit: Your attacks with the selected weapon ignore up to Precise Shot (Combat)

5 points of damage reduction. This feat does not apply to

damage reduction without a type (such as DR 10/—).

You are adept at firing ranged attacks into melee.

Prerequisite: Point-Blank Shot.

Persuasive

Benefit: You can shoot or throw ranged weapons at an

opponent engaged in melee without taking the standard –4

You are skilled at swaying attitudes and intimidating others penalty on your attack roll.

into your way of thinking.

Benefit: You get a +2 bonus on Diplomacy and Intimidate Quick Draw (Combat)

skill checks. If you have 10 or more ranks in one of these

skills, the bonus increases to +4 for that skill.

You can draw weapons faster than most.

Page 120

Prerequisite: Base attack bonus +1.

Rapid Shot (Combat)

Benefit: You can draw a weapon as a free action instead of as

a move action. You can draw a hidden weapon (see the You can make an additional ranged attack.

Sleight of Hand skill) as a move action.

Prerequisites: Dex 13, Point-Blank Shot.

A character who has selected this feat may throw weapons at Benefit: When making a full-attack action with a ranged

his full normal rate of attacks (much like a character with a weapon, you can fire one additional time this round. All of

bow).

your attack rolls take a –2 penalty when using Rapid Shot.

Alchemical items, potions, scrolls, and wands cannot be

drawn quickly using this feat.

Ride-By Attack (Combat)

Normal: Without this feat, you may draw a weapon as a

move action, or (if your base attack bonus is +1 or higher) as While mounted and charging, you can move, strike at a foe,

a free action as part of movement. Without this feat, you can and then continue moving.

draw a hidden weapon as a standard action.

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you are mounted and use the charge action,

Quicken Spell (Metamagic)

you may move and attack as if with a standard charge and

then move again (continuing the straight line of the charge).

You can cast spells in a fraction of the normal time.

Your total movement for the round can't exceed double your

Benefit: Casting a quickened spell is a swift action. You can mounted speed. You and your mount do not provoke an

perform another action, even casting another spell, in the attack of opportunity from the opponent that you attack.

same round as you cast a quickened spell. A spell whose

casting time is more than 1 full-round action cannot be Run

quickened.

A quickened spell uses up a spell slot four levels higher than You are swift of foot.

the spell's actual level. Casting a quickened spell doesn't Benefit: When running, you move five times your normal

provoke an attack of opportunity.

speed (if wearing medium, light, or no armor and carrying no

Special: You can apply the effects of this feat to a spell cast more than a medium load) or four times your speed (if

spontaneously, so long as it has a casting time that is not wearing heavy armor or carrying a heavy load). If you make

more than 1 full-round action, without increasing the spell's a jump after a running start (see the Acrobatics skill

casting time.

description), you gain a +4 bonus on your Acrobatics check.

While running, you retain your Dexterity bonus to your

Armor Class.

Rapid Reload (Combat)

Normal: You move four times your speed while running (if

Choose a type of crossbow (hand, light, or heavy). You can wearing medium, light, or no armor and carrying no more

reload such weapons quickly.

than a medium load) or three times your speed (if wearing

heavy armor or carrying a heavy load), and you lose your

Prerequisite: Weapon Proficiency (crossbow type chosen).

Dexterity bonus to AC.

Benefit: The time required for you to reload your chosen

type of crossbow is reduced to a free action (for a hand or Scorpion Style (Combat)

light crossbow) or a move action (for a heavy crossbow).

Reloading a crossbow still provokes an attack of opportunity. You can perform an unarmed strike that greatly hampers your

If you have selected this feat for hand crossbow or light target's movement.

crossbow, you may fire that weapon as many times in a full- Prerequisite: Improved Unarmed Strike.

attack action as you could attack if you were using a bow.

Benefit: To use this feat, you must make a single unarmed

Normal: A character without this feat needs a move action to attack as a standard action. If this unarmed attack hits, you

reload a hand or light crossbow, or a full-round action to deal damage normally, and the target's base land speed is

reload a heavy crossbow.

reduced to 5 feet for a number of rounds equal to your

Special: You can gain Rapid Reload multiple times. Each Wisdom modifier unless it makes a Fortitude saving throw

time you take the feat, it applies to a new type of crossbow.

(DC 10 + 1/2 your character level + your Wis modifier).

Page 121

Scribe Scroll (Item Creation)

Shield Master (Combat)

You can create magic scrolls.

Your mastery of the shield allows you to fight with it without

hindrance.

Prerequisite: Caster level 1st.

Prerequisites: Improved Shield Bash, Shield Proficiency,

Benefit: You can create a scroll of any spell that you know. Shield Slam, Two-Weapon Fighting, base attack bonus +11.

Scribing a scroll takes 2 hours if its base price is 250 gp or

less, otherwise scribing a scroll takes 1 day for each 1,000 gp Benefit: You do not suffer any penalties on attack rolls made

in its base price. To scribe a scroll, you must use up raw with a shield while you are wielding another weapon. Add

materials costing half of this base price. See the magic item your shield's shield bonus to attacks and damage rolls made

creation rules in Magic Items for more information.

with the shield as if it was an enhancement bonus.

Selective Channeling

Shield Proficiency

You can choose whom to affect when you channel energy.

You are trained in how to properly use a shield.

Prerequisite: Cha 13, channel energy class feature.

Benefit: When you use a shield (except a tower shield), the

shield's armor check penalty only applies to Strength- and

Benefit: When you channel energy, you can choose a number Dexterity-based skills.

of targets in the area up to your Charisma modifier. These

targets are not affected by your channeled energy.

Normal: When you are using a shield with which you are not

proficient, you take the shield's armor check penalty on

Normal: All targets in a 30-foot burst are affected when you attack rolls and on all skill checks that involve moving.

channel energy. You can only choose whether or not you are

affected.

Special: Barbarians, bards, clerics, druids, fighters, paladins,

and rangers all automatically have Shield Proficiency as a

bonus feat. They need not select it.

Self-Sufficient

You know how to get along in the wild and how to Shield Slam (Combat)

effectively treat wounds.

In the right position, your shield can be used to send

Benefit: You get a +2 bonus on all Heal checks and Survival opponents flying.

checks. If you have 10 or more ranks in one of these skills,

the bonus increases to +4 for that skill.

Prerequisites: Improved Shield Bash, Shield Proficiency,

Two-Weapon Fighting, base attack bonus +6.

Shatter Defenses (Combat)

Benefit: Any opponents hit by your shield bash are also hit

with a free bull rush attack, substituting your attack roll for

Your skill with your chosen weapon leaves opponents unable the combat maneuver check (see Combat). This bull rush

to defend themselves if you strike them when their defenses does not provoke an attack of opportunity. Opponents who

are already compromised.

cannot move back due to a wall or other surface are knocked

prone after moving the maximum possible distance. You may

Prerequisites: Weapon Focus, Dazzling Display, base attack choose to move with your target if you are able to take a 5-

bonus +6, proficiency with weapon.

foot step or to spend an action to move this turn.

Benefit: Any shaken, frightened, or panicked opponent hit by

you this round is flat-footed to your attacks until the end of

your next turn. This includes any additional attacks you make Shot on the Run (Combat)

this round.

You can move, fire a ranged weapon, and move again before

your foes can react.

Shield Focus (Combat)

Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot,

base attack bonus +4.

You are skilled at deflecting blows with your shield.

Benefit: As a full-round action, you can move up to your

Prerequisites: Shield Proficiency, base attack bonus +1.

speed and make a single ranged attack at any point during

Benefit: Increase the AC bonus granted by any shield you your movement.

are using by 1.

Page 122

Normal: You cannot move before and after an attack with a catch it in mid-flight.

ranged weapon.

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed

Strike.

Sickening Critical (Combat,

Benefit: When using the Deflect Arrows feat you may

Critical)

choose to catch the weapon instead of just deflecting it.

Thrown weapons can immediately be thrown back as an

Your critical hits cause opponents to become sickened.

attack against the original attacker (even though it isn't your

turn) or kept for later use.

Prerequisites: Critical Focus, base attack bonus +11.

You must have at least one hand free (holding nothing) to use

Benefit: Whenever you score a critical hit, your opponent this feat.

becomes sickened for 1 minute. The effects of this feat do

not stack. Additional hits instead add to the effect's duration.

Special: You can only apply the effects of one critical feat to Spell Focus

a given critical hit unless you possess Critical Mastery.

Choose a school of magic. Any spells you cast of that school

are more difficult to resist.

Silent Spell (Metamagic)

Benefit: Add +1 to the Difficulty Class for all saving throws

against spells from the school of magic you select.

You can cast your spells without making any sound.

Special: You can gain this feat multiple times. Its effects do

Benefit: A silent spell can be cast with no verbal not stack. Each time you take the feat, it applies to a new

components. Spells without verbal components are not school of magic.

affected. A silent spell uses up a spell slot one level higher

than the spell's actual level.

Special: Bard spells cannot be enhanced by this feat.

Spell Mastery

You have mastered a small handful of spells, and can prepare

Simple Weapon Proficiency

these spells without referencing your spellbooks at all.

Prerequisite: 1st-level wizard

You are trained in the use of basic weapons.

Benefit: Each time you take this feat, choose a number of

Benefit: You make attack rolls with simple weapons without spells that you already know equal to your Intelligence

penalty.

modifier. From that point on, you can prepare these spells

Normal: When using a weapon with which you are not without referring to a spellbook.

proficient, you take a –4 penalty on attack rolls.

Normal: Without this feat, you must use a spellbook to

Special: All characters except for druids, monks, and wizards prepare all your spells, except read magic.

are automatically proficient with all simple weapons. They

need not select this feat.

Spell Penetration

Skill Focus

Your spells break through spell resistance more easily than

most.

Choose a skill. You are particularly adept at that skill.

Benefit: You get a +2 bonus on caster level checks (1d20 +

Benefit: You get a +3 bonus on all checks involving the caster level) made to overcome a creature's spell resistance.

chosen skill. If you have 10 or more ranks in that skill, this

bonus increases to +6.

Spellbreaker (Combat)

Special: You can gain this feat multiple times. Its effects do

not stack. Each time you take the feat, it applies to a new You can strike at enemy spellcasters who fail to cast

skill.

defensively when you threaten them.

Prerequisites: Disruptive, 10th-level fighter.

Snatch Arrows (Combat)

Benefit: Enemies in your threatened area that fail their

checks to cast spells defensively provoke attacks of

Instead of knocking an arrow or ranged attack aside, you can

Page 123

opportunity from you.

Benefit: When a foe provokes an attack of opportunity due to

moving through your adjacent squares, you can make a

Normal: Enemies that fail to cast spells defensively do not combat maneuver check as your attack of opportunity. If

provoke attacks of opportunity.

successful, the enemy cannot move for the rest of his turn.

An enemy can still take the rest of his action, but cannot

Spirited Charge (Combat)

move. This feat also applies to any creature that attempts to

move from a square that is adjacent to you if such movement

Your mounted charge attacks deal a tremendous amount of provokes an attack of opportunity.

damage.

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Stealthy

Attack.

You are good at avoiding unwanted attention and slipping out

Benefit: When mounted and using the charge action, you of bonds.

deal double damage with a melee weapon (or triple damage

with a lance).

Benefit: You get a +2 bonus on all Escape Artist and Stealth

skill checks. If you have 10 or more ranks in one of these

skills, the bonus increases to +4 for that skill.

Spring Attack (Combat)

You can deftly move up to a foe, strike, and withdraw before Step Up (Combat)

he can react.

You can close the distance when a foe tries to move away.

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus

+4.

Prerequisite: Base attack bonus +1.

Benefit: You can move up to your speed and make a single Benefit: Whenever an adjacent foe attempts to take a 5-foot

melee attack without provoking any attacks of opportunity step away from you, you may also make a 5-foot step as an

from the target of your attack. You can move both before and immediate action so long as you end up adjacent to the foe

after the attack, but you must move at least 10 feet before the that triggered this ability. If you take this step, you cannot

attack and the total distance that you move cannot be greater take a 5-foot step during your next turn. If you take an action

than your speed. You cannot use this ability to attack a foe to move during your next turn, subtract 5 feet from your total

that is adjacent to you at the start of your turn.

movement.

Normal: You cannot move before and after an attack.

Still Spell (Metamagic)

Staggering Critical (Combat,

You can cast spells without moving.

Critical)

Benefit: A stilled spell can be cast with no somatic

components. Spells without somatic components are not

Your critical hits cause opponents to slow down.

affected. A stilled spell uses up a spell slot one level higher

Prerequisites: Critical Focus, base attack bonus +13.

than the spell's actual level.

Benefit: Whenever you score a critical hit, your opponent

becomes staggered for 1d4+1 rounds. A successful Fortitude Strike Back (Combat)

save reduces the duration to 1 round. The DC of this

Fortitude save is equal to 10 + your base attack bonus. The You can strike at foes that attack you using their superior

effects of this feat do not stack. Additional hits instead add to reach, by targeting their limbs or weapons as they come at

the duration.

you.

Special: You can only apply the effects of one critical feat to Prerequisite: Base attack bonus +11.

a given critical hit unless you possess Critical Mastery.

Benefit: You can ready an action to make a melee attack

against any foe that attacks you in melee, even if the foe is

Stand Still (Combat)

outside of your reach.

You can stop foes that try to move past you.

Prerequisites: Combat Reflexes.

Page 124

Stunning Critical (Combat,

Tiring Critical (Combat, Critical)

Critical)

Your critical hits cause opponents to become fatigued.

Your critical hits cause opponents to become stunned.

Prerequisites: Critical Focus, base attack bonus +13.

Prerequisites: Critical Focus, Staggering Critical, base Benefit: Whenever you score a critical hit, your opponent

attack bonus +17.

becomes fatigued. This feat has no additional effect on a

fatigued or exhausted creature.

Benefit: Whenever you score a critical hit, your opponent

becomes stunned for 1d4 rounds. A successful Fortitude save Special: You can only apply the effects of one critical feat to

reduces this to staggered for 1d4 rounds. The DC of this a given critical hit unless you possess Critical Mastery.

Fortitude save is equal to 10 + your base attack bonus. The

effects of this feat do not stack. Additional hits instead add to

the duration.

Toughness

Special: You can only apply the effects of one critical feat to You have enhanced physical stamina.

a given critical hit unless you possess Critical Mastery.

Benefit: You gain +3 hit points. For every Hit Die you

possess beyond 3, you gain an additional +1 hit point. If you

Stunning Fist (Combat)

have more than 3 Hit Dice, you gain +1 hit points whenever

you gain a Hit Die (such as when you gain a level).

You know just where to strike to temporarily stun a foe.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Tower Shield Proficiency (Combat) base attack bonus +8.

Benefit: You must declare that you are using this feat before You are trained in how to properly use a tower shield.

you make your attack roll (thus, a failed attack roll ruins the Prerequisite: Shield Proficiency.

attempt). Stunning Fist forces a foe damaged by your

unarmed attack to make a Fortitude saving throw (DC 10 + Benefit: When you use a tower shield, the shield's armor

1/2 your character level + your Wis modifier), in addition to check penalty only applies to Strength and Dexterity-based

dealing damage normally. A defender who fails this saving skills.

throw is stunned for 1 round (until just before your next Normal: A character using a shield with which he is not

turn). A stunned character can't take actions, loses any proficient takes the shield's armor check penalty on attack

Dexterity bonus to AC, and takes a –2 penalty to AC. You rolls and on all skill checks that involve moving, including may attempt a stunning attack once per day for every four Ride.

levels you have attained (but see Special), and no more than

once per round. Constructs, oozes, plants, undead, Special: Fighters automatically have Tower Shield

incorporeal creatures, and creatures immune to critical hits Proficiency as a bonus feat. They need not select it.

cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st Trample (Combat)

level, even if he does not meet the prerequisites. A monk may

attempt a stunning attack a number of times per day equal to While mounted, you can ride down opponents and trample

his monk level, plus one more time per day for every four them under your mount.

levels he has in classes other than monk.

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you attempt to overrun an opponent while

Throw Anything (Combat)

mounted, your target may not choose to avoid you. Your

mount may make one hoof attack against any target you

You are used to throwing things you have on hand.

knock down, gaining the standard +4 bonus on attack rolls

Benefit: You do not suffer any penalties for using an against prone targets.

improvised ranged weapon. You receive a +1 circumstance

bonus on attack rolls made with thrown splash weapons.

Turn Undead

Normal: You take a –4 penalty on attack rolls made with an

improvised weapon.

Calling upon higher powers, you cause undead to flee from

the might of your unleashed divine energy.

Page 125

Prerequisites: Channel positive energy class feature.

You can only deal this additional damage once each round.

Benefit: You can, as a standard action, use one of your uses

of channel positive energy to cause all undead within 30 feet Unseat (Combat)

of you to flee, as if panicked. Undead receive a Will save to

negate the effect. The DC for this Will save is equal to 10 + You are skilled at unseating your mounted opponents.

1/2 your cleric level + your Charisma modifier. Undead that

fail their save flee for 1 minute. Intelligent undead receive a Prerequisites: Str 13, Ride 1 rank, Mounted Combat, Power

new saving throw each round to end the effect. If you use Attack, Improved Bull Rush, base attack bonus +1.

channel energy in this way, it has no other effect (it does not Benefits: When charging an opponent while mounted and

heal or harm nearby creatures).

wielding a lance, resolve the attack as normal. If it hits, you

may immediately make a free bull rush attempt in addition to

Two-Weapon Defense (Combat)

the normal damage. If successful, the target is knocked off

his horse and lands prone in a space adjacent to his mount

that is directly away from you.

You are skilled at defending yourself while dual-wielding.

Prerequisites: Dex 15, Two-Weapon Fighting.

Vital Strike (Combat)

Benefit: When wielding a double weapon or two weapons

(not including natural weapons or unarmed strikes), you gain You make a single attack that deals significantly more

a +1 shield bonus to your AC.

damage than normal.

When you are fighting defensively or using the total defense Prerequisites: Base attack bonus +6.

action, this shield bonus increases to +2.

Benefit: When you use the attack action, you can make one

attack at your highest base attack bonus that deals additional

Two-Weapon Fighting (Combat)

damage. Roll the damage dice for the attack twice and add

the results together, but do not multiply damage bonuses

You can fight with a weapon wielded in each of your hands. from Strength, weapon abilities (such as flaming), or

You can make one extra attack each round with the precision-based damage (such as sneak attack). This bonus

secondary weapon.

damage is not multiplied on a critical hit (although other

damage bonuses are multiplied normally).

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two

weapons are reduced. The penalty for your primary hand Weapon Finesse (Combat)

lessens by 2 and the one for your off hand lessens by 6. See

Two-Weapon Fighting in Combat.

You are trained in using your agility in melee combat, as

opposed to brute strength.

Normal: If you wield a second weapon in your off hand, you

can get one extra attack per round with that weapon. When Benefit: With a light weapon, rapier, whip, or spiked chain

fighting in this way you suffer a –6 penalty with your regular made for a creature of your size category, you may use your

attack or attacks with your primary hand and a –10 penalty to Dexterity modifier instead of your Strength modifier on

the attack with your off hand. If your off-hand weapon is attack rolls. If you carry a shield, its armor check penalty

light, the penalties are reduced by 2 each. An unarmed strike applies to your attack rolls.

is always considered light.

Special: Natural weapons are considered light weapons.

Two-Weapon Rend (Combat)

Weapon Focus (Combat)

Striking with both of your weapons simultaneously, you can Choose one type of weapon. You can also choose unarmed

use them to deliver devastating wounds.

strike or grapple (or ray, if you are a spellcaster) as your

Prerequisites: Dex 17, Double Slice, Improved Two- weapon for the purposes of this feat.

Weapon Fighting, Two-Weapon Fighting, base attack bonus Prerequisites: Proficiency with selected weapon, base attack

+11.

bonus +1.

Benefit: If you hit an opponent with both your primary hand Benefit: You gain a +1 bonus on all attack rolls you make

and your off-hand weapon, you deal an additional 1d10 using the selected weapon.

points of damage plus 1-1/2 times your Strength modifier.

Page 126

Special: You can gain this feat multiple times. Its effects do 20% concealment for 1 round against ranged attacks.

not stack. Each time you take the feat, it applies to a new

type of weapon.

Weapon Specialization (Combat)

You are skilled at dealing damage with one weapon. Choose

one type of weapon (including unarmed strike or grapple) for

which you have already selected the Weapon Focus feat. You

deal extra damage when using this weapon.

Prerequisites: Proficiency with selected weapon, Weapon

Focus with selected weapon, fighter level 4th.

Benefit: You gain a +2 bonus on all damage rolls you make

using the selected weapon.

Special: You can gain this feat multiple times. Its effects do

not stack. Each time you take the feat, it applies to a new

type of weapon.

Whirlwind Attack (Combat)

You can strike out at every foe within reach.

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge,

Mobility, Spring Attack, base attack bonus +4.

Benefit: When you use the full-attack action, you can give

up your regular attacks and instead make one melee attack at

your highest base attack bonus against each opponent within

reach. You must make a separate attack roll against each

opponent.

When you use the Whirlwind Attack feat, you also forfeit

any bonus or extra attacks granted by other feats, spells, or

abilities.

Widen Spell (Metamagic)

You can cast your spells so that they occupy a larger space.

Benefit: You can alter a burst, emanation, line, or spread-

shaped spell to increase its area. Any numeric measurements

of the spell's area increase by 100%. A widened spell uses up

a spell slot three levels higher than the spell's actual level.

Spells that do not have an area of one of these four sorts are

not affected by this feat.

Wind Stance (Combat)

Your erratic movements make it difficult for enemies to

pinpoint your location.

Prerequisites: Dex 15, Dodge, base attack bonus +6.

Benefit: If you move more than 5 feet this turn, you gain

Page 127

6. Equipment

Other Wealth

Merchants commonly exchange trade goods without using

currency. As a means of comparison, some trade goods are

Wealth And Money detailed on Table: Trade Goods.

Each character begins play with a number of gold pieces that

Table 6-3: Trade Goods

he can spend on weapons, armor, and other equipment. As a

character adventures, he accumulates more wealth that can Cost

Item

be spent on better gear and magic items. Table: Starting 1 cp

One pound of wheat

Character Wealth lists the starting gold piece values by class. 2 cp

One pound of flour, or one chicken

In addition, each character begins play with an outfit worth 1 sp

One pound of iron

10 gp or less. For characters above 1st level, see Table:

Character Wealth by Level.

5 sp

One pound of tobacco or copper

1 gp

One pound of cinnamon, or one goat

Table 6-1: Starting Character Wealth

2 gp

One pound of ginger or pepper, or one sheep

Class

Starting Wealth

Average

3 gp

One pig

Barbarian

3d6 × 10 gp

105 gp

4 gp

One square yard of linen

Bard

3d6 × 10 gp

105 gp

5 gp

One pound of salt or silver

Cleric

4d6 × 10 gp

140 gp

10 gp

One square yard of silk, or one cow

Druid

2d6 × 10 gp

70 gp

15 gp

One pound of saffron or cloves, or one ox

Fighter

5d6 x 10 gp

175 gp

50 gp

One pound of gold

Monk

1d6 × 10 gp

35 gp

500 gp One pound of platinum

Paladin

5d6 × 10 gp

175 gp

Selling Treasure

Ranger

5d6 × 10 gp

175 gp

Rogue

4d6 × 10 gp

140 gp

In general, a character can sell something for half its listed

Sorcerer

2d6 × 10 gp

70 gp

price, including weapons, armor, gear, and magic items. This

Wizard

2d6 × 10 gp

70 gp

also includes character-created items.

Trade goods are the exception to the half-price rule. A trade

Coins

good, in this sense, is a valuable good that can be easily

exchanged almost as if it were cash itself.

The most common coin is the gold piece (gp). A gold piece is

worth 10 silver pieces (sp). Each silver piece is worth 10

copper pieces (cp). In addition to copper, silver, and gold

Weapons

coins, there are also platinum pieces (pp), which are each

worth 10 gp.

From the common longsword to the exotic dwarven urgrosh,

weapons come in a wide variety of shapes and sizes.

The standard coin weighs about a third of an ounce (50 to the

pound).

All weapons deal hit point damage. This damage is

subtracted from the current hit points of any creature struck

Table 6-2: Coins

by the weapon. When the result of the die roll to make an

attack is a natural 20 (that is, the die actually shows a 20),

Exchange Value

cp

sp

gp

pp

this is known as a critical threat (although some weapons can

Copper piece (cp)

1

1/10 1/100

1/1,000

score a critical threat on a roll of less than 20). If a critical

threat is scored, another attack roll is made, using the same

Silver piece (sp)

10

1

1/10

1/100

modifiers as the original attack roll. If this second attack roll

Gold piece (gp)

100

10

1

1/10

exceeds the target's AC, the hit becomes a critical hit, dealing

Platinum piece (pp)

1,000 100

10

1

additional damage.

Weapons are grouped into several interlocking sets of

categories. These categories pertain to what training is

needed to become proficient in a weapon's use (simple,

Page 128

martial, or exotic), the weapon's usefulness either in close attack scores a threat only on a natural roll of 20 and deals

combat (melee) or at a distance (ranged, which includes both double damage on a critical hit. Such a weapon has a range

thrown and projectile weapons), its relative encumbrance increment of 10 feet.

(light, one-handed, or two-handed), and its size (Small, Projectile Weapons: Blowguns, light crossbows, slings,

Medium, or Large).

heavy crossbows, shortbows, composite shortbows,

Simple, Martial, and Exotic Weapons: Anybody but a longbows, composite longbows, halfling sling staves, hand

druid, monk, or wizard is proficient with all simple weapons. crossbows, and repeating crossbows are projectile weapons.

Barbarians, fighters, paladins, and rangers are proficient with Most projectile weapons require two hands to use (see

all simple and all martial weapons. Characters of other specific weapon descriptions). A character gets no Strength

classes are proficient with an assortment of simple weapons bonus on damage rolls with a projectile weapon unless it's a

and possibly some martial or even exotic weapons. All specially built composite shortbow or longbow, or a sling. If

characters are proficient with unarmed strikes and any the character has a penalty for low Strength, apply it to

natural weapons possessed by their race. A character who damage rolls when he uses a bow or a sling.

uses a weapon with which he is not proficient takes a –4 Ammunition: Projectile weapons use ammunition: arrows

penalty on attack rolls.

(for bows), bolts (for crossbows), darts (for blowguns), or

Melee and Ranged Weapons: Melee weapons are used for sling bullets (for slings and halfling sling staves). When

making melee attacks, though some of them can be thrown as using a bow, a character can draw ammunition as a free

well. Ranged weapons are thrown weapons or projectile action; crossbows and slings require an action for reloading

weapons that are not effective in melee.

(as noted in their descriptions). Generally speaking,

ammunition that hits its target is destroyed or rendered

Reach Weapons: Glaives, guisarmes, lances, longspears, useless, while ammunition that misses has a 50% chance of

ranseurs, and whips are reach weapons. A reach weapon is a being destroyed or lost.

melee weapon that allows its wielder to strike at targets that

aren't adjacent to him. Most reach weapons double the Although they are thrown weapons, shuriken are treated as

wielder's natural reach, meaning that a typical Small or ammunition for the purposes of drawing them, crafting

Medium wielder of such a weapon can attack a creature 10 masterwork or otherwise special versions of them, and what

feet away, but not a creature in an adjacent square. A typical happens to them after they are thrown.

Large character wielding a reach weapon of the appropriate

size can attack a creature 15 or 20 feet away, but not adjacent Light, One-Handed, and Two-Handed Melee Weapons:

This designation is a measure of how much effort it takes to

creatures or creatures up to 10 feet away.

wield a weapon in combat. It indicates whether a melee

Double Weapons: Dire flails, dwarven urgroshes, gnome weapon, when wielded by a character of the weapon's size

hooked hammers, orc double axes, quarterstaves, and two- category, is considered a light weapon, a one-handed

bladed swords are double weapons. A character can fight weapon, or a two-handed weapon.

with both ends of a double weapon as if fighting with two

weapons, but he incurs all the normal attack penalties Light: A light weapon is used in one hand. It is easier to use

in one's off hand than a one-handed weapon is, and can be

associated with two-weapon combat, just as though the

character were wielding a one-handed weapon and a light used while grappling (see Combat). Add the wielder's

Strength modifier to damage rolls for melee attacks with a

weapon.

light weapon if it's used in the primary hand, or half the

The character can also choose to use a double weapon two- wielder's Strength bonus if it's used in the off hand. Using

handed, attacking with only one end of it. A creature two hands to wield a light weapon gives no advantage on

wielding a double weapon in one hand can't use it as a damage; the Strength bonus applies as though the weapon

double weapon—only one end of the weapon can be used in were held in the wielder's primary hand only.

any given round.

An unarmed strike is always considered a light weapon.

Thrown Weapons: Daggers, clubs, shortspears, spears, darts,

javelins, throwing axes, light hammers, tridents, shuriken, One-Handed: A one-handed weapon can be used in either the

primary hand or the off hand. Add the wielder's Strength

and nets are thrown weapons. The wielder applies his

Strength modifier to damage dealt by thrown weapons bonus to damage rolls for melee attacks with a one-handed

weapon if it's used in the primary hand, or 1/2 his Strength

(except for splash weapons). It is possible to throw a weapon

that isn't designed to be thrown (that is, a melee weapon that bonus if it's used in the off hand. If a one-handed weapon is

wielded with two hands during melee combat, add 1-1/2

doesn't have a numeric entry in the Range column on Table:

Weapons), and a character who does so takes a –4 penalty on times the character's Strength bonus to damage rolls.

the attack roll. Throwing a light or one-handed weapon is a Two-Handed: Two hands are required to use a two-handed

standard action, while throwing a two-handed weapon is a melee weapon effectively. Apply 1-1/2 times the character's

full-round action. Regardless of the type of weapon, such an Strength bonus to damage rolls for melee attacks with such a

Page 129

weapon.

Weapon Size: Every weapon has a size category. This Dmg: These columns give the damage dealt by the weapon

designation indicates the size of the creature for which the on a successful hit. The column labeled “Dmg (S)” is for

weapon was designed.

Small weapons. The column labeled “Dmg (M)” is for

A weapon's size category isn't the same as its size as an Medium weapons. If two damage ranges are given, then the

object. Instead, a weapon's size category is keyed to the size weapon is a double weapon. Use the second damage figure

of the intended wielder. In general, a light weapon is an given for the double weapon's extra attack. Table: Tiny and

object two size categories smaller than the wielder, a one- Large Weapon Damage gives weapon damage values for

handed weapon is an object one size category smaller than Tiny and Large weapons.

the wielder, and a two-handed weapon is an object of the

same size category as the wielder.

Table 6-4: Tiny and Large Weapon Damage

Inappropriately Sized Weapons: A creature can't make Medium Weapon

Tiny Weapon

Large Weapon

optimum use of a weapon that isn't properly sized for it. A

Damage

Damage

Damage

cumulative –2 penalty applies on attack rolls for each size

1d2

—

1d3

category of difference between the size of its intended

1d3

1

1d4

wielder and the size of its actual wielder. If the creature isn't

proficient with the weapon, a –4 nonproficiency penalty also

1d4

1d2

1d6

applies.

1d6

1d3

1d8

The measure of how much effort it takes to use a weapon

1d8

1d4

2d6

(whether the weapon is designated as a light, one-handed, or

1d10

1d6

2d8

two-handed weapon for a particular wielder) is altered by

1d12

1d8

3d6

one step for each size category of difference between the

2d4

1d4

2d6

wielder's size and the size of the creature for which the

weapon was designed. For example, a Small creature would

2d6

1d8

3d6

wield a Medium one-handed weapon as a two-handed

2d8

1d10

3d8

weapon. If a weapon's designation would be changed to

2d10

2d6

4d8

something other than light, one-handed, or two-handed by

this alteration, the creature can't wield the weapon at all.

Critical: The entry in this column notes how the weapon is

Improvised Weapons: Sometimes objects not crafted to be used with the rules for critical hits. When your character

weapons nonetheless see use in combat. Because such scores a critical hit, roll the damage two, three, or four times,

objects are not designed for this use, any creature that uses as indicated by its critical multiplier (using all applicable

an improvised weapon in combat is considered to be modifiers on each roll), and add all the results together.

nonproficient with it and takes a –4 penalty on attack rolls

made with that object. To determine the size category and Extra damage over and above a weapon's normal damage is

appropriate damage for an improvised weapon, compare its not multiplied when you score a critical hit.

relative size and damage potential to the weapon list to find a × 2: The weapon deals double damage on a critical hit.

reasonable match. An improvised weapon scores a threat on

a natural roll of 20 and deals double damage on a critical hit. × 3: The weapon deals triple damage on a critical hit.

An improvised thrown weapon has a range increment of 10 × 3/× 4: One head of this double weapon deals triple damage

feet.

on a critical hit. The other head deals quadruple damage on a

critical hit.

Weapon Qualities

× 4: The weapon deals quadruple damage on a critical hit.

Here is the format for weapon entries (given as column 19–20/× 2: The weapon scores a threat on a natural roll of 19

headings on Table: Weapons).

or 20 (instead of just 20) and deals double damage on a

critical hit.

Cost: This value is the weapon's cost in gold pieces (gp) or

silver pieces (sp). The cost includes miscellaneous gear that 18–20/× 2: The weapon scores a threat on a natural roll of 18,

goes with the weapon, such as a scabbard or quiver.

19, or 20 (instead of just 20) and deals double damage on a

critical hit.

This cost is the same for a Small or Medium version of the

weapon. A Large version costs twice the listed price.

Range: Any attack at more than this distance is penalized for

range. Beyond this range, the attack takes a cumulative –2

penalty for each full range increment (or fraction thereof) of

Page 130

distance to the target. For example, a dagger (with a range of those noted in their descriptions.

10 feet) thrown at a target that is 25 feet away would incur a Brace: If you use a readied action to set a brace weapon

–4 penalty. A thrown weapon has a maximum range of five

range increments. A projectile weapon can shoot to 10 range against a charge, you deal double damage on a successful hit

against a charging character (see Combat).

increments.

Weight: This column gives the weight of a Medium version Disarm: When you use a disarm weapon, you get a +2 bonus

on Combat Maneuver Checks to disarm an enemy.

of the weapon. Halve this number for Small weapons and

double it for Large weapons. Some weapons have a special Double: You can use a double weapon to fight as if fighting

weight. See the weapon's description for details.

with two weapons, but if you do, you incur all the normal

Type: Weapons are classified according to the type of attack penalties associated with fighting with two weapons,

just as if you were using a one-handed weapon and a light

damage they deal: B for bludgeoning, P for piercing, or S for

slashing. Some monsters may be resistant or immune to weapon. A double weapon can be wielded as a one-handed

weapon, but it cannot be used as a double weapon when

attacks from certain types of weapons.

wielded in this way—only one end of the weapon can be

Some weapons deal damage of multiple types. If a weapon used in any given round.

causes two types of damage, the type it deals is not half one

type and half another; all damage caused is of both types. Monk: A monk weapon can be used by a monk to perform a

flurry of blows (see Classes).

Therefore, a creature would have to be immune to both types

of damage to ignore any of the damage caused by such a Nonlethal: These weapons deal nonlethal damage (see

weapon.

Combat).

In other cases, a weapon can deal either of two types of Reach: You use a reach weapon to strike opponents 10 feet

damage. In a situation where the damage type is significant, away, but you can't use it against an adjacent foe.

the wielder can choose which type of damage to deal with

such a weapon.

Trip: You can use a trip weapon to make trip attacks. If you

are tripped during your own trip attempt, you can drop the

Special: Some weapons have special features in addition to weapon to avoid being tripped.

Weapon Descriptions

Table 6-5: Weapons

Dmg

Simple Weapons

Cost

Dmg (S)

Critical

Range

(M)

Weight1

Type2

Special

Unarmed Attacks

Gauntlet

2 gp

1d2

1d3

×2

—

1 lb.

B

—

Unarmed strike

—

1d2

1d3

×2

—

—

B

nonlethal

Light Melee Weapons

Dagger

2 gp

1d3

1d4

19–20/×2

10 ft.

1 lb.

P or S

—

Dagger, punching

2 gp

1d3

1d4

×3

—

1 lb.

P

—

Gauntlet, spiked

5 gp

1d3

1d4

×2

—

1 lb.

P

—

Mace, light

5 gp

1d4

1d6

×2

—

4 lbs.

B

—

Sickle

6 gp

1d4

1d6

×2

—

2 lbs.

S

trip

One-Handed Melee Weapons

Club

—

1d4

1d6

×2

10 ft.

3 lbs.

B

—

Mace, heavy

12 gp

1d6

1d8

×2

—

8 lbs.

B

—

Morningstar

8 gp

1d6

1d8

×2

—

6 lbs.

B and P

—

Shortspear

1 gp

1d4

1d6

×2

20 ft.

3 lbs.

P

—

Two-Handed Melee Weapons

Longspear

5 gp

1d6

1d8

×3

—

9 lbs.

P

brace, reach

Quarterstaff

—

1d4/1d4 1d6/1d6

×2

—

4 lbs.

B

double, monk

Page 131

Spear

2 gp

1d6

1d8

×3

20 ft.

6 lbs.

P

brace

Ranged Weapons

Blowgun

2 gp

1

1d2

×2

20 ft.

1 lb.

P

—

Darts, blowgun (10)

5 sp

—

—

—

—

—

—

—

Crossbow, heavy

50 gp

1d8

1d10

19–20/×2

120 ft.

8 lbs.

P

—

Bolts, crossbow (10)

1 gp

—

—

—

—

1 lb.

—

—

Crossbow, light

35 gp

1d6

1d8

19–20/×2

80 ft.

4 lbs.

P

—

Bolts, crossbow (10)

1 gp

—

—

—

—

1 lb.

—

—

Dart

5 sp

1d3

1d4

×2

20 ft.

1/2 lb.

P

—

Javelin

1 gp

1d4

1d6

×2

30 ft.

2 lbs.

P

—

Sling

—

1d3

1d4

×2

50 ft.

—

B

—

Bullets, sling (10)

1 sp

—

—

—

—

5 lbs.

—

—

Dmg

Martial Weapons

Cost

Dmg (S)

Critical

Range

(M)

Weight1

Type2

Special

Light Melee Weapons

Axe, throwing

8 gp

1d4

1d6

×2

10 ft.

2 lbs.

S

—

Hammer, light

1 gp

1d3

1d4

×2

20 ft.

2 lbs.

B

—

Handaxe

6 gp

1d4

1d6

×3

—

3 lbs.

S

—

Kukri

8 gp

1d3

1d4

18–20/×2

—

2 lbs.

S

—

Pick, light

4 gp

1d3

1d4

×4

—

3 lbs.

P

—

Sap

1 gp

1d4

1d6

×2

—

2 lbs.

B

nonlethal

Shield, light

special

1d2

1d3

×2

—

special

B

—

Spiked armor

special

1d4

1d6

×2

—

special

P

—

Spiked shield, light

special

1d3

1d4

×2

—

special

P

—

Starknife

24 gp

1d3

1d4

×3

20 ft.

3 lbs.

P

—

Sword, short

10 gp

1d4

1d6

19–20/×2

—

2 lbs.

P

—

One-Handed Melee Weapons

Battleaxe

10 gp

1d6

1d8

×3

—

6 lbs.

S

—

Flail

8 gp

1d6

1d8

×2

—

5 lbs.

B

disarm, trip

Longsword

15 gp

1d6

1d8

19–20/×2

—

4 lbs.

S

—

Pick, heavy

8 gp

1d4

1d6

×4

—

6 lbs.

P

—

Rapier

20 gp

1d4

1d6

18–20/×2

—

2 lbs.

P

—

Scimitar

15 gp

1d4

1d6

18–20/×2

—

4 lbs.

S

—

Shield, heavy

special

1d3

1d4

×2

—

special

B

—

Spiked shield, heavy

special

1d4

1d6

×2

—

special

P

—

Trident

15 gp

1d6

1d8

×2

10 ft.

4 lbs.

P

brace

Warhammer

12 gp

1d6

1d8

×3

—

5 lbs.

B

—

Two-Handed Melee Weapons

Falchion

75 gp

1d6

2d4

18–20/×2

—

8 lbs.

S

—

Glaive

8 gp

1d8

1d10

×3

—

10 lbs.

S

reach

Greataxe

20 gp

1d10

1d12

×3

—

12 lbs.

S

—

Greatclub

5 gp

1d8

1d10

×2

—

8 lbs.

B

—

Flail, heavy

15 gp

1d8

1d10

19–20/×2

—

10 lbs.

B

disarm, trip

Greatsword

50 gp

1d10

2d6

19–20/×2

—

8 lbs.

S

—

Guisarme

9 gp

1d6

2d4

×3

—

12 lbs.

S

reach, trip

Page 132

Halberd

10 gp

1d8

1d10

×3

—

12 lbs.

P or S

brace, trip

Lance

10 gp

1d6

1d8

×3

—

10 lbs.

P

reach

Ranseur

10 gp

1d6

2d4

×3

—

12 lbs.

P

disarm, reach

Scythe

18 gp

1d6

2d4

×4

—

10 lbs.

P or S

trip

Ranged Weapons

Longbow

75 gp

1d6

1d8

×3

100 ft.

3 lbs.

P

—

Arrows (20)

1 gp

—

—

—

—

3 lbs.

—

—

Longbow, composite

100 gp

1d6

1d8

×3

110 ft.

3 lbs.

P

—

Arrows (20)

1 gp

—

—

—

—

3 lbs.

—

—

Shortbow

30 gp

1d4

1d6

×3

60 ft.

2 lbs.

P

—

Arrows (20)

1 gp

—

—

—

—

3 lbs.

—

—

Shortbow, composite

75 gp

1d4

1d6

×3

70 ft.

2 lbs.

P

—

Arrows (20)

1 gp

—

—

—

—

3 lbs.

—

—

Dmg

Exotic Weapons

Cost

Dmg (S)

Critical

Range

(M)

Weight1

Type2

Special

Light Melee Weapons

Kama

2 gp

1d4

1d6

×2

—

2 lbs.

S

monk, trip

Nunchaku

2 gp

1d4

1d6

×2

—

2 lbs.

B

disarm, monk

Sai

1 gp

1d3

1d4

×2

—

1 lb.

B

disarm, monk

Siangham

3 gp

1d4

1d6

×2

—

1 lb.

P

monk

One-Handed Melee Weapons

Sword, bastard

35 gp

1d8

1d10

19–20/×2

—

6 lbs.

S

—

Waraxe, dwarven

30 gp

1d8

1d10

×3

—

8 lbs.

S

—

disarm, nonlethal, reach,

Whip

1 gp

1d2

1d3

×2

—

2 lbs.

S

trip

Two-Handed Melee Weapons

Axe, orc double

60 gp

1d6/1d6 1d8/1d8

×3

—

15 lbs.

S

double

Chain, spiked

25 gp

1d6

2d4

×2

—

10 lbs.

P

disarm, trip

Curve blade, elven

80 gp

1d8

1d10

18–20/×2

—

7 lbs.

S

—

Flail, dire

90 gp

1d6/1d6 1d8/1d8

×2

—

10 lbs.

B

disarm, double, trip

Hammer, gnome

20 gp

1d6/1d4 1d8/1d6

×3/×4

—

6 lbs.

B or P

double, trip

hooked

Sword, two-bladed

100 gp 1d6/1d6 1d8/1d8 19–20/×2

—

10 lbs.

S

double

Urgrosh, dwarven

50 gp

1d6/1d4 1d8/1d6

×3

—

12 lbs.

P or S

brace, double

Ranged Weapons

Bolas

5 gp

1d3

1d4

×2

10 ft.

2 lbs.

B

nonlethal, trip

Crossbow, hand

100 gp

1d3

1d4

19–20/×2

30 ft.

2 lbs.

P

—

Bolts (10)

1 gp

—

—

—

—

1 lb.

—

—

Crossbow, repeating

400 gp

1d8

1d10

19–20/×2

120 ft.

12 lbs.

P

—

heavy

Bolts (5)

1 gp

—

—

—

—

1 lb.

—

—

Crossbow, repeating

250 gp

1d6

1d8

19–20/×2

80 ft.

6 lbs.

P

—

light

Bolts (5)

1 gp

—

—

—

—

1 lb.

—

—

Net

20 gp

—

—

—

10 ft.

6 lbs.

—

—

Shuriken (5)

1 gp

1

1d2

×2

10 ft.

1/2 lb.

P

monk

Page 133

Sling staff, halfling

20 gp

1d6

1d8

×3

80 ft.

3 lbs.

B

—

Bullets, sling (10)

1 sp

—

—

—

—

5 lbs.

—

—

1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as

much.

2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder's choice) if the entry specifies

“or.”

Weapons found on Table: Weapons are described below. Normally, operating a heavy crossbow requires two hands.

Splash weapons are described under Special Substances and However, you can shoot, but not load, a heavy crossbow with

Items.

one hand at a –4 penalty on attack rolls. You can shoot a

heavy crossbow with each hand, but you take a penalty on

Arrows: An arrow used as a melee weapon is treated as a attack rolls as if attacking with two one-handed weapons.

light improvised weapon (–4 penalty on attack rolls) and This penalty is cumulative with the penalty for one-handed

deals damage as a dagger of its size (critical multiplier ×2). firing.

Arrows come in a leather quiver that holds 20 arrows.

Crossbow, Light: You draw a light crossbow back by pulling

Axe, Orc Double: A cruel weapon with blades placed at a lever. Loading a light crossbow is a move action that

opposite ends of a long haft, an orc double axe is a double provokes attacks of opportunity.

weapon.

Normally, operating a light crossbow requires two hands.

Blowgun: Blowguns are generally used to deliver However, you can shoot, but not load, a light crossbow with

debilitating (but rarely fatal) poisons from a distance. They one hand at a –2 penalty on attack rolls. You can shoot a light

are nearly silent when fired. For a list of appropriate poisons, crossbow with each hand, but you take a penalty on attack

see Poison.

rolls as if attacking with two light weapons. This penalty is

Bolas: A bolas is a pair of weights, connected by a thin rope cumulative with the penalty for one-handed firing.

or cord. You can use this weapon to make a ranged trip attack Crossbow, Repeating: The repeating crossbow (whether

against an opponent. You can't be tripped during your own heavy or light) holds 5 crossbow bolts. As long as it holds

trip attempt when using a bolas.

bolts, you can reload it by pulling the reloading lever (a free

Bolts: A crossbow bolt used as a melee weapon is treated as action). Loading a new case of 5 bolts is a full-round action

a light improvised weapon (–4 penalty on attack rolls) and that provokes attacks of opportunity.

deals damage as a dagger of its size (crit ×2). Bolts come in a You can fire a repeating crossbow with one hand or fire a

case or quiver that holds 10 bolts (or 5, for a repeating repeating crossbow in each hand in the same manner as you

crossbow).

would a normal crossbow of the same size. However, you

Bullets, Sling: Bullets are shaped metal balls, designed to be must fire the weapon with two hands in order to use the

used by a sling or halfling sling staff. Bullets come in a reloading lever, and you must use two hands to load a new

leather pouch that holds 10 bullets.

case of bolts.

Chain, Spiked: A spiked chain is about 4 feet in length, Curve Blade, Elven: Essentially a longer version of a

covered in wicked barbs. You can use the Weapon Finesse scimitar, but with a thinner blade, the elven curve blade is

feat to apply your Dexterity modifier instead of your exceptionally rare. You receive a +2 circumstance bonus to

Strength modifier to attack rolls with a spiked chain sized for your Combat Maneuver Defense whenever a foe attempts to

you, even though it isn't a light weapon.

sunder your elven curve blade due to its flexible metal.

Crossbow, Hand: You can draw a hand crossbow back by You can use the Weapon Finesse feat to apply your Dexterity

hand. Loading a hand crossbow is a move action that modifier instead of your Strength modifier to attack rolls

provokes attacks of opportunity.

with an elven curve blade sized for you, even though it isn't a

light weapon.

You can shoot, but not load, a hand crossbow with one hand

at no penalty. You can shoot a hand crossbow with each Dagger: A dagger has a blade that is about 1 foot in length.

hand, but you take a penalty on attack rolls as if attacking You get a +2 bonus on Sleight of Hand skill checks made to

with two light weapons.

conceal a dagger on your body (see Using Skills).

Crossbow, Heavy: You draw a heavy crossbow back by Dagger, Punching: A punching dagger's blade is attached to

turning a small winch. Loading a heavy crossbow is a full- a horizontal handle that projects out from the fist when held.

round action that provokes attacks of opportunity.

Flail: A flail consists of a spiked metal ball, connected to a

Page 134

handle by a sturdy chain.

below), but not when you use a regular longbow.

Flail, Dire: A dire flail consists of two spheres of spiked iron Longbow, Composite: You need at least two hands to use a

dangling from chains at opposite ends of a long haft.

bow, regardless of its size. You can use a composite longbow

while mounted. All composite bows are made with a

Flail, Heavy: Similar to a flail, a heavy flail has a larger particular strength rating (that is, each requires a minimum

metal ball and a longer handle.

Strength modifier to use with proficiency). If your Strength

Gauntlet: This metal glove lets you deal lethal damage bonus is less than the strength rating of the composite bow,

rather than nonlethal damage with unarmed strikes. A strike you can't effectively use it, so you take a –2 penalty on

with a gauntlet is otherwise considered an unarmed attack. attacks with it. The default composite longbow requires a

The cost and weight given are for a single gauntlet. Medium Strength modifier of +0 or higher to use with proficiency. A

and heavy armors (except breastplate) come with gauntlets. composite longbow can be made with a high strength rating

Your opponent cannot use a disarm action to disarm you of to take advantage of an above-average Strength score; this

gauntlets.

feature allows you to add your Strength bonus to damage, up

to the maximum bonus indicated for the bow. Each point of

Gauntlet, Spiked: The cost and weight given are for a single Strength bonus granted by the bow adds 100 gp to its cost. If

gauntlet. An attack with a spiked gauntlet is considered an you have a penalty for low Strength, apply it to damage rolls

armed attack. Your opponent cannot use a disarm action to when you use a composite longbow.

disarm you of spiked gauntlets.

For purposes of Weapon Proficiency and similar feats, a

Glaive: A glaive is a simple blade, mounted to the end of a composite longbow is treated as if it were a longbow.

pole about 7 feet in length.

Longspear: A longspear is about 8 feet in length.

Greatsword: This immense two-handed sword is about 5

feet in length.

Longsword: This sword is about 3-1/2 feet in length.

Guisarme: A guisarme is an 8-foot-long shaft with a blade Mace: A mace is made up of an ornate metal head attached

and a hook mounted at the tip.

to a simple wooden or metal shaft.

Halberd: A halberd is similar to a 5-foot-long spear, but it Mace, Heavy: A heavy mace has a larger head and a longer

also has a small, axe-like head mounted near the tip.

handle than a normal mace.

Hammer, Gnome Hooked: A gnome hooked hammer is a Morningstar: A morningstar is a spiked metal ball, affixed

double weapon—an ingenious tool with a hammer head at to the top of a long handle.

one end of its haft and a long, curved pick at the other. The Net: A net is used to entangle enemies. When you throw a

hammer's blunt head is a bludgeoning weapon that deals 1d6 net, you make a ranged touch attack against your target. A

points of damage (crit ×3). Its hook is a piercing weapon that net's maximum range is 10 feet. If you hit, the target is

deals 1d4 points of damage (crit ×4). You can use either head entangled. An entangled creature takes a –2 penalty on attack

as the primary weapon. Gnomes treat hooked hammers as rolls and a –4 penalty on Dexterity, can move at only half

martial weapons.

speed, and cannot charge or run. If you control the trailing

Javelin: A javelin is a thin throwing spear . Since it is not rope by succeeding on an opposed Strength check while

designed for melee, you are treated as nonproficient with it holding it, the entangled creature can move only within the

and take a –4 penalty on attack rolls if you use a javelin as a limits that the rope allows. If the entangled creature attempts

melee weapon.

to cast a spell, it must make a concentration check with a DC

of 15 + the spell's level or be unable to cast the spell.

Kama: Similar to a sickle, a kama is a short, curved blade

attached to a simple handle.

An entangled creature can escape with a DC 20 Escape Artist

check (a full-round action). The net has 5 hit points and can

Kukri: A kukri is a curved blade, about 1 foot in length.

be burst with a DC 25 Strength check (also a full-round

Lance: A lance deals double damage when used from the action). A net is useful only against creatures within one size

back of a charging mount. While mounted, you can wield a category of you.

lance with one hand.

A net must be folded to be thrown effectively. The first time

Longbow: At almost 5 feet in height, a longbow is made up you throw your net in a fight, you make a normal ranged

of one solid piece of carefully curved wood. You need two touch attack roll. After the net is unfolded, you take a –4

hands to use a bow, regardless of its size. A longbow is too penalty on attack rolls with it. It takes 2 rounds for a

unwieldy to use while you are mounted. If you have a proficient user to fold a net and twice that long for a

penalty for low Strength, apply it to damage rolls when you nonproficient one to do so.

use a longbow. If you have a Strength bonus, you can apply Nunchaku: A nunchaku is made up of two wooden or metal

it to damage rolls when you use a composite longbow (see

Page 135

bars connected by a small length of rope or chain.

shuriken are treated as ammunition for the purposes of

drawing them, crafting masterwork or otherwise special

Quarterstaff: A quarterstaff is a simple piece of wood, about versions of them, and what happens to them after they are

5 feet in length.

thrown.

Ranseur: Similar in appearance to a trident, a ranseur has a Siangham: This weapon is a handheld shaft fitted with a

single spear at its tip, flanked by a pair of short, curving pointed tip for stabbing foes.

blades.

Sling: A sling is little more than a leather cup attached to a

Rapier: You can use the Weapon Finesse feat to apply your pair of strings. Your Strength modifier applies to damage

Dexterity modifier instead of your Strength modifier to rolls when you use a sling, just as it does for thrown

attack rolls with a rapier sized for you, even though it isn't a weapons. You can fire, but not load, a sling with one hand.

light weapon. You can't wield a rapier in two hands in order Loading a sling is a move action that requires two hands and

to apply 1-1/2 times your Strength bonus to damage.

provokes attacks of opportunity.

Sai: A sai is a metal spike flanked by a pair of prongs used to You can hurl ordinary stones with a sling, but stones are not

trap an enemy's weapon. With a sai, you get a +2 bonus on as dense or as round as bullets. Thus, such an attack deals

Combat Maneuver Checks to sunder an enemy's weapon. damage as if the weapon were designed for a creature one

Though pointed, a sai is used primarily to bludgeon foes and size category smaller than you and you take a –1 penalty on

to disarm weapons.

attack rolls.

Shield, Heavy or Light: You can bash with a shield instead Sling Staff, Halfling: Made from a specially designed sling

of using it for defense.

attached to a short club, a halfling sling staff can be used by a

Shortbow: A shortbow is made up of one piece of wood, proficient wielder to devastating effect. Your Strength

about 3 feet in length. You need two hands to use a bow, modifier applies to damage rolls when you use a halfling

regardless of its size. You can use a shortbow while mounted. sling staff, just as it does for thrown weapons. You can fire,

If you have a penalty for low Strength, apply it to damage but not load, a halfling sling staff with one hand. Loading a

rolls when you use a shortbow. If you have a bonus for high halfling sling staff is a move action that requires two hands

Strength, you can apply it to damage rolls when you use a and provokes attacks of opportunity.

composite shortbow (see below), but not a regular shortbow. You can hurl ordinary stones with a halfling sling staff, but

Shortbow, Composite: You need at least two hands to use a stones are not as dense or as round as bullets. Thus, such an

bow, regardless of its size. You can use a composite shortbow attack deals damage as if the weapon were designed for a

while mounted. All composite bows are made with a creature one size category smaller than you and you take a –1

particular strength rating (that is, each requires a minimum penalty on attack rolls.

Strength modifier to use with proficiency). If your Strength A halfling sling staff can be used as a simple weapon that

bonus is lower than the strength rating of the composite bow, deals bludgeoning damage equal to that of a club of its size.

you can't effectively use it, so you take a –2 penalty on Halflings treat halfling sling staves as martial weapons.

attacks with it. The default composite shortbow requires a

Strength modifier of +0 or higher to use with proficiency. A Spear: A spear is 5 feet in length and can be thrown.

composite shortbow can be made with a high strength rating

to take advantage of an above-average Strength score; this Spiked Armor: You can outfit your armor with spikes,

which can deal damage in a grapple or as a separate attack.

feature allows you to add your Strength bonus to damage, up

to the maximum bonus indicated for the bow. Each point of See Armor, below, for details.

Strength bonus granted by the bow adds 75 gp to its cost. If Spiked Shield, Heavy or Light: You can bash with a spiked

you have a penalty for low Strength, apply it to damage rolls shield instead of using it for defense.

when you use a composite shortbow.

Starknife: From a central metal ring, four tapering metal

For purposes of Weapon Proficiency, Weapon Focus, and blades extend like points on a compass rose. A wielder can

similar feats, a composite shortbow is treated as if it were a stab with the starknife or throw it.

shortbow.

Strike, Unarmed: A Medium character deals 1d3 points of

Shortspear: A shortspear is about 3 feet in length, making it nonlethal damage with an unarmed strike. A Small character

a suitable thrown weapon.

deals 1d2 points of nonlethal damage. A monk or any

character with the Improved Unarmed Strike feat can deal

Shortsword: This sword is about 2 feet in length.

lethal or nonlethal damage with unarmed strikes, at his

Shuriken: A shuriken is a small piece of metal with discretion. The damage from an unarmed strike is considered

sharpened edges, designed for throwing. A shuriken can't be weapon damage for the purposes of effects that give you a

used as a melee weapon. Although they are thrown weapons, bonus on weapon damage rolls.

Page 136

An unarmed strike is always considered a light weapon. You can't add the masterwork quality to a weapon after it is

Therefore, you can use the Weapon Finesse feat to apply created; it must be crafted as a masterwork weapon (see the

your Dexterity modifier instead of your Strength modifier to Craft skill). The masterwork quality adds 300 gp to the cost

attack rolls with an unarmed strike. Unarmed strikes do not of a normal weapon (or 6 gp to the cost of a single unit of

count as natural weapons (see Combat).

ammunition). Adding the masterwork quality to a double

weapon costs twice the normal increase (+600 gp).

Sword, Bastard: A bastard sword is about 4 feet in length,

making it too large to use in one hand without special Masterwork ammunition is damaged (effectively destroyed)

training; thus, it is an exotic weapon. A character can use a when used. The enhancement bonus of masterwork

bastard sword two-handed as a martial weapon.

ammunition does not stack with any enhancement bonus of

the projectile weapon firing it.

Sword, Two-Bladed: A two-bladed sword is a double

weapon—twin blades extend from either side of a central, All magic weapons are automatically considered to be of

short haft, allowing the wielder to attack with graceful but masterwork quality. The enhancement bonus granted by the

deadly flourishes.

masterwork quality doesn't stack with the enhancement

bonus provided by the weapon's magic.

Trident: A trident has three metal prongs at end of a 4-foot-

long shaft. This weapon can be thrown.

Even though some types of armor and shields can be used as

weapons, you can't create a masterwork version of such an

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon item that confers an enhancement bonus on attack rolls.

—an axe head and a spear point on opposite ends of a long Instead, masterwork armor and shields have lessened armor

haft. The urgrosh's axe head is a slashing weapon that deals check penalties.

1d8 points of damage. Its spear head is a piercing weapon

that deals 1d6 points of damage. You can use either head as

the primary weapon. The other becomes the off-hand

Armor

weapon. If you use an urgrosh against a charging character,

the spear head is the part of the weapon that deals damage. For most, armor is the simplest way to protect oneself in a

Dwarves treat dwarven urgroshes as martial weapons.

world of rampant threats and dangers. Many characters can

Waraxe, Dwarven: A dwarven waraxe has a large, ornate wear only the simplest of armors, and only some can use

head mounted to a thick handle, making it too large to use in shields. To wear heavier armor effectively, a character can

one hand without special training; thus, it is an exotic select the Armor Proficiency feats, but most classes are

weapon. A Medium character can use a dwarven waraxe two- automatically proficient with the armors that work best for

handed as a martial weapon, or a Large creature can use it them.

one-handed in the same way. A dwarf treats a dwarven Here is the format for armor entries (given as column

waraxe as a martial weapon even when using it in one hand.

headings on Table: Armor and Shields).

Whip: A whip deals no damage to any creature with an Cost: The cost in gold pieces of the armor for Small or

armor bonus of +1 or higher or a natural armor bonus of +3 Medium humanoid creatures. See Table: Armor for Unusual

or higher. The whip is treated as a melee weapon with 15- Creatures for armor prices for other creatures.

foot reach, though you don't threaten the area into which you

can make an attack. In addition, unlike most other weapons Armor/Shield Bonus: Each type of armor grants an armor

with reach, you can use it against foes anywhere within your bonus to AC, while shields grant a shield bonus to AC. The

reach (including adjacent foes).

armor bonus from a suit of armor doesn't stack with other

effects or items that grant an armor bonus. Similarly, the

Using a whip provokes an attack of opportunity, just as if shield bonus from a shield doesn't stack with other effects

you had used a ranged weapon.

that grant a shield bonus.

You can use the Weapon Finesse feat to apply your Dexterity Maximum Dex Bonus: This number is the maximum modifier instead of your Strength modifier to attack rolls Dexterity bonus to AC that this type of armor allows.

with a whip sized for you, even though it isn't a light Dexterity bonuses in excess of this number are reduced to

weapon.

this number for the purposes of determining the wearer's AC.

Heavier armors limit mobility, reducing the wearer's ability

Masterwork Weapons

to dodge blows. This restriction doesn't affect any other

Dexterity-related abilities.

A masterwork weapon is a finely crafted version of a normal Even if a character's Dexterity bonus to AC drops to 0

weapon. Wielding it provides a +1 enhancement bonus on because of armor, this situation does not count as losing his

attack rolls.

Dexterity bonus to AC.

Page 137

A character's encumbrance (the amount of gear carried, Bards can wear light armor and use shields without incurring

including armor) may also restrict the maximum Dexterity any arcane spell failure chance for their bard spells.

bonus that can be applied to his Armor Class.

Casting an Arcane Spell in Armor: A character who casts an

Shields: Shields do not affect a character's maximum arcane spell while wearing armor must usually make an

Dexterity bonus, except for tower shields.

arcane spell failure check. The number in the Arcane Spell

Failure Chance column on Table: Armor and Shields is the

Armor Check Penalty: Any armor heavier than leather, as percentage chance that the spell fails and is ruined. If the

well as any shield, hurts a character's ability to use Dexterity- spell lacks a somatic component, however, it can be cast with

and Strength-based skills. An armor check penalty applies to no chance of arcane spell failure.

all Dexterity- and Strength-based skill checks. A character's

encumbrance may also incur an armor check penalty.

Shields: If a character is wearing armor and using a shield,

add the two numbers together to get a single arcane spell

Shields: If a character is wearing armor and using a shield, failure chance.

both armor check penalties apply.

Speed: Medium or heavy armor slows the wearer down. The

Nonproficient with Armor Worn: A character who wears number on Table: Armor and Shields is the character's speed

armor and/or uses a shield with which he is not proficient while wearing the armor. Humans, elves, half-elves, and

takes the armor's (and/or shield's) armor check penalty on half-orcs have an unencumbered speed of 30 feet. They use

attack rolls as well as on all Dexterity- and Strength-based the first column. Dwarves, gnomes, and halflings have an

ability and skill checks. The penalty for nonproficiency with unencumbered speed of 20 feet. They use the second column.

armor stacks with the penalty for shields.

Remember, however, that a dwarf's land speed remains 20

Sleeping in Armor: A character who sleeps in medium or feet even in medium or heavy armor or when carrying a

heavy armor is automatically fatigued the next day. He takes medium or heavy load.

a –2 penalty on Strength and Dexterity and can't charge or Shields: Shields do not affect a character's speed.

run. Sleeping in light armor does not cause fatigue.

Weight: This column gives the weight of the armor sized for

Arcane Spell Failure Chance: Armor interferes with the a Medium wearer. Armor fitted for Small characters weighs

gestures that a spellcaster must make to cast an arcane spell half as much, and armor for Large characters weighs twice as

that has a somatic component. Arcane spellcasters face the much.

possibility of arcane spell failure if they're wearing armor.

Armor Descriptions

Table 6-6: Armor and Shields

Arcane Spell

Speed

Armor/Shield Maximum Dex Armor Check

Armor

Cost

Failure

Bonus

Bonus

Penalty

Weight1

Chance

30 ft. 20 ft.

Light armor

Padded

5 gp

+1

+8

0

5%

30 ft. 20 ft.

10 lbs.

Leather

10 gp

+2

+6

0

10%

30 ft. 20 ft.

15 lbs.

Studded leather

25 gp

+3

+5

–1

15%

30 ft. 20 ft.

20 lbs.

Chain shirt

100 gp

+4

+4

–2

20%

30 ft. 20 ft.

25 lbs.

Medium armor

Hide

15 gp

+4

+4

–3

20%

20 ft. 15 ft.

25 lbs.

Scale mail

50 gp

+5

+3

–4

25%

20 ft. 15 ft.

30 lbs.

Chainmail

150 gp

+6

+2

–5

30%

20 ft. 15 ft.

40 lbs.

Breastplate

200 gp

+6

+3

–4

25%

20 ft. 15 ft.

30 lbs.

Heavy armor

Splint mail

200 gp

+7

+0

–7

40%

20 ft.2 15 ft.2

45 lbs.

Banded mail

250 gp

+7

+1

–6

35%

20 ft.2 15 ft.2

35 lbs.

Half-plate

600 gp

+8

+0

–7

40%

20 ft.2 15 ft.2

50 lbs.

Page 138

Arcane Spell

Speed

Armor/Shield Maximum Dex Armor Check

Armor

Cost

Failure

Bonus

Bonus

Penalty

Weight1

Chance

30 ft. 20 ft.

Full plate

1,500 gp

+9

+1

–6

35%

20 ft.2 15 ft.2

50 lbs.

Shields

Buckler

15 gp

+1

—

–1

5%

—

—

5 lbs.

Shield, light wooden

3 gp

+1

—

–1

5%

—

—

5 lbs.

Shield, light steel

9 gp

+1

—

–1

5%

—

—

6 lbs.

Shield, heavy wooden

7 gp

+2

—

–2

15%

—

—

10 lbs.

Shield, heavy steel

20 gp

+2

—

–2

15%

—

—

15 lbs.

Shield, tower

30 gp

+43

+2

–10

50%

—

—

45 lbs.

Extras

Armor spikes

+50 gp

—

—

—

—

—

—

+10 lbs.

Gauntlet, locked

8 gp

—

—

special

n/a4

—

—

+5 lbs.

Shield spikes

+10 gp

—

—

—

—

—

—

+5 lbs.

1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and

armor fitted for Large characters weighs twice as much.

2 When running in heavy armor, you move only triple your speed, not quadruple.

3 A tower shield can instead grant you cover. See the description.

4 Hand not free to cast spells.

Any special benefits or accessories to the types of armor hand and for fighting with two weapons. In any case, if you

found on Table: Armor and Shields are described below.

use a weapon in your off hand, you lose the buckler's AC

bonus until your next turn. You can cast a spell with somatic

Armor Spikes: You can have spikes added to your armor, components using your shield arm, but you lose the buckler's

which allow you to deal extra piercing damage (see “spiked AC bonus until your next turn. You can't make a shield bash

armor” on Table: Weapons) on a successful grapple attack. with a buckler.

The spikes count as a martial weapon. If you are not

proficient with them, you take a –4 penalty on grapple Chain Shirt: Covering the torso, this shirt is made up of

checks when you try to use them. You can also make a thousands of interlocking metal rings.

regular melee attack (or off-hand attack) with the spikes, and

they count as a light weapon in this case. (You can't also Chainmail: Unlike a chain shirt, chainmail covers the legs

and arms of the wearer. The suit includes gauntlets.

make an attack with armor spikes if you have already made

an attack with another off-hand weapon, and vice versa.) An Full Plate: This metal suit includes gauntlets, heavy leather

enhancement bonus to a suit of armor does not improve the boots, a visored helmet, and a thick layer of padding that is

spikes' effectiveness, but the spikes can be made into magic worn underneath the armor. Each suit of full plate must be

weapons in their own right.

individually fitted to its owner by a master armorsmith,

Banded Mail: Banded mail is made up of overlapping strips although a captured suit can be resized to fit a new owner at

a cost of 200 to 800 (2d4 × 100) gold pieces.

of metal, fastened to a leather backing. The suit includes

gauntlets.

Gauntlet, Locked: This armored gauntlet has small chains

and braces that allow the wearer to attach a weapon to the

Breastplate: Covering only the torso, a breastplate is made

up of a single piece of sculpted metal.

gauntlet so that it cannot be dropped easily. It provides a +10

bonus to your Combat Maneuver Defense to keep from being

Buckler: This small metal shield is worn strapped to your disarmed in combat. Removing a weapon from a locked

forearm. You can use a bow or crossbow without penalty gauntlet or attaching a weapon to a locked gauntlet is a full-

while carrying it. You can also use your shield arm to wield a round action that provokes attacks of opportunity.

weapon (whether you are using an off-hand weapon or using The price given is for a single locked gauntlet. The weight

your off hand to help wield a two-handed weapon), but you

take a –1 penalty on attack rolls while doing so. This penalty given applies only if you're wearing a breastplate, light

armor, or no armor. Otherwise, the locked gauntlet replaces a

stacks with those that may apply for fighting with your off gauntlet you already have as part of the armor.

Page 139

While the gauntlet is locked, you can't use the hand wearing Shield, Tower: This massive wooden shield is nearly as tall

it for casting spells or employing skills. (You can still cast as you are. In most situations, it provides the indicated shield

spells with somatic components, provided that your other bonus to your AC. As a standard action, however, you can

hand is free.)

use a tower shield to grant you total cover until the beginning

of your next turn. When using a tower shield in this way, you

Like a normal gauntlet, a locked gauntlet lets you deal lethal must choose one edge of your space. That edge is treated as a

damage rather than nonlethal damage with an unarmed solid wall for attacks targeting you only. You gain total cover

strike.

for attacks that pass through this edge and no cover for

Half-Plate: Combining elements of full plate and chainmail, attacks that do not pass through this edge (see Combat). The

half-plate includes gauntlets and a helm.

shield does not, however, provide cover against targeted

spells; a spellcaster can cast a spell on you by targeting the

Hide: Hide armor is made up of the tanned and preserved shield you are holding. You cannot bash with a tower shield,

skin of any thick-hided beast.

nor can you use your shield hand for anything else.

Leather: Leather armor is made up of pieces of hard boiled When employing a tower shield in combat, you take a –2

leather carefully sewn together.

penalty on attack rolls because of the shield's encumbrance.

Padded: Little more than heavy, quilted cloth, this armor Shield Spikes: These spikes turn a shield into a martial

provides only the most basic protection.

piercing weapon and increase the damage dealt by a shield

Scale Mail: Scale mail is made up of dozens of small bash as if the shield were designed for a creature one size

overlapping metal plates. The suit includes gauntlets.

category larger than you (see “spiked shields” on Table:

Weapons). You can't put spikes on a buckler or a tower

Shield, Heavy; Wooden or Steel: You strap a shield to your shield. Otherwise, attacking with a spiked shield is like

forearm and grip it with your hand. A heavy shield is so making a shield bash attack.

heavy that you can't use your shield hand for anything else.

An enhancement bonus on a spiked shield does not improve

Wooden or Steel: Wooden and steel shields offer the same the effectiveness of a shield bash made with it, but a spiked

basic protection, though they respond differently to spells shield can be made into a magic weapon in its own right.

and effects.

Splint Mail: Splint mail is made up of metal strips, like

Shield Bash Attacks: You can bash an opponent with a heavy banded mail. The suit includes gauntlets.

shield, using it as an off-hand weapon. See “shield, heavy”

on Table: Weapons for the damage dealt by a shield bash. Studded Leather: Similar to leather armor, this suit is

Used this way, a heavy shield is a martial bludgeoning reinforced with small metal studs.

weapon. For the purpose of penalties on attack rolls, treat a

heavy shield as a one-handed weapon. If you use your shield

as a weapon, you lose its AC bonus until your next turn. An Masterwork Armor

enhancement bonus on a shield does not improve the

effectiveness of a shield bash made with it, but the shield can Just as with weapons, you can purchase or craft masterwork

be made into a magic weapon in its own right.

versions of armor or shields. Such a well-made item

functions like the normal version, except that its armor check

Shield, Light; Wooden or Steel: You strap a shield to your penalty is lessened by 1.

forearm and grip it with your hand. A light shield's weight

lets you carry other items in that hand, although you cannot A masterwork suit of armor or shield costs an extra 150 gp

use weapons with it.

over and above the normal cost for that type of armor or

shield.

Wooden or Steel: Wooden and steel shields offer the same

basic protection, though they respond differently to some The masterwork quality of a suit of armor or shield never

spells and effects.

provides a bonus on attack or damage rolls, even if the armor

or shield is used as a weapon.

Shield Bash Attacks: You can bash an opponent with a light

shield, using it as an off-hand weapon. See “shield, light” on All magic armors and shields are automatically considered to

Table: Weapons for the damage dealt by a shield bash. Used be of masterwork quality.

this way, a light shield is a martial bludgeoning weapon. For You can't add the masterwork quality to armor or a shield

the purpose of penalties on attack rolls, treat a light shield as after it is created; it must be crafted as a masterwork item.

a light weapon. If you use your shield as a weapon, you lose

its AC bonus until your next turn. An enhancement bonus on

a shield does not improve the effectiveness of a shield bash

made with it, but the shield can be made into a magic

weapon in its own right.

Page 140

Armor for Unusual Creatures

Don

Armor Type

Don

Remove

Hastily

Table 6-7: Armor for Unusual Creatures

1d4+1

Half-plate or full plate 4 minutes2 4 minutes1 minutes1

Humanoid

Nonhumanoid

Size

1 If the character has some help, cut this time in half. A

Cost Weight

Cost

Weight

single character doing nothing else can help one or two

Small

×1

×1/2

×2

×1/2

adjacent characters. Two characters can't help each other

Medium

×1

×1

×2

×1

don armor at the same time.

Large

×2

×2

×4

×2

2 The wearer must have help to don this armor. Without

help, it can be donned only hastily.

Huge

×4

×5

×8

×5

Gargantuan

×8

×8

×16

×8

Special Materials

Colossal

×16

×12

×32

×12

*Divide armor bonus by 2.

Weapons and armor can be crafted using materials that

possess innate special properties. If you make a suit of armor

or weapon out of more than one special material, you get the

Armor and shields for unusually big creatures, unusually benefit of only the most prevalent material. However, you

little creatures, and nonhumanoid creatures (such as horses) can build a double weapon with each head made of a

have different costs and weights from those given on Table: different special material.

Armor and Shields. Refer to the appropriate line on Table:

Armor for Unusual Creatures and apply the multipliers to Each of the special materials described below has a definite

cost and weight for the armor type in question.

game effect. Some creatures have damage reduction making

them resistant to all but a special type of damage, such as

that dealt by evil-aligned weapons or bludgeoning weapons.

Getting Into and Out of Armor

Others are vulnerable to weapons of a particular material.

Characters may choose to carry several different types of

The time required to don armor depends on its type; see weapons, depending upon the types of creatures they most

Table: Donning Armor.

commonly encounter.

Don: This column tells how long it takes a character to put Adamantine: Mined from rocks that fell from the heavens,

the armor on. (One minute is 10 rounds.) Readying this ultrahard metal adds to the quality of a weapon or suit of

(strapping on) a shield is only a move action.

armor. Weapons fashioned from adamantine have a natural

Don Hastily: This column tells how long it takes to put the ability to bypass hardness when sundering weapons or

armor on in a hurry. The armor check penalty and armor attacking objects, ignoring hardness less than 20 (see

bonus for hastily donned armor are each 1 point worse than Additional Rules). Armor made from adamantine grants its

normal.

wearer damage reduction of 1/— if it's light armor, 2/— if it's

medium armor, and 3/— if it's heavy armor. Adamantine is

Remove: This column tells how long it takes to get the armor so costly that weapons and armor made from it are always of

off. Removing a shield from the arm and dropping it is only a masterwork quality; the masterwork cost is included in the

move action.

prices given below. Thus, adamantine weapons and

ammunition have a +1 enhancement bonus on attack rolls,

Table 6-8: Donning Armor

and the armor check penalty of adamantine armor is lessened

by 1 compared to ordinary armor of its type. Items without

Don

Armor Type

Don

Remove

metal parts cannot be made from adamantine. An arrow

Hastily

could be made of adamantine, but a quarterstaff could not.

1 move

1 move

Shield (any)

n/a

action

action

Weapons and armor normally made of steel that are made of

adamantine have one-third more hit points than normal.

Padded, leather, hide,

Adamantine has 40 hit points per inch of thickness and

studded leather, or

1 minute

5 rounds

1 minute1

hardness 20.

chain shirt

Breastplate, scale

mail, chainmail,

banded mail, or splint 4 minutes1

1 minute

1 minute1

mail

Page 141

Type of Adamantine Item

Item Cost Modifier

properties. Weapons made of cold iron cost twice as much to

Ammunition

+60 gp per missile

make as their normal counterparts. Also, adding any magical

enhancements to a cold iron weapon increases its price by

Light armor

+5,000 gp

2,000 gp. This increase is applied the first time the item is

Medium armor

+10,000 gp

enhanced, not once per ability added.

Heavy armor

+15,000 gp

Items without metal parts cannot be made from cold iron. An

Weapon

+3,000 gp

arrow could be made of cold iron, but a quarterstaff could

not. A double weapon with one cold iron half costs 50%

Darkwood: This rare magic wood is as hard as normal wood more than normal.

but very light. Any wooden or mostly wooden item (such as Cold iron has 30 hit points per inch of thickness and hardness

a bow or spear) made from darkwood is considered a 10.

masterwork item and weighs only half as much as a normal

wooden item of that type. Items not normally made of wood Mithral: Mithral is a very rare silvery, glistening metal that

or only partially of wood (such as a battleaxe or a mace) is lighter than steel but just as hard. When worked like steel,

either cannot be made from darkwood or do not gain any it becomes a wonderful material from which to create armor,

special benefit from being made of darkwood. The armor and is occasionally used for other items as well. Most mithral

check penalty of a darkwood shield is lessened by 2 armors are one category lighter than normal for purposes of

compared to an ordinary shield of its type. To determine the movement and other limitations. Heavy armors are treated as

price of a darkwood item, use the original weight but add 10 medium, and medium armors are treated as light, but light

gp per pound to the price of a masterwork version of that armors are still treated as light. This decrease does not apply

item.

to proficiency in wearing the armor. A character wearing

mithral full plate must be proficient in wearing heavy armor

Darkwood has 10 hit points per inch of thickness and to avoid adding the armor's check penalty to all his attack

hardness 5.

rolls and skill checks that involve moving. Spell failure

Dragonhide: Armorsmiths can work with the hides of chances for armors and shields made from mithral are

dragons to produce armor or shields of masterwork quality. decreased by 10%, maximum Dexterity bonuses are

One dragon produces enough hide for a single suit of increased by 2, and armor check penalties are decreased by 3

masterwork hide armor for a creature one size category (to a minimum of 0).

smaller than the dragon. By selecting only choice scales and An item made from mithral weighs half as much as the same

bits of hide, an armorsmith can produce one suit of item made from other metals. In the case of weapons, this

masterwork banded mail for a creature two sizes smaller, one lighter weight does not change a weapon's size category or

suit of masterwork half-plate for a creature three sizes the ease with which it can be wielded (whether it is light,

smaller, or one masterwork breastplate or suit of full plate for one-handed, or two-handed). Items not primarily of metal are

a creature four sizes smaller. In each case, enough hide is not meaningfully affected by being partially made of mithral.

available to produce a light or heavy masterwork shield in (A longsword can be a mithral weapon, while a quarterstaff

addition to the armor, provided that the dragon is Large or cannot.) Mithral weapons count as silver for the purpose of

larger. If the dragonhide comes from a dragon that had overcoming damage reduction.

immunity to an energy type, the armor is also immune to that

energy type, although this does not confer any protection to Weapons or armors fashioned from mithral are always

the wearer. If the armor or shield is later given the ability to masterwork items as well; the masterwork cost is included in

protect the wearer against that energy type, the cost to add the prices given below.

such protection is reduced by 25%.

Mithral has 30 hit points per inch of thickness and hardness

Because dragonhide armor isn't made of metal, druids can 15.

wear it without penalty.

Type of Mithral Item

Item Cost Modifier

Dragonhide armor costs twice as much as masterwork armor Light armor

+1,000 gp

of that type, but it takes no longer to make than ordinary Medium armor

+4,000 gp

armor of that type (double all Craft results).

Heavy armor

+9,000 gp

Dragonhide has 10 hit points per inch of thickness and Shield

+1,000 gp

hardness 10. The hide of a dragon is typically between 1/2 Other items

+500 gp/lb.

inch and 1 inch thick.

Iron, Cold: This iron, mined deep underground and known

for its effectiveness against demons and fey creatures, is Silver, Alchemical: A complex process involving metallurgy

and alchemy can bond silver to a weapon made of steel so

forged at a lower temperature to preserve its delicate

Page 142

that it bypasses the damage reduction of creatures such as Flint and steel

1 gp

—

lycanthropes.

Grappling hook

1 gp

4 lbs.

On a successful attack with a silvered slashing or piercing Hammer

5 sp

2 lbs.

weapon, the wielder takes a –1 penalty on the damage roll Hourglass

25 gp

1 lb.

(with a minimum of 1 point of damage). The alchemical

silvering process can't be applied to nonmetal items, and it Ink (1 oz. vial)

8 gp

—

doesn't work on rare metals such as adamantine, cold iron, Inkpen

1 sp

—

and mithral.

Jug, clay

3 cp

9 lbs.

Alchemical silver has 10 hit points per inch of thickness and Ladder, 10-foot

2 sp

20 lbs.

hardness 8.

Lamp, common

1 sp

1 lb.

Item Cost

Lantern, bullseye

12 gp

3 lbs.

Type of Alchemical Silver Item

Modifier

Lantern, hooded

7 gp

2 lbs.

Ammunition

+2 gp

Lock

Light weapon

+20 gp

Simple

20 gp

1 lb.

One-handed weapon, or one head of a

Average

40 gp

1 lb.

+90 gp

double weapon

Good

80 gp

1 lb.

Two-handed weapon, or both heads of a

+180 gp

Superior

150 gp

1 lb.

double weapon

Manacles

15 gp

2 lbs.

Manacles, masterwork

50 gp

2 lbs.

Goods And Services Mirror, small steel

10 gp

1/2 lb.

Mug/Tankard, clay

2 cp

1 lbs.

Table 6-9: Goods and Services

Oil (1-pint flask)

1 sp

1 lbs.

Adventuring Gear

Paper (sheet)

4 sp

—

Item

Cost

Weight

Parchment (sheet)

2 sp

—

Backpack (empty)

2 gp

2 lbs.1

Pick, miner's

3 gp

10 lbs.

Barrel (empty)

2 gp

30 lbs.

Pitcher, clay

2 cp

5 lbs.

Basket (empty)

4 sp

1 lb.

Piton

1 sp

1/2 lb.

Pole, 10-foot

5 cp

8 lbs.

Bedroll

1 sp

5 lbs.1

Pot, iron

8 sp

4 lbs.

Bell

1 gp

—

Pouch, belt (empty)

1 gp

1/2 lb.1

Blanket, winter

5 sp

3 lbs.1

Ram, portable

10 gp

20 lbs.

Block and tackle

5 gp

5 lbs.

Rations, trail (per day)

5 sp

Bottle, glass

2 gp

1 lb.

1 lb.1

Bucket (empty)

5 sp

2 lbs.

Rope, hemp (50 ft.)

1 gp

10 lbs.

Caltrops

1 gp

2 lbs.

Rope, silk (50 ft.)

10 gp

5 lbs.

Candle

1 cp

—

Sack (empty)

1 sp

1/2 lb.1

Canvas (sq. yd.)

1 sp

1 lb.

Sealing wax

1 gp

1 lbs.

Case, map or scroll

1 gp

1/2 lb.

Sewing needle

5 sp

—

Chain (10 ft.)

30 gp

2 lbs.

Shovel or spade

2 gp

8 lbs.

Chalk, 1 piece

1 cp

—

Signal whistle

8 sp

—

Chest (empty)

2 gp

25 lbs.

Signet ring

5 gp

—

Crowbar

2 gp

5 lbs.

Sledge

1 gp

10 lbs.

Firewood (per day)

1 cp

20 lbs.

Soap (per lb.)

5 sp

1 lb.

Fishhook

1 sp

—

Spyglass

1,000 gp

1 lb.

Fishing net, 25 sq. ft.

4 gp

5 lbs.

Tent

10 gp

20 lbs.1

Flask (empty)

3 cp

1-1/2 lbs.

Torch

1 cp

1 lb.

Page 143

Vial, ink or potion

1 gp

—

Explorer's outfit

10 gp

8 lbs.1

Water clock

1,000 gp

200 lbs.

Monk's outfit

5 gp

2 lbs.1

Waterskin

1 gp

4 lbs.1

Noble's outfit

75 gp

10 lbs.1

Whetstone

2 cp

1 lbs.

Peasant's outfit

1 sp

2 lbs.1

Special Substances and Items

Royal outfit

200 gp

15 lbs.1

Item

Cost

Weight

Scholar's outfit

5 gp

Acid (flask)

10 gp

1 lb.

6 lbs.1

Alchemist's fire (flask)

20 gp

1 lb.

Traveler's outfit

1 gp

5 lbs.1

Antitoxin (vial)

50 gp

—

Food, Drink, and Lodging

Everburning torch

110 gp

1 lb.

Item

Cost

Weight

Holy water (flask)

25 gp

1 lb.

Ale

Smokestick

20 gp

1/2 lb.

Gallon

2 sp

8 lbs.

Sunrod

2 gp

1 lb.

Mug

4 cp

1 lb.

Tanglefoot bag

50 gp

4 lbs.

Banquet (per person)

10 gp

—

Thunderstone

30 gp

1 lb.

Bread, loaf of

2 cp

1/2 lb.

Tindertwig

1 gp

—

Cheese, hunk of

1 sp

1/2 lb.

Tools and Skill Kits

Inn stay (per day)

Item

Cost

Weight

Good

2 gp

—

Alchemist's lab

200 gp

40 lbs.

Common

5 sp

—

Artisan's tools

5 gp

5 lbs.

Poor

2 sp

—

Artisan's tools, masterwork

55 gp

5 lbs.

Meals (per day)

Climber's kit

80 gp

5 lbs.1

Good

5 sp

—

Disguise kit

50 gp

Common

3 sp

—

8 lbs.1

Poor

1 sp

—

Healer's kit

50 gp

1 lb.

Meat, chunk of

3 sp

1/2 lb.

Holly and mistletoe

—

—

Wine

Holy symbol, wooden

1 gp

—

Common (pitcher)

2 sp

6 lbs.

Holy symbol, silver

25 gp

1 lb.

Fine (bottle)

10 gp

1-1/2 lbs.

Magnifying glass

100 gp

—

Mounts and Related Gear

Musical instrument,

5 gp

common

3 lbs.1

Item

Cost

Weight

Musical instrument,

Barding

100 gp

masterwork

3 lbs.1

Medium creature

×22

×12

Scale, merchant's

2 gp

1 lb.

Large creature

×42

×22

Spell component pouch

5 gp

2 lbs.

Bit and bridle

2 gp

1 lb.

Spellbook, wizard's (blank)

15 gp

3 lbs.

Dog, guard

25 gp

—

Thieves' tools

30 gp

1 lb.

Dog, riding

150 gp

—

Thieves' tools, masterwork

100 gp

2 lbs.

Donkey or mule

8 gp

—

Tool, masterwork

50 gp

1 lb.

Feed (per day)

5 cp

10 lbs.

Clothing

Horse

Artisan's outfit

1 gp

4 lbs.1

Horse, heavy

200 gp

—

Cleric's vestments

5 gp

6 lbs.1

Horse, heavy (combat

300 gp

—

Cold-weather outfit

8 gp

7 lbs.1

trained)

Horse, light

75 gp

—

Courtier's outfit

30 gp

6 lbs.1

Horse, light(combat

Entertainer's outfit

3 gp

4 lbs.1

110 gp

—

trained)

Page 144

Pony

30 gp

—

variety of gear, from rations (to sustain him on long travels),

Pony (combat trained)

45 gp

—

to rope (which is useful in countless circumstances). Most of

the common gear carried by adventurers is summarized on

Saddle

Table: Goods and Services.

Military

20 gp

30 lbs.

Pack

5 gp

15 lbs.

Riding

10 gp

25 lbs.

Adventuring Gear

Saddle, Exotic

Some of the pieces of adventuring gear found on Table:

Military

60 gp

40 lbs.

Goods and Services are described below, along with any

Pack

15 gp

20 lbs.

special benefits they confer on the user (“you”).

Riding

30 gp

30 lbs.

Caltrops: A caltrop is a four-pronged metal spike crafted so

Saddlebags

4 gp

8 lbs.

that one prong faces up no matter how the caltrop comes to

rest. You scatter caltrops on the ground in the hope that your

Stabling (per day)

5 sp

—

enemies step on them or are at least forced to slow down to

Transport

avoid them. One 2-pound bag of caltrops covers an area 5

Item

Cost

Weight

feet square.

Carriage

100 gp

600 lbs.

Each time a creature moves into an area covered by caltrops

Cart

15 gp

200 lbs.

(or spends a round fighting while standing in such an area), it

Galley

30,000 gp

—

runs the risk of stepping on one. Make an attack roll for the

caltrops (base attack bonus +0) against the creature. For this

Keelboat

3,000 gp

—

attack, the creature's shield, armor, and deflection bonuses do

Longship

10,000 gp

—

not count. If the creature is wearing shoes or other footwear,

Rowboat

50 gp

100 lbs.

it gets a +2 armor bonus to AC. If the attack succeeds, the

Oar

2 gp

10 lbs.

creature has stepped on a caltrop. The caltrop deals 1 point of

damage, and the creature's speed is reduced by half because

Sailing ship

10,000 gp

—

its foot is wounded. This movement penalty lasts for 24

Sled

20 gp

300 lbs.

hours, until the creature is successfully treated with a DC 15

Wagon

35 gp

400 lbs.

Heal check, or until it receives at least 1 point of magical

Warship

25,000 gp

—

healing. A charging or running creature must immediately

stop if it steps on a caltrop. Any creature moving at half

Spellcasting and Services

speed or slower can pick its way through a bed of caltrops

Service

Cost

with no trouble.

Coach cab

3 cp per mile

Caltrops may not work against unusual opponents.

Hireling, trained

3 sp per day

Hireling, untrained

1 sp per day

Candle: A candle dimly illuminates a small area, increasing

the light level in a 5-foot radius by one step (darkness

Messenger

2 cp per mile

becomes dim light and dim light becomes normal light). A

Road or gate toll

1 cp

candle cannot increase the light level above normal light. A

Ship's passage

1 sp per mile

candle burns for 1 hour.

Caster level × spell level × 10

Spellcasting

Chain: Chain has hardness 10 and 5 hit points. It can be

gp3

burst with a DC 26 Strength check.

— No weight, or no weight worth noting.

Crowbar: A crowbar grants a +2 circumstance bonus on

1 These items weigh one-quarter this amount when made for Strength checks made to force open a door or chest. If used

Small characters. Containers for Small characters also carry in combat, treat a crowbar as a one-handed improvised

one-quarter the normal amount.

weapon that deals bludgeoning damage equal to that of a

2 Relative to similar armor made for a Medium humanoid.

club of its size.

3 See spell description for additional costs. If the additional Flint and Steel: Lighting a torch with flint and steel is a full-

costs put the spell's total cost above 3,000 gp, that spell is

round action, and lighting any other fire with them takes at

not generally available. Use a spell level of 1/2 for 0-level

least that long.

spells to calculate the cost.

Grappling Hook: Throwing a grappling hook requires a

ranged attack roll, treating the hook as a thrown weapon with

Beyond armor and weapons, a character can carry a whole a range increment of 10 feet. Objects with ample places to

Page 145

catch the hook are AC 5.

is a 50% chance of the flask igniting successfully.

Hammer: If a hammer is used in combat, treat it as a one- You can pour a pint of oil on the ground to cover an area 5

handed improvised weapon that deals bludgeoning damage feet square, provided that the surface is smooth. If lit, the oil

equal to that of a spiked gauntlet of its size.

burns for 2 rounds and deals 1d3 points of fire damage to

each creature in the area.

Ink: Ink in colors other than black costs twice as much.

Pick, Miner's: If a miner's pick is used in combat, treat it as

Jug, Clay: This basic jug is fitted with a stopper and holds 1 a two-handed improvised weapon that deals piercing damage

gallon of liquid.

equal to that of a heavy pick of its size.

Lamp, Common: A lamp illuminates a small area, providing Ram, Portable: This iron-shod wooden beam gives you a +2

normal light in a 15-foot radius and increasing the light level circumstance bonus on Strength checks made to break open a

by one step for an additional 15 feet beyond that area door and allows a second person to help, automatically

(darkness becomes dim light and dim light becomes normal increasing your bonus by 2.

light). A lamp does not increase the light level in normal light

or bright light. A lamp burns for 6 hours on one pint of oil. Rope, Hemp: This rope has 2 hit points and can be burst

You can carry a lamp in one hand.

with a DC 23 Strength check.

Lantern, Bullseye: A bullseye lantern provides normal light Rope, Silk: This rope has 4 hit points and can be burst with a

in a 60-foot cone and increases the light level by one step in DC 24 Strength check.

the area beyond that, out to a 120-foot cone (darkness

becomes dim light and dim light becomes normal light). A Shovel: If a shovel is used in combat, treat it as a one-handed

improvised weapon that deals bludgeoning damage equal to

bullseye lantern does not increase the light level in normal

light or bright light. A lantern burns for 6 hours on one pint that of a club of its size.

of oil. You can carry a lantern in one hand.

Spyglass: Objects viewed through a spyglass are magnified

Lantern, Hooded: A hooded lantern sheds normal light in a to twice their size. Characters using a spyglass take a –1

penalty on Perception skill checks per 20 feet of distance to

30-foot radius and increases the light level by one step for an

additional 30 feet beyond that area (darkness becomes dim the target, if the target is visible.

light and dim light becomes normal light). A hooded lantern Torch: A torch burns for 1 hour, shedding normal light in a

does not increase the light level in normal light or bright 20-foot radius and increasing the light level by one step for

light. A lantern burns for 6 hours on one pint of oil. You can an additional 20 feet beyond that area (darkness becomes

carry a lantern in one hand.

dim light and dim light becomes normal light). A torch does

not increase the light level in normal light or bright light. If a

Lock: The DC to open a lock with the Disable Device skill

depends on the lock's quality: simple (DC 20), average (DC torch is used in combat, treat it as a one-handed improvised

weapon that deals bludgeoning damage equal to that of a

25), good (DC 30), or superior (DC 40).

gauntlet of its size, plus 1 point of fire damage.

Manacles, Standard and Masterwork: Manacles can bind Vial: A vial is made out of glass or steel and holds 1 ounce of

a Medium creature. A manacled creature can use the Escape

Artist skill to slip free (DC 30, or DC 35 for masterwork liquid.

manacles). Breaking the manacles requires a Strength check Water Clock: This large, bulky contrivance gives the time

(DC 26, or DC 28 for masterwork manacles). Manacles have accurately to within half an hour per day since it was last set.

hardness 10 and 10 hit points.

It requires a source of water, and it must be kept still because

Most manacles have locks; add the cost of the lock you want it marks time by the regulated flow of droplets of water.

to the cost of the manacles.

For the same cost, you can buy manacles for a Small Special Substances and Items

creature. For a Large creature, manacles cost 10 times the

indicated amount, and for a Huge creature, 100 times the Any of these substances except for the everburning torch and

indicated amount. Gargantuan, Colossal, Tiny, Diminutive, holy water can be made by a character with the Craft

and Fine creatures can be held only by specially made (alchemy) skill.

manacles, which cost at least 100 times the indicated amount. Acid: You can throw a flask of acid as a splash weapon.

Oil: A pint of oil burns for 6 hours in a lantern or lamp. You Treat this attack as a ranged touch attack with a range

can also use a flask of oil as a splash weapon. Use the rules increment of 10 feet. A direct hit deals 1d6 points of acid

for alchemist's fire (see Special Substances and Items on damage. Every creature within 5 feet of the point where the

Table: Goods and Services), except that it takes a full-round acid hits takes 1 point of acid damage from the splash.

action to prepare a flask with a fuse. Once it is thrown, there Alchemist's Fire: You can throw a flask of alchemist's fire as

Page 146

a splash weapon. Treat this attack as a ranged touch attack tar, resin, and other sticky substances. When you throw a

with a range increment of 10 feet.

tanglefoot bag at a creature (as a ranged touch attack with a

range increment of 10 feet), the bag comes apart and goo

A direct hit deals 1d6 points of fire damage. Every creature bursts out, entangling the target and then becoming tough

within 5 feet of the point where the flask hits takes 1 point of and resilient upon exposure to air. An entangled creature

fire damage from the splash. On the round following a direct takes a –2 penalty on attack rolls and a –4 penalty to

hit, the target takes an additional 1d6 points of damage. If Dexterity and must make a DC 15 Reflex save or be glued to

desired, the target can use a full-round action to attempt to the floor, unable to move. Even on a successful save, it can

extinguish the flames before taking this additional damage. move only at half speed. Huge or larger creatures are

Extinguishing the flames requires a DC 15 Reflex save. unaffected by a tanglefoot bag. A flying creature is not stuck

Rolling on the ground provides the target a +2 bonus on the to the floor, but it must make a DC 15 Reflex save or be

save. Leaping into a lake or magically extinguishing the unable to fly (assuming it uses its wings to fly) and fall to the

flames automatically smothers the fire.

ground. A tanglefoot bag does not function underwater.

Antitoxin: If you drink a vial of antitoxin, you get a +5 A creature that is glued to the floor (or unable to fly) can

alchemical bonus on Fortitude saving throws against poison break free by making a DC 17 Strength check or by dealing

for 1 hour.

15 points of damage to the goo with a slashing weapon. A

Everburning Torch: This otherwise normal torch has a creature trying to scrape goo off itself, or another creature

continual flame spell cast on it. This causes it to shed light assisting, does not need to make an attack roll; hitting the

like an ordinary torch, but it does not emit heat or deal fire goo is automatic, after which the creature that hit makes a

damage if used as a weapon.

damage roll to see how much of the goo was scraped off.

Once free, the creature can move (including flying) at half

Holy Water: Holy water damages undead creatures and evil speed. If the entangled creature attempts to cast a spell, it

outsiders almost as if it were acid. A flask of holy water can must make concentration check with a DC of 15 + the spell's

be thrown as a splash weapon.

level or be unable to cast the spell. The goo becomes brittle

Treat this attack as a ranged touch attack with a range and fragile after 2d4 rounds, cracking apart and losing its

increment of 10 feet. A flask breaks if thrown against the effectiveness. An application of universal solvent to a stuck

body of a corporeal creature, but to use it against an creature dissolves the alchemical goo immediately.

incorporeal creature, you must open the flask and pour the Thunderstone: You can throw this stone as a ranged attack

holy water out onto the target. Thus, you can douse an with a range increment of 20 feet. When it strikes a hard

incorporeal creature with holy water only if you are adjacent surface (or is struck hard), it creates a deafening bang that is

to it. Doing so is a ranged touch attack that does not provoke treated as a sonic attack. Each creature within a 10-foot-

attacks of opportunity.

radius spread must make a DC 15 Fortitude save or be

A direct hit by a flask of holy water deals 2d4 points of deafened for 1 hour. A deafened creature, in addition to the

damage to an undead creature or an evil outsider. Each such obvious effects, takes a –4 penalty on initiative and has a

creature within 5 feet of the point where the flask hits takes 1 20% chance to miscast and lose any spell with a verbal

point of damage from the splash.

component that it tries to cast.

Temples to good deities sell holy water at cost (making no Since you don't need to hit a specific target, you can simply

profit). Holy water is made using the bless water spell.

aim at a particular 5-foot square. Treat the target square as

AC 5.

Smokestick: This alchemically treated wooden stick

instantly creates thick, opaque smoke when burned. The Tindertwig: The alchemical substance on the end of this

smoke fills a 10-foot cube (treat the effect as a fog cloud small, wooden stick ignites when struck against a rough

spell, except that a moderate or stronger wind dissipates the surface. Creating a flame with a tindertwig is much faster

smoke in 1 round). The stick is consumed after 1 round, and than creating a flame with flint and steel (or a magnifying

the smoke dissipates naturally after 1 minute.

glass) and tinder. Lighting a torch with a tindertwig is a

standard action (rather than a full-round action), and lighting

Sunrod: This 1-foot-long, gold-tipped, iron rod glows any other fire with one is at least a standard action.

brightly when struck as a standard action. It sheds normal

light in a 30-foot radius and increases the light level by one

step for an additional 30 feet beyond that area (darkness Tools and Skill Kits

becomes dim light and dim light becomes normal light). A

sunrod does not increase the light level in normal light or These items are particularly useful to characters with certain

bright light. It glows for 6 hours, after which the gold tip is skills and class abilities.

burned out and worthless.

Alchemist's Lab: This lab is used for making alchemical

Tanglefoot Bag: A tanglefoot bag is a small sack filled with items, and provides a +2 circumstance bonus on Craft

Page 147

(alchemy) checks. It has no bearing on the costs related to Spellbook, Wizard's: A spellbook has 100 pages of

the Craft (alchemy) skill. Without this lab, a character with parchment, and each spell takes up one page per spell level

the Craft (alchemy) skill is assumed to have enough tools to (one page each for 0-level spells).

use the skill but not enough to get the +2 bonus that the lab Thieves' Tools: This kit contains lockpicks and other tools

provides.

you need to use the Disable Device skill. Without these tools,

Artisan's Tools: These special tools include the items needed you must use improvised tools, and you take a –2

to pursue any craft. Without them, you have to use circumstance penalty on Disable Device checks.

improvised tools (–2 penalty on Craft checks), if you can do Thieves' Tools, Masterwork: This kit contains extra tools

the job at all.

and tools of better make, which grant a +2 circumstance

Artisan's Tools, Masterwork: These tools serve the same bonus on Disable Device checks.

purpose as artisan's tools, but masterwork artisan's tools are

the perfect tools for the job, so you get a +2 circumstance Tool, Masterwork: This well-made item is the perfect tool

for the job. It grants a +2 circumstance bonus on a related

bonus on Craft checks made with them.

skill check (if any). Bonuses provided by multiple

Climber's Kit: These crampons, pitons, ropes, and tools give masterwork items do not stack.

you a +2 circumstance bonus on Climb checks.

Disguise Kit: The kit is the perfect tool for disguise and Clothing

provides a +2 circumstance bonus on Disguise checks. A

disguise kit is exhausted after 10 uses.

All characters begin play with one outfit, valued at 10 gp or

Healer's Kit: This collection of bandages and herbs provides less. Additional outfits can be purchased normally.

a +2 circumstance bonus on Heal checks. A healer's kit is Artisan's Outfit: This outfit includes a shirt with buttons, a

exhausted after 10 uses.

skirt or pants with a drawstring, shoes, and perhaps a cap or

Holly and Mistletoe: Druids commonly use these plants as hat. It may also include a belt or a leather or cloth apron for

divine focuses when casting spells.

carrying tools.

Holy Symbol, Silver or Wooden: A holy symbol focuses Cleric's Vestments: These clothes are for performing

positive energy and is used by good clerics and paladins (or priestly functions, not for adventuring. Cleric's vestments

by neutral clerics who want to cast good spells or channel typically include a cassock, stole, and surplice.

positive energy). Each religion has its own holy symbol.

Cold-Weather Outfit: This outfit includes a wool coat, linen

Unholy Symbols: An unholy symbol is like a holy symbol shirt, wool cap, heavy cloak, thick pants or skirt, and boots.

except that it focuses negative energy and is used by evil This outfit grants a +5 circumstance bonus on Fortitude

clerics (or by neutral clerics who want to cast evil spells or saving throws against exposure to cold weather.

channel negative energy).

Courtier's Outfit: This outfit includes fancy, tailored clothes

Magnifying Glass: This simple lens allows a closer look at in whatever fashion happens to be the current style in the

small objects. It is also useful as a substitute for flint and courts of the nobles. Anyone trying to influence nobles or

steel when starting fires. Lighting a fire with a magnifying courtiers while wearing street dress will have a hard time of

glass requires bright light, such as sunlight to focus, tinder to it (–2 penalty on Charisma-based skill checks to influence

ignite, and at least a full-round action. A magnifying glass such individuals). If you wear this outfit without jewelry

grants a +2 circumstance bonus on Appraise checks (costing an additional 50 gp), you look like an out-of-place

involving any item that is small or highly detailed.

commoner.

Musical Instrument, Common or Masterwork: A Entertainer's Outfit: This set of flashy—perhaps even

masterwork instrument grants a +2 circumstance bonus on gaudy—clothes is for entertaining. While the outfit looks

Perform checks involving its use.

whimsical, its practical design lets you tumble, dance, walk a

tightrope, or just run (if the audience turns ugly).

Scale, Merchant's: A merchant's scale grants a +2

circumstance bonus on Appraise checks involving items that Explorer's Outfit: This set of clothes is for someone who

are valued by weight, including anything made of precious never knows what to expect. It includes sturdy boots, leather

metals.

breeches or a skirt, a belt, a shirt (perhaps with a vest or

jacket), gloves, and a cloak. Rather than a leather skirt, a

Spell Component Pouch: A spellcaster with a spell leather overtunic may be worn over a cloth skirt. The clothes

component pouch is assumed to have all the material have plenty of pockets (especially the cloak). The outfit also

components and focuses needed for spellcasting, except for includes any extra accessories you might need, such as a

those components that have a specific cost, divine focuses, scarf or a wide-brimmed hat.

and focuses that wouldn't fit in a pouch.

Page 148

Monk's Outfit: This simple outfit includes sandals, loose Armor for a horse (a Large nonhumanoid creature) costs four

breeches, and a loose shirt, and is bound together with times as much as human armor (a Medium humanoid

sashes. The outfit is designed to give you maximum mobility, creature) and also weighs twice as much (see Table: Armor

and it's made of high-quality fabric. You can conceal small for Unusual Creatures). If the barding is for a pony or other

weapons in pockets hidden in the folds, and the sashes are Medium mount, the cost is only double, and the weight is the

strong enough to serve as short ropes.

same as for Medium armor worn by a humanoid. Medium or

heavy barding slows a mount that wears it, as shown on the

Noble's Outfit: These clothes are designed specifically to be table below.

expensive and gaudy. Precious metals and gems are worked

into the clothing. A would-be noble also needs a signet ring Flying mounts can't fly in medium or heavy barding.

and jewelry (worth at least 100 gp) to accessorize this outfit. Removing and fitting barding takes five times as long as the

Peasant's Outfit: This set of clothes consists of a loose shirt figures given on Table: Donning Armor. A barded animal

and baggy breeches, or a loose shirt and skirt or overdress. cannot be used to carry any load other than a rider and

Cloth wrappings are used for shoes.

normal saddlebags.

Royal Outfit: This is just the clothing, not the royal scepter,

Modifier

crown, ring, and other accoutrements. Royal clothes are Barding

(40 ft)

(50 ft.)

(60 ft.)

ostentatious, with gems, gold, silk, and fur in abundance.

Medium

30 ft.

35 ft.

40 ft.

Scholar's Outfit: Perfect for a scholar, this outfit includes a Heavy

30 ft.*

35 ft.*

40 ft.*

robe, a belt, a cap, soft shoes, and possibly a cloak.

* A mount wearing heavy armor moves at only triple its

Traveler's Outfit: This set of clothes consists of boots, a normal speed when running instead of quadruple.

wool skirt or breeches, a sturdy belt, a shirt (perhaps with a

vest or jacket), and an ample cloak with a hood.

Dog, Riding: This Medium dog is specially trained to carry a

Small humanoid rider. It is brave in combat like a war-

Food, Drink, and Lodging

trained horse. Due to its smaller stature, you take no damage

when you fall from a riding dog.

These prices are for meals and accommodations at

establishments in an average city.

Donkey or Mule: Donkeys and mules are stolid in the face

of danger, hardy, surefooted, and capable of carrying heavy

Inn: Poor accommodations at an inn amount to a place on loads over vast distances. Unlike a horse, a donkey or a mule

the floor near the hearth. Common accommodations consist is willing (though not eager) to enter dungeons and other

of a place on a raised, heated floor and the use of a blanket strange or threatening places.

and a pillow. Good accommodations consist of a small,

private room with one bed, some amenities, and a covered Feed: Horses, donkeys, mules, and ponies can graze to

chamber pot in the corner.

sustain themselves, but providing feed for them is better. If

you have a riding dog, you have to feed it meat.

Meals: Poor meals might be composed of bread, baked

turnips, onions, and water. Common meals might consist of Horse: A horse is suitable as a mount for a human, dwarf,

bread, chicken stew, carrots, and watered-down ale or wine. elf, half-elf, or half-orc. A pony is smaller than a horse and is

Good meals might be composed of bread and pastries, beef, a suitable mount for a gnome or halfling.

peas, and ale or wine.

A combat-trained horse can be ridden into combat without

danger. See the Handle Animal skill for a list of tricks known

by horses and ponies with combat training.

Mounts and Related Gear

Saddle, Exotic: An exotic saddle is designed for an unusual

These are the common mounts available in most cities. Some mount. Exotic saddles come in military, pack, and riding

markets might have additional creatures available, such as styles.

camels or even griffons, depending on the terrain. Such Saddle, Military: This saddle braces the rider, providing a

additional choices are up to GM discretion.

+2 circumstance bonus on Ride checks related to staying in

Barding, Medium Creature and Large Creature: Barding the saddle. If you're knocked unconscious while in a military

is a type of armor that covers the head, neck, chest, body, and saddle, you have a 75% chance to stay in the saddle.

possibly legs of a horse or other mount. Barding made of Saddle, Pack: A pack saddle holds gear and supplies, but not

medium or heavy armor provides better protection than light a rider. It holds as much gear as the mount can carry.

barding, but at the expense of speed. Barding can be made of

any of the armor types found on Table: Armor and Shields.

Saddle, Riding: If you are knocked unconscious while in a

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riding saddle, you have a 50% chance to stay in the saddle.

Spellcasting and Services

Transport

Sometimes the best solution to a problem is to hire someone

else to take care of it.

The prices listed are to purchase the vehicle. These prices Coach Cab: The price given is for a ride in a coach that

generally exclude crew or animals.

transports people (and light cargo) between towns. For a ride

in a cab that transports passengers within a city, 1 copper

Carriage: This four-wheeled vehicle can transport as many piece usually takes you anywhere you need to go.

as four people within an enclosed cab, plus two drivers. In

general, two horses (or other beasts of burden) draw it. A Hireling, Trained: The amount given is the typical daily

carriage comes with the harness needed to pull it.

wage for mercenary warriors, masons, craftsmen, cooks,

scribes, teamsters, and other trained hirelings. This value

Cart: This two-wheeled vehicle can be drawn by a single represents a minimum wage; many such hirelings require

horse (or other beast of burden). It comes with a harness.

significantly higher pay.

Galley: This three-masted ship has 70 oars on either side and Hireling, Untrained: The amount shown is the typical daily

requires a total crew of 200. A galley is 130 feet long and 20 wage for laborers, maids, and other menial workers.

feet wide, and can carry 150 tons of cargo or 250 soldiers.

For 8,000 gp more, it can be fitted with a ram and castles Messenger: This includes horse-riding messengers and

with firing platforms fore, aft, and amidships. This ship runners. Those willing to carry a message to a place they

cannot make sea voyages and sticks to the coast. It moves were going anyway may ask for only half the indicated

about 4 miles per hour when being rowed or under sail.

amount.

Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet wide Road or Gate Toll: A toll is sometimes charged to cross a

and has a few oars to supplement its single mast with a well-kept and well-guarded road to pay for patrols on it and

square sail. It has a crew of 8 to 15 and can carry 40 to 50 for its upkeep. Occasionally, a large, walled city charges a

tons of cargo or 100 soldiers. It can make sea voyages, as toll to enter or exit (or sometimes just to enter).

well as sail down rivers (thanks to its flat bottom). It moves Ship's Passage: Most ships do not specialize in passengers,

about 1 mile per hour.

but many have the capability to take a few along when

Longship: This 75-foot-long ship with 40 oars requires a transporting cargo. Double the given cost for creatures larger

total crew of 50. It has a single mast and a square sail, and it than Medium or creatures that are otherwise difficult to bring

can carry 50 tons of cargo or 120 soldiers. A longship can aboard a ship.

make sea voyages. It moves about 3 miles per hour when Spellcasting: The indicated amount is how much it costs to

being rowed or under sail.

get a spellcaster to cast a spell for you. This cost assumes

Rowboat: This 8- to 12-foot-long boat with two oars holds that you can go to the spellcaster and have the spell cast at

two or three Medium passengers. It moves about 1-1/2 miles his convenience (generally at least 24 hours later, so that the

per hour.

spellcaster has time to prepare the spell in question). If you

want to bring the spellcaster somewhere to cast a spell you

Sailing Ship: This large, seaworthy ship is 75 to 90 feet long need to negotiate with him, and the default answer is no.

and 20 feet wide, and has a crew of 20. It can carry 150 tons

of cargo. It has square sails on its two masts and can make The cost given is for any spell that does not require a costly

sea voyages. It moves about 2 miles per hour.

material component. If the spell includes a material

component, add the cost of that component to the cost of the

Sled: This is a wagon on runners for snow and ice travel. In spell. If the spell has a focus component (other than a divine

general, two horses (or other beasts of burden) draw it. A sled focus), add 1/10 the cost of that focus to the cost of the spell.

comes with the harness needed to pull it.

Furthermore, if a spell has dangerous consequences, the

Wagon: A four-wheeled, open vehicle for transporting heavy spellcaster will certainly require proof that you can and will

loads. Two horses (or other beasts of burden) must draw it. A pay for dealing with any such consequences (that is,

wagon comes with the harness needed to pull it.

assuming that the spellcaster even agrees to cast such a spell,

Warship: This 100-foot-long ship has a single mast, which isn't certain). In the case of spells that transport the

although oars can also propel it. It has a crew of 60 to 80 caster and characters over a distance, you will likely have to

rowers. This ship can carry 160 soldiers, but not for long pay for two castings of the spell, even if you aren't returning

distances, since there isn't room for supplies to support that with the caster.

many people. The warship cannot make sea voyages and In addition, not every town or village has a spellcaster of

sticks to the coast. It is not used for cargo. It moves about 2- sufficient level to cast any spell. In general, you must travel

1/2 miles per hour when being rowed or under sail.

Page 150

to a small town (or larger settlement) to be reasonably

assured of finding a spellcaster capable of casting 1st-level

spells, a large town for 2nd-level spells, a small city for 3rd-

or 4th-level spells, a large city for 5th- or 6th-level spells,

and a metropolis for 7th- or 8th-level spells. Even a

metropolis isn't guaranteed to have a local spellcaster able to

cast 9th-level spells.

Page 151

7. Additional Rules

and reliability. On the downside, lawfulness can include

closed-mindedness, reactionary adherence to tradition, self-

righteousness, and a lack of adaptability. Those who

consciously promote lawfulness say that only lawful

Alignment behavior creates a society in which people can depend on

each other and make the right decisions in full confidence

A creature's general moral and personal attitudes are that others will act as they should.

represented by its alignment: lawful good, neutral good, Chaos implies freedom, adaptability, and flexibility. On the

chaotic good, lawful neutral, neutral, chaotic neutral, lawful downside, chaos can include recklessness, resentment toward

evil, neutral evil, or chaotic evil.

legitimate authority, arbitrary actions, and irresponsibility.

Alignment is a tool for developing your character's identity Those who promote chaotic behavior say that only unfettered

—it is not a straitjacket for restricting your character. Each personal freedom allows people to express themselves fully

alignment represents a broad range of personality types or and lets society benefit from the potential that its individuals

personal philosophies, so two characters of the same have within them.

alignment can still be quite different from each other. In Someone who is neutral with respect to law and chaos has

addition, few people are completely consistent.

some respect for authority and feels neither a compulsion to

All creatures have an alignment. Alignment determines the obey nor a compulsion to rebel. She is generally honest, but

effectiveness of some spells and magic items.

can be tempted into lying or deceiving others.

Animals and other creatures incapable of moral action are

neutral. Even deadly vipers and tigers that eat people are Alignment Steps

neutral because they lack the capacity for morally right or

wrong behavior. Dogs may be obedient and cats free-spirited, Occasionally the rules refer to “steps” when dealing with

but they do not have the moral capacity to be truly lawful or alignment. In this case, “steps” refers to the number of

chaotic.

alignment shifts between the two alignments, as shown on

the following diagram. Note that diagonal “steps” count as

two steps. For example, a lawful neutral character is one step

Good Versus Evil

away from a lawful good alignment, and three steps away

from a chaotic evil alignment. A cleric's alignment must be

Good characters and creatures protect innocent life. Evil within one step of the alignment of her deity.

characters and creatures debase or destroy innocent life,

whether for fun or profit.

Lawful

Neutral

Chaotic

Good implies altruism, respect for life, and a concern for the

Good Lawful Good

Neutral Good Chaotic Good

dignity of sentient beings. Good characters make personal Neutral Lawful Neutral Neutral

Chaotic Neutral

sacrifices to help others.

Evil

Lawful Evil

Neutral Evil

Chaotic Evil

Evil implies hurting, oppressing, and killing others. Some

evil creatures simply have no compassion for others and kill The Nine Alignments

without qualms if doing so is convenient. Others actively

pursue evil, killing for sport or out of duty to some evil deity Nine distinct alignments define the possible combinations of

or master.

the lawful-chaotic axis with the good-evil axis. Each

description below depicts a typical character of that

People who are neutral with respect to good and evil have alignment. Remember that individuals vary from this norm,

compunctions against killing the innocent, but may lack the and that a given character may act more or less in accord

commitment to make sacrifices to protect or help others.

with his alignment from day to day. Use these descriptions as

guidelines, not as scripts.

Law Versus Chaos

The first six alignments, lawful good through chaotic neutral,

are standard alignments for player characters. The three evil

Lawful characters tell the truth, keep their word, respect alignments are usually for monsters and villains. With the

authority, honor tradition, and judge those who fall short of GM's permission, a player may assign an evil alignment to

their duties. Chaotic characters follow their consciences, his PC, but such characters are often a source of disruption

resent being told what to do, favor new ideas over tradition, and conflict with good and neutral party members. GMs are

and do what they promise if they feel like it.

encouraged to carefully consider how evil PCs might affect

Law implies honor, trustworthiness, obedience to authority, the campaign before allowing them.

Page 152

Lawful Good: A lawful good character acts as a good person traditions. A chaotic neutral character does not intentionally

is expected or required to act. She combines a commitment disrupt organizations as part of a campaign of anarchy. To do

to oppose evil with the discipline to fight relentlessly. She so, he would have to be motivated either by good (and a

tells the truth, keeps her word, helps those in need, and desire to liberate others) or evil (and a desire to make those

speaks out against injustice. A lawful good character hates to others suffer). A chaotic neutral character may be

see the guilty go unpunished.

unpredictable, but his behavior is not totally random. He is

not as likely to jump off a bridge as he is to cross it.

Lawful good combines honor with compassion.

Chaotic neutral represents freedom from both society's

Neutral Good: A neutral good character does the best that a restrictions and a do-gooder's zeal.

good person can do. He is devoted to helping others. He

works with kings and magistrates but does not feel beholden Lawful Evil: A lawful evil villain methodically takes what

to them.

he wants within the limits of his code of conduct without

regard for whom it hurts. He cares about tradition, loyalty,

Neutral good means doing what is good and right without and order, but not about freedom, dignity, or life. He plays by

bias for or against order.

the rules but without mercy or compassion. He is

Chaotic Good: A chaotic good character acts as his comfortable in a hierarchy and would like to rule, but is

conscience directs him with little regard for what others willing to serve. He condemns others not according to their

expect of him. He makes his own way, but he's kind and actions but according to race, religion, homeland, or social

benevolent. He believes in goodness and right but has little rank. He is loath to break laws or promises.

use for laws and regulations. He hates it when people try to This reluctance comes partly from his nature and partly

intimidate others and tell them what to do. He follows his because he depends on order to protect himself from those

own moral compass, which, although good, may not agree who oppose him on moral grounds. Some lawful evil villains

with that of society.

have particular taboos, such as not killing in cold blood (but

Chaotic good combines a good heart with a free spirit.

having underlings do it) or not letting children come to harm

(if it can be helped). They imagine that these compunctions

Lawful Neutral: A lawful neutral character acts as law, put them above unprincipled villains.

tradition, or a personal code directs her. Order and

organization are paramount. She may believe in personal Some lawful evil people and creatures commit themselves to

order and live by a code or standard, or she may believe in evil with a zeal like that of a crusader committed to good.

order for all and favor a strong, organized government.

Beyond being willing to hurt others for their own ends, they

take pleasure in spreading evil as an end unto itself. They

Lawful neutral means you are reliable and honorable without may also see doing evil as part of a duty to an evil deity or

being a zealot.

master.

Neutral: A neutral character does what seems to be a good Lawful evil represents methodical, intentional, and organized

idea. She doesn't feel strongly one way or the other when it evil.

comes to good vs. evil or law vs. chaos (and thus neutral is

sometimes called “true neutral”). Most neutral characters Neutral Evil: A neutral evil villain does whatever she can

exhibit a lack of conviction or bias rather than a commitment get away with. She is out for herself, pure and simple. She

to neutrality. Such a character probably thinks of good as sheds no tears for those she kills, whether for profit, sport, or

better than evil—after all, she would rather have good convenience. She has no love of order and holds no illusions

neighbors and rulers than evil ones. Still, she's not personally that following laws, traditions, or codes would make her any

committed to upholding good in any abstract or universal better or more noble. On the other hand, she doesn't have the

way.

restless nature or love of conflict that a chaotic evil villain

has.

Some neutral characters, on the other hand, commit

themselves philosophically to neutrality. They see good, evil, Some neutral evil villains hold up evil as an ideal,

law, and chaos as prejudices and dangerous extremes. They committing evil for its own sake. Most often, such villains

advocate the middle way of neutrality as the best, most are devoted to evil deities or secret societies.

balanced road in the long run.

Neutral evil represents pure evil without honor and without

Neutral means you act naturally in any situation, without variation.

prejudice or compulsion.

Chaotic Evil: A chaotic evil character does what his greed,

Chaotic Neutral: A chaotic neutral character follows his hatred, and lust for destruction drive him to do. He is vicious,

whims. He is an individualist first and last. He values his arbitrarily violent, and unpredictable. If he is simply out for

own liberty but doesn't strive to protect others' freedom. He whatever he can get, he is ruthless and brutal. If he is

avoids authority, resents restrictions, and challenges committed to the spread of evil and chaos, he is even worse.

Page 153

Thankfully, his plans are haphazard, and any groups he joins Age

or forms are likely to be poorly organized. Typically, chaotic

evil people can be made to work together only by force, and You can choose or randomly generate your character's age. If

their leader lasts only as long as he can thwart attempts to you choose it, it must be at least the minimum age for the

topple or assassinate him.

character's race and class. Alternatively, roll the dice

Chaotic evil represents the destruction not only of beauty and indicated for your class on Table: Random Starting Ages and

life, but also of the order on which beauty and life depend.

add the result to the minimum age of adulthood for your race

to determine how old your character is.

Changing Alignments

Table 7-1: Random Starting Ages

Alignment is a tool, a convenient shorthand you can use to

Bard,

Cleric,

Barbarian,

summarize the general attitude of an NPC, region, religion,

Fighter,

Druid,

Race

Adulthood

Rogue,

organization, monster, or even magic item.

Paladin,

Monk,

Sorcerer

Ranger

Wizard

Certain character classes in Classes list repercussions for

those who don't adhere to a specific alignment, and some Human

15 years

+1d4

+1d6

+2d6

spells and magic items have different effects on targets Dwarf

40 years

+3d6

+5d6

+7d6

depending on alignment, but beyond that it's generally not Elf

110 years

+4d6

+6d6

+10d6

necessary to worry too much about whether someone is Gnome

40 years

+4d6

+6d6

+9d6

behaving differently from his stated alignment. In the end, Half-elf 20 years

+1d6

+2d6

+3d6

the Game Master is the one who gets to decide if something's

in accordance with its indicated alignment, based on the Half-orc 14 years

+1d4

+1d6

+2d6

descriptions given previously and his own opinion and Halfling 20 years

+2d4

+3d6

+4d6

interpretation—the only thing the GM needs to strive for is

to be consistent as to what constitutes the difference between

alignments like chaotic neutral and chaotic evil. There's no With age, a character's physical ability scores decrease and

hard and fast mechanic by which you can measure alignment his mental ability scores increase (see Table: Aging Effects).

—unlike hit points or skill ranks or Armor Class, alignment The effects of each aging step are cumulative. However,

is solely a label the GM controls.

none of a character's ability scores can be reduced below 1 in

this way.

It's best to let players play their characters as they want. If a

player is roleplaying in a way that you, as the GM, think When a character reaches venerable age, secretly roll his

doesn't fit his alignment, let him know that he's acting out of maximum age and record the result, which the player does

alignment and tell him why—but do so in a friendly manner. not know. A character who reaches his maximum age dies of

If a character wants to change his alignment, let him—in old age sometime during the following year.

most cases, this should amount to little more than a change The maximum ages are for player characters. Most people in

of personality, or in some cases, no change at all if the the world at large die from pestilence, accidents, infections,

alignment change was more of an adjustment to more or violence before getting to venerable age.

accurately summarize how a player, in your opinion, is

portraying his character. In some cases, changing alignments

Table 7-2: Aging Effects

can impact a character's abilities—see the class write-ups in

Classes for details. An atonement spell may be necessary to

Middle

repair damage done by alignment changes arising from Race

Age1

Old2

Venerable3

Maximum

Age

involuntary sources or momentary lapses in personality.

70 + 2d20

Human

35 years

53 years

70 years

Players who frequently have their characters change

years

alignment should in all likelihood be playing chaotic neutral

250 + 2d%

characters.

Dwarf

125 years 188 years

250 years

years

350 + 4d%

Elf

175 years 263 years

350 years

Vital Statistics

years

200 + 3d%

Gnome

100 years 150 years

200 years

The following section determines a character's starting age,

years

height, and weight. The character's race and class influence

125 + 3d20

Half-elf

62 years

93 years

125 years

these statistics. Consult your GM before making a character

years

that does not conform to these statistics.

Page 154

Middle

Encumbrance by Armor: A character's armor determines his

Race

Age1

Old2

Venerable3

Maximum

Age

maximum Dexterity bonus to AC, armor check penalty,

speed, and running speed. Unless your character is weak or

60 + 2d10

Half-orc 30 years

45 years

60 years

carrying a lot of gear, that's all you need to know; the extra

years

gear your character carries won't slow him down any more

100 + 5d20

Halfling 50 years

75 years

100 years

than the armor already does.

years

If your character is weak or carrying a lot of gear, however,

1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and then you'll need to calculate encumbrance by weight. Doing

Cha.

so is most important when your character is trying to carry

2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and

some heavy object.

Cha.

3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis,

Table 7-4: Carrying Capacity

and Cha.

Strength

Light Load Medium Load Heavy Load

Height and Weight

Score

1

3 lbs. or less

4–6 lbs.

7–10 lbs.

To determine a character's height, roll the modifier dice 2

6 lbs. or less

7–13 lbs.

14–20 lbs.

indicated on Table: Random Height and Weight and add the 3

10 lbs. or less

11–20 lbs.

21–30 lbs.

result, in inches, to the base height for your character's race

and gender. To determine a character's weight, multiply the 4

13 lbs. or less

14–26 lbs.

27–40 lbs.

result of the modifier dice by the weight multiplier and add 5

16 lbs. or less

17–33 lbs.

34–50 lbs.

the result to the base weight for your character's race and 6

20 lbs. or less

21–40 lbs.

41–60 lbs.

gender.

7

23 lbs. or less

24–46 lbs.

47–70 lbs.

8

26 lbs. or less

27–53 lbs.

54–80 lbs.

Table 7-3: Random Height and Weight

9

30 lbs. or less

31–60 lbs.

61–90 lbs.

Base

Base

Weight

Race

Modifier

10

33 lbs. or less

34–66 lbs.

67–100 lbs.

Height

Weight

Multiplier 11

38 lbs. or less

39–76 lbs.

77–115 lbs.

Human, male

4 ft. 10 in. 120 lbs.

2d10

×5 lbs.

12

43 lbs. or less

44–86 lbs.

87–130 lbs.

Human, female 4 ft. 5 in. 85 lbs.

2d10

×5 lbs.

13

50 lbs. or less

51–100 lbs.

101–150 lbs.

Dwarf, male

3 ft. 9 in. 150 lbs.

2d4

×7 lbs.

14

58 lbs. or less

59–116 lbs.

117–175 lbs.

Dwarf, female

3 ft. 7 in. 120 lbs.

2d4

×7 lbs.

15

66 lbs. or less

67–133 lbs.

134–200 lbs.

Elf, male

5 ft. 4 in. 100 lbs.

2d8

×3 lbs.

16

76 lbs. or less

77–153 lbs.

154–230 lbs.

Elf, female

5 ft. 4 in. 90 lbs.

2d6

×3 lbs.

17

86 lbs. or less

87–173 lbs.

174–260 lbs.

Gnome, male

3 ft. 0 in. 35 lbs.

2d4

×1 lb.

18

100 lbs. or less 101–200 lbs.

201–300 lbs.

Gnome, female 2 ft. 10 in. 30 lbs.

2d4

×1 lb.

19

116 lbs. or less 117–233 lbs.

234–350 lbs.

Half-elf, male

5 ft. 2 in. 110 lbs.

2d8

×5 lbs.

20

133 lbs. or less 134–266 lbs.

267–400 lbs.

Half-elf, female 5 ft. 0 in. 90 lbs.

2d8

×5 lbs.

21

153 lbs. or less 154–306 lbs.

307–460 lbs.

Half-orc, male 4 ft. 10 in. 150 lbs.

2d12

×7 lbs.

22

173 lbs. or less 174–346 lbs.

347–520 lbs.

Half-orc,

4 ft. 5 in. 110 lbs.

2d12

×7 lbs.

23

200 lbs. or less 201–400 lbs.

401–600 lbs.

female

24

233 lbs. or less 234–466 lbs.

467–700 lbs.

Halfling, male

2 ft. 8 in. 30 lbs.

2d4

×1 lb.

25

266 lbs. or less 267–533 lbs.

534–800 lbs.

Halfling,

2 ft. 6 in. 25 lbs.

2d4

×1 lb.

female

26

306 lbs. or less 307–613 lbs.

614–920 lbs.

27

346 lbs. or less 347–693 lbs. 694–1,040 lbs.

Carrying Capacity

28

400 lbs. or less 401–800 lbs. 801–1,200 lbs.

29

466 lbs. or less 467–933 lbs. 934–1,400 lbs.

These carrying capacity rules determine how much a +10

×4

×4

×4

character's equipment slows him down. Encumbrance comes

in two parts: encumbrance by armor and encumbrance by

total weight.

Encumbrance by Weight: If you want to determine whether

Page 155

your character's gear is heavy enough to slow him down Tremendous Strength: For Strength scores not shown on

more than his armor already does, total the weight of all the Table: Carrying Capacity, find the Strength score between 20

character's items, including armor, weapons, and gear. and 29 that has the same number in the “ones” digit as the

Compare this total to the character's Strength on Table: creature's Strength score does and multiply the numbers in

Carrying Capacity. Depending on the character's carrying that row by 4 for every 10 points the creature's Strength is

capacity, he or she may be carrying a light, medium, or above the score for that row.

heavy load. Like armor, a character's load affects his

maximum Dexterity bonus to AC, carries a check penalty

(which works like an armor check penalty), reduces the Armor and Encumbrance for Other Base

character's speed, and affects how fast the character can run,

Speeds

as shown on Table: Encumbrance Effects. A medium or

heavy load counts as medium or heavy armor for the purpose The table below provides reduced speed figures for all base

of abilities or skills that are restricted by armor. Carrying a speeds from 5 feet to 120 feet (in 5-foot increments).

light load does not encumber a character.

Reduced

Reduced

Base Speed

Base Speed

If your character is wearing armor, use the worse figure

Speed

Speed

(from armor or from load) for each category. Do not stack

5 ft.

5 ft.

65 ft.

45 ft.

the penalties.

10 ft.–15 ft.

10 ft.

70 ft.–75 ft.

50 ft.

Table 7-5: Encumbrance Effects

20 ft.

15 ft.

80 ft.

55 ft.

25 ft.–30 ft.

20 ft.

85 ft.–90 ft.

60 ft.

Check

Speed

Load

Max Dex

Run

35 ft.

25 ft.

95 ft.

65 ft.

Penalty

(30 ft.)

(20 ft.)

40 ft.–45 ft.

30 ft.

100 ft.–105 ft.

70 ft.

Medium

+3

–3

20 ft.

15 ft.

×4

50 ft.

35 ft.

110 ft.

75 ft.

Heavy

+1

–6

20 ft.

15 ft.

×3

55 ft.–60 ft.

40 ft.

115 ft.–120 ft.

80 ft.

Lifting and Dragging: A character can lift as much as his

Movement

maximum load over his head. A character's maximum load is

the highest amount of weight listed for a character's Strength There are three movement scales, as follows:

in the heavy load column of Table: Carrying Capacity.

•

Tactical, for combat, measured in feet (or 5-foot

A character can lift as much as double his maximum load off

squares) per round.

the ground, but he or she can only stagger around with it.

•

Local, for exploring an area, measured in feet per

While overloaded in this way, the character loses any

minute.

Dexterity bonus to AC and can move only 5 feet per round

•

Overland, for getting from place to place, measured

(as a full-round action).

in miles per hour or miles per day.

A character can generally push or drag along the ground as Modes of Movement: While moving at the different

much as five times his maximum load. Favorable conditions movement scales, creatures generally walk, hustle, or run.

can double these numbers, and bad circumstances can reduce

them by half or more.

Walk: A walk represents unhurried but purposeful movement

(3 miles per hour for an unencumbered adult human).

Bigger and Smaller Creatures: The figures on Table:

Carrying Capacity are for Medium bipedal creatures. A larger Hustle: A hustle is a jog (about 6 miles per hour for an

bipedal creature can carry more weight depending on its size unencumbered human). A character moving his speed twice

category, as follows: Large ×2, Huge ×4, Gargantuan ×8, in a single round, or moving that speed in the same round

Colossal ×16. A smaller creature can carry less weight that he or she performs a standard action or another move

depending on its size category, as follows: Small ×3/4, Tiny action, is hustling when he or she moves.

×1/2, Diminutive ×1/4, Fine ×1/8.

Run (×3): Moving three times speed is a running pace for a

Quadrupeds can carry heavier loads than bipeds can. character in heavy armor (about 7 miles per hour for a human

Multiply the values corresponding to the creature's Strength in full plate).

score from Table: Carrying Capacity by the appropriate Run (×4): Moving four times speed is a running pace for a

modifier, as follows: Fine ×1/4, Diminutive ×1/2, Tiny ×3/4, character in light, medium, or no armor ( about 12 miles per

Small ×1, Medium ×1-1/2, Large ×3, Huge ×6, Gargantuan hour for an unencumbered human, or 9 miles per hour for a

×12, Colossal ×24.

human in chainmail) See Table: Movement and Distance for

details.

Page 156

Table 7-6: Movement and Distance

In some situations, your movement may be so hampered that

you don't have sufficient speed even to move 5 feet (1

Speed

15 feet

20 feet

30 feet

40 feet

square). In such a case, you may use a full-round action to

One Round (Tactical)*

move 5 feet (1 square) in any direction, even diagonally.

Walk

15 ft.

20 ft.

30 ft.

40 ft.

Even though this looks like a 5-foot step, it's not, and thus it

provokes attacks of opportunity normally. (You can't take

Hustle

30 ft.

40 ft.

60 ft.

80 ft.

advantage of this rule to move through impassable terrain or

Run (×3)

45 ft.

60 ft.

90 ft.

120 ft.

to move when all movement is prohibited to you.)

Run (×4)

60 ft.

80 ft.

120 ft.

160 ft.

You can't run or charge through any square that would

One Minute (Local)

hamper your movement.

Walk

150 ft.

200 ft.

300 ft.

400 ft.

Hustle

300 ft.

400 ft.

600 ft.

800 ft.

Local Movement

Run (×3)

450 ft.

600 ft.

900 ft.

1,200 ft.

Run (×4)

600 ft.

800 ft.

1,200 ft.

1,600 ft.

Characters exploring an area use local movement, measured

One Hour (Overland)

in feet per minute.

Walk

1-1/2 miles

2 miles

3 miles

4 miles

Walk: A character can walk without a problem on the local

Hustle

3 miles

4 miles

6 miles

8 miles

scale.

Run

—

—

—

—

Hustle: A character can hustle without a problem on the local

One Day (Overland)

scale. See Overland Movement, below, for movement

measured in miles per hour.

Walk

12 miles

16 miles

24 miles

32 miles

Hustle

—

—

—

—

Run: A character can run for a number of rounds equal to his

Run

—

—

—

—

Constitution score on the local scale without needing to rest.

See Combat for rules covering extended periods of running.

* Tactical movement is often measured in squares on the

battle grid (1 square = 5 feet) rather than feet.

Table 7-8: Terrain and Overland Movement

Tactical Movement

Terrain

Highway

Road or Trail

Trackless

Desert, sandy

×1

×1/2

×1/2

Tactical movement is used for combat. Characters generally Forest

×1

×1

×1/2

don't walk during combat, for obvious reasons—they hustle

or run instead. A character who moves his speed and takes Hills

×1

×3/4

×1/2

some action is hustling for about half the round and doing Jungle

×1

×3/4

×1/4

something else the other half.

Moor

×1

×1

×3/4

Mountains

×3/4

×3/4

×1/2

Table 7-7: Hampered Movement

Plains

×1

×1

×3/4

Condition

Additional Movement Cost

Swamp

×1

×3/4

×1/2

Difficult terrain

×2

Tundra, frozen

×1

×3/4

×3/4

Obstacle*

×2

Poor visibility

×2

Overland Movement

Impassable

—

Characters covering long distances cross-country use

* May require a skill check

overland movement. Overland movement is measured in

miles per hour or miles per day. A day represents 8 hours of

Hampered Movement: Difficult terrain, obstacles, and poor actual travel time. For rowed watercraft, a day represents 10

visibility can hamper movement (see Table: Hampered hours of rowing. For a sailing ship, it represents 24 hours.

Movement for details). When movement is hampered, each Walk: A character can walk 8 hours in a day of travel without

square moved into usually counts as two squares, effectively a problem. Walking for longer than that can wear him out

reducing the distance that a character can cover in a move.

(see Forced March, below).

If more than one hampering condition applies, multiply all Hustle: A character can hustle for 1 hour without a problem.

additional costs that apply. This is a specific exception to the Hustling for a second hour in between sleep cycles deals 1

normal rule for doubling.

point of nonlethal damage, and each additional hour deals

Page 157

twice the damage taken during the previous hour of hustling. Mount/Vehicle

Per Hour

Per Day

A character who takes any nonlethal damage from hustling

becomes fatigued.

Pony (151–450 lbs.)1

3 miles

24 miles

Dog, riding

4 miles

32 miles

A fatigued character can't run or charge and takes a penalty

of –2 to Strength and Dexterity. Eliminating the nonlethal Dog, riding (101–300 lbs.)1

3 miles

24 miles

damage also eliminates the fatigue.

Cart or wagon

2 miles

16 miles

Run: A character can't run for an extended period of time. Ship

Attempts to run and rest in cycles effectively work out to a Raft or barge (poled or towed)2

1/2 mile

5 miles

hustle.

Keelboat (rowed)2

1 mile

10 miles

Terrain: The terrain through which a character travels affects Rowboat (rowed)2

1-1/2 miles

15 miles

the distance he can cover in an hour or a day (see Table:

Terrain and Overland Movement). A highway is a straight, Sailing ship (sailed)

2 miles

48 miles

major, paved road. A road is typically a dirt track. A trail is Warship (sailed and rowed)

2-1/2 miles

60 miles

like a road, except that it allows only single-file travel and Longship (sailed and rowed)

3 miles

72 miles

does not benefit a party traveling with vehicles. Trackless Galley (rowed and sailed)

4 miles

96 miles

terrain is a wild area with no paths.

1 Quadrupeds, such as horses, can carry heavier loads than

Forced March: In a day of normal walking, a character walks characters can. See Carrying Capacity for more information.

for 8 hours. The rest of the daylight time is spent making and 2

breaking camp, resting, and eating.

Rafts, barges, keelboats, and rowboats are most often used

on lakes and rivers. If going downstream, add the speed of

A character can walk for more than 8 hours in a day by the current (typically 3 miles per hour) to the speed of the

making a forced march. For each hour of marching beyond 8 vehicle. In addition to 10 hours of being rowed, the vehicle

hours, a Constitution check (DC 10, +2 per extra hour) is can also float an additional 14 hours, if someone can guide

required. If the check fails, the character takes 1d6 points of it, adding an additional 42 miles to the daily distance

nonlethal damage. A character who takes any nonlethal traveled. These vehicles can’t be rowed against any

damage from a forced march becomes fatigued. Eliminating significant current, but they can be pulled upstream by draft

the nonlethal damage also eliminates the fatigue. It's possible animals on the shores.

for a character to march into unconsciousness by pushing

himself too hard.

Evasion and Pursuit

Mounted Movement: A mount bearing a rider can move at a

hustle. The damage it takes when doing so, however, is lethal In round-by-round movement, when simply counting off

damage, not nonlethal damage. The creature can also be squares, it's impossible for a slow character to get away from

ridden in a forced march, but its Constitution checks a determined fast character without mitigating circumstances.

automatically fail, and the damage it takes is lethal damage. Likewise, it's no problem for a fast character to get away

Mounts also become fatigued when they take any damage from a slower one.

from hustling or forced marches.

When the speeds of the two concerned characters are equal,

See Table: Mounts and Vehicles: Mounts and Vehicles for there's a simple way to resolve a chase: If one creature is

mounted speeds and speeds for vehicles pulled by draft pursuing another, both are moving at the same speed, and the

animals.

chase continues for at least a few rounds, have them make

opposed Dexterity checks to see who is the faster over those

Waterborne Movement: See Table: Mounts and Vehicles: rounds. If the creature being chased wins, it escapes. If the

Mounts and Vehicles for speeds for water vehicles.

pursuer wins, it catches the fleeing creature.

Table 7-9: Mounts and Vehicles

Sometimes a chase occurs overland and could last all day,

with the two sides only occasionally getting glimpses of each

Mount/Vehicle

Per Hour

Per Day

other at a distance. In the case of a long chase, an opposed

Mount (carrying load)

Constitution check made by all parties determines which can

keep pace the longest. If the creature being chased rolls the

Light horse

6 miles

48 miles

highest, it gets away. If not, the chaser runs down its prey,

Light horse (175–525 lbs.)1

4 miles

32 miles

outlasting it with stamina.

Heavy horse

5 miles

40 miles

Heavy horse (229–690 lbs.)1

3-1/2 miles

28 miles

Pony

4 miles

32 miles

Page 158

Exploration chance in combat) from those without darkvision or the

ability to see in darkness. A creature within an area of dim

Few rules are as vital to the success of adventurers than those light can make a Stealth check to conceal itself. Areas of dim

pertaining to vision, lighting, and how to break things. Rules light include outside at night with a moon in the sky, bright

for each of these are explained below.

starlight, and the area between 20 and 40 feet from a torch.

In areas of darkness, creatures without darkvision are

Vision and Light

effectively blinded. In addition to the obvious effects, a

blinded creature has a 50% miss chance in combat (all

opponents have total concealment), loses any Dexterity

Dwarves and half-orcs have darkvision, but the other races bonus to AC, takes a –2 penalty to AC, and takes a –4

presented in Races need light to see by. See Table: Light penalty on Perception checks that rely on sight and most

Sources and Illumination for the radius that a light source Strength- and Dexterity-based skill checks. Areas of darkness

illuminates and how long it lasts. The increased entry include an unlit dungeon chamber, most caverns, and outside

indicates an area outside the lit radius in which the light level on a cloudy, moonless night.

is increased by one step (from darkness to dim light, for

example).

Characters with low-light vision (elves, gnomes, and half-

elves) can see objects twice as far away as the given radius.

Table 7-10: Light Sources and Illumination

Double the effective radius of bright light, normal light, and

dim light for such characters.

Object

Normal

Increased

Duration

Characters with darkvision (dwarves and half-orcs) can see

Candle

n/a1

5 ft.

1 hr.

lit areas normally as well as dark areas within 60 feet. A

Everburning torch

20 ft.

40 ft.

Permanent creature can't hide within 60 feet of a character with

Lamp, common

15 ft.

30 ft.

6 hr./pint

darkvision unless it is invisible or has cover.

Lantern, bullseye

60-ft. cone 120-ft. cone 6 hr./pint

Lantern, hooded

30 ft.

60 ft.

6 hr./pint

Breaking and Entering

Sunrod

30 ft.

60 ft.

6 hr.

When attempting to break an object, you have two choices:

Torch

20 ft.

40 ft.

1 hr.

smash it with a weapon or break it with sheer strength.

Spell

Normal

Increase

Duration

Continual flame

20 ft.

40 ft.

Permanent

Table 7-11: Size and Armor Class of Objects

Dancing lights

20 ft. (each) 40 ft. (each)

1 min.

(torches)

Size

AC Modifier

Daylight

Colossal

–8

60 ft.2

120 ft.

30 min.

Gargantuan

–4

Light

20 ft.

40 ft.

10 min.

Huge

–2

1 A candle does not provide normal illumination, only dim

illumination.

Large

–1

2

Medium

+0

The light for a daylight spell is bright light.

Small

+1

Tiny

+2

In an area of bright light, all characters can see clearly. Some Diminutive

+4

creatures, such as those with light sensitivity and light

blindness, take penalties while in areas of bright light. A Fine

+8

creature can't use Stealth in an area of bright light unless it is

Table 7-12: Substance Hardness and Hit Points

invisible or has cover. Areas of bright light include outside in

direct sunshine and inside the area of a daylight spell.

Substance

Hardness

Hit Points

Normal light functions just like bright light, but characters

Glass

1

1/in. of thickness

with light sensitivity and light blindness do not take

Paper or cloth

0

2/in. of thickness

penalties. Areas of normal light include underneath a forest

Rope

0

2/in. of thickness

canopy during the day, within 20 feet of a torch, and inside

the area of a light spell.

Ice

0

3/in. of thickness

Leather or hide

2

5/in. of thickness

In an area of dim light, a character can see somewhat.

Creatures within this area have concealment (20% miss

Wood

5

10/in. of thickness

Page 159

Substance

Hardness

Hit Points

equal to 10 + its size modifier (see Table: Size and Armor

Stone

8

15/in. of thickness

Class of Objects) + its Dexterity modifier. An inanimate

object has not only a Dexterity of 0 (–5 penalty to AC), but

Iron or steel

10

30/in. of thickness

also an additional –2 penalty to its AC. Furthermore, if you

Mithral

15

30/in. of thickness

take a full-round action to line up a shot, you get an

Adamantine

20

40/in. of thickness

automatic hit with a melee weapon and a +5 bonus on attack

rolls with a ranged weapon.

Table 7-13: Object Hardness and Hit Points

Hardness: Each object has hardness—a number that

Object

Hardness Hit Points Break DC represents how well it resists damage. When an object is

Rope (1 in. diameter)

0

2

23

damaged, subtract its hardness from the damage. Only

damage in excess of its hardness is deducted from the

Simple wooden door

5

10

13

object's hit points (see Table: Common Armor, Weapon, and

Small chest

5

1

17

Shield Hardness and Hit Points, Table: Substance Hardness

Good wooden door

5

15

18

and Hit Points, and Table: Object Hardness and Hit Points).

Treasure chest

5

15

23

Hit Points: An object's hit point total depends on what it is

Strong wooden door

5

20

23

made of and how big it is (see Table: Common Armor,

Masonry wall (1 ft. thick)

8

90

35

Weapon, and Shield Hardness and Hit Points, Table:

Hewn stone (3 ft. thick)

8

540

50

Substance Hardness and Hit Points, and Table: Object

Hardness and Hit Points). Objects that take damage equal to

Chain

10

5

26

or greater than half their total hit points gain the broken

Manacles

10

10

26

condition (see Conditions). When an object's hit points reach

Masterwork manacles

10

10

28

0, it's ruined.

Iron door (2 in. thick)

10

60

28

Very large objects have separate hit point totals for different

sections.

Table 7-14: DCs to Break or Burst Items

Energy Attacks: Energy attacks deal half damage to most

Strength Check to:

DC

objects. Divide the damage by 2 before applying the object's

Break down simple door

13

hardness. Some energy types might be particularly effective

Break down good door

18

against certain objects, subject to GM discretion. For

example, fire might do full damage against parchment, cloth,

Break down strong door

23

and other objects that burn easily. Sonic might do full

Burst rope bonds

23

damage against glass and crystal objects.

Bend iron bars

24

Ranged Weapon Damage: Objects take half damage from

Break down barred door

25

ranged weapons (unless the weapon is a siege engine or

Burst chain bonds

26

something similar). Divide the damage dealt by 2 before

Break down iron door

28

applying the object's hardness.

Condition

DC Adjustment*

Ineffective Weapons: Certain weapons just can't effectively

Hold portal

+5

deal damage to certain objects. For example, a bludgeoning

weapon cannot be used to damage a rope. Likewise, most

Arcane lock

+10

melee weapons have little effect on stone walls and doors,

* If both apply, use the larger number.

unless they are designed for breaking up stone, such as a pick

or hammer.

Smashing an Object

Immunities: Objects are immune to nonlethal damage and to

Smashing a weapon or shield with a slashing or bludgeoning critical hits. Even animated objects, which are otherwise

weapon is accomplished with the sunder combat maneuver considered creatures, have these immunities.

(see Combat). Smashing an object is like sundering a weapon Magic Armor, Shields, and Weapons: Each +1 of

or shield, except that your combat maneuver check is enhancement bonus adds 2 to the hardness of armor, a

opposed by the object's AC. Generally, you can smash an weapon, or a shield, and +10 to the item's hit points.

object only with a bludgeoning or slashing weapon.

Vulnerability to Certain Attacks: Certain attacks are

Armor Class: Objects are easier to hit than creatures because especially successful against some objects. In such cases,

they don't usually move, but many are tough enough to shrug attacks deal double their normal damage and may ignore the

off some damage from each blow. An object's Armor Class is object's hardness.

Page 160

Damaged Objects: A damaged object remains functional with Weapon or Shield

Hardness1

Hit Points2, 3

the broken condition until the item's hit points are reduced to

0, at which point it is destroyed.

weapon

Light hafted weapon

5

2

Damaged (but not destroyed) objects can be repaired with the One-handed hafted weapon

5

5

Craft skill and a number of spells.

Two-handed hafted weapon

5

10

Saving Throws: Nonmagical, unattended items never make Projectile weapon

5

5

saving throws. They are considered to have failed their

saving throws, so they are always fully affected by spells and Armor

special4

armor bonus × 5

other attacks that allow saving throws to resist or negate. An Buckler

10

5

item attended by a character (being grasped, touched, or Light wooden shield

5

7

worn) makes saving throws as the character (that is, using the

character's saving throw bonus).

Heavy wooden shield

5

15

Light steel shield

10

10

Magic items always get saving throws. A magic item's

Fortitude, Reflex, and Will save bonuses are equal to 2 + half Heavy steel shield

10

20

its caster level. An attended magic item either makes saving Tower shield

5

20

throws as its owner or uses its own saving throw bonus, 1 Add +2 for each +1 enhancement bonus of magic items.

whichever is better.

2 The hp value given is for Medium armor, weapons, and

Animated Objects: Animated objects count as creatures for shields. Divide by 2 for each size category of the item

purposes of determining their Armor Class (do not treat them smaller than Medium, or multiply it by 2 for each size

as inanimate objects).

category larger than Medium.

3 Add 10 hp for each +1 enhancement bonus of magic

Breaking Items

items.

4 Varies by material; see Table: Substance Hardness and

When a character tries to break or burst something with Hit Points.

sudden force rather than by dealing damage, use a Strength

check (rather than an attack roll and damage roll, as with the

sunder special attack) to determine whether he succeeds.

Since hardness doesn't affect an object's Break DC, this value

depends more on the construction of the item than on the

material the item is made of. Consult Table: DCs to Break or

Burst Items for a list of common Break DCs.

If an item has lost half or more of its hit points, the item

gains the broken condition (see Conditions) and the DC to

break it drops by 2.

Larger and smaller creatures get size bonuses and size

penalties on Strength checks to break open doors as follows:

Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4,

Huge +8, Gargantuan +12, Colossal +16.

A crowbar or portable ram improves a character's chance of

breaking open a door (see Equipment).

Table 7-15: Common Armor, Weapon, and Shield

Hardness and Hit Points

Weapon or Shield

Hardness1

Hit Points2, 3

Light blade

10

2

One-handed blade

10

5

Two-handed blade

10

10

Light metal-hafted weapon

10

10

One-handed metal-hafted

10

20

Page 161

8. Combat

result, the combatants who are tied act in order of total

initiative modifier (highest first). If there is still a tie, the tied

characters should roll to determine which one of them goes

before the other.

How Combat Works

Flat-Footed: At the start of a battle, before you have had a

chance to act (specifically, before your first regular turn in

Combat is cyclical; everybody acts in turn in a regular cycle the initiative order), you are flat-footed. You can't use your

of rounds. Combat follows this sequence:

Dexterity bonus to AC (if any) while flat-footed. Barbarians

1. When combat begins, all combatants roll initiative.

and rogues of high enough level have the uncanny dodge

extraordinary ability, which means that they cannot be caught

2. Determine which characters are aware of their opponents. flat-footed. Characters with uncanny dodge retain their

These characters can act during a surprise round. If all the Dexterity bonus to their AC and can make attacks of

characters are aware of their opponents, proceed with normal opportunity before they have acted in the first round of

rounds. See the surprise section for more information.

combat. A flat-footed character can't make attacks of

3. After the surprise round (if any), all combatants are ready opportunity, unless he has the Combat Reflexes feat.

to being the first normal round of combat.

Inaction: Even if you can't take actions, you retain your

4. Combatants act in initiative order (highest to lowest).

initiative score for the duration of the encounter.

5. When everyone has had a turn, the next round begins with

the combatant with the highest initiative, and steps 3 and 4 Surprise

repeat until combat ends.

When a combat starts, if you are not aware of your

opponents and they are aware of you, you're surprised.

The Combat Round

Sometimes all the combatants on a side are aware of their

Each round represents 6 seconds in the game world; there are opponents, sometimes none are, and sometimes only some of

10 rounds in a minute of combat. A round normally allows them are. Sometimes a few combatants on each side are

each character involved in a combat situation to act.

aware and the other combatants on each side are unaware.

Each round's activity begins with the character with the Determining awareness may call for Perception checks or

highest initiative result and then proceeds in order. When a other checks.

character's turn comes up in the initiative sequence, that The Surprise Round: If some but not all of the combatants

character performs his entire round's worth of actions. (For are aware of their opponents, a surprise round happens

exceptions, see Attacks of Opportunity and Special Initiative before regular rounds begin. In initiative order (highest to

Actions.)

lowest), combatants who started the battle aware of their

When the rules refer to a “full round”, they usually mean a opponents each take a standard or move action during the

span of time from a particular initiative count in one round to surprise round. You can also take free actions during the

the same initiative count in the next round. Effects that last a surprise round. If no one or everyone is surprised, no surprise

certain number of rounds end just before the same initiative round occurs.

count that they began on.

Unaware Combatants: Combatants who are unaware at the

start of battle don't get to act in the surprise round. Unaware

Initiative

combatants are flat-footed because they have not acted yet,

so they lose any Dexterity bonus to AC.

At the start of a battle, each combatant makes an initiative

check. An initiative check is a Dexterity check. Each

character applies his or her Dexterity modifier to the roll, as

Combat Statistics

well as other modifiers from feats, spells, and other effects.

Characters act in order, counting down from the highest This section summarizes the statistics that determine success

result to the lowest. In every round that follows, the in combat, then details how to use them.

characters act in the same order (unless a character takes an

action that results in his or her initiative changing; see Attack Roll

Special Initiative Actions).

If two or more combatants have the same initiative check An attack roll represents your attempt to strike your

Page 162

opponent on your turn in a round. When you make an attack based on your size. See Table: Size Modifiers.

roll, you roll a d20 and add your attack bonus. (Other

modifiers may also apply to this roll.) If your result equals or

Table 8-1: Size Modifiers

beats the target's Armor Class, you hit and deal damage.

Size

Size Modifier

Automatic Misses and Hits: A natural 1 (the d20 comes up

1) on an attack roll is always a miss. A natural 20 (the d20 Colossal

–8

comes up 20) is always a hit. A natural 20 is also a threat—a Gargantuan

–4

possible critical hit (see the attack action).

Huge

–2

Large

–1

Attack Bonus

Medium

+0

Small

+1

Your attack bonus with a melee weapon is the following:

Tiny

+2

Base attack bonus + Strength modifier

Diminutive

+4

+ size modifier

Fine

+8

With a ranged weapon, your attack bonus is the following:

Touch Attacks: Some attacks completely disregard armor,

Base attack bonus + Dexterity modifier

including shields and natural armor—the aggressor need only

+ size modifier + range penalty

touch a foe for such an attack to take full effect. In these

cases, the attacker makes a touch attack roll (either ranged or

melee). When you are the target of a touch attack, your AC

Armor Class

doesn't include any armor bonus, shield bonus, or natural

armor bonus. All other modifiers, such as your size modifier,

Your Armor Class (AC) represents how hard it is for Dexterity modifier, and deflection bonus (if any) apply

opponents to land a solid, damaging blow on you. It's the normally. Some creatures have the ability to make

attack roll result that an opponent needs to achieve to hit you. incorporeal touch attacks. These attacks bypass solid objects,

Your AC is equal to the following:

such as armor and shields, by passing through them.

10 + armor bonus + shield bonus

Incorporeal touch attacks work similarly to normal touch

attacks except that they also ignore cover bonuses.

+ Dexterity modifier + other modifiers

Incorporeal touch attacks do not ignore armor bonuses

Note that armor limits your Dexterity bonus, so if you're granted by force effects, such as mage armor and bracers of

wearing armor, you might not be able to apply your whole armor.

Dexterity bonus to your AC (see Table: Armor and Shields).

Sometimes you can't use your Dexterity bonus (if you have Damage

one). If you can't react to a blow, you can't use your

Dexterity bonus to AC. If you don't have a Dexterity bonus, If your attack succeeds, you deal damage. The type of

your AC does not change.

weapon used determines the amount of damage you deal.

Other Modifiers: Many other factors modify your AC.

Damage reduces a target's current hit points.

Enhancement Bonuses: Enhancement bonuses apply to your Minimum Damage: If penalties reduce the damage result to

armor to increase the armor bonus it provides.

less than 1, a hit still deals 1 point of nonlethal damage.

Deflection Bonus: Magical deflection effects ward off attacks Strength Bonus: When you hit with a melee or thrown

and improve your AC.

weapon, including a sling, add your Strength modifier to the

damage result. A Strength penalty, but not a bonus, applies

Natural Armor: If your race has a tough hide, scales, or thick on damage rolls made with a bow that is not a composite

skin you receive a bonus to your AC.

bow.

Dodge Bonuses: Dodge bonuses represent actively avoiding Off-Hand Weapon: When you deal damage with a weapon in

blows. Any situation that denies you your Dexterity bonus your off hand, you add only 1/2 your Strength bonus. If you

also denies you dodge bonuses. (Wearing armor, however, have a Strength penalty, the entire penalty applies.

does not limit these bonuses the way it limits a Dexterity

bonus to AC.) Unlike most sorts of bonuses, dodge bonuses Wielding a Weapon Two-Handed: When you deal damage

stack with each other.

with a weapon that you are wielding two-handed, you add 1-

1/2 times your Strength bonus (Strength penalties are not

Size Modifier: You receive a bonus or penalty to your AC

Page 163

multiplied). You don't get this higher Strength bonus,

however, when using a light weapon with two hands.

Attacks of Opportunity

Multiplying Damage: Sometimes you multiply damage by

some factor, such as on a critical hit. Roll the damage (with

all modifiers) multiple times and total the results.

Note: When you multiply damage more than once, each

multiplier works off the original, unmultiplied damage. So if

you are asked to double the damage twice, the end result is

three times the normal damage.

Exception: Extra damage dice over and above a weapon's

normal damage are never multiplied.

Ability Damage: Certain creatures and magical effects can

cause temporary or permanent ability damage (a reduction to

an ability score).

Hit Points

When your hit point total reaches 0, you're disabled. When it

reaches –1, you're dying. When it gets to a negative amount

equal to your Constitution score, you're dead. See Injury and

Death, for more information.

In this combat, the fighter and the sorcerer fight an ogre

and his goblin buddy.

Attacks of Opportunity

#1: The fighter can safely approach this way without

provoking an attack of opportunity, as he does not pass

Sometimes a combatant in a melee lets her guard down or through a square threatened by the ogre (who has 10 feet

takes a reckless action. In this case, combatants near her can of reach) or the goblin.

take advantage of her lapse in defense to attack her for free. #2: If the fighter approaches this way, he provokes two

These free attacks are called attacks of opportunity. See the attacks of opportunity since he passes through a square

Attacks of Opportunity diagram for an example of how they both creatures threaten.

work.

#3: The sorcerer moves away using a withdraw action. The

Threatened Squares: You threaten all squares into which first square she leaves is not threatened as a result, and she

you can make a melee attack, even when it is not your turn. can thus move away from the goblin safely, but when she

Generally, that means everything in all squares adjacent to leaves the second square, she provokes an attack of

your space (including diagonally). An enemy that takes opportunity from the ogre (who has 10 feet of reach). She

certain actions while in a threatened square provokes an could instead limit her movement to a 5-foot step, as a free

attack of opportunity from you. If you're unarmed, you don't action, and not provoke any attacks of opportunity.

normally threaten any squares and thus can't make attacks of

opportunity.

attacks of opportunity from threatening opponents. There are

Reach Weapons: Most creatures of Medium or smaller size two common methods of avoiding such an attack—the 5-foot

have a reach of only 5 feet. This means that they can make step and the withdraw action.

melee attacks only against creatures up to 5 feet (1 square) Performing a Distracting Act: Some actions, when

away. However, Small and Medium creatures wielding reach performed in a threatened square, provoke attacks of

weapons threaten more squares than a typical creature. In opportunity as you divert your attention from the battle.

addition, most creatures larger than Medium have a natural Table: Actions in Combat notes many of the actions that

reach of 10 feet or more.

provoke attacks of opportunity.

Provoking an Attack of Opportunity: Two kinds of actions Remember that even actions that normally provoke attacks of

can provoke attacks of opportunity: moving out of a opportunity may have exceptions to this rule.

threatened square and performing certain actions within a

threatened square.

Making an Attack of Opportunity: An attack of

opportunity is a single melee attack, and most characters can

Moving: Moving out of a threatened square usually provokes only make one per round. You don't have to make an attack

Page 164

of opportunity if you don't want to. You make your attack of health. Apply your Constitution modifier to your Fortitude

opportunity at your normal attack bonus, even if you've saving throws.

already attacked in the round. An attack of opportunity

“interrupts” the normal flow of actions in the round. If an Reflex: These saves test your ability to dodge area attacks

and unexpected situations. Apply your Dexterity modifier to

attack of opportunity is provoked, immediately resolve the

attack of opportunity, then continue with the next character's your Reflex saving throws.

turn (or complete the current turn, if the attack of opportunity Will: These saves reflect your resistance to mental influence

was provoked in the midst of a character's turn).

as well as many magical effects. Apply your Wisdom

modifier to your Will saving throws.

Combat Reflexes and Additional Attacks of Opportunity: If

you have the Combat Reflexes feat, you can add your Saving Throw Difficulty Class: The DC for a save is

Dexterity modifier to the number of attacks of opportunity determined by the attack itself.

you can make in a round. This feat does not let you make

more than one attack for a given opportunity, but if the same Automatic Failures and Successes: A natural 1 (the d20

opponent provokes two attacks of opportunity from you, you comes up 1) on a saving throw is always a failure (and may

could make two separate attacks of opportunity (since each cause damage to exposed items; see Items Surviving after a

one represents a different opportunity). Moving out of more Saving Throw). A natural 20 (the d20 comes up 20) is always

than one square threatened by the same opponent in the same a success.

round doesn't count as more than one opportunity for that

opponent. All these attacks are at your full normal attack Actions in Combat

bonus.

During one turn, there are a wide variety of actions that your

Speed

character can perform, from swinging a sword to casting a

spell.

Your speed tells you how far you can move in a round and

still do something, such as attack or cast a spell. Your speed Action Types

depends mostly on your size and your armor.

Dwarves, gnomes, and halflings have a speed of 20 feet (4 An action's type essentially tells you how long the action

squares), or 15 feet (3 squares) when wearing medium or takes to perform (within the framework of the 6-second

heavy armor (except for dwarves, who move 20 feet in any combat round) and how movement is treated. There are six

armor).

types of actions: standard actions, move actions, full-round

actions, swift actions, immediate actions, and free actions.

Humans, elves, half-elves, half-orcs, and most humanoid

monsters have a speed of 30 feet (6 squares), or 20 feet (4 In a normal round, you can perform a standard action and a

squares) in medium or heavy armor.

move action, or you can perform a full-round action. You can

also perform one swift action and one or more free actions.

If you use two move actions in a round (sometimes called a You can always take a move action in place of a standard

“double move” action), you can move up to double your action.

speed. If you spend the entire round running, you can move

up to quadruple your speed (or triple if you are in heavy In some situations (such as in a surprise round), you may be

armor).

limited to taking only a single move action or standard

action.

Saving Throws

Standard Action: A standard action allows you to do

something, most commonly to make an attack or cast a spell.

Generally, when you are subject to an unusual or magical See Table: Actions in Combat for other standard actions.

attack, you get a saving throw to avoid or reduce the effect. Move Action: A move action allows you to move up to your

Like an attack roll, a saving throw is a d20 roll plus a bonus speed or perform an action that takes a similar amount of

based on your class and level (see Classes), and an associated time. See Table: Actions in Combat for other move actions.

ability score. Your saving throw modifier is:

You can take a move action in place of a standard action. If

Base save bonus + ability modifier

you move no actual distance in a round (commonly because

you have swapped your move action for one or more

Saving Throw Types: The three different kinds of saving equivalent actions), you can take one 5-foot step either

throws are Fortitude, Reflex, and Will:

before, during, or after the action.

Fortitude: These saves measure your ability to stand up to Full-Round Action: A full-round action consumes all your

physical punishment or attacks against your vitality and

Page 165

effort during a round. The only movement you can take Channel energy

No

during a full-round action is a 5-foot step before, during, or

after the action. You can also perform free actions and swift Concentrate to maintain an active spell

No

actions (see below). See Table: Actions in Combat for a list Dismiss a spell

No

of full-round actions.

Draw a hidden weapon (see Sleight of

No

Some full-round actions do not allow you to take a 5-foot Hand skill)

step.

Drink a potion or apply an oil

Yes

Some full-round actions can be taken as standard actions, but

only in situations when you are limited to performing only a Escape a grapple

No

standard action during your round. The descriptions of Feint

No

specific actions detail which actions allow this option.

Light a torch with a tindertwig

Yes

Free Action: Free actions consume a very small amount of Lower spell resistance

No

time and effort. You can perform one or more free actions

while taking another action normally. However, there are Read a scroll

Yes

reasonable limits on what you can really do for free, as Ready (triggers a standard action)

No

decided by the GM.

Stabilize a dying friend (see Heal skill)

Yes

Swift Action: A swift action consumes a very small amount

of time, but represents a larger expenditure of effort and Total defense

No

energy than a free action. You can perform only a single Use extraordinary ability

No

swift action per turn.

Use skill that takes 1 action

Usually

Immediate Action: An immediate action is very similar to a

swift action, but can be performed at any time—even if it's Use spell-like ability

Yes

not your turn.

Use supernatural ability

No

Not an Action: Some activities are so minor that they are not Move Action

Attack of

even considered free actions. They literally don't take any

Opportunity1

time at all to do and are considered an inherent part of doing

something else, such as nocking an arrow as part of an attack Move

Yes

with a bow.

Control a frightened mount

Yes

Restricted Activity: In some situations, you may be unable Direct or redirect an active spell

No

to take a full round's worth of actions. In such cases, you are

restricted to taking only a single standard action or a single Draw a weapon3

No

move action (plus free and swift actions as normal). You Load a hand crossbow or light crossbow

Yes

can't take a full-round action (though you can start or

complete a full-round action by using a standard action; see Open or close a door

No

below).

Mount/dismount a steed

No

Table 8-2: Actions in Combat

Move a heavy object

Yes

Pick up an item

Yes

Standard Action

Attack of

Opportunity1

Sheathe a weapon

Yes

Attack (melee)

No

Stand up from prone

Yes

Attack (ranged)

Yes

Ready or drop a shield3

No

Attack (unarmed)

Yes

Retrieve a stored item

Yes

Activate a magic item other than a potion

No

Full-Round Action

Attack of

or oil

Opportunity1

Aid another

Maybe2

Full attack

No

Cast a spell (1 standard action casting

Yes

Charge4

No

time)

Deliver coup de grace

Yes

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Escape from a net

Yes

or one-handed weapons in the time it would normally take

Extinguish flames

No

you to draw one.

4 May be taken as a standard action if you are limited to

Light a torch

Yes

taking only a single action in a round.

Load a heavy or repeating crossbow

Yes

5 Unless the component is an extremely large or awkward

item.

Lock or unlock weapon in locked gauntlet

Yes

6 Some combat maneuvers substitute for a melee attack, not

Prepare to throw splash weapon

Yes

an action. As melee attacks, they can be used once in an

attack or charge action, one or more times in a full-attack

Run

Yes

action, or even as an attack of opportunity. Others are used

Use skill that takes 1 round

Usually

as a separate action.

7 The description of a feat defines its effect.

Use a touch spell on up to six friends

Yes

Withdraw4

No

Standard Actions

Free Action

Attack of

Most of the common actions characters take, aside from

Opportunity1 movement, fall into the realm of standard actions.

Cease concentration on a spell

No

Drop an item

No

Attack

Drop to the floor

No

Making an attack is a standard action.

Prepare spell components to cast a spell5

No

Melee Attacks: With a normal melee weapon, you can strike

Speak

No

any opponent within 5 feet. (Opponents within 5 feet are

considered adjacent to you.) Some melee weapons have

Swift Action

Attack of

reach, as indicated in their descriptions. With a typical reach

Opportunity1 weapon, you can strike opponents 10 feet away, but you can't

Cast a quickened spell

No

strike adjacent foes (those within 5 feet).

Immediate Action

Attack of

Unarmed Attacks: Striking for damage with punches, kicks,

and head butts is much like attacking with a melee weapon,

Opportunity1 except for the following:

Cast feather fall

No

Attacks of Opportunity: Attacking unarmed provokes an

No Action

Attack of

attack of opportunity from the character you attack, provided

Opportunity1 she is armed. The attack of opportunity comes before your

attack. An unarmed attack does not provoke attacks of

Delay

No

opportunity from other foes, nor does it provoke an attack of

5-foot step

No

opportunity from an unarmed foe.

Action Type Varies

Attack of

An unarmed character can't take attacks of opportunity (but

Opportunity1 see “Armed” Unarmed Attacks, below).

Perform a combat maneuver6

Yes

“Armed” Unarmed Attacks: Sometimes a character's or

creature's unarmed attack counts as an armed attack. A monk,

Use feat7

Varies

a character with the Improved Unarmed Strike feat, a

1 Regardless of the action, if you move out of a threatened spellcaster delivering a touch attack spell, and a creature with

square, you usually provoke an attack of opportunity. This natural physical weapons all count as being armed (see

column indicates whether the action itself, not moving, natural attacks).

provokes an attack of opportunity.

Note that being armed counts for both offense and defense

2 If you aid someone performing an action that would (the character can make attacks of opportunity).

normally provoke an attack of opportunity, then the act of

aiding another provokes an attack of opportunity as well.

Unarmed Strike Damage: An unarmed strike from a Medium

3 If you have a base attack bonus of +1 or higher, you can character deals 1d3 points of bludgeoning damage (plus your

combine one of these actions with a regular move. If you Strength modifier, as normal). A Small character's unarmed

have the Two-Weapon Fighting feat, you can draw two light strike deals 1d2 points of bludgeoning damage, while a Large

character's unarmed strike deals 1d4 points of bludgeoning

Page 167

damage. All damage from unarmed strikes is nonlethal ranged weapon at a target engaged in melee with a friendly

damage. Unarmed strikes count as light weapons (for character, you take a –4 penalty on your attack roll. Two

purposes of two-weapon attack penalties and so on).

characters are engaged in melee if they are enemies of each

other and either threatens the other. (An unconscious or

Dealing Lethal Damage: You can specify that your unarmed otherwise immobilized character is not considered engaged

strike will deal lethal damage before you make your attack unless he is actually being attacked.)

roll, but you take a –4 penalty on your attack roll. If you have

the Improved Unarmed Strike feat, you can deal lethal If your target (or the part of your target you're aiming at, if

damage with an unarmed strike without taking a penalty on it's a big target) is at least 10 feet away from the nearest

the attack roll.

friendly character, you can avoid the –4 penalty, even if the

creature you're aiming at is engaged in melee with a friendly

Ranged Attacks: With a ranged weapon, you can shoot or character.

throw at any target that is within the weapon's maximum

range and in line of sight. The maximum range for a thrown If your target is two size categories larger than the friendly

weapon is five range increments. For projectile weapons, it is characters it is engaged with, this penalty is reduced to –2.

10 range increments. Some ranged weapons have shorter There is no penalty for firing at a creature that is three size

maximum ranges, as specified in their descriptions.

categories larger than the friendly characters it is engaged

with.

Natural Attacks: Attacks made with natural weapons, such

as claws and bites, are melee attacks that can be made Precise Shot: If you have the Precise Shot feat, you don't take

against any creature within your reach (usually 5 feet). These this penalty.

attacks are made using your full attack bonus and deal an

amount of damage that depends on their type (plus your Fighting Defensively as a Standard Action: You can

choose to fight defensively when attacking. If you do so, you

Strength modifier, as normal). You do not receive additional

natural attacks for a high base attack bonus. Instead, you take a –4 penalty on all attacks in a round to gain a +2 to AC

for the same round.

receive additional attack rolls for multiple limb and body

parts capable of making the attack (as noted by the race or Critical Hits: When you make an attack roll and get a

ability that grants the attacks). If you possess only one natural 20 (the d20 shows 20), you hit regardless of your

natural attack (such as a bite—two claw attacks do not target's Armor Class, and you have scored a “threat,”

qualify), you add 1–1/2 times your Strength bonus on meaning the hit might be a critical hit (or “crit”). To find out

damage rolls made with that attack.

if it's a critical hit, you immediately make an attempt to

“confirm” the critical hit—another attack roll with all the

Some natural attacks are denoted as secondary natural

attacks, such as tails and wings. Attacks with secondary same modifiers as the attack roll you just made. If the

confirmation roll also results in a hit against the target's AC,

natural attacks are made using your base attack bonus minus

5. These attacks deal an amount of damage depending on your original hit is a critical hit. (The critical roll just needs

to hit to give you a crit, it doesn't need to come up 20 again.)

their type, but you only add half your Strength modifier on

damage rolls.

If the confirmation roll is a miss, then your hit is just a

regular hit.

You can make attacks with natural weapons in combination

with attacks made with a melee weapon and unarmed strikes, A critical hit means that you roll your damage more than

once, with all your usual bonuses, and add the rolls together.

so long as a different limb is used for each attack. For

example, you cannot make a claw attack and also use that Unless otherwise specified, the threat range for a critical hit

on an attack roll is 20, and the multiplier is ×2.

hand to make attacks with a longsword. When you make

additional attacks in this way, all of your natural attacks are Exception: Precision damage (such as from a rogue's sneak

treated as secondary natural attacks, using your base attack attack class feature) and additional damage dice from special

bonus minus 5 and adding only 1/2 of your Strength modifier weapon qualities (such as flaming) are not multiplied when

on damage rolls. In addition, all of your attacks made with you score a critical hit.

melee weapons and unarmed strikes are made as if you were

two-weapon fighting. Your natural attacks are treated as Increased Threat Range: Sometimes your threat range is

light, off-hand weapons for determining the penalty to your greater than 20. That is, you can score a threat on a lower

other attacks. Feats such as Two-Weapon Fighting and number. In such cases, a roll of lower than 20 is not an

Multiattack can reduce these penalties.

automatic hit. Any attack roll that doesn't result in a hit is not

a threat.

Multiple Attacks: A character who can make more than one

attack per round must use the full-attack action (see Full- Increased Critical Multiplier: Some weapons deal better than

Round Actions) in order to get more than one attack.

double damage on a critical hit (see Equipment).

Shooting or Throwing into a Melee: If you shoot or throw a Spells and Critical Hits: A spell that requires an attack roll

can score a critical hit. A spell attack that requires no attack

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roll cannot score a critical hit. If a spell causes ability continued concentration to keep them going. Concentrating

damage or drain (see Special Abilities), the damage or drain to maintain a spell is a standard action that doesn't provoke

is doubled on a critical hit.

an attack of opportunity. Anything that could break your

concentration when casting a spell can keep you from

concentrating to maintain a spell. If your concentration

Activate Magic Item

breaks, the spell ends.

Many magic items don't need to be activated. Certain magic Casting Time: Most spells have a casting time of 1 standard

items, however, do need to be activated, especially potions, action. A spell cast in this manner immediately takes effect.

scrolls, wands, rods, and staffs. Unless otherwise noted,

activating a magic item is a standard action.

Attacks of Opportunity: Generally, if you cast a spell, you

provoke attacks of opportunity from threatening enemies. If

Spell Completion Items: Activating a spell completion item you take damage from an attack of opportunity, you must

is the equivalent of casting a spell. It requires concentration make a concentration check (DC 10 + points of damage

and provokes attacks of opportunity. You lose the spell if taken + the spell's level) or lose the spell. Spells that require

your concentration is broken, and you can attempt to activate only a free action to cast don't provoke attacks of

the item while on the defensive, as with casting a spell.

opportunity.

Spell Trigger, Command Word, or Use-Activated Items: Casting on the Defensive: Casting a spell while on the

Activating any of these kinds of items does not require defensive does not provoke an attack of opportunity. It does,

concentration and does not provoke attacks of opportunity.

however, require a concentration check (DC 15 + double the

spell's level) to successfully cast the spell. Failure means that

you lose the spell.

Cast a Spell

Touch Spells in Combat: Many spells have a range of

Most spells require 1 standard action to cast. You can cast touch. To use these spells, you cast the spell and then touch

such a spell either before or after you take a move action.

the subject. In the same round that you cast the spell, you

Note: You retain your Dexterity bonus to AC while casting.

may also touch (or attempt to touch) as a free action. You

may take your move before casting the spell, after touching

Spell Components: To cast a spell with a verbal (V) the target, or between casting the spell and touching the

component, your character must speak in a firm voice. If target. You can automatically touch one friend or use the

you're gagged or in the area of a silence spell, you can't cast spell on yourself, but to touch an opponent, you must

such a spell. A spellcaster who has been deafened has a 20% succeed on an attack roll.

chance to spoil any spell he tries to cast if that spell has a

verbal component.

Touch Attacks: Touching an opponent with a touch spell is

considered to be an armed attack and therefore does not

To cast a spell with a somatic (S) component, you must provoke attacks of opportunity. The act of casting a spell,

gesture freely with at least one hand. You can't cast a spell of however, does provoke an attack of opportunity. Touch

this type while bound, grappling, or with both your hands attacks come in two types: melee touch attacks and ranged

full or occupied.

touch attacks. You can score critical hits with either type of

To cast a spell with a material (M), focus (F), or divine focus attack as long as the spell deals damage. Your opponent's AC

(DF) component, you have to have the proper materials, as against a touch attack does not include any armor bonus,

described by the spell. Unless these components are shield bonus, or natural armor bonus. His size modifier,

elaborate, preparing them is a free action. For material Dexterity modifier, and deflection bonus (if any) all apply

components and focuses whose costs are not listed in the normally.

spell description, you can assume that you have them if you Holding the Charge: If you don't discharge the spell in the

have your spell component pouch.

round when you cast the spell, you can hold the charge

Concentration: You must concentrate to cast a spell. If you indefinitely. You can continue to make touch attacks round

can't concentrate, you can't cast a spell. If you start casting a after round. If you touch anything or anyone while holding a

spell but something interferes with your concentration, you charge, even unintentionally, the spell discharges. If you cast

must make a concentration check or lose the spell. The another spell, the touch spell dissipates. You can touch one

check's DC depends on what is threatening your friend as a standard action or up to six friends as a full-round

concentration (see Magic). If you fail, the spell fizzles with action. Alternatively, you may make a normal unarmed

no effect. If you prepare spells, it is lost from preparation. If attack (or an attack with a natural weapon) while holding a

you cast at will, it counts against your daily limit of spells charge. In this case, you aren't considered armed and you

even though you did not cast it successfully.

provoke attacks of opportunity as normal for the attack. If

your unarmed attack or natural weapon attack normally

Concentrating to Maintain a Spell: Some spells require doesn't provoke attacks of opportunity, neither does this

Page 169

attack. If the attack hits, you deal normal damage for your Extraordinary Abilities (Ex): Using an extraordinary ability

unarmed attack or natural weapon and the spell discharges. If is usually not an action because most extraordinary abilities

the attack misses, you are still holding the charge.

automatically happen in a reactive fashion. Those

extraordinary abilities that are actions are usually standard

Ranged Touch Spells in Combat: Some spells allow you to actions that cannot be disrupted, do not require

make a ranged touch attack as part of the casting of the spell. concentration, and do not provoke attacks of opportunity.

These attacks are made as part of the spell and do not require

a separate action. Ranged touch attacks provoke an attack of

opportunity, even if the spell that causes the attacks was cast Move Actions

defensively. Unless otherwise noted, ranged touch attacks

cannot be held until a later turn.

With the exception of specific movement-related skills, most

Dismiss a Spell: Dismissing an active spell is a standard move actions don't require a check.

action that doesn't provoke attacks of opportunity.

Move

Start/Complete Full-Round Action

The simplest move action is moving your speed. If you take

The “start full-round action” standard action lets you start this kind of move action during your turn, you can't also take

undertaking a full-round action, which you can complete in a 5-foot step.

the following round by using another standard action. You Many nonstandard modes of movement are covered under

can't use this action to start or complete a full attack, charge, this category, including climbing (up to one-quarter of your

run, or withdraw.

speed) and swimming (up to one-quarter of your speed).

Accelerated Climbing: You can climb at half your speed as

Total Defense

a move action by accepting a –5 penalty on your Climb

check.

You can defend yourself as a standard action. You get a +4

dodge bonus to your AC for 1 round. Your AC improves at Crawling: You can crawl 5 feet as a move action. Crawling the start of this action. You can't combine total defense with incurs attacks of opportunity from any attackers who threaten

fighting defensively or with the benefit of the Combat you at any point of your crawl. A crawling character is

Expertise feat. You can't make attacks of opportunity while considered prone and must take a move action to stand up,

using total defense.

provoking an attack of opportunity.

Use Special Ability

Direct or Redirect a Spell

Using a special ability is usually a standard action, but Some spells allow you to redirect the effect to new targets or

whether it is a standard action, a full-round action, or not an areas after you cast the spell. Redirecting a spell requires a

action at all is defined by the ability.

move action and does not provoke attacks of opportunity or

require concentration.

Spell-Like Abilities (Sp): Using a spell-like ability works

like casting a spell in that it requires concentration and

provokes attacks of opportunity. Spell-like abilities can be Draw or Sheathe a Weapon

disrupted. If your concentration is broken, the attempt to use

the ability fails, but the attempt counts as if you had used the Drawing a weapon so that you can use it in combat, or

ability. The casting time of a spell-like ability is 1 standard putting it away so that you have a free hand, requires a move

action, unless the ability description notes otherwise.

action. This action also applies to weapon-like objects

carried in easy reach, such as wands. If your weapon or

Using a Spell-Like Ability on the Defensive: You may attempt weapon-like object is stored in a pack or otherwise out of

to use a spell-like ability on the defensive, just as with easy reach, treat this action as retrieving a stored item.

casting a spell. If the concentration check (DC 15 + double

the spell's level) fails, you can't use the ability, but the If you have a base attack bonus of +1 or higher, you may

attempt counts as if you had used the ability.

draw a weapon as a free action combined with a regular

move. If you have the Two-Weapon Fighting feat, you can

Supernatural Abilities (Su): Using a supernatural ability is draw two light or one-handed weapons in the time it would

usually a standard action (unless defined otherwise by the normally take you to draw one.

ability's description). Its use cannot be disrupted, does not

require concentration, and does not provoke attacks of Drawing ammunition for use with a ranged weapon (such as

opportunity.

arrows, bolts, sling bullets, or shuriken) is a free action.

Page 170

Manipulate an Item

foot step. You may take the step before, after, or between

your attacks.

Moving or manipulating an item is usually a move action.

If you get multiple attacks because your base attack bonus is

This includes retrieving or putting away a stored item, high enough, you must make the attacks in order from

picking up an item, moving a heavy object, and opening a highest bonus to lowest. If you are using two weapons, you

door. Examples of this kind of action, along with whether can strike with either weapon first. If you are using a double

they incur an attack of opportunity, are given in Table: weapon, you can strike with either part of the weapon first.

Actions in Combat.

Deciding between an Attack or a Full Attack: After your

first attack, you can decide to take a move action instead of

Mount/Dismount a Steed

making your remaining attacks, depending on how the first

attack turns out and assuming you have not already taken a

Mounting or dismounting a steed requires a move action.

move action this round. If you've already taken a 5-foot step,

Fast Mount or Dismount: You can mount or dismount as a you can't use your move action to move any distance, but

free action with a DC 20 Ride check. If you fail the check, you could still use a different kind of move action.

mounting or dismounting is a move action instead. You can't Fighting Defensively as a Full-Round Action: You can

attempt a fast mount or fast dismount unless you can perform choose to fight defensively when taking a full-attack action.

the mount or dismount as a move action in the current round. If you do so, you take a –4 penalty on all attacks in a round

to gain a +2 dodge bonus to AC for the same round.

Ready or Drop a Shield

Cast a Spell

Strapping a shield to your arm to gain its shield bonus to

your AC, or unstrapping and dropping a shield so you can A spell that takes one round to cast is a full-round action. It

use your shield hand for another purpose, requires a move comes into effect just before the beginning of your turn in the

action. If you have a base attack bonus of +1 or higher, you round after you began casting the spell. You then act

can ready or drop a shield as a free action combined with a normally after the spell is completed.

regular move.

A spell that takes 1 minute to cast comes into effect just

Dropping a carried (but not worn) shield is a free action.

before your turn 1 minute later (and for each of those 10

rounds, you are casting a spell as a full-round action). These

Stand Up

actions must be consecutive and uninterrupted, or the spell

automatically fails.

Standing up from a prone position requires a move action When you begin a spell that takes 1 round or longer to cast,

and provokes attacks of opportunity.

you must continue the invocations, gestures, and

concentration from 1 round to just before your turn in the

Full-Round Actions

next round (at least). If you lose concentration after starting

the spell and before it is complete, you lose the spell.

A full-round action requires an entire round to complete. You only provoke attacks of opportunity when you begin

Thus, it can't be coupled with a standard or a move action, casting a spell, even though you might continue casting for at

though if it does not involve moving any distance, you can least 1 full round. While casting a spell, you don't threaten

take a 5-foot step.

any squares around you.

This action is otherwise identical to the cast a spell action

Full Attack

described under Standard Actions.

If you get more than one attack per round because your base Casting a Metamagic Spell: Sorcerers and bards must take

attack bonus is high enough (see Base Attack Bonus in more time to cast a metamagic spell (one enhanced by a

Classes), because you fight with two weapons or a double metamagic feat) than a regular spell. If a spell's normal

weapon, or for some special reason, you must use a full- casting time is 1 standard action, casting a metamagic

round action to get your additional attacks. You do not need version of the spell is a full-round action for a sorcerer or

to specify the targets of your attacks ahead of time. You can bard (except for spells modified by the Quicken Spell feat,

see how the earlier attacks turn out before assigning the later which take 1 swift action to cast). Note that this isn't the

ones.

same as a spell with a 1-round casting time. Spells that take a

full-round action to cast take effect in the same round that

The only movement you can take during a full attack is a 5- you begin casting, and you are not required to continue the

Page 171

invocations, gestures, and concentration until your next turn. from that square. Invisible enemies still get attacks of

For spells with a longer casting time, it takes an extra full- opportunity against you, and you can't withdraw from

round action to cast the metamagic spell.

combat if you're blinded. You can't take a 5-foot step during

the same round in which you withdraw.

Clerics and druids must take more time to spontaneously cast

a metamagic version of a cure, inflict, or summon spell. If, during the process of withdrawing, you move out of a

Spontaneously casting a metamagic version of a spell with a threatened square (other than the one you started in), enemies

casting time of 1 standard action is a full-round action, and get attacks of opportunity as normal.

spells with longer casting times take an extra full-round You may not withdraw using a form of movement for which

action to cast.

you don't have a listed speed.

Note that despite the name of this action, you don't actually

Move 5 Feet through Difficult Terrain

have to leave combat entirely.

In some situations, your movement may be so hampered that Restricted Withdraw: If you are limited to taking only a

you don't have sufficient speed even to move 5 feet (a single standard action each round you can withdraw as a standard

square). In such a case, you may spend a full-round action to action. In this case, you may move up to your speed.

move 5 feet (1 square) in any direction, even diagonally.

Even though this looks like a 5-foot step, it's not, and thus it

provokes attacks of opportunity normally.

Free Actions

Free actions don't take any time at all, though there may be

Run

limits to the number of free actions you can perform in a

turn. Free actions rarely incur attacks of opportunity. Some

You can run as a full-round action. If you do, you do not also common free actions are described below.

get a 5-foot step. When you run, you can move up to four

times your speed in a straight line (or three times your speed

if you're in heavy armor). You lose any Dexterity bonus to Cease Concentration on Spell

AC unless you have the Run feat.

You can stop concentrating on a spell as a free action.

You can run for a number of rounds equal to your

Constitution score, but after that you must make a DC 10

Constitution check to continue running. You must check Drop an Item

again each round in which you continue to run, and the DC

of this check increases by 1 for each check you have made. Dropping an item in your space or into an adjacent square is

When you fail this check, you must stop running. A character a free action.

who has run to his limit must rest for 1 minute (10 rounds)

before running again. During a rest period, a character can Drop Prone

move no faster than a normal move action.

You can't run across difficult terrain or if you can't see where Dropping to a prone position in your space is a free action.

you're going.

A run represents a speed of about 13 miles per hour for an Speak

unencumbered human.

In general, speaking is a free action that you can perform

even when it isn't your turn. Speaking more than a few

Use Special Ability

sentences is generally beyond the limit of a free action.

Using a special ability is usually a standard action, but some

may be full-round actions, as defined by the ability.

Swift Actions

A swift action consumes a very small amount of time, but

Withdraw

represents a larger expenditure of effort than a free action.

You can perform one swift action per turn without affecting

Withdrawing from melee combat is a full-round action. your ability to perform other actions. In that regard, a swift

When you withdraw, you can move up to double your speed. action is like a free action. You can, however, perform only

The square you start out in is not considered threatened by one single swift action per turn, regardless of what other

any opponent you can see, and therefore visible enemies do actions you take. You can take a swift action anytime you

not get attacks of opportunity against you when you move

Page 172

would normally be allowed to take a free action. Swift Use Feat

actions usually involve spellcasting, activating a feat, or the

activation of magic items.

Certain feats let you take special actions in combat. Other

feats do not require actions themselves, but they give you a

bonus when attempting something you can already do. Some

Cast a Quickened Spell

feats are not meant to be used within the framework of

combat. The individual feat descriptions tell you what you

You can cast a quickened spell (see the Quicken Spell feat), need to know about them.

or any spell whose casting time is designated as a free or

swift action, as a swift action. Only one such spell can be

cast in any round, and such spells don't count toward your Use Skill

normal limit of one spell per round. Casting a spell as a swift

action doesn't incur an attack of opportunity.

Most skill uses are standard actions, but some might be move

actions, full-round actions, free actions, or something else

entirely.

Immediate Actions

The individual skill descriptions in Using Skills tell you what

Much like a swift action, an immediate action consumes a sorts of actions are required to perform skills.

very small amount of time but represents a larger expenditure

of effort and energy than a free action. However, unlike a

swift action, an immediate action can be performed at any

Injury and Death

time—even if it's not your turn. Casting feather fall is an

immediate action, since the spell can be cast at any time.

Your hit points measure how hard you are to kill. No matter

how many hit points you lose, your character isn't hindered

Using an immediate action on your turn is the same as using in any way until your hit points drop to 0 or lower.

a swift action and counts as your swift action for that turn.

You cannot use another immediate action or a swift action

until after your next turn if you have used an immediate Loss of Hit Points

action when it is not currently your turn (effectively, using an

immediate action before your turn is equivalent to using your The most common way that your character gets hurt is to

swift action for the coming turn). You also cannot use an take lethal damage and lose hit points.

immediate action if you are flat-footed.

What Hit Points Represent: Hit points mean two things in

the game world: the ability to take physical punishment and

Miscellaneous Actions

keep going, and the ability to turn a serious blow into a less

serious one.

The following actions take a variable amount of time to Effects of Hit Point Damage: Damage doesn't slow you

accomplish or otherwise work differently than other actions. down until your current hit points reach 0 or lower. At 0 hit

points, you're disabled.

Take 5-Foot Step

If your hit point total is negative, but not equal to or greater

than your Constitution score, you are unconscious and dying.

You can move 5 feet in any round when you don't perform

any other kind of movement. Taking this 5-foot step never When your negative hit point total is equal to your

provokes an attack of opportunity. You can't take more than Constitution, you're dead.

one 5-foot step in a round, and you can't take a 5-foot step in Massive Damage (Optional Rule): If you ever sustain a

the same round that you move any distance.

single attack that deals an amount of damage equal to half

You can take a 5-foot step before, during, or after your other your total hit points (minimum 50 points of damage) or more

actions in the round.

and it doesn't kill you outright, you must make a DC 15

Fortitude save. If this saving throw fails, you die regardless

You can only take a 5-foot-step if your movement isn't of your current hit points. If you take half your total hit

hampered by difficult terrain or darkness. Any creature with points or more in damage from multiple attacks, no one of

a speed of 5 feet or less can't take a 5-foot step, since moving which dealt more than half your total hit points (minimum

even 5 feet requires a move action for such a slow creature.

50), the massive damage rule does not apply.

You may not take a 5-foot step using a form of movement for

which you do not have a listed speed.

Page 173

Disabled (0 Hit Points)

action occurs.

Characters taking continuous damage, such as from an acid

When your current hit point total drops to exactly 0, you are arrow or a bleed effect, automatically fail all Constitution

disabled.

checks made to stabilize. Such characters lose 1 hit point per

You gain the staggered condition and can only take a single round in addition to the continuous damage.

move or standard action each turn (but not both, nor can you You can keep a dying character from losing any more hit

take full-round actions). You can take move actions without points and make him stable with a DC 15 Heal check.

further injuring yourself, but if you perform any standard

action (or any other strenuous action) you take 1 point of If any sort of healing cures the dying character of even 1

damage after completing the act. Unless your activity point of damage, he becomes stable and stops losing hit

increased your hit points, you are now at –1 hit points and points.

dying.

Healing that raises the dying character's hit points to 0 makes

Healing that raises your hit points above 0 makes you fully him conscious and disabled. Healing that raises his hit points

functional again, just as if you'd never been reduced to 0 or to 1 or more makes him fully functional again, just as if he'd

fewer hit points.

never been reduced to 0 or lower. A spellcaster retains the

spellcasting capability she had before dropping below 0 hit

You can also become disabled when recovering from dying. points.

In this case, it's a step toward recovery, and you can have

fewer than 0 hit points (see Stable Characters and Recovery). A stable character who has been tended by a healer or who

has been magically healed eventually regains consciousness

and recovers hit points naturally. If the character has no one

Dying (Negative Hit Points)

to tend him, however, his life is still in danger, and he may

yet slip away.

If your hit point total is negative, but not equal to or greater

than your Constitution score, you're dying.

Recovering with Help: One hour after a tended, dying

character becomes stable, the character must make a DC 10

A dying character immediately falls unconscious and can Constitution check to become conscious. The character takes

take no actions.

a penalty on this roll equal to his negative hit point total.

A dying character loses 1 hit point every round. This Conscious characters with negative hit point totals are treated

continues until the character dies or becomes stable.

as disabled characters. If the character remains unconscious,

he receives another check every hour to regain

consciousness. A natural 20 on this check is an automatic

Dead

success. Even if unconscious, the character recovers hit

points naturally. He automatically regains consciousness

When your character's current hit points drop to a negative when his hit points rise to 1 or higher.

amount equal to his Constitution score or lower, or if he

succumbs to massive damage, he's dead. A character can also Recovering without Help: A severely wounded character

die from taking ability damage or suffering an ability drain left alone usually dies. He has a small chance of recovering

that reduces his Constitution score to 0 (see Special on his own. Treat such characters as those attempting to

Abilities).

recover with help, but every failed Constitution check to

regain consciousness results in the loss of 1 hit point. An

Certain types of powerful magic, such as raise dead and unaided character does not recover hit points naturally. Once

resurrection, can restore life to a dead character. See Magic conscious, the character can make a DC 10 Constitution

for more information.

check once per day, after resting for 8 hours, to begin

recovering hit points naturally. The character takes a penalty

on this roll equal to his negative hit point total. Failing this

Stable Characters and Recovery

check causes the character to lose 1 hit point, but this does

not cause the character to become unconscious. Once a

On the character's next turn, after being reduced to negative character makes this check, he continues to heal naturally

hit points (but not dead), and on all subsequent turns, the and is no longer in danger of losing hit points naturally.

character must make a DC 10 Constitution check to become

stable. The character takes a penalty on this roll equal to his

negative hit point total. A character that is stable does not

need to make this check. A natural 20 on this check is an

automatic success. If the character fails this check, he loses 1

hit point. An unconscious or dying character cannot use any

special action that changes the initiative count on which his

Page 174

Healing

not deduct the nonlethal damage number from your current

hit points. It is not “real” damage. Instead, when your

After taking damage, you can recover hit points through nonlethal damage equals your current hit points, you're

natural healing or through magical healing. In any case, you staggered (see below), and when it exceeds your current hit

can't regain hit points past your full normal hit point total.

points, you fall unconscious.

Natural Healing: With a full night's rest (8 hours of sleep or Nonlethal Damage with a Weapon that Deals Lethal

more), you recover 1 hit point per character level. Any Damage: You can use a melee weapon that deals lethal

significant interruption during your rest prevents you from damage to deal nonlethal damage instead, but you take a –4

healing that night.

penalty on your attack roll.

If you undergo complete bed rest for an entire day and night, Lethal Damage with a Weapon that Deals Nonlethal

you recover twice your character level in hit points.

Damage: You can use a weapon that deals nonlethal damage,

including an unarmed strike, to deal lethal damage instead,

Magical Healing: Various abilities and spells can restore hit but you take a –4 penalty on your attack roll.

points.

Staggered and Unconscious: When your nonlethal damage

Healing Limits: You can never recover more hit points than equals your current hit points, you're staggered. You can only

you lost. Magical healing won't raise your current hit points take a standard action or a move action in each round (in

higher than your full normal hit point total.

addition to free, immediate, and swift actions). You cease

Healing Ability Damage: Temporary ability damage returns being staggered when your current hit points once again

at the rate of 1 point per night of rest (8 hours) for each exceed your nonlethal damage.

affected ability score. Complete bed rest restores 2 points per When your nonlethal damage exceeds your current hit points,

day (24 hours) for each affected ability score.

you fall unconscious. While unconscious, you are helpless.

Spellcasters who fall unconscious retain any spellcasting

Temporary Hit Points

ability they had before going unconscious.

Certain effects give a character temporary hit points. These If a creature's nonlethal damage is equal to his total

hit points are in addition to the character's current hit point maximum hit points (not his current hit points), all further

total and any damage taken by the character is subtracted nonlethal damage is treated as lethal damage. This does not

from these hit points first. Any damage in excess of a apply to creatures with regeneration. Such creatures simply

character's temporary hit points is applied to his current hit accrue additional nonlethal damage, increasing the amount of

points as normal. If the effect that grants the temporary hit time they remain unconscious.

points ends or is dispelled, any remaining temporary hit Healing Nonlethal Damage: You heal nonlethal damage at

points go away. The damage they sustained is not transferred the rate of 1 hit point per hour per character level. When a

to the character's current hit points.

spell or ability cures hit point damage, it also removes an

When temporary hit points are lost, they cannot be restored equal amount of nonlethal damage.

as real hit points can be, even by magic.

Increases in Constitution Score and Current Hit Points:

Movement, Position, And

An increase in a character's Constitution score, even a

temporary one, can give her more hit points (an effective hit

Distance

point increase), but these are not temporary hit points. They

can be restored, and they are not lost first as temporary hit Miniatures are on the 30mm scale—a miniature of a 6-foot-

points are.

tall man is approximately 30mm tall. A square on the battle

grid is 1 inch across, representing a 5-foot-by-5-foot area.

Nonlethal Damage

Tactical Movement

Nonlethal damage represents harm to a character that is not

life-threatening. Unlike normal damage, nonlethal damage is Your speed is determined by your race and your armor (see

healed quickly with rest.

Table: Tactical Speed). Your speed while unarmored is your

base land speed.

Dealing Nonlethal Damage: Certain attacks deal nonlethal

damage. Other effects, such as heat or being exhausted, also

deal nonlethal damage. When you take nonlethal damage,

keep a running total of how much you've accumulated. Do

Page 175

Table 8-3: Tactical Speed

armor). If you do something that requires a full round, you

can only take a 5-foot step.

No Armor or

Medium or

Race

Light Armor

Heavy Armor

Bonuses to Speed: A barbarian has a +10-foot bonus to his

speed (unless she's wearing heavy armor). Experienced

Human, elf, half- 30 ft. (6 squares) 20 ft. (4 squares) monks also have higher speed (unless they're wearing armor

elf, half-orc

of any sort). In addition, many spells and magic items can

Dwarf

20 ft. (4 squares) 20 ft. (4 squares) affect a character's speed. Always apply any modifiers to a

character's speed before adjusting the character's speed based

Halfling, gnome

20 ft. (4 squares) 15 ft. (3 squares) on armor or encumbrance, and remember that multiple

bonuses of the same type to a character's speed don't stack.

Encumbrance: A character encumbered by carrying

treasure. a large amount of gear, or fallen comrades may

move slower than normal (see Additional Rules).

Measuring Distance

Hampered Movement: Difficult terrain, obstacles, or poor As a general rule, distance is measured assuming that 1

visibility can hamper movement.

square equals 5 feet.

Movement in Combat: Generally, you can move your speed Diagonals: When measuring distance, the first diagonal

in a round and still do something (take a move action and a counts as 1 square, the second counts as 2 squares, the third

standard action).

counts as 1, the fourth as 2, and so on.

If you do nothing but move (that is, if you use both of your You can't move diagonally past a corner (even by taking a 5-

actions in a round to move your speed), you can move foot step). You can move diagonally past a creature, even an

double your speed.

opponent.

If you spend the entire round running, you can move You can also move diagonally past other impassable

quadruple your speed (or three times your speed in heavy obstacles, such as pits.

Closest Creature: When it's important to determine the

Tactical Movement

closest square or creature to a location, if two squares or

creatures are equally close, randomly determine which one

counts as closest by rolling a die.

Moving Through a Square

You can move through an unoccupied square without

difficulty in most circumstances. Difficult terrain and a

number of spell effects might hamper your movement

through open spaces.

Friend: You can move through a square occupied by a

friendly character, unless you are charging. When you move

through a square occupied by a friendly character, that

character doesn't provide you with cover.

Opponent: You can't move through a square occupied by an

The fighter's first move costs him 5 feet (or 1 square). His opponent unless the opponent is helpless. You can move

next costs 5 feet also, but his third (his 2nd diagonal) through a square occupied by a helpless opponent without

costs him 10 feet. Next he moves into difficult terrain, penalty. Some creatures, particularly very large ones, may

also costing him 10 feet. At this point (#6), the fighter has present an obstacle even when helpless. In such cases, each

moved 30 feet—one move action. The last square is a square you move through counts as 2 squares.

diagonal move in difficult terrain, which costs 15 feet; he

must spend his turn's standard action to move this far.

Ending Your Movement: You can't end your movement in

The Large ogre's move costs a total of 20 feet worth of the same square as another creature unless it is helpless.

movement (or 4 squares). The ogre cannot cut across the Overrun: During your movement, you can attempt to move

corner to get to that location, and must fully move around through a square occupied by an opponent (see Overrun).

it, as indicated.

Tumbling: A trained character can attempt to use Acrobatics

Page 176

to move through a square occupied by an opponent (see the narrow space counts as if it were 2 squares, and while

Acrobatics skill).

squeezed in a narrow space, you take a –4 penalty on attack

rolls and a –4 penalty to AC.

Very Small Creature: A Fine, Diminutive, or Tiny creature

can move into or through an occupied square. The creature When a Large creature (which normally takes up 4 squares)

provokes attacks of opportunity when doing so.

squeezes into a space that's 1 square wide, the creature's

miniature figure occupies 2 squares, centered on the line

Square Occupied by Creature Three Sizes Larger or between the 2 squares. For a bigger creature, center the

Smaller: Any creature can move through a square occupied creature likewise in the area it squeezes into.

by a creature three size categories larger than itself.

A creature can squeeze past a creature while moving but it

A big creature can move through a square occupied by a can't end its movement in an occupied square.

creature three size categories smaller than it is. Creatures

moving through squares occupied by other creatures provoke To squeeze through or into a space less than half your space's

attacks of opportunity from those creatures.

width, you must use the Escape Artist skill. You can't attack

while using Escape Artist to squeeze through or into a

Designated Exceptions: Some creatures break the above narrow space, you take a –4 penalty to AC, and you lose any

rules. A creature that completely fills the squares it occupies Dexterity bonus to AC.

cannot be moved past, even with the Acrobatics skill or

similar special abilities.

Special Movement Rules

Terrain and Obstacles

These rules cover special movement situations.

From tangled plants to broken stone, there are a number of Accidentally Ending Movement in an Illegal Space:

terrain features that can affect your movement.

Sometimes a character ends its movement while moving

through a space where it's not allowed to stop. When that

Difficult Terrain: Difficult terrain, such as heavy happens, put your miniature in the last legal position you

undergrowth, broken ground, or steep stairs, hampers occupied, or the closest legal position, if there's a legal

movement. Each square of difficult terrain counts as 2 position that's closer.

squares of movement. Each diagonal move into a difficult

terrain square counts as 3 squares. You can't run or charge Double Movement Cost: When your movement is hampered

across difficult terrain.

in some way, your movement usually costs double. For

example, each square of movement through difficult terrain

If you occupy squares with different kinds of terrain, you can counts as 2 squares, and each diagonal move through such

move only as fast as the most difficult terrain you occupy terrain counts as 3 squares (just as two diagonal moves

will allow.

normally do).

Flying and incorporeal creatures are not hampered by If movement cost is doubled twice, then each square counts

difficult terrain.

as 4 squares (or as 6 squares if moving diagonally). If

Obstacles: Like difficult terrain, obstacles can hamper movement cost is doubled three times, then each square

movement. If an obstacle hampers movement but doesn't counts as 8 squares (12 if diagonal) and so on. This is an

completely block it, each obstructed square or obstacle exception to the general rule that two doublings are

between squares counts as 2 squares of movement. You must equivalent to a tripling.

pay this cost to cross the obstacle, in addition to the cost to Minimum Movement: Despite whatever penalties to

move into the square on the other side. If you don't have movement you might have, you can take a full-round action

sufficient movement to cross the obstacle and move into the to move 5 feet (1 square) in any direction, even diagonally.

square on the other side, you can't cross it. Some obstacles This rule doesn't allow you to move through impassable

may also require a skill check to cross.

terrain or to move when all movement is prohibited. Such

On the other hand, some obstacles block movement entirely. movement provokes attacks of opportunity as normal

A character can't move through a blocking obstacle.

(despite the distance covered, this move isn't a 5-foot step).

Flying and incorporeal creatures are able to avoid most

obstacles.

Big And Little Creatures In

Squeezing: In some cases, you may have to squeeze into or

Combat

through an area that isn't as wide as the space you take up.

You can squeeze through or into a space that is at least half

as wide as your normal space. Each move into or through a Creatures smaller than Small or larger than Medium have

special rules relating to position.

Page 177

Tiny, Diminutive, and Fine Creatures: Very small creatures to double their natural reach but can't strike at their natural

take up less than 1 square of space. This means that more reach or less.

than one such creature can fit into a single square. A Tiny

creature typically occupies a space only 2-1/2 feet across, so

four can fit into a single square. 25 Diminutive creatures or

Combat Modifiers

100 Fine creatures can fit into a single square. Creatures that

take up less than 1 square of space typically have a natural A number of factors and conditions can influence an attack

reach of 0 feet, meaning they can't reach into adjacent roll. Many of these situations grant a bonus or penalty on

squares. They must enter an opponent's square to attack in attack rolls or to a defender's Armor Class.

melee. This provokes an attack of opportunity from the

opponent. You can attack into your own square if you need

Table 8-5: Attack Roll Modifiers

to, so you can attack such creatures normally. Since they

have no natural reach, they do not threaten the squares Attacker is…

Melee

Ranged

around them. You can move past them without provoking Dazzled

–1

–1

attacks of opportunity. They also can't flank an enemy.

Entangled

–21

–21

Large, Huge, Gargantuan, and Colossal Creatures: Very

large creatures take up more than 1 square.

Flanking defender

+2

—

Invisible

+22

+22

Creatures that take up more than 1 square typically have a

natural reach of 10 feet or more, meaning that they can reach On higher ground

+1

+0

targets even if they aren't in adjacent squares.

Prone

–4

—3

Unlike when someone uses a reach weapon, a creature with Shaken or frightened

–2

–2

greater than normal natural reach (more than 5 feet) still Squeezing through a space

–4

–4

threatens squares adjacent to it. A creature with greater than 1 An entangled character also takes a –4 penalty to

normal natural reach usually gets an attack of opportunity Dexterity, which may affect his attack roll.

against you if you approach it, because you must enter and

move within the range of its reach before you can attack it. 2 The defender loses any Dexterity bonus to AC.

This attack of opportunity is not provoked if you take a 5- 3 Most ranged weapons can't be used while the attacker is

foot step.

prone, but you can use a crossbow or shuriken while prone

at no penalty.

Large or larger creatures using reach weapons can strike up

Table 8-6: Armor Class Modifiers

Table 8-4: Creature Size and Scale

Defender is…

Melee

Ranged

Creature Size

Space

Natural Reach*

Behind cover

+4

+4

Fine

1/2 ft.

0

Blinded

–21

–21

Diminutive

1 ft.

0

Concealed or invisible

See Concealment

Tiny

2-1/2 ft.

0

Cowering

–21

–21

Small

5 ft.

5 ft.

Entangled

+02

+02

Medium

5 ft.

5 ft.

Flat-footed

+01

+01

Large (tall)

10 ft.

10 ft.

Grappling (but attacker is not)

+01

+01

Large (long)

10 ft.

5 ft.

Helpless

–43

+03

Huge (tall)

15 ft.

15 ft.

Kneeling or sitting

–2

+2

Huge (long)

15 ft.

10 ft.

Gargantuan (tall)

20 ft.

20 ft.

Pinned

–43

+03

Gargantuan

Prone

–4

+4

20 ft.

15 ft.

(long)

Squeezing through a space

–4

–4

Colossal (tall)

30 ft.

30 ft.

Stunned

–21

–21

Colossal (long)

30 ft.

20 ft.

1 The defender loses any Dexterity bonus to AC.

* These values are typical for creatures of the

2 An entangled character takes a –4 penalty to Dexterity.

indicated size. Some exceptions exist.

3 The defender is flat-footed and cannot add his Dexterity

bonus to his Armor Class.

Page 178

Low Obstacles and Cover: A low obstacle (such as a wall

Cover

no higher than half your height) provides cover, but only to

creatures within 30 feet (6 squares) of it. The attacker can

ignore the cover if he's closer to the obstacle than his target.

Cover and Attacks of Opportunity: You can't execute an

attack of opportunity against an opponent with cover relative

to you.

Cover and Reflex Saves: Cover grants you a +2 bonus on

Reflex saves against attacks that originate or burst out from a

point on the other side of the cover from you. Note that

spread effects can extend around corners and thus negate this

cover bonus.

Cover and Stealth Checks: You can use cover to make a

Stealth check. Without cover, you usually need concealment

(see below) to make a Stealth check.

Soft Cover: Creatures, even your enemies, can provide you

with cover against ranged attacks, giving you a +4 bonus to

AC. However, such soft cover provides no bonus on Reflex

saves, nor does soft cover allow you to make a Stealth check.

Big Creatures and Cover: Any creature with a space larger

#1: The fighter is adjacent to the ogre, and nothing blocks than 5 feet (1 square) determines cover against melee attacks

him from reaching it. The ogre does not have cover slightly differently than smaller creatures do. Such a creature

against the fighter.

can choose any square that it occupies to determine if an

#2: The rogue is adjacent to the ogre, but lines from the opponent has cover against its melee attacks. Similarly, when

corners of her square to the corners of the ogre's square making a melee attack against such a creature, you can pick

cross through a wall. The ogre has melee cover from her, any of the squares it occupies to determine if it has cover

but if it attacks her, the rogue does not have cover from it, against you.

as the ogre has reach (so it figures attacks as if attacking Partial Cover: If a creature has cover, but more than half the

with a ranged weapon).

creature is visible, its cover bonus is reduced to a +2 to AC

#3: The cleric attacks at range, and must pick one of the and a +1 bonus on Reflex saving throws. This partial cover is

corners of her square to determine cover. Some of these subject to the GM's discretion.

lines pass through a solid surface, meaning that the ogre

has cover.

Total Cover: If you don't have line of effect to your target

(that is, you cannot draw any line from your square to your

#4: The sorcerer attacks at range as well, but her lines target's square without crossing a solid barrier), he is

reveal that she can clearly see move than half of the ogre. considered to have total cover from you. You can't make an

This gives the ogre partial cover.

attack against a target that has total cover.

Improved Cover: In some cases, such as attacking a target

Cover

hiding behind an arrowslit, cover may provide a greater

bonus to AC and Reflex saves. In such situations, the normal

To determine whether your target has cover from your cover bonuses to AC and Reflex saves can be doubled (to +8

ranged attack, choose a corner of your square. If any line and +4, respectively). A creature with this improved cover

from this corner to any corner of the target's square passes effectively gains improved evasion against any attack to

through a square or border that blocks line of effect or which the Reflex save bonus applies. Furthermore, improved

provides cover, or through a square occupied by a creature, cover provides a +10 bonus on Stealth checks.

the target has cover (+4 to AC).

When making a melee attack against an adjacent target, your

target has cover if any line from any corner of your square to Concealment

the target's square goes through a wall (including a low wall). To determine whether your target has concealment from your

When making a melee attack against a target that isn't ranged attack, choose a corner of your square. If any line

adjacent to you (such as with a reach weapon), use the rules from this corner to any corner of the target's square passes

for determining cover from ranged attacks.

through a square or border that provides concealment, the

Page 179

target has concealment.

When in doubt about whether two characters flank an

opponent in the middle, trace an imaginary line between the

When making a melee attack against an adjacent target, your two attackers' centers. If the line passes through opposite

target has concealment if his space is entirely within an effect borders of the opponent's space (including corners of those

that grants concealment. When making a melee attack borders), then the opponent is flanked.

against a target that isn't adjacent to you, use the rules for

determining concealment from ranged attacks.

Exception: If a flanker takes up more than 1 square, it gets

the flanking bonus if any square it occupies counts for

In addition, some magical effects provide concealment flanking.

against all attacks, regardless of whether any intervening

concealment exists.

Only a creature or character that threatens the defender can

help an attacker get a flanking bonus.

Concealment Miss Chance: Concealment gives the subject

of a successful attack a 20% chance that the attacker missed Creatures with a reach of 0 feet can't flank an opponent.

because of the concealment. Make the attack normally—if

the attacker hits, the defender must make a miss chance d%

roll to avoid being struck. Multiple concealment conditions

do not stack.

Concealment and Stealth Checks: You can use

Flanking

concealment to make a Stealth check. Without concealment,

you usually need cover to make a Stealth check.

Total Concealment: If you have line of effect to a target but

not line of sight, he is considered to have total concealment

from you. You can't attack an opponent that has total

concealment, though you can attack into a square that you

think he occupies. A successful attack into a square occupied

by an enemy with total concealment has a 50% miss chance

(instead of the normal 20% miss chance for an opponent with

concealment).

You can't execute an attack of opportunity against an

opponent with total concealment, even if you know what

square or squares the opponent occupies.

Ignoring Concealment: Concealment isn't always effective.

An area of dim lighting or darkness doesn't provide any

concealment against an opponent with darkvision. Characters

with low-light vision can see clearly for a greater distance

than other characters with the same light source. Although

invisibility provides total concealment, sighted opponents

may still make Perception checks to notice the location of an #1: The fighter and the cleric are flanking the ogre

invisible character. An invisible character gains a +20 bonus because they can draw a line to each other that passes

on Stealth checks if moving, or a +40 bonus on Stealth through opposite sides of the ogre. Both the fighter and

checks when not moving (even though opponents can't see the cleric receive a +2 bonus on attack rolls made against

you, they might be able to figure out where you are from the ogre.

other visual or auditory clues).

#2: The rogue is not flanking the ogre because she cannot

Varying Degrees of Concealment: Certain situations may draw a line to the fighter or the cleric that passes through

provide more or less than typical concealment, and modify opposite sides of the ogre. The rogue cannot draw a line

the miss chance accordingly.

to the sorcerer because the sorcerer is not adjacent to the

ogre and does not threaten it.

Flanking

#3: The goblin and the ogre flank the sorcerer, as they can

draw a line between them that passes through opposite

When making a melee attack, you get a +2 flanking bonus if sides of the sorcerer's square. If the ogre didn't have reach

your opponent is threatened by another enemy character or to the sorcerer, though, he and the goblin would not be

creature on its opposite border or opposite corner.

flanking her.

Page 180

Helpless Defenders

another character's skill check.

A helpless opponent is someone who is bound, sleeping,

paralyzed, unconscious, or otherwise at your mercy.

Charge

Regular Attack: A helpless character takes a –4 penalty to Charging is a special full-round action that allows you to

AC against melee attacks. In addition, a helpless character is move up to twice your speed and attack during the action.

treated as having a Dexterity of 0, giving him a –5 penalty to Charging, however, carries tight restrictions on how you can

AC against both melee and ranged attacks (for a total of –9 move.

against melee and –5 against ranged). A helpless character is

also flat-footed.

Movement During a Charge: You must move before your

attack, not after. You must move at least 10 feet (2 squares)

Coup de Grace: As a full-round action, you can use a melee and may move up to double your speed directly toward the

weapon to deliver a coup de grace (pronounced “coo day designated opponent. If you move a distance equal to your

grahs”) to a helpless opponent. You can also use a bow or speed or less, you can also draw a weapon during a charge

crossbow, provided you are adjacent to the target.

attack if your base attack bonus is at least +1.

You automatically hit and score a critical hit. If the defender You must have a clear path toward the opponent, and nothing

survives the damage, he must make a Fortitude save (DC 10 can hinder your movement (such as difficult terrain or

+ damage dealt) or die. A rogue also gets her extra sneak obstacles). You must move to the closest space from which

attack damage against a helpless opponent when delivering a you can attack the opponent. If this space is occupied or

coup de grace.

otherwise blocked, you can't charge. If any line from your

Delivering a coup de grace provokes attacks of opportunity starting space to the ending space passes through a square

that blocks movement, slows movement, or contains a

from threatening opponents.

creature (even an ally), you can't charge. Helpless creatures

You can't deliver a coup de grace against a creature that is don't stop a charge.

immune to critical hits. You can deliver a coup de grace

against a creature with total concealment, but doing this If you don't have line of sight to the opponent at the start of

your turn, you can't charge that opponent.

requires two consecutive full-round actions (one to “find” the

creature once you've determined what square it's in, and one You can't take a 5-foot step in the same round as a charge.

to deliver the coup de grace).

If you are able to take only a standard action on your turn,

you can still charge, but you are only allowed to move up to

Special Attacks your speed (instead of up to double your speed) and you

cannot draw a weapon unless you possess the Quick Draw

This section discusses all of the various standard maneuvers feat. You can't use this option unless you are restricted to

you can perform during combat other than normal attacks, taking only a standard action on your turn.

casting spells, or using other class abilities. Some of these Attacking on a Charge: After moving, you may make a

special attacks can be made as part of another action (such as single melee attack. You get a +2 bonus on the attack roll and

an attack) or as a attack of opportunity.

take a –2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on combat maneuver

Aid Another

attack rolls made to bull rush an opponent.

In melee combat, you can help a friend attack or defend by Even if you have extra attacks, such as from having a high

distracting or interfering with an opponent. If you're in enough base attack bonus or from using multiple weapons,

position to make a melee attack on an opponent that is you only get to make one attack during a charge.

engaging a friend in melee combat, you can attempt to aid Lances and Charge Attacks: A lance deals double damage

your friend as a standard action. You make an attack roll if employed by a mounted character in a charge.

against AC 10. If you succeed, your friend gains either a +2

bonus on his next attack roll against that opponent or a +2 Weapons Readied against a Charge: Spears, tridents, and

bonus to AC against that opponent's next attack (your other weapons with the brace feature deal double damage

choice), as long as that attack comes before the beginning of when readied (set) and used against a charging character.

your next turn. Multiple characters can aid the same friend,

and similar bonuses stack.

Combat Maneuvers

You can also use this standard action to help a friend in other

ways, such as when he is affected by a spell, or to assist During combat, you can attempt to perform a number of

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maneuvers that can hinder or even cripple your foe, Colossal +8. Some feats and abilities grant a bonus to your

including bull rush, disarm, grapple, overrun, sunder, and CMD when resisting specific maneuvers. A creature can also

trip. Although these maneuvers have vastly different results, add any circumstance, deflection, dodge, insight, morale,

they all use a similar mechanic to determine success.

profane, and sacred bonuses to AC to its CMD. Any penalties

to a creature's AC also apply to its CMD. A flat-footed

Combat Maneuver Bonus: Each character and creature has creature does not add its Dexterity bonus to its CMD.

a Combat Maneuver Bonus (or CMB) that represents its skill

at performing combat maneuvers. A creature's CMB is Determine Success: If your attack roll equals or exceeds the

determined using the following formula:

CMD of the target, your maneuver is a success and has the

listed effect. Some maneuvers, such as bull rush, have

CMB = Base attack bonus + Strength modifier varying levels of success depending on how much your

+ special size modifier

attack roll exceeds the target's CMD. Rolling a natural 20

Creatures that are size Tiny or smaller use their Dexterity while attempting a combat maneuver is always a success

modifier in place of their Strength modifier to determine (except when attempting to escape from bonds), while rolling

their CMB. The special size modifier for a creature's Combat a natural 1 is always a failure.

Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny

–2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan Bull Rush

+4, Colossal +8. Some feats and abilities grant a bonus to

your CMB when performing specific maneuvers.

You can make a bull rush as a standard action or as part of a

Performing a Combat Maneuver: When performing a charge, in place of the melee attack. You can only bull rush

combat maneuver, you must use an action appropriate to the an opponent who is no more than on size category larger than

maneuver you are attempting to perform. While many you. A bull rush attempts to push an opponent straight back

combat maneuvers can be performed as part of an attack without doing any harm. If you do not have the Improved

action, full-attack action, or attack of opportunity (in place of Bull Rush feat, or a similar ability, initiating a bull rush

a melee attack), others require a specific action. Unless provokes an attack of opportunity from the target of your

otherwise noted, performing a combat maneuver provokes an maneuver.

attack of opportunity from the target of the maneuver. If you If your attack is successful, your target is pushed back 5 feet.

are hit by the target, you take the damage normally and apply For every 5 by which your attack exceeds your opponent's

that amount as a penalty to the attack roll to perform the CMD you can push the target back an additional 5 feet. You

maneuver. If your target is immobilized, unconscious, or can move with the target if you wish but you must have the

otherwise incapacitated, your maneuver automatically available movement to do so. If your attack fails, your

succeeds (treat as if you rolled a natural 20 on the attack movement ends in front of the target.

roll). If your target is stunned, you receive a +4 bonus on

your attack roll to perform a combat maneuver against it.

An enemy being moved by a bull rush does not provoke an

attack of opportunity because of the movement unless you

When you attempt to perform a combat maneuver, make an possess the Greater Bull Rush feat. You cannot bull rush a

attack roll and add your CMB in place of your normal attack creature into a square that is occupied by a solid object or

bonus. Add any bonuses you currently have on attack rolls obstacle. If there is another creature in the way of your bull

due to spells, feats, and other effects. These bonuses must be rush, you must immediately make a combat maneuver check

applicable to the weapon or attack used to perform the to bull rush that creature. You take a –4 penalty on this check

maneuver. The DC of this maneuver is your target's Combat for each creature being pushed beyond the first. If you are

Maneuver Defense. Combat maneuvers are attack rolls, so successful, you can continue to push the creatures a distance

you must roll for concealment and take any other penalties equal to the lesser result. For example, if a fighter bull rushes

that would normally apply to an attack roll.

a goblin for a total of 15 feet, but there is another goblin 5

Combat Maneuver Defense: Each character and creature feet behind the first, he must make another combat maneuver

has a Combat Maneuver Defense (or CMD) that represents check against the second goblin after having pushed the first

its ability to resist combat maneuvers. A creature's CMD is 5 feet. If his check reveals that he can push the second goblin

determined using the following formula:

a total of 20 feet, he can continue to push both goblins

another 10 feet (since the first goblin will have moved a total

CMD = 10 + Base attack bonus

of 15 feet).

+ Strength modifier + Dexterity modifier

+ special size modifier

Disarm

The special size modifier for a creature's Combat Maneuver You can attempt to disarm your opponent in place of a melee

Defense is as follows: Fine –8, Diminutive –4, Tiny –2, attack. If you do not have the Improved Disarm feat, or a

Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4,

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similar ability, attempting to disarm a foe provokes an attack or unconscious, you can use rope to tie him up. This works

of opportunity from the target of your maneuver. Attempting like a pin effect, but the DC to escape the bonds is equal to

to disarm a foe while unarmed imposes a –4 penalty on the 20 + your Combat Maneuver Bonus (instead of your CMD).

attack.

The ropes do not need to make a check every round to

maintain the pin. If you are grappling the target, you can

If your attack is successful, your target drops one item it is attempt to tie him up in ropes, but doing so requires a combat

carrying of your choice (even if the item is wielded with two maneuver check at a –10 penalty. If the DC to escape from

hands). If your attack exceeds the CMD of the target by 10 or these bindings is higher than 20 + the target's CMB, the

more, the target drops the items it is carrying in both hands target cannot escape from the bonds, even with a natural 20

(maximum two items if the target has more than two hands). on the check.

If your attack fails by 10 or more, you drop the weapon that

you were using to attempt the disarm. If you successfully If You Are Grappled: If you are grappled, you can attempt

disarm your opponent without using a weapon, you may to break the grapple as a standard action by making a combat

automatically pick up the item dropped.

maneuver check (DC equal to your opponent's CMD; this

does not provoke an attack of opportunity) or Escape Artist

check (with a DC equal to your opponent's CMD). If you

Grapple

succeed, you break the grapple and can act normally.

As a standard action, you can attempt to grapple a foe, Alternatively, if you succeed, you can become the grappler,

hindering his combat options. If you do not have Improved grappling the other creature (meaning that the other creature

Grapple, grab, or a similar ability, attempting to grapple a foe cannot freely release the grapple without making a combat

provokes an attack of opportunity from the target of your maneuver check, while you can). Instead of attempting to

maneuver. Humanoid creatures without two free hands break or reverse the grapple, you can take any action that

attempting to grapple a foe take a –4 penalty on the combat requires only one hand to perform, such as cast a spell or

maneuver roll. If successful, both you and the target gain the make an attack with a light or one-handed weapon against

grappled condition (see the Appendices). If you successfully any creature within your reach, including the creature that is

grapple a creature that is not adjacent to you, move that grappling you. See the grappled condition for additional

creature to an adjacent open space (if no space is available, details. If you are pinned, your actions are very limited. See

your grapple fails). Although both creatures have the the pinned condition in Conditions for additional details.

grappled condition, you can, as the creature that initiated the Multiple Creatures: Multiple creatures can attempt to

grapple, release the grapple as a free action, removing the grapple one target. The creature that first initiates the grapple

condition from both you and the target. If you do not release is the only one that makes a check, with a +2 bonus for each

the grapple, you must continue to make a check each round, creature that assists in the grapple (using the Aid Another

as a standard action, to maintain the hold. If your target does action). Multiple creatures can also assist another creature in

not break the grapple, you get a +5 circumstance bonus on breaking free from a grapple, with each creature that assists

grapple checks made against the same target in subsequent (using the Aid Another action) granting a +2 bonus on the

rounds. Once you are grappling an opponent, a successful grappled creature's combat maneuver check.

check allows you to continue grappling the foe, and also

allows you to perform one of the following actions (as part of

the standard action spent to maintain the grapple).

Overrun

Move: You can move both yourself and your target up to half As a standard action, taken during your move or as part of a

your speed. At the end of your movement, you can place charge, you can attempt to overrun your target, moving

your target in any square adjacent to you. If you attempt to through its square. You can only overrun an opponent who is

place your foe in a hazardous location, such as in a wall of no more than one size category larger than you. If you do not

fire or over a pit, the target receives a free attempt to break have the Improved Overrun feat, or a similar ability,

your grapple with a +4 bonus.

initiating an overrun provokes an attack of opportunity from

the target of your maneuver. If your overrun attempt fails,

Damage: You can inflict damage to your target equal to your you stop in the space directly in front of the opponent, or the

unarmed strike, a natural attack, or an attack made with nearest open space in front of the creature if there are other

armor spikes or a light or one-handed weapon. This damage creatures occupying that space.

can be either lethal or nonlethal.

When you attempt to overrun a target, it can choose to avoid

Pin: You can give your opponent the pinned condition (see you, allowing you to pass through its square without

Conditions). Despite pinning your opponent, you still only requiring an attack. If your target does not avoid you, make a

have the grappled condition, but you lose your Dexterity combat maneuver check as normal. If your maneuver is

bonus to AC.

successful, you move through the target's space. If your

Tie Up: If you have your target pinned, otherwise restrained, attack exceeds your opponent's CMD by 5 or more, you

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move through the target's space and the target is knocked Feinting as a Move Action: With the Improved Feint feat,

prone. If the target has more than two legs, add +2 to the DC you can attempt a feint as a move action.

of the combat maneuver attack roll for each additional leg it

has.

Mounted Combat

Sunder

These rules cover being mounted on a horse in combat but

can also be applied to more unusual steeds, such as a griffon

You can attempt to sunder an item held or worn by your or dragon.

opponent as part of an attack action in place of a melee

attack. If you do not have the Improved Sunder feat, or a Mounts in Combat: Horses, ponies, and riding dogs can

similar ability, attempting to sunder an item provokes an serve readily as combat steeds. Mounts that do not possess

attack of opportunity from the target of your maneuver.

combat training (see the Handle Animal skill) are frightened

by combat. If you don't dismount, you must make a DC 20

If your attack is successful, you deal damage to the item Ride check each round as a move action to control such a

normally. Damage that exceeds the object's Hardness is mount. If you succeed, you can perform a standard action

subtracted from its hit points. If an object has equal to or less after the move action. If you fail, the move action becomes a

than half its total hit points remaining, it gains the broken full-round action, and you can't do anything else until your

condition (see Conditions). If the damage you deal would next turn.

reduce the object to less than 0 hit points, you can choose to

destroy it. If you do not choose to destroy it, the object is left Your mount acts on your initiative count as you direct it. You

with only 1 hit point and the broken condition.

move at its speed, but the mount uses its action to move.

A horse (not a pony) is a Large creature and thus takes up a

Trip

space 10 feet (2 squares) across. For simplicity, assume that

you share your mount's space during combat.

You can attempt to trip your opponent in place of a melee Combat while Mounted: With a DC 5 Ride check, you can

attack. You can only trip an opponent who is no more than guide your mount with your knees so as to use both hands to

one size category larger than you. If you do not have the attack or defend yourself. This is a free action.

Improved Trip feat, or a similar ability, initiating a trip

provokes an attack of opportunity from the target of your When you attack a creature smaller than your mount that is

maneuver.

on foot, you get the +1 bonus on melee attacks for being on

higher ground. If your mount moves more than 5 feet, you

If your attack exceeds the target's CMD, the target is can only make a single melee attack. Essentially, you have to

knocked prone. If your attack fails by 10 or more, you are wait until the mount gets to your enemy before attacking, so

knocked prone instead. If the target has more than two legs, you can't make a full attack. Even at your mount's full speed,

add +2 to the DC of the combat maneuver attack roll for each you don't take any penalty on melee attacks while mounted.

additional leg it has. Some creatures—such as oozes,

creatures without legs, and flying creatures—cannot be If your mount charges, you also take the AC penalty

tripped.

associated with a charge. If you make an attack at the end of

the charge, you receive the bonus gained from the charge.

When charging on horseback, you deal double damage with a

Feint

lance (see Charge).

Feinting is a standard action. To feint, make a Bluff skill You can use ranged weapons while your mount is taking a

check. The DC of this check is equal to 10 + your opponent's double move, but at a –4 penalty on the attack roll. You can

base attack bonus + your opponent's Wisdom modifier. If use ranged weapons while your mount is running (quadruple

your opponent is trained in Sense Motive, the DC is instead speed) at a –8 penalty. In either case, you make the attack

equal to 10 + your opponent's Sense Motive bonus, if higher. roll when your mount has completed half its movement. You

If successful, the next melee attack you make against the can make a full attack with a ranged weapon while your

target does not allow him to use his Dexterity bonus to AC (if mount is moving. Likewise, you can take move actions

any). This attack must be made on or before your next turn.

normally.

When feinting against a nonhumanoid you take a –4 penalty. Casting Spells While Mounted: You can cast a spell

Against a creature of animal Intelligence (1 or 2), you take a normally if your mount moves up to a normal move (its

–8 penalty. Against a creature lacking an Intelligence score, speed) either before or after you cast. If you have your mount

it's impossible. Feinting in combat does not provoke attacks move both before and after you cast a spell, then you're

of opportunity.

casting the spell while the mount is moving, and you have to

make a concentration check due to the vigorous motion (DC

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10 + spell level) or lose the spell. If the mount is running light. Second, the Two-Weapon Fighting feat lessens the

(quadruple speed), you can cast a spell when your mount has primary hand penalty by 2, and the off-hand penalty by 6.

moved up to twice its speed, but your concentration check is

more difficult due to the violent motion (DC 15 + spell Table: Two-weapon Fighting Penalties summarizes the

interaction of all these factors.

level).

If Your Mount Falls in Battle: If your mount falls, you have Double Weapons: You can use a double weapon to make an

extra attack with the off-hand end of the weapon as if you

to succeed on a DC 15 Ride check to make a soft fall and

take no damage. If the check fails, you take 1d6 points of were fighting with two weapons. The penalties apply as if the

off-hand end of the weapon was a light weapon.

damage.

If You Are Dropped: If you are knocked unconscious, you Thrown Weapons: The same rules apply when you throw a

weapon from each hand. Treat a dart or shuriken as a light

have a 50% chance to stay in the saddle (75% if you're in a

military saddle). Otherwise you fall and take 1d6 points of weapon when used in this manner, and treat a bolas, javelin,

net, or sling as a one-handed weapon.

damage. Without you to guide it, your mount avoids combat.

Table 8-7: Two-Weapon Fighting Penalties

Throw Splash Weapon

Primary

Circumstances

Off Hand

A splash weapon is a ranged weapon that breaks on impact,

Hand

splashing or scattering its contents over its target and nearby Normal penalties

–6

–10

creatures or objects. To attack with a splash weapon, make a Off-hand weapon is light

–4

–8

ranged touch attack against the target. Thrown splash Two-Weapon Fighting feat

–4

–4

weapons require no weapon proficiency, so you don't take

the –4 nonproficiency penalty. A hit deals direct hit damage Off-hand weapon is light and

–2

–2

to the target, and splash damage to all creatures within 5 feet Two-Weapon Fighting feat

of the target. Splash weapons cannot deal precision-based

damage (such as the damage from the rogue's sneak attack

Special Initiative Actions

class feature).

You can instead target a specific grid intersection. Treat this Here are ways to change when you act during combat by

as a ranged attack against AC 5. However, if you target a grid altering your place in the initiative order.

intersection, creatures in all adjacent squares are dealt the

splash damage, and the direct hit damage is not dealt to any

creature. You can't target a grid intersection occupied by a Delay

creature, such as a Large or larger creature; in this case, By choosing to delay, you take no action and then act

you're aiming at the creature.

normally on whatever initiative count you decide to act.

If you miss the target (whether aiming at a creature or a grid When you delay, you voluntarily reduce your own initiative

intersection), roll 1d8. This determines the misdirection of result for the rest of the combat. When your new, lower

the throw, with 1 falling short (off-target in a straight line initiative count comes up later in the same round, you can act

toward the thrower), and 2 through 8 rotating around the normally. You can specify this new initiative result or just

target creature or grid intersection in a clockwise direction. wait until some time later in the round and act then, thus

Then, count a number of squares in the indicated direction fixing your new initiative count at that point.

equal to the range increment of the throw. After you You never get back the time you spend waiting to see what's

determine where the weapon landed, it deals splash damage going to happen. You also can't interrupt anyone else's action

to all creatures in that square and in all adjacent squares.

(as you can with a readied action).

Initiative Consequences of Delaying: Your initiative result

Two-Weapon Fighting

becomes the count on which you took the delayed action. If

you come to your next action and have not yet performed an

If you wield a second weapon in your off hand, you can get action, you don't get to take a delayed action (though you can

one extra attack per round with that weapon. You suffer a –6 delay again).

penalty with your regular attack or attacks with your primary

hand and a –10 penalty to the attack with your off hand when If you take a delayed action in the next round, before your

you fight this way. You can reduce these penalties in two regular turn comes up, your initiative count rises to that new

ways. First, if your off-hand weapon is light, the penalties are point in the order of battle, and you do not get your regular

reduced by 2 each. An unarmed strike is always considered action that round.

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Ready

The ready action lets you prepare to take an action later, after

your turn is over but before your next one has begun.

Readying is a standard action. It does not provoke an attack

of opportunity (though the action that you ready might do

so).

Readying an Action: You can ready a standard action, a

move action, a swift action, or a free action. To do so, specify

the action you will take and the conditions under which you

will take it. Then, anytime before your next action, you may

take the readied action in response to that condition. The

action occurs just before the action that triggers it. If the

triggered action is part of another character's activities, you

interrupt the other character. Assuming he is still capable of

doing so, he continues his actions once you complete your

readied action. Your initiative result changes. For the rest of

the encounter, your initiative result is the count on which you

took the readied action, and you act immediately ahead of the

character whose action triggered your readied action.

You can take a 5-foot step as part of your readied action, but

only if you don't otherwise move any distance during the

round.

Initiative Consequences of Readying: Your initiative result

becomes the count on which you took the readied action. If

you come to your next action and have not yet performed

your readied action, you don't get to take the readied action

(though you can ready the same action again). If you take

your readied action in the next round, before your regular

turn comes up, your initiative count rises to that new point in

the order of battle, and you do not get your regular action

that round.

Distracting Spellcasters: You can ready an attack against a

spellcaster with the trigger “if she starts casting a spell.” If

you damage the spellcaster, she may lose the spell she was

trying to cast (as determined by her Spellcraft check result).

Readying to Counterspell: You may ready a counterspell

against a spellcaster (often with the trigger “if she starts

casting a spell”). In this case, when the spellcaster starts a

spell, you get a chance to identify it with a Spellcraft check

(DC 15 + spell level). If you do, and if you can cast that

same spell (and are able to cast it and have it prepared, if you

prepare spells), you can cast the spell as a counterspell and

automatically ruin the other spellcaster's spell.

Counterspelling works even if one spell is divine and the

other arcane.

A spellcaster can use dispel magic to counterspell another

spellcaster, but it doesn't always work.

Readying a Weapon against a Charge: You can ready

weapons with the brace feature, setting them to receive

charges. A readied weapon of this type deals double damage

if you score a hit with it against a charging character.

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9. Magic

Concentration

A spell is a one-time magical effect. Spells come in two

Table 9-1: Concentration Check DCs

types: arcane (cast by bards, sorcerers, and wizards) and

divine (cast by clerics, druids, and experienced paladins and Situation

Concentration Check DC

rangers). Some spellcasters select their spells from a limited Cast defensively

15 + double spell level

list of spells known, while others have access to a wide

10 + damage dealt

variety of options.

Injured while casting

+ spell level

Most spellcasters prepare spells in advance—whether from a Continuous damage while

10 + 1/2 damage dealt

spellbook or through prayers—while some cast spells casting

+ spell level

spontaneously without preparation. Despite these different Affected by a non-damaging

DC of the spell

ways characters use to learn or prepare their spells, when it spell while casting

+ spell level

comes to casting them, the spells are very much alike.

Grappled or pinned while

10 + grappler's CMB

casting

+ spell level

Casting Spells Vigorous motion while casting

10 + spell level

Violent motion while casting

15 + spell level

Whether a spell is arcane or divine, and whether a character Extremely violent motion while

prepares spells in advance or chooses them on the spot,

20 + spell level

casting

casting a spell works the same way.

Wind with rain or sleet while

5 + spell level

casting

Choosing a Spell

Wind with hail and debris while

10 + spell level

casting

First you must choose which spell to cast. If you're a cleric, Weather caused by spell

see spell

druid, experienced paladin, experienced ranger, or wizard, Entangled while casting

15 + spell level

you select from among spells prepared earlier in the day and

not yet cast (see Preparing Wizard Spells and Preparing

Divine Spells).

To cast a spell, you must concentrate. If something interrupts

your concentration while you're casting, you must make a

If you're a bard or sorcerer, you can select any spell you concentration check or lose the spell. When you make a

know, provided you are capable of casting spells of that level concentration check, you roll d20 and add your caster level

or higher.

and the ability score modifier used to determine bonus spells

To cast a spell, you must be able to speak (if the spell has a of the same type. Clerics, druids, and rangers add their

verbal component), gesture (if it has a somatic component), Wisdom modifier. Bards, paladins, and sorcerers add their

and manipulate the material components or focus (if any). Charisma modifier. Finally, wizards add their Intelligence

Additionally, you must concentrate to cast a spell.

modifier. The more distracting the interruption and the higher

the level of the spell you are trying to cast, the higher the DC

If a spell has multiple versions, you choose which version to (see Table: Concentration Check DCs). If you fail the check,

use when you cast it. You don't have to prepare (or learn, in you lose the spell just as if you had cast it to no effect.

the case of a bard or sorcerer) a specific version of the spell.

Injury: If you take damage while trying to cast a spell, you

Once you've cast a prepared spell, you can't cast it again until must make a concentration check with a DC equal to 10 +

you prepare it again. (If you've prepared multiple copies of a the damage taken + the level of the spell you're casting. If

single spell, you can cast each copy once.) If you're a bard or you fail the check, you lose the spell without effect. The

sorcerer, casting a spell counts against your daily limit for interrupting event strikes during spellcasting if it comes

spells of that spell level, but you can cast the same spell between the time you started and the time you complete a

again if you haven't reached your limit.

spell (for a spell with a casting time of 1 full round or more)

or if it comes in response to your casting the spell (such as an

attack of opportunity provoked by the spell or a contingent

attack, such as a readied action).

If you are taking continuous damage, such as from an acid

arrow or by standing in a lake of lava, half the damage is

considered to take place while you are casting a spell. You

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must make a concentration check with a DC equal to 10 + Counterspells

1/2 the damage that the continuous source last dealt + the

level of the spell you're casting. If the last damage dealt was It is possible to cast any spell as a counterspell. By doing so,

the last damage that the effect could deal, then the damage is you are using the spell's energy to disrupt the casting of the

over and does not distract you.

same spell by another character. Counterspelling works even

Spell: If you are affected by a spell while attempting to cast a if one spell is divine and the other arcane.

spell of your own, you must make a concentration check or How Counterspells Work: To use a counterspell, you must

lose the spell you are casting. If the spell affecting you deals select an opponent as the target of the counterspell. You do

damage, the DC is 10 + the damage taken + the level of the this by choosing to ready an action. In doing so, you elect to

spell you're casting.

wait to complete your action until your opponent tries to cast

If the spell interferes with you or distracts you in some other a spell. You may still move at your normal speed, since ready

way, the DC is the spell's saving throw DC + the level of the is a standard action.

spell you're casting. For a spell with no saving throw, it's the If the target of your counterspell tries to cast a spell, make a

DC that the spell's saving throw would have if a save were Spellcraft check (DC 15 + the spell's level). This check is a

allowed (10 + spell level + caster's ability score).

free action. If the check succeeds, you correctly identify the

Grappling or Pinned: The only spells you can cast while opponent's spell and can attempt to counter it. If the check

grappling or pinned are those without somatic components fails, you can't do either of these things.

and whose material components (if any) you have in hand. To complete the action, you must then cast an appropriate

Even so, you must make a concentration check (DC 10 + the spell. As a general rule, a spell can only counter itself. If you

grappler's CMB + the level of the spell you're casting) or lose are able to cast the same spell and you have it prepared (or

the spell.

have a slot of the appropriate level available), you cast it,

Vigorous Motion: If you are riding on a moving mount, creating a counterspell effect. If the target is within range,

taking a bouncy ride in a wagon, on a small boat in rough both spells automatically negate each other with no other

water, belowdecks in a storm-tossed ship, or simply being results.

jostled in a similar fashion, you must make a concentration Counterspelling Metamagic Spells: Metamagic feats are

check (DC 10 + the level of the spell you're casting) or lose not taken into account when determining whether a spell can

the spell.

be countered.

Violent Motion: If you are on a galloping horse, taking a Specific Exceptions: Some spells can counter other specific

very rough ride in a wagon, on a small boat in rapids or in a spells, often those with diametrically opposed effects.

storm, on deck in a storm-tossed ship, or being pitched

roughly about in a similar fashion, you must make a Dispel Magic as a Counterspell: You can usually use dispel

concentration check (DC 15 + the level of the spell you're magic to counterspell another spell being cast without

casting) or lose the spell. If the motion is extremely violent, needing to identify the spell being cast. Dispel magic doesn't

such as that caused by an earthquake, the DC is equal to 20 + always work as a counterspell (see the spell description).

the level of the spell you're casting.

Violent Weather: You must make a concentration check if Caster Level

you try to cast a spell in violent weather. If you are in a high

wind carrying blinding rain or sleet, the DC is 5 + the level A spell's power often depends on its caster level, which for

of the spell you're casting. If you are in wind-driven hail, most spellcasting characters is equal to her class level in the

dust, or debris, the DC is 10 + the level of the spell you're class she's using to cast the spell.

casting. In either case, you lose the spell if you fail the You can cast a spell at a lower caster level than normal, but

concentration check. If the weather is caused by a spell, use the caster level you choose must be high enough for you to

the rules as described in the spell's description.

cast the spell in question, and all level-dependent features

Casting Defensively: If you want to cast a spell without must be based on the same caster level.

provoking any attacks of opportunity, you must make a In the event that a class feature or other special ability

concentration check (DC 15 + double the level of the spell provides an adjustment to your caster level, that adjustment

you're casting) to succeed. You lose the spell if you fail.

applies not only to effects based on caster level (such as

Entangled: If you want to cast a spell while entangled in a range, duration, and damage dealt), but also to your caster

net or by a tanglefoot bag or while you're affected by a spell level check to overcome your target's spell resistance and to

with similar effects, you must make a concentration check to the caster level used in dispel checks (both the dispel check

cast the spell (DC 15 + the level of the spell you're casting). and the DC of the check).

You lose the spell if you fail.

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Spell Failure

gains one or more permanent negative levels (see Special

Abilities). These levels apply a penalty to most rolls until

If you ever try to cast a spell in conditions where the removed through spells such as restoration. If the character

characteristics of the spell cannot be made to conform, the was 1st level at the time of death, he loses 2 points of

casting fails and the spell is wasted.

Constitution instead of gaining a negative level.

Spells also fail if your concentration is broken and might fail Preventing Revivification: Enemies can take steps to make it

if you're wearing armor while casting a spell with somatic more difficult for a character to be returned from the dead.

components.

Keeping the body prevents others from using raise dead or

resurrection to restore the slain character to life. Casting trap

the soul prevents any sort of revivification unless the soul is

The Spell's Result

first released.

Once you know which creatures (or objects or areas) are Revivification against One's Will: A soul can't be returned to

affected, and whether those creatures have made successful life if it doesn't wish to be. A soul knows the name,

saving throws (if any were allowed), you can apply whatever alignment, and patron deity (if any) of the character

results a spell entails.

attempting to revive it and may refuse to return on that basis.

Special Spell Effects

Combining Magic Effects

Many special spell effects are handled according to the Spells or magical effects usually work as described, no

school of the spells in question. Certain other special spell matter how many other spells or magical effects happen to be

features are found across spell schools.

operating in the same area or on the same recipient. Except

in special cases, a spell does not affect the way another spell

Attacks: Some spell descriptions refer to attacking. All operates. Whenever a spell has a specific effect on other

offensive combat actions, even those that don't damage spells, the spell description explains that effect. Several other

opponents, are considered attacks. Attempts to channel general rules apply when spells or magical effects operate in

energy count as attacks if it would harm any creatures in the the same place:

area. All spells that opponents resist with saving throws, that

deal damage, or that otherwise harm or hamper subjects are Stacking Effects: Spells that provide bonuses or penalties on

attacks. Spells that summon monsters or other allies are not attack rolls, damage rolls, saving throws, and other attributes

attacks because the spells themselves don't harm anyone.

usually do not stack with themselves. More generally, two

bonuses of the same type don't stack even if they come from

Bonus Types: Usually, a bonus has a type that indicates how different spells (or from effects other than spells; see Bonus

the spell grants the bonus. The important aspect of bonus Types, above).

types is that two bonuses of the same type don't generally

stack. With the exception of dodge bonuses, most Different Bonus Types: The bonuses or penalties from two

circumstance bonuses, and racial bonuses, only the better different spells stack if the modifiers are of different types. A

bonus of a given type works (see Combining Magical bonus that doesn't have a type stacks with any bonus.

Effects). The same principle applies to penalties—a character Same Effect More than Once in Different Strengths: In cases

taking two or more penalties of the same type applies only when two or more identical spells are operating in the same

the worst one, although most penalties have no type and thus area or on the same target, but at different strengths, only the

always stack. Bonuses without a type always stack, unless one with the highest strength applies.

they are from the same source.

Same Effect with Differing Results: The same spell can

Bringing Back the Dead: Several spells have the power to sometimes produce varying effects if applied to the same

restore slain characters to life.

recipient more than once. Usually the last spell in the series

When a living creature dies, its soul departs its body, leaves trumps the others. None of the previous spells are actually

the Material Plane, travels through the Astral Plane, and goes removed or dispelled, but their effects become irrelevant

to abide on the plane where the creature's deity resides. If the while the final spell in the series lasts.

creature did not worship a deity, its soul departs to the plane One Effect Makes Another Irrelevant: Sometimes, one spell

corresponding to its alignment. Bringing someone back from can render a later spell irrelevant. Both spells are still active,

the dead involves magically retrieving his soul and returning but one has rendered the other useless in some fashion.

it to his body. For more information on the planes, see

Environment.

Multiple Mental Control Effects: Sometimes magical effects

that establish mental control render each other irrelevant,

Negative Levels: Any creature brought back to life usually such as spells that remove the subject's ability to act. Mental

Page 189

controls that don't remove the recipient's ability to act usually creature, you feel a discernible pressure against the barrier. If

do not interfere with each other. If a creature is under the you continue to apply pressure, you end the spell.

mental control of two or more creatures, it tends to obey each

to the best of its ability, and to the extent of the control each

effect allows. If the controlled creature receives conflicting Conjuration

orders simultaneously, the competing controllers must make Each conjuration spell belongs to one of five subschools.

opposed Charisma checks to determine which one the Conjurations transport creatures from another plane of

creature obeys.

existence to your plane (calling); create objects or effects on

Spells with Opposite Effects: Spells with opposite effects the spot (creation); heal (healing); bring manifestations of

apply normally, with all bonuses, penalties, or changes objects, creatures, or forms of energy to you (summoning);

accruing in the order that they apply. Some spells negate or or transport creatures or objects over great distances

counter each other. This is a special effect that is noted in a (teleportation). Creatures you conjure usually—but not

spell's description.

always—obey your commands.

Instantaneous Effects: Two or more spells with A creature or object brought into being or transported to your

instantaneous durations work cumulatively when they affect location by a conjuration spell cannot appear inside another

the same target.

creature or object, nor can it appear floating in an empty

space. It must arrive in an open location on a surface capable

of supporting it.

Spell Descriptions The creature or object must appear within the spell's range,

The description of each spell is presented in a standard but it does not have to remain within the range.

format. Each category of information is explained and Calling: A calling spell transports a creature from another

defined below.

plane to the plane you are on. The spell grants the creature

the one-time ability to return to its plane of origin, although

the spell may limit the circumstances under which this is

Name

possible. Creatures who are called actually die when they are

killed; they do not disappear and reform, as do those brought

The first line of every spell description gives the name by by a summoning spell (see below). The duration of a calling

which the spell is generally known.

spell is instantaneous, which means that the called creature

can't be dispelled.

School (Subschool)

Creation: A creation spell manipulates matter to create an

object or creature in the place the spellcaster designates. If

Beneath the spell name is a line giving the school of magic the spell has a duration other than instantaneous, magic holds

(and the subschool, if any) to which the spell belongs.

the creation together, and when the spell ends, the conjured

Almost every spell belongs to one of eight schools of magic. creature or object vanishes without a trace. If the spell has an

A school of magic is a group of related spells that work in instantaneous duration, the created object or creature is

similar ways. A small number of spells ( arcane mark, limited merely assembled through magic. It lasts indefinitely and

wish, permanency, prestidigitation, and wish) are universal, does not depend on magic for its existence.

belonging to no school.

Healing: Certain divine conjurations heal creatures or even

bring them back to life.

Abjuration

Summoning: A summoning spell instantly brings a creature

or object to a place you designate. When the spell ends or is

Abjurations are protective spells. They create physical or dispelled, a summoned creature is instantly sent back to

magical barriers, negate magical or physical abilities, harm where it came from, but a summoned object is not sent back

trespassers, or even banish the subject of the spell to another unless the spell description specifically indicates this. A

plane of existence.

summoned creature also goes away if it is killed or if its hit

If one abjuration spell is active within 10 feet of another for points drop to 0 or lower, but it is not really dead. It takes 24

24 hours or more, the magical fields interfere with each other hours for the creature to reform, during which time it can't be

and create barely visible energy fluctuations. The DC to find summoned again.

such spells with the Perception skill drops by 4.

When the spell that summoned a creature ends and the

If an abjuration creates a barrier that keeps certain types of creature disappears, all the spells it has cast expire. A

creatures at bay, that barrier cannot be used to push away summoned creature cannot use any innate summoning

those creatures. If you force the barrier against such a abilities it may have.

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Teleportation: A teleportation spell transports one or more Evocation

creatures or objects a great distance. The most powerful of

these spells can cross planar boundaries. Unlike summoning Evocation spells manipulate magical energy or tap an unseen

spells, the transportation is (unless otherwise noted) one-way source of power to produce a desired end. In effect, an

and not dispellable.

evocation draws upon magic to create something out of

nothing. Many of these spells produce spectacular effects,

Teleportation is instantaneous travel through the Astral Plane. and evocation spells can deal large amounts of damage.

Anything that blocks astral travel also blocks teleportation.

Divination

Illusion

Illusion spells deceive the senses or minds of others. They

Divination spells enable you to learn secrets long forgotten, cause people to see things that are not there, not see things

predict the future, find hidden things, and foil deceptive that are there, hear phantom noises, or remember things that

spells.

never happened.

Many divination spells have cone-shaped areas. These move Figment: A figment spell creates a false sensation. Those

with you and extend in the direction you choose. The cone who perceive the figment perceive the same thing, not their

defines the area that you can sweep each round. If you study own slightly different versions of the figment. It is not a

the same area for multiple rounds, you can often gain personalized mental impression. Figments cannot make

additional information, as noted in the descriptive text for the something seem to be something else. A figment that

spell.

includes audible effects cannot duplicate intelligible speech

Scrying: A scrying spell creates an invisible magical sensor unless the spell description specifically says it can. If

that sends you information. Unless noted otherwise, the intelligible speech is possible, it must be in a language you

sensor has the same powers of sensory acuity that you can speak. If you try to duplicate a language you cannot

possess. This level of acuity includes any spells or effects speak, the figment produces gibberish. Likewise, you cannot

that target you, but not spells or effects that emanate from make a visual copy of something unless you know what it

you. The sensor, however, is treated as a separate, looks like (or copy another sense exactly unless you have

independent sensory organ of yours, and thus functions experienced it).

normally even if you have been blinded or deafened, or Because figments and glamers are unreal, they cannot

otherwise suffered sensory impairment.

produce real effects the way that other types of illusions can.

A creature can notice the sensor by making a Perception Figments and glamers cannot cause damage to objects or

check with a DC 20 + the spell level. The sensor can be creatures, support weight, provide nutrition, or provide

dispelled as if it were an active spell.

protection from the elements. Consequently, these spells are

useful for confounding foes, but useless for attacking them

Lead sheeting or magical protection blocks a scrying spell, directly.

and you sense that the spell is blocked.

A figment's AC is equal to 10 + its size modifier.

Enchantment

Glamer: A glamer spell changes a subject's sensory qualities,

making it look, feel, taste, smell, or sound like something

Enchantment spells affect the minds of others, influencing or else, or even seem to disappear.

controlling their behavior.

Pattern: Like a figment, a pattern spell creates an image that

All enchantments are mind-affecting spells. Two subschools others can see, but a pattern also affects the minds of those

of enchantment spells grant you influence over a subject who see it or are caught in it. All patterns are mind-affecting

creature.

spells.

Charm: A charm spell changes how the subject views you, Phantasm: A phantasm spell creates a mental image that

typically making it see you as a good friend.

usually only the caster and the subject (or subjects) of the

spell can perceive. This impression is totally in the minds of

Compulsion: A compulsion spell forces the subject to act in the subjects. It is a personalized mental impression, all in

some manner or changes the way its mind works. Some their heads and not a fake picture or something that they

compulsion spells determine the subject's actions or the actually see. Third parties viewing or studying the scene

effects on the subject, others allow you to determine the don't notice the phantasm. All phantasms are mind-affecting

subject's actions when you cast the spell, and still others give spells.

you ongoing control over the subject.

Shadow: A shadow spell creates something that is partially

real from extradimensional energy. Such illusions can have

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real effects. Damage dealt by a shadow illusion is real.

modifiers. Your ability scores are not modified by this

change unless noted by the spell.

Saving Throws and Illusions (Disbelief): Creatures

encountering an illusion usually do not receive saving throws Unless otherwise noted, polymorph spells cannot be used to

to recognize it as illusory until they study it carefully or change into specific individuals. Although many of the fine

interact with it in some fashion.

details can be controlled, your appearance is always that of a

generic member of that creature's type. Polymorph spells

A successful saving throw against an illusion reveals it to be cannot be used to assume the form of a creature with a

false, but a figment or phantasm remains as a translucent template or an advanced version of a creature.

outline.

When you cast a polymorph spell that changes you into a

A failed saving throw indicates that a character fails to notice creature of the animal, dragon, elemental, magical beast,

something is amiss. A character faced with proof that an plant, or vermin type, all of your gear melds into your body.

illusion isn't real needs no saving throw. If any viewer Items that provide constant bonuses and do not need to be

successfully disbelieves an illusion and communicates this activated continue to function while melded in this way (with

fact to others, each such viewer gains a saving throw with a the exception of armor bonuses, which cease to function).

+4 bonus.

Items that require activation cannot be used while you

maintain that form. While in such a form, you cannot cast

Necromancy

any spells that require material components (unless you have

the Eschew Materials or Natural Spell feat), and can only

Necromancy spells manipulate the power of death, unlife, cast spells with somatic or verbal components if the form

and the life force. Spells involving undead creatures make up you choose has the capability to make such movements or

a large part of this school.

speak, such as a dragon. Other polymorph spells might be

subject to this restriction as well, if they change you into a

form that is unlike your original form (subject to GM

Transmutation

discretion). If your new form does not cause your equipment

Transmutation spells change the properties of some creature, to meld into your form, the equipment resizes to match your

thing, or condition.

new size.

Polymorph: A polymorph spell transforms your physical While under the effects of a polymorph spell, you lose all

body to take on the shape of another creature. While these extraordinary and supernatural abilities that depend on your

spells make you appear to be the creature, granting you a +20 original form (such as keen senses, scent, and darkvision), as

bonus on Disguise skill checks, they do not grant you all of well as any natural attacks and movement types possessed by

the abilities and powers of the creature. Each polymorph your original form. You also lose any class features that

spell allows you to assume the form of a creature of a depend upon form, but those that allow you to add features

specific type, granting you a number of bonuses to your (such as sorcerers that can grow claws) still function. While

ability scores and a bonus to your natural armor. In addition, most of these should be obvious, the GM is the final arbiter

each polymorph spell can grant you a number of other of what abilities depend on form and are lost when a new

benefits, including movement types, resistances, and senses. form is assumed. Your new form might restore a number of

If the form you choose grants these benefits, or a greater these abilities if they are possessed by the new form.

ability of the same type, you gain the listed benefit. If the You can only be affected by one polymorph spell at a time. If

form grants a lesser ability of the same type, you gain the a new polymorph spell is cast on you (or you activate a

lesser ability instead. Your base speed changes to match that polymorph effect, such as wild shape), you can decide

of the form you assume. If the form grants a swim or burrow whether or not to allow it to affect you, taking the place of

speed, you maintain the ability to breathe if you are the old spell. In addition, other spells that change your size

swimming or burrowing. The DC for any of these abilities have no effect on you while you are under the effects of a

equals your DC for the polymorph spell used to change you polymorph spell.

into that form.

If a polymorph spell is cast on a creature that is smaller than

In addition to these benefits, you gain any of the natural Small or larger than Medium, first adjust its ability scores to

attacks of the base creature, including proficiency in those one of these two sizes using the following table before

attacks. These attacks are based on your base attack bonus, applying the bonuses granted by the polymorph spell.

modified by your Strength or Dexterity as appropriate, and

use your Strength modifier for determining damage bonuses.

If a polymorph spell causes you to change size, apply the

size modifiers appropriately, changing your armor class,

attack bonus, Combat Maneuver Bonus, and Stealth skill

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Creature's Original Size Str Dex Con Adjusted Size (and thus the spell). A spellcaster who has been deafened has

Fine

+6

–6

—

Small

a 20% chance of spoiling any spell with a verbal component

that he tries to cast.

Diminutive

+6

–4

—

Small

Tiny

+4

–2

—

Small

Somatic (S): A somatic component is a measured and precise

movement of the hand. You must have at least one hand free

Large

–4

+2

–2

Medium

to provide a somatic component.

Huge

–8

+4

–4

Medium

Material (M): A material component consists of one or more

Gargantuan

–12

+4

–6

Medium

physical substances or objects that are annihilated by the

Colossal

–16

+4

–8

Medium

spell energies in the casting process. Unless a cost is given

for a material component, the cost is negligible. Don't bother

[Descriptor]

to keep track of material components with negligible cost.

Assume you have all you need as long as you have your spell

Appearing on the same line as the school and subschool, component pouch.

when applicable, is a descriptor that further categorizes the Focus (F): A focus component is a prop of some sort. Unlike

spell in some way. Some spells have more than one a material component, a focus is not consumed when the

descriptor.

spell is cast and can be reused. As with material components,

The descriptors are acid, air, chaotic, cold, darkness, death, the cost for a focus is negligible unless a price is given.

earth, electricity, evil, fear, fire, force, good, language- Assume that focus components of negligible cost are in your

dependent, lawful, light, mind-affecting, sonic, and water.

spell component pouch.

Most of these descriptors have no game effect by themselves, Divine Focus (DF): A divine focus component is an item of

but they govern how the spell interacts with other spells, with spiritual significance. The divine focus for a cleric or a

special abilities, with unusual creatures, with alignment, and paladin is a holy symbol appropriate to the character's faith.

so on.

The divine focus for a druid or a ranger is a sprig of holly, or

some other sacred plant.

A language-dependent spell uses intelligible language as a

medium for communication. If the target cannot understand If the Components line includes F/DF or M/DF, the arcane

or cannot hear what the caster of a language-dependant spell version of the spell has a focus component or a material

says, the spell fails.

component (the abbreviation before the slash) and the divine

version has a divine focus component (the abbreviation after

A mind-affecting spell works only against creatures with an the slash).

Intelligence score of 1 or higher.

Level

Casting Time

Most spells have a casting time of 1 standard action. Others

The next line of a spell description gives the spell's level, a take 1 round or more, while a few require only a swift action.

number between 0 and 9 that defines the spell's relative

power. This number is preceded by a list of classes whose A spell that takes 1 round to cast is a full-round action. It

members can cast the spell. A spell's level affects the DC for comes into effect just before the beginning of your turn in the

any save allowed against its effects.

round after you began casting the spell. You then act

normally after the spell is completed.

Components

A spell that takes 1 minute to cast comes into effect just

before your turn 1 minute later (and for each of those 10

A spell's components explain what you must do or possess to rounds, you are casting a spell as a full-round action, just as

cast the spell. The components entry in a spell description noted above for 1-round casting times). These actions must

includes abbreviations that tell you what type of components be consecutive and uninterrupted, or the spell automatically

it requires. Specifics for material and focus components are fails.

given at the end of the descriptive text. Usually you don't When you begin a spell that takes 1 round or longer to cast,

need to worry about components, but when you can't use a you must continue the concentration from the current round

component for some reason or when a material or focus to just before your turn in the next round (at least). If you

component is expensive, then the components are important. lose concentration before the casting is complete, you lose

Verbal (V): A verbal component is a spoken incantation. To the spell.

provide a verbal component, you must be able to speak in a A spell with a casting time of 1 swift action doesn't count

strong voice. A silence spell or a gag spoils the incantation

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against your normal limit of one spell per round. However, select your target until you finish casting the spell.

you may cast such a spell only once per round. Casting a If the target of a spell is yourself (the Target line of the spell

spell with a casting time of 1 swift action doesn't provoke

attacks of opportunity.

description includes “You”), you do not receive a saving

throw, and spell resistance does not apply. The saving throw

You make all pertinent decisions about a spell (range, target, and spell resistance lines are omitted from such spells.

area, effect, version, and so forth) when the spell comes into Some spells restrict you to willing targets only. Declaring

effect.

yourself as a willing target is something that can be done at

any time (even if you're flat-footed or it isn't your turn).

Range

Unconscious creatures are automatically considered willing,

but a character who is conscious but immobile or helpless

A spell's range indicates how far from you it can reach, as (such as one who is bound, cowering, grappling, paralyzed,

defined in the range entry of the spell description. A spell's pinned, or stunned) is not automatically willing.

range is the maximum distance from you that the spell's Some spells allow you to redirect the effect to new targets or

effect can occur, as well as the maximum distance at which areas after you cast the spell. Redirecting a spell is a move

you can designate the spell's point of origin. If any portion of action that does not provoke attacks of opportunity.

the spell's area would extend beyond this range, that area is

wasted. Standard ranges include the following.

Effect: Some spells create or summon things rather than

affecting things that are already present.

Personal: The spell affects only you.

You must designate the location where these things are to

Touch: You must touch a creature or object to affect it. A appear, either by seeing it or defining it. Range determines

touch spell that deals damage can score a critical hit just as a how far away an effect can appear, but if the effect is mobile,

weapon can. A touch spell threatens a critical hit on a natural after it appears it can move regardless of the spell's range.

roll of 20 and deals double damage on a successful critical

hit. Some touch spells allow you to touch multiple targets. Ray: Some effects are rays. You aim a ray as if using a

You can touch up to 6 willing targets as part of the casting, ranged weapon, though typically you make a ranged touch

but all targets of the spell must be touched in the same round attack rather than a normal ranged attack. As with a ranged

that you finish casting the spell. If the spell allows you to weapon, you can fire into the dark or at an invisible creature

touch targets over multiple rounds, touching 6 creatures is a and hope you hit something. You don't have to see the

full-round action.

creature you're trying to hit, as you do with a targeted spell.

Intervening creatures and obstacles, however, can block your

Close: The spell reaches as far as 25 feet away from you. line of sight or provide cover for the creature at which you're

The maximum range increases by 5 feet for every two full aiming.

caster levels.

If a ray spell has a duration, it's the duration of the effect that

Medium: The spell reaches as far as 100 feet + 10 feet per the ray causes, not the length of time the ray itself persists.

caster level.

If a ray spell deals damage, you can score a critical hit just as

Long: The spell reaches as far as 400 feet + 40 feet per caster if it were a weapon. A ray spell threatens a critical hit on a

level.

natural roll of 20 and deals double damage on a successful

Unlimited: The spell reaches anywhere on the same plane of critical hit.

existence.

Spread: Some effects, notably clouds and fogs, spread out

Range Expressed in Feet: Some spells have no standard from a point of origin, which must be a grid intersection. The

range category, just a range expressed in feet.

effect can extend around corners and into areas that you can't

see. Figure distance by actual distance traveled, taking into

account turns the spell effect takes. When determining

Aiming a Spell

distance for spread effects, count around walls, not through

them. As with movement, do not trace diagonals across

You must make choices about whom a spell is to affect or corners. You must designate the point of origin for such an

where an effect is to originate, depending on a spell's type. effect, but you need not have line of effect (see below) to all

The next entry in a spell description defines the spell's target portions of the effect.

(or targets), its effect, or its area, as appropriate.

Area: Some spells affect an area. Sometimes a spell

Target or Targets: Some spells have a target or targets. You description specifies a specially defined area, but usually an

cast these spells on creatures or objects, as defined by the area falls into one of the categories defined below.

spell itself. You must be able to see or touch the target, and

you must specifically choose that target. You do not have to Regardless of the shape of the area, you select the point

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spell, count out the distance from the point of origin in

Spell Areas

squares just as you do when moving a character or when

determining the range for a ranged attack. The only

difference is that instead of counting from the center of one

square to the center of the next, you count from intersection

to intersection.

You can count diagonally across a square, but remember that

every second diagonal counts as 2 squares of distance. If the

far edge of a square is within the spell's area, anything within

that square is within the spell's area. If the spell's area only

touches the near edge of a square, however, anything within

that square is unaffected by the spell.

Burst, Emanation, or Spread: Most spells that affect an area

function as a burst, an emanation, or a spread. In each case,

you select the spell's point of origin and measure its effect

from that point.

A burst spell affects whatever it catches in its area, including

creatures that you can't see. It can't affect creatures with total

cover from its point of origin (in other words, its effects don't

extend around corners). The default shape for a burst effect is

a sphere, but some burst spells are specifically described as

cone-shaped. A burst's area defines how far from the point of

origin the spell's effect extends.

An emanation spell functions like a burst spell, except that

the effect continues to radiate from the point of origin for the

duration of the spell. Most emanations are cones or spheres.

A spread spell extends out like a burst but can turn corners.

You select the point of origin, and the spell spreads out a

given distance in all directions. Figure the area the spell

effect fills by taking into account any turns the spell effect

takes.

Cone, Cylinder, Line, or Sphere: Most spells that affect an

area have a particular shape.

A cone-shaped spell shoots away from you in a quarter-circle

in the direction you designate. It starts from any corner of

your square and widens out as it goes. Most cones are either

bursts or emanations (see above), and thus won't go around

corners.

When casting a cylinder-shaped spell, you select the spell's

point of origin. This point is the center of a horizontal circle,

and the spell shoots down from the circle, filling a cylinder.

A cylinder-shaped spell ignores any obstructions within its

area.

A line-shaped spell shoots away from you in a line in the

direction you designate. It starts from any corner of your

square and extends to the limit of its range or until it strikes a

barrier that blocks line of effect. A line-shaped spell affects

where the spell originates, but otherwise you don't control all creatures in squares through which the line passes.

which creatures or objects the spell affects. The point of

origin of a spell is always a grid intersection. When A sphere-shaped spell expands from its point of origin to fill

determining whether a given creature is within the area of a a spherical area. Spheres may be bursts, emanations, or

spreads.

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Creatures: A spell with this kind of area affects creatures the spell is cast, though the consequences might be long-

directly (like a targeted spell), but it affects all creatures in an lasting.

area of some kind rather than individual creatures you select.

The area might be a spherical burst, a cone-shaped burst, or Permanent: The energy remains as long as the effect does.

This means the spell is vulnerable to dispel magic.

some other shape.

Many spells affect “living creatures,” which means all Concentration: The spell lasts as long as you concentrate on

it. Concentrating to maintain a spell is a standard action that

creatures other than constructs and undead. Creatures in the

spell's area that are not of the appropriate type do not count does not provoke attacks of opportunity. Anything that could

break your concentration when casting a spell can also break

against the creatures affected.

your concentration while you're maintaining one, causing the

Objects: A spell with this kind of area affects objects within spell to end. See concentration.

an area you select (as Creatures, but affecting objects

instead).

You can't cast a spell while concentrating on another one.

Some spells last for a short time after you cease

Other: A spell can have a unique area, as defined in its concentrating.

description.

Subjects, Effects, and Areas: If the spell affects creatures

(S) Shapeable: If an area or effect entry ends with “(S),” you directly, the result travels with the subjects for the spell's

can shape the spell. A shaped effect or area can have no duration. If the spell creates an effect, the effect lasts for the

dimension smaller than 10 feet. Many effects or areas are duration. The effect might move or remain still. Such an

given as cubes to make it easy to model irregular shapes. effect can be destroyed prior to when its duration ends. If the

Three-dimensional volumes are most often needed to define spell affects an area, then the spell stays with that area for its

aerial or underwater effects and areas.

duration.

Line of Effect: A line of effect is a straight, unblocked path Creatures become subject to the spell when they enter the

that indicates what a spell can affect. A line of effect is area and are no longer subject to it when they leave.

canceled by a solid barrier. It's like line of sight for ranged

weapons, except that it's not blocked by fog, darkness, and Touch Spells and Holding the Charge: In most cases, if

you don't discharge a touch spell on the round you cast it,

other factors that limit normal sight.

you can hold the charge (postpone the discharge of the spell)

You must have a clear line of effect to any target that you indefinitely. You can make touch attacks round after round

cast a spell on or to any space in which you wish to create an until the spell is discharged. If you cast another spell, the

effect. You must have a clear line of effect to the point of touch spell dissipates.

origin of any spell you cast .

Some touch spells allow you to touch multiple targets as part

A burst, cone, cylinder, or emanation spell affects only an of the spell. You can't hold the charge of such a spell; you

area, creature, or object to which it has line of effect from its must touch all targets of the spell in the same round that you

origin (a spherical burst's center point, a cone-shaped burst's finish casting the spell.

starting point, a cylinder's circle, or an emanation's point of

origin).

Discharge: Occasionally a spells lasts for a set duration or

until triggered or discharged.

An otherwise solid barrier with a hole of at least 1 square

foot through it does not block a spell's line of effect. Such an (D) Dismissible: If the duration line ends with “(D),” you

can dismiss the spell at will. You must be within range of the

opening means that the 5-foot length of wall containing the

hole is no longer considered a barrier for purposes of a spell's spell's effect and must speak words of dismissal, which are

usually a modified form of the spell's verbal component. If

line of effect.

the spell has no verbal component, you can dismiss the effect

with a gesture. Dismissing a spell is a standard action that

Duration

does not provoke attacks of opportunity.

A spell that depends on concentration is dismissible by its

A spell's duration entry tells you how long the magical very nature, and dismissing it does not take an action, since

energy of the spell lasts.

all you have to do to end the spell is to stop concentrating on

Timed Durations: Many durations are measured in rounds, your turn.

minutes, hours, or other increments. When the time is up, the

magic goes away and the spell ends. If a spell's duration is

variable, the duration is rolled secretly so the caster doesn't Saving Throw

know how long the spell will last.

Usually a harmful spell allows a target to make a saving

Instantaneous: The spell energy comes and goes the instant throw to avoid some or all of the effect. The saving throw

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entry in a spell description defines which type of saving

Table 9-2: Items Affected by Magical Attacks

throw the spell allows and describes how saving throws

against the spell work.

Order*

Item

Negates: The spell has no effect on a subject that makes a 1st

Shield

successful saving throw.

2nd

Armor

Partial: The spell has an effect on its subject. A successful 3rd

Magic helmet, hat, or headband

saving throw means that some lesser effect occurs.

4th

Item in hand (including weapon, wand, or the like)

5th

Magic cloak

Half: The spell deals damage, and a successful saving throw

halves the damage taken (round down).

6th

Stowed or sheathed weapon

7th

Magic bracers

None: No saving throw is allowed.

8th

Magic clothing

Disbelief: A successful save lets the subject ignore the spell's 9th

Magic jewelry (including rings)

effect.

10th

Anything else

(object): The spell can be cast on objects, which receive * In order of most likely to least likely to be affected.

saving throws only if they are magical or if they are attended

(held, worn, grasped, or the like) by a creature resisting the

spell, in which case the object uses the creature's saving Items Surviving after a Saving Throw: Unless the

throw bonus unless its own bonus is greater. This notation descriptive text for the spell specifies otherwise, all items

does not mean that a spell can be cast only on objects. Some carried or worn by a creature are assumed to survive a

spells of this sort can be cast on creatures or objects. A magic magical attack. If a creature rolls a natural 1 on its saving

item's saving throw bonuses are each equal to 2 + 1/2 the throw against the effect, however, an exposed item is harmed

item's caster level.

(if the attack can harm objects). Refer to Table: Items

Affected by Magical Attacks: Items Affected by Magical

(harmless): The spell is usually beneficial, not harmful, but a Attacks. Determine which four objects carried or worn by the

targeted creature can attempt a saving throw if it desires.

creature are most likely to be affected and roll randomly

Saving Throw Difficulty Class: A saving throw against your among them. The randomly determined item must make a

spell has a DC of 10 + the level of the spell + your bonus for saving throw against the attack form and take whatever

the relevant ability (Intelligence for a wizard, Charisma for a damage the attack dealt.

bard, paladin, or sorcerer, or Wisdom for a cleric, druid, or If the selected item is not carried or worn and is not magical,

ranger). A spell's level can vary depending on your class. it does not get a saving throw. It simply is dealt the

Always use the spell level applicable to your class.

appropriate damage.

Succeeding on a Saving Throw: A creature that successfully

saves against a spell that has no obvious physical effects

feels a hostile force or a tingle, but cannot deduce the exact Spell Resistance

nature of the attack. Likewise, if a creature's saving throw

succeeds against a targeted spell, you sense that the spell has Spell resistance is a special defensive ability. If your spell is

failed. You do not sense when creatures succeed on saves being resisted by a creature with spell resistance, you must

against effect and area spells.

make a caster level check (1d20 + caster level) at least equal

to the creature's spell resistance for the spell to affect that

Automatic Failures and Successes: A natural 1 (the d20 creature. The defender's spell resistance is like an Armor

comes up 1) on a saving throw is always a failure, and the Class against magical attacks. Include any adjustments to

spell may cause damage to exposed items (see Items your caster level to this caster level check.

Surviving after a Saving Throw, below). A natural 20 (the

d20 comes up 20) is always a success.

The Spell Resistance entry and the descriptive text of a spell

description tell you whether spell resistance protects

Voluntarily Giving up a Saving Throw: A creature can creatures from the spell. In many cases, spell resistance

voluntarily forego a saving throw and willingly accept a applies only when a resistant creature is targeted by the spell,

spell's result. Even a character with a special resistance to not when a resistant creature encounters a spell that is

magic can suppress this quality.

already in place.

The terms “object” and “harmless” mean the same thing for

spell resistance as they do for saving throws. A creature with

spell resistance must voluntarily lower the resistance (a

standard action) in order to be affected by such spells without

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forcing the caster to make a caster level check.

to inclement weather prevents the necessary concentration,

as does any injury or failed saving throw the character might

experience while studying. Wizards also must have access to

Descriptive Text

their spellbooks to study from and sufficient light to read

them. There is one major exception: a wizard can prepare a

This portion of a spell description details what the spell does read magic spell even without a spellbook.

and how it works. If one of the previous entries in the

description includes “see text,” this is where the explanation Spell Preparation Time: After resting, a wizard must study

is found.

his spellbook to prepare any spells that day. If he wants to

prepare all his spells, the process takes 1 hour. Preparing

some smaller portion of his daily capacity takes a

Arcane Spells proportionally smaller amount of time, but always at least 15

minutes, the minimum time required to achieve the proper

Wizards, sorcerers, and bards cast arcane spells. Compared mental state.

to divine spells, arcane spells are more likely to produce Spell Selection and Preparation: Until he prepares spells

dramatic results.

from his spellbook, the only spells a wizard has available to

Spell Slots: The various character class tables show how cast are the ones that he already had prepared from the

many spells of each level a character can cast per day. These previous day and has not yet used. During the study period,

openings for daily spells are called spell slots. A spellcaster he chooses which spells to prepare. If a wizard already has

always has the option to fill a higher-level spell slot with a spells prepared (from the previous day) that he has not cast,

lower-level spell. A spellcaster who lacks a high enough she can abandon some or all of them to make room for new

ability score to cast spells that would otherwise be his due spells.

still gets the slots but must fill them with spells of lower When preparing spells for the day, a wizard can leave some

levels.

of these spell slots open. Later during that day, he can repeat

the preparation process as often as he likes, time and

Preparing Wizard Spells

circumstances permitting. During these extra sessions of

preparation, the wizard can fill these unused spell slots. He

A wizard's level limits the number of spells he can prepare cannot, however, abandon a previously prepared spell to

and cast. His high Intelligence score might allow him to replace it with another one or fill a slot that is empty because

prepare a few extra spells. He can prepare the same spell he has cast a spell in the meantime. That sort of preparation

more than once, but each preparation counts as one spell requires a mind fresh from rest. Like the first session of the

toward his daily limit. To prepare a spell, the wizard must day, this preparation takes at least 15 minutes, and it takes

have an Intelligence score of at least 10 + the spell's level.

longer if the wizard prepares more than one-quarter of his

spells.

Rest: To prepare his daily spells, a wizard must first sleep for

8 hours. The wizard does not have to slumber for every Prepared Spell Retention: Once a wizard prepares a spell, it

minute of the time, but he must refrain from movement, remains in his mind as a nearly cast spell until he uses the

combat, spellcasting, skill use, conversation, or any other prescribed components to complete and trigger it or until he

fairly demanding physical or mental task during the rest abandons it. Certain other events, such as the effects of

period. If his rest is interrupted, each interruption adds 1 hour magic items or special attacks from monsters, can wipe a

to the total amount of time he has to rest in order to clear his prepared spell from a character's mind.

mind, and he must have at least 1 hour of uninterrupted rest Death and Prepared Spell Retention: If a spellcaster dies,

immediately prior to preparing his spells. If the character all prepared spells stored in his mind are wiped away. Potent

does not need to sleep for some reason, he still must have 8 magic (such as raise dead, resurrection, or true resurrection)

hours of restful calm before preparing any spells.

can recover the lost energy when it recovers the character.

Recent Casting Limit/Rest Interruptions: If a wizard has

cast spells recently, the drain on his resources reduces his

capacity to prepare new spells. When he prepares spells for Arcane Magical Writings

the coming day, all the spells he has cast within the last 8 To record an arcane spell in written form, a character uses

hours count against his daily limit.

complex notation that describes the magical forces involved

Preparation Environment: To prepare any spell, a wizard in the spell. The writer uses the same system no matter what

must have enough peace, quiet, and comfort to allow for her native language or culture. However, each character uses

proper concentration. The wizard's surroundings need not be the system in his own way. Another person's magical writing

luxurious, but they must be free from distractions. Exposure remains incomprehensible to even the most powerful wizard

until he takes time to study and decipher it.

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To decipher an arcane magical writing (such as a single spell wizard understands the spell and can copy it into his

in another's spellbook or on a scroll), a character must make spellbook (see Writing a New Spell into a Spellbook). The

a Spellcraft check (DC 20 + the spell's level). If the skill process leaves a spellbook that was copied from unharmed,

check fails, the character cannot attempt to read that but a spell successfully copied from a magic scroll

particular spell again until the next day. A read magic spell disappears from the parchment.

automatically deciphers magical writing without a skill If the check fails, the wizard cannot understand or copy the

check. If the person who created the magical writing is on

hand to help the reader, success is also automatic.

spell. He cannot attempt to learn or copy that spell again

until he gains another rank in Spellcraft. If the spell was from

Once a character deciphers a particular piece of magical a scroll, a failed Spellcraft check does not cause the spell to

writing, he does not need to decipher it again. Deciphering vanish.

magical writing allows the reader to identify the spell and

gives some idea of its effects (as explained in the spell In most cases, wizards charge a fee for the privilege of

copying spells from their spellbooks. This fee is usually

description). If the magical writing is a scroll and the reader

can cast arcane spells, he can attempt to use the scroll.

equal to half the cost to write the spell into a spellbook (see

Writing a New Spell into a Spellbook). Rare and unique

spells might cost significantly more.

Wizard Spells and Borrowed Spellbooks Independent Research: A wizard can also research a spell

A wizard can use a borrowed spellbook to prepare a spell he independently, duplicating an existing spell or creating an

already knows and has recorded in his own spellbook, but entirely new one. The cost to research a new spell, and the

preparation success is not assured. First, the wizard must time required, are left up to GM discretion, but it should

decipher the writing in the book (see Arcane Magical probably take at least 1 week and cost at least 1,000 gp per

Writings, above). Once a spell from another spellcaster's level of the spell to be researched. This should also require a

book is deciphered, the reader must make a Spellcraft check number of Spellcraft and Knowledge (arcana) checks.

(DC 15 + spell's level) to prepare the spell. If the check

succeeds, the wizard can prepare the spell. He must repeat Writing a New Spell into a Spellbook

the check to prepare the spell again, no matter how many

times he has prepared it before. If the check fails, he cannot Once a wizard understands a new spell, he can record it into

try to prepare the spell from the same source again until the his spellbook.

next day. However, as explained above, he does not need to

repeat a check to decipher the writing.

Time: The process takes 1 hour per spell level. Cantrips (0

levels spells) take 30 minutes to record.

Space in the Spellbook: A spell takes up one page of the

Adding Spells to a Wizard's Spellbook

spellbook per spell level. Even a 0-level spell (cantrip) takes

Wizards can add new spells to their spellbooks through one page. A spellbook has 100 pages.

several methods. A wizard can only learn new spells that Materials and Costs: The cost for writing a new spell into a

belong to the wizard spell lists.

spellbook depends on the level of the spell, as noted on the

Spells Gained at a New Level: Wizards perform a certain following table. Note that a wizard does not have to pay

amount of spell research between adventures. Each time a these costs in time or gold for spells he gains for free at each

character attains a new wizard level, he gains two spells of new level.

his choice to add to his spellbook. The two free spells must Spell Level Writing Cost Spell Level Writing Cost

be of spell levels he can cast. If he has chosen to specialize in

0

5 gp

5

250 gp

a school of magic, one of the two free spells must be from

his specialty school.

1

10 gp

6

360 gp

2

40 gp

7

490 gp

Spells Copied from Another's Spellbook or a Scroll: A

wizard can also add a spell to his book whenever he

3

90 gp

8

640 gp

encounters one on a magic scroll or in another wizard's

4

160 gp

9

810 gp

spellbook. No matter what the spell's source, the wizard must

first decipher the magical writing (see Arcane Magical Replacing and Copying Spellbooks

Writings). Next, he must spend 1 hour studying the spell. At

the end of the hour, he must make a Spellcraft check (DC 15 A wizard can use the procedure for learning a spell to

+ spell's level). A wizard who has specialized in a school of reconstruct a lost spellbook. If he already has a particular

spells gains a +2 bonus on the Spellcraft check if the new spell prepared, he can write it directly into a new book at the

spell is from his specialty school. If the check succeeds, the same cost required to write a spell into a spellbook. The

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process wipes the prepared spell from his mind, just as Preparing Divine Spells

casting it would. If he does not have the spell prepared, he

can prepare it from a borrowed spellbook and then write it Divine spellcasters prepare their spells in largely the same

into a new book.

manner as wizards do, but with a few differences. The

Duplicating an existing spellbook uses the same procedure as relevant ability for most divine spells is Wisdom (Charisma

replacing it, but the task is much easier. The time for paladins). To prepare a divine spell, a character must have

requirement and cost per page are halved.

a Wisdom score (or Charisma score for paladins) of 10 + the

spell's level. Likewise, bonus spells are based on Wisdom.

Selling a Spellbook

Time of Day: A divine spellcaster chooses and prepares

spells ahead of time, but unlike a wizard, does not require a

Captured spellbooks can be sold for an amount equal to half period of rest to prepare spells. Instead, the character chooses

the cost of purchasing and inscribing the spells within.

a particular time of day to pray and receive spells. The time

is usually associated with some daily event. If some event

prevents a character from praying at the proper time, she

Sorcerers and Bards

must do so as soon as possible. If the character does not stop

to pray for spells at the first opportunity, she must wait until

Sorcerers and bards cast arcane spells, but they do not use the next day to prepare spells.

spellbooks or prepare spells. Their class level limits the Spell Selection and Preparation: A divine spellcaster

number of spells she can cast (see these class descriptions). selects and prepares spells ahead of time through prayer and

Her high Charisma score might allow her to cast a few extra meditation at a particular time of day. The time required to

spells. A member of either class must have a Charisma score prepare spells is the same as it is for a wizard (1 hour), as is

of at least 10 + the spell's level to cast the spell.

the requirement for a relatively peaceful environment. When

Daily Readying of Spells: Each day, sorcerers and bards preparing spells for the day, a cleric can leave some of her

must focus their minds on the task of casting their spells. A spell slots open. Later during that day, she can repeat the

sorcerer or bard needs 8 hours of rest (just like a wizard), preparation process as often as she likes. During these extra

after which she spends 15 minutes concentrating. (A bard sessions of preparation, she can fill these unused spell slots.

must sing, recite, or play an instrument of some kind while She cannot, however, abandon a previously prepared spell to

concentrating.) During this period, the sorcerer or bard replace it with another one or fill a slot that is empty because

readies her mind to cast her daily allotment of spells. Without she has cast a spell in the meantime. Like the first session of

such a period to refresh herself, the character does not regain the day, this preparation takes at least 15 minutes, and it

the spell slots she used up the day before.

takes longer if she prepares more than one-quarter of his

spells.

Recent Casting Limit: Any spells cast within the last 8

hours count against the sorcerer's or bard's daily limit.

Divine spellcasters do not require spellbooks. However, a

divine spellcaster's spell selection is limited to the spells on

Adding Spells to a Sorcerer's or Bard's Repertoire: A the list for her class. Clerics, druids, paladins, and rangers

sorcerer or bard gains spells each time she attains a new level have separate spell lists. A cleric also has access to two

in her class and never gains spells any other way. When your domains determined during character creation. Each domain

sorcerer or bard gains a new level, consult Table: Bard Spells gives her access to a number of special abilities and bonus

Known or Table: Sorcerer Spells Known to learn how many spells.

spells from the appropriate spell list she now knows. With

permission from the GM, sorcerers and bards can also select Spell Slots: The character class tables show how many spells

the spells they gain from new and unusual spells that they of each level each can cast per day. These openings for daily

come across while adventuring.

spells are called spell slots. A spellcaster always has the

option to fill a higher-level spell slot with a lower-level spell.

A spellcaster who lacks a high enough ability score to cast

Divine Spells spells that would otherwise be her due still gets the slots but

must fill them with spells of lower levels.

Clerics, druids, experienced paladins, and experienced

rangers can cast divine spells. Unlike arcane spells, divine Recent Casting Limit: As with arcane spells, at the time of

spells draw power from a divine source. Clerics gain spell preparation any spells cast within the previous 8 hours count

power from deities or from divine forces. The divine force of against the number of spells that can be prepared.

nature powers druid and ranger spells, and the divine forces Spontaneous Casting of Cure and Inflict Spells: A good

of law and good power paladin spells. Divine spells tend to cleric (or a cleric of a good deity) can spontaneously cast a

focus on healing and protection and are less flashy, cure spell in place of a prepared spell of the same level or

destructive, and disruptive than arcane spells.

higher, but not in place of a bonus domain spell. An evil

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cleric (or a cleric of an evil deity) can spontaneously cast an magic. They do not function in areas where magic is

inflict spell in place of a prepared spell (that is not a domain suppressed or negated. Spell-like abilities cannot be used to

spell) of the same level or higher. Each neutral cleric of a counterspell, nor can they be counterspelled.

neutral deity spontaneously casts either cure spells like a Some creatures actually cast arcane spells as sorcerers do,

good cleric or inflict spells like an evil one, depending on

which option the player chooses when creating the character. using components when required. Some creatures have both

spell-like abilities and actual spellcasting power.

The divine energy of the spell that the cure or inflict spell

substitutes for is converted into the cure or inflict spell as if Supernatural Abilities: These can't be disrupted in combat

that spell had been prepared all along.

and generally don't provoke attacks of opportunity. They

Spontaneous Casting of Summon Nature's Ally Spells: A aren't subject to spell resistance, counterspells, or dispel

magic, and don't function in antimagic areas.

druid can spontaneously cast summon nature's ally in place

of a prepared spell of the same level or higher. The divine Extraordinary Abilities: These abilities cannot be disrupted

energy of the spell that the summon spell substitutes for is in combat, as spells can, and they generally do not provoke

converted as if that spell had been prepared all along.

attacks of opportunity. Effects or areas that negate or disrupt

magic have no effect on extraordinary abilities. They are not

subject to dispelling, and they function normally in an

Divine Magical Writings

antimagic field. Indeed, extraordinary abilities do not qualify

as magical, though they may break the laws of physics.

Divine spells can be written and deciphered like arcane spells

(see Arcane Magical Writings). A Spellcraft check can Natural Abilities: This category includes abilities a creature

decipher divine magical writing and identify it. Only has because of its physical nature. Natural abilities are those

characters who have the spell (in its divine form) on their not otherwise designated as extraordinary, supernatural, or

class spell list can cast a divine spell from a scroll.

spell-like.

New Divine Spells

Divine spellcasters gain new spells as follows.

Spells Gained at a New Level: Characters who can cast

divine spells undertake a certain amount of study between

adventures. Each time such a character receives a new level

of divine spells, she learns all of the spells from that level

automatically.

Independent Research: A divine spellcaster can also

research a spell independently, much as an arcane spellcaster

can. Only the creator of such a spell can prepare and cast it,

unless she decides to share it with others.

Special Abilities

A number of classes and creatures gain the use of special

abilities, many of which function like spells.

Spell-Like Abilities: Usually, a spell-like ability works just

like the spell of that name. A spell-like ability has no verbal,

somatic, or material component, nor does it require a focus.

The user activates it mentally. Armor never affects a spell-

like ability's use, even if the ability resembles an arcane spell

with a somatic component.

A spell-like ability has a casting time of 1 standard action

unless noted otherwise in the ability or spell description. In

all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel

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10. Spells

Resistance: Subject gains +1 on saving throws.

Summon Instrument: Summons one musical instrument.

An M or F appearing at the end of a spell's name in the spell 1st-Level Bard Spells

lists denotes a spell with a material or focus component, Alarm: Wards an area for 2 hours/level.

respectively, that is not normally included in a spell

component pouch.

Animate Rope: Makes a rope move at your command.

Cause Fear: One creature of 5 HD or less flees for 1d4

Order of Presentation: In the spell lists and the short rounds.

descriptions that follow them, the spells are presented in

alphabetical order by name except for those belonging to Charm Person: Makes one person your friend.

certain spell chains. When a spell's name begins with Comprehend Languages: You understand all languages.

“lesser,” “greater,” or “mass,” the spell is alphabetized under Confusion, Lesser: One creature is confused for 1 round.

the second word of the spell name instead.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Hit Dice: The term “Hit Dice” is used synonymously with Detect Secret Doors: Reveals hidden doors within 60 ft.

“character levels” for effects that affect a specific number of

Hit Dice of creatures. Creatures with Hit Dice only from Disguise Self: Changes your appearance.

their race, not from classes, still have character levels equal Erase: Mundane or magical writing vanishes.

to their Hit Dice.

Expeditious Retreat: Your base land speed increases by 30

Caster Level: A spell's power often depends on caster level, ft.

which is defined as the caster's class level for the purpose of Feather Fall: Objects or creatures fall slowly.

casting a particular spell. A creature with no classes has a Grease: Makes 10-ft. square or one object slippery.

caster level equal to its Hit Dice unless otherwise specified. Hideous Laughter: Subject loses actions for 1 round/ level.

The word “level” in the short descriptions that follow always

refers to caster level.

Hypnotism: Fascinates 2d4 HD of creatures.

Identify: Gives +10 bonus to identify magic items.

Creatures and Characters: The words “creature” and

“character” are used synonymously in the short descriptions. Magic Aura: Alters object's magic aura.

Magic MouthM: Objects speaks once when triggered.

Bard Spells Obscure Object: Masks object against scrying.

Remove Fear: Suppresses fear or gives +4 on saves against

fear for one subject + one per four levels.

0-Level Bard Spells

Silent Image: Creates minor illusion of your design.

Sleep: Puts 4 HD of creatures into magical slumber.

Dancing Lights: Creates torches or other lights.

Summon Monster I: Summons extraplanar creature to fight

Daze: Humanoid creature of 4 HD or less loses next action.

for you.

Detect Magic: Detects spells and magic items within 60 ft.

Undetectable Alignment: Conceals alignment for 24 hours.

Flare: Dazzles one creature (–1 on attack rolls).

Unseen Servant: Invisible force obeys your commands.

Ghost Sound: Figment sounds.

Ventriloquism: Throws voice for 1 min./level.

Know Direction: You discern north.

Light: Object shines like a torch.

2nd-Level Bard Spells

Lullaby: Makes subject drowsy: –5 on Perception checks, –2

on Will saves against sleep.

Alter Self: Assume form of a Small or Medium humanoid.

Mage Hand: 5-pound telekinesis.

Animal Messenger: Sends a Tiny animal to a specific place.

Mending: Makes minor repairs on an object.

Animal Trance: Fascinates 2d6 HD of animals.

Message: Whisper conversation at distance.

Blindness/Deafness: Makes subject blind or deaf.

Open/Close: Opens or closes small or light things.

Blur: Attacks miss subject 20% of the time.

Prestidigitation: Performs minor tricks.

Calm Emotions: Calms creatures, negating emotion effects.

Read Magic: Read scrolls and spellbooks.

Cat's Grace: Subject gains +4 to Dex for 1 min./level.

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Cure Moderate Wounds: Cures 2d8 damage + 1/level (max Confusion: Subjects behave oddly for 1 round/level.

+10).

Crushing Despair: Subjects take –2 on attack rolls, damage

Darkness: 20-ft. radius of supernatural shadow.

rolls, saves, and checks.

Daze Monster: Living creature of 6 HD or less loses next Cure Serious Wounds: Cures 3d8 damage + 1/level (max action.

+15).

Delay Poison: Stops poison from harming target for 1 Daylight: 60-ft. radius of bright light.

hour/level.

Deep Slumber: Puts 10 HD of creatures to sleep.

Detect Thoughts: Allows “listening” to surface thoughts.

Dispel Magic: Cancels one magical spell or effect.

Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.

Displacement: Attacks miss subject 50% of the time.

Enthrall: Captivates all within 100 ft. + 10 ft./level.

Fear: Subjects within cone flee for 1 round/level.

Fox's Cunning: Subject gains +4 to Int for 1 min./level.

Gaseous Form: Subject becomes insubstantial and can fly

Glitterdust: Blinds creatures, outlines invisible creatures.

slowly.

Heroism: Gives +2 on attack rolls, saves, skill checks.

Geas, Lesser: Commands subject of 7 HD or less.

Hold Person: Paralyzes one humanoid for 1 round/level.

Glibness: You gain +20 bonus on Bluff checks, and your lies

Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. can escape magical discernment.

Invisibility: Subject is invisible for 1 min./level or until it Good Hope: Subjects gain +2 on attack rolls, damage rolls, attacks.

saves, and checks.

Locate Object: Senses direction toward object (specific or Haste: One creature/level moves faster, receives +1 on attack

type).

rolls, AC, and Reflex saves.

Minor Image: As silent image, plus some sound.

Illusory ScriptM: Only select creatures can read text.

Mirror Image: Creates decoy duplicates of you (1d4 + 1 per Invisibility Sphere: Makes everyone within 10 feet three levels, max 8).

invisible.

Misdirection: Misleads divinations for one creature or Major Image: As silent image, plus sound, smell, and object.

thermal effects.

Pyrotechnics: Turns fire into blinding light or choking Phantom Steed: Magic horse appears for 1 hour/level.

smoke.

Remove Curse: Frees object or person from curse.

Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

ScryingF: Spies on subject from a distance.

Scare: Panics creatures of less than 6 HD.

Sculpt Sound: Creates new sounds or changes existing ones

Shatter: Sonic vibration damages objects or crystalline into new sounds.

creatures.

Secret Page: Changes one page to hide its real content.

Silence: Negates sound in 20-ft. radius.

See Invisibility: Reveals invisible creatures or objects.

Sound Burst: Deals 1d8 sonic damage and may stun Sepia Snake SigilM: Creates a snake-shaped text symbol that subjects.

immobilizes reader.

Suggestion: Compels subject to follow stated course of Slow: One subject/level takes only one action/round, –1 to

action.

AC, Reflex saves, and attack rolls.

Summon Monster II: Summons extraplanar creature to fight Speak with Animals: You can communicate with animals.

for you.

Summon Monster III: Summons extraplanar creature to

Summon Swarm: Summons swarm of bats, rats, or spiders. fight for you.

Tongues: Speak and understand any language.

Tiny Hut: Creates shelter for 10 creatures.

Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Bard Spells

4th-Level Bard Spells

Break Enchantment: Frees subjects from enchantments,

Blink: You randomly vanish and reappear for 1 round/level.

transmutations, and curses.

Charm Monster: Makes monster believe it is your ally.

Cure Critical Wounds: Cures 4d8 damage + 1/level (max

Clairaudience/Clairvoyance: Hear or see at a distance for 1 +20).

min./level.

Detect Scrying: Alerts you to magical eavesdropping.

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Dimension Door: Teleports you a short distance.

Shadow Walk: Step into shadow to travel rapidly.

Dominate Person: Controls humanoid telepathically.

Song of Discord: Forces targets to attack each other.

Freedom of Movement: Subject moves normally despite Suggestion, Mass: As suggestion, affects subject/level.

impediments to restrict movement.

Summon Monster V: Summons extraplanar creature to fight

Hallucinatory Terrain: Makes one type of terrain appear for you.

like another (field as forest, or the like).

Hold Monster: As hold person, but any creature.

6th-Level Bard Spells

Invisibility, Greater: As invisibility, but subject can attack

and stay invisible.

Analyze DweomerF: Reveals magical aspects of subject.

Legend LoreMF: Lets you learn tales about a person, place, Animate Objects: Objects attack your foes.

or thing.

Cat's Grace, Mass: As cat's grace, affects 1 subject/level.

Locate Creature: Indicates direction to known creature.

Charm Monster, Mass: As charm monster, but all within 30

Modify Memory: Changes 5 minutes of subject's memories. ft.

Neutralize Poison: Immunizes subject against poison, Cure Moderate Wounds, Mass: Cures 2d8 damage +

detoxifies venom in or on subject.

1/level, affects 1 subject/level.

Rainbow Pattern: Lights fascinate 24 HD of creatures.

Eagle's Splendor, Mass: As eagle's splendor, affects 1

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. subject/level.

away.

Eyebite: Target becomes panicked, sickened, and/or

Secure Shelter: Creates sturdy cottage.

comatose.

Shadow Conjuration: Mimics conjuration below 4th level, Find the Path: Shows most direct way to a location.

but only 20% real.

Fox's Cunning, Mass: As fox's cunning, affects 1

Shout: Deafens all within cone and deals 5d6 sonic damage. subject/level.

Speak with Plants: You can talk to plants and plant Geas/Quest: As lesser geas, but affects any creature.

creatures.

Heroes' Feast: Food for one creature/level cures and grants

Summon Monster IV: Summons extraplanar creature to combat bonuses .

fight for you.

Irresistible Dance: Forces subject to dance.

Zone of Silence: Keeps eavesdroppers from overhearing Permanent Image: Permanent illusion, includes sight, you.

sound, smell, and thermal effects.

Programmed ImageM: As major image, plus triggered by

5th-Level Bard Spells

event.

Project ImageM: Illusory double can talk and cast spells.

Cure Light Wounds, Mass: Cures 1d8 damage + 1/level,

affects 1 subject/level.

Scrying, Greater: As scrying, but faster and longer.

Dispel Magic, Greater: Works as dispel magic, but can Shout, Greater: Devastating yell deals 10d6 sonic damage; affect multiple targets.

stuns creatures.

Dream: Sends message to anyone sleeping.

Summon Monster VI: Summons extraplanar creature to

fight for you.

False VisionM: Fools scrying with an illusion.

Sympathetic Vibration: Deals 2d10 damage/round to

Heroism, Greater: Gives +4 bonus on attack rolls, saves, freestanding structure.

skill checks; immunity to fear; temporary hp.

Veil: Changes appearance of group of creatures.

Mind Fog: Subjects in fog get –10 to Wis and Will checks.

Mirage Arcana: As hallucinatory terrain, plus structures.

Cleric Spells

Mislead: Turns you invisible and creates illusory double.

Nightmare: Sends vision dealing 1d10 damage, fatigue.

Persistent Image: As major image, but no concentration 0-Level Cleric Spells (Orisons)

required.

Seeming: Changes appearance of one person per two levels. Bleed: Cause a stabilized creature to resume dying.

Shadow Evocation: Mimics evocation of lower than 5th Create Water: Creates 2 gallons/level of pure water.

level, but only 20% real.

Detect Magic: Detects spells and magic items within 60 ft.

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Detect Poison: Detects poison in one creature or object.

fear for one subject + one per four levels.

Guidance: +1 on one attack roll, saving throw, or skill Sanctuary: Opponents can't attack you, and you can't attack.

check.

Shield of Faith: Aura grants +2 or higher deflection bonus.

Light: Object shines like a torch.

Summon Monster I: Summons extraplanar creature to fight

Mending: Makes minor repairs on an object.

for you.

Purify Food and Drink: Purifies 1 cu. ft./level of food or

water.

2nd-Level Cleric Spells

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

Aid: +1 on attack rolls and saves against fear, 1d8 temporary

hp +1/level (max +10).

Stabilize: Cause a dying creature to stabilize.

Align Weapon: Weapon becomes good, evil, lawful, or

Virtue: Subject gains 1 temporary hp.

chaotic.

AuguryMF: Learns whether an action will be good or bad.

1st-Level Cleric Spells

Bear's Endurance: Subject gains +4 to Con for 1 min./level.

Bane: Enemies take –1 on attack rolls and saves against fear. Bull's Strength: Subject gains +4 to Str for 1 min./level.

Bless: Allies gain +1 on attack rolls and saves against fear.

Calm Emotions: Calms creatures, negating emotion effects.

Bless WaterM: Makes holy water.

ConsecrateM: Fills area with positive energy, weakening

Cause Fear: One creature of 5 HD or less flees for 1d4 undead.

rounds.

Cure Moderate Wounds: Cures 2d8 damage + 1/level (max

Command: One subject obeys selected command for 1 +10).

round.

Darkness: 20-ft. radius of supernatural shadow.

Comprehend Languages: You understand all spoken and Death Knell: Kills dying creature; you gain 1d8 temporary written languages.

hp, +2 to Str, and +1 caster level.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). Delay Poison: Stops poison from harming target for 1

hour/level.

Curse WaterM: Makes unholy water.

Deathwatch: Reveals how near death subjects within 30 ft. DesecrateM: Fills area with negative energy, making undead

are.

stronger.

Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.

objects of selected alignment.

Enthrall: Captivates all within 100 ft. + 10 ft./level.

Detect Undead: Reveals undead within 60 ft.

Find Traps: Notice traps as a rogue does.

Divine Favor: You gain +1 per three levels on attack and Gentle Repose: Preserves one corpse.

damage rolls.

Hold Person: Paralyzes one humanoid for 1 round/level.

Doom: One subject takes –2 on attack rolls, damage rolls, Inflict Moderate Wounds: Touch attack, 2d8 damage +

saves, and checks.

1/level (max +10).

Endure Elements: Exist comfortably in hot or cold regions. Make Whole: Repairs an object.

Entropic Shield: Ranged attacks against you have 20% miss Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.

chance.

Remove Paralysis: Frees creatures from paralysis or slow

Hide from Undead: Undead can't perceive one subject/level. effect.

Inflict Light Wounds: Touch deals 1d8 damage +1/level Resist Energy: Ignores 10 (or more) points of damage/attack (max +5).

from specified energy type.

Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 Restoration, Lesser: Dispels magical ability penalty or damage.

repairs 1d4 ability damage.

Magic Weapon: Weapon gains +1 bonus.

Shatter: Sonic vibration damages objects or crystalline

Obscuring Mist: Fog surrounds you.

creatures.

Protection from Chaos/Evil/Good/Law: +2 to AC and Shield OtherF: You take half of subject's damage.

saves, plus additional protection against selected alignment.

Silence: Negates sound in 20-ft. radius.

Remove Fear: Suppresses fear or gives +4 on saves against Sound Burst: Deals 1d8 sonic damage to subjects; may stun

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them.

Speak with Dead: Corpse answers one question/two levels.

Spiritual Weapon: Magic weapon attacks on its own.

Stone Shape: Sculpts stone into any shape.

Status: Monitors condition, position of allies.

Summon Monster III: Summons extraplanar creature to

Summon Monster II: Summons extraplanar creature to fight fight for you.

for you.

Water Breathing: Subjects can breathe underwater.

Undetectable Alignment: Conceals alignment for 24 hours. Water Walk: Subject treads on water as if solid.

Zone of Truth: Subjects within range cannot lie.

Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd-Level Cleric Spells

4th-Level Cleric Spells

Animate DeadM: Creates undead skeletons and zombies.

Air Walk: Subject treads on air as if solid (climb or descend

Bestow Curse: –6 to an ability score; –4 on attack rolls, at 45-degree angle).

saves, and checks; or 50% chance of losing each action.

Chaos Hammer: Harms and slows lawful creatures (1d8

Blindness/Deafness: Makes subject blinded or deafened.

damage/2 levels).

Contagion: Infects subject with chosen disease.

Control Water: Raises or lowers bodies of water.

Cure Critical Wounds: Cures 4d8 damage + 1/level (max

Continual FlameM: Makes a permanent, heatless light.

+20).

Create Food and Water: Feeds three humans (or one Death Ward: Grants bonuses against death spells and horse)/level.

negative energy.

Cure Serious Wounds: Cures 3d8 damage + 1/level (max Dimensional Anchor: Bars extradimensional movement.

+15).

Discern Lies: Reveals deliberate falsehoods.

Daylight: 60-ft. radius of bright light.

Dismissal: Forces a creature to return to native plane.

Deeper Darkness: Object sheds supernatural shadow in 60-

ft. radius.

DivinationM: Provides useful advice for specific proposed

Dispel Magic: Cancels one magical spell or effect.

actions.

Divine Power: You gain attack bonuses and 1 hp/level.

Glyph of WardingM: Inscription harms those who pass it.

Freedom of Movement: Subject moves normally despite

Helping Hand: Ghostly hand leads subject to you.

impediments to movement.

Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level Giant Vermin: Turns centipedes, scorpions, or spiders into (max +15).

giant vermin.

Invisibility Purge: Dispels invisibility within 5 ft./level.

Holy Smite: Harms and possibly blinds evil creatures (1d8

Locate Object: Senses direction toward object (specific or damage/2 levels).

type).

Imbue with Spell Ability: Transfer spells to subject.

Magic Circle against Chaos/Evil/Good/Law: As protection Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level spells, but 10-ft. radius and 10 min./level.

(max +20).

Magic Vestment: Armor or shield gains +1 enhancement per Magic Weapon, Greater: Weapon gains +1 bonus/four four levels.

levels (max +5).

Meld into Stone: You and your gear merge with stone.

Neutralize Poison: Immunizes subject against poison,

Obscure Object: Masks object against scrying.

detoxifies venom in or on subject.

Prayer: Allies get +1 bonus on most rolls, enemies –1 Order's Wrath: Harms and dazes chaotic creatures (1d8

penalty.

damage/2 levels).

Protection from Energy: Absorb 12 points/level of damage Planar Ally, LesserM: Exchange services with a 6 HD

from one kind of energy.

extraplanar creature.

Remove Blindness/Deafness: Cures normal or magical Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.

blindness or deafness.

Repel Vermin: Insects, spiders, and other vermin stay 10 ft.

Remove Curse: Frees object or person from curse.

away.

Remove Disease: Cures all diseases affecting subject.

RestorationM: Restores level and ability score drains.

Searing Light: Ray deals 1d8/two levels damage (more Sending: Delivers short message anywhere, instantly.

against undead).

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Spell Immunity: Subject is immune to one spell per 4 levels. Wall of Stone: Creates a stone wall that can be shaped.

Summon Monster IV: Summons extraplanar creature to

fight for you.

6th-Level Cleric Spells

Tongues: Speak and understand any language.

Unholy Blight: Harms and sickens good creatures (1d8 Animate Objects: Objects attack your foes.

damage/2 levels).

Antilife Shell: 10-ft.-radius field hedges out living creatures.

Banishment: Banishes 2 HD/level of extraplanar creatures.

5th-Level Cleric Spells

Bear's Endurance, Mass: As bear's endurance, affects 1

subject/level.

AtonementFM: Removes burden of misdeeds from subject Blade Barrier: Wall of blades deals 1d6/level damage.

and reverses magical alignment change.

Bull's Strength, Mass: As bull's strength, affects 1

Break Enchantment: Frees subjects from enchantments, subject/level.

transmutations, and curses.

Create UndeadM: Create ghasts, ghouls, mohrgs, or

Breath of Life: Cures 5d8 damage + 1/level and restores life mummies.

to recently slain creatures.

Cure Moderate Wounds, Mass: Cures 2d8 damage +

Command, Greater: As command, but affects one 1/level, affects 1 subject/level.

subject/level.

Dispel Magic, Greater: As dispel magic, but with multiple

CommuneM: Deity answers one yes-or-no question/level.

targets.

Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, Eagle's Splendor, Mass: As eagle's splendor, affects 1

affects 1 subject/level.

subject/level.

Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.

Find the Path: Shows most direct way to a location.

Disrupting Weapon: Melee weapon destroys undead.

ForbiddanceM: Blocks planar travel, damages creatures of

Flame Strike: Smites foes with divine fire (1d6/level different alignment.

damage).

Geas/Quest: As lesser geas, but affects any creature.

HallowM: Designates location as holy.

Glyph of Warding, GreaterM: As glyph of warding, but up

Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, to 10d8 damage or 6th-level spell.

affects 1 subject/level.

Harm: Deals 10 points/level damage to target.

Insect Plague: Wasp swarms attack creatures.

Heal: Cures 10 points/level damage, all diseases and mental

Mark of Justice: Designates action that triggers curse on conditions.

subject.

Heroes' Feast: Food for one creature/level cures and grants

Plane ShiftF: As many as 8 subjects travel to another plane.

combat bonuses .

Raise DeadM: Restores life to subject who died as long as Inflict Moderate Wounds, Mass: Deals 2d8 damage +

one day/level ago.

1/level, affects 1 subject/level.

Righteous Might: Your size increases, and you gain bonuses Owl's Wisdom, Mass: As owl's wisdom, affects 1

in combat.

subject/level.

ScryingF: Spies on subject from a distance.

Planar AllyM: As lesser planar ally, but up to 12 HD.

Slay Living: Touch attack deals 12d6 + 1 per level.

Summon Monster VI: Summons extraplanar creature to

fight for you.

Spell Resistance: Subject gains SR 12 + level.

Summon Monster V: Summons extraplanar creature to fight Symbol of FearM: Triggered rune panics nearby creatures.

for you.

Symbol of PersuasionM: Triggered rune charms nearby

Symbol of PainM: Triggered rune wracks nearby creatures creatures.

with pain.

Undeath to DeathM: Destroys 1d4 HD/level undead (max.

Symbol of SleepM: Triggered rune puts nearby creatures into 20d4).

catatonic slumber.

Wind Walk: You and your allies turn vaporous and travel

fast.

True SeeingM: Lets you see all things as they really are.

Word of Recall: Teleports you back to designated place.

UnhallowM: Designates location as unholy.

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7th–Level Cleric Spells

Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil

spells.

Blasphemy: Kills, paralyzes, weakens, or dazes nonevil Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, subjects.

affects 1 subject/level.

Control Weather: Changes weather in local area.

Planar Ally, GreaterM: As lesser planar ally, but up to 18

Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, HD.

affects 1 subject/level.

Shield of LawF: +4 to AC, +4 resistance, and SR 25 against

DestructionF: Kills subject and destroys remains.

chaotic spells.

Dictum: Kills, paralyzes, staggers, or deafens nonlawful Spell Immunity, Greater: As spell immunity, but up to 8th-targets.

level spells.

Ethereal Jaunt: You become ethereal for 1 round/level.

Summon Monster VIII: Summons extraplanar creature to

Holy Word: Kills, paralyzes, blinds, or deafens nongood fight for you.

subjects.

Symbol of DeathM: Triggered rune kills nearby creatures.

Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level,

affects 1 subject/level.

Symbol of InsanityM: Triggered rune renders nearby

creatures insane.

RefugeM: Alters item to transport its possessor to you.

Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against

Regenerate: Subject's severed limbs grow back, cures 4d8 good spells.

damage +1/level (max +35).

Repulsion: Creatures can't approach you.

9th-Level Cleric Spells

Restoration, GreaterM: As restoration, plus restores all

levels and ability scores.

Astral ProjectionM: Projects you and others onto Astral

ResurrectionM: Fully restore dead subject.

Plane.

Scrying, Greater: As scrying, but faster and longer.

Energy Drain: Subject gains 2d4 negative levels.

Summon Monster VII: Summons extraplanar creature to Etherealness: Travel to Ethereal Plane with companions.

fight for you.

GateM: Connects two planes for travel or summoning.

Symbol of StunningM: Triggered rune stuns nearby Heal, Mass: As heal, but affects 1 subject/level.

creatures.

Implosion: Inflict 10 damage/level to one creature/round.

Symbol of WeaknessM: Triggered rune weakens nearby MiracleM: Requests a deity's intercession.

creatures.

Soul BindF: Traps newly dead soul to prevent resurrection.

Word of Chaos: Kills, confuses , stuns, or deafens

nonchaotic subjects.

Storm of Vengeance: Storm rains acid, lightning, and hail.

Summon Monster IX: Summons extraplanar creature to

8th-Level Cleric Spells

fight for you.

True ResurrectionM: As resurrection, plus remains aren't

Antimagic Field: Negates magic within 10 ft.

needed.

Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25

against lawful spells.

Druid Spells

Create Greater UndeadM: Create shadows, wraiths,

spectres, or devourers.

Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level 0-Level Druid Spells (Orisons)

for many creatures.

Create Water: Creates 2 gallons/level of pure water.

Dimensional Lock: Teleportation and interplanar travel

blocked for 1 day/level.

Detect Magic: Detects spells and magic items within 60 ft.

Discern Location: Reveals exact location of creature or Detect Poison: Detects poison in one creature or object.

object.

Flare: Dazzles one creature (–1 penalty on attack rolls).

Earthquake: Intense tremor shakes 80-ft. radius.

Guidance: +1 on one attack roll, saving throw, or skill

Fire Storm: Deals 1d6/level fire damage.

check.

Know Direction: You discern north.

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Light: Object shines like a torch.

Chill Metal: Cold metal damages those who touch it.

Mending: Makes minor repairs on an object.

Delay Poison: Stops poison from harming subject for 1

Purify Food and Drink: Purifies 1 cu. ft./level of food or hour/level.

water.

Fire TrapM: Opened object deals 1d4 + 1/level damage.

Read Magic: Read scrolls and spellbooks.

Flame Blade: Touch attack deals 1d8 + 1/two levels damage.

Resistance: Subject gains +1 bonus on saving throws.

Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.

Stabilize: Cause a dying creature to stabilize.

Fog Cloud: Fog obscures vision.

Virtue: Subject gains 1 temporary hp.

Gust of Wind: Blows away or knocks down smaller

creatures.

1st-Level Druid Spells

Heat Metal: Makes metal so hot it damages those who touch

it.

Calm Animals: Calms 2d4 + level HD of animals.

Hold Animal: Paralyzes one animal for 1 round/level.

Charm Animal: Makes one animal your friend.

Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). Reduce Animal: Shrinks one willing animal.

Detect Animals or Plants: Detects kinds of animals or Resist Energy: Ignores 10 or more points of damage per plants.

attack from specified energy type.

Detect Snares and Pits: Reveals natural or primitive traps.

Restoration, Lesser: Dispels magical ability penalty or

Endure Elements: Exist comfortably in hot or cold regions. repairs 1d4 ability damage.

Entangle: Plants entangle everyone in 40-ft. radius.

Soften Earth and Stone: Turns stone to clay, or dirt to sand

Faerie Fire: Outlines subjects with light, canceling blur, or mud.

concealment, and the like.

Spider Climb: Grants ability to walk on walls and ceilings.

Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours). Summon Nature's Ally II: Summons creature to fight.

Hide from Animals: Animals can't perceive one Summon Swarm: Summons swarm of bats, rats, or spiders.

subject/level.

Tree Shape: You look exactly like a tree for 1 hour/level.

Jump: Subject gets bonus on Acrobatics checks.

Warp Wood: Bends wood.

Longstrider: Your speed increases by 10 ft.

Wood Shape: Reshapes wooden objects to suit you.

Magic Fang: One natural weapon of subject creature gets +1

on attack and damage rolls.

3rd-Level Druid Spells

Magic Stone: Three stones gain +1 on attack rolls, deal

1d6+1 damage.

Call Lightning: Calls down lightning bolts (3d6 per bolt)

Obscuring Mist: Fog surrounds you.

from sky.

Pass without Trace: One subject/level leaves no tracks.

Contagion: Infects subject with chosen disease.

Produce Flame: 1d6 damage + 1/level, touch or thrown.

Cure Moderate Wounds: Cures 2d8 damage + 1/level (max

Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 +10).

damage) for 1 min./level.

Daylight: 60-ft. radius of bright light.

Speak with Animals: You can communicate with animals.

Diminish Plants: Reduces size or blights the growth of

Summon Nature's Ally I: Summons creature to fight.

normal plants.

Dominate Animal: One animal obeys your silent mental

2nd-Level Druid Spells

commands and orders.

Magic Fang, Greater: One natural weapon gets + 1/four

Animal Messenger: Sends a Tiny animal to a specific place. levels (max +5).

Animal Trance: Fascinates 2d6 HD of animals.

Meld into Stone: You and your gear merge with stone.

Barkskin: Grants +2 (or higher) enhancement to natural Neutralize Poison: Immunizes subject against poison, armor.

detoxifies venom in or on subject.

Bear's Endurance: Subject gains +4 to Con for 1 min./level. Plant Growth: Grows vegetation, improves crops.

Bull's Strength: Subject gains +4 to Str for 1 min./level.

Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.

Cat's Grace: Subject gains +4 to Dex for 1 min./level.

Protection from Energy: Absorbs 12 points/level of damage

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from one kind of energy.

Baleful Polymorph: Transforms subject into harmless

Quench: Extinguishes fires.

animal.

Remove Disease: Cures all diseases affecting subject.

Call Lightning Storm: As call lightning, but 5d6 damage

per bolt.

Sleet Storm: Hampers vision and movement.

Commune with Nature: Learn about terrain for 1

Snare: Creates a magic booby trap.

mile/level.

Speak with Plants: You can talk to plants and plant Control Winds: Changes wind direction and speed.

creatures.

Cure Critical Wounds: Cures 4d8 damage + 1/level (max

Spike Growth: Creatures in area take 1d4 damage, may be +20).

slowed .

Death Ward: Grants bonuses against death spells and

Stone Shape: Sculpts stone into any shape.

negative energy.

Summon Nature's Ally III: Summons creature to fight.

HallowM: Designates location as holy.

Water Breathing: Subjects can breathe underwater.

Insect Plague: Wasp swarms attack creatures.

Wind Wall: Deflects arrows, smaller creatures, and gases.

StoneskinM: Grants DR 10/adamantine.

4th-Level Druid Spells

Summon Nature's Ally V: Summons creature to fight.

Transmute Mud to Rock: Transforms two 10-ft. cubes per

Air Walk: Subject treads on air as if solid (climb or descend level.

at 45-degree angle).

Transmute Rock to Mud: Transforms two 10-ft. cubes per

Antiplant Shell: Keeps animated plants at bay.

level.

Blight: Withers one plant or deals 1d6/level damage to plant Tree Stride: Step from one tree to another far away.

creature.

UnhallowM: Designates location as unholy.

Command Plants: Sways the actions of plant creatures.

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out

Control Water: Raises or lowers bodies of water.

to 20 ft. Passing through wall deals 2d6 damage +1/level.

Cure Serious Wounds: Cures 3d8 damage + 1/level (max Wall of Thorns: Thorns damage anyone who tries to pass.

+15).

Dispel Magic: Cancels one magical spell or effect.

6th-Level Druid Spells

Flame Strike: Smites foes with divine fire (1d6/level

damage).

Antilife Shell: 10-ft.-radius field hedges out living creatures.

Freedom of Movement: Subject moves normally despite Bear's Endurance, Mass: As bear's endurance, affects 1

impediments to movement.

subject/level.

Giant Vermin: Turns centipedes, scorpions, or spiders into Bull's Strength, Mass: As bull's strength, affects 1

giant vermin.

subject/level.

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

Cat's Grace, Mass: As cat's grace, affects one subject/level.

Reincarnate: Brings dead subject back in a random body.

Cure Light Wounds, Mass: Cures 1d8 damage + 1/level,

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. affects 1 subject/level.

away.

Dispel Magic, Greater: As dispel magic, but with multiple

Rusting Grasp: Your touch corrodes iron and alloys.

targets.

ScryingF: Spies on subject from a distance.

Find the Path: Shows most direct way to a location.

Spike Stones: Creatures in area take 1d8 damage, may also Fire Seeds: Acorns and berries become grenades and bombs.

be slowed .

Ironwood: Magic wood is as strong as steel.

Summon Nature's Ally IV: Summons creature to fight.

Liveoak: Oak becomes treant guardian.

Move Earth: Digs trenches and builds hills.

5th-Level Druid Spells

Owl's Wisdom, Mass: As owl's wisdom, affects 1

subject/level.

Animal Growth: One animal doubles in size.

Repel Wood: Pushes away wooden objects.

AtonementFM: Removes burden of misdeeds from subject.

Spellstaff: Stores one spell in wooden quarterstaff.

AwakenM: Animal or tree gains human intellect.

Stone Tell: Talk to natural or worked stone.

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Summon Nature's Ally VI: Summons creature to fight.

creatures.

Transport via Plants: Move instantly from one plant to Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level another of the same kind.

for many creatures.

Wall of Stone: Creates a stone wall that can be shaped.

Elemental Swarm: Summons multiple elementals.

Foresight: “Sixth sense” warns of impending danger.

7th-Level Druid Spells

Regenerate: Subject's severed limbs grow back, cures 4d8

damage +1/level (max +35).

Animate Plants: One or more plants animate and fight for Shambler: Creates 1d4+2 shambling mounds to fight for

you.

you.

Changestaff: Your staff becomes a treant on command.

ShapechangeF: Transforms you into certain creatures, and

Control Weather: Changes weather in local area.

you can change forms once per round.

Creeping Doom: Swarms of centipedes attack at your Storm of Vengeance: Storm rains acid, lightning, and hail.

command.

Summon Nature's Ally IX: Summons creature to fight.

Cure Moderate Wounds, Mass: Cures 2d8 damage +

1/level, affects 1 subject/level.

SympathyM: Object or location attracts certain creatures.

Fire Storm: Deals 1d6/level fire damage.

Heal: Cures 10 points/level damage, all diseases and mental

Paladin Spells

conditions.

Scrying, Greater: As scrying, but faster and longer.

Summon Nature's Ally VII: Summons creature to fight.

1st-Level Paladin Spells

Sunbeam: Beam blinds and deals 4d6 damage.

Bless: Allies gain +1 on attack rolls and saves against fear.

Transmute Metal to Wood: Metal within 40 ft. becomes Bless WaterM: Makes holy water.

wood.

Bless Weapon: Weapon strikes true against evil foes.

True SeeingM: Lets you see all things as they really are.

Create Water: Creates 2 gallons/level of pure water.

Wind Walk: You and your allies turn vaporous and travel Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

fast.

Detect Poison: Detects poison in one creature or small

object.

8th-Level Druid Spells

Detect Undead: Reveals undead within 60 ft.

Animal Shapes: One ally/level polymorphs into chosen Divine Favor: You gain +1 per three levels on attack and animal.

damage rolls.

Control Plants: Controls actions of one or more plant Endure Elements: Exist comfortably in hot or cold regions.

creatures.

Magic Weapon: Weapon gains +1 bonus.

Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, Protection from Chaos/Evil: +2 to AC and saves, plus affects 1 subject/level.

additional protection against selected alignment.

Earthquake: Intense tremor shakes 80-ft.-radius.

Read Magic: Read scrolls and spellbooks.

Finger of Death: Deals 10 damage/level to one subject.

Resistance: Subject gains +1 on saving throws.

Repel Metal or Stone: Pushes away metal and stone.

Restoration, Lesser: Dispels magical ability penalty or

Reverse Gravity: Objects and creatures fall upward.

repairs 1d4 ability damage.

Summon Nature's Ally VIII: Summons creature to fight.

Virtue: Subject gains 1 temporary hp.

Sunburst: Blinds all within 10 ft., deals 6d6 damage.

Whirlwind: Cyclone deals damage and can pick up 2nd-Level Paladin Spells

creatures.

Bull's Strength: Subject gains +4 to Str for 1 min./level.

Word of Recall: Teleports you back to designated place.

Delay Poison: Stops poison from harming subject for 1

hour/level.

9th-Level Druid Spells

Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.

Antipathy: Object or location affected by spell repels certain Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.

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Remove Paralysis: Frees one or more creatures from

Ranger Spells

paralysis or slow effect.

Resist Energy: Ignores 10 or more points of damage per

attack from specified energy type.

1st-Level Ranger Spells

Shield OtherF: You take half of subject's damage.

Alarm: Wards an area for 2 hours/level.

Undetectable Alignment: Conceals alignment from magical

detection for 24 hours.

Animal Messenger: Sends a Tiny animal to a specific place.

Zone of Truth: Subjects within range cannot lie.

Calm Animals: Calms 2d4 + level HD of animals.

Charm Animal: Makes one animal your friend.

3rd-Level Paladin Spells

Delay Poison: Stops poison from harming subject for 1

hour/level.

Cure Moderate Wounds: Cures 2d8 damage +1/level (max. Detect Animals or Plants: Detects kinds of animals or

+10).

plants.

Daylight: 60-ft. radius of bright light.

Detect Poison: Detects poison in one creature or object.

Discern Lies: Reveals deliberate falsehoods.

Detect Snares and Pits: Reveals natural or primitive traps.

Dispel Magic: Cancels one magical spell or effect.

Endure Elements: Exist comfortably in hot or cold regions.

Heal Mount: As heal on horse or other special mount.

Entangle: Plants entangle everyone in 40-ft. radius.

Magic Circle against Chaos/Evil: As protection from chaos, Hide from Animals: Animals can't perceive one but 10-ft. radius and 10 min./level.

subject/level.

Magic Weapon, Greater: Weapon gains +1 bonus/four Jump: Subject gets bonus on Acrobatics checks.

levels (max +5).

Longstrider: Your base speed increases by 10 ft.

Prayer: Allies get +1 bonus on most rolls, enemies –1 Magic Fang: One natural weapon of subject creature gets +1

penalty.

on attack and damage rolls.

Remove Blindness/Deafness: Cures normal or magical Pass without Trace: One subject/level leaves no tracks.

blindness or deafness.

Read Magic: Read scrolls and spellbooks.

Remove Curse: Frees object or person from curse.

Resist Energy: Ignores 10 (or more) points of damage/attack

from specified energy type.

4th-Level Paladin Spells

Speak with Animals: You can communicate with animals.

Break Enchantment: Frees subjects from enchantments, Summon Nature's Ally I: Summons creature to fight for transmutations, and curses.

you.

Cure Serious Wounds: Cures 3d8 damage + 1/level (max

+15).

2nd-Level Ranger Spells

Death Ward: Grants bonuses against death spells and

negative energy.

Barkskin: Grants +2 (or higher) enhancement to natural

armor.

Dispel Chaos: +4 bonus against attacks by chaotic creatures. Bear's Endurance: Subject gains +4 to Con for 1 min./level.

Dispel Evil: +4 bonus against attacks by evil creatures.

Cat's Grace: Subject gains +4 to Dex for 1 min./level.

Holy Sword: Weapon becomes +5, deals +2d6 damage

against evil.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Mark of Justice: Designates action that triggers curse on Hold Animal: Paralyzes one animal for 1 round/level.

subject.

Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.

Neutralize Poison: Immunizes subject against poison, Protection from Energy: Absorbs 12 points/level of damage detoxifies venom in or on subject.

from one kind of energy.

RestorationM: Restores level and ability score drains.

Snare: Creates a magic booby trap.

Speak with Plants: You can talk to plants and plant

creatures.

Spike Growth: Creatures in area take 1d4 damage, may be

slowed .

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Summon Nature's Ally II: Summons creature to fight for

Sorcerer/wizard Spells

you.

Wind Wall: Deflects arrows, smaller creatures, and gases.

0-Level Sorcerer/Wizard Spells

3rd-Level Ranger Spells

(Cantrips)

Command Plants: Sway the actions of plant creatures.

Cure Moderate Wounds: Cures 2d8 damage +1/level (max. Abjuration

+10).

Darkvision: See 60 ft. in total darkness.

Resistance: Subject gains +1 on saving throws.

Diminish Plants: Reduces size or blights growth of normal

plants.

Conjuration

Magic Fang, Greater: One natural weapon gets + 1/four

levels (max. +5).

Acid Splash: Orb deals 1d3 acid damage.

Neutralize Poison: Immunizes subject against poison,

detoxifies venom in or on subject.

Divination

Plant Growth: Grows vegetation, improves crops.

Detect Magic: Detects all spells and magic items within 60

Reduce Animal: Shrinks one willing animal.

ft.

Remove Disease: Cures all diseases affecting subject.

Detect Poison: Detects poison in one creature or small

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. object.

away.

Read Magic: Read scrolls and spellbooks.

Summon Nature's Ally III: Summons creature to fight for

you.

Enchantment

Tree Shape: You look exactly like a tree for 1 hour/level.

Water Walk: Subject treads on water as if solid.

Daze: A single humanoid creature with 4 HD or less loses its

next action.

4th-Level Ranger Spells

Evocation

Animal Growth: One animal doubles in size.

Commune with Nature: Learn about terrain for 1 Dancing Lights: Creates torches or other lights.

mile/level.

Flare: Dazzles one creature (–1 on attack rolls).

Cure Serious Wounds: Cures 3d8 damage + 1/level (max Light: Object shines like a torch.

+15).

Ray of Frost: Ray deals 1d3 cold damage.

Freedom of Movement: Subject moves normally despite

impediments to movement.

Illusion

NondetectionM: Hides subject from divination, scrying.

Ghost Sound: Figment sounds.

Summon Nature's Ally IV: Summons creature to fight for

you.

Tree Stride: Step from one tree to another far away.

Necromancy

Bleed: Cause a stabilized creature to resume dying.

Disrupt Undead: Deals 1d6 damage to one undead.

Touch of Fatigue: Touch attack fatigues target.

Transmutation

Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whisper conversation at distance.

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Open/Close: Opens or closes small or light things.

Magic Missile: 1d4+1 damage; +1 missile per two levels

above 1st (max 5).

Universal

Shocking Grasp: Touch delivers 1d6/level electricity

damage (max 5d6).

Arcane Mark: Inscribes a personal rune on an object or

creature (visible or invisible).

Illusion

Prestidigitation: Performs minor tricks.

Color Spray: Knocks unconscious, blinds, and/or stuns

1st-Level Sorcerer/Wizard Spells

weak creatures.

Disguise Self: Changes your appearance.

Magic Aura: Alters object's magic aura.

Abjuration

Silent Image: Creates minor illusion of your design.

Alarm: Wards an area for 2 hours/level.

Ventriloquism: Throws voice for 1 min./level.

Endure Elements: Exist comfortably in hot or cold regions.

Hold Portal: Holds door shut.

Necromancy

Protection from Chaos/Evil/Good/Law: +2 to AC and Cause Fear: One creature of 5 HD or less flees for 1d4

saves, plus additional protection against selected alignment.

rounds.

Shield: Invisible disc gives +4 to AC, blocks magic missiles . Chill Touch: One touch/level deals 1d6 damage and possibly

1 Str damage.

Conjuration

Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2

levels.

Grease: Makes 10-ft. square or one object slippery.

Mage Armor: Gives subject +4 armor bonus.

Transmutation

Mount: Summons riding horse for 2 hours/level.

Obscuring Mist: Fog surrounds you.

Animate Rope: Makes a rope move at your command.

Summon Monster I: Summons extraplanar creature to fight Enlarge Person: Humanoid creature doubles in size.

for you.

Erase: Mundane or magical writing vanishes.

Unseen Servant: Invisible force obeys your commands.

Expeditious Retreat: Your base speed increases by 30 ft.

Feather Fall: Objects or creatures fall slowly.

Divination

Jump: Subject gets bonus on Acrobatics checks.

Magic Weapon: Weapon gains +1 bonus.

Comprehend Languages: You understand all spoken and

written languages.

Reduce Person: Humanoid creature halves in size.

Detect Secret Doors: Reveals hidden doors within 60 ft.

Detect Undead: Reveals undead within 60 ft.

2nd-Level Sorcerer/Wizard Spells

Identify: Gives +10 bonus to identify magic items.

True Strike: +20 on your next attack roll.

Abjuration

Enchantment

Arcane LockM: Magically locks a portal or chest.

Obscure Object: Masks object against scrying.

Charm Person: Makes one person your friend.

Protection from Arrows: Subject gains DR 10/magic

Hypnotism: Fascinates 2d4 HD of creatures.

against ranged attacks.

Sleep: Puts 4 HD of creatures into magical slumber.

Resist Energy: Ignores first 10 (or more) points of damage

per attack from specified energy type.

Evocation

Conjuration

Burning Hands: 1d4/level fire damage (max 5d4).

Floating Disk: Creates 3-ft.-diameter horizontal disk that Acid Arrow: Ranged touch attack; 2d4 damage for 1 round holds 100 lbs./level.

+ 1 round/three levels.

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Fog Cloud: Fog obscures vision.

Necromancy

Glitterdust: Blinds creatures, outlines invisible creatures.

Blindness/Deafness: Makes subject blinded or deafened.

Summon Monster II: Summons extraplanar creature to fight

for you.

Command Undead: Undead creature obeys your

commands.

Summon Swarm: Summons swarm of bats, rats, or spiders. False Life: Gain 1d10 temporary hp + 1/level (max +10).

Web: Fills 20-ft.-radius spread with sticky spiderwebs that

can grapple foes and impair movement.

Ghoul Touch: Paralyzes one subject, which exudes stench

that makes those nearby sickened.

Divination

Scare: Frightens creatures of less than 6 HD.

Spectral Hand: Creates disembodied glowing hand to

Detect Thoughts: Allows “listening” to surface thoughts.

deliver touch attacks.

Locate Object: Senses direction toward object (specific or

type).

Transmutation

See Invisibility: Reveals invisible creatures or objects.

Alter Self: Assume form of a Small or Medium humanoid.

Enchantment

Bear's Endurance: Subject gains +4 to Con for 1 min./level.

Bull's Strength: Subject gains +4 to Str for 1 min./level.

Daze Monster: Living creature of 6 HD or less loses its next Cat's Grace: Subject gains +4 to Dex for 1 min./level.

action.

Darkvision: See 60 ft. in total darkness.

Hideous Laughter: Subject loses actions for 1 round/level.

Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.

Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Fox's Cunning: Subject gains +4 to Int for 1 min./level.

Cha.

Knock: Opens locked or magically sealed door.

Evocation

Levitate: Subject moves up and down at your direction.

Make Whole: Repairs an object.

Continual FlameM: Makes a permanent, heatless light.

Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.

Darkness: 20-ft. radius of supernatural shadow.

Pyrotechnics: Turns fire into blinding light or thick smoke.

Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.

Rope Trick: As many as eight creatures hide in

Gust of Wind: Blows away or knocks down smaller extradimensional space.

creatures.

Spider Climb: Grants ability to walk on walls and ceilings.

Scorching Ray: Ranged touch attack deals 4d6 fire damage, Whispering Wind: Sends a short message 1 mile/level.

+ 1 ray/four levels (max 3).

Shatter: Sonic energy damages objects or crystalline

creatures.

3rd-Level Sorcerer/Wizard Spells

Illusion

Abjuration

Blur: Attacks miss subject 20% of the time.

Dispel Magic: Cancels one magical spell or effect.

Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.

Explosive Runes: Deals 6d6 damage when read.

Invisibility: Subject is invisible for 1 min./level or until it Magic Circle against Chaos/Evil/Good/Law: As protection attacks.

spells, but 10-ft. radius and 10 min./level.

Magic MouthM: Object speaks once when triggered.

NondetectionM: Hides subject from divination, scrying.

Minor Image: As silent image, plus some sound.

Protection from Energy: Absorbs 12 points/level of damage

Mirror Image: Creates decoy duplicates of you.

from one kind of energy.

Misdirection: Misleads divinations for 1 creature or object.

Phantom TrapM: Makes item seem trapped.

Conjuration

Phantom Steed: Magic horse appears for 1 hour/level.

Sepia Snake SigilM: Creates text symbol that immobilizes

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reader.

a Small or Medium animal.

Sleet Storm: Hampers vision and movement.

Blink: You randomly vanish and reappear for 1 round per

Stinking Cloud: Nauseating vapors, 1 round/level.

level.

Summon Monster III: Summons extraplanar creature to Flame Arrow: Arrows deal +1d6 fire damage.

fight for you.

Fly: Subject flies at speed of 60 ft.

Gaseous Form: Subject becomes insubstantial and can fly

Divination

slowly.

Haste: One creature/level moves faster, +1 on attack rolls,

Arcane Sight: Magical auras become visible to you.

AC, and Reflex saves.

Clairaudience/Clairvoyance: Hear or see at a distance for 1 Keen Edge: Doubles normal weapon's threat range.

min./level.

Magic Weapon, Greater: Weapon gains +1 bonus/four

Tongues: Speak and understand any language.

levels (max +5).

Secret Page: Changes one page to hide its real content.

Enchantment

Shrink Item: Object shrinks to one-sixteenth size.

Deep Slumber: Puts 10 HD of creatures to sleep.

Slow: One subject/level takes only one action/round, –1 to

Heroism: Gives +2 bonus on attack rolls, saves, skill checks. AC, Reflex saves, and attack rolls.

Hold Person: Paralyzes one humanoid for 1 round/level.

Water Breathing: Subjects can breathe underwater.

Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Suggestion: Compels a subject to follow stated course of 4th-Level Sorcerer/Wizard Spells

action.

Abjuration

Evocation

Dimensional Anchor: Bars extradimensional movement.

Daylight: 60-ft. radius of bright light.

Fire TrapM: Opened object deals 1d4 damage + 1/level.

Fireball: 1d6 damage per level, 20-ft. radius.

Globe of Invulnerability, Lesser: Stops 1st- through 3rd-

Lightning Bolt: Electricity deals 1d6/level damage.

level spell effects.

Tiny Hut: Creates shelter for 10 creatures.

Remove Curse: Frees object or person from curse.

Wind Wall: Deflects arrows, smaller creatures, and gases.

StoneskinM: Grants DR 10/adamantine.

Illusion

Conjuration

Displacement: Attacks miss subject 50% of the time.

Black Tentacles: Tentacles grapple all creatures within a 20-

Illusory ScriptM: Only select creatures can read text.

ft. spread.

Invisibility Sphere: Makes everyone within 10 ft. invisible.

Dimension Door: Teleports you a short distance.

Major Image: As silent image, plus sound, smell and Minor Creation: Creates one cloth or wood object.

thermal effects.

Secure Shelter: Creates sturdy cottage.

Solid Fog: Blocks vision and slows movement.

Necromancy

Summon Monster IV: Summons extraplanar creature to

Gentle Repose: Preserves one corpse.

fight for you.

Halt Undead: Immobilizes undead for 1 round/level.

Ray of Exhaustion: Ray makes subject exhausted.

Divination

Vampiric Touch: Touch deals 1d6 damage per two levels; Arcane Eye: Invisible floating eye moves 30 ft./round.

caster gains damage as temporary hp.

Detect Scrying: Alerts you to magical eavesdropping

Locate Creature: Indicates direction to familiar creature.

Transmutation

ScryingF: Spies on subject from a distance.

Beast Shape I: You take the form and some of the powers of

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Enchantment

in size.

Charm Monster: Makes monster believe it is your ally.

Mnemonic EnhancerF: Wizard only. Prepare extra spells or

retain one just cast.

Confusion: Subjects behave oddly for 1 round/level.

Reduce Person, Mass: As reduce person, but affects 1

Crushing Despair: Subjects take –2 on attack rolls, damage humanoid creature/level.

rolls, saves, and checks.

Stone Shape: Sculpts stone into any shape.

Geas, Lesser: Commands subject of 7 HD or less.

Evocation

5th-Level Sorcerer/Wizard Spells

Fire Shield: Creatures attacking you take fire damage; you're

protected from heat or cold.

Abjuration

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

Break Enchantment: Frees subjects from enchantments,

Resilient Sphere: Force globe protects but traps one subject. transmutations, and curses.

Shout: Deafens all within cone and deals 5d6 sonic damage. Dismissal: Forces a creature to return to its native plane.

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out Mage's Private Sanctum: Prevents anyone from viewing or to 20 ft. Passing through wall deals 2d6 damage + 1/level.

scrying an area for 24 hours.

Wall of Ice: Ice plane creates wall or hemisphere creates

dome.

Conjuration

Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD

Illusion

take Con damage.

Hallucinatory Terrain: Makes one type of terrain appear Mage's Faithful Hound: Phantom dog can guard a location like another (field as forest, or the like).

and attack intruders.

Illusory Wall: Wall, floor, or ceiling looks real, but anything Major Creation: As minor creation, plus stone and metal.

can pass through.

Planar Binding, Lesser: Traps extraplanar creature of 6 HD

Invisibility, Greater: As invisibility, but subject can attack or less until it performs a task.

and stay invisible.

Secret ChestF: Hides expensive chest on Ethereal Plane; you

Phantasmal Killer: Fearsome illusion kills subject or deals retrieve it at will.

3d6 damage.

Summon Monster V: Summons extraplanar creature to fight

Rainbow Pattern: Lights fascinate 24 HD of creatures.

for you.

Shadow Conjuration: Mimics conjuration below 4th level, Teleport: Instantly transports you as far as 100 miles per

but only 20% real.

level.

Wall of Stone: Creates a stone wall that can be shaped.

Necromancy

Divination

Animate DeadM: Creates undead skeletons and zombies out

of corpses.

Contact Other Plane: Lets you ask question of extraplanar

Bestow Curse: –6 to an ability score; –4 on attack rolls, entity.

saves, and checks; or 50% chance of losing each action.

Prying Eyes: 1d4 + 1/level floating eyes scout for you.

Contagion: Infects subject with chosen disease.

Telepathic Bond: Link lets allies communicate.

Enervation: Subject gains 1d4 negative levels.

Fear: Subjects within cone flee for 1 round/level.

Enchantment

Dominate Person: Controls humanoid telepathically.

Transmutation

Feeblemind: Subject's Int and Cha drop to 1.

Beast Shape II: You take the form and some of the powers Hold Monster: As hold person, but any creature.

of a Tiny or Large animal.

Mind Fog: Subjects in fog get –10 to Wis and Will checks.

Elemental Body I: Turns you into a Small elemental.

Symbol of SleepM: Triggered rune puts nearby creatures into

Enlarge Person, Mass: 1 humanoid creature/level doubles

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catatonic slumber.

level.

Evocation

Universal

Cone of Cold: 1d6/level cold damage.

PermanencyM: Makes certain spells permanent.

Interposing Hand: Hand provides cover against 1 opponent.

Sending: Delivers short message anywhere, instantly.

6th-Level Sorcerer/Wizard Spells

Wall of Force: Wall is immune to damage.

Illusion

Abjuration

Dream: Sends message to anyone sleeping.

Antimagic Field: Negates magic within 10 ft.

False VisionM: Fools scrying with an illusion.

Dispel Magic, Greater: As dispel magic, but with multiple

targets.

Mirage Arcana: As hallucinatory terrain, plus structures.

Globe of Invulnerability: As lesser globe of invulnerability,

Nightmare: Sends vision dealing 1d10 damage, fatigue.

plus 4th-level spell effects.

Persistent Image: As major image, but with no Guards and Wards: Array of magic effects protect area.

concentration required.

RepulsionF: Creatures can't approach you.

Seeming: Changes appearance of 1 person per 2 levels.

Shadow Evocation: Mimics evocation below 5th level, but

only 20% real.

Conjuration

Acid Fog: Fog deals acid damage.

Necromancy

Planar Binding: As lesser planar binding, but up to 12 HD.

Blight: Withers one plant or deals 1d6/level damage to plant Summon Monster VI: Summons extraplanar creature to

creature.

fight for you.

Magic JarF: Enables possession of another creature.

Wall of IronM: 30 hp/four levels; can topple onto foes.

Symbol of PainM: Triggered rune wracks creatures with

pain.

Divination

Waves of Fatigue: Several targets become fatigued.

Analyze DweomerF: Reveals magical aspects of subject.

Transmutation

Legend LoreMF: Lets you learn tales about a person, place,

or thing.

Animal Growth: One animal doubles in size.

True SeeingM: Lets you see all things as they really are.

Baleful Polymorph: Turns subject into harmless animal.

Beast Shape III: You take the form of a Diminutive or Huge Enchantment

animal, or Small or Medium magical beast.

Elemental Body II: Turns you into a Medium elemental.

Geas/Quest: As lesser geas, but affects any creature.

Heroism, Greater: Gives +4 bonus on attack rolls, saves,

FabricateM: Transforms raw materials into finished items.

skill checks; immunity to fear; temporary hp.

Overland Flight: You fly at a speed of 40 ft. and can hustle Suggestion, Mass: As suggestion, affects 1 subject/level.

over long distances.

Symbol of PersuasionM: Triggered rune charms creatures.

Passwall: Creates passage through wood or stone wall.

Plant Shape I: Turns you into a Small or Medium plant.

Evocation

Polymorph: Gives one willing subject a new form.

Telekinesis: Moves object, attacks creature, or hurls object Chain Lightning: 1d6/level damage and 1 secondary or creature.

bolt/level.

Transmute Mud to Rock: Transforms two 10-ft. cubes per ContingencyF: Sets trigger condition for another spell.

level.

Forceful Hand: Hand pushes creatures away.

Transmute Rock to Mud: Transforms two 10-ft. cubes per Freezing Sphere: Freezes water or deals cold damage.

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Illusion

7th-Level Sorcerer/Wizard Spells

Mislead: Turns you invisible and creates illusory double.

Permanent Image: Permanent illusion, includes sight, Abjuration

sound, smell, and thermal effects.

Banishment: Banishes 2 HD/level of extraplanar creatures.

Programmed ImageM: As major image, but triggered by

event.

Sequester: Subject is invisible to sight and scrying; renders

creature comatose.

Shadow Walk: Step into shadow to travel rapidly.

Veil: Changes appearance of a group of creatures.

Spell TurningM: Reflect 1d4+6 spell levels back at caster.

Necromancy

Conjuration

Circle of DeathM: Kills 1d4/level HD of creatures.

Instant SummonsM: Prepared object appears in your hand.

Create UndeadM: Raises ghouls, ghasts, mummies, or Mage's Magnificent MansionF: Door leads to mohrgs from physical remains.

extradimensional mansion.

Eyebite: Target becomes panicked, sickened, and comatose.

Phase Door: Creates an invisible passage through a barrier.

Symbol of FearM: Triggered rune panics nearby creatures.

Plane ShiftF: As many as eight subjects travel to another

plane.

Undeath to DeathM: Destroys 1d4/level HD of undead Summon Monster VII: Summons extraplanar creature to (max. 20d4).

fight for you.

Teleport, Greater: As teleport, but no range limit and no

Transmutation

off-target arrival.

Bear's Endurance, Mass: As bear's endurance, affects one Teleport Object: As teleport, but affects a touched object.

subject/level.

Beast Shape IV: You take the form of a Diminutive to Huge Divination

animal or a Tiny to Large magical beast.

Arcane Sight, Greater: As arcane sight, but also reveals

Bull's Strength, Mass: As bull's strength, affects 1 subject magic effects on creatures and objects.

per level.

Scrying, Greater: As scrying, but faster and longer.

Cat's Grace, Mass: As cat's grace, affects 1 subject/level.

Control Water: Raises or lowers bodies of water.

VisionM: As legend lore, but quicker.

Disintegrate: Reduces one creature or object to dust.

Eagle's Splendor, Mass: As eagle's splendor, 1 subject/level. Enchantment

Elemental Body III: Turns you into a Large elemental.

Hold Person, Mass: As hold person, but all within 30 ft.

Flesh to Stone: Turns subject creature into statue.

Insanity: Subject suffers continuous confusion.

Form of the Dragon I: Turns you into a Medium dragon.

Power Word Blind: Blinds creature with 200 hp or less.

Fox's Cunning, Mass: As fox's cunning, affects 1 subject/ Symbol of StunningM: Triggered rune stuns creatures.

level.

Mage's Lucubration: Wizard only. Recalls spell of 5th level Evocation

or lower.

Move Earth: Digs trenches and builds hills.

Delayed Blast Fireball: 1d6/level fire damage; you can

Owl's Wisdom, Mass: As owl's wisdom, affects 1 postpone blast for up to 5 rounds.

subject/level.

ForcecageM: Cube or cage of force imprisons all inside.

Plant Shape II: Turns you into a Large plant creature.

Grasping Hand: Hand provides cover, pushes, or grapples.

Stone to Flesh: Restores petrified creature.

Mage's SwordF: Floating magic blade strikes opponents.

TransformationM: You gain combat bonuses.

Prismatic Spray: Rays hit subjects with variety of effects.

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Illusion

Planar Binding, Greater: As lesser planar binding, but up

to 18 HD.

Invisibility, Mass: As invisibility, but affects all in range.

Summon Monster VIII: Summons extraplanar creature to

Project Image: Illusory double can talk and cast spells.

fight for you.

Shadow Conjuration, Greater: As shadow conjuration, but Trap the SoulM: Imprisons subject within gem.

up to 6th level and 60% real.

SimulacrumM: Creates partially real double of a creature.

Divination

Necromancy

Discern Location: Reveals exact location of creature or

object.

Control Undead: Undead don't attack you while under your Moment of Prescience: You gain +1/level insight bonus on command.

single attack roll, check, or save.

Finger of Death: Deals 10 damage/level to one subject.

Prying Eyes, Greater: As prying eyes, but eyes have true

Symbol of WeaknessM: Triggered rune weakens creatures.

seeing.

Waves of Exhaustion: Several targets become exhausted.

Enchantment

Transmutation

Antipathy: Object or location affected by spell repels certain

creatures.

Control Weather: Changes weather in local area.

Elemental Body IV: Turns you into a Huge elemental.

BindingM: Utilizes an array of techniques to imprison a

creature.

Ethereal Jaunt: You become ethereal for 1 round/level.

Charm Monster, Mass: As charm monster, but all within 30

Form of the Dragon II: Turns you into a Large dragon.

ft.

Giant Form I: Turns you into a Large giant.

Demand: As sending, plus you can send suggestion.

Plant Shape III: Turns you into a Huge plant.

Irresistible Dance: Forces subject to dance.

Polymorph, Greater: Gives one willing subject a new, more Power Word Stun: Stuns creature with 150 hp or less.

powerful form.

Symbol of InsanityM: Triggered rune renders nearby

Reverse Gravity: Objects and creatures fall upward.

creatures insane.

Statue: Subject can become a statue at will.

SympathyM: Object or location attracts certain creatures.

Universal

Evocation

Limited WishM: Alters reality (within limits).

Clenched Fist: Large hand provides cover, pushes, or attacks

your foes.

8th-Level Sorcerer/Wizard Spells

Polar Ray: Ranged touch attack deals 1d6/level cold damage

and 1d4 points of Dexterity drain.

Shout, Greater: Devastating yell deals 10d6 sonic damage;

Abjuration

stuns creatures.

Dimensional Lock: Teleportation and interplanar travel Sunburst: Blinds all within 10 ft., deals 6d6 damage.

blocked for 1 day/level.

Telekinetic Sphere: As resilient sphere, but you move the

Mind Blank: Subject is protected from mental/emotional sphere telekinetically.

magic and scrying.

Prismatic Wall: Wall's colors have array of effects.

Illusion

Protection from SpellsMF: Confers +8 resistance bonus.

Scintillating Pattern: Twisting colors confuse, stun, or

render unconscious.

Conjuration

Screen: Illusion hides area from vision and scrying.

Shadow Evocation, Greater: As shadow evocation, but up

Incendiary Cloud: Cloud deals 6d6 fire damage/round.

to 7th level and 60% real.

Maze: Traps subject in extradimensional maze.

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Necromancy

Evocation

CloneMF: Duplicate awakens when original dies.

Crushing Hand: Large hand provides cover, pushes, or

crushes your foes.

Create Greater UndeadM: Creates shadows, wraiths,

spectres, or devourers.

Meteor Swarm: Four exploding spheres each deal 6d6 fire

damage.

Horrid Wilting: Deals 1d6/level damage within 30 ft.

Symbol of DeathM: Triggered rune kills nearby creatures.

Illusion

Transmutation

Shades: As shadow conjuration, but up to 8th level and 80%

real.

Form of the Dragon III: Turns you into a Huge dragon.

Weird: As phantasmal killer, but affects all within 30 ft.

Giant Form II: Turns you into a Huge giant.

Iron Body: Your body becomes living iron.

Necromancy

Polymorph Any Object: Changes a subject into anything

else.

Astral ProjectionM: Projects you and companions onto

Astral Plane.

Temporal StasisM: Puts subject into suspended animation.

Energy Drain: Subject gains 2d4 negative levels.

9th-Level Sorcerer/Wizard Spells

Soul BindF: Traps newly dead soul to prevent resurrection.

Wail of the Banshee: Deals 10 damage/level to 1

creature/level.

Abjuration

Transmutation

Freedom: Releases creature from imprisonment.

Imprisonment: Entombs subject beneath the earth.

Etherealness: Travel to Ethereal Plane with companions.

Mage's Disjunction: Dispels magic, disenchants magic ShapechangeF: Transforms you into certain creatures, and items.

lets you change forms once per round.

Prismatic Sphere: As prismatic wall, but surrounds on all Time Stop: You act freely for 1d4+1 rounds.

sides.

Universal

Conjuration

WishM: As limited wish, but with fewer limits.

GateM: Connects two planes for travel or summoning.

RefugeM: Alters item to transport its possessor to your

abode.

Summon Monster IX: Summons extraplanar creature to

fight for you.

Teleportation CircleM: Teleports creatures inside circle.

Divination

Foresight: “Sixth sense” warns of impending danger.

Enchantment

Dominate Monster: As dominate person, but any creature.

Hold Monster, Mass: As hold monster, but all within 30 ft.

Power Word Kill: Kills one creature with 100 hp or less.

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Spell List You fire a small orb of acid at the target. You must succeed

on a ranged touch attack to hit your target. The orb deals 1d3

Acid Arrow

points of acid damage. This acid disappears after 1 round.

Aid

School conjuration (creation) [acid]; Level sorcerer/wizard 2

Casting Time 1 standard action

School enchantment (compulsion) [mind-affecting]; Level

cleric 2

Components V, S, M (rhubarb leaf and an adder's stomach),

F (a dart)

Casting Time 1 standard action

Range long (400 ft. + 40 ft./level)

Components V, S, DF

Effect one arrow of acid

Range touch

Duration 1 round + 1 round per three levels

Target living creature touched

Saving Throw none; Spell Resistance no

Duration 1 min./level

An arrow of acid springs from your hand and speeds to its Saving Throw none; Spell Resistance yes (harmless)

target. You must succeed on a ranged touch attack to hit your Aid grants the target a +1 morale bonus on attack rolls and

target. The arrow deals 2d4 points of acid damage with no saves against fear effects, plus temporary hit points equal to

splash damage. For every three caster levels you possess, the 1d8 + caster level (to a maximum of 1d8+10 temporary hit

acid, unless neutralized, lasts for another round (to a points at caster level 10th).

maximum of 6 additional rounds at 18th level), dealing

another 2d4 points of damage in each round.

Air Walk

Acid Fog

School transmutation [air]; Level cleric 4, druid 4

School conjuration (creation) [acid]; Level sorcerer/wizard 6 Casting Time 1 standard action

Casting Time 1 standard action

Components V, S, DF

Components V, S, M (powdered peas and an animal hoof)

Range touch

Range medium (100 ft. + 10 ft./level)

Target creature (Gargantuan or smaller) touched

Effect fog spreads in 20-ft. radius, 20 ft. high

Duration 10 min./level

Duration 1 round/level

Saving Throw none; Spell Resistance yes (harmless)

Saving Throw none; Spell Resistance no

The subject can tread on air as if walking on solid ground.

Moving upward is similar to walking up a hill. The

Acid fog creates a billowing mass of misty vapors like the maximum upward or downward angle possible is 45 degrees,

solid fog spell. In addition to slowing down creatures and at a rate equal to half the air walker's normal speed.

obscuring sight, this spell's vapors are highly acidic. Each

round on your turn, starting when you cast the spell, the fog A strong wind (21+ miles per hour) can push the subject

deals 2d6 points of acid damage to each creature and object along or hold it back. At the end of a creature's turn each

within it.

round, the wind blows the air walker 5 feet for each 5 miles

per hour of wind speed. The creature may be subject to

Acid Splash

additional penalties in exceptionally strong or turbulent

winds, such as loss of control over movement or physical

School conjuration (creation) [acid]; Level sorcerer/wizard 0 damage from being buffeted about.

Casting Time 1 standard action

Should the spell duration expire while the subject is still

Components V, S

aloft, the magic fails slowly. The subject floats downward 60

feet per round for 1d6 rounds. If it reaches the ground in that

Range close (25 ft. + 5 ft./2 levels)

amount of time, it lands safely. If not, it falls the rest of the

Effect one missile of acid

distance, taking 1d6 points of damage per 10 feet of fall.

Since dispelling a spell effectively ends it, the subject also

Duration instantaneous

descends in this way if the air walk spell is dispelled, but not

if it is negated by an antimagic field.

Saving Throw none; Spell Resistance no

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You can cast air walk on a specially trained mount so it can Saving Throw Will negates (harmless, object); Spell

be ridden through the air. You can train a mount to move Resistance yes (harmless, object)

with the aid of air walk (counts as a trick; see Handle Animal

skill) with 1 week of work and a DC 25 Handle Animal Align weapon makes a weapon chaotic, evil, good, or lawful,

as you choose. A weapon that is aligned can bypass the

check.

damage reduction of certain creatures. This spell has no

Alarm

effect on a weapon that already has an alignment.

You can't cast this spell on a natural weapon, such as an

School abjuration; Level bard 1, ranger 1, sorcerer/wizard 1

unarmed strike. When you make a weapon chaotic, evil,

Casting Time 1 standard action

good, or lawful, align weapon is a chaotic, evil, good, or

lawful spell, respectively.

Components V, S, F/DF (a tiny bell and a piece of very fine

silver wire)

Alter Self

Range close (25 ft. + 5 ft./2 levels)

School transmutation (polymorph); Level bard 2,

Area 20-ft.-radius emanation centered on a point in space

sorcerer/wizard 2

Duration 2 hours/level (D)

Casting Time 1 standard action

Saving Throw none; Spell Resistance no

Components V, S, M (a piece of the creature whose form

you plan to assume)

A larm creates a subtle ward on an area you select. Once the

spell effect is in place, it thereafter sounds a mental or Range personal

audible alarm each time a creature of Tiny or larger size Target you

enters the warded area or touches it. A creature that speaks

the password (determined by you at the time of casting) does Duration 1 min./level (D)

not set off the alarm. You decide at the time of casting When you cast this spell, you can assume the form of any

whether the alarm will be mental or audible in nature.

Small or Medium creature of the humanoid type. If the form

Mental Alarm: A mental alarm alerts you (and only you) so you assume has any of the following abilities, you gain the

long as you remain within 1 mile of the warded area. You listed ability: darkvision 60 feet, low-light vision, scent, and note a single mental “ping” that awakens you from normal swim 30 feet.

sleep but does not otherwise disturb concentration. A silence

spell has no effect on a mental alarm.

Small creature: If the form you take is that of a Small

humanoid, you gain a +2 size bonus to your Dexterity.

Audible Alarm: An audible alarm produces the sound of a

hand bell, and anyone within 60 feet of the warded area can Medium creature: If the form you take is that of a Medium

humanoid, you gain a +2 size bonus to your Strength.

hear it clearly. Reduce the distance by 10 feet for each

interposing closed door and by 20 feet for each substantial Analyze Dweomer

interposing wall.

In quiet conditions, the ringing can be heard faintly as far as School divination; Level bard 6, sorcerer/wizard 6

180 feet away. The sound lasts for 1 round. Creatures within Casting Time 1 standard action

a silence spell cannot hear the ringing. Ethereal or astral

creatures do not trigger the alarm.

Components V, S, F (a ruby and gold lens worth 1,500 gp)

Alarm can be made permanent with a permanency spell.

Range close (25 ft. + 5 ft./2 levels)

Align Weapon

Targets one object or creature per caster level

Duration 1 round/level (D)

School transmutation [see text]; Level cleric 2

Saving Throw none or Will negates, see text; Spell

Casting Time 1 standard action

Resistance no

Components V, S, DF

You can observe magical auras. Each round, you may

Range touch

examine a single creature or object that you can see as a free

action. In the case of a magic item, you learn its functions

Target weapon touched or 50 projectiles (all of which must (including any curse effects), how to activate its functions (if

be together at the time of casting)

appropriate), and how many charges are left (if it uses

Duration 1 min./level

charges). In the case of an object or creature with active

spells cast upon it, you learn each spell, its effect, and its

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caster level.

Range close (25 ft. + 5 ft./2 levels)

An attended object may attempt a Will save to resist this Target one Tiny animal

effect if its holder so desires. If the save succeeds, you learn

nothing about the object except what you can discern by Duration 1 day/level

looking at it. An object that makes its save cannot be affected Saving Throw none; see text; Spell Resistance yes

by any other analyze dweomer spells for 24 hours.

You compel a Tiny animal to go to a spot you designate. The

Analyze dweomer does not function when used on an artifact. most common use for this spell is to get an animal to carry a

message to your allies. The animal cannot be one tamed or

Animal Growth

trained by someone else, including such creatures as

familiars and animal companions.

School transmutation; Level druid 5, ranger 4,

sorcerer/wizard 5

Using some type of food desirable to the animal as a lure,

you call the animal to you. It advances and awaits your

Casting Time 1 standard action

bidding. You can mentally impress on the animal a certain

Components V, S

place well known to you or an obvious landmark. The

directions must be simple, because the animal depends on

Range medium (100 ft. + 10 ft./level)

your knowledge and can't find a destination on its own. You

Target one animal (Gargantuan or smaller)

can attach a small item or note to the messenger. The animal

then goes to the designated location and waits there until the

Duration 1 min./level

duration of the spell expires, whereupon it resumes its

Saving Throw Fortitude negates; Spell Resistance yes

normal activities.

The target animal grows to twice its normal size and eight During this period of waiting, the messenger allows others to

times its normal weight. This alteration changes the animal's approach it and remove any scroll or token it carries. The

size category to the next largest, grants it a +8 size bonus to intended recipient gains no special ability to communicate

Strength and a +4 size bonus to Constitution (and thus an with the animal or read any attached message (if it's written

extra 2 hit points per HD), and imposes a –2 size penalty to in a language he doesn't know, for example).

Dexterity. The creature's existing natural armor bonus

increases by 2. The size change also affects the animal's Animal Shapes

modifier to AC, attack rolls, and its base damage. The School transmutation (polymorph); Level druid 8

animal's space and reach change as appropriate to the new

size, but its speed does not change. If insufficient room is Casting Time 1 standard action

available for the desired growth, the creature attains the Components V, S, DF

maximum possible size and may make a Strength check

(using its increased Strength) to burst any enclosures in the Range close (25 ft. + 5 ft./2 levels)

process. If it fails, it is constrained without harm by the Targets up to one willing creature per level, all within 30 ft.

materials enclosing it—the spell cannot be used to crush a

creature by increasing its size.

of each other.

Duration 1 hour/level (D)

All equipment worn or carried by the animal is similarly

enlarged by the spell, though this change has no effect on the Saving Throw none, see text; Spell Resistance yes

magical properties of any such equipment.

(harmless)

Any enlarged item that leaves the enlarged creature's As beast shape III, except you change the form of up to one

possession instantly returns to its normal size.

willing creature per caster level into an animal of your

The spell gives no means of command over an enlarged choice; the spell has no effect on unwilling creatures. All

creatures must take the same kind of animal form. Recipients

animal.

remain in the animal form until the spell expires or until you

Multiple magical effects that increase size do not stack.

dismiss it for all recipients. In addition, an individual subject

may choose to resume its normal form as a full-round action;

Animal Messenger

doing so ends the spell for that subject alone.

School enchantment (compulsion) [mind-affecting]; Level Animal Trance

bard 2, druid 2, ranger 1

School enchantment (compulsion) [mind-affecting, sonic];

Casting Time 1 minute

Level bard 2, druid 2

Components V, S, M (a morsel of food the animal likes)

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Casting Time 1 standard action

Zombies: A zombie can be created only from a mostly intact

corpse. The corpse must be that of a creature with a physical

Components V, S

anatomy.

Range close (25 ft. + 5 ft./2 levels)

Animate Objects

Targets animals or magical beasts with Intelligence 1 or 2

Duration concentration

School transmutation; Level bard 6, cleric 6

Saving Throw Will negates; Spell Resistance yes

Casting Time 1 standard action

Your swaying motions and music (or singing, or chanting) Components V, S

compel animals and magical beasts to do nothing but watch Range medium (100 ft. + 10 ft./level)

you. Only a creature with an Intelligence score of 1 or 2 can

be fascinated by this spell. Roll 2d6 to determine the total Targets one Small object per caster level; see text

number of HD worth of creatures that you fascinate. The Duration 1 round/level

closest targets are selected first until no more targets within

range can be affected.

Saving Throw none; Spell Resistance no

Animate Dead

You imbue inanimate objects with mobility and a semblance

of life. Each such animated object then immediately attacks

whomever or whatever you initially designate.

School necromancy [evil]; Level cleric 3, sorcerer/wizard 4

Casting Time 1 standard action

An animated object can be of any nonmagical material. You

may animate one Small or smaller object or a corresponding

Components V, S, M (an onyx gem worth at least 25 gp per number of larger objects as follows: A Medium object counts

Hit Die of the undead)

as two Small or smaller objects, a Large object as four, a

Huge object as eight, a Gargantuan object as 16, and a

Range touch

Colossal object as 32. You can change the designated target

Targets one or more corpses touched

or targets as a move action, as if directing an active spell.

Duration instantaneous

This spell cannot affect objects carried or worn by a creature.

Saving Throw none; Spell Resistance no

Animate objects can be made permanent with a permanency

spell.

This spell turns corpses into undead skeletons or zombies

that obey your spoken commands.

Animate Plants

The undead can be made to follow you, or they can be made

to remain in an area and attack any creature (or just a specific School transmutation; Level druid 7

kind of creature) entering the place. They remain animated Casting Time 1 standard action

until they are destroyed. A destroyed skeleton or zombie can't

be animated again.

Components V

Regardless of the type of undead you create with this spell, Range close (25 ft. + 5 ft./2 levels)

you can't create more HD of undead than twice your caster Targets one Large plant per three caster levels or all plants

level with a single casting of animate dead. The desecrate within range; see text

spell doubles this limit.

Duration 1 round/level or 1 hour/level; see text

The undead you create remain under your control

indefinitely. No matter how many times you use this spell, Saving Throw none; Spell Resistance no

however, you can control only 4 HD worth of undead You imbue inanimate plants with mobility and a semblance

creatures per caster level. If you exceed this number, all the of life. Each animated plant then immediately attacks

newly created creatures fall under your control, and any whomever or whatever you initially designate as though it

excess undead from previous castings become uncontrolled. were an animated object of the appropriate size category. You

You choose which creatures are released. Undead you control may animate one Large or smaller plant, or a number of

through the Command Undead feat do not count toward this larger plants as follows: a Huge plant counts as two Large or

limit.

smaller plants, a Gargantuan plant as four, and a Colossal

Skeletons: A skeleton can be created only from a mostly plant as eight. You can change the designated target or targets

intact corpse or skeleton. The corpse must have bones. If a as a move action, as if directing an active spell.

skeleton is made from a corpse, the flesh falls off the bones. Use the statistics for animated objects, except that plants

Page 225

smaller than Large don't have hardness.

Casting Time 1 round

Animate plants cannot affect plant creatures, nor does it Range 10 ft.

affect nonliving vegetable material.

Area 10-ft.-radius emanation, centered on you

Entangle: Alternatively, you may imbue all plants within Duration 1 min./level (D)

range with a degree of mobility, which allows them to

entwine around creatures in the area. This usage of the spell Saving Throw none; Spell Resistance yes

duplicates the effect of an entangle spell. Spell resistance

does not keep creatures from being entangled. This effect You bring into being a mobile, hemispherical energy field

lasts 1 hour per caster level.

that prevents the entrance of most types of living creatures.

Animate Rope

The effect hedges out animals, aberrations, dragons, fey,

giants, humanoids, magical beasts, monstrous humanoids,

oozes, plants, and vermin, but not constructs, elementals,

School transmutation; Level bard 1, sorcerer/wizard 1

outsiders, or undead.

Casting Time 1 standard action

This spell may be used only defensively, not aggressively.

Components V, S

Forcing an abjuration barrier against creatures that the spell

keeps at bay collapses the barrier.

Range medium (100 ft. + 10 ft./level)

Target one rope-like object, length up to 50 ft. + 5 ft./level; Antimagic Field

see text

School abjuration; Level cleric 8, sorcerer/wizard 6

Duration 1 round/level

Casting Time 1 standard action

Saving Throw none; Spell Resistance no

Components V, S, M/DF (pinch of powdered iron or iron

You can animate a nonliving rope-like object. The maximum filings)

length assumes a rope with a 1-inch diameter. Reduce the Range 10 ft.

maximum length by 50% for every additional inch of

thickness, and increase it by 50% for each reduction of the Area 10-ft.-radius emanation, centered on you

rope's diameter by half.

Duration 10 min./level (D)

The possible commands are “coil” (form a neat, coiled

stack), “coil and knot,” “loop,” “loop and knot,” “tie and Saving Throw none; Spell Resistance see text

knot,” and the opposites of all of the above (“uncoil,” and so An invisible barrier surrounds you and moves with you. The

forth). You can give one command each round as a move space within this barrier is impervious to most magical

action, as if directing an active spell.

effects, including spells, spell-like abilities, and supernatural

The rope can enwrap only a creature or an object within 1 abilities. Likewise, it prevents the functioning of any magic

foot of it—it does not snake outward—so it must be thrown items or spells within its confines.

near the intended target. Doing so requires a successful An antimagic field suppresses any spell or magical effect

ranged touch attack roll (range increment 10 feet). A typical used within, brought into, or cast into the area, but does not

1-inch-diameter hemp rope has 2 hit points, AC 10, and dispel it. Time spent within an antimagic field counts against

requires a DC 23 Strength check to burst it. The rope does the suppressed spell's duration.

not deal damage, but it can be used as a trip line or to cause a

single opponent that fails a Reflex saving throw to become Summoned creatures of any type and incorporeal undead

entangled. A creature capable of spellcasting that is bound by wink out if they enter an antimagic field. They reappear in

this spell must make a concentration check with a DC of 15 the same spot once the field goes away. Time spent winked

+ the spell's level to cast a spell. An entangled creature can out counts normally against the duration of the conjuration

slip free with a DC 20 Escape Artist check.

that is maintaining the creature. If you cast antimagic field in

an area occupied by a summoned creature that has spell

The rope itself and any knots tied in it are not magical.

resistance, you must make a caster level check (1d20 + caster

The spell cannot affect objects carried or worn by a creature. level) against the creature's spell resistance to make it wink

out. (The effects of instantaneous conjurations are not

Antilife Shell

affected by an antimagic field because the conjuration itself

is no longer in effect, only its result.)

School abjuration; Level cleric 6, druid 6

A normal creature can enter the area, as can normal missiles.

Components V, S, DF

Furthermore, while a magic sword does not function

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magically within the area, it is still a sword (and a Components V, S, DF

masterwork sword at that). The spell has no effect on golems Range 10 ft.

and other constructs that are imbued with magic during their

creation process and are thereafter self-supporting (unless Area 10-ft.-radius emanation, centered on you

they have been summoned, in which case they are treated

like any other summoned creatures). Elementals, corporeal Duration 1 min./level (D)

undead, and outsiders are likewise unaffected unless Saving Throw none; Spell Resistance yes

summoned. These creatures' spell-like or supernatural

abilities may be temporarily nullified by the field. Dispel The antiplant shell spell creates an invisible, mobile barrier

magic does not remove the field.

that keeps all creatures within the shell protected from

attacks by plant creatures or animated plants. As with many

Two or more antimagic fields sharing any of the same space abjuration spells, forcing the barrier against creatures that the

have no effect on each other. Certain spells, such as wall of spell keeps at bay strains and collapses the field.

force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are Arcane Eye

unaffected by mortal magic such as this.

School divination (scrying); Level sorcerer/wizard 4

Should a creature be larger than the area enclosed by the

barrier, any part of it that lies outside the barrier is unaffected Casting Time 10 minutes

by the field.

Components V, S, M (a bit of bat fur)

Antipathy

Range unlimited

School enchantment (compulsion) [mind-affecting]; Level Effect magical sensor

druid 9, sorcerer/wizard 8

Duration 1 min./level (D)

Casting Time 1 hour

Saving Throw none; Spell Resistance no

Components V, S, M/DF (a lump of alum soaked in vinegar) You create an invisible magical sensor that sends you visual

Range close (25 ft. + 5 ft./2 levels)

information. You can create the arcane eye at any point you

can see, but it can then travel outside your line of sight

Target one location (up to a 10-ft. cube/level) or one object

without hindrance. An arcane eye travels at 30 feet per round

Duration 2 hours/level (D)

(300 feet per minute) if viewing an area ahead as a human

would (primarily looking at the floor) or 10 feet per round

Saving Throw Will partial; Spell Resistance yes

(100 feet per minute) if examining the ceiling and walls as

You cause an object or location to emanate magical well as the floor ahead. It sees exactly as you would see if

vibrations that repel either a specific kind of intelligent you were there.

creature or creatures of a particular alignment, as defined by The eye can travel in any direction as long as the spell lasts.

you. The kind of creature to be affected must be named Solid barriers block its passage, but it can pass through a

specifically. A creature subtype is not specific enough. hole or space as small as 1 inch in diameter. The eye can't

Likewise, the specific alignment to be repelled must be enter another plane of existence, even through a gate or

named.

similar magical portal.

Creatures of the designated kind or alignment feel an urge to You must concentrate to use an arcane eye. If you do not

leave the area or to avoid the affected item.

concentrate, the eye is inert until you again concentrate.

A compulsion forces them to abandon the area or item, Arcane Lock

shunning it and never willingly returning to it while the spell

is in effect. A creature that makes a successful saving throw School abjuration; Level sorcerer/wizard 2

can stay in the area or touch the item but feels uncomfortable

doing so. This distracting discomfort reduces the creature's Casting Time 1 standard action

Dexterity score by 4 points.

Components V, S, M (gold dust worth 25 gp)

Antipathy counters and dispels sympathy.

Range touch

Antiplant Shell

Target door, chest, or portal touched, up to 30 sq. ft./level in

size

School abjuration; Level druid 4

Duration permanent

Casting Time 1 standard action

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Saving Throw none; Spell Resistance no

Duration 1 min./level (D)

An arcane lock spell cast upon a door, chest, or portal This spell makes your eyes glow blue and allows you to see

magically locks it. You can freely pass your own arcane lock magical auras within 120 feet of you. The effect is similar to

without affecting it. If the locked object has a lock, the DC to that of a detect magic spell, but arcane sight does not require

open that lock increases by 10 while it remains attached to concentration and discerns aura location and power more

the object. If the object does not have a lock, this spell quickly.

creates one that can only be opened with a DC 20 Disable

Device skill check. A door or object secured with this spell You know the location and power of all magical auras within

your sight. An aura's power depends on a spell's functioning

can be opened only by breaking in or with a successful

dispel magic or knock spell. Add 10 to the normal DC to level or an item's caster level, as noted in the description of

the detect magic spell. If the items or creatures bearing the

break open a door or portal affected by this spell. A knock

spell does not remove an arcane lock; it only suppresses the auras are in line of sight, you can make Spellcraft skill

checks to determine the school of magic involved in each.

effect for 10 minutes.

(Make one check per aura; DC 15 + spell level, or 15 + half

Arcane Mark

caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of

School universal; Level sorcerer/wizard 0

you as a standard action, you can determine whether it has

Casting Time 1 standard action

any spellcasting or spell-like abilities, whether these are

arcane or divine (spell-like abilities register as arcane), and

Components V, S

the strength of the most powerful spell or spell-like ability

Range touch

the creature currently has available for use.

Effect one personal rune or mark, all of which must fit As with detect magic, you can use this spell to identify the

within 1 sq. ft.

properties of magic items, but not artifacts.

Duration permanent

Arcane sight can be made permanent with a permanency

spell.

Saving Throw none; Spell Resistance no

This spell allows you to inscribe your personal rune or mark, Arcane Sight, Greater

which can consist of no more than six characters. The writing School divination; Level sorcerer/wizard 7

can be visible or invisible. An arcane mark spell enables you

to etch the rune upon any substance without harm to the This spell functions like arcane sight, except that you

material upon which it is placed. If an invisible mark is automatically know which spells or magical effects are active

made, a detect magic spell causes it to glow and be visible, upon any individual or object you see.

though not necessarily understandable.

Unlike arcane sight, this spell cannot be made permanent

See invisibility, true seeing, a gem of seeing, or a robe of eyes with a permanency spell.

likewise allows the user to see an invisible arcane mark. A

read magic spell reveals the words, if any. The mark cannot Astral Projection

be dispelled, but it can be removed by the caster or by an

erase spell.

School necromancy; Level cleric 9, sorcerer/wizard 9

If an arcane mark is placed on a living being, the effect Casting Time 30 minutes

gradually fades in about a month.

Components V, S, M (1,000 gp jacinth)

Arcane mark must be cast on an object prior to casting Range touch

instant summons on the same object (see that spell

description for details).

Targets you plus one additional willing creature touched per

two caster levels

Arcane Sight

Duration see text

School divination; Level sorcerer/wizard 3

Saving Throw none; Spell Resistance yes

Casting Time 1 standard action

By freeing your spirit from your physical body, this spell

allows you to project an astral body onto another plane

Components V, S

altogether. You can bring the astral forms of other willing

Range personal

creatures with you, provided that these subjects are linked in

a circle with you at the time of the casting. These fellow

Target you

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travelers are dependent upon you and must accompany you desirous of setting right its misdeeds. If the atoning creature

at all times. If something happens to you during the journey, committed the evil act unwittingly or under some form of

your companions are stranded wherever you left them.

compulsion, atonement operates normally at no cost to you.

However, in the case of a creature atoning for deliberate

You project your astral self onto the Astral Plane, leaving misdeeds, you must intercede with your deity (requiring you

your physical body behind on the Material Plane in a state of to expend 2,500 gp in rare incense and offerings). Atonement

suspended animation. The spell projects an astral copy of you may be cast for one of several purposes, depending on the

and all you wear or carry onto the Astral Plane. Since the version selected.

Astral Plane touches upon other planes, you can travel

astrally to any of these other planes as you will. To enter one, Reverse Magical Alignment Change: If a creature has had its

you leave the Astral Plane, forming a new physical body (and alignment magically changed, atonement returns its

equipment) on the plane of existence you have chosen to alignment to its original status at no additional cost.

enter.

Restore Class: A paladin, or other class, who has lost her

While you are on the Astral Plane, your astral body is class features due to violating the alignment restrictions of

connected at all times to your physical body by an her class may have her class features restored by this spell.

incorporeal silver cord. If the cord is broken, you are killed,

astrally and physically. Luckily, very few things can destroy Restore Cleric or Druid Spell Powers: A cleric or druid who

has lost the ability to cast spells by incurring the anger of her

a silver cord. When a second body is formed on a different

plane, the silver cord remains invisibly attached to the new deity may regain that ability by seeking atonement from

another cleric of the same deity or another druid. If the

body. If the second body or the astral form is slain, the cord

simply returns to your body where it rests on the Material transgression was intentional, the casting cleric must expend

2,500 gp in rare incense and offerings for her god's

Plane, thereby reviving it from its state of suspended

animation. This is a traumatic affair, however, and you gain intercession.

two permanent negative levels if your second body or astral Redemption or Temptation: You may cast this spell upon a

form is slain. Although astral projections are able to function creature of an opposing alignment in order to offer it a

on the Astral Plane, their actions affect only creatures chance to change its alignment to match yours. The

existing on the Astral Plane; a physical body must be prospective subject must be present for the entire casting

materialized on other planes.

process. Upon completion of the spell, the subject freely

You and your companions may travel through the Astral chooses whether it retains its original alignment or

acquiesces to your offer and changes to your alignment. No

Plane indefinitely. Your bodies simply wait behind in a state

of suspended animation until you choose to return your duress, compulsion, or magical influence can force the

subject to take advantage of the opportunity offered if it is

spirits to them. The spell lasts until you desire to end it, or

until it is terminated by some outside means, such as dispel unwilling to abandon its old alignment. This use of the spell

does not work on outsiders or any creature incapable of

magic cast upon either the physical body or the astral form,

the breaking of the silver cord, or the destruction of your changing its alignment naturally.

body back on the Material Plane (which kills you).

Though the spell description refers to evil acts, atonement

When this spell ends, your astral body and all of its gear, can be used on any creature that has performed acts against

its alignment, regardless of the actual alignment in question.

vanishes.

Note: Normally, changing alignment is up to the player. This

Atonement

use of atonement offers a method for a character to change

his or her alignment drastically, suddenly, and definitively.

School abjuration; Level cleric 5, druid 5

Casting Time 1 hour

Augury

Components V, S, M (burning incense), F (a set of prayer School divination; Level cleric 2

beads or other prayer device worth at least 500 gp), DF

Casting Time 1 minute

Range touch

Components V, S, M (incense worth at least 25 gp), F (a set

Target living creature touched

of marked sticks or bones worth at least 25 gp)

Duration instantaneous

Range personal

Saving Throw none; Spell Resistance yes

Target you

This spell removes the burden of misdeeds from the subject. Duration instantaneous

The creature seeking atonement must be truly repentant and An augury can tell you whether a particular action will bring

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good or bad results for you in the immediate future.

animal). An awakened animal can't serve as an animal

companion, familiar, or special mount.

The base chance for receiving a meaningful reply is 70% +

1% per caster level, to a maximum of 90%; this roll is made An awakened tree or animal can speak one language that you

secretly. A question may be so straightforward that a know, plus one additional language that you know per point

successful result is automatic, or so vague as to have no of Intelligence bonus (if any). This spell does not function on

chance of success. If the augury succeeds, you get one of an animal or plant with an Intelligence greater than 2.

four results:

Baleful Polymorph

•

Weal (if the action will probably bring good results).

•

Woe (for bad results).

School transmutation (polymorph); Level druid 5,

•

Weal and woe (for both).

sorcerer/wizard 5

•

Nothing (for actions that don't have especially good Casting Time 1 standard action

or bad results).

Components V, S

If the spell fails, you get the “nothing” result. A cleric who

gets the “nothing” result has no way to tell whether it was the Range close (25 ft. + 5 ft./2 levels)

consequence of a failed or successful augury.

Target one creature

The augury can see into the future only about half an hour, Duration permanent

so anything that might happen after that does not affect the

result. Thus, the result might not take into account the long- Saving Throw: Fortitude negates, Will partial, see text; Spell

term consequences of a contemplated action. All auguries Resistance: yes

cast by the same person about the same topic use the same As beast shape III, except that you change the subject into a

die result as the first casting.

Small or smaller animal of no more than 1 HD. If the new

Awaken

form would prove fatal to the creature, such as an aquatic

creature not in water, the subject gets a +4 bonus on the save.

School transmutation; Level druid 5

If the spell succeeds, the subject must also make a Will save.

Casting Time 24 hours

If this second save fails, the creature loses its extraordinary,

supernatural, and spell-like abilities, loses its ability to cast

Components V, S, M (herbs and oils worth 2,000 gp), DF

spells (if it had the ability), and gains the alignment, special

Range touch

abilities, and Intelligence, Wisdom, and Charisma scores of

its new form in place of its own. It still retains its class and

Target animal or tree touched

level (or HD), as well as all benefits deriving therefrom (such

Duration instantaneous

as base attack bonus, base save bonuses, and hit points). It

retains any class features (other than spellcasting) that aren't

Saving Throw Will negates; Spell Resistance yes

extraordinary, supernatural, or spell-like abilities.

You awaken a tree or animal to human-like sentience. To Any polymorph effects on the target are automatically

succeed, you must make a Will save (DC 10 + the animal's dispelled when a target fails to resist the effects of baleful

current HD, or the HD the tree will have once awakened). polymorph, and as long as baleful polymorph remains in

The awakened animal or tree is friendly toward you. You effect, the target cannot use other polymorph spells or effects

have no special empathy or connection with a creature you to assume a new form. Incorporeal or gaseous creatures are

awaken, although it serves you in specific tasks or endeavors immune to baleful polymorph, and a creature with the

if you communicate your desires to it. If you cast awaken shapechanger subtype can revert to its natural form as a

again, any previously awakened creatures remain friendly to standard action.

you, but they no longer undertake tasks for you unless it is in

their best interests.

Bane

An awakened tree has characteristics as if it were an School enchantment (compulsion) [fear, mind-affecting];

animated object, except that it gains the plant type and its Level cleric 1

Intelligence, Wisdom, and Charisma scores are each 3d6. An

awakened plant gains the ability to move its limbs, roots, Casting Time 1 standard action

vines, creepers, and so forth, and it has senses similar to a Components V, S, DF

human's.

Range 50 ft.

An awakened animal gets 3d6 Intelligence, +1d3 Charisma,

and +2 HD. Its type becomes magical beast (augmented Area 50-ft.-radius burst, centered on you

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Duration 1 min./level

the target's natural armor bonus, but not with other

enhancement bonuses to natural armor. A creature without

Saving Throw Will negates; Spell Resistance yes

natural armor has an effective natural armor bonus of +0.

Bane fills your enemies with fear and doubt. Each affected

creature takes a –1 penalty on attack rolls and a –1 penalty Bear's Endurance

on saving throws against fear effects. Bane counters and

dispels bless.

School transmutation; Level cleric 2, druid 2, ranger 2,

sorcerer/wizard 2

Banishment

Casting Time 1 standard action

School abjuration; Level cleric 6, sorcerer/wizard 7

Components V, S, M/DF (a few hairs, or a pinch of dung,

from a bear)

Casting Time 1 standard action

Range touch

Components V, S, F (see text)

Target creature touched

Range close (25 ft. + 5 ft./2 levels)

Duration 1 min./level

Targets one or more extraplanar creatures, no two of which

can be more than 30 ft. apart

Saving Throw Will negates (harmless); Spell Resistance

yes

Duration instantaneous

The affected creature gains greater vitality and stamina. The

Saving Throw Will negates; Spell Resistance yes

spell grants the subject a +4 enhancement bonus to

A banishment spell is a more powerful version of the Constitution, which adds the usual benefits to hit points,

dismissal spell. It enables you to force extraplanar creatures Fortitude saves, Constitution checks, and so forth. Hit points out of your home plane. As many as 2 Hit Dice of creatures gained by a temporary increase in Constitution score are not

per caster level can be banished.

temporary hit points. They go away when the subject's

Constitution drops back to normal. They are not lost first as

You can improve the spell's chance of success by presenting temporary hit points are.

at least one object or substance that the target hates, fears, or

otherwise opposes. For each such object or substance, you Bear's Endurance, Mass

gain a +1 bonus on your caster level check to overcome the

target's spell resistance (if any), and the saving throw DC School transmutation; Level cleric 6, druid 6,

increases by 2.

sorcerer/wizard 6

Certain rare items might work twice as well as a normal item Range close (25 ft. + 5 ft./2 levels)

for the purpose of the bonuses (each providing a +2 bonus on

the caster level check against spell resistance and increasing Targets one creature/level, no two of which can be more

the save DC by 4).

than 30 ft. apart

Barkskin

Mass bear's endurance works like bear's endurance, except

that it affects multiple creatures.

School transmutation; Level druid 2, ranger 2

Beast Shape I

Casting Time 1 standard action

School transmutation (polymorph); Level sorcerer/wizard 3

Components V, S, DF

Casting Time 1 standard action

Range touch

Components V, S, M (a piece of the creature whose form

Target living creature touched

you plan to assume)

Duration 10 min./level

Range personal

Saving Throw none; Spell Resistance yes (harmless)

Target you

Barkskin toughens a creature's skin. The effect grants a +2 Duration 1 min./level (D)

enhancement bonus to the creature's existing natural armor

bonus. This enhancement bonus increases by 1 for every When you cast this spell, you can assume the form of any

three caster levels above 3rd, to a maximum of +5 at 12th Small or Medium creature of the animal type. If the form you

level.

assume has any of the following abilities, you gain the listed

ability: climb 30 feet, fly 30 feet (average maneuverability),

The enhancement bonus provided by barkskin stacks with swim 30 feet, darkvision 60 feet, low-light vision, and scent.

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Small animal: If the form you take is that of a Small animal, Beast Shape IV

you gain a +2 size bonus to your Dexterity and a +1 natural

armor bonus.

School transmutation (polymorph); Level sorcerer/wizard 6

Medium animal: If the form you take is that of a Medium This spell functions as beast shape III except that it also

animal, you gain a +2 size bonus to your Strength and a +2 allows you to assume the form of a Tiny or Large creature of

natural armor bonus.

the magical beast type. If the form you assume has any of the

Beast Shape II

following abilities, you gain the listed ability: burrow 60 feet,

climb 90 feet, fly 120 feet (good maneuverability), swim 120

feet, blindsense 60 feet, darkvision 90 feet, low-light vision,

School transmutation (polymorph); Level sorcerer/wizard 4

scent, tremorsense 60 feet, breath weapon, constrict, ferocity,

This spell functions as beast shape I, except that it also grab, jet, poison, pounce, rake, rend, roar, spikes, trample,

allows you to assume the form of a Tiny or Large creature of trip, and web. If the creature has immunity or resistance to

the animal type. If the form you assume has any of the any elements, you gain resistance 20 to those elements. If the

following abilities, you gain the listed ability: climb 60 feet, creature has vulnerability to an element, you gain that

fly 60 feet (good maneuverability), swim 60 feet, darkvision vulnerability.

60 feet, low-light vision, scent, grab, pounce, and trip.

Tiny magical beast: If the form you take is that of a Tiny

Tiny animal: If the form you take is that of a Tiny animal, magical beast, you gain a –2 penalty to your Strength, a +8

you gain a +4 size bonus to your Dexterity, a –2 penalty to size bonus to your Dexterity, and a +3 natural armor bonus.

your Strength, and a +1 natural armor bonus.

Large magical beast: If the form you take is that of a Large

Large animal: If the form you take is that of a Large animal, magical beast, you gain a +6 size bonus to your Strength, a –

you gain a +4 size bonus to your Strength, a –2 penalty to 2 penalty on your Dexterity, a +2 size bonus to your your Dexterity, and a +4 natural armor bonus.

Constitution, and a +6 natural armor bonus.

Beast Shape III

Bestow Curse

School transmutation (polymorph); Level sorcerer/wizard 5

School necromancy; Level cleric 3, sorcerer/wizard 4

This spell functions as beast shape II, except that it also Casting Time 1 standard action

allows you to assume the form of a Diminutive or Huge Components V, S

creature of the animal type. This spell also allows you to take

on the form of a Small or Medium creature of the magical Range touch

beast type. If the form you assume has any of the following

abilities, you gain the listed ability: burrow 30 feet, climb 90 Target creature touched

feet, fly 90 feet (good maneuverability), swim 90 feet, Duration permanent

blindsense 30 feet, darkvision 60 feet, low-light vision, scent,

constrict, ferocity, grab, jet, poison, pounce, rake, trample, Saving Throw Will negates; Spell Resistance yes

trip, and web.

You place a curse on the subject. Choose one of the

Diminutive animal: If the form you take is that of a following.

Diminutive animal, you gain a +6 size bonus to your

•

–6 decrease to an ability score (minimum 1).

Dexterity, a –4 penalty to your Strength, and a +1 natural

•

–4 penalty on attack rolls, saves, ability checks, and

armor bonus.

skill checks.

Huge animal: If the form you take is that of a Huge animal,

•

Each turn, the target has a 50% chance to act

you gain a +6 size bonus to your Strength, a –4 penalty to

normally; otherwise, it takes no action.

your Dexterity, and a +6 natural armor bonus.

You may also invent your own curse, but it should be no

Small magical beast: If the form you take is that of a Small more powerful than those described above.

magical beast, you gain a +4 size bonus to your Dexterity, The curse bestowed by this spell cannot be dispelled, but it

and a +2 natural armor bonus.

can be removed with a break enchantment, limited wish,

Medium magical beast: If the form you take is that of a miracle, remove curse, or wish spell.

Medium magical beast, you gain a +4 size bonus to your Bestow curse counters remove curse.

Strength, and a +4 natural armor bonus.

Binding

School enchantment (compulsion) [mind-affecting]; Level

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sorcerer/wizard 8

requires a chain that is long enough to wrap around the

creature three times.

Casting Time 1 minute

Slumber: This version causes the subject to become comatose

Components V, S, M (opals worth 500 gp per HD of the for as long as 1 year per caster level. The subject does not

target creature, plus other components as specified below)

need to eat or drink while slumbering, nor does it age. This

Range close (25 ft. + 5 ft./2 levels)

form of binding is slightly easier to resist. Reduce the spell's

save DC by 1. Casting this version requires a jar of sand or

Target one living creature

rose petals. This is a sleep effect.

Duration see text (D)

Bound Slumber: This combination of chaining and slumber

Saving Throw Will negates; see text; Spell Resistance yes

lasts for as long as 1 month per caster level. Reduce the save

DC by 2. Casting this version requires both a long chain and

A binding spell creates a magical restraint to hold a creature. a jar of sand or rose petals. This is a sleep effect.

The target gets an initial saving throw only if its Hit Dice

equal at least half your caster level.

Hedged Prison: The subject is transported to or otherwise

brought within a confined area from which it cannot wander

You may have as many as six assistants help you with the by any means. This effect is permanent. Reduce the save DC

spell. For each assistant who casts suggestion, your caster by 3. Casting this version requires a tiny golden cage worth

level for this casting of binding increases by 1. For each 100 gp that is consumed when the spell is cast.

assistant who casts dominate animal, dominate person, or

dominate monster, your caster level for this casting of Metamorphosis: The subject assumes gaseous form, except binding increases by a number equal to a third of that for its head or face. It is held harmless in a jar or other

assistant's level, provided that the spell's target is appropriate container, which may be transparent if you so choose. The

for a binding spell. Since the assistants' spells are cast simply creature remains aware of its surroundings and can speak,

to improve your caster level for the purpose of the binding but it cannot leave the container, attack, or use any of its

spell, saving throws and spell resistance against the powers or abilities. The binding is permanent. The subject

assistants' spells are irrelevant. Your caster level determines does not need to breathe, eat, or drink while metamorphosed,

whether the target gets an initial Will saving throw and how nor does it age. Reduce the save DC by 4.

long the binding lasts. All binding spells are dismissible.

Minimus Containment: The subject is shrunk to a height of 1

Regardless of the version of binding you cast, you can inch or less and held within some gem, jar, or similar object.

specify triggering conditions that end the spell and release The binding is permanent. The subject does not need to

the creature whenever they occur. These triggers can be as breathe, eat, or drink while contained, nor does it age.

simple or elaborate as you desire, but the condition must be Reduce the save DC by 4.

reasonable and have a likelihood of coming to pass. The You can't dispel a binding spell with dispel magic or a

conditions can be based on a creature's name, identity, or similar effect, though an antimagic field or mage's

alignment, but otherwise must be based on observable disjunction affects it normally. A bound extraplanar creature

actions or qualities. Intangibles such as level, class, Hit Dice, cannot be sent back to its home plane by dismissal,

or hit points don't qualify. Once the spell is cast, its triggering banishment, or a similar effect.

conditions cannot be changed. Setting a release condition

increases the save DC (assuming a saving throw is allowed) Black Tentacles

by 2.

If you cast any of the first three versions of binding (those School conjuration (creation); Level sorcerer/wizard 4

with limited durations), you may cast additional binding Casting Time 1 standard action

spells to prolong the effect, overlapping the durations. If you

do so, the target gets a saving throw at the end of the first Components V, S, M (octopus or squid tentacle)

spell's duration, even if your caster level was high enough to Range medium (100 ft. + 10 ft./level)

disallow an initial saving throw. If the creature's save

succeeds, all binding spells it has received are broken.

Area 20-ft.-radius spread

The binding spell has six versions. Choose one of the Duration 1 round/level (D)

following versions when you cast the spell.

Saving Throw: none; Spell Resistance: no

Chaining: The subject is confined by restraints that generate This spell causes a field of rubbery black tentacles to appear,

an antipathy spell affecting all creatures who approach the burrowing up from the floor and reaching for any creature in

subject, except you. The duration is 1 year per caster level. the area.

The subject of this form of binding is confined to the spot it

occupied when it received the spell. Casting this version Every creature within the area of the spell is the target of a

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combat maneuver check made to grapple each round at the Blasphemy

beginning of your turn, including the round that black

tentacles is cast. Creatures that enter the area of effect are School evocation [evil, sonic]; Level cleric 7

also automatically attacked. The tentacles do not provoke

attacks of opportunity. When determining the tentacles' Casting Time 1 standard action

CMB, the tentacles use your caster level as their base attack Components V

bonus and receive a +4 bonus due to their Strength and a +1

size bonus. Roll only once for the entire spell effect each Range 40 ft.

round and apply the result to all creatures in the area of Area nonevil creatures in a 40-ft.-radius spread centered on

effect.

you

If the tentacles succeed in grappling a foe, that foe takes Duration instantaneous

1d6+4 points of damage and gains the grappled condition.

Grappled opponents cannot move without first breaking the Saving Throw Will partial; Spell Resistance yes

grapple. All other movement is prohibited unless the creature Any nonevil creature within the area of a blasphemy spell

breaks the grapple first. The black tentacles spell receives a suffers the following ill effects.

+5 bonus on grapple checks made against opponents it is

already grappling, but cannot move foes or pin foes. Each HD

Effect

round that black tentacles succeeds on a grapple check, it Equal to caster level Dazed

deals an additional 1d6+4 points of damage. The CMD of Up to caster level –1 Weakened, dazed

black tentacles, for the purposes of escaping the grapple, is

equal to 10 + its CMB.

Up to caster level –5 Paralyzed, weakened, dazed

Up to caster level –10 Killed, paralyzed, weakened, dazed

The tentacles created by this spell cannot be damaged, but

they can be dispelled as normal. The entire area of effect is

considered difficult terrain while the tentacles last.

The effects are cumulative and concurrent. A successful Will

save reduces or eliminates these effects. Creatures affected

Blade Barrier

by multiple effects make only one save and apply the result

to all the effects.

School evocation [force]; Level cleric 6

Dazed: The creature can take no actions for 1 round, though

Casting Time 1 standard action

it defends itself normally. Save negates.

Components V, S

Weakened: The creature's Strength score decreases by 2d6

Range medium (100 ft. + 10 ft./level)

points for 2d4 rounds. Save for half.

Effect wall of whirling blades up to 20 ft. long/level, or a Paralyzed: The creature is paralyzed and helpless for 1d10

ringed wall of whirling blades with a radius of up to 5 ft. per minutes. Save reduces the paralyzed effect to 1 round.

two levels; either form is 20 ft. high

Killed: Living creatures die. Undead creatures are destroyed.

Duration 1 min./level (D)

Save negates. If the save is successful, the creature instead

takes 3d6 points of damage + 1 point per caster level

Saving Throw Reflex half or Reflex negates; see text; Spell (maximum +25).

Resistance yes

Furthermore, if you are on your home plane when you cast

An immobile, vertical curtain of whirling blades shaped of this spell, nonevil extraplanar creatures within the area are

pure force springs into existence. Any creature passing instantly banished back to their home planes. Creatures so

through the wall takes 1d6 points of damage per caster level banished cannot return for at least 24 hours. This effect takes

(maximum 15d6), with a Reflex save for half damage.

place regardless of whether the creatures hear the blasphemy

If you evoke the barrier so that it appears where creatures or not . The banishment effect allows a Will save (at a –4

are, each creature takes damage as if passing through the penalty) to negate.

wall. Each such creature can avoid the wall (ending up on the Creatures whose Hit Dice exceed your caster level are

side of its choice) and thus take no damage by making a unaffected by blasphemy.

successful Reflex save.

Bleed

A blade barrier provides cover (+4 bonus to AC, +2 bonus

on Reflex saves) against attacks made through it.

School necromancy; Level cleric 0, sorcerer/wizard 0

Casting Time 1 standard action

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Components V, S

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Range touch

Target one living creature

Target weapon touched

Duration instantaneous

Duration 1 min./level

Saving Throw: Will negates; Spell Resistance: yes

Saving Throw none; Spell Resistance no

You cause a living creature that is below 0 hit points but This transmutation makes a weapon strike true against evil

stabilized to resume dying. Upon casting this spell, you foes. The weapon is treated as having a +1 enhancement

target a living creature that has –1 or fewer hit points. That bonus for the purpose of bypassing the DR of evil creatures

creature begins dying, taking 1 point of damage per round. or striking evil incorporeal creatures (though the spell doesn't

The creature can be stabilized later normally. This spell grant an actual enhancement bonus). The weapon also

causes a creature that is dying to take 1 point of damage.

becomes good-aligned, which means it can bypass the DR of

certain creatures. (This effect overrides and suppresses any

Bless

other alignment the weapon might have.) Individual arrows

or bolts can be transmuted, but affected projectile weapons

School enchantment (compulsion) [mind-affecting]; Level (such as bows) don't confer the benefit to the projectiles they

cleric 1, paladin 1

shoot.

Casting Time 1 standard action

In addition, all critical hit rolls against evil foes are

Components V, S, DF

automatically successful, so every threat is a critical hit. This

last effect does not apply to any weapon that already has a

Range 50 ft.

magical effect related to critical hits, such as a keen weapon

Area The caster and all allies within a 50-ft. burst, centered or a vorpal sword.

on the caster

Blight

Duration 1 min./level

School necromancy; Level druid 4, sorcerer/wizard 5

Saving Throw none; Spell Resistance yes (harmless)

Casting Time 1 standard action

Bless fills your allies with courage. Each ally gains a +1

morale bonus on attack rolls and on saving throws against Components V, S, DF

fear effects.

Range touch

Bless counters and dispels bane.

Duration instantaneous

Bless Water

Saving Throw Fortitude half; see text; Spell Resistance yes

School transmutation [good]; Level cleric 1, paladin 1

This spell withers a single plant of any size. An affected plant

creature takes 1d6 points of damage per level (maximum

Casting Time 1 minute

15d6) and may attempt a Fortitude saving throw for half

Components V, S, M (5 pounds of powdered silver worth 25 damage. A plant that isn't a creature doesn't receive a save

gp)

and immediately withers and dies.

Range touch

This spell has no effect on the soil or surrounding plant life.

Target flask of water touched

Blindness/Deafness

Duration instantaneous

School necromancy; Level bard 2, cleric 3, sorcerer/wizard 2

Saving Throw Will negates (object); Spell Resistance yes Casting Time 1 standard action

(object)

Components V

This transmutation imbues a flask (1 pint) of water with

positive energy, turning it into holy water.

Range medium (100 ft. + 10 ft./level)

Bless Weapon

Target one living creature

Duration permanent (D)

School transmutation; Level paladin 1

Saving Throw Fortitude negates; Spell Resistance yes

Casting Time 1 standard action

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You call upon the powers of unlife to render the subject An ethereal creature is invisible, incorporeal, and capable of

blinded or deafened, as you choose.

moving in any direction, even up or down. As an incorporeal

creature, you can move through solid objects, including

Blink

living creatures.

School transmutation; Level bard 3, sorcerer/wizard 3

An ethereal creature can see and hear the Material Plane, but

everything looks gray and insubstantial. Sight and hearing on

Casting Time 1 standard action

the Material Plane are limited to 60 feet.

Components V, S

Force effects and abjurations affect you normally. Their

Range personal

effects extend onto the Ethereal Plane from the Material

Plane, but not vice versa. An ethereal creature can't attack

Target you

material creatures, and spells you cast while ethereal affect

Duration 1 round/level (D)

only other ethereal things. Certain material creatures or

objects have attacks or effects that work on the Ethereal

You “blink” quickly back and forth between the Material Plane. Treat other ethereal creatures and objects as material.

Plane and the Ethereal Plane and look as though you're

winking in and out of reality at random. Blink has several Blur

effects, as follows.

School illusion (glamer); Level bard 2, sorcerer/wizard 2

Physical attacks against you have a 50% miss chance, and

the Blind-Fight feat doesn't help opponents, since you're Casting Time 1 standard action

ethereal and not merely invisible. If the attack is capable of Components V

striking ethereal creatures, the miss chance is only 20% (for

concealment).

Range touch

If the attacker can see invisible creatures, the miss chance is Target creature touched

also only 20%. (For an attacker who can both see and strike Duration 1 min./level (D)

ethereal creatures, there is no miss chance.) Likewise, your

own attacks have a 20% miss chance, since you sometimes Saving Throw Will negates (harmless); Spell Resistance

go ethereal just as you are about to strike.

yes (harmless)

Any individually targeted spell has a 50% chance to fail The subject's outline appears blurred, shifting, and wavering.

against you while you're blinking unless your attacker can This distortion grants the subject concealment (20% miss

target invisible, ethereal creatures. Your own spells have a chance).

20% chance to activate just as you go ethereal, in which case

they typically do not affect the Material Plane (but they A see invisibility spell does not counteract the blur effect, but

a true seeing spell does.

might affect targets on the Ethereal Plane).

While blinking, you take only half damage from area attacks Opponents that cannot see the subject ignore the spell's effect

(though fighting an unseen opponent carries penalties of its

(but full damage from those that extend onto the Ethereal

Plane). Although you are only partially visible, you are not own).

considered invisible and targets retain their Dexterity bonus Break Enchantment

to AC against your attacks. You do receive a +2 bonus on

attack rolls made against enemies that cannot see invisible School abjuration; Level bard 4, cleric 5, paladin 4,

creatures.

sorcerer/wizard 5

You take only half damage from falling, since you fall only Casting Time 1 minute

while you are material.

Components V, S

While blinking, you can step through (but not see through)

solid objects. For each 5 feet of solid material you walk Range close (25 ft. + 5 ft./2 levels)

through, there is a 50% chance that you become material. If Targets up to one creature per level, all within 30 ft. of each

this occurs, you are shunted off to the nearest open space and other

take 1d6 points of damage per 5 feet so traveled.

Duration instantaneous

Since you spend about half your time on the Ethereal Plane,

you can see and even attack ethereal creatures. You interact Saving Throw see text; Spell Resistance no

with ethereal creatures roughly the same way you interact This spell frees victims from enchantments, transmutations,

with material ones.

and curses. Break enchantment can reverse even an

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instantaneous effect. For each such effect, you make a caster Target creature touched

level check (1d20 + caster level, maximum +15) against a Duration 1 min./level

DC of 11 + caster level of the effect. Success means that the

creature is free of the spell, curse, or effect. For a cursed Saving Throw Will negates (harmless); Spell Resistance

magic item, the DC is equal to the DC of the curse.

yes (harmless)

If the spell is one that cannot be dispelled by dispel magic, The subject becomes stronger. The spell grants a +4

break enchantment works only if that spell is 5th level or enhancement bonus to Strength, adding the usual benefits to

lower.

melee attack rolls, melee damage rolls, and other uses of the

Strength modifier.

If the effect comes from a permanent magic item, break

enchantment does not remove the curse from the item, but it Bull's Strength, Mass

does free the victim from the item's effects.

Breath of Life

School transmutation; Level cleric 6, druid 6,

sorcerer/wizard 6

School conjuration (healing); Level cleric 5

Range close (25 ft. + 5 ft./2 levels)

Casting Time 1 standard action

Targets one creature/level, no two of which can be more

than 30 ft. apart

Components V, S

Range touch

This spell functions like bull's strength, except that it affects

multiple creatures.

Target creature touched

Burning Hands

Duration instantaneous

Saving Throw Will negates (harmless) or Will half, see text; School evocation [fire]; Level sorcerer/wizard 1

Spell Resistance yes (harmless) or yes, see text

Casting Time 1 standard action

This spell cures 5d8 points of damage + 1 point per caster Components V, S

level (maximum +25).

Range 15 ft.

Unlike other spells that heal damage, breath of life can bring

recently slain creatures back to life. If cast upon a creature Area cone-shaped burst

that has died within 1 round, apply the healing from this spell Duration instantaneous

to the creature. If the healed creature's hit point total is at a

negative amount less than its Constitution score, it comes Saving Throw Reflex half; Spell Resistance yes back to life and stabilizes at its new hit point total. If the A cone of searing flame shoots from your fingertips. Any

creature's hit point total is at a negative amount equal to or creature in the area of the flames takes 1d4 points of fire

greater than its Constitution score, the creature remains dead. damage per caster level (maximum 5d4). Flammable

Creatures brought back to life through breath of life gain a materials burn if the flames touch them. A character can

temporary negative level that lasts for 1 day.

extinguish burning items as a full-round action.

Creatures slain by death effects cannot be saved by breath of Call Lightning

life.

Like cure spells, breath of life deals damage to undead School evocation [electricity]; Level druid 3

creatures rather than curing them, and cannot bring them Casting Time 1 round

back to life.

Components V, S

Bull's Strength

Range medium (100 ft. + 10 ft./level)

School transmutation; Level cleric 2, druid 2, paladin 2, Effect one or more 30-ft.-long vertical lines of lightning

sorcerer/wizard 2

Duration 1 min./level

Casting Time 1 standard action

Saving Throw Reflex half; Spell Resistance yes

Components V, S, M/DF (a few hairs, or a pinch of dung,

from a bull)

Immediately upon completion of the spell, and once per

round thereafter, you may call down a 5-foot-wide, 30-foot-

Range touch

long, vertical bolt of lightning that deals 3d6 points of

electricity damage. The bolt of lightning flashes down in a

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vertical stroke at whatever target point you choose within the bard 2, cleric 2

spell's range (measured from your position at the time). Any Casting Time 1 standard action

creature in the target square or in the path of the bolt is

affected.

Components V, S, DF

You need not call a bolt of lightning immediately; other Range medium (100 ft. + 10 ft./level)

actions, even spellcasting, can be performed first. Each round

after the first you may use a standard action (concentrating Area creatures in a 20-ft.-radius spread

on the spell) to call a bolt. You may call a total number of Duration concentration, up to 1 round/level (D)

bolts equal to your caster level (maximum 10 bolts).

Saving Throw Will negates; Spell Resistance yes

If you are outdoors and in a stormy area—a rain shower,

clouds and wind, hot and cloudy conditions, or even a This spell calms agitated creatures. You have no control over

tornado (including a whirlwind formed by a djinni or an air the affected creatures, but calm emotions can stop raging

elemental of at least Large size)—each bolt deals 3d10 points creatures from fighting or joyous ones from reveling.

of electricity damage instead of 3d6.

Creatures so affected cannot take violent actions (although

they can defend themselves) or do anything destructive. Any

This spell functions indoors or underground but not aggressive action against or damage dealt to a calmed

underwater.

creature immediately breaks the spell on all calmed

Call Lightning Storm

creatures.

This spell automatically suppresses (but does not dispel) any

School evocation [electricity]; Level druid 5

morale bonuses granted by spells such as bless, good hope,

and rage, and also negates a bard's ability to inspire courage

Range long (400 ft. + 40 ft./level)

or a barbarian's rage ability. It also suppresses any fear

This spell functions like call lightning, except that each bolt effects and removes the confused condition from all targets.

deals 5d6 points of electricity damage (or 5d10 if created While the spell lasts, a suppressed spell, condition, or effect

outdoors in a stormy area), and you may call a maximum of has no effect. When the calm emotions spell ends, the

15 bolts.

original spell or effect takes hold of the creature again,

provided that its duration has not expired in the meantime.

Calm Animals

Cat's Grace

School enchantment (compulsion) [mind-affecting]; Level

druid 1, ranger 1

School transmutation; Level bard 2, druid 2, ranger 2,

sorcerer/wizard 2

Casting Time 1 standard action

Casting Time 1 standard action

Components V, S

Components V, S, M (pinch of cat fur)

Range close (25 ft. + 5 ft./2 levels)

Range touch

Targets animals within 30 ft. of each other

Target creature touched

Duration 1 min./level

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

Saving Throw Will negates (harmless); Spell Resistance

This spell soothes and quiets animals, rendering them docile yes

and harmless. Only ordinary animals (those with Intelligence

scores of 1 or 2) can be affected by this spell. All the subjects The transmuted creature becomes more graceful, agile, and

must be of the same kind, and no two may be more than 30 coordinated. The spell grants a +4 enhancement bonus to

feet apart. The maximum number of HD of animals you can Dexterity, adding the usual benefits to AC, Reflex saves, and affect is equal to 2d4 + caster level.

other uses of the Dexterity modifier.

The affected creatures remain where they are and do not Cat's Grace, Mass

attack or flee. They are not helpless and defend themselves

normally if attacked. Any threat breaks the spell on the School transmutation; Level bard 6, druid 6, sorcerer/wizard

threatened creatures.

6

Calm Emotions

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more

School enchantment (compulsion) [mind-affecting]; Level than 30 ft. apart

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This spell functions like cat's grace, except that it affects Changestaff

multiple creatures.

Cause Fear

School transmutation; Level druid 7

Casting Time 1 round

School necromancy [fear, mind-affecting]; Level bard 1, Components V, S, F (a quarterstaff that has been carved and

cleric 1, sorcerer/wizard 1

polished for 28 days)

Casting Time 1 standard action

Range touch

Components V, S

Target your touched staff

Range close (25 ft. + 5 ft./2 levels)

Duration 1 hour/level (D)

Target one living creature with 5 or fewer HD

Saving Throw none; Spell Resistance no

Duration 1d4 rounds or 1 round; see text

You change a specially prepared quarterstaff into a Huge

Saving Throw Will partial; Spell Resistance yes

treant-like creature, about 24 feet tall. When you plant the

end of the staff in the ground and speak a special command

The affected creature becomes frightened. If the subject to conclude the casting of the spell, your staff turns into a

succeeds on a Will save, it is shaken for 1 round. Creatures creature that looks and fights just like a treant. The staff-

with 6 or more HD are immune to this effect. Cause fear treant defends you and obeys any spoken commands.

counters and dispels remove fear.

However, it is by no means a true treant; it cannot converse

Chain Lightning

with actual treants or control trees. If the staff-treant is

reduced to 0 or fewer hit points, it crumbles to powder and

School evocation [electricity]; Level sorcerer/wizard 6

the staff is destroyed. Otherwise, the staff returns to its

normal form when the spell duration expires (or when the

Casting Time 1 standard action

spell is dismissed), and it can be used as the focus for another

Components V, S, F (a bit of fur; a piece of amber, glass, or casting of the spell. The staff-treant is always at full strength

a crystal rod; plus one silver pin per caster level)

when created, despite any wounds it may have incurred the

last time it appeared.

Range long (400 ft. + 40 ft./level)

Chaos Hammer

Targets one primary target, plus one secondary target/level

(each of which must be within 30 ft. of the primary target)

School evocation [chaotic]; Level cleric 4

Duration instantaneous

Casting Time 1 standard action

Saving Throw Reflex half; Spell Resistance yes

Components V, S

This spell creates an electrical discharge that begins as a Range medium (100 ft. + 10 ft./level)

single stroke commencing from your fingertips. Unlike

lightning bolt, chain lightning strikes one object or creature Area 20-ft.-radius burst

initially, then arcs to other targets.

Duration instantaneous (1d6 rounds); see text

The bolt deals 1d6 points of electricity damage per caster Saving Throw Will partial; see text; Spell Resistance yes

level (maximum 20d6) to the primary target. After it strikes,

lightning can arc to a number of secondary targets equal to You unleash chaotic power to smite your enemies. The

your caster level (maximum 20). The secondary bolts each power takes the form of a multicolored explosion of leaping,

strike one target and deal as much damage as the primary ricocheting energy. Only lawful and neutral (not chaotic)

bolt.

creatures are harmed by the spell.

Each target can attempt a Reflex saving throw for half The spell deals 1d8 points of damage per two caster levels

damage. The Reflex DC to halve the damage of the (maximum 5d8) to lawful creatures (or 1d6 points of damage

secondary bolts is 2 lower than the DC to halve the damage per caster level, maximum 10d6, to lawful outsiders) and

of the primary bolt. You choose secondary targets as you slows them for 1d6 rounds (see the slow spell). A successful

like, but they must all be within 30 feet of the primary target, Will save reduces the damage by half and negates the slow

and no target can be struck more than once. You can choose effect.

to affect fewer secondary targets than the maximum.

The spell deals only half damage against creatures who are

neither lawful nor chaotic, and they are not slowed. Such a

creature can reduce the damage by half again (down to one-

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quarter) with a successful Will save.

The spell does not enable you to control the charmed person

as if it were an automaton, but it perceives your words and

Charm Animal

actions in the most favorable way. You can try to give the

subject orders, but you must win an opposed Charisma check

School enchantment (charm) [mind-affecting]; Level druid to convince it to do anything it wouldn't ordinarily do.

1, ranger 1

(Retries are not allowed.) An affected creature never obeys

Target one animal

suicidal or obviously harmful orders, but it might be

convinced that something very dangerous is worth doing.

This spell functions like charm person, except that it affects a Any act by you or your apparent allies that threatens the

creature of the animal type.

charmed person breaks the spell. You must speak the person's

Charm Monster

language to communicate your commands, or else be good at

pantomiming.

School enchantment (charm) [mind-affecting]; Level bard 3, Chill Metal

sorcerer/wizard 4

Target one living creature

School transmutation [cold]; Level druid 2

Duration 1 day/level

Casting Time 1 standard action

This spell functions like charm person, except that the effect Components V, S, DF

is not restricted by creature type or size.

Range close (25 ft. + 5 ft./2 levels)

Charm Monster, Mass

Target metal equipment of one creature per two levels, no

two of which can be more than 30 ft. apart; or 25 lbs. of

School enchantment (charm) [mind-affecting]; Level bard 6, metal/level, none of which can be more than 30 ft. away

sorcerer/wizard 8

from any of the rest

Components V

Duration 7 rounds

Targets One or more creatures, no two of which can be more Saving Throw Will negates (object); Spell Resistance yes than 30 ft. apart

(object)

Duration 1 day/level

Chill metal makes metal extremely cold. Unattended,

This spell functions like charm monster, except that mass nonmagical metal gets no saving throw. Magical metal is

charm monster affects a number of creatures whose allowed a saving throw against the spell. An item in a

combined HD do not exceed twice your level, or at least one creature's possession uses the creature's saving throw bonus

creature regardless of HD. If there are more potential targets unless its own is higher.

than you can affect, you choose them one at a time until you A creature takes cold damage if its equipment is chilled. It

must choose a creature with too many HD to affect.

takes full damage if its armor, shield, or weapon is affected.

Charm Person

The creature takes minimum damage (1 point or 2 points; see

the table) if it's not wearing or wielding such an item.

School enchantment (charm) [mind-affecting]; Level bard 1, On the first round of the spell, the metal becomes chilly and

sorcerer/wizard 1

uncomfortable to touch but deals no damage. The same effect

Casting Time 1 standard action

also occurs on the last round of the spell's duration. During

the second (and also the next-to-last) round, icy coldness

Components V, S

causes pain and damage. In the third, fourth, and fifth

Range close (25 ft. + 5 ft./2 levels)

rounds, the metal is freezing cold, and causes more damage,

as shown on the table below.

Target one humanoid creature

Round

Metal Temperature

Damage

Duration 1 hour/level

1

Cold

None

Saving Throw Will negates; Spell Resistance yes

2

Icy

1d4 points

This charm makes a humanoid creature regard you as its

3–5

Freezing

2d4 points

trusted friend and ally (treat the target's attitude as friendly).

6

Icy

1d4 points

If the creature is currently being threatened or attacked by

7

Cold

None

you or your allies, however, it receives a +5 bonus on its

saving throw.

Page 240

Any heat intense enough to damage the creature negates cold Casting Time 10 minutes

damage from the spell (and vice versa) on a point-for-point Components V, S, F/DF (a small horn or a glass eye)

basis. Underwater, chill metal deals no damage, but ice

immediately forms around the affected metal, making it float Range long (400 ft. + 40 ft./level)

if unattended.

Effect magical sensor

Chill metal counters and dispels heat metal.

Duration 1 min./level (D)

Chill Touch

Saving Throw none; Spell Resistance no

School necromancy; Level sorcerer/wizard 1

Clairaudience/clairvoyance creates an invisible magical

sensor at a specific location that enables you to hear or see

Casting Time 1 standard action

(your choice) almost as if you were there. You don't need line

Components V, S

of sight or line of effect, but the locale must be known—a

place familiar to you, or an obvious one. Once you have

Range touch

selected the locale, the sensor doesn't move, but you can

Targets creature or creatures touched (up to one/level)

rotate it in all directions to view the area as desired. Unlike

other scrying spells, this spell does not allow magically or

Duration instantaneous

supernaturally enhanced senses to work through it. If the

Saving Throw Fortitude partial or Will negates; see text; chosen locale is magically dark, you see nothing. If it is

Spell Resistance yes

naturally pitch black, you can see in a 10-foot radius around

the center of the spell's effect. Clairaudience/clairvoyance

A touch from your hand, which glows with blue energy, functions only on the plane of existence you are currently

disrupts the life force of living creatures. Each touch occupying.

channels negative energy that deals 1d6 points of damage.

The touched creature also takes 1 point of Strength damage Clenched Fist

unless it makes a successful Fortitude saving throw. You can

use this melee touch attack up to one time per level.

School evocation [force]; Level sorcerer/wizard 8

An undead creature you touch takes no damage of either sort, Components V, S, F/DF (a leather glove)

but it must make a successful Will saving throw or flee as if This spell functions like interposing hand, except that the

panicked for 1d4 rounds + 1 round per caster level.

hand can also push or strike one opponent that you select.

Circle of Death

The floating hand can move as far as 60 feet and can attack

in the same round. Since this hand is directed by you, its

School necromancy [death]; Level sorcerer/wizard 6

ability to notice or attack invisible or concealed creatures is

no better than yours.

Casting Time 1 standard action

The hand attacks once per round, and its attack bonus equals

Components V, S, M (a crushed black pearl worth 500 gp)

your caster level + your Intelligence, Wisdom, or Charisma

Range medium (100 ft. + 10 ft./level)

modifier (for a wizard, cleric, or sorcerer, respectively) + 11

for the hand's Strength score (33), – 1 for being Large. The

Area several living creatures within a 40-ft.-radius burst

hand deals 1d8+11 points of damage on each attack, and any

Duration instantaneous

creature struck must make a Fortitude save (against this

spell's save DC) or be stunned for 1 round. Directing the

Saving Throw Fortitude negates; Spell Resistance yes

spell to a new target is a move action.

Circle of death snuffs out the life force of living creatures, The clenched fist can also interpose itself as interposing hand

killing them instantly. The spell slays 1d4 HD worth of living does, or it can bull rush an opponent as forceful hand does.

creatures per caster level (maximum 20d4). Creatures with Its CMB for bull rush checks uses your caster level in place

the fewest HD are affected first; among creatures with equal of its base attack bonus, with a +11 bonus for its Strength

HD, those who are closest to the burst's point of origin are score and a +1 bonus for being Large.

affected first. No creature of 9 or more HD can be affected,

and HD that are not sufficient to affect a creature are Cloak of Chaos

wasted.

School abjuration [chaotic]; Level cleric 8

Clairaudience/Clairvoyance

Casting Time 1 standard action

School divination (scrying); Level bard 3, sorcerer/wizard 3 Components V, S, F (a tiny reliquary worth 500 gp)

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Range 20 ft.

immediately, if that creature is already dead. The clone is

physically identical to the original and possesses the same

Targets one creature/level in a 20-ft.-radius burst centered personality and memories as the original. In other respects,

on you

treat the clone as if it were the original character raised from

Duration 1 round/level (D)

the dead, including its gaining of two permanent negative

levels, just as if it had been hit by an energy-draining

Saving Throw see text; Spell Resistance yes (harmless)

creature. If the subject is 1st level, it takes 2 points of

A random pattern of color surrounds the subjects, protecting Constitution drain instead (if this would reduce its Con to 0

them from attacks, granting them resistance to spells cast by or less, it can't be cloned). If the original creature gained

lawful creatures, and causing lawful creatures that strike the permanent negative levels since the flesh sample was taken,

subjects to become confused. This abjuration has four effects. the clone gains these negative levels as well.

First, each warded creature gains a +4 deflection bonus to The spell duplicates only the original's body and mind, not its

AC and a +4 resistance bonus on saves. Unlike protection equipment. A duplicate can be grown while the original still

from law, the benefit of this spell applies against all attacks, lives, or when the original soul is unavailable, but the

not just against attacks by lawful creatures.

resulting body is merely a soulless bit of inert flesh which

rots if not preserved.

Second, each warded creature gains spell resistance 25

against lawful spells and spells cast by lawful creatures.

Cloudkill

Third, the abjuration protects from possession and mental School conjuration (creation); Level sorcerer/wizard 5

influence, just as protection from law does.

Casting Time 1 standard action

Finally, if a lawful creature succeeds on a melee attack

against a warded creature, the offending attacker is confused Components V, S

for 1 round (Will save negates, as with the confusion spell,

but against the save DC of cloak of chaos).

Range medium (100 ft. + 10 ft./level)

Effect cloud spreads in 20-ft. radius, 20 ft. high

Clone

Duration 1 min./level

School necromancy; Level sorcerer/wizard 8

Saving Throw Fortitude partial; see text; Spell Resistance

Casting Time 10 minutes

no

Components V, S, M (laboratory supplies worth 1,000 gp), F This spell generates a bank of fog, similar to a fog cloud,

(special laboratory equipment costing 500 gp)

except that its vapors are yellowish green and poisonous.

These vapors automatically kill any living creature with 3 or

Range 0 ft.

fewer HD (no save). A living creature with 4 to 6 HD is slain

Effect one clone

unless it succeeds on a Fortitude save (in which case it takes

1d4 points of Constitution damage on your turn each round

Duration instantaneous

while in the cloud).

Saving Throw none; Spell Resistance no

A living creature with 6 or more HD takes 1d4 points of

This spell makes an inert duplicate of a creature. If the Constitution damage on your turn each round while in the

original individual has been slain, its soul immediately cloud (a successful Fortitude save halves this damage).

transfers to the clone, creating a replacement (provided that Holding one's breath doesn't help, but creatures immune to

the soul is free and willing to return). The original's physical poison are unaffected by the spell.

remains, should they still exist, become inert and cannot Unlike a fog cloud, the cloudkill moves away from you at 10

thereafter be restored to life. If the original creature has feet per round, rolling along the surface of the ground.

reached the end of its natural life span (that is, it has died of

natural causes), any cloning attempt fails.

Figure out the cloud's new spread each round based on its

new point of origin, which is 10 feet farther away from the

To create the duplicate, you must have a piece of flesh (not point of origin where you cast the spell.

hair, nails, scales, or the like) with a volume of at least 1

cubic inch that was taken from the original creature's living Because the vapors are heavier than air, they sink to the

body. The piece of flesh need not be fresh, but it must be lowest level of the land, even pouring down den or sinkhole

kept from rotting. Once the spell is cast, the duplicate must openings. It cannot penetrate liquids, nor can it be cast

be grown in a laboratory for 2d4 months.

underwater.

When the clone is completed, the original's soul enters it

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Color Spray

any appropriate penalties.

Flee: On its turn, the subject moves away from you as

School

illusion (pattern) [mind-affecting];

Level quickly as possible for 1 round. It may do nothing but move

sorcerer/wizard 1

during its turn, and it provokes attacks of opportunity for this

Casting Time 1 standard action

movement as normal.

Components V, S, M (red, yellow, and blue powder or Halt: The subject stands in place for 1 round. It may not take

colored sand)

any actions but is not considered helpless.

Range 15 ft.

If the subject can't carry out your command on its next turn,

the spell automatically fails.

Area cone-shaped burst

Duration instantaneous; see text

Command, Greater

Saving Throw Will negates; Spell Resistance yes

School enchantment (compulsion) [language-dependent,

mind-affecting]; Level cleric 5

A vivid cone of clashing colors springs forth from your hand,

causing creatures to become stunned, perhaps also blinded, Targets one creature/level, no two of which can be more

and possibly knocking them unconscious. Each creature than 30 ft. apart

within the cone is affected according to its HD.

Duration 1 round/level

2 HD or less: The creature is unconscious, blinded, and This spell functions like command, except that up to one

stunned for 2d4 rounds, then blinded and stunned for 1d4 creature per level may be affected, and the activities continue rounds, and then stunned for 1 round. (Only living creatures beyond 1 round. At the start of each commanded creature's

are knocked unconscious.)

action after the first, it gets another Will save to attempt to

3 or 4 HD: The creature is blinded and stunned for 1d4 break free from the spell. Each creature must receive the rounds, then stunned for 1 round.

same command.

5 or more HD: The creature is stunned for 1 round.

Command Plants

Sightless creatures are not affected by color spray.

School transmutation; Level druid 4, ranger 3

Command

Casting Time 1 standard action

School enchantment (compulsion) [language-dependent, Components V

mind-affecting]; Level cleric 1

Range close (25 ft. + 5 ft./2 levels)

Casting Time 1 standard action

Targets up to 2 HD/level of plant creatures, no two of which

Components V

can be more than 30 ft. apart

Range close (25 ft. + 5 ft./2 levels)

Duration 1 day/level

Target one living creature

Saving Throw Will negates; Spell Resistance yes

Duration 1 round

This spell allows you some degree of control over one or

more plant creatures. Affected plant creatures can understand

Saving Throw Will negates; Spell Resistance yes

you, and they perceive your words and actions in the most

You give the subject a single command, which it obeys to the favorable way (treat their attitude as friendly). They will not

best of its ability at its earliest opportunity. You may select attack you while the spell lasts. You can try to give a subject

from the following options.

orders, but you must win an opposed Charisma check to

convince it to do anything it wouldn't ordinarily do. (Retries

Approach: On its turn, the subject moves toward you as are not allowed.) A commanded plant never obeys suicidal or

quickly and directly as possible for 1 round. The creature obviously harmful orders, but it might be convinced that

may do nothing but move during its turn, and it provokes something very dangerous is worth doing.

attacks of opportunity for this movement as normal.

You can affect a number of plant creatures whose combined

Drop: On its turn, the subject drops whatever it is holding. It level or HD do not exceed twice your level.

can't pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains Command Undead

prone for 1 round. It may act normally while prone but takes School necromancy; Level sorcerer/wizard 2

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Casting Time 1 standard action

decisions. The entities contacted structure their answers to

further their own purposes. If you lag, discuss the answers, or

Components V, S, M (a shred of raw meat and a splinter of go off to do anything else, the spell ends.

bone)

Range close (25 ft. + 5 ft./2 levels)

Commune with Nature

Targets one undead creature

School divination; Level druid 5, ranger 4

Duration 1 day/level

Casting Time 10 minutes

Saving Throw Will negates; see text; Spell Resistance yes

Components V, S

This spell allows you a degree of control over an undead Range personal

creature. If the subject is intelligent, it perceives your words

and actions favorably (treat its attitude as friendly). It will Target you

not attack you while the spell lasts. You can give the subject Duration instantaneous

orders, but you must win an opposed Charisma check to

convince it to do anything it wouldn't ordinarily do. Retries You become one with nature, attaining knowledge of the

are not allowed. An intelligent commanded undead never surrounding territory. You instantly gain knowledge of as

obeys suicidal or obviously harmful orders, but it might be many as three facts from among the following subjects: the

convinced that something very dangerous is worth doing.

ground or terrain, plants, minerals, bodies of water, people,

general animal population, presence of woodland creatures,

A nonintelligent undead creature gets no saving throw presence of powerful unnatural creatures, or even the general

against this spell. When you control a mindless being, you state of the natural setting.

can communicate only basic commands, such as “come

here,” “go there,” “fight,” “stand still,” and so on. In outdoor settings, the spell operates in a radius of 1 mile

Nonintelligent undead won't resist suicidal or obviously per caster level. In natural underground settings—caves,

harmful orders.

caverns, and the like—the spell is less powerful, and its

radius is limited to 100 feet per caster level. The spell does

Any act by you or your apparent allies that threatens the not function where nature has been replaced by construction

commanded undead (regardless of its Intelligence) breaks the or settlement, such as in dungeons and towns.

spell.

Comprehend Languages

Your commands are not telepathic. The undead creature must

be able to hear you.

School divination; Level bard 1, cleric 1, sorcerer/wizard 1

Commune

Casting Time 1 standard action

School divination; Level cleric 5

Components V, S, M/DF (pinch of soot and salt)

Casting Time 10 minutes

Range personal

Components V, S, M (holy or unholy water and incense Target you

worth 500 gp), DF

Duration 10 min./level

Range personal

You can understand the spoken words of creatures or read

Target you

otherwise incomprehensible written messages. The ability to

read does not necessarily impart insight into the material,

Duration 1 round/level

merely its literal meaning. The spell enables you to

You contact your deity—or agents thereof—and ask understand or read an unknown language, not speak or write

questions that can be answered by a simple yes or no. (A it.

cleric of no particular deity contacts a philosophically allied Written material can be read at the rate of one page (250

deity.) You are allowed one such question per caster level. words) per minute. Magical writing cannot be read, though

The answers given are correct within the limits of the entity's the spell reveals that it is magical. This spell can be foiled by

knowledge. “Unclear” is a legitimate answer, because certain warding magic (such as the secret page and illusory

powerful beings of the Outer Planes are not necessarily script spells). It does not decipher codes or reveal messages

omniscient. In cases where a one-word answer would be concealed in otherwise normal text.

misleading or contrary to the deity's interests, a short phrase

(five words or less) may be given as an answer instead.

Comprehend languages can be made permanent with a

permanency spell.

The spell, at best, provides information to aid character

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Cone of Cold

Confusion, Lesser

School evocation [cold]; Level sorcerer/wizard 5

School enchantment (compulsion) [mind-affecting]; Level

bard 1

Casting Time 1 standard action

Casting Time 1 standard action

Components V, S, M (a small crystal or glass cone)

Components V, S, DF

Range 60 ft.

Range close (25 ft. + 5 ft./2 levels)

Area cone-shaped burst

Target one living creature

Duration instantaneous

Duration 1 round

Saving Throw Reflex half; Spell Resistance yes

Saving Throw Will negates; Spell Resistance yes

Cone of cold creates an area of extreme cold, originating at

your hand and extending outward in a cone. It drains heat, This spell causes a single creature to become confused for 1

dealing 1d6 points of cold damage per caster level round.

(maximum 15d6).

Consecrate

Confusion

School evocation [good]; Level cleric 2

School enchantment (compulsion) [mind-affecting]; Level Casting Time 1 standard action

bard 3, sorcerer/wizard 4

Components V, S, M (a vial of holy water and 25 gp worth

Casting Time 1 standard action

of silver dust), DF

Components V, S, M/DF (three nutshells)

Range close (25 ft. + 5 ft./2 levels)

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius emanation

Targets all creatures in a 15-ft.-radius burst

Duration 2 hours/level

Duration 1 round/level

Saving Throw none; Spell Resistance no

Saving Throw Will negates; Spell Resistance yes

This spell blesses an area with positive energy. The DC to

resist positive channeled energy within this area gains a +3

This spell causes confusion in the targets , making them sacred bonus. Every undead creature entering a consecrated

unable to determine their actions. Roll on the following table area suffers minor disruption, suffering a –1 penalty on

at the start of each subject's turn each round to see what it attack rolls, damage rolls, and saves. Undead cannot be

does in that round.

created within or summoned into a consecrated area. If the

d%

Behavior

consecrated area contains an altar, shrine, or other permanent

01–25

Act normally

fixture dedicated to your deity, pantheon, or aligned higher

power, the modifiers given above are doubled (+6 sacred

26–50

Do nothing but babble incoherently

bonus to positive channeled energy DCs, –2 penalties for

Deal 1d8 points of damage + Str modifier to self

51–75

undead in the area).

with item in hand

You cannot consecrate an area with a similar fixture of a

Attack nearest creature (for this purpose, a

76–100

deity other than your own patron. Instead, the consecrate

familiar counts as part of the subject's self)

spell curses the area, cutting off its connection with the

associated deity or power. This secondary function, if used,

A confused character who can't carry out the indicated action does not also grant the bonuses and penalties relating to

does nothing but babble incoherently. Attackers are not at undead, as given above.

any special advantage when attacking a confused character. Consecrate counters and dispels desecrate.

Any confused character who is attacked automatically

attacks its attackers on its next turn, as long as it is still Contact Other Plane

confused when its turn comes. Note that a confused character

will not make attacks of opportunity against any creature that School divination; Level sorcerer/wizard 5

it is not already devoted to attacking (either because of its Casting Time 10 minutes

most recent action or because it has just been attacked).

Components V

Page 245

Table 10-1: Contact Other Plane

Plane Contacted

Avoid Int/Cha Decrease True Answer Don't Know

Lie

Random Answer

Elemental Plane

DC 7/1 week

01–34

35–62

63–83

84–100

Positive/Negative Energy Plane

DC 8/1 week

01–39

40–65

66–86

87–100

Astral Plane

DC 9/1 week

01–44

45–67

68–88

89–100

Outer Plane, demigod

DC 10/2 weeks

01–49

50–70

71–91

92–100

Outer Plane, lesser deity

DC 12/3 weeks

01–60

61–75

76–95

96–100

Outer Plane, intermediate deity

DC 14/4 weeks

01–73

74–81

82–98

99–100

Outer Plane, greater deity

DC 16/5 weeks

01–88

89–90

91–99

100

Range personal

Lie: The entity intentionally lies to you.

Target you

Random Answer: The entity tries to lie but doesn't know the

answer, so it makes one up.

Duration concentration

You send your mind to another plane of existence (an Contagion

Elemental Plane or some plane farther removed) in order to

receive advice and information from powers there. See the School necromancy [evil]; Level cleric 3, druid 3,

accompanying table for possible consequences and results of sorcerer/wizard 4

the attempt. The powers reply in a language you understand, Casting Time 1 standard action

but they resent such contact and give only brief answers to

your questions. All questions are answered with “yes,” “no,” Components V, S

“maybe,” “never,” “irrelevant,” or some other one-word Range touch

answer.

Target living creature touched

You must concentrate on maintaining the spell (a standard

action) in order to ask questions at the rate of one per round. Duration instantaneous

A question is answered by the power during the same round. Saving Throw Fortitude negates; Spell Resistance yes

You may ask one question for every two caster levels.

The subject contracts one of the following diseases: blinding

Contact with minds far removed from your home plane sickness, bubonic plague, cackle fever, filth fever, leprosy,

increases the probability that you will incur a decrease in mindfire, red ache, shakes, or slimy doom. The disease is

Intelligence and Charisma due to your brain being contracted immediately (the onset period does not apply).

overwhelmed, but also increases the chance of the power Use the disease's listed frequency and save DC to determine

knowing the answer and answering correctly. Once the Outer further effects. For more information see Diseases.

Planes are reached, the power of the deity contacted

determines the effects. (Random results obtained from the Contingency

table are subject to the personalities of individual deities.) On

rare occasions, this divination may be blocked by an act of School evocation; Level sorcerer/wizard 6

certain deities or forces.

Casting Time at least 10 minutes; see text

Avoid Int/Cha Decrease: You must succeed on an Components V, S, M (quicksilver and an eyelash of a spell-

Intelligence check against this DC to avoid a decrease in using creature), F (ivory statuette of you worth 1,500 gp)

Intelligence and Charisma. If the check fails, your

Intelligence and Charisma scores each fall to 8 for the stated Range personal

duration, and you become unable to cast arcane spells. If you Target you

lose Intelligence and Charisma, the effect strikes as soon as

the first question is asked, and no answer is received. If a Duration 1 day/level (D) or until discharged

successful contact is made, roll d% to determine the type of You can place another spell upon your person so that it

answer you gain.

comes into effect under some condition you dictate when

True Answer: You get a true, one-word answer. Questions casting contingency. The contingency spell and the

that cannot be answered in this way are answered randomly.

companion spell are cast at the same time. The 10-minute

casting time is the minimum total for both castings; if the

Don't Know: The entity tells you that it doesn't know.

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companion spell has a casting time longer than 10 minutes, This spell enables you to control the actions of one or more

use that instead. You must pay any costs associated with the plant creatures for a short period of time. You command the

companion spell when you cast contingency.

creatures by voice and they understand you, no matter what

language you speak. Even if vocal communication is

The spell to be brought into effect by the contingency must impossible, the controlled plants do not attack you. At the

be one that affects your person and be of a spell level no end of the spell, the subjects revert to their normal behavior.

higher than one-third your caster level (rounded down,

maximum 6th level).

Suicidal or self-destructive commands are simply ignored.

The conditions needed to bring the spell into effect must be Control Undead

clear, although they can be general. In all cases, the

contingency immediately brings into effect the companion School necromancy; Level sorcerer/wizard 7

spell, the latter being “cast” instantaneously when the

prescribed circumstances occur. If complicated or convoluted Casting Time 1 standard action

conditions are prescribed, the whole spell combination Components V, S, M (a piece of bone and a piece of raw

( contingency and the companion magic) may fail when meat)

triggered. The companion spell occurs based solely on the

stated conditions, regardless of whether you want it to.

Range close (25 ft. + 5 ft./2 levels)

You can use only one contingency spell at a time; if a second Targets up to 2 HD/level of undead creatures, no two of

is cast, the first one (if still active) is dispelled.

which can be more than 30 ft. apart

Continual Flame

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

School evocation [light]; Level cleric 3, sorcerer/wizard 2

This spell enables you to control undead creatures for a short

Casting Time 1 standard action

period of time. You command them by voice and they

Components V, S, M (ruby dust worth 50 gp)

understand you, no matter what language you speak. Even if

vocal communication is impossible, the controlled undead do

Range touch

not attack you. At the end of the spell, the subjects revert to

Target object touched

their normal behavior.

Intelligent undead creatures remember that you controlled

Effect magical, heatless flame

them, and they may seek revenge after the spell's effects end.

Duration permanent

Control Water

Saving Throw none; Spell Resistance no

A flame, equivalent in brightness to a torch, springs forth School transmutation [water]; Level cleric 4, druid 4,

from an object that you touch. The effect looks like a regular sorcerer/wizard 6

flame, but it creates no heat and doesn't use oxygen. A Casting Time 1 standard action

continual flame can be covered and hidden but not smothered

or quenched.

Components V, S, M/DF (a pinch of dust for lower water or

a drop of water for raise water)

Light spells counter and dispel darkness spells of an equal or

lower level.

Range long (400 ft. + 40 ft./level)

Control Plants

Area water in a volume of 10 ft./level by 10 ft./level by 2

ft./level (S)

School transmutation; Level druid 8

Duration 10 min./level (D)

Casting Time 1 standard action

Saving Throw none; see text; Spell Resistance no

Components V, S, DF

This spell has two different applications, both of which

control water in different ways. The first version of this spell

Range close (25 ft. + 5 ft./2 levels)

causes water in the area to swiftly evaporate or to sink into

Targets up to 2 HD/level of plant creatures, no two of which the ground below, lowering the water's depth. The second

can be more than 30 ft. apart

version causes the water to surge and rise, increasing its

overall depth and possibly flooding nearby areas.

Duration 1 min./level

Lower Water: This causes water or similar liquid to reduce its

Saving Throw Will negates; Spell Resistance no

depth by as much as 2 feet per caster level (to a minimum

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depth of 1 inch). The water is lowered within a squarish fully manifests itself 10 minutes later). Contradictory

depression whose sides are up to caster level × 10 feet long. conditions are not possible simultaneously.

In extremely large and deep bodies of water, such as a deep

ocean, the spell creates a whirlpool that sweeps ships and Control weather can do away with atmospheric phenomena

(naturally occurring or otherwise) as well as create them.

similar craft downward, putting them at risk and rendering

them unable to leave by normal movement for the duration A druid casting this spell doubles the duration and affects a

of the spell. When cast on water elementals and other water- circle with a 3-mile radius.

based creatures, this spell acts as a slow spell (Will negates).

The spell has no effect on other creatures.

Control Winds

Raise Water: This causes water or similar liquid to rise in School transmutation [air]; Level druid 5

height, just as the lower water version causes it to lower.

Boats raised in this way slide down the sides of the hump Casting Time 1 standard action

that the spell creates. If the area affected by the spell includes Components V, S

riverbanks, a beach, or other land nearby, the water can spill

over onto dry land.

Range 40 ft./level

With either version of this spell, you may reduce one Area 40 ft./level radius cylinder 40 ft. high

horizontal dimension by half and double the other horizontal Duration 10 min./level

dimension to change the overall area of effect.

Saving Throw Fortitude negates; Spell Resistance no

Control Weather

You alter wind force in the area surrounding you. You can

School transmutation; Level cleric 7, druid 7, make the wind blow in a certain direction or manner,

sorcerer/wizard 7

increase its strength, or decrease its strength. The new wind

direction and strength persist until the spell ends or until you

Casting Time 10 minutes; see text

choose to alter your handiwork, which requires

Components V, S

concentration. You may create an “eye” of calm air up to 80

feet in diameter at the center of the area if you so desire, and

Range 2 miles

you may choose to limit the area to any cylindrical area less

Area 2-mile-radius circle, centered on you; see text

than your full limit.

Duration 4d12 hours; see text

Wind Direction: You may choose one of four basic wind

patterns to function over the spell's area.

Saving Throw none; Spell Resistance no

•

A downdraft blows from the center outward in equal

You change the weather in the local area. It takes 10 minutes

strength in all directions.

to cast the spell and an additional 10 minutes for the effects

•

An updraft blows from the outer edges in toward the

to manifest. You can call forth weather appropriate to the

center in equal strength from all directions, veering

climate and season of the area you are in. You can also use

upward before impinging on the eye in the center.

this spell to cause the weather in the area to become calm

•

Rotation causes the winds to circle the center in

and normal for the season.

clockwise or counterclockwise fashion.

Season Possible Weather

•

A blast simply causes the winds to blow in one

direction across the entire area from one side to the

Spring

Tornado, thunderstorm, sleet storm, or hot weather

other.

Summer Torrential rain, heat wave, or hailstorm

Wind Strength: For every three caster levels, you can increase

Autumn Hot or cold weather, fog, or sleet

or decrease wind strength by one level. Each round on your

Winter

Frigid cold, blizzard, or thaw

turn, a creature in the wind must make a Fortitude save or

Late

Hurricane-force winds or early spring

suffer the effect of being in the windy area. See Environment

winter

for more details.

Strong winds (21+ mph) make sailing difficult.

You control the general tendencies of the weather, such as A severe wind (31+ mph) causes minor ship and building

the direction and intensity of the wind. You cannot control damage.

specific applications of the weather—where lightning strikes,

for example, or the exact path of a tornado. The weather A windstorm (51+ mph) drives most flying creatures from

continues as you left it for the duration, or until you use a the skies, uproots small trees, knocks down light wooden

standard action to designate a new kind of weather (which structures, tears off roofs, and endangers ships.

Page 248

Hurricane force winds (75+ mph) destroy wooden buildings, A much more potent spell than animate dead, this evil spell

uproot large trees, and cause most ships to founder.

allows you to infuse a dead body with negative energy to

create more powerful sorts of undead: ghouls, ghasts,

A tornado (175+ mph) destroys all nonfortified buildings and mummies, and mohrgs. The type or types of undead you can

often uproots large trees.

create are based on your caster level, as shown on the table

Create Food and Water

below.

Caster Level

Undead Created

School conjuration (creation); Level cleric 3

11th or lower

Ghoul

Casting Time 10 minutes

12th–14th

Ghast

Components V, S

15th–17th

Mummy

Range close (25 ft. + 5 ft./2 levels)

18th or higher

Mohrg

Effect food and water to sustain three humans or one

horse/level for 24 hours

You may create less powerful undead than your level would

Duration 24 hours; see text

allow if you choose. Created undead are not automatically

under the control of their animator. If you are capable of

Saving Throw none; Spell Resistance no

commanding undead, you may attempt to command the

undead creature as it forms.

The food that this spell creates is simple fare of your choice

—highly nourishing, if rather bland. Food so created decays This spell must be cast at night.

and becomes inedible after 24 hours, although it can be kept

fresh for another 24 hours by casting a purify food and water Create Water

spell on it. The water created by this spell is just like clean

rain water, and it doesn't go bad as the food does.

School conjuration (creation) [water]; Level cleric 0, druid 0,

paladin 1

Create Greater Undead

Casting Time 1 standard action

School necromancy [evil]; Level cleric 8, sorcerer/wizard 8

Components V, S

This spell functions like create undead, except that you can Range close (25 ft. + 5 ft./2 levels)

create more powerful and intelligent sorts of undead:

shadows, wraiths, spectres, and devourers. The type or types Effect up to 2 gallons of water/level

of undead created is based on caster level, as shown below.

Duration instantaneous

Caster Level

Undead Created

Saving Throw none; Spell Resistance no

15th or lower

Shadow

This spell generates wholesome, drinkable water, just like

16th–17th

Wraith

clean rain water. Water can be created in an area as small as

18th–19th

Spectre

will actually contain the liquid, or in an area three times as

large—possibly creating a downpour or filling many small

20th or higher

Devourer

receptacles. This water disappears after 1 day if not

consumed.

Create Undead

Note: Conjuration spells can't create substances or objects

within a creature. Water weighs about 8 pounds per gallon.

School necromancy [evil]; Level cleric 6, sorcerer/wizard 6

One cubic foot of water contains roughly 8 gallons and

Casting Time 1 hour

weighs about 60 pounds.

Components V, S, M (a clay pot filled with grave dirt and an Creeping Doom

onyx gem worth at least 50 gp per HD of the undead to be

created)

School conjuration (summoning); Level druid 7

Range close (25 ft. + 5 ft./2 levels)

Casting Time 1 standard action

Target one corpse

Components V, S

Duration instantaneous

Range close (25 ft. + 5 ft./2 levels)/100 ft.; see text

Saving Throw none; Spell Resistance no

Effect four swarms of insects

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Duration 1 round/level

interpose itself, as interposing hand does.

Saving Throw Fortitude partial, see text; Spell Resistance Cure Critical Wounds

no

This spell summons four massive swarms of biting and School conjuration (healing); Level bard 4, cleric 4, druid 5

stinging insects. These swarms appear adjacent to one This spell functions like cure light wounds, except that it

another, but can be directed to move independently. Treat cures 4d8 points of damage + 1 point per caster level

these swarms as centipede swarms with the following (maximum +20).

adjustments. The swarms have 60 hit points each and deal

4d6 points of damage with their swarm attack. The save to Cure Critical Wounds, Mass

resist their poison and distraction effects is equal to the save

DC of this spell. Creatures caught in multiple swarms only School conjuration (healing); Level cleric 8, druid 9

take damage and make saves once.

This spell functions like mass cure light wounds, except that

You may summon the swarms so that they share the area of it cures 4d8 points of damage + 1 point per caster level

other creatures. As a standard action, you can command any (maximum +40).

number of the swarms to move toward any target within 100 Cure Light Wounds

feet of you. You cannot command any swarm to move more

than 100 feet away from you, and if you move more than 100 School conjuration (healing); Level bard 1, cleric 1, druid 1,

feet from any swarm, that swarm remains stationary, paladin 1, ranger 2

attacking any creatures in its area (but can be commanded

again if you move within 100 feet).

Casting Time 1 standard action

Crushing Despair

Components V, S

Range touch

School enchantment (compulsion) [mind-affecting]; Level

bard 3, sorcerer/wizard 4

Target creature touched

Casting Time 1 standard action

Duration instantaneous

Components V, S, M

Saving Throw Will half (harmless); see text; Spell

Resistance yes (harmless); see text

Range 30 ft.

When laying your hand upon a living creature, you channel

Area cone-shaped burst

positive energy that cures 1d8 points of damage + 1 point per

Duration 1 min./level

caster level (maximum +5). Since undead are powered by

negative energy, this spell deals damage to them instead of

Saving Throw Will negates; Spell Resistance yes

curing their wounds. An undead creature can apply spell

An invisible cone of despair causes great sadness in the resistance, and can attempt a Will save to take half damage.

subjects. Each affected creature takes a –2 penalty on attack Cure Light Wounds, Mass

rolls, saving throws, ability checks, skill checks, and weapon

damage rolls.

School conjuration (healing); Level bard 5, cleric 5, druid 6

Crushing despair counters and dispels good hope.

Casting Time 1 standard action

Crushing Hand

Components V, S

School evocation [force]; Level sorcerer/wizard 9

Range close (25 ft. + 5 ft./2 levels)

This spell functions as interposing hand, except that it can Target one creature/level, no two of which can be more than

also grapple one opponent as grasping hand. Its CMB and 30 ft. apart

CMD for grapple checks use your caster level in place of its Duration instantaneous

base attack bonus, with a +12 bonus for its Strength score

(35) and a +1 bonus for being Large (its Dexterity is 10, Saving Throw Will half (harmless) or Will half; see text; granting no bonus to the CMD). A crushing hand deals Spell Resistance yes (harmless) or yes; see text 2d6+12 points of damage on each successful grapple check You channel positive energy to cure 1d8 points of damage +

against an opponent. The crushing hand can instead be 1 point per caster level (maximum +25) on each selected

directed to bull rush a target (as forceful hand), using the creature. Like other cure spells, mass cure light wounds deals

same bonuses outlined above, or it can be directed to damage to undead in its area rather than curing them. Each

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affected undead may attempt a Will save for half damage.

Components V, S

Cure Moderate Wounds

Range medium (100 ft. + 10 ft./level)

Effect Up to four lights, all within a 10-ft.-radius area

School conjuration (healing); Level bard 2, cleric 2, druid 3,

paladin 3, ranger 3

Duration 1 minute (D)

This spell functions like cure light wounds, except that it Saving Throw none; Spell Resistance no

cures 2d8 points of damage + 1 point per caster level Depending on the version selected, you create up to four

(maximum +10).

lights that resemble lanterns or torches (and cast that amount

Cure Moderate Wounds, Mass

of light), or up to four glowing spheres of light (which look

like will-o'-wisps), or one faintly glowing, vaguely humanoid

School conjuration (healing); Level bard 6, cleric 6, druid 7

shape. The dancing lights must stay within a 10-foot-radius

area in relation to each other but otherwise move as you

This spell functions like mass cure light wounds, except that desire (no concentration required): forward or back, up or

it cures 2d8 points of damage + 1 point per caster level down, straight or turning corners, or the like. The lights can

(maximum +30).

move up to 100 feet per round. A light winks out if the

Cure Serious Wounds

distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one

School conjuration (healing); Level bard 3, cleric 3, druid 4, time. If you cast this spell while another casting is still in

paladin 4, ranger 4

effect, the previous casting is dispelled. If you make this

This spell functions like cure light wounds, except that it spell permanent, it does not count against this limit.

cures 3d8 points of damage + 1 point per caster level Dancing lights can be made permanent with a permanency

(maximum +15).

spell.

Cure Serious Wounds, Mass

Darkness

School conjuration (healing); Level cleric 7, druid 8

School evocation [darkness]; Level bard 2, cleric 2,

This spell functions like mass cure light wounds, except that sorcerer/wizard 2

it cures 3d8 points of damage + 1 point per caster level Casting Time 1 standard action

(maximum +35).

Components V, M/DF (bat fur and a piece of coal)

Curse Water

Range touch

School necromancy [evil]; Level cleric 1

Target object touched

Casting Time 1 minute

Duration 1 min./level (D)

Components V, S, M (5 lbs. of powdered silver worth 25 gp) Saving Throw none; Spell Resistance no

Range touch

This spell causes an object to radiate darkness out to a 20-

Target flask of water touched

foot radius. This darkness causes the illumination level in the

area to drop one step, from bright light to normal light, from

Duration instantaneous

normal light to dim light, or from dim light to darkness. This

Saving Throw Will negates (object); Spell Resistance yes spell has no effect in an area that is already dark. Creatures

(object)

with light vulnerability or sensitivity take no penalties in

normal light. All creatures gain concealment (20% miss

This spell imbues a flask (1 pint) of water with negative chance) in dim light. All creatures gain total concealment

energy, turning it into unholy water (see Equipment). Unholy (50% miss chance) in darkness. Creatures with darkvision

water damages good outsiders the way holy water damages can see in an area of dim light or darkness without penalty.

undead and evil outsiders.

Nonmagical sources of light, such as torches and lanterns, do

Dancing Lights

not increase the light level in an area of darkness. Magical

light sources only increase the light level in an area if they

are of a higher spell level than darkness.

School evocation [light]; Level bard 0, sorcerer/wizard 0

If darkness is cast on a small object that is then placed inside

Casting Time 1 standard action

or under a lightproof covering, the spell's effect is blocked

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until the covering is removed.

Daylight counters or dispels any darkness spell of equal or

lower level, such as darkness.

This spell does not stack with itself. Darkness can be used to

counter or dispel any light spell of equal or lower spell level. Daze

Darkvision

School enchantment (compulsion) [mind-affecting]; Level

bard 0, sorcerer/wizard 0

School transmutation; Level ranger 3, sorcerer/wizard 2

Casting Time 1 standard action

Casting Time 1 standard action

Components V, S, M (a pinch of wool or similar substance)

Components V, S, M (either a pinch of dried carrot or an

agate)

Range close (25 ft. + 5 ft./2 levels)

Range touch

Target one humanoid creature of 4 HD or less

Target creature touched

Duration 1 round

Duration 1 hour/level

Saving Throw Will negates; Spell Resistance yes

Saving Throw Will negates (harmless); Spell Resistance This spell clouds the mind of a humanoid creature with 4 or

yes (harmless)

fewer Hit Dice so that it takes no actions. Humanoids of 5 or

more HD are not affected. A dazed subject is not stunned, so

The subject gains the ability to see 60 feet even in total attackers get no special advantage against it. After a creature

darkness. Darkvision is black and white only but otherwise has been dazed by this spell, it is immune to the effects of

like normal sight.

this spell for 1 minute.

Darkvision can be made permanent with a permanency spell. Daze Monster

Daylight

School enchantment (compulsion) [mind-affecting]; Level

School evocation [light]; Level bard 3, cleric 3, druid 3, bard 2, sorcerer/wizard 2

paladin 3, sorcerer/wizard 3

Range medium (100 ft. + 10 ft./level)

Casting Time 1 standard action

Target one living creature of 6 HD or less

Components V, S

This spell functions like daze, but it can affect any one living

Range touch

creature of any type. Creatures of 7 or more HD are not

affected.

Target object touched

Duration 10 min./level (D)

Death Knell

Saving Throw none; Spell Resistance no

School necromancy [death, evil]; Level cleric 2

You touch an object when you cast this spell, causing the Casting Time 1 standard action

object to shed bright light in a 60-foot radius. This

illumination increases the light level for an additional 60 feet Components V, S

by one step (darkness becomes dim light, dim light becomes Range touch

normal light, and normal light becomes bright light).

Creatures that take penalties in bright light take them while Target living creature touched

within the 60-foot radius of this magical light. Despite its Duration instantaneous/10 minutes per HD of subject; see

name, this spell is not the equivalent of daylight for the text

purposes of creatures that are damaged or destroyed by such

light.

Saving Throw Will negates; Spell Resistance yes

If daylight is cast on a small object that is then placed inside You draw forth the ebbing life force of a creature and use it

or under a light-proof covering, the spell's effects are blocked to fuel your own power. Upon casting this spell, you touch a

until the covering is removed.

living creature that has –1 or fewer hit points. If the subject

fails its saving throw, it dies, and you gain 1d8 temporary hit

Daylight brought into an area of magical darkness (or vice points and a +2 enhancement bonus to Strength.

versa) is temporarily negated, so that the otherwise Additionally, your effective caster level goes up by +1,

prevailing light conditions exist in the overlapping areas of improving spell effects dependent on caster level. This

effect.

increase in effective caster level does not grant you access to

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more spells. These effects last for 10 minutes per HD of the targets.

subject creature.

Deeper Darkness

Death Ward

School evocation [darkness]; Level cleric 3

School necromancy; Level cleric 4, druid 5, paladin 4

Duration 10 min./level (D)

Casting Time 1 standard action

This spell functions as darkness, except that objects radiate

Components V, S, DF

darkness in a 60-foot radius and the light level is lowered by

two steps. Bright light becomes dim light and normal light

Range touch

becomes darkness. Areas of dim light and darkness become

Target living creature touched

supernaturally dark. This functions like darkness, but even

creatures with darkvision cannot see within the spell's

Duration 1 min./level

confines.

Saving Throw Will negates (harmless); Spell Resistance yes This spell does not stack with itself. Deeper darkness can be

(harmless)

used to counter or dispel any light spell of equal or lower

The subject gains a +4 morale bonus on saves against all spell level.

death spells and magical death effects. The subject is granted

a save to negate such effects even if one is not normally Delay Poison

allowed. The subject is immune to energy drain and any

negative energy effects, including channeled negative energy. School conjuration (healing); Level bard 2, cleric 2, druid 2,

paladin 2, ranger 1

This spell does not remove negative levels that the subject

has already gained, but it does remove the penalties from Casting Time 1 standard action

negative levels for the duration of its effect.

Components V, S, DF

Death ward does not protect against other sorts of attacks, Range touch

even if those attacks might be lethal.

Target creature touched

Deathwatch

Duration 1 hour/level

School necromancy; Level cleric 1

Saving Throw Fortitude negates (harmless); Spell

Resistance yes (harmless)

Casting Time 1 standard action

The subject becomes temporarily immune to poison. Any

Components V, S

poison in its system or any poison to which it is exposed

Range 30 ft.

during the spell's duration does not affect the subject until the

spell's duration has expired. Delay poison does not cure any

Area cone-shaped emanation

damage that poison may have already done.

Duration 10 min./level

Delayed Blast Fireball

Saving Throw none; Spell Resistance no

School evocation [fire]; Level sorcerer/wizard 7

Using the powers of necromancy, you can determine the

condition of creatures near death within the spell's range. You Duration 5 rounds or less; see text

instantly know whether each creature within the area is dead,

fragile (alive and wounded, with 3 or fewer hit points left), This spell functions like fireball, except that it is more

fighting off death (alive with 4 or more hit points), healthy, powerful and can detonate up to 5 rounds after the spell is

undead, or neither alive nor dead (such as a construct). cast. The burst of flame deals 1d6 points of fire damage per

Deathwatch sees through any spell or ability that allows caster level (maximum 20d6). The glowing bead created by

creatures to feign death.

delayed blast fireball can detonate immediately if you desire,

or you can choose to delay the burst for as many as 5 rounds.

Deep Slumber

You select the amount of delay upon completing the spell,

and that time cannot change once it has been set unless

School enchantment (compulsion) [mind-affecting]; Level someone touches the bead. If you choose a delay, the

bard 3, sorcerer/wizard 3

glowing bead sits at its destination until it detonates. A

creature can pick up and hurl the bead as a thrown weapon

Range close (25 ft. + 5 ft./2 levels)

(range increment 10 feet). If a creature handles and moves

This spell functions like sleep, except that it affects 10 HD of the bead within 1 round of its detonation, there is a 25%

Page 253

chance that the bead detonates while being handled.

secondary function, if used, does not also grant the bonuses

and penalties relating to undead, as given above.

Demand

Desecrate counters and dispels consecrate.

School enchantment (compulsion) [mind-affecting]; Level

sorcerer/wizard 8

Destruction

Saving Throw Will partial; Spell Resistance yes

School necromancy [death]; Level cleric 7

This spell functions like sending, but the message can also Casting Time 1 standard action

contain a suggestion (see the suggestion spell), which the

subject does its best to carry out. A successful Will save Components V, S, F (holy or unholy symbol costing 500 gp)

negates the suggestion effect but not the contact itself. The Range close (25 ft. + 5 ft./2 levels)

demand, if received, is understood even if the subject's

Intelligence score is as low as 1. If the message is impossible Target one creature

or meaningless according to the circumstances that exist for Duration instantaneous

the subject at the time the demand is issued, the message is

understood but the suggestion is ineffective.

Saving Throw Fortitude partial; Spell Resistance yes

The demand's message to the creature must be 25 words or This spell instantly delivers 10 points of damage per caster

less, including the suggestion. The creature can also give a level. If the spell slays the target, it consumes the remains

short reply immediately.

utterly in holy (or unholy) fire (but not its equipment or

possessions). If the target's Fortitude saving throw succeeds,

Desecrate

it instead takes 10d6 points of damage. The only way to

restore life to a character who has failed to save against this

School evocation [evil]; Level cleric 2

spell (and was slain) is to use true resurrection, a carefully

worded wish spell followed by resurrection, or miracle.

Casting Time 1 standard action

Component V, S, M (a vial of unholy water and 25 gp worth Detect Animals or Plants

(5 pounds) of silver dust, all of which must be sprinkled

around the area), DF

School divination; Level druid 1, ranger 1

Range close (25 ft. + 5 ft./2 levels)

Casting Time 1 standard action

Area 20-ft.-radius emanation

Components V, S

Duration 2 hours/level

Range long (400 ft. + 40 ft./level)

Saving Throw none; Spell Resistance yes

Area cone-shaped emanation

This spell imbues an area with negative energy. The DC to Duration concentration, up to 10 min./level (D)

resist negative channeled energy within this area gains a +3 Saving Throw none; Spell Resistance no

profane bonus. Every undead creature entering a desecrated

area gains a +1 profane bonus on all attack rolls, damage You can detect a particular kind of animal or plant in a cone

rolls, and saving throws. An undead creature created within emanating out from you in whatever direction you face. You

or summoned into such an area gains +1 hit points per HD.

must think of a kind of animal or plant when using the spell,

but you can change the animal or plant kind each round. The

If the desecrated area contains an altar, shrine, or other amount of information revealed depends on how long you

permanent fixture dedicated to your deity or aligned higher search a particular area or focus on a specific kind of animal

power, the modifiers given above are doubled (+6 profane or plant.

bonus to negative channeled energy DCs, +2 profane bonus

and +2 hit points per HD for undead created in the area).

1st Round: Presence or absence of that kind of animal or

plant in the area.

Furthermore, anyone who casts animate dead within this area

may create as many as double the normal amount of undead 2nd Round: Number of individuals of the specified kind in

(that is, 4 HD per caster level rather than 2 HD per caster the area and the condition of the healthiest specimen.

level).

3rd Round: The condition (see below) and location of each

If the area contains an altar, shrine, or other permanent individual present. If an animal or a plant is outside your line

fixture of a deity, pantheon, or higher power other than your of sight, then you discern its direction but not its exact

patron, the desecrate spell instead curses the area, cutting off location.

its connection with the associated deity or power. This Conditions: For purposes of this spell, the categories of

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Table 10-2: Detect Chaos/Evil/Good/Law

Aura Power

Creature/Object

None

Faint

Moderate

Strong

Overwhelming

Aligned creature1 (HD)

5 or lower

5–10

11–25

26–50

51 or higher

Aligned Undead (HD)

—

2 or lower

3–8

9–20

21 or higher

Aligned outsider (HD)

—

1 or lower

2–4

5–10

11 or higher

Cleric or paladin of an aligned deity2 (class levels)

—

1

2–4

5–10

11 or higher

Aligned magic item or spell (caster level)

5th or lower 6th–10th

11th–15th 16th–20th 21st or higher

1 Except for undead and outsiders, which have their own entries on the table.

2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate

whether this applies.

condition are as follows:

Saving Throw none; Spell Resistance no

Normal: Has at least 90% of full normal hit points, free of You can sense the presence of evil. The amount of

disease.

information revealed depends on how long you study a

particular area or subject.

Fair: 30% to 90% of full normal hit points remaining.

1st Round: Presence or absence of evil.

Poor: Less than 30% of full normal hit points remaining,

afflicted with a disease, or suffering from a debilitating 2nd Round: Number of evil auras (creatures, objects, or

injury.

spells) in the area and the power of the most potent evil aura

present.

Weak: 0 or fewer hit points remaining, afflicted with a

disease that has reduced an ability score to 5 or less, or If you are of good alignment, and the strongest evil aura's

crippled.

power is overwhelming (see below), and the HD or level of

the aura's source is at least twice your character level, you

If a creature falls into more than one category, the spell are stunned for 1 round and the spell ends.

indicates the weaker of the two.

3rd Round: The power and location of each aura. If an aura is

Each round you can turn to detect a kind of animal or plant in outside your line of sight, then you discern its direction but

a new area. The spell can penetrate barriers, but 1 foot of not its exact location.

stone, 1 inch of common metal, a thin sheet of lead, or 3 feet

of wood or dirt blocks it.

Aura Power: An evil aura's power depends on the type of evil

creature or object that you're detecting and its HD, caster

Detect Chaos

level, or (in the case of a cleric) class level; see the table

below. If an aura falls into more than one strength category,

School divination; Level cleric 1

the spell indicates the stronger of the two.

This spell functions like detect evil, except that it detects the Lingering Aura: An evil aura lingers after its original source

auras of chaotic creatures, clerics of chaotic deities, chaotic dissipates (in the case of a spell) or is destroyed (in the case

spells, and chaotic magic items, and you are vulnerable to an of a creature or magic item). If detect evil is cast and directed

overwhelming chaotic aura if you are lawful.

at such a location, the spell indicates an aura strength of dim

Detect Evil

(even weaker than a faint aura). How long the aura lingers at

this dim level depends on its original power:

School divination; Level cleric 1

Original Strength

Duration of Lingering Aura

Casting Time 1 standard action

Faint

1d6 rounds

Component V, S, DF

Moderate

1d6 minutes

Range 60 ft.

Strong

1d6 × 10 minutes

Overwhelming

1d6 days

Area cone-shaped emanation

Duration concentration, up to 10 min./ level (D)

Animals, traps, poisons, and other potential perils are not

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evil, and as such this spell does not detect them. Creatures items or creatures bearing the auras are in line of sight, you

with actively evil intents count as evil creatures for the can make Knowledge (arcana) skill checks to determine the

purpose of this spell.

school of magic involved in each. (Make one check per aura:

DC 15 + spell level, or 15 + 1/2 caster level for a nonspell

Each round, you can turn to detect evil in a new area. The effect.) If the aura eminates from a magic item, you can

spell can penetrate barriers, but 1 foot of stone, 1 inch of attempt to identify its properties (see Spellcraft).

common metal, a thin sheet of lead, or 3 feet of wood or dirt

blocks it.

Magical areas, multiple types of magic, or strong local

magical emanations may distort or conceal weaker auras.

Detect Good

Aura Strength: An aura's power depends on a spell's

School divination; Level cleric 1

functioning spell level or an item's caster level; see the

accompanying table. If an aura falls into more than one

This spell functions like detect evil, except that it detects the category, detect magic indicates the stronger of the two.

auras of good creatures, clerics or paladins of good deities,

good spells, and good magic items, and you are vulnerable to Lingering Aura: A magical aura lingers after its original

an overwhelming good aura if you are evil.

source dissipates (in the case of a spell) or is destroyed (in

the case of a magic item). If detect magic is cast and directed

Detect Law

at such a location, the spell indicates an aura strength of dim

(even weaker than a faint aura). How long the aura lingers at

School divination; Level cleric 1

this dim level depends on its original power:

This spell functions like detect evil, except that it detects the Original Strength

Duration of Lingering Aura

auras of lawful creatures, clerics of lawful deities, lawful

spells, and lawful magic items, and you are vulnerable to an Faint

1d6 rounds

overwhelming lawful aura if you are chaotic.

Moderate

1d6 minutes

Detect Magic

Strong

1d6 × 10 minutes

Overwhelming

1d6 days

School divination; Level bard 0, cleric 0, druid 0,

sorcerer/wizard 0

Outsiders and elementals are not magical in themselves, but

Casting Time 1 standard action

if they are summoned, the conjuration spell registers. Each

round, you can turn to detect magic in a new area. The spell

Component: V, S

can penetrate barriers, but 1 foot of stone, 1 inch of common

Range 60 ft.

metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Area cone-shaped emanation

Detect magic can be made permanent with a permanency

spell.

Duration concentration, up to 1 min./level (D)

Saving Throw none; Spell Resistance no

Detect Poison

You detect magical auras. The amount of information School divination; Level cleric 0, druid 0, paladin 1, ranger

revealed depends on how long you study a particular area or 1, sorcerer/wizard 0

subject.

Casting Time 1 standard action

1st Round: Presence or absence of magical auras.

Components V, S

2nd Round: Number of different magical auras and the power Range close (25 ft. + 5 ft./2 levels)

of the most potent aura.

Target or Area one creature, one object, or a 5-ft. cube

3rd Round: The strength and location of each aura. If the

Table 10-3: Detect Magic

Aura Power

Spell or Object

Faint

Moderate

Strong

Overwhelming

Functioning spell (spell level)

3rd or lower

4th–6th

7th–9th

10th+ (deity-level)

Magic item (caster level)

5th or lower

6th–11th

12th–20th

21st+ (artifact)

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Duration instantaneous

1st Round: Presence or absence of secret doors.

Saving Throw none; Spell Resistance no

2nd Round: Number of secret doors and the location of each.

If an aura is outside your line of sight, then you discern its

You determine whether a creature, object, or area has been direction but not its exact location.

poisoned or is poisonous. You can determine the exact type

of poison with a DC 20 Wisdom check. A character with the Each Additional Round: The mechanism or trigger for one

Craft (alchemy) skill may try a DC 20 Craft (alchemy) check particular secret portal closely examined by you. Each round,

if the Wisdom check fails, or may try the Craft (alchemy) you can turn to detect secret doors in a new area. The spell

check prior to the Wisdom check. The spell can penetrate can penetrate barriers, but 1 foot of stone, 1 inch of common

barriers, but 1 foot of stone, 1 inch of common metal, a thin metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Snares and Pits

Detect Scrying

School divination; Level druid 1, ranger 1

School divination; Level bard 4, sorcerer/wizard 4

Casting Time 1 standard action

Casting Time 1 standard action

Components V, S

Components V, S, M (a piece of mirror and a miniature Range 60 ft.

brass hearing trumpet)

Range 40 ft.

Area cone-shaped emanation

Duration concentration, up to 10 min./level (D)

Area 40-ft.-radius emanation centered on you

Duration 24 hours

Saving Throw none; Spell Resistance no

You can detect simple pits, deadfalls, and snares as well as

Saving Throw none; Spell Resistance no

mechanical traps constructed of natural materials. The spell

You immediately become aware of any attempt to observe does not detect complex traps, including trapdoor traps.

you by means of a divination (scrying) spell or effect. The

spell's area radiates from you and moves as you move. You Detect snares and pits does detect certain natural hazards—

quicksand (a snare), a sinkhole (a pit), or unsafe walls of

know the location of every magical sensor within the spell's

area.

natural rock (a deadfall). It does not reveal other potentially

dangerous conditions. The spell does not detect magic traps

If the scrying attempt originates within the area, you also (except those that operate by pit, deadfall, or snaring; see the

know its location; otherwise, you and the scrier immediately spell snare), nor mechanically complex ones, nor those that

make opposed caster level checks (1d20 + caster level). If have been rendered safe or inactive.

you at least match the scrier's result, you get a visual image The amount of information revealed depends on how long

of the scrier and an accurate sense of his direction and

distance from you.

you study a particular area.

1st Round: Presence or absence of hazards.

Detect Secret Doors

2nd Round: Number of hazards and the location of each. If a

School divination; Level bard 1, sorcerer/wizard 1

hazard is outside your line of sight, then you discern its

direction but not its exact location.

Casting Time 1 standard action

Each Additional Round: The general type and trigger for one

Components V, S

particular hazard closely examined by you.

Range 60 ft.

Each round, you can turn to examine a new area. The spell

Area cone-shaped emanation

can penetrate barriers, but 1 foot of stone, 1 inch of common

metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Duration concentration, up to 1 min./level (D)

Saving Throw none; Spell Resistance no

Detect Thoughts

You can detect secret doors, compartments, caches, and so School divination [mind-affecting]; Level bard 2,

forth. Only passages, doors, or openings that have been sorcerer/wizard 2

specifically constructed to escape detection are detected by Casting Time 1 standard action

this spell. The amount of information revealed depends on

how long you study a particular area or subject.

Components V, S, F/DF (a copper piece)

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Range 60 ft.

an aura is outside your line of sight, then you discern its

direction but not its exact location.

Area cone-shaped emanation

Aura Strength: The strength of an undead aura is determined

Duration concentration, up to 1 min./level (D)

by the HD of the undead creature, as given on the table

Saving Throw Will negates; see text; Spell Resistance no

below.

You detect surface thoughts. The amount of information Lingering Aura: An undead aura lingers after its original

revealed depends on how long you study a particular area or source is destroyed. If detect undead is cast and directed at

subject.

such a location, the spell indicates an aura strength of dim

(even weaker than a faint aura). How long the aura lingers at

1st Round: Presence or absence of thoughts (from conscious this dim level depends on its original power, as given on the

creatures with Intelligence scores of 1 or higher).

table below.

2nd Round: Number of thinking minds and the Intelligence

score of each. If the highest Intelligence is 26 or higher (and HD

Strength

Lingering Aura Duration

at least 10 points higher than your own Intelligence score), 1 or lower

Faint

1d6 rounds

you are stunned for 1 round and the spell ends. This spell 2–4

Moderate

1d6 minutes

does not let you determine the location of the thinking minds 5–10

Strong

1d6 × 10 minutes

if you can't see the creatures whose thoughts you are

detecting.

11 or higher

Overwhelming 1d6 days

3rd Round: Surface thoughts of any mind in the area. A

target's Will save prevents you from reading its thoughts, and Each round, you can turn to detect undead in a new area. The

you must cast detect thoughts again to have another chance. spell can penetrate barriers, but 1 foot of stone, 1 inch of

Creatures of animal intelligence (Int 1 or 2) have simple, common metal, a thin sheet of lead, or 3 feet of wood or dirt

instinctual thoughts.

blocks it.

Each round, you can turn to detect thoughts in a new area. Dictum

The spell can penetrate barriers, but 1 foot of stone, 1 inch of

common metal, a thin sheet of lead, or 3 feet of wood or dirt School evocation [lawful, sonic]; Level cleric 7

blocks it.

Casting Time 1 standard action

Detect Undead

Components V

School divination; Level cleric 1, paladin 1, sorcerer/wizard Range 40 ft.

1

Area nonlawful creatures in a 40-ft.-radius spread centered

Casting Time 1 standard action

on you

Components V, S, M/DF (earth from a grave)

Duration instantaneous

Range 60 ft.

Saving Throw none or Will negates; see text; Spell

Resistance yes

Area cone-shaped emanation

Any nonlawful creature within the area of a dictum spell

Duration concentration, up to 1 minute/ level (D)

suffers the following ill effects.

Saving Throw none; Spell Resistance no

HD

Effect

You can detect the aura that surrounds undead creatures. The Equal to caster level

Deafened

amount of information revealed depends on how long you Up to caster level –1 Staggered, deafened

study a particular area.

Up to caster level –5 Paralyzed, staggered, deafened

1st Round: Presence or absence of undead auras.

Killed, paralyzed, staggered,

Up to caster level –10

2nd Round: Number of undead auras in the area and the

deafened

strength of the strongest undead aura present. If you are of

good alignment, and the strongest undead aura's strength is The effects are cumulative and concurrent. A successful Will

overwhelming (see below), and the creature has HD of at save reduces or eliminates these effects. Creatures affected

least twice your character level, you are stunned for 1 round by multiple effects make only one save and apply the result

and the spell ends.

to all the effects.

3rd Round: The strength and location of each undead aura. If

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Deafened: The creature is deafened for 1d4 rounds. Save If there is no free space within 100 feet, you and each

negates.

creature traveling with you take an additional 2d6 points of

damage and are shunted to a free space within 1,000 feet. If

Staggered: The creature is staggered for 2d4 rounds. Save there is no free space within 1,000 feet, you and each

reduces the staggered effect to 1d4 rounds.

creature travelling with you take an additional 4d6 points of

Paralyzed: The creature is paralyzed and helpless for 1d10 damage and the spell simply fails.

minutes. Save reduces the paralyzed effect to 1 round.

Dimensional Anchor

Killed: Living creatures die. Undead creatures are destroyed.

Save negates. If the save is successful, the creature instead School abjuration; Level cleric 4, sorcerer/wizard 4

takes 3d6 points of damage + 1 point per caster level

(maximum +25).

Casting Time 1 standard action

Furthermore, if you are on your home plane when you cast Components V, S

this spell, nonlawful extraplanar creatures within the area are Range medium (100 ft. + 10 ft./level)

instantly banished back to their home planes. Creatures so

banished cannot return for at least 24 hours. This effect takes Effect ray

place regardless of whether the creatures hear the dictum or Duration 1 min./level

not . The banishment effect allows a Will save (at a –4

penalty) to negate.

Saving Throw none; Spell Resistance yes (object)

Creatures whose Hit Dice exceed your caster level are A green ray springs from your hand. You must make a ranged

unaffected by dictum.

touch attack to hit the target. Any creature or object struck by

the ray is covered with a shimmering emerald field that

Dimension Door

completely blocks extradimensional travel. Forms of

movement barred by a dimensional anchor include astral

School conjuration (teleportation); Level bard 4, projection, blink, dimension door, ethereal jaunt,

sorcerer/wizard 4

etherealness, gate, maze, plane shift, shadow walk, teleport,

and similar spell-like abilities. The spell also prevents the use

Casting Time 1 standard action

of a gate or teleportation circle for the duration of the spell.

Components V

A dimensional anchor does not interfere with the movement

Range long (400 ft. + 40 ft./level)

of creatures already in ethereal or astral form when the spell

is cast, nor does it block extradimensional perception or

Target you and touched objects or other touched willing attack forms. Also, dimensional anchor does not prevent

creatures

summoned creatures from disappearing at the end of a

Duration instantaneous

summoning spell.

Saving Throw none and Will negates (object); Spell Dimensional Lock

Resistance no and yes (object)

You instantly transfer yourself from your current location to School abjuration; Level cleric 8, sorcerer/wizard 8

any other spot within range. You always arrive at exactly the Casting Time 1 standard action

spot desired—whether by simply visualizing the area or by

stating direction. After using this spell, you can't take any Components V, S

other actions until your next turn. You can bring along Range medium (100 ft. + 10 ft./level)

objects as long as their weight doesn't exceed your maximum

load. You may also bring one additional willing Medium or Area 20-ft.-radius emanation centered on a point in space

smaller creature (carrying gear or objects up to its maximum Duration 1 day/level

load) or its equivalent per three caster levels. A Large

creature counts as two Medium creatures, a Huge creature Saving Throw none; Spell Resistance yes

counts as two Large creatures, and so forth. All creatures to You create a shimmering emerald barrier that completely

be transported must be in contact with one another, and at blocks extradimensional travel. Forms of movement barred

least one of those creatures must be in contact with you.

include astral projection, blink, dimension door, ethereal

If you arrive in a place that is already occupied by a solid jaunt, etherealness, gate, maze, plane shift, shadow walk,

body, you and each creature traveling with you take 1d6 teleport, and similar spell-like abilities. Once dimensional

points of damage and are shunted to a random open space on lock is in place, extradimensional travel into or out of the

a suitable surface within 100 feet of the intended location.

area is not possible.

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A dimensional lock does not interfere with the movement of unintentional inaccuracies, or necessarily reveal evasions.

creatures already in ethereal or astral form when the spell is Each round, you may concentrate on a different target.

cast, nor does it block extradimensional perception or attack

forms. Also, the spell does not prevent summoned creatures Discern Location

from disappearing at the end of a summoning spell.

Diminish Plants

School divination; Level cleric 8, sorcerer/wizard 8

Casting Time 10 minutes

School transmutation; Level druid 3, ranger 3

Components V, S, DF

Casting Time 1 standard action

Range unlimited

Components V, S, DF

Target one creature or object

Range see text

Duration instantaneous

Target or Area see text

Saving Throw none; Spell Resistance no

Duration instantaneous

A discern location spell is among the most powerful means

Saving Throw none; Spell Resistance no

of locating creatures or objects. Nothing short of a mind

This spell has two versions.

blank spell or the direct intervention of a deity keeps you

from learning the exact location of a single individual or

Prune Growth: This version of the spell causes normal object. Discern location circumvents normal means of

vegetation within long range (400 feet + 40 feet per level) to protection from scrying or location. The spell reveals the

shrink to about one-third normal size, becoming untangled name of the creature or object's location (place, name,

and less bushy. The affected vegetation appears to have been business name, building name, or the like), community,

carefully pruned and trimmed. This version of diminish county (or similar political division), country, continent, and

plants automatically dispels any spells or effects that enhance the plane of existence where the target lies.

plants, such as entangle , plant growth, and wall of thorns.

To find a creature with the spell, you must have seen the

At your option, the area can be a 100-foot-radius circle, a creature or have some item that once belonged to it. To find

150-foot-radius semicircle, or a 200-foot-radius quarter- an object, you must have touched it at least once.

circle. You may also designate portions of the area that are

not affected.

Disguise Self

Stunt Growth: This version of the spell targets all normal School illusion (glamer); Level bard 1, sorcerer/wizard 1

plants within a range of 1/2 mile, reducing their potential

productivity over the course of the following year to half Casting Time 1 standard action

normal.

Components V, S

This spell has no effect on plant creatures.

Range personal

Discern Lies

Target you

School divination; Level cleric 4, paladin 3

Duration 10 min./level (D)

Casting Time 1 standard action

You make yourself—including clothing, armor, weapons,

and equipment—look different. You can seem 1 foot shorter

Components V, S, DF

or taller, thin, fat, or in between. You cannot change your

creature type (although you can appear as another subtype).

Range close (25 ft. + 5 ft./2 levels)

Otherwise, the extent of the apparent change is up to you.

Targets one creature/level, no two of which can be more You could add or obscure a minor feature or look like an

than 30 ft. apart

entirely different person or gender.

Duration concentration, up to 1 round/level

The spell does not provide the abilities or mannerisms of the

chosen form, nor does it alter the perceived tactile (touch) or

Saving Throw Will negates; Spell Resistance no

audible (sound) properties of you or your equipment. If you

Each round, you concentrate on one target, who must be use this spell to create a disguise, you get a +10 bonus on the

within range. You know if the target deliberately and Disguise check. A creature that interacts with the glamer gets

knowingly speaks a lie by discerning disturbances in its aura a Will save to recognize it as an illusion.

caused by lying. The spell does not reveal the truth, uncover

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Disintegrate

This spell functions like dispel evil, except that you are

surrounded by constant, blue lawful energy, and the spell

School transmutation; Level sorcerer/wizard 6

affects chaotic creatures and spells rather than evil ones.

Casting Time 1 standard action

Dispel Evil

Components V, S, M/DF (a lodestone and a pinch of dust)

School abjuration [good]; Level cleric 5, paladin 4

Range medium (100 ft. + 10 ft./level)

Casting Time 1 standard action

Effect ray

Components V, S, DF

Duration instantaneous

Range touch

Saving Throw Fortitude partial (object); Spell Resistance Target or Targets you and a touched evil creature from yes

another plane, or you and an enchantment or evil spell on a

A thin, green ray springs from your pointing finger. You must touched creature or object

make a successful ranged touch attack to hit. Any creature Duration 1 round/level or until discharged, whichever comes

struck by the ray takes 2d6 points of damage per caster level first

(to a maximum of 40d6). Any creature reduced to 0 or fewer

hit points by this spell is entirely disintegrated, leaving Saving Throw see text; Spell Resistance see text

behind only a trace of fine dust. A disintegrated creature's

equipment is unaffected.

Shimmering, white holy energy surrounds you. This energy

has three effects.

When used against an object, the ray simply disintegrates as

much as a 10-foot cube of nonliving matter. Thus, the spell First, you gain a +4 deflection bonus to AC against attacks

by evil creatures.

disintegrates only part of any very large object or structure

targeted. The ray affects even objects constructed entirely of Second, on making a successful melee touch attack against

force, such as forceful hand or a wall of force, but not an evil creature from another plane, you can choose to drive magical effects such as a globe of invulnerability or an that creature back to its home plane. The creature can negate

antimagic field.

the effects with a successful Will save (spell resistance

A creature or object that makes a successful Fortitude save is applies). This use discharges and ends the spell.

partially affected, taking only 5d6 points of damage. If this Third, with a touch you can automatically dispel any one

damage reduces the creature or object to 0 or fewer hit enchantment spell cast by an evil creature or any one evil

points, it is entirely disintegrated.

spell. Spells that can't be dispelled by dispel magic also can't

Only the first creature or object struck can be affected; that be dispelled by dispel evil. Saving throws and spell

resistance do not apply to this effect. This use discharges and

is, the ray affects only one target per casting.

ends the spell.

Dismissal

Dispel Good

School abjuration; Level cleric 4, sorcerer/wizard 5

School abjuration [evil]; Level cleric 5

Casting Time 1 standard action

This spell functions like dispel evil, except that you are

Components V, S, DF

surrounded by dark, wavering unholy energy, and the spell

affects good creatures and spells rather than evil ones.

Range close (25 ft. + 5 ft./2 levels)

Target one extraplanar creature

Dispel Law

Duration instantaneous

School abjuration [chaotic]; Level cleric 5

Saving Throw Will negates; see text; Spell Resistance yes

This spell functions like dispel evil, except that you are

This spell forces an extraplanar creature back to its proper surrounded by flickering, yellow chaotic energy, and the

plane if it fails a Will save. If the spell is successful, the spell affects lawful creatures and spells rather than evil ones.

creature is instantly whisked away, but there is a 20% chance Dispel Magic

of actually sending the subject to a plane other than its own.

Dispel Chaos

School abjuration; Level bard 3, cleric 3, druid 4, paladin 3,

sorcerer/wizard 3

School abjuration [lawful]; Level cleric 5, paladin 4

Casting Time 1 standard action

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Components V, S

becomes nonmagical for the duration of the effect. An

interdimensional opening (such as a bag of holding) is

Range medium (100 ft. + 10 ft./level)

temporarily closed. A magic item's physical properties are

Target or Area one spellcaster, creature, or object

unchanged: A suppressed magic sword is still a sword (a

masterwork sword, in fact). Artifacts and deities are

Duration instantaneous

unaffected by mortal magic such as this.

Saving Throw none; Spell Resistance no

You automatically succeed on your dispel check against any

You can use dispel magic to end one ongoing spell that has spell that you cast yourself.

been cast on a creature or object, to temporarily suppress the Counterspell: When dispel magic is used in this way, the

magical abilities of a magic item, or to counter another spell targets a spellcaster and is cast as a counterspell. Unlike

spellcaster's spell. A dispelled spell ends as if its duration had a true counterspell, however, dispel magic may not work;

expired. Some spells, as detailed in their descriptions, can't you must make a dispel check to counter the other

be defeated by dispel magic. Dispel magic can dispel (but not spellcaster's spell.

counter) spell-like effects just as it does spells. The effect of

a spell with an instantaneous duration can't be dispelled, Dispel Magic, Greater

because the magical effect is already over before the dispel

magic can take effect.

School abjuration; Level bard 5, cleric 6, druid 6,

You choose to use dispel magic in one of two ways: a sorcerer/wizard 6

targeted dispel or a counterspell.

Target or Area one spellcaster, creature, or object; or a 20-

Targeted Dispel: One object, creature, or spell is the target of ft.-radius burst

the dispel magic spell. You make one dispel check (1d20 + This spell functions like dispel magic, except that it can end

your caster level) and compare that to the spell with highest more than one spell on a target and it can be used to target

caster level (DC = 11 + the spell's caster level). If successful, multiple creatures.

that spell ends. If not, compare the same result to the spell

with the next highest caster level. Repeat this process until You choose to use greater dispel magic in one of three ways:

you have dispelled one spell affecting the target, or you have a targeted dispel, area dispel, or a counterspell:

failed to dispel every spell.

Targeted Dispel: This functions as a targeted dispel magic,

For example, a 7th-level caster casts dispel magic, targeting a but it can dispel one spell for every four caster levels you

creature affected by stoneskin (caster level 12th) and fly possess, starting with the highest level spells and proceeding

(caster level 6th). The caster level check results in a 19. This to lower level spells.

check is not high enough to end the stoneskin (which would Additionally, greater dispel magic has a chance to dispel any

have required a 23 or higher), but it is high enough to end the effect that remove curse can remove, even if dispel magic

fly (which only required a 17). Had the dispel check resulted can't dispel that effect. The DC of this check is equal to the

in a 23 or higher, the stoneskin would have been dispelled, curse's DC.

leaving the fly intact. Had the dispel check been a 16 or less,

no spells would have been affected.

Area Dispel: When greater dispel magic is used in this way,

the spell affects everything within a 20-foot-radius burst.

You can also use a targeted dispel to specifically end one Roll one dispel check and apply that check to each creature

spell affecting the target or one spell affecting an area (such in the area, as if targeted by dispel magic. For each object

as a wall of fire). You must name the specific spell effect to within the area that is the target of one or more spells, apply

be targeted in this way. If your caster level check is equal to the dispel check as with creatures. Magic items are not

or higher than the DC of that spell, it ends. No other spells or affected by an area dispel.

effects on the target are dispelled if your check is not high

enough to end the targeted effect.

For each ongoing area or effect spell whose point of origin is

within the area of the greater dispel magic spell, apply the

If you target an object or creature that is the effect of an dispel check to dispel the spell. For each ongoing spell

ongoing spell (such as a monster summoned by summon whose area overlaps that of the greater dispel magic spell,

monster), you make a dispel check to end the spell that apply the dispel check to end the effect, but only within the

conjured the object or creature.

overlapping area.

If the object that you target is a magic item, you make a If an object or creature that is the effect of an ongoing spell

dispel check against the item's caster level (DC = 11 + the (such as a monster summoned by summon monster) is in the

item's caster level). If you succeed, all the item's magical area, apply the dispel check to end the spell that conjured

properties are suppressed for 1d4 rounds, after which the that object or creature (returning it whence it came) in

item recovers its magical properties. A suppressed item addition to attempting to dispel one spell targeting the

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creature or object.

Spell Resistance yes (harmless, object)

You may choose to automatically succeed on dispel checks This spell makes a melee weapon deadly to undead. Any

against any spell that you have cast.

undead creature with HD equal to or less than your caster

level must succeed on a Will save or be destroyed utterly if

Counterspell: This functions as dispel magic, but you receive struck in combat with this weapon. Spell resistance does not a +4 bonus on your dispel check to counter the other apply against the destruction effect.

spellcaster's spell.

Displacement

Divination

School divination; Level cleric 4

School illusion (glamer); Level bard 3, sorcerer/wizard 3

Casting Time 10 minutes

Casting Time 1 standard action

Components V, S, M (incense and an appropriate offering

Components V, M (a small loop of leather)

worth 25 gp)

Range touch

Range personal

Target creature touched

Target you

Duration 1 round/level (D)

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance Similar to augury but more powerful, a divination spell can yes (harmless)

provide you with a useful piece of advice in reply to a

The subject of this spell appears to be about 2 feet away from question concerning a specific goal, event, or activity that is

its true location. The creature benefits from a 50% miss to occur within 1 week. The advice granted by the spell can

chance as if it had total concealment. Unlike actual total be as simple as a short phrase, or it might take the form of a

concealment, displacement does not prevent enemies from cryptic rhyme or omen. If your party doesn't act on the

targeting the creature normally. True seeing reveals its true information, the conditions may change so that the

location and negates the miss chance.

information is no longer useful. The base chance for a correct

divination is 70% + 1% per caster level, to a maximum of

Disrupt Undead

90%. If the die roll fails, you know the spell failed, unless

specific magic yielding false information is at work.

School necromancy; Level sorcerer/wizard 0

As with augury, multiple divinations about the same topic by

Casting Time 1 standard action

the same caster use the same dice result as the first divination

Components V, S

spell and yield the same answer each time.

Range close (25 ft. + 5 ft./2 levels)

Divine Favor

Effect ray

School evocation; Level cleric 1, paladin 1

Duration instantaneous

Casting Time 1 standard action

Saving Throw none; Spell Resistance yes

Components V, S, DF

You direct a ray of positive energy. You must make a ranged Range personal

touch attack to hit, and if the ray hits an undead creature, it

deals 1d6 points of damage to it.

Target you

Disrupting Weapon

Duration 1 minute

Calling upon the strength and wisdom of a deity, you gain a

School transmutation; Level cleric 5

+1 luck bonus on attack and weapon damage rolls for every

Casting Time 1 standard action

three caster levels you have (at least +1, maximum +3). The

bonus doesn't apply to spell damage.

Components V, S

Divine Power

Range touch

Targets one melee weapon

School evocation; Level cleric 4

Duration 1 round/level

Casting Time 1 standard action

Saving Throw Will negates (harmless, object); see text; Components V, S, DF

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Range personal

Dominate Person

Target you

School enchantment (compulsion) [mind-affecting]; Level

Duration 1 round/level

bard 4, sorcerer/wizard 5

Calling upon the divine power of your patron, you imbue Casting Time 1 round

yourself with strength and skill in combat. You gain a +1

luck bonus on attack rolls, weapon damage rolls, Strength Components V, S

checks, and Strength-based skill checks for every three caster Range close (25 ft. + 5 ft./2 levels)

levels you have (maximum +6). You also gain 1 temporary

hit point per caster level. Whenever you make a full-attack Target one humanoid

action, you can make an additional attack at your full base Duration 1 day/level

attack bonus, plus any appropriate modifiers. This additional

attack is not cumulative with similar effects, such as haste or Saving Throw Will negates; Spell Resistance yes weapons with the speed special ability.

You can control the actions of any humanoid creature

Dominate Animal

through a telepathic link that you establish with the subject's

mind.

School enchantment (compulsion) [mind-affecting]; Level If you and the subject have a common language, you can

druid 3

generally force the subject to perform as you desire, within

Casting Time 1 round

the limits of its abilities. If no common language exists, you

can communicate only basic commands, such as “Come

Components V, S

here,” “Go there,” “Fight,” and “Stand still.” You know what

the subject is experiencing, but you do not receive direct

Range close (25 ft. + 5 ft./2 levels)

sensory input from it, nor can it communicate with you

Target one animal

telepathically.

Duration 1 round/level

Once you have given a dominated creature a command, it

continues to attempt to carry out that command to the

Saving Throw Will negates; Spell Resistance yes

exclusion of all other activities except those necessary for

This spell allows you to enchant the targeted animal and day-to-day survival (such as sleeping, eating, and so forth).

direct it with simple commands such as “Attack,” “Run,” and Because of this limited range of activity, a Sense Motive

“Fetch.” Suicidal or self-destructive commands (including an check against DC 15 (rather than DC 25) can determine that

order to attack a creature two or more size categories larger the subject's behavior is being influenced by an enchantment

than the dominated animal) are simply ignored.

effect (see the Sense Motive skill description).

Dominate animal establishes a mental link between you and Changing your orders or giving a dominated creature a new

the subject creature. The animal can be directed by silent command is a move action.

mental command as long as it remains in range. You need not By concentrating fully on the spell (a standard action), you

see the creature to control it. You do not receive direct can receive full sensory input as interpreted by the mind of

sensory input from the creature, but you know what it is the subject, though it still can't communicate with you. You

experiencing. Because you are directing the animal with your can't actually see through the subject's eyes, so it's not as

own intelligence, it may be able to undertake actions good as being there yourself, but you still get a good idea of

normally beyond its own comprehension. You need not what's going on.

concentrate exclusively on controlling the creature unless

you are trying to direct it to do something it normally Subjects resist this control, and any subject forced to take

couldn't do. Changing your instructions or giving a actions against its nature receives a new saving throw with a

dominated creature a new command is the equivalent of +2 bonus. Obviously self-destructive orders are not carried

redirecting a spell, so it is a move action.

out. Once control is established, the range at which it can be

exercised is unlimited, as long as you and the subject are on

Dominate Monster

the same plane. You need not see the subject to control it.

School enchantment (compulsion) [mind-affecting]; Level If you don't spend at least 1 round concentrating on the spell

sorcerer/wizard 9

each day, the subject receives a new saving throw to throw

off the domination.

Target one creature

Protection from evil or a similar spell can prevent you from

This spell functions like dominate person, except that the exercising control or using the telepathic link while the

spell is not restricted by creature type.

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subject is so warded, but such an effect does not The messenger is unaware of its own surroundings or of the

automatically dispel it.

activities around it while in the trance. It is defenseless both

physically and mentally (always failing any saving throw)

Doom

while in the trance.

School necromancy [fear, mind-affecting]; Level cleric 1

Eagle's Splendor

Casting Time 1 standard action

School transmutation; Level bard 2, cleric 2, paladin 2,

Components V, S, DF

sorcerer/wizard 2

Range medium (100 ft. + 10 ft./level)

Casting Time 1 standard action

Target one living creature

Components V, S, M/DF (feathers or droppings from an

eagle)

Duration 1 min./level

Range touch

Saving Throw Will negates; Spell Resistance yes

Target creature touched

This spell fills a single subject with a feeling of horrible

dread that causes it to become shaken.

Duration 1 min./level

Dream

Saving Throw Will negates (harmless); Spell Resistance yes

The transmuted creature becomes more poised, articulate,

School illusion (phantasm) [mind-affecting]; Level bard 5, and personally forceful. The spell grants a +4 enhancement

sorcerer/wizard 5

bonus to Charisma, adding the usual benefits to Charisma-

Casting Time 1 minute

based skill checks and other uses of the Charisma modifier.

Bards, paladins, and sorcerers (and other spellcasters who

Components V, S

rely on Charisma) affected by this spell do not gain any

Range unlimited

additional bonus spells for the increased Charisma, but the

save DCs for spells they cast while under this spell's effect

Target one living creature touched

do increase.

Duration see text

Eagle's Splendor, Mass

Saving Throw none; Spell Resistance yes

School transmutation; Level bard 6, cleric 6, sorcerer/wizard

You, or a messenger you touch, send a message to others in 6

the form of a dream. At the beginning of the spell, you must

name the recipient or identify him or her by some title that Range close (25 ft. + 5 ft./2 levels)

leaves no doubt as to identity. The messenger then enters a Target One creature/level, no two of which can be more than

trance, appears in the intended recipient's dream, and delivers 30 ft. apart

the message. The message can be of any length, and the

recipient remembers it perfectly upon waking. The This spell functions like eagle's splendor, except that it

communication is one-way. The recipient cannot ask affects multiple creatures.

questions or offer information, nor can the messenger gain

any information by observing the dreams of the recipient.

Earthquake

Once the message is delivered, the messenger's mind returns School evocation [earth]; Level cleric 8, druid 8

instantly to its body. The duration of the spell is the time

required for the messenger to enter the recipient's dream and Casting Time 1 standard action

deliver the message.

Components V, S, DF

If the recipient is awake when the spell begins, the Range long (400 ft. + 40 ft./level)

messenger can choose to wake up (ending the spell) or

remain in the trance. The messenger can remain in the trance Area 80-ft.-radius spread (S)

until the recipient goes to sleep, then enter the recipient's Duration 1 round

dream and deliver the message as normal. A messenger that

is disturbed during the trance comes awake, ending the spell. Saving Throw see text; Spell Resistance no

Creatures who don't sleep or don't dream cannot be contacted When you cast earthquake, an intense but highly localized

by this spell.

tremor rips the ground. The powerful shockwave created by

this spell knocks creatures down, collapses structures, opens

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cracks in the ground, and more. The effect lasts for 1 round, Casting Time 1 standard action

during which time creatures on the ground can't move or Components V, S, M (the element you plan to assume)

attack. A spellcaster on the ground must make a

Concentration check (DC 20 + spell level) or lose any spell Range personal

he or she tries to cast. The earthquake affects all terrain,

vegetation, structures, and creatures in the area. The specific Target you

effect of an earthquake spell depends on the nature of the Duration 1 min/level (D)

terrain where it is cast.

When you cast this spell, you can assume the form of a Small

Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 air, earth, fire, or water elemental. The abilities you gain

points of damage to any creature caught under the cave-in depend upon the type of elemental into which you change.

(Reflex DC 15 half) and pinning that creature beneath the Elemental abilities based on size, such as burn, vortex, and

rubble (see below). An earthquake cast on the roof of a very whirlwind, use the size of the elemental you transform into to

large cavern could also endanger those outside the actual determine their effect.

area but below the falling debris and rubble.

Air elemental: If the form you take is that of a Small air

Cliffs: Earthquake causes a cliff to crumble, creating a elemental, you gain a +2 size bonus to your Dexterity and a

landslide that travels horizontally as far as it falls vertically. +2 natural armor bonus. You also gain fly 60 feet (perfect),

Any creature in the path takes 8d6 points of bludgeoning darkvision 60 feet, and the ability to create a whirlwind.

damage (Reflex DC 15 half) and is pinned beneath the rubble

(see below).

Earth elemental: If the form you take is that of a Small earth

elemental, you gain a +2 size bonus to your Strength and a

Open Ground: Each creature standing in the area must make +4 natural armor bonus. You also gain darkvision 60 feet, the

a DC 15 Reflex save or fall down. Fissures open in the earth, push ability, and the ability to earth glide.

and every creature on the ground has a 25% chance to fall

into one (Reflex DC 20 to avoid a fissure). The fissures are Fire elemental: If the form you take is that of a Small fire

40 feet deep. At the end of the spell, all fissures grind shut. elemental, you gain a +2 size bonus to your Dexterity and a

Treat all trapped creatures as if they were in the bury zone of +2 natural armor bonus. You gain darkvision 60 feet, resist

an avalanche, trapped without air (see Environment for more fire 20, vulnerability to cold, and the burn ability.

details).

Water elemental: If the form you take is that of a Small water

Structure: Any structure standing on open ground takes 100 elemental, you gain a +2 size bonus to your Constitution and

points of damage, enough to collapse a typical wooden or a +4 natural armor bonus. You also gain swim 60 feet,

masonry building, but not a structure built of stone or darkvision 60 feet, the ability to create a vortex, and the

reinforced masonry. Hardness does not reduce this damage, ability to breathe water.

nor is it halved as damage dealt to objects normally is. Any Elemental Body II

creature caught inside a collapsing structure takes 8d6 points

of bludgeoning damage (Reflex DC 15 half) and is pinned School transmutation (polymorph); Level sorcerer/wizard 5

beneath the rubble (see below).

This spell functions as elemental body I, except that it also

River, Lake, or Marsh: Fissures open under the water, allows you to assume the form of a Medium air, earth, fire,

draining away the water from that area and forming muddy or water elemental. The abilities you gain depend upon the

ground. Soggy marsh or swampland becomes quicksand for elemental.

the duration of the spell, sucking down creatures and

structures. Each creature in the area must make a DC 15 Air elemental: As elemental body I except that you gain a +4

Reflex save or sink down in the mud and quicksand. At the size bonus to your Dexterity and a +3 natural armor bonus.

end of the spell, the rest of the body of water rushes in to Earth elemental: As elemental body I except that you gain a

replace the drained water, possibly drowning those caught in +4 size bonus to your Strength and a +5 natural armor bonus.

the mud.

Fire elemental: As elemental body I except that you gain a

Pinned Beneath Rubble: Any creature pinned beneath rubble +4 size bonus to your Dexterity and a +3 natural armor

takes 1d6 points of nonlethal damage per minute while bonus.

pinned. If a pinned character falls unconscious, he or she

must make a DC 15 Constitution check or take 1d6 points of Water elemental: As elemental body I except that you gain a lethal damage each minute thereafter until freed or dead.

+4 size bonus to your Constitution and a +5 natural armor

bonus.

Elemental Body I

School transmutation (polymorph); Level sorcerer/wizard 4

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Elemental Body III

Casting Time 10 minutes

Components V, S

School transmutation (polymorph); Level sorcerer/wizard 6

Range medium (100 ft. + 10 ft./level)

This spell functions as elemental body II, except that it also

allows you to assume the form of a Large air, earth, fire, or Effect two or more summoned creatures, no two of which

water elemental. The abilities you gain depend upon the type can be more than 30 ft. apart

of elemental into which you change. You are also immune to Duration 10 min./level (D)

critical hits and sneak attacks while in elemental form.

Saving Throw none; Spell Resistance no

Air elemental: As elemental body I except that you gain a +2

size bonus to your Strength, +4 size bonus to your Dexterity, This spell opens a portal to an Elemental Plane and summons

and a +4 natural armor bonus.

elementals from it. A druid can choose any plane (Air, Earth,

Fire, or Water); a cleric opens a portal to the plane matching

Earth elemental: As elemental body I except that you gain a his domain.

+6 size bonus to your Strength, a –2 penalty on your

Dexterity, a +2 size bonus to your Constitution, and a +6 When the spell is complete, 2d4 Large elementals appear.

natural armor bonus.

Ten minutes later, 1d4 Huge elementals appear. Ten minutes

after that, one greater elemental appears. Each elemental has

Fire elemental: As elemental body I except that you gain a maximum hit points per HD. Once these creatures appear,

+4 size bonus to your Dexterity, a +2 size bonus to your they serve you for the duration of the spell.

Constitution, and a +4 natural armor bonus.

The elementals obey you explicitly and never attack you,

Water elemental: As elemental body I except that you gain a even if someone else manages to gain control over them. You

+2 size bonus to your Strength, a –2 penalty on your do not need to concentrate to maintain control over the

Dexterity, a +6 size bonus to your Constitution, and a +6 elementals. You can dismiss them singly or in groups at any

natural armor bonus.

time.

Elemental Body IV

When you use a summoning spell to summon an air, earth,

fire, or water creature, it is a spell of that type.

School transmutation (polymorph); Level sorcerer/wizard 7

This spell functions as elemental body III, except that it also Endure Elements

allows you to assume the form of a Huge air, earth, fire, or School abjuration; Level cleric 1, druid 1, paladin 1, ranger

water elemental. The abilities you gain depend upon the type 1, sorcerer/wizard 1

of elemental into which you change. You are also immune to

critical hits and sneak attacks while in elemental form and Casting Time 1 standard action

gain DR 5/—.

Components V, S

Air elemental: As elemental body I except that you gain a +4 Range touch

size bonus to your Strength, +6 size bonus to your Dexterity,

and a +4 natural armor bonus. You also gain fly 120 feet Target creature touched

(perfect).

Duration 24 hours

Earth elemental: As elemental body I except that you gain a

+8 size bonus to your Strength, a –2 penalty on your Saving Throw Will negates (harmless); Spell Resistance

Dexterity, a +4 size bonus to your Constitution, and a +6 yes (harmless)

natural armor bonus.

A creature protected by endure elements suffers no harm

Fire elemental: As elemental body I except that you gain a from being in a hot or cold environment. It can exist

+6 size bonus to your Dexterity, a +4 size bonus to your comfortably in conditions between –50 and 140 degrees

Constitution, and a +4 natural armor bonus.

Fahrenheit without having to make Fortitude saves. The

creature's equipment is likewise protected.

Water elemental: As elemental body I except that you gain a

+4 size bonus to your Strength, a –2 penalty on your Endure elements doesn't provide any protection from fire or

Dexterity, a +8 size bonus to your Constitution, and a +6 cold damage, nor does it protect against other environmental

natural armor bonus. You also gain swim 120 feet.

hazards such as smoke, lack of air, and so forth.

Elemental Swarm

Energy Drain

School conjuration (summoning) [see text]; Level druid 9

School necromancy; Level cleric 9, sorcerer/wizard 9

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Saving Throw Fortitude partial; see text for enervation

A humanoid creature whose size increases to Large has a

space of 10 feet and a natural reach of 10 feet. This spell

This spell functions like enervation, except that the creature does not change the target's speed.

struck gains 2d4 temporary negative levels. Twenty-four

hours after gaining them, the subject must make a Fortitude If insufficient room is available for the desired growth, the

saving throw (DC = energy drain spell's save DC) for each creature attains the maximum possible size and may make a

negative level. If the save succeeds, that negative level is Strength check (using its increased Strength) to burst any removed. If it fails, that negative level becomes permanent.

enclosures in the process. If it fails, it is constrained without

harm by the materials enclosing it—the spell cannot be used

An undead creature struck by the ray gains 2d4 × 5 to crush a creature by increasing its size.

temporary hit points for 1 hour.

All equipment worn or carried by a creature is similarly

Enervation

enlarged by the spell. Melee weapons affected by this spell

deal more damage (see Table: Tiny and Large Weapon

School necromancy; Level sorcerer/wizard 4

Damage). Other magical properties are not affected by this

Casting Time 1 standard action

spell. Any enlarged item that leaves an enlarged creature's

possession (including a projectile or thrown weapon)

Components V, S

instantly returns to its normal size. This means that thrown

Range close (25 ft. + 5 ft./2 levels)

and projectile weapons deal their normal damage. Magical

properties of enlarged items are not increased by this spell.

Effect ray of negative energy

Multiple magical effects that increase size do not stack.

Duration instantaneous

Enlarge person counters and dispels reduce person.

Saving Throw none; Spell Resistance yes

Enlarge person can be made permanent with a permanency

You point your finger and fire a black ray of negative energy spell.

that suppresses the life force of any living creature it strikes.

You must make a ranged touch attack to hit. If you hit, the Enlarge Person, Mass

subject gains 1d4 temporary negative levels (see Special

Abilities). Negative levels stack.

School transmutation; Level sorcerer/wizard 4

Assuming the subject survives, it regains lost levels after a Target One humanoid creature/level, no two of which can be

number of hours equal to your caster level (maximum 15 more than 30 ft. apart

hours). Usually, negative levels have a chance of becoming This spell functions like enlarge person, except that it affects permanent, but the negative levels from enervation don't last multiple creatures.

long enough to do so.

An undead creature struck by the ray gains 1d4 × 5 Entangle

temporary hit points for 1 hour.

School transmutation; Level druid 1, ranger 1

Enlarge Person

Casting Time 1 standard action

School transmutation; Level sorcerer/wizard 1

Components V, S, DF

Casting Time 1 round

Range long (400 ft. + 40 ft./level)

Components V, S, M (powdered iron)

Area plants in a 40-ft.-radius spread

Range close (25 ft. + 5 ft./2 levels)

Duration 1 min./level (D)

Target one humanoid creature

Saving Throw: Reflex partial; see text; Spell Resistance: no

Duration 1 min./level (D)

This spell causes tall grass, weeds, and other plants to wrap

around foes in the area of effect or those that enter the area.

Saving Throw Fortitude negates; Spell Resistance yes

Creatures that fail their save gain the entangled condition.

This spell causes instant growth of a humanoid creature, Creatures that make their save can move as normal, but those

doubling its height and multiplying its weight by 8. This that remain in the area must save again at the end of your

increase changes the creature's size category to the next turn. Creatures that move into the area must save

larger one. The target gains a +2 size bonus to Strength, a –2 immediately. Those that fail must end their movement and

size penalty to Dexterity (to a minimum of 1), and a –1 gain the entangled condition. Entangled creatures can penalty on attack rolls and AC due to its increased size.

attempt to break free as a move action, making a Strength or

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Escape Artist check. The DC for this check is equal to the unfriendly toward you. Each creature with 4 or more HD or

DC of the spell. The entire area of effect is considered with a Wisdom score of 16 or higher becomes hostile.

difficult terrain while the effect lasts.

Entropic Shield

If the plants in the area are covered in thorns, those in the

area take 1 point of damage each time they fail a save against School abjuration; Level cleric 1

the entangle or fail a check made to break free. Other effects,

depending on the local plants, might be possible at GM Casting Time 1 standard action

discretion.

Components V, S

Enthrall

Range personal

School enchantment (charm) [language dependent, mind- Target you

affecting, sonic]; Level bard 2, cleric 2

Duration 1 min./level (D)

Casting Time 1 round

A magical field appears around you, glowing with a chaotic

Components V, S

blast of multicolored hues. This field deflects incoming

arrows, rays, and other ranged attacks. Each ranged attack

Range medium (100 ft. + 10 ft./level)

directed at you for which the attacker must make an attack

roll has a 20% miss chance (similar to the effects of

Targets any number of creatures

concealment). Other attacks that simply work at a distance

Duration 1 hour or less

are not affected.

Saving Throw Will negates; see text; Spell Resistance yes

Erase

If you have the attention of a group of creatures, you can use

this spell to hold them enthralled. To cast the spell, you must School transmutation; Level bard 1, sorcerer/wizard 1

speak or sing without interruption for 1 full round. Casting Time 1 standard action

Thereafter, those affected give you their undivided attention,

ignoring their surroundings. They are considered to have an Components V, S

attitude of friendly while under the effect of the spell. Any Range close (25 ft. + 5 ft./2 levels)

potentially affected creature of a race or religion unfriendly

to yours gets a +4 bonus on the saving throw.

Target one scroll or two pages

A target with 4 or more HD or with a Wisdom score of 16 or Duration instantaneous

higher remains aware of its surroundings and has an attitude Saving Throw see text; Spell Resistance no

of indifferent. It gains a new saving throw if it witnesses

actions that it opposes.

Erase removes writings of either magical or mundane nature

from a scroll or from one or two pages of paper, parchment,

The effect lasts as long as you speak or sing, to a maximum or similar surfaces. With this spell, you can remove explosive

of 1 hour. Those enthralled by your words take no action runes, a glyph of warding, a sepia snake sigil, or an arcane

while you speak or sing and for 1d3 rounds thereafter while mark, but not illusory script or a symbol spell. Nonmagical they discuss the topic or performance. Those entering the writing is automatically erased if you touch it and no one else

area during the performance must also successfully save or is holding it. Otherwise, the chance of erasing nonmagical

become enthralled. The speech ends (but the 1d3-round delay writing is 90%.

still applies) if you lose concentration or do anything other

than speak or sing.

Magic writing must be touched to be erased, and you also

must succeed on a caster level check (1d20 + caster level)

If those not enthralled have unfriendly or hostile attitudes against DC 15. A natural 1 is always a failure on this check.

toward you, they can collectively make a Charisma check to If you fail to erase explosive runes, a glyph of warding, or a try to end the spell by jeering and heckling. For this check, sepia snake sigil, you accidentally activate that writing

use the Charisma bonus of the creature with the highest instead.

Charisma in the group; others may make Charisma checks to

assist. The heckling ends the spell if this check result beats Ethereal Jaunt

your Charisma check result. Only one such challenge is

allowed per use of the spell.

School transmutation; Level cleric 7, sorcerer/wizard 7

If any member of the audience is attacked or subjected to Casting Time 1 standard action

some other overtly hostile act, the spell ends and the Components V, S

previously enthralled members become immediately

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Range personal

Range personal

Target you

Target you

Duration 1 round/level (D)

Duration 1 min./level (D)

You become ethereal, along with your equipment. For the This spell increases your base land speed by 30 feet. This

duration of the spell, you are in the Ethereal Plane, which adjustment is treated as an enhancement bonus. There is no

overlaps the Material Plane. When the spell expires, you effect on other modes of movement, such as burrow, climb,

return to material existence.

fly, or swim. As with any effect that increases your speed,

this spell affects your jumping distance (see the Acrobatics

An ethereal creature is invisible, insubstantial, and capable of skill).

moving in any direction, even up or down, albeit at half

normal speed. As an insubstantial creature, you can move Explosive Runes

through solid objects, including living creatures. An ethereal

creature can see and hear on the Material Plane, but School abjuration [force]; Level sorcerer/wizard 3

everything looks gray and ephemeral. Sight and hearing onto

the Material Plane are limited to 60 feet.

Casting Time 1 standard action

Force effects and abjurations affect an ethereal creature Components V, S

normally. Their effects extend onto the Ethereal Plane from Range touch

the Material Plane, but not vice versa. An ethereal creature

can't attack material creatures, and spells you cast while Target one touched object weighing no more than 10 lbs.

ethereal affect only other ethereal things. Certain material Duration permanent until discharged (D)

creatures or objects have attacks or effects that work on the

Ethereal Plane.

Saving Throw see text; Spell Resistance yes

Treat other ethereal creatures and ethereal objects as if they You trace mystic runes upon a book, map, scroll, or similar

were material.

object bearing written information. The explosive runes

detonate when read, dealing 6d6 points of force damage.

If you end the spell and become material while inside a Anyone next to the explosive runes (close enough to read

material object (such as a solid wall), you are shunted off to them) takes the full damage with no saving throw; any other

the nearest open space and take 1d6 points of damage per 5 creature within 10 feet of the explosive runes is entitled to a

feet that you so travel.

Reflex save for half damage. The object on which the

Etherealness

explosive runes were written also takes full damage (no

saving throw).

School transmutation; Level cleric 9, sorcerer/wizard 9

You and any characters you specifically instruct can read the

Range touch; see text

protected writing without triggering the explosive runes.

Likewise, you can remove the explosive runes whenever

Targets you and one other touched creature per three levels

desired. Another creature can remove them with a successful

Duration 1 min./level (D)

dispel magic or erase spell, but attempting to dispel or erase

the explosive runes and failing to do so triggers the

Spell Resistance yes

explosion.

This spell functions like ethereal jaunt, except that you and Magic traps such as explosive runes are hard to detect and

other willing creatures joined by linked hands (along with disable. A character with the trapfinding class feature (only)

their equipment) become ethereal. Besides yourself, you can can use Disable Device to thwart explosive runes. The DC to

bring one creature per three caster levels to the Ethereal find magic traps using Perception and to disable them is 25 +

Plane. Once ethereal, the subjects need not stay together.

spell level, or 28 for explosive runes.

When the spell expires, all affected creatures on the Ethereal Eyebite

Plane return to material existence.

Expeditious Retreat

School necromancy; Level bard 6, sorcerer/wizard 6

Casting Time 1 standard action

School transmutation; Level bard 1, sorcerer/wizard 1

Components V, S

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Components V, S

Target one living creature

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Duration 1 round/level

articles requiring a high degree of craftsmanship.

Saving Throw: Fortitude negates; Spell Resistance: yes

Casting requires 1 round per 10 cubic feet of material to be

affected by the spell.

Each round, you can target a single living creature, striking it

with waves of power. Depending on the target's HD, this Faerie Fire

attack has as many as three effects.

School evocation [light]; Level druid 1

HD

Effect

10 or more

Sickened

Casting Time 1 standard action

5–9

Panicked, sickened

Components V, S, DF

4 or less

Comatose, panicked, sickened

Range long (400 ft. + 40 ft./level)

Area creatures and objects within a 5-ft.-radius burst

The effects are cumulative and concurrent.

Duration 1 min./level (D)

Sickened: Sudden pain and fever sweeps over the subject's

body. A creature affected by this spell remains sickened for Saving Throw none; Spell Resistance yes

10 minutes per caster level. The effects cannot be negated by A pale glow surrounds and outlines the subjects. Outlined

a remove disease or heal spell, but a remove curse is subjects shed light as candles. Creatures outlined by faerie effective.

fire take a –20 penalty on all Stealth checks. Outlined

Panicked: The subject becomes panicked for 1d4 rounds. creatures do not benefit from the concealment normally

Even after the panic ends, the creature remains shaken for 10 provided by darkness (though a 2nd-level or higher magical

minutes per caster level, and it automatically becomes darkness effect functions normally), blur, displacement,

panicked again if it comes within sight of you during that invisibility, or similar effects. The light is too dim to have time. This is a fear effect.

any special effect on undead or dark-dwelling creatures

vulnerable to light. The faerie fire can be blue, green, or

Comatose: The subject falls into a catatonic coma for 10 violet, according to your choice at the time of casting. The

minutes per caster level. During this time, it cannot be faerie fire does not cause any harm to the objects or creatures

awakened by any means short of dispelling the effect. This is thus outlined.

not a sleep effect, and thus elves are not immune to it.

False Life

You must spend a swift action each round after the first to

target a foe.

School necromancy; Level sorcerer/wizard 2

Fabricate

Casting Time 1 standard action

School transmutation; Level sorcerer/wizard 5

Components V, S, M (a drop of blood)

Casting Time see text

Range personal

Components V, S, M (the original material, which costs the Target you

same amount as the raw materials required to craft the item Duration 1 hour/level or until discharged; see text

to be created)

You harness the power of unlife to grant yourself a limited

Range close (25 ft. + 5 ft./2 levels)

ability to avoid death. While this spell is in effect, you gain

Target up to 10 cu. ft./level; see text

temporary hit points equal to 1d10 + 1 per caster level

(maximum +10).

Duration instantaneous

False Vision

Saving Throw none; Spell Resistance no

You convert material of one sort into a product that is of the School illusion (glamer); Level bard 5, sorcerer/wizard 5

same material. Creatures or magic items cannot be created or Casting Time 1 standard action

transmuted by the fabricate spell. The quality of items made

by this spell is commensurate with the quality of material Components V, S, M (crushed jade worth 250 gp)

used as the basis for the new fabrication. If you work with a Range touch

mineral, the target is reduced to 1 cubic foot per level instead

of 10 cubic feet.

Area 40-ft.-radius emanation

You must make an appropriate Craft check to fabricate Duration 1 hour/level (D)

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Saving Throw none; Spell Resistance no

they are falling quite a distance. If the spell is cast on a

falling item, the object does half normal damage based on its

This spell creates a subtle illusion, causing any divination weight, with no bonus for the height of the drop.

(scrying) spell used to view anything within the area of this

spell to instead receive a false image (as the major image Feather fall works only upon free-falling objects. It does not

spell), as defined by you at the time of casting. As long as the affect a sword blow or a charging or flying creature.

duration lasts, you can concentrate to change the image as

desired. While you aren't concentrating, the image remains Feeblemind

static.

School enchantment (compulsion) [mind-affecting]; Level

Fear

sorcerer/wizard 5

School necromancy [fear, mind-affecting]; Level bard 3, Casting Time 1 standard action

sorcerer/wizard 4

Components V, S, M (a handful of clay, crystal, or glass

Casting Time 1 standard action

spheres)

Range medium (100 ft. + 10 ft./level)

Components V, S, M (the heart of a hen or a white feather)

Range 30 ft.

Target one creature

Duration instantaneous

Area cone-shaped burst

Duration 1 round/level or 1 round; see text

Saving Throw Will negates; see text; Spell Resistance yes

Target creature's Intelligence and Charisma scores each drop

Saving Throw Will partial; Spell Resistance yes

to 1. The affected creature is unable to use Intelligence- or

An invisible cone of terror causes each living creature in the Charisma-based skills, cast spells, understand language, or

area to become panicked unless it succeeds on a Will save. If communicate coherently. Still, it knows who its friends are

cornered, a panicked creature begins cowering. If the Will and can follow them and even protect them. The subject

save succeeds, the creature is shaken for 1 round.

remains in this state until a heal, limited wish, miracle, or

wish spell is used to cancel the effect of the feeblemind. A

Feather Fall

creature that can cast arcane spells, such as a sorcerer or a

wizard, takes a –4 penalty on its saving throw.

School transmutation; Level bard 1, sorcerer/wizard 1

Casting Time 1 immediate action

Find the Path

Components V

School divination; Level bard 6, cleric 6, druid 6

Range close (25 ft. + 5 ft./2 levels)

Casting Time 3 rounds

Targets one Medium or smaller freefalling object or Components V, S, F (a set of divination counters)

creature/level, no two of which may be more than 20 ft. apart Range personal or touch

Duration until landing or 1 round/level

Target you or creature touched

Saving Throw Will negates (harmless) or Will negates Duration 10 min./level

(object); Spell Resistance yes (object)

Saving Throw none or Will negates (harmless); Spell

The affected creatures or objects fall slowly. Feather fall Resistance no or yes (harmless)

instantly changes the rate at which the targets fall to a mere

60 feet per round (equivalent to the end of a fall from a few The recipient of this spell can find the shortest, most direct

feet), and the subjects take no damage upon landing while physical route to a prominent specified destination, such as a

the spell is in effect. When the spell duration expires, a city, keep, lake, or dungeon. The locale can be outdoors or

normal rate of falling resumes.

underground, as long as it is prominent. For example, a

hunter's cabin is not prominent enough, but a logging camp

The spell affects one or more Medium or smaller creatures is. Find the path works with respect to locations, not objects

(including gear and carried objects up to each creature's or creatures at a locale. The location must be on the same

maximum load) or objects, or the equivalent in larger plane as the subject at the time of casting.

creatures: a Large creature or object counts as two Medium

creatures or objects, a Huge creature or object counts as four The spell enables the subject to sense the correct direction

Medium creatures or objects, and so forth.

that will eventually lead it to its destination, indicating at

appropriate times the exact path to follow or physical actions

This spell has no special effect on ranged weapons unless

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to take. For example, the spell enables the subject to sense Targets up to four acorns or up to eight holly berries

what cavern corridor to take when a choice presents itself . Duration 10 min./level or until used

The spell ends when the destination is reached or the

duration expires, whichever comes first. Find the path can be Saving Throw none or Reflex half; see text; Spell

used to remove the subject and its companions from the Resistance no

effect of a maze spell in a single round, specifying the

destination as “outside the maze.” This divination is keyed to Depending on the version of fire seeds you choose, you turn

the recipient, not its companions, and its effect does not acorns into splash weapons that you or another character can

predict or allow for the actions of creatures (including throw, or you turn holly berries into bombs that you can

guardians) who might take action to oppose the caster as he detonate on command.

follows the path revealed by this spell.

Acorn Grenades: As many as four acorns turn into special

Find Traps

thrown splash weapons. An acorn grenade has a range

increment of 20 feet. A ranged touch attack roll is required to

strike the intended target. Together, the acorns are capable of

School divination; Level cleric 2

dealing 1d4 points of fire damage per caster level (maximum

Casting Time 1 standard action

20d4) divided among the acorns as you wish. No acorn can

deal more than 10d4 points of damage.

Components V, S

Each acorn grenade explodes upon striking any hard surface.

Range personal

In addition to its regular fire damage, all creatures adjacent to

Target you

the explosion take 1 point of fire damage per die of the

explosion. This explosion of fire ignites any combustible

Duration 1 min./level

materials adjacent to the target.

You gain intuitive insight into the workings of traps. You Holly Berry Bombs: You turn as many as eight holly berries

gain an insight bonus equal to 1/2 your caster level into special bombs. The holly berries are usually placed by

(maximum +10) on Perception checks made to find traps hand, since they are too light to make effective thrown

while the spell is in effect. You receive a check to notice weapons (they can be tossed only 5 feet). If you are within

traps within 10 feet of you, even if you are not actively 200 feet and speak a word of command, each berry instantly

searching for them. Note that find traps grants no ability to bursts into flame, causing 1d8 points of fire damage + 1

disable the traps that you may find.

point per caster level to every creature in a 5-foot-radius

Finger of Death

burst and igniting any combustible materials within 5 feet. A

creature in the area that makes a successful Reflex saving

School necromancy [death]; Level druid 8, sorcerer/wizard 7 throw takes only half damage.

Casting Time 1 standard action

Fire Shield

Components V, S

School evocation [fire or cold]; Level sorcerer/wizard 4

Range close (25 ft. + 5 ft./2 levels)

Casting Time 1 standard action

Target one creature

Components V, S, M (phosphorus for the warm shield; a

Duration instantaneous

firefly or glowworm for the chill shield)

Saving Throw Fortitude partial; Spell Resistance yes

Range personal

This spell instantly delivers 10 points of damage per caster Target you

level. If the target's Fortitude saving throw succeeds, it Duration 1 round/level (D)

instead takes 3d6 points of damage + 1 point per caster level.

The subject might die from damage even if it succeeds on its This spell wreathes you in flame and causes damage to each

saving throw.

creature that attacks you in melee. The flames also protect

you from either cold-based or fire-based attacks, depending

Fire Seeds

on if you choose cool or warm flames for your fire shield.

School conjuration (creation) [fire]; Level druid 6

Any creature striking you with its body or a handheld

weapon deals normal damage, but at the same time the

Casting Time 1 standard action

attacker takes 1d6 points of damage + 1 point per caster level

Components V, S, M (acorns or holly berries)

(maximum +15). This damage is either cold damage (if you

choose a chill shield) or fire damage (if you choose a warm

Range touch

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shield). If the attacker has spell resistance, it applies to this the item that the trap protects. A fire trap spell can ward any

effect. Creatures wielding melee weapons with reach are not object that can be opened and closed.

subject to this damage if they attack you.

When casting fire trap, you select a point on the object as the

When casting this spell, you appear to immolate yourself, but spell's center. When someone other than you opens the

the flames are thin and wispy, increasing the light level object, a fiery explosion fills the area within a 5-foot radius

within 10 feet by one step, up to normal light. The color of around the spell's center. The flames deal 1d4 points of fire

the flames is blue or green if the chill shield is cast, violet or damage + 1 point per caster level (maximum +20). The item

red if the warm shield is employed. The special powers of protected by the trap is not harmed by this explosion.

each version are as follows.

A fire-trapped item cannot have a second closure or warding

Chill Shield: The flames are cool to the touch. You take only spell placed on it. A knock spell does not bypass a fire trap.

half damage from fire-based attacks. If such an attack allows An unsuccessful dispel magic spell does not detonate the

a Reflex save for half damage, you take no damage on a spell. Underwater, this ward deals half damage and creates a

successful saving throw.

large cloud of steam.

Warm Shield: The flames are warm to the touch. You take You can use the fire-trapped object without discharging it, as

only half damage from cold-based attacks. If such an attack can any individual to whom the object was specifically

allows a Reflex save for half damage, you take no damage on attuned when cast. Attuning a fire-trapped object to an

a successful saving throw.

individual usually involves setting a password that you can

share with friends.

Fire Storm

Magic traps such as fire trap are hard to detect and disable. A

School evocation [fire]; Level cleric 8, druid 7

rogue (only) can use the Perception skill to find a fire trap

and Disable Device to thwart it. The DC in each case is 25 +

Casting Time 1 standard action

spell level (DC 27 for a druid's fire trap or DC 29 for the

Components V, S

arcane version).

Range medium (100 ft. + 10 ft./level)

Fireball

Area two 10-ft. cubes per level (S)

School evocation [fire]; Level sorcerer/wizard 3

Duration instantaneous

Casting Time 1 standard action

Saving Throw Reflex half; Spell Resistance yes

Components V, S, M (a ball of bat guano and sulfur)

When a fire storm spell is cast, the whole area is shot through Range long (400 ft. + 40 ft./level)

with sheets of roaring flame. The raging flames do not harm

natural vegetation, ground cover, or any plant creatures in the Area 20-ft.-radius spread

area that you wish to exclude from damage. Any other Duration instantaneous

creature within the area takes 1d6 points of fire damage per

caster level (maximum 20d6). Creatures that fail their Reflex Saving Throw Reflex half; Spell Resistance yes save catch on fire, taking 4d6 points of fire damage each A fireball spell generates a searing explosion of flame that

round until the flames are extinguished. Extinguishing the

flames is a full-round action that requires a DC 20 Reflex detonates with a low roar and deals 1d6 points of fire damage

per caster level (maximum 10d6) to every creature within the

save.

area. Unattended objects also take this damage. The

Fire Trap

explosion creates almost no pressure.

You point your finger and determine the range (distance and

School abjuration [fire]; Level druid 2, sorcerer/wizard 4

height) at which the fireball is to burst. A glowing, pea-sized

Casting Time 10 minutes

bead streaks from the pointing digit and, unless it impacts

upon a material body or solid barrier prior to attaining the

Components V, S, M (gold dust worth 25 gp)

prescribed range, blossoms into the fireball at that point. An

Range touch

early impact results in an early detonation. If you attempt to

send the bead through a narrow passage, such as through an

Target object touched

arrow slit, you must “hit” the opening with a ranged touch

Duration permanent until discharged (D)

attack, or else the bead strikes the barrier and detonates

prematurely.

Saving Throw Reflex half; see text; Spell Resistance yes

The fireball sets fire to combustibles and damages objects in

Fire trap creates a fiery explosion when an intruder opens

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the area. It can melt metals with low melting points, such as Range medium (100 ft. + 10 ft./level)

lead, gold, copper, silver, and bronze. If the damage caused Area cylinder (10-ft. radius, 40-ft. high)

to an interposing barrier shatters or breaks through it, the

fireball may continue beyond the barrier if the area permits; Duration instantaneous

otherwise it stops at the barrier just as any other spell effect

does.

Saving Throw Reflex half; Spell Resistance yes

Flame Arrow

A flame strike evokes a vertical column of divine fire. The

spell deals 1d6 points of damage per caster level (maximum

15d6). Half the damage is fire damage, but the other half

School transmutation [fire]; Level sorcerer/wizard 3

results directly from divine power and is therefore not

Casting Time 1 standard action

subject to being reduced by resistance to fire-based attacks.

Components V, S, M (a drop of oil and a small piece of Flaming Sphere

flint)

Range close (25 ft. + 5 ft./2 levels)

School evocation [fire]; Level druid 2, sorcerer/wizard 2

Casting Time 1 standard action

Target fifty projectiles, all of which must be together at the

time of casting

Components V, S, M/DF (tallow, brimstone, and powdered

iron)

Duration 10 min./level

Saving Throw none; Spell Resistance no

Range medium (100 ft. + 10 ft./level)

Effect 5-ft.-diameter sphere

This spell allows you to turn ammunition (such as arrows,

crossbow bolts, shuriken, and sling stones) into fiery Duration 1 round/level

projectiles. Each piece of ammunition deals an extra 1d6

points of fire damage to any target it hits. A flaming Saving Throw Reflex negates; Spell Resistance yes projectile can easily ignite a flammable object or structure, A burning globe of fire rolls in whichever direction you point

but it won't ignite a creature it strikes.

and burns those it strikes. It moves 30 feet per round. As part

Flame Blade

of this movement, it can ascend or jump up to 30 feet to

strike a target. If it enters a space with a creature, it stops

moving for the round and deals 3d6 points of fire damage to

School evocation [fire]; Level druid 2

that creature, though a successful Reflex save negates that

Casting Time 1 standard action

damage. A flaming sphere rolls over barriers less than 4 feet

tall. It ignites flammable substances it touches and

Components V, S, DF

illuminates the same area as a torch would.

Range 0 ft.

The sphere moves as long as you actively direct it (a move

Effect sword-like beam

action for you); otherwise, it merely stays at rest and burns. It

can be extinguished by any means that would put out a

Duration 1 min./level (D)

normal fire of its size. The surface of the sphere has a

Saving Throw none; Spell Resistance yes

spongy, yielding consistency and so does not cause damage

except by its flame. It cannot push aside unwilling creatures

A 3-foot-long, blazing beam of red-hot fire springs forth or batter down large obstacles. A flaming sphere winks out if

from your hand. You wield this blade-like beam as if it were it exceeds the spell's range.

a scimitar. Attacks with the flame blade are melee touch

attacks. The blade deals 1d8 points of fire damage + 1 point Flare

per two caster levels (maximum +10). Since the blade is

immaterial, your Strength modifier does not apply to the School evocation [light]; Level bard 0, druid 0,

damage. A flame blade can ignite combustible materials such sorcerer/wizard 0

as parchment, straw, dry sticks, and cloth.

Casting Time 1 standard action

Flame Strike

Components V

School evocation [fire]; Level cleric 5, druid 4

Range close (25 ft. + 5 ft./2 levels)

Casting Time 1 standard action

Effect burst of light

Components V, S, DF

Duration instantaneous

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Saving Throw Fortitude negates; Spell Resistance yes

Fly

This cantrip creates a burst of light. If you cause the light to

burst in front of a single creature, that creature is dazzled for School transmutation; Level sorcerer/wizard 3

1 minute unless it makes a successful Fortitude save. Casting Time 1 standard action

Sightless creatures, as well as creatures already dazzled, are

not affected by flare.

Components V, S, F (a wing feather)

Flesh to Stone

Range touch

Target creature touched

School transmutation; Level sorcerer/wizard 6

Duration 1 min./level

Casting Time 1 standard action

Saving Throw Will negates (harmless); Spell Resistance yes

Components V, S, M (lime, water, and earth)

(harmless)

Range medium (100 ft. + 10 ft./level)

The subject can fly at a speed of 60 feet (or 40 feet if it wears

Target one creature

medium or heavy armor, or if it carries a medium or heavy

load). It can ascend at half speed and descend at double

Duration instantaneous

speed, and its maneuverability is good. Using a fly spell

requires only as much concentration as walking, so the

Saving Throw Fortitude negates; Spell Resistance yes

subject can attack or cast spells normally. The subject of a fly

The subject, along with all its carried gear, turns into a spell can charge but not run, and it cannot carry aloft more

mindless, inert statue. If the statue resulting from this spell is weight than its maximum load, plus any armor it wears. The

broken or damaged, the subject (if ever returned to its subject gains a bonus on Fly skill checks equal to 1/2 your

original state) has similar damage or deformities. The caster level.

creature is not dead, but it does not seem to be alive either Should the spell duration expire while the subject is still

when viewed with spells such as deathwatch.

aloft, the magic fails slowly. The subject floats downward 60

Only creatures made of flesh are affected by this spell.

feet per round for 1d6 rounds. If it reaches the ground in that

amount of time, it lands safely. If not, it falls the rest of the

Floating Disk

distance, taking 1d6 points of damage per 10 feet of fall.

Since dispelling a spell effectively ends it, the subject also

School evocation [force]; Level sorcerer/wizard 1

descends safely in this way if the fly spell is dispelled, but

Casting Time 1 standard action

not if it is negated by an antimagic field.

Components V, S, M (a drop of mercury)

Fog Cloud

Range close (25 ft. + 5 ft./2 levels)

School conjuration (creation); Level druid 2, sorcerer/wizard

Effect 3-ft.-diameter disk of force

2

Duration 1 hour/level

Casting Time 1 standard action

Saving Throw none; Spell Resistance no

Components V, S

You create a slightly concave, circular plane of force that Range medium (100 ft. + 10 ft. level)

follows you about and carries loads for you. The disk is 3 Effect fog spreads in 20-ft. radius, 20 ft. high

feet in diameter and 1 inch deep at its center. It can hold 100

pounds of weight per caster level. If used to transport a Duration 10 min./level

liquid, its capacity is 2 gallons. The disk floats approximately Saving Throw none; Spell Resistance no

3 feet above the ground at all times and remains level. It

floats along horizontally within spell range and will A bank of fog billows out from the point you designate. The

accompany you at a rate of no more than your normal speed fog obscures all sight, including darkvision, beyond 5 feet. A

each round. If not otherwise directed, it maintains a constant creature within 5 feet has concealment (attacks have a 20%

interval of 5 feet between itself and you. The disk winks out miss chance). Creatures farther away have total concealment

of existence when the spell duration expires. The disk also (50% miss chance, and the attacker can't use sight to locate

winks out if you move beyond its range or try to take the disk the target).

more than 3 feet away from the surface beneath it. When the A moderate wind (11+ mph) disperses the fog in 4 rounds; a

disk winks out, whatever it was supporting falls to the strong wind (21+ mph) disperses the fog in 1 round.

surface beneath it.

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The spell does not function underwater.

Casting Time 1 standard action

Forbiddance

Components V, S, M (ruby dust worth 500 gp)

Range close (25 ft. + 5 ft./2 levels)

School abjuration; Level cleric 6

Area barred cage (20-ft. cube) or windowless cell (10-ft.

Casting Time 6 rounds

cube)

Components V, S, M (holy water and incense worth 1,500 Duration 1 round/level (D)

gp, plus 1,500 gp per 60-foot cube), DF

Saving Throw Reflex negates; Spell Resistance no

Range medium (100 ft. + 10 ft./level)

This spell creates an immobile, invisible cubical prison

Area 60-ft. cube/level (S)

composed of either bars of force or solid walls of force (your

Duration permanent

choice).

Saving Throw see text; Spell Resistance yes

Creatures within the area are caught and contained unless

they are too big to fit inside, in which case the spell

Forbiddance seals an area against all planar travel into or automatically fails. Teleportation and other forms of astral

within it. This includes all teleportation spells (such as travel provide a means of escape, but the force walls or bars

dimension door and teleport) , plane shifting , astral travel, extend into the Ethereal Plane, blocking ethereal travel.

ethereal travel, and all summoning spells. Such effects

simply fail automatically.

Like a wall of force, a forcecage resists dispel magic,

although a mage's disjunction still functions . The walls of a

In addition, it damages entering creatures whose alignments forcecage can be damaged by spells as normal, except for

are different from yours. The effect on those attempting to disintegrate, which automatically destroys it. The walls of a

enter the warded area is based on their alignment relative to forcecage can be damaged by weapons and supernatural

yours (see below). A creature inside the area when the spell abilities, but they have a Hardness of 30 and a number of hit

is cast takes no damage unless it exits the area and attempts points equal to 20 per caster level. Contact with a sphere of

to reenter, at which time it is affected as normal.

annihilation or rod of cancellation instantly destroys a

Alignments identical: No effect. The creature may enter the forcecage.

area freely (although not by planar travel).

Barred Cage: This version of the spell produces a 20-foot

Alignments different with respect to either law/chaos or cube made of bands of force (similar to a wall of force spell)

good/evil: The creature takes 6d6 points of damage. A for bars. The bands are a half-inch wide, with half-inch gaps

successful Will save halves the damage, and spell resistance between them. Any creature capable of passing through such

applies.

a small space can escape; others are confined within the

barred cage. You can't attack a creature in a barred cage with

Alignments different with respect to both law/chaos and a weapon unless the weapon can fit between the gaps. Even

good/evil: The creature takes 12d6 points of damage. A against such weapons (including arrows and similar ranged

successful Will save halves the damage, and spell resistance attacks), a creature in the barred cage has cover. All spells

applies.

and breath weapons can pass through the gaps in the bars.

At your option, the abjuration can include a password, in Windowless Cell: This version of the spell produces a 10-foot

which case creatures of alignments different from yours can cube with no way in and no way out. Solid walls of force

avoid the damage by speaking the password as they enter the form its six sides.

area. You must select this option (and the password) at the

time of casting. Adding a password requires the burning of Forceful Hand

additional rare incenses worth at least 1,000 gp, plus 1,000

gp per 60-foot cube.

School evocation [force]; Level sorcerer/wizard 6

Dispel magic does not dispel a forbiddance effect unless the This spell functions as interposing hand, except that it can dispeller's level is at least as high as your caster level.

also pursue and bull rush one opponent you select. The

forceful hand gets one bull rush attack per round. This attack

You can't have multiple overlapping forbiddance effects. In does not provoke an attack of opportunity. Its CMB for bull

such a case, the more recent effect stops at the boundary of rush checks uses your caster level in place of its base attack

the older effect.

bonus, with a +8 bonus for its Strength score (27), and a +1

Forcecage

bonus for being Large. The hand always moves with the

opponent to push them back as far as possible. It has no

School evocation [force]; Level sorcerer/wizard 7

movement limit for this purpose. Directing the spell to a new

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target is a move action. Forceful hand prevents the opponent element. You also gain one bite (1d8), two claws (1d6), and

from moving closer to you without first succeeding on a bull two wing attacks (1d4). Your breath weapon and resistance

rush attack, moving both the forceful hand and the target depend on the type of dragon. You can only use the breath

closer to you. The forceful hand can instead be directed to weapon once per casting of this spell. All breath weapons

interpose itself, as interposing hand does.

deal 6d8 points of damage and allow a Reflex save for half

damage. In addition, some of the dragon types grant

Foresight

additional abilities, as noted below.

School divination; Level druid 9, sorcerer/wizard 9

Black dragon: 60-foot line of acid, resist acid 20, swim 60

feet

Casting Time 1 standard action

Blue dragon: 60-foot line of electricity, resist electricity 20,

Components V, S, M/DF (a hummingbird's feather)

burrow 20 feet

Range personal or touch

Green dragon: 30-foot cone of acid, resist acid 20, swim 40

Target see text

feet

Duration 10 min./level

Red dragon: 30-foot cone of fire, resist fire 30, vulnerability

to cold

Saving Throw none or Will negates (harmless); Spell

Resistance no or yes (harmless)

White dragon: 30-foot cone of cold, resist cold 20, swim 60

feet, vulnerability to fire

This spell grants you a powerful sixth sense in relation to

yourself or another. Once foresight is cast, you receive Brass dragon: 60-foot line of fire, resist fire 20, burrow 30

instantaneous warnings of impending danger or harm to the feet, vulnerability to cold

subject of the spell. You are never surprised or flat-footed. In Bronze dragon: 60-foot line of electricity, resist electricity

addition, the spell gives you a general idea of what action 20, swim 60 feet

you might take to best protect yourself and gives you a +2

insight bonus to AC and on Reflex saves. This insight bonus Copper dragon: 60-foot line of acid, resist acid 20, spider

is lost whenever you would lose a Dexterity bonus to AC.

climb (always active)

When another creature is the subject of the spell, you receive Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet

warnings about that creature. You must communicate what Silver dragon: 30-foot cone of cold, resist cold 30,

you learn to the other creature for the warning to be useful, vulnerability to fire

and the creature can be caught unprepared in the absence of

such a warning. Shouting a warning, yanking a person back, Form of the Dragon II

and even telepathically communicating (via an appropriate

spell) can all be accomplished before some danger befalls the School transmutation (polymorph); Level sorcerer/wizard 7

subject, provided you act on the warning without delay. The

subject, however, does not gain the insight bonus to AC and This spell functions as form of the dragon I except that it also

Reflex saves.

allows you to assume the form of a Large chromatic or

metallic dragon. You gain the following abilities: a +6 size

Form of the Dragon I

bonus to Strength, a +4 size bonus to Constitution, a +6

natural armor bonus, fly 90 feet (poor), darkvision 60 feet, a

School transmutation (polymorph); Level sorcerer/wizard 6

breath weapon, DR 5/magic, and resistance to one element.

You also gain one bite (2d6), two claws (1d8), two wing

Casting Time 1 standard action

attacks (1d6), and one tail slap attack (1d8). You can only use

Components V, S, M (a scale of the dragon type you plan to the breath weapon twice per casting of this spell, and you

assume)

must wait 1d4 rounds between uses. All breath weapons deal

8d8 points of damage and allow a Reflex save for half

Range personal

damage. Line breath weapons increase to 80-foot lines and

Target you

cones increase to 40-foot cones.

Duration 1 min./level (D)

Form of the Dragon III

Save see below; SR no

School transmutation (polymorph); Level sorcerer/wizard 8

You become a Medium chromatic or metallic dragon. You This spell functions as form of the dragon II save that it also

gain a +4 size bonus to Strength, a +2 size bonus to allows you to take the form of a Huge chromatic or metallic

Constitution, a +4 natural armor bonus, fly 60 feet (poor), dragon. You gain the following abilities: a +10 size bonus to

darkvision 60 feet, a breath weapon, and resistance to one

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Strength, a +8 size bonus to Constitution, a +8 natural armor Saving Throw Will negates (harmless); Spell Resistance

bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 yes

feet, a breath weapon, DR 10/magic, frightful presence (DC

equal to the DC for this spell), and immunity to one element The subject is freed from spells and effects that restrict

movement, including binding, entangle, grappling,

(of the same type form of the dragon I grants resistance to).

You also gain one bite (2d8), two claws (2d6), two wing imprisonment, maze, paralysis, petrification, pinning, sleep,

slow, stunning, temporal stasis, and web. To free a creature attacks (1d8), and one tail slap attack (2d6). You can use the

breath weapon as often as you like, but you must wait 1d4 from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it

rounds between uses. All breath weapons deal 12d8 points of

damage and allow a Reflex save for half damage. Line breath was entombed or banished into the maze.

weapons increase to 100-foot lines and cones increase to 50- Freedom of Movement

foot cones.

Fox's Cunning

School abjuration; Level bard 4, cleric 4, druid 4, ranger 4

Casting Time 1 standard action

School transmutation; Level bard 2, sorcerer/wizard 2

Components V, S, M (a leather strip bound to the target), DF

Casting Time 1 standard action

Range personal or touch

Components V, S, M/DF (hairs or dung from a fox)

Target you or creature touched

Range touch

Duration 10 min./level

Target creature touched

Saving Throw Will negates (harmless); Spell Resistance

Duration 1 min./level

yes (harmless)

Saving Throw Will negates (harmless); Spell Resistance This spell enables you or a creature you touch to move and

yes

attack normally for the duration of the spell, even under the

The target becomes smarter. The spell grants a +4 influence of magic that usually impedes movement, such as

paralysis, solid fog, slow, and web. All combat maneuver enhancement bonus to Intelligence, adding the usual benefits

to Intelligence-based skill checks and other uses of the checks made to grapple the target automatically fail. The

subject automatically succeeds on any combat maneuver

Intelligence modifier. Wizards (and other spellcasters who

rely on Intelligence) affected by this spell do not gain any checks and Escape Artist checks made to escape a grapple or

a pin.

additional bonus spells for the increased Intelligence, but the

save DCs for spells they cast while under this spell's effect The spell also allows the subject to move and attack

do increase. This spell doesn't grant extra skill ranks.

normally while underwater, even with slashing weapons such

as axes and swords or with bludgeoning weapons such as

Fox's Cunning, Mass

flails, hammers, and maces, provided that the weapon is

wielded in the hand rather than hurled. The freedom of

School transmutation; Level bard 6, sorcerer/wizard 6

movement spell does not, however, grant water breathing.

Range close (25 ft. + 5 ft./2 levels)

Freezing Sphere

Target one creature/level, no two of which can be more than

30 ft. apart

School evocation [cold]; Level sorcerer/wizard 6

This spell functions like fox's cunning, except that it affects Casting Time 1 standard action

multiple creatures.

Components V, S, F (a small crystal sphere)

Freedom

Range long (400 ft. + 40 ft./level)

School abjuration; Level sorcerer/wizard 9

Target, Effect, or Area see text

Casting Time 1 standard action

Duration instantaneous or 1 round/level; see text

Components V, S

Saving Throw Reflex half; see text; Spell Resistance yes

Range close (25 ft. + 5 ft./2 levels) or see text

Freezing sphere creates a frigid globe of cold energy that

streaks from your fingertips to the location you select, where

Target one creature

it explodes in a 40-foot-radius burst, dealing 1d6 points of

Duration instantaneous

cold damage per caster level (maximum 15d6) to each

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creature in the area. A creature of the water subtype instead Gate

takes 1d8 points of cold damage per caster level (maximum

15d8) and is staggered for 1d4 rounds.

School conjuration (creation or calling); Level cleric 9,

If the freezing sphere strikes a body of water or a liquid that sorcerer/wizard 9

is principally water (not including water-based creatures), it Casting Time 1 standard action

freezes the liquid to a depth of 6 inches in a 40-foot radius.

This ice lasts for 1 round per caster level. Creatures that were Components V, S, M (see text)

swimming on the surface of a targeted body of water become Range medium (100 ft. + 10 ft./level)

trapped in the ice. Attempting to break free is a full-round

action. A trapped creature must make a DC 25 Strength Effect see text

check or a DC 25 Escape Artist check to do so.

Duration instantaneous or concentration (up to 1

You can refrain from firing the globe after completing the round/level); see text

spell, if you wish. Treat this as a touch spell for which you Saving Throw none; Spell Resistance no

are holding the charge. You can hold the charge for as long as

1 round per level, at the end of which time the freezing Casting a gate spell has two effects. First, it creates an

sphere bursts centered on you (and you receive no saving interdimensional connection between your plane of existence

throw to resist its effect). Firing the globe in a later round is a and a plane you specify, allowing travel between those two

standard action.

planes in either direction.

Gaseous Form

Second, you may then call a particular individual or kind of

being through the gate.

School transmutation; Level bard 3, sorcerer/wizard 3

The gate itself is a circular hoop or disk from 5 to 20 feet in

Casting Time 1 standard action

diameter (caster's choice) oriented in the direction you desire

when it comes into existence (typically vertical and facing

Components S, M/DF (a bit of gauze and a wisp of smoke)

you). It is a two-dimensional window looking into the plane

Range touch

you specified when casting the spell, and anyone or anything

that moves through is shunted instantly to the other side.

Target willing corporeal creature touched

A gate has a front and a back. Creatures moving through the

Duration 2 min./level (D)

gate from the front are transported to the other plane;

Saving Throw none; Spell Resistance no

creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, a gate spell

The subject and all its gear become insubstantial, misty, and

translucent. Its material armor (including natural armor) functions much like a plane shift spell, except that the gate

opens precisely at the point you desire (a creation effect).

becomes worthless, though its size, Dexterity, deflection

bonuses, and armor bonuses from force effects still apply. Deities and other beings who rule a planar realm can prevent

a gate from opening in their presence or personal demesnes

The subject gains DR 10/magic and becomes immune to

poison, sneak attacks, and critical hits. It can't attack or cast if they so desire. Travelers need not join hands with you—

anyone who chooses to step through the portal is transported.

spells with verbal, somatic, material, or focus components

while in gaseous form. This does not rule out the use of A gate cannot be opened to another point on the same plane;

the spell works only for interplanar travel.

certain spells that the subject may have prepared using the

feats Silent Spell, Still Spell, and Eschew Materials. The You may hold the gate open only for a brief time (no more

subject also loses supernatural abilities while in gaseous than 1 round per caster level), and you must concentrate on

form. If it has a touch spell ready to use, that spell is doing so, or else the interplanar connection is severed.

discharged harmlessly when the gaseous form spell takes

effect.

Calling Creatures: The second effect of the gate spell is to

call an extraplanar creature to your aid (a calling effect). By

A gaseous creature can't run, but it can fly at a speed of 10 naming a particular being or kind of being as you cast the

feet and automatically succeeds on all Fly skill checks. It can spell, you cause the gate to open in the immediate vicinity of

pass through small holes or narrow openings, even mere the desired creature and pull the subject through, willing or

cracks, with all it was wearing or holding in its hands, as unwilling. Deities and unique beings are under no

long as the spell persists. The creature is subject to the effects compulsion to come through the gate, although they may

of wind, and it can't enter water or other liquid. It also can't choose to do so of their own accord. This use of the spell

manipulate objects or activate items, even those carried along creates a gate that remains open just long enough to transport

with its gaseous form. Continuously active items remain the called creatures. This use of the spell has a material cost

active, though in some cases their effects may be moot.

of 10,000 gp in rare incense and offerings. This cost is in

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addition to any cost that must be paid to the called creatures. If the instructions involve some open-ended task that the

recipient cannot complete through his own actions, the spell

If you choose to call a kind of creature instead of a known remains in effect for a maximum of 1 day per caster level. A

individual, you may call either a single creature or several clever recipient can subvert some instructions.

creatures. In either case, their total HD cannot exceed twice

your caster level. In the case of a single creature, you can If the subject is prevented from obeying the lesser geas for

control it if its HD does not exceed your caster level. A 24 hours, it takes a –2 penalty to each of its ability scores.

creature with more HD than your caster level can't be Each day, another –2 penalty accumulates, up to a total of –8.

controlled. Deities and unique beings cannot be controlled in No ability score can be reduced to less than 1 by this effect.

any event. An uncontrolled being acts as it pleases, making The ability score penalties are removed 24 hours after the

the calling of such creatures rather dangerous. An subject resumes obeying the lesser geas.

uncontrolled being may return to its home plane at any time. A lesser geas (and all ability score penalties) can be ended by

If you choose to exact a longer or more involved form of break enchantment, limited wish, remove curse, miracle, or service from a called creature, you must offer some fair trade wish. Dispel magic does not affect a lesser geas.

in return for that service. The service exacted must be

reasonable with respect to the promised favor or reward; see Geas/Quest

the lesser planar ally spell for appropriate rewards. Some

creatures may want their payment in “livestock” rather than School enchantment (compulsion) [language-dependent,

in coin, which could involve complications. Immediately mind-affecting]; Level bard 6, cleric 6, sorcerer/wizard 6

upon completion of the service, the being is transported to Casting Time 10 minutes

your vicinity, and you must then and there turn over the

promised reward. After this is done, the creature is instantly Target one living creature

freed to return to its own plane.

Saving Throw none; Spell Resistance yes

Failure to fulfill the promise to the letter results in your being This spell functions similarly to lesser geas, except that it

subjected to service by the creature or by its liege and master, affects a creature of any HD and allows no saving throw.

at the very least. At worst, the creature or its kin may attack

you.

If the subject is prevented from obeying the geas/quest for 24

hours, it takes a –3 penalty to each of its ability scores. Each

Note: When you use a calling spell such as gate to call an air, day, another –3 penalty accumulates, up to a total of –12. No

chaotic, earth, evil, fire, good, lawful, or water creature, it ability score can be reduced to less than 1 by this effect. The

becomes a spell of that type.

ability score penalties are removed 24 hours after the subject

Geas, Lesser

resumes obeying the geas/quest.

A remove curse spell ends a geas/quest spell only if its caster

School enchantment (compulsion) [language-dependent, level is at least two higher than your caster level. Break

mind-affecting]; Level bard 3, sorcerer/wizard 4

enchantment does not end a geas/quest, but limited wish,

Casting Time 1 round

miracle, and wish do.

Components V

Bards, sorcerers, and wizards usually refer to this spell as

geas, while clerics call the same spell quest.

Range close (25 ft. + 5 ft./2 levels)

Gentle Repose

Target one living creature with 7 HD or less

Duration 1 day/level or until discharged (D)

School necromancy; Level cleric 2, sorcerer/wizard 3

Saving Throw Will negates; Spell Resistance yes

Casting Time 1 standard action

A lesser geas places a magical command on a creature to Components V, S, M/DF (salt and a copper piece for each of

carry out some service or to refrain from some action or the corpse's eyes)

course of activity, as desired by you. The creature must have Range touch

7 or fewer HD and be able to understand you. While a geas

cannot compel a creature to kill itself or perform acts that Target corpse touched

would result in certain death, it can cause almost any other Duration 1 day/level

course of activity.

Saving Throw Will negates (object); Spell Resistance yes

The geased creature must follow the given instructions until (object)

the geas is completed, no matter how long it takes.

You preserve the remains of a dead creature so that they do

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not decay. Doing so effectively extends the time limit on paralyze a single living humanoid for the duration of the

raising that creature from the dead (see raise dead). Days spell with a successful melee touch attack.

spent under the influence of this spell don't count against the

time limit. Additionally, this spell makes transporting a slain A paralyzed subject exudes a carrion stench that causes all

living creatures (except you) in a 10-foot-radius spread to

(and thus decaying) comrade less unpleasant.

become sickened (Fortitude negates). A neutralize poison

The spell also works on severed body parts and the like.

spell removes the effect from a sickened creature, and

creatures immune to poison are unaffected by the stench.

Ghost Sound

Giant Form I

School illusion (figment); Level bard 0, sorcerer/wizard 0

School transmutation (polymorph); Level sorcerer/wizard 7

Casting Time 1 standard action

Casting Time 1 standard action

Components V, S, M (a bit of wool or a small lump of wax)

Components V, S, M (a piece of the creature whose form

Range close (25 ft. + 5 ft./2 levels)

you plan to assume)

Effect illusory sounds

Range personal

Duration 1 round/level (D)

Target you

Saving Throw Will disbelief; Spell Resistance no

Duration 1 min./level (D)

Ghost sound allows you to create a volume of sound that When you cast this spell you can assume the form of any

rises, recedes, approaches, or remains at a fixed place. You Large humanoid creature of the giant subtype. Once you

choose what type of sound ghost sound creates when casting assume your new form, you gain the following abilities: a +6

it and cannot thereafter change the sound's basic character.

size bonus to Strength, a –2 penalty to Dexterity, a +4 size

The volume of sound created depends on your level. You can bonus to Constitution, a +4 natural armor bonus, and low-

produce as much noise as four normal humans per caster light vision. If the form you assume has any of the following

level (maximum 40 humans). Thus, talking, singing, abilities, you gain the listed ability: darkvision 60 feet, rend

shouting, walking, marching, or running sounds can be (2d6 damage), regeneration 5, rock catching, and rock

created. The noise a ghost sound spell produces can be throwing (range 60 feet, 2d6 damage). If the creature has

virtually any type of sound within the volume limit. A horde immunity or resistance to any elements, you gain resistance

of rats running and squeaking is about the same volume as 20 to those elements. If the creature has vulnerability to an

eight humans running and shouting. A roaring lion is equal to element, you gain that vulnerability.

the noise from 16 humans, while a roaring dragon is equal to

the noise from 32 humans. Anyone who hears a ghost sound Giant Form II

receives a Will save to disbelieve.

School Transmutation (polymorph); Level sorcerer/wizard 8

Ghost sound can enhance the effectiveness of a silent image

spell.

This spell functions as giant form I except that it also allows

you to assume the form of any Huge creature of the giant

Ghost sound can be made permanent with a permanency type. You gain the following abilities: a +8 size bonus to

spell.

Strength, a –2 penalty to Dexterity, a +6 size bonus to

Constitution, a +6 natural armor bonus, low-light vision, and

Ghoul touch

a +10 foot enhancement bonus to your speed. If the form you

assume has any of the following abilities, you gain the listed

School necromancy; Level sorcerer/wizard 2

ability: swim 60 feet, darkvision 60 feet, rend (2d8 damage),

Casting Time 1 standard action

regeneration 5, rock catching, and rock throwing (range 120

feet, 2d10 damage). If the creature has immunity or

Components V, S, M (cloth from a ghoul or earth from a resistance to one element, you gain that immunity or

ghoul's lair)

resistance. If the creature has vulnerability to an element, you

Range touch

gain that vulnerability.

Target living humanoid touched

Giant Vermin

Duration 1d6+2 rounds

School transmutation; Level cleric 4, druid 4

Saving Throw Fortitude negates; Spell Resistance yes

Casting Time 1 standard action

Imbuing you with negative energy, this spell allows you to Components V, S, DF

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Range close (25 ft. + 5 ft./2 levels)

Glitterdust

Targets 1 or more vermin, no two of which can be more than

30 ft. apart

School conjuration (creation); Level bard 2, sorcerer/wizard

2

Duration 1 min./level

Casting Time 1 standard action

Saving Throw none; Spell Resistance yes

Components V, S, M (ground mica)

You turn a number of normal-sized centipedes, scorpions, or

spiders into their giant counterparts. Only one type of vermin Range medium (100 ft. + 10 ft./level)

can be transmuted (so a single casting cannot affect both a Area creatures and objects within 10-ft.-radius spread

centipede and a spider). The number of vermin which can be

affected by this spell depends on your caster level, as noted Duration 1 round/level

on the table below.

Save Will negates (blinding only); SR no

Giant vermin created by this spell do not attempt to harm A cloud of golden particles covers everyone and everything

you, but your control of such creatures is limited to simple in the area, causing creatures to become blinded and visibly

commands (“Attack,” “Defend,” “Stop,” and so forth). outlining invisible things for the duration of the spell. All

Orders to attack a certain creature when it appears or guard within the area are covered by the dust, which cannot be

against a particular occurrence are too complex for the removed and continues to sparkle until it fades. Each round

vermin to understand. Unless commanded to do otherwise, at the end of their turn blinded creatures may attempt new

the giant vermin attack whomever or whatever is near them.

saving throws to end the blindness effect.

Caster Level

Centipedes

Scorpions

Spiders

Any creature covered by the dust takes a –40 penalty on

9th or lower

3

1

2

Stealth checks.

10th–13th

4

2

3

Globe of Invulnerability

14th–17th

6

3

4

18th–19th

8

4

5

School abjuration; Level sorcerer/wizard 6

20th or higher

12

6

8

This spell functions like lesser globe of invulnerability,

except that it also excludes 4th-level spells and spell-like

effects.

Glibness

Globe of Invulnerability, Lesser

School transmutation; Level bard 3

School abjuration; Level sorcerer/wizard 4

Casting Time 1 standard action

Casting Time 1 standard action

Components S

Components V, S, M (a glass or crystal bead)

Range personal

Range 10 ft.

Target you

Area 10-ft.-radius spherical emanation, centered on you

Duration 10 min./level (D)

Duration 1 round/level (D)

Your speech becomes fluent and more believable, causing

those who hear you to believe every word you say. You gain Saving Throw none; Spell Resistance no

a +20 bonus on Bluff checks made to convince another of the An immobile, faintly shimmering magical sphere surrounds

truth of your words. This bonus doesn't apply to other uses of you and excludes all spell effects of 3rd level or lower. The

the Bluff skill, such as feinting in combat, creating a area or effect of any such spells does not include the area of

diversion to hide, or communicating a hidden message via the lesser globe of invulnerability. Such spells fail to affect

innuendo.

any target located within the globe. Excluded effects include

If a magical effect is used against you that would detect your spell-like abilities and spells or spell-like effects from items.

lies or force you to speak the truth, the user of the effect must Any type of spell, however, can be cast through or out of the

succeed on a caster level check (1d20 + caster level) against magical globe. Spells of 4th level and higher are not affected

a DC of 15 + your caster level to succeed. Failure means the by the globe, nor are spells already in effect when the globe

effect does not detect your lies or force you to speak only the is cast. The globe can be brought down by a dispel magic

truth.

spell . You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects

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enter the globe, and even then they are merely suppressed, and disable. A rogue (only) can use the Perception skill to

not dispelled.

find the glyph and Disable Device to thwart it. The DC in

each case is 25 + spell level, or 28 for glyph of warding.

If a given spell has more than one level depending on which

character class is casting it, use the level appropriate to the Depending on the version selected, a glyph either blasts the

caster to determine whether lesser globe of invulnerability intruder or activates a spell.

stops it.

Blast Glyph: A blast glyph deals 1d8 points of damage per

Glyph of Warding

two caster levels (maximum 5d8) to the intruder and to all

within 5 feet of him or her. This damage is acid, cold, fire,

School abjuration; Level cleric 3

electricity, or sonic (caster's choice, made at time of casting).

Each creature affected can attempt a Reflex save to take half

Casting Time 10 minutes

damage. Spell resistance applies against this effect.

Components V, S, M (powdered diamond worth 200 gp)

Spell Glyph: You can store any harmful spell of 3rd level or

Range touch

lower that you know. All level-dependent features of the

spell are based on your caster level at the time of casting the

Target or Area object touched or up to 5 sq. ft./level

glyph . If the spell has a target, it targets the intruder. If the

Duration permanent until discharged (D)

spell has an area or an amorphous effect, the area or effect is

centered on the intruder. If the spell summons creatures, they

Saving Throw see text; Spell Resistance no (object) and appear as close as possible to the intruder and attack. Saving

yes; see text

throws and spell resistance operate as normal, except that the

This powerful inscription harms those who enter, pass, or DC is based on the level of the spell stored in the glyph.

open the warded area or object. A glyph of warding can guard Glyph of Warding, Greater

a bridge or passage, ward a portal, trap a chest or box, and so

on.

School abjuration; Level cleric 6

You set all of the conditions of the ward. Typically, any This spell functions like glyph of warding, except that a

creature entering the warded area or opening the warded greater blast glyph deals up to 10d8 points of damage, and a

object without speaking a password (which you set when greater spell glyph can store a spell of 6th level or lower.

casting the spell) is subject to the magic it stores.

Alternatively or in addition to a password trigger, glyphs can Read magic allows you to identify a greater glyph of

be set according to physical characteristics (such as height or warding with a DC 16 Spellcraft check.

weight) or creature type, subtype, or kind. Glyphs can also be Material Component: You trace the glyph with incense,

set with respect to good, evil, law, or chaos, or to pass those which must first be sprinkled with powdered diamond worth

of your religion. They cannot be set according to class, HD, at least 400 gp.

or level. Glyphs respond to invisible creatures normally but

are not triggered by those who travel past them ethereally. Good Hope

Multiple glyphs cannot be cast on the same area. However, if

a cabinet has three different drawers, each can be separately School enchantment (compulsion) [mind-affecting]; Level

warded.

bard 3

When casting the spell, you weave a tracery of faintly Casting Time 1 standard action

glowing lines around the warding sigil. A glyph can be

placed to conform to any shape up to the limitations of your Components V, S

total square footage. When the spell is completed, the glyph Range medium (100 ft. + 10 ft./level)

and tracery become nearly invisible.

Targets one living creature/level, no two of which may be

Glyphs cannot be affected or bypassed by such means as more than 30 ft. apart

physical or magical probing, though they can be dispelled.

Mislead, polymorph, and nondetection (and similar magical Duration 1 min./level effects) can fool a glyph, though nonmagical disguises and Saving Throw Will negates (harmless); Spell Resistance

the like can't. Read magic allows you to identify a glyph of yes (harmless)

warding with a DC 13 Knowledge (arcana) check.

Identifying the glyph does not discharge it and allows you to This spell instills powerful hope in the subjects. Each

know the basic nature of the glyph (version, type of damage affected creature gains a +2 morale bonus on saving throws,

caused, what spell is stored).

attack rolls, ability checks, skill checks, and weapon damage

rolls.

Note: Magic traps such as glyph of warding are hard to detect

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Good hope counters and dispels crushing despair.

within or through the area of grease at half normal speed

with a DC 10 Acrobatics check. Failure means it can't move

Goodberry

that round (and must then make a Reflex save or fall), while

failure by 5 or more means it falls (see the Acrobatics skill

School transmutation; Level druid 1

for details). Creatures that do not move on their turn do not

Casting Time 1 standard action

need to make this check and are not considered flat-footed.

Components V, S, DF

The spell can also be used to create a greasy coating on an

item. Material objects not in use are always affected by this

Range touch

spell, while an object wielded or employed by a creature

Targets 2d4 fresh berries touched

requires its bearer to make a Reflex saving throw to avoid the

effect. If the initial saving throw fails, the creature

Duration 1 day/level

immediately drops the item. A saving throw must be made in

Saving Throw none; Spell Resistance yes

each round that the creature attempts to pick up or use the

greased item. A creature wearing greased armor or clothing

Casting goodberry makes 2d4 freshly picked berries magical. gains a +10 circumstance bonus on Escape Artist checks and

You (as well as any other druid of 3rd or higher level) can combat maneuver checks made to escape a grapple, and to

immediately discern which berries are affected. Each their CMD to avoid being grappled.

transmuted berry provides nourishment as if it were a normal

meal for a Medium creature. The berry also cures 1 point of Greater (Spell Name)

damage when eaten, subject to a maximum of 8 points of

such curing in any 24-hour period.

Any spell whose name begins with greater is alphabetized

according to the spell name. Thus, the description of a

Grasping Hand

greater spell appears near the description of the spell on

which it is based. Spell chains that have greater spells in

School evocation [force]; Level sorcerer/wizard 7

them include those based on the spells arcane sight,

This spell functions as interposing hand, except that it can command, dispel magic, glyph of warding, invisibility, magic

also grapple one opponent you select. The grasping hand fang, magic weapon , planar ally , planar binding , polymorph,

gets one grapple attack per round. This attack does not prying eyes, restoration, scrying, shadow conjuration,

provoke an attack of opportunity. Its CMB and CMD for shadow evocation , shout, and teleport.

grapple checks use your caster level in place of its base Guards and Wards

attack bonus, with a +10 bonus for its Strength (31) score

and a +1 bonus for being Large (its Dexterity is 10, granting School abjuration; Level sorcerer/wizard 6

no bonus on the Combat Maneuver Defense). The hand holds

but does not harm creatures that it grapples. Directing the Casting Time 30 minutes

spell to a new target is a move action. The grasping hand can Components V, S, M (burning incense, a small measure of

instead be directed to bull rush a target, using the same brimstone and oil, a knotted string, and a small amount of

bonuses outlined above, or it can be directed to interpose blood), F (a small silver rod)

itself, as interposing hand does.

Range anywhere within the area to be warded

Grease

Area up to 200 sq. ft./level (S)

School conjuration (creation); Level bard 1, sorcerer/wizard Duration 2 hours/level (D)

1

Saving Throw see text; Spell Resistance see text

Casting Time 1 standard action

This powerful spell is primarily used to defend a stronghold

Components V, S, M (butter)

or fortress by creating a number of magical wards and

Range close (25 ft. + 5 ft./2 levels)

effects. The ward protects 200 square feet per caster level.

The warded area can be as much as 20 feet high, and shaped

Target one object or 10-ft. square

as you desire. You can ward several stories of a stronghold

Duration 1 min./level (D)

by dividing the area among them; you must be somewhere

within the area to be warded to cast the spell. The spell

Save see text; SR no

creates the following magical effects within the warded area.

A grease spell covers a solid surface with a layer of slippery Fog: Fog fills all corridors, obscuring all sight, including

grease. Any creature in the area when the spell is cast must darkvision, beyond 5 feet. A creature within 5 feet has

make a successful Reflex save or fall. A creature can walk concealment (attacks have a 20% miss chance). Creatures

Page 285

farther away have total concealment (50% miss chance, and Range touch

the attacker cannot use sight to locate the target). Saving Target creature touched

Throw: none. Spell Resistance: no.

Arcane Locks: All doors in the warded area are arcane Duration 1 minute or until discharged

locke d. Saving Throw: none. Spell Resistance: no.

Saving Throw Will negates (harmless); Spell Resistance

Webs: Webs fill all stairs from top to bottom. These strands yes

are identical with those created by the web spell, except that This spell imbues the subject with a touch of divine

they regrow in 10 minutes if they are burned or torn away guidance. The creature gets a +1 competence bonus on a

while the guards and wards spell lasts. Saving Throw: Reflex single attack roll, saving throw, or skill check. It must choose

negates; see text for web. Spell Resistance: no.

to use the bonus before making the roll to which it applies.

Confusion: Where there are choices in direction—such as a Gust of Wind

corridor intersection or side passage—a minor confusion-

type effect functions so as to make it 50% probable that School evocation [air]; Level druid 2, sorcerer/wizard 2

intruders believe they are going in the opposite direction

from the one they actually chose. This is a mind-affecting Casting Time 1 standard action

effect. Saving Throw: none. Spell Resistance: yes.

Components V, S

Lost Doors: One door per caster level is covered by a silent Range 60 ft.

image to appear as if it were a plain wall. Saving Throw:

Will disbelief (if interacted with). Spell Resistance: no.

Effect line-shaped gust of severe wind emanating out from

you to the extreme of the range

In addition, you can place your choice of one of the

following five magical effects.

Duration 1 round

1. Dancing lights in four corridors. You can designate Saving Throw Fortitude negates; Spell Resistance yes a simple program that causes the lights to repeat as This spell creates a severe blast of air (approximately 50

long as the guards and wards spell lasts. Saving mph) that originates from you, affecting all creatures in its

Throw: none. Spell Resistance: no.

path. All flying creatures in this area take a –4 penalty on Fly

2. A magic mouth in two places. Saving Throw: none. skill checks. Tiny or smaller flying creatures must make a

Spell Resistance: no.

DC 25 Fly skill check or be blown back 2d6 × 10 feet and

take 2d6 points of damage. Small or smaller flying creatures

3. A stinking cloud in two places. The vapors appear in must make a DC 20 Fly skill check to move against the force

the places you designate; they return within 10 of the wind.

minutes if dispersed by wind while the guards and

wards spell lasts. Saving Throw: Fortitude negates; A Tiny or smaller creature on the ground is knocked down

see text for stinking cloud . Spell Resistance: no.

and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal

damage per 10 feet.

4. A gust of wind in one corridor or room. Saving

Throw: Fortitude negates. Spell Resistance: yes.

Small creatures are knocked prone by the force of the wind.

5. A suggestion in one place. You select an area of up Medium or smaller creatures are unable to move forward

to 5 feet square, and any creature who enters or against the force of the wind unless they succeed at a DC 15

passes through the area receives the suggestion Strength check.

mentally. Saving Throw: Will negates. Spell Large or larger creatures may move normally within a gust

Resistance: yes.

of wind effect.

The whole warded area radiates strong magic of the This spell can't move a creature beyond the limit of it's range.

abjuration school. A dispel magic cast on a specific effect, if

successful, removes only that effect. A successful mage's Any creature, regardless of size, takes a –4 penalty on ranged

disjunction destroys the entire guards and wards effect.

attacks and Perception checks in the area of a gust of wind.

Guidance

The force of the gust automatically extinguishes candles,

torches, and similar unprotected flames. It causes protected

School divination; Level cleric 0, druid 0

flames, such as those in lanterns, to dance wildly and has a

50% chance to extinguish those lights.

Casting Time 1 standard action

In addition to the effects noted, a gust of wind can do

Components V, S

anything that a sudden blast of wind would be expected to

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do. It can create a stinging spray of sand or dust, fan a large Hallucinatory Terrain

fire, overturn delicate awnings or hangings, heel over a small

boat, and blow gases or vapors to the edge of its range.

School illusion (glamer); Level bard 4, sorcerer/wizard 4

Gust of wind can be made permanent with a permanency Casting Time 10 minutes

spell.

Components V, S, M (a stone, a twig, and a green leaf)

Hallow

Range long (400 ft. + 40 ft./level)

School evocation [good]; Level cleric 5, druid 5

Area one 30-ft. cube/level (S)

Casting Time 24 hours

Duration 2 hours/level (D)

Components V, S, M (herbs, oils, and incense worth at least Saving Throw Will disbelief (if interacted with); Spell

1,000 gp, plus 1,000 gp per level of the spell to be included Resistance no

in the hallowed area), DF

You make natural terrain look, sound, and smell like some

Range touch

other sort of natural terrain. Structures, equipment, and

creatures within the area are not hidden or changed in

Area 40-ft. radius emanating from the touched point

appearance.

Duration instantaneous

Halt Undead

Saving Throw see text; Spell Resistance see text

Hallow makes a particular site, building, or structure a holy School necromancy; Level sorcerer/wizard 3

site. This has four major effects.

Casting Time 1 standard action

First, the site is warded by a magic circle against evil effect.

Components V, S, M (a pinch of sulfur and powdered garlic)

Second, the DC to resist positive channeled energy within Range medium (100 ft. + 10 ft./level)

this area gains a +4 sacred bonus and the DC to resist

negative energy is reduced by 4. Spell resistance does not Targets up to three undead creatures, no two of which can be

apply to this effect. This provision does not apply to the more than 30 ft. apart

druid version of the spell.

Duration 1 round/level

Third, any dead body interred in a hallowed site cannot be Saving Throw Will negates (see text); Spell Resistance yes turned into an undead creature.

This spell renders as many as three undead creatures

Finally, you can fix a single spell effect to the hallowed site. immobile. A nonintelligent undead creature gets no saving

The spell effect lasts for 1 year and functions throughout the throw; an intelligent undead creature does. If the spell is

entire site, regardless of the normal duration and area or successful, it renders the undead creature immobile for the

effect. You may designate whether the effect applies to all duration of the spell (similar to the effect of hold person on a

creatures, creatures who share your faith or alignment, or living creature). The effect is broken if the halted creatures

creatures who adhere to another faith or alignment. At the are attacked or take damage.

end of the year, the chosen effect lapses, but it can be

renewed or replaced simply by casting hallow again.

Harm

Spell effects that may be tied to a hallowed site include aid, School necromancy; Level cleric 6

bane, bless, cause fear, darkness, daylight, death ward,

deeper darkness, detect evil, detect magic, dimensional Casting Time 1 standard action

anchor, discern lies, dispel magic, endure elements, freedom Components V, S

of movement, invisibility purge, protection from energy,

remove fear, resist energy, silence, tongues, and zone of truth. Range touch Saving throws and spell resistance might apply to these Target creature touched

spells' effects. (See the individual spell descriptions for

details.)

Duration instantaneous

An area can receive only one hallow spell (and its associated Saving Throw Will half; see text; Spell Resistance yes spell effect) at a time. Hallow counters but does not dispel Harm charges a subject with negative energy that deals 10

unhallow.

points of damage per caster level (to a maximum of 150

points at 15th level). If the creature successfully saves, harm

deals half this amount. Harm cannot reduce the target's hit

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points to less than 1.

to wipe away injury and afflictions. It immediately ends any

and all of the following adverse conditions affecting the

If used on an undead creature, harm acts like heal.

target: ability damage, blinded, confused , dazed, dazzled,

Haste

deafened, diseased, exhausted, fatigued, feebleminded ,

insanity, nauseated, poisoned, sickened, and stunned. It also School transmutation; Level bard 3, sorcerer/wizard 3

cures 10 hit points of damage per level of the caster, to a

maximum of 150 points at 15th level.

Casting Time 1 standard action

Heal does not remove negative levels or restore permanently

Components V, S, M (a shaving of licorice root)

drained ability score points.

Range close (25 ft. + 5 ft./2 levels)

If used against an undead creature, heal instead acts like

Targets one creature/level, no two of which can be more harm.

than 30 ft. apart

Heal, Mass

Duration 1 round/level

School conjuration (healing); Level cleric 9

Saving Throw Fortitude negates (harmless); Spell

Resistance yes (harmless)

Range close (25 ft. + 5 ft./2 levels)

The transmuted creatures move and act more quickly than Targets one or more creatures, no two of which can be more

normal. This extra speed has several effects.

than 30 ft. apart

When making a full attack action, a hasted creature may This spell functions like heal, except as noted above. The

make one extra attack with any weapon he is holding. The maximum number of hit points restored to each creature is

attack is made using the creature's full base attack bonus, 250.

plus any modifiers appropriate to the situation. (This effect is

not cumulative with similar effects, such as that provided by Heal Mount

a speed weapon, nor does it actually grant an extra action, so

you can't use it to cast a second spell or otherwise take an School conjuration (healing); Level paladin 3

extra action in the round.)

Casting Time 1 standard action

A hasted creature gains a +1 bonus on attack rolls and a +1 Components V, S

dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) Range touch

also makes you lose dodge bonuses.

Target your mount touched

All of the hasted creature's modes of movement (including Duration instantaneous

land movement, burrow, climb, fly, and swim) increase by 30

feet, to a maximum of twice the subject's normal speed using Saving Throw Will negates (harmless); Spell Resistance

that form of movement. This increase counts as an yes (harmless)

enhancement bonus, and it affects the creature's jumping This spell functions like heal, but it affects only the paladin's

distance as normal for increased speed. Multiple haste effects special mount (typically a horse).

don't stack. Haste dispels and counters slow.

Heat Metal

Heal

School transmutation [fire]; Level druid 2

School conjuration (healing); Level cleric 6, druid 7

Casting Time 1 standard action

Casting Time 1 standard action

Components V, S, DF

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Range touch

Target metal equipment of one creature per two levels, no

Target creature touched

two of which can be more than 30 ft. apart; or 25 lbs. of

Duration instantaneous

metal/level, all of which must be within a 30-ft. circle

Saving Throw Will negates (harmless); Spell Resistance Duration 7 rounds

yes (harmless)

Saving Throw Will negates (object); Spell Resistance yes

Heal enables you to channel positive energy into a creature (object)

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Heat metal causes metal objects to become red-hot. far away he is, as detailed on the following table.

Unattended, nonmagical metal gets no saving throw. Magical

metal is allowed a saving throw against the spell. An item in Distance

Time to Locate

a creature's possession uses the creature's saving throw bonus 100 ft. or less

1 round

unless its own is higher.

1,000 ft.

1 minute

A creature takes fire damage if its equipment is heated. It 1 mile

10 minutes

takes full damage if its armor, shield, or weapon is affected. 2 miles

1 hour

The creature takes minimum damage (1 point or 2 points; see 3 miles

2 hours

the table) if it's not wearing or wielding such an item.

4 miles

3 hours

On the first round of the spell, the metal becomes warm and 5 miles

4 hours

uncomfortable to touch but deals no damage. The same effect

also occurs on the last round of the spell's duration. During

the second (and also the next-to-last) round, intense heat Once the hand locates the subject, it beckons the creature to

causes pain and damage. In the third, fourth, and fifth follow it. If the subject does so, the hand points in your

rounds, the metal is searing hot, and causes more damage, as direction, indicating the most direct, feasible route. The hand

shown on the table below.

hovers 10 feet in front of the subject, moving before it at a

speed of as much as 240 feet per round. Once the hand leads

Round

Metal Temperature

Damage

the subject back to you, it disappears.

1

Warm

None

The subject is not compelled to follow the hand or act in any

2

Hot

1d4 points

particular way toward you. If the subject chooses not to

3–5

Searing

2d4 points

follow, the hand continues to beckon for the duration of the

6

Hot

1d4 points

spell, then disappears. If the spell expires while the subject is

7

Warm

None

en route to you, the hand disappears; the subject must then

rely on its own devices to locate you.

If more than one subject in a 5-mile radius meets the

Any cold intense enough to damage the creature negates fire description, the hand locates the closest creature. If that

damage from the spell (and vice versa) on a point-for-point creature refuses to follow the hand, the hand does not seek

basis. If cast underwater, heat metal deals half damage and out a second subject.

boils the surrounding water.

If, at the end of 4 hours of searching, the hand has found no

Heat metal counters and dispels chill metal.

subject that matches the description within 5 miles, it returns

Helping Hand

to you, displays an outstretched palm (indicating that no such

creature was found), and disappears.

School evocation; Level cleric 3

The ghostly hand has no physical form. It is invisible to

Casting Time 1 standard action

anyone except you and a potential subject. It cannot engage

in combat or execute any other task aside from locating a

Components V, S, DF

subject and leading it back to you. The hand can't pass

Range 5 miles

through solid objects but can ooze through small cracks and

slits. The hand cannot travel more than 5 miles from the spot

Effect ghostly hand

it appeared when you cast the spell.

Duration 1 hour/level

Heroes' Feast

Saving Throw none; Spell Resistance no

School conjuration [creation]; Level bard 6, cleric 6

You create the ghostly image of a hand, which you can send

to find a creature within 5 miles. The hand then beckons to Casting Time 10 minutes

that creature and leads it to you if the creature is willing to Components V, S, DF

follow.

Range close (25 ft. + 5 ft./2 levels)

When the spell is cast, you specify a person (or any creature)

by physical description, which can include race, gender, and Effect feast for one creature/level

appearance but not ambiguous factors such as level, Duration 1 hour plus 12 hours; see text

alignment, or class. When the description is done, the hand

streaks off in search of a subject that fits the description. The Saving Throw none; Spell Resistance no

amount of time it takes to find the subject depends on how You bring forth a great feast, including a magnificent table,

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chairs, service, and food and drink. The feast takes 1 hour to Animals cannot sense the warded creatures. Even

consume, and the beneficial effects do not set in until this extraordinary or supernatural sensory capabilities, such as

hour is over. Every creature partaking of the feast is cured of blindsense, blindsight, scent, and tremorsense, cannot detect all sickness and nausea, receives the benefits of both or locate warded creatures. Animals simply act as though the

neutralize poison and remove disease, and gains 1d8 warded creatures are not there. If a warded character touches temporary hit points + 1 point per two caster levels an animal or attacks any creature, even with a spell, the spell

(maximum +10) after imbibing the nectar-like beverage that ends for all recipients.

is part of the feast. The ambrosial food grants each creature

that partakes a +1 morale bonus on attack rolls and Will Hide from Undead

saves and a +4 morale bonus on saving throws against poison

and fear effects for 12 hours.

School abjuration; Level cleric 1

If the feast is interrupted for any reason, the spell is ruined Casting Time 1 standard action

and all effects of the spell are negated.

Components V, S, DF

Heroism

Range touch

School enchantment (compulsion) [mind-affecting]; Level Targets one touched creature/level

bard 2, sorcerer/wizard 3

Duration 10 min./level (D)

Casting Time 1 standard action

Saving Throw Will negates (harmless); see text; Spell

Components V, S

Resistance yes

Range touch

Undead cannot see, hear, or smell creatures warded by this

spell. Even extraordinary or supernatural sensory

Target creature touched

capabilities, such as blindsense, blindsight, scent, and

tremorsense, cannot detect or locate warded creatures.

Duration 10 min./level

Nonintelligent undead creatures (such as skeletons or

Saving Throw Will negates (harmless); Spell Resistance zombies) are automatically affected and act as though the

yes (harmless)

warded creatures are not there. An intelligent undead creature

gets a single Will saving throw. If it fails, the subject can't

This spell imbues a single creature with great bravery and see any of the warded creatures. If it has reason to believe

morale in battle. The target gains a +2 morale bonus on unseen opponents are present, however, it can attempt to find

attack rolls, saves, and skill checks.

or strike them. If a warded creature attempts to channel

Heroism, Greater

positive energy, turn or command undead, touches an undead

creature, or attacks any creature (even with a spell), the spell

School enchantment (compulsion) [mind-affecting]; Level ends for all recipients.

bard 5, sorcerer/wizard 6

Hideous Laughter

Duration 1 min./level

School enchantment (compulsion) [mind-affecting]; Level

This spell functions like heroism, except the creature gains a bard 1, sorcerer/wizard 2

+4 morale bonus on attack rolls, saves, and skill checks,

immunity to fear effects, and temporary hit points equal to Casting Time 1 standard action

your caster level (maximum 20).

Components V, S, M (tiny fruit tarts and a feather)

Hide from Animals

Range close (25 ft. + 5 ft./2 levels)

School abjuration; Level druid 1, ranger 1

Target one creature; see text

Casting Time 1 standard action

Duration 1 round/level

Components S, DF

Saving Throw Will negates; Spell Resistance yes

Range touch

This spell afflicts the subject with uncontrollable laughter. It

collapses into gales of manic laughter, falling prone. The

Targets one creature touched/level

subject can take no actions while laughing, but is not

Duration 10 min./level (D)

considered helpless. After the spell ends, it can act normally.

On the creature's next turn, it may attempt a new saving

Saving Throw Will negates (harmless); Spell Resistance throw to end the effect. This is a full round action that does yes

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not provoke attacks of opportunity. If this save is successful, even speech. Each round on its turn, the subject may attempt

the effect ends. If not, the creature continues laughing for the a new saving throw to end the effect. This is a full-round

entire duration.

action that does not provoke attacks of opportunity. A winged

creature who is paralyzed cannot flap its wings and falls. A

A creature with an Intelligence score of 2 or lower is not swimmer can't swim and may drown.

affected. A creature whose type is different from the caster's

receives a +4 bonus on its saving throw, because humor Hold Person, Mass

doesn't “translate” well.

Hold Animal

School enchantment (compulsion) [mind-affecting]; Level

sorcerer/wizard 7

School enchantment (compulsion) [mind-affecting]; Level Targets one or more humanoid creatures, no two of which

druid 2, ranger 2

can be more than 30 ft. apart

Components: V, S

This spell functions like hold person, except as noted above.

Target one animal

Hold Portal

This spell functions like hold person, except that it affects an

animal instead of a humanoid.

School abjuration; Level sorcerer/wizard 1

Hold Monster

Casting Time 1 standard action

Component V

School enchantment (compulsion) [mind-affecting]; Level Range medium (100 ft. + 10 ft./level)

bard 4, sorcerer/wizard 5

Components: V, S, M/DF (one hard metal bar or rod, which Target one portal, up to 20 sq. ft./level

can be as small as a three-penny nail)

Duration 1 min./level (D)

Target one living creature

Saving Throw none; Spell Resistance no

This spell functions like hold person, except that it affects This spell magically holds shut a door, gate, window, or

any living creature that fails its Will save.

shutter of wood, metal, or stone. The magic affects the portal

just as if it were securely closed and normally locked. A

Hold Monster, Mass

knock spell or a successful dispel magic spell can negate a

hold portal spell.

School enchantment (compulsion) [mind-affecting]; Level

sorcerer/wizard 9

Add 5 to the normal DC for forcing open a portal affected by

this spell.

Targets one or more creatures, no two of which can be more

than 30 ft. apart

Holy Aura

This spell functions like hold person, except that it affects School abjuration [good]; Level cleric 8

multiple creatures and holds any living creature that fails its

Will save.

Casting Time 1 standard action

Hold Person

Components V, S, F (a tiny reliquary worth 500 gp)

Range 20 ft.

School enchantment (compulsion) [mind-affecting]; Level

bard 2, cleric 2, sorcerer/wizard 3

Targets one creature/level in a 20-ft.-radius burst centered

on you

Casting Time 1 standard action

Duration 1 round/level (D)

Components V, S, F/DF (a small, straight piece of iron)

Saving Throw see text; Spell Resistance yes (harmless)

Range medium (100 ft. + 10 ft./level)

A brilliant divine radiance surrounds the subjects, protecting

Target one humanoid creature

them from attacks, granting them resistance to spells cast by

Duration 1 round/level (D); see text

evil creatures, and causing evil creatures to become blinded

when they strike the subjects. This abjuration has four

Saving Throw Will negates; see text; Spell Resistance yes

effects.

The subject becomes paralyzed and freezes in place. It is First, each warded creature gains a +4 deflection bonus to

aware and breathes normally but cannot take any actions, AC and a +4 resistance bonus on saves. Unlike protection

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from evil, this benefit applies against all attacks, not just also emits a magic circle against evil effect (as the spell). If against attacks by evil creatures.

the magic circle ends, the sword creates a new one on your

turn as a free action. The spell is automatically canceled 1

Second, each warded creature gains spell resistance 25 round after the weapon leaves your hand. You cannot have

against evil spells and spells cast by evil creatures.

more than one holy sword at a time.

Third, the abjuration protects the recipient from possession If this spell is cast on a magic weapon, the powers of the

and mental influence, just as protection from evil does.

spell supercede any that the weapon normally has, rendering

Finally, if an evil creature succeeds on a melee attack against the normal enhancement bonus and powers of the weapon

a creature warded by a holy aura, the offending attacker is inoperative for the duration of the spell. This spell is not

blinded (Fortitude save negates, as blindness/deafness, but cumulative with bless weapon or any other spell that might against holy aura's save DC).

modify the weapon in any way. This spell does not work on

artifacts. A masterwork weapon's bonus to attack does not

Holy Smite

stack with an enhancement bonus to attack.

School evocation [good]; Level cleric 4

Holy Word

Casting Time 1 standard action

School evocation [good, sonic]; Level cleric 7

Components V, S

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Components V

Area 20-ft.-radius burst

Range 40 ft.

Duration instantaneous (1 round); see text

Area nongood creatures in a 40-ft.-radius spread centered on

Saving Throw Will partial; see text; Spell Resistance yes

you

You draw down holy power to smite your enemies. Only evil Duration instantaneous

and neutral creatures are harmed by the spell; good creatures Saving Throw Will partial; Spell Resistance yes

are unaffected.

Any nongood creature within the area of a holy word spell

The spell deals 1d8 points of damage per two caster levels suffers the following ill effects.

(maximum 5d8) to each evil creature in the area (or 1d6

points of damage per caster level, maximum 10d6, to an evil HD

Effect

outsider) and causes it to become blinded for 1 round. A Equal to caster level Deafened

successful Will saving throw reduces damage to half and

negates the blinded effect.

Up to caster level –1 Blinded, deafened

Up to caster level –5 Paralyzed, blinded, deafened

The spell deals only half damage to creatures who are neither

good nor evil, and they are not blinded. Such a creature can Up to caster level –10 Killed, paralyzed, blinded, deafened

reduce that damage by half (down to one-quarter of the roll)

with a successful Will save.

The effects are cumulative and concurrent. A successful Will

Holy Sword

save reduces or eliminates these effects. Creatures affected

by multiple effects make only one save and apply the result

School evocation [good]; Level paladin 4

to all the effects.

Casting Time 1 standard action

Deafened: The creature is deafened for 1d4 rounds. Save

negates.

Components V, S

Blinded: The creature is blinded for 2d4 rounds. Save

Range touch

reduces the blinded effect to 1d4 rounds.

Target melee weapon touched

Paralyzed: The creature is paralyzed and helpless for 1d10

Duration 1 round/level

minutes. Save reduces the paralyzed effect to 1 round.

Saving Throw none; Spell Resistance no

Killed: Living creatures die. Undead creatures are destroyed.

Save negates. If the save is successful, the creature instead

This spell allows you to channel holy power into your sword, takes 3d6 points of damage + 1 point per caster level

or any other melee weapon you choose. The weapon acts as a (maximum +25).

+5 holy weapon (+5 enhancement bonus on attack and

damage rolls, extra 2d6 damage against evil opponents). It Furthermore, if you are on your home plane when you cast

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this spell, nongood extraplanar creatures within the area are Hypnotism

instantly banished back to their home planes. Creatures so

banished cannot return for at least 24 hours. This effect takes School enchantment (compulsion) [mind-affecting]; Level

place regardless of whether the creatures hear the holy word bard 1, sorcerer/wizard 1

or not . The banishment effect allows a Will save (at a –4

penalty) to negate.

Casting Time 1 round

Creatures whose HD exceed your caster level are unaffected Components V, S

by holy word.

Range close (25 ft. + 5 ft./2 levels)

Horrid Wilting

Area several living creatures, no two of which may be more

than 30 ft. apart

School necromancy; Level sorcerer/wizard 8

Duration 2d4 rounds (D)

Casting Time 1 standard action

Saving Throw Will negates; Spell Resistance yes

Components V, S, M/DF (a bit of sponge)

Your gestures and droning incantation fascinate nearby

Range long (400 ft. + 40 ft./level)

creatures, causing them to stop and stare blankly at you. In

Targets living creatures, no two of which can be more than addition, you can use their rapt attention to make your

suggestions and requests seem more plausible. Roll 2d4 to

60 ft. apart

see how many total HD of creatures you affect. Creatures

Duration instantaneous

with fewer HD are affected before creatures with more HD.

Only creatures that can see or hear you are affected, but they

Saving Throw Fortitude half; Spell Resistance yes

do not need to understand you to be fascinated.

This spell evaporates moisture from the body of each subject If you use this spell in combat, each target gains a +2 bonus

living creature, causing flesh to wither and crack and on its saving throw. If the spell affects only a single creature

crumble to dust. This deals 1d6 points of damage per caster not in combat at the time, the saving throw has a penalty of –

level (maximum 20d6). This spell is especially devastating to 2.

water elementals and plant creatures, which instead take 1d8

points of damage per caster level (maximum 20d8).

While the subject is fascinated by this spell, it reacts as

though it were two steps more friendly in attitude. This

Hypnotic Pattern

allows you to make a single request of the affected creature

(provided you can communicate with it). The request must be

School illusion (pattern) [mind-affecting]; Level bard 2, brief and reasonable. Even after the spell ends, the creature

sorcerer/wizard 2

retains its new attitude toward you, but only with respect to

Casting Time 1 standard action

that particular request.

Components V (bard only), S, M (a stick of incense or a A creature that fails its saving throw does not remember that

crystal rod); see text

you enspelled it.

Range medium (100 ft. + 10 ft./level)

Ice Storm

Effect colorful lights in a 10-ft.-radius spread

School evocation [cold]; Level druid 4, sorcerer/wizard 4

Duration Concentration + 2 rounds

Casting Time 1 standard action

Saving Throw Will negates; Spell Resistance yes

Components V, S, M/DF (dust and water)

A twisting pattern of subtle, shifting colors weaves through Range long (400 ft. + 40 ft./level)

the air, fascinating creatures within it. Roll 2d4 and add your

caster level (maximum 10) to determine the total number of Area cylinder (20-ft. radius, 40 ft. high)

HD of creatures affected. Creatures with the fewest HD are Duration 1 round/level (D)

affected first; and, among creatures with equal HD, those

who are closest to the spell's point of origin are affected first. Saving Throw none; Spell Resistance yes

HD that are not sufficient to affect a creature are wasted. Great magical hailstones pound down upon casting this spell,

Affected creatures become fascinated by the pattern of

colors. Sightless creatures are not affected.

dealing 3d6 points of bludgeoning damage and 2d6 points of

cold damage to every creature in the area. This damage only

A wizard or sorcerer need not utter a sound to cast this spell, occurs once, when the spell is cast. For the remaining

but a bard must perform as a verbal component.

duration of the spell, heavy snow and sleet rains down in the

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area. Creatures inside this area take a –4 penalty on spell.

Perception skill checks and the entire area is treated as

difficult terrain. At the end of the duration, the snow and hail Illusory Wall

disappear, leaving no aftereffects (other than the damage

dealt).

School illusion (figment); Level sorcerer/wizard 4

Identify

Casting Time 1 standard action

Components V, S

School divination; Level bard 1, sorcerer/wizard 1

Range close (25 ft. + 5 ft./2 levels)

Casting Time 1 standard action

Effect image 1 ft. by 10 ft. by 10 ft.

Components V, S, M (wine stirred with an owl's feather)

Duration permanent

Range 60 ft.

Saving Throw Will disbelief (if interacted with); Spell

Area cone-shaped emanation

Resistance no

Duration 3 rounds/level (D)

This spell creates the illusion of a wall, floor, ceiling, or

similar surface. It appears absolutely real when viewed, but

Saving Throw: none; Spell Resistance: no

physical objects can pass through it without difficulty. When

This spell functions as detect magic, except that it gives you the spell is used to hide pits, traps, or normal doors, any

a +10 enhancement bonus on Spellcraft checks made to detection abilities that do not require sight work normally.

identify the properties and command words of magic items in Touch or a probing search reveals the true nature of the

your possession. This spell does not allow you to identify surface, though such measures do not cause the illusion to

artifacts.

disappear. Although the caster can see through his illusory

wall, other creatures cannot, even if they succeed at their will

Illusory Script

save (but they do learn that it is not real).

School illusion (phantasm) [mind-affecting]; Level bard 3, Imbue with Spell Ability

sorcerer/wizard 3

School evocation; Level cleric 4

Casting Time 1 minute per page

Casting Time 10 minutes

Components V, S, M (lead-based ink worth 50 gp)

Components V, S, DF

Range touch

Range touch

Target one touched object weighing no more than 10 lbs.

Target creature touched; see text

Duration one day/level (D)

Duration permanent until discharged (D)

Saving Throw Will negates; see text; Spell Resistance yes

Saving Throw Will negates (harmless); Spell Resistance

You write instructions or other information on parchment, yes (harmless)

paper, or any suitable writing material. The illusory script

appears to be some form of foreign or magical writing. Only You transfer some of your currently prepared spells, and the

the person (or people) designated by you at the time of the ability to cast them, to another creature. Only a creature with

casting can read the writing; it's unintelligible to any other an Intelligence score of at least 5 and a Wisdom score of at

character .

least 9 can receive this boon. Only cleric spells from the

schools of abjuration, divination, and conjuration (healing)

Any unauthorized creature attempting to read the script can be transferred. The number and level of spells that the

triggers a potent illusory effect and must make a saving subject can be granted depends on its Hit Dice; even multiple

throw. A successful saving throw means the creature can look castings of imbue with spell ability can't exceed this limit.

away with only a mild sense of disorientation. Failure means

the creature is subject to a suggestion implanted in the script HD of Recipient

Spells Imbued

by you at the time the illusory script spell was cast. The 2 or lower

One 1st-level spell

suggestion lasts only 30 minutes. Typical suggestions include

“Close the book and leave,” “Forget the existence of this 3–4

One or two 1st-level spells

note,” and so forth. If successfully dispelled by dispel magic,

One or two 1st-level spells and one

5 or higher

the illusory script and its secret message disappear. The

2nd-level spell

hidden message can be read by a combination of the true

seeing spell with the read magic or comprehend languages

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The transferred spell's variable characteristics (range, surface of the ground. The subject remains there unless a

duration, area, and the like) function according to your level, freedom spell is cast at the locale where the imprisonment

not the level of the recipient.

took place. Magical search by a crystal ball, a locate object

spell, or some other similar divination does not reveal the

Once you cast imbue with spell ability, you cannot prepare a fact that a creature is imprisoned, but discern location does.

new 4th-level spell to replace it until the recipient uses the A wish or miracle spell will not free the recipient, but will imbued spells or is slain, or until you dismiss the imbue with reveal where it is entombed. If you know the target's name

spell ability spell. In the meantime, you remain responsible and some facts about its life, the target takes a –4 penalty on

to your deity or your principles for the use to which the spell its save.

is put. If the number of 4th-level spells you can cast

decreases, and that number drops below your current number Incendiary Cloud

of active imbue with spell ability spells, the more recently

cast imbued spells are dispelled.

School conjuration (creation) [fire]; Level sorcerer/wizard 8

To cast a spell with a verbal component, the subject must be Casting Time 1 standard action

able to speak. To cast a spell with a somatic component, it

must be able to move freely. To cast a spell with a material Components V, S

component or focus, it must have the materials or focus.

Range medium (100 ft. + 10 ft./level)

Implosion

Area cloud spreads in 20-ft. radius, 20 ft. high

School evocation; Level cleric 9

Duration 1 round/level (D)

Casting Time 1 standard action

Saving Throw: Reflex half, see text; Spell Resistance: no

Components V, S

An incendiary cloud spell creates a cloud of roiling smoke

shot through with white-hot embers. The smoke obscures all

Range close (25 ft. + 5 ft./2 levels)

sight as a fog cloud does. In addition, the white-hot embers

Target one corporeal creature/round

within the cloud deal 6d6 points of fire damage to everything

within the cloud on your turn each round. All targets can

Duration concentration (up to 1 round per 2 levels)

make Reflex saves each round to take half damage.

Saving Throw Fortitude negates; Spell Resistance yes

As with a cloudkill spell, the smoke moves away from you at

10 feet per round. Figure out the smoke's new spread each

This spell causes a destructive resonance in a corporeal round based on its new point of origin, which is 10 feet

creature's body. Each round you concentrate (including the farther away from where you were when you cast the spell.

first), you can cause one creature to collapse in on itself, By concentrating, you can make the cloud move as much as

inflicting 10 points of damage per caster level. If you break 60 feet each round. Any portion of the cloud that would

concentration, the spell immediately ends, though any extend beyond your maximum range dissipates harmlessly,

implosions that have already happened remain in effect. You reducing the remainder's spread thereafter.

can target a particular creature only once with each casting of

the spell. Implosion has no effect on creatures in gaseous As with fog cloud, wind disperses the smoke, and the spell

form or on incorporeal creatures.

can't be cast underwater.

Imprisonment

Inflict Critical Wounds

School abjuration; Level sorcerer/wizard 9

School necromancy; Level cleric 4

Casting Time 1 standard action

This spell functions like inflict light wounds, except that you

deal 4d8 points of damage + 1 point per caster level

Components V, S

(maximum +20).

Range touch

Inflict Critical Wounds, Mass

Target creature touched

Duration instantaneous

School necromancy; Level cleric 8

Saving Throw Will negates; see text; Spell Resistance yes

This spell functions like mass inflict light wounds, except

that it deals 4d8 points of damage + 1 point per caster level

When you cast imprisonment and touch a creature, it is (maximum +40).

entombed in a state of suspended animation (see the

temporal stasis spell) in a small sphere far beneath the

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Inflict Light Wounds

Inflict Serious Wounds

School necromancy; Level cleric 1

School necromancy; Level cleric 3

Casting Time 1 standard action

This spell functions like inflict light wounds, except that you

deal 3d8 points of damage + 1 point per caster level

Components V, S

(maximum +15).

Range touch

Inflict Serious Wounds, Mass

Target creature touched

Duration instantaneous

School necromancy; Level cleric 7

Saving Throw Will half; Spell Resistance yes

This spell functions like mass inflict light wounds, except

that it deals 3d8 points of damage + 1 point per caster level

When laying your hand upon a creature, you channel (maximum +35).

negative energy that deals 1d8 points of damage + 1 point

per caster level (maximum +5).

Insanity

Since undead are powered by negative energy, this spell School enchantment (compulsion) [mind-affecting]; Level

cures such a creature of a like amount of damage, rather than sorcerer/wizard 7

harming it.

Casting Time 1 standard action

Inflict Light Wounds, Mass

Components V, S

School necromancy; Level cleric 5

Range medium (100 ft. + 10 ft./level)

Casting Time 1 standard action

Target one living creature

Components V, S

Duration instantaneous

Range close (25 ft. + 5 ft./2 levels)

Saving Throw Will negates; Spell Resistance yes

Target one creature/level, no two of which can be more than The affected creature suffers from a continuous confusion

30 ft. apart

effect, as the spell.

Duration instantaneous

Remove curse does not remove insanity. Greater restoration,

Saving Throw Will half; Spell Resistance yes

heal , limited wish , miracle, or wish can restore the creature.

Negative energy spreads out in all directions from the point Insect Plague

of origin, dealing 1d8 points of damage + 1 point per caster

level (maximum +25) to nearby living enemies.

School conjuration (summoning); Level cleric 5, druid 5

Like other inflict spells, mass inflict light wounds cures Casting Time 1 round

undead in its area rather than damaging them. A cleric Components V, S, DF

capable of spontaneously casting inflict spells can also

spontaneously cast mass inflict spells.

Range long (400 ft. + 40 ft./level)

Inflict Moderate Wounds

Effect one swarm of wasps per three levels, each of which

must be adjacent to at least one other swarm

School necromancy; Level cleric 2

Duration 1 min./level

This spell functions like inflict light wounds, except that you Saving Throw none; Spell Resistance no

deal 2d8 points of damage + 1 point per caster level

(maximum +10).

You summon a number of swarms of wasps (one per three

levels, to a maximum of six swarms at 18th level). The

Inflict Moderate Wounds, Mass

swarms must be summoned so that each one is adjacent to at

least one other swarm (that is, the swarms must fill one

School necromancy; Level cleric 6

contiguous area). You may summon the wasp swarms so that

they share the area of other creatures. Each swarm attacks

This spell functions like mass inflict light wounds, except any creatures occupying its area. The swarms are stationary

that it deals 2d8 points of damage + 1 point per caster level after being summoned, and won't pursue creatures that flee.

(maximum +30).

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Instant Summons

An interposing hand is 10 feet long and about that wide with

its fingers outstretched. It has as many hit points as you do

School conjuration (summoning); Level sorcerer/wizard 7

when you're undamaged, and is AC 20 (–1 size, +11 natural).

It takes damage as a normal creature, but most magical

Casting Time 1 standard action

effects that don't cause damage do not affect it.

Components V, S, M (sapphire worth 1,000 gp)

The hand never provokes attacks of opportunity from

Range see text

opponents. It cannot push through a wall of force or enter an

antimagic field, but it suffers the full effect of a prismatic

Target one object weighing 10 lbs. or less whose longest wall or prismatic sphere. The hand makes saving throws as dimension is 6 ft. or less

its caster.

Duration permanent until discharged

Disintegrate or a successful dispel magic destroys it.

Saving Throw none; Spell Resistance no

Any creature weighing 2,000 pounds or less that tries to push

You call some nonliving item directly to your hand from past the hand is slowed to half its normal speed. The hand

virtually any location.

cannot reduce the speed of a creature weighing more than

2,000 pounds, but it still affects the creature's attacks.

First, you must place your arcane mark on the item. Then

you cast this spell, which magically and invisibly inscribes Directing the spell to a new target is a move action.

the name of the item on a sapphire worth at least 1,000 gp.

Thereafter, you can summon the item by speaking a special Invisibility

word (set by you when the spell is cast) and crushing the School illusion (glamer); Level bard 2, sorcerer/wizard 2

gem. The item appears instantly in your hand. Only you can

use the gem in this way.

Casting Time 1 standard action

If the item is in the possession of another creature, the spell Components V, S, M/DF (an eyelash encased in gum arabic)

does not work, but you know who the possessor is and Range personal or touch

roughly where that creature is located when the summons

occurs.

Target you or a creature or object weighing no more than

100 lbs./level

The inscription on the gem is invisible. It is also unreadable,

except by means of a read magic spell, to anyone but you.

Duration 1 min./level (D)

The item can be summoned from another plane, but only if Saving Throw Will negates (harmless) or Will negates

no other creature has claimed ownership of it.

(harmless, object); Spell Resistance yes (harmless) or yes

(harmless, object)

Interposing Hand

The creature or object touched becomes invisible. If the

School evocation [force]; Level sorcerer/wizard 5

recipient is a creature carrying gear, that vanishes, too. If you

cast the spell on someone else, neither you nor your allies

Casting Time 1 standard action

can see the subject, unless you can normally see invisible

Components V, S, F (a soft glove)

things or you employ magic to do so.

Range medium (100 ft. + 10 ft./level)

Items dropped or put down by an invisible creature become

visible; items picked up disappear if tucked into the clothing

Effect 10-ft. hand

or pouches worn by the creature. Light, however, never

Duration 1 round/level (D)

becomes invisible, although a source of light can become so

(thus, the effect is that of a light with no visible source). Any

Saving Throw none; Spell Resistance yes

part of an item that the subject carries but that extends more

Interposing hand creates a Large magic hand that appears than 10 feet from it becomes visible.

between you and one opponent. This floating, disembodied Of course, the subject is not magically silenced , and certain

hand then moves to remain between the two of you, other conditions can render the recipient detectable (such as

regardless of where you move or how the opponent tries to swimming in water or stepping in a puddle). If a check is

get around it, providing cover (+4 AC) for you against that required, a stationary invisible creature has a +40 bonus on

opponent. Nothing can fool the hand—it sticks with the its Stealth checks. This bonus is reduced to +20 if the

selected opponent in spite of darkness, invisibility , creature is moving. The spell ends if the subject attacks any polymorphing, or any other attempt at hiding or disguise. creature. For purposes of this spell, an attack includes any

The hand does not pursue an opponent, however.

spell targeting a foe or whose area or effect includes a foe.

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Exactly who is a foe depends on the invisible character's You surround yourself with a sphere of power with a radius

perceptions. Actions directed at unattended objects do not of 5 feet per caster level that negates all forms of invisibility.

break the spell. Causing harm indirectly is not an attack.

Thus, an invisible being can open doors, talk, eat, climb Anything invisible becomes visible while in the area.

stairs, summon monsters and have them attack, cut the ropes Invisibility Sphere

holding a rope bridge while enemies are on the bridge,

remotely trigger traps, open a portcullis to release attack School illusion (glamer); Level bard 3, sorcerer/wizard 3

dogs, and so forth. If the subject attacks directly, however, it

immediately becomes visible along with all its gear. Spells Components: V, S, M

such as bless that specifically affect allies but not foes are not Area 10-ft.-radius emanation around the creature

attacks for this purpose, even when they include foes in their

area.

This spell functions like invisibility, except that this spell

confers invisibility upon all creatures within 10 feet of the

Invisibility can be made permanent (on objects only) with a recipient at the time the spell is cast. The center of the effect

permanency spell.

is mobile with the recipient.

Invisibility, Greater

Those affected by this spell can see each other and

themselves as if unaffected by the spell. Any affected

School illusion (glamer); Level bard 4, sorcerer/wizard 4

creature moving out of the area becomes visible, but

Components: V, S

creatures moving into the area after the spell is cast do not

become invisible. Affected creatures (other than the

Target you or creature touched

recipient) who attack negate the invisibility only for

themselves. If the spell recipient attacks, the invisibility

Duration 1 round/level (D)

sphere ends.

Saving Throw Will negates (harmless)

Iron Body

This spell functions like invisibility, except that it doesn't end

if the subject attacks.

School transmutation; Level sorcerer/wizard 8

Invisibility, Mass

Casting Time 1 standard action

School illusion (glamer); Level sorcerer/wizard 7

Components V, S, M/DF (a piece of iron from an iron

golem, a hero's armor, or a war machine)

Range long (400 ft. + 40 ft./level)

Range personal

Targets any number of creatures, no two of which can be Target you

more than 180 ft. apart

This spell functions like invisibility, except that the effect Duration 1 min./level (D)

moves with the group and is broken when anyone in the This spell transforms your body into living iron, which

group attacks. Individuals in the group cannot see each other. grants you several powerful resistances and abilities. You

The spell is broken for any individual who moves more than gain damage reduction 15/adamantine. You are immune to

180 feet from the nearest member of the group. If only two blindness, critical hits, ability score damage, deafness,

individuals are affected, the one moving away from the other disease, drowning, electricity, poison, stunning, and all spells

one loses its invisibility. If both are moving away from each or attacks that affect your physiology or respiration, because

other, they both become visible when the distance between you have no physiology or respiration while this spell is in

them exceeds 180 feet.

effect. You take only half damage from acid and fire.

However, you also become vulnerable to all special attacks

Invisibility Purge

that affect iron golems.

School evocation; Level cleric 3

You gain a +6 enhancement bonus to your Strength score,

but you take a –6 penalty to Dexterity as well (to a minimum

Casting Time 1 standard action

Dexterity score of 1), and your speed is reduced to half

Components V, S

normal. You have an arcane spell failure chance of 35% and

a –6 armor check penalty, just as if you were clad in full

Range personal

plate armor. You cannot drink (and thus can't use potions) or

Target you

play wind instruments.

Duration 1 min./level (D)

Your unarmed attack deals damage equal to a club sized for

you (1d4 for Small characters or 1d6 for Medium

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characters), and you are considered armed when making holds. The dancing subject provokes attacks of opportunity

unarmed attacks.

each round on its turn. A successful Will save reduces the

duration of this effect to 1 round.

Your weight increases by a factor of 10, causing you to sink

in water like a stone. However, you could survive the lack of Jump

air at the bottom of the ocean—at least until the spell

duration expires.

School transmutation; Level druid 1, ranger 1,

Ironwood

sorcerer/wizard 1

Casting Time 1 standard action

School transmutation; Level druid 6

Components V, S, M (a grasshopper's hind leg)

Casting Time 1 minute/lb. created

Range touch

Components V, S, F (wood to be transformed)

Target creature touched

Range 0 ft.

Duration 1 min./level (D)

Effect an ironwood object weighing up to 5 lbs./level

Saving Throw Will negates (harmless); Spell Resistance

Duration 1 day/level (D)

yes

Saving Throw none; Spell Resistance no

The subject gets a +10 enhancement bonus on Acrobatics

checks made to attempt high jumps or long jumps. The

Ironwood is a magical substance created by druids from enhancement bonus increases to +20 at caster level 5th, and

normal wood. While remaining natural wood in almost every to +30 (the maximum) at caster level 9th.

way, ironwood is as strong, heavy, and resistant to fire as

steel. Spells that affect metal or iron do not function on Keen Edge

ironwood. Spells that affect wood do affect ironwood,

although ironwood does not burn. Using this spell with wood School transmutation; Level sorcerer/wizard 3

shape or a wood-related Craft check, you can fashion

wooden items that function as steel items. Thus, wooden Casting Time 1 standard action

plate armor and wooden swords can be created that are as Components V, S

durable as their normal steel counterparts. These items are

freely usable by druids.

Range close (25 ft. + 5 ft./2 levels)

Further, if you make only half as much ironwood as the spell Targets one weapon or 50 projectiles, all of which must be

would normally allow, any weapon, shield, or suit of armor together at the time of casting

so created is treated as a magic item with a +1 enhancement Duration 10 min./level

bonus.

Saving Throw Will negates (harmless, object); Spell

Irresistible Dance

Resistance yes (harmless, object)

School enchantment (compulsion) [mind-affecting]; Level This spell makes a weapon magically keen, improving its

bard 6, sorcerer/wizard 8

ability to deal telling blows. This transmutation doubles the

threat range of the weapon. A threat range of 20 becomes 19–

Casting Time 1 standard action

20, a threat range of 19–20 becomes 17–20, and a threat

Components V

range of 18–20 becomes 15–20. The spell can be cast only on

piercing or slashing weapons. If cast on arrows or crossbow

Range touch

bolts, the keen edge on a particular projectile ends after one

Target living creature touched

use, whether or not the missile strikes its intended target.

Treat shuriken as arrows, rather than as thrown weapons, for

Duration 1d4+1 rounds

the purpose of this spell.

Saving Throw Will partial; Spell Resistance yes

Multiple effects that increase a weapon's threat range (such

as the keen special weapon property and the Improved

The subject feels an undeniable urge to dance and begins Critical feat) don't stack. You can't cast this spell on a natural

doing so, complete with foot shuffling and tapping. The spell weapon, such as a claw.

effect makes it impossible for the subject to do anything

other than caper and prance in place. The effect imposes a –4 Knock

penalty to Armor Class and a –10 penalty on Reflex saves,

and it negates any AC bonus granted by a shield the target School transmutation; Level sorcerer/wizard 2

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Casting Time 1 standard action

Legend lore brings to your mind legends about an important

person, place, or thing. If the person or thing is at hand, or if

Components V

you are in the place in question, the casting time is only 1d4

Range medium (100 ft. + 10 ft./level)

× 10 minutes. If you have only detailed information on the

person, place, or thing, the casting time is 1d10 days, and the

Target one door, box, or chest with an area of up to 10 sq. resulting lore is less complete and specific (though it often

ft./level

provides enough information to help you find the person,

Duration instantaneous; see text

place, or thing, thus allowing a better legend lore result next

time). If you know only rumors, the casting time is 2d6

Saving Throw none; Spell Resistance no

weeks, and the resulting lore is vague and incomplete

K nock opens stuck, barred, or locked doors, as well as those (though it often directs you to more detailed information,

subject to hold portal or arcane lock. When you complete the thus allowing a better legend lore result next time).

casting of this spell, make a caster level check against the During the casting, you cannot engage in other than routine

DC of the lock with a +10 bonus. If successful, knock opens activities: eating, sleeping, and so forth. When completed,

up to two means of closure. This spell opens secret doors, as the divination brings legends (if any) about the person, place,

well as locked or trick-opening boxes or chests. It also or things to your mind. These may be legends that are still

loosens welds, shackles, or chains (provided they serve to current, legends that have been forgotten, or even

hold something shut). If used to open an arcane locke d door, information that has never been generally known. If the

the spell does not remove the arcane lock but simply person, place, or thing is not of legendary importance, you

suspends its functioning for 10 minutes. In all other cases, gain no information. As a rule of thumb, characters who are

the door does not relock itself or become stuck again on its 11th level and higher are “legendary,” as are the sorts of

own. Knock does not raise barred gates or similar creatures they contend with, the major magic items they

impediments (such as a portcullis), nor does it affect ropes, wield, and the places where they perform their key deeds.

vines, and the like. The effect is limited by the area. Each

casting can undo as many as two means of preventing access. Lesser (Spell Name)

Know Direction

Any spell whose name begins with lesser is alphabetized

according to the spell name. Thus, the description of a lesser

School divination; Level bard 0, druid 0

spell appears near the description of the spell on which it is

Casting Time 1 standard action

based. Spell chains that have lesser spells in them include

those based on the spells confusion, geas, globe of

Components V, S

invulnerability , planar ally , planar binding, and restoration.

Range personal

Levitate

Target you

School transmutation; Level sorcerer/wizard 2

Duration instantaneous

Casting Time 1 standard action

When you cast this spell, you instantly know the direction of

north from your current position. The spell is effective in any Components V, S, F (a leather loop or golden wire bent into

environment in which “north” exists, but it may not work in a cup shape)

extraplanar settings. Your knowledge of north is correct at Range personal or close (25 ft. + 5 ft./2 levels)

the moment of casting, but you can get lost again within

moments if you don't find some external reference point to Target you or one willing creature or one object (total

help you keep track of direction.

weight up to 100 lbs./level)

Legend Lore

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

School divination; Level bard 4, sorcerer/wizard 6

Levitate allows you to move yourself, another creature, or an

Casting Time see text

object up and down as you wish. A creature must be willing

Components V, S, M (incense worth 250 gp), F (four pieces to be levitated , and an object must be unattended or

of ivory worth 50 gp each)

possessed by a willing creature. You can mentally direct the

recipient to move up or down as much as 20 feet each round;

Range personal

doing so is a move action. You cannot move the recipient

Target you

horizontally, but the recipient could clamber along the face of

a cliff, for example, or push against a ceiling to move

Duration see text

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laterally (generally at half its base land speed).

through it, the bolt may continue beyond the barrier if the

spell's range permits; otherwise, it stops at the barrier just as

A levitating creature that attacks with a melee or ranged any other spell effect does.

weapon finds itself increasingly unstable; the first attack has

a –1 penalty on attack rolls, the second –2, and so on, to a Limited Wish

maximum penalty of –5. A full round spent stabilizing allows

the creature to begin again at –1.

School universal; Level sorcerer/wizard 7

Light

Casting Time 1 standard action

School evocation [light]; Level bard 0, cleric 0, druid 0, Components V, S, M (diamond worth 1,500 gp)

sorcerer/wizard 0

Range see text

Casting Time 1 standard action

Target, Effect, Area see text

Components V, M/DF (a firefly)

Duration see text

Range touch

Saving Throw none, see text; Spell Resistance yes

Target object touched

A limited wish lets you create nearly any type of effect. For

Duration 10 min./level

example, a limited wish can do any of the following things.

Saving Throw none; Spell Resistance no

•

Duplicate any sorcerer/wizard spell of 6th level or

lower, provided the spell does not belong to one of

This spell causes a touched object to glow like a torch,

your opposition schools.

shedding normal light in a 20-foot radius, and increasing the

•

Duplicate any non-sorcerer/wizard spell of 5th level

light level for an additional 20 feet by one step, up to normal

or lower, provided the spell does not belong to one

light (darkness becomes dim light, and dim light becomes

of your opposition schools.

normal light). In an area of normal or bright light, this spell

•

Duplicate any sorcerer/wizard spell of 5th level or

has no effect. The effect is immobile, but it can be cast on a

lower, even if it belongs to one of your opposition

movable object.

schools.

You can only have one light spell active at any one time. If

•

Duplicate any non-sorcerer/wizard spell of 4th level

you cast this spell while another casting is still in effect, the

or lower, even if it belongs to one of your opposition

previous casting is dispelled. If you make this spell

schools.

permanent (through permanency or a similar effect), it does

•

Undo the harmful effects of many spells, such as or

not count against this limit. Light can be used to counter or

insanity.

dispel any darkness spell of equal or lower spell level.

•

Produce any other effect whose power level is in

line with the above effects, such as a single creature

Lightning Bolt

automatically hitting on its next attack or taking a –

7 penalty on its next saving throw.

School evocation [electricity]; Level sorcerer/wizard 3

A duplicated spell allows saving throws and spell resistance

Casting Time 1 standard action

as normal, but the save DC is for a 7th-level spell. When a

Components V, S, M (fur and a glass rod)

limited wish spell duplicates a spell with a material

component that costs more than 1,000 gp, you must provide

Range 120 ft.

that component (in addition to the 1,500 gp diamond

Area 120-ft. line

component for this spell).

Duration instantaneous

Liveoak

Saving Throw Reflex half; Spell Resistance yes

School transmutation; Level druid 6

You release a powerful stroke of electrical energy that deals Casting Time 10 minutes

1d6 points of electricity damage per caster level (maximum

10d6) to each creature within its area. The bolt begins at your Components V, S

fingertips.

Range touch

The lightning bolt sets fire to combustibles and damages Target tree touched

objects in its path. It can melt metals with a low melting

point, such as lead, gold, copper, silver, or bronze. If the Duration 1 day/level (D)

damage caused to an interposing barrier shatters or breaks

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Saving Throw none; Spell Resistance no

nondetection fool it.

This spell turns an oak tree into a protector or guardian. The Longstrider

spell can only be cast on a single tree at a time; while liveoak

is in effect, you can't cast it again on another tree. Liveoak School transmutation; Level druid 1, ranger 1

must be cast on a healthy, Huge oak. A triggering phrase of

up to one word per caster level is placed on the targeted oak. Casting Time 1 standard action

The liveoak spell triggers the tree into animating as a treant. Components V, S, M (a pinch of dirt)

If liveoak is dispelled, the tree takes root immediately Range personal

wherever it happens to be. If released by you, the tree tries to

return to its original location before taking root.

Target you

Locate Creature

Duration 1 hour/level (D)

This spell gives you a +10 foot enhancement bonus to your

School divination; Level bard 4, sorcerer/wizard 4

base speed. It has no effect on other modes of movement,

Components: V, S, M (fur from a bloodhound)

such as burrow, climb, fly, or swim.

Duration 10 min./level

Lullaby

This spell functions like locate object, except this spell School enchantment (compulsion) [mind-affecting]; Level

locates a known creature. You slowly turn and sense when bard 0

you are facing in the direction of the creature to be located,

provided it is within range. You also know in which direction Casting Time 1 standard action

the creature is moving, if any.

Components V, S

The spell can locate a creature of a specific kind or a specific Range medium (100 ft. + 10 ft./level)

creature known to you. It cannot find a creature of a certain

type. To find a kind of creature, you must have seen such a Area living creatures within a 10-ft.-radius burst

creature up close (within 30 feet) at least once.

Duration concentration + 1 round/level (D)

Running water blocks the spell. It cannot detect objects. It Saving Throw Will negates; Spell Resistance yes

can be fooled by mislead, nondetection, and polymorph

spells.

Any creature within the area that fails a Will save becomes

drowsy and inattentive, taking a –5 penalty on Perception

Locate Object

checks and a –2 penalty on Will saves against sleep effects

while the lullaby is in effect. Lullaby lasts for as long as the

School divination; Level bard 2, cleric 3, sorcerer/wizard 2

caster concentrates, plus up to 1 round per caster level

Casting Time 1 standard action

thereafter.

Components V, S, F/DF (a forked twig)

Mage Armor

Range long (400 ft. + 40 ft./level)

School conjuration (creation) [force]; Level sorcerer/wizard

Area circle, centered on you, with a radius of 400 ft. + 40 1

ft./level

Casting Time 1 standard action

Duration 1 min./level

Components V, S, F (a piece of cured leather)

Saving Throw none; Spell Resistance no

Range touch

You sense the direction of a well-known or clearly visualized Target creature touched

object. You can search for general items, in which case you

locate the nearest of its kind if more than one is within range. Duration 1 hour/level (D)

Attempting to find a certain item requires a specific and Saving Throw Will negates (harmless); Spell Resistance no

accurate mental image; if the image is not close enough to

the actual object, the spell fails. You cannot specify a unique An invisible but tangible field of force surrounds the subject

item unless you have observed that particular item firsthand of a mage armor spell, providing a +4 armor bonus to AC.

(not through divination).

Unlike mundane armor, mage armor entails no armor check

The spell is blocked by even a thin sheet of lead. Creatures penalty, arcane spell failure chance, or speed reduction. Since

cannot be found by this spell. Polymorph any object and mage armor is made of force, incorporeal creatures can't Page 302

bypass it the way they do normal armor.

artifact is destroyed, you must make a DC 25 Will save or

permanently lose all spellcasting abilities. These abilities

Mage Hand

cannot be recovered by mortal magic, not even miracle or

wish. Destroying artifacts is a dangerous business, and it is

School transmutation; Level bard 0, sorcerer/wizard 0

95% likely to attract the attention of some powerful being

Casting Time 1 standard action

who has an interest in or connection with the device.

Components V, S

Mage's Faithful Hound

Range close (25 ft. + 5 ft./2 levels)

School conjuration (creation); Level sorcerer/wizard 5

Target one nonmagical, unattended object weighing up to 5 Casting Time 1 standard action

lbs.

Components V, S, M (a tiny silver whistle, a piece of bone,

Duration concentration

and a thread)

Saving Throw none; Spell Resistance no

Range close (25 ft. + 5 ft./2 levels)

You point your finger at an object and can lift it and move it Effect phantom watchdog

at will from a distance. As a move action, you can propel the

object as far as 15 feet in any direction, though the spell ends Duration 1 hour/caster level or until discharged, then 1

if the distance between you and the object ever exceeds the round/caster level; see text

spell's range.

Saving Throw none; Spell Resistance no

Mage's Disjunction

You conjure up a phantom watchdog that is invisible to

everyone but yourself. It then guards the area where it was

School abjuration; Level sorcerer/wizard 9

conjured (it does not move). The hound immediately starts

Casting Time 1 standard action

barking loudly if any Small or larger creature approaches

within 30 feet of it. (Those within 30 feet of the hound when

Components V

it is conjured may move about in the area, but if they leave

Range close (25 ft. + 5 ft./2 levels)

and return, they activate the barking.) The hound sees

invisible and ethereal creatures. It does not react to figments,

Area all magical effects and magic items within a 40-ft.- but it does react to shadow illusions.

radius burst, or one magic item (see text)

If an intruder approaches to within 5 feet of the hound, the

Duration 1 minute/level

dog stops barking and delivers a vicious bite (+10 attack

Saving Throw Will negates (object); Spell Resistance no

bonus, 2d6+3 points of piercing damage) once per round.

The dog also gets the bonuses appropriate to an invisible

All magical effects and magic items within the radius of the creature (see invisibility).

spell, except for those that you carry or touch, are disjoined.

That is, spells and spell-like effects are unraveled and The dog is considered ready to bite intruders, so it delivers

destroyed completely (ending the effect as a dispel magic its first bite on the intruder's turn. Its bite is the equivalent of

spell does), and each permanent magic item must make a a magic weapon for the purpose of damage reduction. The

successful Will save or be turned into a normal item for the hound cannot be attacked, but it can be dispelled.

duration of this spell. An item in a creature's possession uses The spell lasts for 1 hour per caster level, but once the hound

its own Will save bonus or its possessor's Will save bonus, begins barking, it lasts only 1 round per caster level. If you

whichever is higher. If an item's saving throw results in a are ever more than 100 feet distant from the hound, the spell

natural 1 on the die, the item is destroyed instead of being ends.

suppressed.

Mage's Lucubration

You also have a 1% chance per caster level of destroying an

antimagic field. If the antimagic field survives the School transmutation; Level wizard 6

disjunction, no items within it are disjoined.

Casting Time 1 standard action

You can also use this spell to target a single item. The item

gets a Will save at a –5 penalty to avoid being permanently Components V, S

destroyed. Even artifacts are subject to mage's disjunction, Range personal

though there is only a 1% chance per caster level of actually

affecting such powerful items. If successful, the artifact's Target you

power unravels, and it is destroyed (with no save). If an Duration instantaneous

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You instantly prepare any one spell of 5th level or lower that Duration 24 hours (D)

you have used during the past 24 hours. The spell must have Saving Throw none; Spell Resistance no

been actually cast during that period. The chosen spell is

stored in your mind as through prepared in the normal This spell ensures privacy. Anyone looking into the area

fashion.

from outside sees only a dark, foggy mass. Darkvision

If the recalled spell requires material components, you must cannot penetrate it. No sounds, no matter how loud, can

escape the area, so nobody can eavesdrop from outside.

provide them. The recovered spell is not usable until the

material components are available.

Those inside can see out normally.

Divination (scrying) spells cannot perceive anything within

Mage's Magnificent Mansion

the area, and those within are immune to detect thoughts. The

ward prevents speech between those inside and those outside

School conjuration (creation); Level sorcerer/wizard 7

(because it blocks sound), but it does not prevent other

Casting Time 1 standard action

communication, such as a sending or message spell, or

telepathic communication, such as that between a wizard and

Components V, S, F (a miniature ivory door, a piece of her familiar.

polished marble, and a silver spoon, each worth 5 gp)

The spell does not prevent creatures or objects from moving

Range close (25 ft. + 5 ft./2 levels)

into and out of the area.

Effect extradimensional mansion, up to three 10-ft. Mage's private sanctum can be made permanent with a

cubes/level (S)

permanency spell.

Duration 2 hours/level (D)

Mage's Sword

Saving Throw none; Spell Resistance no

School evocation [force]; Level sorcerer/wizard 7

You conjure up an extradimensional dwelling that has a

single entrance on the plane from which the spell was cast. Casting Time 1 standard action

The entry point looks like a faint shimmering in the air that is Components V, S, F (a miniature platinum sword worth 250

4 feet wide and 8 feet high. Only those you designate may gp)

enter the mansion, and the portal is shut and made invisible

behind you when you enter. You may open it again from your Range close (25 ft. + 5 ft./2 levels)

own side at will. Once observers have passed beyond the

entrance, they are in a magnificent foyer with numerous Effect one sword

chambers beyond. The atmosphere is clean, fresh, and warm. Duration 1 round/level (D)

You can create any floor plan you desire to the limit of the Saving Throw none; Spell Resistance yes

spell's effect. The place is furnished and contains sufficient

foodstuffs to serve a nine-course banquet to a dozen people This spell brings into being a shimmering, sword-like plane

per caster level. A staff of near-transparent servants (as many of force. The sword strikes at any opponent within its range,

as two per caster level), liveried and obedient, wait upon all as you desire, starting in the round that you cast the spell.

who enter. The servants function as unseen servant spells The sword attacks its designated target once each round on

except that they are visible and can go anywhere in the your turn. Its attack bonus is equal to your caster level + your

mansion.

Intelligence bonus or your Charisma bonus (for wizards or

sorcerers, respectively) with an additional +3 enhancement

Since the place can be entered only through its special portal, bonus. As a force effect, it can strike ethereal and incorporeal

outside conditions do not affect the mansion, nor do creatures. It deals 4d6+3 points of force damage, with a

conditions inside it pass to the plane beyond.

threat range of 19–20 and a critical multiplier of ×2.

Mage's Private Sanctum

The sword always strikes from your direction. It does not get

a bonus for flanking or help a combatant get one. If the

School abjuration; Level sorcerer/wizard 5

sword goes beyond the spell range from you, goes out of

your sight, or you are not directing it, it returns to you and

Casting Time 10 minutes

hovers.

Components V, S, M (a sheet of lead, a piece of glass, a wad Each round after the first, you can use a standard action to

of cotton, and powdered chrysolite)

switch the sword to a new target. If you do not, the sword

Range close (25 ft. + 5 ft./2 levels)

continues to attack the previous round's target.

Area 30-ft. cube/level (S)

The sword cannot be attacked or harmed by physical attacks,

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but dispel magic, disintegrate, a sphere of annihilation, or a Area 10-ft.-radius emanation from touched creature

rod of cancellation affects it. The sword's AC is 13 (10, +0 Duration 10 min./level

size bonus for Medium object, +3 deflection bonus).

If an attacked creature has spell resistance, the resistance is Saving Throw Will negates (harmless); Spell Resistance no; see text

checked the first time mage's sword strikes it. If the sword is

successfully resisted, the spell is dispelled. If not, the sword All creatures within the area gain the effects of a protection

has its normal full effect on that creature for the duration of from evil spell, and evil summoned creatures cannot enter the

the spell.

area either. Creatures in the area, or who later enter the area,

receive only one attempt to suppress effects that are

Magic Aura

controlling them. If successful, such effects are suppressed as

long as they remain in the area. Creatures that leave the area

School illusion (glamer); Level bard 1, sorcerer/wizard 1

and come back are not protected. You must overcome a

Casting Time 1 standard action

creature's spell resistance in order to keep it at bay (as in the

third function of protection from evil), but the deflection and

Components V, S, F (a small square of silk that must be resistance bonuses and the protection from mental control

passed over the object that receives the aura)

apply regardless of enemies' spell resistance.

Range touch

This spell has an alternative version that you may choose

Target one touched object weighing up to 5 lbs./level

when casting it. A magic circle against evil can be focused

inward rather than outward. When focused inward, the spell

Duration 1 day/level (D)

binds a nongood called creature (such as those called by the

Saving Throw none; see text; Spell Resistance no

lesser planar binding, planar binding, and greater planar

binding spells) for a maximum of 24 hours per caster level,

You alter an item's aura so that it registers to detect spells provided that you cast the spell that calls the creature within

(and spells with similar capabilities) as though it were 1 round of casting the magic circle. The creature cannot cross

nonmagical, or a magic item of a kind you specify, or the the circle's boundaries. If a creature too large to fit into the

subject of a spell you specify. If the object bearing magic spell's area is the subject of the spell, the spell acts as a

aura has identify cast on it or is similarly examined, the normal protection from evil spell for that creature only.

examiner recognizes that the aura is false and detects the

object's actual qualities if he succeeds on a Will save. A magic circle leaves much to be desired as a trap. If the

Otherwise, he believes the aura and no amount of testing circle of powdered silver laid down in the process of

reveals what the true magic is.

spellcasting is broken, the effect immediately ends. The

trapped creature can do nothing that disturbs the circle,

If the targeted item's own aura is exceptionally powerful (if it directly or indirectly, but other creatures can. If the called

is an artifact, for instance), magic aura doesn't work.

creature has spell resistance, it can test the trap once a day. If

Note: A magic weapon, shield, or suit of armor must be a you fail to overcome its spell resistance, the creature breaks

masterwork item, so a sword of average make, for example, free, destroying the circle. A creature capable of any form of

looks suspicious if it has a magical aura.

dimensional travel ( astral projection, blink, dimension door,

etherealness, gate, plane shift, shadow walk, teleport, and Magic Circle against Chaos

similar abilities) can simply leave the circle through such

means. You can prevent the creature's extradimensional

School abjuration [lawful]; Level cleric 3, paladin 3, escape by casting a dimensional anchor spell on it, but you

sorcerer/wizard 3

must cast the spell before the creature acts. If you are

This spell functions like magic circle against evil, except that successful, the anchor effect lasts as long as the magic circle

it is similar to protection from chaos instead of protection does. The creature cannot reach across the magic circle, but

from evil, and it can imprison a nonlawful called creature.

its ranged attacks (ranged weapons, spells, magical abilities,

and the like) can. The creature can attack any target it can

Magic Circle against Evil

reach with its ranged attacks except for the circle itself.

School abjuration [good]; Level cleric 3, paladin 3, You can add a special diagram (a two-dimensional bounded

sorcerer/wizard 3

figure with no gaps along its circumference, augmented with

various magical sigils) to make the magic circle more secure.

Casting Time 1 standard action

Drawing the diagram by hand takes 10 minutes and requires

Components V, S, M/DF (a 3-ft.-diameter circle of a DC 20 Spellcraft check. You do not know the result of this

powdered silver)

check. If the check fails, the diagram is ineffective. You can

take 10 when drawing the diagram if you are under no

Range touch

particular time pressure to complete the task. This task also

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takes 10 full minutes. If time is no factor at all, and you Range close (25 ft. + 5 ft./2 levels)

devote 3 hours and 20 minutes to the task, you can take 20.

Target one living creature

A successful diagram allows you to cast a dimensional

anchor spell on the magic circle during the round before Duration 1 hour/level

casting any summoning spell. The anchor holds any called This spell functions like magic fang, except that the

creatures in the magic circle for 24 hours per caster level. A enhancement bonus on attack and damage rolls is +1 per four

creature cannot use its spell resistance against a magic circle caster levels (maximum +5). This bonus does not allow a

prepared with a diagram, and none of its abilities or attacks natural weapon or unarmed strike to bypass damage

can cross the diagram. If the creature tries a Charisma check reduction aside from magic.

to break free of the trap (see the lesser planar binding spell),

the DC increases by 5. The creature is immediately released Alternatively, you may imbue all of the creature's natural

if anything disturbs the diagram—even a straw laid across it. weapons with a +1 enhancement bonus (regardless of your

The creature itself cannot disturb the diagram either directly caster level).

or indirectly, as noted above.

Greater magic fang can be made permanent with a

This spell is not cumulative with protection from evil and permanency spell.

vice versa.

Magic Jar

Magic Circle against Good

School necromancy; Level sorcerer/wizard 5

School abjuration [evil]; Level cleric 3, sorcerer/wizard 3

Casting Time 1 standard action

This spell functions like magic circle against evil, except that Components V, S, F (a gem or crystal worth at least 100 gp)

it is similar to protection from good instead of protection

from evil, and it can imprison a nonevil called creature.

Range medium (100 ft. + 10 ft./level)

Magic Circle against Law

Target one creature

Duration 1 hour/level or until you return to your body

School abjuration [chaotic]; Level cleric 3, sorcerer/wizard 3 Saving Throw Will negates; see text; Spell Resistance yes This spell functions like magic circle against evil, except that

it is similar to protection from law instead of protection from By casting magic jar, you place your soul in a gem or large

evil, and it can imprison a nonchaotic called creature.

crystal (known as the magic jar), leaving your body lifeless.

Then you can attempt to take control of a nearby body,

Magic Fang

forcing its soul into the magic jar. You may move back to the

jar (thereby returning the trapped soul to its body) and

School transmutation; Level druid 1, ranger 1

attempt to possess another body. The spell ends when you

send your soul back to your own body, leaving the receptacle

Casting Time 1 standard action

empty. To cast the spell, the magic jar must be within spell

Components V, S, DF

range and you must know where it is, though you do not

need line of sight or line of effect to it. When you transfer

Range touch

your soul upon casting, your body is, as near as anyone can

Target living creature touched

tell, dead.

Duration 1 min./level

While in the magic jar, you can sense and attack any life

force within 10 feet per caster level (and on the same plane

Saving Throw Will negates (harmless); Spell Resistance of existence). You do need line of effect from the jar to the yes (harmless)

creatures. You cannot determine the exact creature types or

Magic fang gives one natural weapon or unarmed strike of positions of these creatures. In a group of life forces, you can

the subject a +1 enhancement bonus on attack and damage sense a difference of 4 or more HD between one creature and

rolls. The spell can affect a slam attack, fist, bite, or other another and can determine whether a life force is powered by

natural weapon. The spell does not change an unarmed positive or negative energy. (Undead creatures are powered

strike's damage from nonlethal damage to lethal damage.

by negative energy. Only sentient undead creatures have, or

are, souls.)

Magic fang can be made permanent with a permanency spell. You could choose to take over either a stronger or a weaker

Magic Fang, Greater

creature, but which particular stronger or weaker creature

you attempt to possess is determined randomly.

School transmutation; Level druid 3, ranger 3

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Attempting to possess a body is a full-round action. It is concealment. Specific parts of a creature can't be singled out.

blocked by protection from evil or a similar ward. You Objects are not damaged by the spell.

possess the body and force the creature's soul into the magic

jar unless the subject succeeds on a Will save. Failure to take For every two caster levels beyond 1st, you gain an

additional missile—two at 3rd level, three at 5th, four at 7th,

over the host leaves your life force in the magic jar, and the

target automatically succeeds on further saving throws if you and the maximum of five missiles at 9th level or higher. If

you shoot multiple missiles, you can have them strike a

attempt to possess its body again.

single creature or several creatures. A single missile can

If you are successful, your life force occupies the host body, strike only one creature. You must designate targets before

and the host's life force is imprisoned in the magic jar. You you check for spell resistance or roll damage.

keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental Magic Mouth

abilities. The body retains its Strength, Dexterity,

Constitution, hit points, natural abilities, and automatic School illusion (glamer); Level bard 1, sorcerer/wizard 2

abilities. A body with extra limbs does not allow you to make Casting Time 1 standard action

more attacks (or more advantageous two-weapon attacks)

than normal. You can't choose to activate the body's Components V, S, M (a small bit of honeycomb and jade

extraordinary or supernatural abilities. The creature's spells dust worth 10 gp)

and spell-like abilities do not stay with the body.

Range close (25 ft. + 5 ft./2 levels)

As a standard action, you can shift freely from a host to the Target one creature or object

magic jar if within range, sending the trapped soul back to its

body. The spell ends when you shift from the jar to your own Duration permanent until discharged

body.

Saving Throw Will negates (object); Spell Resistance yes

If the host body is slain, you return to the magic jar, if within (object)

range, and the life force of the host departs (it is dead). If the This spell imbues the chosen object or creature with an

host body is slain beyond the range of the spell, both you and enchanted mouth that suddenly appears and speaks its

the host die. Any life force with nowhere to go is treated as message the next time a specified event occurs. The message,

slain.

which must be 25 or fewer words long, can be in any

If the spell ends while you are in the magic jar, you return to language known by you and can be delivered over a period

your body (or die if your body is out of range or destroyed). of 10 minutes. The mouth cannot utter verbal components,

If the spell ends while you are in a host, you return to your use command words, or activate magical effects. It does,

body (or die, if it is out of range of your current position), however, move according to the words articulated; if it were

and the soul in the magic jar returns to its body (or dies if it placed upon a statue, the mouth of the statue would move

is out of range). Destroying the receptacle ends the spell, and and appear to speak. Magic mouth can also be placed upon a

the spell can be dispelled at either the magic jar or the host's tree, rock, or any other object or creature.

location.

The spell functions when specific conditions are fulfilled

Magic Missile

according to your command as set in the spell. Commands

can be as general or as detailed as desired, although only

School evocation [force]; Level sorcerer/wizard 1

visual and audible triggers can be used. Triggers react to

what appears to be the case. Disguises and illusions can fool

Casting Time 1 standard action

them. Normal darkness does not defeat a visual trigger, but

Components V, S

magical darkness or invisibility does. Silent movement or

magical silence defeats audible triggers. Audible triggers can

Range medium (100 ft. + 10 ft./level)

be keyed to general types of noises or to a specific noise or

spoken word. Actions can serve as triggers if they are visible

Targets up to five creatures, no two of which can be more

than 15 ft. apart

or audible. A magic mouth cannot distinguish alignment,

level, Hit Dice, or class except by external garb.

Duration instantaneous

The range limit of a trigger is 15 feet per caster level, so a

Saving Throw none; Spell Resistance yes

6th-level caster can command a magic mouth to respond to

triggers as far as 90 feet away. Regardless of range, the

A missile of magical energy darts forth from your fingertip mouth can respond only to visible or audible triggers and

and strikes its target, dealing 1d4+1 points of force damage.

actions in line of sight or within hearing distance.

The missile strikes unerringly, even if the target is in melee Magic mouth can be made permanent with a permanency

combat, so long as it has less than total cover or total

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spell.

Saving Throw Will negates (harmless, object); Spell

Resistance yes (harmless, object)

Magic Stone

Magic weapon gives a weapon a +1 enhancement bonus on

School transmutation; Level cleric 1, druid 1

attack and damage rolls. An enhancement bonus does not

stack with a masterwork weapon's +1 bonus on attack rolls.

Casting Time 1 standard action

You can't cast this spell on a natural weapon, such as an

Components V, S, DF

unarmed strike (instead, see magic fang). A monk's unarmed

Range touch

strike is considered a weapon, and thus it can be enhanced by

this spell.

Targets up to three pebbles touched

Duration 30 minutes or until discharged

Magic Weapon, Greater

Saving Throw Will negates (harmless, object); Spell School transmutation; Level cleric 4, paladin 3,

Resistance yes (harmless, object)

sorcerer/wizard 3

You transmute as many as three pebbles, which can be no Casting Time 1 standard action

larger than sling bullets, so that they strike with great force Components V, S, M/DF (powdered lime and carbon)

when thrown or slung. If hurled, they have a range increment

of 20 feet. If slung, treat them as sling bullets (range Range close (25 ft. + 5 ft./2 levels)

increment 50 feet). The spell gives them a +1 enhancement Target one weapon or 50 projectiles (all of which must be

bonus on attack and damage rolls. The user of the stones together at the time of casting)

makes a normal ranged attack . Each stone that hits deals

1d6+1 points of damage (including the spell's enhancement Duration 1 hour/level

bonus), or 2d6+2 points against undead.

Saving Throw Will negates (harmless, object); Spell

Magic Vestment

Resistance yes (harmless, object)

This spell functions like magic weapon, except that it gives a

School transmutation; Level cleric 3

weapon an enhancement bonus on attack and damage rolls of

Casting Time 1 standard action

+1 per four caster levels (maximum +5). This bonus does not

allow a weapon to bypass damage reduction aside from

Components V, S, DF

magic.

Range touch

Alternatively, you can affect as many as 50 arrows, bolts, or

Target armor or shield touched

bullets. The projectiles must be of the same kind, and they

have to be together (in the same quiver or other container).

Duration 1 hour/level

Projectiles, but not thrown weapons, lose their transmutation

Saving Throw Will negates (harmless, object); Spell after they are used. Treat shuriken as projectiles, rather than

Resistance yes (harmless, object)

as thrown weapons, for the purpose of this spell.

You imbue a suit of armor or a shield with an enhancement Major Creation

bonus of +1 per four caster levels (maximum +5 at 20th

level).

School conjuration (creation); Level sorcerer/wizard 5

An outfit of regular clothing counts as armor that grants no Casting Time: 10 minutes

AC bonus for the purpose of this spell.

Range close (25 ft. + 5 ft./2 levels)

Magic Weapon

Duration see text

School transmutation; Level cleric 1, paladin 1, This spell functions like minor creation, except that you can

sorcerer/wizard 1

also create an object of mineral nature: stone, crystal, metal,

or the like. The duration of the created item varies with its

Casting Time 1 standard action

relative hardness and rarity, as indicated on the following

Components V, S, DF

table.

Range touch

Target weapon touched

Duration 1 min./level

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Hardness and Rarity Examples

Duration

You mark a subject and state some behavior on the part of

Vegetable matter

2 hr./level

the subject that will activate the mark. When activated, the

mark curses the subject. Typically, you designate some sort

Stone, crystal, base metals

1 hr./level

of undesirable behavior that activates the mark, but you can

Precious metals

20 min./level

pick any act you please. The effect of the mark is identical

Gems

10 min./level

with the effect of bestow curse.

Rare metal*

1 round/level

Since this spell takes 10 minutes to cast and involves writing

* Includes adamantine, alchemical silver, and mithral. You

on the target, you can cast it only on a creature that is willing

can't use major creation to create a cold iron item.

or restrained.

Like the effect of bestow curse, a mark of justice cannot be

Major Image

dispelled, but it can be removed with a break enchantment,

limited wish, miracle, remove curse, or wish spell. Remove

School illusion (figment); Level bard 3, sorcerer/wizard 3

curse works only if its caster level is equal to or higher than

your mark of justice caster level. These restrictions apply

Duration Concentration + 3 rounds

regardless of whether the mark has activated.

This spell functions like silent image, except that sound, Mass (Spell Name)

smell, and thermal illusions are included in the spell effect.

While concentrating, you can move the image within the Any spell whose name begins with mass is alphabetized

range.

according to the spell name. Thus, the description of a mass

The image disappears when struck by an opponent unless spell appears near the description of the spell on which it is

you cause the illusion to react appropriately.

based. Spell chains that have mass spells in them include

those based on the spells bear's endurance, bull's strength,

Make Whole

cat's grace, charm monster, cure critical wounds, cure light

wounds, cure moderate wounds, cure serious wounds,

School transmutation; Level cleric 2, sorcerer/wizard 2

eagle's splendor, enlarge person, fox's cunning, heal, hold

Range close (25 ft. + 5 ft./2 levels)

monster, hold person, inflict critical wounds, inflict light

wounds, inflict moderate wounds, inflict serious wounds,

Target one object of up to 10 cu. ft./level or one construct invisibility , owl's wisdom , reduce person, and suggestion.

creature of any size

Maze

This spell functions as mending, except that it repairs 1d6

points of damage per level when cast on a construct creature School conjuration (teleportation); Level sorcerer/wizard 8

(maximum 5d6).

Casting Time 1 standard action

Make whole can fix destroyed magic items (at 0 hit points or

less), and restores the magic properties of the item if your Components V, S

caster level is at least twice that of the item. Items with Range close (25 ft. + 5 ft./2 levels)

charges (such as wands) and single-use items (such as

potions and scrolls) cannot be repaired in this way. When Target one creature

make whole is used on a construct creature, the spell Duration see text

bypasses any immunity to magic as if the spell did not allow

spell resistance.

Saving Throw none; Spell Resistance yes

Mark of Justice

You banish the subject into an extradimensional labyrinth.

Each round on its turn, it may attempt a DC 20 Intelligence

School necromancy; Level cleric 5, paladin 4

check to escape the labyrinth as a full-round action. If the

subject doesn't escape, the maze disappears after 10 minutes,

Casting Time 10 minutes

freeing the subject.

Components V, S, DF

On escaping or leaving the maze, the subject reappears

Range touch

where it had been when the maze spell was cast. If this

location is filled with a solid object, the subject appears in

Target creature touched

the nearest open space. Spells and abilities that move a

Duration permanent; see text

creature within a plane, such as teleport and dimension door,

do not help a creature escape a maze spell, although a plane

Saving Throw none; Spell Resistance yes

shift spell allows it to exit to whatever plane is designated in

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that spell. Minotaurs are not affected by this spell.

Duration instantaneous

Meld into Stone

Saving Throw: Will negates (harmless, object); Spell

Resistance: yes (harmless, object)

School transmutation [earth]; Level cleric 3, druid 3

This spell repairs damaged objects, restoring 1d4 hit points

Casting Time 1 standard action

to the object. If the object has the broken condition, this

condition is removed if the object is restored to at least half

Components V, S, DF

its original hit points. All of the pieces of an object must be

Range personal

present for this spell to function. Magic items can be repaired

by this spell, but you must have a caster level equal to or

Target you

higher than that of the object. Magic items that are destroyed

Duration 10 min./level

(at 0 hit points or less) can be repaired with this spell, but

this spell does not restore their magic abilities. This spell

Meld into stone enables you to meld your body and does not affect creatures (including constructs). This spell

possessions into a single block of stone. The stone must be has no effect on objects that have been warped or otherwise

large enough to accommodate your body in all three transmuted, but it can still repair damage done to such items.

dimensions. When the casting is complete, you and not more

than 100 pounds of nonliving gear merge with the stone. If Message

either condition is violated, the spell fails and is wasted.

School transmutation [language-dependent]; Level bard 0,

While in the stone, you remain in contact, however tenuous, sorcerer/wizard 0

with the face of the stone through which you melded. You

remain aware of the passage of time and can cast spells on Casting Time 1 standard action

yourself while hiding in the stone. Nothing that goes on Components V, S, F (a piece of copper wire)

outside the stone can be seen, but you can still hear what

happens around you. Minor physical damage to the stone Range medium (100 ft. + 10 ft./level)

does not harm you, but its partial destruction (to the extent Targets one creature/level

that you no longer fit within it) expels you and deals you 5d6

points of damage. The stone's complete destruction expels Duration 10 min./level

you and slays you instantly unless you make a DC 18 Saving Throw none; Spell Resistance no

Fortitude save. Even if you make your save, you still take

5d6 points of damage.

You can whisper messages and receive whispered replies.

Those nearby can hear these messages with a DC 25

Any time before the duration expires, you can step out of the

stone through the surface that you entered. If the spell's Perception check. You point your finger at each creature you

want to receive the message. When you whisper, the

duration expires or the effect is dispelled before you

voluntarily exit the stone, you are violently expelled and take whispered message is audible to all targeted creatures within

range. Magical silence, 1 foot of stone, 1 inch of common

5d6 points of damage.

metal (or a thin sheet of lead), or 3 feet of wood or dirt

The following spells harm you if cast upon the stone that you blocks the spell. The message does not have to travel in a

are occupying. Stone to flesh expels you and deals you 5d6 straight line. It can circumvent a barrier if there is an open

points of damage. S tone shape deals 3d6 points of damage path between you and the subject, and the path's entire length

but does not expel you. Transmute rock to mud expels you lies within the spell's range. The creatures that receive the

and then slays you instantly unless you make a DC 18 message can whisper a reply that you hear. The spell

Fortitude save, in which case you are merely expelled. transmits sound, not meaning; it doesn't transcend language

Finally, passwall expels you without damage.

barriers. To speak a message, you must mouth the words and

whisper.

Mending

Meteor Swarm

School transmutation; Level bard 0, cleric 0, druid 0,

sorcerer/wizard 0

School evocation [fire]; Level sorcerer/wizard 9

Casting Time 10 minutes

Casting Time 1 standard action

Components V, S

Components V, S

Range 10 ft.

Range long (400 ft. + 40 ft./level)

Target one object of up to 1 lb./level

Area four 40-ft.-radius spreads, see text

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Duration instantaneous

Casting Time 1 standard action

Saving Throw none or Reflex half, see text; Spell Components V, S

Resistance yes

Range medium (100 ft. + 10 ft./level)

Meteor swarm is a very powerful and spectacular spell that is Effect fog spreads in 20-ft. radius, 20 ft. high

similar to fireball in many aspects. When you cast it, four 2-

foot-diameter spheres spring from your outstretched hand Duration 30 minutes and 2d6 rounds; see text

and streak in straight lines to the spots you select. The meteor

spheres leave a fiery trail of sparks.

Saving Throw Will negates; Spell Resistance yes

If you aim a sphere at a specific creature, you may make a Mind fog produces a bank of thin mist that weakens the

ranged touch attack to strike the target with the meteor. Any mental resistance of those caught in it. Creatures in the mind

creature struck by a sphere takes 2d6 points of bludgeoning fog take a –10 penalty on Wisdom checks and Will saves. (A

damage (no save) and takes a –4 penalty on the saving throw creature that successfully saves against the fog is not affected

against the sphere's fire damage (see below). If a targeted and need not make further saves even if it remains in the

sphere misses its target, it simply explodes at the nearest fog.) Affected creatures take the penalty as long as they

corner of the target's space. You may aim more than one remain in the fog and for 2d6 rounds thereafter. The fog is

sphere at the same target.

stationary and lasts for 30 minutes (or until dispersed by

wind).

Once a sphere reaches its destination, it explodes in a 40-

foot-radius spread, dealing 6d6 points of fire damage to each A moderate wind (11+ mph) disperses the fog in 4 rounds; a

creature in the area. If a creature is within the area of more strong wind (21+ mph) disperses the fog in 1 round.

than one sphere, it must save separately against each. Despite The fog is thin and does not significantly hamper vision.

stemming from separate spheres, all of the fire damage is

added together after the saves have been made, and fire Minor Creation

resistance is applied only once.

School conjuration (creation); Level sorcerer/wizard 4

Mind Blank

Casting Time 1 minute

School abjuration; Level sorcerer/wizard 8

Components V, S, M (a tiny piece of matter of the same sort

Casting Time 1 standard action

of item you plan to create with minor creation)

Components V, S

Range 0 ft.

Range close (25 ft. + 5 ft./2 levels)

Effect unattended, nonmagical object of nonliving plant

matter, up to 1 cu. ft./level

Target one creature

Duration 1 hour/level (D)

Duration 24 hours

Saving Throw none; Spell Resistance no

Saving Throw Will negates (harmless); Spell Resistance yes

(harmless)

You create a nonmagical, unattended object of nonliving

vegetable matter. The volume of the item created cannot

The subject is protected from all devices and spells that exceed 1 cubic foot per caster level. You must succeed on an

gather information about the target through divination magic appropriate Craft skill check to make a complex item.

(such as detect evil, locate creature, scry, and see invisible).

This spell also grants a +8 resistance bonus on saving throws Attempting to use any created object as a material

against all mind-affecting spells and effects. Mind blank even component causes the spell to fail.

foils limited wish, miracle, and wish spells when they are Minor Image used in such a way as to gain information about the target. In

the case of scrying that scans an area the creature is in, such School illusion (figment); Level bard 2, sorcerer/wizard 2

as arcane eye, the spell works but the creature simply isn't

detected. Scrying attempts that are targeted specifically at the Duration concentration + 2 rounds

subject do not work at all.

This spell functions like silent image, except that minor

Mind Fog

image includes some minor sounds but not understandable

speech.

School enchantment (compulsion) [mind-affecting]; Level Miracle

bard 5, sorcerer/wizard 5

School evocation; Level cleric 9

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Casting Time 1 standard action

can alter the appearance of structures (or add them where

none are present). Still, it can't disguise, conceal, or add

Components V, S; see text

creatures (though creatures within the area might hide

Range see text

themselves within the illusion just as they can hide

themselves within a real location).

Target, Effect, or Area see text

Duration see text

Mirror Image

Saving Throw see text; Spell Resistance yes

School illusion (figment); Level bard 2, sorcerer/wizard 2

You don't so much cast a miracle as request one. You state Casting Time 1 standard action

what you would like to have happen and request that your

deity (or the power you pray to for spells) intercede.

Components V, S

A miracle can do any of the following things.

Range personal

Target you

•

Duplicate any cleric spell of 8th level or lower.

•

Duplicate any other spell of 7th level or lower.

Duration 1 min./level

•

Undo the harmful effects of certain spells, such as This spell creates a number of illusory doubles of you that

feeblemind or insanity.

inhabit your square. These doubles make it difficult for

•

Have any effect whose power level is in line with enemies to precisely locate and attack you.

the above effects.

When mirror image is cast, 1d4 images plus one image per

Alternatively, a cleric can make a very powerful request. three caster levels (maximum eight images total) are created.

Casting such a miracle costs the cleric 25,000 gp in These images remain in your space and move with you,

powdered diamond because of the powerful divine energies mimicking your movements, sounds, and actions exactly.

involved. Examples of especially powerful miracles of this Whenever you are attacked or are the target of a spell that

sort could include the following:

requires an attack roll, there is a possibility that the attack

•

Swinging the tide of a battle in your favor by raising targets one of your images instead. If the attack is a hit, roll

fallen allies to continue fighting.

randomly to see whether the selected target is real or a

figment. If it is a figment, the figment is destroyed. If the

•

Moving you and your allies, with all your and their

gear, from one plane to a specific locale through attack misses by 5 or less, one of your figments is destroyed

planar barriers with no chance of error.

by the near miss. Area spells affect you normally and do not

destroy any of your figments. Spells and effects that do not

•

Protecting a city from an earthquake, volcanic require an attack roll affect you normally and do not destroy

eruption, flood, or other major natural disaster.

any of your figments. Spells that require a touch attack are

In any event, a request that is out of line with the deity's (or harmlessly discharged if used to destroy a figment.

alignment's) nature is refused.

An attacker must be able to see the figments to be fooled. If

A duplicated spell allows saving throws and spell resistance you are invisible or the attacker is blind, the spell has no

as normal, but the save DCs are as for a 9th-level spell. effect (although the normal miss chances still apply).

When a miracle spell duplicates a spell with a material

component that costs more than 100 gp, you must provide Misdirection

that component.

School illusion (glamer); Level bard 2, sorcerer/wizard 2

Mirage Arcana

Casting Time 1 standard action

School illusion (glamer); Level bard 5, sorcerer/wizard 5

Components V, S

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Components V, S

Target one creature or object, up to a 10-ft. cube in size

Area one 20-ft. cube/level (S)

Duration 1 hour/level

Duration concentration +1 hour/ level (D)

Saving Throw none or Will negates; see text; Spell

Resistance no

This spell functions like hallucinatory terrain, except that it

enables you to make any area appear to be something other By means of this spell, you misdirect the information from

than it is. The illusion includes audible, visual, tactile, and divination spells that reveal auras ( detect evil, detect magic,

olfactory elements. Unlike hallucinatory terrain, the spell discern lies, and the like). On casting the spell, you choose Page 312

another object within range. For the duration of the spell, the Target you

subject of misdirection is detected as if it were the other Duration instantaneous

object. Neither the subject nor the other object gets a saving

throw against this effect. Detection spells provide Casting this spell allows you to prepare additional spells or

information based on the second object rather than on the retain spells recently cast. Pick one of these two versions

actual target of the detection unless the caster of the detection when the spell is cast.

succeeds on a Will save. For instance, you could make

yourself detect as a tree if one were within range at casting: Prepare: You prepare up to three additional levels of spells. A

not evil, not lying, not magical, neutral in alignment, and so cantrip counts as 1/2 level for this purpose. You prepare and

forth. This spell does not affect other types of divination cast these spells normally.

magic ( augury, detect thoughts, clairaudience/clairvoyance, Retain: You retain any spell of 3rd level or lower that you and the like).

had cast up to 1 round before you started casting the

Mislead

mnemonic enhancer. This restores the previously cast spell to

your mind.

School illusion (figment, glamer); Level bard 5, In either event, the spell or spells prepared or retained fade

sorcerer/wizard 6

after 24 hours (if not cast).

Casting Time 1 standard action

Modify Memory

Components S

School enchantment (compulsion) [mind-affecting]; Level

Range close (25 ft. + 5 ft./2 levels)

bard 4

Target/Effect you/one illusory double

Casting Time 1 round; see text

Duration 1 round/level (D) and concentration + 3 rounds; Components V, S

see text

Range close (25 ft. + 5 ft./2 levels)

Saving Throw none or Will disbelief (if interacted with); see

text; Spell Resistance no

Target one living creature

You become invisible (as greater invisibility, a glamer), and Duration permanent

at the same time, an illusory double of you (as major image, Saving Throw Will negates; Spell Resistance yes a figment) appears. You are then free to go elsewhere while

your double moves away. The double appears within range You reach into the subject's mind and modify as many as 5

but thereafter moves as you direct it (which requires minutes of its memories in one of the following ways.

concentration beginning on the first round after the casting).

•

Eliminate all memory of an event the subject

You can make the figment appear superimposed perfectly

actually experienced. This spell cannot negate

over your own body so that observers don't notice an image

charm, geas/quest , suggestion, or similar spells.

appearing and you turning invisible. You and the figment can

•

Allow the subject to recall with perfect clarity an

then move in different directions. The double moves at your

event it actually experienced.

speed and can talk and gesture as if it were real, but it cannot

•

Change the details of an event the subject actually

attack or cast spells, though it can pretend to do so.

experienced.

The illusory double lasts as long as you concentrate upon it,

•

Implant a memory of an event the subject never

plus 3 additional rounds. After you cease concentration, the

experienced.

illusory double continues to carry out the same activity until Casting the spell takes 1 round. If the subject fails to save,

the duration expires. The greater invisibility lasts for 1 round you proceed with the spell by spending as much as 5 minutes

per level, regardless of concentration.

(a period of time equal to the amount of memory you want to

Mnemonic Enhancer

modify) visualizing the memory you wish to modify in the

subject. If your concentration is disturbed before the

School transmutation; Level wizard 4

visualization is complete, or if the subject is ever beyond the

spell's range during this time, the spell is lost.

Casting Time 10 minutes

A modified memory does not necessarily affect the subject's

Components V, S, M (a piece of string, and ink consisting of actions, particularly if it contradicts the creature's natural

squid secretion mixed with black dragon's blood), F (an ivory inclinations. An illogical modified memory is dismissed by

plaque worth 50 gp)

the creature as a bad dream, too much wine, or another

Range personal

similar excuse.

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Moment of Prescience

collapsing embankments, moving hillocks, shifting dunes,

and so forth.

School divination; Level sorcerer/wizard 8

In no event can rock formations be collapsed or moved. The

Casting Time 1 standard action

area to be affected determines the casting time. For every

150-foot square (up to 10 feet deep), casting takes 10

Components V, S

minutes. The maximum area, 750 feet by 750 feet, takes 4

Range personal

hours and 10 minutes to move.

Target you

This spell does not violently break the surface of the ground.

Instead, it creates wavelike crests and troughs, with the earth

Duration 1 hour/level or until discharged

reacting with glacial fluidity until the desired result is

This spell grants you a sixth sense. Once during the spell's achieved. Trees, structures, rock formations, and such are

duration, you may choose to use its effect. This spell grants mostly unaffected except for changes in elevation and

you an insight bonus equal to your caster level (maximum relative topography.

+25) on any single attack roll, combat maneuver check, The spell cannot be used for tunneling and is generally too

opposed ability or skill check, or saving throw. Alternatively, slow to trap or bury creatures. Its primary use is for digging

you can apply the insight bonus to your AC against a single or filling moats or for adjusting terrain contours before a

attack (even if flat-footed). Activating the effect doesn't take battle.

an action; you can even activate it on another character's

turn. You must choose to use the moment of prescience This spell has no effect on earth creatures.

before you make the roll it is to modify. Once used, the spell

ends. You can't have more than one moment of prescience Neutralize Poison

active on you at the same time.

School conjuration (healing); Level bard 4, cleric 4, druid 3,

Mount

paladin 4, ranger 3

Casting Time 1 standard action

School conjuration (summoning); Level sorcerer/wizard 1

Components V, S, M/DF (charcoal)

Casting Time 1 round

Range touch

Components V, S, M (a bit of horse hair)

Target creature or object of up to 1 cu. ft./level touched

Range close (25 ft. + 5 ft./2 levels)

Duration instantaneous or 10 min./level; see text

Effect one mount

Saving Throw Will negates (harmless, object); Spell

Duration 2 hours/level (D)

Resistance yes (harmless, object)

Saving Throw none; Spell Resistance no

You detoxify any sort of venom in the creature or object

You summon a light horse or a pony (your choice) to serve touched. If the target is a creature, you must make a caster

you as a mount. The steed serves willingly and well. The level check (1d20 + caster level) against the DC of each

mount comes with a bit and bridle and a riding saddle.

poison affecting the target. Success means that the poison is

neutralized. A cured creature suffers no additional effects

Move Earth

from the poison, and any temporary effects are ended, but the

spell does not reverse instantaneous effects, such as hit point

School transmutation [earth]; Level druid 6, sorcerer/wizard damage, temporary ability damage, or effects that don't go

6

away on their own.

Casting Time see text

This spell can instead neutralize the poison in a poisonous

Components V, S, M (clay, loam, sand, and an iron blade)

creature or object for 10 minutes per level, at the caster's

option. If cast on a creature, the creature receives a Will save

Range long (400 ft. + 40 ft./level)

to negate the effect.

Area dirt in an area up to 750 ft. square and up to 10 ft. deep Nightmare

(S)

Duration instantaneous

School illusion (phantasm) [mind-affecting, evil]; Level bard

5, sorcerer/wizard 5

Saving Throw none; Spell Resistance no

Casting Time 10 minutes

Move earth moves dirt (clay, loam, sand, and soil), possibly

Page 314

Components V, S

Casting Time 1 standard action

Range unlimited

Components V, S, M (diamond dust worth 50 gp)

Target one living creature

Range touch

Duration instantaneous

Target creature or object touched

Saving Throw Will negates; see text; Spell Resistance yes

Duration 1 hour/level

You send a hideous and unsettling phantasmal vision to a Saving Throw Will negates (harmless, object); Spell

specific creature that you name or otherwise specifically Resistance yes (harmless, object)

designate.

The warded creature or object becomes difficult to detect by

The nightmare prevents restful sleep and causes 1d10 points divination spells such as clairaudience/clairvoyance, locate

of damage. The nightmare leaves the subject fatigued and object, and detect spells. Nondetection also prevents location unable to regain arcane spells for the next 24 hours.

by such magic items as crystal ball s. If a divination is

attempted against the warded creature or item, the caster of

The difficulty of the save depends on your knowledge the the divination must succeed on a caster level check (1d20 +

subject and the physical connection (if any) you have to that caster level) against a DC of 11 + the caster level of the

creature.

spellcaster who cast nondetection. If you cast nondetection

Knowledge

Will Save Modifier on yourself or on an item currently in your possession, the

None*

+10

DC is 15 + your caster level.

Secondhand (you have heard of the

If cast on a creature, nondetection wards the creature's gear

+5

subject)

as well as the creature itself.

Firsthand (you have met the subject)

+0

Obscure Object

Familiar (you know the subject well)

–5

Connection

Will Save Modifier School abjuration; Level bard 1, cleric 3, sorcerer/wizard 2

Likeness or picture

–2

Casting Time 1 standard action

Possession or garment

–4

Components V, S, M/DF (chameleon skin)

Body part, lock of hair, bit of nail, etc.

–10

Range touch

*You must have some sort of connection to a creature of

which you have no knowledge.

Target one object touched of up to 100 lbs./level

Duration 8 hours (D)

Dispel evil cast on the subject while you are casting the spell Saving Throw Will negates (object); Spell Resistance yes dispels the nightmare and causes you to be stunned for 10 (object)

minutes per caster level of the dispel evil.

This spell hides an object from location by divination

If the recipient is awake when the spell begins, you can (scrying) effects, such as the scrying spell or a crystal ball.

choose to cease casting (ending the spell) or to enter a trance Such an attempt automatically fails (if the divination is

until the recipient goes to sleep, whereupon you become alert targeted on the object) or fails to perceive the object (if the

again and complete the casting. If you are disturbed during divination is targeted on a nearby location, object, or person).

the trance, you must succeed on a Concentration check as if

you were in the midst of casting a spell or the spell ends.

Obscuring Mist

If you choose to enter a trance, you are not aware of your

surroundings or the activities around you while in the trance. School conjuration (creation); Level cleric 1, druid 1,

sorcerer/wizard 1

You are defenseless, both physically and mentally, while in

the trance. (You always fail Reflex and Will saving throws, Casting Time 1 standard action

for example.)

Components V, S

Creatures who don't sleep (such as elves, but not half-elves) Range 20 ft.

or dream are immune to this spell.

Effect cloud spreads in 20-ft. radius from you, 20 ft. high

Nondetection

Duration 1 min./level (D)

School abjuration; Level ranger 4, sorcerer/wizard 3

Saving Throw none; Spell Resistance no

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A misty vapor arises around you. It is stationary. The vapor damage per caster level, maximum 10d6, to chaotic

obscures all sight, including darkvision, beyond 5 feet. A outsiders) and causes them to be dazed for 1 round. A creature 5 feet away has concealment (attacks have a 20% successful Will save reduces the damage to half and negates

miss chance). Creatures farther away have total concealment the daze effect.

(50% miss chance, and the attacker cannot use sight to locate

the target).

The spell deals only half damage to creatures who are neither

chaotic nor lawful, and they are not dazed. They can reduce

A moderate wind (11+ mph), such as from a gust of wind the damage in half again (down to one-quarter of the roll)

spell, disperses the fog in 4 rounds. A strong wind (21+ mph) with a successful Will save.

disperses the fog in 1 round. A fireball, flame strike, or

similar spell burns away the fog in the explosive or fiery Overland Flight

spell's area. A wall of fire burns away the fog in the area into

which it deals damage.

School transmutation; Level sorcerer/wizard 5

This spell does not function underwater.

Components: V, S

Open/Close

Range personal

Target you

School transmutation; Level bard 0, sorcerer/wizard 0

Duration 1 hour/level

Casting Time 1 standard action

This spell functions like a fly spell, except you can fly at a

Components V, S, F (a brass key)

speed of 40 feet (30 feet if wearing medium or heavy armor,

Range close (25 ft. + 5 ft./2 levels)

or if carrying a medium or heavy load) with a bonus on Fly

skill checks equal to half your caster level. When using this

Target object weighing up to 30 lbs. or portal that can be spell for long-distance movement, you can hustle without

opened or closed

taking nonlethal damage (a forced march still requires

Constitution checks). This means you can cover 64 miles in

Duration instantaneous

an 8-hour period of flight (or 48 miles at a speed of 30 feet).

Saving Throw Will negates (object); Spell Resistance yes

(object)

Owl's Wisdom

You can open or close (your choice) a door, chest, box, School transmutation; Level cleric 2, druid 2, paladin 2,

window, bag, pouch, bottle, barrel, or other container. If ranger 2, sorcerer/wizard 2

anything resists this activity (such as a bar on a door or a

lock on a chest), the spell fails. In addition, the spell can only Casting Time 1 standard action

open and close things weighing 30 pounds or less. Thus, Components V, S, M/DF (feathers or droppings from an

doors, chests, and similar objects sized for enormous owl)

creatures may be beyond this spell's ability to affect.

Range touch

Order's Wrath

Target creature touched

School evocation [lawful]; Level cleric 4

Duration 1 min./level

Casting Time 1 standard action

Saving Throw Will negates (harmless); Spell Resistance

Components V, S

yes

The transmuted creature becomes wiser. The spell grants a

Range medium (100 ft. + 10 ft./level)

+4 enhancement bonus to Wisdom, adding the usual benefit

Area nonlawful creatures within a burst that fills a 30-ft. to Wisdom-related skills. Clerics, druids, and rangers (and

cube

other Wisdom-based spellcasters) who receive owl's wisdom

do not gain any additional bonus spells for the increased

Duration instantaneous (1 round); see text

Wisdom, but the save DCs for their spells increase.

Saving Throw Will partial; see text; Spell Resistance yes

Owl's Wisdom, Mass

You channel lawful power to smite enemies. The power takes

the form of a three-dimensional grid of energy. Only chaotic School transmutation; Level cleric 6, druid 6,

and neutral (not lawful) creatures are harmed by the spell.

sorcerer/wizard 6

The spell deals 1d8 points of damage per two caster levels Range close (25 ft. + 5 ft./2 levels)

(maximum 5d8) to chaotic creatures (or 1d6 points of

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Target one creature/level, no two of which can be more than Range see text

30 ft. apart

Target see text

This spell functions like owl's wisdom, except that it affects

multiple creatures.

Duration permanent; see text

Saving Throw none; Spell Resistance no

Pass without Trace

This spell makes the duration of certain other spells

School transmutation; Level druid 1, ranger 1

permanent. You first cast the desired spell and then follow it

with the permanency spell.

Casting Time 1 standard action

Depending on the spell, you must be of a minimum caster

Components V, S, DF

level and must expend a specific gp value of diamond dust as

Range touch

a material component.

Targets one creature/level touched

You can make the following spells permanent in regard to

yourself.

Duration 1 hour/level (D)

Spell

Minimum Caster Level GP Cost

Saving Throw Will negates (harmless); Spell Resistance

yes (harmless)

Arcane sight

11th

7,500 gp

Comprehend languages

9th

2,500 gp

The subject or subjects of this spell do not leave footprints or

a scent trail while moving. Tracking the subjects is Darkvision

10th

5,000 gp

impossible by nonmagical means.

Detect magic

9th

2,500 gp

Passwall

Read magic

9th

2,500 gp

See invisibility

10th

5,000 gp

School transmutation; Level sorcerer/wizard 5

Tongues

11th

7,500 gp

Casting Time 1 standard action

Components V, S, M (sesame seeds)

You cannot cast these spells on other creatures. This

application of permanency can be dispelled only by a caster

Range touch

of higher level than you were when you cast the spell.

Effect 5-ft.-by-8-ft. opening, 10 ft. deep plus 5 ft. deep per In addition to personal use, permanency can be used to make

three additional levels

the following spells permanent on yourself, another creature,

Duration 1 hour/level (D)

or an object (as appropriate).

Saving Throw none; Spell Resistance no

Spell

Minimum Caster Level GP Cost

Enlarge person

9th

2,500 gp

You create a passage through wooden, plaster, or stone walls,

but not through metal or other harder materials. The passage Magic fang

9th

2,500 gp

is 10 feet deep plus an additional 5 feet deep per three caster Magic fang, greater

11th

7,500 gp

levels above 9th (15 feet at 12th, 20 feet at 15th, and a Reduce person

9th

2,500 gp

maximum of 25 feet deep at 18th level). If the wall's Resistance

9th

2,500 gp

thickness is more than the depth of the passage created, then

a single passwall simply makes a niche or short tunnel. Telepathic bond*

13th

12,500 gp

Several passwall spells can then form a continuing passage *Only bonds two creatures per casting of permanency.

to breach very thick walls. When passwall ends, creatures

within the passage are ejected out the nearest exit. If

someone dispels the passwall or you dismiss it, creatures in Additionally, the following spells can be cast upon objects or

the passage are ejected out the far exit, if there is one, or out areas only and rendered permanent.

the sole exit if there is only one.

Minimum Caster

Spell

GP Cost

Permanency

Level

Alarm

9th

2,500 gp

School universal; Level sorcerer/wizard 5

Animate objects

14th

15,000 gp

Casting Time 2 rounds

Dancing lights

9th

2,500 gp

Components V, S, M (see tables below)

Ghost sound

9th

2,500 gp

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Gust of wind

11th

7,500 gp

if you wish.

Invisibility

10th

5,000 gp

Phantasmal Killer

Mage’s private sanctum

13th

12,500 gp

Magic mouth

10th

5,000 gp

School illusion (phantasm) [fear, mind-affecting]; Level

sorcerer/wizard 4

Phase door

15th

17,500 gp

Prismatic sphere

17th

22,500 gp Casting Time 1 standard action

Prismatic wall

16th

20,000 gp Components V, S

Shrink item

11th

7,500 gp

Range medium (100 ft. + 10 ft./level)

Solid fog

12th

10,000 gp Target one living creature

Stinking cloud

11th

7,500 gp

Symbol of death

16th

20,000 gp Duration instantaneous

Symbol of fear

14th

15,000 gp Saving Throw Will disbelief, then Fortitude partial; see text;

Symbol of insanity

16th

20,000 gp Spell Resistance yes

Symbol of pain

13th

12,500 gp You create a phantasmal image of the most fearsome creature

Symbol of persuasion

14th

15,000 gp imaginable to the subject simply by forming the fears of the

subject's subconscious mind into something that its conscious

Symbol of sleep

16th

20,000 gp mind can visualize: this most horrible beast. Only the spell's

Symbol of stunning

15th

17,500 gp subject can see the phantasmal killer. You see only a vague

Symbol of weakness

15th

17,500 gp shape. The target first gets a Will save to recognize the image

Teleportation circle

17th

22,500 gp as unreal. If that save fails, the phantasm touches the subject,

Wall of fire

12th

10,000 gp and the subject must succeed on a Fortitude save or die from

fear. Even if the Fortitude save is successful, the subject

Wall of force

13th

7,500 gp

takes 3d6 points of damage.

Web

10th

5,000 gp

If the subject of a phantasmal killer attack succeeds in

disbelieving and possesses telepathy or is wearing a helm of

Spells cast on other targets are vulnerable to dispel magic as telepathy, the beast can be turned upon you. You must then

normal. The GM may allow other spells to be made disbelieve it or become subject to its deadly fear attack.

permanent.

Phantom Steed

Permanent Image

School conjuration (creation); Level bard 3, sorcerer/wizard

School illusion (figment); Level bard 6, sorcerer/wizard 6

3

Effect figment that cannot extend beyond a 20-ft. cube + one Casting Time 10 minutes

10-ft. cube/level (S)

Components V, S

Duration permanent (D)

Range 0 ft.

This spell functions like silent image, except that the figment Effect one quasi-real, horselike creature

includes visual, auditory, olfactory, and thermal elements,

and the spell is permanent. By concentrating, you can move Duration 1 hour/level (D)

the image within the limits of the range, but it is static while Saving Throw none; Spell Resistance no

you are not concentrating.

You conjure a Large, quasi-real, horselike creature (the exact

Persistent Image

coloration can be customized as you wish). It can be ridden

only by you or by the one person for whom you specifically

School illusion (figment); Level bard 5, sorcerer/wizard 5

created the mount. A phantom steed has a black head and

Duration 1 min./level (D)

body, gray mane and tail, and smoke-colored, insubstantial

hooves that make no sound. It has what seems to be a saddle,

This spell functions like silent image, except that the figment bit, and bridle. It does not fight, but animals shun it and

includes visual, auditory, olfactory, and thermal components, refuse to attack it.

and the figment follows a script determined by you. The

figment follows that script without your having to The mount is AC 18 (–1 size, +4 natural armor, +5 Dex) and

concentrate on it. The illusion can include intelligible speech 7 hit points + 1 hit point per caster level. If it loses all its hit

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points, the phantom steed disappears. A phantom steed has a Saving Throw none; Spell Resistance no

speed of 20 feet per two caster levels, to a maximum of 100 This spell creates an ethereal passage through wooden,

feet at 10th level. It can bear its rider's weight plus up to 10

pounds per caster level.

plaster, or stone walls, but not other materials. The phase

door is invisible and inaccessible to all creatures except you,

These mounts gain certain powers according to caster level. and only you can use the passage. You disappear when you

A mount's abilities include those of mounts of lower caster enter the phase door and appear when you exit. If you desire,

levels.

you can take one other creature (Medium or smaller) through

the door. This counts as two uses of the door. The door does

8th Level: The mount can ride over sandy, muddy, or even not allow light, sound, or spell effects through it, nor can you

swampy ground without difficulty or decrease in speed.

see through it without using it. Thus, the spell can provide an

10th Level: The mount can use water walk at will (as the escape route, though certain creatures, such as phase spiders,

spell, no action required to activate this ability).

can follow with ease. A gem of true seeing or similar magic

reveals the presence of a phase door but does not allow its

12th Level: The mount can use air walk at will (as the spell, use.

no action required to activate this ability) for up to 1 round at

a time, after which it falls to the ground.

A phase door is subject to dispel magic. If anyone is within

the passage when it is dispelled, he is harmlessly ejected just

14th Level: The mount can fly at its speed with a bonus on as if he were inside a passwall effect.

Fly skill checks equal to your caster level.

You can allow other creatures to use the phase door by

Phantom Trap

setting some triggering condition for the door. Such

conditions can be as simple or elaborate as you desire. They

School illusion (glamer); Level sorcerer/wizard 2

can be based on a creature's name, identity, or alignment, but

Casting Time 1 standard action

otherwise must be based on observable actions or qualities.

Intangibles such as level, class, HD, and hit points don't

Components V, S, M (special dust worth 50 gp)

qualify.

Range touch

Phase door can be made permanent with a permanency spell.

Target object touched

Planar Ally

Duration permanent (D)

School conjuration (calling) [see text for lesser planar ally];

Saving Throw none; Spell Resistance no

Level cleric 6

This spell makes a lock or other small mechanism seem to be Components V, S, M (offerings worth 1,250 gp plus

trapped to anyone who can detect traps. You place the spell payment), DF

upon any small mechanism or device, such as a lock, hinge,

hasp, cork, cap, or ratchet. Any character able to detect traps, Effect one or two called outsiders, totaling no more than 12

or who uses any spell or device enabling trap detection, is HD, which cannot be more than 30 ft. apart when they

certain a real trap exists. Of course, the effect is illusory and appear

nothing happens if the trap is “sprung”; its primary purpose This spell functions like lesser planar ally, except you may

is to frighten away thieves or make them waste precious call a single creature of 12 HD or less, or two creatures of the

time.

same kind whose HD total no more than 12. The creatures

If another phantom trap is active within 50 feet when the agree to help you and request your return payment together.

spell is cast, the casting fails.

Planar Ally, Greater

Phase Door

School conjuration (calling) [see text for lesser planar ally];

School conjuration (creation); Level sorcerer/wizard 7

Level cleric 8

Casting Time 1 standard action

Components V, S, M (offerings worth 2,500 gp plus

payment), DF

Components V

Effect up to three called outsiders, totaling no more than 18

Range touch

HD, no two of which can be more than 30 ft. apart when they

Effect ethereal 5-ft.-by-8-ft. opening, 10 ft. deep + 5 ft. deep appear.

per three levels

This spell functions like lesser planar ally, except that you

Duration one usage per two levels

may call a single creature of 18 HD or less, or up to three

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creatures of the same kind whose Hit Dice total no more than Note: When you use a calling spell that calls an air, chaotic,

18. The creatures agree to help you and request your return earth, evil, fire, good, lawful, or water creature, it is a spell of

payment together.

that type.

Planar Ally, Lesser

Planar Binding

School conjuration (calling) [see text]; Level cleric 4

School conjuration (calling) [see text for lesser planar

binding]; Level sorcerer/wizard 6

Casting Time 10 minutes

Components: V, S

Components V, S, M (offerings worth 500 gp plus payment,

see text), DF

Targets up to three elementals or outsiders, totaling no more

than 12 HD, no two of which can be more than 30 ft. apart

Range close (25 ft. + 5 ft./2 levels)

when they appear

Effect one called outsider of 6 HD or less

This spell functions like lesser planar binding, except that

Duration instantaneous

you may call a single creature of 12 HD or less, or up to

three creatures of the same kind whose Hit Dice total no

Saving Throw none; Spell Resistance no

more than 12. Each creature gets a saving throw, makes an

By casting this spell, you request your deity to send you an independent attempt to escape, and must be individually

outsider (of 6 HD or less) of the deity's choice. If you serve persuaded to aid you.

no particular deity, the spell is a general plea answered by a

creature sharing your philosophical alignment. If you know Planar Binding, Greater

an individual creature's name, you may request that

individual by speaking the name during the spell (though you School conjuration (calling) [see text for lesser planar

might get a different creature anyway).

binding]; Level: sorcerer/wizard 8

You may ask the creature to perform one task in exchange for Components: V, S

a payment from you. Tasks might range from the simple to Targets up to three elementals or outsiders, totaling no more

the complex. You must be able to communicate with the than 18 HD, no two of which can be more than 30 ft. apart

creature called in order to bargain for its services.

when they appear.

The creature called requires a payment for its services. This This spell functions like lesser planar binding, except that

payment can take a variety of forms, from donating gold or you may call a single creature of 18 HD or less, or up to

magic items to an allied temple, to a gift given directly to the three creatures of the same kind whose Hit Dice total no

creature, to some other action on your part that matches the more than 18. Each creature gets a saving throw, makes an

creature's alignment and goals. Regardless, this payment independent attempt to escape, and must be individually

must be made before the creature agrees to perform any persuaded to aid you.

services. The bargaining takes at least 1 round, so any actions

by the creature begin in the round after it arrives.

Planar Binding, Lesser

A task taking up to 1 minute per caster level requires a School conjuration (calling) [see text]; Level sorcerer/wizard

payment of 100 gp per HD of the creature called. For a task 5

taking up to 1 hour per caster level, the creature requires a

payment of 500 gp per HD. A long-term task, one requiring Casting Time 10 minutes

up to 1 day per caster level, requires a payment of 1,000 gp Components V, S

per HD.

Range close (25 ft. + 5 ft./2 levels); see text

A nonhazardous task requires only half the indicated

payment, while an especially hazardous task might require a Target one elemental or outsider with 6 HD or less

greater gift. Few if any creatures will accept a task that Duration instantaneous

seems suicidal (remember, a called creature actually dies

when it is killed, unlike a summoned creature). However, if Saving Throw Will negates; Spell Resistance no and yes;

the task is strongly aligned with the creature's ethos, it may see text

halve or even waive the payment.

Casting this spell attempts a dangerous act: to lure a creature

At the end of its task, or when the duration bargained for from another plane to a specifically prepared trap, which

expires, the creature returns to its home plane (after reporting must lie within the spell's range. The called creature is held

back to you, if appropriate and possible).

in the trap until it agrees to perform one service in return for

its freedom.

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To create the trap, you must use a magic circle spell, focused Target creature touched, or up to eight willing creatures

inward. The kind of creature to be bound must be known and joining hands

stated. If you wish to call a specific individual, you must use

that individual's proper name in casting the spell.

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

The target creature is allowed a Will saving throw. If the

saving throw succeeds, the creature resists the spell. If the You move yourself or some other creature to another plane of

saving throw fails, the creature is immediately drawn to the existence or alternate dimension. If several willing persons

trap (spell resistance does not keep it from being called). The link hands in a circle, as many as eight can be affected by the

creature can escape from the trap by successfully pitting its plane shift at the same time. Precise accuracy as to a

spell resistance against your caster level check, by particular arrival location on the intended plane is nigh

dimensional travel, or with a successful Charisma check (DC impossible. From the Material Plane, you can reach any other

15 + 1/2 your caster level + your Charisma modifier). It can plane, though you appear 5 to 500 miles (5d%) from your

try each method once per day. If it breaks loose, it can flee or intended destination. Plane shift transports creatures

attack you. A dimensional anchor cast on the creature instantaneously and then ends. The creatures need to find

prevents its escape via dimensional travel. You can also other means if they are to travel back (including casting

employ a calling diagram (see magic circle against evil) to plane shift again).

make the trap more secure.

Plant Growth

If the creature does not break free of the trap, you can keep it

bound for as long as you dare. You can attempt to compel the School transmutation; Level druid 3, ranger 3

creature to perform a service by describing the service and

perhaps offering some sort of reward. You make a Charisma Casting Time 1 standard action

check opposed by the creature's Charisma check. The check Components V, S, DF

is assigned a bonus of +0 to +6 based on the nature of the

service and the reward. If the creature wins the opposed Range see text

check, it refuses service. New offers, bribes, and the like can Target or Area see text

be made or the old ones reoffered every 24 hours. This

process can be repeated until the creature promises to serve, Duration instantaneous

until it breaks free, or until you decide to get rid of it by Saving Throw none; Spell Resistance no

means of some other spell. Impossible demands or

unreasonable commands are never agreed to. If you ever roll Plant growth has different effects depending on the version

a natural 1 on the Charisma check, the creature breaks free of chosen.

the spell's effect and can escape or attack you.

Overgrowth: This effect causes normal vegetation (grasses,

Once the requested service is completed, the creature need briars, bushes, creepers, thistles, trees, vines, and so on)

only to inform you to be instantly sent back whence it came. within long range (400 feet + 40 feet per caster level) to

The creature might later seek revenge. If you assign some become thick and overgrown. The plants entwine to form a

open-ended task that the creature cannot complete through its thicket or jungle that creatures must hack or force a way

own actions, the spell remains in effect for a maximum of 1 through. Speed drops to 5 feet, or 10 feet for Large or larger

day per caster level, and the creature gains an immediate creatures. The area must have brush and trees in it for this

chance to break free (with the same chance to resist as when spell to take effect. If this spell is cast on an area that is

it was trapped). Note that a clever recipient can subvert some already affected by any spell or effect that enhances plants,

instructions.

such as entangle or wall of thorns, any DC involved with

these spells is increased by 4. This bonus is granted for 1 day

When you use a calling spell to call an air, chaotic, earth, after the casting of plant growth.

evil, fire, good, lawful, or water creature, it is a spell of that

type.

At your option, the area can be a 100-foot-radius circle, a

150-foot-radius semicircle, or a 200-foot-radius quarter

Plane Shift

circle.

School conjuration (teleportation); Level cleric 5, You may designate places within the area that are not

sorcerer/wizard 7

affected.

Casting Time 1 standard action

Enrichment: This effect targets plants within a range of a

half-mile, raising their potential productivity over the course

Components V, S, F (a forked metal rod attuned to the plane of the next year to one-third above normal.

of travel)

Plant growth counters diminish plants.

Range touch

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This spell has no effect on plant creatures.

Poison

Plant Shape I

School necromancy; Level cleric 4, druid 3

School transmutation (polymorph); Level sorcerer/wizard 5

Casting Time 1 standard action

Casting Time 1 standard action

Components V, S, DF

Components V, S, M (a piece of the creature whose form Range touch

you plan to assume)

Target living creature touched

Range personal

Duration instantaneous; see text

Target you

Saving Throw Fortitude negates; see text; Spell Resistance

Duration 1 min./level (D)

yes

When you cast this spell you can assume the form of any Calling upon the venomous powers of natural predators, you

Small or Medium creature of the plant type. If the form you infect the subject with a horrible poison by making a

assume has any of the following abilities, you gain the listed successful melee touch attack. This poison deals 1d3

ability: darkvision 60 feet, low-light vision, constrict, grab, Constitution damage per round for 6 rounds. Poisoned and poison. If the form you assume does not possess the creatures can make a Fortitude save each round to negate the

ability to move, your speed is reduced to 5 feet and you lose damage and end the affliction.

all other forms of movement. If the creature has vulnerability

to an element, you gain that vulnerability.

Polar Ray

Small plant: If the form you take is that of a Small plant, you School evocation [cold]; Level sorcerer/wizard 8

gain a +2 size bonus to your Constitution and a +2 natural

armor bonus.

Casting Time 1 standard action

Medium plant: If the form you take is that of a Medium Components V, S, F (a white ceramic cone or prism)

plant, you gain a +2 size bonus to your Strength, a +2 Range medium (100 ft. + 10 ft./level)

enhancement bonus to your Constitution, and a +2 natural

armor bonus.

Effect ray

Plant Shape II

Duration instantaneous

Saving Throw none; Spell Resistance yes

School transmutation (polymorph); Level sorcerer/wizard 6

A blue-white ray of freezing air and ice springs from your

This spell functions as plant shape I except that it also allows hand. You must succeed on a ranged touch attack with the

you to assume the form of a Large creature of the plant type. ray to deal damage to a target. The ray deals 1d6 points of

If the creature has immunity or resistance to any elements, cold damage per caster level (maximum 25d6) and 1d4

you gain resistance 20 to those elements. If the creature has points of Dexterity drain.

vulnerability to an element, you gain that vulnerability.

Polymorph

Large plant: If the form you take is that of a Large plant, you

gain a +4 size bonus to your Strength, a +2 size bonus to School transmutation (polymorph); Level sorcerer/wizard 5

your Constitution, and a +4 natural armor bonus.

Casting Time 1 standard action

Plant Shape III

Components V, S, M (a piece of the creature whose form

School transmutation (polymorph); Level sorcerer/wizard 7

you choose)

This spell functions as plant shape II except that it also Range touch

allows you to assume the form of a Huge creature of the Target living creature touched

plant type. If the form you assume has any of the following

abilities, you gain the listed ability: DR, regeneration 5, and Duration 1 min/level (D)

trample.

Saving Throw Will negates (harmless); Spell Resistance

Huge plant: If the form you take is that of a Huge plant, you yes (harmless)

gain a +8 size bonus to your Strength, a –2 penalty to your This spell transforms a willing creature into an animal,

Dexterity, a +4 size bonus to your Constitution, and a +6 humanoid or elemental of your choosing; the spell has no

natural armor bonus.

effect on unwilling creatures, nor can the creature being

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targeted by this spell influence the new form assumed (apart

Increase to Duration

from conveying its wishes, if any, to you verbally).

Changed Subject Is…

Factor*

If you use this spell to cause the target to take on the form of Same size

+2

an animal or magical beast, the spell functions as beast Related (twig is to tree, wolf fur is

shape II. If the form is that of an elemental, the spell

+2

to wolf, etc.)

functions as elemental body I. If the form is that of a Same or lower Intelligence

+2

humanoid, the spell functions as alter self. The subject may

choose to resume its normal form as a full-round action; *Add all that apply. Look up the total on the next table.

doing so ends the spell for that subject.

Duration Factor

Duration

Example

Polymorph, Greater

0

20 minutes

Pebble to human

School transmutation (polymorph); Level sorcerer/wizard 7

2

1 hour

Marionette to human

4

3 hours

Human to marionette

This spell functions as polymorph except that it allows the

creature to take on the form of a dragon or plant creature. If 5

12 hours

Lizard to manticore

you use this spell to cause the target to take on the form of an 6

2 days

Sheep to wool coat

animal or magical beast, it functions as beast shape IV. If the 7

1 week

Shrew to manticore

form is that of an elemental, the spell functions as elemental 9+

Permanent

Manticore to shrew

body III. If the form is that of a humanoid, the spell functions

as alter self. If the form is that of a plant, the spell functions

as plant shape II. If the form is that of a dragon, the spell If the target of the spell does not have physical ability scores

functions as form of the dragon I. The subject may choose to (Strength, Dexterity, or Constitution), this spell grants a base resume its normal form as a full-round action; doing so ends score of 10 to each missing ability score. If the target of the

the spell.

spell does not have mental ability scores (Intelligence,

Wisdom, or Charisma) , this spell grants a score of 5 to such

Polymorph Any Object

scores. Damage taken by the new form can result in the

injury or death of the polymorphed creature. In general,

School transmutation (polymorph); Level sorcerer/wizard 8

damage occurs when the new form is changed through

Casting Time 1 standard action

physical force. A nonmagical object cannot be made into a

magic item with this spell. Magic items aren't affected by this

Components V, S, M/DF (mercury, gum arabic, and smoke) spell.

Range close (25 ft. + 5 ft./2 levels)

This spell cannot create material of great intrinsic value, such

Target one creature, or one nonmagical object of up to 100 as copper, silver, gems, silk, gold, platinum, mithral, or

cu. ft./level

adamantine. It also cannot reproduce the special properties of

cold iron in order to overcome the damage reduction of

Duration see text

certain creatures.

Saving Throw Fortitude negates (object); see text; Spell This spell can also be used to duplicate the effects of baleful

Resistance yes (object)

polymorph, greater polymorph, flesh to stone, stone to flesh,

This spell functions like greater polymorph, except that it transmute mud to rock, transmute metal to wood, or changes one object or creature into another. You can use this transmute rock to mud.

spell to transform all manner of objects and creatures into

new forms—you aren't limited to transforming a living Power Word Blind

creature into another living form. The duration of the spell School enchantment (compulsion) [mind-affecting]; Level

depends on how radical a change is made from the original sorcerer/wizard 7

state to its transmuted state. The duration is determined by

using the following guidelines.

Casting Time 1 standard action

Increase to Duration Components V

Changed Subject Is…

Factor*

Range close (25 ft. + 5 ft./2 levels)

Same kingdom (animal, vegetable,

+5

mineral)

Target one creature with 200 hp or less

Same class (mammals, fungi,

Duration see text

+2

metals, etc.)

Saving Throw none; Spell Resistance yes

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You utter a single word of power that causes a creature to

become blinded, whether the creature can hear the word or

not. The duration of the spell depends on the target's current Prayer

hit point total. Any creature that currently has 201 or more

hit points is unaffected.

School enchantment (compulsion) [mind-affecting]; Level

cleric 3, paladin 3

Hit Points

Duration

Casting Time 1 standard action

50 or less

Permanent

51–100

1d4+1 minutes

Components V, S, DF

101–200

1d4+1 rounds

Range 40 ft.

Area all allies and foes within a 40-ft.-radius burst centered

Power Word Kill

on you

Duration 1 round/level

School enchantment (compulsion) [death, mind-affecting];

Level sorcerer/wizard 9

Saving Throw none; Spell Resistance yes

Casting Time 1 standard action

You bring special favor upon yourself and your allies while

bringing disfavor to your enemies. You and each of your

Components V

allies gain a +1 luck bonus on attack rolls, weapon damage

Range close (25 ft. + 5 ft./2 levels)

rolls, saves, and skill checks, while each of your foes takes a

–1 penalty on such rolls.

Target one living creature with 100 hp or less

Prestidigitation

Duration instantaneous

Saving Throw none; Spell Resistance yes

School universal; Level bard 0, sorcerer/wizard 0

You utter a single word of power that instantly kills one Casting Time 1 standard action

creature of your choice, whether the creature can hear the Components V, S

word or not. Any creature that currently has 101 or more hit

points is unaffected by power word kill.

Range 10 ft.

Power Word Stun

Target, Effect, or Area see text

Duration 1 hour

School enchantment (compulsion) [mind-affecting]; Level

sorcerer/wizard 8

Saving Throw see text; Spell Resistance no

Casting Time 1 standard action

Prestidigitations are minor tricks that novice spellcasters use

for practice. Once cast, a prestidigitation spell enables you to

Components V

perform simple magical effects for 1 hour. The effects are

Range close (25 ft. + 5 ft./2 levels)

minor and have severe limitations. A prestidigitation can

slowly lift 1 pound of material. It can color, clean, or soil

Target one creature with 150 hp or less

items in a 1-foot cube each round. It can chill, warm, or

Duration See text

flavor 1 pound of nonliving material. It cannot deal damage

or affect the concentration of spellcasters. Prestidigitation

Saving Throw none; Spell Resistance yes

can create small objects, but they look crude and artificial.

The materials created by a prestidigitation spell are

You utter a single word of power that instantly causes one extremely fragile, and they cannot be used as tools, weapons,

creature of your choice to become stunned, whether the or spell components. Finally, prestidigitation lacks the power

creature can hear the word or not. The duration of the spell to duplicate any other spell effects. Any actual change to an

depends on the target's current hit point total. Any creature object (beyond just moving, cleaning, or soiling it) persists

that currently has 151 or more hit points is unaffected by only 1 hour.

power word stun.

Hit Points

Duration

Prismatic Sphere

50 or less

4d4 rounds

School abjuration; Level sorcerer/wizard 9

51–100

2d4 rounds

Components: V

101–150

1d4 rounds

Range 10 ft.

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Effect 10-ft.-radius sphere centered on you

Color of

1d8

This spell functions like prismatic wall, except you conjure

Beam

up an immobile, opaque globe of shimmering, multicolored 6

Indigo Insane, as insanity spell (Will negates)

light that surrounds you and protects you from all forms of 7

Violet Sent to another plane (Will negates)

attack. The sphere flashes in all colors of the visible

Struck by

spectrum.

8

Roll twice more, ignoring any “8” results

two rays

The sphere's blindness effect on creatures with less than 8 * See poisons.

HD lasts 2d4 × 10 minutes.

You can pass into and out of the prismatic sphere and remain Prismatic Wall

near it without harm. When you're inside it, however, the

sphere blocks any attempt to project something through the School abjuration; Level sorcerer/wizard 8

sphere (including spells). Other creatures that attempt to

attack you or pass through suffer the effects of each color, Casting Time 1 standard action

one at a time.

Components V, S

Typically, only the upper hemisphere of the globe exists, Range close (25 ft. + 5 ft./2 levels)

since you are at the center of the sphere, so the lower half is

usually occluded by the floor surface you are standing on.

Effect wall 4 ft./level wide, 2 ft./level high

The colors of the sphere have the same effects as the colors Duration 10 min./level (D)

of a prismatic wall.

Saving Throw see text; Spell Resistance see text

Prismatic sphere can be made permanent with a permanency Prismatic wall creates a vertical, opaque wall—a

spell.

shimmering, multicolored plane of light that protects you

Prismatic Spray

from all forms of attack. The wall flashes with seven colors,

each of which has a distinct power and purpose. The wall is

School evocation; Level sorcerer/wizard 7

immobile, and you can pass through and remain near the wall

without harm. Any other creature with less than 8 HD that is

Casting Time 1 standard action

within 20 feet of the wall is blinded by the colors for 2d4

Components V, S

rounds if it looks at the wall.

Range 60 ft.

The wall's maximum proportions are 4 feet wide per caster

level and 2 feet high per caster level. A prismatic wall spell

Area cone-shaped burst

cast to materialize in a space occupied by a creature is

Duration instantaneous

disrupted, and the spell is wasted.

Saving Throw see text; Spell Resistance yes

Each color in the wall has a special effect. The

accompanying table shows the seven colors of the wall, the

This spell causes seven shimmering, multicolored beams of order in which they appear, their effects on creatures trying

light to spray from your hand. Each beam has a different to attack you or pass through the wall, and the magic needed

power. Creatures in the area of the spell with 8 HD or less to negate each color.

are automatically blinded for 2d4 rounds. Every creature in

the area is randomly struck by one or more beams, which The wall can be destroyed, color by color, in consecutive

have additional effects.

order, by casting the specified spells on the wall; however,

the first color must be brought down before the second can

Color of

be affected, and so on. A rod of cancellation or a mage's

1d8

Beam

disjunction spell destroys a prismatic wall, but an antimagic

1

Red

20 points fire damage (Reflex half)

field fails to penetrate it. Dispel magic and greater dispel

2

Orange 40 points acid damage (Reflex half)

magic can only be used on the wall once all the other colors

have been destroyed. Spell resistance is effective against a

3

Yellow 80 points electricity damage (Reflex half)

prismatic wall, but the caster level check must be repeated

Poison (Frequency 1/rd. for 6 rd.; Init. effect for each color present.

4

Green death; Sec. effect 1 Con/rd.; Cure 2

consecutive Fort saves)*

Prismatic wall can be made permanent with a permanency

spell.

5

Blue

Flesh to stone (Fortitude negates)

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Table 10-4: Prismatic Wall

Order Color

Effect of Color

Negated by

Stops nonmagical ranged weapons.

1st

Red

Cone of cold

Deals 20 points of fire damage (Reflex half).

Stops magical ranged weapons.

2nd

Orange

Gust of wind

Deals 40 points of acid damage (Reflex half).

Stops poisons, gases, and petrification.

3rd

Yellow

Disintegrate

Deals 80 points of electricity damage (Reflex half).

Stops breath weapons.

4th

Green

Poison (frequency: 1/rd. for 6 rd.; init. effect: death, sec. effect: 1 Con/rd.; cure 2

Passwall

consecutive Fort saves).

Stops divination and mental attacks.

5th

Blue

Magic missile

Turned to stone (Fortitude negates).

Stops all spells.

6th

Indigo

Daylight

Will save or become insane (as insanity spell).

Energy field destroys all objects and effects.*

Dispel magic or

7th

Violet

Creatures sent to another plane (Will negates).

greater dispel magic

* The violet effect makes the special effects of the other six colors redundant, but these six effects are included here

because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors

ineffective (see above).

Produce Flame

Programmed Image

School evocation [fire]; Level druid 1

School illusion (figment); Level bard 6, sorcerer/wizard 6

Casting Time 1 standard action

Components V, S, M (fleece and jade dust worth 25 gp)

Components V, S

Effect visual figment that cannot extend beyond a 20-ft. cube

+ one 10-ft. cube/level (S)

Range 0 ft.

Duration permanent until triggered, then 1 round/level

Effect flame in your palm

This spell functions like silent image, except that this spell's

Duration 1 min./level (D)

figment activates when a specific condition occurs. The

Saving Throw none; Spell Resistance yes

figment includes visual, auditory, olfactory, and thermal

elements, including intelligible speech.

Flames as bright as a torch appear in your open hand. The

flames harm neither you nor your equipment.

You set the triggering condition (which may be a special

word) when casting the spell. The event that triggers the

In addition to providing illumination, the flames can be illusion can be as general or as specific and detailed as

hurled or used to touch enemies. You can strike an opponent desired but must be based on an audible, tactile, olfactory, or

with a melee touch attack, dealing fire damage equal to 1d6 visual trigger. The trigger cannot be based on some quality

+ 1 point per caster level (maximum +5). Alternatively, you not normally obvious to the senses, such as alignment. See

can hurl the flames up to 120 feet as a thrown weapon. When magic mouth for more details about such triggers.

doing so, you attack with a ranged touch attack (with no

range penalty) and deal the same damage as with the melee Project Image

attack. No sooner do you hurl the flames than a new set

appears in your hand. Each attack you make reduces the School illusion (shadow); Level bard 6, sorcerer/wizard 7

remaining duration by 1 minute. If an attack reduces the

remaining duration to 0 minutes or less, the spell ends after Casting Time 1 standard action

the attack resolves.

Components V, S, M (a small replica of you worth 5 gp)

This spell does not function underwater.

Range medium (100 ft. + 10 ft./level)

Effect one shadow duplicate

Duration 1 round/level (D)

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Saving Throw Will disbelief (if interacted with); Spell Protection from Energy

Resistance no

You tap energy from the Plane of Shadow to create a quasi- School abjuration; Level cleric 3, druid 3, ranger 2,

real, illusory version of yourself. The projected image looks, sorcerer/wizard 3

sounds, and smells like you but is intangible. The projected Casting Time 1 standard action

image mimics your actions (including speech) unless you

direct it to act differently (which is a move action).

Components V, S, DF

You can see through its eyes and hear through its ears as if Range touch

you were standing where it is, and during your turn you can Target creature touched

switch from using its senses to using your own, or back

again, as a free action. While you are using its senses, your Duration 10 min./level or until discharged

body is considered blinded and deafened.

Saving Throw Fortitude negates (harmless); Spell

If you desire, any spell you cast whose range is touch or Resistance yes (harmless)

greater can originate from the projected image instead of Protection from energy grants temporary immunity to the

from you. The projected image can't cast any spells on itself type of energy you specify when you cast it (acid, cold,

except for illusion spells. The spells affect other targets electricity, fire, or sonic). When the spell absorbs 12 points

normally, despite originating from the projected image.

per caster level of energy damage (to a maximum of 120

Objects are affected by the projected image as if they had points at 10th level), it is discharged.

succeeded on their Will save. You must maintain line of Protection from energy overlaps (and does not stack with)

effect to the projected image at all times. If your line of effect resist energy. If a character is warded by protection from

is obstructed, the spell ends. If you use dimension door, energy and resist energy, the protection spell absorbs damage

teleport, plane shift, or a similar spell that breaks your line of until its power is exhausted.

effect, even momentarily, the spell ends.

Protection from Evil

Protection from Arrows

School abjuration [good]; Level cleric 1, paladin 1,

School abjuration; Level sorcerer/wizard 2

sorcerer/wizard 1

Casting Time 1 standard action

Casting Time 1 standard action

Components V, S, F (a piece of tortoiseshell or turtle shell)

Components V, S, M/DF

Range touch

Range touch

Target creature touched

Target creature touched

Duration 1 hour/level or until discharged

Duration 1 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance Saving Throw Will negates (harmless); Spell Resistance no; yes (harmless)

see text

The warded creature gains resistance to ranged weapons. The This spell wards a creature from attacks by evil creatures,

subject gains damage reduction 10/magic against ranged from mental control, and from summoned creatures. It

weapons. This spell doesn't grant you the ability to damage creates a magical barrier around the subject at a distance of 1

creatures with similar damage reduction. Once the spell has foot. The barrier moves with the subject and has three major

prevented a total of 10 points of damage per caster level effects.

(maximum 100 points), it is discharged.

First, the subject gains a +2 deflection bonus to AC and a +2

Protection from Chaos

resistance bonus on saves. Both these bonuses apply against

attacks made or effects created by evil creatures.

School abjuration [lawful]; Level cleric 1, paladin 1,

sorcerer/wizard 1

Second, the subject immediately receives another saving

throw (if one was allowed to begin with) against any spells

This spell functions like protection from evil, except that the or effects that possess or exercise mental control over the

deflection and resistance bonuses apply to attacks made by creature (including enchantment [charm] effects and

chaotic creatures. The target receives a new saving throw enchantment [compulsion] effects). This saving throw is

against control by chaotic creatures and chaotic summoned made with a +2 morale bonus, using the same DC as the

creatures cannot touch the target.

original effect. If successful, such effects are suppressed for

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the duration of this spell. The effects resume when the against spells and spell-like abilities (but not against

duration of this spell expires. While under the effects of this supernatural and extraordinary abilities).

spell, the target is immune to any new attempts to possess or

exercise mental control over the target. This spell does not Prying Eyes

expel a controlling life force (such as a ghost or spellcaster

using magic jar), but it does prevent them from controlling School divination; Level sorcerer/wizard 5

the target. This second effect only functions against spells Casting Time 1 minute

and effects created by evil creatures or objects, subject to

GM discretion.

Components V, S, M (a handful of crystal marbles)

Third, the spell prevents bodily contact by evil summoned Range 1 mile

creatures. This causes the natural weapon attacks of such Effect 10 or more levitating eyes

creatures to fail and the creatures to recoil if such attacks

require touching the warded creature. Summoned creatures Duration 1 hour/level; see text (D)

that are not evil are immune to this effect. The protection Saving Throw none; Spell Resistance no

against contact by summoned creatures ends if the warded

creature makes an attack against or tries to force the barrier You create a number of semitangible, visible magical orbs

against the blocked creature. Spell resistance can allow a (called “eyes”) equal to 1d4 + your caster level. These eyes

creature to overcome this protection and touch the warded move out, scout around, and return as you direct them when

creature.

casting the spell. Each eye can see 120 feet (normal vision

only) in all directions.

Protection from Good

While the individual eyes are quite fragile, they're small and

School abjuration [evil]; Level cleric 1, sorcerer/wizard 1

difficult to spot. Each eye is a Fine construct, about the size

of a small apple, that has 1 hit point, AC 18 (+8 bonus for its

This spell functions like protection from evil, except that the size), flies at a speed of 30 feet with a +20 bonus on Fly skill

deflection and resistance bonuses apply to attacks made by checks and a +16 bonus on Stealth skill checks. It has a

good creatures. The target receives a new saving throw Perception modifier equal to your caster level (maximum

against control by good creatures and good summoned +15) and is subject to illusions, darkness, fog, and any other

creatures cannot touch the target.

factors that affect your ability to receive visual information

Protection from Law

about your surroundings. An eye traveling in darkness must

find its way by touch.

School abjuration [chaotic]; Level cleric 1, sorcerer/wizard 1 When you create the eyes, you specify instructions you want

them to follow in a command of no more than 25 words. Any

This spell functions like protection from evil, except that the knowledge you possess is known by the eyes as well.

deflection and resistance bonuses apply to attacks made by

lawful creatures. The target receives a new saving throw In order to report their findings, the eyes must return to your

against control by lawful creatures and lawful summoned hand. Each replays in your mind all it has seen during its

creatures cannot touch the target.

existence. It takes an eye 1 round to replay 1 hour of

recorded images. After relaying its findings, an eye

Protection from Spells

disappears.

School abjuration; Level sorcerer/wizard 8

If an eye ever gets more than 1 mile away from you, it

instantly ceases to exist. However, your link with the eye is

Casting Time 1 standard action

such that you won't know if the eye was destroyed because it

Components V, S, M (diamond worth 500 gp), F (One 1,000 wandered out of range or because of some other event.

gp diamond per target. Each subject must carry the gem for The eyes exist for up to 1 hour per caster level or until they

the duration of the spell. If a subject loses the gem, the spell return to you. Dispel magic can destroy eyes. Roll separately

ceases to affect him.)

for each eye caught in an area dispel. Of course, if an eye is

Range touch

sent into darkness, it could hit a wall or similar obstacle and

destroy itself.

Targets up to one creature touched per four levels

Duration 10 min./level

Prying Eyes, Greater

Saving Throw Will negates (harmless); Spell Resistance School divination; Level sorcerer/wizard 8

yes (harmless)

This spell functions like prying eyes, except that the eyes can

The subject gains a +8 resistance bonus on saving throws see all things as they actually are, just as if they had true

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seeing with a range of 120 feet. Thus, they can navigate Smoke Cloud: A stream of smoke billows out from the fire,

darkened areas at normal speed. Also, a greater prying eye's forming a choking cloud that spreads 20 feet in all directions

maximum Perception modifier is +25 instead of +15.

and lasts for 1 round per caster level. All sight, even

darkvision, is ineffective in or through the cloud. All within

Purify Food and Drink

the cloud take –4 penalties to Strength and Dexterity

(Fortitude negates). These effects last for 1d4+1 rounds after

School transmutation; Level cleric 0, druid 0

the cloud dissipates or after the creature leaves the area of the

Casting Time 1 standard action

cloud. Spell resistance does not apply.

Components V, S

Quench

Range 10 ft.

School transmutation; Level druid 3

Target 1 cu. ft./level of contaminated food and water

Casting Time 1 standard action

Duration instantaneous

Components V, S, DF

Saving Throw Will negates (object); Spell Resistance yes Range medium (100 ft. + 10 ft./level)

(object)

Area or Target one 20-ft. cube/level (S) or one fire-based

This spell makes spoiled, rotten, diseased, poisonous, or magic item

otherwise contaminated food and water pure and suitable for

eating and drinking. This spell does not prevent subsequent Duration instantaneous

natural decay or spoilage. Unholy water and similar food and Saving Throw none or Will negates (object); Spell

drink of significance is spoiled by purify food and drink, but Resistance no or yes (object)

the spell has no effect on creatures of any type nor upon

magic potions. Water weighs about 8 pounds per gallon. One Quench is often used to put out forest fires and other

cubic foot of water contains roughly 8 gallons and weighs conflagrations. It extinguishes all nonmagical fires in its

about 60 pounds.

area. The spell also dispels any fire spells in its area, though

you must succeed on a dispel check (1d20 +1 per caster

Pyrotechnics

level, maximum +15) against each spell to dispel it. The DC

to dispel such spells is 11 + the caster level of the fire spell.

School transmutation; Level bard 2, sorcerer/wizard 2

Each creature with the fire subtype within the area of a

Casting Time 1 standard action

quench spell takes 1d6 points of damage per caster level

Components V, S, M (one fire source)

(maximum 10d6, no save allowed).

Range long (400 ft. + 40 ft./level)

Alternatively, you can target the spell on a single magic item

that creates or controls flame . The item loses all its fire-based

Target one fire source, up to a 20-ft. cube

magical abilities for 1d4 hours unless it succeeds on a Will

Duration 1d4+1 rounds, or 1d4+1 rounds after creatures save. Artifacts are immune to this effect.

leave the smoke cloud; see text

Rage

Saving Throw Will negates or Fortitude negates; see text;

Spell Resistance yes or no; see text

School enchantment (compulsion) [mind-affecting]; Level

bard 2, sorcerer/wizard 3

Pyrotechnics turns a fire into a burst of blinding fireworks or

a thick cloud of choking smoke, depending on your choice. Casting Time 1 standard action

The spell uses one fire source, which is immediately Components V, S

extinguished. A fire so large that it exceeds a 20-foot cube is

only partly extinguished. Magical fires are not extinguished, Range medium (100 ft. + 10 ft./level)

although a fire-based creature used as a source takes 1 point Targets one willing living creature per three levels, no two

of damage per caster level.

of which may be more than 30 ft. apart

Fireworks: The fireworks are a flashing, fiery, momentary Duration concentration + 1 round/level (D)

burst of glowing, colored aerial lights. This effect causes

creatures within 120 feet of the fire source to become blinded Saving Throw none; Spell Resistance yes

for 1d4+1 rounds (Will negates). These creatures must have Each affected creature gains a +2 morale bonus to Strength

line of sight to the fire to be affected. Spell resistance can

prevent blindness.

and Constitution, a +1 morale bonus on Will saves, and a –2

penalty to AC. The effect is otherwise identical with a

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barbarian's rage except that the subjects aren't fatigued at the Coming back from the dead is an ordeal. The subject of the

end of the rage.

spell gains two permanent negative levels when it is raised,

just as if it had been hit by an energy-draining creature. If the

Rainbow Pattern

subject is 1st level, it takes 2 points of Constitution drain

instead (if this would reduce its Con to 0 or less, it can't be

School illusion (pattern) [mind-affecting]; Level bard 4, raised). A character who died with spells prepared has a 50%

sorcerer/wizard 4

chance of losing any given spell upon being raised. A

Casting Time 1 standard action

spellcasting creature that doesn't prepare spells (such as a

sorcerer) has a 50% chance of losing any given unused spell

Components V (bard only), S, M (a piece of phosphor), F (a slot as if it had been used to cast a spell.

crystal prism); see text

A raised creature has a number of hit points equal to its

Range medium (100 ft. + 10 ft./level)

current HD. Any ability scores damaged to 0 are raised to 1.

Effect colorful lights with a 20-ft.-radius spread

Normal poison and normal disease are cured in the process

of raising the subject, but magical diseases and curses are not

Duration Concentration +1 round/level (D)

undone. While the spell closes mortal wounds and repairs

Saving Throw Will negates; Spell Resistance yes

lethal damage of most kinds, the body of the creature to be

raised must be whole. Otherwise, missing parts are still

A glowing, rainbow-hued pattern of interweaving colors missing when the creature is brought back to life. None of

fascinates those within it. Rainbow pattern fascinates a the dead creature's equipment or possessions are affected in

maximum of 24 HD of creatures. Creatures with the fewest any way by this spell.

HD are affected first. Among creatures with equal HD, those

who are closest to the spell's point of origin are affected first. A creature who has been turned into an undead creature or

An affected creature that fails its saves is fascinated by the killed by a death effect can't be raised by this spell.

pattern.

Constructs, elementals, outsiders, and undead creatures can't

be raised. The spell cannot bring back a creature that has died

With a simple gesture (a free action), you can make the of old age.

rainbow pattern move up to 30 feet per round (moving its

effective point of origin). All fascinated creatures follow the Ray of Enfeeblement

moving rainbow of light, trying to remain within the effect.

Fascinated creatures who are restrained and removed from School necromancy; Level sorcerer/wizard 1

the pattern still try to follow it. If the pattern leads its Casting Time 1 standard action

subjects into a dangerous area, each fascinated creature gets

a second save. If the view of the lights is completely blocked, Components V, S

creatures who can't see them are no longer affected.

Range close (25 ft. + 5 ft./2 levels)

The spell does not affect sightless creatures.

Effect ray

Raise Dead

Duration 1 round/level

School conjuration (healing); Level cleric 5

Saving Throw Fortitude half; Spell Resistance yes

Casting Time 1 minute

A coruscating ray springs from your hand. You must succeed

on a ranged touch attack to strike a target. The subject takes a

Components V, S, M (diamond worth 5,000 gp), DF

penalty to Strength equal to 1d6+1 per two caster levels

Range touch

(maximum 1d6+5). The subject's Strength score cannot drop

below 1. A successful Fortitude save reduces this penalty by

Target dead creature touched

half. This penalty does not stack with itself. Apply the

Duration instantaneous

highest penalty instead.

Saving Throw none, see text; Spell Resistance yes Ray of Exhaustion

(harmless)

School necromancy; Level sorcerer/wizard 3

You restore life to a deceased creature. You can raise a

creature that has been dead for no longer than 1 day per Casting Time 1 standard action

caster level. In addition, the subject's soul must be free and Components V, S, M (a drop of sweat)

willing to return. If the subject's soul is not willing to return,

the spell does not work; therefore, a subject that wants to Range close (25 ft. + 5 ft./2 levels)

return receives no saving throw.

Effect ray

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Duration 1 min./level

identify a glyph of warding with a DC 13 Spellcraft check, a

greater glyph of warding with a DC 16 Spellcraft check, or

Saving Throw Fortitude partial; see text; Spell Resistance any symbol spell with a Spellcraft check (DC 10 + spell yes

level).

A black ray projects from your pointing finger. You must Read magic can be made permanent with a permanency

succeed on a ranged touch attack with the ray to strike a spell.

target.

The subject is immediately exhausted for the spell's duration. Reduce Animal

A successful Fortitude save means the creature is only

fatigued.

School transmutation; Level druid 2, ranger 3

A character that is already fatigued instead becomes Casting Time 1 standard action

exhausted.

Components V, S

This spell has no effect on a creature that is already Range touch

exhausted. Unlike normal exhaustion or fatigue, the effect

ends as soon as the spell's duration expires.

Target one willing animal of Small, Medium, Large, or

Huge size

Ray of Frost

Duration 1 hour/level (D)

School evocation [cold]; Level sorcerer/wizard 0

Saving Throw none; Spell Resistance no

Casting Time 1 standard action

This spell functions like reduce person, except that it affects

Components V, S

a single willing animal. Reduce the damage dealt by the

animal's natural attacks as appropriate for its new size (see

Range close (25 ft. + 5 ft./2 levels)

Equipment how to adjust damage for size).

Effect ray

Reduce Person

Duration instantaneous

School transmutation; Level sorcerer/wizard 1

Saving Throw none; Spell Resistance yes

Casting Time 1 round

A ray of freezing air and ice projects from your pointing

finger. You must succeed on a ranged touch attack with the Components V, S, M (a pinch of powdered iron)

ray to deal damage to a target. The ray deals 1d3 points of Range close (25 ft. + 5 ft./2 levels)

cold damage.

Target one humanoid creature

Read Magic

Duration 1 min./level (D)

School divination; Level bard 0, cleric 0, druid 0, paladin 1, Saving Throw Fortitude negates; Spell Resistance yes ranger 1, sorcerer/wizard 0

This spell causes instant diminution of a humanoid creature,

Casting Time 1 standard action

halving its height, length, and width and dividing its weight

by 8. This decrease changes the creature's size category to

Components V, S, F (a clear crystal or mineral prism)

the next smaller one. The target gains a +2 size bonus to

Range personal

Dexterity, a –2 size penalty to Strength (to a minimum of 1),

and a +1 bonus on attack rolls and AC due to its reduced

Target you

size.

Duration 10 min./level

A Small humanoid creature whose size decreases to Tiny has

You can decipher magical inscriptions on objects—books, a space of 2-1/2 feet and a natural reach of 0 feet (meaning

scrolls, weapons, and the like—that would otherwise be that it must enter an opponent's square to attack). A Large

unintelligible. This deciphering does not normally invoke the humanoid creature whose size decreases to Medium has a

magic contained in the writing, although it may do so in the space of 5 feet and a natural reach of 5 feet. This spell

case of a cursed or trapped scroll. Furthermore, once the doesn't change the target's speed.

spell is cast and you have read the magical inscription, you All equipment worn or carried by a creature is similarly

are thereafter able to read that particular writing without reduced by the spell.

recourse to the use of read magic. You can read at the rate of

one page (250 words) per minute. The spell allows you to Melee and projectile weapons deal less damage. Other

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magical properties are not affected by this spell. Any reduced Regenerate

item that leaves the reduced creature's possession (including

a projectile or thrown weapon) instantly returns to its normal School conjuration (healing); Level cleric 7, druid 9

size. This means that thrown weapons deal their normal

damage (projectiles deal damage based on the size of the Casting Time 3 full rounds

weapon that fired them).

Components V, S, DF

Multiple magical effects that reduce size do not stack. Range touch

Reduce person counters and dispels enlarge person.

Target living creature touched

Reduce person can be made permanent with a permanency

spell.

Duration instantaneous

Reduce Person, Mass

Saving Throw Fortitude negates (harmless); Spell

Resistance yes (harmless)

School transmutation; Level sorcerer/wizard 4

The subject's severed body members (fingers, toes, hands,

Target one humanoid creature/level, no two of which can be feet, arms, legs, tails, or even heads of multiheaded

more than 30 ft. apart

creatures), broken bones, and ruined organs grow back. After

the spell is cast, the physical regeneration is complete in 1

This spell functions like reduce person, except that it affects round if the severed members are present and touching the

multiple creatures.

creature. It takes 2d10 rounds otherwise.

Refuge

Regenerate also cures 4d8 points of damage + 1 point per

caster level (maximum +35), rids the subject of exhaustion

School conjuration (teleportation); Level cleric 7, and fatigue, and eliminates all nonlethal damage the subject

sorcerer/wizard 9

has taken. It has no effect on nonliving creatures (including

undead).

Casting Time 1 standard action

Components V, S, M (a prepared object worth 1,500 gp)

Reincarnate

Range touch

School transmutation; Level druid 4

Target object touched

Casting Time 10 minutes

Duration permanent until discharged

Components V, S, M, DF (oils worth 1,000 gp)

Saving Throw none; Spell Resistance no

Range touch

When you cast this spell, you create powerful magic in a Target dead creature touched

specially prepared object. This object contains the power to

instantly transport its possessor across any distance within Duration instantaneous

the same plane to your abode. Once the item is so enhanced, Saving Throw none, see text; Spell Resistance yes

you must give it willingly to a creature and at the same time (harmless)

inform it of a command word to be spoken when the item is

used. To make use of the item, the subject speaks the With this spell, you bring back a dead creature in another

command word at the same time that it rends or breaks the body, provided that its death occurred no more than 1 week

item (a standard action). When this is done, the individual before the casting of the spell and the subject's soul is free

and all objects it is wearing and carrying (to a maximum of and willing to return. If the subject's soul is not willing to

the character's heavy load) are instantly transported to your return, the spell does not work; therefore, a subject that

abode. No other creatures are affected (aside from a familiar wants to return receives no saving throw.

or animal companion that is touching the subject).

Since the dead creature is returning in a new body, all

You can alter the spell when casting it so that it transports physical ills and afflictions are repaired. The condition of the

you to within 10 feet of the possessor of the item when it is remains is not a factor. So long as some small portion of the

broken and the command word spoken. You will have a creature's body still exists, it can be reincarnated, but the

general idea of the location and situation of the item portion receiving the spell must have been part of the

possessor at the time the refuge spell is discharged, but once creature's body at the time of death. The magic of the spell

you decide to alter the spell in this fashion, you have no creates an entirely new young adult body for the soul to

choice whether or not to be transported.

inhabit from the natural elements at hand. This process takes

1 hour to complete. When the body is ready, the subject is

reincarnated.

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A reincarnated creature recalls the majority of its former life like, but it doesn't automatically speak the language of the

and form. It retains any class abilities, feats, or skill ranks it new form.

formerly possessed. Its class, base attack bonus, base save

bonuses, and hit points are unchanged. Strength, Dexterity, A wish or a miracle spell can restore a reincarnated character to his or her original form.

and Constitution scores depend partly on the new body. First

eliminate the subject's racial adjustments (since it is no Remove Blindness/Deafness

longer necessarily of his previous race) and then apply the

adjustments found below to its remaining ability scores. The School conjuration (healing); Level cleric 3, paladin 3

subject of the spell gains two permanent negative levels

when it is reincarnated. If the subject is 1st level, it takes 2 Casting Time 1 standard action

points of Constitution drain instead (if this would reduce its Components V, S

Con to 0 or less, it can't be reincarnated). A character who

died with spells prepared has a 50% chance of losing any Range touch

given spell upon being reincarnated. A spellcasting creature Target creature touched

that doesn't prepare spells (such as a sorcerer) has a 50%

chance of losing any given unused spell slot as if it had been Duration instantaneous

used to cast a spell.

Saving Throw Fortitude negates (harmless); Spell

It's possible for the change in the subject's ability scores to Resistance yes (harmless)

make it difficult for it to pursue its previous character class. Remove blindness/deafness cures blindness or deafness (your

If this is the case, the subject is advised to become a choice), whether the effect is normal or magical in nature.

multiclass character.

The spell does not restore ears or eyes that have been lost,

For a humanoid creature, the new incarnation is determined but it repairs them if they are damaged.

using the table below. For nonhumanoid creatures, a similar Remove blindness/deafness counters and dispels

table of creatures of the same type should be created.

blindness/deafness.

A creature that has been turned into an undead creature or Remove Curse

killed by a death effect can't be returned to life by this spell.

Constructs, elementals, outsiders, and undead creatures can't School abjuration; Level bard 3, cleric 3, paladin 3,

be reincarnated. The spell can bring back a creature that has sorcerer/wizard 4

died of old age.

Casting Time 1 standard action

d%

Incarnation

Str

Dex

Con

Components V, S

01

Bugbear

+4

+2

+2

02–13

Dwarf

+0

+0

+2

Range touch

14–25

Elf

+0

+2

–2

Target creature or object touched

26

Gnoll

+4

+0

+2

Duration instantaneous

27–38

Gnome

–2

+0

+2

Saving Throw Will negates (harmless); Spell Resistance

39–42

Goblin

–2

+2

+0

yes (harmless)

43–52

Half-elf

+0

+2

+0

Remove curse can remove all curses on an object or a

53–62

Half-orc

+2

+0

+0

creature. If the target is a creature, you must make a caster

63–74

Halfling

–2

+2

+0

level check (1d20 + caster level) against the DC of each

75–89

Human

+0

+0

+2

curse affecting the target. Success means that the curse is

90–93

Kobold

–4

+2

–2

removed. Remove curse does not remove the curse from a

cursed shield, weapon, or suit of armor, although a successful

94

Lizardfolk

+2

+0

+2

caster level check enables the creature afflicted with any

95–98

Orc

+4

+0

+0

such cursed item to remove and get rid of it.

99

Troglodyte

+0

–2

+4

Remove curse counters and dispels bestow curse.

100

Other (GM's choice)

?

?

?

Remove Disease

The reincarnated creature gains all abilities associated with School conjuration (healing); Level cleric 3, druid 3, ranger

its new form, including forms of movement and speeds, 3

natural armor, natural attacks, extraordinary abilities, and the Casting Time 1 standard action

Page 333

Components V, S

effects that cause a creature to gain the staggered condition.

If the spell is cast on one creature, the paralysis is negated. If

Range touch

cast on two creatures, each receives another save with a +4

Target creature touched

resistance bonus against the effect that afflicts it. If cast on

three or four creatures, each receives another save with a +2

Duration instantaneous

resistance bonus.

Saving Throw Fortitude negates (harmless); Spell The spell does not restore ability scores reduced by penalties,

Resistance yes (harmless)

damage, or drain.

Remove disease can cure all diseases from which the subject

is suffering. You must make a caster level check (1d20 + Repel Metal or Stone

caster level) against the DC of each disease affecting the

target. Success means that the disease is cured. The spell also School abjuration [earth]; Level druid 8

kills some hazards and parasites, including green slime and Casting Time 1 standard action

others.

Components V, S

Since the spell's duration is instantaneous, it does not prevent

reinfection after a new exposure to the same disease at a later Range 60 ft.

date.

Area 60-ft. line from you

Remove Fear

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

School abjuration; Level bard 1, cleric 1

Casting Time 1 standard action

This spell creates waves of invisible energy that roll forth

from you. All metal or stone objects in the path of the spell

Components V, S

are pushed away from you to the limit of the range. Fixed

metal or stone objects larger than 3 inches in diameter and

Range close (25 ft. + 5 ft./2 levels)

loose objects weighing more than 500 pounds are not

Targets one creature plus one additional creature per four affected. Anything else, including animated objects, small

levels, no two of which can be more than 30 ft. apart

boulders, and creatures in metal armor, moves back. Fixed

objects 3 inches in diameter or smaller bend or break, and the

Duration 10 minutes; see text

pieces move with the wave of energy. Objects affected by the

Saving Throw Will negates (harmless); Spell Resistance spell are repelled at the rate of 40 feet per round.

yes (harmless)

Objects such as metal armor, swords, and the like are pushed

You instill courage in the subject, granting it a +4 morale back, dragging their bearers with them. Even magic items

bonus against fear effects for 10 minutes. If the subject is with metal components are repelled, although an antimagic

under the influence of a fear effect when receiving the spell, field blocks the effects. A creature being dragged by an item

that effect is suppressed for the duration of the spell.

it is carrying can let go. A creature being dragged by a shield

can loose it as a move action and drop it as a free action.

Remove fear counters and dispels cause fear.

The waves of energy continue to sweep down the set path for

Remove Paralysis

the spell's duration. After you cast the spell, the path is set,

and you can then do other things or go elsewhere without

School conjuration (healing); Level cleric 2, paladin 2

affecting the spell's power.

Casting Time 1 standard action

Repel Vermin

Components V, S

School abjuration; Level bard 4, cleric 4, druid 4, ranger 3

Range close (25 ft. + 5 ft./2 levels)

Casting Time 1 standard action

Targets up to four creatures, no two of which can be more

than 30 ft. apart

Components V, S, DF

Duration instantaneous

Range 10 ft.

Saving Throw Will negates (harmless); Spell Resistance Area 10-ft.-radius emanation centered on you

yes (harmless)

Duration 10 min./level (D)

You can free one or more creatures from the effects of Saving Throw none or Will negates; see text; Spell

temporary paralysis or related magic, including spells and

Page 334

Resistance yes

Duration 1 round/level (D)

An invisible barrier holds back vermin. A vermin with HD of Saving Throw Will negates; Spell Resistance yes

less than one-third your level cannot penetrate the barrier.

An invisible, mobile field surrounds you and prevents

A vermin with HD of one-third your level or more can creatures from approaching you. You decide how big the

penetrate the barrier if it succeeds on a Will save. Even so, field is at the time of casting (to the limit your level allows).

crossing the barrier deals the vermin 2d6 points of damage, Any creature within or entering the field must attempt a save.

and pressing against the barrier causes pain, which deters If it fails, it becomes unable to move toward you for the

most vermin.

duration of the spell. Repelled creatures' actions are not

otherwise restricted. They can fight other creatures and can

Repel Wood

cast spells and attack you with ranged weapons. If you move

closer to an affected creature, nothing happens. The creature

School transmutation; Level druid 6

is not forced back. The creature is free to make melee attacks

Casting Time 1 standard action

against you if you come within reach. If a repelled creature

moves away from you and then tries to turn back toward you,

Components V, S

it cannot move any closer if it is still within the spell's area.

Range 60 ft.

Resilient Sphere

Area 60-ft. line-shaped emanation from you

School evocation [force]; Level sorcerer/wizard 4

Duration 1 min./level (D)

Casting Time 1 standard action

Saving Throw none; Spell Resistance no

Components V, S, F (a crystal sphere)

Waves of energy roll forth from you, moving in the direction

that you determine, causing all wooden objects in the path of Range close (25 ft. + 5 ft./2 levels)

the spell to be pushed away from you to the limit of the Effect 1-ft.-diameter/level sphere, centered around a creature

range. Wooden objects larger than 3 inches in diameter that

are fixed firmly are not affected, but loose objects are. Duration 1 min./level (D)

Objects 3 inches in diameter or smaller that are fixed in place Saving Throw Reflex negates; Spell Resistance yes

splinter and break, and the pieces move with the wave of

energy. Objects affected by the spell are repelled at the rate A globe of shimmering force encloses a creature, provided

of 40 feet per round.

the creature is small enough to fit within the diameter of the

sphere. The sphere contains its subject for the spell's

Objects such as wooden shields, spears, wooden weapon duration. The sphere functions as a wall of force, except that

shafts and hafts, and arrows and bolts are pushed back, it can be negated by dispel magic. A subject inside the sphere

dragging those carrying them along. A creature being can breathe normally. The sphere cannot be physically

dragged by an item it is carrying can let go. A creature being moved either by people outside it or by the struggles of those

dragged by a shield can loose it as a move action and drop it within.

as a free action. If a spear is planted (set) in a way that

prevents this forced movement, it splinters. Even magic Resist Energy

items with wooden sections are repelled, although an

antimagic field blocks the effects.

School abjuration; Level cleric 2, druid 2, paladin 2, ranger

The waves of energy continue to sweep down the set path for 1, sorcerer/wizard 2

the spell's duration. After you cast the spell, the path is set, Casting Time 1 standard action

and you can then do other things or go elsewhere without

affecting the spell's power.

Components V, S, DF

Repulsion

Range touch

Target creature touched

School abjuration; Level cleric 7, sorcerer/wizard 6

Duration 10 min./level

Casting Time 1 standard action

Saving Throw Fortitude negates (harmless); Spell

Components V, S, F/DF (a pair of canine statuettes worth 50 Resistance yes (harmless)

gp)

This abjuration grants a creature limited protection from

Range up to 10 ft./level

damage of whichever one of five energy types you select:

acid, cold, electricity, fire, or sonic. The subject gains resist

Area up to 10-ft.-radius/level emanation centered on you

Page 335

energy 10 against the energy type chosen, meaning that each Restoration cures all temporary ability damage, and it

time the creature is subjected to such damage (whether from restores all points permanently drained from a single ability

a natural or magical source), that damage is reduced by 10 score (your choice if more than one is drained). It also

points before being applied to the creature's hit points. The eliminates any fatigue or exhaustion suffered by the target.

value of the energy resistance granted increases to 20 points

at 7th level and to a maximum of 30 points at 11th level. The Restoration, Greater

spell protects the recipient's equipment as well.

School conjuration (healing); Level cleric 7

Resist energy absorbs only damage. The subject could still

suffer unfortunate side effects.

Components V, S, M (diamond dust 5,000 gp)

Resist energy overlaps (and does not stack with) protection This spell functions like lesser restoration, except that it

from energy. If a character is warded by protection from dispels all permanent and temporary negative levels

energy and resist energy, the protection spell absorbs damage afflicting the healed creature. Greater restoration also dispels

until its power is exhausted.

all magical effects penalizing the creature's abilities, cures all

temporary ability damage, and restores all points

Resistance

permanently drained from all ability scores. It also eliminates

fatigue and exhaustion, and removes all forms of insanity,

School abjuration; Level bard 0, cleric 0, druid 0, paladin 1, confusion, and similar mental effects.

sorcerer/wizard 0

Restoration, Lesser

Casting Time 1 standard action

Components V, S, M/DF (a miniature cloak)

School conjuration (healing); Level cleric 2, druid 2, paladin

1

Range touch

Casting Time 3 rounds

Target creature touched

Components V, S

Duration 1 minute

Range touch

Saving Throw Will negates (harmless); Spell Resistance

yes (harmless)

Target creature touched

You imbue the subject with magical energy that protects it Duration instantaneous

from harm, granting it a +1 resistance bonus on saves.

Saving Throw Will negates (harmless); Spell Resistance

Resistance can be made permanent with a permanency spell. yes (harmless)

Restoration

Lesser restoration dispels any magical effects reducing one

of the subject's ability scores or cures 1d4 points of

temporary ability damage to one of the subject's ability

School conjuration (healing); Level cleric 4, paladin 4

scores. It also eliminates any fatigue suffered by the

Casting Time 1 minute

character, and improves an exhausted condition to fatigued.

It does not restore permanent ability drain.

Components V, S, M (diamond dust worth 100 gp or 1,000

gp, see text)

Resurrection

Range touch

School conjuration (healing); Level cleric 7

Target creature touched

Components V, S, M (diamond worth 10,000 gp), DF

Duration instantaneous

This spell functions like raise dead, except that you are able

Saving Throw Will negates (harmless); Spell Resistance yes to restore life and complete strength to any deceased (harmless)

creature.

This spell functions like lesser restoration, except that it also The condition of the remains is not a factor. So long as some

dispels temporary negative levels or one permanent negative small portion of the creature's body still exists, it can be

level. If this spell is used to dispel a permanent negative resurrected, but the portion receiving the spell must have

level, it has a material component of diamond dust worth been part of the creature's body at the time of death. (The

1,000 gp. This spell cannot be used to dispel more than one remains of a creature hit by a disintegrate spell count as a

permanent negative level possessed by a target in a 1-week small portion of its body.) The creature can have been dead

period.

no longer than 10 years per caster level.

Page 336

Upon completion of the spell, the creature is immediately gain DR 5/evil (if you normally channel positive energy) or

restored to full hit points, vigor, and health, with no loss of DR 5/good (if you normally channel negative energy). At

prepared spells. The subject of the spell gains one permanent 15th level, this DR becomes 10/evil or 10/good (the

negative level when it is raised, just as if it had been hit by an maximum). Your size modifier for AC and attacks changes as energy-draining creature. If the subject is 1st level, it takes 2 appropriate to your new size category. This spell doesn't

points of Constitution drain instead (if this would reduce its change your speed. Determine space and reach as appropriate

Con to 0 or less, it can't be resurrected).

to your new size.

You can resurrect someone killed by a death effect or If insufficient room is available for the desired growth, you

someone who has been turned into an undead creature and attain the maximum possible size and may make a Strength

then destroyed. You cannot resurrect someone who has died check (using your increased Strength) to burst any enclosures

of old age. Constructs, elementals, outsiders, and undead in the process (see Additional Rules for rules on breaking

creatures can't be resurrected.

objects). If you fail, you are constrained without harm by the

materials enclosing you—the spell cannot crush you by

Reverse Gravity

increasing your size.

School transmutation; Level druid 8, sorcerer/wizard 7

All equipment you wear or carry is similarly enlarged by the

spell. Melee weapons deal more damage. Other magical

Casting Time 1 standard action

properties are not affected by this spell. Any enlarged item

Components V, S, M/DF (lodestone and iron filings)

that leaves your possession (including a projectile or thrown

weapon) instantly returns to its normal size. This means that

Range medium (100 ft. + 10 ft./level)

thrown and projectile weapons deal their normal damage.

Area up to one 10-ft. cube/level (S)

Magical effects that increase size do not stack.

Duration 1 round/level (D)

Rope Trick

Saving Throw none; see text; Spell Resistance no

School transmutation; Level sorcerer/wizard 2

This spell reverses gravity in an area, causing unattached Casting Time 1 standard action

objects and creatures in the area to fall upward and reach the

top of the area in 1 round. If a solid object (such as a ceiling) Components V, S, M (powdered corn and a twisted loop of

is encountered in this fall, falling objects and creatures strike parchment)

it in the same manner as they would during a normal Range touch

downward fall. If an object or creature reaches the top of the

area without striking anything, it remains there, oscillating Target one touched piece of rope from 5 ft. to 30 ft. long

slightly, until the spell ends. At the end of the spell duration, Duration 1 hour/level (D)

affected objects and creatures fall downward.

Saving Throw none; Spell Resistance no

Provided it has something to hold onto, a creature caught in

the area can attempt a Reflex save to secure itself when the When this spell is cast upon a piece of rope from 5 to 30 feet

spell strikes. Creatures who can fly or levitate can keep long, one end of the rope rises into the air until the whole

themselves from falling.

rope hangs perpendicular to the ground, as if affixed at the

upper end. The upper end is, in fact, fastened to an

Righteous Might

extradimensional space that is outside the usual multiverse of

extradimensional spaces. Creatures in the extradimensional

School transmutation; Level cleric 5

space are hidden, beyond the reach of spells (including

Casting Time 1 standard action

divinations), unless those spells work across planes. The

space holds as many as eight creatures (of any size). The

Components V, S, DF

rope cannot be removed or hidden. The rope can support up

Range personal

to 16,000 pounds. A weight greater than that can pull the

rope free.

Target you

Spells cannot be cast across the extradimensional interface,

Duration 1 round/level (D)

nor can area effects cross it. Those in the extradimensional

Your height immediately doubles, and your weight increases space can see out of it as if a 3-foot-by-5-foot window were

by a factor of eight. This increase changes your size category centered on the rope. The window is invisible, and even

to the next larger one. You gain a +4 size bonus to Strength creatures that can see the window can't see through it.

and Constitution and take a –2 penalty to your Dexterity. You Anything inside the extradimensional space drops out when

gain a +2 enhancement bonus to your natural armor. You the spell ends. The rope can be climbed by only one person

Page 337

at a time. The rope trick spell enables climbers to reach a opponent can't follow through with the attack, that part of its

normal place if they do not climb all the way to the action is lost, and it can't directly attack the warded creature

extradimensional space.

for the duration of the spell. Those not attempting to attack

the subject remain unaffected. This spell does not prevent the

Rusting Grasp

warded creature from being attacked or affected by area of

effect spells. The subject cannot attack without breaking the

School transmutation; Level druid 4

spell but may use nonattack spells or otherwise act.

Casting Time 1 standard action

Scare

Components V, S, DF

School necromancy [fear, mind-affecting]; Level bard 2,

Range touch

sorcerer/wizard 2

Target one nonmagical ferrous object (or the volume of the Casting Time 1 standard action

object within 3 ft. of the touched point) or one ferrous

creature

Components V, S, M (a bone from an undead creature)

Duration see text

Range medium (100 ft. + 10 ft./level)

Saving Throw none; Spell Resistance no

Targets one living creature per three levels, no two of which

can be more than 30 ft. apart

Any iron or iron alloy item you touch crumbles into rust. If

the item is so large that it cannot fit within a 3-foot radius, a Duration 1 round/level or 1 round; see text for cause fear

3-foot-radius volume of the metal is rusted and destroyed. Saving Throw Will partial; Spell Resistance yes

Magic items made of metal are immune to this spell.

This spell functions like cause fear, except that it causes all

You may employ rusting grasp in combat with a successful targeted creatures of less than 6 HD to become frightened.

melee touch attack. Rusting grasp used in this way

instantaneously destroys 1d6 points of AC gained from metal Scintillating Pattern

armor (to the maximum amount of protection the armor

offers) through corrosion.

School

illusion (pattern) [mind-affecting];

Level

Weapons in use by an opponent targeted by the spell are sorcerer/wizard 8

more difficult to grasp. You must succeed on a melee touch Casting Time 1 standard action

attack against the weapon. A metal weapon that is hit is

destroyed. Striking at an opponent's weapon provokes an Components V, S, M (a crystal prism)

attack of opportunity. Also, you must touch the weapon and Range close (25 ft. + 5 ft./2 levels)

not the other way around.

Effect colorful lights in a 20-ft.-radius spread

Against a ferrous creature, rusting grasp instantaneously

deals 3d6 points of damage + 1 per caster level (maximum Duration concentration + 2 rounds

+15) per successful attack. The spell lasts for 1 round per Saving Throw none; Spell Resistance yes

level, and you can make one melee touch attack per round.

A twisting pattern of coruscating colors weaves through the

Sanctuary

air, affecting creatures within. The spell affects a total

number of HD of creatures equal to your caster level

School abjuration; Level cleric 1

(maximum 20). Creatures with the fewest HD are affected

Casting Time 1 standard action

first, and among creatures with equal HD, those who are

closest to the spell's point of origin are affected first. HD that

Components V, S, DF

are not sufficient to affect a creature are wasted. The spell

affects each subject according to its HD.

Range touch

Target creature touched

6 or less: Unconscious for 1d4 rounds, then stunned for 1d4

rounds, and then confused for 1d4 rounds. (Treat an

Duration 1 round/level

unconscious result as stunned for nonliving creatures.)

Saving Throw Will negates; Spell Resistance no

7 to 12: Stunned for 1d4 rounds, then confused for an

additional 1d4 rounds.

Any opponent attempting to directly attack the warded

creature, even with a targeted spell, must attempt a Will save. 13 or more: Confused for 1d4 rounds.

If the save succeeds, the opponent can attack normally and is

unaffected by that casting of the spell. If the save fails, the Sightless creatures are not affected by scintillating pattern.

Page 338

Scorching Ray

Effect magical sensor

Duration 1 min./level

School evocation [fire]; Level sorcerer/wizard 2

Saving Throw Will negates; Spell Resistance yes

Casting Time 1 standard action

You can observe a creature at any distance. If the subject

Components V, S

succeeds on a Will save, the spell fails. The difficulty of the

Range close (25 ft. + 5 ft./2 levels)

save depends on how well your knowledge of the subject and

what sort of physical connection (if any) you have to that

Effect one or more rays

creature. Furthermore, if the subject is on another plane, it

Duration instantaneous

gets a +5 bonus on its Will save.

Saving Throw none; Spell Resistance yes

Knowledge

Will Save Modifier

You blast your enemies with a searing beam of fire. You may None*

+10

fire one ray, plus one additional ray for every four levels Secondhand (you have heard of the

+5

beyond 3rd (to a maximum of three rays at 11th level). Each subject)

ray requires a ranged touch attack to hit and deals 4d6 points Firsthand (you have met the subject)

+0

of fire damage. The rays may be fired at the same or different Familiar (you know the subject well)

–5

targets, but all rays must be aimed at targets within 30 feet of

each other and fired simultaneously.

Connection

Will Save Modifier

Likeness or picture

–2

Screen

Possession or garment

–4

School illusion (glamer); Level sorcerer/wizard 8

Body part, lock of hair, bit of nail, etc.

–10

Casting Time 10 minutes

*You must have some sort of connection (see below) to a

creature of which you have no knowledge.

Components V, S

Range close (25 ft. + 5 ft./2 levels)

If the save fails, you can see and hear the subject and its

Area 30-ft. cube/level (S)

surroundings (approximately 10 feet in all directions of the

subject). If the subject moves, the sensor follows at a speed

Duration 24 hours

of up to 150 feet.

Saving Throw none or Will disbelief (if interacted with); see As with all divination (scrying) spells, the sensor has your

text; Spell Resistance no

full visual acuity, including any magical effects. In addition,

This spell creates a powerful protection from scrying and the following spells have a 5% chance per caster level of

observation. When casting the spell, you dictate what will operating through the sensor: detect chaos, detect evil, detect

and will not be observed in the spell's area. The illusion good, detect law, detect magic, and message.

created must be stated in general terms. Once the conditions If the save succeeds, you can't attempt to scry on that subject

are set, they cannot be changed. Attempts to scry the area again for at least 24 hours.

automatically detect the image stated by you with no save

allowed. Sight and sound are appropriate to the illusion Scrying, Greater

created. Direct observation may allow a save (as per a

normal illusion), if there is cause to disbelieve what is seen. School divination (scrying); Level bard 6, cleric 7, druid 7,

Even entering the area does not cancel the illusion or sorcerer/wizard 7

necessarily allow a save, assuming that hidden beings take Casting Time 1 standard action

care to stay out of the way of those affected by the illusion.

Components V, S

Scrying

Duration 1 hour/level

School divination (scrying); Level bard 3, cleric 5, druid 4, This spell functions like scrying, except as noted above.

sorcerer/wizard 4

Additionally, all of the following spells function reliably

Casting Time 1 hour

through the sensor: detect chaos, detect evil, detect good,

detect law, detect magic, message, read magic, and tongues.

Components V, S, M/DF (a pool of water), F (a silver mirror

worth 1,000 gp)

Range see text

Page 339

Sculpt Sound

Target one chest and up to 1 cu. ft. of goods/caster level

Duration 60 days or until discharged

School transmutation; Level bard 3

Saving Throw none; Spell Resistance no

Casting Time 1 standard action

You hide a chest on the Ethereal Plane for as long as 60 days

Components V, S

and can retrieve it at will. The chest can contain up to 1 cubic

Range close (25 ft. + 5 ft./2 levels)

foot of material per caster level (regardless of the chest's

actual size, which is about 3 feet by 2 feet by 2 feet). If any

Targets one creature or object/level, no two of which can be living creatures are in the chest, there is a 75% chance that

more than 30 ft. apart

the spell simply fails. Once the chest is hidden, you can

Duration 1 hour/level (D)

retrieve it by concentrating (a standard action), and it appears

next to you.

Saving Throw Will negates (object); Spell Resistance yes

(object)

The chest must be exceptionally well crafted and expensive,

constructed for you by master crafters. The cost of such a

You can change the sounds that creatures or objects make. chest is never less than 5,000 gp. Once it is constructed, you

You can create sounds where none exist, deaden sounds, or must make a tiny replica (of the same materials and perfect

transform sounds into other sounds. All affected creatures or in every detail) so that the miniature of the chest appears to

objects must be transmuted in the same way. Once the be a perfect copy. (The replica costs 50 gp.) The chests are

transmutation is made, you cannot change it. You can change nonmagical and can be fitted with locks, wards, and so on,

the qualities of sounds but cannot create words with which just as any normal chest can be.

you are unfamiliar yourself.

To hide the chest, you cast the spell while touching both the

A spellcaster whose voice is changed dramatically is unable chest and the replica. The chest vanishes into the Ethereal

to cast spells with verbal components.

Plane. You need the replica to recall the chest. After 60 days,

Searing Light

there is a cumulative chance of 5% per day that the chest is

irretrievably lost. If the miniature of the chest is lost or

School evocation; Level cleric 3

destroyed, there is no way, even with a wish spell, that the

large chest can be summoned back, although an extraplanar

Casting Time 1 standard action

expedition might be mounted to find it.

Components V, S

Living things in the chest eat, sleep, and age normally, and

Range medium (100 ft. + 10 ft./level)

they die if they run out of food, air, water, or whatever they

need to survive.

Effect ray

Secret Page

Duration instantaneous

Saving Throw none; Spell Resistance yes

School transmutation; Level bard 3, sorcerer/wizard 3

Focusing divine power like a ray of the sun, you project a Casting Time 10 minutes

blast of light from your open palm. You must succeed on a Components V, S, M (powdered herring scales and a vial of

ranged touch attack to strike your target. A creature struck by will-o'-wisp essence)

this ray of light takes 1d8 points of damage per two caster

levels (maximum 5d8). An undead creature takes 1d6 points Range touch

of damage per caster level (maximum 10d6), and an undead Target page touched, up to 3 sq. ft. in size

creature particularly vulnerable to bright light takes 1d8

points of damage per caster level (maximum 10d8). A Duration permanent

construct or inanimate object takes only 1d6 points of Saving Throw none; Spell Resistance no

damage per two caster levels (maximum 5d6).

S ecret page alters the contents of a page so that it appears to

Secret Chest

be something entirely different. The text of a spell can be

changed to show another spell of equal or lower level known

School conjuration (summoning); Level sorcerer/wizard 5

by the caster. This spell cannot be used to change a spell

Casting Time 10 minutes

contained on a scroll, but it can be used to hide a scroll.

Explosive runes or sepia snake sigil can be cast upon the

Components V, S, F (the chest and its replica)

secret page.

Range see text

A comprehend languages spell alone cannot reveal a secret

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page's contents. You are able to reveal the original contents Target you

by speaking a special word. You can then peruse the actual Duration 10 min./level (D)

page and return it to its secret page form at will. You can also

remove the spell by double repetition of the special word. A You can see any objects or beings that are invisible within

detect magic spell reveals dim magic on the page in question your range of vision, as well as any that are ethereal, as if

but does not reveal its true contents. True seeing reveals the they were normally visible. Such creatures are visible to you

presence of the hidden material but does not reveal the as translucent shapes, allowing you easily to discern the

contents unless cast in combination with comprehend difference between visible, invisible, and ethereal creatures.

languages. A secret page spell can be dispelled, and the

hidden writings can be destroyed by means of an erase spell. The spell does not reveal the method used to obtain

invisibility. It does not reveal illusions or enable you to see

Secure Shelter

through opaque objects. It does not reveal creatures who are

simply hiding, concealed, or otherwise hard to see.

School conjuration (creation); Level bard 4, sorcerer/wizard See invisibility can be made permanent with a permanency

4

spell.

Casting Time 10 minutes

Seeming

Components V, S, M (a chip of stone, sand, a drop of water,

and a wood splinter)

School illusion (glamer); Level bard 5, sorcerer/wizard 5

Range close (25 ft. + 5 ft./2 levels)

Casting Time 1 standard action

Effect 20-ft.-square structure

Components V, S

Duration 2 hours/level (D)

Range close (25 ft. + 5 ft./2 levels)

Saving Throw none; Spell Resistance no

Targets one creature per two levels, no two of which can be

more than 30 ft. apart

You conjure a sturdy cottage or lodge made of material that

is common in the area where the spell is cast. The floor is Duration 12 hours (D)

level, clean, and dry. The lodging resembles a normal

cottage, with a sturdy door, two shuttered windows, and a Saving Throw Will negates or Will disbelief (if interacted

small fireplace.

with); Spell Resistance yes or no; see text

The shelter must be heated as a normal dwelling, and This spell functions like disguise self, except that you can

extreme heat adversely affects it and its occupants. The change the appearance of other people as well. Affected

dwelling does, however, provide considerable security creatures resume their normal appearances if slain. Unwilling

otherwise—it is as strong as a normal stone building, targets can negate the spell's effect on them by making Will

regardless of its material composition. The dwelling resists saves or with spell resistance.

flames and fire as if it were stone. It is impervious to normal Sending

missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against School evocation; Level cleric 4, sorcerer/wizard 5

intrusion, the former two being secured with arcane lock and Casting Time 10 minutes

the latter by an iron grate at the top and a narrow flue. In

addition, these three areas are protected by an alarm spell. Components V, S, M/DF (fine copper wire)

Finally, an unseen servant is conjured to provide service to Range see text

you for the duration of the shelter.

Target one creature

The secure shelter contains crude furnishings—eight bunks,

a trestle table, eight stools, and a writing desk.

Duration 1 round; see text

See Invisibility

Saving Throw none; Spell Resistance no

You contact a particular creature with which you are familiar

School divination; Level bard 3, sorcerer/wizard 2

and send a short message of 25 words or less to the subject.

Casting Time 1 standard action

The subject recognizes you if it knows you. It can answer in

like manner immediately. A creature with an Intelligence

Components V, S, M (talc and powdered silver)

score as low as 1 can understand the sending, though the

Range personal

subject's ability to react is limited as normal by its

Intelligence. Even if the sending is received, the subject is

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not obligated to act upon it in any manner.

Casting Time 1 standard action

If the creature in question is not on the same plane of Components V, S, M (a basilisk eyelash and gum arabic)

existence as you are, there is a 5% chance that the sending

does not arrive. (Local conditions on other planes may Range touch

worsen this chance considerably.)

Target one willing creature or object (up to a 2-ft.

cube/level) touched

Sepia Snake Sigil

Duration 1 day/level (D)

School conjuration (creation) [force]; Level bard 3, Saving Throw none or Will negates (object); Spell

sorcerer/wizard 3

Resistance no or yes (object)

Casting Time 10 minutes

When cast, this spell prevents divination spells from

Components V, S, M (powdered amber worth 500 gp and a detecting or locating the target and also renders the affected

snake scale)

target invisible (as the invisibility spell). The spell does not

prevent the subject from being discovered through tactile

Range touch

means or through the use of devices. Creatures affected by

Target one touched book or written work

sequester become comatose and are effectively in a state of

suspended animation until the spell ends.

Duration permanent or until discharged; until released or

1d4 days + 1 day/level; see text

Note: The Will save prevents an attended or magical object

from being sequestered. There is no save to see the

Saving Throw Reflex negates; Spell Resistance no

sequestered creature or object or to detect it with a divination

You cause a small symbol to appear in the text of a written spell.

work. The text containing the symbol must be at least 25

words long. When anyone reads the text containing the Shades

symbol, the sepia snake sigil springs into being, transforming School illusion (shadow); Level sorcerer/wizard 9

into a large sepia serpent that strikes at the reader, provided

there is line of effect between the symbol and the reader.

This spell functions like shadow conjuration, except that it

mimics conjuration spells of 8th level or lower. The illusory

Simply seeing the enspelled text is not sufficient to trigger conjurations created deal four-fifths (80%) damage to

the spell; the subject must deliberately read it. The target is nonbelievers, and nondamaging effects are 80% likely to

entitled to a save to evade the snake's strike. If it succeeds, work against nonbelievers.

the sepia snake dissipates in a flash of brown light

accompanied by a puff of dun-colored smoke and a loud Shadow Conjuration

noise. If the target fails its save, it is engulfed in a

shimmering amber field of force and immobilized until School illusion (shadow); Level bard 4, sorcerer/wizard 4

released, either at your command or when 1d4 days + 1 day

per caster level have elapsed.

Casting Time 1 standard action

While trapped in the amber field of force, the subject does Components V, S

not age, breathe, grow hungry, sleep, or regain spells. It is Range see text

preserved in a state of suspended animation, unaware of its

surroundings. It can be damaged by outside forces (and Effect see text

perhaps even killed), since the field provides no protection Duration see text

against physical injury. However, a dying subject does not

lose hit points or become stable until the spell ends.

Saving Throw Will disbelief (if interacted with); varies; see

text; Spell Resistance yes; see text

The hidden sigil cannot be detected by normal observation,

and detect magic reveals only that the entire text is magical.

You use material from the Plane of Shadow to shape quasi-

real illusions of one or more creatures, objects, or forces.

A dispel magic can remove the sigil. An erase spell destroys Shadow conjuration can mimic any sorcerer or wizard

the entire page of text.

conjuration (summoning) or conjuration (creation) spell of

Sepia snake sigil can be cast in combination with other spells 3rd level or lower.

that hide or garble text, such as secret page.

Shadow conjurations are only one-fifth (20%) as strong as

Sequester

the real things, though creatures who believe the shadow

conjurations to be real are affected by them at full strength.

School abjuration; Level sorcerer/wizard 7

Any creature that interacts with the spell can make a Will

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save to recognize its true nature.

real, illusory version of a sorcerer or wizard evocation spell

of 4th level or lower. Spells that deal damage have normal

Spells that deal damage have normal effects unless the effects unless an affected creature succeeds on a Will save.

affected creature succeeds on a Will save. Each disbelieving Each disbelieving creature takes only one-fifth damage from

creature takes only one-fifth (20%) damage from the attack. the attack. If the disbelieved attack has a special effect other

If the disbelieved attack has a special effect other than than damage, that effect is one-fifth as strong (if applicable)

damage, that effect is only 20% likely to occur. Regardless of or only 20% likely to occur. If recognized as a shadow

the result of the save to disbelieve, an affected creature is evocation, a damaging spell deals only one-fifth (20%)

also allowed any save that the spell being simulated allows, damage. Regardless of the result of the save to disbelieve, an

but the save DC is set according to shadow conjuration's affected creature is also allowed any save (or spell

level (4th) rather than the spell's normal level. In addition, resistance) that the spell being simulated allows, but the save

any effect created by shadow conjuration allows spell DC is set according to shadow evocation' s level (5th) rather

resistance, even if the spell it is simulating does not. Shadow than the spell's normal level.

objects or substances have normal effects except against

those who disbelieve them. Against disbelievers, they are Nondamaging effects have normal effects except against

20% likely to work.

those who disbelieve them. Against disbelievers, they have

no effect.

A shadow creature has one-fifth the hit points of a normal

creature of its kind (regardless of whether it's recognized as Objects automatically succeed on their Will saves against

shadowy). It deals normal damage and has all normal this spell.

abilities and weaknesses. Against a creature that recognizes it

as a shadow creature, however, the shadow creature's damage Shadow Evocation, Greater

is one-fifth (20%) normal, and all special abilities that do not

deal lethal damage are only 20% likely to work. (Roll for School illusion (shadow); Level sorcerer/wizard 8

each use and each affected character separately.) This spell functions like shadow evocation, except that it

Furthermore, the shadow creature's AC bonuses are just one- enables you to create partially real, illusory versions of

fifth as large.

sorcerer or wizard evocation spells of 7th level or lower. If

A creature that succeeds on its save sees the shadow recognized as a greater shadow evocation, a damaging spell

conjurations as transparent images superimposed on vague, deals only three-fifths (60%) damage.

shadowy forms. Objects automatically succeed on their Will Shadow Walk

saves against this spell.

Shadow Conjuration, Greater

School illusion (shadow); Level bard 5, sorcerer/wizard 6

Casting Time 1 standard action

School illusion (shadow); Level sorcerer/wizard 7

Components V, S

This spell functions like shadow conjuration, except that it

duplicates any sorcerer or wizard conjuration (summoning) Range touch

or conjuration (creation) spell of 6th level or lower. The Targets up to one touched creature/level

illusory conjurations created deal three-fifths (60%) damage

to nonbelievers, and nondamaging effects are 60% likely to Duration 1 hour/level (D)

work against nonbelievers.

Saving Throw Will negates; Spell Resistance yes

Shadow Evocation

To use the shadow walk spell, you must be in an area of dim

light. You and any creature you touch are then transported

School illusion (shadow); Level bard 5, sorcerer/wizard 5

along a coiling path of shadowstuff to the edge of the

Casting Time 1 standard action

Material Plane where it borders the Plane of Shadow. The

effect is largely illusory, but the path is quasi-real. You can

Components V, S

take more than one creature along with you (subject to your

Range see text

level limit), but all must be touching each other.

Effect see text

In the region of shadow, you move at a rate of 50 miles per

hour, moving normally on the borders of the Plane of

Duration see text

Shadow but much more rapidly relative to the Material

Plane. Thus, you can use this spell to travel rapidly by

Saving Throw Will disbelief (if interacted with); Spell

Resistance yes

stepping onto the Plane of Shadow, moving the desired

distance, and then stepping back onto the Material Plane.

You tap energy from the Plane of Shadow to cast a quasi-

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Because of the blurring of reality between the Plane of summoned is rainy, marshy, or damp.

Shadow and the Material Plane, you can't make out details of

the terrain or areas you pass over during transit, nor can you Shapechange

predict perfectly where your travel will end. It's impossible

to judge distances accurately, making the spell virtually School transmutation (polymorph); Level druid 9,

useless for scouting or spying. Furthermore, when the spell sorcerer/wizard 9

effect ends, you are shunted 1d10 × 100 feet in a random Casting Time 1 standard action

horizontal direction from your desired endpoint. If this would

place you within a solid object, you are shunted 1d10 × 1,000 Components V, S, F (jade circlet worth 1,500 gp)

feet in the same direction. If this would still place you within Range personal

a solid object, you (and any creatures with you) are shunted

to the nearest empty space available, but the strain of this Target you

activity renders each creature fatigued (no save).

Duration 10 min./level (D)

Shadow walk can also be used to travel to other planes that This spell allows you to take the form of a wide variety of

border on the Plane of Shadow, but this usage requires the creatures. This spell can function as alter self, beast form IV,

transit of the Plane of Shadow to arrive at a border with elemental body IV, form of the dragon III, giant form II, and another plane of reality. The transit of the Plane of Shadow plant shape III depending on what form you take. You can

requires 1d4 hours.

change form once each round as a free action. The change

Any creatures touched by you when shadow walk is cast also takes place either immediately before your regular action or

make the transition to the borders of the Plane of Shadow.

immediately after it, but not during the action.

They may opt to follow you, wander off through the plane, or Shatter

stumble back into the Material Plane (50% chance for either

of the latter results if they are lost or abandoned by you). School evocation [sonic]; Level bard 2, cleric 2,

Creatures unwilling to accompany you into the Plane of sorcerer/wizard 2

Shadow receive a Will saving throw, negating the effect if Casting Time 1 standard action

successful.

Components V, S, M/DF (a chip of mica)

Shambler

Range close (25 ft. + 5 ft./2 levels)

School conjuration (creation); Level druid 9

Area or Target 5-ft.-radius spread; or one solid object or one

Casting Time 1 standard action

crystalline creature

Components V, S

Duration instantaneous

Range medium (100 ft. + 10 ft./level)

Saving Throw Will negates (object); Will negates (object) or

Fortitude half; see text; Spell Resistance yes

Effect three or more shambling mounds, no two of which

can be more than 30 ft. apart; see text

Shatter creates a loud, ringing noise that breaks brittle,

nonmagical objects; sunders a single solid, nonmagical

Duration 7 days or 7 months (D); see text

object; or damages a crystalline creature.

Saving Throw none; Spell Resistance no

Used as an area attack, shatter destroys nonmagical objects

The shambler spell creates 1d4+2 shambling mounds with of crystal, glass, ceramic, or porcelain. All such objects

the advanced template. The creatures willingly aid you in within a 5-foot radius of the point of origin are smashed into

combat or battle, perform a specific mission, or serve as dozens of pieces by the spell. Objects weighing more than 1

bodyguards. The creatures remain with you for 7 days unless pound per your level are not affected, but all other objects of

you dismiss them. If the shamblers are created only for guard the appropriate composition are shattered.

duty, however, the duration of the spell is 7 months. In this Alternatively, you can target shatter against a single solid

case, the shamblers can only be ordered to guard a specific nonmagical object, regardless of composition, weighing up

site or location. Shamblers summoned to guard duty cannot to 10 pounds per caster level. Targeted against a crystalline

move outside the spell's range, which is measured from the creature (of any weight), shatter deals 1d6 points of sonic

point where each first appeared. You can only have one damage per caster level (maximum 10d6), with a Fortitude

shambler spell in effect at one time. If you cast this spell save for half damage.

while another casting is still in effect, the previous casting is

dispelled. The shamblers have resistance to fire as normal

shambling mounds do only if the terrain where they are

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Shield

First, each warded creature gains a +4 deflection bonus to

AC and a +4 resistance bonus on saves. Unlike protection

School abjuration [force]; Level sorcerer/wizard 1

from chaos, this benefit applies against all attacks, not just

against attacks by chaotic creatures.

Casting Time 1 standard action

Second, a warded creature gains spell resistance 25 against

Components V, S

chaotic spells and spells cast by chaotic creatures.

Range personal

Third, the abjuration protects you from possession and

Target you

mental influence, just as protection from chaos does.

Duration 1 min./level (D)

Finally, if a chaotic creature succeeds on a melee attack

against a warded creature, the attacker is slowed (Will save

Shield creates an invisible shield of force that hovers in front negates, as the slow spell, but against shield of law's save

of you. It negates magic missile attacks directed at you. The DC).

disk also provides a +4 shield bonus to AC. This bonus

applies against incorporeal touch attacks, since it is a force Shield Other

effect. The shield has no armor check penalty or arcane spell

failure chance.

School abjuration; Level cleric 2, paladin 2

Shield of Faith

Casting Time 1 standard action

Components V, S, F (a pair of platinum rings worth 50 gp

School abjuration; Level cleric 1

worn by both you and the target)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Components V, S, M (parchment with a holy text written on Target one creature

it)

Duration 1 hour/level (D)

Range touch

Saving Throw Will negates (harmless); Spell Resistance

Target creature touched

yes (harmless)

Duration 1 min./level

This spell wards the subject and creates a mystic connection

Saving Throw Will negates (harmless); Spell Resistance between you and the subject so that some of its wounds are

yes (harmless)

transferred to you. The subject gains a +1 deflection bonus to

AC and a +1 resistance bonus on saves. Additionally, the

This spell creates a shimmering, magical field around the subject takes only half damage from all wounds and attacks

target that averts and deflects attacks. The spell grants the (including those dealt by special abilities) that deal hit point

subject a +2 deflection bonus to AC, with an additional +1 to damage. The amount of damage not taken by the warded

the bonus for every six levels you have (maximum +5 creature is taken by you. Forms of harm that do not involve

deflection bonus at 18th level).

hit points, such as charm effects, temporary ability damage,

Shield of Law

level draining, and death effects, are not affected. If the

subject suffers a reduction of hit points from a lowered

School abjuration [lawful]; Level cleric 8

Constitution score, the reduction is not split with you

because it is not hit point damage. When the spell ends,

Casting Time 1 standard action

subsequent damage is no longer divided between the subject

Components V, S, F (a reliquary worth 500 gp)

and you, but damage already split is not reassigned to the

subject.

Range 20 ft.

If you and the subject of the spell move out of range of each

Targets one creature/level in a 20-ft.-radius burst centered other, the spell ends.

on you

Shillelagh

Duration 1 round/level (D)

Saving Throw see text; Spell Resistance yes (harmless)

School transmutation; Level druid 1

A dim, blue glow surrounds the subjects, protecting them Casting Time 1 standard action

from attacks, granting them resistance to spells cast by Components V, S, DF

chaotic creatures, and slowing chaotic creatures when they

strike the subjects. This abjuration has four effects.

Range touch

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Target one touched nonmagical oak club or quarterstaff

with a successful Reflex save. A shout spell cannot penetrate

a silence spell.

Duration 1 min./level

Saving Throw Will negates (object); Spell Resistance yes Shout, Greater

(object)

School evocation [sonic]; Level bard 6, sorcerer/wizard 8

Your own nonmagical club or quarterstaff becomes a weapon

with a +1 enhancement bonus on attack and damage rolls. A Components: V, S, F (a metal or ivory horn)

quarterstaff gains this enhancement for both ends of the Range 60 ft.

weapon. It deals damage as if it were two size categories

larger (a Small club or quarterstaff so transmuted deals 1d8 Saving Throw Fortitude partial or Reflex negates (object);

points of damage, a Medium 2d6, and a Large 3d6), +1 for see text

its enhancement bonus. These effects only occur when the This spell functions like shout, except that the cone deals

weapon is wielded by you. If you do not wield it, the weapon 10d6 points of sonic damage (or 1d6 points of sonic damage

behaves as if unaffected by this spell.

per caster level, maximum 20d6, against exposed brittle or

Shocking Grasp

crystalline objects or crystalline creatures). It also causes

creatures to be stunned for 1 round and deafened for 4d6

rounds. A creature in the area of the cone can negate the

School evocation [electricity]; Level sorcerer/wizard 1

stunning and halve both the damage and the duration of the

Casting Time 1 standard action

deafness with a successful Fortitude save. A creature holding

vulnerable objects can attempt a Reflex save to negate the

Components V, S

damage to those objects.

Range touch

Shrink Item

Target creature or object touched

Duration instantaneous

School transmutation; Level sorcerer/wizard 3

Saving Throw none; Spell Resistance yes

Casting Time 1 standard action

Your successful melee touch attack deals 1d6 points of Components V, S

electricity damage per caster level (maximum 5d6). When Range touch

delivering the jolt, you gain a +3 bonus on attack rolls if the

opponent is wearing metal armor (or is carrying a metal Target one touched object of up to 2 cu. ft./level

weapon or is made of metal).

Duration 1 day/level; see text

Shout

Saving Throw Will negates (object); Spell Resistance yes

(object)

School evocation [sonic]; Level bard 4, sorcerer/wizard 4

You are able to shrink one nonmagical item (if it is within the

Casting Time 1 standard action

size limit) to 1/16 of its normal size in each dimension (to

about 1/4,000 the original volume and mass). This change

Components V

effectively reduces the object's size by four categories.

Range 30 ft.

Optionally, you can also change its now shrunken

composition to a clothlike one. Objects changed by a shrink

Area cone-shaped burst

item spell can be returned to normal composition and size

Duration instantaneous

merely by tossing them onto any solid surface or by a word

of command from the original caster. Even a burning fire and

Saving Throw Fortitude partial or Reflex negates (object); its fuel can be shrunk by this spell. Restoring the shrunken

see text; Spell Resistance yes (object)

object to its normal size and composition ends the spell.

You emit an ear-splitting yell that deafens and damages Shrink item can be made permanent with a permanency spell,

creatures in its path. Any creature within the area is deafened in which case the affected object can be shrunk and expanded

for 2d6 rounds and takes 5d6 points of sonic damage. A an indefinite number of times, but only by the original caster.

successful save negates the deafness and reduces the damage

by half. Any exposed brittle or crystalline object or Silence

crystalline creature takes 1d6 points of sonic damage per

caster level (maximum 15d6). An affected creature is School illusion (glamer); Level bard 2, cleric 2

allowed a Fortitude save to reduce the damage by half, and a

creature holding fragile objects can negate damage to them Casting Time 1 round

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Components V, S

Saving Throw none; Spell Resistance no

Range long (400 ft. + 40 ft./level)

Simulacrum creates an illusory duplicate of any creature. The

duplicate creature is partially real and formed from ice or

Area 20-ft.-radius emanation centered on a creature, object, snow. It appears to be the same as the original, but it has only

or point in space

half of the real creature's levels or HD (and the appropriate

Duration 1 round/level (D)

hit points, feats, skill ranks, and special abilities for a

creature of that level or HD). You can't create a simulacrum

Saving Throw: Will negates; see text or none (object); Spell of a creature whose HD or levels exceed twice your caster

Resistance: yes; see text or no (object)

level. You must make a Disguise check when you cast the

Upon the casting of this spell, complete silence prevails in spell to determine how good the likeness is. A creature

the affected area. All sound is stopped: Conversation is familiar with the original might detect the ruse with a

impossible, spells with verbal components cannot be cast, successful Perception check (opposed by the caster's

and no noise whatsoever issues from, enters, or passes Disguise check) or a DC 20 Sense Motive check.

through the area. The spell can be cast on a point in space, At all times, the simulacrum remains under your absolute

but the effect is stationary unless cast on a mobile object. The command. No special telepathic link exists, so command

spell can be centered on a creature, and the effect then must be exercised in some other manner. A simulacrum has

radiates from the creature and moves as it moves. An no ability to become more powerful. It cannot increase its

unwilling creature can attempt a Will save to negate the spell level or abilities. If reduced to 0 hit points or otherwise

and can use spell resistance, if any. Items in a creature's destroyed, it reverts to snow and melts instantly into

possession or magic items that emit sound receive the nothingness. A complex process requiring at least 24 hours,

benefits of saves and spell resistance, but unattended objects 100 gp per hit point, and a fully equipped magical laboratory

and points in space do not. Creatures in an area of a silence can repair damage to a simulacrum.

spell are immune to sonic or language-based attacks, spells,

and effects.

Slay Living

Silent Image

School necromancy [death]; Level cleric 5

School illusion (figment); Level bard 1, sorcerer/wizard 1

Casting Time 1 standard action

Casting Time 1 standard action

Components V, S

Components V, S, F (a bit of fleece)

Range touch

Range long (400 ft. + 40 ft./level)

Target living creature touched

Effect visual figment that cannot extend beyond four 10-ft. Duration instantaneous

cubes + one 10-ft. cube/level (S)

Saving Throw Fortitude partial; Spell Resistance yes

Duration concentration

You can attempt to slay any one living creature. When you

Saving Throw Will disbelief (if interacted with); Spell cast this spell, your hand seethes with eerie dark fire. You

Resistance no

must succeed on a melee touch attack to touch the target. The

target takes 12d6 points of damage + 1 point per caster level.

This spell creates the visual illusion of an object, creature, or If the target's Fortitude saving throw succeeds, it instead

force, as visualized by you. The illusion does not create takes 3d6 points of damage + 1 point per caster level. The

sound, smell, texture, or temperature. You can move the subject might die from damage even if it succeeds on its

image within the limits of the size of the effect.

saving throw.

Simulacrum

Sleep

School illusion (shadow); Level sorcerer/wizard 7

School enchantment (compulsion) [mind-affecting]; Level

Casting Time 12 hours

bard 1, sorcerer/wizard 1

Components V, S, M (ice sculpture of the target plus Casting Time 1 round

powdered rubies worth 500 gp per HD of the simulacrum)

Components V, S, M (fine sand, rose petals, or a live

Range 0 ft.

cricket)

Effect one duplicate creature

Range medium (100 ft. + 10 ft./level)

Duration instantaneous

Area one or more living creatures within a 10-ft.-radius burst

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Duration 1 min./level

affects the creature's jumping distance as normal for

decreased speed.

Saving Throw Will negates; Spell Resistance yes

Multiple slow effects don't stack. Slow counters and dispels

A sleep spell causes a magical slumber to come upon 4 HD haste.

of creatures. Creatures with the fewest HD are affected first.

Among creatures with equal HD, those who are closest to the Snare

spell's point of origin are affected first. HD that are not

sufficient to affect a creature are wasted. Sleeping creatures School transmutation; Level druid 3, ranger 2

are helpless. Slapping or wounding awakens an affected

creature, but normal noise does not. Awakening a creature is Casting Time 3 rounds

a standard action (an application of the aid another action). Components V, S, DF

Sleep does not target unconscious creatures, constructs, or

undead creatures.

Range touch

Sleet Storm

Target touched nonmagical circle of vine, rope, or thong

with a 2 ft. diameter + 2 ft./level

School conjuration (creation) [cold]; Level druid 3, Duration Until triggered or broken

sorcerer/wizard 3

Saving Throw none; Spell Resistance no

Casting Time 1 standard action

This spell enables you to make a snare that functions as a

Components V, S, M/DF (dust and water)

magic trap. The snare can be made from any supple vine, a

Range long (400 ft. + 40 ft./level)

thong, or a rope. When you cast snare upon it, the cordlike

object blends with its surroundings (DC 23 Perception check

Area cylinder (40-ft. radius, 20 ft. high)

for a character with the trapfinding ability to locate). One end

Duration 1 round/level

of the snare is tied in a loop that contracts around one or

more of the limbs of any creature stepping inside the circle.

Saving Throw none; Spell Resistance no

If a strong and supple tree is nearby, the snare can be

Driving sleet blocks all sight (even darkvision) within it and fastened to it. The spell causes the tree to bend, straightening

causes the ground in the area to be icy. A creature can walk when the loop is triggered, dealing 1d6 points of damage to

within or through the area of sleet at half normal speed with the creature trapped and lifting it off the ground by the

a DC 10 Acrobatics check. Failure means it can't move in trapped limb or limbs. If no such tree is available, the

that round, while failure by 5 or more means it falls (see the cordlike object tightens around the creature, dealing no

Acrobatics skill for details).

damage but causing it to be entangled.

The sleet extinguishes torches and small fires.

The snare is magical. To escape, a trapped creature must

make a DC 23 Escape Artist check or a DC 23 Strength

Slow

check that is a full-round action. The snare has AC 7 and 5

hit points. A successful escape from the snare breaks the loop

School transmutation; Level bard 3, sorcerer/wizard 3

and ends the spell.

Casting Time 1 standard action

Soften Earth and Stone

Components V, S, M (a drop of molasses)

School transmutation [earth]; Level druid 2

Range close (25 ft. + 5 ft./2 levels)

Casting Time 1 standard action

Targets one creature/level, no two of which can be more

than 30 ft. apart

Components V, S, DF

Duration 1 round/level

Range close (25 ft. + 5 ft./2 levels)

Saving Throw Will negates; Spell Resistance yes

Area 10-ft. square/level; see text

An affected creature moves and attacks at a drastically Duration instantaneous

slowed rate. Creatures affected by this spell are staggered Saving Throw none; Spell Resistance no

and can take only a single move action or standard action

each turn, but not both (nor may it take full-round actions). When this spell is cast, all natural, undressed earth or stone

Additionally, it takes a –1 penalty on attack rolls, AC, and in the spell's area is softened. Wet earth becomes thick mud,

Reflex saves. A slowed creature moves at half its normal dry earth becomes loose sand or dirt, and stone becomes soft

speed (round down to the next 5-foot increment), which clay that is easily molded or chopped. You affect a 10-foot

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square area to a depth of 1 to 4 feet, depending on the Casting Time 1 standard action

toughness or resilience of the ground at that spot. Magical, Components V, S

enchanted, dressed, or worked stone cannot be affected.

Earth or stone creatures are not affected.

Range medium (100 ft. + 10 ft./level)

A creature in mud must succeed on a Reflex save or be Area creatures within a 20-ft.-radius spread

caught for 1d2 rounds and unable to move, attack, or cast

spells. A creature that succeeds on its save can move through Duration 1 round/level

the mud at half speed, and it can't run or charge. Loose dirt is Saving Throw Will negates; Spell Resistance yes

not as troublesome as mud, but all creatures in the area can

move at only half their normal speed and can't run or charge This spell causes those within the area to turn on each other

over the surface. Stone softened into clay does not hinder rather than attack their foes. Each affected creature has a

movement, but it does allow characters to cut, shape, or 50% chance to attack the nearest target each round. (Roll to

excavate areas they may not have been able to affect before.

determine each creature's behavior every round at the

beginning of its turn.) A creature that does not attack its

While this spell does not affect dressed or worked stone, nearest neighbor is free to act normally for that round.

cavern ceilings or vertical surfaces such as cliff faces can be Creatures forced by a song of discord to attack their fellows

affected. Usually, this causes a moderate collapse or employ all methods at their disposal, choosing their deadliest

landslide as the loosened material peels away from the face spells and most advantageous combat tactics. They do not,

of the wall or roof and falls (treat as a cave-in with no bury however, harm targets that have fallen unconscious.

zone, see Environment).

Soul Bind

A moderate amount of structural damage can be dealt to a

manufactured structure by softening the ground beneath it, School necromancy; Level cleric 9, sorcerer/wizard 9

causing it to settle. However, most well-built structures will

only be damaged by this spell, not destroyed.

Casting Time 1 standard action

Solid Fog

Components V, S, F (see text)

Range close (25 ft. + 5 ft./2 levels)

School conjuration (creation); Level sorcerer/wizard 4

Target corpse

Components: V, S, M (powdered peas and an animal hoof)

Duration permanent

Duration 1 min./level

Saving Throw Will negates; Spell Resistance no

Spell Resistance no

You draw the soul from a newly dead body and imprison it in

This spell functions like fog cloud, but in addition to a black sapphire gem. The subject must have been dead no

obscuring sight, the solid fog is so thick that it impedes more than 1 round per caster level. The soul, once trapped in

movement. Creatures moving through a solid fog move at the gem, cannot be returned through clone, raise dead,

half their normal speed and take a –2 penalty on all melee reincarnation, resurrection, true resurrection, or even a attack and melee damage rolls. The vapors prevent effective miracle or a wish. Only by destroying the gem or dispelling ranged weapon attacks (except for magic rays and the like). the spell on the gem can one free the soul (which is then still

A creature or object that falls into solid fog is slowed so that dead).

each 10 feet of vapor that it passes through reduces the

falling damage by 1d6. A creature cannot take a 5-foot-step The focus for this spell is a black sapphire of at least 1,000

while in solid fog. Solid fog, and effects that work like solid gp value for every HD possessed by the creature whose soul

fog, do not stack with each other in terms of slowed is to be bound. If the gem is not valuable enough, it shatters

movement and attack penalties.

when the binding is attempted. (While creatures have no

concept of level or HD as such, the value of the gem needed

Unlike normal fog, only a severe wind (31+ mph) disperses to trap an individual can be researched.)

these vapors, and it does so in 1 round.

Sound Burst

Solid fog can be made permanent with a permanency spell. A

permanent solid fog dispersed by wind reforms in 10 School evocation [sonic]; Level bard 2, cleric 2

minutes.

Casting Time 1 standard action

Song of Discord

Components V, S, F/DF (a musical instrument)

School enchantment (compulsion) [mind-affecting, sonic]; Range close (25 ft. + 5 ft./2 levels)

Level bard 5

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Area 10-ft.-radius spread

corpse that has been deceased for any amount of time, but

the body must be mostly intact to be able to respond. A

Duration instantaneous

damaged corpse may be able to give partial answers or

Saving Throw Fortitude partial; Spell Resistance yes

partially correct answers, but it must at least have a mouth in

order to speak at all. This spell does not affect a corpse that

You blast an area with a tremendous cacophony. Every has been turned into an undead creature.

creature in the area takes 1d8 points of sonic damage and

must succeed on a Fortitude save to avoid being stunned for Speak with Plants

1 round. Creatures that cannot hear are not stunned but are

still damaged.

School divination; Level bard 4, druid 3, ranger 2

Speak with Animals

Casting Time 1 standard action

Components V, S

School divination; Level bard 3, druid 1, ranger 1

Range personal

Casting Time 1 standard action

Target you

Components V, S

Duration 1 min./level

Range personal

You can communicate with normal plants and plant

Target you

creatures, and can ask questions of and receive answers from

Duration 1 min./level

them. A normal plant's sense of its surroundings is limited, so

it won't be able to give (or recognize) detailed descriptions of

You can ask questions of and receive answers from animals, creatures or answer questions about events outside its

but the spell doesn't make them any more friendly than immediate vicinity. The spell doesn't make plant creatures

normal. Wary and cunning animals are likely to be terse and any more friendly or cooperative than normal. Furthermore,

evasive, while the more stupid ones make inane comments. If wary and cunning plant creatures are likely to be terse and

an animal is friendly toward you, it may do some favor or evasive, while the more stupid ones may make inane

service for you.

comments. If a plant creature is friendly, it may do some

Speak with Dead

favor or service for you.

School necromancy [language-dependent]; Level cleric 3

Spectral Hand

Casting Time 10 minutes

School necromancy; Level sorcerer/wizard 2

Components V, S, DF

Casting Time 1 standard action

Range 10 ft.

Components V, S

Target one dead creature

Range medium (100 ft. + 10 ft./level)

Duration 1 min./level

Effect one spectral hand

Saving Throw Will negates; see text; Spell Resistance no

Duration 1 min./level (D)

You grant the semblance of life to a corpse, allowing it to Saving Throw none; Spell Resistance no

answer questions. You may ask one question per two caster A ghostly hand shaped from your life force materializes and

levels. The corpse's knowledge is limited to what it knew moves as you desire, allowing you to deliver low-level, touch

during life, including the languages it spoke. Answers are range spells at a distance. On casting the spell, you lose 1d4

brief, cryptic, or repetitive, especially if the creature would hit points that return when the spell ends (even if it is

have opposed you in life.

dispelled), but not if the hand is destroyed. (The hit points

If the dead creature's alignment was different from yours, the can be healed as normal.) For as long as the spell lasts, any

corpse gets a Will save to resist the spell as if it were alive. If touch range spell of 4th level or lower that you cast can be

successful, the corpse can refuse to answer your questions or delivered by the spectral hand. The spell gives you a +2

attempt to deceive you, using Bluff. The soul can only speak bonus on your melee touch attack roll, and attacking with the

about what it knew in life. It cannot answer any questions hand counts normally as an attack. The hand always strikes

that pertain to events that occurred after its death.

from your direction. The hand cannot flank targets like a

creature can. After it delivers a spell, or if it goes beyond the

If the corpse has been subject to speak with dead within the spell range or goes out of your sight, the hand returns to you

past week, the new spell fails. You can cast this spell on a and hovers.

Page 350

The hand is incorporeal and thus cannot be harmed by Saving Throw Will negates (harmless); Spell Resistance

normal weapons. It has improved evasion (half damage on a yes (harmless)

failed Reflex save and no damage on a successful save), your

save bonuses, and an AC of 22 (+8 size, +4 natural armor). The target gains spell resistance equal to 12 + your caster

level.

Your Intelligence modifier applies to the hand's AC as if it

were the hand's Dexterity modifier. The hand has 1 to 4 hit Spell Turning

points, the same number that you lost in creating it.

Spell Immunity

School abjuration; Level sorcerer/wizard 7

Casting Time 1 standard action

School abjuration; Level cleric 4

Components V, S, M/DF (a small silver mirror)

Casting Time 1 standard action

Range personal

Components V, S, DF

Target you

Range touch

Duration until expended or 10 min./level

Target creature touched

Spells and spell-like effects targeted on you are turned back

Duration 10 min./level

upon the original caster. The abjuration turns only spells that

have you as a target. Effect and area spells are not affected.

Saving Throw Will negates (harmless); Spell Resistance

yes (harmless)

Spell turning also fails to stop touch range spells. From seven

to ten (1d4+6) spell levels are affected by the turning. The

The warded creature is immune to the effects of one exact number is rolled secretly.

specified spell for every four levels you have. The spells When you are targeted by a spell of higher level than the

must be of 4th level or lower. The warded creature

effectively has unbeatable spell resistance regarding the amount of spell turning you have left, that spell is partially

turned. Subtract the amount of spell turning left from the

specified spell or spells. Naturally, that immunity doesn't

protect a creature from spells for which spell resistance spell level of the incoming spell, then divide the result by the

spell level of the incoming spell to see what fraction of the

doesn't apply. Spell immunity protects against spells, spell-

like effects of magic items, and innate spell-like abilities of effect gets through. For damaging spells, you and the caster

each take a fraction of the damage. For nondamaging spells,

creatures. It does not protect against supernatural or

extraordinary abilities, such as breath weapons or gaze each of you has a proportional chance to be the one who is

affected. If you and a spellcasting attacker are both warded

attacks.

by spell turning effects in operation, a resonating field is

Only a particular spell can be protected against, not a certain created. Roll randomly to determine the result.

domain or school of spells or a group of spells that are

similar in effect. A creature can have only one spell immunity d%

Effect

or greater spell immunity spell in effect on it at a time.

01–70 Spell drains away without effect.

Spell Immunity, Greater

71–80 Spell affects both of you equally at full effect.

Both turning effects are rendered nonfunctional for

81–97

School abjuration; Level cleric 8

1d4 minutes.

98–100 Both of you go through a rift into another plane.

This spell functions like spell immunity, except the immunity

applies to spells of 8th level or lower. A creature can have

only one spell immunity or greater spell immunity spell in Spellstaff

effect on it at a time.

Spell Resistance

School transmutation; Level druid 6

Casting Time 10 minutes

School abjuration; Level cleric 5

Components V, S, F (the staff that stores the spell)

Casting Time 1 standard action

Range touch

Components V, S, DF

Target wooden quarterstaff touched

Range touch

Duration permanent until discharged (D)

Target creature touched

Saving Throw Will negates (object); Spell Resistance yes

Duration 1 min./level

(object)

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You store one spell that you can normally cast in a wooden Any creature that takes damage from this spell must also

quarterstaff. Only one such spell can be stored in a staff at a succeed on a Reflex save or suffer injuries to its feet and legs

given time, and you cannot have more than one spellstaff at that slow its land speed by half. This speed penalty lasts for

any given time. You can cast a spell stored within a staff just 24 hours or until the injured creature receives a cure spell

as though it were among those you had prepared, but it does (which also restores lost hit points). Another character can

not count against your normal allotment for a given day. You remove the penalty by taking 10 minutes to dress the injuries

use up any applicable material components required to cast and succeeding on a Heal check against the spell's save DC.

the spell when you store it in the spellstaff.

Magic traps are hard to detect. A rogue (only) can use the

Spider Climb

Perception skill to find a spike growth. The DC is 25 + spell

level, or DC 28 for spike growth (or DC 27 for spike growth

School transmutation; Level druid 2, sorcerer/wizard 2

cast by a ranger). Spike growth can't be disabled with the

Disable Device skill.

Casting Time 1 standard action

Components V, S, M (a live spider)

Spike Stones

Range touch

School transmutation [earth]; Level druid 4

Target creature touched

Casting Time 1 standard action

Duration 10 min./level

Components V, S, DF

Saving Throw Will negates (harmless); Spell Resistance Range medium (100 ft. + 10 ft./level)

yes (harmless)

Area one 20-ft. square/level

The subject can climb and travel on vertical surfaces or even Duration 1 hour/level (D)

traverse ceilings as well as a spider does. The affected

creature must have its hands free to climb in this manner. The Saving Throw Reflex partial; Spell Resistance yes

subject gains a climb speed of 20 feet and a +8 racial bonus

on Climb skill checks; furthermore, it need not make Climb Rocky ground, stone floors, and similar surfaces shape

themselves into long, sharp points that blend into the

checks to traverse a vertical or horizontal surface (even

upside down). A spider climbing creature retains its Dexterity background.

bonus to Armor Class (if any) while climbing, and opponents Spike stones impede progress through an area and deal

get no special bonus to their attacks against it. It cannot, damage. Any creature moving on foot into or through the

however, use the run action while climbing.

spell's area moves at half speed. In addition, each creature

moving through the area takes 1d8 points of piercing damage

Spike Growth

for each 5 feet of movement through the spiked area.

School transmutation; Level druid 3, ranger 2

Any creature that takes damage from this spell must also

succeed on a Reflex save to avoid injuries to its feet and legs.

Casting Time 1 standard action

A failed save causes the creature's speed to be reduced to half

Components V, S, DF

normal for 24 hours or until the injured creature receives a

cure spell (which also restores lost hit points). Another

Range medium (100 ft. + 10 ft./level)

character can remove the penalty by taking 10 minutes to

Area one 20-ft. square/level

dress the injuries and succeeding on a Heal check against the

spell's save DC.

Duration 1 hour/level (D)

Magic traps such as spike stones are hard to detect. A rogue

Saving Throw Reflex partial; Spell Resistance yes

(only) can use the Perception skill to find spike stones. The

Any ground-covering vegetation in the spell's area becomes DC is 25 + spell level, or DC 29 for spike stones. Spike

very hard and sharply pointed without changing its stones is a magic trap that can't be disabled with the Disable

appearance.

Device skill.

In areas of bare earth, roots and rootlets act in the same way. Spiritual Weapon

Typically, spike growth can be cast in any outdoor setting

except open water, ice, heavy snow, sandy desert, or bare School evocation [force]; Level cleric 2

stone. Any creature moving on foot into or through the spell's Casting Time 1 standard action

area takes 1d4 points of piercing damage for each 5 feet of

movement through the spiked area.

Components V, S, DF

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Range medium (100 ft. + 10 ft./level)

good (warhammer), law (longsword).

Effect magic weapon of force

Stabilize

Duration 1 round/level (D)

School conjuration (healing); Level cleric 0, druid 0

Saving Throw none; Spell Resistance yes

Casting Time 1 standard action

A weapon made of force appears and attacks foes at a

distance, as you direct it, dealing 1d8 force damage per hit, + Components V, S

1 point per three caster levels (maximum +5 at 15th level). Range close (25 ft. + 5 ft./2 levels)

The weapon takes the shape of a weapon favored by your

deity or a weapon with some spiritual significance or Target one living creature

symbolism to you (see below) and has the same threat range Duration instantaneous

and critical multipliers as a real weapon of its form. It strikes

the opponent you designate, starting with one attack in the Saving Throw: Will negates (harmless); Spell Resistance:

round the spell is cast and continuing each round thereafter yes (harmless)

on your turn. It uses your base attack bonus (possibly Upon casting this spell, you target a living creature that has –

allowing it multiple attacks per round in subsequent rounds) 1 or fewer hit points. That creature is automatically stabilized

plus your Wisdom modifier as its attack bonus. It strikes as a and does not lose any further hit points. If the creature later

spell, not as a weapon, so for example, it can damage takes damage, it continues dying normally.

creatures that have damage reduction. As a force effect, it can

strike incorporeal creatures without the reduction in damage Statue

associated with incorporeality. The weapon always strikes

from your direction. It does not get a flanking bonus or help School transmutation; Level sorcerer/wizard 7

a combatant get one. Your feats or combat actions do not Casting Time 1 round

affect the weapon. If the weapon goes beyond the spell

range, if it goes out of your sight, or if you are not directing Components V, S, M (lime, sand, and a drop of water stirred

it, the weapon returns to you and hovers.

by an iron spike)

Each round after the first, you can use a move action to Range touch

redirect the weapon to a new target. If you do not, the Target creature touched

weapon continues to attack the previous round's target. On

any round that the weapon switches targets, it gets one Duration 1 hour/level (D)

attack. Subsequent rounds of attacking that target allow the Saving Throw Will negates (harmless); Spell Resistance

weapon to make multiple attacks if your base attack bonus yes (harmless)

would allow it to. Even if the spiritual weapon is a ranged

weapon, use the spell's range, not the weapon's normal range A statue spell turns the subject to solid stone, along with any

increment, and switching targets still is a move action.

garments and equipment worn or carried. In statue form, the

subject gains hardness 8. The subject retains its own hit

A spiritual weapon cannot be attacked or harmed by physical points. The subject can see, hear, and smell normally, but it

attacks, but dispel magic, disintegrate, a sphere of does not need to eat or breathe. Feeling is limited to those

annihilation, or a rod of cancellation affects it. A spiritual sensations that can affect the granite-hard substance of the weapon's AC against touch attacks is 12 (10 + size bonus for individual's body. Chipping is equal to a mere scratch, but

Tiny object).

breaking off one of the statue's arms constitutes serious

If an attacked creature has spell resistance, you make a caster damage. The subject of a statue spell can return to its normal

level check (1d20 + caster level) against that spell resistance state, act, and then return instantly to the statue state (a free

the first time the spiritual weapon strikes it. If the weapon is action) if it so desires as long as the spell duration is in

successfully resisted, the spell is dispelled. If not, the weapon effect.

has its normal full effect on that creature for the duration of

the spell.

Status

The weapon that you get is often a force replica of your School divination; Level cleric 2

deity's own personal weapon. A cleric without a deity gets a Casting Time 1 standard action

weapon based on his alignment. A neutral cleric without a

deity can create a spiritual weapon of any alignment, Components V, S

provided he is acting at least generally in accord with that Range touch

alignment at the time. The weapons associated with each

alignment are as follows: chaos (battleaxe), evil (light flail), Targets one living creature touched per three levels

Page 353

Duration 1 hour/level

suits your purpose. While it's possible to make crude coffers,

doors, and so forth with stone shape, fine detail isn't

Saving Throw Will negates (harmless); Spell Resistance possible. There is a 30% chance that any shape including

yes (harmless)

moving parts simply doesn't work.

When you need to keep track of comrades who may get

separated, status allows you to mentally monitor their Stone Tell

relative positions and general condition. You are aware of

direction and distance to the creatures and any conditions School divination; Level druid 6

affecting them: unharmed, wounded, disabled, staggered, Casting Time 10 minutes

unconscious, dying, nauseated, panicked, stunned, poisoned,

diseased, confused , or the like. Once the spell has been cast Components V, S, DF

upon the subjects, the distance between them and the caster Range personal

does not affect the spell as long as they are on the same plane

of existence. If a subject leaves the plane, or if it dies, the Target you

spell ceases to function for it.

Duration 1 min./level

Stinking Cloud

You gain the ability to speak with stones, which relate to you

who or what has touched them as well as revealing what is

School conjuration (creation); Level sorcerer/wizard 3

covered or concealed behind or under them. The stones relate

Casting Time 1 standard action

complete descriptions if asked. A stone's perspective,

perception, and knowledge may prevent the stone from

Components V, S, M (a rotten egg or cabbage leaves)

providing the details you are looking for. You can speak with

natural or worked stone.

Range medium (100 ft. + 10 ft./level)

Effect cloud spreads in 20-ft. radius, 20 ft. high

Stone to Flesh

Duration 1 round/level

School transmutation; Level sorcerer/wizard 6

Saving Throw Fortitude negates; see text; Spell Resistance Casting Time 1 standard action

no

Components V, S, M (a drop of blood mixed with earth)

Stinking cloud creates a bank of fog like that created by fog

cloud, except that the vapors are nauseating. Living creatures Range medium (100 ft. + 10 ft./level)

in the cloud become nauseated. This condition lasts as long Target one petrified creature or a cylinder of stone from 1 ft.

as the creature is in the cloud and for 1d4+1 rounds after it to 3 ft. in diameter and up to 10 ft. long

leaves. (Roll separately for each nauseated character.) Any

creature that succeeds on its save but remains in the cloud Duration instantaneous

must continue to save each round on your turn.

Saving Throw Fortitude negates (object); see text; Spell

Stinking cloud can be made permanent with a permanency Resistance yes

spell. A permanent stinking cloud dispersed by wind reforms This spell restores a petrified creature to its normal state,

in 10 minutes.

restoring life and goods. The creature must make a DC 15

Stone Shape

Fortitude save to survive the process. Any petrified creature,

regardless of size, can be restored. The spell also can convert

School transmutation [earth]; Level cleric 3, druid 3, a mass of stone into a fleshy substance. Such flesh is inert

sorcerer/wizard 4

and lacking a vital life force unless a life force or magical

energy is available. For example, this spell would turn an

Casting Time 1 standard action

animated stone statue into an animated flesh statue, but an

Components V, S, M/DF (soft clay)

ordinary statue would become a mass of inert flesh in the

shape of the statue. You can affect an object that fits within a

Range touch

cylinder from 1 foot to 3 feet in diameter and up to 10 feet

long or a cylinder of up to those dimensions in a larger mass

Target stone or stone object touched, up to 10 cu. ft. + 1 cu. of stone.

ft./level

Duration instantaneous

Stoneskin

Saving Throw none; Spell Resistance no

School abjuration; Level druid 5, sorcerer/wizard 4

You can form an existing piece of stone into any shape that Casting Time 1 standard action

Page 354

Components V, S, M (granite and diamond dust worth 250 succeeds on a Concentration check against a DC equal to the

gp)

storm of vengeance's save DC + the level of the spell the

caster is trying to cast.

Range touch

Target creature touched

Suggestion

Duration 10 min./level or until discharged

School enchantment (compulsion) [language-dependent,

Saving Throw Will negates (harmless); Spell Resistance mind-affecting]; Level bard 2, sorcerer/wizard 3

yes (harmless)

Casting Time 1 standard action

The warded creature gains resistance to blows, cuts, stabs, Components V, M (a snake's tongue and a honeycomb)

and slashes. The subject gains DR 10/adamantine. It ignores

the first 10 points of damage each time it takes damage from Range close (25 ft. + 5 ft./2 levels)

a weapon, though an adamantine weapon bypasses the Target one living creature

reduction. Once the spell has prevented a total of 10 points of

damage per caster level (maximum 150 points), it is Duration 1 hour/level or until completed

discharged.

Saving Throw Will negates; Spell Resistance yes

Storm of Vengeance

You influence the actions of the target creature by suggesting

a course of activity (limited to a sentence or two). The

School conjuration (summoning); Level cleric 9, druid 9

suggestion must be worded in such a manner as to make the

activity sound reasonable. Asking the creature to do some

Casting Time 1 round

obviously harmful act automatically negates the effect of the

Components V, S

spell.

Range long (400 ft. + 40 ft./level)

The suggested course of activity can continue for the entire

duration. If the suggested activity can be completed in a

Effect 360-ft.-radius storm cloud

shorter time, the spell ends when the subject finishes what it

Duration concentration (maximum 10 rounds) (D)

was asked to do. You can instead specify conditions that will

trigger a special activity during the duration. If the condition

Saving Throw see text; Spell Resistance yes

is not met before the spell duration expires, the activity is not

You create a huge black storm cloud in the air. Each creature performed.

under the cloud must succeed on a Fortitude save or be A very reasonable suggestion causes the save to be made

deafened for 1d4 × 10 minutes. Each round you continue to with a penalty (such as –1 or –2).

concentrate, the spell generates additional effects as noted

below. Each effect occurs on your turn.

Suggestion, Mass

2nd Round: Acid rains down in the area, dealing 1d6 points

of acid damage (no save).

School enchantment (compulsion) [language-dependent,

mind-affecting]; Level bard 5, sorcerer/wizard 6

3rd Round: You call six bolts of lightning down from the

cloud. You decide where the bolts strike. No two bolts may Range medium (100 ft. + 10 ft./level)

be directed at the same target. Each bolt deals 10d6 points of Targets one creature/level, no two of which can be more

electricity damage. A creature struck can attempt a Reflex than 30 ft. apart

save for half damage.

This spell functions like suggestion, except that it can affect

4th Round: Hailstones rain down in the area, dealing 5d6 more creatures. The same suggestion applies to all these

points of bludgeoning damage (no save).

creatures.

5th through 10th Rounds: Violent rain and wind gusts reduce Summon Instrument

visibility. The rain obscures all sight, including darkvision,

beyond 5 feet. A creature 5 feet away has concealment School conjuration (summoning); Level bard 0

(attacks have a 20% miss chance). Creatures farther away

have total concealment (50% miss chance, and the attacker Casting Time 1 round

cannot use sight to locate the target). Speed is reduced by Components V, S

three-quarters.

Range 0 ft.

Ranged attacks within the area of the storm are impossible.

Spells cast within the area are disrupted unless the caster Effect one summoned handheld musical instrument

Page 355

Duration 1 min./level (D)

Ant, soldier*

—

Saving Throw none; Spell Resistance no

Ape*

—

This spell summons one handheld musical instrument of Aurochs (herd animal)*

—

your choice. This instrument appears in your hands or at your Boar*

—

feet (your choice). The instrument is typical for its type. Only Cheetah*

—

one instrument appears per casting, and it will play only for Constrictor snake*

—

you. You can't summon an instrument too large to be held in

two hands. The summoned instrument disappears at the end Crocodile*

—

of this spell.

Dire bat*

—

Dretch (demon)

Chaotic, Evil

Summon Monster I

Electric eel*

—

School conjuration (summoning) [see text]; Level bard 1, Giant lizard*

—

cleric 1, sorcerer/wizard 1

Lantern archon

Good, Lawful

Casting Time 1 round

Leopard (cat)*

—

Components V, S, F/DF (a tiny bag and a small candle)

Shark*

—

Wolverine*

—

Range close (25 ft. + 5 ft./2 levels)

4th Level

Subtype

Effect one summoned creature

Bison (herd animal)*

—

Duration 1 round/level (D)

Deinonychus (dinosaur)*

—

Saving Throw none; Spell Resistance no

Dire ape*

—

Dire boar*

—

Table 10-5: Summon Monster

Dire wolf*

—

1st Level

Subtype

Elemental (Medium)

Elemental

Dire rat*

—

Giant scorpion*

—

Dolphin*

—

Giant wasp*

—

Eagle*

—

Grizzly bear*

—

Fire beetle*

—

Hell hound

Evil, Lawful

Poisonous frog*

—

Hound archon

Good, Lawful

Pony (horse)*

—

Lion*

—

Riding dog*

—

Mephit (any)

Elemental

Viper (snake)*

—

Pteranodon (dinosaur)*

—

2nd Level

Subtype

Rhinoceros*

—

Ant, drone*

—

5th Level

Subtype

Elemental (Small)

Elemental

Ankylosaurus (dinosaur)*

—

Giant centipede*

—

Babau (demon)

Chaotic, Evil

Giant frog*

—

Bearded devil

Evil, Lawful

Giant spider*

—

Bralani azata

Chaotic, Good

Goblin dog*

—

Dire lion*

—

Horse*

—

Elemental (Large)

Elemental

Hyena*

—

Giant moray eel*

—

Lemure (devil)

Evil, Lawful

Kyton

Evil, Lawful

Octopus*

—

Orca (dolphin)*

—

Squid*

—

Salamander

Evil

Wolf*

—

Woolly rhinoceros*

—

3rd Level

Subtype

Xill

Evil, Lawful

6th Level

Subtype

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Dire bear*

—

to summon, and you can choose a different one each time

Dire tiger*

—

you cast the spell.

Elasmosaurus (dinosaur)*

—

A summoned monster cannot summon or otherwise conjure

Elemental (Huge)

Elemental

another creature, nor can it use any teleportation or planar

travel abilities. Creatures cannot be summoned into an

Elephant*

—

environment that cannot support them. Creatures summoned

Erinyes (devil)

Evil, Lawful

using this spell cannot use spells or spell-like abilities that

Giant octopus*

—

duplicate spells with expensive material components (such as

Invisible stalker

Air

wish).

Lillend azata

Good, Lawful

When you use a summoning spell to summon a creature with

Shadow demon

Chaotic, Evil

an alignment or elemental subtype, it is a spell of that type.

Creatures on Table 10-5 marked with an “*” are summoned

Succubus (demon)

Chaotic, Evil

with the celestial template, if you are good, and the fiendish

Triceratops (dinosaur)*

—

template, if you are evil. If you are neutral, you may choose

7th Level

Subtype

which template to apply to the creature. Creatures marked

Bebelith

Chaotic, Evil

with an “*” always have an alignment that matches yours,

Bone devil

Evil, Lawful

regardless of their usual alignment. Summoning these

creatures makes the summoning spell's type match your

Brachiosaurus (dinosaur)*

—

alignment.

Dire crocodile*

—

Dire shark*

—

Summon Monster II

Elemental (greater)

Elemental

School conjuration (summoning); Level bard 2, cleric 2,

Giant squid*

—

sorcerer/wizard 2

Mastadon (elephant)*

—

This spell functions like summon monster I, except that you

Roc*

—

can summon one creature from the 2nd-level list or 1d3

Tyrannosaurus (dinosaur)*

—

creatures of the same kind from the 1st-level list.

Vrock (demon)

Chaotic, Evil

Summon Monster III

8th Level

Subtype

Barbed devil

Evil, Lawful

School conjuration (summoning); Level bard 3, cleric 3,

sorcerer/wizard 3

Elemental (elder)

Elemental

Hezrou (demon)

Chaotic, Evil

This spell functions like summon monster I, except that you

can summon one creature from the 3rd-level list, 1d3

9th Level

Subtype

creatures of the same kind from the 2nd-level list, or 1d4+1

Astral Deva (angel)

Good

creatures of the same kind from the 1st-level list.

Ghaele azata

Chaotic, Good

Summon Monster IV

Glabrezu (demon)

Chaotic, Evil

Ice devil

Evil, Lawful

School conjuration (summoning); Level bard 4, cleric 4,

Nalfeshnee (demon)

Chaotic, Evil

sorcerer/wizard 4

Trumpet archon

Good, Lawful

This spell functions like summon monster I, except that you

* This creature is summoned with the celestial template if

can summon one creature from the 4th-level list, 1d3

you are good, or the fiendish template if you are evil; you

creatures of the same kind from the 3rd-level list, or 1d4+1

may choose either if you are neutral.

creatures of the same kind from a lower-level list.

Summon Monster V

This spell summons an extraplanar creature (typically an

outsider, elemental, or magical beast native to another plane). School conjuration (summoning); Level bard 5, cleric 5,

It appears where you designate and acts immediately, on sorcerer/wizard 5

your turn. It attacks your opponents to the best of its ability. This spell functions like summon monster I, except that you

If you can communicate with the creature, you can direct it can summon one creature from the 5th-level list, 1d3

not to attack, to attack particular enemies, or to perform other creatures of the same kind from the 4th-level list, or 1d4+1

actions. The spell conjures one of the creatures from the 1st creatures of the same kind from a lower-level list.

Level list on Table 10-5. You choose which kind of creature

Page 357

Summon Monster VI

Eagle

—

Giant centipede

—

School conjuration (summoning); Level bard 6, cleric 6, Fire beetle

—

sorcerer/wizard 6

Mite (gremlin)

—

This spell functions like summon monster I, except you can Poisonous frog

—

summon one creature from the 6th-level list, 1d3 creatures of

the same kind from the 5th-level list, or 1d4+1 creatures of Pony (horse)

—

the same kind from a lower-level list.

Riding dog

—

Summon Monster VII

Stirge

—

Viper (snake)

—

School conjuration (summoning); Level cleric 7,

2nd Level

Subtype

sorcerer/wizard 7

Ant, drone

—

This spell functions like summon monster I, except that you Elemental (Small)

Elemental

can summon one creature from the 7th-level list, 1d3 Giant frog

—

creatures of the same kind from the 6th-level list, or 1d4+1

creatures of the same kind from a lower-level list.

Giant spider

—

Goblin Dog

—

Summon Monster VIII

Horse

—

School conjuration (summoning); Level cleric 8, Hyena

—

sorcerer/wizard 8

Octopus

—

This spell functions like summon monster I, except that you Squid

—

can summon one creature from the 8th-level list, 1d3 Wolf

—

creatures of the same kind from the 7th-level list, or 1d4+1

3rd Level

Subtype

creatures of the same kind from a lower-level list.

Ant, soldier

—

Summon Monster IX

Ape

—

Aurochs (herd animal)

—

School conjuration (summoning); Level cleric 9, Boar

—

sorcerer/wizard 9

Cheetah

—

This spell functions like summon monster I, except that you Constrictor snake

—

can summon one creature from the 9th-level list, 1d3

creatures of the same kind from the 8th-level list, or 1d4+1 Crocodile

—

creatures of the same kind from a lower-level list.

Dire bat

—

Summon Nature's Ally I

Electric Eel

—

Giant crab

—

School conjuration (summoning); Level druid 1, ranger 1

Giant lizard

—

Casting Time 1 round

Leopard (cat)

—

Shark

—

Components V, S, DF

Wolverine

—

Range close (25 ft. + 5 ft./2 levels)

4th Level

Subtype

Effect one summoned creature

Bison (herd animal)

—

Duration 1 round/level (D)

Deinonychus (dinosaur)

—

Saving Throw none; Spell Resistance no

Dire ape

—

Dire boar

—

Table 10-6: Summon Nature's Ally

Dire wolf

—

Elemental (Medium)

Elemental

1st Level

Subtype

Giant stag beetle

—

Dire rat

—

Giant wasp

—

Dolphin

—

Griffon

—

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Grizzly bear

—

Elemental (elder)

Elemental

Lion

—

Purple worm

—

Mephit (any)

Elemental

9th Level

Subtype

Owlbear

—

Pixie (w/irresistible dance and sleep arrows)

—

Pteranodon (dinosaur)

—

Storm giant

—

Rhinoceros

—

Satyr

—

This spell summons to your side a natural creature (typically

Tiger

—

an animal, fey, magical beast, outsider with the elemental

5th Level

Subtype

subtype, or a giant). The summoned ally appears where you

designate and acts immediately, on your turn. It attacks your

Ankylosaurus (dinosaur)

—

opponents to the best of its ability. If you can communicate

Cyclops

—

with the creature, you can direct it not to attack, to attack

Dire lion

—

particular enemies, or to perform other actions as you

Dolphin (orca)

—

command.

Elemental (Large)

Elemental

A summoned monster cannot summon or otherwise conjure

Ettin

—

another creature, nor can it use any teleportation or planar

travel abilities. Creatures cannot be summoned into an

Giant moray eel

—

environment that cannot support them. Creatures summoned

Girallon

—

using this spell cannot use spells or spell-like abilities that

Manticore

—

duplicate spells that have expensive material components

Woolly rhinoceros

—

(such as wish).

6th Level

Subtype

The spell conjures one of the creatures from the 1st Level list

Bulette

—

on Table 10-6. You choose which kind of creature to

Dire bear

—

summon, and you can change that choice each time you cast

the spell. All the creatures on the table are neutral unless

Dire tiger

—

otherwise noted.

Elasmosaurus (dinosaur)

—

When you use a summoning spell to summon a creature with

Elemental (Huge)

Elemental

an alignment or elemental subtype, it is a spell of that type.

Elephant

—

All creatures summoned with this spell without alignment

Giant octopus

—

subtypes have an alignment that matches yours, regardless of

Giant scorpion

—

their usual alignment. Summoning these creatures makes the

summoning spell's type match your alignment.

Hill giant

—

Stegosaurus (dinosaur)

—

Summon Nature's Ally II

Stone giant

Earth

School conjuration (summoning); Level druid 2, ranger 2

Triceratops (dinosaur)

—

7th Level

Subtype

This spell functions as summon nature's ally I, except that

you summon one 2nd-level creature or 1d3 1st-level

Brachiosaurus (dinosaur)

—

creatures of the same kind.

Dire crocodile

—

Dire shark

—

Summon Nature's Ally III

Elemental (greater)

Elemental

School conjuration (summoning) [see text]; Level druid 3,

Fire giant

Fire

ranger 3

Frost giant

Cold

This spell functions like summon nature's ally I, except that

Giant squid

—

you can summon one 3rd-level creature, 1d3 2nd-level

Mastadon (elephant)

—

creatures of the same kind, or 1d4+1 1st-level creatures of

the same kind.

Roc

—

Tyrannosaurus (dinosaur)

—

Summon Nature's Ally IV

8th Level

Subtype

School conjuration (summoning) [see text]; Level druid 4,

Cloud giant

Air

ranger 4

Page 359

This spell functions like summon nature's ally I, except that Duration concentration + 2 rounds

you can summon one 4th-level creature, 1d3 3rd-level Saving Throw none; Spell Resistance no

creatures of the same kind, or 1d4+1 lower-level creatures of

the same kind.

You summon a swarm of bats, rats, or spiders (your choice),

which attacks all other creatures within its area. (You may

Summon Nature's Ally V

summon the swarm so that it shares the area of other

creatures.) If no living creatures are within its area, the

School conjuration (summoning) [see text]; Level druid 5

swarm attacks or pursues the nearest creature as best it can.

This spell functions like summon nature's ally I, except that The caster has no control over its target or direction of travel.

you can summon one 5th-level creature, 1d3 4th-level

creatures of the same kind, or 1d4+1 lower-level creatures of Sunbeam

the same kind.

School evocation [light]; Level druid 7

Summon Nature's Ally VI

Casting Time 1 standard action

School conjuration (summoning) [see text]; Level druid 6

Components V, S, DF

This spell functions like summon nature's ally I, except that Range 60 ft.

you can summon one 6th-level creature, 1d3 5th-level Area line from your hand

creatures of the same kind, or 1d4+1 lower-level creatures of

the same kind.

Duration 1 round/level or until all beams are exhausted

Summon Nature's Ally VII

Saving Throw Reflex negates and Reflex half; see text;

Spell Resistance yes

School conjuration (summoning) [see text]; Level druid 7

For the duration of this spell, you can use a standard action to

This spell functions like summon nature's ally I, except that evoke a dazzling beam of intense light each round. You can

you can summon one 7th-level creature, 1d3 6th-level call forth one beam per three caster levels (maximum six

creatures of the same kind, or 1d4+1 lower-level creatures of beams at 18th level). The spell ends when its duration runs

the same kind.

out or your allotment of beams is exhausted.

Summon Nature's Ally VIII

Each creature in the beam is blinded and takes 4d6 points of

damage. Any creatures to which sunlight is harmful or

School conjuration (summoning) [see text]; Level druid 8

unnatural take double damage. A successful Reflex save

negates the blindness and reduces the damage by half.

This spell functions like summon nature's ally I, except that

you can summon one 8th-level creature, 1d3 7th-level An undead creature caught within the beam takes 1d6 points

creatures of the same kind, or 1d4+1 lower-level creatures of of damage per caster level (maximum 20d6), or half damage

the same kind.

if a Reflex save is successful. In addition, the beam results in

the destruction of any undead creature specifically harmed

Summon Nature's Ally IX

by bright light if it fails its save.

School conjuration (summoning) [see text]; Level druid 9

The ultraviolet light generated by the spell deals damage to

fungi, mold, oozes, and slimes just as if they were undead

This spell functions like summon nature's ally I, except that creatures.

you can summon one 9th-level creature, 1d3 8th-level

creatures of the same kind, or 1d4+1 lower-level creatures of Sunburst

the same kind.

School evocation [light]; Level druid 8, sorcerer/wizard 8

Summon Swarm

Casting Time 1 standard action

School conjuration (summoning); Level bard 2, druid 2, Components V, S, M/DF (sunstone and fire source)

sorcerer/wizard 2

Range long (400 ft. + 40 ft./level)

Casting Time 1 round

Area 80-ft.-radius burst

Components V, S, M/DF (a square of red cloth)

Duration instantaneous

Range close (25 ft. + 5 ft./2 levels)

Saving Throw Reflex partial; see text; Spell Resistance yes

Effect one swarm of bats, rats, or spiders

Sunburst causes a globe of searing radiance to explode

Page 360

silently from a point you select. All creatures in the globe are over the rune; or passes through a portal bearing the rune.

blinded and take 6d6 points of damage. A creature to which Regardless of the trigger method or methods chosen, a

sunlight is harmful or unnatural takes double damage. A creature more than 60 feet from a symbol of death can't

successful Reflex save negates the blindness and reduces the trigger it (even if it meets one or more of the triggering

damage by half.

conditions, such as reading the rune). Once the spell is cast, a

symbol of death's triggering conditions cannot be changed.

An undead creature caught within the globe takes 1d6 points

of damage per caster level (maximum 25d6), or half damage In this case, “reading” the rune means any attempt to study it,

if a Reflex save is successful. In addition, the burst results in identify it, or fathom its meaning. Throwing a cover over a

the destruction of any undead creature specifically harmed symbol of death to render it inoperative triggers it if the

by bright light if it fails its save.

symbol reacts to touch. You can't use a symbol of death

offensively; for instance, a touch-triggered symbol of death

The ultraviolet light generated by the spell deals damage to remains untriggered if an item bearing the symbol of death is

fungi, mold, oozes, and slimes just as if they were undead used to touch a creature. Likewise, a symbol of death cannot

creatures.

be placed on a weapon and set to activate when the weapon

Sunburst dispels any darkness spells of lower than 9th level strikes a foe.

within its area.

You can also set special triggering limitations of your own.

Symbol of Death

These can be as simple or elaborate as you desire. Special

conditions for triggering a symbol of death can be based on a

School necromancy [death]; Level cleric 8, sorcerer/wizard 8 creature's name, identity, or alignment, but otherwise must be

based on observable actions or qualities. Intangibles such as

Casting Time 10 minutes

level, class, HD, and hit points don't qualify.

Components V, S, M (mercury and phosphorus, plus When scribing a symbol of death, you can specify a password

powdered diamond and opal worth 5,000 gp each)

or phrase that prevents a creature using it from triggering the

Range 0 ft.; see text

symbol's effect . Anyone using the password remains immune

to that particular rune's effects so long as the creature

Effect one symbol

remains within 60 feet of the rune. If the creature leaves the

Duration see text

radius and returns later, it must use the password again.

Saving Throw Fortitude negates; Spell Resistance yes

You also can attune any number of creatures to the symbol of

death, but doing this can extend the casting time. Attuning

This spell allows you to scribe a potent rune of power upon a one or two creatures takes negligible time, and attuning a

surface. When triggered, a symbol of death kills one or more small group (as many as 10 creatures) extends the casting

creatures within 60 feet of the symbol (treat as a burst) time to 1 hour. Attuning a large group (as many as 25

whose combined total current hit points do not exceed 150. creatures) takes 24 hours. Attuning larger groups takes an

The symbol of death affects the closest creatures first, additional 24 hours per 25 creatures. Any creature attuned to

skipping creatures with too many hit points to affect. Once a symbol of death cannot trigger it and is immune to its

triggered, the symbol becomes active and glows, lasting for effects, even if within its radius when it is triggered. You are

10 minutes per caster level or until it has affected 150 hit automatically considered attuned to your own symbols of

points' worth of creatures, whichever comes first. A creature death, and thus always ignore the effects and cannot

that enters the area while the symbol of death is active is inadvertently trigger them.

subject to its effect, whether or not that creature was in the

area when it was triggered. A creature need save against the Read magic allows you to identify a symbol with a Spellcraft

symbol only once as long as it remains within the area, check (DC 10 + the symbol's spell level). Of course, if the

though if it leaves the area and returns while the symbol is symbol is set to be triggered by reading it, this will trigger the

still active, it must save again.

symbol.

Until it is triggered, the symbol of death is inactive (though A symbol of death can be removed by a successful dispel

visible and legible at a distance of 60 feet). To be effective, a magic targeted solely on the rune. An erase spell has no

symbol of death must always be placed in plain sight and in a effect on a symbol of death. Destruction of the surface where

prominent location. Covering or hiding the rune renders the a symbol of death is inscribed destroys the symbol but also

symbol of death ineffective, unless a creature removes the triggers it.

covering, in which case the symbol of death works normally. Symbol of death can be made permanent with a permanency

As a default, a symbol of death is triggered whenever a spell. A permanent symbol of death that is disabled or has

creature does one or more of the following, as you select: affected its maximum number of hit points becomes inactive

looks at the rune; reads the rune; touches the rune; passes for 10 minutes, but then can be triggered again as normal.

Page 361

Note: Magic traps such as symbol of death are hard to detect minutes per caster level.

and disable. A rogue (only) can use the Perception skill to Note: Magic traps such as symbol of pain are hard to detect

find a symbol of death and Disable Device to thwart it. The

DC in each case is 25 + spell level, or 33 for symbol of death. and disable. A rogue (only) can use the Perception skill to

find a symbol of pain and Disable Device to thwart it. The

Symbol of Fear

DC in each case is 25 + spell level, or 30 for symbol of pain.

School necromancy [fear, mind-affecting]; Level cleric 6, Symbol of Persuasion

sorcerer/wizard 6

School enchantment (charm) [mind-affecting]; Level cleric

Components V, S, M (mercury and phosphorus, plus 6, sorcerer/wizard 6

powdered diamond and opal worth a total of 1,000 gp)

Components V, S, M (mercury and phosphorus, plus

Saving Throw Will negates

powdered diamond and opal worth a total of 5,000 gp)

This spell functions like symbol of death, except that all Saving Throw Will negates

creatures within 60 feet of the symbol of fear instead become This spell functions like symbol of death, except that all

panicked for 1 round per caster level.

creatures within the radius of a symbol of persuasion instead

Note: Magic traps such as symbol of fear are hard to detect become charmed by the caster (as the charm monster spell)

and disable. A rogue (only) can use the Perception skill to for 1 hour per caster level.

find a symbol of fear and Disable Device to thwart it. The Unlike symbol of death, symbol of persuasion has no hit

DC in each case is 25 + spell level, or 31 for symbol of fear.

point limit; once triggered, a symbol of persuasion simply

Symbol of Insanity

remains active for 10 minutes per caster level.

Note: Magic traps such as symbol of persuasion are hard to

School enchantment (compulsion) [mind-affecting]; Level detect and disable. A rogue (only) can use the Perception

cleric 8, sorcerer/wizard 8

skill to find a symbol of persuasion and Disable Device to

Components V, S, M (mercury and phosphorus, plus thwart it. The DC in each case is 25 + spell level, or 31 for

powdered diamond and opal worth a total of 5,000 gp)

symbol of persuasion.

Saving Throw Will negates

Symbol of Sleep

This spell functions like symbol of death, except that all School enchantment (compulsion) [mind-affecting]; Level

creatures within the radius of the symbol of insanity instead cleric 5, sorcerer/wizard 5

become permanently insane (as the insanity spell).

Components V, S, M (mercury and phosphorus, plus

Unlike symbol of death, symbol of insanity has no hit point powdered diamond and opal worth a total of 1,000 gp)

limit; once triggered, a symbol of insanity simply remains

active for 10 minutes per caster level.

Saving Throw Will negates

Note: Magic traps such as symbol of insanity are hard to This spell functions like symbol of death, except that all

detect and disable. A rogue (only) can use the Perception creatures of 10 HD or less within 60 feet of the symbol of

skill to find a symbol of insanity and Disable Device to sleep instead fall into a catatonic slumber for 3d6 × 10

thwart it. The DC in each case is 25 + spell level, or 33 for minutes. Unlike with the sleep spell, sleeping creatures

symbol of insanity.

cannot be awakened by nonmagical means before this time

expires.

Symbol of Pain

Unlike symbol of death, symbol of sleep has no hit point

School necromancy [evil]; Level cleric 5, sorcerer/wizard 5

limit; once triggered, a symbol of sleep simply remains active

for 10 minutes per caster level.

Components V, S, M (mercury and phosphorus, plus

powdered diamond and opal worth a total of 1,000 gp)

Note: Magic traps such as symbol of sleep are hard to detect

and disable. A rogue (only) can use the Perception skill to

This spell functions like symbol of death, except that each find a symbol of sleep and Disable Device to thwart it. The

creature within the radius of a symbol of pain instead suffers DC in each case is 25 + spell level, or 30 for symbol of sleep.

wracking pains that impose a –4 penalty on attack rolls, skill

checks, and ability checks. These effects last for 1 hour after Symbol of Stunning

the creature moves farther than 60 feet from the symbol.

School enchantment (compulsion) [mind-affecting]; Level

Unlike symbol of death, symbol of pain has no hit point limit; cleric 7, sorcerer/wizard 7

once triggered, a symbol of pain simply remains active for 10

Page 362

Components V, S, M (mercury and phosphorus, plus constructs). Since a structure is an unattended object, it gets

powdered diamond and opal worth a total of 5,000 gp)

no saving throw to resist the effect.

Saving Throw Will negates

Sympathy

This spell functions like symbol of death, except that all

creatures within 60 feet of a symbol of stunning instead School enchantment (compulsion) [mind-affecting]; Level

become stunned for 1d6 rounds.

druid 9, sorcerer/wizard 8

Note: Magic traps such as symbol of stunning are hard to Casting Time 1 hour

detect and disable. A rogue (only) can use the Perception Components V, S, M (a drop of honey and crushed pearls

skill to find a symbol of stunning and Disable Device to worth 1,500 gp)

thwart it. The DC in each case is 25 + spell level, or 32 for

symbol of stunning.

Range close (25 ft. + 5 ft./2 levels)

Symbol of Weakness

Target one location (up to a 10-ft. cube/level) or one object

Duration 2 hours/level (D)

School necromancy; Level cleric 7, sorcerer/wizard 7

Saving Throw Will negates; see text; Spell Resistance yes

Components V, S, M (mercury and phosphorus, plus

powdered diamond and opal worth a total of 5,000 gp)

You cause an object or location to emanate magical

vibrations that attract either a specific kind of intelligent

This spell functions like symbol of death, except that every creature or creatures of a particular alignment, as defined by

creature within 60 feet of a symbol of weakness instead you. The particular kind of creature to be affected must be

suffers crippling weakness that deals 3d6 points of Strength named specifically. A creature subtype is not specific

damage.

enough. Likewise, the specific alignment must be named.

Unlike symbol of death, symbol of weakness has no hit point Creatures of the specified kind or alignment feel elated and

limit; once triggered, a symbol of weakness simply remains pleased to be in the area or desire to touch or possess the

active for 10 minutes per caster level. A creature can only be object. The compulsion to stay in the area or touch the object

affected by this symbol once.

is overpowering. If the save is successful, the creature is

Note: Magic traps such as symbol of weakness are hard to released from the enchantment, but a subsequent save must

be made 1d6 × 10 minutes later. If this save fails, the affected

detect and disable. A rogue (only) can use the Perception

skill to find a symbol of weakness and Disable Device to creature attempts to return to the area or object.

thwart it. The DC in each case is 25 + spell level, or 32 for Sympathy counters and dispels antipathy.

symbol of weakness.

Telekinesis

Sympathetic Vibration

School transmutation; Level sorcerer/wizard 5

School evocation [sonic]; Level bard 6

Casting Time 1 standard action

Casting Time 10 minutes

Components V, S

Components V, S, F (a tuning fork)

Range long (400 ft. + 40 ft./level)

Range touch

Target or Targets see text

Target one freestanding structure

Duration concentration (up to 1 round/level) or

Duration up to 1 round/level

instantaneous; see text

Saving Throw none; see text; Spell Resistance yes

Saving Throw Will negates (object) or none; see text; Spell

Resistance yes (object); see text

By attuning yourself to a freestanding structure, you can

create a damaging vibration within it. Once it begins, the You move objects or creatures by concentrating on them.

vibration deals 2d10 points of damage per round to the target Depending on the version selected, the spell can provide a

structure, bypassing hardness. You can choose at the time of gentle, sustained force, perform a variety of combat

casting to limit the duration of the spell; otherwise it lasts for maneuvers, or exert a single short, violent thrust.

1 round per level. If the spell is cast upon a target that is not

freestanding, the surrounding stone dissipates the effect and Sustained Force: A sustained force moves an object weighing

no damage occurs.

no more than 25 pounds per caster level (maximum 375

pounds at 15th level) up to 20 feet per round. A creature can

Sympathetic vibration cannot affect creatures (including negate the effect on an object it possesses with a successful

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Will save or with spell resistance.

Components V, S, M (a crystal sphere and a pair of small

magnets)

This version of the spell can last 1 round per caster level, but

it ends if you cease concentration. The weight can be moved Range close (25 ft. + 5 ft./2 levels)

vertically, horizontally, or in both directions. An object Effect 1-ft.-diameter/level sphere, centered around creatures

cannot be moved beyond your range. The spell ends if the

object is forced beyond the range. If you cease concentration or objects

for any reason, the object falls or stops.

Duration 1 min./level (D)

An object can be telekinetically manipulated as if with one Saving Throw Reflex negates (object); Spell Resistance yes

hand. For example, a lever or rope can be pulled, a key can (object)

be turned, an object rotated, and so on, if the force required is

within the weight limitation. You might even be able to untie This spell functions like resilient sphere, but the creatures or

simple knots, though delicate activities such as these require objects caught inside the globe created by the spell are made

DC 15 Intelligence checks.

nearly weightless. Anything contained within a telekinetic

sphere weighs only one-sixteenth of its normal weight. You

Combat Maneuver: Alternatively, once per round, you can can telekinetically lift anything in the sphere that normally

use telekinesis to perform a bull rush, disarm, grapple weighs 5,000 pounds or less. The telekinetic control extends

(including pin), or trip. Resolve these attempts as normal, from you out to medium range (100 feet + 10 feet per caster

except that they don't provoke attacks of opportunity, you use level) after the sphere has succeeded in encapsulating its

your caster level in place of your Combat Maneuver Bonus, contents.

and you add your Intelligence modifier (if a wizard) or

Charisma modifier (if a sorcerer) in place of your Strength or You can move the sphere, along with the objects and

Dexterity modifier. No save is allowed against these creatures it contains that weigh a total of 5,000 pounds or

attempts, but spell resistance applies normally. This version less, by concentrating on the sphere. You can begin moving a

of the spell can last 1 round per caster level, but it ends if you sphere in the round after casting the spell. If you concentrate

cease concentration.

on doing so (a standard action), you can move the sphere as

much as 30 feet in a round. If you cease concentrating, the

Violent Thrust: Alternatively, the spell energy can be spent in sphere does not move in that round (if on a level surface) or

a single round. You can hurl one object or creature per caster descends at its falling rate (if aloft) until it reaches a level

level (maximum 15) that are within range and all within 10 surface. You can resume concentrating on your next turn or

feet of each other toward any target within 10 feet per level any later turn during the spell's duration.

of all the objects. You can hurl up to a total weight of 25

pounds per caster level (maximum 375 pounds at 15th level). The sphere falls at a rate of only 60 feet per round, which is

not fast enough to cause damage to the contents of the

You must succeed on attack rolls (one per creature or object sphere.

thrown) to hit the target with the items, using your base

attack bonus + your Intelligence modifier (if a wizard) or You can move the sphere telekinetically even if you are in it.

Charisma modifier (if a sorcerer). Weapons cause standard Telepathic Bond

damage (with no Strength bonus; note that arrows or bolts

deal damage as daggers of their size when used in this School divination; Level sorcerer/wizard 5

manner). Other objects cause damage ranging from 1 point

per 25 pounds (for less dangerous objects) to 1d6 points of Casting Time 1 standard action

damage per 25 pounds (for hard, dense objects). Objects and Components V, S, M (two eggshells from two different

creatures that miss their target land in a square adjacent to creatures)

the target.

Range close (25 ft. + 5 ft./2 levels)

Creatures who fall within the weight capacity of the spell can

be hurled, but they are allowed Will saves (and spell Targets you plus one willing creature per three levels, no

resistance) to negate the effect, as are those whose held two of which can be more than 30 ft. apart

possessions are targeted by the spell.

Duration 10 min./level (D)

If a telekinesed creature is hurled against a solid surface, it Saving Throw none; Spell Resistance no

takes damage as if it had fallen 10 feet (1d6 points).

You forge a telepathic bond among yourself and a number of

Telekinetic Sphere

willing creatures, each of which must have an Intelligence

score of 3 or higher. Each creature included in the link is

School evocation [force]; Level sorcerer/wizard 8

linked to all the others. The creatures can communicate

Casting Time 1 standard action

telepathically through the bond regardless of language. No

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special power or influence is established as a result of the have seen once, possibly using magic such as scrying.

bond. Once the bond is formed, it works over any distance “False destination” is a place that does not truly exist or if

(although not from one plane to another).

you are teleporting to an otherwise familiar location that no

If desired, you may leave yourself out of the telepathic bond longer exists as such or has been so completely altered as to

forged. This decision must be made at the time of casting.

no longer be familiar to you. When traveling to a false

destination, roll 1d20+80 to obtain results on the table, rather

Telepathic bond can be made permanent with a permanency than rolling d%, since there is no real destination for you to

spell, though it only bonds two creatures per casting of hope to arrive at or even be off target from.

permanency.

On Target: You appear where you want to be.

Teleport

Off Target: You appear safely a random distance away from

School conjuration (teleportation); Level sorcerer/wizard 5

the destination in a random direction. Distance off target is d

% of the distance that was to be traveled. The direction off

Casting Time 1 standard action

target is determined randomly.

Components V

Similar Area: You wind up in an area that's visually or

Range personal and touch

thematically similar to the target area. Generally, you appear

in the closest similar place within range. If no such area

Target you and touched objects or other touched willing exists within the spell's range, the spell simply fails instead.

creatures

Mishap: You and anyone else teleporting with you have

Duration instantaneous

gotten “scrambled.” You each take 1d10 points of damage,

Saving Throw none and Will negates (object); Spell and you reroll on the chart to see where you wind up. For

Resistance no and yes (object)

these rerolls, roll 1d20+80. Each time “Mishap” comes up,

the characters take more damage and must reroll.

This spell instantly transports you to a designated

destination, which may be as distant as 100 miles per caster

On

Off

Similar

Familiarity

Mishap

level. Interplanar travel is not possible. You can bring along

Target

Target

Area

objects as long as their weight doesn't exceed your maximum Very familiar

01–97

98–99

100

—

load. You may also bring one additional willing Medium or Studied carefully 01–94

95–97

98–99

100

smaller creature (carrying gear or objects up to its maximum

load) or its equivalent per three caster levels. A Large Seen casually

01–88

89–94

95–98

99–100

creature counts as two Medium creatures, a Huge creature Viewed once

01–76

77–88

89–96

97–100

counts as four Medium creatures, and so forth. All creatures False destination

—

—

81–92

93–100

to be transported must be in contact with one another, and at

least one of those creatures must be in contact with you. As

with all spells where the range is personal and the target is Teleport, Greater

you, you need not make a saving throw, nor is spell

resistance applicable to you. Only objects held or in use School conjuration (teleportation); Level sorcerer/wizard 7

(attended) by another person receive saving throws and spell This spell functions like teleport, except that there is no

resistance.

range limit and there is no chance you arrive off target. In

You must have some clear idea of the location and layout of addition, you need not have seen the destination, but in that

the destination. The clearer your mental image, the more case you must have at least a reliable description of the place

likely the teleportation works. Areas of strong physical or to which you are teleporting. If you attempt to teleport with

magical energy may make teleportation more hazardous or insufficient information (or with misleading information),

even impossible.

you disappear and simply reappear in your original location.

Interplanar travel is not possible.

To see how well the teleportation works, roll d% and consult

the table at the end of this spell. Refer to the following Teleport Object

information for definitions of the terms on the table.

School conjuration (teleportation); Level sorcerer/wizard 7

Familiarity: “Very familiar” is a place where you have been

very often and where you feel at home. “Studied carefully” is Range touch

a place you know well, either because you can currently Target one touched object of up to 50 lbs./level and 3 cu.

physically see it or you've been there often. “Seen casually” ft./level

is a place that you have seen more than once but with which

you are not very familiar. “Viewed once” is a place that you Saving Throw Will negates (object); Spell Resistance yes

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(object)

Target creature touched

This spell functions like teleport, except that it teleports an Duration permanent

object, not you. Creatures and magical forces cannot be

teleported.

Saving Throw Fortitude negates; Spell Resistance yes

You must succeed on a melee touch attack. You place the

If desired, the target object can be sent to a distant location

on the Ethereal Plane. In this case, the point from which the subject into a state of suspended animation. For the creature,

time ceases to flow, and its condition becomes fixed. The

object was teleported remains faintly magical until the item

is retrieved. A successful targeted dispel magic spell cast on creature does not grow older. Its body functions virtually

cease, and no force or effect can harm it. This state persists

that point brings the vanished item back from the Ethereal

Plane.

until the magic is removed (such as by a successful dispel

magic spell or a freedom spell).

Teleportation Circle

Time Stop

School conjuration (teleportation); Level sorcerer/wizard 9

School transmutation; Level sorcerer/wizard 9

Casting Time 10 minutes

Casting Time 1 standard action

Components V, M (amber dust to cover circle worth 1,000 Components V

gp)

Range 0 ft.

Range personal

Target you

Effect 5-ft.-radius circle that teleports those who activate it

Duration 10 min./level (D)

Duration 1d4+1 rounds (apparent time); see text

This spell seems to make time cease to flow for everyone but

Saving Throw none; Spell Resistance yes

you. In fact, you speed up so greatly that all other creatures

You create a circle on the floor or other horizontal surface seem frozen, though they are actually still moving at their

that teleports, as greater teleport, any creature who stands on normal speeds. You are free to act for 1d4+1 rounds of

it to a designated spot. Once you designate the destination for apparent time. Normal and magical fire, cold, gas, and the

the circle, you can't change it. The spell fails if you attempt like can still harm you. While the time stop is in effect, other

to set the circle to teleport creatures into a solid object, to a creatures are invulnerable to your attacks and spells; you

place with which you are not familiar and have no clear cannot target such creatures with any attack or spell. A spell

description, or to another plane.

that affects an area and has a duration longer than the

remaining duration of the time stop have their normal effects

The circle itself is subtle and nearly impossible to notice. If on other creatures once the time stop ends. Most spellcasters

you intend to keep creatures from activating it accidentally, use the additional time to improve their defenses, summon

you need to mark the circle in some way.

allies, or flee from combat.

Teleportation circle can be made permanent with a You cannot move or harm items held, carried, or worn by a

permanency spell. A permanent teleportation circle that is creature stuck in normal time, but you can affect any item

disabled becomes inactive for 10 minutes, then can be that is not in another creature's possession.

triggered again as normal.

You are undetectable while time stop lasts. You cannot enter

Magic traps such as teleportation circle are hard to detect an area protected by an antimagic field while under the effect

and disable. A character with the trapfinding class feature can of time stop.

use the Disable Device to disarm magic traps. The DC in

each case is 25 + spell level, or 34 in the case of Tiny Hut

teleportation circle.

Temporal Stasis

School evocation [force]; Level bard 3, sorcerer/wizard 3

Casting Time 1 standard action

School transmutation; Level sorcerer/wizard 8

Components V, S, M (a small crystal bead)

Casting Time 1 standard action

Range 20 ft.

Components V, S, M (powdered diamond, emerald, ruby, Effect 20-ft.-radius sphere centered on your location

and sapphire dust worth 5,000 gp)

Range touch

Duration 2 hours/level (D)

Saving Throw none; Spell Resistance no

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You create an unmoving, opaque sphere of force of any color Target creature touched

you desire around yourself. Half the sphere projects above Duration 1 round/level

the ground, and the lower hemisphere passes through the

ground. As many as nine other Medium creatures can fit into Saving Throw Fortitude negates; Spell Resistance yes

the field with you; they can freely pass into and out of the hut

without harming it. However, if you remove yourself from You channel negative energy through your touch, fatiguing

the hut, the spell ends.

the target. You must succeed on a touch attack to strike a

target. The subject is immediately fatigued for the spell's

The temperature inside the hut is 70°F if the exterior duration.

temperature is between 0° and 100°F. An exterior

temperature below 0° or above 100° lowers or raises the This spell has no effect on a creature that is already fatigued.

interior temperature on a 1-degree-for-1 basis. The hut also Unlike with normal fatigue, the effect ends as soon as the

provides protection against the elements, such as rain, dust, spell's duration expires.

and sandstorms. The hut withstands any wind of less than Touch of Idiocy

hurricane force, but a hurricane (75+ mph wind speed) or

greater force destroys it.

School enchantment (compulsion) [mind-affecting]; Level

The interior of the hut is a hemisphere. You can illuminate it sorcerer/wizard 2

dimly upon command or extinguish the light as desired. Casting Time 1 standard action

Although the force field is opaque from the outside, it is

transparent from within. Missiles, weapons, and most spell Components V, S

effects can pass through the hut without affecting it, although Range touch

the occupants cannot be seen from outside the hut (they have

total concealment).

Target living creature touched

Tongues

Duration 10 min./level

Saving Throw no; Spell Resistance yes

School divination; Level bard 2, cleric 4, sorcerer/wizard 3

With a touch, you reduce the target's mental faculties. Your

Casting Time 1 standard action

successful melee touch attack applies a 1d6 penalty to the

Components V, M/DF (a clay model of a ziggurat)

target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.

Range touch

This spell's effect may make it impossible for the target to

Target creature touched

cast some or all of its spells, if the requisite ability score

Duration 10 min./level

drops below the minimum required to cast spells of that

level.

Saving Throw Will negates (harmless); Spell Resistance no Transformation

This spell grants the creature touched the ability to speak and

understand the language of any intelligent creature, whether School transmutation; Level sorcerer/wizard 6

it is a racial tongue or a regional dialect. The subject can

speak only one language at a time, although it may be able to Casting Time 1 standard action

understand several languages. Tongues does not enable the Components V, S, M (a potion of bull's strength, which you

subject to speak with creatures who don't speak. The subject drink and whose effects are subsumed by the spell effects)

can make itself understood as far as its voice carries. This

spell does not predispose any creature addressed toward the Range personal

subject in any way.

Target you

Tongues can be made permanent with a permanency spell.

Duration 1 round/level

Touch of Fatigue

You become a fighting machine—stronger, tougher, faster,

and more skilled in combat. Your mindset changes so that

School necromancy; Level sorcerer/wizard 0

you relish combat and you can't cast spells, even from magic

Casting Time 1 standard action

items.

Components V, S, M (a drop of sweat)

You gain a +4 enhancement bonus to Strength, Dexterity, and

Constitution, a +4 natural armor bonus to AC, a +5

Range touch

competence bonus on Fortitude saves, and proficiency with

all simple and martial weapons. Your base attack bonus

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equals your character level (which may give you multiple Transmute Rock to Mud

attacks).

You lose your spellcasting ability, including your ability to School transmutation [earth]; Level druid 5, sorcerer/wizard

use spell activation or spell completion magic items, just as if 5

the spells were no longer on your class list.

Casting Time 1 standard action

Transmute Metal to Wood

Components V, S, M/DF (clay and water)

Range medium (100 ft. + 10 ft./level)

School transmutation; Level druid 7

Casting Time 1 standard action

Area up to two 10-ft. cubes/level (S)

Duration permanent; see text

Components V, S, DF

Range long (400 ft. + 40 ft./level)

Saving Throw see text; Spell Resistance no

This spell turns natural, uncut, or unworked rock of any sort

Area all metal objects within a 40-ft.-radius burst

into an equal volume of mud. Magical stone is not affected

Duration instantaneous

by the spell. The depth of the mud created cannot exceed 10

feet. A creature unable to levitate, fly, or otherwise free itself

Saving Throw none; Spell Resistance yes (object; see text)

from the mud sinks until hip- or chest-deep, reducing its

This spell enables you to change all metal objects within its speed to 5 feet and causing a –2 penalty on attack rolls and

area to wood. Weapons, armor, and other metal objects AC. Brush or similar material thrown atop the mud can

carried by creatures are affected as well. A magic object support creatures able to climb on top of it. Creatures large

made of metal effectively has spell resistance equal to 20 + enough to walk on the bottom can wade through the area at a

its caster level against this spell. Artifacts cannot be speed of 5 feet.

transmuted. Weapons converted from metal to wood take a – If transmute rock to mud is cast upon the ceiling of a cavern

2 penalty on attack and damage rolls. The armor bonus of or tunnel, the mud falls to the floor and spreads out in a pool

any armor converted from metal to wood is reduced by 2. at a depth of 5 feet. The falling mud and the ensuing cave-in

Weapons changed by this spell splinter and break on any deal 8d6 points of bludgeoning damage to anyone caught

natural attack roll of 1 or 2, and armor changed by this spell directly beneath the targeted area, or half damage to those

loses an additional point of armor bonus every time it is who succeed on Reflex saves.

struck with a natural attack roll of 19 or 20.

Castles and large stone buildings are generally immune to the

Only limited wish, miracle, wish, or similar magic can effect of the spell, since transmute rock to mud can't affect restore a transmuted object to its metallic state.

worked stone and doesn't reach deep enough to undermine

Transmute Mud to Rock

such buildings' foundations. However, small buildings or

structures often rest upon foundations shallow enough to be

School transmutation [earth]; Level druid 5, sorcerer/wizard damaged or even partially toppled by this spell.

5

The mud remains until a successful dispel magic or

Casting Time 1 standard action

transmute mud to rock spell restores its substance—but not

necessarily its form. Evaporation turns the mud to normal

Components V, S, M/DF (sand, lime, and water)

dirt over a period of days. The exact time depends on

Range medium (100 ft. + 10 ft./level)

exposure to the sun, wind, and normal drainage.

Area up to two 10-ft. cubes/level (S)

Transmute rock to mud counters and dispels transmute mud

to rock.

Duration permanent

Transport via Plants

Saving Throw see text; Spell Resistance no

This spell permanently transforms normal mud or quicksand School conjuration (teleportation); Level druid 6

of any depth into soft stone (sandstone or a similar mineral). Casting Time 1 standard action

Any creature in the mud is allowed a Reflex save to escape Components V, S

before the area is hardened to stone.

Range unlimited

Transmute mud to rock counters and dispels transmute rock

to mud.

Target you and touched objects or other touched willing

creatures

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Duration 1 round

speaking its final word as a standard action as if you were

casting a regular spell at the subject. This allows spell

Saving Throw none; Spell Resistance no

resistance (if any) and a Will save to avoid the effect. If the

You can enter any normal plant (equal to your size or larger) creature's name is spoken as well, any spell resistance is

and pass any distance to a plant of the same kind in a single ignored and the save DC increases by 2. If the save or spell

round, regardless of the distance separating the two. The resistance is successful, the gem shatters.

plants must be alive. The destination plant need not be Trigger Object: The second method is far more insidious, for

familiar to you. If you are uncertain of the location of a it tricks the subject into accepting a trigger object inscribed

particular kind of destination plant, you need merely with the final spell word, automatically placing the creature's

designate direction and distance and the transport via plants soul in the trap. To use this method, both the creature's name

spell moves you as close as possible to the desired location. and the trigger word must be inscribed on the trigger object

If a particular destination plant is desired but the plant is not when the gem is enspelled. A sympathy spell can also be

living, the spell fails and you are ejected from the entry plant. placed on the trigger object. As soon as the subject picks up

You can bring along objects as long as their weight doesn't or accepts the trigger object, its life force is automatically

exceed your maximum load. You may also bring one transferred to the gem without the benefit of spell resistance

additional willing Medium or smaller creature (carrying gear or a save.

or objects up to its maximum load) or its equivalent per three

caster levels. Use the following equivalents to determine the Tree Shape

maximum number of larger creatures you can bring along: a

Large creature counts as two Medium creatures, a Huge School transmutation; Level druid 2, ranger 3

creature counts as four Medium creatures, and so forth. All Casting Time 1 standard action

creatures to be transported by the spell must be in physical

contact with one another, and at least one of those creatures Components V, S, DF

must be in contact with you.

Range personal

You can't use this spell to travel through plant creatures.

Target you

The destruction of an occupied plant slays you and any Duration 1 hour/level (D)

creatures you have brought along, and ejects the bodies and

all carried objects from it.

This spell allows you to assume the form of a Large living

tree or shrub or a Large dead tree trunk with a small number

Trap the Soul

of limbs. The exact type of tree, as well as its appearance, is

completely under your control. Even the closest inspection

School conjuration (summoning); Level sorcerer/wizard 8

cannot reveal that the tree in question is actually a magically

Casting Time 1 standard action or see text

concealed creature. To all normal tests you are, in fact, a tree

or shrub, although a detect magic spell reveals a faint

Components V, S, M (gem worth 1,000 gp per HD of the transmutation on the tree. While in tree form, you can

trapped creature)

observe all that transpires around you just as if you were in

your normal form, and your hit points and save bonuses

Range close (25 ft. + 5 ft./2 levels)

remain unaffected. You gain a +10 natural armor bonus to

Target one creature

AC but have an effective Dexterity score of 0 and a speed of

0 feet. You are immune to critical hits while in tree form. All

Duration permanent; see text

clothing and gear carried or worn changes with you. You can

Saving Throw see text; Spell Resistance yes; see text

dismiss tree shape as a free action (instead of as a standard

action).

Trap the soul forces a creature's life force (and its material

body) into a gem. The gem holds the trapped entity Tree Stride

indefinitely or until the gem is broken and the life force is

released, which allows the material body to reform. If the School conjuration (teleportation); Level druid 5, ranger 4

trapped creature is a powerful creature from another plane, it

can be required to perform a service immediately upon being Casting Time 1 standard action

freed. Otherwise, the creature can go free once the gem Components V, S, DF

imprisoning it is broken.

Range personal

Depending on the version selected, the spell can be triggered

in one of two ways.

Target you

Spell Completion: First, the spell can be completed by Duration 1 hour/level or until expended; see text

Page 369

When you cast this spell, you gain the ability to step into a True Seeing

tree, magically infusing yourself with the plant. Once within

a tree, you can teleport from that particular tree to another School divination; Level cleric 5, druid 7, sorcerer/wizard 6

tree. The trees you enter must be of the same kind, must be

living, and must have girth at least equal to yours. By Casting Time 1 standard action

moving into an oak tree (for example), you instantly know Components V, S, M (an eye ointment that costs 250 gp)

the location of all other oak trees within transport range (see

below) and may choose whether you want to pass into one or Range touch

simply step back out of the tree you moved into. You may Target creature touched

choose to pass to any tree of the appropriate kind within the

transport range as shown on the following table.

Duration 1 min./level

Type of Tree

Transport Range

Saving Throw Will negates (harmless); Spell Resistance

yes (harmless)

Oak, ash, yew

3,000 feet

Elm, linden

2,000 feet

You confer on the subject the ability to see all things as they

actually are. The subject sees through normal and magical

Other deciduous

1,500 feet

darkness, notices secret doors hidden by magic, sees the

Any coniferous

1,000 feet

exact locations of creatures or objects under blur or

displacement effects, sees invisible creatures or objects

normally, sees through illusions, and sees the true form of

You may move into a tree up to one time per caster level polymorphed, changed, or transmuted things. Further, the

(passing from one tree to another counts only as moving into subject can focus its vision to see into the Ethereal Plane (but

one tree). The spell lasts until the duration expires or you exit not into extradimensional spaces). The range of true seeing

a tree. Each transport is a full-round action.

conferred is 120 feet.

You can, at your option, remain within a tree without True seeing, however, does not penetrate solid objects. It in

transporting yourself, but you are forced out when the spell no way confers X-ray vision or its equivalent. It does not

ends. If the tree in which you are concealed is chopped down negate concealment, including that caused by fog and the

or burned, you are slain if you do not exit before the process like. True seeing does not help the viewer see through

is complete.

mundane disguises, spot creatures who are simply hiding, or

True Resurrection

notice secret doors hidden by mundane means. In addition,

the spell effects cannot be further enhanced with known

School conjuration (healing); Level cleric 9

magic, so one cannot use true seeing through a crystal ball or

in conjunction with clairaudience/clairvoyance.

Casting Time: 10 minutes

Components V, S, M, DF (diamond worth 25,000 gp)

True Strike

This spell functions like raise dead, except that you can School divination; Level sorcerer/wizard 1

resurrect a creature that has been dead for as long as 10 years Casting Time 1 standard action

per caster level. This spell can even bring back creatures

whose bodies have been destroyed, provided that you Components V, F (small wooden replica of an archery

unambiguously identify the deceased in some fashion target)

(reciting the deceased's time and place of birth or death is the Range personal

most common method).

Target you

Upon completion of the spell, the creature is immediately

restored to full hit points, vigor, and health, with no negative Duration see text

levels (or Constitution points) and all of the prepared spells You gain temporary, intuitive insight into the immediate possessed by the creature when it died.

future during your next attack. Your next single attack roll (if

You can revive someone killed by a death effect or someone it is made before the end of the next round) gains a +20

who has been turned into an undead creature and then insight bonus. Additionally, you are not affected by the miss

destroyed. This spell can also resurrect elementals or chance that applies to attackers trying to strike a concealed

outsiders, but it can't resurrect constructs or undead target.

creatures.

Undeath to Death

Even true resurrection can't restore to life a creature who has

died of old age.

School necromancy; Level cleric 6, sorcerer/wizard 6

Page 370

Components: V, S, M/DF (diamond powder worth 500 gp)

but it can be renewed or replaced simply by casting unhallow

again.

Area several undead creatures within a 40-ft.-radius burst

Spell effects that may be tied to an unhallowed site include

Saving Throw Will negates

aid, bane, bless, cause fear, darkness, daylight, death ward,

This spell functions like circle of death, except that it deeper darkness, detect magic, detect good, dimensional

destroys undead creatures as noted above.

anchor, discern lies, dispel magic, endure elements, freedom

of movement, invisibility purge, protection from energy,

Undetectable Alignment

remove fear, resist energy , silence , tongues, and zone of truth.

School abjuration; Level bard 1, cleric 2, paladin 2

Saving throws and spell resistance might apply to these

spells' effects. (See the individual spell descriptions for

Casting Time 1 standard action

details.)

Components V, S

An area can receive only one unhallow spell (and its

Range close (25 ft. + 5 ft./2 levels)

associated spell effect) at a time.

Target one creature or object

Unhallow counters but does not dispel hallow.

Duration 24 hours

Unholy Aura

Saving Throw Will negates (object); Spell Resistance yes School abjuration [evil]; Level cleric 8

(object)

Casting Time 1 standard action

An undetectable alignment spell conceals the alignment of

an object or a creature from all forms of divination.

Components V, S, F (a tiny reliquary worth 500 gp)

Unhallow

Range 20 ft.

Targets one creature/level in a 20-ft.-radius burst centered

School evocation [evil]; Level cleric 5, druid 5

on you

Casting Time 24 hours

Duration 1 round/level (D)

Components V, S, M (herbs, oils, and incense worth at least Saving Throw see text; Spell Resistance yes (harmless)

1,000 gp, plus 1,000 gp per level of the spell to be tied to the

unhallowed area)

A malevolent darkness surrounds the subjects, protecting

them from attacks, granting them resistance to spells cast by

Range touch

good creatures, and weakening good creatures when they

Area 40-ft. radius emanating from the touched point

strike the subjects. This abjuration has four effects.

Duration instantaneous

First, each warded creature gains a +4 deflection bonus to

AC and a +4 resistance bonus on saves. Unlike the effect of

Saving Throw see text; Spell Resistance see text

protection from good, this benefit applies against all attacks,

Unhallow makes a particular site, building, or structure an not just against attacks by good creatures.

unholy site. This has three major effects.

Second, a warded creature gains SR 25 against good spells

First, the site or structure is guarded by a magic circle and spells cast by good creatures.

against good effect.

Third, the abjuration protects the subjects from possession

Second, the DC to resist negative channeled energy within and mental influence, just as protection from good does.

the spell's area of effect gains a +4 sacred bonus and the DC Finally, if a good creature succeeds on a melee attack against

to resist positive energy is reduced by 4. Spell resistance a warded creature, the offending attacker takes 1d6 points of

does not apply to this effect. This provision does not apply to Strength damage (Fortitude negates).

the druid version of the spell.

Unholy Blight

Finally, you may choose to fix a single spell effect to the

unhallowed site. The spell effect lasts for 1 year and School evocation [evil]; Level cleric 4

functions throughout the entire site, regardless of its normal

duration and area or effect. You may designate whether the Casting Time 1 standard action

effect applies to all creatures, creatures that share your faith Components V, S

or alignment, or creatures that adhere to another faith or

alignment. At the end of the year, the chosen effect lapses, Range medium (100 ft. + 10 ft./level)

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Area 20-ft.-radius spread

exist.

Duration instantaneous (1d4 rounds); see text

Vampiric touch

Saving Throw Will partial; Spell Resistance yes

School necromancy; Level sorcerer/wizard 3

You call up unholy power to smite your enemies. The power

takes the form of a cold, cloying miasma of greasy darkness. Casting Time 1 standard action

Only good and neutral (not evil) creatures are harmed by the Components V, S

spell.

Range touch

The spell deals 1d8 points of damage per two caster levels

(maximum 5d8) to a good creature (or 1d6 per caster level, Target living creature touched

maximum 10d6, to a good outsider) and causes it to be Duration instantaneous/1 hour; see text

sickened for 1d4 rounds. A successful Will save reduces

damage to half and negates the sickened effect. The effects Saving Throw none; Spell Resistance yes

cannot be negated by remove disease or heal, but remove You must succeed on a melee touch attack. Your touch deals

curse is effective.

1d6 points of damage per two caster levels (maximum 10d6).

The spell deals only half damage to creatures who are neither You gain temporary hit points equal to the damage you deal.

evil nor good, and they are not sickened. Such a creature can You can't gain more than the subject's current hit points + the

reduce the damage by half again (down to one-quarter) with subject's Constitution score (which is enough to kill the

a successful Will save.

subject). The temporary hit points disappear 1 hour later.

Unseen Servant

Veil

School conjuration (creation); Level bard 1, sorcerer/wizard School illusion (glamer); Level bard 6, sorcerer/wizard 6

1

Casting Time 1 standard action

Casting Time 1 standard action

Components V, S

Components V, S, M (a piece of string and a bit of wood)

Range long (400 ft. + 40 ft./level)

Range close (25 ft. + 5 ft./2 levels)

Targets one or more creatures, no two of which can be more

Effect one invisible, mindless, shapeless servant

than 30 ft. apart

Duration 1 hour/level

Duration concentration + 1 hour/level (D)

Saving Throw none; Spell Resistance no

Saving Throw Will negates; see text; Spell Resistance yes;

see text

An unseen servant is an invisible, mindless, shapeless force

that performs simple tasks at your command. It can run and You instantly change the appearance of the subjects and then

fetch things, open unstuck doors, and hold chairs, as well as maintain that appearance for the spell's duration. You can

clean and mend. The servant can perform only one activity at make the subjects appear to be anything you wish. The

a time, but it repeats the same activity over and over again if subjects look, feel, and smell just like the creatures the spell

told to do so as long as you remain within range. It can open makes them resemble. Affected creatures resume their

only normal doors, drawers, lids, and the like. It has an normal appearances if slain. You must succeed on a Disguise

effective Strength score of 2 (so it can lift 20 pounds or drag check to duplicate the appearance of a specific individual.

100 pounds). It can trigger traps and such, but it can exert This spell gives you a +10 bonus on the check.

only 20 pounds of force, which is not enough to activate Unwilling targets can negate the spell's effect on them by

certain pressure plates and other devices. It can't perform any making Will saves or with spell resistance. Those who

task that requires a skill check with a DC higher than 10 or interact with the subjects can attempt Will disbelief saves to

that requires a check using a skill that can't be used see through the glamer, but spell resistance doesn't help.

untrained. This servant cannot fly, climb, or even swim

(though it can walk on water). Its base speed is 15 feet.

Ventriloquism

The servant cannot attack in any way; it is never allowed an School illusion (figment); Level bard 1, sorcerer/wizard 1

attack roll. It cannot be killed, but it dissipates if it takes 6

points of damage from area attacks. (It gets no saves against Casting Time 1 standard action

attacks.) If you attempt to send it beyond the spell's range Components V, F (parchment rolled into cone)

(measured from your current position), the servant ceases to Range close (25 ft. + 5 ft./2 levels)

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Effect intelligible sound, usually speech

When you cast this spell, you emit a terrible, soul-chilling

scream that possibly kills creatures that hear it (except for

Duration 1 min./level (D)

yourself). The spell affects up to one creature per caster

Saving Throw Will disbelief (if interacted with); Spell level, inflicting 10 points of damage per caster level.

Resistance no

Creatures closest to the point of origin are affected first.

You can make your voice (or any sound that you can Wall of Fire

normally make vocally) seem to issue from someplace else.

You can speak in any language you know. With respect to School evocation [fire]; Level druid 5, sorcerer/wizard 4

such voices and sounds, anyone who hears the sound and

rolls a successful save recognizes it as illusory (but still hears Casting Time 1 standard action

it).

Components V, S, M/DF (a piece of phosphor)

Virtue

Range medium (100 ft. + 10 ft./level)

School transmutation; Level cleric 0, druid 0, paladin 1

Effect opaque sheet of flame up to 20 ft. long/level or a ring

of fire with a radius of up to 5 ft./two levels; either form 20

Casting Time 1 standard action

ft. high

Components V, S, DF

Duration concentration + 1 round/level

Range touch

Saving Throw none; Spell Resistance yes

Target creature touched

An immobile, blazing curtain of shimmering violet fire

springs into existence. One side of the wall, selected by you,

Duration 1 min.

sends forth waves of heat, dealing 2d4 points of fire damage

Saving Throw none; Spell Resistance yes (harmless)

to creatures within 10 feet and 1d4 points of fire damage to

those past 10 feet but within 20 feet. The wall deals this

With a touch, you infuse a creature with a tiny surge of life, damage when it appears, and to all creatures in the area on

granting the subject 1 temporary hit point.

your turn each round. In addition, the wall deals 2d6 points

Vision

of fire damage + 1 point of fire damage per caster level

(maximum +20) to any creature passing through it. The wall

School divination; Level sorcerer/wizard 7

deals double damage to undead creatures.

Casting Time 1 standard action

If you evoke the wall so that it appears where creatures are,

each creature takes damage as if passing through the wall. If

This spell functions like legend lore, except that it works any 5-foot length of wall takes 20 points or more of cold

more quickly and produces some strain on you. You pose a damage in 1 round, that length goes away. (Do not divide

question about some person, place, or object, then cast the cold damage by 2, as normal for objects.)

spell. If the person or object is at hand or if you are in the

place in question, you receive a vision about it by succeeding Wall of fire can be made permanent with a permanency spell.

on a caster level check (1d20 + 1 per caster level; maximum A permanent wall of fire that is extinguished by cold damage

+25) against DC 20. If only detailed information on the becomes inactive for 10 minutes, then reforms at normal

person, place, or object is known, the DC is 25, and the strength.

information gained is incomplete. If only rumors are known,

the DC is 30, and the information gained is vague. After this Wall of Force

spell is complete, you are fatigued.

School evocation [force]; Level sorcerer/wizard 5

Wail of the Banshee

Casting Time 1 standard action

School necromancy [death, sonic]; Level sorcerer/wizard 9

Components V, S, M (powdered quartz)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Components V

Effect wall whose area is up to one 10-ft. square/level

Range close (25 ft. + 5 ft./2 levels)

Duration 1 round /level (D)

Target one living creature/level within a 40-ft.-radius spread Saving Throw none; Spell Resistance no

Duration instantaneous

A wall of force creates an invisible wall of pure force. The

wall cannot move and is not easily destroyed. A wall of force

Saving Throw Fortitude negates; Spell Resistance yes

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is immune to dispel magic, although a mage's disjunction can oriented in any fashion as long as it is anchored. A vertical still dispel it . A wall of force can be damaged by spells as wall need only be anchored on the floor, while a horizontal

normal, except for disintegrate, which automatically destroys or slanting wall must be anchored on two opposite sides.

it. It can be damaged by weapons and supernatural abilities, Each 10-foot square of wall has 3 hit points per inch of

but a wall of force has hardness 30 and a number of hit points

equal to 20 per caster level. Contact with a sphere of thickness. Creatures can hit the wall automatically. A section

of wall whose hit points drop to 0 is breached. If a creature

annihilation or rod of cancellation instantly destroys a wall

of force.

tries to break through the wall with a single attack, the DC

for the Strength check is 15 + caster level.

Breath weapons and spells cannot pass through a wall of

force in either direction, although dimension door, teleport, Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the

and similar effects can bypass the barrier. It blocks ethereal

creatures as well as material ones (though ethereal creatures one who broke through the wall) takes 1d6 points of cold

damage + 1 point per caster level (no save).

can usually circumvent the wall by going around it, through

material floors and ceilings). Gaze attacks can operate Hemisphere: The wall takes the form of a hemisphere whose

through a wall of force.

maximum radius is 3 feet + 1 foot per caster level. The

The caster can form the wall into a flat, vertical plane whose hemisphere is as hard to break through as the ice plane form,

but it does not deal damage to those who go through a

area is up to one 10-foot square per level. The wall must be

continuous and unbroken when formed. If its surface is breach.

broken by any object or creature, the spell fails.

Wall of Iron

Wall of force can be made permanent with a permanency

spell.

School conjuration (creation); Level sorcerer/wizard 6

Wall of Ice

Casting Time 1 standard action

Components V, S, M (a small iron sheet plus gold dust

School evocation [cold]; Level sorcerer/wizard 4

worth 50 gp)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Components V, S, M (a piece of quartz or rock crystal)

Effect iron wall whose area is up to one 5-ft. square/level;

Range medium (100 ft. + 10 ft./level)

see text

Duration instantaneous

Effect anchored plane of ice, up to one 10-ft. square/level, or

hemisphere of ice with a radius of up to 3 ft. + 1 ft./level

Saving Throw see text; Spell Resistance no

Duration 1 min./level

You cause a flat, vertical iron wall to spring into being. The

Saving Throw Reflex negates; see text; Spell Resistance wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so

yes

that it occupies the same space as a creature or another

This spell creates an anchored plane of ice or a hemisphere object. It must always be a flat plane, though you can shape

of ice, depending on the version selected. A wall of ice its edges to fit the available space.

cannot form in an area occupied by physical objects or A wall of iron is 1 inch thick per four caster levels. You can

creatures. Its surface must be smooth and unbroken when

created. Any creature adjacent to the wall when it is created double the wall's area by halving its thickness. Each 5-foot

square of the wall has 30 hit points per inch of thickness and

may attempt a Reflex save to disrupt the wall as it is being

formed. A successful save indicates that the spell hardness 10. A section of wall whose hit points drop to 0 is

breached. If a creature tries to break through the wall with a

automatically fails. Fire can melt a wall of ice, and it deals

full damage to the wall (instead of the normal half damage single attack, the DC for the Strength check is 25 + 2 per

inch of thickness.

taken by objects). Suddenly melting a wall of ice creates a

great cloud of steamy fog that lasts for 10 minutes.

If you desire, the wall can be created vertically resting on a

flat surface but not attached to the surface, so that it can be

Ice Plane: A sheet of strong, hard ice appears. The wall is 1

inch thick per caster level. It covers up to a 10-foot-square tipped over to fall on and crush creatures beneath it. The wall

is 50% likely to tip in either direction if left unpushed.

area per caster level (so a 10th-level wizard can create a wall

of ice 100 feet long and 10 feet high, a wall 50 feet long and Creatures can push the wall in one direction rather than

letting it fall randomly. A creature must make a DC 40

20 feet high, or any other combination of length and height

that does not exceed 1,000 square feet). The plane can be Strength check to push the wall over. Creatures with room to

flee the falling wall may do so by making successful Reflex

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saves. Any Large or smaller creature that fails takes 10d6 Components V, S

points of damage while fleeing from the wall. The wall Range medium (100 ft. + 10 ft./level)

cannot crush Huge and larger creatures.

Like any iron wall, this wall is subject to rust, perforation, Effect wall of thorny brush, up to one 10-ft. cube/level (S)

and other natural phenomena. Iron created by this spell is not Duration 10 min./level (D)

suitable for use in the creation of other objects and cannot be

sold.

Saving Throw none; Spell Resistance no

Wall of Stone

A wall of thorns spell creates a barrier of very tough, pliable,

tangled brush bearing needle-sharp thorns as long as a

human's finger. Any creature forced into or attempting to

School conjuration (creation) [earth]; Level cleric 5, druid 6, move through a wall of thorns takes piercing damage per

sorcerer/wizard 5

round of movement equal to 25 minus the creature's AC.

Casting Time 1 standard action

Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an AC of 25 or higher, without

Components V, S, M/DF (a small block of granite)

considering Dexterity and dodge bonuses, take no damage

Range medium (100 ft. + 10 ft./level)

from contact with the wall.)

Effect stone wall whose area is up to one 5-ft. square/level You can make the wall as thin as 5 feet thick, which allows

(S)

you to shape the wall as a number of 10-by-10-by-5-foot

blocks equal to twice your caster level. This has no effect on

Duration instantaneous

the damage dealt by the thorns, but any creature attempting

Saving Throw see text; Spell Resistance no

to break through takes that much less time to force its way

through the barrier.

This spell creates a wall of rock that merges into adjoining

rock surfaces. A wall of stone is 1 inch thick per four caster Creatures can force their way slowly through the wall by

levels and composed of up to one 5-foot square per level. making a Strength check as a full-round action. For every 5

You can double the wall's area by halving its thickness. The points by which the check exceeds 20, a creature moves 5

wall cannot be conjured so that it occupies the same space as feet (up to a maximum distance equal to its normal land

a creature or another object.

speed). Of course, moving or attempting to move through the

thorns incurs damage as described above. A creature trapped

Unlike a wall of iron, you can create a wall of stone in almost in the thorns can choose to remain motionless in order to

any shape you desire. The wall created need not be vertical, avoid taking any more damage.

nor rest upon any firm foundation; however, it must merge

with and be solidly supported by existing stone. It can be Any creature within the area of the spell when it is cast takes

used to bridge a chasm, for instance, or as a ramp. For this damage as if it had moved into the wall and is caught inside.

use, if the span is more than 20 feet, the wall must be arched In order to escape, it must attempt to push its way free, or it

and buttressed. This requirement reduces the spell's area by can wait until the spell ends. Creatures with the ability to

half. The wall can be crudely shaped to allow crenellations, pass through overgrown areas unhindered can pass through a

battlements, and so forth by likewise reducing the area.

wall of thorns at normal speed without taking damage.

Like any other stone wall, this one can be destroyed by a A wall of thorns can be breached by slow work with edged

disintegrate spell or by normal means such as breaking and weapons. Chopping away at the wall creates a safe passage 1

chipping. Each 5-foot square of the wall has hardness 8 and foot deep for every 10 minutes of work. Normal fire cannot

15 hit points per inch of thickness. A section of wall whose harm the barrier, but magical fire burns it away in 10

hit points drop to 0 is breached. If a creature tries to break minutes.

through the wall with a single attack, the DC for the Strength

check is 20 + 2 per inch of thickness.

Warp Wood

It is possible, but difficult, to trap mobile opponents within or School transmutation; Level druid 2

under a wall of stone, provided the wall is shaped so it can Casting Time 1 standard action

hold the creatures. Creatures can avoid entrapment with

successful Reflex saves.

Components V, S

Wall of Thorns

Range close (25 ft. + 5 ft./2 levels)

Target 1 Small wooden object/level, all within a 20-ft. radius

School conjuration (creation); Level druid 5

Duration instantaneous

Casting Time 1 standard action

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Saving Throw Will negates (object); Spell Resistance yes and even lava can be traversed easily, since the subjects' feet (object)

hover an inch or two above the surface. Creatures crossing

molten lava still take damage from the heat because they are

You cause wood to bend and warp, permanently destroying near it. The subjects can walk, run, charge, or otherwise

its straightness, form, and strength. A warped door springs move across the surface as if it were normal ground.

open (or becomes stuck, requiring a Strength check to open,

at your option). A boat or ship springs a leak. Warped ranged If the spell is cast underwater (or while the subjects are

weapons are useless. A warped melee weapon causes a –4 partially or wholly submerged in whatever liquid they are in),

penalty on attack rolls.

the subjects are borne toward the surface at 60 feet per round

until they can stand on it.

You may warp one Small or smaller object or its equivalent

per caster level. A Medium object counts as two Small Waves of Exhaustion

objects, a Large object as four, a Huge object as eight, a

Gargantuan object as 16, and a Colossal object as 32.

School necromancy; Level sorcerer/wizard 7

Alternatively, you can unwarp wood (effectively warping it Casting Time 1 standard action

back to normal) with this spell. Make whole, on the other

hand, does no good in repairing a warped item.

Components V, S

You can combine multiple consecutive warp wood spells to Range 60 ft.

warp (or unwarp) an object that is too large for you to warp Area cone-shaped burst

with a single spell. Until the object is completely warped, it

suffers no ill effects.

Duration instantaneous

Water Breathing

Saving Throw no; Spell Resistance yes

Waves of negative energy cause all living creatures in the

School transmutation; Level cleric 3, druid 3, spell's area to become exhausted. This spell has no effect on

sorcerer/wizard 3

a creature that is already exhausted.

Casting Time 1 standard action

Waves of Fatigue

Components V, S, M/DF (short reed or piece of straw)

School necromancy; Level sorcerer/wizard 5

Range touch

Casting Time 1 standard action

Target living creatures touched

Components V, S

Duration 2 hours/level; see text

Range 30 ft.

Saving Throw Will negates (harmless); Spell Resistance

yes (harmless)

Area cone-shaped burst

The transmuted creatures can breathe water freely. Divide the Duration instantaneous

duration evenly among all the creatures you touch. The spell Saving Throw no; Spell Resistance yes

does not make creatures unable to breathe air.

Waves of negative energy render all living creatures in the

Water Walk

spell's area fatigued. This spell has no effect on a creature

that is already fatigued.

School transmutation [water]; Level cleric 3, ranger 3

Web

Casting Time 1 standard action

Components V, S, DF

School conjuration (creation); Level sorcerer/wizard 2

Range touch

Casting Time 1 standard action

Targets one touched creature/level

Components V, S, M (spider web)

Duration 10 min./level (D)

Range medium (100 ft. + 10 ft./level)

Saving Throw Will negates (harmless); Spell Resistance Effect webs in a 20-ft.-radius spread

yes (harmless)

Duration 10 min./level (D)

The transmuted creatures can tread on any liquid as if it were Saving Throw Reflex negates; see text; Spell Resistance no firm ground. Mud, oil, snow, quicksand, running water, ice, Web creates a many-layered mass of strong, sticky strands.

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These strands trap those caught in them. The strands are Effect cyclone 10 ft. wide at base, 30 ft. wide at top, and 30

similar to spiderwebs but far larger and tougher. These ft. tall

masses must be anchored to two or more solid and

diametrically opposed points or else the web collapses upon Duration 1 round/level (D)

itself and disappears. Creatures caught within a web become Saving Throw Reflex negates; see text; Spell Resistance

grappled by the sticky fibers. Attacking a creature in a web yes

doesn't cause you to become grappled.

This spell creates a powerful cyclone of raging wind that

Anyone in the effect's area when the spell is cast must make moves through the air, along the ground, or over water at a

a Reflex save. If this save succeeds, the creature is inside the speed of 60 feet per round. You can concentrate on

web but is otherwise unaffected. If the save fails, the creature controlling the cyclone's every movement or specify a simple

gains the grappled condition, but can break free by making a program. Directing the cyclone's movement or changing its

combat maneuver check or Escape Artist check as a standard programmed movement is a standard action for you. The

action against the DC of this spell. The entire area of the web cyclone always moves during your turn. If the cyclone

is considered difficult terrain. Anyone moving through the exceeds the spell's range, it moves in a random, uncontrolled

webs must make a combat maneuver check or Escape Artist fashion for 1d3 rounds and then dissipates. (You can't regain

check as part of their move action, with a DC equal to the control of the cyclone, even if it comes back within range.)

spell's DC. Creatures that fail lose their movement and

become grappled in the first square of webbing that they Any Large or smaller creature that comes in contact with the

enter.

spell effect must succeed on a Reflex save or take 3d6 points

of damage. A Medium or smaller creature that fails its first

If you have at least 5 feet of web between you and an save must succeed on a second one or be picked up bodily by

opponent, it provides cover. If you have at least 20 feet of the cyclone and held suspended in its powerful winds, taking

web between you, it provides total cover.

1d8 points of damage each round on your turn with no save

allowed. You may direct the cyclone to eject any carried

The strands of a web spell are flammable. A flaming weapon

can slash them away as easily as a hand brushes away creatures whenever you wish, depositing the hapless souls

wherever the cyclone happens to be when they are released.

cobwebs. Any fire can set the webs alight and burn away one

5-foot square in 1 round. All creatures within flaming webs Whispering Wind

take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A School transmutation [air]; Level bard 2, sorcerer/wizard 2

permanent web that is damaged (but not destroyed) regrows Casting Time 1 standard action

in 10 minutes.

Components V, S

Weird

Range 1 mile/level

School illusion (phantasm) [fear, mind-affecting]; Level Area 10-ft.-radius spread

sorcerer/wizard 9

Duration no more than 1 hour/level or until discharged

Targets any number of creatures, no two of which can be (destination is reached)

more than 30 ft. apart

Saving Throw none; Spell Resistance no

This spell functions like phantasmal killer, except it can

affect more than one creature. Only the affected creatures see You send a message or sound on the wind to a designated

the phantasmal creatures attacking them, though you see the spot. The whispering wind travels to a specific location

attackers as shadowy shapes.

within range that is familiar to you, provided that it can find

a way to the location. A whispering wind is as gentle and

If a subject's Fortitude save succeeds, it still takes 3d6 points unnoticed as a zephyr until it reaches the location. It then

of damage and is stunned for 1 round. The subject also takes delivers its whisper-quiet message or other sound. Note that

1d4 points of Strength damage.

the message is delivered regardless of whether anyone is

Whirlwind

present to hear it. The wind then dissipates.

You can prepare the spell to bear a message of no more than

School evocation [air]; Level druid 8

25 words, cause the spell to deliver other sounds for 1 round,

or merely have the whispering wind seem to be a faint

Casting Time 1 standard action

stirring of the air. You can likewise cause the whispering

Components V, S, DF

wind to move as slowly as 1 mile per hour or as quickly as 1

mile per 10 minutes.

Range long (400 ft. + 40 ft./level)

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When the spell reaches its objective, it swirls and remains in Saving Throw none; see text; Spell Resistance yes

place until the message is delivered. As with magic mouth, An invisible vertical curtain of wind appears. It is 2 feet thick

whispering wind cannot speak verbal components, use

command words, or activate magical effects.

and of considerable strength. It is a roaring blast sufficient to

blow away any bird smaller than an eagle, or tear papers and

Wind Walk

similar materials from unsuspecting hands. (A Reflex save

allows a creature to maintain its grasp on an object.) Tiny

School transmutation [air]; Level cleric 6, druid 7

and Small flying creatures cannot pass through the barrier.

Loose materials and cloth garments fly upward when caught

Casting Time 1 standard action

in a wind wall. Arrows and bolts are deflected upward and

Components V, S, DF

miss, while any other normal ranged weapon passing through

the wall has a 30% miss chance. (A giant-thrown boulder, a

Range touch

siege engine projectile, and other massive ranged weapons

Targets you and one touched creature per three levels

are not affected.) Gases, most gaseous breath weapons, and

creatures in gaseous form cannot pass through the wall

Duration 1 hour/level (D); see text

(although it is no barrier to incorporeal creatures).

Saving Throw no and Will negates (harmless); Spell While the wall must be vertical, you can shape it in any

Resistance no and yes (harmless)

continuous path along the ground that you like. It is possible

You alter the substance of your body to a cloudlike vapor (as to create cylindrical or square wind walls to enclose specific

the gaseous form spell) and move through the air, possibly at points.

great speed. You can take other creatures with you, each of Wish

which acts independently.

Normally, a wind walker flies at a speed of 10 feet with School universal; Level sorcerer/wizard 9

perfect maneuverability. If desired by the subject, a magical Casting Time 1 standard action

wind wafts a wind walker along at up to 600 feet per round

(60 mph) with poor maneuverability. Wind walkers are not Components V, S, M (diamond worth 25,000 gp)

invisible but rather appear misty and translucent. If fully Range see text

clothed in white, they are 80% likely to be mistaken for

clouds, fog, vapors, or the like.

Target, Effect, Area see text

A wind walker can regain its physical form as desired and Duration see text

later resume the cloud form. Each change to and from Saving Throw none, see text; Spell Resistance yes

vaporous form takes 5 rounds, which counts toward the

duration of the spell (as does any time spent in physical Wish is the mightiest spell a wizard or sorcerer can cast. By

form). As noted above, you can dismiss the spell, and you simply speaking aloud, you can alter reality to better suit

can even dismiss it for individual wind walkers and not you. Even wish, however, has its limits. A wish can produce

others.

any one of the following effects.

For the last minute of the spell's duration, a wind walker in

•

Duplicate any sorcerer/wizard spell of 8th level or

cloud form automatically descends 60 feet per round (for a

lower, provided the spell does not belong to one of

total of 600 feet), though it may descend faster if it wishes.

your opposition schools.

This descent serves as a warning that the spell is about to

•

Duplicate any non-sorcerer/wizard spell of 7th level

end.

or lower, provided the spell does not belong to one

Wind Wall

of your opposition schools.

•

Duplicate any sorcerer/wizard spell of 7th level or

School evocation [air]; Level cleric 3, druid 3, ranger 2,

lower, even if it belongs to one of your opposition

sorcerer/wizard 3

schools.

•

Duplicate any non-sorcerer/wizard spell of 6th level

Casting Time 1 standard action

or lower, even if it belongs to one of your opposition

Components V, S, M/DF (a tiny fan and an exotic feather)

schools.

•

Undo the harmful effects of many other spells, such

Range medium (100 ft. + 10 ft./level)

as geas/quest or insanity.

Effect wall up to 10 ft./level long and 5 ft./level high (S)

•

Grant a creature a +1 inherent bonus to an ability

score. Two to five wish spells cast in immediate

Duration 1 round/level

succession can grant a creature a +2 to +5 inherent

bonus to an ability score (two wishes for a +2

Page 378

inherent bonus, three wishes for a +3 inherent Components V, S, DF

bonus, and so on). Inherent bonuses are Range touch

instantaneous, so they cannot be dispelled. Note: An

inherent bonus may not exceed +5 for a single Target one touched piece of wood no larger than 10 cu. ft. +

ability score, and inherent bonuses to a particular 1 cu. ft./level

ability score do not stack, so only the best one

applies.

Duration instantaneous

•

Remove injuries and afflictions. A single wish can Saving Throw Will negates (object); Spell Resistance yes

aid one creature per caster level, and all subjects are (object)

cured of the same kind of affliction. For example, W ood shape enables you to form one existing piece of wood

you could heal all the damage you and your into any shape that suits your purpose. While it is possible to

companions have taken, or remove all poison effects make crude coffers, doors, and so forth, fine detail isn't

from everyone in the party, but not do both with the possible. There is a 30% chance that any shape that includes

same wish.

moving parts simply doesn't work.

•

Revive the dead. A wish can bring a dead creature

back to life by duplicating a resurrection spell. A Word of Chaos

wish can revive a dead creature whose body has

been destroyed, but the task takes two wishes: one to School evocation [chaotic, sonic]; Level cleric 7

recreate the body and another to infuse the body

with life again. A wish cannot prevent a character Casting Time 1 standard action

who was brought back to life from gaining a Components V

permanent negative level.

Range 40 ft.

•

Transport travelers. A wish can lift one creature per

caster level from anywhere on any plane and place Area nonchaotic creatures in a 40-ft.-radius spread centered

those creatures anywhere else on any plane on you

regardless of local conditions. An unwilling target

gets a Will save to negate the effect, and spell Duration instantaneous

resistance (if any) applies.

Saving Throw none or Will negates; see text; Spell

•

Undo misfortune. A wish can undo a single recent Resistance yes

event. The wish forces a reroll of any roll made Any nonchaotic creature within the area of a word of chaos

within the last round (including your last turn). spell suffers the following ill effects, depending on their HD.

Reality reshapes itself to accommodate the new

result. For example, a wish could undo an HD

Effect

opponent's successful save, a foe's successful critical Equal to caster level Deafened

hit (either the attack roll or the critical roll), a

friend's failed save, and so on. The reroll, however, Up to caster level –1

Stunned, deafened

may be as bad as or worse than the original roll. An Up to caster level –5

Confused, stunned, deafened

unwilling target gets a Will save to negate the effect, Up to caster level –10 Killed, confused, stunned, deafened

and spell resistance (if any) applies.

You may try to use a wish to produce greater effects than The effects are cumulative and concurrent. A successful Will

these, but doing so is dangerous. (The wish may pervert your save reduces or eliminates these effects. Creatures affected

intent into a literal but undesirable fulfillment or only a by multiple effects make only one save and apply the result

partial fulfillment, at the GM's discretion.)

to all the effects.

Duplicated spells allow saves and spell resistance as normal Deafened: The creature is deafened for 1d4 rounds. Save

(but save DCs are for 9th-level spells).

negates.

When a wish duplicates a spell with a material component Stunned: The creature is stunned for 1 round. Save negates.

that costs more than 10,000 gp, you must provide that

component (in addition to the 25,000 gp diamond component Confused: The creature is confused for 1d10 minutes. This is

for this spell).

a mind-affecting enchantment effect. Save reduces the

confused effect to 1 round.

Wood Shape

Killed: Living creatures die. Undead creatures are destroyed.

School transmutation; Level druid 2

Save negates. If the save is successful, the creature instead

takes 3d6 points of damage + 1 point per caster level

Casting Time 1 standard action

(maximum +25).

Page 379

Furthermore, if you are on your home plane when you cast By casting zone of silence, you manipulate sound waves in

this spell, nonchaotic extraplanar creatures within the area your immediate vicinity so that you and those within the

are instantly banished back to their home planes. Creatures spell's area can converse normally, yet no one outside can

so banished cannot return for at least 24 hours. This effect hear your voices or any other noises from within, including

takes place regardless of whether the creatures hear the word language-dependent or sonic spell effects. This effect is

of chaos or not . The banishment effect allows a Will save (at centered on you and moves with you. Anyone who enters the

a –4 penalty) to negate.

zone immediately becomes subject to its effects, but those

who leave are no longer affected. Note, however, that a

Creatures whose HD exceed your caster level are unaffected successful DC 20 Linguistics check to read lips can still

by word of chaos.

reveal what's said inside a zone of silence.

Word of Recall

Zone of Truth

School conjuration (teleportation); Level cleric 6, druid 8

School enchantment (compulsion) [mind-affecting]; Level

Casting Time 1 standard action

cleric 2, paladin 2

Components V

Casting Time 1 standard action

Range unlimited

Components V, S, DF

Target you and touched objects or other willing creatures

Range close (25 ft. + 5 ft./2 levels)

Duration instantaneous

Area 20-ft.-radius emanation

Saving Throw none or Will negates (harmless, object); Spell Duration 1 min./level

Resistance no or yes (harmless, object)

Saving Throw Will negates; Spell Resistance yes

Word of recall teleports you instantly back to your sanctuary Creatures within the emanation area (or those who enter it)

when the word is uttered. You must designate the sanctuary can't speak any deliberate and intentional lies. Each

when you prepare the spell, and it must be a very familiar potentially affected creature is allowed a save to avoid the

place. The actual point of arrival is a designated area no effects when the spell is cast or when the creature first enters

larger than 10 feet by 10 feet. You can be transported any the emanation area. Affected creatures are aware of this

distance within a plane but cannot travel between planes. You enchantment. Therefore, they may avoid answering questions

can transport, in addition to yourself, any objects you carry, to which they would normally respond with a lie, or they

as long as their weight doesn't exceed your maximum load. may be evasive as long as they remain within the boundaries

You may also bring one additional willing Medium or of the truth. Creatures who leave the area are free to speak as

smaller creature (carrying gear or objects up to its maximum they choose.

load) or its equivalent per three caster levels. A Large

creature counts as two Medium creatures, a Huge creature

counts as two Large creatures, and so forth. All creatures to

be transported must be in contact with one another, and at

least one of those creatures must be in contact with you.

Exceeding this limit causes the spell to fail.

An unwilling creature can't be teleported by word of recall.

Likewise, a creature's Will save (or spell resistance) prevents

items in its possession from being teleported. Unattended,

nonmagical objects receive no saving throw.

Zone of Silence

School illusion (glamer); Level bard 4

Casting Time 1 round

Components V, S

Range personal

Area 5-ft.-radius emanation centered on you

Duration 1 hour/level (D)

Page 380

11. Prestige Classes weapons and magic.

Loremaster: A spellcaster who devotes his life to research

Prestige classes allow characters to become truly and rumination upon the mysteries of the world.

exceptional, gaining powers beyond the ken of their peers. Mystic Theurge: Equally devoted to divine and arcane

Unlike the core classes , characters must meet specific magic, the mystic theurge combines both magical traditions

requirements before they can take their first level of a into one incredibly diverse class.

prestige class. If a character does not meet the requirements

for a prestige class before gaining any benefits of that level, Pathfinder Chronicler: An explorer at heart, the Pathfinder

that character cannot take that prestige class. Characters that chronicler travels to distant, exotic lands to expand her

take levels in prestige classes do not gain any favored class knowledge of the world.

bonuses for those levels.

Shadowdancer: A mysterious adventurer who walks the

Arcane Archer: An arcane spellcaster who draws upon boundaries between the real world and the realm of shadows,

ancient elven traditions to infuse his arrows with potent and who can command shadows to do her bidding.

magical power.

Arcane Trickster: A troublemaker and a scoundrel who uses Definitions of Terms

arcane magic to enhance her thievery and trickery.

Here are definitions of some terms used in this section.

Assassin: A remorseless murderer who kills for money and

the sheer thrill of death-dealing.

Core Class: One of the standard eleven classes found in

Classes.

Dragon Disciple: An arcane spellcaster who has embraced

his latent draconic heritage and, over the course of training Caster Level: Generally equal to the number of class levels

and devotion, undergoes a partial transformation into a (see below) in a spellcasting class. Some prestige classes add

dragon.

caster levels to an existing class.

Duelist: A swashbuckling swordfighter who relies upon Character Level: The total level of the character, which is

grace, poise, and acrobatics to win the day.

the sum of all class levels held by that character.

Eldritch Knight: An arcane spellcaster who augments his Class Level: The level of a character in a particular class.

magical skills with combat to create a deadly combination of For a character with levels in only one class, class level and

character level are the same.

Arcane Archer With their capacity to unleash hails of arrows on the enemy,

they represent the pinnacle of ranged combat.

Elves or half-elves who seek to perfect the use of the bow Alignment: Arcane archers can be of any alignment, though

sometimes pursue the path of the arcane archer. Arcane as elves and half-elves tend to be free-spirited, they are rarely

archers are masters of ranged combat, as they possess the lawful. Similarly, it is uncommon to find evil elves and half-

ability to strike at targets with unerring accuracy and can elves, and the path of the arcane archer is therefore more

imbue their arrows with powerful spells. Arrows fired by often pursued by good or neutral characters.

arcane archers fly at weird and uncanny angles to strike at

foes around corners, and can pass through solid objects to hit Hit Die: d10.

enemies that cower behind such cover. At the height of their

power, arcane archers can fell even the most powerful foes

with a single, deadly shot. Those who have trained as both Requirements

rangers and wizards excel as arcane archers, although other To qualify to become an arcane archer, a character must

multiclass combinations are not unheard of. Arcane archers fulfill all the following criteria.

may be found wherever elves travel, but not all are allies of

the elves. Many, particularly half-elven arcane archers, use Race: Elf or half-elf.

elven traditions solely for their own gain, or worse, against

the elves whose very traditions they adhere to.

Role: Arcane archers deal death from afar, winnowing down

opponents while their allies rush into hand-to-hand combat.

Page 381

Table 11-1: Arcane Archer

Level Base Attack Bonus Fort Save Ref Save Will Save

Special

Spells per Day

1st

+1

+1

+1

+0

Enhance arrows (magic)

—

2nd

+2

+1

+1

+1

Imbue arrow

+1 level of existing class

3rd

+3

+2

+2

+1

Enhance arrows (elemental)

+1 level of existing class

4th

+4

+2

+2

+1

Seeker arrow

+1 level of existing class

5th

+5

+3

+3

+2

Enhance arrows ( distance)

—

6th

+6

+3

+3

+2

Phase arrow

+1 level of existing class

7th

+7

+4

+4

+2

Enhance arrows (elemental burst) +1 level of existing class

8th

+8

+4

+4

+3

Hail of arrows

+1 level of existing class

9th

+9

+5

+5

+3

Enhance arrows (aligned)

—

10th +10

+5

+5

+3

Arrow of death

+1 level of existing class

Base Attack Bonus: +6.

accomplish this task. However, an archer's magic arrows

only function for him.

Feats: Point Blank Shot, Precise Shot, Weapon Focus

(longbow or shortbow).

In addition, the arcane archer's arrows gain a number of

additional qualities as he gains additional levels. The

Spells: Ability to cast 1st-level arcane spells.

elemental, elemental burst, and aligned qualities can be

changed once per day, when the arcane archer prepares spells

Class Skills

or, in the case of spontaneous spellcasters, after 8 hours of

rest.

The arcane archer's class skills (and the key ability for each At 3rd level, every nonmagical arrow fired by an arcane

skill) are Perception (Wis), Ride (Dex), Stealth (Dex), and archer gains one of the following elemental themed weapon

Survival (Wis).

qualities: flaming, frost, or shock.

Skill Ranks at Each Level: 4 + Int modifier.

At 5th level, every nonmagical arrow fired by an arcane

archer gains the distance weapon quality.

Class Features

At 7th level, every nonmagical arrow fired by an arcane

archer gains one of the following elemental burst weapon

All of the following are class features of the arcane archer qualities: flaming burst, icy burst, or shocking burst. This prestige class.

ability replaces the ability gained at 3rd level.

Weapon and Armor Proficiency: An arcane archer is At 9th level, every nonmagical arrow fired by an arcane

proficient with all simple and martial weapons, light armor, archer gains one of the following aligned weapon qualities: medium armor, and shields.

anarchic, axiomatic, holy, or unholy. The arcane archer Spells per Day: At the indicated levels, an arcane archer cannot choose an ability that is the opposite of his alignment

gains new spells per day as if he had also gained a level in an (for example, a lawful good arcane archer could not choose

arcane spellcasting class he belonged to before adding the anarchic or unholy as his weapon quality).

prestige class. He does not, however, gain other benefits a The bonuses granted by a magic bow apply as normal to

character of that class would have gained, except for arrows that have been enhanced with this ability. Only the

additional spells per day, spells known (if he is a spontaneous larger enhancement bonus applies. Duplicate abilities do not

spellcaster), and an increased effective level of spellcasting. stack.

If a character had more than one arcane spellcasting class

before becoming an arcane archer, he must decide to which Imbue Arrow (Sp): At 2nd level, an arcane archer gains the

class he adds the new level for purposes of determining ability to place an area spell upon an arrow. When the arrow

spells per day.

is fired, the spell's area is centered where the arrow lands,

even if the spell could normally be centered only on the

Enhance Arrows (Su): At 1st level, every nonmagical arrow caster. This ability allows the archer to use the bow's range

an arcane archer nocks and lets fly becomes magical, gaining rather than the spell's range. A spell cast in this way uses its

a +1 enhancement bonus. Unlike magic weapons created by standard casting time and the arcane archer can fire the arrow

normal means, the archer need not spend gold pieces to as part of the casting. The arrow must be fired during the

Page 382

round that the casting is completed or the spell is wasted. If action (and shooting the arrow is part of the action). An

the arrow misses, the spell is wasted.

arcane archer can use this ability once per day at 6th level,

and one additional time per day for every two levels beyond

Seeker Arrow (Sp): At 4th level, an arcane archer can 6th, to a maximum of three times per day at 10th level.

launch an arrow at a target known to him within range, and

the arrow travels to the target, even around corners. Only an Hail of Arrows (Sp): In lieu of his regular attacks, once per

unavoidable obstacle or the limit of the arrow's range day an arcane archer of 8th level or higher can fire an arrow

prevents the arrow's flight. This ability negates cover and at each and every target within range, to a maximum of one

concealment modifiers, but otherwise the attack is rolled target for every arcane archer level she has earned. Each

normally. Using this ability is a standard action (and shooting attack uses the archer's primary attack bonus, and each

the arrow is part of the action). An arcane archer can use this enemy may only be targeted by a single arrow.

ability once per day at 4th level, and one additional time per

day for every two levels beyond 4th, to a maximum of four Arrow of Death (Sp): At 10th level, an arcane archer can

create a special type of slaying arrow that forces the target, if

times per day at 10th level.

damaged by the arrow's attack, to make a Fortitude save or

Phase Arrow (Sp): At 6th level, an arcane archer can launch be slain immediately. The DC of this save is equal to 20 + the

an arrow once per day at a target known to him within range, arcane archer's Charisma modifier. It takes 1 day to make a

and the arrow travels to the target in a straight path, passing slaying arrow, and the arrow only functions for the arcane

through any nonmagical barrier or wall in its way. (Any archer who created it. The slaying arrow lasts no longer than

magical barrier stops the arrow.) This ability negates cover, 1 year, and the archer can only have one such arrow in

concealment, armor, and shield modifiers, but otherwise the existence at a time.

attack is rolled normally. Using this ability is a standard

Arcane Trickster arcane tricksters are of a chaotic alignment.

Hit Die: d6.

Few can match the guile and craftiness of arcane tricksters.

These prodigious thieves blend the subtlest aspects of the

arcane with the natural cunning of the bandit and the Requirements

scoundrel, using spells to enhance their natural thieving

abilities. Arcane tricksters can pick locks, disarm traps, and To qualify to become an arcane trickster, a character must

lift purses from a safe distance using their magical fulfill all of the following criteria.

legerdemain, and as often as not seek humiliation as a goal to Alignment: Any nonlawful.

triumph over their foes than more violent solutions.

Skills: Disable Device 4 ranks, Escape Artist 4 ranks,

The path to becoming an arcane trickster is a natural Knowledge (arcana) 4 ranks.

progression for rogues who have supplemented their talents

for theft with the study of the arcane. Multiclass Spells: Ability to cast mage hand and at least one arcane

rogue/sorcerers and rogue/bards are the most common arcane spell of 2nd level or higher.

tricksters, although other combinations are possible. Arcane Special: Sneak attack +2d6.

tricksters are most often found in large, cosmopolitan cities

where their talents for magical larceny can be most

effectively put to use, prowling the streets and stealing from Class Skills

the unwary.

Role: With their mastery of magic, arcane tricksters can The arcane trickster's class skills (and the key ability for each

make for even more subtle or confounding opponents than skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), standard rogues. Ranged legerdemain enhances their skill as Climb (Str), Diplomacy (Cha), Disable Device (Int), thieves, and their ability to make sneak attacks without Disguise (Cha), Escape Artist (Dex), Knowledge (all skills

flanking or as part of a spell can make arcane tricksters taken individually) (Int), Perception (Wis), Sense Motive

formidable damage-dealers.

(Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).

Alignment: All arcane tricksters have a penchant for

mischief and thievery, and are therefore never lawful. Skill Ranks at Each Level: 4 + Int modifier.

Although they sometimes acquire their magical abilities

through the studious path of wizardry, their magical aptitude

more often stems from a sorcerous bloodline. As such, many

Page 383

Class Features

once per day an arcane trickster can declare one melee or

ranged attack she makes to be a sneak attack (the target can

All of the following are class features of the arcane trickster be no more than 30 feet distant if the impromptu sneak attack

prestige class.

is a ranged attack). The target of an impromptu sneak attack

loses any Dexterity bonus to AC, but only against that attack.

Weapon and Armor Proficiency: Arcane tricksters gain no The power can be used against any target, but creatures that

proficiency with any weapon or armor.

are not subject to critical hits take no extra damage (though

Spells per Day: When a new arcane trickster level is gained, they still lose any Dexterity bonus to AC against the attack).

the character gains new spells per day as if she had also At 7th level, an arcane trickster can use this ability twice per

gained a level in a spellcasting class she belonged to before day.

adding the prestige class. She does not, however, gain other

benefits a character of that class would have gained, except Tricky Spells (Su): Starting at 5th level, an arcane trickster

for additional spells per day, spells known (if she is a can cast her spells without their somatic or verbal

spontaneous spellcaster), and an increased effective level of components, as if using the Still Spell and Silent Spell feats.

spellcasting. If a character had more than one spellcasting Spells cast using this ability do not increase in spell level or

class before becoming an arcane trickster, she must decide to casting time. She can use this ability 3 times per day at 5th

which class she adds the new level for purposes of level and one additional time per every two levels thereafter,

determining spells per day.

to a maximum of 5 times per day at 9th level. The arcane

trickster decides to use this ability at the time of casting.

Ranged Legerdemain (Su): An arcane trickster can use

Disable Device and Sleight of Hand at a range of 30 feet. Invisible Thief (Su): At 9th level, an arcane trickster can Working at a distance increases the normal skill check DC by become invisible, as if under the effects of greater

5, and an arcane trickster cannot take 10 on this check. Any invisibility, as a free action. She can remain invisible for a

object to be manipulated must weigh 5 pounds or less. She number of rounds per day equal to her arcane trickster level.

can only use this ability if she has at least 1 rank in the skill Her caster level for this effect is equal to her caster level.

being used.

These rounds need not be consecutive.

Sneak Attack: This is exactly like the rogue ability of the Surprise Spells: At 10th level, an arcane trickster can add

same name. The extra damage dealt increases by +1d6 every her sneak attack damage to any spell that deals damage, if

other level (2nd, 4th, 6th, 8th, and 10th). If an arcane the targets are flat-footed. This additional damage only

trickster gets a sneak attack bonus from another source, the applies to spells that deal hit point damage, and the

bonuses on damage stack.

additional damage is of the same type as the spell. If the spell

allows a saving throw to negate or halve the damage, it also

Impromptu Sneak Attack (Ex): Beginning at 3rd level, negates or halves the sneak attack damage.

Table 11-2: Arcane Trickster

Level Base Attack Fort Ref Will

Special

Spells per Day

Bonus

Save Save Save

1st

+0

+0

+1

+1

Ranged legerdemain

+1 level of existing class

2nd

+1

+1

+1

+1

Sneak attack +1d6

+1 level of existing class

3rd

+1

+1

+2

+2

Impromptu sneak attack 1/day

+1 level of existing class

4th

+2

+1

+2

+2

Sneak attack +2d6

+1 level of existing class

5th

+2

+2

+3

+3

Tricky spells 3/day

+1 level of existing class

6th

+3

+2

+3

+3

Sneak attack +3d6

+1 level of existing class

7th

+3

+2

+4

+4

Impromptu sneak attack 2/day, Tricky spells 4/day +1 level of existing class

8th

+4

+3

+4

+4

Sneak attack +4d6

+1 level of existing class

9th

+4

+3

+5

+5

Invisible thief, Tricky spells 5/day

+1 level of existing class

10th

+5

+3

+5

+5

Sneak attack +5d6, surprise spells

+1 level of existing class

Page 384

Assassin the following criteria.

Alignment: Any evil.

A mercenary undertaking his task with cold, professional

detachment, the assassin is equally adept at espionage, Skills: Disguise 2 ranks, Stealth 5 ranks.

bounty hunting, and terrorism. At his core, an assassin is an Special: The character must kill someone for no other reason

artisan, and his medium is death. Trained in a variety of than to become an assassin.

killing techniques, assassins are among the most feared

classes.

While nearly any class is capable of becoming an assassin, Class Skills

rogues suit the part more than any other, from both an ability The assassin's class skills (and the key ability for each skill)

viewpoint and an ideological one. Though they make are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy

excellent allies during combat, assassins excel in more (Cha), Disable Device (Int), Disguise (Cha), Escape Artist

clandestine situations, and the best assassins are the ones the (Dex), Intimidate (Cha), Linguistics (Int), Perception (Wis), victims never knew existed.

Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Role: Assassins tend to be loners by nature, seeing Swim (Str), and Use Magic Device (Cha).

companions as liabilities at best. Sometimes an assassin's Skill Ranks at Each Level: 4 + Int modifier.

missions put him in the company of adventurers for long

stretches at a time, but few people are comfortable trusting a

professional assassin to watch their backs in a fight, and are Class Features

more likely to let the emotionless killer scout ahead or help

prepare ambushes.

All of the following are class features of the assassin prestige

Alignment: Due to its necessary selfishness and callous class.

indifference toward taking lives, the assassin class attracts Weapon and Armor Proficiency: Assassins are proficient

those with evil alignments more than any others. Because the with the crossbow (hand, light, or heavy), dagger (any type),

profession requires a degree of self-discipline, chaotic dart, rapier, sap, shortbow (normal and composite), and short

characters are ill suited to becoming these shadowy killers. sword. Assassins are proficient with light armor but not with

Neutral characters sometimes become assassins, frequently shields.

thinking of themselves as simple professionals performing a

job, yet the nature of their duties inevitably pushes them Sneak Attack: This is exactly like the rogue ability of the

toward an evil alignment.

same name. The extra damage dealt increases by +1d6 every

other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a

Hit Die: d8.

sneak attack bonus from another source, the bonuses on

damage stack.

Requirements

Death Attack (Ex): If an assassin studies his victim for 3

rounds and then makes a sneak attack with a melee weapon

To qualify to become an assassin, a character must fulfill all that successfully deals damage, the sneak attack has the

Table 11-3: Assassin

Level Base Attack Bonus Fort Save Ref Save Will Save

Special

1st

+0

+0

+1

+0

Sneak attack +1d6, death attack, poison use

2nd

+1

+1

+1

+1

+1 save bonus against poison,uncanny dodge

3rd

+2

+1

+2

+1

Sneak attack +2d6

4th

+3

+1

+2

+1

+2 save bonus against poison, hidden weapons, true death

5th

+3

+2

+3

+2

Improved uncannydodge, Sneak attack +3d6

6th

+4

+2

+3

+2

+3 save bonus against poison,quiet death

7th

+5

+2

+4

+2

Sneak attack +4d6

8th

+6

+3

+4

+3

+4 save bonus against poison,hide in plain sight

9th

+6

+3

+5

+3

Sneak attack +5d6, swift death

10th +7

+3

+5

+3

+5 save bonus against poison,angel of death

Page 385

additional effect of possibly either paralyzing or killing the back from the dead using raise dead or similar magic must

target (assassin's choice). Studying the victim is a standard make a caster level check with a DC equal to 15 + the

action. The death attack fails if the target detects the assassin assassin's level or the spell fails and the material component

or recognizes the assassin as an enemy (although the attack is wasted. Casting remove curse the round before attempting

might still be a sneak attack if the target is denied his to bring the creature back from the dead negates this chance.

Dexterity bonus to his Armor Class or is flanked). If the The DC of the remove curse is 10 + the assassin's level.

victim of such a death attack fails a Fortitude save (DC 10 +

the assassin's class level + the assassin's Int modifier) against Improved Uncanny Dodge (Ex): At 5th level and higher, an

assassin can no longer be flanked. This defense denies a

the kill effect, she dies. If the saving throw fails against the

paralysis effect, the victim is rendered helpless and unable to rogue the ability to sneak attack the assassin by flanking him, unless the attacker has at least four more rogue levels than

act for 1d6 rounds plus 1 round per level of the assassin. If

the victim's saving throw succeeds, the attack is just a normal the target has assassin levels.

sneak attack. Once the assassin has completed the 3 rounds If a character already has uncanny dodge from another class,

of study, he must make the death attack within the next 3 the levels from the classes that grant uncanny dodge stack to

rounds.

determine the minimum rogue level required to flank the

If a death attack is attempted and fails (the victim makes her character.

save) or if the assassin does not launch the attack within 3 Quiet Death (Ex): At 6th level, whenever an assassin kills a

rounds of completing the study, 3 new rounds of study are creature using his death attack during a surprise round, he

required before he can attempt another death attack.

can also make a Stealth check, opposed by Perception checks

Poison Use: Assassins are trained in the use of poison and of those in the vicinity to prevent them from identifying him

as the assailant. If successful, those nearby might not even

cannot accidentally poison themselves when applying poison

to a blade (see Poison).

notice that the target is dead for a few moments, allowing the

assassin to avoid detection.

Save Bonus against Poison: At 2nd level, the assassin gains

a +1 saving throw bonus against poisons. This bonus Hide in Plain Sight (Su): At 8th level, an assassin can use

the Stealth skill even while being observed. As long as he is

increase by +1 every two levels.

within 10 feet of some sort of shadow, an assassin can hide

Uncanny Dodge (Ex): At 2nd level, an assassin cannot be himself from view in the open without having anything to

caught flat-footed, even if the attacker is invisible. He still actually hide behind. He cannot, however, hide in his own

loses his Dexterity bonus to AC if immobilized. An assassin shadow.

with this ability can still lose his Dexterity bonus to AC if an

opponent successfully uses the feint action against him.

Swift Death (Ex): At 9th level, once per day, an assassin can

make a death attack against a foe without studying the foe

If an assassin already has uncanny dodge from a different beforehand. He must still sneak attack his foe using a melee

class, he automatically gains improved uncanny dodge weapon that deals damage.

instead.

Angel of Death (Su): At 10th level, the assassin becomes a

Hidden Weapons (Ex): At 4th level, an assassin becomes a master of death. Once per day, when the assassin makes a

master at hiding weapons on his body. He adds his assassin successful death attack, he can cause the target's body to

level to all Sleight of Hand skill checks made to prevent crumble to dust. This prevents raise dead and resurrection

others from noticing them.

(although true resurrection works as normal). The assassin

must declare the use of this ability before the attack is made.

True Death (Su): Starting at 4th level, anyone slain by an If the attack misses or the target successfully saves against

assassin's death attack becomes more difficult to bring back the death attack, this ability is wasted with no effect.

from the dead. Spellcasters attempting to bring a creature

Dragon Disciple through the veins of many races. For some, this heritage

manifests as a sorcerous bloodline and a predilection for

As some of the most ancient, powerful, and capricious magic; for others, however, the power of their draconic

creatures in existence, dragons occasionally enter into trysts ancestors becomes an obsession.

with unsuspecting mortals or sire offspring with exceptional Spellcasters who embrace their draconic heritage and learn to

individuals. Likewise, the great power wielded by these channel their abilities can become dragon disciples, fearsome

creatures has long intrigued wizards and alchemists who warriors who possess not only the repertoire of an

have sought various magical methods to infuse their bodies accomplished sorcerer but also the ability to unleash the

with draconic power. As a result, the blood of dragons runs furious power of dragons upon their foes. As dragon

Page 386

disciples discover the power of their forebears, they can learn Skills: Knowledge (arcana) 5 ranks.

to breathe fire, take flight on leathery wings, and—at the Languages: Draconic.

pinnacle of their abilities—assume the form of a dragon.

Although they are rare, dragon disciples can be found in any Spellcasting: Ability to cast 1st-level arcane spells without

land where dragons interact with mortals.

preparation. If the character has sorcerer levels, he must have

Role: With the magic of a spellcasting class at their disposal, the draconic bloodline. If the character gains levels of

sorcerer after taking this class, he must take the draconic

dragon disciples can assume the typical role of a magic-user,

hampering the movement of the enemy and hurling damage- bloodline.

dealing spells at their opponents. Dragon disciples' draconic

abilities, however, make these versatile spellcasters even Class Skills

more formidable, as they use their breath weapons and flight

to destroy their foes directly.

The dragon disciple's class skills (and the key ability for each

Alignment: Dragon disciples can be of any alignment, skill) are Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), although they tend to be more chaotic than lawful. Those Knowledge (all skills taken individually) (Int), Perception

dragon disciples that assume the traits of chromatic dragons, (Wis), and Spellcraft (Int).

such as bestial white and fearsome red dragons, have a Skill Ranks at Each Level: 2 + Int modifier.

proclivity for evil. Conversely, those that take after the

metallic dragons, such as stoic brass and chivalric gold

dragons, are often of good alignments.

Class Features

Hit Die: d12.

All of the following are class features of the dragon disciple

prestige class.

Requirements

Weapon and Armor Proficiency: Dragon disciples gain no

proficiency with any weapon or armor.

To qualify to become a dragon disciple, a character must

fulfill all the following criteria.

Spells per Day: At the indicated levels, a dragon disciple

gains new spells per day as if he had also gained a level in an

Race: Any nondragon.

arcane spellcasting class he belonged to before adding the

Table 11-4: Dragon Disciple

Base Attack

Fort

Ref

Will

Level

Special

Spells per Day

Bonus

Save

Save

Save

Blood of dragons, natural armor

1st

+0

+1

+0

+1

—

increase (+1)

Ability boost (Str +2), bloodline

+1 level of existing arcane

2nd

+1

+1

+1

+1

feat, dragon bite

spellcasting class

+1 level of existing arcane

3rd

+2

+2

+1

+2

Breath weapon

spellcasting class

Ability boost (Str +2), natural

+1 level of existing arcane

4th

+3

+2

+1

+2

armor increase (+1)

spellcasting class

5th

+3

+3

+2

+3

Blindsense 30 ft., bloodline feat

—

+1 level of existing arcane

6th

+4

+3

+2

+3

Ability boost (Con +2)

spellcasting class

Dragon form (1/day), natural

+1 level of existing arcane

7th

+5

+4

+2

+4

armor increase (+1)

spellcasting class

Ability boost (Int +2), bloodline

+1 level of existing arcane

8th

+6

+4

+3

+4

feat

spellcasting class

9th

+6

+5

+3

+5

Wings

—

Blindsense 60 ft., Dragon form

+1 level of existing arcane

10th

+7

+5

+3

+5

(2/day)

spellcasting class

Page 387

prestige class. He does not, however, gain other benefits a energy damage. The type of damage dealt is determined by

character of that class would have gained, except for the dragon disciple's bloodline.

additional spells per day, spells known (if he is a spontaneous

spellcaster), and an increased effective level of spellcasting. Breath Weapon (Su): At 3rd level, a dragon disciple gains

the breath weapon bloodline power, even if his level does not

If a character had more than one arcane spellcasting class

before becoming a dragon disciple, he must decide to which yet grant that power. Once his level is high enough to grant

this ability through the bloodline, the dragon disciple gains

class he adds the new level for purposes of determining

spells per day.

an additional use of his breath weapon each day. The type

and shape of the breath weapon depends on the type of

Blood of Dragons: A dragon disciple adds his level to his dragon selected by the dragon disciple, as detailed under the

sorcerer levels when determining the powers gained from his Draconic sorcerer bloodline description.

bloodline. If the dragon disciple does not have levels of

sorcerer, he instead gains bloodline powers of the draconic Blindsense (Ex): At 5th level, the dragon disciple gains

blindsense with a range of 30 feet. Using nonvisual senses

bloodline, using his dragon disciple level as his sorcerer level

to determine the bonuses gained. He must choose a dragon the dragon disciple notices things he cannot see. He usually

does not need to make Perception checks to notice and

type upon gaining his first level in this class and that type

must be the same as his sorcerer type. This ability does not pinpoint the location of creatures within range of his

blindsense ability, provided that he has line of effect to that

grant bonus spells to a sorcerer unless he possesses spell

slots of an appropriate level. Such bonus spells are creature.

automatically granted if the sorcerer gains spell slots of the Any opponent the dragon disciple cannot see still has total

spell's level.

concealment against him, and the dragon disciple still has the

normal miss chance when attacking foes that have

Natural Armor Increase (Ex): As his skin thickens, a

dragon disciple takes on more and more of his progenitor's concealment. Visibility still affects the movement of a

creature with blindsense. A creature with blindsense is still

physical aspect. At 1st, 4th, and 7th level, a dragon disciple

gains an increase to the character's existing natural armor (if denied its Dexterity bonus to Armor Class against attacks

from creatures it cannot see. At 10th level, the range of this

any), as indicated on Table: Dragon Disciple. These armor

bonuses stack.

ability increases to 60 feet.

Dragon Form (Sp): At 7th level, a dragon disciple can

Ability Boost (Ex): As a dragon disciple gains levels in this

prestige class, his ability scores increase as noted on Table: assume the form of a dragon. This ability works like form of

the dragon I. At 10th level, this ability functions as form of

Dragon Disciple. These increases stack and are gained as if

through level advancement.

the dragon II and the dragon disciple can use this ability

twice per day. His caster level for this effect is equal to his

Bloodline Feat: Upon reaching 2nd level, and every three effective sorcerer levels for his draconic bloodline.

levels thereafter, a dragon disciple receives one bonus feat, Whenever he casts form of the dragon, he must assume the

chosen from the draconic bloodline's bonus feat list.

form of a dragon of the same type as his bloodline.

Dragon Bite (Ex): At 2nd level, whenever the dragon Wings (Su): At 9th level, a dragon disciple gains the wings

disciple uses his bloodline to grow claws, he also gains a bite bloodline power, even if his level does not yet grant that

attack. This natural attack is made at the dragon disciple's power. Once his level is high enough to grant this ability

full base attack bonus. The dragon disciple adds 1–1/2 times through the bloodline, the dragon disciple's speed increases

his Strength modifier on damage rolls made with his bite. to 90 feet.

Upon reaching 6th level, this bite also deals 1d6 points of

Duelist against clumsy foes and to cripple opponents with

particularly well-placed thrusts of the blade.

Duelists represent the pinnacle of elegant swordplay. They The path to the duelist is natural for rogues and bards, as

move with a grace unmatched by most foes, parrying blows those classes do not rely on armor for defense, although

and countering attacks with swift thrusts of their blades. nearly as many duelists come from the ranks of fighters and

They may wear armor, but generally eschew such bulky rangers. They are often found in those regions that possess

protection as their grace allows them to dodge their elaborate rules and etiquette for battle.

opponents with ease. While others flounder on treacherous

terrain, duelists charge nimbly across the battlefield, leaping Role: The abilities of duelists complement those rogues or

and tumbling into the fray. They thrive in melee, where their bards who wish to accentuate their fighting prowess but,

skill with the blade allows them to make sudden attacks because of their lack of heavy armor, are afraid to leap into

Page 388

combat. Duelists fight in the forefront alongside fighters, with all simple and martial weapons. Duelists are proficient

barbarians, and other melee combatants, deftly avoiding the with light armor but not with shields.

blades of their opponents while expertly targeting their

vulnerabilities.

Canny Defense (Ex): When wearing light or no armor and

not using a shield, a duelist adds 1 point of Intelligence

Alignment: Duelists can be of any alignment, although since bonus (if any) per duelist class level to her Dexterity bonus

most hail from backgrounds as rogues or bards, they tend to to modify Armor Class while wielding a melee weapon. If a

eschew lawful behavior. Lawful duelists are not unheard of, duelist is caught flat-footed or otherwise denied her

however, and such duelists often adhere to a strict code of Dexterity bonus, she also loses this bonus.

honor, refusing to attack unarmed or obviously inferior

opponents.

Precise Strike (Ex): A duelist gains the ability to strike

precisely with a light or one-handed piercing weapon, adding

Hit Die: d10.

her duelist level to her damage roll.

When making a precise strike, a duelist cannot attack with a

Requirements

weapon in her other hand or use a shield. A duelist's precise

strike only works against living creatures with discernible

To qualify to become a duelist, a character must fulfill all the anatomies. Any creature that is immune to critical hits is also

following criteria.

immune to a precise strike, and any item or ability that

protects a creature from critical hits also protects a creature

Base Attack Bonus: +6.

from a precise strike.

Skills: Acrobatics 2 ranks, Perform 2 ranks.

Improved Reaction (Ex): At 2nd level, a duelist gains a +2

Feats: Dodge, Mobility, Weapon Finesse.

bonus on initiative checks. At 8th level, the bonus increases

to +4. This bonus stacks with the benefit provided by the

Improved Initiative feat.

Class Skills

Parry (Ex): At 2nd level, a duelist learns to parry the attacks

The duelist's class skills (and the key ability for each skill) of other creatures, causing them to miss. Whenever the

are Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), duelist takes a full attack action with a light or one-handed

Perception (Wis), Perform (Cha), and Sense Motive (Wis).

piercing weapon, she can elect not to take one of her attacks.

At any time before her next turn, she can attempt to parry an

Skill Ranks at Each Level: 4 + Int modifier.

attack against her or an adjacent ally as an immediate action.

To parry the attack, the duelist makes an attack roll, using the

Class Features

same bonuses as the attack she chose to forego during her

previous action. If her attack roll is greater than the roll of

the attacking creature, the attack automatically misses. For

All of the following are class features of the duelist prestige each size category that the attacking creature is larger than

class.

the duelist, the duelist takes a –4 penalty on her attack roll.

Weapon and Armor Proficiency: The duelist is proficient The duelist also takes a –4 penalty when attempting to parry

Table 11-5: Duelist

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+0

+1

+0

Canny defense, precise strike

2nd

+2

+1

+1

+1

Improved reaction +2, parry

3rd

+3

+1

+2

+1

Enhanced mobility

4th

+4

+1

+2

+1

Combat Reflexes, grace

5th

+5

+2

+3

+2

Riposte

6th

+6

+2

+3

+2

Acrobatic charge

7th

+7

+2

+4

+2

Elaborate defense

8th

+8

+3

+4

+3

Improved reaction +4

9th

+9

+3

+5

+3

Deflect Arrows, no retreat

10th

+10

+3

+5

+3

Crippling critical

Page 389

an attack made against an adjacent ally. The duelist must Depending on the circumstance, she may still need to make

declare the use of this ability after the attack is announced, appropriate checks to successfully move over the terrain.

but before the roll is made.

Elaborate Defense (Ex): At 7th level and higher, if a duelist

Enhanced Mobility (Ex): Starting at 3rd level, when chooses to fight defensively or use total defense in melee

wearing light or no armor and not using a shield, a duelist combat, she gains an additional +1 dodge bonus to AC for

gains an additional +4 bonus to AC against attacks of every 3 levels of duelist she has attained.

opportunity caused when she moves out of a threatened

square.

Deflect Arrows: At 9th level, a duelist gains the benefit of

the Deflect Arrows feat when using a light or one-handed

Combat Reflexes: At 4th level, a duelist gains the benefit of piercing weapon. The duelist does not need a free hand to use

the Combat Reflexes feat when using a light or one-handed this feat.

piercing weapon.

No Retreat (Ex): At 9th level, enemies adjacent to the

Grace (Ex): At 4th level, a duelist gains an additional +2 duelist that take a withdraw action provoke an attack of

competence bonus on all Reflex saving throws. This ability opportunity from the duelist.

functions for a duelist only when she is wearing light or no Crippling Critical (Ex): When you confirm a critical hit

armor and not using a shield.

using a light or one-handed piercing weapon, you can apply

Riposte (Ex): Starting at 5th level, a duelist can make an one of the following penalties in addition to the damage

attack of opportunity against any creature whose attack she dealt: reduce all of the target's speeds by 10 feet (minimum 5

successfully parries, so long as the creature she is attacking is feet), 1d4 points of Strength or Dexterity damage, –4 penalty

within reach.

on all saving throws, –4 penalty to Armor Class, or 2d6

points of bleed damage. These penalties last for 1 minute,

Acrobatic Charge (Ex): At 6th level, a duelist gains the except for ability damage, which must be healed normally,

ability to charge in situations where others cannot. She may and bleed damage, which continues until the target receives

charge over difficult terrain that normally slows movement. magic healing or a DC 15 Heal skill check.

Eldritch Knight of any alignment. Maintaining a balance between studies of

arcane lore and martial techniques requires great discipline,

Fearsome warriors and spellcasters, eldritch knights are rare however, and for that reason many favor lawful alignments.

among magic-users in their ability to wade into battle Hit Die: d10.

alongside fighters, barbarians, and other martial classes.

Those who must face eldritch knights in combat fear them

greatly, for their versatility on the battlefield is tremendous; Requirements

against heavily armed and armored opponents they may level

crippling spells, while opposing spellcasters meet their ends To qualify to become an eldritch knight, a character must

on an eldritch knight's blade.

fulfill all the following criteria.

Because the road to becoming an eldritch knight requires Weapon Proficiency: Must be proficient with all martial

both martial prowess and arcane power, eldritch knights weapons.

almost always begin their paths as multiclassed characters, Spells: Able to cast 3rd-level arcane spells.

such as fighter/wizards or ranger/sorcerers. They may be

found wherever studies of the arcane are as prevalent as

martial training.

Class Skills

Role: Eldritch knights blend the abilities of fighting classes

and spellcasters, hurling magic at the enemy one moment The eldritch knight's class skills (and the key ability for each

and hewing down their opponents with steel the next. They skill) are Climb (Str), Knowledge (arcana) (Int), Knowledge

are just as comfortable fighting in the thick of combat as they (nobility and royalty) (Int), Linguistics (Int), Ride (Dex), are casting spells at foes while remaining safely behind their Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

compatriots. Their versatility makes them valuable allies Skill Ranks at Each Level: 2 + Int modifier.

when the nature of an upcoming battle is unclear.

Alignment: The road to becoming an eldritch knight is as Class Features

varied as the paths leading to apprenticeship under a wizard

or a career as a soldier, and eldritch knights can therefore be All of the following are features of the eldritch knight

Page 390

Table 11-6: Eldritch Knight

Base Attack Fort Ref Will

Level

Special

Spells per Day

Bonus

Save Save Save

Bonus combat feat, diverse

1st

+1

+1

+0

+0

—

training

2nd

+2

+1

+1

+1

—

+1 level of existing arcane spellcasting class

3rd

+3

+2

+1

+1

—

+1 level of existing arcane spellcasting class

4th

+4

+2

+1

+1

—

+1 level of existing arcane spellcasting class

5th

+5

+3

+2

+2

Bonus combat feat

+1 level of existing arcane spellcasting class

6th

+6

+3

+2

+2

—

+1 level of existing arcane spellcasting class

7th

+7

+4

+2

+2

—

+1 level of existing arcane spellcasting class

8th

+8

+4

+3

+3

—

+1 level of existing arcane spellcasting class

9th

+9

+5

+3

+3

Bonus combat feat

+1 level of existing arcane spellcasting class

10th

+10

+5

+3

+3

Spell critical

+1 level of existing arcane spellcasting class

Weapon and Armor Proficiency: Eldritch knights gain no gains new spells per day as if he had also gained a level in an

proficiency with any weapon or armor.

arcane spellcasting class he belonged to before adding the

prestige class. He does not, however, gain any other benefit a

Bonus Feat: At 1st level, an eldritch knight may choose a character of that class would have gained, except for

bonus combat feat. This is in addition to the feats that a additional spells per day, spells known (if he is a spontaneous

character of any class normally gets from advancing levels. spellcaster), and an increased effective level of spellcasting.

The character must still meet any prerequisites for these If a character had more than one arcane spellcasting class

bonus feats. An eldritch knight gains an additional combat before becoming an eldritch knight, he must decide to which

feat at 5th and 9th level.

class he adds the new level for purposes of determining

Diverse Training: An eldritch knight adds his level to any spells per day.

levels of fighter he might have for the purpose of meeting the Spell Critical (Su): At 10th level, whenever an eldritch

prerequisites for feats (if he has no fighter levels, treat his knight successfully confirms a critical hit, he can cast a spell

eldritch knight levels as levels of fighter). He also adds his as a swift action. The spell must include the target of the

level to any levels in an arcane spellcasting class for the attack as one of its targets or in its area of effect. Casting this

purpose of meeting the prerequisites for feats.

spell does not provoke an attack of opportunity. The caster

Spells per Day: At the indicated levels, an eldritch knight must still meet all of the spell's components and must roll for

arcane spell failure if necessary.

Loremaster infinite.

The loremaster class holds little appeal for non-spellcasters

The loremaster is a gatherer and keeper of secrets. He is —indeed, before one can devote a life to the studies and

often obsessed by the written word, with cryptic and arcane traditions of the loremaster, a character must first master

lore serving as his devoted mistress. Holding to the adage several spells of the school of divination. Most loremasters

that knowledge is power, the loremaster often forsakes begin their paths as clerics or wizards, but any character

material wealth and personal glory for rare or unusual capable of casting enough divination spells can, eventually,

information, an endless quest that brings him ever closer to become a loremaster.

his unattainable goal: perfection through edification. Often

rejecting what he views as the pointless affectations and Role: Loremasters' lives are spent in study, research, and

transitory pleasures of his short-sighted neighbors, the fieldwork. While the first two lend themselves to the

loremaster believes that the only worthwhile goal in life is loremaster's reputation as a bookish recluse, the latter

the acquisition of intellectual might. After all, wealth is oftentimes forces a loremaster to seek out the aid of

spent, passions fade, and the power of the body is limited by adventurers who, through a mutually beneficial arrangement,

age, while the mind's capacity to grow greater with time is might provide a degree of protection to the scholar while he

Page 391

Table 11-7: Loremaster

Base Attack

Level

Fort Save

Ref Save

Will Save

Special

Spells per Day

Bonus

1st

+0

+0

+0

+1

Secret

+1 level of existing class

2nd

+1

+1

+1

+1

Lore

+1 level of existing class

3rd

+1

+1

+1

+2

Secret

+1 level of existing class

4th

+2

+1

+1

+2

Bonus language

+1 level of existing class

5th

+2

+2

+2

+3

Secret

+1 level of existing class

6th

+3

+2

+2

+3

Greater lore

+1 level of existing class

7th

+3

+2

+2

+4

Secret

+1 level of existing class

8th

+4

+3

+3

+4

Bonus language

+1 level of existing class

9th

+4

+3

+3

+5

Secret

+1 level of existing class

10th

+5

+3

+3

+5

True lore

+1 level of existing class

seeks whatever knowledge he is after. For his part, the Requirements

loremaster provides a wealth of information and arcane

firepower to a party. Some loremasters actively deride those To qualify to become a loremaster, a character must fulfill all

of their kind who fear to leave the safety of the temple or the following criteria.

library, pointing out that only old lore can be discovered in

books—new lore must be sought out in the world. These Skills: Knowledge (any two) 7 ranks in each.

more active loremasters might join up with an adventuring Feats: Any three metamagic or item creation feats, plus Skill

party for the benefit of the journey, content with whatever Focus (Knowledge [any individual Knowledge skill]).

knowledge might be picked up along the way.

Spells: Able to cast seven different divination spells, one of

Alignment: Most loremasters cannot be bothered with which must be 3rd level or higher.

distracting and pointless philosophies such as ethics, and so

tend to be neutral, neutral good, or neutral evil.

Class Skills

Hit Die: d6.

The loremaster's class skills (and the key ability for each

skill) are Appraise (Int), Diplomacy (Cha), Handle Animals

Table 11-8: Loremaster Secrets

Level +

Secret

Effect

Int Modifier

1

Instant mastery

4 ranks of a skill in which the character has no ranks

2

Secret health

Toughness bonus feat

3

Secrets of inner strength

+2 bonus on Will saves

4

The lore of true stamina

+2 bonus on Fortitude saves

5

Secret knowledge of avoidance

+2 bonus on Reflex saves

6

Weapon trick

+1 bonus on attack rolls

7

Dodge trick

+1 dodge bonus to AC

8

Applicable knowledge

Any one feat

9

Newfound arcana

1 bonus 1st-level spell*

10

More newfound arcana

1 bonus 2nd-level spell*

* As if gained through having a high ability score.

Page 392

(Cha), Heal (Wis), Knowledge (all skills taken individually) Secret: At 1st level and every two levels higher than 1st (3rd,

(Int), Linguistics (Int), Perform (Cha), Spellcraft (Int), and 5th, 7th, and 9th), the loremaster chooses one secret from the

Use Magic Device (Cha).

Loremaster Secrets table. His level plus Intelligence modifier

determines which secrets he can choose. He can't choose the

Skill Ranks at Each Level: 4 + Int modifier.

same secret twice.

Lore: At 2nd level, a loremaster adds half his level to all

Class Features

Knowledge skill checks and may make such checks

untrained. The bonuses gained from this ability stack with

All of the following are Class Features of the loremaster those gained from Bardic Knowledge.

prestige class.

Bonus Languages: A loremaster can learn any new language

Weapon and Armor Proficiency: Loremasters gain no at 4th and 8th level.

proficiency with any weapon or armor.

Greater Lore (Ex): At 6th level, a loremaster gains the

Spells per Day/Spells Known: When a new loremaster level ability to understand magic items. Whenever a loremaster

is gained, the character gains new spells per day as if he had examines a magic item to determine its properties, he gains a

also gained a level in a spellcasting class he belonged to +10 circumstance bonus on his Spellcraft skill check.

before adding the prestige class. He does not, however, gain

other benefits a character of that class would have gained, True Lore (Ex): At 10th level, a loremaster's knowledge

except for additional spells per day, spells known (if he is a becomes vast indeed. Once per day a loremaster can use his

spontaneous spellcaster), and an increased effective level of knowledge to gain the effect of a legend lore spell or an

spellcasting. If a character had more than one spellcasting analyze dweomer spell. If used to create a legend lore effect, class before becoming a loremaster, he must decide to which this ability has a casting time of 1 minute, regardless of how

class he adds the new level for purposes of determining much information is already known about the subject in

spells per day.

question.

Mystic Theurge powers for either the benefit—or control—of society.

Chaotic mystic theurges are rarer still, as the calling

Mystic theurges place no boundaries on their magical generally requires great personal discipline.

abilities and find no irreconcilable paradox in devotion to the Hit Die: d6.

arcane as well as the divine. They seek magic in all of its

forms, finding no reason or logic in denying themselves

instruction by limiting their knowledge to one stifling Requirements

paradigm, though many are simply hungry for limitless

power. No matter what their motivations, mystic theurges To qualify to become a mystic theurge, a character must

believe that perception is reality, and through the divine fulfill all the following criteria.

forces and astral energies of the multiverse, that perception Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3

can be used to manipulate and control not only the nature of ranks.

this reality, but destiny itself.

Spells: Able to cast 2nd-level divine spells and 2nd-level

Mystic theurges are drawn from multiclass spellcasters who arcane spells.

can already cast both arcane and divine spells, and the

powers that they gain increase their mastery over both.

Role: The mystic theurge is a powerful component for any Class Skills

party, supplying magic for attack, defense, and healing.

Mystic theurges travel the world in search of arcane and holy The mystic theurge's class skills (and the key ability for each

artifacts, magical lore, or divine revelations, and most have skill) are Knowledge (arcana) (Int), Knowledge (religion) no qualms about teaming up with groups of adventurers so (Int), Sense Motive (Wis), and Spellcraft (Int).

long as that group's goals do not directly conflict with their Skill Ranks at Each Level: 2 + Int modifier.

own.

Alignment: The motivations of a mystic theurge rarely stem Class Features

from a sense of altruism or philanthropy, so most tend to be

neutral, neutral good, or neutral evil. Lawful mystic theurges, All of the following are features of the mystic theurge

whether good, neutral, or evil, are rarer, and often use their

Page 393

prestige class.

spells from one of his spellcasting classes using the 2nd-level

slots of the other spellcasting class. Every two levels

Weapon and Armor Proficiency: Mystic theurges gain no thereafter, the level of spells that can be cast in this way

proficiency with any weapon or armor.

increases by one, to a maximum of 5th-level spells at 9th

Spells per Day: When a new mystic theurge level is gained, level (these spells would take up 6th-level spell slots). The

the character gains new spells per day as if he had also components of these spells do not change, but they otherwise

gained a level in any one arcane spellcasting class he follow the rules for the spellcasting class used to cast the

belonged to before he added the prestige class and any one spell.

divine spellcasting class he belonged to previously. He does Spontaneous spellcasters can only select spells that they have

not, however, gain other benefits a character of that class prepared that day using non-spontaneous classes for this

would have gained. This essentially means that he adds the ability, even if the spells have already been cast. For

level of mystic theurge to the level of whatever other arcane example, a cleric/sorcerer/mystic theurge can use this ability

spellcasting class and divine spellcasting class the character to spontaneously cast a bless spell using a 2nd-level sorcerer

has, then determines spells per day, spells known, and caster spell slot, if the character had a prepared bless spell using a

level accordingly. If a character had more than one arcane 1st-level cleric spell slot, even if that spell had already been

spellcasting class or more than one divine spellcasting class cast that day.

before he became a mystic theurge, he must decide to which

class he adds each level of mystic theurge for the purpose of Spell Synthesis (Su): At 10th level, a mystic theurge can cast

determining spells per day.

two spells, one from each of his spellcasting classes, using

one action. Both of the spells must have the same casting

Combined Spells (Su): A mystic theurge can prepare and time. The mystic theurge can make any decisions concerning

cast spells from one of his spellcasting classes using the the spells independently. Any target affected by both of the

available slots from any of his other spellcasting classes. spells takes a –2 penalty on saves made against each spell.

Spells prepared or cast in this way take up a slot one level The mystic theurge receives a +2 bonus on caster level

higher than they originally occupied. This ability cannot be checks made to overcome spell resistance with these two

used to cast a spell at a lower level if that spell exists on both spells. A mystic theurge may use this ability once per day.

spell lists. At 1st level, a mystic theurge can prepare 1st-level

Table 11-9: Mystic Theurge

Base Attack Fort

Ref

Will

Level

Special

Spells per Day

Bonus

Save

Save

Save

+1 level of existing arcane spellcasting class/

1st

+0

+0

+0

+1

Combined spells (1st)

+1 level of existing divine spellcasting class

+1 level of existing arcane spellcasting class/

2nd

+1

+1

+1

+1

+1 level of existing divine spellcasting class

+1 level of existing arcane spellcasting class/

3rd

+1

+1

+1

+2

Combined spells (2nd)

+1 level of existing divine spellcasting class

+1 level of existing arcane spellcasting class/

4th

+2

+1

+1

+2

+1 level of existing divine spellcasting class

+1 level of existing arcane spellcasting class/

5th

+2

+2

+2

+3

Combined spells (3rd)

+1 level of existing divine spellcasting class

+1 level of existing arcane spellcasting class/

6th

+3

+2

+2

+3

+1 level of existing divine spellcasting class

+1 level of existing arcane spellcasting class/

7th

+3

+2

+2

+4

Combined spells (4th)

+1 level of existing divine spellcasting class

+1 level of existing arcane spellcasting class/

8th

+4

+3

+3

+4

+1 level of existing divine spellcasting class

+1 level of existing arcane spellcasting class/

9th

+4

+3

+3

+5

Combined spells (5th)

+1 level of existing divine spellcasting class

+1 level of existing arcane spellcasting class/

10th

+5

+3

+3

+5

Spell synthesis

+1 level of existing divine spellcasting class

Page 394

Pathfinder Chronicler Requirements

Brave explorers and scavengers of lost or forgotten To qualify to become a Pathfinder chronicler, a character

knowledge, Pathfinder chroniclers are quintessential must fulfill all the following criteria.

adventurers, exploring the world for esoteric truths, magical Skills: Linguistics 3 ranks, Perform (oratory) 5 ranks,

and mundane relics and artifacts, and new and mysterious Profession (scribe) 5 ranks.

vistas, be they wonderful or terrible. For some, this journey

is purely about the wealth, for others the glory of discovery, Special: Must have authored or scribed something (other

and still more are stirred by the irresistible drive to uncover than a magical scroll or other device) for which another

the bones of the ages and legends of forgotten epochs in an person (not a PC) paid at least 50 gp.

effort to chronicle the deeds of yesterday, today, and

tomorrow.

Class Skills

The Pathfinder chronicler class attracts any who see the

world as a great mystery to be unraveled, and thus has a The Pathfinder chronicler's class skills (and the key ability

diverse and varied following, from fighters and bards to for each skill) are Appraise (Int), Bluff (Cha), Diplomacy

wizards and clerics, and everything in between. However, (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), due to their role as historians and preservers of posterity, Knowledge (all skills, taken individually) (Int), Linguistics

hopefuls must be literate and scholarly—for Pathfinder (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense

chroniclers are more than mere treasure hunters.

Motive (Wis), Sleight of Hand (Dex), Survival (Wis), and

Use Magic Device (Cha).

Role: The Pathfinder chronicler's missions often thrust her

into the role of party leader, and adventures typically result Skill Ranks at Each Level: 8 + Int modifier.

from, and revolve around, his endless quests.

Alignment: A Pathfinder chronicler's alignment largely Class Features

determines her motivations. Good characters tend to view

their missions as noble ventures, neutral characters seek to The following are class features of the Pathfinder chronicler

preserve knowledge for knowledge's sake, and evil prestige class.

characters are driven by an urge to accumulate wealth and

add to their own glory.

Bardic Knowledge (Ex): This ability is identical to the bard

class feature of the same name, and levels in this class stack

Hit Dice: d8.

with levels in any other class that grants a similar ability.

Deep Pockets (Ex): A Pathfinder chronicler collects items as

well as lore, picking up small amounts of this or that

throughout her travels. As a result, she may carry unspecified

Table 11-10: Pathfinder Chronicler

Level Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+1

+1

Bardic knowledge, deep pockets, master scribe

2nd

+1

+1

+1

+1

Live to tell the tale, pathfinding

3rd

+2

+1

+2

+2

Bardic music, improved aid

4th

+3

+1

+2

+2

Epic tales

5th

+3

+2

+3

+3

Whispering campaign

6th

+4

+2

+3

+3

Inspired action (move)

7th

+5

+2

+4

+4

Call down the legends

8th

+6

+3

+4

+4

Greater epic tales

9th

+6

+3

+5

+5

Inspired action (standard)

10th

+7

+3

+5

+5

Lay of the exalted dead

Page 395

equipment worth up to 100 gp per class level. This can be aid another action grants a +4 bonus, rather than the normal

any kind of gear that can reasonably fit into a backpack, +2.

including potions and scrolls (but not any other sort of magic

item). As a full-round action, the chronicler may dig through Epic Tales (Su): A 4th-level Pathfinder chronicler can

inscribe a tale so evocative and so moving that it conveys the

her pockets to retrieve an item she specifies at that time,

deducting its value from the allocated amount of cost. This effects of bardic music through the written word. To create

an epic tale requires two daily uses of her bardic music

item cannot weigh more than 10 pounds. When the total

remaining cost reaches 0, the chronicler can retrieve no more ability, and any relevant skill ranks or checks are made with

Profession (scribe) rather than Perform (oratory). An epic

items until she refills her deep pockets by spending a few

hours and an amount of gold to bring her total up to 100 gp tale affects only the reader, but it grants all the benefits that

would normally apply for hearing a performance. A

per class level.

Pathfinder chronicler may apply the effects of any feats that

In addition, if she takes 1 hour to pack her gear each day, she affect bardic music to her epic tales. An epic tale retains its

gains a +4 bonus to Strength to determine her light supernatural potency for 1 day per class level. It requires 1

encumbrance. This does not affect her maximum carrying hour to inscribe, a full-round action to activate, and has a

capacity. The efficient distribution of weight simply duration of 1 minute. Once activated, an epic tale's magic is

encumbers her less than the same amount of weight normally consumed.

should. Finally, the Pathfinder chronicler gains a +4 bonus on

Sleight of Hand checks made to conceal small objects on her Whispering Campaign (Ex): Pathfinder chroniclers

influence the world through their control of information and

person.

ability to shape public perception. At 5th level, as a special

Master Scribe (Ex): A Pathfinder chronicler adds her class use of bardic music, the Pathfinder chronicler can create the

level as a bonus on all Linguistics and Profession (scribe) effect of a doom spell as cast by a sorcerer of her class level checks, as well as Use Magic Device checks involving by denouncing a creature in person. This is a language-

scrolls or other written magical items. A Pathfinder dependent effect.

chronicler can make Linguistics checks to decipher text as a Alternatively, the chronicler can denounce a particular target

full-round action and can always take 10 on Linguistics and

Profession (scribe) checks, even if distracted or endangered. (an individual or a definable group of creatures) to others.

This form of bardic music creates the effect of the enthrall

Live to Tell the Tale (Ex): At 2nd level, once per day per spell, but at the end of the performance all creatures who

two class levels, a Pathfinder chronicler can attempt a new failed to save shift their attitude toward the target of the

saving throw against any ongoing condition against which oration by one step (in the direction of the Pathfinder

she failed a saving throw in a previous round, even if the chronicler's choice) for 1 day per class level.

effect is normally permanent. This ability has no effect on

conditions that do not allow saving throws or against Inspire Action (Su): As a special use of bardic music, a 6th-

level Pathfinder chronicler can exhort any one ally within

instantaneous effects.

hearing to a sudden surge of action, allowing her ally to

Pathfinding (Ex): Beginning at 2nd level, a Pathfinder immediately take an extra move action. This does not count

chronicler develops an excellent sense of direction and skill against the ally's number of actions on his own turn.

at leading others through difficult terrain or by following At 9th level, she can enable an ally to immediately take a

ancient maps. A Pathfinder chronicler gains a +5 bonus on

Survival checks made to avoid becoming lost and to standard action instead.

Intelligence checks to escape a maze spell. In addition, she Call Down the Legends (Su): At 7th level, once per week as

always uses the “road or trail” overland movement modifier a full-round action, a Pathfinder chronicler can summon 2d4

even when in trackless terrain, whether on foot or mounted. 4th-level human barbarians, as if she used a bronze horn of

With a DC 15 Survival check, the Pathfinder chronicler can Valhalla; these summoned barbarians serve her with

extend this benefit to one companion per class level.

complete loyalty. The barbarians are constructs, not actual

Bardic Music (Su): At 3rd level, a Pathfinder chronicler people (although they seem to be). They arrive with the

normal starting equipment for barbarians and attack anyone

gains this ability, which functions like the bard class feature

of the same name, except that the chronicler's effective bard the chronicler designates.

level is 2 lower than her class level. Levels in this class stack Greater Epic Tales (Su): At 8th level, the Pathfinder

with levels in any other class that grants a similar ability to chronicler's written word gains power. This ability functions

determine her effective bard level.

like the chronicler's epic tales ability, except that if read

Improved Aid (Ex): Pathfinder chroniclers frequently serve aloud, the bardic music takes effect as if the author had used

the ability, but the effects are targeted by the reader and use

as the companions of great heroes, standing by their sides

and recording their deeds, but often lending a crucial helping the reader's Charisma score where applicable.

hand. Starting at 3rd level, a Pathfinder chronicler using the Lay of the Exalted Dead (Su): Once per week as a full-

Page 396

round action, a 10th-level Pathfinder chronicler can summon full damage to corporeal creatures) and attack anyone the

1d4+1 5th-level human barbarians, as if she used an iron chronicler designates. To the chronicler and their allies, these

horn of Valhalla. The summoned barbarians serve her with exalted dead appear like a noble troop of spectral warriors.

complete and unquestioning loyalty. They are constructs, Her enemies, however, behold the terrible wrath of the

with the incorporeal subtype (they take 50% of the damage ancient heroes and must succeed at Will saves or become

from corporeal sources, and no damage from nonmagical shaken for 1 round per summoned barbarian (DC 15 + the

sources). They arrive wearing +2 studded leather and Pathfinder chronicler's Charisma modifier).

wielding +1 ghost touch greataxes (allowing them to deal

Shadowdancer attacks where they're least expected. For this reason, their

services are often sought out by those groups in need of

Civilized folk have always feared the night, barring scouts or spies.

themselves behind doors or comforting themselves with Alignment: Because of their nature as visually duplicitous

bonfires when the shadows grow long, rightfully wary of the tricksters, shadowdancers do not fit comfortably into the

creatures that prowl the darkness. Yet long ago, some learned lawful category, as many use their talents to avoid the eyes of

that the best way to conquer an enemy is to embrace it. These legitimate authority. Yet though they are allies of darkness,

were the first shadowdancers.

shadowdancers are neither inherently evil nor predisposed to

Shadowdancers exist in the boundary between light and good. To them, the darkness is simply the darkness, without

darkness, where they weave together the shadows to become any of the usual moral connotations made by the

half-seen artists of deception. Unbound by any specified unenlightened.

morality or traditional code, shadowdancers encompass a Hit Die: d8.

wide variety of adventuring types who have seen the value of

the dark. Spellcasters use their abilities to safely cast spells

from hiding and then move quickly away, while classes Requirements

devoted to hand-to-hand combat enjoy the ability to attack

foes with the element of surprise. Some even take the name To qualify to become a shadowdancer, a character must

of their kind quite literally, becoming eerie and mysterious fulfill all the following criteria.

performers and dancers, though more often the temptation Skills: Stealth 5 ranks, Perform (dance) 2 ranks.

presented by their talents with deception and infiltration

causes shadowdancers to turn to lives of thievery.

Feats: Combat Reflexes, Dodge, Mobility.

Role: Shadowdancers adventure for a wide variety of

reasons. Many adventuring parties find shadowdancers Class Skills

valuable members of their teams due to their incredible

Table 11-11: Shadowdancer

Level Base Attack Bonus Fort Save Ref Save Will Save

Special

1st

+0

+0

+1

+0

Hide in plain sight

2nd

+1

+1

+1

+1

Evasion, darkvision, uncanny dodge

3rd

+2

+1

+2

+1

Rogue talent, shadow illusion, summon shadow

4th

+3

+1

+2

+1

Shadow call, shadow jump 40 ft.

5th

+3

+2

+3

+2

Defensive roll, improved uncanny dodge

6th

+4

+2

+3

+2

Rogue talent, shadow jump 80 ft.

7th

+5

+2

+4

+2

Slippery mind

8th

+6

+3

+4

+3

shadow jump 160 ft., shadow power

9th

+6

+3

+5

+3

Rogue talent

10th

+7

+3

+5

+3

Improved evasion, shadow jump 320 ft., shadow master

stealth and ability to surprise enemies with lightning-quick The shadowdancer's class skills (and the key ability for each

Page 397

skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), every two shadowdancer levels she has attained. The DC for

Disguise (Cha), Escape Artist (Dex), Perception (Wis), this ability is Charisma-based.

Perform (Cha), Sleight of Hand (Dex), and Stealth (Dex).

Summon Shadow (Su): At 3rd level, a shadowdancer can

Skill Ranks at Each Level: 6 + Int modifier.

summon a shadow, an undead shade. Unlike a normal

shadow, this shadow's alignment matches that of the

shadowdancer, and the creature cannot create spawn. The

Class Features

summoned shadow receives a +4 bonus on Will saves made

to halve the damage from positive channeled energy and the

All of the following are features of the shadowdancer shadow cannot be turned or commanded. This shadow serves

prestige class.

as a companion to the shadowdancer and can communicate

Weapon and Armor Proficiency: Shadowdancers are intelligibly with the shadowdancer. This shadow has a

proficient with the club, crossbow (hand, light, or heavy), number of hit points equal to half the shadowdancer's total.

dagger (any type), dart, mace, morningstar, quarterstaff, The shadow uses the shadowdancer's base attack bonus and

rapier, sap, shortbow (normal and composite), and short base save bonuses.

sword. Shadowdancers are proficient with light armor but not If a shadow companion is destroyed, or the shadowdancer

with shields.

chooses to dismiss it, the shadowdancer must attempt a DC

Hide in Plain Sight (Su): A shadowdancer can use the 15 Fortitude save. If the saving throw fails, the

Stealth skill even while being observed. As long as she is shadowdancer gains one permanent negative level. A

within 10 feet of an area of dim light, a shadowdancer can successful saving throw avoids this negative level. A

hide herself from view in the open without anything to destroyed or dismissed shadow companion cannot be

actually hide behind. She cannot, however, hide in her own replaced for 30 days.

shadow.

Shadow Call (Sp): At 4th level, a shadowdancer can create

Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If creatures and effects out of raw shadow. This ability

exposed to any effect that normally allows her to attempt a functions as shadow conjuration, using the shadowdancer's

Reflex saving throw for half damage, she takes no damage level as the caster level. A shadowdancer can use this ability

with a successful saving throw. The evasion ability can only once per day at 4th level, plus one additional time per day for

be used if the shadowdancer is wearing light armor or no every two levels attained beyond 4th (2/day at 6th level,

armor.

3/day at 8th level, and 4/day at 10th level). Upon reaching

10th level, this ability functions as greater shadow

Darkvision (Ex): At 2nd level, a shadowdancer gains conjuration. The DC for this ability is Charisma-based.

darkvision out to a range of 60 feet. If she already has

darkvision, the range increases by 30 feet.

Shadow Jump (Su): At 4th level, a shadowdancer gains the

ability to travel between shadows as if by means of a

Uncanny Dodge (Ex): At 2nd level, a shadowdancer cannot dimension door spell. The limitation is that the magical

be caught flat-footed, even if the attacker is invisible. He still transport must begin and end in an area with at least some

loses her Dexterity bonus to AC if immobilized. An dim light. A shadowdancer can jump up to a total of 40 feet

shadowdancer with this ability can still lose his Dexterity each day in this way; this may be a single jump of 40 feet or

bonus to AC if an opponent successfully uses the feint action four jumps of 10 feet each. Every two levels higher than 4th,

against him.

the distance a shadowdancer can jump each day doubles (80

If a shadowdancer already has uncanny dodge from a feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount

different class, he automatically gains improved uncanny can be split among many jumps, but each one, no matter how

dodge instead.

small, counts as a 10-foot increment.

Rogue Talent: At 3rd level, and every three levels thereafter, Defensive Roll (Ex): Starting at 5th level, once per day, a

a shadowdancer gains a special ability that allows her to shadowdancer can attempt to avoid a lethal blow. This

confound her foes. This functions as the rogue talent class functions as the rogue's advanced talent of the same name.

feature. A shadowdancer cannot select an individual talent Improved Uncanny Dodge (Ex): At 5th level and higher,

more than once. If a shadowdancer has the advanced talents shadowdancer can no longer be flanked. This defense denies

rogue class feature, she can chose from the advanced talents a rogue the ability to sneak attack the assassin by flanking

list instead.

him, unless the attacker has at least four more rogue levels

Shadow Illusion (Sp): When a shadowdancer reaches 3rd than the target has assassin levels.

level, she can create visual illusions. This ability functions as If a character already has uncanny dodge from another class,

silent image, using the shadowdancer's level as the caster the levels from the classes that grant uncanny dodge stack to

level. A shadowdancer can use this ability once per day for determine the minimum rogue level required to flank the

Page 398

character.

Slippery Mind (Ex): At 7th level, a shadowdancer becomes

resilient to enchantment spells. This functions as the rogue's

advanced talent of the same name.

Shadow Power (Sp): At 8th level, a shadowdancer can use

raw shadow to damage her foes. This ability functions as

shadow evocation, using the shadowdancer's level as the

caster level. A shadowdancer can use this ability once per

day at 8th level, and one additional time per day upon

reaching 10th level. The DC for this ability is Charisma-

based.

Improved Evasion (Ex): This ability, gained at 10th level,

works like evasion (see above). A shadowdancer takes no

damage at all on successful saving throws against attacks that

allow a Reflex saving throw for half damage. What's more,

she takes only half damage even if she fails her saving throw.

Shadow Master (Su): At 10th level, whenever a

shadowdancer is in an area of dim light, she gains DR 10/—

and a +2 luck bonus on all saving throws. In addition,

whenever she successfully scores a critical hit against a foe

who is in an area of dim light, that foe is blinded for 1d6

rounds.

Page 399

12. Gamemastering Number of Creatures

Equal to…

8 Creatures

CR +6

12 Creatures

CR +7

Designing Encounters 16 Creatures

CR +8

Table 12-3: Experience Point Awards

The heart of any adventure is its encounters. An encounter is

any event that puts a specific problem before the PCs that

Individual XP

they must solve. Most encounters present combat with CR

Total XP

1-3

4-5

6+

monsters or hostile NPCs, but there are many other types—a

trapped corridor, a political interaction with a suspicious 1/8

50

15

15

10

king, a dangerous passage over a rickety rope bridge, an 1/6

65

20

15

10

awkward argument with a friendly NPC who suspects a PC 1/4

100

35

25

15

has betrayed him, or anything that adds drama to the game. 1/3

135

45

35

25

Brain-teasing puzzles, roleplaying challenges, and skill

checks are all classic methods for resolving encounters, but 1/2

200

65

50

35

the most complex encounters to build are the most common 1

400

135

100

65

ones—combat encounters.

2

600

200

150

100

When designing a combat encounter, you first decide what 3

800

265

200

135

level of challenge you want your PCs to face, then follow the 4

1,200

400

300

200

steps outlined below.

5

1,600

535

400

265

Step 1—Determine APL: Determine the average level of 6

2,400

800

600

400

your player characters—this is their Average Party Level 7

3,200

1,070

800

535

(APL for short). You should round this value to the nearest

whole number (this is one of the few exceptions to the round 8

4,800

1,600

1,200

800

down rule). Note that these encounter creation guidelines 9

6,400

2,130

1,600

1,070

assume a group of four or five PCs. If your group contains 10

9,600

3,200

2,400

1,600

six or more players, add one to their average level. If your 11

12,800

4,270

3,200

2,130

group contains three or fewer players, subtract one from their

average level. For example, if your group consists of six 12

19,200

6,400

4,800

3,200

players, two of which are 4th level and four of which are 5th 13

25,600

8,530

6,400

4,270

level, their APL is 6th (28 total levels, divided by six players, 14

38,400

12,800

9,600

6,400

rounding up, and adding one to the final result).

15

51,200

17,100

12,800

8,530

16

76,800

25,600

19,200

12,800

Table 12-1: Encounter Design

17

102,400

34,100

25,600

17,100

Difficulty

Challenge Rating Equals…

18

153,600

51,200

38,400

25,600

Easy

APL –1

19

204,800

68,300

51,200

34,100

Average

APL

20

307,200

102,000

76,800

51,200

Challenging

APL +1

21

409,600

137,000

102,400

68,300

Hard

APL +2

22

614,400

205,000

153,600

102,400

Epic

APL +3

23

819,200

273,000

204,800

137,000

Table 12-2: CR Equivalencies

24

1,228,800

410,000

307,200

204,800

25

1,638,400

546,000

409,600

273,000

Number of Creatures

Equal to…

1 Creature

CR

Step 2—Determine CR: Challenge Rating (or CR) is a

2 Creatures

CR +2

convenient number used to indicate the relative danger

3 Creatures

CR +3

presented by a monster, trap, hazard, or other encounter—the

4 Creatures

CR +4

higher the CR, the more dangerous the encounter. Refer to

Table: Encounter Design to determine the Challenge Rating

6 Creatures

CR +5

your group should face, depending on the difficulty of the

Page 400

challenge you want and the group's APL.

encounter's difficulty.

Step 3—Build the Encounter: Determine the total XP Favorable Terrain for the PCs: An encounter against a

award for the encounter by looking it up by its CR on Table: monster that's out of its favored element (like a yeti

Experience Point Awards. This gives you an “XP budget” for encountered in a sweltering cave with lava, or an enormous

the encounter. Every creature, trap, and hazard is worth an dragon encountered in a tiny room) gives the PCs an

amount of XP determined by its CR, as noted on Table: advantage. Build the encounter as normal, but when you

Experience Point Awards. To build your encounter, simply award experience for the encounter, do so as if the encounter

add creatures, traps, and hazards whose combined XP does were one CR lower than its actual CR.

not exceed the total XP budget for your encounter. It's easiest

to add the highest CR challenges to the encounter first, filling Unfavorable Terrain for the PCs: Monsters are designed

with the assumption that they are encountered in their

out the remaining total with lesser challenges.

favored terrain—encountering a water-breathing aboleth in

For example, let's say you want your group of six 8th-level an underwater area does not increase the CR for that

PCs to face a challenging encounter against a group of encounter, even though none of the PCs breathe water. If, on

gargoyles (each CR 4) and their stone giant boss (CR 8). The the other hand, the terrain impacts the encounter significantly

PCs have an APL of 9, and table 12–1 tells you that a (such as an encounter against a creature with blindsight in an

challenging encounter for your APL 9 group is a CR 10 area that suppresses all light), you can, at your option,

encounter—worth 9,600 XP according to Table: Experience increase the effective XP award as if the encounter's CR were

Point Awards. At CR 8, the stone giant is worth 4,800 XP, one higher.

leaving you with another 4,800 points in your XP budget for

the gargoyles. Gargoyles are CR 4 each, and thus worth NPC Gear Adjustments: You can significantly increase or

decrease the power level of an NPC with class levels by

1,200 XP apiece, meaning that the encounter can support

four gargoyles in its XP budget. You could further refine the adjusting the NPC's gear. The combined value of an NPC's

gear is given in Creating NPCs on Table: NPC Gear. A

encounter by including only three gargoyles, leaving you

with 1,200 XP to spend on a trio of Small earth elemental classed NPC encountered with no gear should have his CR

reduced by 1 (provided that loss of gear actually hampers the

servants (at CR 1, each is worth 400 XP) to further aid the

stone giant.

NPC), while a classed NPC that instead has gear equivalent

to that of a PC (as listed on Table: Character Wealth by

Adding NPCs: Creatures whose Hit Dice are solely a factor Level) has a CR of 1 higher than his actual CR. Be careful

of their class levels and not a feature of their race, such as all awarding NPCs this extra gear, though—especially at high

of the PC races detailed in Races, are factored into combats a levels, where you can blow out your entire adventure's

little differently than normal monsters or monsters with class treasure budget in one fell swoop!

levels. A creature that possesses class levels, but does not

have any racial Hit Dice, is factored in as a creature with a

CR equal to its class levels –1. A creature that only possesses Awarding Experience

non-player class levels (such as a warrior or adept) is

factored in as a creature with a CR equal to its class levels – Pathfinder Roleplaying Game characters advance in level by

2. If this reduction would reduce a creature's CR to below 1, defeating monsters, overcoming challenges, and completing

its CR drops one step on the following progression for each adventures—in so doing, they earn experience points (XP for

step below 1 this reduction would make: 1/2, 1/3, 1/4, 1/6, short). Although you can award experience points as soon as

1/8.

a challenge is overcome, this can quickly disrupt the flow of

game play. It's easier to simply award experience points at

High CR Encounters: The XP values for high-CR the end of a game session—that way, if a character earns

encounters can seem quite daunting. Table: CR enough XP to gain a level, he won't disrupt the game while

Equivalencies provides some simple formulas to help you he levels up his character. He can instead take the time

manage these large numbers. When using a large number of between game sessions to do that.

identical creatures, this chart can help simplify the math by

combining them into one CR, making it easier to find their Keep a list of the CRs of all the monsters, traps, obstacles,

total XP value. For example, using this chart, four CR 8 and roleplaying encounters the PCs overcome. At the end of

creatures (worth 4,800 XP each) are equivalent to a CR 12 each session, award XP to each PC that participated. Each

creature (worth 19,200 XP).

monster, trap, and obstacle awards a set amount of XP, as

determined by its CR, regardless of the level of the party in

Ad Hoc CR Adjustments: While you can adjust a specific relation to the challenge, although you should never bother

monster's CR by advancing it, applying templates, or giving awarding XP for challenges that have a CR of 10 or more

it class levels, you can also adjust an encounter's difficulty by lower than the APL. Pure roleplaying encounters generally

applying ad hoc adjustments to the encounter or creature have a CR equal to the average level of the party (although

itself. Listed here are three additional ways you can alter an particularly easy or difficult roleplaying encounters might be

Page 401

one higher or lower). There are two methods for awarding that all PCs of equivalent level have roughly equal amounts

XP. While one is more exact, it requires a calculator for ease of treasure and magic items. Since the primary income for a

of use. The other is slightly more abstract.

PC derives from treasure and loot gained from adventuring,

it's important to moderate the wealth and hoards you place in

Exact XP: Once the game session is over, take your list of your adventures. To aid in placing treasure, the amount of

defeated CR numbers and look up the value of each CR on treasure and magic items the PCs receive for their adventures

Table: Experience Point Awards under the “Total XP” is tied to the Challenge Rating of the encounters they face—

column. Add up the XP values for each CR and then divide the higher an encounter's CR, the more treasure it can award.

this total by the number of characters—each character earns

an amount of XP equal to this number.

Table: Character Wealth by Level lists the amount of treasure

each PC is expected to have at a specific level. Note that this

Abstract XP: Simply add up the individual XP awards listed table assumes a standard fantasy game. Low-fantasy games

for a group of the appropriate size. In this case, the division might award only half this value, while high-fantasy games

is done for you—you need only total up all the awards to might double the value. It is assumed that some of this

determine how many XP to award to each PC.

treasure is consumed in the course of an adventure (such as

Story Awards: Feel free to award Story Awards when potions and scrolls), and that some of the less useful items

players conclude a major storyline or make an important are sold for half value so more useful gear can be purchased.

accomplishment. These awards should be worth double the Table: Character Wealth by Level can also be used to budget

amount of experience points for a CR equal to the APL. gear for characters starting above 1st level, such as a new

Particularly long or difficult story arcs might award even character created to replace a dead one. Characters should

more, at your discretion as GM.

spend no more than half their total wealth on any single item.

For a balanced approach, PCs that are built after 1st level

Placing Treasure

should spend no more than 25% of their wealth on weapons,

25% on armor and protective devices, 25% on other magic

items, 15% on disposable items like potions, scrolls, and

Table 12-4: Character Wealth by Level

wands, and 10% on ordinary gear and coins. Different

character types might spend their wealth differently than

PC Level*

Wealth

these percentages suggest; for example, arcane casters might

2

1,000 gp

spend very little on weapons but a great deal more on other

3

3,000 gp

magic items and disposable items.

4

6,000 gp

Table: Treasure Values per Encounter lists the amount of

5

10,500 gp

treasure each encounter should award based on the average

6

16,000 gp

level of the PCs and the speed of the campaign's XP

progression (slow, medium, or fast). Easy encounters should

7

23,500 gp

award treasure one level lower than the PCs' average level.

8

33,000 gp

Challenging, hard, and epic encounters should award treasure

9

46,000 gp

one, two, or three levels higher than the PCs' average level,

10

62,000 gp

respectively. If you are running a low-fantasy game, cut these

values in half. If you are running a high-fantasy game,

11

82,000 gp

double these values.

12

108,000 gp

Encounters against NPCs typically award three times the

13

140,000 gp

treasure a monster-based encounter awards, due to NPC gear.

14

185,000 gp

To compensate, make sure the PCs face off against a pair of

15

240,000 gp

additional encounters that award little in the way of treasure.

16

315,000 gp

Animals, plants, constructs, mindless undead, oozes, and

traps are great “low treasure” encounters. Alternatively, if the

17

410,000 gp

PCs face a number of creatures with little or no treasure, they

18

530,000 gp

should have the opportunity to acquire a number of

19

685,000 gp

significantly more valuable objects sometime in the near

20

880,000 gp

future to make up for the imbalance. As a general rule, PCs

should not own any magic item worth more than half their

* For 1st-level PCs, see table 6–1 in Equipment.

total character wealth, so make sure to check before

awarding expensive magic items.

As PCs gain levels, the amount of treasure they carry and use

increases as well. The Pathfinder Roleplaying Game assumes

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Table 12-5: Treasure Values per Encounter

guidelines when assigning values to gemstones.

Average Party

Treasure per Encounter

Low-Quality Gems (10 gp): agates; azurite; blue quartz;

Level

hematite; lapis lazuli; malachite; obsidian; rhodochrosite;

Slow

Medium

Fast

tigereye; turquoise; freshwater (irregular) pearl

1

170 gp

260 gp

400 gp

Semi-Precious Gems (50 gp): bloodstone; carnelian;

2

350 gp

550 gp

800 gp

chalcedony; chrysoprase; citrine; jasper; moonstone; onyx;

3

550 gp

800 gp

1,200 gp

peridot; rock crystal (clear quartz); sard; sardonyx; rose,

4

750 gp

1,150 gp

1,700 gp

smoky, or star rose quartz; zircon

5

1,000 gp

1,550 gp

2,300 gp

Medium Quality Gemstones (100 gp): amber; amethyst;

6

1,350 gp

2,000 gp

3,000 gp

chrysoberyl; coral; red or brown-green garnet; jade; jet;

7

1,750 gp

2,600 gp

3,900 gp

white, golden, pink, or silver pearl; red, red-brown, or deep

8

2,200 gp

3,350 gp

5,000 gp

green spinel; tourmaline

9

2,850 gp

4,250 gp

6,400 gp

High Quality Gemstones (500 gp): alexandrite; aquamarine;

10

3,650 gp

5,450 gp

8,200 gp

violet garnet; black pearl; deep blue spinel; golden yellow

topaz

11

4,650 gp

7,000 gp

10,500 gp

12

6,000 gp

9,000 gp

13,500 gp

Jewels (1,000 gp): emerald; white, black, or fire opal; blue

sapphire; fiery yellow or rich purple corundum; blue or black

13

7,750 gp

11,600 gp

17,500 gp

star sapphire

14

10,000 gp

15,000 gp

22,000 gp

Grand Jewels (5,000 gp or more): clearest bright green

15

13,000 gp

19,500 gp

29,000 gp

emerald; diamond; jacinth; ruby

16

16,500 gp

25,000 gp

38,000 gp

Nonmagical Treasures: This expansive category includes

17

22,000 gp

32,000 gp

48,000 gp

jewelry, fine clothing, trade goods, alchemical items,

18

28,000 gp

41,000 gp

62,000 gp

masterwork objects, and more. Unlike gemstones, many of

19

35,000 gp

53,000 gp

79,000 gp

these objects have set values, but you can always increase an

20

44,000 gp

67,000 gp

100,000 gp

object's value by having it be bejeweled or of particularly

fine craftsmanship. This increase in cost doesn't grant

Building a Treasure Hoard

additional abilities—a gem-encrusted masterwork cold iron

scimitar worth 40,000 gp functions the same as a typical

masterwork cold iron scimitar worth the base price of 330

While it's often enough to simply tell your players they've gp. Listed below are numerous examples of several types of

found 5,000 gp in gems and 10,000 gp in jewelry, it's nonmagical treasures, along with typical values.

generally more interesting to give details. Giving treasure a

personality can not only help the verisimilitude of your Fine Artwork (100 gp or more): Although some artwork is

game, but can sometimes trigger new adventures. The composed of precious materials, the value of most paintings,

information on the below can help you randomly determine sculptures, works of literature, fine clothing, and the like

types of additional treasure—suggested values are given for come from their skill and craftsmanship. Artwork is often

many of the objects, but feel free to assign values to the bulky or cumbersome to move and fragile to boot, making

objects as you see fit. It's easiest to place the expensive items salvage an adventure in and of itself.

first—if you wish, you can even randomly roll magic items, Jewelry, Minor (50 gp): This category includes relatively

using the tables in Magic Items, to determine what sort of small pieces of jewelry crafted from materials like brass,

items are present in the hoard. Once you've consumed a bronze, copper, ivory, or even exotic woods, sometimes set

sizable portion of the hoard's value, the remainder can simply with tiny or flawed low-quality gems. Minor jewelry

be loose coins or nonmagical treasure with values arbitrarily includes rings, bracelets, and earrings.

assigned as you see fit.

Jewelry, Normal (100–500 gp): Most jewelry is made of

Coins: Coins in a treasure hoard can consist of copper, silver, silver, gold, jade, or coral, often ornamented with semi-

gold, and platinum pieces—silver and gold are the most precious or even medium-quality gemstones. Normal jewelry

common, but you can divide the coinage as you wish. Coins includes all types of minor jewelry plus armbands, necklaces,

and their value relative to each other are described at the start and brooches.

of Equipment.

Jewelry, Precious (500 gp or more): Truly precious jewelry

Gems: Although you can assign any value to a gemstone, is crafted from gold, mithral, platinum, or similar rare metals.

some are inherently more valuable than others. Use the value Such objects include normal jewelry types plus crowns,

categories below (and their associated gemstones) as

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scepters, pendants, and other large items.

You can certainly handle these minor expenditures in detail

during play, but tracking every time a PC pays for a room,

Masterwork Tools (100–300 gp): This category includes buys water, or pays a gate tax can swiftly become obnoxious

masterwork weapons, armor, and skill kits—see Equipment and tiresome. If you're not really into tracking these minor

for more details and costs for these items.

costs of living, you can choose to simply ignore these small

Mundane Gear (up to 1,000 gp): There are many valuable payments. A more realistic and easier-to-use method is to

items of mundane or alchemical nature detailed in have PCs pay a recurring cost of living tax. At the start of

Equipment that can be utilized as treasure. Most of the every game month, a PC must pay an amount of gold equal

alchemical items are portable and valuable, but other objects to the lifestyle bracket he wishes to live in—if he can't afford

like locks, holy symbols, spyglasses, fine wine, or fine his desired bracket, he drops down to the first one he can

clothing work well as interesting bits of treasure. Trade afford.

goods can even serve as treasure—10 pounds of saffron, for Destitute (0 gp/month): The PC is homeless and lives in the

example, is worth 150 gp.

wilderness or on the streets. A destitute character must track

Treasure Maps and Other Intelligence (variable): Items like every purchase, and may need to resort to Survival checks or

treasure maps, deeds to ships and homes, lists of informants theft to feed himself.

or guard rosters, passwords, and the like can also make fun Poor (3 gp/month): The PC lives in common rooms of

items of treasure—you can set the value of such items at any taverns, with his parents, or in some other communal

amount you wish, and often they can serve double-duty as situation—this is the lifestyle of most untrained laborers and

adventure seeds.

commoners. He need not track purchases of meals or taxes

Magic Items: Of course, the discovery of a magic item is the that cost 1 sp or less.

true prize for any adventurer. You should take care with the Average (10 gp/month): The PC lives in his own apartment,

placement of magic items in a hoard—it's generally more small house, or similar location—this is the lifestyle of most

satisfying for many players to find a magic item rather than trained or skilled experts or warriors. He can secure any

purchase it, so there's no crime in placing items that happen nonmagical item worth 1 gp or less from his home in 1d10

to be those your players can use! An extensive list of magic minutes, and need not track purchases of common meals or

items (and their costs) is given in Magic Items.

taxes that cost 1 gp or less.

Magic Item Category

Average Value

Wealthy (100 gp/month): The PC has a sizable home or a

Minor Item

1,000 gp

nice suite of rooms in a fine inn. He can secure any

Medium Item

10,000 gp

nonmagical item worth 5 gp or less from his belongings in

Major Item

40,000 gp

his home in 1d10 minutes, and need only track purchases of

meals or taxes in excess of 10 gp.

Extravagant (1,000 gp/month): The PC lives in a mansion,

Although you should generally place items with careful castle, or other extravagant home—he might even own the

consideration of their likely effects on your campaign, it can building in question. This is the lifestyle of most aristocrats.

be fun and save time to generate magic items in a treasure He can secure any nonmagical item worth 25 gp or less from

hoard randomly. You can “purchase” random die rolls of his belongings in his home in 1d10 minutes. He need only

magic items for a treasure hoard at the following prices, track purchases of meals or taxes in excess of 100 gp.

subtracting the indicated amount from your treasure budget

and then rolling on the appropriate column on table 15–2 in

Magic Items to determine what item is in the treasure hoard.

Beyond 20th Level

Take care with this approach, though! It's easy, through the

luck (or unluck) of the dice to bloat your game with too Although Classes doesn't describe what happens after 20th

much treasure or deprive it of the same. Random magic item level, this isn't to say that there are no resources available to

placement should always be tempered with good common you should you wish to continue your campaign on to 21st

sense by the GM.

level and beyond. Rules for epic-level play like this exist in

numerous products that are compatible with the Pathfinder

Cost of Living Roleplaying Game, although in many cases these alternative

rules can provide unanticipated problems. For example, if

your campaign world is populated by creatures and villains

An adventurer's primary source of income is treasure, and his who, at the upper limit of power, can challenge a 20th-level

primary purchases are tools and items he needs to continue character, where will epic-level PCs go for challenges? You

adventuring—spell components, weapons, magic items, might be looking at creating an entirely new campaign

potions, and the like. Yet what about things like food? Rent? setting, one set on different planes, planets, or dimensions

Taxes? Bribes? Idle purchases?

Page 404

from the one where your players spent their first 20 levels, one for each level beyond 20th level. Every odd-numbered

and that's a lot of work.

level, a spellcaster gains access to a new level of spell one

above his previous maximum level, gaining one spell slot in

Paizo Publishing may eventually publish rules to take your that new level. These spell slots can be used to prepare or

game into these epic realms, but if you can't wait and would cast spells adjusted by metamagic feats or any known spell

rather not use existing open content rules for epic-level play, of lower levels. Every even-numbered level, a spellcaster

you can use the following brief guidelines to continue gains additional spell slots equal to the highest level spell he

beyond 20th level. Note that these guidelines aren't robust can currently cast. He can split these new slots any way he

enough to keep the game vibrant and interesting on their own wants among the slots he currently has access to.

for much longer past 20th level, but they should do in a pinch

for a campaign that needs, say, 22 or 23 experience levels to For example, a 21st-level wizard gains a single 10th-level

wrap up. Likewise, you can use these rules to create super- spell slot, in which he can prepare any spell of level 1st

powerful NPCs for 20th-level characters to face.

through 9th, or in which he can prepare a metamagic spell

that results in an effective spell level of 10 (such as extended

Experience Points: To gain a level beyond 20th, a character summon monster IX, or quickened disintegrate). At 22nd

must double the experience points needed to achieve the level he gains 10 spell-levels' worth of new spell slots, and

previous level. Thus, assuming the medium XP progression, can gain 10 1st-level spells per day, two 5th-level spells per

a 20th-level character needs 2,100,000 XP to become 21st day, one 7th-level and one 3rd-level spell per day, or one

level, since he needed 1,050,000 XP to reach 20th level from more 10th-level spell per day. At 23rd level, he gains a single

19th. He'd then need 4,200,000 XP to reach 22nd level, 11th-level spell slot, and so on.

8,400,000 XP to reach 23rd, and so on.

Spellcasters who have a limited number of spells known

Scaling Powers: Hit dice, base attack bonuses, and saving (such as bards and sorcerers) can opt out of the benefits they

throws continue to increase at the same rate beyond 20th gain (either a new level of spells or a number of spell slots)

level, as appropriate for the class in question. Note that no for that level and in exchange learn two more spells of any

character can have more than 4 attacks based on its base level they can currently cast.

attack bonus. Note also that, before long, the difference

between good saving throws and poor saving throws You might want to further adjust the rate of spell level gain

becomes awkwardly large—the further you get from 20th for classes (like paladins and rangers) who gain spells more

level, the more noticeable this difference grows, and for slowly than more dedicated spellcaster classes.

high-level characters, bolstering their poor saving throws Multiclassing/Prestige Classes: The simplest way to

should become increasingly important. Class abilities that

have a set, increasing rate, such as a barbarian's damage progress beyond 20th level is to simply multiclass or take

levels in a prestige class, in which case you gain all of the

reduction, a fighter's bonus feats and weapon training, a

paladin's smite evil, or a rogue's sneak attack continue to abilities of the new class level normally. This effectively

treats 20th level as a hard limit for class level, but not as a

progress at the appropriate rate.

hard limit for total character level.

Spells: A spellcaster's caster level continues to increase by

Page 405

13. Environment

The safe storage dungeon is the most likely to have traps but

the least likely to have wandering beasts. This type of

dungeon is normally built for function rather than

appearance, but sometimes it has ornamentation in the form

Dungeons of statuary or painted walls. This is particularly true of the

tombs of important people.

Of all the strange places that an adventurer might explore, Sometimes, however, a vault or a crypt is constructed in such

none is deadlier than the dungeon. These labyrinths, full of a way as to house living guardians. The problem with this

deadly traps, hungry monsters, and priceless treasure, test strategy is that something must be done to keep the creatures

every skill a character possesses. These rules can apply to alive between intrusion attempts. Magic is usually the best

dungeons of any type, from the wreck of a sunken ship to a solution to provide food and water for these creatures.

vast cave complex.

Builders of vaults or tombs often use undead creatures or

constructs, both of which have no need for sustenance or

Types of Dungeons

rest, to guard their dungeons. Magic traps can attack

intruders by summoning monsters into the dungeon that

The four basic dungeon types are defined by their current disappear when their task is done.

status. Many dungeons are variations on these basic types or Natural Cavern Complex: Underground caves provide

combinations of more than one of them. Sometimes old homes for all sorts of subterranean monsters. Created

dungeons are used again and again by different inhabitants naturally and connected by labyrinthine tunnel systems, these

for different purposes.

caverns lack any sort of pattern, order, or decoration. With no

Ruined Structure: Once occupied, this place is now intelligent force behind its construction, this type of dungeon

abandoned (completely or in part) by its original creator or is the least likely to have traps or even doors.

creators, and other creatures have wandered in. Many Fungi of all sorts thrive in caves, sometimes growing in huge

subterranean creatures look for abandoned underground forests of mushrooms and puffballs. Subterranean predators

constructions in which to make their lairs. Any traps that prowl these forests, looking for weaker creatures feeding

might exist have probably been set off, but wandering beasts upon the fungi. Some varieties of fungus give off a

might very well be common.

phosphorescent glow, providing a natural cavern complex

Occupied Structure: This type of dungeon is still in use. with its own limited light source. In other areas, a daylight

Creatures (usually intelligent) live there, although they might spell or similar magical effect can provide enough light for

not be the dungeon's creators. An occupied structure might green plants to grow.

be a home, a fortress, a temple, an active mine, a prison, or a Natural cavern complexes often connect with other types of

headquarters. This type of dungeon is less likely to have dungeons, the caves having been discovered when the

traps or wandering beasts, and more likely to have organized manufactured dungeons were delved. A cavern complex can

guards—both on watch and on patrol. Traps or wandering connect two otherwise unrelated dungeons, sometimes

beasts that might be encountered are usually under the creating a strange mixed environment. A natural cavern

control of the occupants. Occupied structures have complex joined with another dungeon often provides a route

furnishings to suit the inhabitants, as well as decorations, by which subterranean creatures find their way into a

supplies, and the ability for occupants to move around. The manufactured dungeon and populate it.

inhabitants might have a communication system, and they

almost certainly control an exit to the outside.

Dungeon Terrain

Some dungeons are partially occupied and partially empty or

in ruins. In such cases, the occupants are typically not the The following rules cover the basics of terrain that can be

original builders, but instead a group of intelligent creatures found in a dungeon.

that have set up their base, lair, or fortification within an

abandoned dungeon.

Walls

Safe Storage: When people want to protect something, they

sometimes bury it underground. Whether the item they want Masonry walls—stones piled on top of each other, usually

to protect is a fabulous treasure, a forbidden artifact, or the but not always held in place with mortar—often divide

dead body of an important figure, these valuable objects are dungeons into corridors and chambers. Dungeon walls can

placed within a dungeon and surrounded by barriers, traps, also be hewn from solid rock, leaving them with a rough,

and guardians.

chiseled look. Still other dungeon walls can be the smooth,

unblemished stone of a naturally occurring cave. Dungeon

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walls are difficult to break down or through, but they're also usually wet or at least damp, since it's water that most

generally easy to climb.

frequently creates natural caves. When such a wall has an

“other side,” the wall is usually

at least 5 feet thick. It takes a

Table 13-1: Walls

DC 15 Climb check to move

along an unworked stone wall.

Wall Type

Typical Thickness Break DC Hardness Hit Points1 Climb DC Iron Walls: These walls are

Masonry

1 ft.

35

8

90 hp

20

placed within dungeons around

Superior masonry

1 ft.

35

8

90 hp

25

important places, such as

Reinforced masonry

1 ft.

45

8

180 hp

20

vaults.

Hewn stone

3 ft.

50

8

540 hp

25

Paper Walls: Paper walls are

Unworked stone

5 ft.

65

8

900 hp

15

placed as screens to block line

Iron

3 in.

30

10

90 hp

25

of sight, but nothing more.

Paper

Paper-thin

1

—

1 hp

30

Wooden Walls: Wooden walls

Wooden

6 in.

20

5

60 hp

21

often exist as recent additions

to older dungeons, used to

Magically treated2

—

+20

×2

×23

—

create animal pens, storage

1 Per 10-foot-by-10-foot section.

bins, and temporary structures,

2 This modifier can be applied to any of the other wall types.

or just to make a number of

3 Or an additional 50 hit points, whichever is greater.

smaller rooms out of a larger

one.

Masonry Walls: The most common kind of dungeon wall,

Magically Treated Walls:

masonry walls are usually at least 1 foot thick. Often, these These walls are stronger than average, with a greater

ancient walls sport cracks and crevices, and sometimes hardness, more hit points, and a higher break DC. Magic can

dangerous slimes or small monsters live in these areas and usually double the hardness and hit points of a wall and add

wait for prey. Masonry walls stop all but the loudest noises. up to 20 to the break DC. A magically treated wall also gains

It takes a DC 20 Climb check to travel along a masonry wall. a saving throw against spells that could affect it, with the

save bonus equaling 2 + 1/2 the caster level of the magic

Superior Masonry Walls: Sometimes masonry walls are reinforcing the wall. Creating a magic wall requires the Craft

better built (smoother, with tighter-fitting stones and less Wondrous Item feat and the expenditure of 1,500 gp for each

cracking), and occasionally these superior walls are covered 10-foot-by-10-foot wall section.

with plaster or stucco. Covered walls often bear paintings,

carved reliefs, or other decoration. Superior masonry walls Walls with Arrow Slits: Walls with arrow slits can be made

are no more difficult to destroy than regular masonry walls of any durable material but are most commonly masonry,

but are more difficult to climb (DC 25).

hewn stone, or wood. Such a wall allows defenders to fire

arrows or crossbow bolts at intruders from behind the safety

Reinforced Masonry Walls: These are masonry walls with of the wall. Archers behind arrow slits have improved cover

iron bars on one or both sides of the wall, or placed within that gives them a +8 bonus to Armor Class, a +4 bonus on

the wall to strengthen it. The hardness of a reinforced wall Reflex saves, and the benefits of the improved evasion class

remains the same, but its hit points are doubled and the feature.

Strength check DC to break through it is increased by 10.

Hewn Stone Walls: Such walls usually result when a Floors

chamber or passage is tunneled out from solid rock. The

rough surface of a hewn wall frequently provides minuscule As with walls, dungeon floors come in many types.

ledges where fungus grows and fissures where vermin, bats, Flagstone: Like masonry walls, flagstone floors are made of

and subterranean snakes live. When such a wall has an “other fitted stones. They are usually cracked and only somewhat

side” (meaning it separates two chambers in the dungeon), level. Slime and mold grows in the cracks. Sometimes water

the wall is usually at least 3 feet thick; anything thinner risks runs in rivulets between the stones or sits in stagnant

collapsing from the weight of all the stone overhead. It takes puddles. Flagstone is the most common dungeon floor.

a DC 25 Climb check to climb a hewn stone wall.

Uneven Flagstone: Over time, some floors can become so

Unworked Stone Walls: These surfaces are uneven and uneven that a DC 10 Acrobatics check is required to run or

rarely flat. They are smooth to the touch but filled with tiny charge across the surface. Failure means the character can't

holes, hidden alcoves, and ledges at various heights. They're move that round. Floors as treacherous as this should be the

Page 407

exception, not the rule.

Ledges can also have low walls 2 to 3 feet high along their

edges. Such walls provide cover against attackers within 30

Hewn Stone Floors: Rough and uneven, hewn floors are feet on the other side of the wall, as long as the target is

usually covered with loose stones, gravel, dirt, or other closer to the low wall than the attacker is.

debris. A DC 10 Acrobatics check is required to run or charge

across such a floor. Failure means the character can still act, Transparent Floor: Transparent floors, made of reinforced

but can't run or charge in this round.

glass or magic materials (even a wall of force), allow a

dangerous setting to be viewed safely from above.

Light Rubble: Small chunks of debris litter the ground. Transparent floors are sometimes placed over lava pools,

Light rubble adds 2 to the DC of Acrobatics checks.

arenas, monster dens, and torture chambers. They can be

Dense Rubble: The ground is covered with debris of all used by defenders to watch key areas for intruders.

sizes. It costs 2 squares of movement to enter a square with Sliding Floors: A sliding floor is a type of trap door,

dense rubble. Dense rubble adds 5 to the DC of Acrobatics designed to be moved and thus reveal something that lies

checks, and it adds 2 to the DC of Stealth checks.

beneath it. A typical sliding floor moves so slowly that

Smooth Stone Floors: Finished and sometimes even anyone standing on one can avoid falling into the gap it

polished, smooth floors are found only in dungeons made by creates, assuming there's somewhere else to go. If such a

capable and careful builders.

floor slides quickly enough that there's a chance of a

character falling into whatever lies beneath—a spiked pit, a

Natural Stone Floors: The floor of a natural cave is as vat of burning oil, or a pool filled with sharks—then it's a

uneven as the walls. Caves rarely have flat surfaces of any trap.

great size. Rather, their floors have many levels. Some

adjacent floor surfaces might vary in elevation by only a Trap Floors: Some floors are designed to become suddenly

foot, so that moving from one to the other is no more dangerous. With the application of just the right amount of

difficult than negotiating a stair step, but in other places the weight, or the pull of a lever somewhere nearby, spikes

floor might suddenly drop off or rise up several feet or more, protrude from the floor, gouts of steam or flame shoot up

requiring Climb checks to get from one surface to the other. from hidden holes, or the entire floor tilts. These strange

Unless a path has been worn and well marked in the floor of floors are sometimes found in arenas, designed to make

a natural cave, it takes 2 squares of movement to enter a combats more exciting and deadly. Construct these floors as

square with a natural stone floor, and the DC of Acrobatics you would any other trap.

checks increases by 5. Running and charging are impossible,

except along paths.

Doors

Slippery: Water, ice, slime, or blood can make any of the

dungeon floors described in this section more treacherous. Doors in dungeons are much more than mere entrances and

Slippery floors increase the DC of Acrobatics checks by 5.

exits. Often they can be encounters all by themselves.

Dungeon doors come in three basic types: wooden, stone,

Grate: A grate often covers a pit or an area lower than the and iron.

main floor. Grates are usually made from iron, but large ones

can also be made from iron-bound timbers. Many grates have Wooden Doors: Constructed of thick planks nailed together,

hinges to allow access to what lies below (such grates can be sometimes bound with iron for strength (and to reduce

locked like any door), while others are permanent and swelling from dungeon dampness), wooden doors are the

designed to not move. A typical 1-inch-thick iron grate has most common type. Wooden doors come in varying

25 hit points, hardness 10, and a DC of 27 for Strength strengths: simple, good, and strong. Simple doors (break DC

checks to break through it or tear it loose.

15) are not meant to keep out motivated attackers. Good

doors (break DC 18), while sturdy and long-lasting, are still

Ledge: Ledges allow creatures to walk above some lower not meant to take much punishment. Strong doors (break DC

area. They often circle around pits, run along underground 25) are bound in iron and are a sturdy barrier to those

streams, form balconies around large rooms, or provide a attempting to get past them. Iron hinges fasten the door to its

place for archers to stand while firing upon enemies below. frame, and typically a circular pull-ring in the center is there

Narrow ledges (12 inches wide or less) require those moving to help open it. Sometimes, instead of a pull-ring, a door has

along them to make Acrobatics checks. Failure results in the an iron pull-bar on one or both sides of the door to serve as a

moving character falling off the ledge. Ledges sometimes handle. In inhabited dungeons, these doors are usually well-

have railings along the wall. In such a case, characters gain a maintained (not stuck) and unlocked, although important

+5 circumstance bonus on Acrobatics checks to move along areas are locked up if possible.

the ledge. A character who is next to a railing gains a +2

circumstance bonus on his opposed Strength check to avoid

being bull rushed off the edge.

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Device skill comes in very handy. Locks

are usually built into the door, either on

Table 13-2: Doors

the edge opposite the hinges or right in

Break DC

the middle of the door. Built-in locks

Door Type

Typical Thickness Hardness Hit Points Stuck Locked either control an iron bar that juts out of

the door and into the wall of its frame, or

Simple wooden

1 in.

5

10 hp

13

15

else a sliding iron bar or heavy wooden

Good wooden

1-1/2 in.

5

15 hp

16

18

bar that rests behind the entire door. By

Strong wooden

2 in.

5

20 hp

23

25

contrast, padlocks are not built-in but

Stone

4 in.

8

60 hp

28

28

usually run through two rings, one on the

door and the other on the wall. More

Iron

2 in.

10

60 hp

28

28

complex locks, such as combination

Portcullis, wooden

3 in

5

30 hp

25*

25*

locks and puzzle locks, are usually built

Portcullis, iron

2 in.

10

60 hp

25*

25*

into the door itself. Because such keyless

Lock

—

15

30 hp

—

—

locks are larger and more complex, they

are typically only found in sturdy doors

Hinge

—

10

30 hp

—

—

(strong wooden, stone, or iron doors).

* DC to lift. Use appropriate door figure for breaking.

The Disable Device DC to pick a lock

often falls within the range of 20 to 30,

Stone: Carved from solid blocks of stone, these heavy, although locks with lower or higher DCs can exist. A door

unwieldy doors are often built so that they pivot when can have more than one lock, each of which must be

opened, although dwarves and other skilled craftsfolk are unlocked separately. Locks are often trapped, usually with

able to fashion hinges strong enough to hold up a stone door. poison needles that extend out to prick a rogue's finger.

Secret doors concealed within a stone wall are usually stone

doors. Otherwise, such doors stand as tough barriers Breaking a lock is sometimes quicker than breaking the

protecting something important beyond. Thus, they are often whole door. If a PC wants to whack at a lock with a weapon,

locked or barred.

treat the typical lock as having hardness 15 and 30 hit points.

A lock can only be broken if it can be attacked separately

Iron: Rusted but sturdy, iron doors in a dungeon are hinged from the door, which means that a built-in lock is immune to

like wooden doors. These doors are the toughest form of this sort of treatment. In an occupied dungeon, every locked

nonmagical door. They are usually locked or barred.

door should have a key somewhere.

Breaking Doors: Dungeon doors might be locked, trapped, A special door might have a lock with no key, instead

reinforced, barred, magically sealed, or sometimes just stuck. requiring that the right combination of nearby levers must be

All but the weakest characters can eventually knock down a manipulated or the right symbols must be pressed on a

door with a heavy tool such as a sledgehammer, and a keypad in the correct sequence to open the door.

number of spells and magic items give characters an easy

way around a locked door.

Stuck Doors: Dungeons are often damp, and sometimes

doors get stuck, particularly wooden doors. Assume that

Attempts to literally chop down a door with a slashing or about 10% of wooden doors and 5% of non-wooden doors

bludgeoning weapon use the hardness and hit points given in are stuck. These numbers can be doubled (to 20% and 10%,

Table: Doors. When assigning a DC to an attempt to knock a respectively) for long-abandoned or neglected dungeons.

door down, use the following as guidelines.

Barred Doors: When characters try to bash down a barred

DC 10 or Lower: a door just about anyone can break open.

door, it's the quality of the bar that matters, not the material

DC 11–15: a door that a strong person could break with one the door is made of. It takes a DC 25 Strength check to break

try and an average person might be able to break with one through a door with a wooden bar, and a DC 30 Strength

try.

check if the bar is made of iron. Characters can attack the

door and destroy it instead, leaving the bar hanging in the

DC 16–20: a door that almost anyone could break, given now-open doorway.

time.

Magic Seals: Spells such as arcane lock can discourage

DC 21–25: a door that only a strong or very strong person passage through a door. A door with an arcane lock spell on

has a hope of breaking, probably not on the first try.

it is considered locked even if it doesn't have a physical lock.

DC 26 or Higher: a door that only an exceptionally strong It takes a knock spell, a dispel magic spell, or a successful

person has a hope of breaking.

Strength check to open such a door.

Locks: Dungeon doors are often locked, and thus the Disable Hinges: Most doors have hinges, but sliding doors do not.

Page 409

They usually have tracks or grooves instead, allowing them more hit points as well as an improved saving throw bonus

to slide easily to one side.

against disintegrate and similar spells. A magic door might

not lead into the space behind it, but instead might be a portal

Standard Hinges: These hinges are metal, joining one edge to a faraway place or even another plane of existence. Other

of the door to the door frame or wall. Remember that the magic doors might require passwords or special keys to open

door swings open toward the side with the hinges. (So, if the them.

hinges are on the PCs' side, the door opens toward them;

otherwise it opens away from them.) Adventurers can take Portcullises: These special doors consist of iron or thick,

the hinges apart one at a time with successful Disable Device ironbound wooden shafts that descend from recesses in the

checks (assuming the hinges are on their side of the door, of ceilings above archways. Sometimes a portcullis has

course). Such a task has a DC of 20 because most hinges are crossbars that create a grid, sometimes not. Typically raised

rusted or stuck. Breaking a hinge is difficult. Most have by means of a winch or a capstan, a portcullis can be dropped

hardness 10 and 30 hit points. The break DC for a hinge is quickly, and the shafts end in spikes to discourage anyone

the same as for breaking down the door.

from standing underneath (or from attempting to dive under

it as it drops). Once it is dropped, a portcullis locks, unless it

Nested Hinges: These hinges are much more complex than is so large that no normal person could lift it anyway. In any

ordinary hinges, and are found only in areas of excellent event, lifting a typical portcullis requires a DC 25 Strength

construction. These hinges are built into the wall and allow check.

the door to swing open in either direction. PCs can't get at the

hinges to fool with them unless they break through the door

frame or wall. Nested hinges are typically found on stone Walls, Doors, and Detect Spells

doors but sometimes on wooden or iron doors as well.

Stone walls, iron walls, and iron doors are usually thick

Pivots: Pivots aren't really hinges at all, but simple knobs enough to block most detect spells, such as detect thoughts.

jutting from the top and bottom of the door that fit into holes Wooden walls, wooden doors, and stone doors are usually

in the door frame, allowing the door to spin. The advantages not thick enough to do so. A secret stone door built into a

of pivots are that they can't be dismantled like hinges and wall and as thick as the wall itself (at least 1 foot) does block

they're simple to make. The disadvantage is that since the most detect spells.

door pivots on its center of gravity (typically in the middle),

nothing larger than half the door's width can fit through

without squeezing. Doors with pivots are usually stone and Stairs

often quite wide to overcome this disadvantage. Another

solution is to place the pivot toward one side and have the Stairs are the most common means of traveling up and down

door be thicker at that end and thinner toward the other end within a dungeon. A character can move up or down stairs as

so that it opens more like a normal door. Secret doors in part of their movement without penalty, but they cannot run

walls often turn on pivots, since the lack of hinges makes it on them. Increase the DC of any Acrobatics skill check made

easier to hide the door's presence. Pivots also allow objects on stairs by 4. Some stairs are particularly steep and are

such as bookcases to be used as secret doors.

treated as difficult terrain.

Secret Doors: Disguised as a bare patch of wall (or floor or

ceiling), a bookcase, a fireplace, or a fountain, a secret door Cave-Ins and Collapses (CR 8)

leads to a secret passage or room. Someone examining the

area finds a secret door, if one exists, on a successful Cave-ins and collapsing tunnels are extremely dangerous.

Perception check (DC 20 for a typical secret door to DC 30 Not only do dungeon explorers face the danger of being

for a well-hidden secret door). Elves have a chance to detect crushed by tons of falling rock, but even if they survive they

a secret door just by casually looking at an area.

might be buried beneath a pile of rubble or cut off from the

only known exit. A cave-in buries anyone in the middle of

Many secret doors require special methods of opening, such the collapsing area, and then sliding debris damages anyone

as hidden buttons or pressure plates. Secret doors can open in the periphery of the collapse. A typical corridor subject to

like normal doors, or they might pivot, slide, sink, rise, or a cave-in might have a bury zone with a 15-foot radius and a

even lower like a drawbridge to permit access. Builders 10-foot-wide slide zone extending beyond the bury zone. A

might put a secret door low near the floor or high in a wall, weakened ceiling can be spotted with a DC 20 Knowledge

making it difficult to find or reach. Wizards and sorcerers (engineering) or DC 20 Craft (stonemasonry) check.

have a spell, phase door, that allows them to create a magic Remember that Craft checks can be made untrained as

secret door that only they can use.

Intelligence checks. A dwarf can make such a check if he

Magic Doors: Enchanted by the original builders, a door simply passes within 10 feet of a weakened ceiling.

might speak to explorers, warning them away. It might be A weakened ceiling might collapse when subjected to a

protected from harm, increasing its hardness or giving it

Page 410

major impact or concussion. A character can cause a cave-in consumes organic matter. It drops from walls and ceilings

by destroying half the pillars holding up the ceiling.

when it detects movement (and possible food) below.

Characters in the bury zone of a cave-in take 8d6 points of A single 5-foot square of green slime deals 1d6 points of

damage, or half that amount if they make a DC 15 Reflex Constitution damage per round while it devours flesh. On the

save. They are subsequently buried. Characters in the slide first round of contact, the slime can be scraped off a creature

zone take 3d6 points of damage, or no damage at all if they (destroying the scraping device), but after that it must be

make a DC 15 Reflex save. Characters in the slide zone who frozen, burned, or cut away (dealing damage to the victim as

fail their saves are buried.

well). Anything that deals cold or fire damage, sunlight, or a

remove disease spell destroys a patch of green slime. Against

Characters take 1d6 points of nonlethal damage per minute wood or metal, green slime deals 2d6 points of damage per

while buried. If such a character falls unconscious, he must round, ignoring metal's hardness but not that of wood. It does

make a DC 15 Constitution check each minute. If it fails, he not harm stone.

takes 1d6 points of lethal damage each minute until freed or

dead.

Phosphorescent Fungus: This strange underground fungus

gives off a soft violet glow that illuminates underground

Characters who aren't buried can dig out their friends. In 1 caverns and passages as well as a candle does. Rare patches

minute, using only her hands, a character can clear rocks and of fungus illuminate as well as a torch does.

debris equal to five times her heavy load limit. The amount

of loose stone that fills a 5-foot-by-5-foot area weighs 1 ton Shrieker: This human-sized purple mushroom emits a

(2,000 pounds). Armed with an appropriate tool, such as a piercing sound that lasts for 1d3 rounds whenever there is

pick, crowbar, or shovel, a digger can clear loose stone twice movement or a light source within 10 feet. This shriek makes

as quickly as by hand. A buried character can attempt to free it impossible to hear any other sound within 50 feet. The

himself with a DC 25 Strength check.

sound attracts nearby creatures that are disposed to

investigate it. Some creatures that live near shriekers learn

that this noise means there is food or an intruder nearby.

Slimes, Molds, and Fungi

Yellow Mold (CR 6): If disturbed, a 5-foot square of this

In a dungeon's damp, dark recesses, molds and fungi thrive. mold bursts forth with a cloud of poisonous spores. All

For purposes of spells and other special effects, all slimes, within 10 feet of the mold must make a DC 15 Fortitude save

molds, and fungi are treated as plants. Like traps, dangerous or take 1d3 points of Constitution damage. Another DC 15

slimes and molds have CRs, and characters earn XP for Fortitude save is required once per round for the next 5

encountering them.

rounds, to avoid taking 1d3 points of Constitution damage

A form of glistening organic sludge coats almost anything each round. A successful Fortitude save ends this effect. Fire

that remains in the damp and dark for too long. This kind of destroys yellow mold, and sunlight renders it dormant.

slime, though it might be repulsive, is not dangerous. Molds

and fungi flourish in dark, cool, damp places. While some

Traps

are as inoffensive as the normal dungeon slime, others are

quite dangerous. Mushrooms, puffballs, yeasts, mildew, and Traps are a common danger in dungeon environments. From

other sorts of bulbous, fibrous, or flat patches of fungi can be gouts of white-hot flame to hails of poisoned darts, traps can

found throughout most dungeons. They are usually serve to protect valuable treasure or stop intruders from

inoffensive, and some are even edible (although most are proceeding.

unappealing or odd-tasting).

Brown Mold (CR 2): Brown mold feeds on warmth,

drawing heat from anything around it. It normally comes in Elements of a Trap

patches 5 feet in diameter, and the temperature is always cold

in a 30-foot radius around it. Living creatures within 5 feet of All traps—mechanical or magical—have the following

it take 3d6 points of nonlethal cold damage. Fire brought elements: CR, type, Perception DC, Disable Device DC,

within 5 feet of brown mold causes the mold to instantly trigger, reset, and effect. Some traps might also include

double in size. Cold damage, such as from a cone of cold, optional elements, such as poison or a bypass. These

instantly destroys it.

characteristics are described below.

Green Slime (CR 4): This dungeon peril is a dangerous

variety of normal slime. Green slime devours flesh and Type

organic materials on contact and is even capable of

dissolving metal. Bright green, wet, and sticky, it clings to A trap can be either mechanical or magical in nature.

walls, floors, and ceilings in patches, reproducing as it Mechanical: Dungeons are frequently equipped with deadly

Page 411

mechanical (nonmagical) traps. A trap typically is defined by level spell used. Only characters with the trapfinding class

its location and triggering conditions, how hard it is to spot feature can attempt a Disable Device check involving a

before it goes off, how much damage it deals, and whether or magic trap.

not the characters receive a saving throw to mitigate its

effects. Traps that attack with arrows, sweeping blades, and

other types of weaponry make normal attack rolls, with Trigger

specific attack bonuses dictated by the trap's design. A A trap's trigger determines how it is sprung.

mechanical trap can be constructed by a PC through

successful use of the Craft (traps) skill (see Designing a Trap Location: A location trigger springs a trap when someone

and the Craft skill description).

stands in a particular square.

Creatures that succeed on a Perception check detect a trap Proximity: This trigger activates the trap when a creature

before it is triggered. The DC of this check depends on the approaches within a certain distance of it. A proximity trigger

trap itself. Success generally indicates that the creature has differs from a location trigger in that the creature need not be

detected the mechanism that activates the trap, such as a standing in a particular square. Creatures that are flying can

pressure plate, odd gears attached to a door handle, and the spring a trap with a proximity trigger but not one with a

like. Beating this check by 5 or more also gives some location trigger. Mechanical proximity triggers are extremely

indication of what the trap is designed to do.

sensitive to the slightest change in the air. This makes them

useful only in places such as crypts, where the air is

Magic: Many spells can be used to create dangerous traps. unusually still.

Unless the spell or item description states otherwise, assume

the following to be true.

The proximity trigger used most often for magic device traps

is the alarm spell. Unlike when the spell is cast, an alarm

•

A successful Perception check (DC 25 + spell level) spell used as a trigger can have an area that's no larger than

detects a magic trap before it goes off.

the area the trap is meant to protect.

•

Magic traps permit a saving throw in order to avoid

the effect (DC 10 + spell level × 1.5).

Some magic device traps have special proximity triggers that

•

Magic traps may be disarmed by a character with activate only when certain kinds of creatures approach. For

the trapfinding class feature with a successful example, a detect good spell can serve as a proximity trigger

Disable Device skill check (DC 25 + spell level). on an evil altar, springing the attached trap only when

Other characters have no chance to disarm a magic someone of good alignment gets close enough to it.

trap with a Disable Device check.

Sound: This trigger springs a magic trap when it detects any

Magic traps are further divided into spell traps and magic sound. A sound trigger functions like an ear and has a +15

device traps. Magic device traps initiate spell effects when bonus on Perception checks. A successful Stealth check,

activated, just as wands, rods, rings, and other magic items magical silence, and other effects that would negate hearing

do. Creating a magic device trap requires the Craft Wondrous defeat it. A trap with a sound trigger requires the casting of

Item feat.

clairaudience during its construction.

Spell traps are simply spells that themselves function as Visual: This trigger for magic traps works like an actual eye,

traps . Creating a spell trap requires the services of a character springing the trap whenever it “sees” something. A trap with

who can cast the needed spell or spells, who is usually either a visual trigger requires the casting of arcane eye,

the character creating the trap or an NPC spellcaster hired for clairvoyance, or true seeing during its construction. Sight

that purpose.

range and the Perception bonus conferred on the trap depend

on the spell chosen, as shown.

Perception and Disable Device DCs

Perception

Spell

Sight Range

Bonus

The builder sets the Perception and Disable Device DCs for a arcane eye

Line of sight (unlimited range)

+20

mechanical trap. For a magic trap, the values depend on the clairvoyance

One preselected location

+15

highest-level spell used.

true seeing

Line of sight (up to 120 ft.)

+30

Mechanical Trap: The base DC for both Perception and

Disable Device checks is 20. Raising or lowering either of

these DCs affects the CR (Table: CR Modifiers for If you want the trap to see in the dark, you must either

Mechanical Traps).

choose the true seeing option or add darkvision to the trap as

well. ( Darkvision limits the trap's sight range in the dark to

Magic Trap: The DC for both Perception and Disable 60 feet.) If invisibility, disguises, or illusions can fool the

Device checks is equal to 25 + the spell level of the highest- spell being used, they can fool the visual trigger as well.

Page 412

Touch: A touch trigger, which springs the trap when touched, Lock: A lock bypass requires a DC 30 Disable Device check

is one of the simplest kinds of trigger to construct. This to open.

trigger may be physically attached to the part of the

mechanism that deals the damage or it may not. You can Hidden Switch: A hidden switch requires a DC 25

Perception check to locate.

make a magic touch trigger by adding alarm to the trap and

reducing the area of the effect to cover only the trigger spot.

Hidden Lock: A hidden lock combines the features above,

requiring a DC 25 Perception check to locate and a DC 30

Timed: This trigger periodically springs the trap after a

certain duration has passed.

Disable Device check to open.

Spell: All spell traps have this kind of trigger. The

appropriate spell descriptions explain the trigger conditions Effect

for traps that contain spell triggers.

The effect of a trap is what happens to those who spring it.

This often takes the form of either damage or a spell effect,

Duration

but some traps have special effects. A trap usually either

makes an attack roll or forces a saving throw to avoid it.

Unless otherwise stated, most traps have a duration of Occasionally a trap uses both of these options, or neither (see

instantaneous; once triggered, they have their effect and then Never Miss).

stop functioning. Some traps have a duration measured in Pits: These are holes (covered or not) that characters can fall

rounds. Such traps continue to have their listed effect each

round at the top of the initiative order (or whenever they into, causing them to take damage. A pit needs no attack roll,

but a successful Reflex save (DC set by the builder) avoids

were activated, if they were triggered during combat).

it. Other save-dependent mechanical traps also fall into this

category. Falling into a pit deals 1d6 points of damage per 10

Reset

feet of depth.

A reset element is the set of conditions under which a trap Pits in dungeons come in three basic varieties: uncovered,

becomes ready to trigger again. Resetting a trap usually takes covered, and chasms. Pits and chasms can be defeated by

only a minute or so. For a trap with a more difficult reset judicious application of the Acrobatics skill, the Climb skill,

method, you should set the time and labor required.

or various mechanical or magical means.

No Reset: Short of completely rebuilding the trap, there's no Uncovered pits and natural chasms serve mainly to

way to trigger it more than once. Spell traps have no reset discourage intruders from going a certain way, although they

element.

cause much grief to characters who stumble into them in the

dark, and they can greatly complicate nearby melee.

Repair: To get the trap functioning again, you must repair it.

Repairing a mechanical trap requires a Craft (traps) check Covered pits are much more dangerous. They can be detected

against a DC equal to the one for building it. The cost for raw with a DC 20 Perception check, but only if the character is

materials is one-fifth of the trap's original market price. To taking the time to carefully examine the area before walking

calculate how long it takes to fix a trap, use the same across it. A character who fails to detect a covered pit is still

calculations you would for building it, but use the cost of the entitled to a DC 20 Reflex save to avoid falling into it. If she

raw materials required for repair in place of the market price. was running or moving recklessly at the time, however, she

gets no saving throw and falls automatically.

Manual: Resetting the trap requires someone to move the

parts back into place. This is the kind of reset element most Trap coverings can be as simple as piled refuse (straw,

mechanical traps have.

leaves, sticks, garbage), a large rug, or an actual trap door

concealed to appear as a normal part of the floor. Such a trap

Automatic: The trap resets itself, either immediately or after door usually swings open when enough weight (usually

a timed interval.

about 50 to 80 pounds) is placed upon it. Devious trap

builders sometimes design trap doors so they spring back

shut after they open. The trap door might lock once it's back

Bypass (Optional Element)

in place, leaving the stranded character well and truly

If the builder of a trap wants to be able to move past the trap trapped. Opening such a trap door is just as difficult as

after it is created or placed, it's a good idea to build in a opening a regular door (assuming the trapped character can

bypass mechanism: something that temporarily disarms the reach it), and a DC 13 Strength check is needed to keep a

trap. Bypass elements are typically used only with spring-loaded door open.

mechanical traps; spell traps usually have built-in allowances Pit traps often have something nastier than just a hard floor at

for the caster to bypass them.

the bottom. A trap designer might put spikes, monsters, or a

Page 413

pool of acid, lava, or even water at the bottom. For rules on as tanglefoot bags, alchemist's fire, thunderstones, and the

pit spikes and other such add-ons, see the Miscellaneous like. Some such items mimic spell effects. If the item mimics

Trap Features section.

a spell effect, it increases the CR as shown on Table: CR

Modifiers for Mechanical Traps: CR Modifiers for

Monsters sometimes live in pits. Any monster that can fit Mechanical Traps.

into the pit might have been placed there by the dungeon's

designer, or might simply have fallen in and not been able to Gas: With a gas trap, the danger is in the inhaled poison it

climb back out.

delivers. Traps employing gas usually have the never miss

and onset delay features.

A secondary trap, mechanical or magical, at the bottom of a

pit can be particularly deadly. Activated by a falling victim, Liquid: Any trap that involves a danger of drowning is in

the secondary trap attacks the already injured character when this category. Traps employing liquid usually have the never

she's least ready for it.

miss and onset delay features.

Ranged Attack Traps: These traps fling darts, arrows, Multiple Targets: Traps with this feature can affect more

spears, or the like at whomever activated the trap. The than one character.

builder sets the attack bonus. A ranged attack trap can be Never Miss: When the entire dungeon wall moves to crush

configured to simulate the effect of a composite bow with a

high Strength rating, which provides the trap with a bonus on you, your quick reflexes won't help, since the wall can't

possibly miss. A trap with this feature has neither an attack

damage equal to its Strength rating. These traps deal

whatever damage their ammunition normally does. If a trap bonus nor a saving throw to avoid, but it does have an onset

delay. Most traps involving liquid or gas are of the never

is constructed with a high Strength rating, it has a

corresponding bonus on damage.

miss variety.

Onset Delay: An onset delay is the amount of time between

Melee Attack Traps: These traps feature such obstacles as

sharp blades that emerge from walls and stone blocks that when the trap is sprung and when it deals damage. A never

miss trap always has an onset delay.

fall from ceilings. Once again, the builder sets the attack

bonus. These traps deal the same damage as the melee Poison: Traps that employ poison are deadlier than their

weapons they “wield.” In the case of a falling stone block, nonpoisonous counterparts, so they have correspondingly

you can assign any amount of bludgeoning damage you like, higher CRs. To determine the CR modifier for a given

but remember that whoever resets the trap has to lift that poison, consult Table: CR Modifiers for Mechanical Traps.

stone back into place.

Only injury, contact, and inhaled poisons are suitable for

traps; ingested types are not. Some traps simply deal the

A melee attack trap can be constructed with a built-in bonus

on damage rolls, just as if the trap itself had a high Strength poison's damage. Others deal damage with ranged or melee

attacks as well.

score.

Spell Traps: Spell traps produce the spell's effect . Like all Pit Spikes: Treat spikes at the bottom of a pit as daggers,

each with a +10 attack bonus. The damage bonus for each

spells, a spell trap that allows a saving throw has a save DC

of 10 + spell level + caster's relevant ability modifier.

spike is +1 per 10 feet of pit depth (to a maximum of +5).

Each character who falls into the pit is attacked by 1d4

Magic Device Traps: These traps produce the effects of any spikes. This damage is in addition to any damage from the

spells included in their construction, as described in the fall itself, and the statistics presented above are merely the

appropriate entries . If the spell in a magic device trap allows most common variant—some traps might have far more

a saving throw, its save DC is (10 + spell level) × 1.5. Some dangerous spikes at their bottom. Pit spikes add to the

spells make attack rolls instead.

average damage of the trap (see Average Damage, below).

Special: Some traps have miscellaneous features that Pit Bottom: If something other than spikes waits at the

produce special effects, such as drowning for a water trap or bottom of a pit, it's best to treat that as a separate trap (see

ability damage for poison. Saving throws and damage Multiple Traps) with a location trigger that activates on any

depend on the poison or are set by the builder, as appropriate. significant impact, such as a falling character.

Touch Attack: This feature applies to any trap that needs

Miscellaneous Trap Features

only a successful touch attack (melee or ranged) to hit.

Some traps include optional features that can make them

considerably more deadly. The most common features are

Sample Traps

discussed below.

The following sample traps represent just some of the

Alchemical Item: Mechanical traps might incorporate possibilities when constructing traps to challenge the player

alchemical devices or other special substances or items, such

Page 414

characters.

Spiked Pit Trap CR 2

Arrow Trap CR 1

Type mechanical; Perception DC 20; Disable Device DC 20

Type mechanical; Perception DC 20; Disable Device DC 20 Effects

Effects

Trigger location; Reset manual

Trigger touch; Reset none

Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk

+10 melee, 1d4 spikes per target for 1d4+2 damage each);

Effect Atk +15 ranged (1d8+1/×3)

DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-

Pit Trap CR 1

square area)

Type mechanical; Perception DC 20; Disable Device DC 20 Acid Arrow Trap CR 3

Effects

Type magic; Perception DC 27; Disable Device DC 27

Trigger location; Reset manual

Effects

Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex Trigger proximity ( alarm); Reset none

avoids; multiple targets (all targets in a 10-ft.-square area)

Effect spell effect ( acid arrow, Atk +2 ranged touch, 2d4

Poisoned Dart Trap CR 1

acid damage for 4 rounds)

Type mechanical; Perception DC 20; Disable Device DC 20 Camouflaged Pit Trap CR 3

Effects

Type mechanical; Perception DC 25; Disable Device DC 20

Trigger touch; Reset none

Effects

Effect Atk +10 ranged (1d3 plus greenblood oil)

Trigger location; Reset manual

Swinging Axe Trap CR 1

Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex

avoids; multiple targets (all targets in a 10-ft.-square area)

Type mechanical; Perception DC 20; Disable Device DC 20 Electricity Arc Trap CR 4

Effects

Type mechanical; Perception DC 25; Disable Device DC 20

Trigger location; Reset manual

Effects

Effect Atk +10 melee (1d8+1/×3); multiple targets (all

targets in a 10-ft. line)

Trigger touch; Reset none

Burning Hands Trap CR 2

Effect electricity arc (4d6 electricity damage, DC 20 Reflex

save for half damage); multiple targets (all targets in a 30-ft.

Type magic; Perception DC 26; Disable Device DC 26

line)

Effects

Wall Scythe Trap CR 4

Trigger proximity ( alarm); Reset none

Type mechanical; Perception DC 20; Disable Device DC 20

Effect spell effect ( burning hands, 2d4 fire damage, DC 11 Effects

Reflex save for half damage); multiple targets (all targets in a

15-ft. cone)

Trigger location; Reset automatic reset

Javelin Trap CR 2

Effect Atk +20 melee (2d4+6/×4)

Type mechanical; Perception DC 20; Disable Device DC 20 Falling Block Trap CR 5

Effects

Type mechanical; Perception DC 20; Disable Device DC 20

Trigger location; Reset none

Effects

Effect Atk +15 ranged (1d6+6)

Trigger location; Reset manual

Effect Atk +15 melee (6d6); multiple targets (all targets in a

10-ft. square)

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Fireball Trap CR 5

DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-

square area)

Type magic; Perception DC 28; Disable Device DC 28

Insanity Mist Trap CR 8

Effects

Type mechanical; Perception DC 25; Disable Device DC 20

Trigger proximity ( alarm); Reset none

Effects

Effect spell effect ( fireball, 6d6 fire damage, DC 14 Reflex

save for half damage); multiple targets (all targets in a 20-ft.- Trigger location; Reset repair

radius burst)

Effect poison gas (insanity mist); never miss; onset delay (1

Flame Strike Trap CR 6

round); multiple targets (all targets in a 10-ft.-by-10-ft. room)

Type magic; Perception DC 30; Disable Device DC 30

Hail of Arrows Trap CR 9

Effects

Type mechanical; Perception DC 25; Disable Device DC 25

Trigger proximity ( alarm); Reset none

Effects

Effect spell effect ( flame strike, 8d6 fire damage, DC 17 Trigger visual ( arcane eye); Reset repair

Reflex save for half damage); multiple targets (all targets in a

10-ft.-radius cylinder)

Effect Atk +20 ranged (6d6); multiple targets (all targets in a

20-ft. line)

Wyvern Arrow Trap CR 6

Shocking Floor Trap CR 9

Type mechanical; Perception DC 20; Disable Device DC 20 Type magic; Perception DC 26; Disable Device DC 26

Effects

Effects

Trigger location; Reset none

Trigger proximity ( alarm); Duration 1d6 rounds; Reset

Effect Atk +15 ranged (1d6 plus wyvern poison/×3)

none

Frost Fangs Trap CR 7

Effect spell effect ( shocking grasp, Atk +9 melee touch [4d6

electricity damage]); multiple targets (all targets in a 40-ft.-

Type mechanical; Perception DC 25; Disable Device DC 20 square room)

Effects

Energy Drain Trap CR 10

Trigger location; Duration 3 rounds; Reset none

Type magic; Perception DC 34; Disable Device DC 34

Effect jets of freezing water (3d6 cold damage, DC 20 Effects

Reflex save for half damage); multiple targets (all targets in a

40-ft.-square chamber)

Trigger visual ( true seeing); Reset none

Summon Monster VI Trap CR 7

Effect spell effect ( energy drain, Atk +10 ranged touch, 2d4

temporary negative levels , DC 23 Fortitude negates after 24

Type magic; Perception DC 31; Disable Device DC 31

hours)

Effects

Chamber of Blades Trap CR 10

Trigger proximity ( alarm); Reset none

Type mechanical; Perception DC 25; Disable Device DC 20

Effect spell effect ( summon monster VI, summons 1 Large Effects

elemental)

Trigger location; Duration 1d4 rounds; Reset repair

Camouflaged Spiked Pit Trap CR 8

Effect Atk +20 melee (3d8+3); multiple targets (all targets in

Type mechanical; Perception DC 25; Disable Device DC 20 a 20-ft.-square chamber)

Effects

Cone of Cold Trap CR 11

Trigger location; Reset manual

Type magic; Perception DC 30; Disable Device DC 30

Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk

+15 melee, 1d4 spikes per target for 1d6+5 damage each);

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Effects

damage to 5d6 plus 50%)

Trigger proximity ( alarm); Reset none

Lightning Bolt Gallery Trap CR 17

Effect spell effect ( cone of cold, 15d6 cold damage, DC 17 Type magic; Perception DC 29; Disable Device DC 29

Reflex save for half damage); multiple targets (all targets in a

60-ft. cone)

Effects

Poisoned Pit Trap CR 12

Trigger proximity ( alarm); Duration 1d6 rounds; Reset

none

Type mechanical; Perception DC 25; Disable Device DC 20 Effect spell effect (heightened lighting bolt, 8d6 electricity

Effects

damage, DC 16 Reflex save for half); multiple targets (all

targets in a 60-ft.-square chamber)

Trigger location; Reset manual

Deadly Spear Trap CR 18

Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk

+15 melee, 1d4 spikes per target for 1d6+5 damage each plus Type mechanical; Perception DC 30; Disable Device DC 30

poison [shadow essence]); DC 25 Reflex avoids; multiple

targets (all targets in a 10-ft.-square area)

Effects

Maximized Fireball Trap CR 13

Trigger sight ( true seeing); Reset manual

Effect Atk +20 ranged (1d8+6 plus black lotus extract)

Type magic; Perception DC 31; Disable Device DC 31

Meteor Swarm Trap CR 19

Effects

Type magic; Perception DC 34; Disable Device DC 34

Trigger proximity ( alarm); Reset none

Effect spell effect ( fireball, 60 fire damage, DC 14 Reflex Effects

save for half damage); multiple targets (all targets in a 20-ft.- Trigger sight ( true seeing); Reset none

radius burst)

Effect spell effect (meteor swarm , 4 meteors at separate

Harm Trap CR 14

targets, +9 ranged touch, 2d6 plus 6d6 fire [–4 save on a hit],

DC 23 Reflex save for half fire damage, 18d6 fire damage

Type magic; Perception DC 31; Disable Device DC 31

from other meteors, DC 23 Reflex save for half damage);

Effects

multiple targets (four targets, no two of which can be more

than 40 ft. apart)

Trigger touch; Reset none

Destruction Trap CR 20

Effect spell effect ( harm, +6 melee touch, 130 damage, DC

19 Will save for half, cannot be reduced to less than 1 hit Type magic; Perception DC 34; Disable Device DC 34

point)

Effects

Crushing Stone Trap CR 15

Trigger proximity ( alarm); Reset none

Type mechanical; Perception DC 30; Disable Device DC 20 Effect spell effect (heightened destruction, 190 damage, DC

Effects

23 Fortitude save reduces damage to 10d6)

Trigger location; Reset manual

Designing a Trap

Effect Atk +15 melee (16d6); multiple targets (all targets in a

10-ft. square)

Designing new traps is a simple process. Start by deciding

Empowered Disintegrate Trap CR 16

what type of trap you want to create.

Type magic; Perception DC 33; Disable Device DC 33

Table 13-3: CR Modifiers for Mechanical Traps

Effects

Feature

CR Modifier

Trigger sight ( true seeing); Reset none

Perception DC

Effect spell effect (empowered disintegrate, +9 ranged 15 or lower

–1

touch, 30d6 damage plus 50%, DC 19 Fort save reduces the 16–20

—

Page 417

Feature

CR Modifier

CR of

CR of

Poison

Poison

21–25

+1

Poison

Poison

26–29

+2

Insanity mist

+4

Wyvern poison

+5

30 or higher

+3

Large scorpion

+3

venom

Disable Device DC

15 or lower

–1

Table 13-4: CR Modifiers for Magic Traps

16–20

—

Feature

CR Modifier

21–25

+1

Highest-level spell

26–29

+2

+ Spell level

effect

30 or higher

+3

Damaging spell effect

+1 per 10 points of average damage

Reflex Save DC (Pit or Other Save-Dependent Trap)

15 or lower

–1

Table 13-5: Cost Modifiers for Magic Device

16–20

—

Traps

21–25

+1

Feature

Cost Modifier

26–29

+2

Alarm spell used in

30 or higher

+3

—

trigger

Attack Bonus (Melee or Ranged Attack Trap)

One-Shot Trap

+0 or lower

–2

Each spell used

+50 gp × caster level × spell level

+1 to +5

–1

Material components

+Material component costs

+6 to +10

—

Automatic Reset Trap

+11 to +15

+1

Each spell used

+500 gp × caster level × spell level

+16 to +20

+2

Material components

+Material component costs × 100

Touch attack

+1

Table 13-6: Craft (Traps) DCs

Damage/Effect

+1 per 10 points of average Trap CR

Base Craft (Traps) DC

Average damage

damage

1–5

20

Miscellaneous Features

6–10

25

Alchemical device

Level of spell mimicked

11–15

30

Automatic reset

+1

16+

35

Liquid

+5

Additional Components Modifier to Craft (Traps) DC

Multiple targets (non-damage)

+1

Proximity trigger

+5

Never miss

+2

Automatic reset

+5

Proximity or visual trigger

+1

Mechanical Traps: Simply select the elements you want the

CR of

CR of trap to have and add up the adjustments to the trap's

Poison

Poison

Poison

Poison Challenge Rating that those elements require (see Table: CR

Modifiers for Mechanical Traps) to arrive at the trap's final

Black adder venom

+1

Malyass root paste

+3

CR. From the CR you can derive the DC of the Craft (traps)

Black lotus extract

+8

Medium spider venom

+2

checks a character must make to construct the trap.

Bloodroot

+1

Nitharit

+4

Magic Traps: As with mechanical traps, decide what

Blue whinnis

+1

Purple worm poison

+4

elements you want and then determine the CR of the

Burnt othur fumes

+6

Sassone leaf residue

+3

resulting trap (see CR Modifiers for Magic Traps). If a player

Deathblade

+5

Shadow essence

+3

character wants to design and construct a magic trap, he, or

Dragon bile

+6

Small centipede poison

+1

an ally, must have the Craft Wondrous Item feat. In addition,

he must be able to cast the spell or spells that the trap

Giant wasp poison

+3

Terinav root

+5

requires—or he must be able to hire an NPC to cast the spells

Greenblood oil

+1

Ungol dust

+3

for him.

Page 418

Challenge Rating of a Trap

into the trap. If the trap uses one of these elements and has an

automatic reset, multiply the poison or alchemical item cost

To calculate the Challenge Rating of a trap, add all the CR by 20 to provide an adequate supply of doses.

modifiers (see Table: CR Modifiers for Mechanical Traps or

CR Modifiers for Magic Traps) to the base CR for the trap Multiple Traps: If a trap is really two or more connected

type.

traps, determine the final cost of each separately, then add

those values together. This holds for both multiple dependent

Mechanical Trap: The base CR for a mechanical trap is 0. If and multiple independent traps.

your final CR is 0 or lower, add features until you get a CR

of 1 or higher.

Magic Device Trap Cost

Magic Trap: For a spell trap or magic device trap, the base

CR is 1. The highest-level spell used modifies the CR (see Building a magic device trap involves the expenditure of gp

CR Modifiers for Magic Traps).

and requires the services of a spellcaster. Table: Cost

Modifiers for Magic Device Traps summarizes the cost

Average Damage: If a trap (mechanical or magical) does hit

point damage, calculate the average damage for a successful information for magic device traps. If the trap uses more than

one spell (for instance, a sound or visual trigger spell in

hit and round that value to the nearest multiple of 10. If the

trap is designed to hit more than one target, multiply this addition to the main spell effect), the builder must pay for

them all (except alarm, which is free unless it must be cast

value by 2. If the trap is designed to deal damage over a

number of rounds, multiply this value by the number of by an NPC).

rounds the trap will be active (or the average number of The costs derived from Table: Cost Modifiers for Magic

rounds, if the duration is variable). Use this value to adjust Device Traps assume that the builder is casting the necessary

the Challenge Rating of the trap, as indicated on Table: CR spells himself (or perhaps some other PC is providing the

Modifiers for Mechanical Traps. Damage from poison does spells for free). If an NPC spellcaster must be hired to cast

not count toward this value, but extra damage from pit spikes them, those costs must be factored in as well (see

and multiple attacks does.

Equipment).

For a magic trap, only one modifier applies to the CR— A magic device trap takes 1 day to construct per 500 gp of its

either the level of the highest-level spell used in the trap, or cost.

the average damage figure, whichever is larger.

Multiple Traps: If a trap is really two or more connected Spell Trap Cost

traps that affect approximately the same area, determine the

CR of each one separately.

A spell trap has a cost only if the builder must hire an NPC

spellcaster to cast it.

Multiple Dependent Traps: If one trap depends on the

success of the other (that is, you can avoid the second trap by

not falling victim to the first), characters earn XP for both Craft DCs for Mechanical Traps

traps by defeating the first one, regardless if the second one

is also sprung.

Once you know the Challenge Rating of a trap, determine the

Craft (traps) DC by referring to the values and modifiers

Multiple Independent Traps: If two or more traps act given on Table: Craft (Traps) DCs.

independently (they do not depend on one another to

activate), characters only earn XP for traps that they defeat.

Making the Checks: To determine how much progress a

character makes on building a trap each week, that character

makes a Craft (traps) check. See the Craft skill description

Mechanical Trap Cost

for details on Craft checks and the circumstances that can

affect them.

The cost of a mechanical trap is 1,000 gp × the trap's

Challenge Rating. If the trap uses spells in its trigger or reset,

add those costs separately. If the trap cannot be reset, divide

Wilderness

the cost in half. If the trap has an automatic reset, increase

the cost by half (+50%). Particularly simple traps, such as pit Outside the safety of city walls, the wilderness is a dangerous

traps, might have a greatly reduced cost, subject to GM place, and many adventurers have gotten lost in its trackless

discretion. Such traps might cost as little as 250 gp × the wilds or fallen victim to deadly weather. The following rules

trap's Challenge Rating.

give you guidelines on running adventures in a wilderness

After you've determined the cost by Challenge Rating, add setting.

the price of any alchemical items or poison you incorporated

Page 419

Getting Lost

blunder into a landmark they can't miss, or until they

recognize that they are lost and make an effort to regain their

There are many ways to get lost in the wilderness. Following bearings.

an obvious road, trail, or feature such as a stream or shoreline Recognizing You're Lost: Once per hour of random travel,

prevents most from becoming lost, but travelers striking off each character in the party may attempt a Survival check

cross-country might become disoriented—especially in (DC 20, –1 per hour of random travel) to recognize that he is

conditions of poor visibility or in difficult terrain.

no longer certain of his direction of travel. Some

Poor Visibility: Anytime characters cannot see at least 60 circumstances might make it obvious that the characters are

feet due to reduced visibility conditions, they might become lost.

lost. Characters traveling through fog, snow, or a downpour Setting a New Course: Determining the correct direction of

might easily lose the ability to see any landmarks not in their travel once a party has become lost requires a Survival check

immediate vicinity. Similarly, characters traveling at night (DC 15, +2 per hour of random travel). If a character fails

might be at risk, too, depending on the quality of their light this check, he chooses a random direction as the “correct”

sources, the amount of moonlight, and whether they have direction for resuming travel.

darkvision or low-light vision.

Once the characters are traveling along their new course,

Difficult Terrain: Any character in forest, moor, hill, or correct or incorrect, they might get lost again. If the

mountain terrain might become lost if he moves away from a conditions still make it possible for travelers to become lost,

trail, road, stream, or other obvious path or track. Forests are check once per hour of travel as described above to see if the

especially dangerous because they obscure far-off landmarks party maintains its new course or begins to move at random

and make it hard to see the sun or stars.

again.

Chance to Get Lost: If conditions exist that make getting Conflicting Directions: It's possible that several characters

lost a possibility, the character leading the way must succeed may attempt to determine the right direction to proceed after

on a Survival check or become lost. The difficulty of this becoming lost. Make a Survival check for each character in

check varies based on the terrain, the visibility conditions, secret, then tell the players whose characters succeeded the

and whether or not the character has a map of the area being correct direction in which to travel, and tell the players

traveled through. Refer to the table below and use the highest whose characters failed a random direction they think is

DC that applies.

right, with no indication who is correct.

Terrain

Survival DC

Regaining Your Bearings: There are several ways for

Desert or plains

14

characters to find their way after becoming lost. First, if the

Forest

16

characters successfully set a new course and follow it to the

Moor or hill

10

destination they're trying to reach, they're not lost anymore.

Second, the characters, through random movement, might

Mountain

12

run into an unmistakable landmark. Third, if conditions

Open sea

18

suddenly improve—the fog lifts or the sun comes up—lost

Urban, ruins, or dungeon

8

characters may attempt to set a new course, as described

Situation

Check Modifier above, with a +4 bonus on the Survival check.

Proper navigational tools (map, sextant)

+4

Poor visibility

–4

Forest Terrain

Forest terrain can be divided into three categories: sparse,

A character with at least 5 ranks in Knowledge (geography) medium, and dense. An immense forest could have all three

or Knowledge (local) pertaining to the area being traveled categories within its borders, with more sparse terrain at the

through gains a +2 bonus on this check.

outer edge of the forest and dense forest at its heart.

Check once per hour (or portion of an hour) spent in local or The table below describes in general terms how likely it is

overland movement to see if travelers have become lost. In that a given square has a terrain element in it.

the case of a party moving together, only the character

leading the way makes the check.

Effects of Being Lost: If a party becomes lost, it is no longer

certain of moving in the direction it intended to travel.

Randomly determine the direction in which the party actually

travels during each hour of local or overland movement. The

characters' movement continues to be random until they

Page 420

Category of Forest

unexplored forests have occasional game trails.

Sparse

Medium

Dense

Stealth and Detection in a Forest: In a sparse forest, the

Typical trees

50%

70%

80%

maximum distance at which a Perception check for detecting

Massive trees

—

10%

20%

the nearby presence of others can succeed is 3d6 × 10 feet. In

a medium forest, this distance is 2d8 × 10 feet, and in a dense

Light undergrowth

50%

70%

50%

forest it is 2d6 × 10 feet.

Heavy undergrowth

—

20%

50%

Because any square with undergrowth provides concealment,

it's usually easy for a creature to use the Stealth skill in the

Trees: The most important terrain element in a forest is the forest. Logs and massive trees provide cover, which also

trees, obviously. A creature standing in the same square as a makes hiding possible.

tree gains partial cover, which grants a +2 bonus to Armor

Class and a +1 bonus on Reflex saves. The presence of a tree The background noise in the forest makes Perception checks

doesn't otherwise affect a creature's fighting space, because that rely on sound more difficult, increasing the DC of the

it's assumed that the creature is using the tree to its advantage check by 2 per 10 feet, not 1.

when it can. The trunk of a typical tree has AC 4, hardness 5,

and 150 hp. A DC 15 Climb check is sufficient to climb a Forest Fires (CR 6)

tree. Medium and dense forests have massive trees as well.

These trees take up an entire square and provide cover to Most campfire sparks ignite nothing, but if conditions are

anyone behind them. They have AC 3, hardness 5, and 600 dry, winds are strong, or the forest floor is dried out and

hp. Like their smaller counterparts, it takes a DC 15 Climb flammable, a forest fire can result. Lightning strikes often set

check to climb them.

trees ablaze and start forest fires in this way. Whatever the

Undergrowth: Vines, roots, and short bushes cover much of cause of the fire, travelers can get caught in the

the ground in a forest. A space covered with light conflagration.

undergrowth costs 2 squares of movement to move into, and A forest fire can be spotted from as far away as 2d6 × 100

provides concealment. Undergrowth increases the DC of feet by a character who makes a Perception check, treating

Acrobatics and Stealth checks by 2 because the leaves and the fire as a Colossal creature (reducing the DC by 16). If all

branches get in the way. Heavy undergrowth costs 4 squares characters fail their Perception checks, the fire moves closer

of movement to move into and provides concealment with a to them. They automatically see it when it closes to half the

30% miss chance (instead of the usual 20%). It increases the original distance. With proper elevation, the smoke from a

DC of Acrobatics checks by 5. Heavy undergrowth is easy to forest fire can be spotted as far as 10 miles away.

hide in, granting a +5 circumstance bonus on Stealth checks.

Running and charging are impossible. Squares with Characters who are blinded or otherwise unable to make

undergrowth are often clustered together. Undergrowth and Perception checks can feel the heat of the fire (and thus

trees aren't mutually exclusive; it's common for a 5-foot automatically “spot” it) when it is 100 feet away.

square to have both a tree and undergrowth.

The leading edge of a fire (the downwind side) can advance

Forest Canopy: It's common for elves and other forest faster than a human can run (assume 120 feet per round for

dwellers to live on raised platforms far above the surface winds of moderate strength). Once a particular portion of the

floor. These wooden platforms often have rope bridges forest is ablaze, it remains so for 2d4 × 10 minutes before

between them. To get to the treehouses, characters ascend the dying to a smoking wasteland. Characters overtaken by a

trees' branches (Climb DC 15), use rope ladders (Climb DC forest fire might find the leading edge of the fire advancing

0), or take pulley elevators (which can be made to rise a away from them faster than they can keep up, trapping them

number of feet equal to a Strength check, made each round deeper and deeper within its grasp.

as a full-round action). Creatures on platforms or branches in Within the bounds of a forest fire, a character faces three

a forest canopy are considered to have cover when fighting dangers: heat damage, catching on fire, and smoke

creatures on the ground, and in medium or dense forests they inhalation.

have concealment as well.

Heat Damage: Getting caught within a forest fire is even

Other Forest Terrain Elements: Fallen logs generally stand worse than being exposed to extreme heat (see Heat

about 3 feet high and provide cover just as low walls do. Dangers). Breathing the air causes a character to take 1d6

They cost 5 feet of movement to cross. Forest streams points of fire damage per round (no save). In addition, a

average 5 to 10 feet wide and no more than 5 feet deep. character must make a Fortitude save every 5 rounds (DC 15,

Pathways wind through most forests, allowing normal +1 per previous check) or take 1d4 points of nonlethal

movement and providing neither cover nor concealment. damage. A character who holds his breath can avoid the

These paths are less common in dense forests, but even lethal damage, but not the nonlethal damage. Those wearing

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heavy clothing or any sort of armor take a –4 penalty on their Undergrowth: The bushes, rushes, and other tall grasses in

saving throws. Those wearing metal armor or who come into marshes function as undergrowth does in a forest. A square

contact with very hot metal are affected as if by a heat metal that is part of a bog does not also have undergrowth.

spell.

Quicksand: Patches of quicksand present a deceptively solid

Catching on Fire: Characters engulfed in a forest fire are at appearance (appearing as undergrowth or open land) that

risk of catching on fire when the leading edge of the fire might trap careless characters. A character approaching a

overtakes them, and continue to be at risk once per minute patch of quicksand at a normal pace is entitled to a DC 8

thereafter.

Survival check to spot the danger before stepping in, but

charging or running characters don't have a chance to detect

Smoke Inhalation: Forest fires naturally produce a great a hidden patch before blundering into it. A typical patch of

deal of smoke. A character who breathes heavy smoke must quicksand is 20 feet in diameter; the momentum of a

make a Fortitude save each round (DC 15, +1 per previous charging or running character carries him 1d2 × 5 feet into

check) or spend that round choking and coughing. A the quicksand.

character who chokes for 2 consecutive rounds takes 1d6

points of nonlethal damage. Smoke also provides Effects of Quicksand: Characters in quicksand must make a

concealment to characters within it.

DC 10 Swim check every round to simply tread water in

place, or a DC 15 Swim check to move 5 feet in whatever

direction is desired. If a trapped character fails this check by

Marsh Terrain

5 or more, he sinks below the surface and begins to drown

whenever he can no longer hold his breath (see the Swim

Two categories of marsh exist: relatively dry moors and skill description in Using Skills) .

watery swamps. Both are often bordered by lakes (described

in Aquatic Terrain), which are effectively a third category of Characters below the surface of quicksand may swim back to

terrain found in marshes.

the surface with a successful Swim check (DC 15, +1 per

consecutive round of being under the surface).

Marsh Category

Rescue: Pulling out a character trapped in quicksand can be

Moor

Swamp

difficult. A rescuer needs a branch, spear haft, rope, or

Shallow bog

20%

40%

similar tool that enables him to reach the victim with one end

Deep bog

5%

20%

of it. Then he must make a DC 15 Strength check to

Light undergrowth

30%

20%

successfully pull the victim, and the victim must make a DC

10 Strength check to hold onto the branch, pole, or rope. If

Heavy undergrowth

10%

20%

both checks succeed, the victim is pulled 5 feet closer to

safety. If the victim fails to hold on, he must make a DC 15

Bogs: If a square is part of a shallow bog, it has deep mud or Swim check immediately to stay above the surface.

standing water of about 1 foot in depth. It costs 2 squares of Hedgerows: Common in moors, hedgerows are tangles of

movement to move into a square with a shallow bog, and the stones, soil, and thorny bushes. Narrow hedgerows function

DC of Acrobatics checks in such a square increases by 2.

as low walls, and it takes 3 squares of movement to cross

A square that is part of a deep bog has roughly 4 feet of them. Wide hedgerows are more than 5 feet tall and take up

standing water. It costs Medium or larger creatures 4 squares entire squares. They provide total cover, just as a wall does.

of movement to move into a square with a deep bog, or It takes 4 squares of movement to move through a square

characters can swim if they wish. Small or smaller creatures with a wide hedgerow; creatures that succeed on a DC 10

must swim to move through a deep bog. Tumbling is Climb check need only 2 squares of movement to move

impossible in a deep bog.

through the square.

The water in a deep bog provides cover for Medium or larger Other Marsh Terrain Elements: Some marshes,

creatures. Smaller creatures gain improved cover (+8 bonus particularly swamps, have trees just as forests do, usually

to AC, +4 bonus on Reflex saves). Medium or larger clustered in small stands. Paths lead across many marshes,

creatures can crouch as a move action to gain this improved winding to avoid bog areas. As in forests, paths allow normal

cover. Creatures with this improved cover take a –10 penalty movement and don't provide the concealment that

on attacks against creatures that aren't underwater.

undergrowth does.

Deep bog squares are usually clustered together and Stealth and Detection in a Marsh: In a marsh, the

surrounded by an irregular ring of shallow bog squares.

maximum distance at which a Perception check for detecting

the nearby presence of others can succeed is 6d6 × 10 feet. In

Both shallow and deep bogs increase the DC of Stealth a swamp, this distance is 2d8 × 10 feet.

checks by 2.

Undergrowth and deep bogs provide plentiful concealment,

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so it's easy to use Stealth in a marsh.

undergrowth around. A hilltop or ridge provides enough

cover to hide from anyone below the hilltop or ridge.

Hills Terrain

Mountain Terrain

A hill can exist in most other types of terrain, but hills can

also dominate the landscape. Hills terrain is divided into two The three mountain terrain categories are alpine meadows,

categories: gentle hills and rugged hills. Hills terrain often rugged mountains, and forbidding mountains. As characters

serves as a transition zone between rugged terrain such as ascend into a mountainous area, they're likely to face each

mountains and flat terrain such as plains.

terrain category in turn, beginning with alpine meadows,

extending through rugged mountains, and reaching

Hills Category

forbidding mountains near the summit.

Gentle Hills

Rugged Hills

Mountains have an important terrain element, the rock wall,

Gradual slope

75%

40%

that is marked on the border between squares rather than

Steep slope

20%

50%

taking up squares itself.

Cliff

5%

10%

Mountain Category

Light undergrowth

15%

15%

Alpine

Rugged

Forbidding

Meadow

Gradual Slope: This incline isn't steep enough to affect Gradual slope

50%

25%

15%

movement, but characters gain a +1 bonus on melee attacks Steep slope

40%

55%

55%

against foes downhill from them.

Cliff

10%

15%

20%

Steep Slope: Characters moving uphill (to an adjacent square Chasm

—

5%

10%

of higher elevation) must spend 2 squares of movement to

enter each square of steep slope. Characters running or Light undergrowth

20%

10%

—

charging downhill (moving to an adjacent square of lower Scree

—

20%

30%

elevation) must succeed on a DC 10 Acrobatics check upon Dense rubble

—

20%

30%

entering the first steep slope square. Mounted characters

make a DC 10 Ride check instead. Characters who fail this

check stumble and must end their movement 1d2 × 5 feet Gradual and Steep Slopes: These function as described in

later. Characters who fail by 5 or more fall prone in the Hills Terrain.

square where they end their movement. A steep slope Cliff: These terrain elements also function like their hills

increases the DC of Acrobatics checks by 2.

terrain counterparts, but they're typically 2d6 × 10 feet tall.

Cliff: A cliff typically requires a DC 15 Climb check to scale Cliffs taller than 80 feet take up 20 feet of horizontal space.

and is 1d4 × 10 feet tall, although the needs of your map Chasm: Usually formed by natural geological processes,

might mandate a taller cliff. A cliff isn't perfectly vertical, chasms function like pits in a dungeon setting. Chasms aren't

taking up 5-foot squares if it's less than 30 feet tall and 10- hidden, so characters won't fall into them by accident

foot squares if it's 30 feet or taller.

(although bull rushes are another story). A typical chasm is

Light Undergrowth: Sagebrush and other scrubby bushes 2d4 × 10 feet deep, at least 20 feet long, and anywhere from

grow on hills, although they rarely cover the landscape. Light 5 feet to 20 feet wide. It takes a DC 15 Climb check to climb

undergrowth provides concealment and increases the DC of out of a chasm. In forbidding mountain terrain, chasms are

Acrobatics and Stealth checks by 2.

typically 2d8 × 10 feet deep.

Other Hills Terrain Elements: Trees aren't out of place in Light Undergrowth: This functions as described in Forest

hills terrain, and valleys often have active streams (5 to 10 Terrain.

feet wide and no more than 5 feet deep) or dry streambeds Scree: A field of shifting gravel, scree doesn't affect speed,

(treat as a trench 5 to 10 feet across) in them. If you add a but it can be treacherous on a slope. The DC of Acrobatics

stream or streambed, remember that water always flows checks increases by 2 if there's scree on a gradual slope and

downhill.

by 5 if there's scree on a steep slope. The DC of Stealth

Stealth and Detection in Hills: In gentle hills, the maximum checks increases by 2 if the scree is on a slope of any kind.

distance at which a Perception check for detecting the nearby Dense Rubble: The ground is covered with rocks of all sizes.

presence of others can succeed is 2d10 × 10 feet. In rugged It costs 2 squares of movement to enter a square with dense

hills, this distance is 2d6 × 10 feet.

rubble. The DC of Acrobatics checks on dense rubble

Hiding in hills terrain can be difficult if there isn't increases by 5, and the DC of Stealth checks increases by 2.

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Rock Wall: A vertical plane of stone, rock walls require DC A landslide or avalanche consists of two distinct areas: the

25 Climb checks to ascend. A typical rock wall is 2d4 × 10 bury zone (in the direct path of the falling debris) and the

feet tall in rugged mountains and 2d8 × 10 feet tall in slide zone (the area the debris spreads out to encompass).

forbidding mountains. Rock walls are drawn on the edges of Characters in the bury zone always take damage from the

squares, not in the squares themselves.

avalanche; characters in the slide zone might be able to get

out of the way. Characters in the bury zone take 8d6 points of

Cave Entrance: Found in cliff and steep slope squares and damage, or half that amount if they make a DC 15 Reflex

next to rock walls, cave entrances are typically between 5 save. They are subsequently buried. Characters in the slide

and 20 feet wide and 5 feet deep. A cave could be anything zone take 3d6 points of damage, or no damage if they make a

from a simple chamber to the entrance to an elaborate DC 15 Reflex save. Those who fail their saves are buried.

dungeon. Caves used as monster lairs typically have 1d3

rooms that are 1d4 × 10 feet across.

Buried characters take 1d6 points of nonlethal damage per

minute. If a buried character falls unconscious, he must make

Other Mountain Terrain Features: Most alpine meadows a DC 15 Constitution check or take 1d6 points of lethal

begin above the treeline, so trees and other forest elements damage each minute thereafter until freed or dead.

are rare in the mountains. Mountain terrain can include

active streams (5 to 10 feet wide and no more than 5 feet The typical avalanche has a width of 1d6 × 100 feet, from

deep) and dry streambeds (treat as a trench 5 to 10 feet one edge of the slide zone to the opposite edge. The bury

across). Particularly high-altitude areas tend to be colder than zone in the center of the avalanche is half as wide as the

the lowland areas that surround them, so they might be avalanche's full width.

covered in ice sheets (described in Desert Terrain).

To determine the precise location of characters in the path of

Stealth and Detection in Mountains: As a guideline, the an avalanche, roll 1d6 × 20; the result is the number of feet

maximum distance in mountain terrain at which a Perception from the center of the path taken by the bury zone to the

check for detecting the nearby presence of others can center of the party's location. Avalanches of snow and ice

succeed is 4d10 × 10 feet. Certain peaks and ridgelines advance at a speed of 500 feet per round, while rock and soil

afford much better vantage points, of course, and twisting avalanches travel at a speed of 250 feet per round.

valleys and canyons have much shorter spotting distances.

Because there's little vegetation to obstruct line of sight, the

specifics on your map are your best guide for the range at Mountain Travel

which an encounter could begin. As in hills terrain, a ridge or High altitude travel can be extremely fatiguing—and

peak provides enough cover to hide from anyone below the sometimes deadly—to creatures that aren't used to it. Cold

high point.

becomes extreme, and the lack of oxygen in the air can wear

It's easier to hear faraway sounds in the mountains. The DC down even the most hardy of warriors.

of Perception checks that rely on sound increase by 1 per 20 Acclimated Characters: Creatures accustomed to high

feet between listener and source, not per 10 feet.

altitude generally fare better than lowlanders. Any creature

with an Environment entry that includes mountains is

Avalanches (CR 7)

considered native to the area and acclimated to the high

altitude. Characters can also acclimate themselves by living

The combination of high peaks and heavy snowfalls means at high altitude for a month. Characters who spend more than

that avalanches are a deadly peril in many mountainous two months away from the mountains must reacclimate

areas. While avalanches of snow and ice are common, it's themselves when they return. Undead, constructs, and other

also possible to have an avalanche of rock and soil.

creatures that do not breathe are immune to altitude effects.

An avalanche can be spotted from as far away as 1d10 × 500 Altitude Zones: In general, mountains present three possible

feet by a character who makes a DC 20 Perception check, altitude bands: low pass, low peak/high pass, and high peak.

treating the avalanche as a Colossal creature. If all characters Low Pass (lower than 5,000 feet): Most travel in low

fail their Perception checks to determine the encounter

distance, the avalanche moves closer to them, and they mountains takes place in low passes, a zone consisting

largely of alpine meadows and forests. Travelers might find

automatically become aware of it when it closes to half the

original distance. It's possible to hear an avalanche coming the going difficult (which is reflected in the movement

modifiers for traveling through mountains), but the altitude

even if you can't see it. Under optimum conditions (no other

loud noises occurring), a character who makes a DC 15 itself has no game effect.

Perception check can hear the avalanche or landslide when it Low Peak or High Pass (5,000 to 15,000 feet): Ascending to

is 1d6 × 500 feet away. This check might have a DC of 20, the highest slopes of low mountains, or most normal travel

25, or higher in conditions where hearing is difficult (such as through high mountains, falls into this category. All non-

in the middle of a thunderstorm).

acclimated creatures labor to breathe in the thin air at this

Page 424

altitude. Characters must succeed on a Fortitude save each squares of movement to enter a square covered by an ice

hour (DC 15, +1 per previous check) or be fatigued. The sheet, and the DC of Acrobatics checks there increases by 5.

fatigue ends when the character descends to an altitude with A DC 10 Acrobatics check is required to run or charge across

more air. Acclimated characters do not have to attempt the an ice sheet.

Fortitude save.

Light Rubble: Small rocks are strewn across the ground,

High Peak (more than 15,000 feet): The highest mountains making nimble movement more difficult. The DC of

exceed 15,000 feet in height. At these elevations, creatures Acrobatics checks increases by 2.

are subject to both high altitude fatigue (as described above) Dense Rubble: This terrain feature consists of more and

and altitude sickness, whether or not they're acclimated to

high altitudes . Altitude sickness represents long-term oxygen larger stones. It costs 2 squares of movement to enter a

square with dense rubble. The DC of Acrobatics checks

deprivation, and affects mental and physical ability scores.

After each 6-hour period a character spends at an altitude of increases by 5, and the DC of Stealth checks increases by 2.

over 15,000 feet, he must succeed on a Fortitude save (DC Sand Dunes: Created by the action of wind on sand, dunes

15, +1 per previous check) or take 1 point of damage to all function as hills that move. If the wind is strong and

ability scores. Creatures acclimated to high altitude receive a consistent, a sand dune can move several hundred feet in a

+4 competence bonus on their saving throws to resist high week's time. Sand dunes can cover hundreds of squares.

altitude effects and altitude sickness, but eventually even They always have a gentle slope pointing in the direction of

seasoned mountaineers must abandon these dangerous the prevailing wind and a steep slope on the leeward side.

elevations.

Other Desert Terrain Features: Tundra is sometimes

bordered by forests, and the occasional tree isn't out of place

Desert Terrain

in the cold wastes. Rocky deserts have towers and mesas

consisting of flat ground surrounded on all sides by cliffs and

Desert terrain exists in warm, temperate, and cold climates, steep slopes (as described in Mountain Terrain). Sandy

but all deserts share one common trait: little rain. The three deserts sometimes have quicksand; this functions as

categories of desert terrain are tundra (cold desert), rocky described in Marsh Terrain, although desert quicksand is a

deserts (often temperate), and sandy deserts (often warm).

waterless mixture of fine sand and dust. All desert terrain is

crisscrossed with dry streambeds (treat as trenches 5 to 15

Tundra differs from the other desert categories in two feet wide) that fill with water on the rare occasions when rain

important ways. Because snow and ice cover much of the falls.

landscape, it's easy to find water. During the height of

summer, the permafrost thaws to a depth of a foot or so, Stealth and Detection in the Desert: In general, the

turning the landscape into a vast field of mud. The muddy maximum distance in desert terrain at which a Perception

tundra affects movement and skill use as the shallow bogs check for detecting the nearby presence of others can

described in Marsh Terrain, although there's little standing succeed is 6d6 × 20 feet; beyond this distance, elevation

water.

changes and heat distortion in warm deserts makes sight-

based Perception impossible. The presence of dunes in sandy

The table below describes terrain elements found in each of deserts limits spotting distance to 6d6 × 10 feet. The scarcity

the three desert categories. The terrain elements on this table of undergrowth or other elements that offer concealment or

are mutually exclusive; for instance, a square of tundra might cover makes using Stealth more difficult.

contain either light undergrowth or an ice sheet, but not both.

Desert Category

Sandstorms

Tundra

Rocky

Sandy

Light undergrowth

15%

5%

5%

A sandstorm reduces visibility to 1d10 × 5 feet and provides

a –4 penalty on Perception checks. A sandstorm deals 1d3

Ice sheet

25%

—

—

points of nonlethal damage per hour to any creatures caught

Light rubble

5%

30%

10%

in the open, and leaves a thin coating of sand in its wake.

Dense rubble

—

30%

5%

Driving sand creeps in through all but the most secure seals

Sand dunes

—

—

50%

and seams, chafing skin and contaminating carried gear.

Light Undergrowth: Consisting of scrubby, hardy bushes Plains Terrain

and cacti, light undergrowth functions as described for other

terrain types.

Plains come in three categories: farms, grasslands, and

battlefields. Farms are common in settled areas, while

Ice Sheet: The ground is covered with slippery ice. It costs 2 grasslands represent untamed plains. The battlefields where

Page 425

large armies clash are temporary places, usually reclaimed by provides a measure of cover as well, functioning as low

natural vegetation or the farmer's plow. Battlefields represent walls. Mounted characters can cross a fence without slowing

a third terrain category because adventurers tend to spend a their movement if they succeed on a DC 15 Ride check. If

lot of time there, not because they're particularly prevalent.

the check fails, the steed crosses the fence, but the rider falls

out of the saddle.

The table below shows the proportions of terrain elements in

the different categories of plains. On a farm, light Other Plains Terrain Features: Occasional trees dot the

undergrowth represents most mature grain crops, so farms landscape in many plains, although on battlefields they're

growing vegetable crops will have less light undergrowth, as often felled to provide raw material for siege engines

will all farms during the time between harvest and a few (described in Urban Features). Hedgerows (described in

months after planting.

Marsh Terrain) are found in plains as well. Streams,

generally 5 to 20 feet wide and 5 to 10 feet deep, are

The terrain elements in the table below are mutually commonplace.

exclusive.

Stealth and Detection in Plains: In plains terrain, the

Plains Category

maximum distance at which a Perception check for detecting

Farm

Grassland Battlefield the nearby presence of others can succeed is 6d6 × 40 feet,

Light undergrowth

40%

20%

10%

although the specifics of your map might restrict line of

Heavy undergrowth

—

10%

—

sight. Cover and concealment are not uncommon, so a good

place of refuge is often nearby, if not right at hand.

Light rubble

—

—

10%

Trench

5%

—

5%

Berm

—

—

5%

Aquatic Terrain

Aquatic terrain is the least hospitable to most PCs, because

Undergrowth: Whether they're crops or natural vegetation, they can't breathe there. Aquatic terrain doesn't offer the

the tall grasses of the plains function like light undergrowth variety that land terrain does. The ocean floor holds many

in a forest. Particularly thick bushes form patches of heavy marvels, including undersea analogues of any of the terrain

undergrowth that dot the landscape in grasslands.

elements described earlier in this section, but if characters

find themselves in the water because they were bull rushed

Light Rubble: On the battlefield, light rubble usually off the deck of a pirate ship, the tall kelp beds hundreds of

represents something that was destroyed: the ruins of a feet below them don't matter. Accordingly, these rules simply

building or the scattered remnants of a stone wall, for divide aquatic terrain into two categories: flowing water

example. It functions as described in the Desert Terrain (such as streams and rivers) and non-flowing water (such as

section.

lakes and oceans).

Trench: Often dug before a battle to protect soldiers, a Flowing Water: Large, placid rivers move at only a few

trench functions as a low wall, except that it provides no miles per hour, so they function as still water for most

cover against adjacent foes. It costs 2 squares of movement purposes. But some rivers and streams are swifter; anything

to leave a trench, but it costs nothing extra to enter one. floating in them moves downstream at a speed of 10 to 40

Creatures outside a trench who make a melee attack against a feet per round. The fastest rapids send swimmers bobbing

creature inside the trench gain a +1 bonus on melee attacks downstream at 60 to 90 feet per round. Fast rivers are always

because they have higher ground. In farm terrain, trenches at least rough water (Swim DC 15), and whitewater rapids

are generally irrigation ditches.

are stormy water (Swim DC 20). If a character is in moving

Berm: A common defensive structure, a berm is a low, water, move her downstream the indicated distance at the end

earthen wall that slows movement and provides a measure of of her turn. A character trying to maintain her position

cover. Put a berm on the map by drawing two adjacent rows relative to the riverbank can spend some or all of her turn

of steep slope (described in Hills Terrain), with the edges of swimming upstream.

the berm on the downhill side. Thus, a character crossing a 2- Swept Away: Characters swept away by a river moving 60

square berm will travel uphill for 1 square, then downhill for feet per round or faster must make DC 20 Swim checks

1 square. Two square berms provide cover as low walls for every round to avoid going under. If a character gets a check

anyone standing behind them. Larger berms provide the low result of 5 or more over the minimum necessary, she arrests

wall benefit for anyone standing 1 square downhill from the her motion by catching a rock, tree limb, or bottom snag—

top of the berm.

she is no longer being carried along by the flow of the water.

Fences: Wooden fences are generally used to contain Escaping the rapids by reaching the bank requires three DC

livestock or impede oncoming soldiers. It costs an extra 20 Swim checks in a row. Characters arrested by a rock,

square of movement to cross a wooden fence. A stone fence limb, or snag can't escape under their own power unless they

Page 426

strike out into the water and attempt to swim their way clear. chest-deep water, or walking along the bottom of a body of

Other characters can rescue them as if they were trapped in water.

quicksand (described in Marsh Terrain).

Ranged Attacks Underwater: Thrown weapons are

Non-Flowing Water: Lakes and oceans simply require a ineffective underwater, even when launched from land.

swim speed or successful Swim checks to move through (DC Attacks with other ranged weapons take a –2 penalty on

10 in calm water, DC 15 in rough water, DC 20 in stormy attack rolls for every 5 feet of water they pass through, in

water). Characters need a way to breathe if they're addition to the normal penalties for range.

underwater; failing that, they risk drowning. When Attacks from Land: Characters swimming, floating, or

underwater, characters can move in any direction.

treading water on the surface, or wading in water at least

Stealth and Detection Underwater: How far you can see chest deep, have improved cover (+8 bonus to AC, +4 bonus

underwater depends on the water's clarity. As a guideline, on Reflex saves) from opponents on land. Land-bound

creatures can see 4d8 × 10 feet if the water is clear, and 1d8 opponents who have freedom of movement effects ignore this

× 10 feet if it's murky. Moving water is always murky, unless cover when making melee attacks against targets in the

it's in a particularly large, slow-moving river.

water. A completely submerged creature has total cover

against opponents on land unless those opponents have

It's hard to find cover or concealment to hide underwater freedom of movement effects. Magical effects are unaffected

(except along the sea floor).

except for those that require attack rolls (which are treated

Invisibility: An invisible creature displaces water and leaves like any other effects) and fire effects.

a visible, body-shaped “bubble” where the water was Fire: Nonmagical fire (including alchemist's fire) does not

displaced. The creature still has concealment (20% miss burn underwater. Spells or spell-like effects with the fire

chance), but not total concealment (50% miss chance).

descriptor are ineffective underwater unless the caster makes

a caster level check (DC 20 + spell level). If the check

Underwater Combat

succeeds, the spell creates a bubble of steam instead of its

usual fiery effect, but otherwise the spell works as described.

Land-based creatures can have considerable difficulty when A supernatural fire effect is ineffective underwater unless its

fighting in water. Water affects a creature's attack rolls, description states otherwise. The surface of a body of water

damage, and movement. In some cases a creature's blocks line of effect for any fire spell. If the caster has made

opponents might get a bonus on attacks. The effects are the caster level check to make the fire spell usable

summarized on Table: Combat Adjustments Underwater. underwater, the surface still blocks the spell's line of effect.

They apply whenever a character is swimming, walking in

Table 13-7: Combat Adjustments Underwater

Attack/Damage

Condition

Movement

Off Balance?1

Slashing or Bludgeoning

Piercing

Freedom of movement

normal/normal

normal/normal

normal

No

Has a swim speed

–2/half

normal

normal

No

Successful Swim check

–2/half2

normal

quarter or half3

No

Firm footing4

–2/half2

normal

half

No

None of the above

–2/half2

–2/half

normal

Yes

1 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting

effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks

against it.

2 A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but

deals damage normally when grappling.

3 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round

action.

4 Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A creature can only

walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures,

twice that for each size category larger than Medium, and half that for each size category smaller than Medium.

Page 427

Spellcasting Underwater: Casting spells while submerged most cities' laws recognize monsters as a threat to the

can be difficult for those who cannot breathe underwater. A stability the city relies on, and prohibitions about murder

creature that cannot breathe water must make a concentration rarely apply to monsters such as aberrations or evil outsiders.

check (DC 15 + spell level) to cast a spell underwater (this is Most evil humanoids, however, are typically protected by the

in addition to the caster level check to successfully cast a fire same laws that protect all the citizens of the city. Having an

spell underwater). Creatures that can breathe water are evil alignment is not a crime (except in some severely

unaffected and can cast spells normally. Some spells might theocratic cities, perhaps, with the magical power to back up

function differently underwater, subject to GM discretion.

the law); only evil deeds are against the law. Even when

adventurers encounter an evildoer in the act of perpetrating

some heinous evil upon the populace of the city, the law

Floods

tends to frown on the sort of vigilante justice that leaves the

In many wilderness areas, river floods are a common evildoer dead or otherwise unable to testify at a trial.

occurrence.

In spring, an enormous snowmelt can engorge the streams Weapon and Spell Restrictions

and rivers it feeds. Other catastrophic events such as massive Different cities have different laws about such issues as

rainstorms or the destruction of a dam can create floods as carrying weapons in public and restricting spellcasters.

well.

The city's laws might not affect all characters equally. A

During a flood, rivers become wider, deeper, and swifter. monk isn't hampered at all by a law about peace-bonding

Assume that a river rises by 1d10+10 feet during the spring weapons, but a cleric is reduced to a fraction of his power if

flood, and its width increases by a factor of 1d4 × 50%. all holy symbols are confiscated at the city's gates.

Fords might disappear for days, bridges might be swept

away, and even ferries might not be able to manage the

crossing of a flooded river. A river in flood makes Swim Urban Features

checks one category harder (calm water becomes rough, and

rough water becomes stormy). Rivers also become 50% Walls, doors, poor lighting, and uneven footing: in many

swifter.

ways a city is much like a dungeon. Some special

considerations for an urban setting are covered below.

Urban Adventures Walls and Gates

At first glance, a city is much like a dungeon, made up of

walls, doors, rooms, and corridors. Adventures that take Many cities are surrounded by walls. A typical small city

place in cities have two salient differences from their wall is a fortified stone wall 5 feet thick and 20 feet high.

dungeon counterparts, however. Characters have greater Such a wall is fairly smooth, requiring a DC 30 Climb check

access to resources, and they must contend with law to scale. The walls are crenellated on one side to provide a

enforcement.

low wall for the guards atop it, and there is just barely room

for guards to walk along the top of the wall. A typical small

Access to Resources: Unlike in dungeons and the city wall has AC 3, hardness 8, and 450 hp per 10-foot

wilderness, characters can buy and sell gear quickly in a city. section.

A large city or metropolis probably has high-level NPCs and

experts in obscure fields of knowledge who can provide A typical large city wall is 10 feet thick and 30 feet high,

assistance and decipher clues. And when the PCs are battered with crenellations on both sides for the guards on top of the

and bruised, they can retreat to the comfort of a room at an wall. It is likewise smooth, requiring a DC 30 Climb check to

inn.

scale. Such a wall has AC 3, hardness 8, and 720 hp per 10-

foot section.

The freedom to retreat and ready access to the marketplace

means that the players have a greater degree of control over A typical metropolis wall is 15 feet thick and 40 feet tall. It

the pacing of an urban adventure.

has crenellations on both sides and often has a tunnel and

small rooms running through its interior. Metropolis walls

Law Enforcement: The other key distinctions between have AC 3, hardness 8, and 1,170 hp per 10-foot section.

adventuring in a city and delving into a dungeon is that a

dungeon is, almost by definition, a lawless place where the Unlike smaller cities, metropolises often have interior walls

only law is that of the jungle: kill or be killed. A city, on the as well as surrounding walls—either old walls that the city

other hand, is held together by a code of laws, many of has outgrown, or walls dividing individual districts from

which are explicitly designed to prevent the sort of killing each other. Sometimes these walls are as large and thick as

and looting that adventurers engage in all the time. Even so, the outer walls, but more often they have the characteristics

Page 428

of a large city's or small city's walls.

A typical city guard force works on three 8-hour shifts, with

30% of the force on a day shift (8 a.m. to 4 p.m.), 35% on an

Watchtowers: Some city walls are adorned with evening shift (4 p.m. to 12 a.m.), and 35% on a night shift

watchtowers set at irregular intervals. Few cities have (12 a.m. to 8 a.m.). At any given time, 80% of the guards on

enough guards to keep someone constantly stationed at every duty are on the streets patrolling, while the remaining 20%

tower, unless the city is expecting attack from outside. The are stationed at various posts throughout the city where they

towers provide a superior view of the surrounding can respond to nearby alarms. At least one such guard post is

countryside as well as a point of defense against invaders.

present within each neighborhood of a city (each

Watchtowers are typically 10 feet higher than the wall they neighborhood consisting of several districts).

adjoin, and their diameter is 5 times the thickness of the wall. The majority of a city guard force is made up of warriors,

Arrow slits line the outer sides of the upper stories of a mostly 1st level. Officers include higher-level warriors,

tower, and the top is crenellated like the surrounding walls fighters, a fair number of clerics, and wizards or sorcerers, as

are. In a small tower (25 feet in diameter adjoining a 5-foot- well as multiclass fighter/spellcasters.

thick wall), a simple ladder typically connects the tower's

stories and its roof. In a larger tower, stairs serve that

purpose.

Siege Engines

Heavy wooden doors, reinforced with iron and bearing good Siege engines are large weapons, temporary structures, or

locks (Disable Device DC 30), block entry to a tower, unless pieces of equipment traditionally used in besieging castles or

the tower is in regular use. As a rule, the captain of the guard fortresses.

keeps the keys to the towers secured on her person, and

second copies are in the city's inner fortress or barracks.

Siege engines are treated as difficult devices if someone tries

to disable them using Disable Device. This takes 2d4 rounds

Gates: A typical city gate is a gatehouse with two and requires a DC 20 Disable Device check. Siege engines

portcullises and murder holes above the space between them. are typically made out of wood and have an AC of 3 (–5

In towns and some small cities, the primary entry is through Dex, –2 size), a Hardness of 5, and 80 hit points. Siege

iron double doors set into the city wall.

engines made up of a different material might have different

Gates are usually open during the day and locked or barred at values. Some siege engines are armored as well. Treat the

night. Usually, one gate lets in travelers after sunset and is siege engine as a Huge creature to determine the cost of such

staffed by guards who will open it for someone who seems armor. Siege engines can be crafted as masterwork and

honest, presents proper papers, or offers a large enough bribe enchanted as magic weapons, adding bonuses on attack rolls

(depending on the city and the guards).

to the checks made to hit with the siege engine. A

masterwork siege engine costs 300 gp more than the listed

price. Enchanting a siege engine costs twice the normal

Guards and Soldiers

amount. For example, a +1 flaming heavy catapult, armored

with full plate, would have an AC of 11 and would cost

A city typically has full-time military personnel equal to 1% 23,100 gp (800 gp base + 6,000 gp for the armor + 300 gp

of its adult population, in addition to militia or conscript masterwork + 16,000 gp for the enhancements).

soldiers equal to 5% of the population. The full-time soldiers

are city guards responsible for maintaining order within the Catapult, Heavy: A heavy catapult is a massive engine

city, similar to the role of modern police, and (to a lesser capable of throwing rocks or heavy objects with great force.

extent) for defending the city from outside assault. Conscript Because the catapult throws its payload in a high arc, it can

soldiers are called up to serve in case of an attack on the city. hit squares out of its line of sight. To fire a heavy catapult,

the crew chief makes a special check against DC 15 using

Table 13-8: Siege Engines

Item

Cost

Damage

Critical Range

Increment

Typical Crew

Catapult, heavy

800 gp

6d6

—

200 ft. (100 ft. minimum)

4

Catapult, light

550 gp

4d6

—

150 ft. (100 ft. minimum)

2

Ballista

500 gp

3d8

19–20

120 ft.

1

Ram

1,000 gp

3d6*

—

—

10

Siege tower

2,000 gp

—

—

—

20

* See description for special rules.

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Table 13-9: Catapult Attack Modifiers

Condition

Modifier

No line of sight to target square

–6

Cumulative +2 per previous miss

Successive shots (crew can see where most recent misses landed)

(maximum +10)

Successive shots (crew can't see where most recent misses landed, but observer is

Cumulative +1 per previous miss

providing feedback)

(maximum +5)

only his base attack bonus, Intelligence modifier, range Ram: This heavy pole is sometimes suspended from a

increment penalty, and the appropriate modifiers from the movable scaffold that allows the crew to swing it back and

lower section of Table: Siege Engines. If the check succeeds, forth against objects. As a full-round action, the character

the catapult stone hits the square the catapult was aimed at, closest to the front of the ram makes an attack roll against the

dealing the indicated damage to any object or character in the AC of the construction, applying the –4 penalty for lack of

square. Characters who succeed on a DC 15 Reflex save take proficiency. It's not possible to be proficient with this device.

half damage. Once a catapult stone hits a square, subsequent In addition to the damage given on Table: Siege Engines, up

shots hit the same square unless the catapult is reaimed or the to nine other characters holding the ram can add their

wind changes direction or speed.

Strength modifiers to the ram's damage, if they devote an

attack action to doing so. It takes at least one Huge or larger

If a catapult stone misses, roll 1d8 to determine where it creature, two Large creatures, four Medium creatures, or

lands. This determines the misdirection of the throw, with 1 eight Small creatures to swing a ram.

being back toward the catapult and 2 through 8 counting

clockwise around the target square. Finally, count 1d4 A ram is typically 30 feet long. In a battle, the creatures

squares away from the target square for every range wielding the ram stand in two adjacent columns of equal

increment of the attack.

length, with the ram between them.

Loading a catapult requires a series of full-round actions. It Siege Tower: This device is a massive wooden tower on

takes a DC 15 Strength check to winch the throwing arm wheels or rollers that can be rolled up against a wall to allow

down; most catapults have wheels to allow up to two crew attackers to scale the tower and thus get to the top of the wall

members to use the aid another action, assisting the main with cover. The wooden walls are usually 1 foot thick.

winch operator. A DC 15 Profession (siege engineer) check

latches the arm into place, and then another DC 15 A typical siege tower takes up a space 15 feet across. The

creatures inside push it at a base land speed of 10 feet (and a

Profession (siege engineer) check loads the catapult

ammunition. It takes four full-round actions to re-aim a siege tower can't run). The eight creatures pushing on the

ground floor have total cover, and those on higher floors get

heavy catapult (multiple crew members can perform these

full-round actions in the same round, so it would take a crew improved cover and can fire through arrow slits.

of four only 1 round to re-aim the catapult).

A heavy catapult takes up a space 15 feet across.

City Streets

Catapult, Light: This is a smaller, lighter version of the Typical city streets are narrow and twisting. Most streets

heavy catapult. It functions as the heavy catapult, except that average 15 to 20 feet wide, while alleys range from 10 feet

it takes a DC 10 Strength check to winch the arm into place, wide to only 5 feet. Cobblestones in good condition allow

and only two full-round actions are required to re-aim the normal movement, but roads in poor repair and heavily

catapult.

rutted dirt streets are considered light rubble, increasing the

DC of Acrobatics checks by 2.

A light catapult takes up a space 10 feet across.

Some cities have no larger thoroughfares, particularly cities

Ballista: A ballista is essentially a Huge heavy crossbow that gradually grew from small settlements to larger cities.

fixed in place. Its size makes it hard for most creatures to aim Cities that are planned, or perhaps have suffered a major fire

it . Thus, a Medium creature takes a –4 penalty on attack rolls that allowed authorities to construct new roads through

when using a ballista, and a Small creature takes a –6 formerly inhabited areas, might have a few larger streets

penalty. It takes a creature smaller than Large two full-round through town. These main roads are 25 feet wide—offering

actions to reload the ballista after firing.

room for wagons to pass each other—with 5-foot-wide

A ballista takes up a space 5 feet across.

sidewalks on either side.

Crowds: Urban streets are often full of people going about

Page 430

their daily lives. In most cases, it isn't necessary to put every by-side to form long rows separated by secondary or main

1st-level commoner on the map when a fight breaks out on streets. These row houses usually have businesses on the

the city's main thoroughfare. Instead, just indicate which ground floor, with offices or apartments above.

squares on the map contain crowds. If crowds see something Inns, successful businesses, and large warehouses—as well

obviously dangerous, they'll move away at 30 feet per round

at initiative count 0. It takes 2 squares of movement to enter as millers, tanners, and other businesses that require extra

space—are generally large, free-standing buildings with up

a square with crowds. The crowds provide cover for anyone

who does so, enabling a Stealth check and providing a bonus to five stories.

to Armor Class and on Reflex saves.

Finally, small residences, shops, warehouses, or storage

Directing Crowds: It takes a DC 15 Diplomacy check or DC sheds are simple, one-story wooden buildings, especially if

they're in poorer neighborhoods.

20 Intimidate check to convince a crowd to move in a

particular direction, and the crowd must be able to hear or Most city buildings are made of a combination of stone or

see the character making the attempt. It takes a full-round clay brick (on the lower one or two stories) and timbers (for

action to make the Diplomacy check, but only a free action the upper stories, interior walls, and floors). Roofs are a

to make the Intimidate check.

mixture of boards, thatch, and slates, sealed with pitch. A

If two or more characters are trying to direct a crowd in typical lower-story wall is 1 foot thick, with AC 3, hardness

8, 90 hp, and a Climb DC of 25. Upper-story walls are 6

different directions, they make opposed Diplomacy or

Intimidate checks to determine to whom the crowd listens. inches thick, with AC 3, hardness 5, 60 hp, and a Climb DC

of 21. Exterior doors on most buildings are good wooden

The crowd ignores everyone if none of the characters' check

results beat the DCs given above.

doors that are usually kept locked, except on public buildings

such as shops and taverns.

Above and Beneath the Streets

City Lights

Rooftops: Getting to a roof usually requires climbing a wall,

unless the character can reach a roof by jumping down from If a city has main thoroughfares, they are lined with lanterns

hanging at a height of 7 feet from building awnings. These

a higher window, balcony, or bridge. Flat roofs, common

only in warm climates (as accumulated snow can cause a flat lanterns are spaced 60 feet apart, so their illumination is all

but continuous. Secondary streets and alleys are not lit; it is

roof to collapse), are easy to run across. Moving along the

peak of a pitched roof requires a DC 20 Acrobatics check. common for citizens to hire lantern-bearers when going out

after dark.

Moving on an angled roof surface without changing altitude

(moving parallel to the peak, in other words) requires a DC Alleys can be dark places even in daylight, thanks to the

15 Acrobatics check. Moving up and down across the peak of shadows of the tall buildings that surround them. A dark alley

a roof requires a DC 10 Acrobatics check.

in daylight is rarely dark enough to afford true concealment,

but it can lend a +2 circumstance bonus on Stealth checks.

Eventually a character runs out of roof, requiring a long jump

across to the next roof or down to the ground. The distance to

the closest roof is usually 1d3 × 5 feet horizontally, but the

Weather

next roof is equally likely to be 5 feet higher, 5 feet lower, or

the same height. Use the guidelines in the Acrobatics skill (a Weather can play an important role in an adventure.

horizontal jump's peak height is one-fourth of the horizontal

distance) to determine whether a character can make a jump. Table: Random Weather can be used as a simple local

weather table. Terms on that table are defined as follows.

Sewers: To get into the sewers, most characters open a grate

(a full-round action) and jump down 10 feet. Sewers are built Calm: Wind speeds are light (0 to 10 mph).

exactly like dungeons, except that they're much more likely Cold: Between 0° and 40° Fahrenheit during the day, 10 to

to have floors that are slippery or covered with water. Sewers 20 degrees colder at night.

are also similar to dungeons in terms of creatures liable to be

encountered therein. Some cities were built atop the ruins of Cold Snap: Lowers temperature by –10° F.

older civilizations, so their sewers sometimes lead to Downpour: Treat as rain (see Precipitation, below), but

treasures and dangers from a bygone age.

conceals as fog. Can create floods. A downpour lasts for 2d4

hours.

City Buildings

Heat Wave: Raises temperature by +10° F.

Most city buildings fall into three categories. The majority of Hot: Between 85° and 110° Fahrenheit during the day, 10 to

buildings in the city are two to five stories high, built side- 20 degrees colder at night.

Page 431

Table 13-10: Random Weather

d%

Weather

Cold Climate

Temperate Climate1

Desert

01–70

Normal weather

Cold, calm

Normal for season2

Hot, calm

Heat wave (01–30) or

Heat wave (01–50) or

71–80

Abnormal weather

Hot, windy

cold snap (31–100)

cold snap (51–100)

81–90

Inclement weather

Precipitation (snow)

Precipitation (normal for season)

Hot, windy

91–99

Storm

Snowstorm

Thunderstorm, snowstorm

Duststorm

100

Powerful storm

Blizzard

Windstorm, blizzard, hurricane, tornado

Downpour

1 Temperate includes forests, hills, marshes, mountains, plains, and warm aquatic environments.

2 Winter is cold, summer is warm, spring and autumn are temperate. Marsh regions are slightly warmer in winter.

Moderate: Between 40° and 60° Fahrenheit during the day, above freezing to 30° F or below might produce ice.

10 to 20 degrees colder at night.

Rain: Rain reduces visibility ranges by half, resulting in a –4

Powerful Storm

penalty on Perception checks. It has the same effect on

(Windstorm/Blizzard/Hurricane/Tornado): Wind speeds flames, ranged weapon attacks, and Perception checks as

are over 50 mph (see Table: Wind Effects). In addition, severe wind.

blizzards are accompanied by heavy snow (1d3 feet), and

hurricanes are accompanied by downpours. Windstorms last Snow: Falling snow has the same effects on visibility, ranged

weapon attacks, and skill checks as rain, and it costs 2

for 1d6 hours. Blizzards last for 1d3 days. Hurricanes can

last for up to a week, but their major impact on characters squares of movement to enter a snow-covered square. A day

of snowfall leaves 1d6 inches of snow on the ground.

comes in a 24-to-48-hour period when the center of the storm

moves through their area. Tornadoes are very short-lived Heavy Snow: Heavy snow has the same effects as normal

(1d6 × 10 minutes), typically forming as part of a snowfall but also restricts visibility as fog does (see Fog). A

thunderstorm system.

day of heavy snow leaves 1d4 feet of snow on the ground,

and it costs 4 squares of movement to enter a square covered

Precipitation: Roll d% to determine whether the

precipitation is fog (01–30), rain/snow (31–90), or sleet/hail with heavy snow. Heavy snow accompanied by strong or

severe winds might result in snowdrifts 1d4 × 5 feet deep,

(91–00). Snow and sleet occur only when the temperature is

30° Fahrenheit or below. Most precipitation lasts for 2d4 especially in and around objects big enough to deflect the

wind—a cabin or a large tent, for instance. There is a 10%

hours. By contrast, hail lasts for only 1d20 minutes but

usually accompanies 1d4 hours of rain.

chance that a heavy snowfall is accompanied by lightning

(see Thunderstorm). Snow has the same effect on flames as

Storm (Duststorm/Snowstorm/Thunderstorm): Wind moderate wind.

speeds are severe (30 to 50 mph) and visibility is cut by Sleet: Essentially frozen rain, sleet has the same effect as rain

three-quarters. Storms last for 2d4–1 hours. See Storms,

below, for more details.

while falling (except that its chance to extinguish protected

flames is 75%) and the same effect as snow once on the

Warm: Between 60° and 85° Fahrenheit during the day, 10 ground.

to 20 degrees colder at night.

Hail: Hail does not reduce visibility, but the sound of falling

Windy: Wind speeds are moderate to strong (10 to 30 mph); hail makes sound-based Perception checks more difficult (–4

see Table: Wind Effects.

penalty). Sometimes (5% chance) hail can become large

enough to deal 1 point of lethal damage (per storm) to

anything in the open. Once on the ground, hail has the same

Rain, Snow, Sleet, and Hail

effect on movement as snow.

Bad weather frequently slows or halts travel and makes it

virtually impossible to navigate from one spot to another. Storms

Torrential downpours and blizzards obscure vision as

effectively as a dense fog.

The combined effects of precipitation (or dust) and wind that

accompany all storms reduce visibility ranges by three-

Most precipitation is rain, but in cold conditions it can quarters, imposing a –8 penalty on Perception checks.

manifest as snow, sleet, or hail. Precipitation of any kind Storms make ranged weapon attacks impossible, except for

followed by a cold snap in which the temperature dips from

Page 432

Table 13-11: Wind Effects

Ranged Attacks Normal/Siege

Wind Force

Wind Speed

Weapons1

Checked Size2 Blown Away Size Fly Penalty

Light

0–10 mph

—/—

—

—

—

Moderate

11–20 mph

—/—

—

—

—

Strong

21–30 mph

–2/—

Tiny

—

–2

Severe

31–50 mph

–4/—

Small

Tiny

–4

Windstorm

51–74 mph

Impossible/–4

Medium

Small

–8

Hurricane

75–174 mph

Impossible/–8

Large

Medium

–12

Tornado

175–300 mph

Impossible/impossible

Huge

Large

–16

1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.

2 Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they

succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.

3 Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal

damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take

2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.

those using siege weapons, which have a –4 penalty on 1-hour period at the center of the storm. Each bolt causes

attack rolls. They automatically extinguish candles, torches, between 4d8 and 10d8 points of electricity damage. One in

and similar unprotected flames. They cause protected flames, 10 thunderstorms is accompanied by a tornado.

such as those of lanterns, to dance wildly and have a 50% Powerful Storms: Very high winds and torrential

chance to extinguish these lights. See Table: Wind Effects for

possible consequences to creatures caught outside without precipitation reduce visibility to zero, making Perception

checks and all ranged weapon attacks impossible.

shelter during such a storm. Storms are divided into the

following three types.

Unprotected flames are automatically extinguished, and

protected flames have a 75% chance of being doused.

Duststorm (CR 3): These desert storms differ from other Creatures caught in the area must make a Fortitude save or

storms in that they have no precipitation. Instead, a duststorm face the effects based on the size of the creature (see Table:

blows fine grains of sand that obscure vision, smother Wind Effects). Powerful storms are divided into the

unprotected flames, and can even choke protected flames following four types.

(50% chance). Most duststorms are accompanied by severe

winds and leave behind a deposit of 1d6 inches of sand. Windstorm: While accompanied by little or no precipitation,

windstorms can cause considerable damage simply through

There is a 10% chance for a greater duststorm to be

accompanied by windstorm-magnitude winds (see Table: the force of their winds.

Wind Effects). These greater duststorms deal 1d3 points of Blizzard: The combination of high winds, heavy snow

nonlethal damage each round to anyone caught out in the (typically 1d3 feet), and bitter cold make blizzards deadly for

open without shelter and also pose a choking hazard (see all who are unprepared for them.

Drowning, except that a character with a scarf or similar

protection across her mouth and nose does not begin to Hurricane: In addition to very high winds and heavy rain,

choke until after a number of rounds equal to 10 + her hurricanes are accompanied by floods. Most adventuring

Constitution score). Greater duststorms leave 2d3–1 feet of activity is impossible under such conditions.

fine sand in their wake.

Tornado: In addition to incredibly high winds, tornadoes can

Snowstorm: In addition to the wind and precipitation severely injure and kill those that get pulled into their

common to other storms, snowstorms leave 1d6 inches of funnels.

snow on the ground afterward.

Thunderstorm: In addition to wind and precipitation (usually Fog

rain, but sometimes also hail), thunderstorms are Whether in the form of a low-lying cloud or a mist rising

accompanied by lightning that can pose a hazard to from the ground, fog obscures all sight beyond 5 feet,

characters without proper shelter (especially those in metal including darkvision. Creatures 5 feet away have

armor). As a rule of thumb, assume one bolt per minute for a

Page 433

concealment (attacks by or against them have a 20% miss

The Planes

chance).

While endless adventure awaits out in the game—there are

Winds

other worlds beyond these—other continents, other planets,

other galaxies. Yet even beyond this existence of countless

The wind can create a stinging spray of sand or dust, fan a planets exist more worlds—entirely different dimensions of

large fire, keel over a small boat, and blow gases or vapors reality known as the planes of existence. Except for rare

away. If powerful enough, it can even knock characters down linking points that allow travel between them, each plane is

(see Table: Wind Effects), interfere with ranged attacks, or effectively its own universe with its own natural laws.

impose penalties on some skill checks.

Collectively, the entirety of these other dimensions and

planes is known as the Great Beyond.

Light Wind: A gentle breeze, having little or no game effect.

Although the number of planes is limited only by

imagination, they can all be categorized into five general

Moderate Wind: A steady wind with a 50% chance of types: the Material Plane, the transitive planes, the Inner

extinguishing small, unprotected flames, such as candles.

Planes, the Outer Planes, and the countless demiplanes.

Strong Wind: Gusts that automatically extinguish unprotected Material Plane: The Material Plane tends to be the most

flames (candles, torches, and the like). Such gusts impose a – Earth-like of all planes and operates under the same set of

2 penalty on ranged attack rolls and on Perception checks.

natural laws that our own real world does. The “size” of the

Severe Wind: In addition to automatically extinguishing any Material Plane depends upon the campaign—it might

unprotected flames, winds of this magnitude cause protected conform only to the single world on which your game is set,

flames (such as those of lanterns) to dance wildly and have a or it might encompass an entire universe of planets, moons,

50% chance of extinguishing these lights. Ranged weapon stars, and galaxies. The Material Plane is the default plane

attacks and Perception checks are at a –4 penalty. This is the for the Pathfinder Roleplaying Game.

velocity of wind produced by a gust of wind spell.

Transitive Planes: Transitive planes have one important

Windstorm: Powerful enough to bring down branches if not common characteristic: they “overlap” with other planes, and

whole trees, windstorms automatically extinguish as such can be used to travel between these overlapping

unprotected flames and have a 75% chance of blowing out realities. These planes have the strongest regular interaction

protected flames, such as those of lanterns. Ranged weapon with the Material Plane and are often accessed by using

attacks are impossible, and even siege weapons have a –4 various spells. They have native inhabitants as well. Example

penalty on attack rolls. Perception checks that rely on sound transitive planes include the following.

are at a –8 penalty due to the howling of the wind.

Astral Plane: A silvery void that connects the Material and

Hurricane-Force Wind: All flames are extinguished. Ranged Inner Planes to the Outer Planes, the astral plane is the

attacks are impossible (except with siege weapons, which medium through which the souls of the departed travel to the

have a –8 penalty on attack rolls). Perception checks based afterlife. A traveler in the Astral Plane sees the plane as a vast

on sound are impossible: all characters can hear is the empty void periodically dotted with tiny motes of physical

roaring of the wind. Hurricane-force winds often fell trees.

reality calved off of the countless planes it overlaps.

Powerful spellcasters utilize the Astral Plane for a tiny

Tornado (CR 10): All flames are extinguished. All ranged fraction of a second when they teleport, or they can use it to

attacks are impossible (even with siege weapons), as are travel between planes with spells like astral projection.

sound-based Perception checks. Instead of being blown away

(see Table: Wind Effects), characters in close proximity to a Ethereal Plane: The Ethereal Plane is a ghostly realm that

tornado who fail their Fortitude saves are sucked toward the exists as a buffer between the Material Plane and the Shadow

tornado. Those who come in contact with the actual funnel Plane, overlapping each. A traveler in the Ethereal plane

cloud are picked up and whirled around for 1d10 rounds, experiences the real world as if the world were an

taking 6d6 points of damage per round, before being insubstantial ghost, and can move through solid objects

violently expelled (falling damage might apply). While a without being seen in the real world. Strange creatures dwell

tornado's rotational speed can be as great as 300 mph, the in the Ethereal Plane, as well as ghosts and dreams, many of

funnel itself moves forward at an average of 30 mph which can sometimes extend their influence into the real

(roughly 250 feet per round). A tornado uproots trees, world in mysterious and terrifying ways. Powerful

destroys buildings, and causes similar forms of major spellcasters utilize the Ethereal Plane with spells like blink,

destruction.

etherealness, and ethereal jaunt.

Shadow Plane: The eerie and deadly Shadow Plane is a grim,

colorless “duplicate” of the Material Plane. It overlaps with

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the Material Plane but is smaller in size, and is in many ways extradimensional spaces that function like planes but have

a warped and mocking “reflection” of the Material Plane, measurable size and limited access. Other kinds of planes are

one infused with negative energy (see Inner Planes) and theoretically infinite in size, but a demiplane might be only a

serving as home for strange monsters like undead shadows few hundred feet across. There are countless demiplanes

and worse. Powerful spellcasters utilize the Shadow Plane to adrift in reality, and while most are connected to the Astral

swiftly travel immense distances on the Material Plane with Plane and Ethereal Plane, some are cut off entirely from the

shadow walk, or draw upon the mutable essence of the transitive planes and can only be accessed by well-hidden

Shadow Plane to create quasi-real effects and creatures with portals or obscure magic spells.

spells like shadow evocation or shades.

Inner Planes: The Inner Planes contain the building blocks Layered Planes

of reality—it's easiest to envision these planes as

“containing” the Material Plane, but they do not overlap with Infinities may be broken into smaller infinities, and planes

the Material Plane as do the transitive planes. Each Inner into smaller, related planes. These layers are effectively

Plane is made up of a single type of energy or element that separate planes of existence, and each layer can have its own

overwhelms all others. The natives of a particular Inner Plane features and qualities. Layers are connected to each other

are made of the same energy or element as the plane itself. through a variety of planar gates, natural vortices, paths, and

Example Inner Planes include the following.

shifting borders.

Elemental Planes: The four classic Inner Planes are the Plane Access to a layered plane from elsewhere usually happens on

of Air, the Plane of Earth, the Plane of Fire, and the Plane of the first layer of the plane, which can be either the top or

Water—it is from these planes that the creatures known as bottom layer, depending on the specific plane. Most fixed

elementals hail, yet they house many other strange denizens access points (such as portals and natural vortices) reach this

as well, such as the genie races, strange metal-eating xorns, layer, which makes it the gateway for other layers of the

unseen invisible stalkers, and mischievous mephits.

plane. The plane shift spell generally deposits the spellcaster

Energy Planes: Two energy planes exist—the Positive on the first layer of the plane.

Energy Plane (from which the animating spark of life hails)

and the Negative Energy Plane (from which the sinister taint How Planes Interact

of undeath hails). Energy from both planes infuses reality,

the ebb and flow of this energy running through all creatures Two planes that are separate do not overlap or directly

to bear them along the journey from birth to death. Clerics connect to each other. They are like planets in different

utilize power from these planes when they channel energy.

orbits. The only way to get from one separate plane to the

Outer Planes: Beyond the realm of the mortal world, beyond other is to go through a third plane, such as a Transitive

the building blocks of reality, lie the Outer Planes. Vast Plane.

beyond imagining, it is to these realms that the souls of the Coterminous Planes: Planes that touch at specific points are

dead travel, and it is upon these realms in which the gods coterminous. Where they touch, a connection exists, and

themselves hold court. Each of the Outer Planes has an travelers can leave one reality behind and enter the other.

alignment, representing a particular moral or ethical outlook,

and the natives of each plane tend to behave in agreement Coexistent Planes: If a link between two planes can be

with that plane's alignment. The Outer Planes are also the created at any point, the two planes are coexistent. These

final resting place of souls from the Material Plane, whether planes overlap each other completely. A coexistent plane can

that final rest takes the form of calm introspection or eternal be reached from anywhere on the plane it overlaps. When

damnation. The denizens of the Outer Planes form the moving on a coexistent plane, it is often possible to see into

mythologies of civilization, comprising angels and demons, or interact with the plane with which it coexists.

titans and devils, and countless other incarnations of

possibility. Each campaign world should have different Outer

Planes to match its themes and needs, but classic Outer

Environmental Rules

Planes include lawful good Heaven, the chaos and evil of the

Abyss, the regimented lawful evil of Hell, and the capricious Environmental hazards specific to one kind of terrain are

freedom and joys of chaotic good Elysium. Powerful described in the Wilderness section. Environmental hazards

spellcasters can contact the Outer Planes for advice or common to more than one setting are detailed below.

guidance with spells like commune and contact outer plane,

or can conjure allies with spells like planar ally or summon

monster.

Acid Effects

Demiplanes: This catchall category covers all Corrosive acids deals 1d6 points of damage per round of

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exposure except in the case of total immersion (such as in a Darkness

vat of acid), which deals 10d6 points of damage per round.

An attack with acid, such as from a hurled vial or a monster's Darkvision allows many characters and monsters to see

spittle, counts as a round of exposure.

perfectly well without any light at all, but characters with

The fumes from most acids are inhaled poisons. Those who normal or low-light vision can be rendered completely blind

are adjacent to a large body of acid must make a DC 13 by putting out the lights. Torches or lanterns can be blown

Fortitude save or take 1 point of Constitution damage each out by sudden gusts of subterranean wind, magical light

round. This poison does not have a frequency, a creature is sources can be dispelled or countered, or magical traps might

safe as soon as it moves away from the acid.

create fields of impenetrable darkness.

Creatures immune to acid's caustic properties might still In many cases, some characters or monsters might be able to

drown in it if they are totally immersed (see Drowning).

see while others are blinded. For purposes of the following

points, a blinded creature is one who simply can't see through

the surrounding darkness.

Cold Dangers

Creatures blinded by darkness lose the ability to deal extra

damage due to precision (for example, via sneak attack or a

Cold and exposure deal nonlethal damage to the victim. A duelist's precise strike ability).

character cannot recover from the damage dealt by a cold

environment until she gets out of the cold and warms up Blind creatures must make a DC 10 Acrobatics skill check to

again. Once a character has taken an amount of nonlethal move faster than half speed. Creatures that fail this check fall

damage equal to her total hit points, any further damage from prone. Blinded creatures can't run or charge.

a cold environment is lethal damage.

All opponents have total concealment from a blinded

An unprotected character in cold weather (below 40° F)must creature, so the blinded creature has a 50% miss chance in

make a Fortitude save each hour (DC 15, +1 per previous combat. A blinded creature must first pinpoint the location of

check) or take 1d6 points of nonlethal damage. A character an opponent in order to attack the right square; if the blinded

who has the Survival skill may receive a bonus on this saving creature launches an attack without pinpointing its foe, it

throw and might be able to apply this bonus to other attacks a random square within its reach. For ranged attacks

characters as well (see the skill description).

or spells against a foe whose location is not pinpointed, roll

to determine which adjacent square the blinded creature is

In conditions of severe cold or exposure (below 0° F), an facing; its attack is directed at the closest target that lies in

unprotected character must make a Fortitude save once every that direction.

10 minutes (DC 15, +1 per previous check), taking 1d6

points of nonlethal damage on each failed save. A character A blinded creature loses its Dexterity modifier to AC (if

who has the Survival skill may receive a bonus on this saving positive) and takes a –2 penalty to AC.

throw and might be able to apply this bonus to other A blinded creature takes a –4 penalty on Perception checks

characters as well. Characters wearing a cold weather outfit and most Strength- and Dexterity-based skill checks,

only need check once per hour for cold and exposure including any with an armor check penalty. A creature

damage.

blinded by darkness automatically fails any skill check

A character who takes any nonlethal damage from cold or relying on vision.

exposure is beset by frostbite or hypothermia (treat her as Creatures blinded by darkness cannot use gaze attacks and

fatigued). These penalties end when the character recovers are immune to gaze attacks.

the nonlethal damage she took from the cold and exposure.

A creature blinded by darkness can make a Perception check

Extreme cold (below –20° F) deals 1d6 points of lethal as a free action each round in order to locate foes (DC equal

damage per minute (no save). In addition, a character must to opponents' Stealth checks). A successful check lets a

make a Fortitude save (DC 15, +1 per previous check) or blinded character hear an unseen creature “over there

take 1d4 points of nonlethal damage.

somewhere.” It's almost impossible to pinpoint the location

of an unseen creature. A Perception check that beats the DC

Ice Effects

by 20 reveals the unseen creature's square (but the unseen

creature still has total concealment from the blinded

Characters walking on ice must spend 2 squares of creature).

movement to enter a square covered by ice, and the DC for

Acrobatics checks increases by +5. Characters in prolonged A blinded creature can grope about to find unseen creatures.

contact with ice might run the risk of taking damage from A character can make a touch attack with his hands or a

severe cold.

weapon into two adjacent squares using a standard action. If

an unseen target is in the designated square, there is a 50%

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miss chance on the touch attack. If successful, the groping on a successful DC 15 Swim check or DC 15 Acrobatics

character deals no damage but has pinpointed the unseen check, so long as the water is at least 10 feet deep for every

creature's current location. If the unseen creature moves, its 30 feet fallen. The DC of the check, however, increases by 5

location is once again unknown.

for every 50 feet of the dive.

If a blinded creature is struck by an unseen foe, the blinded

character pinpoints the location of the creature that struck Falling Objects

him (until the unseen creature moves, of course). The only

exception is if the unseen creature has a reach greater than 5

feet (in which case the blinded character knows the location

Table 13-12: Damage from Falling Objects

of the unseen opponent, but has not pinpointed him) or uses a

ranged attack (in which case the blinded character knows the Object Size

Damage

general direction of the foe, but not his location).

Small

2d6

A creature with the scent ability automatically pinpoints Medium

3d6

unseen creatures within 5 feet of its location.

Large

4d6

Huge

6d6

Falling

Gargantuan

8d6

Colossal

10d6

Creatures that fall take 1d6 points of damage per 10 feet

fallen, to a maximum of 20d6. Creatures that take lethal

damage from a fall land in a prone position.

Just as characters take damage when they fall more than 10

feet, so too do they take damage when they are hit by falling

If a character deliberately jumps instead of merely slipping objects.

or falling, the damage is the same but the first 1d6 is

nonlethal damage. A DC 15 Acrobatics check allows the Objects that fall upon characters deal damage based on their

character to avoid any damage from the first 10 feet fallen size and the distance they have fallen. Table: Damage from

and converts any damage from the second 10 feet to Falling Objects determines the amount of damage dealt by an

nonlethal damage. Thus, a character who slips from a ledge object based on its size. Note that this assumes that the object

30 feet up takes 3d6 damage. If the same character is made of dense, heavy material, such as stone. Objects

deliberately jumps, he takes 1d6 points of nonlethal damage made of lighter materials might deal as little as half the listed

and 2d6 points of lethal damage. And if the character leaps damage, subject to GM discretion. For example, a Huge

down with a successful Acrobatics check, he takes only 1d6 boulder that hits a character deals 6d6 points of damage,

points of nonlethal damage and 1d6 points of lethal damage whereas a Huge wooden wagon might deal only 3d6 damage.

from the plunge.

In addition, if an object falls less than 30 feet, it deals half

the listed damage. If an object falls more than 150 feet, it

Falls onto yielding surfaces (soft ground, mud) also convert deals double the listed damage. Note that a falling object

the first 1d6 of damage to nonlethal damage. This reduction takes the same amount of damage as it deals.

is cumulative with reduced damage due to deliberate jumps

and the Acrobatics skill.

Dropping an object on a creature requires a ranged touch

attack. Such attacks generally have a range increment of 20

A character cannot cast a spell while falling, unless the fall is feet. If an object falls on a creature (instead of being thrown),

greater than 500 feet or the spell is an immediate action, such that creature can make a DC 15 Reflex save to halve the

as feather fall. Casting a spell while falling requires a damage if he is aware of the object. Falling objects that are

concentration check with a DC equal to 20 + the spell's level. part of a trap use the trap rules instead of these general

Casting teleport or a similar spell while falling does not end guidelines.

your momentum, it just changes your location, meaning that

you still take falling damage, even if you arrive atop a solid

surface.

Heat Dangers

Falling into Water: Falls into water are handled somewhat Heat deals nonlethal damage that cannot be recovered from

differently. If the water is at least 10 feet deep, the first 20 until the character gets cooled off (reaches shade, survives

feet of falling do no damage. The next 20 feet do nonlethal until nightfall, gets doused in water, is targeted by endure

damage (1d3 per 10-foot increment). Beyond that, falling elements, and so forth). Once a character has taken an

damage is lethal damage (1d6 per additional 10-foot amount of nonlethal damage equal to her total hit points, any

increment).

further damage from a hot environment is lethal damage.

Characters who deliberately dive into water take no damage A character in very hot conditions (above 90° F) must make a

Page 437

Fortitude saving throw each hour (DC 15, +1 for each with a +4 bonus.

previous check) or take 1d4 points of nonlethal damage. Those whose clothes or equipment catch fire must make DC

Characters wearing heavy clothing or armor of any sort take

a –4 penalty on their saves. A character with the Survival 15 Reflex saves for each item. Flammable items that fail take

the same amount of damage as the character.

skill may receive a bonus on this saving throw and might be

able to apply this bonus to other characters as well (see the

skill description). Characters reduced to unconsciousness Lava Effects

begin taking lethal damage (1d4 points per hour).

Lava or magma deals 2d6 points of damage per round of

In severe heat (above 110° F), a character must make a exposure, except in the case of total immersion (such as

Fortitude save once every 10 minutes (DC 15, +1 for each when a character falls into the crater of an active volcano),

previous check) or take 1d4 points of nonlethal damage. which deals 20d6 points of damage per round.

Characters wearing heavy clothing or armor of any sort take

a –4 penalty on their saves. A character with the Survival Damage from lava continues for 1d3 rounds after exposure

skill may receive a bonus on this saving throw and might be ceases, but this additional damage is only half of that dealt

able to apply this bonus to other characters as well (see the during actual contact (that is, 1d6 or 10d6 points per round).

Survival skill in Using Skills). Characters reduced to Immunity or resistance to fire serves as an immunity to lava

unconsciousness begin taking lethal damage (1d4 points per or magma. A creature immune to fire might still drown if

each 10-minute period).

completely immersed in lava (see Drowning).

A character who takes any nonlethal damage from heat

exposure now suffers from heatstroke and is fatigued. These Smoke Effects

penalties end when the character recovers from the nonlethal

damage she took from the heat.

A character who breathes heavy smoke must make a

Extreme heat (air temperature over 140° F, fire, boiling Fortitude save each round (DC 15, +1 per previous check) or

water, lava) deals lethal damage. Breathing air in these spend that round choking and coughing. A character who

temperatures deals 1d6 points of fire damage per minute (no chokes for 2 consecutive rounds takes 1d6 points of

save). In addition, a character must make a Fortitude save nonlethal damage. Smoke obscures vision, giving

every 5 minutes (DC 15, +1 per previous check) or take 1d4 concealment (20% miss chance) to characters within it.

points of nonlethal damage. Those wearing heavy clothing or

any sort of armor take a –4 penalty on their saves.

Starvation and Thirst

Boiling water deals 1d6 points of scalding damage, unless

the character is fully immersed, in which case it deals 10d6 Characters might find themselves without food or water and

points of damage per round of exposure.

with no means to obtain them. In normal climates, Medium

characters need at least a gallon of fluids and about a pound

of decent food per day to avoid starvation. (Small characters

Catching on Fire

need half as much.) In very hot climates, characters need two

or three times as much water to avoid dehydration.

Characters exposed to burning oil, bonfires, and non-

instantaneous magic fires might find their clothes, hair, or A character can go without water for 1 day plus a number of

equipment on fire. Spells with an instantaneous duration hours equal to his Constitution score. After this time, the

don't normally set a character on fire, since the heat and character must make a Constitution check each hour (DC 10,

flame from these come and go in a flash.

+1 for each previous check) or take 1d6 points of nonlethal

damage. Characters that take an amount of nonlethal damage

Characters at risk of catching fire are allowed a DC 15 equal to their total hit points begin to take lethal damage

Reflex save to avoid this fate. If a character's clothes or hair instead.

catch fire, he takes 1d6 points of damage immediately. In

each subsequent round, the burning character must make A character can go without food for 3 days, in growing

another Reflex saving throw. Failure means he takes another discomfort. After this time, the character must make a

1d6 points of damage that round. Success means that the fire Constitution check each day (DC 10, +1 for each previous

has gone out—that is, once he succeeds on his saving throw, check) or take 1d6 points of nonlethal damage. Characters

he's no longer on fire.

that take an amount of nonlethal damage equal to their total

hit points begin to take lethal damage instead.

A character on fire may automatically extinguish the flames

by jumping into enough water to douse himself. If no body Characters who have taken nonlethal damage from lack of

of water is at hand, rolling on the ground or smothering the food or water are fatigued. Nonlethal damage from thirst or

fire with cloaks or the like permits the character another save starvation cannot be recovered until the character gets food

Page 438

or water, as needed—not even magic that restores hit points equal to twice her Constitution score. If a character takes a

heals this damage.

standard or full-round action, the remaining duration that the

character can hold her breath is reduced by 1 round. After

this period of time, the character must make a DC 10

Suffocation

Constitution check every round in order to continue holding

her breath. Each round, the DC increases by 1.

A character who has no air to breathe can hold her breath for

2 rounds per point of Constitution. After this period of time, When the character finally fails her Constitution check, she

the character must make a DC 10 Constitution check in order begins to drown. In the first round, she falls unconscious (0

to continue holding her breath. The check must be repeated hp). In the following round, she drops to –1 hit points and is

each round, with the DC increasing by +1 for each previous dying. In the third round, she drowns.

success.

Unconscious characters must begin making Constitution

When the character fails one of these Constitution checks, checks immediately upon being submerged (or upon

she begins to suffocate. In the first round, she falls becoming unconscious if the character was conscious when

unconscious (0 hit points). In the following round, she drops submerged). Once she fails one of these checks, she

to –1 hit points and is dying. In the third round, she immediately drops to –1 (or loses 1 additional hit point, if

suffocates.

her total is below –1). On the following round, she drowns.

Slow Suffocation: A Medium character can breathe easily It is possible to drown in substances other than water, such as

for 6 hours in a sealed chamber measuring 10 feet on a side. sand, quicksand, fine dust, and silos full of grain.

After that time, the character takes 1d6 points of nonlethal

damage every 15 minutes. Each additional Medium character

or significant fire source (a torch, for example)

proportionally reduces the time the air will last. Once

rendered unconscious through the accumulation of nonlethal

damage, the character begins to take lethal damage at the

same rate. Small characters consume half as much air as

Medium characters.

Water Dangers

Any character can wade in relatively calm water that isn't

over his head, no check required. Similarly, swimming in

calm water only requires Swim skill checks with a DC of 10.

Trained swimmers can just take 10. Remember, however,

that armor or heavy gear makes any attempt at swimming

much more difficult (see the Swim skill description) .

By contrast, fast-moving water is much more dangerous.

Characters must make a successful DC 15 Swim check or a

DC 15 Strength check to avoid going under. On a failed

check, the character takes 1d3 points of nonlethal damage

per round (1d6 points of lethal damage if flowing over rocks

and cascades).

Very deep water is not only generally pitch black, posing a

navigational hazard, but worse, deals water pressure damage

of 1d6 points per minute for every 100 feet the character is

below the surface. A successful Fortitude save (DC 15, +1

for each previous check) means the diver takes no damage in

that minute. Very cold water deals 1d6 points of nonlethal

damage from hypothermia per minute of exposure.

Drowning

Any character can hold her breath for a number of rounds

Page 439

14. NPC Classes

Class Features

All of the following are class features of the adept NPC

class.

Adept Weapon and Armor Proficiency: Adepts are skilled with all

simple weapons. Adepts are not proficient with any type of

Alignment: Any.

armor or shield.

Hit Die: d6.

Spells: An adept casts divine spells, which are drawn from

the adept spell list. Like a cleric, an adept must choose and

Class Skills

prepare her spells in advance. Unlike a cleric, an adept

cannot spontaneously cast cure or inflict spells.

The adept's class skills (and the key ability for each skill) are To prepare or cast a spell, an adept must have a Wisdom

Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge score equal to at least 10 + the spell level. The Difficulty (all skills taken individually) (Int), Profession (Wis), Class for a saving throw against an adept's spell is 10 + the

Spellcraft (Int), and Survival (Wis).

spell level + the adept's Wisdom modifier.

Skill Ranks per Level: 2 + Int modifier.

Adepts, unlike wizards, do not acquire their spells from

books or scrolls, nor do they prepare them through study.

Instead, they meditate or pray for their spells, receiving them

as divine inspiration or through their own strength of faith.

Each adept must choose a time

each day during which she must

Table 14-1: Adept

spend an hour in quiet

contemplation or supplication to

Base

Spells per Day

Fort Ref Will

regain her daily allotment of

Level Attack

Special

Save Save Save

0

1st 2nd 3rd 4th 5th

spells. Time spent resting has no

Bonus

effect on whether an adept can

1st

+0

+0

+0

+2

3

1

—

—

—

—

prepare spells.

Summon

2nd

+1

+0

+0

+3

3

1

—

—

—

—

Like other spellcasters, an adept

familiar

can cast only a certain number

3rd

+1

+1

+1

+3

3

2

—

—

—

—

of spells of each spell level per

4th

+2

+1

+1

+4

3

2

0

—

—

—

day. Her base daily spell

5th

+2

+1

+1

+4

3

2

1

—

—

—

allotment is given on Table 14-

1. In addition, she receives

6th

+3

+2

+2

+5

3

2

1

—

—

—

bonus spells per day if she has a

7th

+3

+2

+2

+5

3

3

2

—

—

—

high Wisdom score.

8th

+4

+2

+2

+6

3

3

2

0

—

—

Where Table 14–1 indicates that

9th

+4

+3

+3

+6

3

3

2

1

—

—

the adept gets 0 spells per day

10th +5

+3

+3

+7

3

3

2

1

—

—

of a given spell level, she gains

11th +5

+3

+3

+7

3

3

3

2

—

—

only the bonus spells she would

be entitled to based on her

12th +6/+1

+4

+4

+8

3

3

3

2

0

—

Wisdom score for that spell

13th +6/+1

+4

+4

+8

3

3

3

2

1

—

level.

14th +7/+2

+4

+4

+9

3

3

3

2

1

—

Each adept has a particular holy

15th +7/+2

+5

+5

+9

3

3

3

3

2

—

symbol (as a divine focus)

16th +8/+3

+5

+5

+10

3

3

3

3

2

0

depending on the adept's

17th +8/+3

+5

+5

+10

3

3

3

3

2

1

magical tradition.

18th +9/+4

+6

+6

+11

3

3

3

3

2

1

Summon Familiar: At 2nd

19th +9/+4

+6

+6

+11

3

3

3

3

3

2

level, an adept can call a

20th +10/+5

+6

+6

+12

3

3

3

3

3

2

familiar, just as a wizard can

using the arcane bond ability.

Page 440

Adept Spell List

Table 14-2: Aristocrat

Adepts choose their spells from the following list.

Level Base Attack Bonus Fort Save Ref Save Will Save

1st

+0

+0

+0

+2

0 Level: create water, detect magic, ghost sound, guidance,

light, mending, purify food and drink, read magic, stabilize, 2nd

+1

+0

+0

+3

touch of fatigue.

3rd

+2

+1

+1

+3

1st Level: bless, burning hands, cause fear, command, 4th

+3

+1

+1

+4

comprehend languages, cure light wounds, detect chaos, 5th

+3

+1

+1

+4

detect evil, detect good, detect law, endure elements, 6th

+4

+2

+2

+5

obscuring mist, protection from chaos, protection from evil, 7th +5

+2

+2

+5

protection from good , protection from law , sleep.

8th

+6/+1

+2

+2

+6

2nd Level: aid, animal trance, bear's endurance, bull's 9th +6/+1

+3

+3

+6

strength, cat's grace, cure moderate wounds, darkness, delay

poison, invisibility, mirror image, resist energy, scorching 10th +7/+2

+3

+3

+7

ray , see invisibility , web.

11th +8/+3

+3

+3

+7

3rd Level: animate dead, bestow curse, contagion, continual 12th +9/+4

+4

+4

+8

flame, cure serious wounds, daylight, deeper darkness, 13th +9/+4

+4

+4

+8

lightning bolt, neutralize poison, remove curse, remove 14th +10/+5

+4

+4

+9

disease , tongues.

15th +11/+6/+1

+5

+5

+9

4th Level: cure critical wounds, minor creation, polymorph, 16th +12/+7/+2

+5

+5

+10

restoration , stoneskin , wall of fire.

17th +12/+7/+2

+5

+5

+10

5th Level: baleful polymorph, break enchantment, commune, 18th +13/+8/+3

+6

+6

+11

heal , major creation , raise dead , true seeing , wall of stone.

19th +14/+9/+4

+6

+6

+11

20th +15/+10/+5

+6

+6

+12

Aristocrat Class Features

Alignment: Any.

The following is a class feature of the aristocrat NPC class.

Hit Die: d8.

Weapon and Armor Proficiency: The aristocrat is proficient

in the use of all simple and martial weapons and with all

Class Skills

types of armor and shields.

The aristocrat's class skills (and the key ability for each skill)

are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Commoner

Disguise (Cha), Handle Animal (Cha), Intimidate (Cha),

Knowledge (all skills taken individually) (Int), Linguistics Alignment: Any.

(Int), Perception (Wis), Perform (Cha), Profession (Wis),

Ride (Dex), Sense Motive (Wis), Swim (Str), and Survival Hit Die: d6.

(Wis).

Skill Ranks per Level: 4 + Int modifier.

Class Skills

The commoner's class skills (and the key ability for each

skill) are Climb (Str), Craft (Int), Handle Animal (Cha),

Perception (Wis), Profession (Wis), Ride (Dex), and Swim

(Str).

Skill Ranks per Level: 2 + Int modifier.

Page 441

Table 14-3: Commoner

Table 14-4: Expert

Level Base Attack Bonus Fort Save Ref Save Will Save

Level Base Attack Bonus Fort Save Ref Save Will Save

1st

+0

+0

+0

+0

1st

+0

+0

+0

+2

2nd

+1

+0

+0

+0

2nd

+1

+0

+0

+3

3rd

+1

+1

+1

+1

3rd

+2

+1

+1

+3

4th

+2

+1

+1

+1

4th

+3

+1

+1

+4

5th

+2

+1

+1

+1

5th

+3

+1

+1

+4

6th

+3

+2

+2

+2

6th

+4

+2

+2

+5

7th

+3

+2

+2

+2

7th

+5

+2

+2

+5

8th

+4

+2

+2

+2

8th

+6/+1

+2

+2

+6

9th

+4

+3

+3

+3

9th

+6/+1

+3

+3

+6

10th +5

+3

+3

+3

10th +7/+2

+3

+3

+7

11th +5

+3

+3

+3

11th +8/+3

+3

+3

+7

12th +6/+1

+4

+4

+4

12th +9/+4

+4

+4

+8

13th +6/+1

+4

+4

+4

13th +9/+4

+4

+4

+8

14th +7/+2

+4

+4

+4

14th +10/+5

+4

+4

+9

15th +7/+2

+5

+5

+5

15th +11/+6/+1

+5

+5

+9

16th +8/+3

+5

+5

+5

16th +12/+7/+2

+5

+5

+10

17th +8/+3

+5

+5

+5

17th +12/+7/+2

+5

+5

+10

18th +9/+4

+6

+6

+6

18th +13/+8/+3

+6

+6

+11

19th +9/+4

+6

+6

+6

19th +14/+9/+4

+6

+6

+11

20th +10/+5

+6

+6

+6

20th +15/+10/+5

+6

+6

+12

Class Features

Class Features

The following is a class feature of the commoner NPC class. The following is a class feature of the expert NPC class.

Weapon and Armor Proficiency: The commoner is Weapon and Armor Proficiency: The expert is proficient in

proficient with one simple weapon. He is not proficient with the use of all simple weapons and with light armor, but not

any other weapons, nor is he proficient with any type of with any type of shield.

armor or shield.

Warrior

Expert Alignment: Any.

Alignment: Any.

Hit Die: d10.

Hit Die: d8.

Class Skills

Class Skills

The warrior's class skills (and the key ability for each skill)

The expert can choose any 10 skills to be class skills.

are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate

(Cha), Profession (Wis), Ride (Dex), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Skill Ranks per Level: 2 + Int modifier.

Page 442

Table 14-5: Warrior

Level Base Attack Bonus Fort Save Ref Save Will Save

1st

+1

+2

+0

+0

2nd

+2

+3

+0

+0

3rd

+3

+3

+1

+1

4th

+4

+4

+1

+1

5th

+5

+4

+1

+1

6th

+6/+1

+5

+2

+2

7th

+7/+2

+5

+2

+2

8th

+8/+3

+6

+2

+2

9th

+9/+4

+6

+3

+3

10th +10/+5

+7

+3

+3

11th +11/+6/+1

+7

+3

+3

12th +12/+7/+2

+8

+4

+4

13th +13/+8/+3

+8

+4

+4

14th +14/+9/+4

+9

+4

+4

15th +15/+10/+5

+9

+5

+5

16th +16/+11/+6/+1

+10

+5

+5

17th +17/+12/+7/+2

+10

+5

+5

18th +18/+13/+8/+3

+11

+6

+6

19th +19/+14/+9/+4

+11

+6

+6

20th +20/+15/+10/+5

+12

+6

+6

Class Features

The following is a class feature of the warrior NPC class.

Weapon and Armor Proficiency: The warrior is proficient

in the use of all simple and martial weapons and with all

types of armor and shields.

Page 443

15. Creating NPCs

modifiers after the scores have been assigned. For every four

levels the NPC has attained, increase one of its scores by 1.

If the NPC possesses levels in a PC class, it is considered a

The world that the player characters inhabit should be full of heroic NPC and receives better ability scores. These scores

rich and vibrant characters with whom they can interact. can be assigned in any order.

While most need little more than names and general

descriptions, some require complete statistics, such as town Basic NPCs: The ability scores for a basic NPC are: 13, 12,

guards, local clerics, and wizened sages. The PCs might find 11, 10, 9, and 8.

themselves in combat with these characters, either against Heroic NPCs: The ability scores for a heroic NPC are: 15,

them or as allies. Alternatively the PCs might find 14, 13, 12, 10, and 8.

themselves relying on the skills and abilities of the NPCs. In

either case, the process for creating these NPCs can be Preset Ability Scores: Instead of assigning the scores, you

performed in seven simple steps.

can use Table: NPC Ability Scores to determine the NPC's

ability scores, adjusting them as necessary to fit. Use the

Melee NPC ability scores for characters whose primary role

Step 1: The Basics

involves melee combat, such as barbarians, fighters, monks,

paladins, rangers, and warriors. The Ranged NPC ability

The first step in making an NPC is to determine its basic role scores are for characters that fight with ranged weapons or

in your campaign. This includes its race, class, and basic use their Dexterity to hit, such as fighters, rangers, and

concept.

rogues. Use the Divine NPC ability scores for characters

with divine spellcasting capabilities, such as adepts, clerics,

Table 15-1: NPC Ability Scores

Melee NPC

Ranged NPC

Divine NPC

Arcane NPC

Skill NPC

Ability Score

Basic

Heroic

Basic

Heroic

Basic

Heroic

Basic

Heroic

Basic

Heroic

Strength

13

15

11

13

10

12

8

8

10

12

Dexterity

11

13

13

15

8

8

12

14

12

14

Constitution

12

14

12

14

12

14

10

12

11

13

Intelligence

9

10

10

12

9

10

13*

15*

13

15

Wisdom

10

12

9

10

13

15

9

10

8

8

Charisma

8

8

8

8

11

13

11*

13*

9

10

* If the arcane caster's spellcasting relies on Charisma, exchange these scores with one another.

Step 2: Determine Ability Scores

and druids. The Arcane NPC ability scores should be used by

characters with arcane spellcasting capabilities, such as

Once the character's basic concept has been determined, its bards, sorcerers, and wizards. Finally, the Skill NPC ability

ability scores must be assigned. Apply the NPC's racial scores should be used for characters that focus on skill use,

Table 15-2: Racial Ability Adjustments

Ability Score

Dwarf

Elf

Gnome

Half-Elf*

Half-Orc*

Halfling

Human*

Strength

—

—

–2

—

—

–2

—

Dexterity

—

+2

—

—

—

+2

—

Constitution

+2

–2

+2

—

—

—

—

Intelligence

—

+2

—

—

—

+2

—

Wisdom

+2

—

—

—

—

—

—

Charisma

–2

—

+2

—

—

—

—

* Half-elves, half-orcs, and humans receive a +2 bonus to one ability score of your choice.

Page 444

such as aristocrats, bards, commoners, experts, and rogues. PC Skill Class Selections* NPC Skill Class Selections*

Some NPCs might not fit into one of these categories and * Humans receive one additional skill selection.

should have custom ability scores.

Step 4: Feats

Step 3: Skills

After skills have been determined, the next step is to assign

To assign skills precisely, total up the number of skill ranks the NPC's feats. Start by assigning all of the feats granted

possessed by the character and assign them normally. through class abilities. Next, assign the feats garnered from

Remember that the number of ranks in an individual skill the NPC's total character level (one feat for every two levels

that a character can possess is limited by his total HD.

beyond 1st). Remember that humans receive an additional

feat at 1st level. For simplified feat choices, select feats from

For simpler skill generation, refer to Table: NPC Skill the lists provided for the following character types.

Selections to determine the total number of skill selections

the NPC possesses. After selecting that number of skills, Arcane Caster: Arcane Strike, Combat Casting, Eschew

mostly from the class skills lists of the NPC's class, the NPC Materials, Greater Spell Focus, Greater Spell Penetration,

receives a number of ranks in each skill equal to his level.

Improved Initiative, Iron Will, item creation feats (all),

Lightning Reflexes, metamagic feats (all), Spell Focus, Spell

If the NPC has two classes, start by selecting skills for the Mastery, Spell Penetration, and Toughness.

class with the fewest number of skill selections. The NPC

receives a number of ranks in those skills equal to his total Divine Caster (With Channeling): Alignment Channel,

character level. Next, find the difference in the number of Channel Smite, Combat Casting, Command Undead,

selections between the first class and the other class Elemental Channel, Extra Channel, Improved Initiative,

possessed by the NPC. Select that number of new skills and Improved Channel, Iron Will, item creation feats (all), give the NPC a number of ranks in those skills equal to his metamagic feats (all), Power Attack, Selective Channeling,

level in the second class. For example, a human fighter Spell Focus, Spell Penetration, Toughness, and Turn Undead.

3/monk 4 with a +1 Intelligence modifier can select four Divine Caster (Without Channeling): Cleave, Combat

skills for his fighter class (since it receives fewer selections). Casting, Eschew Materials, Improved Initiative, Iron Will,

These four skills each have seven ranks (equal to his total item creation feats (all), Lightning Reflexes, metamagic feats

level). Next, he selects a number of skills equal to the (all), Natural Spell, Power Attack, Spell Focus, Spell

difference between the fighter and the monk classes, in this Penetration, Toughness, and Weapon Focus.

case two skills. These two skills each have four ranks (his

monk level).

Melee (Finesse Fighter): Combat Expertise, Combat

Reflexes, Dazzling Display, Deadly Stroke, Dodge, Greater

If the NPC has three or more classes, you must use the Vital Strike, Improved Disarm, Improved Feint, Improved

precise method for determining his skills.

Trip, Improved Vital Strike, Mobility, Spring Attack, Shatter

Once all of the NPC's ranks have been determined, assign Defenses, Vital Strike, Weapon Finesse, and Whirlwind

class skill bonuses and apply the bonus or penalty from the Attack.

NPC's relevant ability score.

Melee (Unarmed Fighter): Combat Reflexes, Deflect

Arrows, Dodge, Gorgon's Fist, Improved Grapple, Improved

Table 15-3: NPC Skill Selections

Initiative, Improved Unarmed Strike, Medusa's Wrath,

PC Skill Class Selections* NPC Skill Class Selections*

Mobility, Scorpion Style, Snatch Arrows, Spring Attack,

Stunning Fist, and Weapon Focus.

Barbarian

4 + Int Mod

Adept

2 + Int Mod

Bard

6 + Int Mod

Aristocrat

4 + Int Mod

Melee (Mounted): Improved Critical, Improved Initiative,

Mounted Combat, Power Attack, Ride-By Attack, Skill

Cleric

2 + Int Mod

Commoner

2 + Int Mod

Focus (Ride), Spirited Charge, Toughness, Trample, and Druid

4 + Int Mod

Expert

6 + Int Mod

Weapon Focus.

Fighter

2 + Int Mod

Warrior

2 + Int Mod

Melee (Sword and Shield Fighter): Cleave, Great Cleave,

Monk

4 + Int Mod

Great Fortitude, Greater Vital Strike, Improved Bull Rush,

Paladin

2 + Int Mod

Improved Critical, Improved Initiative, Improved Vital

Ranger

6 + Int Mod

Strike, Power Attack, Shield Focus, Shield Master, Shield

Slam, Two-Weapon Fighting, Vital Strike, and Weapon

Rogue

8 + Int Mod

Focus.

Sorcerer

2 + Int Mod

Melee (Two-Handed Fighter): Cleave, Great Cleave, Great

Wizard

2 + Int Mod

Fortitude, Greater Vital Strike, Improved Bull Rush,

Page 445

Improved Critical, Improved Initiative, Improved Sunder, features possessed by the NPC. This is the time to make

Improved Vital Strike, Power Attack, Vital Strike, and decisions about the NPC's spell selection, rage powers, rogue

Weapon Focus.

talents, and other class-based abilities.

Melee (Two-Weapon Fighter): Combat Reflexes, Dodge, When it comes to spells, determine how many spell

Double Slice, Greater Two-Weapon Fighting, Greater Vital selections you need to make for each level. Choose a variety

Strike, Improved Critical, Improved Initiative, Improved of spells for the highest two levels of spells possessed by the

Two-Weapon Fighting, Improved Vital Strike, Two-Weapon NPC. For all other levels, stick to a few basic spells,

Defense, Two-Weapon Fighting, Two-Weapon Rend, Vital prepared multiple times (if possible). If this NPC is slated to

Strike, and Weapon Focus.

appear in only one encounter (such as a combat), leaving off

lower-level spells entirely is an acceptable way to speed up

Ranged: Deadly Aim, Far Shot, Greater Vital Strike, generation, especially if the NPC is unlikely to cast those

Improved Initiative, Improved Vital Strike, Manyshot, spells. You can always choose a few during play if they are

Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid needed.

Reload, Rapid Shot, Shot on the Run, Vital Strike, and

Weapon Focus.

Skill (most NPC classes): Armor Proficiency (all), Great Step 6: Gear

Fortitude, Improved Initiative, Iron Will, Lightning Reflexes,

Martial Weapon Proficiency, Run, Shield Proficiency, Skill After recording all of the NPC's class features, the next step

Focus, and Toughness.

is to outfit the character with gear appropriate to his level.

Note that NPCs receive less gear than PCs of an equal level.

If an NPC is a recurring character, his gear should be

Step 5: Class Features

selected carefully. Use the total gp value found on Table:

NPC Gear to determine how much gear he should carry.

After determining feats, the next step is to fill in all the class NPCs that are only scheduled to appear once can have a

Table 15-4: NPC Gear

Basic Level

Heroic Level

Total gp Value

Weapons

Protection

Magic

Limited Use

Gear

1

—

260 gp

50 gp

130 gp

—

40 gp

40 gp

2

1

390 gp

100 gp

150 gp

—

40 gp

100 gp

3

2

780 gp

350 gp

200 gp

—

80 gp

150 gp

4

3

1,650 gp

650 gp

800 gp

—

100 gp

200 gp

5

4

2,400 gp

900 gp

1,000 gp

—

300 gp

200 gp

6

5

3,450 gp

1,400 gp

1,400 gp

—

450 gp

200 gp

7

6

4,650 gp

2,350 gp

1,650 gp

—

450 gp

200 gp

8

7

6,000 gp

2,700 gp

2,000 gp

500 gp

600 gp

200 gp

9

8

7,800 gp

3,000 gp

2,500 gp

1,000 gp

800 gp

500 gp

10

9

10,050 gp

3,500 gp

3,000 gp

2,000 gp

1,050 gp

500 gp

11

10

12,750 gp

4,000 gp

4,000 gp

3,000 gp

1,250 gp

500 gp

12

11

16,350 gp

6,000 gp

4,500 gp

4,000 gp

1,350 gp

500 gp

13

12

21,000 gp

8,500 gp

5,500 gp

5,000 gp

1,500 gp

500 gp

14

13

27,000 gp

9,000 gp

8,000 gp

7,000 gp

2,500 gp

500 gp

15

14

34,800 gp

12,000 gp

10,500 gp

9,000 gp

2,800 gp

500 gp

16

15

45,000 gp

17,000 gp

13,500 gp

11,000 gp

3,000 gp

500 gp

17

16

58,500 gp

19,000 gp

18,000 gp

16,000 gp

4,000 gp

1,500 gp

18

17

75,000 gp

24,000 gp

23,000 gp

20,000 gp

6,500 gp

1,500 gp

19

18

96,000 gp

30,000 gp

28,000 gp

28,000 gp

8,000 gp

2,000 gp

20

19

123,000 gp

40,000 gp

35,000 gp

35,000 gp

11,000 gp

2,000 gp

—

20

159,000 gp

55,000 gp

40,000 gp

44,000 gp

18,000 gp

2,000 gp

Page 446

simpler gear selection. Table: NPC Gear includes a number few personality traits to round him out.

of categories to make it easier to select an NPC's gear. When

outfitting the character, spend the listed amount on each

category by purchasing as few items as possible. Leftover

gold from any category can be spent on any other category.

Funds left over at the end represent coins and jewelry carried

by the character.

Note that these values are approximate and based on the

values for a campaign using the medium experience

progression and a normal treasure allotment. If your

campaign is using the fast experience progression, treat your

NPCs as one level higher when determining their gear. If

your campaign is using the slow experience progression,

treat the NPCs as one level lower when determining their

gear. If your campaign is high fantasy, double these values.

Reduce them by half if your campaign is low fantasy. If the

final value of an NPC's gear is a little over or under these

amounts, that's okay.

Weapons: This includes normal, masterwork, and magic

weapons, as well as magic staves and wands used by

spellcasters to harm their enemies. For example, a wand of

scorching ray would count as a weapon, but a staff of life

would count as a piece of magic gear.

Protection: This category includes armor and shields, as

well as any magic item that augments a character's Armor

Class or saving throws.

Magic: This category includes all other permanent magic

items. Most rings, rods, and wondrous items fit into this

category.

Limited Use: Items that fall into this category include

alchemical items, potions, scrolls, and wands with few

charges. Charged wondrous items fall into this grouping as

well.

Gear: Use the amount in this category to purchase standard

nonmagical gear for the character. In most cases, this

equipment can be omitted during creation and filled in as

needed during play. You can assume that the character has

whatever gear is needed for him to properly use his skills and

class abilities. This category can also include jewelry, gems,

or loose coins that the NPC might have on his person.

Step 7: Details

Once you have assigned all of the NPC's gear, all that

remains is to fill out the details. Determine the character's

attack and damage bonuses, CMB, CMD, initiative modifier,

and Armor Class. If the character's magic items affect his

skills or ability scores, make sure to take those changes into

account. Determine the character's total hit points by

assuming the average result. Finally, fill out any other

important details, such as name, alignment, religion, and a

Page 447

16. Magic Items

that must be spoken. Spell trigger items can be used by

anyone whose class can cast the corresponding spell. This is

the case even for a character who can't actually cast spells,

such as a 3rd-level paladin. The user must still determine

Magic Items and Detect Magic

what spell is stored in the item before she can activate it.

Activating a spell trigger item is a standard action and does

When detect magic identifies a magic item's school of magic, not provoke attacks of opportunity.

this information refers to the school of the spell placed Command Word: If no activation method is suggested

within the potion, scroll, or wand, or the prerequisite given either in the magic item description or by the nature of the

for the item. The description of each item provides its aura item, assume that a command word is needed to activate it.

strength and the school to which it belongs.

Command word activation means that a character speaks the

If more than one spell is given as a prerequisite, use the word and the item activates. No other special knowledge is

highest-level spell. If no spells are included in the needed.

prerequisites, use the following default guidelines.

A command word can be a real word, but when this is the

Item Nature

School

case, the holder of the item runs the risk of activating the

Armor and protection items

Abjuration

item accidentally by speaking the word in normal

conversation. More often, the command word is some

Weapons or offensive items

Evocation

seemingly nonsensical word, or a word or phrase from an

Bonus to ability score, skill check, etc. Transmutation

ancient language no longer in common use. Activating a

command word magic item is a standard action and does not

Using Items provoke attacks of opportunity.

Sometimes the command word to activate an item is written

To use a magic item, it must be activated, although right on the item. Occasionally, it might be hidden within a

sometimes activation simply means putting a ring on your pattern or design engraved on, carved into, or built into the

finger. Some items, once donned, function constantly. In item, or the item might bear a clue to the command word.

most cases, though, using an item requires a standard action

that does not provoke attacks of opportunity. By contrast, The Knowledge (arcana) and Knowledge (history) skills

spell completion items are treated like spells in combat and might be useful in helping to identify command words or

do provoke attacks of opportunity.

deciphering clues regarding them. A successful check against

DC 30 is needed to come up with the word itself. If that

Activating a magic item is a standard action unless the item check is failed, succeeding on a second check (DC 25) might

description indicates otherwise. However, the casting time of provide some insight into a clue. The spells detect magic,

a spell is the time required to activate the same power in an identify, and analyze dweomer all reveal command words if item, regardless of the type of magic item, unless the item the properties of the item are successfully identified.

description specifically states otherwise.

Use Activated: This type of item simply has to be used in

The four ways to activate magic items are described below.

order to activate it. A character has to drink a potion, swing a

Spell Completion: This is the activation method for scrolls. sword, interpose a shield to deflect a blow in combat, look

A scroll is a spell that is mostly finished. The preparation is through a lens, sprinkle dust, wear a ring, or don a hat. Use

done for the caster, so no preparation time is needed activation is generally straightforward and self-explanatory.

beforehand as with normal spellcasting. All that's left to do is Many use-activated items are objects that a character wears.

perform the finishing parts of the spellcasting (the final Continually functioning items are practically always items

gestures, words, and so on). To use a spell completion item that one wears. A few must simply be in the character's

safely, a character must be of high enough level in the right possession (meaning on his person). However, some items

class to cast the spell already. If he can't already cast the made for wearing must still be activated. Although this

spell, there's a chance he'll make a mistake. Activating a spell activation sometimes requires a command word (see above),

completion item is a standard action (or the spell's casting usually it means mentally willing the activation to happen.

time, whichever is longer) and provokes attacks of The description of an item states whether a command word is

opportunity exactly as casting a spell does.

needed in such a case.

Spell Trigger: Spell trigger activation is similar to spell Unless stated otherwise, activating a use-activated magic

completion, but it's even simpler. No gestures or spell item is either a standard action or not an action at all and

finishing is needed, just a special knowledge of spellcasting does not provoke attacks of opportunity, unless the use

that an appropriate character would know, and a single word involves performing an action that provokes an attack of

Page 448

opportunity in itself. If the use of the item takes time before a Ring (up to two): rings.

magical effect occurs, then use activation is a standard Shield: shields.

action. If the item's activation is subsumed in its use and

takes no extra time use, activation is not an action at all.

Shoulders: capes and cloaks.

Use activation doesn't mean that if you use an item, you Wrist: bracelets and bracers.

automatically know what it can do. You must know (or at

least guess) what the item can do and then use the item in Of course, a character may carry or possess as many items of

order to activate it, unless the benefit of the item comes the same type as he wishes. However, additional items

automatically, such as from drinking a potion or swinging a beyond those in the slots listed above have no effect.

sword.

Some items can be worn or carried without taking up a slot

on a character's body. The description of an item indicates

when an item has this property.

Size and Magic Items

When an article of magic clothing or jewelry is discovered,

Saving Throws Against Magic

most of the time size shouldn't be an issue. Many magic

garments are made to be easily adjustable, or they adjust

Item Powers

themselves magically to the wearer. Size should not keep

characters of various kinds from using magic items.

Magic items produce spells or spell-like effects. For a saving

throw against a spell or spell-like effect from a magic item,

There may be rare exceptions, especially with race-specific the DC is 10 + the level of the spell or effect + the ability

items.

modifier of the minimum ability score needed to cast that

Armor and Weapon Sizes: Armor and weapons that are level of spell.

found at random have a 30% chance of being Small (01–30), Staves are an exception to the rule. Treat the saving throw as

a 60% chance of being Medium (31–90), and a 10% chance if the wielder cast the spell, including caster level and all

of being any other size (91–100).

modifiers to save DCs.

Most item descriptions give saving throw DCs for various

Magic Items on the Body effects, particularly when the effect has no exact spell

equivalent (making its level otherwise difficult to determine

Many magic items need to be donned by a character who quickly).

wants to employ them or benefit from their abilities. It's

possible for a creature with a humanoid-shaped body to wear

as many as 15 magic items at the same time. However, each

Damaging Magic Items

of those items must be worn on (or over) a particular part of

the body, known as a “slot.”

A magic item doesn't need to make a saving throw unless it is

unattended, it is specifically targeted by the effect, or its

A humanoid-shaped body can be decked out in magic gear wielder rolls a natural 1 on his save. Magic items should

consisting of one item from each of the following groups, always get a saving throw against spells that might deal

keyed to which slot on the body the item is worn.

damage to them—even against attacks from which a

Armor: suits of armor.

nonmagical item would normally get no chance to save.

Magic items use the same saving throw bonus for all saves,

Belts: belts and girdles.

no matter what the type (Fortitude, Reflex, or Will). A magic

Body: robes and vestments.

item's saving throw bonus equals 2 + 1/2 its caster level

(rounded down). The only exceptions to this are intelligent

Chest: mantles, shirts, and vests.

magic items, which make Will saves based on their own

Eyes: eyes, glasses, and goggles.

Wisdom scores.

Feet: boots, shoes, and slippers.

Magic items, unless otherwise noted, take damage as

nonmagical items of the same sort. A damaged magic item

Hands: gauntlets and gloves.

continues to function, but if it is destroyed, all its magical

Head: circlets, crowns, hats, helms, and masks.

power is lost. Magic items that take damage in excess of half

their total hit points, but not more than their total hit points,

Headband: headbands and phylacteries.

gain the broken condition, and might not function properly.

Neck: amulets, brooches, medallions, necklaces, periapts,

and scarabs.

Page 449

Repairing Magic Items

Community

Base Value Minor

Medium

Major

Size

Repairing a magic item requires material components equal Large city

8,000 gp 4d4 items 3d4 items 2d4 items

to half the cost to create the item, and requires half the time. Metropolis

16,000 gp

*

4d4 items 3d4 items

The make whole spell can also repair a damaged (or even a

destroyed) magic items—if the caster is high enough level.

* in a metropolis, nearly all minor magic items are available.

Charges, Doses, and Multiple Uses Magic items are valuable, and most major cities have at least

one or two purveyors of magic items, from a simple potion

Many items, particularly wands and staves, are limited in merchant to a weapon smith that specializes in magic

power by the number of charges they hold. Normally, swords. Of course, not every item in this book is available in

charged items have 50 charges at most (10 for staves). If every town.

such an item is found as a random part of a treasure, roll d% The following guidelines are presented to help GMs

and divide by 2 to determine the number of charges left determine what items are available in a given community.

(round down, minimum 1). If the item has a maximum These guidelines assume a setting with an average level of

number of charges other than 50, roll randomly to determine magic. Some cities might deviate wildly from these

how many charges are left.

baselines, subject to GM discretion. The GM should keep a

Prices listed are always for fully charged items. (When an list of what items are available from each merchant and

item is created, it is fully charged.) For an item that's should replenish the stocks on occasion to represent new

worthless when its charges run out (which is the case for acquisitions.

almost all charged items), the value of the partially used item The number and types of magic items available in a

is proportional to the number of charges left. For an item that community depend upon its size. Each community has a base

has usefulness in addition to its charges, only part of the value associated with it (see Table: Available Magic Items).

item's value is based on the number of charges left.

There is a 75% chance that any item of that value or lower

can be found for sale with little effort in that community. In

Purchasing Magic Items addition, the community has a number of other items for

sale. These items are randomly determined and are broken

down by category (minor, medium, or major). After

Table 16-1: Random Magic Item Generation

determining the number of items available in each category,

refer to Table: Random Magic Item Generation to determine

Minor

Medium

Major

Item

the type of each item (potion, scroll, ring, weapon, etc.)

01–04

01–10

01–10

Armor and shields

before moving on to the individual charts to determine the

exact item. Reroll any items that fall below the community's

05–09

11–20

11–20

Weapons

base value.

10–44

21–30

21–25

Potions

45–46

31–40

26–35

Rings

If you are running a campaign with low magic, reduce the

base value and the number of items in each community by

—

41–50

36–45

Rods

half. Campaigns with little or no magic might not have magic

47–81

51–65

46–55

Scrolls

items for sale at all. GMs running these sorts of campaigns

—

66–68

56–75

Staves

should make some adjustments to the challenges faced by the

82–91

69–83

76–80

Wands

characters due to their lack of magic gear.

92–100

84–100

81–100

Wondrous items

Campaigns with an abundance of magic items might have

communities with twice the listed base value and random

Table 16-2: Available Magic Items

items available. Alternatively, all communities might count

as one size category larger for the purposes of what items are

Community

Base Value Minor

Medium

Major

available. In a campaign with very common magic, all magic

Size

items might be available for purchase in a metropolis.

Thorp

50 gp

1d4 items

—

—

Nonmagical items and gear are generally available in a

Hamlet

200 gp

1d6 items

—

—

community of any size unless the item is particularly

Village

500 gp

2d4 items 1d4 items

—

expensive, such as full plate, or made of an unusual material,

Small town

1,000 gp 3d4 items 1d6 items

—

such as an adamantine longsword. These items should follow

Large town

2,000 gp 3d4 items 2d4 items 1d4 items the base value guidelines to determine their availability,

subject to GM discretion.

Small city

4,000 gp 4d4 items 3d4 items 1d6 items

Page 450

Magic Item Descriptions item's powers and abilities. Potions, scrolls, staves, and

wands refer to various spells as part of their descriptions (see

Each general type of magic item gets an overall description, Spell Lists for details on these spells).

followed by descriptions of specific items.

Construction: With the exception of artifacts, most magic

General descriptions include notes on activation, random items can be built by a spellcaster with the appropriate feats

generation, and other material. The AC, hardness, hit points, and prerequisites. This section describes those prerequisites.

and break DC are given for typical examples of some magic Requirements: Certain requirements must be met in order

items. The AC assumes that the item is unattended and for a character to create a magic item. These include feats,

includes a –5 penalty for the item's effective Dexterity of 0. spells, and miscellaneous requirements such as level,

If a creature holds the item, use the creature's Dexterity alignment, and race or kind. The prerequisites for creation of

modifier in place of the –5 penalty.

an item are given immediately following the item's caster

Some individual items, notably those that just store spells, level.

don't get full-blown descriptions. Reference the spell's A spell prerequisite may be provided by a character who has

description for details, modified by the form of the item prepared the spell (or who knows the spell, in the case of a

(potion, scroll, wand, and so on). Assume that the spell is sorcerer or bard), or through the use of a spell completion or

cast at the minimum level required to cast it.

spell trigger magic item or a spell-like ability that produces

Items with full descriptions have their powers detailed, and the desired spell effect. For each day that passes in the

each of the following topics is covered in notational form as creation process, the creator must expend one spell

part of its entry.

completion item or one charge from a spell trigger item if

either of those objects is used to supply a prerequisite.

Aura: Most of the time, a detect magic spell reveals the

school of magic associated with a magic item and the It is possible for more than one character to cooperate in the

strength of the aura an item emits. This information (when creation of an item, with each participant providing one or

applicable) is given at the beginning of the item's notational more of the prerequisites. In some cases, cooperation may

entry. See the detect magic spell description for details.

even be necessary.

Caster Level (CL): The next item in a notational entry gives If two or more characters cooperate to create an item, they

the caster level of the item, indicating its relative power. The must agree among themselves who will be considered the

caster level determines the item's saving throw bonus, as well creator for the purpose of determinations where the creator's

as range or other level-dependent aspects of the powers of level must be known.

the item (if variable). It also determines the level that must Cost: This is the cost in gold pieces to create the item.

be contended with should the item come under the effect of a Generally this cost is equal to half the price of an item, but

dispel magic spell or similar situation.

additional material components might increase this number.

For potions, scrolls, and wands, the creator can set the caster The cost to create includes the costs derived from the base

level of an item at any number high enough to cast the stored cost plus the costs of the components.

spell but not higher than her own caster level. For other

magic items, the caster level is determined by the item itself.

In this case, the creator's caster level must be as high as the

item's caster level (and prerequisites may effectively put a

higher minimum on the creator's level).

Slot: Most magic items can only be utilized if worn or

wielded in their proper slots. If the item is stowed or placed

elsewhere, it does not function. If the slot lists “none,” the

item must be held or otherwise carried to function.

Price: This is the cost, in gold pieces, to purchase the item, if

it is available for sale. Generally speaking, magic items can

be sold by PCs for half this value.

Weight: This is the weight of an item. When a weight figure

is not given, the item has no weight worth noting (for

purposes of determining how much of a load a character can

carry).

Description: This section of a magic item describes the

Page 451

Armor

Table 16-4: Armor Special Abilities

Table 16-3: Armor and Shields

Base Price

Minor Medium Major Special Ability

Modifier

Minor Medium Major Item

Base Price

01–25 01–05 01–03 Glamered

+2,700 gp

01–60

01–05

—

+1 shield

1,000 gp

26–32 06–08

04

Fortification, l ight

+1 bonus1

61–80

06–10

—

+1 armor

1,000 gp

33–52 09–11

—

Slick

+3,750 gp

81–85

11–20

—

+2 shield

4,000 gp

53–92 12–17

—

Shadow

+3,750 gp

86–87

21–30

—

+2 armor

4,000 gp

93–96 18–19

—

Spell resistance ( 13) +2 bonus1

—

31–40

01–08 +3 shield

9,000 gp

97

20–29 05–07 Slick, improved

+15,000 gp

—

41–50

09–16 +3 armor

9,000 gp

98–99 30–49 08–13 Shadow, improved

+15,000 gp

—

51–55

17–27 +4 shield

16,000 gp

—

50–74 14–28 Energy resistance

+18,000 gp

—

56–57

28–38 +4 armor

16,000 gp

—

75–79 29–33 Ghost touch

+3 bonus1

—

—

39–49 +5 shield

25,000 gp

—

80–84 34–35 Invulnerability

+3 bonus1

—

—

50–57 +5 armor

25,000 gp

Fortification,

—

—

—

+6 armor/shield 1

36,000 gp

—

85–89 36–40 moderate

+3 bonus1

—

—

—

+7 armor/shield 1

49,000 gp

—

90–94 41–42 Spell resistance ( 15) +3 bonus1

—

—

—

+8 armor/shield 1

64,000 gp

—

95–99

43

Wild

+3 bonus1

—

—

—

+9 armor/shield 1

81,000 gp

—

—

44–48 Slick, greater

+33,750 gp

—

—

—

+10 armor/shield 1 100,000 gp

—

—

49–58 Shadow, greater

+33,750 gp

88–89

58–60

58–60 Specific armor2

—

Energy resistance,

—

—

59–83

+42,000 gp

improved

90–91

61–63

61–63 Specific shield3

—

—

—

84–88 Spell resistance ( 17)

Special ability and

+4 bonus1

92–100 64–100 64–100 roll again2,3

—

—

—

89

Etherealness

+49,000 gp

1 Armor and shields can't have enhancement bonuses

—

—

90

Undead controlling +49,000 gp

higher than +5. Use these lines to determine price when

—

—

91–92 Fortification, he avy +5 bonus1

special abilities are added in.

—

—

93–94 Spell resistance ( 19) +5 bonus1

2 Roll on Table: Specific Armors.

Energy resistance,

3 Roll on Table: Specific Shields.

—

—

95–99

+66,000 gp

greater

100

100

100 Roll twice again2

—

In general, magic armor protects the wearer to a greater 1 Add to enhancement bonus on Table: Armor and Shields

extent than nonmagical armor. Magic armor bonuses are to determine total market price

enhancement bonuses, never rise above +5, and stack with 2 If you roll a special ability twice, only one counts. If you

regular armor bonuses (and with shield and magic shield roll two versions of the same special ability, use the better.

enhancement bonuses). All magic armor is also masterwork

armor, reducing armor check penalties by 1.

In addition to an enhancement bonus, armor may have special material (see Equipment).

special abilities. Special abilities usually count as additional Armor is always created so that if the type of armor comes

bonuses for determining the market value of an item, but do with a pair of boots, a helm, or a set of gauntlets, these pieces

not improve AC. A suit of armor cannot have an effective can be switched for other magic boots, helms, or gauntlets.

bonus (enhancement plus special ability bonus equivalents)

higher than +10. A suit of armor with a special ability must Caster Level for Armor and Shields: The caster level of a

also have at least a +1 enhancement bonus.

magic shield or magic armor with a special ability is given in

the item description. For an item with only an enhancement

A suit of armor or a shield may be made of an unusual bonus, the caster level is three times the enhancement bonus.

material. Roll d%: 01–95 indicates that the item is of a If an item has both an enhancement bonus and a special

standard sort, and 96–100 indicates that it is made of a ability, the higher of the two caster level requirements must

Page 452

to be added into the cost of the shield and its enhancement

Table 16-5: Shield Special Abilities

bonus to AC.

As with armor, special abilities built into the shield add to the

Base Price

Minor Medium Major Special Ability

market value in the form of additions to the bonus of the

Modifier

shield, although they do not improve AC. A shield cannot

01–20 01–10 01–05 Arrow catching

+1 bonus1

have an effective bonus (enhancement plus special ability

21–40 11–20 06–08 Bashing

+1 bonus1

bonus equivalents) higher than +10. A shield with a special

ability must also have at least a +1 enhancement bonus.

41–50 21–25 09–10 Blinding

+1 bonus1

Activation: Usually a character benefits from magic armor

51–75 26–40 11–15 Fortification, l ight +1 bonus1

and shields in exactly the way a character benefits from

76–92 41–50 16–20 Arrow deflection

+2 bonus1

nonmagical armor and shields: by wearing them. If armor or

93–97 51–57 21–25 Animated

a shield has a special ability that the user needs to activate,

+2 bonus1

then the user usually needs to utter the command word (a

Spell resistance

98–99 58–59

—

standard action).

(13)

+2 bonus1

Armor for Unusual Creatures: The cost of armor for

—

60–79 26–41 Energy resistance +18,000 gp

nonhumanoid creatures, as well as for creatures who are

—

80–85 42–46 Ghost touch

+3 bonus1

neither Small nor Medium, varies (see Equipment) . The cost

Fortification,

of the masterwork quality and any magical enhancement

—

86–95 47–56 moderate

+3 bonus1

remains the same.

Spell resistance

—

96–98 57–58 (15)

+3 bonus1

Magic Armor and Shield Special

—

99

59

Wild

+3 bonus1

Energy resistance,

Ability Descriptions

—

—

60–84

+42,000 gp

improved

Most magic armor and shields only have enhancement

Spell resistance

bonuses. Such items can also have one or more of the special

—

—

85–86 (17)

+4 bonus1

abilities detailed below. Armor or a shield with a special

—

—

87

Undead controlling +49,000 gp

ability must have at least a +1 enhancement bonus.

—

—

88–91 Fortification, he avy +5 bonus1

Animated: As a move action, an animated shield can be

loosed to defend its wielder on its own. For the following 4

—

—

92–93 Reflecting

+5 bonus1

rounds, the shield grants its bonus to the one who loosed it

Spell resistance

—

—

94

and then drops. While animated, the shield provides its shield

(19)

+5 bonus1

bonus and the bonuses from all of the other shield special

Energy resistance,

abilities it possesses, but it cannot take actions on its own,

—

—

95–99

+66,000 gp

greater

such as those provided by the bashing and blinding abilities.

100

100

100

It can, however, use special abilities that do not require an

Roll twice again2

—

action to function, such as arrow deflection and reflecting.

1 Add to enhancement bonus on Table: Armor and

While animated, a shield shares the same space as the

Shields to determine total market price

activating character and accompanies the character who

2 If you roll a special ability twice, only one counts. If

activated it, even if the character moves by magical means. A

you roll two versions of the same special ability, use the

character with an animated shield still takes any penalties

better.

associated with shield use, such as armor check penalty,

arcane spell failure chance, and nonproficiency. If the

wielder who loosed it has an unoccupied hand, she can grasp

be met.

it to end its animation as a free action. Once a shield has

Shields: Shield enhancement bonuses stack with armor been retrieved, it cannot be animated again for at least 4

enhancement bonuses. Shield enhancement bonuses do not rounds. This property cannot be added to a tower shield.

act as attack or damage bonuses when the shield is used in a Strong transmutation ; CL 12th; Craft Magic Arms and

shield bash. The bashing special ability, however, does grant Armor, animate objects; Price +2 bonus.

a +1 bonus on attack and damage rolls (see the special ability

description).

Arrow Catching: A shield with this ability attracts ranged

weapons to it. It has a deflection bonus of +1 against ranged

A shield could be built that also acted as a magic weapon, but weapons because projectiles and thrown weapons veer

the cost of the enhancement bonus on attack rolls would need

Page 453

toward it. Additionally, any projectile or thrown weapon it absorbs the first 20 points of energy damage per attack.

aimed at a target within 5 feet of the shield's wearer diverts Moderate abjuration; CL 7th; Craft Magic Arms and Armor,

from its original target and targets the shield's bearer instead.

If the wielder has total cover relative to the attacker, the resist energy; Price +42,000 gp.

projectile or thrown weapon is not diverted. Additionally, Energy Resistance, Greater: As energy resistance, except it those attacking the wearer with ranged weapons ignore any absorbs the first 30 points of energy damage per attack.

miss chances that would normally apply. Projectiles and

thrown weapons that have an enhancement bonus higher than Moderate abjuration; CL 11th; Craft Magic Arms and Armor,

the shield's base AC bonus are not diverted to the wearer (but resist energy; Price +66,000 gp.

the shield's deflection bonus still applies against these Etherealness: On command, this ability allows the wearer of

weapons). The wielder can activate or deactivate this ability the armor to become ethereal (as the ethereal jaunt spell)

with a command word.

once per day. The character can remain ethereal for as long

Moderate abjuration; CL 8th; Craft Magic Arms and Armor, as desired, but once he returns to normal, he cannot become

entropic shield; Price +1 bonus.

ethereal again that day.

Arrow Deflection: This shield protects the wielder as if he Strong transmutation ; CL 13th; Craft Magic Arms and

had the Deflect Arrows feat. Once per round when he would Armor, ethereal jaunt; Price +49,000 gp.

normally be struck by a ranged weapon, he can make a DC Fortification: This suit of armor or shield produces a

20 Reflex save. If the ranged weapon (or piece of magical force that protects vital areas of the wearer more

ammunition) has an enhancement bonus, the DC increases by effectively. When a critical hit or sneak attack is scored on

that amount. If he succeeds, the shield deflects the weapon. the wearer, there is a chance that the critical hit or sneak

He must be aware of the attack and not flat-footed. attack is negated and damage is instead rolled normally.

Attempting to deflect a ranged weapon doesn't count as an

action. Exceptional ranged weapons, such as boulders hurled Fortification Chance for Normal Base Price Modifier

by giants or acid arrows, can't be deflected.

Type

Damage

Light

25%

+1 bonus

Faint abjuration ; CL 5th ; Craft Magic Arms and Armor,

shield; Price +2 bonus.

Moderate

50%

+3 bonus

Heavy

75%

+5 bonus

Bashing: A shield with this special ability is designed to

perform a shield bash. A bashing shield deals damage as if it

were a weapon of two size categories larger (a Medium light Strong abjuration ; CL 13th; Craft Magic Arms and Armor,

shield thus deals 1d6 points of damage and a Medium heavy limited wish or miracle; Price varies (see above).

shield deals 1d8 points of damage). The shield acts as a +1

weapon when used to bash. Only light and heavy shields can Ghost Touch: This armor or shield seems almost translucent.

have this ability.

Both its enhancement bonus and its armor bonus count

against the attacks of corporeal and incorporeal creatures. It

Moderate transmutation ; CL 8th; Craft Magic Arms and can be picked up, moved, and worn by corporeal and

Armor, bull's strength; Price +1 bonus.

incorporeal creatures alike. Incorporeal creatures gain the

Blinding: A shield with this ability flashes with a brilliant armor's or shield's enhancement bonus against both corporeal

light up to twice per day upon command of the wielder. and incorporeal attacks, and they can still pass freely through

Except for the wielder, anyone within 20 feet must make a solid objects.

DC 14 Reflex save or be blinded for 1d4 rounds.

Strong transmutation ; CL 15th; Craft Magic Arms and

Moderate evocation ; CL 7th; Craft Magic Arms and Armor, Armor, etherealness; Price +3 bonus.

searing light; Price +1 bonus.

Glamered: Upon command, a suit of glamered armor

Energy Resistance: A suit of armor or a shield with this changes shape and appearance to assume the form of a

property protects against one type of energy (acid, cold, normal set of clothing. The armor retains all its properties

electricity, fire, or sonic) and is designed with patterns (including weight) when it is so disguised. Only a true

depicting the element it protects against. The armor absorbs seeing spell or similar magic reveals the true nature of the

the first 10 points of energy damage per attack that the armor when disguised.

wearer would normally take (similar to the resist energy Moderate illusion ; CL 10th; Craft Magic Arms and Armor,

spell).

disguise self; Price +2,700 gp.

Faint abjuration; CL 3rd; Craft Magic Arms and Armor, Invulnerability: This suit of armor grants the wearer damage

resist energy; Price +18,000 gp.

reduction 5/magic.

Energy Resistance, Improved: As energy resistance, except Strong abjuration and evocation (if miracle is used) ; CL

Page 454

18th; Craft Magic Arms and Armor, stoneskin, wish or Armor or a shield with this ability appears to be made of

miracle; Price +3 bonus.

bone; this feature is entirely decorative and has no other

effect on the armor.

Reflecting: This shield seems like a highly polished mirror.

Its surface is completely reflective. Once per day, it can be Strong necromancy; CL 13th; Craft Magic Arms and Armor,

called on to reflect a spell back at its caster exactly like the control undead; Price +49,000 gp.

spell turning spell .

Wild: The wearer of a suit of armor or a shield with this

Strong abjuration ; CL 14th; Craft Magic Arms and Armor, ability preserves his armor bonus (and any enhancement

spell turning; Price +5 bonus.

bonus) while in a wild shape. Armor and shields with this

ability usually appear to be covered in leaf patterns. While

Shadow: This armor blurs the wearer whenever she tries to the wearer is in a wild shape, the armor cannot be seen.

hide, while also dampening the sound around her, granting a

+5 competence bonus on Stealth checks. The armor's armor Moderate transmutation; CL 9th; Craft Magic Arms and

check penalty still applies normally.

Armor, baleful polymorph; Price +3 bonus.

Faint illusion ; CL 5th; Craft Magic Arms and Armor,

invisibility, s ilence; Price +3,750 gp.

Specific Armors

Shadow, Improved: As shadow, except it grants a +10

competence bonus on Stealth checks.

Adamantine Breastplate

Moderate illusion; CL 10th; Craft Magic Arms and Armor, Aura no aura (nonmagical); CL —

invisibility, s ilence; Price +15,000 gp.

Slot armor; Price 10,200 gp; Weight 30 lbs.

Shadow, Greater: As shadow, except it grants a +15 Description

competence bonus on Stealth checks.

Strong illusion; CL 15th; Craft Magic Arms and Armor, This nonmagical breastplate is made of adamantine, giving

invisibility, s ilence; Price +33,750 gp.

its wearer damage reduction of 2/—.

Slick: Slick armor seems coated at all times with a slightly Banded Mail of Luck

greasy oil. It provides a +5 competence bonus on its wearer's Aura strong enchantment; CL 12th

Escape Artist checks. The armor's armor check penalty still

applies normally.

Faint conjuration ; CL 4th; Craft Magic Arms and Armor,

Table 16-6: Specific Armors

grease; Price +3,750 gp.

Market

Minor Medium Major Specific Armor

Slick, Improved: As slick, except it grants a +10 competence

Price

bonus on Escape Artist checks.

01–50

01–25

—

Mithral shirt

1,100 gp

Moderate conjuration; CL 10th; Craft Magic Arms and

51–80

26–45

—

Dragonhide plate

3,300 gp

Armor, grease; Price +15,000 gp.

81–100 46–57

—

Elven chain

5,150 gp

Slick, Greater: As slick, except it grants a +15 competence

—

58–67

—

Rhino hide

5,165 gp

bonus on Escape Artist checks.

Adamantine

—

68–82

01–10

10,200 gp

Strong conjuration; CL 15th; Craft Magic Arms and Armor,

breastplate

grease; Price +33,750 gp.

—

83–97

11–20 Dwarven plate

16,500 gp

Banded mail of

Spell Resistance: This property grants the armor's wearer

—

98–100 21–32

18,900 gp

luck

spell resistance while the armor is worn. The spell resistance

can be 13, 15, 17, or 19, depending on the armor.

—

—

33–50 Celestial armor

22,400 gp

Plate armor of the

Strong abjuration ; CL 15th; Craft Magic Arms and Armor,

—

—

51–60

24,650 gp

deep

spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15),

+4 bonus (SR 17), or +5 bonus (SR 19).

Breastplate of

—

—

61–75

25,400 gp

command

Undead Controlling: Undead controlling armor or shields

Mithral full plate

often have skeletal or other grisly decorations or flourishes to

—

—

76–90

26,500 gp

of speed

their decor. They let the user control up to 26 HD of undead

per day, as the control undead spell. At dawn each day, the

—

—

91–100 Demon armor

52,260 gp

wearer loses control of any undead still under his sway.

Page 455

Slot armor; Price 18,900 gp; Weight 35 lbs.

Slot armor; Price 52,260 gp; Weight 50 lbs.

Description

Description

Ten 100-gp gems adorn this +3 banded mail. Once per week, This plate armor is fashioned to make the wearer appear to

the armor allows its wearer to require that an attack roll made be a demon. The helmet is shaped to look like a horned

against him be rerolled. He must take whatever consequences demon head, and its wearer looks out of the open, tooth-

come from the second roll. The wearer's player must decide filled mouth. This +4 full plate allows the wearer to make

whether to have the attack roll rerolled before damage is claw attacks that deal 1d10 points of damage, strike as +1

rolled.

weapons, and afflict the target as if she had been struck by a

contagion spell (Fortitude DC 14 negates). Use of contagion

Construction

requires a normal melee attack with the claws. The “claws”

Requirements Craft Magic Arms and Armor, bless; Cost are built into the armor's vambraces and gauntlets, and 9,650 gp

cannot be disarmed.

Breastplate of Command

A suit of demon armor is infused with evil, and as a result it

bestows one negative level on any nonevil creature wearing

Aura strong enchantment; CL 15th

it. This negative level persists as long as the armor is worn

and disappears when the armor is removed. The negative

Slot armor; Price 25,400 gp; Weight 30 lbs.

level cannot be overcome in any way (including restoration

Description

spells) while the armor is worn.

This +2 breastplate bestows a commanding aura upon its Construction

wearer. The wearer gains a +2 competence bonus on all Requirements Craft Magic Arms and Armor, contagion;

Charisma checks, including Charisma-based skill checks. Cost 26,955 gp

The wearer also gains a +2 competence bonus to his

Leadership score. Friendly troops within 360 feet of the user Dwarven Plate

become braver than normal, gaining a +2 resistance bonus on

saving throws against fear. Since the effect arises in great Aura no aura (nonmagical); CL —

part from the distinctiveness of the armor, it does not Slot armor; Price 16,500 gp; Weight 50 lbs.

function if the wearer hides or conceals herself in any way.

Description

Construction

This full plate is made of adamantine, giving its wearer

Requirements Craft Magic Arms and Armor, mass charm damage reduction of 3/—.

monster; Cost 12,875 gp

Dragonhide Plate

Celestial Armor

Aura no aura (nonmagical); CL —

Aura faint transmutation [good]; CL 5th

Slot armor; Price 3,300 gp; Weight 50 lbs.

Slot armor; Price 22,400 gp; Weight 20 lbs.

Description

Description

This suit of full plate is made of dragonhide, rather than

This bright silver or gold +3 chainmail is so fine and light metal, so druids can wear it. It is otherwise identical to

that it can be worn under normal clothing without betraying masterwork full plate.

its presence. It has a maximum Dexterity bonus of +8, an

armor check penalty of –2, and an arcane spell failure chance Elven Chain

of 15%. It is considered light armor and allows the wearer to Aura no aura (nonmagical); CL —

use fly on command (as the spell) once per day.

Slot armor; Price 5,150 gp; Weight 20 lbs.

Construction

Description

Requirements Craft Magic Arms and Armor, fly, creator

must be good; Cost 11,350 gp

This extremely light chainmail is made of very fine mithral

links. This armor is treated, in all ways, like light armor,

Demon Armor

including when determining proficiency. The armor has an

Aura strong necromancy [evil]; CL 13th

arcane spell failure chance of 20%, a maximum Dexterity

bonus of +4, and an armor check penalty of –2.

Page 456

Mithral Full Plate of Speed

Description

Aura faint transmutation; CL 5th

This +2 hide armor is made from rhinoceros hide. In

Slot armor; Price 26,500 gp; Weight 25 lbs.

addition to granting a +2 enhancement bonus to AC, it has a

–1 armor check penalty and deals an additional 2d6 points of

Description

damage on any successful charge attack made by the wearer,

including a mounted charge.

As a free action, the wearer of this fine set of +1 mithral full

plate can activate it, enabling him to act as though affected Construction

by a haste spell for up to 10 rounds each day. The duration of

the haste effect need not be consecutive rounds.

Requirements Craft Magic Arms and Armor, bull's strength;

Cost 2,665 gp

The armor has an arcane spell failure chance of 25%, a

maximum Dexterity bonus of +3, and an armor check

penalty of –3. It is considered medium armor, except that you Specific Shields

must be proficient in heavy armor to avoid taking

nonproficiency penalties.

Table 16-7: Specific Shields

Construction

Market

Minor Medium Major Specific Shield

Requirements Craft Magic Arms and Armor, haste; Cost

Price

18,500 gp

01–30 01–20

—

Darkwood buckler

205 gp

Mithral Shirt

31–80 21–45

—

Darkwood shield

257 gp

Mithral heavy

Aura no aura (nonmagical); CL —

81–95 46–70

—

1,020 gp

shield

Slot armor; Price 1,100 gp; Weight 10 lbs.

96–

71–85

01–20 Caster's shield

3,153 gp

100

Description

—

86–90

21–40 Spined shield

5,580 gp

This extremely light chain shirt is made of very fine mithral

—

91–95

41–60 Lion's shield

9,170 gp

links. The armor has an arcane spell failure chance of 10%, a

—

96–100 61–90 Winged shield

17,257 gp

maximum Dexterity bonus of +6, and no armor check

penalty. It is considered light armor.

91–

—

—

Absorbing shield

50,170 gp

100

Plate Armor of the Deep

Aura moderate abjuration; CL 11th

Slot armor; Price 24,650 gp; Weight 50 lbs.

Absorbing Shield

Description

Aura strong transmutation; CL 17th

This +1 full plate is decorated with a wave and fish motif. Slot shield; Price 50,170 gp; Weight 15 lbs.

Although the armor remains as heavy and bulky as normal

full plate, the wearer of plate armor of the deep is treated as Description

unarmored for purposes of Swim checks. The wearer can

breathe underwater and can converse with any water- This +1 heavy steel shield is made of metal, but its color is

breathing creature with a language.

flat black that seems to absorb light. Once every 2 days, on

command, it can disintegrate an object that it touches, as the

Construction

spell but requiring a melee touch attack. This effect only

functions as an attack—it can't be activated to target a

Requirements Craft Magic Arms and Armor, freedom of creature or weapon as it strikes the shield.

movement, tongues, water breathing; Cost 13,150 gp Construction

Rhino Hide

Requirements Craft Magic Arms and Armor, disintegrate;

Aura moderate transmutation; CL 9th

Cost 25,170 gp

Slot armor; Price 5,165 gp; Weight 25 lbs.

Caster's Shield

Aura moderate abjuration; CL 6th

Page 457

Slot shield; Price 3,153 gp (plus the value of the scroll spell (including multiple attacks, if the wielder has them) and

if one is currently scribed); Weight 5 lbs.

dealing 2d6 points of damage. This attack is in addition to

any actions performed by the wielder.

Description

Construction

This +1 light wooden shield has a leather strip on the back

on which a spellcaster can scribe a single spell as on a scroll. Requirements Craft Magic Arms and Armor, summon

A spell so scribed requires half the normal cost in raw nature's ally IV; Cost 4,670 gp

materials. The strip cannot accommodate spells of higher

than 3rd level. The strip is reusable.

Mithral Heavy Shield

A random caster's shield has a 50% chance of having a Aura no aura (nonmagical); CL —

single medium scroll spell on it. The spell is divine (01–80 Slot shield; Price 1,020 gp; Weight 5 lbs.

on d%) or arcane (81–100). A caster's shield has a 5% arcane

spell failure chance.

Description

Construction

This heavy shield is made of mithral and thus is much lighter

than a standard steel shield. It has a 5% arcane spell failure

Requirements Craft Magic Arms and Armor, Scribe Scroll, chance and no armor check penalty.

creator must be at least 6th level; Cost 1,653 gp

Spined Shield

Darkwood Buckler

Aura moderate evocation; CL 6th

Aura no aura (nonmagical); CL —

Slot shield; Price 5,580 gp; Weight 15 lbs.

Slot shield; Price 205 gp; Weight 2.5 lbs.

Description

Description

This +1 heavy steel shield is covered in spines. It acts as a

This nonmagical light wooden shield is made out of normal spiked shield. On command up to three times per day,

darkwood. It has no enhancement bonus, but its construction the shield's wearer can fire one of the shield's spines. A fired

material makes it lighter than a normal wooden shield. It has spine has a +1 enhancement bonus, a range increment of 120

no armor check penalty.

feet, and deals 1d10 points of damage (19–20/x2). Fired

Darkwood Shield

spines regenerate each day.

Aura no aura (nonmagical); CL —

Construction

Slot shield; Price 257 gp; Weight 5 lbs.

Requirements Craft Magic Arms and Armor, magic missile;

Cost 2,875 gp

Description

Winged Shield

This nonmagical heavy wooden shield is made out of

darkwood. It has no enhancement bonus, but its construction Aura faint transmutation; CL 5th

material makes it lighter than a normal wooden shield. It has Slot shield; Price 17,257 gp; Weight 10 lbs.

no armor check penalty.

Description

Lion's Shield

This heavy wooden shield has a +3 enhancement bonus.

Aura moderate conjuration; CL 10th

Arching bird wings are carved into the face of the shield.

Slot shield; Price 9,170 gp; Weight 15 lbs.

Once per day, it can be commanded to fly (as the spell),

carrying the wielder. The shield can carry up to 133 pounds

Description

and move at 60 feet per round, or up to 266 pounds and

move at 40 feet per round.

This +2 heavy steel shield is fashioned to appear to be a

roaring lion's head. Three times per day as a free action, the Construction

lion's head can be commanded to attack (independently of

the shield wearer), biting with the wielder's base attack bonus Requirements Craft Magic Arms and Armor, fly; Cost 8,707

gp

Page 458

Weapons

Base Price

Minor Medium Major Special Ability

Modifier1

Table 16-8: Weapons

—

70–72

37–41 Anarchic

+2 bonus

—

73–75

42–46 Axiomatic

+2 bonus

Bonus Base

Minor Medium Major Weapon

—

76–78

47–49 Disruption 3

+2 bonus

Price1

—

79–81

50–54 Flaming burst

+2 bonus

01–70 01–10

—

+1

2,000 gp

—

82–84

55–59 Icy burst

+2 bonus

71–85 11–29

—

+2

8,000 gp

—

85–87

60–64 Holy

+2 bonus

—

30–58

01–20 +3

18,000 gp

—

88–90

65–69 Shocking burst

+2 bonus

—

59–62

21–38 +4

32,000 gp

—

91–93

70–74 Unholy

+2 bonus

—

—

39–49 +5

50,000 gp

—

94–95

75–78 Wounding

+2 bonus

—

—

—

+62

72,000 gp

—

—

79–83 Speed

+3 bonus

—

—

—

+72

98,000 gp

—

—

84–86 Brilliant energy

+4 bonus

—

—

—

+82

128,000 gp

—

—

87–88 Dancing

+4 bonus

—

—

—

+92

162,000 gp

—

—

89–90 Vorpal 2

+5 bonus

—

—

—

+102

200,000 gp

100

96–100 91–100 Roll again twice4

—

86–90 63–68

50–63 Specific weapon3

—

1 Add to enhancement bonus on Table: Weapons to

91–

Special ability

determine total market price.

69–100 64–100

100

and roll again4

—

2 Piercing or slashing weapons only (slashing only for

vorpal). Reroll if randomly generated for a bludgeoning

1 For ammunition, this price is for 50 arrows, bolts, or

weapon.

bullets.

3 Bludgeoning weapons only. Reroll if randomly generated

2 A weapon can't have an enhancement bonus higher than

for a piercing or slashing weapon.

+5. Use these lines to determine price when special abilities

are added in.

4 Reroll if you get a duplicate special ability, an ability

incompatible with an ability that you've already rolled, or if

3 See Table: Specific Weapons.

the extra ability puts you over the +10 limit. A weapon's

4 See Table: Melee Weapon Special Abilities for melee

enhancement bonus and special ability bonus equivalents

weapons and Table: Ranged Weapon Special Abilities for

can't total more than +10.

ranged weapons.

Table 16-10: Ranged Weapon Special Abilities

Table 16-9: Melee Weapon Special Abilities

Base Price

Base Price Minor Medium Major Special Ability

Minor Medium Major Special Ability

Modifier1

Modifier1

01–12

01–08

01–04 Bane 2

+1 bonus

01–10

01–06

01–03 Bane

+1 bonus

13–25

09–16

05–08 Distance

+1 bonus

11–17

07–12

—

Defending

+1 bonus

26–40

17–28

09–12

18–27

13–19

04–06 Flaming

+1 bonus

Flaming 2

+1 bonus

28–37

20–26

07–09 Frost

+1 bonus

41–55

29–40

13–16 Frost 2

+1 bonus

38–47

27–33

10–12 Shock

+1 bonus

56–60

41–42

—

Merciful 2

+1 bonus

48–56

34–38

13–15 Ghost touch

+1 bonus

61–68

43–47

17–21 Returning

+1 bonus

57–67

39–44

—

Keen 2

+1 bonus

69–83

48–59

22–25 Shock 2

+1 bonus

68–71

45–48

16–19 Ki Focus

+1 bonus

84–93

60–64

26–27 Seeking

+1 bonus

72–75

49–50

—

Merciful

+1 bonus

94–99

65–68

28–29 Thundering 2

+1 bonus

76–82

51–54

20–21 Mighty cleaving

+1 bonus

—

69–71

30–34 Anarchic 2

+2 bonus

83–87

55–59

22–24 Spell storing

+1 bonus

—

72–74

35–39 Axiomatic 2

+2 bonus

88–91

60–63

25–28 Throwing

+1 bonus

—

75–79

40–49 Flaming burst 2

+2 bonus

92–95

64–65

29–32 Thundering

+1 bonus

—

80–82

50–54 Holy 2

+2 bonus

96–99

66–69

33–36 Vicious

+1 bonus

Page 459

Base Price additional dice of damage are not multiplied when the

Minor Medium Major Special Ability

Modifier1 attacker scores a critical hit.

—

83–87

55–64 Icy burst 2

+2 bonus

Ranged Weapons and Ammunition: The enhancement

bonus from a ranged weapon does not stack with the

—

88–92

65–74 Shocking burst 2

+2 bonus

enhancement bonus from ammunition. Only the higher of the

—

93–95

75–79 Unholy 2

+2 bonus

two enhancement bonuses applies.

—

—

80–84 Speed

+3 bonus

Ammunition fired from a projectile weapon with an

—

—

85–90 Brilliant energy

+4 bonus

enhancement bonus of +1 or higher is treated as a magic

100

96–100 91–100 Roll again twice2

—

weapon for the purpose of overcoming damage reduction.

Similarly, ammunition fired from a projectile weapon with an

1 Add to enhancement bonus on Table: Weapons to

alignment gains the alignment of that projectile weapon.

determine total market price.

2 Bows, crossbows, and slings crafted with this ability

Magic Ammunition and Breakage: When a magic arrow,

bestow this power upon their ammunition.

crossbow bolt, or sling bullet misses its target, there is a 50%

chance it breaks or is otherwise rendered useless. A magic

3 Reroll if you get a duplicate special ability, an ability

arrow, bolt, or bullet that successfully hits a target is

incompatible with an ability that you've already rolled, or if automatically destroyed after it delivers its damage.

the extra ability puts you over the +10 limit. A weapon's

enhancement bonus and special ability bonus equivalents

Light Generation: Fully 30% of magic weapons shed light

can't total more than +10.

equivalent to a light spell. These glowing weapons are quite

obviously magical. Such a weapon can't be concealed when

A magic weapon is enhanced to strike more truly and deliver drawn, nor can its light be shut off. Some of the specific

more damage. Magic weapons have enhancement bonuses weapons detailed below always or never glow, as defined in

ranging from +1 to +5. They apply these bonuses to both their descriptions.

attack and damage rolls when used in combat. All magic Damaging Magic Weapons: An attacker cannot damage a

weapons are also masterwork weapons, but their masterwork magic weapon that has an enhancement bonus unless his

bonuses on attack rolls do not stack with their enhancement weapon has at least as high an enhancement bonus as the

bonuses on attack rolls.

weapon struck.

Weapons come in two basic categories: melee and ranged. Activation: Usually a character benefits from a magic

Some of the weapons listed as melee weapons can also be weapon in the same way a character benefits from a

used as ranged weapons. In this case, their enhancement mundane weapon—by attacking with it. If a weapon has a

bonuses apply to both melee and ranged attacks.

special ability that the user needs to activate, then the user

Some magic weapons have special abilities. Special abilities usually needs to utter a command word (a standard action). A

count as additional bonuses for determining the market value character can activate the special abilities of 50 pieces of

of the item, but do not modify attack or damage bonuses ammunition at the same time, assuming each piece has

(except where specifically noted). A single weapon cannot identical abilities.

have a modified bonus (enhancement bonus plus special Magic Weapons and Critical Hits: Some weapon qualities

ability bonus equivalents) higher than +10. A weapon with a and some specific weapons have an extra effect on a critical

special ability must also have at least a +1 enhancement hit. This special effect also functions against creatures not

bonus. Weapons cannot possess the same special ability more normally subject to critical hits. On a successful critical roll,

than once.

apply the special effect, but do not multiply the weapon's

Weapons or ammunition can be made of an unusual material. regular damage.

Roll d%: 01–95 indicates that the item is of a standard sort, Weapons for Unusually Sized Creatures: The cost of

and 96–100 indicates that it is made of a special material (see weapons for creatures who are neither Small nor Medium

Equipment).

varies (see Equipment). The cost of the masterwork quality

Caster Level for Weapons: The caster level of a weapon and any magical enhancement remains the same.

with a special ability is given in the item description. For an Special Qualities: Roll d%. A 01–30 result indicates that the

item with only an enhancement bonus and no other abilities, item sheds light, 31–45 indicates that something (a design,

the caster level is three times the enhancement bonus. If an inscription, or the like) provides a clue to the weapon's

item has both an enhancement bonus and a special ability, the function, and 46–100 indicates no special qualities.

higher of the two caster level requirements must be met.

Additional Damage Dice: Some magic weapons deal

additional dice of damage. Unlike other modifiers to damage,

Page 460

Magic Weapon Special Ability

Descriptions

Moderate conjuration; CL 8th; Craft Magic Arms and Armor,

summon monster I; Price +1 bonus.

A weapon with a special ability must also have at least a +1 Brilliant Energy: A brilliant energy weapon has its

enhancement bonus.

significant portion transformed into light, although this does

Anarchic: An anarchic weapon is infused with the power of not modify the item's weight. It always gives off light as a

chaos. It makes the weapon chaotically aligned and thus torch (20-foot radius). A brilliant energy weapon ignores

bypasses the corresponding damage reduction. It deals an nonliving matter. Armor and shield bonuses to AC (including

extra 2d6 points of damage against all creatures of lawful any enhancement bonuses to that armor) do not count against

alignment. It bestows one permanent negative level on any it because the weapon passes through armor. (Dexterity,

lawful creature attempting to wield it. The negative level deflection, dodge, natural armor, and other such bonuses still

remains as long as the weapon is in hand and disappears apply.) A brilliant energy weapon cannot harm undead,

when the weapon is no longer wielded. This negative level constructs, and objects. This property can only be applied to

cannot be overcome in any way (including restoration spells) melee weapons, thrown weapons, and ammunition.

while the weapon is wielded.

Strong transmutation ; CL 16th; Craft Magic Arms and

Moderate evocation [chaotic] ; CL 7th; Craft Magic Arms and Armor, gaseous form , continual flame; Price +4 bonus.

Armor, chaos hammer, creator must be chaotic; Price +2 Dancing: As a standard action, a dancing weapon can be bonus.

loosed to attack on its own. It fights for 4 rounds using the

Axiomatic: An axiomatic weapon is infused with lawful base attack bonus of the one who loosed it and then drops.

power. It makes the weapon law-aligned and thus bypasses While dancing, it cannot make attacks of opportunity, and the

the corresponding damage reduction. It deals an extra 2d6 person who activated it is not considered armed with the

points of damage against chaotic creatures. It bestows one weapon. The weapon is considered wielded or attended by

permanent negative level on any chaotic creature attempting the creature for all maneuvers and effects that target items.

to wield it. The negative level remains as long as the weapon While dancing, the weapon shares the same space as the

is in hand and disappears when the weapon is no longer activating character and can attack adjacent foes (weapons

wielded. This negative level cannot be overcome in any way with reach can attack opponents up to 10 feet away). The

(including restoration spells) while the weapon is wielded.

dancing weapon accompanies the person who activated it

everywhere, whether she moves by physical or magical

Moderate evocation [lawful] ; CL 7th; Craft Magic Arms and means. If the wielder who loosed it has an unoccupied hand,

Armor, order's wrath, creator must be lawful; Price +2 she can grasp it while it is attacking on its own as a free bonus.

action; when so retrieved, the weapon can't dance (attack on

Bane: A bane weapon excels against certain foes. Against a its own) again for 4 rounds.

designated foe, the weapon's enhancement bonus is +2 better Strong transmutation ; CL 15th; Craft Magic Arms and

than its actual bonus. It also deals an extra 2d6 points of Armor, animate objects; Price +4 bonus.

damage against the foe. To randomly determine a weapon's

designated foe, roll on the following table.

Defending: A defending weapon allows the wielder to

transfer some or all of the weapon's enhancement bonus to

d%

Designated Foe

his AC as a bonus that stacks with all others. As a free action,

01–05

Aberrations

the wielder chooses how to allocate the weapon's

06–09

Animals

enhancement bonus at the start of his turn before using the

weapon, and the bonus to AC lasts until his next turn.

10–16

Constructs

17–22

Dragons

Moderate abjuration ; CL 8th; Craft Magic Arms and Armor,

shield or shield of faith; Price +1 bonus.

23–27

Fey

28–60

Humanoids (pick one subtype)

Disruption: A disruption weapon is the bane of all undead.

Any undead creature struck in combat must succeed on a DC

61–65

Magical beasts

14 Will save or be destroyed. A disruption weapon must be a

66–70

Monstrous humanoids

bludgeoning melee weapon.

71–72

Oozes

Strong conjuration; CL 14th; Craft Magic Arms and Armor,

73–88

Outsiders (pick one subtype)

heal; Price +2 bonus.

89–90

Plants

Distance: This special ability can only be placed on a ranged

91–98

Undead

weapon. A distance weapon has double the range increment

99–100

Vermin

of other weapons of its kind.

Page 461

Moderate divination; CL 6th; Craft Magic Arms and Armor, Icy Burst: An icy burst weapon functions as a frost weapon

clairaudience/clairvoyance; Price +1 bonus.

that also explodes with frost upon striking a successful

critical hit. The frost does not harm the wielder. In addition

Flaming: Upon command, a flaming weapon is sheathed in to the extra damage from the frost ability, an icy burst

fire that deals an extra 1d6 points of fire damage on a weapon deals an extra 1d10 points of cold damage on a

successful hit. The fire does not harm the wielder. The effect successful critical hit. If the weapon's critical multiplier is

remains until another command is given.

×3, add an extra 2d10 points of cold damage instead, and if

Moderate evocation ; CL 10th; Craft Magic Arms and Armor the multiplier is ×4, add an extra 3d10 points.

and flame blade , flame strike, or fireball; Price +1 bonus.

Even if the frost ability is not active, the weapon still deals

Flaming Burst: A flaming burst weapon functions as a its extra cold damage on a successful critical hit.

flaming weapon that also explodes with flame upon striking a Moderate evocation ; CL 10th; Craft Magic Arms and Armor,

successful critical hit. The fire does not harm the wielder. In chill metal or ice storm; Price +2 bonus.

addition to the extra fire damage from the flaming ability

(see above), a flaming burst weapon deals an extra 1d10 Keen: This ability doubles the threat range of a weapon.

points of fire damage on a successful critical hit. If the Only piercing or slashing melee weapons can be keen. If you

weapon's critical multiplier is ×3, add an extra 2d10 points of roll this property randomly for an inappropriate weapon,

fire damage instead, and if the multiplier is ×4, add an extra reroll. This benefit doesn't stack with any other effect that

3d10 points of fire damage.

expands the threat range of a weapon (such as the keen edge

spell or the Improved Critical feat).

Even if the flaming ability is not active, the weapon still

deals its extra fire damage on a successful critical hit.

Moderate transmutation ; CL 10th; Craft Magic Arms and

Armor, keen edge; Price +1 bonus.

Strong evocation ; CL 12th; Craft Magic Arms and Armor

and flame blade , flame strike, or fireball; Price +2 bonus.

Ki Focus: The magic weapon serves as a channel for the

wielder's ki, allowing her to use her special ki attacks through

Frost: Upon command, a frost weapon is sheathed in icy the weapon as if they were unarmed attacks. These attacks

cold that deals an extra 1d6 points of cold damage on a include the monk's ki strike, quivering palm, and the successful hit. The cold does not harm the wielder. The effect Stunning Fist feat (including any condition that the monk can

remains until another command is given.

apply using this feat). Only melee weapons can have the ki

Moderate evocation ; CL 8th; Craft Magic Arms and Armor, focus ability.

chill metal or ice storm; Price +1 bonus.

Moderate transmutation; CL 8th; Craft Magic Arms and

Ghost Touch: A ghost touch weapon deals damage normally Armor, creator must be a monk; Price +1 bonus.

against incorporeal creatures, regardless of its bonus. An Merciful: The weapon deals an extra 1d6 points of damage,

incorporeal creature's 50% reduction in damage from and all damage it deals is nonlethal damage. On command,

corporeal sources does not apply to attacks made against it the weapon suppresses this ability until told to resume it

with ghost touch weapons. The weapon can be picked up and (allowing it to deal lethal damage, but without any bonus

moved by an incorporeal creature at any time. A manifesting damage from this ability).

ghost can wield the weapon against corporeal foes.

Essentially, a ghost touch weapon counts as both corporeal or Faint conjuration; CL 5th; Craft Magic Arms and Armor,

incorporeal.

cure light wounds; Price +1 bonus.

Moderate conjuration; CL 9th; Craft Magic Arms and Armor, Mighty Cleaving: A mighty cleaving weapon allows a

plane shift; Price +1 bonus.

wielder using the Cleave feat to make one additional attack if

the first attack hits, as long as the next foe is adjacent to the

Holy: A holy weapon is imbued with holy power. This power first and also within reach. This additional attack cannot be

makes the weapon good-aligned and thus bypasses the against the first foe. Only melee weapons can be mighty

corresponding damage reduction. It deals an extra 2d6 points cleaving weapons.

of damage against all creatures of evil alignment. It bestows

one permanent negative level on any evil creature attempting Moderate evocation ; CL 8th; Craft Magic Arms and Armor,

to wield it. The negative level remains as long as the weapon divine power; Price +1 bonus.

is in hand and disappears when the weapon is no longer

wielded. This negative level cannot be overcome in any way Returning: This special ability can only be placed on a

weapon that can be thrown. A returning weapon flies through

(including by restoration spells) while the weapon is

wielded.

the air back to the creature that threw it. It returns to the

thrower just before the creature's next turn (and is therefore

Moderate evocation [good]; CL 7th; Craft Magic Arms and ready to use again in that turn). Catching a returning weapon

Armor, holy smite, creator must be good; Price +2 bonus.

when it comes back is a free action. If the character can't

Page 462

catch it, or if the character has moved since throwing it, the spellcaster can cast any other targeted spell of up to 3rd level

weapon drops to the ground in the square from which it was into it. The weapon magically imparts to the wielder the

thrown.

name of the spell currently stored within it. A randomly

rolled spell storing weapon has a 50% chance to have a spell

Moderate transmutation ; CL 7th; Craft Magic Arms and stored in it already.

Armor, telekinesis; Price +1 bonus.

Strong evocation (plus aura of stored spell) ; CL 12th; Craft

Seeking: Only ranged weapons can have the seeking ability. Magic Arms and Armor, creator must be a caster of at least

The weapon veers toward its target, negating any miss 12th level; Price +1 bonus.

chances that would otherwise apply, such as from

concealment. The wielder still has to aim the weapon at the Thundering: A thundering weapon creates a cacophonous

right square. Arrows mistakenly shot into an empty space, for roar like thunder upon striking a successful critical hit. The

example, do not veer and hit invisible enemies, even if they sonic energy does not harm the wielder. A thundering

are nearby.

weapon deals an extra 1d8 points of sonic damage on a

successful critical hit. If the weapon's critical multiplier is

Strong divination; CL 12th; Craft Magic Arms and Armor, ×3, add an extra 2d8 points of sonic damage instead, and if

true seeing; Price +1 bonus.

the multiplier is ×4, add an extra 3d8 points of sonic damage.

Shock: Upon command, a shock weapon is sheathed in Subjects dealt critical hits by a thundering weapon must

crackling electricity that deals an extra 1d6 points of make a DC 14 Fortitude save or be deafened permanently.

electricity damage on a successful hit. The electricity does Faint necromancy ; CL 5th; Craft Magic Arms and Armor,

not harm the wielder. The effect remains until another blindness/deafness; Price +1 bonus.

command is given.

Throwing: This ability can only be placed on a melee

Moderate evocation ; CL 8th; Craft Magic Arms and Armor, weapon. A melee weapon crafted with this ability gains a

call lightning or lightning bolt; Price +1 bonus.

range increment of 10 feet and can be thrown by a wielder

Shocking Burst: A shocking burst weapon functions as a proficient in its normal use.

shock weapon that explodes with electricity upon striking a Faint transmutation ; CL 5th; Craft Magic Arms and Armor,

successful critical hit. The electricity does not harm the magic stone; Price +1 bonus.

wielder. In addition to the extra electricity damage from the

shock ability, a shocking burst weapon deals an extra 1d10 Unholy: An unholy weapon is imbued with unholy power.

points of electricity damage on a successful critical hit. If the This power makes the weapon evil-aligned and thus bypasses

weapon's critical multiplier is ×3, add an extra 2d10 points of the corresponding damage reduction. It deals an extra 2d6

electricity damage instead, and if the multiplier is ×4, add an points of damage against all creatures of good alignment. It

extra 3d10 points.

bestows one permanent negative level on any good creature

attempting to wield it. The negative level remains as long as

Even if the shock ability is not active, the weapon still deals the weapon is in hand and disappears when the weapon is no

its extra electricity damage on a successful critical hit.

longer wielded. This negative level cannot be overcome in

Moderate evocation ; CL 10th; Craft Magic Arms and Armor, any way (including restoration spells) while the weapon is

call lightning or lightning bolt; Price +2 bonus.

wielded.

Speed: When making a full-attack action, the wielder of a Moderate evocation [evil] ; CL 7th; Craft Magic Arms and

speed weapon may make one extra attack with it. The attack Armor, unholy blight, creator must be evil; Price +2 bonus.

uses the wielder's full base attack bonus, plus any modifiers Vicious: When a vicious weapon strikes an opponent, it

appropriate to the situation. (This benefit is not cumulative creates a flash of disruptive energy that resonates between

with similar effects, such as a haste spell.)

the opponent and the wielder. This energy deals an extra 2d6

Moderate transmutation ; CL 7th; Craft Magic Arms and points of damage to the opponent and 1d6 points of damage

Armor, haste; Price +3 bonus.

to the wielder. Only melee weapons can be vicious.

Spell Storing: A spell storing weapon allows a spellcaster to Moderate necromancy; CL 9th; Craft Magic Arms and

store a single targeted spell of up to 3rd level in the weapon. Armor, enervation; Price +1 bonus.

(The spell must have a casting time of 1 standard action.) Vorpal: This potent and feared ability allows the weapon to

Anytime the weapon strikes a creature and the creature takes sever the heads of those it strikes. Upon a roll of natural 20

damage from it, the weapon can immediately cast the spell (followed by a successful roll to confirm the critical hit), the

on that creature as a free action if the wielder desires. (This weapon severs the opponent's head (if it has one) from its

special ability is an exception to the general rule that casting body. Some creatures, such as many aberrations and all

a spell from an item takes at least as long as casting that spell oozes, have no heads. Others, such as golems and undead

normally.) Once the spell has been cast from the weapon, a creatures other than vampires, are not affected by the loss of

Page 463

their heads. Most other creatures, however, die when their

heads are cut off. A vorpal weapon must be a slashing melee

Table 16-11: Specific Weapons

weapon. If you roll this property randomly for an

inappropriate weapon, reroll.

Market

Minor Medium Major Specific Weapon

Price

Strong necromancy and transmutation ; CL 18th; Craft Magic

Arms and Armor , circle of death, keen edge; Price +5 bonus.

01–15

—

—

Sleep arrow

132 gp

16–25

—

—

Screaming bolt

267 gp

Wounding: A wounding weapon deals 1 point of bleed

damage when it hits a creature. Multiple hits from a

Silver dagger,

26–45

—

—

322 gp

wounding weapon increase the bleed damage. Bleeding

masterwork

creatures take the bleed damage at the start of their turns.

Cold iron longsword,

46–65

—

—

330 gp

Bleeding can be stopped by a DC 15 Heal check or through

masterwork

the application of any spell that cures hit point damage. A 66–75 01–09

—

Javelin of lightning

1,500 gp

critical hit does not multiply the bleed damage. Creatures 76–80 10–15

—

Slaying arrow

2,282 gp

immune to critical hits are immune to the bleed damage dealt 81–90 16–24

—

Adamantine dagger

3,002 gp

by this weapon.

91–

Moderate evocation; CL 10th; Craft Magic Arms and Armor,

25–33

—

Adamantine battleaxe 3,010 gp

100

bleed; Price +2 bonus.

Slaying arrow

—

34–37

—

4,057 gp

(greater)

Specific Weapons

—

38–40

—

Shatterspike

4,315 gp

—

41–46

—

Dagger of venom

8,302 gp

Adamantine Battleaxe

—

47–51

—

Trident of warning

10,115 gp

Aura no aura (nonmagical); CL —

—

52–57 01–04 Assassin's dagger

10,302 gp

Slot none; Price 3,010 gp; Weight 6 lbs.

—

58–62 05–07 Shifter's sorrow

12,780 gp

Trident of fish

Description

—

63–66 08–09

18,650 gp

command

This nonmagical axe is made out of adamantine. As a

—

67–74 10–13 Flame tongue

20,715 gp

masterwork weapon, it has a +1 enhancement bonus on

—

75–79 14–17 Luck blade ( 0 wishes) 22,060 gp

attack rolls.

—

80–86 18–24 Sword of subtlety

22,310 gp

Adamantine Dagger

—

87–91 25–31 Sword of the planes

22,315 gp

Aura no aura (nonmagical); CL —

—

92–95 32–37 Nine lives stealer

23,057 gp

—

96–98 38–42 Oathbow

25,600 gp

Slot none; Price 3,002 gp; Weight 1 lb.

—

99–100 43–46 Sword of life stealing 25,715 gp

Description

—

—

47–51 Mace of terror

38,552 gp

This nonmagical dagger is made out of adamantine. As a

—

—

52–57 Life-drinker

40,320 gp

masterwork weapon, it has a +1 enhancement bonus on

—

—

58–62 Sylvan scimitar

47,315 gp

attack rolls.

—

—

63–67 Rapier of puncturing 50,320 gp

Assassin's Dagger

—

—

68–73 Sun blade

50,335 gp

—

—

74–79 Frost brand

54,475 gp

Aura moderate necromancy; CL 9th

—

—

80–84 Dwarven thrower

60,312 gp

Slot none; Price 10,302 gp; Weight 1 lb.

—

—

85–91 Luck blade ( 1 wish)

62,360 gp

Description

—

—

92–95 Mace of smiting

75,312 gp

This wicked-looking, curved +2 dagger provides a +1 bonus

—

—

96–97 Luck blade ( 2 wishes) 102,660 gp

to the DC of a Fortitude save forced by the death attack of an

—

—

98–99 Holy avenger

120,630 gp

assassin.

—

—

100 Luck blade ( 3 wishes) 142,960 gp

Construction

Cost 5,302 gp

Requirements Craft Magic Arms and Armor, slay living;

Page 464

Dagger of Venom

Slot none; Price 54,475 gp; Weight 8 lbs.

Aura faint necromancy; CL 5th

Description

Slot none; Price 8,302 gp; Weight 1 lb.

This +3 frost greatsword sheds light as a torch when the

temperature drops below 0° F. At such times it cannot be

Description

concealed when drawn, nor can its light be shut off. Its

This black +1 dagger has a serrated edge. It allows the wielder is protected from fire; the sword absorbs the first 10

wielder to use a poison effect (as the spell, save DC 14) upon points of fire damage each round that the wielder would

a creature struck by the blade once per day. The wielder can otherwise take.

decide to use the power after he has struck. Doing so is a free A frost brand extinguishes all nonmagical fires in a 20-foot

action, but the poison effect must be invoked in the same radius. As a standard action, it can also dispel lasting fire

round that the dagger strikes.

spells, but not instantaneous effects. You must succeed on a

Construction

dispel check (1d20 +14) against each spell to dispel it. The

DC to dispel such spells is 11 + the caster level of the fire

Requirements Craft Magic Arms and Armor, poison; Cost spell.

4,302 gp

Construction

Dwarven Thrower

Requirements Craft Magic Arms and Armor, ice storm,

Aura moderate evocation; CL 10th

dispel magic, protection from energy; Cost 27,375 gp and 5

Slot none; Price 60,312 gp; Weight 5 lbs.

sp

Holy Avenger

Description

Aura strong abjuration; CL 18th

This weapon functions as a +2 warhammer in the hands of

most users. Yet in the hands of a dwarf, the warhammer gains Slot none; Price 120,630 gp; Weight 4 lbs.

an additional +1 enhancement bonus (for a total

enhancement bonus of +3) and gains the returning special Description

ability. It can be hurled with a 30-foot range increment. This +2 cold iron longsword becomes a +5 holy cold iron

When hurled, a dwarven thrower deals an extra 2d8 points of longsword in the hands of a paladin.

damage against creatures of the giant subtype or an extra 1d8

points of damage against any other target.

This sacred weapon provides spell resistance of 5 + the

paladin's level to the wielder and anyone adjacent to her. It

Construction

also enables the paladin to use greater dispel magic (once per

round as a standard action) at the class level of the paladin.

Requirements Craft Magic Arms and Armor, creator must Only the area dispel is possible, not the targeted dispel or

be a dwarf of at least 10th level; Cost 30,312 gp

counterspell versions of greater dispel magic.

Flame Tongue

Construction

Aura strong evocation; CL 12th

Requirements Craft Magic Arms and Armor, holy aura,

Slot none; Price 20,715 gp; Weight 4 lbs.

creator must be good; Cost 60,630 gp

Description

Javelin of Lightning

This is a +1 flaming burst longsword. Once per day, the Aura faint evocation; CL 5th

sword can blast forth a fiery ray at any target within 30 feet Slot none; Price 1,500 gp; Weight 2 lbs.

as a ranged touch attack. The ray deals 4d6 points of fire

damage on a successful hit.

Description

Construction

This javelin becomes a 5d6 lightning bolt when thrown

(Reflex DC 14 half). It is consumed in the attack.

Requirements Craft Magic Arms and Armor, scorching ray

and fireball, flame blade, or flame strike; Cost 10,515 gp Construction

Frost Brand

Requirements Craft Magic Arms and Armor, lightning bolt;

Aura strong evocation; CL 14th

Cost 750 gp

Page 465

Life-Drinker

Mace of Smiting

Aura strong necromancy; CL 13th

Aura moderate transmutation; CL 11th

Slot none; Price 40,320 gp; Weight 12 lbs.

Slot none; Price 75,312 gp; Weight 8 lbs.

Description

Description

This +1 greataxe is favored by undead and constructs, who This +3 adamantine heavy mace has a +5 enhancement

do not suffer its drawback. A life-drinker bestows two bonus against constructs, and a successful critical hit dealt to

negative levels on its target whenever it deals damage, just as a construct completely destroys the construct (no saving

if its target had been struck by an undead creature. One day throw). A critical hit dealt to an outsider deals ×4 damage

after being struck, subjects must make a DC 16 Fortitude rather than ×2.

save for each negative level or the negative levels become

permanent.

Construction

Each time a life-drinker deals damage to a foe, it also Requirements Craft Magic Arms and Armor, disintegrate;

bestows one negative level on the wielder. Any negative Cost 39,312 gp

levels gained by the wielder in this fashion lasts for 1 hour.

Mace of Terror

Construction

Aura strong necromancy; CL 13th

Requirements Craft Magic Arms and Armor, enervation; Slot none; Price 38,552 gp; Weight 8 lbs.

Cost 20,320 gp

Description

Longsword, Cold Iron Masterwork

This weapon usually appears to be a particularly frightening-

Aura no aura (nonmagical); CL —

looking iron or steel mace. On command, this +2 heavy

Slot none; Price 330 gp; Weight 4 lbs.

mace causes the wielder's clothes and appearance to

transform into an illusion of darkest horror such that living

Description

creatures in a 30-foot cone become panicked as if by a fear

spell (Will DC 16 partial). Those who fail take a –2 morale

This nonmagical longsword is crafted out of cold iron. As a penalty on saving throws, and they flee from the wielder. The

masterwork weapon, it has a +1 enhancement bonus on wielder may use this ability up to three times per day.

attack rolls.

Luck Blade

Construction

Aura strong evocation; CL 17th

Requirements Craft Magic Arms and Armor, fear; Cost

19,432 gp

Slot none; Price 22,060 gp (0 wishes), 62,360 gp (1 wish),

102,660 gp (2 wishes), 142,960 gp (3 wishes); Weight 2 lbs. Nine Lives Stealer

Description

Aura strong necromancy [evil]; CL 13th

Slot none; Price 23,057 gp; Weight 4 lbs.

This +2 short sword gives its possessor a +1 luck bonus on

all saving throws. Its possessor also gains the power of good Description

fortune, usable once per day. This extraordinary ability

allows its possessor to reroll one roll that she just made, This longsword always performs as a +2 longsword, but it

before the results are revealed. She must take the result of the also has the power to draw the life force from an opponent. It

reroll, even if it's worse than the original roll. In addition, a can do this nine times before the ability is lost. At that point,

luck blade may contain up to three wishes (when randomly the sword becomes a simple +2 longsword (with a faint evil

rolled, a luck blade holds 1d4–1 wishes, minimum 0). When aura). A critical hit must be dealt for the sword's death-

the last wish is used, the sword remains a +2 short sword, dealing ability to function, and this weapon has no effect on

still grants the +1 luck bonus, and still grants its reroll power. creatures not subject to critical hits. The victim is entitled to

a DC 20 Fortitude save to avoid death. If the save is

Construction

successful, the sword's death-dealing ability does not

function, no use of the ability is expended, and normal

Requirements Craft Magic Arms and Armor, wish or critical damage is determined. This sword is evil, and any

miracle; Cost 11,185 gp (0 wishes), 43,835 gp (1 wish), good character attempting to wield it gains two negative

76,485 gp (2 wishes), 109,135 gp (3 wishes).

levels. These negative levels remain as long as the sword is

Page 466

in hand and disappear when the sword is no longer wielded. Construction

These negative levels never result in actual level loss, but

they cannot be overcome in any way (including restoration Requirements Craft Magic Arms and Armor, harm; Cost

spells) while the sword is wielded.

25,320 gp

Construction

Screaming Bolt

Requirements Craft Magic Arms and Armor, finger of Aura faint enchantment; CL 5th

death; Cost 11,528 gp 5 sp.

Slot none; Price 267 gp; Weight 1/10 lb.

Oathbow

Description

Aura strong evocation; CL 15th

These +2 bolts scream when fired, forcing all enemies of the

Slot none; Price 25,600 gp; Weight 3 lbs.

wielder within 20 feet of the path of the bolt to succeed on a

DC 14 Will save or become shaken. This is a mind-affecting

Description

fear effect.

Of elven make, this white +2 composite longbow (+2 Str Construction

bonus) whispers, “Swift defeat to my enemies” in Elven

when nocked and pulled. Once per day, if the archer swears Requirements Craft Magic Arms and Armor, doom; Cost

aloud to slay her target (a free action), the bow's whisper 137 gp

becomes the shout “Death to those who have wronged me!” Shatterspike

Against such a sworn enemy, the bow has a +5 enhancement

bonus, and arrows launched from it deal an additional 2d6 Aura strong evocation; CL 13th

points of damage (and ×4 on a critical hit instead of the

normal ×3). After an enemy has been sworn, the bow is Slot none; Price 4,315 gp; Weight 4 lbs.

treated as only a masterwork weapon against all foes other Description

than the sworn enemy, and the archer takes a –1 penalty on

attack rolls with any weapon other than the oathbow. These This intimidating weapon appears to be a longsword with

bonuses and penalties last for 7 days or until the sworn multiple hooks, barbs, and serrations along the blade,

enemy is slain or destroyed by the wielder of the oathbow, excellent for catching and sundering a foe's weapon.

whichever comes first.

Wielders without the Improved Sunder feat use a

shatterspike as a +1 longsword only. Wielders with the

The oathbow may only have one sworn enemy at a time. Improved Sunder feat instead use shatterspike as a +4

Once the wielder swears to slay a target, he cannot make a longsword when attempting to sunder an opponent's weapon.

new oath until he has slain that target or 7 days have passed. Shatterspike can damage weapons with an enhancement

Even if the wielder slays the sworn enemy on the same day bonus of +4 or lower.

that he makes the oath, he cannot activate the oathbow's

special power again until 24 hours have passed from the time Construction

he made the oath.

Requirements Str 13, Craft Arms and Armor, Improved

Construction

Sunder, Power Attack, shatter; Cost 2,315 gp

Requirements Craft Magic Arms and Armor, creator must Shifter's Sorrow

be an elf; Cost 13,100 gp

Aura strong transmutation; CL 15th

Rapier of Puncturing

Slot none; Price 12,780 gp; Weight 10 lbs.

Aura strong necromancy; CL 13th

Description

Slot none; Price 50,320 gp; Weight 2 lbs.

This +1/+1 two-bladed sword has blades of alchemical

Description

silver. The weapon deals an extra 2d6 points of damage

against any creature with the shapechanger subtype. When a

Three times per day, this +2 wounding rapier allows the shapechanger or a creature in an alternate form (such as a

wielder to make a touch attack with the weapon that deals druid using wild shape) is struck by the weapon, it must

1d6 points of Constitution damage by draining blood. make a DC 15 Will save or return to its natural form.

Creatures immune to critical hits are immune to the

Constitution damage dealt by this weapon.

Page 467

Construction

d%

Designated Type or Subtype

45

Humanoids, gnoll

Requirements Craft Arms and Armor, baleful polymorph;

Cost 6,780 gp

46

Humanoids, gnome

47–49

Humanoids, goblinoid

Silver Dagger, Masterwork

50

Humanoids, halfling

Aura no aura (nonmagical); CL —

51–54

Humanoids, human

Slot none; Price 322 gp; Weight 1 lb.

55–57

Humanoids, reptilian

Description

58–60

Humanoids, orc

61–65

Magical beasts

As a masterwork weapon, this alchemical silver dagger has a 66–70

Monstrous humanoids

+1 enhancement bonus on attack rolls (but not to damage

rolls).

71–72

Oozes

73

Outsiders, air

Slaying Arrow

74–76

Outsiders, chaotic

Aura strong necromancy; CL 13th

77

Outsiders, earth

Slot none; Price 2,282 gp ( slaying arrow) or 4,057 gp 78–80

Outsiders, evil

( greater slaying arrow); Weight 1/10 lb.

81

Outsiders, fire

Description

82–84

Outsiders, good

85–87

Outsiders, lawful

This +1 arrow is keyed to a particular type or subtype of 88

Outsiders, water

creature. If it strikes such a creature, the target must make a

DC 20 Fortitude save or take 50 points of damage. Note that 89–90

Plants

even creatures normally exempt from Fortitude saves 91–98

Undead

(undead and constructs) are subject to this attack. When 99–100

Vermin

keyed to a living creature, this is a death effect (and thus

death ward protects a target). To determine the type or

subtype of creature the arrow is keyed to, roll on the table Sleep Arrow

below.

Aura faint enchantment; CL 5th

A greater slaying arrow functions just like a normal slaying Slot none; Price 132 gp; Weight 1/10 lb.

arrow, but the DC to avoid the death effect is 23 and the

arrow deals 100 points of damage if the saving throw is Description

failed.

This +1 arrow is painted white and has white fletching. If it

Construction

strikes a foe so that it would normally deal damage, it instead

bursts into magical energy that deals nonlethal damage (in

Requirements Craft Magic Arms and Armor, finger of death the same amount as would lethal damage) and forces the ( slaying arrow) or heightened finger of death ( greater target to make a DC 11 Will save or fall asleep.

slaying arrow); Cost 1,144 gp 5 sp ( slaying arrow) or 2,032

gp ( greater slaying arrow)

Construction

d%

Designated Type or Subtype

Requirements Craft Magic Arms and Armor, sleep; Cost 70

01–05

Aberrations

gp

06–09

Animals

Sun Blade

10–16

Constructs

Aura moderate evocation; CL 10th

17–27

Dragons

28–32

Fey

Slot none; Price 50,335 gp; Weight 2 lbs.

33

Humanoids, aquatic

Description

34–35

Humanoids, dwarf

This sword is the size of a bastard sword. However, a sun

36–37

Humanoids, elf

blade is wielded as if it were a short sword with respect to

38–44

Humanoids, giant

weight and ease of use. In other words, the weapon appears

to all viewers to be a bastard sword, and deals bastard sword

Page 468

damage, but the wielder feels and reacts as if the weapon Description

were a short sword. Any individual able to use either a

bastard sword or a short sword with proficiency is proficient This longsword has an enhancement bonus of +1 on the

in the use of a sun blade. Likewise, Weapon Focus and Material Plane, but on any Elemental Plane its enhancement

Weapon Specialization in short sword and bastard sword bonus increases to +2. The +2 enhancement bonus also

apply equally, but the benefits of those feats do not stack.

applies whenever the weapon is used against creatures native

to the Elemental Plane. It operates as a +3 longsword on the

In normal combat, the glowing golden blade of the weapon is Astral Plane and the Ethereal Plane, or when used against

equal to a +2 bastard sword. Against evil creatures, its opponents native to either of those planes. On any other

enhancement bonus is +4. Against Negative Energy Plane plane, or against any outsider, it functions as a +4 longsword.

creatures or undead creatures, the sword deals double

damage (and ×3 on a critical hit instead of the usual ×2).

Construction

The blade also has a special sunlight power. Once per day, Requirements Craft Magic Arms and Armor, plane shift;

the wielder can swing the blade vigorously above his head Cost 11,315 gp

while speaking a command word. The sun blade then sheds a

bright yellow radiance that acts like bright light and affects Sword of Subtlety

creatures susceptible to light as if it were natural sunlight. Aura moderate illusion; CL 7th

The radiance begins shining in a 10-foot radius around the

sword wielder and extends outward at 5 feet per round for 10 Slot none; Price 22,310 gp; Weight 2 lbs.

rounds thereafter, to create a globe of light with a 60-foot

radius. When the wielder stops swinging, the radiance fades Description

to a dim glow that persists for another minute before A +1 short sword with a thin, dull gray blade, this weapon

disappearing entirely. All sun blades are of good alignment, provides a +4 bonus on its wielder's attack and damage rolls

and any evil creature attempting to wield one gains one when he is making a sneak attack with it.

negative level. The negative level remains as long as the

sword is in hand and disappears when the sword is no longer Construction

wielded. This negative level cannot be overcome in any way

(including by restoration spells) while the sword is wielded. Requirements Craft Magic Arms and Armor, blur; Cost

11,310 gp

Construction

Sylvan Scimitar

Requirements Craft Magic Arms and Armor, daylight,

creator must be good; Cost 25,335 gp

Aura moderate evocation; CL 11th

Sword of Life Stealing

Slot none; Price 47,315 gp; Weight 4 lbs.

Description

Aura strong necromancy; CL 17th

Slot none; Price 25,715 gp; Weight 4 lbs.

This +3 scimitar, when used outdoors in a temperate climate,

grants its wielder the use of the Cleave feat and deals an

Description

extra 1d6 points of damage.

This black iron +2 longsword bestows a negative level when Construction

it deals a critical hit. The sword wielder gains 1d6 temporary

hit points each time a negative level is bestowed on another. Requirements Craft Magic Arms and Armor, divine power

These temporary hit points last for 24 hours. One day after or creator must be a 7th-level druid; Cost 23,815 gp

being struck, subjects must make a DC 16 Fortitude save for Trident of Fish Command

each negative level gained or they become permanent.

Aura moderate enchantment; CL 7th

Construction

Slot none; Price 18,650 gp; Weight 4 lbs.

Requirements Craft Magic Arms and Armor, enervation;

Cost 13,015 gp

Description

Sword of the Planes

The magical properties of this +1 trident with a 6-foot-long

haft enable its wielder to charm up to 14 HD of aquatic

Aura strong evocation; CL 15th

animals as per the spell charm animals (Will DC 16 negates,

Slot none; Price 22,315 gp; Weight 4 lbs.

animals get a +5 bonus if currently under attack by the

wielder or his allies), no two of which can be more than 30

Page 469

feet apart. The wielder can use this effect up to three times Slot none; Price 10,115 gp; Weight 4 lbs.

per day. The wielder can communicate with the animals as if

using a speak with animals spell. Animals making their Description

saving throws are free of control, but they will not approach A weapon of this type enables its wielder to determine the

within 10 feet of the trident.

location, depth, kind, and number of aquatic predators within

Construction

680 feet. A trident of warning must be grasped and pointed in

order for the character using it to gain such information, and

Requirements Craft Magic Arms and Armor, charm it requires 1 round to scan a hemisphere with a radius of 680

animals , speak with animals; Cost 9,482 gp and 5 sp

feet. The weapon is otherwise a +2 trident.

Trident of Warning

Construction

Aura moderate divination; CL 7th

Requirements Craft Magic Arms and Armor, locate

creature; Cost 5,215 gp

Potions so. The drinker of a potion is both the effective target and the

caster of the effect (though the potion indicates the caster

level, the drinker still controls the effect).

Table 16-12: Potions

The person applying an oil is the effective caster, but the

Minor Medium Major Spell Level Caster Level

object is the target.

01–20

—

—

0

1st

Physical Description: A typical potion or oil consists of 1

21–60

01–20

—

1st

1st

ounce of liquid held in a ceramic or glass vial fitted with a

61–100 21–60

01–20

2nd

3rd

tight stopper. The stoppered container is usually no more

than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit

—

61–100 21–100

3rd

5th

point, hardness 1, and a break DC of 12.

Table 16-13: Potion Costs

Identifying Potions: In addition to the standard methods of

identification, PCs can sample from each container they find

Spell Cleric, Druid,

Paladin,

Sorcerer

Bard

to attempt to determine the nature of the liquid inside with a

Level

Wizard

Ranger

Perception check. The DC of this check is equal to 15 + the

0

25 gp

25 gp

25 gp

—

spell level of the potion (although this DC might be higher

1st

50 gp

50 gp

50 gp

50 gp

for rare or unusual potions).

2nd

300 gp

400 gp

400 gp

400 gp

Activation: Drinking a potion or applying an oil requires no

3rd

750 gp

900 gp

1,050 gp

1,050 gp

special skill. The user merely removes the stopper and

swallows the potion or smears on the oil. The following rules

govern potion and oil use.

A potion is a magic liquid that produces its effect when

imbibed. Potions vary incredibly in appearance. Magic oils Drinking a potion or using an oil is a standard action. The

are similar to potions, except that oils are applied externally potion or oil takes effect immediately. Using a potion or oil

rather than imbibed. A potion or oil can be used only once. It provokes attacks of opportunity. An enemy may direct an

can duplicate the effect of a spell of up to 3rd level that has a attack of opportunity against the potion or oil container

casting time of less than 1 minute and targets one or more rather than against the character. A successful attack of this

creatures. The price of a potion is equal to the level of the sort can destroy the container, preventing the character from

spell × the creator's caster level × 50 gp. If the potion has a drinking the potion or applying the oil.

material component cost, it is added to the base price and A creature must be able to swallow a potion or smear on an

cost to create. Table: Potions gives sample prices for potions oil. Because of this, incorporeal creatures cannot use potions

created at the lowest possible caster level for each or oils. Any corporeal creature can imbibe a potion or use an

spellcasting class. Note that some spells appear at different oil.

levels for different casters. The level of such spells depends

on the caster brewing the potion.

A character can carefully administer a potion to an

unconscious creature as a full-round action, trickling the

Potions are like spells cast upon the imbiber. The character liquid down the creature's throat. Likewise, it takes a full-

taking the potion doesn't get to make any decisions about the round action to apply an oil to an unconscious creature.

effect—the caster who brewed the potion has already done

Page 470

Rings

Market

Minor Medium Major Ring

Price

Rings bestow magical powers upon their wearers. Only a

minor

rare few have charges—most magic rings are permanent and 97–98 57–61

—

Chameleon power

12,700 gp

potent magic items. Anyone can use a ring.

99–

62–66

—

Water walking

15,000 gp

A character can only effectively wear two magic rings. A 100

third magic ring doesn't work if the wearer is already

—

67–71

03–07 Protection + 3

18,000 gp

wearing two magic rings.

—

72–76

08–10 Spell storing, minor

18,000 gp

Physical Description: Rings have no appreciable weight.

—

77–81

11–15 Invisibility

20,000 gp

Although exceptions exist that are crafted from glass or

—

82–85

16–19 Wizardry ( I)

20,000 gp

bone, the vast majority of rings are forged from metal—

usually precious metals such as gold, silver, and platinum. A

—

86–90

20–25 Evasion

25,000 gp

ring has AC 13, 2 hit points, hardness 10, and a break DC of

—

91–93

26–28 X-ray vision

25,000 gp

25.

—

94–97

29–32 Blinking

27,000 gp

Activation: A ring's ability is usually activated by a spoken

Energy resistance,

—

98–100 33–39

28,000 gp

command word (a standard action that does not provoke

major

attacks of opportunity) or its effects work continually. Some

—

—

40–49 Protection + 4

32,000 gp

rings have unusual activations, as mentioned in the ring's

—

—

50–55 Wizardry ( II)

40,000 gp

specific description.

—

—

56–60 Freedom of movement 40,000 gp

Special Qualities: Roll d%. A result of 01 indicates the ring

Energy resistance,

is intelligent, 02–31 indicates that something (a design,

—

—

61–63

44,000 gp

greater

inscription, or the like) provides a clue to its function, and

32–100 indicates no special qualities. Intelligent items have

—

—

64–65 Friend shield (pair)

50,000 gp

extra abilities and sometimes extraordinary powers and

—

—

66–70 Protection + 5

50,000 gp

special purposes (see Intelligent Items). Rings with charges

—

—

71–74 Shooting stars

50,000 gp

can never be intelligent.

—

—

75–79 Spell storing

50,000 gp

—

—

80–83 Wizardry ( III)

70,000 gp

Table 16-14: Rings

—

—

84–86 Telekinesis

75,000 gp

Market

Minor Medium Major Ring

—

—

87–88 Regeneration

90,000 gp

Price

—

—

89–91 Spell turning

100,000 gp

01–18

—

—

Protection + 1

2,000 gp

—

—

92–93 Wizardry ( IV)

100,000 gp

19–28

—

—

Feather falling

2,200 gp

—

—

94

Three wishes

120,000 gp

29–36

—

—

Sustenance

2,500 gp

—

—

95

Djinni calling

125,000 gp

37–44

—

—

Climbing

2,500 gp

Elemental command

45–52

—

—

Jumping

2,500 gp

—

—

96

200,000 gp

(air)

53–60

—

—

Swimming

2,500 gp

Elemental command

—

—

97

200,000 gp

61–70 01–05

—

Counterspells

4,000 gp

(earth)

71–75 06–08

—

Mind shielding

8,000 gp

Elemental command

—

—

98

200,000 gp

76–80 09–18

—

Protection + 2

8,000 gp

(fire)

81–85 19–23

—

Force shield

8,500 gp

Elemental command

—

—

99

200,000 gp

(water)

86–90 24–28

—

Ram, the

8,600 gp

—

—

100 Spell storing, major

200,000 gp

—

29–34

—

Climbing, improved

10,000 gp

—

35–40

—

Jumping, improved

10,000 gp

—

41–46

—

Swimming, improved

10,000 gp Ring of Animal Friendship

91–93 47–50

—

Animal friendship

10,800 gp Aura faint enchantment; CL 3rd

94–96 51–56

01–02 Energy resistance,

12,000 gp Slot ring; Price 10,800 gp; Weight —

Page 471

Description

Slot ring; Price 10,000 gp; Weight —

A ring of animal friendship always bears some sort of Description

animal-like design in its craftsmanship. On command, this

ring affects an animal as if the wearer had cast charm animal. As a ring of climbing, except it grants a +10 competence

bonus on its wearer's Climb checks.

Construction

Construction

Requirements Forge Ring, charm animal; Cost 5,400 gp

Requirements Forge Ring, creator must have 10 ranks in the

Ring of Blinking

Climb skill; Cost 5,000 gp

Aura moderate transmutation; CL 7th

Ring of Counterspells

Slot ring; Price 27,000 gp; Weight —

Aura moderate evocation; CL 11th

Description

Slot ring; Price 4,000 gp; Weight —

On command, this ring makes the wearer blink, as the blink Description

spell.

This ring might seem to be a ring of spell storing upon first

Construction

examination. However, while it allows a single spell of 1st

through 6th level to be cast into it, that spell cannot be cast

Requirements Forge Ring, blink; Cost 13,500 gp

out of the ring again. Instead, should that spell ever be cast

Ring of Chameleon Power

upon the wearer, the spell is immediately countered, as a

counterspell action, requiring no action (or even knowledge)

Aura faint illusion; CL 3rd

on the wearer's part. Once so used, the spell cast within the

ring is gone. A new spell (or the same one as before) may be

Slot ring; Price 12,700 gp; Weight —

placed into it again.

Description

Construction

As a free action, the wearer of this ring can gain the ability to Requirements Forge Ring, imbue with spell ability; Cost magically blend in with the surroundings. This provides a 2,000 gp

+10 competence bonus on her Stealth checks. As a standard

action, she can also use the spell disguise self as often as she Ring of Djinni Calling

wants.

Aura strong conjuration; CL 17th

Construction

Slot ring; Price 125,000 gp; Weight —

Requirements Forge Ring, disguise self, invisibility; Cost Description 6,350 gp

Ring of Climbing

One of the many rings of fable, this “genie” ring is useful

indeed. It serves as a special gate by means of which a

Aura faint transmutation; CL 5th

specific djinni can be called from the Plane of Air. When the

ring is rubbed (a standard action), the call goes out, and the

Slot ring; Price 2,500 gp; Weight —

djinni appears on the next round. The djinni faithfully obeys

Description

and serves the wearer of the ring, but never for more than 1

hour per day. If the djinni of the ring is ever killed, the ring

This ring is actually a magic leather cord that ties around a becomes nonmagical and worthless.

finger. It continually grants the wearer a +5 competence

bonus on Climb checks.

Construction

Construction

Requirements Forge Ring, gate; Cost 62,500 gp

Requirements Forge Ring, creator must have 5 ranks in the Ring of Elemental Command

Climb skill; Cost 1,250 gp

Aura strong conjuration; CL 15th

Ring of Climbing, Improved

Slot ring; Price 200,000 gp; Weight —

Aura faint transmutation; CL 5th

Page 472

Description

condition is met to activate its full potential. It must be

reactivated each time a new wearer acquires it.

All four kinds of elemental command rings are very

powerful. Each appears to be nothing more than a lesser Ring of Elemental Command (Earth)

magic ring until fully activated (by meeting a special

•

Meld into stone (unlimited use, wearer only)

condition, such as single-handedly slaying an elemental of

•

Soften earth and stone (unlimited use)

the appropriate type or exposure to a sacred material of the

•

Stone shape (twice per day)

appropriate element), but each has certain other powers as

well as the following common properties.

•

Stoneskin (once per week, wearer only)

•

Passwall (twice per week)

Elementals of the plane to which the ring is attuned can't

•

Wall of stone (once per day)

attack the wearer, or even approach within 5 feet of him. If

the wearer desires, he may forego this protection and instead The ring appears to be a ring of meld into stone (allowing the

attempt to charm the elemental (as charm monster, Will DC wearer to cast meld into stone at will) until the established 17 negates). If the charm attempt fails, however, absolute condition is met.

protection is lost and no further attempt at charming can be Ring of Elemental Command (Fire)

made.

•

Resist energy (fire) (as a major ring of energy

Creatures from the plane to which the ring is attuned who

resistance [fire])

attack the wearer take a –1 penalty on their attack rolls. The

•

Burning hands (unlimited use)

ring wearer makes applicable saving throws against the

•

Flaming sphere (twice per day)

extraplanar creature's attacks with a +2 resistance bonus. He

gains a +4 morale bonus on all attack rolls against such

•

Pyrotechnics (twice per day)

creatures. Any weapon he uses bypasses the damage

•

Wall of fire (once per day)

reduction of such creatures, regardless of any qualities the

•

Flame strike (twice per week)

weapon may or may not have.

The ring appears to be a major ring of energy resistance

The wearer of the ring is able to converse with creatures (fire) until the established condition is met.

from the plane to which his ring is attuned. These creatures Ring of Elemental Command (Water)

recognize that he wears the ring, and show a healthy respect

for the wearer if alignments are similar. If alignments are

•

Water walk (unlimited use)

opposed, creatures fear the wearer if he is strong. If he is

•

Create water (unlimited use)

weak, they hate and desire to slay him.

•

Water breathing (unlimited use)

The possessor of a ring of elemental command takes a saving

•

Wall of ice (once per day)

throw penalty as follows:

•

Ice storm (twice per week)

•

Control water (twice per week)

Element

Saving Throw Penalty

The ring appears to be a ring of water walking until the

Air

–2 against earth-based effects

established condition is met.

Earth

–2 against air- or electricity-based effects

Fire

–2 against water- or cold-based effects

Construction

Water

–2 against fire-based effects

Requirements Forge Ring, summon monster VI, all

appropriate spells; Cost 100,000 gp

In addition to the powers described above, each specific ring Ring of Energy Resistance

gives its wearer the following abilities according to its kind.

Aura faint (minor) or moderate (major or greater) abjuration;

Ring of Elemental Command (Air)

CL 3rd (minor), 7th (major), or 11th (greater)

•

Feather fall (unlimited use, wearer only)

Slot ring; Price 12,000 gp (minor), 28,000 gp (major),

•

Resist energy (electricity) (unlimited use, wearer 44,000 gp (greater); Weight —

only)

Description

•

Gust of wind (twice per day)

•

Wind wall (unlimited use)

This ring continually protects the wearer from damage from

•

Air walk (once per day, wearer only)

one type of energy—acid, cold, electricity, fire, or sonic

•

Chain lightning (once per week)

(chosen by the creator of the item; determine randomly if

found as part of a treasure hoard). Each time the wearer

The ring appears to be a ring of feather falling until a certain would normally take such damage, subtract the ring's

Page 473

resistance value from the damage dealt.

Ring of Freedom of Movement

A minor ring of energy resistance grants 10 points of Aura moderate abjuration; CL 7th

resistance. A major ring of energy resistance grants 20 points

of resistance. A greater ring of energy resistance grants 30 Slot ring; Price 40,000 gp; Weight —

points of resistance.

Description

Construction

This gold ring allows the wearer to act as if continually under

Requirements Forge Ring, resist energy; Cost 6,000 gp the effect of a freedom of movement spell.

(minor), 14,000 gp (major), 22,000 gp (greater)

Construction

Ring of Evasion

Requirements Forge Ring, freedom of movement; Cost

Aura moderate transmutation; CL 7th

20,000 gp

Slot ring; Price 25,000 gp; Weight —

Ring of Friend Shield

Description

Aura moderate abjuration; CL 10th

This ring continually grants the wearer the ability to avoid Slot ring; Price 50,000 gp (for a pair); Weight —

damage as if she had evasion. Whenever she makes a Reflex Description

saving throw to determine whether she takes half damage, a

successful save results in no damage.

These curious rings always come in pairs. A friend shield

ring without its mate is useless. Either wearer of one of a pair

Construction

of the rings can, at any time, command his ring to cast a

Requirements Forge Ring, jump; Cost 12,500 gp

shield other spell with the wearer of the mated ring as the

recipient. This effect has no range limitation.

Ring of Feather Falling

Construction

Aura faint transmutation; CL 1st

Requirements Forge Ring, shield other; Cost 25,000 gp

Slot ring; Price 2,200 gp; Weight —

Ring of Invisibility

Description

Aura faint illusion; CL 3rd

This ring is crafted with a feather pattern all around its edge.

It acts exactly like a feather fall spell, activated immediately Slot ring; Price 20,000 gp; Weight —

if the wearer falls more than 5 feet.

Description

Construction

By activating this simple silver ring, the wearer can benefit

Requirements Forge Ring, feather fall; Cost 1,100 gp

from invisibility, as the spell.

Ring of Force Shield

Construction

Aura moderate evocation; CL 9th

Requirements Forge Ring, invisibility; Cost 10,000 gp

Slot ring; Price 8,500 gp; Weight —

Ring of Jumping

Description

Aura faint transmutation; CL 2th

An iron band, this simple ring generates a shield-sized (and Slot ring; Price 2,500 gp; Weight —

shield-shaped) wall of force that stays with the ring and can Description

be wielded by the wearer as if it were a heavy shield (+2

AC). This special creation has no armor check penalty or This ring continually allows the wearer to leap about,

arcane spell failure chance since it is weightless and providing a +5 competence bonus on all his Acrobatics

encumbrance-free. It can be activated and deactivated at will checks made to make high or long jumps.

as a free action.

Construction

Construction

Requirements Forge Ring, creator must have 5 ranks in the

Requirements Forge Ring, wall of force; Cost 4,250 gp

Acrobatics skill; Cost 1,250 gp

Page 474

Ring of Jumping, Improved

that resembles the head of a ram or a goat. This force strikes

a single target, dealing 1d6 points of damage if 1 charge is

Aura moderate transmutation; CL 7th

expended, 2d6 points if 2 charges are used, or 3d6 points if 3

Slot ring; Price 10,000 gp; Weight —

charges (the maximum) are used. Treat this as a ranged

attack with a 50-foot maximum range and no penalties for

Description

distance.

As a ring of jumping, except it grants a +10 competence The force of the blow is considerable, and those struck by the

bonus on its wearer's Acrobatics checks made to make high ring are subject to a bull rush if within 30 feet of the ring-

or long jumps.

wearer. The ram is Large and uses the ring's caster level as its

base attack bonus with a Strength of 25. This gives the ram a

Construction

Combat Maneuver Bonus of +17. The ram gains a +1 bonus

Requirements Forge Ring, creator must have 10 ranks in the on the bull rush attempt if 2 charges are expended, or +2 if 3

Acrobatics skill; Cost 5,000 gp

charges are expended.

Ring of Mind Shielding

In addition to its attack mode, the ring of the ram also has the

power to open doors as if it were a character with Strength

Aura faint abjuration; CL 3rd

25. This expends 1 charge. If 2 charges are expended, the

effect is equivalent to a character with Strength 27. If 3

Slot ring; Price 8,000 gp; Weight —

charges are expended, the effect is that of a character with

Description

Strength 29.

A newly created ring has 50 charges. When all the charges

This ring is usually of fine workmanship and wrought from are expended, the ring becomes a nonmagical item.

heavy gold. The wearer is continually immune to detect

thoughts, discern lies, and any attempt to magically discern Construction

her alignment .

Requirements Forge Ring, bull's strength, telekinesis; Cost Construction

4,300 gp

Requirements Forge Ring, nondetection; Cost 4,000 gp

Ring of Regeneration

Ring of Protection

Aura strong conjuration; CL 15th

Aura faint abjuration; CL 5th

Slot ring; Price 90,000 gp; Weight —

Slot ring; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp Description

(+3), 32,000 gp (+4), 50,000 gp (+5); Weight —

This white gold ring is generally set with a large green

Description

sapphire. When worn, the ring continually allows a living

wearer to heal 1 point of damage per round and an equal

This ring offers continual magical protection in the form of a amount of nonlethal damage. In addition, he is immune to

deflection bonus of +1 to +5 to AC.

bleed damage while wearing a ring of regeneration. If the

Construction

wearer loses a limb, an organ, or any other body part while

wearing this ring, the ring regenerates it as the spell. In

Requirements Forge Ring, shield of faith, caster must be of either case, only damage taken while wearing the ring is

a level at least three times the bonus of the ring; Cost 1,000 regenerated.

gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4),

25,000 gp (+5)

Construction

Ring of the Ram

Requirements Forge Ring, regenerate; Cost 45,000 gp

Aura moderate transmutation; CL 9th

Ring of Shooting Stars

Slot ring; Price 8,600 gp; Weight —

Aura strong evocation; CL 12th

Description

Slot ring; Price 50,000 gp; Weight —

The ring of the ram is an ornate ring forged of hard metal, Description

usually iron or an iron alloy. It has the head of a ram as its This ring has two modes of operation: one for being in dim

device. The wearer can command the ring to give forth a light or outdoors at night, and a second one when the wearer

ram-like force, manifested by a vaguely discernible shape

Page 475

is underground or indoors at night.

weapon. Those wearing metal armor and/or carrying a metal

weapon take 4d8 points of damage.

During the night, under the open sky or in areas of shadow or

darkness, the ring of shooting stars can perform the Construction

following functions on command.

Requirements Forge Ring , faerie fire, fireball, light,

•

Dancing lights (once per hour)

lightning bolt; Cost 25,000 gp

•

Light (twice per night)

•

Ball lightning (special, once per night)

Ring of Spell Storing, Minor

•

Shooting stars (special, three per week)

Aura faint evocation; CL 5th

The first special function, ball lightning , releases one to four Slot ring; Price 18,000 gp; Weight —

balls of lightning (ring wearer's choice). These glowing

globes resemble dancing lights, and the ring wearer controls Description

them similarly (see the dancing lights spell description). The

spheres have a 120-foot range and a duration of 4 rounds. A minor ring of spell storing contains up to three levels of

They can be moved at 120 feet per round. Each sphere is spells (either divine or arcane, or even a mix of both spell

about 3 feet in diameter, and any creature who comes within types) that the wearer can cast. Each spell has a caster level

5 feet of one causes its charge to dissipate, taking electricity equal to the minimum level needed to cast that spell. The

damage in the process according to the number of balls user need not provide any material components or focus to

created.

cast the spell, and there is no arcane spell failure chance for

wearing armor (because the ring wearer need not gesture).

Number of Balls

Damage per Ball

The activation time for the ring is the same as the casting

1 lightning ball

4d6 points of electricity damage

time for the relevant spell, with a minimum of 1 standard

action.

2 lightning balls

3d6 points of electricity damage each

3 lightning balls

2d6 points of electricity damage each

For a randomly generated ring, treat it as a scroll to

determine what spells are stored in it. If you roll a spell that

4 lightning balls

1d6 points of electricity damage each

would put the ring over the three-level limit, ignore that roll;

the ring has no more spells in it.

Once the ball lightning function is activated, the balls can be A spellcaster can cast any spells into the ring, so long as the

released at any time before the sun rises. Multiple balls can total spell levels do not add up to more than three.

be released in the same round.

Metamagic versions of spells take up storage space equal to

The second special function produces three shooting stars their spell level modified by the metamagic feat. A

that can be released from the ring each week, simultaneously spellcaster can use a scroll to put a spell into the minor ring

or one at a time. They impact for 12 points of damage and of spell storing.

spread (as a fireball) in a 5-foot-radius sphere for 24 points The ring magically imparts to the wearer the names of all

of fire damage.

spells currently stored within it.

Any creature struck by a shooting star takes full damage

from impact plus full fire damage from the spread unless it Construction

makes a DC 13 Reflex save. Creatures not struck but within Requirements Forge Ring, imbue with spell ability; Cost the spread ignore the impact damage and take only half 9,000 gp

damage from the fire spread on a successful DC 13 Reflex

save. Range is 70 feet, at the end of which the shooting star Ring of Spell Storing

explodes unless it strikes a creature or object before that. A Aura moderate evocation; CL 9th

shooting star always follows a straight line, and any creature

in its path must make a save or be hit by the projectile.

Slot ring; Price 50,000 gp; Weight —

Indoors at night, or underground, the ring of shooting stars Description

has the following properties.

As the minor ring of spell storing, except it holds up to 5

•

Faerie fire (twice per day)

levels of spells.

•

Spark shower (special, once per day)

Construction

The spark shower is a flying cloud of sizzling purple sparks

that fan out from the ring for a distance of 20 feet in an arc Requirements Forge Ring, imbue with spell ability; Cost 10 feet wide. Creatures within this area take 2d8 points of 25,000 gp

damage each if not wearing metal armor or carrying a metal

Page 476

Ring of Spell Storing, Major

etched into the band. It continually grants the wearer a +5

competence bonus on Swim checks.

Aura strong evocation; CL 17th

Construction

Slot ring; Price 200,000 gp; Weight —

Requirements Forge Ring, creator must have 5 ranks in the

Description

Swim skill; Cost 1,250 gp

As the minor ring of spell storing, except it holds up to 10 Ring of Swimming, Improved

levels of spells.

Aura moderate transmutation; CL 7th

Construction

Slot ring; Price 10,000 gp; Weight —

Requirements Forge Ring, imbue with spell ability; Cost

100,000 gp

Description

Ring of Spell Turning

As a ring of swimming, except it grants a +10 competence

bonus on its wearer's Swim checks.

Aura strong abjuration; CL 13th

Construction

Slot ring; Price 100,000 gp; Weight —

Requirements Forge Ring, creator must have 10 ranks in the

Description

Swim skill; Cost 5,000 gp

Up to three times per day on command, this simple platinum Ring of Telekinesis

band automatically reflects the next nine levels of spells cast

at the wearer, exactly as if spell turning had been cast upon Aura moderate transmutation; CL 9th

him.

Slot ring; Price 75,000 gp; Weight —

Construction

Description

Requirements Forge Ring, spell turning; Cost 50,000 gp

This ring allows the caster to use the spell telekinesis on

Ring of Sustenance

command.

Aura faint conjuration; CL 5th

Construction

Slot ring; Price 2,500 gp; Weight —

Requirements Forge Ring, telekinesis; Cost 37,500 gp

Description

Ring of Three Wishes

This ring continually provides its wearer with life-sustaining Aura strong universal or evocation (if miracle is used); CL

nourishment. The ring also refreshes the body and mind, so 20th

that its wearer needs only sleep 2 hours per day to gain the

benefit of 8 hours of sleep. This allows a spellcaster that Slot ring; Price 120,000 gp; Weight —

requires rest to prepare spells to do so after only 2 hours, but Description

this does not allow a spellcaster to prepare spells more than

once per day. The ring must be worn for a full week before it This ring is set with three rubies. Each ruby stores a wish

begins to work. If it is removed, the owner must wear it for spell, activated by the ring. When a wish is used, that ruby

another week to reattune it to himself.

disappears. For a randomly generated ring, roll 1d3 to

determine the remaining number of rubies. When all the

Construction

wishes are used, the ring becomes a nonmagical item.

Requirements Forge Ring, create food and water; Cost Construction

1,250 gp

Requirements Forge Ring, wish or miracle; Cost 97,500 gp

Ring of Swimming

Ring of Water Walking

Aura faint transmutation; CL 2nd

Aura moderate transmutation; CL 9th

Slot ring; Price 2,500 gp; Weight —

Slot ring; Price 15,000 gp; Weight —

Description

This silver ring usually has fish-like designs and motifs

Page 477

Description

Construction

This ring is often made of coral or bluish metal decorated Requirements Forge Ring, limited wish; Cost 10,000 gp (I),

with wave motifs. It allows the wearer to continually utilize 20,000 gp (II), 35,000 gp (III), 50,000 gp (IV)

the effects of the spell water walk.

Ring of X-Ray Vision

Construction

Aura moderate divination; CL 6th

Requirements Forge Ring, water walk; Cost 7,500 gp

Slot ring; Price 25,000 gp; Weight —

Ring of Wizardry

Description

Aura moderate ( wizardry I) or strong ( wizardry II–IV) (no

school); CL 11th ( I), 14th ( II), 17th ( III), 20th ( IV)

On command, this ring gives its wearer the ability to see into

and through solid matter. Vision range is 20 feet, with the

Slot ring; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), viewer seeing as if he were looking at something in normal

100,000 gp (IV); Weight —

light even if there is no illumination. X-ray vision can

penetrate 1 foot of stone, 1 inch of common metal, or up to 3

Description

feet of wood or dirt. Thicker substances or a thin sheet of

This special ring comes in four kinds ( ring of wizardry I, lead blocks the vision.

ring of wizardry II, ring of wizardry III, and ring of wizardry Using the ring is exhausting, causing the wearer 1 point of

IV), all of them useful only to arcane spellcasters. The Constitution damage per minute after the first 10 minutes of

wearer's arcane spells per day are doubled for one specific use in a single day. The ring must be used in 1-minute

spell level. A ring of wizardry I doubles 1st-level spells, a increments.

ring of wizardry II doubles 2nd-level spells, a ring of

wizardry III doubles 3rd-level spells, and a ring of wizardry Construction

IV doubles 4th-level spells. Bonus spells from high ability

scores or school specialization are not doubled.

Requirements Forge Ring, true seeing; Cost 12,500 gp

Rods

Market

Medium Major

Rod

Price

—

26–30

Enemy detection

23,500 gp

Table 16-15: Rods

—

31–36 Metamagic, Enlarge, gr eater 24,500 gp

Market

Medium Major

Rod

—

37–42 Metamagic, Extend, gr eater

24,500 gp

Price

—

43–48 Metamagic, Silent, gr eater

24,500 gp

01–07

—

Metamagic, Enlarge, l esser

3,000 gp

—

49–53

Splendor

25,000 gp

08–14

—

Metamagic, Extend, l esser

3,000 gp

—

54–58

Withering

25,000 gp

15–21

—

Metamagic, Silent, l esser

3,000 gp

98–99 59–64

Metamagic, Empower

32,500 gp

22–28

—

Immovable

5,000 gp

—

65–69

Thunder and lightning

33,000 gp

29–35

—

Metamagic, Empower, l esser

9,000 gp

100

70–73 Metamagic, Quicken, l esser

35,000 gp

36–42

—

Metal and mineral detection

10,500 gp

—

74–77

Negation

37,000 gp

43–53 01–04

Cancellation

11,000 gp

—

78–80

Absorption

50,000 gp

54–57 05–06

Metamagic, Enlarge

11,000 gp

—

81–84

Flailing

50,000 gp

58–61 07–08

Metamagic, Extend

11,000 gp

—

85–86

Metamagic, Maximize

54,000 gp

62–65 09–10

Metamagic, Silent

11,000 gp

—

87–88

Rulership

60,000 gp

66–71 11–14

Wonder

12,000 gp

—

89–90

Security

61,000 gp

72–79 15–19

Python

13,000 gp

—

91–92

Lordly might

70,000 gp

Metamagic, Maximize,

80–83

—

14,000 gp

Metamagic, Empower,

lesser

—

93–94

73,000 gp

greater

84–89 20–21

Flame extinguishing

15,000 gp

—

95–96

Metamagic, Quicken

75,500 gp

90–97 22–25

Viper

19,000 gp

Page 478

Market

spell. All the rods described here are use-activated (but

Medium Major

Rod

Price

casting spells in a threatened area still draws an attack of

—

97–98

Alertness

85,000 gp

opportunity). A caster may only use one metamagic rod on

any given spell, but it is permissible to combine a rod with

Metamagic, Maximize,

—

99

121,500 gp metamagic feats possessed by the rod's wielder. In this case,

greater

only the feats possessed by the wielder adjust the spell slot of

Metamagic, Quicken,

—

100

170,000 gp the spell being cast.

greater

Possession of a metamagic rod does not confer the associated

feat on the owner, only the ability to use the given feat a

Rods are scepter-like devices that have unique magical specified number of times per day. A sorcerer still must take

powers and do not usually have charges. Anyone can use a a full-round action when using a metamagic rod, just as if

rod.

using a metamagic feat he possesses (except for quicken

metamagic rods, which can be used as a swift action).

Physical Description: Rods weigh approximately 5 pounds.

They range from 2 feet to 3 feet long and are usually made of Lesser and Greater Metamagic Rods: Normal metamagic

iron or some other metal. (Many, as noted in their rods can be used with spells of 6th level or lower. Lesser rods

descriptions, can function as light maces or clubs due to their can be used with spells of 3rd level or lower, while greater

hardy construction.) These sturdy items have AC 9, 10 hit rods can be used with spells of 9th level or lower.

points, hardness 10, and a break DC of 27.

Metamagic, Empower

Activation: Details relating to rod use vary from item to

item. Unless noted otherwise, you must be holding a rod to Aura strong (no school); CL 17th

use its abilities. See the individual descriptions for specifics. Slot none; Price 9,000 gp (lesser), 32,500 gp (normal),

Special Qualities: Roll d%. A 01 result indicates the rod is 73,000 gp (greater); Weight 5 lbs.

intelligent, 02–31 indicates that something (a design, Description

inscription, or the like) provides a clue to its function, and

32–100 indicates no special qualities. Intelligent items have The wielder can cast up to three spells per day that are

extra abilities and sometimes extraordinary powers and empowered as though using the Empower Spell feat.

special purposes (see Intelligent Items).

Construction

Rods with charges can never be intelligent.

Requirements Craft Rod, Empower Spell; Cost 4,500 gp

Immovable Rod

(lesser), 16,250 gp (normal), 36,500 gp (greater)

Aura moderate transmutation; CL 10th

Metamagic, Enlarge

Slot none; Price 5,000 gp; Weight 5 lbs.

Aura strong (no school); CL 17th

Description

Slot none; Price 3,000 gp (lesser), 11,000 gp (normal),

This rod looks like a flat iron bar with a small button on one 24,500 gp (greater); Weight 5 lbs.

end. When the button is pushed (a move action), the rod does Description

not move from where it is, even if staying in place defies

gravity. Thus, the owner can lift or place the rod wherever he The wielder can cast up to three spells per day that are

wishes, push the button, and let go. Several immovable rods enlarged as though using the Enlarge Spell feat.

can even make a ladder when used together (although only

two are needed). An immovable rod can support up to 8,000 Construction

pounds before falling to the ground. If a creature pushes Requirements Craft Rod, Enlarge Spell; Cost 1,500 gp

against an immovable rod, it must make a DC 30 Strength (lesser), 5,500 gp (normal), 12,250 gp (greater)

check to move the rod up to 10 feet in a single round.

Metamagic, Extend

Construction

Aura strong (no school); CL 17th

Requirements Craft Rod, levitate; Cost 2,500 gp

Slot none; Price 3,000 gp (lesser), 11,000 gp (normal),

Metamagic Rods

24,500 gp (greater); Weight 5 lbs.

Metamagic rods hold the essence of a metamagic feat, Description

allowing the user to apply metamagic effects to spells as they

are cast. This does not change the spell slot of the altered The wielder can cast up to three spells per day that are

Page 479

extended as though using the Extend Spell feat.

Description

Construction

This rod absorbs spells or spell-like abilities into itself. The

magic absorbed must be a single-target spell or a ray directed

Requirements Craft Rod, Extend Spell; Cost 1,500 gp at either the character holding the rod or her gear. The rod

(lesser), 5,500 gp (normal), 12,250 gp (greater)

then nullifies the spell's effect and stores its potential until

Metamagic, Maximize

the wielder releases this energy in the form of spells of her

own. She can instantly detect a spell's level as the rod

Aura strong (no school); CL 17th

absorbs that spell's energy. Absorption requires no action on

Slot none; Price 14,000 gp (lesser), 54,000 gp (normal), the part of the user if the rod is in hand at the time.

121,500 gp (greater); Weight 5 lbs.

A running total of absorbed (and used) spell levels should be

Description

kept. The wielder of the rod can use captured spell energy to

cast any spell she has prepared, without expending the

The wielder can cast up to three spells per day that are preparation itself. The only restrictions are that the levels of

maximized as though using the Maximize Spell feat.

spell energy stored in the rod must be equal to or greater than

the level of the spell the wielder wants to cast, that any

Construction

material components required for the spell be present, and

that the rod be in hand when casting. For casters such as

Requirements Craft Rod, Maximize Spell feat; Cost 7,000 bards or sorcerers who do not prepare spells, the rod's energy

gp (lesser), 27,000 gp (normal), 60,750 gp (greater)

can be used to cast any spell of the appropriate level or levels

Metamagic, Quicken

that they know.

Aura strong (no school); CL 17th

A rod of absorption absorbs a maximum of 50 spell levels

and can thereafter only discharge any remaining potential it

Slot none; Price 35,000 gp (lesser), 75,500 gp (normal), might have. The rod cannot be recharged. The wielder knows

170,000 gp (greater); Weight 5 lbs.

the rod's remaining absorbing potential and current amount

Description

of stored energy.

To determine the absorption potential remaining in a newly

The wielder can cast up to three spells per day that are found rod, roll d% and divide the result by 2. Then roll d%

quickened as though using the Quicken Spell feat.

again: on a result of 71–100, half the levels already absorbed

Construction

by the rod are still stored within.

Requirements Craft Rod, Quicken Spell; Cost 17,500 gp Construction

(lesser), 37,750 gp (normal), 85,000 gp (greater)

Requirements Craft Rod, spell turning; Cost 25,000 gp

Metamagic, Silent

Rod of Alertness

Aura strong (no school); CL 17th

Aura moderate abjuration, divination, enchantment, and

Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), evocation; CL 11th

24,500 gp (greater); Weight 5 lbs.

Slot none; Price 85,000 gp; Weight 4 lbs.

Description

Description

The wielder can cast up to three spells per day without verbal This rod is indistinguishable from a +1 light mace. It has

components as though using the Silent Spell feat.

eight flanges on its mace-like head. The rod bestows a +1

Construction

insight bonus on initiative checks. If grasped firmly, the rod

enables the holder to use detect evil, detect good, detect

Requirements Craft Rod, Silent Spell; Cost 1,500 gp chaos, detect law, detect magic, discern lies, light, or see

(lesser), 5,500 gp (normal), 12,250 gp (greater)

invisibility. Each different use is a standard action.

Rod of Absorption

If the head of a rod of alertness is planted in the ground and

the possessor wills it to alertness (a standard action), the rod

Aura strong abjuration; CL 15th

senses any creatures within 120 feet who intend to harm the

Slot none; Price 50,000 gp; Weight 5 lbs.

possessor. At the same time, the rod creates the effect of a

prayer spell upon all creatures friendly to the possessor in a

20-foot radius. Immediately thereafter, the rod sends forth a

Page 480

mental alert to these friendly creatures, warning them of any Construction

unfriendly creatures within the 120-foot radius. These effects

last for 10 minutes, and the rod can perform this function Requirements Craft Rod, true seeing; Cost 11,750 gp

once per day. Last, the rod can be used to simulate the Rod of Flailing

casting of an animate objects spell, utilizing any 11 (or

fewer) Small objects located roughly around the perimeter of Aura moderate enchantment; CL 9th

a 5-foot-radius circle centered on the rod when planted in the

ground. Objects remain animated for 11 rounds. The rod can Slot none; Price 50,000 gp; Weight 5 lbs.

perform this function once per day.

Description

Construction

Upon the command of its possessor, the rod activates,

Requirements Craft Rod, alarm, animate objects, detect changing from a normal-seeming rod to a +3/+3 dire flail.

chaos, detect evil, detect good, detect law, detect magic, The dire flail is a double weapon, which means that each of

discern lies , light , prayer , see invisibility; Cost 42,500 gp the weapon's heads can be used to attack. The wielder can

gain an extra attack (with the second head) at the cost of

Rod of Cancellation

making all attacks at a –2 penalty (as if she had the Two-

Weapon Fighting feat).

Aura strong abjuration; CL 17th

Once per day, the wielder can use a free action to cause the

Slot none; Price 11,000 gp; Weight 5 lbs.

rod to grant her a +4 deflection bonus to Armor Class and a

Description

+4 resistance bonus on saving throws for 10 minutes. The

rod need not be in weapon form to grant this benefit.

This dreaded rod is a bane to magic items, for its touch

drains an item of all magical properties. The item touched Transforming it into a weapon or back into a rod is a move

action.

must make a DC 23 Will save to prevent the rod from

draining it. If a creature is holding it at the time, then the Construction

item can use the holder's Will save bonus in place of its own

if the holder's is better. In such cases, contact is made by Requirements Craft Rod, Craft Magic Arms and Armor,

making a melee touch attack roll. Upon draining an item, the bless; Cost 25,000 gp

rod itself becomes brittle and cannot be used again. Drained Rod of Flame Extinguishing

items are only restorable by wis h or miracle. If a sphere of

annihilation and a rod of cancellation negate each other, Aura strong transmutation; CL 12th

nothing can restore either of them.

Slot none; Price 15,000 gp; Weight 5 lbs.

Construction

Description

Requirements Craft Rod, mage's disjunction; Cost 5,500 gp This rod can extinguish Medium or smaller nonmagical fires

Rod of Enemy Detection

with simply a touch (a standard action). For the rod to be

effective against other sorts of fires, the wielder must expend

Aura moderate divination; CL 10th

1 or more of the rod's charges.

Slot none; Price 23,500 gp; Weight 5 lbs.

Extinguishing a Large or larger nonmagical fire, or a magic

Description

fire of Medium or smaller (such as that of a flaming weapon

or a burning hands spell), expends 1 charge. Continual magic

This device pulses in the wielder's hand and points in the flames, such as those of a weapon or a fire creature, are

direction of any creature or creatures hostile to the bearer of suppressed for 6 rounds and flare up again after that time. To

the device (nearest ones first). These creatures can be extinguish an instantaneous fire spell, the rod must be within

invisible, ethereal, hidden, disguised, or in plain sight. the area of the effect and the wielder must have used a ready

Detection range is 60 feet. If the bearer of the rod action, effectively countering the entire spell.

concentrates for a full round, the rod pinpoints the location of When applied to Large or larger magic fires, such as those

the nearest enemy and indicates how many enemies are caused by fireball, flame strike, or wall of fire, extinguishing within range. The rod can be used to pinpoint three times the flames expends 2 charges from the rod.

each day, each use lasting up to 10 minutes. Activating the

rod is a standard action.

If a rod of flame extinguishing is touched to a creature with

the fire subtype by making a successful melee touch attack,

the rod deals 6d6 points of damage to the creature. This use

requires 3 charges.

Page 481

A rod of flame extinguishing has 10 charges when found. The following other functions of the rod also have no limit

Spent charges are renewed every day, so that a wielder can on the number of times they can be employed.

expend up to 10 charges in any 24-hour period.

•

Climbing pole/ladder. When button 4 is pushed, a

Construction

spike that can anchor in stone is extruded from the

ball, while the other end sprouts three sharp hooks.

Requirements Craft Rod, pyrotechnics; Cost 7,500 gp

The rod lengthens to anywhere between 5 and 50

Rod of Lordly Might

feet in a single round, stopping when button 4 is

pushed again. Horizontal bars 3 inches long fold out

Aura strong enchantment, evocation, necromancy, and

from the sides, 1 foot apart, in staggered

transmutation; CL 19th

progression. The rod is firmly held by the spike and

hooks and can bear up to 4,000 pounds. The wielder

Slot none; Price 70,000 gp; Weight 10 lbs.

can retract the pole by pushing button 5.

Description

•

The ladder function can be used to force open doors.

The wielder plants the rod's base 30 feet or less

This rod has functions that are spell-like, and it can also be

from the portal to be forced and in line with it, then

used as a magic weapon of various sorts. In addition, it has

pushes button 4. The force exerted has a Strength

several more mundane uses. The rod of lordly might is metal,

modifier of +12.

thicker than other rods, with a flanged ball at one end and six

•

When button 6 is pushed, the rod indicates magnetic

stud-like buttons along its length. Pushing any of the rod's

north and gives the wielder knowledge of his

buttons is an action equivalent to drawing a weapon, and the

approximate depth beneath the surface or height

rod weighs 10 pounds.

above it.

The following spell-like functions of the rod can each be Construction

used once per day.

Requirements Craft Magic Arms and Armor, Craft Rod ,

•

Hold person upon a touched creature, if the wielder

so commands (Will DC 14 negates). The wielder bull's strength, fear, flame blade, hold person, inflict light

must choose to use this power (a free action) and wounds; Cost 35,000 gp

then succeed on a melee touch attack to activate the Rod of Metal and Mineral Detection

power. If the attack fails, the effect is lost.

•

Fear upon all enemies viewing it, if the wielder so Aura moderate divination; CL 9th

desires (10-foot maximum range, Will DC 16 Slot none; Price 10,500 gp; Weight 5 lbs.

partial). Invoking this power is a standard action.

•

Deal 2d4 hit points of damage to an opponent on a Description

successful touch attack (Will DC 17 half) and cure This rod is valued by treasure hunters and miners alike, for it

the wielder of the same amount of damage. The pulses and hums in the wielder's hand in the proximity of

wielder must choose to use this power before metal. As the wearer aims the rod, the pulsations grow more

attacking, as with hold person.

noticeable as it points to the largest mass of metal within 30

The following functions of the rod have no limit on the feet. However, the wielder can concentrate on a specific

number of times they can be employed.

metal or mineral. If the specific mineral is within 30 feet, the

rod points to any places it is located, and the rod wielder

•

In its normal form, the rod can be used as a +2 light knows the approximate quantity as well. If more than one

mace.

deposit of the specified metal or mineral is within range, the

•

When button 1 is pushed, the rod becomes a +1 rod points to the largest cache first. Each operation requires a

flaming longsword. A blade springs from the ball, full-round action.

with the ball itself becoming the sword's hilt. The

weapon stretches to an overall length of 4 feet.

Construction

•

When button 2 is pushed, the rod becomes a +4

battleaxe. A wide blade springs forth at the ball, and Requirements Craft Rod, locate object; Cost 5,250 gp

the whole lengthens to 4 feet.

Rod of Negation

•

When button 3 is pushed, the rod becomes a +3

shortspear or +3 longspear. The spear blade springs Aura strong varied; CL 15th

forth, and the handle can be lengthened up to 12 feet Slot none; Price 37,000 gp; Weight 5 lbs.

(wielder's choice) for an overall length ranging from

6 feet to 15 feet. At its 15-foot length, the rod is

suitable for use as a lance.

Page 482

Description

16 Will save to negate the effect. Ruled creatures obey the

wielder as if she were their absolute sovereign. Still, if the

This device negates the spell or spell-like function or wielder gives a command that is contrary to the nature of the

functions of magic items. The wielder points the rod at the creatures commanded, the magic is broken. The rod can be

magic item, and a pale gray beam shoots forth to touch the used for 500 total minutes before crumbling to dust. This

target device, attacking as a ray (a ranged touch attack). The duration need not be continuous.

ray functions as a greater dispel magic spell, except it only

affects magic items. To negate instantaneous effects from an Construction

item, the rod wielder needs to have a readied action. The Requirements Craft Rod, mass charm monster; Cost 32,500

dispel check uses the rod's caster level (15th). The target item

gets no saving throw, although the rod can't negate artifacts gp

(even minor artifacts). The rod can function three times per Rod of Security

day.

Aura strong conjuration; CL 20th

Construction

Slot none; Price 61,000 gp; Weight 5 lbs.

Requirements Craft Rod, dispel magic, and limited wish or

miracle; Cost 18,500 gp

Description

Rod of the Python

This item creates a nondimensional space, a pocket paradise.

There the rod's possessor and as many as 199 other creatures

Aura moderate transmutation; CL 10th

can stay in complete safety for a period of time, up to 200

days divided by the number of creatures affected. All

Slot none; Price 13,000 gp; Weight 5 lbs.

fractions are rounded down. In this pocket paradise, creatures

Description

don't age, and natural healing takes place at twice the normal

rate. Fresh water and food (fruits and vegetables only) are in

Unlike most rods, one end of this rod curls and twists back abundance. The climate is comfortable for all creatures

on itself in a crook—the tip of this crook sometimes looks involved.

like the head of a snake. The rod itself is about 4 feet long

and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If Activating the rod (a standard action) causes the wielder and

the user throws the rod to the ground (a standard action), it all creatures touching the rod to be transported

grows to become a constrictor snake by the end of the round. instantaneously to the paradise. Members of large groups can

The python obeys all commands of the owner. (In animal hold hands or otherwise maintain physical contact, allowing

form, it retains the +1 enhancement bonus on attacks and all connected creatures in a circle or a chain to be affected by

damage possessed by the rod form.) The serpent returns to the rod. Unwilling creatures get a DC 17 Will save to negate

rod form (a full-round action) whenever the wielder desires, the effect. If such a creature succeeds on its save, other

or whenever it moves farther than 100 feet from the owner. If creatures beyond that point in a chain can still be affected by

the snake form is slain, it returns to rod form and cannot be the rod.

activated again for three days. A rod of the python only When the rod's effect expires, is dismissed, or is dispelled, all

functions if the possessor is good.

the affected creatures instantly reappear in the location they

occupied when the rod was activated. If something else

Construction

occupies the space that a traveler would be returning to, then

Requirements Craft Rod, Craft Magic Arms and Armor, his body is displaced a sufficient distance to provide the

baleful polymorph, creator must be good; Cost 6,500 gp

space required for reentry. The rod's possessor can dismiss

the effect whenever he wishes before the maximum time

Rod of Rulership

period expires, but the rod can only be activated once per

Aura strong enchantment; CL 20th

week.

Slot none; Price 60,000 gp; Weight 8 lbs.

Construction

Description

Requirements Craft Rod, gate; Cost 30,500 gp

This rod looks like a royal scepter worth at least 5,000 gp in Rod of Splendor

materials and workmanship alone. The wielder can command Aura strong conjuration and transmutation; CL 12th

the obedience and fealty of creatures within 120 feet when

she activates the device (a standard action). Creatures Slot none; Price 25,000 gp; Weight 5 lbs.

totaling 300 Hit Dice can be ruled, but creatures with

Intelligence scores of 12 or higher are each entitled to a DC

Page 483

Description

round.

•

Thunderclap: Once per day as a standard action,

The possessor of this fantastically bejeweled rod gains a +4

the wielder can cause the rod to give out a deafening

enhancement bonus to her Charisma score for as long as she

noise, just as a shout spell (Fortitude DC 16 partial,

holds or carries the item. Once per day, the rod garbs her in

2d6 points of sonic damage, target deafened for 2d6

magically created clothing of the finest fabrics, plus

rounds).

adornments of furs and jewels.

•

Lightning Stroke: Once per day as a standard

Apparel created by the magic of the rod remains in existence

action, the wielder can cause the rod to shoot out a

for 12 hours. However, if the possessor attempts to sell or

5-foot-wide lightning bolt (9d6 points of electricity

give away any part of it, use it for a spell component, or the

damage, Reflex DC 16 half) to a range of 200 feet.

like, all the apparel immediately disappears. The same

•

Thunder and Lightning: Once per week as a

applies if any of it is forcibly taken from her.

standard action, the wielder of the rod can combine

the thunderclap described above with a lightning

The value of noble garb created by the rod ranges from 7,000

bolt, as in the lightning stroke. The thunderclap

to 10,000 gp (1d4+6 × 1,000 gp)—1,000 gp for the fabric

affects all within 10 feet of the bolt. The lightning

alone, 5,000 gp for the furs, and the rest for the jewel trim

stroke deals 9d6 points of electricity damage (count

(maximum of twenty gems, maximum value 200 gp each).

rolls of 1 or 2 as rolls of 3, for a range of 27 to 54

In addition, the rod has a second special power, usable once

points), and the thunderclap deals 2d6 points of

per week. Upon command, it creates a palatial tent—a huge

sonic damage. A single DC 16 Reflex save applies

pavilion of silk 60 feet across. Inside the tent are temporary

for both effects.

furnishings and food suitable to the splendor of the pavilion

and sufficient to entertain as many as 100 people. The tent Construction

and its trappings last for 1 day. At the end of that time, the Requirements Craft Magic Arms and Armor, Craft Rod,

tent and all objects associated with it (including any items lightning bolt, shout; Cost 16,500 gp

that were taken out of the tent) disappear.

Rod of the Viper

Construction

Aura moderate necromancy; CL 10th

Requirements Craft Rod, eagle's splendor, fabricate, major

creation; Cost 12,500 gp

Slot none; Price 19,000 gp; Weight 5 lbs.

Rod of Thunder and Lightning

Description

Aura moderate evocation; CL 9th

This rod strikes as a +2 heavy mace. Once per day, upon

command, the head of the rod becomes that of an actual

Slot none; Price 33,000 gp; Weight 5 lbs.

serpent for 10 minutes. During this period, any successful

Description

strike with the rod deals its usual damage and also poisons

the creature hit. This poison deals 1d3 Constitution damage

Constructed of iron set with silver rivets, this rod has the per round for 6 rounds. Poisoned creatures can make a DC

properties of a +2 light mace. Its other powers are as follows. 16 Fortitude save each round to negate the damage and end

the affliction. Multiple hits extend the duration by 3 rounds

•

Thunder: Once per day, the rod can strike as a +3 and increase the DC by +2 for each hit. The rod only

light mace, and the opponent struck is stunned from functions if its possessor is evil.

the noise of the rod's impact (Fortitude DC 16

negates). Activating this sonic power counts as a Construction

free action, and it works if the wielder strikes an

opponent within 1 round.

Requirements Craft Rod, Craft Magic Arms and Armor,

poison, creator must be evil; Cost 9,500 gp

•

Lightning: Once per day, when the wielder desires,

a short spark of electricity can leap forth when the Rod of Withering

rod strikes an opponent to deal the normal damage

for a +2 light mace (1d6+2) and an extra 2d6 points Aura strong necromancy; CL 13th

of electricity damage. Even when the rod might not Slot none; Price 25,000 gp; Weight 5 lbs.

score a normal hit in combat, if the roll was good

enough to count as a successful melee touch attack, Description

then the 2d6 points of electricity damage still apply.

The wielder activates this power as a free action, A rod of withering acts as a +1 light mace that deals no hit

and it works if he strikes an opponent within 1 point damage. Instead, the wielder deals 1d4 points of

Page 484

Strength damage and 1d4 points of Constitution damage to d%

Wondrous Effect

any creature she touches with the rod (by making a melee

A stream of 600 large butterflies pours forth and

touch attack). If she scores a critical hit, the damage from 47–49 flutters around for 2 rounds, blinding everyone

that hit is permanent ability drain. In either case, the defender

within 25 ft. (Reflex DC 14 negates).

negates the effect with a DC 17 Fortitude save.

Enlarge person on target if within 60 ft. of rod

50–53

Construction

(Fortitude DC 13 negates).

Darkness, 30-ft.-diameter hemisphere, centered 30

Requirements Craft Rod, Craft Magic Arms and Armor, 54–58 ft. away from rod.

contagion; Cost 12,500 gp

Grass grows in 160-square-ft. area before the rod, or

Rod of Wonder

59–62 grass existing there grows to 10 times normal size.

Aura moderate enchantment; CL 10th

Turn ethereal any nonliving object of up to 1,000

63–65 lbs. mass and up to 30 cubic ft. in size.

Slot none; Price 12,000 gp; Weight 5 lbs.

Reduce wielder two size categories (no save) for 1

66–69

Description

day.

Fireball at target or 100 ft. straight ahead, 6d6

A rod of wonder is a strange and unpredictable device that 70–79 damage (Reflex DC 15 half).

randomly generates any number of weird effects each time it

is used. Activating the rod is a standard action. Typical 80–84 Invisibility covers rod wielder.

powers of the rod include the following.

Leaves grow from target if within 60 ft. of rod.

85–87 These last 24 hours.

d%

Wondrous Effect

10–40 gems, value 1 gp each, shoot forth in a 30-ft.-

01–05 Slow target for 10 rounds (Will DC 15 negates).

long stream. Each gem deals 1 point of damage to

88–90

06–10 Faerie fire surrounds the target.

any creature in its path: roll 5d4 for the number of

Deludes wielder for 1 round into believing the rod

hits and divide them among the available targets.

11–15 functions as indicated by a second die roll (no save).

Shimmering colors dance and play over a 40-ft.-by-

Gust of wind, but at windstorm force (Fortitude DC 91–95 30-ft. area in front of rod. Creatures therein are

16–20 14 negates).

blinded for 1d6 rounds (Fortitude DC 15 negates).

Wielder learns target's surface thoughts (as with

Wielder (50% chance) or target (50% chance) turns

21–25

96–97

detect thoughts) for 1d4 rounds (no save).

permanently blue, green, or purple (no save).

Stinking cloud appears at 30-ft. range (Fortitude DC

Flesh to stone (or stone to flesh if target is stone

26–30 15 negates).

98–100 already) if target is within 60 ft. (Fortitude DC 18

negates).

Heavy rain falls for 1 round in 60-ft. radius centered

31–33 on rod wielder.

Summon an animal—a rhino (01–25 on d%),

Construction

34–36 elephant (26–50), or mouse (51–100).

Requirements Craft Rod, confusion, creator must be

Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage

37–46

chaotic; Cost 6,000 gp

(Reflex DC 15 half).

Page 485

Scrolls an extra foot or so long for each additional spell. Scrolls that

hold three or more spells are usually fitted with reinforcing

rods at each end rather than simple strips of leather. A scroll

Table 16-16: Scrolls

has AC 9, 1 hit point, hardness 0, and a break DC of 8.

Minor Medium Major Spell Level Caster Level

To protect it from wrinkling or tearing, a scroll is rolled up

01–05

—

—

0

1st

from both ends to form a double cylinder. (This also helps

the user unroll the scroll quickly.) The scroll is placed in a

06–50

—

—

1st

1st

tube of ivory, jade, leather, metal, or wood. Most scroll cases

51–95

01–05

—

2nd

3rd

are inscribed with magic symbols which often identify the

96–100 06–65

—

3rd

5th

owner or the spells stored on the scrolls inside. The symbols

—

66–95

01–05

4th

7th

sometimes hide magic traps.

—

96–100 06–50

5th

9th

Activation: To activate a scroll, a spellcaster must read the

—

—

51–70

6th

11th

spell written on it. This involves several steps and conditions.

—

—

71–85

7th

13th

Decipher the Writing: The writing on a scroll must be

—

—

86–95

8th

15th

deciphered before a character can use it or know exactly

what spell it contains. This requires a read magic spell or a

—

—

96–100

9th

17th

successful Spellcraft check (DC 20 + spell level).

Table 16-17: Scroll Costs

Deciphering a scroll is a full-round action.

Deciphering a scroll to determine its contents does not

Cleric,

Spell

Paladin,

activate its magic unless it is a specially prepared cursed

Druid,

Sorcerer

Bard

Level

Ranger

scroll. A character can decipher the writing on a scroll in

Wizard

advance so that she can proceed directly to the next step

0

12.5 gp

12.5 gp

12.5 gp

—

when the time comes to use the scroll.

1st

25 gp

25 gp

25 gp

25 gp

Activate the Spell: Activating a scroll requires reading the

2nd

150 gp

200 gp

200 gp

200 gp

spell from the scroll. The character must be able to see and

3rd

375 gp

450 gp

525 gp

525 gp

read the writing on the scroll. Activating a scroll spell

4th

700 gp

800 gp

1,000 gp

1,000 gp

requires no material components or focus. (The creator of the

5th

1,125 gp

1,250 gp

1,625 gp

—

scroll provided these when scribing the scroll.) Note that

some spells are effective only when cast on an item or items.

6th

1,650 gp

1,800 gp

2,400 gp

—

In such a case, the scroll user must provide the item when

7th

2,275 gp

2,450 gp

—

—

activating the spell. Activating a scroll spell is subject to

8th

3,000 gp

3,200 gp

—

—

disruption just as casting a normally prepared spell would be.

9th

3,825 gp

4,050 gp

—

—

Using a scroll is like casting a spell for purposes of arcane

spell failure chance.

To have any chance of activating a scroll spell, the scroll user

A scroll is a spell (or collection of spells) that has been stored must meet the following requirements.

in written form. A spell on a scroll can be used only once.

The writing vanishes from the scroll when the spell is

•

The spell must be of the correct type (arcane or

activated. Using a scroll is basically like casting a spell. The

divine). Arcane spellcasters (wizards, sorcerers, and

price of a scroll is equal to the level of the spell × the

bards) can only use scrolls containing arcane spells,

creator's caster level × 25 gp. If the scroll has a material

and divine spellcasters (clerics, druids, paladins, and

component cost, it is added to the base price and cost to

rangers) can only use scrolls containing divine

create. Table: Scrolls gives sample prices for scrolls created

spells. (The type of scroll a character creates is also

at the lowest possible caster level for each spellcasting class.

determined by his class.)

Note that some spells appear at different levels for different

•

The user must have the spell on her class list.

casters. The level of such spells depends on the caster

•

The user must have the requisite ability score.

scribing the scroll.

If the user meets all the requirements noted above, and her

Physical Description: A scroll is a heavy sheet of fine caster level is at least equal to the spell's caster level, she can

vellum or high-quality paper. An area about 8-1/2 inches automatically activate the spell without a check. If she meets

wide and 11 inches long is sufficient to hold one spell. The all three requirements but her own caster level is lower than

sheet is reinforced at the top and bottom with strips of leather the scroll spell's caster level, then she has to make a caster

slightly longer than the sheet is wide. A scroll holding more level check (DC = scroll's caster level + 1) to cast the spell

than one spell has the same width (about 8-1/2 inches) but is

Page 486

successfully. If she fails, she must make a DC 5 Wisdom

•

Spell strikes the scroll user or an ally instead of the

check to avoid a mishap (see Scroll Mishaps). A natural roll

intended target, or a random target nearby if the

of 1 always fails, whatever the modifiers. Activating a scroll

scroll user was the intended recipient.

is a standard action (or the spell's casting time, whichever is

•

Spell takes effect at some random location within

longer) and it provokes attacks of opportunity exactly as

spell range.

casting a spell does.

•

Spell's effect on the target is contrary to the spell's

Determine Effect: A spell successfully activated from a scroll

normal effect.

works exactly like a spell prepared and cast the normal way.

•

The scroll user suffers some minor but bizarre effect

Assume the scroll spell's caster level is always the minimum

related to the spell in some way. Most such effects

level required to cast the spell for the character who scribed

should last only as long as the original spell's

the scroll, unless the scriber specifically desired otherwise.

duration, or 2d10 minutes for instantaneous spells.

•

Some innocuous item or items appear in the spell's

The writing for an activated spell disappears from the scroll

area.

as the spell is cast.

•

Spell has delayed effect. Sometime within the next

Scroll Mishaps: When a mishap occurs, the spell on the scroll

1d12 hours, the spell activates. If the scroll user was

has a reversed or harmful effect. Possible mishaps are given

the intended recipient, the spell takes effect

below.

normally. If the user was not the intended recipient,

the spell goes off in the general direction of the

•

A surge of uncontrolled magical energy deals 1d6

original recipient or target, up to the spell's

points of damage per spell level to the scroll user.

maximum range, if the target has moved away.

Staves A staff is a long shaft that stores several spells. Unlike

wands, which can contain a wide variety of spells, each staff

is of a certain kind and holds specific spells. A staff has 10

Table 16-18: Staves

charges when created.

Medium

Major Staff

Market Price

Physical Description: A typical staff measures anywhere

01–15

01–03

Charming

17,600 gp

from 4 feet to 7 feet long and is 2 inches to 3 inches thick,

weighing about 5 pounds. Most staves are wood, but an

16–30

04–09

Fire

18,950 gp

exotic few are bone, metal, or even glass. A staff often has a

31–40

10–11

Swarming insects

22,800 gp

gem or some device at its tip or is shod in metal at one or

41–55

12–13

Size alteration

26,150 gp

both ends. Staves are often decorated with carvings or runes.

56–75

14–19

Healing

29,600 gp

A typical staff is like a walking stick, quarterstaff, or cudgel.

It has AC 7, 10 hit points, hardness 5, and a break DC of 24.

76–90

20–24

Frost

41,400 gp

91–95

25–31

Illumination

51,500 gp

Activation: Staves use the spell trigger activation method, so

casting a spell from a staff is usually a standard action that

96–100

32–38

Defense

62,000 gp

doesn't provoke attacks of opportunity. (If the spell being

—

39–45

Abjuration

82,000 gp

cast has a longer casting time than 1 standard action,

—

46–50

Conjuration

82,000 gp

however, it takes that long to cast the spell from a staff.) To

—

51–55

Divination

82,000 gp

activate a staff, a character must hold it forth in at least one

hand (or whatever passes for a hand, for nonhumanoid

—

56–60

Enchantment

82,000 gp

creatures).

—

61–65

Evocation

82,000 gp

Special Qualities: Roll d%. A 01–30 result indicates that

—

66–70

Illusion

82,000 gp

something (a design, inscription, or the like) provides some

—

71–75

Necromancy

82,000 gp

clue to the staff 's function, and 31–100 indicates no special

—

76–80

Transmutation

82,000 gp

qualities.

—

81–85

Earth and stone

85,800 gp

Using Staves: Staves use the wielder's ability score and

—

86–90

Woodlands

100,400 gp

relevant feats to set the DC for saves against their spells.

—

91–95

Life

109,400 gp

Unlike with other sorts of magic items, the wielder can use

—

96–98

Passage

206,900 gp

his caster level when activating the power of a staff if it's

higher than the caster level of the staff.

—

99–100 Power

235,000 gp

This means that staves are far more potent in the hands of a

Page 487

powerful spellcaster. Because they use the wielder's ability Description

score to set the save DC for the spell, spells from a staff are

often harder to resist than those from other magic items, Made of twisting wood ornately shaped and carved, this staff

which use the minimum ability score required to cast the allows use of the following spells:

spell. Not only are aspects of the spell dependent on caster

•

Charm person (1 charge)

level (range, duration, and so on) potentially higher, but

spells from a staff are also harder to dispel and have a better

•

Charm monster (2 charges)

chance of overcoming a target's spell resistance.

Construction

Staves hold a maximum of 10 charges. Each spell cast from a Requirements Craft Staff, charm person, charm monster;

staff consumes one or more charges. When a staff runs out of Cost 8,800 gp

charges, it cannot be used until it is recharged. Each

morning, when a spellcaster prepares spells or regains spell Staff of Conjuration

slots, he can also imbue one staff with a portion of his power

so long as one or more of the spells cast by the staff is on his Aura strong conjuration; CL 13th

spell list and he is capable of casting at least one of the Slot none; Price 82,000 gp; Weight 5 lbs.

spells. Imbuing a staff with this power restores one charge to

the staff, but the caster must forgo one prepared spell or spell Description

slot of a level equal to the highest-level spell cast by the This staff is usually made of ash or walnut and bears ornate

staff. For example, a 9th-level wizard with a staff of fire carvings of many different kinds of creatures. It allows use of

could imbue the staff with one charge per day by using up the following spells:

one of his 4th-level spells. A staff cannot gain more than one

charge per day and a caster cannot imbue more than one staff

•

Stinking cloud (1 charge)

per day.

•

Summon swarm (1 charge)

Furthermore, a staff can hold a spell of any level, unlike a

•

Unseen servant (1 charge)

wand, which is limited to spells of 4th level or lower. The

•

Cloudkill (2 charges)

minimum caster level of a staff is 8th.

•

Minor creation (2 charges)

•

Summon monster VI (3 charges)

Staff of Abjuration

Construction

Aura strong abjuration; CL 13th

Slot none; Price 82,000 gp; Weight 5 lbs.

Requirements Craft Staff, cloudkill, minor creation,

stinking cloud, summon monster VI, summon swarm, unseen

Description

servant; Cost 41,000 gp

Usually carved from the heartwood of an ancient oak or Staff of Defense

other large tree, this staff allows use of the following spells:

Aura strong abjuration; CL 15th

•

Dispel magic (1 charge)

Slot none; Price 62,000 gp; Weight 5 lbs.

•

Resist energy (1 charge)

•

Shield (1 charge)

Description

•

Dismissal (2 charges)

The staff of defense is a simple-looking polished wooden

•

Lesser globe of invulnerability (2 charges)

staff that throbs with power when held defensively. It allows

•

Repulsion (3 charges)

use of the following spells:

Construction

•

Shield (1 charge)

Requirements Craft Staff, dismissal, dispel magic, lesser

•

S hield of Faith (1 charge)

globe of invulnerability, repulsion, resist energy, shield; Cost

•

Shield other (1 charge)

41,000 gp

•

Shield of law (3 charges)

Staff of Charming

Construction

Aura moderate enchantment; CL 8th

Requirements Craft Staff, shield, shield of faith, shield of

law , shield other, creator must be lawful; Cost 31,000 gp

Slot none; Price 17,600 gp; Weight 5 lbs.

Staff of Earth and Stone

Aura moderate transmutation; CL 11th

Page 488

Slot none; Price 85,800 gp; Weight 5 lbs.

Staff of Evocation

Description

Aura strong evocation; CL 13th

This staff is topped with a fist-sized emerald that gleams with Slot none; Price 82,000 gp; Weight 5 lbs.

smoldering power. It allows the use of the following spells:

Description

•

Move earth (1 charge)

This smooth hickory or yew staff allows use of the following

•

Passwall (1 charge)

spells:

Construction

•

Fireball (1 charge)

Requirements Craft Staff, move earth, passwall; Cost

•

Magic missile (1 charge)

42,900 gp

•

Shatter (1 charge)

Staff of Divination

•

Ice storm (2 charges)

•

Wall of force (2 charges)

Aura strong divination; CL 13th

•

Chain lightning (3 charges)

Slot none; Price 82,000 gp; Weight 5 lbs.

Construction

Description

Requirements Craft Staff , chain lightning, fireball, ice

storm , magic missile , shatter , wall of force; Cost 41,000 gp Made from a supple length of willow, often with a forked tip,

this staff allows use of the following spells:

Staff of Fire

•

Detect secret doors (1 charge)

Aura moderate evocation; CL 8th

•

Locate object (1 charge)

Slot none; Price 18,950 gp; Weight 5 lbs.

•

Tongues (1 charge)

•

Locate creature (2 charges)

Description

•

Prying eyes (2 charges)

Crafted from bronzewood with brass bindings, this staff

•

True seeing (3 charges)

allows use of the following spells:

Construction

•

Burning hands (1 charge)

Requirements Craft Staff, detect secret doors, locate

•

Fireball (2 charges)

creature, locate object, prying eyes, tongues, true seeing;

•

Wall of fire (3 charges)

Cost 41,000 gp

Construction

Staff of Enchantment

Requirements Craft Staff, burning hands, fireball, wall of

Aura strong enchantment; CL 13th

fire; Cost 9,475 gp

Slot none; Price 82,000 gp; Weight 5 lbs.

Staff of Frost

Description

Aura moderate evocation; CL 10th

Often made from applewood and topped with a clear crystal, Slot none; Price 41,400 gp; Weight 5 lbs.

this staff allows use of the following spells:

Description

•

Hideous laughter (1 charge)

•

Sleep (1 charge)

Tipped on either end with a glistening diamond, this rune-

covered staff allows use of the following spells:

•

Suggestion (1 charge)

•

Crushing despair (2 charges)

•

Ice storm (1 charge)

•

Mind fog (2 charges)

•

Wall of ice (2 charges)

•

Mass suggestion (3 charges)

•

Cone of cold (3 charges)

Construction

Construction

Requirements Craft Staff, c rushing despair, hideous Requirements Craft Staff, cone of cold, ice storm, wall of

laughter, mass suggestion, mind fog, sleep, suggestion; Cost ice; Cost 20,700 gp 41,000 gp

Page 489

Staff of Healing

Construction

Aura moderate conjuration; CL 8th

Requirements Craft Staff, disguise self, major image,

Slot none; Price 29,600 gp; Weight 5 lbs.

mirror image, persistent image, mislead, rainbow pattern;

Cost 41,000 gp

Description

Staff of Life

This white ash staff is decorated with inlaid silver runes. It Aura moderate conjuration; CL 11th

allows use of the following spells:

Slot none; Price 109,400 gp; Weight 5 lbs.

•

Cure serious wounds (1 charge)

•

Lesser restoration (1 charge)

Description

•

Remove blindness/deafness (2 charges)

A staff of life is made of thick polished oak shod in gold and

•

Remove disease (3 charges)

decorated with sinuous runes. This staff allows use of the

Construction

following spells:

Requirements Craft Staff, cure serious wounds, lesser

•

Heal (1 charge)

restoration , remove blindness/deafness , remove disease; Cost

•

Raise dead (5 charges)

14,800 gp

Construction

Staff of Illumination

Requirements Craft Staff, heal , raise dead; Cost 79,700 gp Aura strong evocation; CL 15th

Staff of Necromancy

Slot none; Price 51,500 gp; Weight 5 lbs.

Aura strong necromancy; CL 13th

Description

Slot none; Price 82,000 gp; Weight 5 lbs.

This staff is usually sheathed in silver and decorated with

sunbursts. It allows use of the following spells:

Description

•

Dancing lights (1 charge)

This staff is made from ebony or other dark wood and carved

with images of bones and skulls mingled with strange

•

Flare (1 charge)

spidery runes. It allows use of the following spells:

•

Daylight (2 charges)

•

Sunburst (3 charges)

•

Cause fear (1 charge)

•

Ghoul touch (1 charge)

Construction

•

Halt undead (1 charge)

Requirements Craft Staff, dancing lights, daylight, flare,

•

Enervation (2 charges)

sunburst; Cost 20,750 gp

•

Waves of fatigue (2 charges)

•

Circle of death (3 charges)

Staff of Illusion

Construction

Aura strong illusion; CL 13th

Slot none; Price 82,000 gp; Weight 5 lbs.

Requirements Craft Staff, cause fear, circle of death,

enervation, ghoul touch, halt undead, waves of fatigue; Cost Description

41,000 gp

This staff is made from ebony or other dark wood and carved Staff of Passage

into an intricately twisted, fluted, or spiral shape. It allows Aura strong varied; CL 17th

use of the following spells:

Slot none; Price 206,900 gp; Weight 5 lbs.

•

Disguise self (1 charge)

•

Major image (1 charge)

Description

•

Mirror image (1 charge)

This potent item allows use of the following spells:

•

Persistent image (2 charges)

•

Rainbow pattern (2 charges)

•

Dimension door (1 charge)

•

Mislead (3 charges)

•

Passwall (1 charge)

•

Greater teleport (2 charges)

Page 490

•

Phase door (2 charges)

Construction

•

Astral projection (2 charges)

Requirements Craft Staff, Craft Magic Arms and Armor,

Construction

cone of cold, continual flame, heightened fireball, globe of

invulnerability, hold monster, levitate, heightened lightning

Requirements Craft Staff, astral projection , dimension door, bolt, magic missile, heightened ray of enfeeblement, wall of

greater teleport , passwall , phase door; Cost 115,950 gp

force; Cost 117,500 gp

Staff of Power

Staff of Size Alteration

Aura strong varied; CL 15th

Aura moderate transmutation; CL 8th

Slot none; Price 235,000 gp; Weight 5 lbs.

Slot none; Price 26,150 gp; Weight 5 lbs.

Description

Description

The staff of power is a very potent magic item with offensive This staff of dark wood is relatively more stout and sturdy

and defensive abilities. It is usually topped with a glistening than most magical staves, with a gnarled and twisted knot of

gem that often burns from within with a flickering red light. wood at the top end. It allows use of the following spells:

The staff allows the use of the following spells:

•

Enlarge person (1 charge)

•

Continual flame (1 charge)

•

Reduce person (1 charge)

•

Fireball (heightened to 5th level) (1 charge)

•

Shrink item (2 charges)

•

Levitate (1 charge)

•

Mass enlarge person (3 charges)

•

Lightning bolt (heightened to 5th level) (1 charge)

•

Mass reduce person (3 charges)

•

Magic missile (1 charge)

•

Ray of enfeeblement (heightened to 5th level) (1 Construction

charge)

Requirements Craft Staff, enlarge person, mass enlarge

•

Cone of cold (2 charges)

person, mass reduce person, reduce person, shrink item;

•

Globe of invulnerability (2 charges)

Cost 13,075 gp

•

Hold monster (2 charges)

•

Wall of force (in a 10-ft.-diameter hemisphere Staff of Swarming Insects

around the caster only) (2 charges)

Aura moderate conjuration; CL 9th

The wielder of a staff of power gains a +2 luck bonus to AC Slot none; Price 22,800 gp; Weight 5 lbs.

and on saving throws. The staff is also a +2 quarterstaff, and

its wielder may use it to smite opponents. If 1 charge is Description

expended (as a free action), the staff causes double damage

(×3 on a critical hit) for 1 round.

Made of twisted darkwood covered with knots and nodules

resembling crawling insects (which occasionally seem to

A staff of power can be used for a retributive strike, requiring move), this staff allows use of the following spells:

it to be broken by its wielder. (If this breaking of the staff is

purposeful and declared by the wielder, it can be performed

•

Summon swarm (1 charge)

as a standard action that does not require the wielder to make

•

Insect plague (3 charges)

a Strength check.) All charges currently in the staff are

instantly released in a 30-foot spread. All within 2 squares of Construction

the broken staff take points of damage equal to 20 × the Requirements Craft Staff, insect plague, summon swarm;

number of charges in the staff, those 3 or 4 squares away Cost 11,400 gp

take 15 × the number of charges in damage, and those 5 or 6

squares distant take 10 × the number of charges in damage. Staff of Transmutation

All those affected can make DC 17 Reflex saves to reduce

the damage by half.

Aura strong transmutation; CL 13th

The character breaking the staff has a 50% chance of Slot none; Price 82,000 gp; Weight 5 lbs.

traveling to another plane of existence, but if he does not, the Description

explosive release of spell energy destroys him. Only certain

items, including the staff of the magi and the staff of power, This staff is generally carved from or decorated with

are capable of being used for a retributive strike.

petrified wood or fossilized bone, each etched with tiny but

complex runes. It allows use of the following spells:

Page 491

•

Alter self (1 charge)

ash, or yew staff allows use of the following spells:

•

Blink (1 charge)

•

Charm animal (1 charge)

•

Expeditious retreat (1 charge)

•

Speak with animals (1 charge)

•

Baleful polymorph (2 charges)

•

Barkskin (2 charges)

•

Polymorph (2 charges)

•

Summon nature's ally VI (3 charges)

•

Disintegrate (3 charges)

•

Wall of thorns (3 charges)

Construction

•

Animate plants (4 charges)

Requirements Craft Staff, alter self, baleful polymorph, The staff may be used as a weapon, functioning as a +2

blink, disintegrate, expeditious retreat, polymorph; Cost quarterstaff. The staff of the woodlands also allows its 41,000 gp

wielder to cast pass without trace at will, with no charge

cost. These two attributes continue to function after all the

Staff of the Woodlands

charges are expended.

Aura strong varied; CL 13th

Construction

Slot none; Price 100,400 gp; Weight 5 lbs.

Requirements Craft Magic Arms and Armor, Craft Staff,

Description

animate plants, barkskin, charm animal, pass without trace,

speak with animals, summon nature's ally VI, wall of thorns;

Appearing to have grown naturally into its shape, this oak, Cost 50,500 gp

Wands

Table 16-20: Wand Costs

Spell

Cleric, Druid,

Paladin,

Sorcerer

Bard

Table 16-19: Wands

Level

Wizard

Ranger

0

375 gp

375 gp

375 gp

—

Minor Medium Major Spell Level

Caster Level

1st

750 gp

750 gp

750 gp

750 gp

01–05

—

—

0

1st

2nd

4,500 gp

6,000 gp

6,000 gp

6,000 gp

06–60

—

—

1st

1st

3rd

11,250 gp

13,500 gp 15,750 gp 15,750 gp

61–100

01–60

—

2nd

3rd

4th

21,000 gp

24,000 gp 30,000 gp 30,000 gp

—

61–100

01–60

3rd

5th

—

—

61–100

4th

7th

Physical Description: A wand is 6 to 12 inches long, 1/4

inch thick, and weighs no more than 1 ounce. Most wands

A wand is a thin baton that contains a single spell of 4th level are wood, but some are bone, metal, or even crystal. A

or lower. A wand has 50 charges when created—each charge typical wand has AC 7, 5 hit points, hardness 5, and a break

allows the use of the wand's spell one time. A wand that runs DC of 16.

out of charges is just a stick. The price of a wand is equal to

the level of the spell × the creator's caster level × 750 gp. If Activation: Wands use the spell trigger activation method, so

the wand has a material component cost, it is added to the casting a spell from a wand is usually a standard action that

base price and cost to create once for each charge (50 × doesn't provoke attacks of opportunity. (If the spell being

material component cost). Table: Wands gives sample prices cast has a longer casting time than 1 action, however, it takes

for wands created at the lowest possible caster level for each that long to cast the spell from a wand.) To activate a wand, a

spellcasting class. Note that some spells appear at different character must hold it in hand (or whatever passes for a hand,

levels for different casters. The level of such spells depends for nonhumanoid creatures) and point it in the general

on the caster crafting the wand.

direction of the target or area. A wand may be used while

grappling or while swallowed whole.

Special Qualities: Roll d%. A 01–30 result indicates that

something (a design, inscription, or the like) provides some

clue to the wand's function, and 31–100 indicates no special

qualities.

Page 492

Wondrous Items

Market

d% Item

Price

40

Boots of elvenkind

2,500 gp

Table 16-21: Minor Wondrous Items

41

Boots of the winterlands

2,500 gp

Market

d% Item

42

Candle of truth

2,500 gp

Price

43

Cloak of elvenkind

2,500 gp

01

Feather token, anc hor

50 gp

44

Eyes of the eagle

2,500 gp

02

Universal solvent

50 gp

45

Goggles of minute seeing

2,500 gp

03

Elixir of love

150 gp

46

Scarab, golembane

2,500 gp

04

Unguent of timelessness

150 gp

47

Necklace of fireballs t ype II

2,700 gp

05

Feather token, f an

200 gp

48

Stone of alarm

2,700 gp

06

Dust of tracelessness

250 gp

49

Bead of force

3,000 gp

07

Elixir of hiding

250 gp

50

Chime of opening

3,000 gp

08

Elixir of tumbling

250 gp

51

Horseshoes of speed

3,000 gp

09

Elixir of swimming

250 gp

52

Rope of climbing

3,000 gp

10

Elixir of vision

250 gp

53

Bag of tricks, gray

3,400 gp

11

Silversheen

250 gp

54

Dust of disappearance

3,500 gp

12

Feather token, bi rd

300 gp

55

Lens of detection

3,500 gp

13

Feather token, t ree

400 gp

56

Vestment, druid's

3,750 gp

14

Feather token, s wan boat

450 gp

57

Figurine of wondrous power, s ilver raven

3,800 gp

15

Elixir of truth

500 gp

58

Belt of giant strength + 2

4,000 gp

16

Feather token, w hip

500 gp

59

Belt of incredible dexterity + 2

4,000 gp

17

Dust of dryness

850 gp

60

Belt of mighty constitution + 2

4,000 gp

18

Hand of the mage

900 gp

61

Bracers of armor + 2

4,000 gp

19

Bracers of armor + 1

1,000 gp

62

Cloak of resistance + 2

4,000 gp

20

Cloak of resistance + 1

1,000 gp

63

Gloves of arrow snaring

4,000 gp

21

Pearl of power, 1s t-level spell

1,000 gp

64

Headband of alluring charisma + 2

4,000 gp

22

Phylactery of faithfulness

1,000 gp

65

Headband of inspired wisdom + 2

4,000 gp

23

Salve of slipperiness

1,000 gp

66

Headband of vast intelligence + 2

4,000 gp

24

Elixir of fire breath

1,100 gp

67

Ioun stone, c lear spindle

4,000 gp

25

Pipes of the sewers

1,150 gp

68

Restorative ointment

4,000 gp

26

Dust of illusion

1,200 gp

69

Marvelous pigments

4,000 gp

27

Brooch of shielding

1,500 gp

70

Pearl of power, 2nd- level spell

4,000 gp

28

Necklace of fireballs t ype I

1,650 gp

71

Stone salve

4,000 gp

29

Dust of appearance

1,800 gp

72

Necklace of fireballs t ype III

4,350 gp

30

Hat of disguise

1,800 gp

73

Circlet of persuasion

4,500 gp

31

Pipes of sounding

1,800 gp

74

Slippers of spider climbing

4,800 gp

32

Efficient quiver

1,800 gp

75

Incense of meditation

4,900 gp

33

Amulet of natural armor + 1

2,000 gp

76

Amulet of mighty fists + 1

5,000 gp

34

Handy haversack

2,000 gp

77

Bag of holding t ype II

5,000 gp

35

Horn of fog

2,000 gp

78

Bracers of archery, lesser

5,000 gp

36

Elemental gem

2,250 gp

79

Ioun stone, dus ty rose prism

5,000 gp

37

Robe of bones

2,400 gp

Helm of comprehend languages and read

38

Sovereign glue

2,400 gp

80

5,200 gp

magic

39

Bag of holding t ype I

2,500 gp

81

Vest of escape

5,200 gp

Page 493

Market

Market

d% Item

d% Item

Price

Price

82

Eversmoking bottle

5,400 gp

20

Pearl of power, 3r d-level spell

9,000 gp

83

Sustaining spoon

5,400 gp

Figurine of wondrous power, s erpentine

21

9,100 gp

84

Necklace of fireballs t ype IV

5,400 gp

owl

85

Boots of striding and springing

5,500 gp

22

Strand of prayer beads, l esser

9,600 gp

86

Wind fan

5,500 gp

23

Bag of holding t ype IV

10,000 gp

87

Necklace of fireballs t ype V

5,850 gp

24

Belt of physical might + 2

10,000 gp

88

Horseshoes of a zephyr

6,000 gp

Figurine of wondrous power, br onze

25

10,000 gp

griffon

89

Pipes of haunting

6,000 gp

26

Figurine of wondrous power, e bony fly

10,000 gp

90

Gloves of swimming and climbing

6,250 gp

27

Glove of storing

10,000 gp

91

Crown of blasting, minor

6,480 gp

28

Headband of mental prowess + 2

10,000 gp

92

Horn of goodness/evil

6,500 gp

29

Ioun stone, dar k blue rhomboid

10,000 gp

93

Robe of useful items

7,000 gp

30

Cape of the mountebank

10,080 gp

94

Boat, folding

7,200 gp

31

Phylactery of negative channeling

11,000 gp

95

Cloak of the manta ray

7,200 gp

32

Phylactery of positive channeling

11,000 gp

96

Bottle of air

7,250 gp

33

Gauntlet of rust

11,500 gp

97

Bag of holding t ype III

7,400 gp

34

Boots of speed

12,000 gp

98

Periapt of health

7,400 gp

35

Goggles of night

12,000 gp

99

Boots of levitation

7,500 gp

36

Golem manual, c lay

12,000 gp

100 Harp of charming

7,500 gp

37

Medallion of thoughts

12,000 gp

38

Blessed book

12,500 gp

Table 16-22: Medium Wondrous Items

39

Gem of brightness

13,000 gp

Market

40

Lyre of building

13,000 gp

d% Item

Price

41

Robe, Monk's

13,000 gp

01

Amulet of natural armor + 2

8,000 gp

42

Cloak of arachnida

14,000 gp

02

Golem manual, f lesh

8,000 gp

43

Belt of dwarvenkind

14,900 gp

03

Hand of glory

8,000 gp

44

Periapt of wound closure

15,000 gp

04

Ioun stone, de ep red sphere

8,000 gp

45

Pearl of the sirines

15,300 gp

05

Ioun stone, i ncandescent blue sphere

8,000 gp

46

Figurine of wondrous power, ony x dog

15,500 gp

06

Ioun stone, pal e blue rhomboid

8,000 gp

47

Bag of tricks, t an

16,000 gp

07

Ioun stone, pi nk and green sphere

8,000 gp

48

Belt of giant strength + 4

16,000 gp

08

Ioun stone, pi nk rhomboid

8,000 gp

49

Belt of incredible dexterity + 4

16,000 gp

09

Ioun stone, s carlet and blue sphere

8,000 gp

50

Belt of mighty constitution + 4

16,000 gp

10

Deck of illusions

8,100 gp

51

Belt of physical perfection + 2

16,000 gp

11

Necklace of fireballs t ype VI

8,100 gp

52

Boots, winged

16,000 gp

12

Candle of invocation

8,400 gp

53

Bracers of armor + 4

16,000 gp

13

Robe of blending

8,400 gp

54

Cloak of resistance + 4

16,000 gp

14

Bag of tricks, r ust

8,500 gp

55

Headband of alluring charisma + 4

16,000 gp

15

Necklace of fireballs t ype VII

8,700 gp

56

Headband of inspired wisdom +4

16,000 gp

16

Bracers of armor + 3

9,000 gp

57

Headband of mental superiority + 2

16,000 gp

17

Cloak of resistance + 3

9,000 gp

58

Headband of vast intelligence + 4

16,000 gp

18

Decanter of endless water

9,000 gp

59

Pearl of power, 4t h-level spell

16,000 gp

19

Necklace of adaptation

9,000 gp

60

Scabbard of keen edges

16,000 gp

Page 494

Market

Table 16-23: Major Wondrous Items

d% Item

Price

Market

Figurine of wondrous power, gol den

d% Item

61

16,500 gp

Price

lions

01

Dimensional shackles

28,000 gp

62

Chime of interruption

16,800 gp

Figurine of wondrous power, obs idian

63

Broom of flying

17,000 gp

02

28,500 gp

steed

Figurine of wondrous power, m arble

64

17,000 gp

03

Drums of panic

30,000 gp

elephant

04

Ioun stone, or ange prism

30,000 gp

65

Amulet of natural armor + 3

18,000 gp

05

Ioun stone, pal e green prism

30,000 gp

66

Ioun stone, i ridescent spindle

18,000 gp

06

Lantern of revealing

30,000 gp

67

Bracelet of friends

19,000 gp

07

Amulet of natural armor + 4

32,000 gp

68

Amulet of mighty fists + 2

20,000 gp

Amulet of proof against detection and

69

Carpet of flying, 5 ft. by 5 ft.

20,000 gp

08

35,000 gp

location

70

Horn of blasting

20,000 gp

09

Carpet of flying, 5 ft. by 10 ft.

35,000 gp

71

Ioun stone, pal e lavender ellipsoid

20,000 gp

10

Golem manual, i ron

35,000 gp

72

Ioun stone, pe arly white spindle

20,000 gp

11

Belt of giant strength + 6

36,000 gp

73

Portable hole

20,000 gp

12

Belt of incredible dexterity + 6

36,000 gp

74

Stone of good luck ( luckstone)

20,000 gp

13

Belt of mighty constitution + 6

36,000 gp

75

Figurine of wondrous power, i vory goats 21,000 gp

14

Bracers of armor + 6

36,000 gp

76

Rope of entanglement

21,000 gp

15

Headband of alluring charisma + 6

36,000 gp

77

Golem manual, s tone

22,000 gp

16

Headband of inspired wisdom +6

36,000 gp

78

Mask of the skull

22,000 gp

17

Headband of vast intelligence + 6

36,000 gp

79

Mattock of the titans

23,348 gp

18

Ioun stone, v ibrant purple prism

36,000 gp

80

Crown of blasting, major

23,760 gp

19

Pearl of power, 6t h-level spell

36,000 gp

81

Cloak of displacement, minor

24,000 gp

20

Scarab of protection

38,000 gp

82

Helm of underwater action

24,000 gp

21

Belt of physical might + 4

40,000 gp

83

Bracers of archery, greater

25,000 gp

22

Headband of mental prowess + 4

40,000 gp

84

Bracers of armor + 5

25,000 gp

23

Ioun stone, l avender and green ellipsoid

40,000 gp

85

Cloak of resistance + 5

25,000 gp

24

Ring gates

40,000 gp

86

Eyes of doom

25,000 gp

25

Crystal ball

42,000 gp

87

Pearl of power, 5t h-level spell

25,000 gp

26

Golem manual, s tone guardian

44,000 gp

88

Maul of the titans

25,305 gp

27

Amulet of mighty fists + 3

45,000 gp

89

Cloak of the bat

26,000 gp

28

Strand of prayer beads

45,800 gp

90

Iron bands of binding

26,000 gp

29

Orb of storms

48,000 gp

91

Cube of frost resistance

27,000 gp

30

Boots of teleportation

49,000 gp

92

Helm of telepathy

27,000 gp

31

Bracers of armor + 7

49,000 gp

93

Periapt of proof against poison

27,000 gp

32

Pearl of power, 7t h-level spell

49,000 gp

94

Robe of scintillating colors

27,000 gp

33

Amulet of natural armor + 5

50,000 gp

95

Manual of bodily health + 1

27,500 gp

34

Cloak of displacement, major

50,000 gp

96

Manual of gainful exercise + 1

27,500 gp

35

Crystal ball w ith see invisibility

50,000 gp

97

Manual of quickness in action + 1

27,500 gp

36

Horn of Valhalla

50,000 gp

98

Tome of clear thought + 1

27,500 gp

37

Crystal ball w ith detect thoughts

51,000 gp

99

Tome of leadership and influence + 1

27,500 gp

38

Wings of flying

54,000 gp

100 Tome of understanding + 1

27,500 gp

39

Cloak of etherealness

55,000 gp

40

Instant fortress

55,000 gp

Page 495

Market

Market

d% Item

d% Item

Price

Price

41

Manual of bodily health + 2

55,000 gp

84

Tome of understanding + 4

110,000 gp

42

Manual of gainful exercise + 2

55,000 gp

85

Amulet of the planes

120,000 gp

43

Manual of quickness in action + 2

55,000 gp

86

Robe of eyes

120,000 gp

44

Tome of clear thought + 2

55,000 gp

87

Amulet of mighty fists + 5

125,000 gp

45

Tome of leadership and influence + 2

55,000 gp

88

Helm of brilliance

125,000 gp

46

Tome of understanding + 2

55,000 gp

89

Manual of bodily health + 5

137,500 gp

47

Eyes of charming

56,000 gp

90

Manual of gainful exercise + 5

137,500 gp

48

Robe of stars

58,000 gp

91

Manual of quickness in action + 5

137,500 gp

49

Carpet of flying, 10 ft. by 10 ft.

60,000 gp

92

Tome of clear thought + 5

137,500 gp

50

Darkskull

60,000 gp

93

Tome of leadership and influence + 5

137,500 gp

51

Cube of force

62,000 gp

94

Tome of understanding + 5

137,500 gp

52

Belt of physical perfection + 4

64,000 gp

95

Belt of physical perfection + 6

144,000 gp

53

Bracers of armor + 8

64,000 gp

96

Headband of mental superiority + 6

144,000 gp

54

Headband of mental superiority + 4

64,000 gp

97

Efreeti bottle

145,000 gp

55

Pearl of power, 8t h-level spell

64,000 gp

98

Cubic gate

164,000 gp

56

Crystal ball w ith telepathy

70,000 gp

99

Iron flask

170,000 gp

57

Horn of blasting, greater

70,000 gp

100 Mirror of life trapping

200,000 gp

58

Pearl of power, t wo spells

70,000 gp

59

Helm of teleportation

73,500 gp

This is a catch all category for anything that doesn't fall into

60

Gem of seeing

75,000 gp

the other groups. Anyone can use a wondrous item (unless

61

Robe of the archmagi

75,000 gp

specified otherwise in the description).

62

Mantle of faith

76,000 gp

Physical Description: Varies.

63

Amulet of mighty fists + 4

80,000 gp

Activation: Usually use-activated or command word, but

64

Crystal ball w ith true seeing

80,000 gp

details vary from item to item.

65

Pearl of power, 9t h-level spell

81,000 gp

Special Qualities: Roll d%. An 01 result indicates the

66

Well of many worlds

82,000 gp

wondrous item is intelligent, 02–31 indicates that something

67

Manual of bodily health + 3

82,500 gp

(a design, inscription, or the like) provides a clue to its

68

Manual of gainful exercise + 3

82,500 gp

function, and 32–100 indicates no special qualities.

Intelligent items have extra abilities and sometimes

69

Manual of quickness in action + 3

82,500 gp

extraordinary powers and special purposes (see Intelligent

70

Tome of clear thought + 3

82,500 gp

Items).

71

Tome of leadership and influence + 3

82,500 gp

Wondrous items with charges can never be intelligent.

72

Tome of understanding + 3

82,500 gp

73

Apparatus of the crab

90,000 gp

Extradimensional Spaces

A number of spells and magic items utilize extradimensional

74

Belt of physical might + 6

90,000 gp

spaces, such as rope trick, a bag of holding, a handy

75

Headband of mental prowess + 6

90,000 gp

haversack, and a portable hole. These spells and magic

76

Mantle of spell resistance

90,000 gp

items create a tiny pocket space that does not exist in any

77

Mirror of opposition

92,000 gp

dimension. Such items do not function, however, inside

another extradimensional space. If placed inside such a

78

Strand of prayer beads, gr eater

95,800 gp

space, they cease to function until removed from the

79

Manual of bodily health + 4

110,000 gp extradimensional space. For example, if a bag of holding is

80

Manual of gainful exercise + 4

110,000 gp brought into a rope trick, the contents of the bag of holding

81

Manual of quickness in action + 4

110,000 gp become inaccessible until the bag of holding is taken outside

the rope trick. The only exception to this is when a bag of

82

Tome of clear thought + 4

110,000 gp holding and a portable hole interact, forming a rift to the

83

Tome of leadership and influence + 4

110,000 gp Astral Plane, as noted in their descriptions.

Page 496

Description

Amulet of Mighty Fists

This device usually appears to be a black circular amulet,

Aura faint evocation; CL 5th

although any character looking closely at it sees a dark,

moving swirl of color. The amulet allows its wearer to utilize

Slot neck; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp plane shift. However, this is a difficult item to master. The

(+3), 80,000 gp (+4), 125,000 gp (+5); Weight —

user must make a DC 15 Intelligence check in order to get

the amulet to take her to the plane (and the specific location

Description

on that plane) that she wants. If she fails, the amulet

This amulet grants an enhancement bonus of +1 to +5 on transports her and all those traveling with her to a random

attack and damage rolls with unarmed attacks and natural location on that plane (01–60 on d%) or to a random plane

weapons.

(61–100).

Alternatively, this amulet can grant melee weapon special Construction

abilities, so long as they can be applied to unarmed attacks.

See Table: Melee Weapon Special Abilities for a list of Requirements Craft Wondrous Item, plane shift; Cost abilities. Special abilities count as additional bonuses for 60,000 gp

determining the market value of the item, but do not modify Amulet of Proof against Detection and Location

attack or damage bonuses. An amulet of mighty fists cannot

have a modified bonus (enhancement bonus plus special Aura moderate abjuration; CL 8th

ability bonus equivalents) higher than +5. An amulet of Slot neck; Price 35,000 gp; Weight —

mighty fists does not need to have a +1 enhancement bonus

to grant a melee weapon special ability.

Description

Construction

This silver amulet protects the wearer from scrying and

magical location just as a nondetection spell does. If a

Requirements Craft Wondrous Item, greater magic fang, divination spell is attempted against the wearer, the caster of creator's caster level must be at least three times the amulet's the divination must succeed on a caster level check (1d20 +

bonus, plus any requirements of the melee weapon special caster level) against a DC of 19 (as if the wearer had cast

abilities; Cost 2,500 gp (+1), 10,000 gp (+2), 22,500 gp (+3), nondetection on herself ).

40,000 gp (+4), 62,500 gp (+5)

Construction

Amulet of Natural Armor

Requirements Craft Wondrous Item, nondetection; Cost

Aura faint transmutation; CL 5th

17,500 gp

Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp

(+3), 32,000 gp (+4), or 50,000 gp (+5); Weight —

Apparatus of the Crab

Aura strong evocation and transmutation; CL 19th

Description

Slot —; Price 90,000 gp; Weight 500 lbs.

This amulet, usually crafted from bone or beast scales,

toughens the wearer's body and flesh, giving him an Description

enhancement bonus to his natural armor from +1 to +5,

depending on the kind of amulet.

At first glance, an inactive apparatus of the crab appears to

be a large, sealed iron barrel big enough to hold two Medium

Construction

creatures. Close examination, and a DC 20 Perception check,

reveals a secret catch that opens a hatch at one end. Anyone

Requirements Craft Wondrous Item, barkskin, creator's who crawls inside finds 10 (unlabeled) levers and seating for

caster level must be at least three times the amulet's bonus; two Medium or Small occupants. These levers allow those

Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp inside to activate and control the apparatus's movements and

(+4), 25,000 gp (+5)

actions.

Amulet of the Planes

Lever (1d10)

Lever Function

Aura strong conjuration; CL 15th

1

Extend/retract legs and tail

Slot neck; Price 120,000 gp; Weight —

2

Uncover/cover forward porthole

3

Uncover/cover side portholes

4

Extend/retract pincers and feelers

Page 497

Lever (1d10)

Lever Function

turned inside out, all of its contents spill out, unharmed, but

5

Snap pincers

the bag must be put right before it can be used again. If

living creatures are placed within the bag, they can survive

6

Move forward/backward

for up to 10 minutes, after which time they suffocate.

7

Turn left/right

Retrieving a specific item from a bag of holding is a move

Open/close “eyes” with continual flame

action, unless the bag contains more than an ordinary

8

inside

backpack would hold, in which case retrieving a specific

9

Rise/sink in water

item is a full-round action. Magic items placed inside the bag

do not offer any benefit to the character carrying the bag.

10

Open/close hatch

If a bag of holding is placed within a portable hole, a rift to

the Astral Plane is torn in the space: bag and hole alike are

Operating a lever is a full-round action, and no lever may be sucked into the void and forever lost. If a portable hole is

operated more than once per round. However, since two placed within a bag of holding, it opens a gate to the Astral

characters can fit inside, the apparatus can move and attack Plane: the hole, the bag, and any creatures within a 10-foot

in the same round. The device can function in water up to radius are drawn there, destroying the portable hole and bag

900 feet deep. It holds enough air for a crew of two to of holding in the process.

survive 1d4+1 hours (twice as long for a single occupant).

When activated, the apparatus looks something like a giant Construction

lobster.

Requirements Craft Wondrous Item, secret chest; Cost

When active, an apparatus of the crab has the following 1,250 gp (type I), 2,500 gp (type II), 3,700 gp (type III),

characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; 5,000 gp (type IV)

AC 20 (–1 size, +11 natural); Attack 2 pincers +12 melee

(2d8); CMB +14; CMD 24.

Bag of Tricks

Construction

Aura faint (gray or rust) or moderate (tan) conjuration; CL

3rd (gray), 5th (rust), 9th (tan)

Requirements Craft Wondrous Item, animate objects,

continual flame, creator must have 8 ranks in Knowledge Slot —; Price 3,400 gp (gray); 8,500 gp (rust); 16,000 gp (engineering); Cost 45,000 gp

(tan)

Bag of Holding

Description

Aura moderate conjuration; CL 9th

This small sack appears empty. Anyone reaching into the bag

feels a small, fuzzy ball. If the ball is removed and tossed up

Slot —; Price see below; Weight see below

to 20 feet away, it turns into an animal. The animal serves the

character who drew it from the bag for 10 minutes (or until

Description

slain or ordered back into the bag), at which point it

This appears to be a common cloth sack about 2 feet by 4 disappears. It can follow any of the commands described in

feet in size. The bag of holding opens into a nondimensional the Handle Animal skill. Each of the three kinds of bags of

space: its inside is larger than its outside dimensions. tricks produces a different set of animals. Use the following

Regardless of what is put into the bag, it weighs a fixed tables to determine what animals can be drawn out of each.

amount. This weight, and the limits in weight and volume of

Gray Bag

Rust Bag

Tan Bag

the bag's contents, depend on the bag's type, as shown on the

table below.

d%

Animal

d%

Animal

d%

Animal

01–30

Bat

01–30 Wolverine 01–30 Grizzly bear

Bag

Contents

Contents

Market

Bag

31–60

Rat

31–60

Wolf

31–60

Lion

Weight

Limit

Volume Limit

Price

61–75

Cat

61–85

Boar

61–80 Heavy horse

Type I

15 lbs.

250 lbs.

30 cubic ft.

2,500 gp

76–90

Weasel 86–100 Leopard 81–90

Tiger

Type II

25 lbs.

500 lbs.

70 cubic ft.

5,000 gp

Riding

Type III

35 lbs.

1,000 lbs.

150 cubic ft.

7,400 gp

91–100

—

91–100 Rhinoceros

dog

Type IV

60 lbs.

1,500 lbs.

250 cubic ft.

10,000 gp

The heavy horse appears with harness and tack and accepts

If a bag of holding is overloaded, or if sharp objects pierce it the character who drew it from the bag as a rider.

(from inside or outside), the bag immediately ruptures and is

ruined, and all contents are lost forever. If a bag of holding is Animals produced are always random, and only one may

exist at a time. Up to 10 animals can be drawn from the bag

Page 498

each week, but no more than two per day.

Construction

Construction

Requirements Craft Wondrous Item, tongues, creator must

be a dwarf; Cost 7,450 gp

Requirements Craft Wondrous Item, summon nature's ally

II (gray), summon nature's ally III (rust), or summon nature's Belt of Giant Strength

ally V (tan); Cost 1,700 gp (gray); 4,250 gp (rust); 8,000 gp

(tan)

Aura moderate transmutation; CL 8th

Bead of Force

Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4),

36,000 gp (+6)

Aura moderate evocation; CL 10th

Description

Slot —; Price 3,000 gp; Weight —

This belt is a thick leather affair, often decorated with huge

Description

metal buckles. The belt grants the wearer an enhancement

This small black sphere appears to be a lusterless pearl. A bonus to Strength of +2, +4, or +6. Treat this as a temporary

bead of force can be thrown up to 60 feet with no range ability bonus for the first 24 hours the belt is worn.

penalties. Upon sharp impact, the bead explodes, sending Construction

forth a burst that deals 5d6 points of force damage to all

creatures within a 10-foot radius.

Requirements Craft Wondrous Item, bull's strength; Cost

Once thrown, a bead of force functions like a resilient sphere 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

spell (Reflex DC 16 negates) with a radius of 10 feet and a Belt of Incredible Dexterity

duration of 10 minutes. A globe of shimmering force

encloses a creature, provided the latter is small enough to fit Aura moderate transmutation; CL 8th

within the diameter of the sphere. The sphere contains its Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4),

subject for the spell's duration. The sphere is not subject to 36,000 gp (+6)

damage of any sort except from a rod of cancellation, a rod

of negation, disintegrate, or a targeted dispel magic spell. Description

These effects destroy the sphere without harm to the subject.

Nothing can pass through the sphere, inside or out, though This belt has a large silver buckle, usually depicting the

the subject can breathe normally. The subject may struggle, image of a tiger. The belt grants the wearer an enhancement

but the globe cannot be physically moved either by people bonus to Dexterity of +2, +4, or +6. Treat this as a temporary

outside it or by the struggles of those within. The explosion ability bonus for the first 24 hours the belt is worn.

completely consumes the bead, making this a one-use item.

Construction

Construction

Requirements Craft Wondrous Item, cat's grace; Cost 2,000

Requirements Craft Wondrous Item, resilient sphere; Cost gp (+2), 8,000 gp (+4), 18,000 gp (+6)

1,500 gp

Belt of Mighty Constitution

Belt of Dwarvenkind

Aura moderate transmutation; CL 8th

Aura strong divination; CL 12th

Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4),

Slot belt; Price 14,900 gp; Weight 1 lb.

36,000 gp (+6)

Description

Description

This belt gives the wearer a +4 competence bonus on This belt's golden buckle depicts a bear. The belt grants the

Charisma checks and Charisma-based skill checks as they wearer an enhancement bonus to Constitution of +2, +4, or relate to dealing with dwarves, a +2 competence bonus on +6.Treat this as a temporary ability bonus for the first 24

similar checks when dealing with gnomes and halflings, and hours the belt is worn.

a –2 competence penalty on similar checks when dealing Construction

with anyone else. The wearer can understand, speak, and

read Dwarven. If the wearer is not a dwarf, he gains 60-foot Requirements Craft Wondrous Item, bear's endurance; Cost

darkvision, dwarven stonecunning, a +2 enhancement bonus 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

to Constitution, and a +2 resistance bonus on saves against

poison, spells, and spell-like effects.

Page 499

Belt of Physical Might

Construction

Aura strong transmutation; CL 12th

Requirements Craft Wondrous Item, secret page; Cost

Slot belt; Weight 1 lb.; Price 10,000 gp (+2), 40,000 gp 6,250 gp

(+4), 90,000 gp (+6)

Boat, Folding

Description

Aura moderate transmutation; CL 6th

This belt has a large steel buckle, usually depicting the image Slot —; Price 7,200 gp; Weight 4 lbs.

of a giant. The belt grants the wearer an enhancement bonus

to two physical ability scores (Strength, Dexterity, or Description

Constitution) of +2, +4, or +6. Treat this as a temporary A folding boat looks like a small wooden box about 12

ability bonus for the first 24 hours the belt is worn. These inches long, 6 inches wide, and 6 inches deep when it is

bonuses are chosen when the belt is created and cannot be inactive. In this mode, it can be used to store items just like

changed.

any other box. Yet when the proper command word is given,

Construction

the box unfolds itself rapidly in the space of a single round to

form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A

Requirements Craft Wondrous Item, bear's endurance, second command word causes it to unfold even further into a

bull's strength, and/or cat's grace; Cost 5,000 gp (+2), ship 24 feet long, 8 feet wide, and 6 feet deep. The folding 20,000 gp (+4), 45,000 gp (+6)

boat cannot unfold if there isn't enough open space for it to

occupy once unfolded. Any objects formerly stored in the

Belt of Physical Perfection

box now rest inside the boat or ship.

Aura strong transmutation; CL 16th

In its smaller form, the boat has one pair of oars, an anchor, a

Slot belt; Weight 1 lb.; Price 16,000 gp (+2), 64,000 gp mast, and a lateen sail. In its larger form, the boat has a deck,

(+4), 144,000 gp (+6)

single rowing seats, five sets of oars, a rudder, an anchor, a

deck cabin, and a mast with a square sail. The boat can hold

Description

4 people comfortably, while the ship carries 15 with ease.

This belt has a large platinum buckle, usually depicting the A third word of command causes the boat or ship to fold

image of a titan. The belt grants the wearer an enhancement itself into a box once again, but only when it is unoccupied.

bonus to all physical ability scores (Strength, Dexterity, and

Constitution) of +2, +4, or +6. Treat this as a temporary Construction

ability bonus for the first 24 hours the belt is worn.

Requirements Craft Wondrous Item, fabricate, creator must

Construction

have 2 ranks in the Craft (ships) skill; Cost 3,600 gp

Requirements Craft Wondrous Item, bear's endurance, Boots of Elvenkind

bull's strength, cat's grace; Cost 8,000 gp (+2), 32,000 gp Aura faint transmutation; CL 5th (+4), 77,000 gp (+6)

Slot feet; Price 2,500 gp; Weight 1 lb.

Blessed Book

Description

Aura moderate transmutation; CL 7th

These soft boots enable the wearer to move nimbly about in

Slot —; Price 12,500 gp; Weight 1 lb.

virtually any surroundings, granting a +5 competence bonus

Description

on Acrobatics checks.

This well-made tome is always of small size, typically no Construction

more than 12 inches tall, 8 inches wide, and 1 inch thick. All Requirements Craft Wondrous Item, creator must be an elf;

such books are durable, waterproof, bound with iron overlaid Cost 1,250 gp

with silver, and locked.

Boots of Levitation

A wizard can fill the 1,000 pages of a blessed book with

spells without paying the material cost. This book is never Aura faint transmutation; CL 3rd

found as randomly generated treasure with spells already Slot feet; Price 7,500 gp; Weight 1 lb.

inscribed in it.

Page 500

Description

Boots of the Winterlands

These soft leather boots are incredibly light and comfortable, Aura faint abjuration and transmutation; CL 5th

with thin soles reinforced by strips of tough hide that provide Slot feet; Price 2,500 gp; Weight 1 lb.

an unexpected amount of support and protection to the foot.

On command, these boots allow the wearer to levitate as if Description

she had cast levitate on herself.

This footgear bestows many powers upon the wearer. First,

Construction

he is able to travel across snow at his normal speed, leaving

no tracks. Second, the boots also enable him to travel at

Requirements Craft Wondrous Item, levitate; Cost 3,750 gp normal speed across the most slippery ice (horizontal Boots of Speed

surfaces only, not vertical or sharply slanted ones) without

falling or slipping. Finally, boots of the winterlands warm the

Aura moderate transmutation; CL 10th

wearer, as if he were affected by an endure elements spell.

Slot feet; Price 12,000 gp; Weight 1 lb.

Construction

Description

Requirements Craft Wondrous Item , cat's grace, endure

As a free action, the wearer can click her heels together, elements , pass without trace; Cost 1,250 gp letting her act as though affected by a haste spell for up to 10 Boots, Winged

rounds each day. The haste effect's duration need not be

consecutive rounds.

Aura moderate transmutation; CL 8th

Construction

Slot feet; Price 16,000 gp; Weight 1 lb.

Requirements Craft Wondrous Item, haste; Cost 6,000 gp

Description

Boots of Striding and Springing

These boots appear to be ordinary footgear. On command,

they sprout wings at the heel and let the wearer fly, without

Aura faint transmutation; CL 3rd

having to maintain concentration, as if affected by a fly spell

Slot feet; Price 5,500 gp; Weight 1 lb.

(including a +4 bonus on Fly skill checks). He can fly three

per times day for up to 5 minutes per flight.

Description

Construction

These boots increase the wearer's base land speed by 10 feet.

In addition to this striding ability (considered an Requirements Craft Wondrous Item, fly; Cost 8,000 gp

enhancement bonus), these boots allow the wearer to make Bottle of Air

great leaps. She can jump with a +5 competence bonus on

Acrobatics checks.

Aura moderate transmutation; CL 7th

Construction

Slot —; Price 7,250 gp; Weight 2 lbs.

Requirements Craft Wondrous Item, longstrider, creator Description

must have 5 ranks in the Acrobatics skill; Cost 2,750 gp

This item appears to be a normal glass bottle with a cork.

Boots of Teleportation

When taken to any airless environment, it retains air within it

at all times, continually renewing its contents. This means

Aura moderate conjuration; CL 9th

that a character can draw air out of the bottle to breathe. The

Slot feet; Price 49,000 gp; Weight 3 lbs.

bottle can even be shared by multiple characters who pass it

around. Breathing out of the bottle is a standard action, but a

Description

character so doing can then act for as long as she can hold

her breath.

Any character wearing this footwear may teleport three times

per day, exactly as if he had cast the spell of the same name. Construction

Construction

Requirements Craft Wondrous Item, water breathing; Cost

3,625 gp

Requirements Craft Wondrous Item, teleport; Cost 24,500

gp

Page 501

Bracelet of Friends

Armor, crafter must be proficient with a longbow or

shortbow; Cost 2,500 gp

Aura strong conjuration; CL 15th

Bracers of Armor

Slot wrists; Price 19,000 gp; Weight —

Aura moderate conjuration; CL 7th

Description

Slot wrists; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp

This silver charm bracelet has four charms upon it when (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000

created. The owner may designate one person known to him gp (+7), 64,000 gp (+8); Weight 1 lb.

to be keyed to each charm. (This designation takes a standard

action, but once done it lasts forever or until changed.) When Description

a charm is grasped and the name of the keyed individual is These items appear to be wrist or arm guards. They surround

spoken, that person is called to the spot (a standard action)

along with his gear, as long as the owner and the called the wearer with an invisible but tangible field of force,

granting him an armor bonus of +1 to +8, just as though he

person are on the same plane. The keyed individual knows

who is calling, and the bracelet of friends only functions on were wearing armor. Both bracers must be worn for the

magic to be effective.

willing travelers. Once a charm is activated, it disappears.

Charms separated from the bracelet are worthless. A bracelet Alternatively, bracers of armor can be enchanted with armor

found with fewer than four charms is worth 25% less for special abilities. See Table: Armor Special Qualities for a list

each missing charm.

of abilities. Special abilities usually count as additional

bonuses for determining the market value of an item, but do

Construction

not improve AC. Bracers of armor cannot have a modified

Requirements Craft Wondrous Item, refuge; Cost 9,500 gp

bonus (armor bonus plus armor special ability bonus

equivalents) higher than +8. Bracers of armor must have at

Bracers of Archery, Greater

least a +1 armor bonus to grant an armor special ability.

Bracers of armor cannot have any armor special abilities that

Aura moderate transmutation; CL 8th

add a flat gp amount to their cost. Bracers of armor and

Slot wrists; Price 25,000 gp; Weight 1 lb.

ordinary armor do not stack. If a creature receives a larger

armor bonus from another source, the bracers of armor cease

Description

functioning and do not grant their armor bonus or their armor

These wristbands look like normal protective wear. The special abilities. If the bracers of armor grant a larger armor

bracers empower the wearer to use any bow (not including bonus, the other source of armor ceases functioning.

crossbows) as if she were proficient in its use. If she already Construction

has proficiency with any type of bow, she gains a +2

competence bonus on attack rolls and a +1 competence Requirements Craft Wondrous Item, mage armor, creator's

bonus on damage rolls whenever using that type of bow. caster level must be at least two times that of the bonus

Both bracers must be worn for the magic to be effective.

placed in the bracers, plus any requirements of the armor

special abilities; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp

Construction

(+3), 8,000 gp (+4), 12,500 gp (+5), 18,000 gp (+6), 24,500

Requirements Craft Wondrous Item, Craft Magic Arms and gp (+7), 32,000 gp (+8)

Armor, crafter must be proficient with a longbow or Brooch of Shielding

shortbow; Cost 12,500 gp

Aura faint abjuration; CL 1st

Bracers of Archery, Lesser

Slot neck; Price 1,500 gp; Weight —

Aura faint transmutation; CL 4th

Description

Slot wrists; Price 5,000 gp; Weight 1 lb.

This appears to be a piece of silver or gold jewelry used to

Description

fasten a cloak or cape. In addition to this mundane task, it

These wristbands function as greater bracers of archery, can absorb magic missiles of the sort generated by the spell

except that they grant a +1 competence bonus on attack rolls or spell-like ability. A brooch can absorb up to 101 points of

and no bonus on damage rolls.

damage from magic missiles before it melts and becomes

useless.

Construction

Requirements Craft Wondrous Item, Craft Magic Arms and

Page 502

Construction

Candle of Truth

Requirements Craft Wondrous Item, shield; Cost 750 gp

Aura faint enchantment; CL 3rd

Broom of Flying

Slot —; Price 2,500 gp; Weight 1/2 lb.

Aura moderate transmutation; CL 9th

Description

Slot —; Price 17,000 gp; Weight 3 lbs.

This white tallow candle, when burned, calls into place a

zone of truth spell (Will DC 13 negates) in a 5-foot radius

Description

centered on the candle. The zone lasts for 1 hour, while the

This broom is able to fly through the air as if affected by an candle burns. If the candle is snuffed before that time, the

overland flight spell (+4 on Fly skill checks) for up to 9 effect is canceled and the candle ruined.

hours per day (split up as its owner desires). The broom can Construction

carry 200 pounds and fly at a speed of 40 feet, or up to 400

pounds at a speed at 30 feet. In addition, the broom can Requirements Craft Wondrous Item, zone of truth; Cost travel alone to any destination named by the owner as long as 1,250 gp

she has a good idea of the location and layout of that

destination. It flies to its owner from as far away as 300 Cape of the Mountebank

yards when she speaks the command word. The broom of Aura moderate conjuration; CL 9th

flying has a speed of 40 feet when it has no rider.

Slot shoulders; Price 10,080 gp; Weight 1 lb.

Construction

Description

Requirements Craft Wondrous Item, overland flight,

permanency; Cost 8,500 gp

On command, this bright red and gold cape allows the wearer

to use the magic of the dimension door spell once per day.

Candle of Invocation

When he disappears, he leaves behind a cloud of smoke,

appearing in a similar fashion at his destination.

Aura strong conjuration; CL 17th

Slot —; Price 8,400 gp; Weight 1/2 lb.

Construction

Description

Requirements Craft Wondrous Item, dimension door; Cost

5,400 gp

Each of these special tapers is dedicated to one of the nine

alignments. Simply burning the candle generates a favorable Carpet of Flying

aura for the individual if the candle's alignment matches that Aura moderate transmutation; CL 10th

of the character. Characters of the same alignment as the

burning candle add a +2 morale bonus on attack rolls, saving Slot —; Price varies; Weight —

throws, and skill checks while within 30 feet of the flame.

Description

A cleric whose alignment matches the candle's operates as if

two levels higher for purposes of determining spells per day This rug is able to fly through the air as if affected by an

if he burns the candle during or just prior to his spell overland flight spell of unlimited duration. The size, carrying

preparation time. He can even cast spells normally capacity, and speed of the different carpets of flying are

unavailable to him as if he were of that higher level, but only shown on the table below. Beautifully and intricately made,

so long as the candle continues to burn. Except in special each carpet has its own command word to activate it—if the

cases (see below), a candle burns for 4 hours. It is possible to device is within voice range, the command word activates it,

extinguish the candle simply by blowing it out, so users often whether the speaker is on the rug or not. The carpet is then

place it in a lantern to protect it from drafts and the like. controlled by spoken directions.

Doing this doesn't interfere with its magical properties.

Size

Capacity Speed Weight Market Price

In addition, burning a candle also allows the owner to cast a 5 ft. by 5 ft.

200 lbs.

40 ft.

8 lbs.

20,000 gp

gate spell, the respondent being of the same alignment as the 5 ft. by 10 ft.

400 lbs.

40 ft. 10 lbs.

35,000 gp

candle, but the taper is immediately consumed in the process. 10 ft. by 10 ft. 800 lbs. 40 ft. 15 lbs.

60,000 gp

Construction

Requirements Craft Wondrous Item, gate, creator must be A carpet of flying can carry up to double its capacity, but

same alignment as candle created; Cost 4,200 gp

doing so reduces its speed to 30 feet. A carpet of flying can

Page 503

hover without making a Fly skill check and gives a +5 bonus Circlet of Persuasion

to other Fly checks.

Aura faint transmutation; CL 5th

Construction

Slot head; Price 4,500 gp; Weight —

Requirements Craft Wondrous Item, overland flight; Cost

10,000 gp (5 ft. by 5 ft.), 17,500 gp (5 ft. by 10 ft.), 30,000 Description

gp (10 ft. by 10 ft.)

This silver headband grants a +3 competence bonus on the

Chime of Interruption

wearer's Charisma-based checks.

Aura moderate evocation; CL 7th

Construction

Slot —; Price 16,800 gp; Weight 1 lb.

Requirements Craft Wondrous Item, eagle's splendor; Cost

2,250 gp

Description

Cloak of Arachnida

This instrument can be struck once every 10 minutes, and its

resonant tone lasts for 3 full minutes.

Aura moderate conjuration and transmutation; CL 6th

While the chime is resonating, no spell requiring a verbal Slot shoulders; Price 14,000 gp; Weight 1 lb.

component can be cast within a 30-foot radius of it unless the Description

caster can make a concentration check (DC 15 + the spell's

level).

This black garment, embroidered with a web-like pattern in

silk, gives the wearer the ability to climb as if a spider climb

Construction

spell had been placed upon her. In addition, the cloak grants

Requirements Craft Wondrous Item, shout; Cost 8,400 gp

her immunity to entrapment by web spells or webs of any

sort; she can actually move in webs at half her normal speed.

Chime of Opening

Once per day, the wearer of this cloak can cast web. She also

gains a +2 luck bonus on all Fortitude saves against poison

Aura moderate transmutation; CL 11th

from spiders.

Slot —; Price 3,000 gp; Weight 1 lb.

Construction

Description

Requirements Craft Wondrous Item, spider climb, web;

A chime of opening is a hollow mithral tube about 1 foot Cost 7,000 gp

long. When struck, it sends forth magical vibrations that

cause locks, lids, doors, valves, and portals to open. The Cloak of the Bat

device functions against normal bars, shackles, chains, bolts, Aura moderate transmutation; CL 7th

and so on. A chime of opening also automatically dispels a

hold portal spell or even an arcane lock cast by a wizard of Slot shoulders; Price 26,000 gp; Weight 1 lb.

lower than 15th level.

Description

The chime must be pointed at the item or gate to be loosed or

opened (which must be visible and known to the user). The Fashioned of dark brown or black cloth, this cloak bestows a

chime is then struck and a clear tone rings forth. The wielder +5 competence bonus on Stealth checks. The wearer is also

can make a caster level check against the lock or binding, able to hang upside down from the ceiling like a bat.

using the chime's caster level of 11th. The DC of this check By holding the edges of the garment, the wearer is able to fly

is equal to the Disable Device DC to open the lock or as per the spell (including a +7 bonus on Fly skill checks). If

binding. Each sounding only opens one form of locking, so if he desires, the wearer can actually polymorph himself into an

a chest is chained, padlocked, locked, and arcane locked, it ordinary bat and fly accordingly (as beast shape III). All

takes four successful uses of a chime of opening to get it possessions worn or carried are part of the transformation.

open. A silence spell negates the power of the device. A Flying, either with the cloak or in bat form, can be

brand-new chime can be used a total of 10 times before it accomplished only in darkness (either under the night sky or

cracks and becomes useless.

in a lightless or near-lightless environment underground).

Either of the flying powers is usable for up to 7 minutes at a

Construction

time, but after a flight of any duration the cloak cannot

Requirements Craft Wondrous Item, knock; Cost 1,500 gp

bestow any flying power for a like period of time.

Page 504

Construction

Description

Requirements Craft Wondrous Item, beast shape III, fly; This silvery gray cloak seems to absorb light rather than be Cost 13,000 gp

illuminated by it. On command, the cloak makes its wearer

ethereal (as the ethereal jaunt spell). The effect is

Cloak of Displacement, Major

dismissible. The cloak works for a total of up to 10 minutes

Aura moderate illusion; CL 7th

per day. This duration need not be continuous, but it must be

used in 1 minute increments.

Slot shoulders; Price 50,000 gp; Weight 1 lb.

Construction

Description

Requirements Craft Wondrous Item, ethereal jaunt; Cost

This item appears to be a normal cloak, but on command its 27,500 gp

magical properties distort and warp light waves. This

displacement works just like the displacement spell and lasts Cloak of the Manta Ray

for a total of 15 rounds per day, which the wearer can divide Aura moderate transmutation; CL 9th

up as she sees fit.

Slot shoulders; Price 7,200 gp; Weight 1 lb.

Construction

Description

Requirements Craft Wondrous Item, Extend Spell,

displacement; Cost 25,000 gp

This cloak appears to be made of leather until the wearer

enters salt water. At that time, the cloak of the manta ray

Cloak of Displacement, Minor

adheres to the individual, and he appears nearly identical to a

Aura faint illusion; CL 3rd

manta ray (as the beast shape II spell, except that it allows

only manta ray form). He gains a +3 natural armor bonus, the

Slot shoulders; Price 24,000 gp; Weight 1 lb.

ability to breathe underwater, and a swim speed of 60 feet,

Description

like a real manta ray.

The cloak does allow the wearer to attack with a manta ray's

This item appears to be a normal cloak, but when worn by a tail spine, dealing 1d6 points of damage. This attack can be

character, its magical properties distort and warp light waves. used in addition to any other attack the character has, using

This displacement works similar to the blur spell, granting a his highest melee attack bonus. The wearer can release his

20% miss chance on attacks against the wearer. It functions arms from the cloak without sacrificing underwater

continually.

movement if so desired.

Construction

Construction

Requirements Craft Wondrous Item, blur; Cost 12,000 gp

Requirements Craft Wondrous Item, beast shape II, water

Cloak of Elvenkind

breathing; Cost 3,600 gp

Aura faint illusion; CL 3rd

Cloak of Resistance

Slot shoulders; Price 2,500 gp; Weight 1 lb.

Aura faint abjuration; CL 5th

Description

Slot shoulders; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp

(+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.

When this plain gray cloak is worn with the hood drawn up

around the head, the wearer gains a +5 competence bonus on Description

Stealth checks.

These garments offer magic protection in the form of a +1 to

Construction

+5 resistance bonus on all saving throws (Fortitude, Reflex,

and Will).

Requirements Craft Wondrous Item, invisibility, creator

must be an elf; Cost 1,250 gp

Construction

Cloak of Etherealness

Requirements Craft Wondrous Item, resistance , creator's

caster level must be at least three times the cloak's bonus;

Aura strong transmutation; CL 15th

Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp

Slot shoulders; Price 55,000 gp; Weight 1 lb.

(+4), 12,500 gp (+5)

Page 505

Crown of Blasting, Minor

Market

Crystal Ball Type

Price

Aura moderate evocation; CL 6th

negates)

Slot head; Weight 1 lb.; Price 6,480 gp

* The viewer is able to send and receive silent mental

Description

messages with the person appearing in the crystal ball. Once

per day, the character may attempt to implant a suggestion

On command, this simple golden crown projects a blast of (as the spell, Will DC 14 negates) as well.

searing light (3d8 points of damage) once per day.

Construction

Construction

Requirements Craft Wondrous Item, searing light; Cost Requirements Craft Wondrous Item, scrying (plus any 3,240 gp

additional spells put into item); Cost 21,000 gp (standard),

25,000 (with see invisibility), 25,500 gp (with detect

Crown of Blasting, Major

thoughts), 35,000 gp (with telepathy), 40,000 gp (with true

Aura strong evocation; CL 17th

seeing)

Slot head; Weight 1 lb.; Price 23,760 gp

Cube of Force

Description

Aura moderate evocation; CL 10th

Slot —; Price 62,000 gp; Weight 1/2 lb.

On command, this elaborate golden crown projects a blast of

searing light (5d8 maximized for 40 points of damage) once Description

per day.

This device is just under an inch across and can be made of

Construction

ivory, bone, or any hard mineral. Typically, each of the cube's

faces are polished smooth, but sometimes they are etched

Requirements Craft Wondrous Item, Maximize Spell, with runes. The device enables its possessor to put up a

searing light; Cost 11,880 gp

special cube made up of 6 individual wall of force spells, 10

Crystal Ball

feet on a side around her person. This cubic screen moves

with the character and is impervious to the attack forms

Aura moderate divination; CL 10th

mentioned on the table below. The cube has 36 charges when

Slot —; Price varies; Weight 7 lbs.

fully charged—charges used are automatically renewed each

day. The possessor presses one face of the cube to activate a

Description

particular type of screen or to deactivate the device. Each

effect costs a certain number of charges to maintain for every

This is the most common form of scrying device, a crystal minute (or portion of a minute) it is in operation. Also, when

sphere about 6 inches in diameter. So well-known are these an effect is active, the possessor's speed is limited to the

items that many so-called oracles or fortune-tellers use maximum value given on the table.

similar appearing (but completely non-magical) replicas of

these items to ply their trades. A character can use a magical When the cube of force is active, attacks dealing more than

crystal ball to see over virtually any distance or into other 30 points of damage drain 1 charge for every 10 points of

planes of existence, as with the spell scrying (Will DC 16 damage beyond 30 that they deal. The charge cost to

negates). A crystal ball can be used multiple times per day, maintain each of the cube's six walls is summarized below.

but the DC to resist its power decreases by 1 for each Cube Charge Cost Max.

additional use.

Effect

Face

per Minute

Speed

Certain crystal balls have additional powers that can be used 1

1

30 ft.

Keeps out gases, wind, etc.

through the crystal ball on the target viewed.

Keeps out nonliving

2

2

20 ft.

Market

matter

Crystal Ball Type

Price

3

3

15 ft.

Keeps out living matter

Crystal ball

42,000 gp

4

4

10 ft.

Keeps out magic

Crystal ball with see invisibility

50,000 gp

5

6

10 ft.

Keeps out all things

Crystal ball with telepathy*

70,000 gp

6

0

As normal

Deactivates

Crystal ball with true seeing

80,000 gp

Crystal ball with detect thoughts (Will D C 13

51,000 gp

Spells that affect the integrity of the screen also drain extra

Page 506

charges. These spells cannot be cast into or out of the cube.

If a side is pressed twice in quick succession, the character so

doing is transported to a random point on the other plane,

Attack Form

Extra Charges

along with all creatures in adjacent squares. The other

Disintegrate

6

creatures may avoid this fate by succeeding on DC 23 Will

Horn of blasting

6

saves.

Passwall

3

Construction

Phase door

5

Requirements Craft Wondrous Item, plane shift; Cost

Prismatic spray

7

82,000 gp

Wall of fire

2

Darkskull

Construction

Aura moderate evocation [evil]; CL 9th

Requirements Craft Wondrous Item, wall of force; Cost Slot —; Price 60,000 gp; Weight 5 lbs.

31,000 gp

Description

Cube of Frost Resistance

This skull, carved from ebony, is wholly evil. Wherever the

Aura faint abjuration; CL 5th

skull goes, the area around it is treated as though an

unhallow spell had been cast with the skull as the touched

Slot —; Price 27,000 gp; Weight 2 lbs.

point of origin. Each darkskull has a single spell effect tied to

it. This spell is from the standard list given in the unhallow

Description

spell description, and it cannot be changed.

This cube is activated or deactivated by pressing one side. Construction

When activated, it creates a cube-shaped area 10 feet on a

side centered on the possessor (or on the cube itself, if the Requirements Craft Wondrous Item, unhallow, creator must

item is later placed on a surface) . The temperature within this be evil; Cost 30,000 gp

area is always at least 65° F. The field absorbs all cold-based

attacks. However, if the field is subjected to more than 50 Decanter of Endless Water

points of cold damage in 1 round (from one or multiple Aura moderate transmutation; CL 9th

attacks), it collapses and cannot be reactivated for 1 hour. If

the field absorbs more than 100 points of cold damage in a Slot —; Price 9,000 gp; Weight 2 lbs.

10-round period, the cube is destroyed.

Description

Construction

If the stopper is removed from this ordinary-looking flask

Requirements Craft Wondrous Item, protection from energy; and a command word spoken, an amount of fresh or salt Cost 13,500 gp

water pours out. Separate command words determine the

type of water as well as the volume and velocity.

Cubic Gate

•

“Stream” pours out 1 gallon per round.

Aura strong conjuration; CL 13th

•

“Fountain” produces a 5-foot-long stream at 5

Slot —; Price 164,000 gp; Weight 2 lbs.

gallons per round.

•

“Geyser” produces a 20-foot-long, 1-foot-wide

Description

stream at 30 gallons per round.

This potent magical item is a small cube fashioned from The geyser effect exerts considerable pressure, requiring the

carnelian. Each of the six sides of the cube is keyed to a holder to make a DC 12 Strength check to avoid being

different plane of existence or dimension, one of which is the knocked down each round the effect is maintained. In

Material Plane. The character creating the item chooses the addition, the powerful force of the geyser deals 1d4 points of

planes to which the other five sides are keyed.

damage per round to a creature that is subjected to it. The

If a side of the cubic gate is pressed once, it opens a gate to a geyser can only affect one target per round, but the user can

random point on the plane keyed to that side. There is a 10% direct the beam of water without needing to make an attack

chance per minute that an outsider from that plane role to strike the target since the geyser's constant flow

(determine randomly) comes through it looking for food, fun, allows for ample opportunity to aim. Creatures with the fire

or trouble. Pressing the side a second time closes the gate. It subtype take 2d4 points of damage per round from the geyser

is impossible to open more than one gate at a time.

rather than 1d4. The command word must be spoken to stop

it.

Page 507

Construction

Playing Card

Tarot Card

Creature

Queen of spades

Four of cups

Medusa

Requirements Craft Wondrous Item, control water; Cost

4,500 gp

Knight of

Jack of spades

Male dwarf paladin

pentacles

Deck of Illusions

Ten of spades

Seven of swords

Frost giant

Aura moderate illusion; CL 6th

Nine of spades

Three of swords

Troll

Slot —; Price 8,100 gp; Weight 1/2 lb.

Eight of spades

Ace of swords

Hobgoblin

Two of spades

Five of cups

Goblin

Description

Ace of clubs

VIII. Strength

Iron golem

This set of parchment cards is usually found in an ivory, King of clubs

Page of pentacles Three halfling rogues

leather, or wooden box. A full deck consists of 34 cards. Queen of clubs

Ten of cups

Pixies

When a card is drawn at random and thrown to the ground, a

major image of a creature is formed. The figment lasts until Jack of clubs

Nine of pentacles

Half-elf bard

dispelled. The illusory creature cannot move more than 30 Ten of clubs

Nine of staves

Hill giant

feet away from where the card landed, but otherwise moves Nine of clubs

King of swords

Ogre

and acts as if it were real. At all times it obeys the desires of Eight of clubs

Ace of staves

Orc

the character who drew the card. When the illusion is

dispelled, the card becomes blank and cannot be used again. Two of clubs

Five of cups

Kobold

If the card is picked up, the illusion is automatically and

Illusion of deck's

Joker

Two of pentacles

instantly dispelled. The cards in a deck and the illusions they

owner

bring forth are summarized on the following table. (Use one

Illusion of deck's

of the first two columns to simulate the contents of a full Joker

Two of staves

owner (sex reversed)

deck using either ordinary playing cards or tarot cards.)

Playing Card

Tarot Card

Creature

A randomly generated deck is usually complete (11–100 on d

Ace of hearts

IV. The Emperor

Red dragon

%), but may be discovered (01–10) with 1d20 of its cards

Male human fighter missing. If cards are missing, reduce the price by a

King of hearts

Knight of swords

and four guards

corresponding amount.

Queen of hearts

Queen of staves Female human wizard Construction

Jack of hearts

King of staves

Male human druid

Requirements Craft Wondrous Item, major image; Cost

Ten of hearts

VII. The Chariot

Cloud giant

4,050 gp

Nine of hearts

Page of staves

Ettin

Dimensional Shackles

Eight of hearts

Ace of cups

Bugbear

Two of hearts

Five of staves

Goblin

Aura moderate abjuration; CL 11th

Ace of diamonds

III. The Empress

Glabrezu (demon)

Slot wrists; Price 28,000 gp; Weight 5 lbs.

King of

Male elf wizard and

Two of cups

Description

diamonds

female apprentice

Queen of

These shackles have golden runes traced across their cold

Queen of swords

Half-elf ranger

diamonds

iron links. Any creature bound within them is affected as if a

Jack of diamonds XIV. Temperance

Harpy

dimensional anchor spell were cast upon it (no save). They

fit any Small to Large creature. The DC to break or slip out

Male half-orc

Ten of diamonds

Seven of staves

of the shackles is 30.

barbarian

Nine of diamonds Four of pentacles

Ogre mage

Construction

Eight of

Ace of pentacles

Gnoll

Requirements Craft Wondrous Item, dimensional anchor;

diamonds

Cost 14,000 gp

Two of diamonds

Six of pentacles

Kobold

Drums of Panic

II. The High

Ace of spades

Lich

Priestess

Aura moderate necromancy; CL 7th

King of spades

Three of staves

Three human clerics Slot —; Price 30,000 gp; Weight 10 lbs. for the pair.

Page 508

Description

Construction

These drums are kettle drums (hemispheres about 1-1/2 feet Requirements Craft Wondrous Item , greater invisibility;

in diameter on stands). They come in pairs and are Cost 1,750 gp

unremarkable in appearance. If both of the pair are sounded,

all creatures within 120 feet (with the exception of those Dust of Dryness

within a 20-foot-radius safe zone around the drums) are Aura moderate transmutation; CL 11th

affected as by a fear spell (Will DC 16 partial). Drums of

panic can be used once per day.

Slot —; Price 850 gp; Weight —

Construction

Description

Requirements Craft Wondrous Item , fear; Cost 15,000 gp

This special dust has many uses. If it is thrown into water, a

volume of as much as 100 gallons is instantly transformed

Dust of Appearance

into nothingness, and the dust becomes a marble-sized pellet,

floating or resting where it was thrown. If this pellet is

Aura faint conjuration; CL 5th

hurled, it breaks and releases the same volume of water. The

Slot —; Price 1,800 gp; Weight —

dust affects only water (fresh, salt, alkaline), not other

liquids.

Description

If the dust is employed against an outsider with the elemental

This powder appears to be a very fine, very light metallic and water subtypes, the creature must make a DC 18

dust. A single handful of this substance flung into the air Fortitude save or be destroyed. The dust deals 5d6 points of

coats objects within a 10-foot radius, making them visible damage to the creature even if its saving throw succeeds.

even if they are invisible. It likewise negates the effects of

blur and displacement. In this, it works just like the faerie Construction

fire spell. The dust also reveals figments, mirror images, and

projected images for what they are. A creature coated with Requirements Craft Wondrous Item , control water; Cost 425 gp

the dust takes a –30 penalty on its Stealth checks. The dust's

effect lasts for 5 minutes.

Dust of Illusion

Dust of appearance is typically stored in small silk packets Aura moderate illusion; CL 6th

or hollow bone tubes.

Slot — ; Price 1,200 gp; Weight —

Construction

Description

Requirements Craft Wondrous Item , glitterdust; Cost 900

gp

This unremarkable powder resembles chalk dust or powdered

graphite. Stare at it, however, and the dust changes color and

Dust of Disappearance

form. Put dust of illusion on a creature, and that creature is

Aura moderate illusion; CL 7th

affected as if by a disguise self glamer, with the individual

who sprinkles the dust envisioning the illusion desired. An

Slot —; Price 3,500 gp; Weight —

unwilling target is allowed a DC 11 Reflex save to avoid the

dust. The glamer lasts for 2 hours.

Description

Construction

This dust looks like dust of appearance and is typically

stored in the same manner. A creature or object touched by it Requirements Craft Wondrous Item, disguise self; Cost 600

becomes invisible (as greater invisibility). Normal vision gp

can't see dusted creatures or objects, nor can they be detected

by magical means, including see invisibility or invisibility Dust of Tracelessness

purge. Dust of appearance, however, does reveal people and Aura faint transmutation; CL 3rd objects made invisible by dust of disappearance. Other

factors, such as sound and smell, also allow possible Slot —; Price 250 gp; Weight —

detection. The greater invisibility bestowed by the dust lasts Description

for 2d6 rounds. The invisible creature doesn't know when the

duration will end.

This normal-seeming dust is actually a magic powder that

can conceal the passage of its possessor and his companions.

Tossing a handful of this dust into the air causes a chamber

Page 509

of up to 100 square feet of floor space to become as dusty, efreeti of the bottle grants three wishes. In either case,

dirty, and cobweb-laden as if it had been abandoned and afterward the efreeti disappears forever, and the bottle

disused for a decade.

becomes nonmagical. The other 80% of the time (11–90), the

inhabitant of the bottle loyally serves the character for up to

A handful of dust sprinkled along a trail causes evidence of 10 minutes per day (or until the efreeti's death), doing as she

the passage of as many as a dozen men and horses to be commands. Roll each day the bottle is opened for that day's

obliterated for 250 feet back into the distance. The results of effect.

the dust are instantaneous, and no magical aura lingers

afterward from this use of the dust. Survival checks made to Construction

track a quarry across an area affected by this dust have a DC

20 higher than normal.

Requirements Craft Wondrous Item , planar binding; Cost

72,500 gp

Construction

Elemental Gem

Requirements Craft Wondrous Item, pass without trace;

Cost 125 gp

Aura moderate conjuration; CL 11th

Efficient Quiver

Slot —; Price 2,250 gp; Weight —

Aura moderate conjuration; CL 9th

Description

Slot —; Price 1,800 gp; Weight 2 lbs.

An elemental gem comes in one of four different varieties.

Each contains a conjuration spell attuned to a specific

Description

elemental plane (Air, Earth, Fire, or Water).

This appears to be a typical arrow container capable of When the gem is crushed, smashed, or broken (a standard

holding about 20 arrows. It has three distinct portions, each action), a Large elemental appears as if summoned by a

with a nondimensional space allowing it to store far more summon nature's ally spell. The elemental is under the

than would normally be possible. The first and smallest one control of the creature that broke the gem.

can contain up to 60 objects of the same general size and

shape as an arrow. The second slightly longer compartment The coloration of the gem varies with the type of elemental it

summons. Air elemental gems are transparent, earth

holds up to 18 objects of the same general size and shape as a

javelin. The third and longest portion of the case contains as elemental gems are light brown, fire elemental gems are

reddish orange, and water elemental gems are blue-green.

many as 6 objects of the same general size and shape as a

bow (spears, staffs, or the like). Once the owner has filled it, Construction

the quiver can quickly produce any item she wishes that is

within the quiver, as if from a regular quiver or scabbard. Requirements Craft Wondrous Item , summon monster V or The efficient quiver weighs the same no matter what's placed summon nature's ally V; Cost 1,125 gp

inside it.

Elixir of Fire Breath

Construction

Aura moderate evocation; CL 11th

Requirements Craft Wondrous Item , secret chest; Cost 900 Slot —; Price 1,100 gp; Weight —

gp

Description

Efreeti Bottle

This strange bubbling elixir bestows upon the drinker the

Aura strong conjuration; CL 14th

ability to spit gouts of flame. He can breathe fire up to three

Slot —; Price 145,000 gp; Weight 1 lb.

times, each time dealing 4d6 points of fire damage to a single

target up to 25 feet away. The victim can attempt a DC 13

Description

Reflex save for half damage. Unused blasts of fire dissipate 1

hour after the liquid is consumed.

This item is typically fashioned of brass or bronze, with a

lead stopper bearing special seals. Periodically, a thin stream Construction

of bitter-smelling smoke issues from the bottle's top. The

bottle can be opened once per day. When opened, the efreeti Requirements Craft Wondrous Item, scorching ray; Cost imprisoned within issues from the bottle instantly amid a 550 gp

cloud of noxious smoke. There is a 10% chance (01–10 on d Elixir of Hiding

%) that the efreeti is insane and attacks immediately upon

being released. There is also a 10% chance (91–100) that the Aura faint illusion; CL 5th

Page 510

Slot —; Price 250 gp; Weight —

answer that particular question (if she does answer, she must

tell the truth). No more than one question can be asked each

Description

round. This is a mind-affecting compulsion enchantment.

A character drinking this liquid gains an intuitive ability to Construction

sneak and hide (+10 competence bonus on Stealth checks for

1 hour).

Requirements Craft Wondrous Item, zone of truth; Cost 250

gp

Construction

Elixir of Tumbling

Requirements Craft Wondrous Item , invisibility; Cost 125

gp

Aura faint transmutation; CL 5th

Elixir of Love

Slot —; Price 250 gp; Weight —

Aura faint enchantment; CL 4th

Description

Slot —; Price 150 gp; Weight —

This draught of liquid grants the drinker the ability to tumble

about, avoiding attacks and moving carefully across nearly

Description

any surface, granting a +10 competence bonus on Acrobatics

This sweet-tasting liquid causes the character drinking it to checks for 1 hour.

become enraptured with the first creature she sees after Construction

consuming the draft (as charm person—the drinker must be a

humanoid of Medium or smaller size, Will DC 14 negates). Requirements Craft Wondrous Item , cat's grace; Cost 125

The charm effect wears off in 1d3 hours.

gp

Construction

Elixir of Vision

Requirements Craft Wondrous Item , charm person; Cost 75 Aura faint divination; CL 2nd

gp

Slot —; Price 250 gp; Weight —

Elixir of Swimming

Description

Aura faint transmutation; CL 2nd

Drinking this elixir grants the imbiber the ability to notice

Slot —; Price 250 gp; Weight —

acute details with great accuracy (+10 competence bonus on

Perception checks for 1 hour).

Description

Construction

This elixir bestows swimming ability. An almost

imperceptible magic sheath surrounds the drinker, allowing Requirements Craft Wondrous Item, true seeing; Cost 125

him to glide through the water easily (+10 competence bonus gp

on Swim checks for 1 hour).

Eversmoking Bottle

Construction

Aura faint transmutation; CL 3rd

Requirements Craft Wondrous Item , creator must have 5 Slot —; Price 5,400 gp; Weight 1 lb.

ranks in the Swim skill; Cost 125 gp

Elixir of Truth

Description

Aura faint enchantment; CL 5th

This metal urn is identical in appearance to an efreeti bottle,

except that it does nothing but smoke. The amount of smoke

Slot —; Price 500 gp; Weight —

is great if the stopper is pulled out, pouring from the bottle

and totally obscuring vision across a 50-foot spread in 1

Description

round. If the bottle is left unstoppered, the smoke billows out

This elixir forces the drinker it to say nothing but the truth another 10 feet per round until it has covered a 100-foot

for 10 minutes (Will DC 13 negates). She must answer any radius. This area remains smoke-filled until the eversmoking

questions put to her in that time, but with each question she bottle is stoppered.

can make a separate DC 13 Will save. If one of these The bottle must be resealed by a command word, after which

secondary saves is successful, she doesn't break free of the the smoke dissipates normally. A moderate wind (11+ mph)

truth-compelling enchantment but also doesn't have to disperses the smoke in 4 rounds; a strong wind (21+ mph)

Page 511

disperses the smoke in 1 round.

Construction

Construction

Requirements

Craft

Wondrous

Item,

clairaudience/clairvoyance; Cost 1,250 gp

Requirements Craft Wondrous Item, pyrotechnics; Cost

2,700 gp

Feather Token

Eyes of Charming

Aura strong conjuration; CL 12th

Aura moderate enchantment; CL 7th

Slot —; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan),

450 gp (swan boat), 400 gp (tree), 500 gp (whip); Weight —

Slot eyes; Price 56,000 gp for a pair; Weight —

Description

Description

Each of these items is a small feather that has a power to suit

These two crystal lenses fit over the user's eyes. The wearer a special need. The kinds of tokens are described below.

is able to use charm person (one target per round) merely by Each token is usable once. A particular feather token has no

meeting a target's gaze. Those failing a DC 16 Will save are specific features to identify it unless its magic aura is viewed

charmed as per the spell. Both lenses must be worn for the —even tokens with identical powers can be wildly different

magic item to take effect.

in appearance.

Construction

Anchor: A token that creates an anchor that moors a craft in

Requirements Craft Wondrous Item, Heighten Spell , charm water so as to render it immobile for up to 1 day.

person; Cost 28,000 gp

Bird: A token that creates a small bird that can be used to

Eyes of Doom

deliver a small written message unerringly to a designated

target. The token lasts as long as it takes to carry the

Aura moderate necromancy; CL 11th

message.

Slot eyes; Price 25,000 gp; Weight —

Fan: A token that forms a huge flapping fan, causing a

breeze of sufficient strength to propel one ship (about 25

Description

mph). This wind is not cumulative with existing wind speed.

These crystal lenses fit over the user's eyes, enabling him to The token can, however, be used to lessen existing winds,

cast doom upon those around him (one target per round) as a creating an area of relative calm or lighter winds (but wave

gaze attack, except that the wearer must take a standard size in a storm is not affected). The fan can be used for up to

action, and those merely looking at the wearer are not 8 hours. It does not function on land.

affected. Those failing a DC 11 Will save are affected as by Swan Boat: A token that forms a swan-like boat capable of

the doom spell. The wearer also gains the additional power of moving on water at a speed of 60 feet. It can carry eight

a continual deathwatch effect and can use fear (Will DC 16 horses and gear, 32 Medium characters, or any equivalent partial) as a normal gaze attack once per week. Both lenses combination. The boat lasts for 1 day.

must be worn for the magic item to take effect.

Tree: A token that causes a great oak to spring into being (5-

Construction

foot-diameter trunk, 60-foot height, 40-foot top diameter).

This is an instantaneous effect.

Requirements Craft Wondrous Item, doom, deathwatch,

fear; Cost 12,500 gp

Whip: A token that forms into a huge leather whip and wields

itself against any opponent desired just like a dancing

Eyes of the Eagle

weapon. The weapon has a +10 base attack bonus, does

1d6+1 points of nonlethal damage, has a +1 enhancement

Aura faint divination; CL 3rd

bonus on attack and damage rolls, and a makes a free grapple

Slot eyes; Price 2,500 gp; Weight —

attack (with a +15 bonus on its combat maneuver checks) if

it hits. The whip lasts no longer than 1 hour.

Description

Construction

These items are made of special crystal and fit over the eyes

of the wearer. These lenses grant a +5 competence bonus on Requirements Craft Wondrous Item, major creation; Cost

Perception checks. Wearing only one of the pair causes a 25 gp (anchor), 150 gp (bird), 100 gp (fan), 225 gp (swan

character to become dizzy and stunned for 1 round. Both boat), 200 gp (tree), 250 gp (whip)

lenses must be worn for the magic item to take effect.

Page 512

Figurines of Wondrous Power

command word is uttered, it returns to its statuette

form for no less than 1 day before it can again be

Aura varies; CL varies

used.

Slot —; Price 10,000 gp (bronze griffon), 10,000 gp (ebony

•

The Goat of Travail: This statuette becomes an

fly), 16,500 gp (golden lions), 21,000 gp (ivory goats),

enormous creature, larger than a bull, with the

17,000 gp (marble elephant), 28,500 gp (obsidian steed),

statistics of a nightmare except for the addition of a

15,500 gp (onyx dog), 9,100 gp (serpentine owl), 3,800 gp

pair of wicked horns of exceptional size (damage

(silver raven); Weight 1 lb.

1d8+4 for each horn). If it is charging to attack, it

may only use its horns (but add 6 points of damage

Description

to each successful attack in that round). It can be

called to life just once per month for up to 12 hours

Each of the several kinds of figurines of wondrous power

at a time.

appears to be a miniature statuette of a creature an inch or so

high (with one exception). When the figurine is tossed down

•

The Goat of Terror: When called upon with the

and the correct command word spoken, it becomes a living

proper command word, this statuette becomes a

creature of normal size (except when noted otherwise

destrier-like mount with the statistics of a light

below). The creature obeys and serves its owner. Unless

horse. However, its rider can employ the goat's

stated otherwise, the creature understands Common but does

horns as weapons (one horn as a +3 heavy lance, the

not speak.

other as a +5 longsword). When ridden in an attack

against an opponent, the goat of terror radiates fear

If a figurine of wondrous power is broken or destroyed in its

as the spell in a 30-foot radius (Will DC 16 partial).

statuette form, it is forever ruined. All magic is lost, its

It can be used once every 2 weeks for up to 3 hours

power departed. If slain in animal form, the figurine simply

per use. Moderate transmutation; CL 11th; Craft

reverts to a statuette that can be used again at a later time.

Wondrous Item , animate objects.

Bronze Griffon: When animated, a bronze griffon acts in all Marble Elephant: This is the largest of the figurines, the

ways like a normal griffon under the command of its statuette being about the size of a human hand. Upon

possessor. The item can be used twice per week for up to 6 utterance of the command word, a marble elephant grows to

hours per use. When 6 hours have passed or when the the size and specifications of a true elephant. The animal

command word is spoken, the bronze griffon once again created from the statuette is fully obedient to the figurine's

becomes a tiny statuette. Moderate transmutation; CL 11th; owner, serving as a beast of burden, a mount, or a combatant.

Craft Wondrous Item, animate objects.

The statuette can be used four times per month for up to 24

Ebony Fly: When animated, an ebony fly is the size of a hours at a time. Moderate transmutation; CL 11th; Craft

pony and has all the statistics of a pegasus but can make no Wondrous Item, animate objects.

attacks. The item can be used three times per week for up to Obsidian Steed: This figurine appears to be a small,

12 hours per use. When 12 hours have passed or when the shapeless lump of black stone. Only careful inspection

command word is spoken, the ebony fly again becomes a reveals that it vaguely resembles some form of quadruped.

tiny statuette. Moderate transmutation; CL 11th; Craft On command, the near-formless piece of obsidian becomes a

Wondrous Item, animate objects.

fantastic mount. Treat it as a heavy horse with the following

Golden Lions: These figurines come in pairs. They become additional powers usable once per round at will: overland

normal adult male lions. If slain in combat, the lions cannot flight, plane shift, and ethereal jaunt. The steed allows itself be brought back from statuette form for 1 full week. to be ridden, but if the rider is of good alignment, the steed is

Otherwise, they can be used once per day for up to 1 hour. 10% likely per use to carry him to the lower planes and then

They enlarge and shrink upon speaking the command word. return to its statuette form. The statuette can be used once per

Moderate transmutation; CL 11th; Craft Wondrous Item, week for one continuous period of up to 24 hours. Note that

animate objects.

when an obsidian steed becomes ethereal or plane shifts, its

rider and his gear follow suit. Thus, the user can travel to

Ivory Goats: These figurines come in threes. Each goat of other planes via this means. Strong conjuration and

this trio looks slightly different from the others, and each has transmutation; CL 15th; Craft Wondrous Item, animate

a different function:

objects , etherealness, f ly, plane shift.

•

The Goat of Traveling: This statuette provides a Onyx Dog: When commanded, this statuette changes into a

speedy and enduring mount equal to that of a heavy creature with the same properties as a riding dog except that

horse in every way except appearance. The goat can it is endowed with an Intelligence of 8, can communicate in

travel for a maximum of 1 day each week— Common, and has exceptional olfactory and visual abilities.

continuously or in any combination of periods It has the scent ability and adds +4 on its Perception checks.

totaling 24 hours. At this point, or when the It has 60-foot darkvision, and it can see invisibility. An onyx

Page 513

dog can be used once per week for up to 6 hours. It obeys Description

only its owner. Moderate transmutation; CL 11th; Craft This crystal appears to be a long, rough prism. Upon

Wondrous Item, animate objects.

utterance of a command word, though, the gem's facets

Serpentine Owl: This figurine becomes either a normal- suddenly grow highly polished as the crystal emits bright

sized horned owl or a giant owl (use the stats for the giant light of one of three sorts.

eagle) according to the command word used. The

transformation can take place once per day, with a maximum

•

One command word causes the gem to shed light as

duration of 8 continuous hours. However, after three

a hooded lantern. This use of the gem does not

transformations into giant owl form, the statuette loses all its

expend any charges, and it continues to emit light

magical properties. The owl communicates with its owner by

until this command word is spoken a second time to

telepathic means, informing her of all it sees and hears.

extinguish the illumination.

Moderate transmutation; CL 11th; Craft Wondrous Item,

•

Another command word causes the gem of

animate objects.

brightness to send out a bright ray 1 foot in diameter

and 50 feet long. This strikes as a ranged touch

Silver Raven: This silver figurine turns into a raven on

attack, and any creature struck by this beam is

command (but it retains its metallic consistency, which gives

blinded for 1d4 rounds unless it makes a DC 14

it hardness 10). Another command sends it off into the air,

Fortitude save. This use of the gem expends 1

bearing a message just like a creature affected by an animal

charge.

messenger spell. If not commanded to carry a message, the

•

The third command word causes the gem to flare in

raven obeys the commands of its owner, although it has no

a blinding flash of light that fills a 30-foot cone.

special powers or telepathic abilities. It can maintain its

Although this glare lasts but a moment, any creature

nonfigurine status for only 24 hours per week, but the

within the cone must make a DC 14 Fortitude save

duration need not be continuous. Moderate enchantment and

or be blinded for 1d4 rounds. This use expends 5

transmutation; CL 6th; Craft Wondrous Item, animal

charges.

messenger , animate objects.

A newly created gem of brightness has 50 charges. When all

Construction

its charges are expended, the gem becomes nonmagical and

its facets grow cloudy with a fine network of cracks.

Requirements Craft Wondrous Item, animate objects,

additional spells, see text ; Cost 5,000 gp (bronze griffon), Construction

5,000 gp (ebony fly), 8,250 gp (golden lions), 10,500 gp

(ivory goats), 8,500 gp (marble elephant), 14,250 gp Requirements Craft Wondrous Item, daylight; Cost 6,500

(obsidian steed), 7,750 gp (onyx dog), 4,550 gp (serpentine gp

owl), 1,900 gp (silver raven)

Gem of Seeing

Gauntlet of Rust

Aura moderate divination; CL 10th

Aura moderate transmutation; CL 7th

Slot —; Price 75,000 gp; Weight —

Slot hands; Price 11,500 gp; Weight 2 lbs.

Description

Description

This finely cut and polished stone is indistinguishable from

This single metal gauntlet looks rusted and pitted but is an ordinary jewel in appearance. When it is gazed through, a

actually quite powerful. Once per day, it can affect an object gem of seeing enables the user to see as though she were

as with the rusting grasp spell. It also completely protects the affected by the true seeing spell. A gem of seeing can be used wearer and her gear from rust (magical or otherwise), for as many as 30 minutes a day, in increments of 5 minutes.

including the attack of a rust monster.

These increments do not need to be consecutive.

Construction

Construction

Requirements Craft Wondrous Item , rusting grasp; Cost Requirements Craft Wondrous Item , true seeing; Cost 5,750 gp

37,500 gp

Gem of Brightness

Gloves of Arrow Snaring

Aura faint abjuration; CL 3rd

Aura moderate evocation; CL 6th

Slot hands; Price 4,000 gp; Weight —

Slot —; Price 13,000 gp; Weight —

Page 514

Description

Description

Once worn, these snug gloves seem to meld with the hands, The lenses of this item are made of special crystal. When

becoming almost invisible to casual observation. Twice per placed over the eyes of the wearer, the lenses enable her to

day, the wearer can act as if he had the Snatch Arrows feat see much better than normal at distances of 1 foot or less,

(see Feats for details), even if he does not meet the granting her a +5 competence bonus on Disable Device

prerequisites for the feat. Both gloves must be worn for the checks. Both lenses must be worn for the magic to be

magic to be effective, and at least one hand must be free to effective.

take advantage of the magic.

Construction

Construction

Requirements Craft Wondrous Item , true seeing; Cost 1,250

Requirements Craft Wondrous Item, shield; Cost 2,000 gp

gp

Glove of Storing

Goggles of Night

Aura moderate transmutation; CL 6th

Aura faint transmutation; CL 3rd

Slot hands; Price 10,000 gp (one glove); Weight —

Slot eyes; Price 12,000 gp; Weight —

Description

Description

This device is a single leather glove. On command, one item The lenses of this item are made of dark crystal. Even though

held in the hand wearing the glove disappears. The item can the lenses are opaque, when placed over the eyes of the

weigh no more than 20 pounds and must be able to be held in wearer, they enable him to see normally and also grant him

one hand. While stored, the item has negligible weight. With 60-foot darkvision. Both lenses must be worn for the magic

a snap of the fingers wearing the glove, the item reappears. A to be effective.

glove can only store one item at a time. Storing or retrieving

the item is a free action. The item is shrunk down so small Construction

within the palm of the glove that it cannot be seen. Spell Requirements Craft Wondrous Item , darkvision; Cost 6,000

durations are not suppressed, but continue to expire. If the gp

glove's effect is suppressed or dispelled, the stored item

appears instantly. A glove of storing uses up your entire Golem Manual

hands slot. You may not use another item (even another

glove of storing) that also uses the hands slot.

Aura varies; CL varies

Slot —; Price 12,000 gp (clay), 8,000 gp (flesh), 35,000 gp

Construction

(iron), 22,000 gp (stone), 44,000 gp (stone guardian); Weight

Requirements Craft Wondrous Item, shrink item; Cost 5 lbs.

5,000 gp

Description

Gloves of Swimming and Climbing

A golem manual contains information, incantations, and

Aura faint transmutation; CL 5th

magical power that help a character to craft a golem. The

instructions therein grant a +5 competence bonus on skill

Slot hands; Price 6,250 gp; Weight —

checks made to craft the golem's body. Each manual also

Description

holds the prerequisite spells needed for a specific golem

(although these spells can only be used to create a golem and

These apparently normal lightweight gloves grant a +5 cannot be copied), effectively granting the builder use of the

competence bonus on Swim checks and Climb checks. Both Craft Construct feat during the construction of the golem,

gloves must be worn for the magic to be effective.

and an increase to her caster level for the purpose of crafting

a golem.

Construction

The spells included in a golem manual require a spell trigger

Requirements Craft Wondrous Item , bull's strength, cat's activation and can be activated only to assist in the

grace; Cost 3,125 gp

construction of a golem. The cost of the book does not

Goggles of Minute Seeing

include the cost of constructing the golem's body. Once the

golem is finished, the writing in the manual fades and the

Aura faint divination; CL 3rd

book is consumed in flames. When the book's ashes are

sprinkled upon the golem, it becomes fully animated.

Slot eyes; Price 2,500 gp; Weight —

Page 515

Clay Golem Manual: The book contains animate objects, hand, the wearer benefits from the ring as if wearing it

bless, commune, prayer, and resurrection. The reader may herself, and it does not count against her two-ring limit. The treat her caster level as two levels higher than normal for the hand can wear only one ring at a time. Even without a ring,

purpose of crafting a clay golem. Moderate conjuration, the hand itself allows its wearer to use daylight and see

divination, enchantment, and transmutation; CL 11th; Craft invisibility each once per day.

Construct, creator must be caster level 11th, animate objects,

commune , prayer , resurrection.

Construction

Flesh Golem Manual: The book contains animate dead, Requirements Craft Wondrous Item , animate dead,

bull's strength, geas/quest, and limited wish. The reader may daylight , see invisibility; Cost 4,000 gp treat her caster level as one level higher than normal for the Hand of the Mage

purpose of crafting a flesh golem. Moderate enchantment,

necromancy [evil], and transmutation; CL 8th; Craft Aura faint transmutation; CL 2nd

Construct, creator must be caster level 8th, animate dead,

bull's strength , geas/quest , limited wish.

Slot neck; Price 900 gp; Weight 2 lbs.

Iron Golem Manual: The book contains cloudkill, Description

geas/quest, limited wish, and polymorph any object. The This mummified elf hand hangs by a golden chain around a reader may treat her caster level as four levels higher than character's neck (taking up space as a magic necklace

normal for the purpose of crafting a iron golem. Strong would). It allows the wearer to utilize the spell mage hand at

conjuration, enchantment, and transmutation; CL 16th; Craft will.

Construct, creator must be caster level 16th, cloudkill,

geas/quest , limited wish , polymorph any object.

Construction

Stone Golem Manual: The book contains geas/quest, limited Requirements Craft Wondrous Item, mage hand; Cost 450

wish, polymorph any object, and slow. The reader may treat gp her caster level as three levels higher than normal for the

purpose of crafting a stone golem. Strong abjuration and Handy Haversack

enchantment; CL 14th; Craft Construct, creator must be

caster level 14th, antimagic field, geas/quest, limited wish, Aura moderate conjuration; CL 9th

symbol of stunning.

Slot —; Price 2,000 gp; Weight 5 lbs.

Stone Golem Guardian Manual: The book contains Description

geas/quest, imbue with spell-like ability, limited wish,

polymorph any object, shield other, and slow. The reader may A backpack of this sort appears to be well made, well used, treat her caster level as three levels higher than normal for and quite ordinary. It is constructed of finely tanned leather,

the purpose of crafting a stone golem guardian. Strong and the straps have brass hardware and buckles. It has two

abjuration and enchantment; CL 14th; Craft Construct, side pouches, each of which appears large enough to hold

creator must be caster level 14th, antimagic field, geas/quest, about a quart of material. In fact, each is like a bag of

imbue with spell-like ability, limited wish, polymorph any holding and can actually hold material of as much as 2 cubic

object , shield other , slow.

feet in volume or 20 pounds in weight. The large central

portion of the pack can contain up to 8 cubic feet or 80

Construction

pounds of material. Even when so filled, the backpack

Requirements Craft Construct, caster must be of a specific always weighs only 5 pounds.

level, additional spells ; Cost 6,000 gp (clay), 4,000 gp While such storage is useful enough, the pack has an even

(flesh), 17,500 gp (iron), 11,000 gp (stone), 22,000 gp (stone greater power. When the wearer reaches into it for a specific

guardian)

item, that item is always on top. Thus, no digging around and

Hand of Glory

fumbling is ever necessary to find what a haversack contains.

Retrieving any specific item from a haversack is a move

Aura faint varied; CL 5th

action, but it does not provoke the attacks of opportunity that

retrieving a stored item usually does.

Slot neck; Price 8,000 gp; Weight 2 lbs.

Construction

Description

Requirements Craft Wondrous Item, secret chest; Cost

This mummified human hand hangs by a leather cord around 1,000 gp

a character's neck (taking up space as a magic necklace

would). If a magic ring is placed on one of the fingers of the

Page 516

Harp of Charming

Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000

gp (+6); Weight 1 lb.

Aura faint enchantment; CL 5th

Description

Slot —; Price 7,500 gp; Weight 5 lbs.

This simple bronze headband is decorated with an intricate

Description

pattern of small green gemstones. The headband grants the

This beautiful and intricately carved harp can be held wearer an enhancement bonus to Wisdom of +2, +4, or +6.

comfortably in one hand, but both hands are required to Treat this as a temporary ability bonus for the first 24 hours

utilize its magic. When played, a harp of charming enables the headband is worn.

the performer to work one suggestion (as the spell, Will DC Construction

14 negates) into the music for each 10 minutes of playing if

he can succeed on a DC 14 Perform (string instruments) Requirements Craft Wondrous Item, owl's wisdom; Cost check. If the check fails, the audience cannot be affected by 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

any further performances from the harpist for 24 hours.

Headband of Mental Prowess

Construction

Aura strong transmutation; CL 12th

Requirements Craft Wondrous Item, suggestion; Cost 3,750

gp

Slot headband; Price 10,000 gp (+2), 40,000 gp (+4), 90,000

gp (+6); Weight 1 lb.

Hat of Disguise

Description

Aura faint illusion; CL 1st

This simple copper headband has a small yellow gem set so

Slot head; Price 1,800 gp; Weight —

that when it rests upon the forehead of the wearer, the yellow

gem sits perched on the wearer's brow as if it were a third

Description

eye in the middle of his forehead. Often, the headband

This apparently normal hat allows its wearer to alter her contains additional designs to further accentuate the

appearance as with a disguise self spell. As part of the appearance of a third, crystal eye.

disguise, the hat can be changed to appear as a comb, ribbon, The headband grants the wearer an enhancement bonus to

headband, cap, coif, hood, helmet, and so on.

two mental ability scores (Intelligence, Wisdom, or

Construction

Charisma) of +2, +4, or +6. Treat this as a temporary ability

bonus for the first 24 hours the headband is worn. These

Requirements Craft Wondrous Item, disguise self; Cost 900 bonuses are chosen when the headband is created and cannot gp

be changed. If the headband grants a bonus to Intelligence, it

also grants skill ranks as a Headband of vast intelligence.

Headband of Alluring Charisma

Construction

Aura moderate transmutation; CL 8th

Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 Requirements Craft Wondrous Item, eagle's splendor, fox's

gp (+6); Weight 1 lb.

cunning, and/or owl's wisdom; Cost 5,000 gp (+2), 20,000 gp

(+4), 45,000 gp (+6)

Description

Headband of Mental Superiority

This attractive silver headband is decorated with a number of Aura strong transmutation; CL 16th

small red and orange gemstones. The headband grants the

wearer an enhancement bonus to Charisma of +2, +4, or +6. Slot headband; Price 16,000 gp (+2), 64,000 gp (+4),

Treat this as a temporary ability bonus for the first 24 hours 144,000 gp (+6); Weight 1 lb.

the headband is worn.

Description

Construction

This ornate headband is decorated with numerous small

Requirements Craft Wondrous Item, eagle's splendor; Cost white gemstones. The headband grants the wearer an 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

enhancement bonus to all mental ability scores (Intelligence,

Wisdom, and Charisma) of +2, +4, or +6. Treat this as a

Headband of Inspired Wisdom

temporary ability bonus for the first 24 hours the headband is

Aura moderate transmutation; CL 8th

worn. The headband also grants skill ranks as a Headband of

vast intelligence.

Page 517

Construction

30 feet. This light causes 1d6 points of damage per

round to all such creatures within that range.

Requirements Craft Wondrous Item, eagle's splendor, fox's

•

The wearer may command any weapon he wields to

cunning, owl's wisdom; Cost 8,000 gp (+2), 32,000 gp (+4),

become a flaming weapon. This is in addition to

77,000 gp (+6)

whatever abilities the weapon may already have

Headband of Vast Intelligence

(unless the weapon already is a flaming weapon).

The command takes 1 round to take effect.

Aura moderate transmutation; CL 8th

•

The helm provides fire resistance 30. This

Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000

protection does not stack with similar protection

gp (+6); Weight 1 lb.

from other sources.

Once all its jewels have lost their magic, the helm loses its

Description

powers and the gems turn to worthless powder. Removing a

This intricate gold headband is decorated with several small jewel destroys it.

blue and deep purple gemstones. The headband grants the If a creature wearing the helm is damaged by magical fire

wearer an enhancement bonus to Intelligence of +2, +4, or (after the fire protection is taken into account) and fails an

+6. Treat this as a temporary ability bonus for the first 24 additional DC 15 Will save, the remaining gems on the helm

hours the headband is worn. A headband of vast intelligence overload and detonate. Remaining diamonds become

has one skill associated with it per +2 bonus it grants. After prismatic sprays that each randomly target a creature within

being worn for 24 hours, the headband grants a number of range (possibly the wearer), rubies become straight-line

skill ranks in those skills equal to the wearer's total Hit Dice. walls of fire extending outward in a random direction from

These ranks do not stack with the ranks a creature already the helm wearer, and fire opals become fireballs centered on

possesses. These skills are chosen when the headband is the helm wearer. The opals and the helm itself are destroyed.

created. If no skill is listed, the headband is assumed to grant

skill ranks in randomly determined Knowledge skills.

Construction

Construction

Requirements Craft Wondrous Item, detect undead, fireball,

flame blade, daylight, prismatic spray, protection from

Requirements Craft Wondrous Item, fox's cunning; Cost energy , wall of fire; Cost 62,500 gp 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Helm of Comprehend Languages and Read

Helm of Brilliance

Magic

Aura strong varied; CL 13th

Aura faint divination; CL 4th

Slot head; Price 125,000 gp; Weight 3 lbs.

Slot head; Price 5,200 gp; Weight 3 lbs.

Description

Description

This normal-looking helm takes its true form and manifests Appearing as a normal helmet, a helm of comprehend

its powers when the user dons it and speaks the command languages and read magic grants its wearer the ability to word. Made of brilliant silver and polished steel, a newly understand the spoken words of any creature and to read text

created helm is set with large magic gems: 10 diamonds, 20 in any language and any magical writing. The wearer gains a

rubies, 30 fire opals, and 40 opals. When struck by bright +5 competence bonus on Linguistics checks to understand

light, the helm scintillates and sends forth reflective rays in messages written in incomplete, archaic, or exotic forms.

all directions from its crown-like, gem-tipped spikes. The Note that understanding a magical text does not necessarily

jewels' functions are as follows:

imply spell use.

•

Diamond: Prismatic spray (save DC 20)

Construction

•

Ruby: Wall of fire

•

Fire opal: Fireball (10d6, Reflex DC 20 half)

Requirements

Craft Wondrous Item,

comprehend

•

Opal: Daylight

languages , read magic; Cost 2,600 gp

The helm may be used once per round, but each gem can Helm of Telepathy

perform its spell-like power just once. Until all its jewels are

depleted, a helm of brilliance also has the following magical Aura faint divination and enchantment; CL 5th

properties when activated.

Slot head; Price 27,000 gp; Weight 3 lbs.

•

It emanates a bluish light when undead are within

Page 518

Description

Description

This pale metal or ivory helm covers much of the head when This horn appears to be a normal trumpet. It can be sounded

worn. The wearer can use detect thoughts at will. as a normal horn, but if the command word is spoken and the

Furthermore, he can send a telepathic message to anyone instrument is then played, it deals 5d6 points of sonic

whose surface thoughts he is reading (allowing two-way damage to creatures within a 40-foot cone and causes them

communication). Once per day, the wearer of the helm can to be deafened for 2d6 rounds (a DC 16 Fortitude save

implant a suggestion (as the spell, Will DC 14 negates) along reduces the damage by half and negates the deafening).

with his telepathic message.

Crystalline objects and creatures take 7d6 points of sonic

damage, with no save unless they're held, worn, or carried by

Construction

creatures (Fortitude DC 16 negates).

Requirements Craft Wondrous Item, detect thoughts, If a horn of blasting is used magically more than once in a

suggestion; Cost 13,500 gp

given day, there is a 20% cumulative chance with each extra

Helm of Teleportation

use that it explodes and deals 10d6 points of sonic damage to

the person sounding it.

Aura moderate conjuration; CL 9th

Construction

Slot head; Price 73,500 gp; Weight 3 lbs.

Requirements Craft Wondrous Item, shout; Cost 10,000 gp

Description

Horn of Blasting, Greater

A character wearing this device may teleport three times per

day, exactly as if he had cast the spell of the same name.

Aura strong evocation; CL 16th

Slot —; Price 70,000 gp; Weight 1 lb.

Construction

Description

Requirements Craft Wondrous Item, teleport; Cost 36,750

gp

This horn functions as a horn of blasting, except that it deals

Helm of Underwater Action

10d6 points of sonic damage, stuns creatures for 1 round, and

deafens them for 4d6 rounds (a DC 19 Fortitude reduces the

Aura faint transmutation; CL 5th

damage by half and negates the stunning and deafening).

Crystalline objects take 16d6 points of sonic damage as

Slot head; Price 24,000 gp; Weight 3 lbs.

described for the horn of blasting. A greater horn of blasting

Description

also has a 20% cumulative chance of exploding for each

usage beyond the first each day.

The wearer of this helmet can see underwater. Drawing the

small lenses in compartments on either side into position Construction

before the wearer's eyes activates the visual properties of the Requirements Craft Wondrous Item, greater shout; Cost

helm, allowing her to see five times farther than water and 35,000 gp

light conditions would allow for normal human vision.

(Weeds, obstructions, and the like block vision in the usual Horn of Fog

manner.) If the command word is spoken, the helm of

underwater action gives the wearer a 30-foot swim speed Aura faint conjuration; CL 3rd

and creates a globe of air around the wearer's head and Slot —; Price 2,000 gp; Weight 1 lb.

maintains it until the command word is spoken again,

enabling her to breathe freely.

Description

Construction

This small bugle allows its possessor to blow forth a thick

cloud of heavy fog similar to that of an obscuring mist spell.

Requirements Craft Wondrous Item, water breathing; Cost The fog covers a 10-foot square next to the horn blower each 12,000 gp

round that the user continues to blow the horn; a fog cloud

Horn of Blasting

travels 10 feet each round in a straight line from the

emanation point unless blocked by something substantial

Aura moderate evocation; CL 7th

such as a wall. The device makes a deep, foghorn-like noise,

with the note dropping abruptly to a lower register at the end

Slot —; Price 20,000 gp; Weight 1 lb.

of each blast. The fog dissipates after 3 minutes. A moderate

wind (11+ mph) disperses the fog in 4 rounds; a strong wind

Page 519

(21+ mph) disperses the fog in 1 round.

Type of Barbarians

d%

Prerequisite

Horn

Summoned

Construction

Proficiency with all martial

1d4+1, 5th-

Requirements Craft Wondrous Item, obscuring mist; Cost 91–100

Iron

weapons or bardic

level

1,000 gp

performance ability

Horn of Goodness/Evil

Summoned barbarians are constructs, not actual people

Aura moderate abjuration; CL 6th

(though they seem to be); they arrive with the starting

Slot —; Price 6,500 gp; Weight 1 lb.

equipment for barbarians. They attack anyone the possessor

of the horn commands them to fight until they or their

Description

opponents are slain or until 1 hour has elapsed, whichever

comes first.

This trumpet adapts itself to its owner, so it produces either a

good or an evil effect depending on the owner's alignment. If Construction

the owner is neither good nor evil, the horn has no power

whatsoever. If he is good, then blowing the horn has the Requirements Craft Wondrous Item, summon monster VI;

effect of a magic circle against evil. If he is evil, then Cost 25,000 gp

blowing the horn has the effect of a magic circle against Horseshoes of Speed

good. In either case, this ward lasts for 1 hour. The horn can

be blown once per day.

Aura faint transmutation; CL 3rd

Construction

Slot feet; Price 3,000 gp; Weight 12 lbs. (for four)

Requirements Craft Wondrous Item, magic circle against Description

good , magic circle against evil; Cost 3,250 gp

These iron shoes come in sets of four like ordinary

Horn of Valhalla

horseshoes. When affixed to an animal's hooves, they

increase the animal's base land speed by 30 feet; this counts

Aura strong conjuration; CL 13th

as an enhancement bonus. As with other effects that increase

Slot —; Price 50,000 gp; Weight 2 lbs.

speed, jumping distances increase proportionally (see Using

Skills). All four shoes must be worn by the same animal for

Description

the magic to be effective.

This magic instrument comes in four varieties. Each appears Construction

to be normal until someone speaks its command word and

blows the horn. Then the horn summons a number of human Requirements Craft Wondrous Item , haste; Cost 1,500 gp

barbarians to fight for the character who summoned them. Horseshoes of a Zephyr

Each horn can be blown just once every 7 days. Roll d% and

refer to the table above to see what type of horn is found. The Aura faint transmutation; CL 3rd

horn's type determines what barbarians are summoned and

what prerequisite is needed to use the horn. Any character Slot feet; Price 6,000 gp; Weight 4 lbs. (for four).

who uses a horn of Valhalla but doesn't have the prerequisite Description

is attacked by the barbarians she herself summoned.

These four iron shoes are affixed like normal horseshoes.

Table 16-24: Horn of Valhalla

They allow a horse to travel without actually touching the

ground. The horse must still run above (always around 4

Type of Barbarians

d%

Prerequisite

inches above) a roughly horizontal surface. This means that

Horn

Summoned

non-solid or unstable surfaces can be crossed, and that

2d4+2, 2nd-

movement is possible without leaving tracks on any sort of

01–40

Silver

None

level

ground. The horse moves at its normal base land speed. All

2d4+1, 3rd-

four shoes must be worn by the same animal for the magic to

41–75

Brass

Spellcaster level 1st

level

be effective.

Proficiency with all martial Construction

76–90

Bronze 2d4, 4th-level weapons or bardic

performance ability

Requirements Craft Wondrous Item, levitate; Cost 3,000 gp

Page 520

Incense of Meditation

Construction

Aura moderate enchantment; CL 7th

Requirements Craft Wondrous Item, mage's magnificent

Slot —; Price 4,900 gp; Weight 1 lb.

mansion; Cost 27,500 gp

Description

Ioun Stones

Aura strong varied; CL 12th

This small rectangular block of sweet-smelling incense is

visually indistinguishable from nonmagical incense until lit. Slot —; Price varies; Weight —

When it is burned, the special fragrance and pearly hued

smoke of this special incense are recognizable by anyone Description

making a DC 15 Spellcraft check.

These crystalline stones always float in the air and must be

When a divine spellcaster lights a block of incense of within 3 feet of their owner to be of any use. When a

meditation and then spends 8 hours praying and meditating character first acquires a stone, she must hold it and then

nearby, the incense enables him to prepare all his spells as release it, whereupon it takes up a circling orbit 1d3 feet

though affected by the Maximize Spell feat. However, all the from her head. Thereafter, a stone must be grasped or netted

spells prepared in this way are at their normal level, not at to separate it from its owner. The owner may voluntarily

three levels higher (as with the regular metamagic feat).

seize and stow a stone (to keep it safe while she is sleeping,

for example), but she loses the benefits of the stone during

Each block of incense burns for 8 hours, and the effects that time. Ioun stones have AC 24, 10 hit points, and

persist for 24 hours.

hardness 5. The powers of each stone vary depending on its

Construction

color and shape (see the table).

Requirements Craft Wondrous Item, Maximize Spell, bless;

Table 16-25: Ioun Stones

Cost 2,450 gp

Market

Instant Fortress

Color

Shape

Effect

Price

Aura strong conjuration; CL 13th

Sustains creature

Clear

Spindle

4,000 gp

without food or water

Slot —; Price 55,000 gp; Weight 1 lb.

Dusty rose

Prism

+1 insight bonus to AC 5,000 gp

Description

+2 enhancement bonus

Deep red

Sphere

8,000 gp

to Dexterity

This metal cube is small, but when activated by speaking a

command word it grows to form a tower 20 feet square and Incandescent

+2 enhancement bonus

Sphere

8,000 gp

30 feet high, with arrow slits on all sides and a crenellated blue

to Wisdom

battlement atop it. The metal walls extend 10 feet into the

+2 enhancement bonus

Pale blue

Rhomboid

8,000 gp

ground, rooting it to the spot and preventing it from being

to Strength

tipped over. The fortress has a small door that opens only at

+2 enhancement bonus

the command of the owner of the fortress—even knock spells Pink

Rhomboid

8,000 gp

to Constitution

can't open the door.

Pink and

+2 enhancement bonus

Sphere

8,000 gp

The adamantine walls of an instant fortress have 100 hit green

to Charisma

points and hardness 20. The fortress cannot be repaired Scarlet and

+2 enhancement bonus

except by a wish or a miracle, which restores 50 points of

Sphere

8,000 gp

blue

to Intelligence

damage taken.

Dark blue

Rhomboid Alertness (as the feat)

10,000 gp

The fortress springs up in just 1 round, with the door facing

Sustains creature

the device's owner. The door opens and closes instantly at his Iridescent

Spindle

18,000 gp

without air

command. People and creatures nearby (except the owner) Pale

Absorbs spells of 4th

must be careful not to be caught by the fortress's sudden

Ellipsoid

20,000 gp

lavender

level or lower*

growth. Anyone so caught takes 10d10 points of damage

(Reflex DC 19 half).

Regenerate 1 point of

Pearly white Spindle

20,000 gp

damage per 10 minutes

The fortress is deactivated by speaking a command word

+1 competence bonus

(different from the one used to activate it). It cannot be

on attack rolls, saves,

deactivated unless it is empty.

Pale green

Prism

30,000 gp

skill checks, and ability

checks

Page 521

Market

Color

Shape

Effect

Description

Price

These special containers are typically inlaid with runes of

Orange

Prism

+1 caster level

30,000 gp silver and stoppered by a brass plug bearing a seal engraved

Stores three levels of

Vibrant

with sigils, glyphs, and special symbols. When the user

Prism

spells, as a ring of spell 36,000 gp

purple

speaks the command word, he can force any creature from

storing

another plane into the container, provided that creature fails a

Lavender

Absorbs spells of 8th

DC 19 Will save. The range of this effect is 60 feet. Only one

Ellipsoid

40,000 gp

and green

level or lower**

creature at a time can be so contained. Loosing the stopper

*After absorbing 20 spell levels, the stone burns out and

frees the captured creature.

turns to dull gray, forever useless.

The command word can be used only once per day.

**After absorbing 50 spell levels, the stone burns out and

turns dull gray, forever useless.

If the individual freeing the captured creature speaks the

command word, the creature can be forced to serve for 1

Regeneration from the pearly white ioun stone works like a hour. If freed without the command word, the creature acts

ring of regeneration. It only cures damage taken while the according to its natural inclinations. (It usually attacks the

character is using the stone. The pale lavender and lavender- user, unless it perceives a good reason not to.) Any attempt to

and-green stones work like a rod of absorption, but force the same creature into the flask a second time provides

absorbing a spell requires a readied action, and these stones it a +2 bonus on its saving throw and makes it hostile. A

cannot be used to empower spells. Stored spells in the newly discovered bottle might contain any of the following:

vibrant purple stone must be placed by a spellcaster but can

be used by anyone (see ring of minor spell storing).

d%

Contents

d%

Contents

Construction

01–50

Empty

89

Demon (glabrezu)

51–54 Large air elemental

90

Demon (succubus)

Requirements Craft Wondrous Item, creator must be 12th 55–58

Invisible stalker

91

Devil (osyluth)

level; Cost half the market price

59–62 Large earth elemental

92

Devil (barbazu)

Iron Bands of Binding

63–66

Xorn

93

Devil (erinyes)

Aura strong evocation; CL 13th

67–70 Large fire elemental

94

Devil (cornugon)

Slot —; Price 26,000 gp; Weight 1 lb.

71–74

Salamander 95

95

Agathion (avoral)

75–78 Large water elemental

96

Azata (ghaele)

Description

79–82

Xill

97

Archon (trumpet)

This potent item appears to be a 3-inch-diameter rusty iron 83–85

Yeth hound

98

Rakshasa

sphere with bandings on the globe.

86

Demon (shadow)

99

Demon (balor)

When the proper command word is spoken and the spherical

87

Demon (vrock)

100

Devil (pit fiend)

iron device is hurled at an opponent, the bands expand and

88

Demon (hezrou)

then contract to bind the target creature on a successful

ranged touch attack. A single Large or smaller creature can

be captured thus and held immobile (as if pinned) until the Construction

command word is spoken to bring the bands into spherical

form again. The creature can break (and destroy) the bands Requirements Craft Wondrous Item, trap the soul; Cost with a DC 30 Strength check or escape them with a DC 30 85,000 gp

combat maneuver check or Escape Artist check. Iron bands Lantern of Revealing

of binding are usable once per day.

Aura faint evocation; CL 5th

Construction

Slot —; Price 30,000 gp; Weight 2 lbs.

Requirements Craft Wondrous Item, grasping hand; Cost

13,000 gp

Description

Iron Flask

This lantern operates as a normal hooded lantern. While it is

lit, it also reveals all invisible creatures and objects within 25

Aura strong conjuration; CL 20th

feet of it, just like the spell invisibility purge.

Slot —; Price 170,000 gp (empty); Weight 1 lb.

Page 522

Construction

Description

Requirements Craft Wondrous Item, invisibility purge; Cost This holy garment, worn over normal clothing, grants 15,000 gp

damage reduction 5/evil to the character wearing it.

Lens of Detection

Construction

Aura moderate divination; CL 9th

Requirements Craft Wondrous Item, stoneskin; Cost 38,000

Slot —; Price 3,500 gp; Weight 1 lb.

gp

Description

Mantle of Spell Resistance

Aura moderate abjuration; CL 9th

This circular prism lets its user detect minute details,

granting a +5 competence bonus on Perception checks. It Slot chest; Price 90,000 gp; Weight —

also aids in tracking, adding a +5 competence bonus on

Survival checks when tracking. The lens is about 6 inches in Description

diameter and set in a frame with a handle.

This garment, worn over normal clothing or armor, grants the

Construction

wearer spell resistance 21.

Requirements Craft Wondrous Item, true seeing; Cost 1,750 Construction

gp

Requirements Craft Wondrous Item, spell resistance; Cost

Lyre of Building

45,000 gp

Aura moderate transmutation; CL 6th

Manual of Bodily Health

Slot —; Price 13,000 gp; Weight 5 lbs.

Aura strong evocation (if miracle is used); CL 17th

Description

Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp

(+3), 110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.

This magical instrument is usually made of gold and inlaid

with numerous gems. If the proper chords are struck, a single Description

use of this lyre negates any attacks made against inanimate This thick tome contains tips on health and fitness, but

construction (walls, roof, floor, and so on) within 300 feet. entwined within the words is a powerful magical effect. If

This includes the effects of a horn of blasting, a disintegrate anyone reads this book, which takes a total of 48 hours over

spell, or an attack from a ram or similar siege weapon. The a minimum of 6 days, he gains an inherent bonus from +1 to

lyre can be used in this way once per day, with the protection +5 (depending on the type of manual) to his Constitution

lasting for 30 minutes.

score. Once the book is read, the magic disappears from the

The lyre is also useful with respect to building. Once a week, pages and it becomes a normal book.

its strings can be strummed so as to produce chords that

magically construct buildings, mines, tunnels, ditches, etc. Construction

The effect produced in 30 minutes of playing is equal to the Requirements Craft Wondrous Item, wish or miracle; Cost work of 100 humans laboring for 3 days. Each hour after the 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp

first, a character playing the lyre must make a DC 18 (+4), 131,250 gp (+5)

Perform (string instruments) check. If it fails, she must stop

and cannot play the lyre again for this purpose until a week Manual of Gainful Exercise

has passed.

Aura strong evocation (if miracle is used); CL 17th

Construction

Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp

Requirements Craft Wondrous Item, fabricate; Cost 6,500 (+3), 110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.

gp

Description

Mantle of Faith

This thick tome contains exercise descriptions and diet

Aura strong abjuration [good]; CL 20th

suggestions, but entwined within the words is a powerful

magical effect. If anyone reads this book, which takes a total

Slot chest; Price 76,000 gp; Weight —

of 48 hours over a minimum of 6 days, she gains an inherent

bonus from +1 to +5 (depending on the type of manual) to

Page 523

her Strength score. Once the book is read, the magic Construction

disappears from the pages and it becomes a normal book.

Requirements Craft Wondrous Item, major creation; Cost

Construction

2,000 gp

Requirements Craft Wondrous Item, wish or miracle; Cost Mask of the Skull 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp

(+4), 131,250 gp (+5)

Aura strong necromancy and transmutation; CL 13th

Manual of Quickness of Action

Slot head; Price 22,000 gp; Weight 3 lbs.

Aura strong evocation (if miracle is used); CL 17th

Description

Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp This fearsome-looking mask of ivory, beaten copper, or pale

(+3), 110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.

wood is typically fashioned into the likeness of a human

skull with a missing lower jaw, allowing the bottom half of

Description

the wearer's face to remain visible when the mask is worn.

This thick tome contains tips on coordination exercises and Once per day, after it has been worn for at least 1 hour, the

balance, but entwined within the words is a powerful magical mask can be loosed to fly from the wearer's face. It travels up

effect. If anyone reads this book, which takes a total of 48 to 50 feet away from the wearer and attacks a target assigned

hours over a minimum of 6 days, he gains an inherent bonus to it. The grinning skull mask makes a touch attack against

from +1 to +5 (depending on the type of manual) to his the target based on the wearer's base attack bonus. If the

Dexterity score. Once the book is read, the magic disappears attack succeeds, the target must make a DC 20 Fortitude save

from the pages and it becomes a normal book.

or take 130 points of damage, as if affected by a finger of

death spell. If the target succeeds on his saving throw, he

Construction

nevertheless takes 3d6+13 points of damage. After attacking

Requirements Craft Wondrous Item, wish o r miracle; Cost (whether successful or not), the mask flies back to its user.

26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp The mask has AC 16, 10 hit points, and hardness 6.

(+4), 131,250 gp (+5)

Construction

Marvelous Pigments

Requirements Craft Wondrous Item , animate objects, finger

Aura strong conjuration; CL 15th

of death , fly; Cost 11,000 gp

Slot —; Price 4,000 gp; Weight —

Mattock of the Titans

Description

Aura strong transmutation; CL 16th

These pigments enable their possessor to create actual, Slot —; Price 23,348 gp; Weight 120 lbs.

permanent objects simply by depicting their form in two Description

dimensions. The pigments are applied by a stick tipped with

bristles, hair, or fur. The emulsion flows from the application This digging tool is 10 feet long. Any creature of at least

to form the desired object as the artist concentrates on the Huge size can use it to loosen or tumble earth or earthen

image. One pot of marvelous pigments is sufficient to create ramparts (a 10-foot cube every 10 minutes). It also smashes

a 1,000-cubic-foot object by depicting it two-dimensionally rock (a 10-foot cube per hour). If used as a weapon, it is the

over a 100-square-foot surface.

equivalent of a Gargantuan +3 adamantine warhammer,

dealing 4d6 points of base damage.

Only normal, inanimate objects can be created. Creatures

can't be created. The pigments must be applied to a surface. Construction

It takes 10 minutes and a DC 15 Craft (painting) check to

depict an object with the pigments. Marvelous pigments Requirements Craft Wondrous Item, Craft Magic Arms and

cannot create magic items. Objects of value depicted by the Armor, move earth; Cost 13,348 gp

pigments—precious metals, gems, jewelry, ivory, and so on Maul of the Titans

—appear to be valuable but are really made of tin, lead,

glass, brass, bone, and other such inexpensive materials. The Aura strong evocation; CL 15th

user can create normal weapons, armor, and any other

mundane item (including foodstuffs) whose value does not Slot —; Price 25,305 gp; Weight 160 lbs.

exceed 2,000 gp. The effect is instantaneous.

Page 524

Description

any creature trapped within to its surface and engage his

powerless prisoner in conversation. Another command word

This mallet is 8 feet long. If used as a weapon, it is the frees the trapped creature. Each pair of command words is

equivalent of a +3 greatclub and deals triple damage against specific to each prisoner.

inanimate objects. The wielder must have a Strength of at

least 18 to wield it properly. Otherwise, she takes a –4 If the mirror's capacity is exceeded, one victim (determined

penalty on attack rolls.

randomly) is set free in order to accommodate the latest one.

If the mirror is destroyed (Hardness 1, 5 hit points), all

Construction

victims currently trapped in it are freed.

Requirements Craft Wondrous Item, Craft Magic Arms and Construction

Armor , clenched fist; Cost 12,305 gp

Requirements Craft Wondrous Item, imprisonment; Cost

Medallion of Thoughts

100,000 gp

Aura faint divination; CL 5th

Mirror of Opposition

Slot neck; Price 12,000 gp; Weight —

Aura strong necromancy; CL 15th

Description

Slot —; Price 92,000 gp; Weight 45 lbs.

This appears to be a normal pendant disk hung from a neck Description

chain. Usually fashioned from bronze, copper, or silver, the

medallion allows the wearer to read the thoughts of others, as This item resembles a normal mirror about 4 feet long and 3

with the spell detect thoughts.

feet wide. It can be hung or placed on a surface and then

activated by speaking a command word. The same command

Construction

word deactivates the mirror. If a creature sees its reflection in

the mirror's surface, an exact duplicate of that creature comes

Requirements Craft Wondrous Item, detect thoughts; Cost into being. This opposite immediately attacks the original.

6,000 gp

The duplicate has all the possessions and powers of its

Mirror of Life Trapping

original (including magic). Upon the defeat or destruction of

either the duplicate or the original, the duplicate and its items

Aura strong abjuration; CL 17th

disappear completely. The mirror functions up to four times

Slot —; Price 200,000 gp; Weight 50 lbs.

per day. Destroying the mirror (Hardness 1, 5 hit points)

causes all of the duplicates to immediately vanish.

Description

Construction

This crystal device is usually about 4 feet square and framed

in metal or wood. The frame typically depicts dragons, Requirements Craft Wondrous Item, clone; Cost 46,000 gp

demons, devils, genies, coiling nagas, or other powerful Necklace of Adaptation

creatures that are well known for their magical powers. It can

be hung or placed on a surface and then activated by giving a Aura moderate transmutation; CL 7th

command word. The same command word deactivates the Slot neck; Price 9,000 gp; Weight 1 lb.

mirror. A mirror of life trapping has 15 extradimensional

compartments within it. Any creature coming within 30 feet Description

of the device and looking at its own reflection must make a

DC 23 Will save or be trapped within the mirror in one of the This necklace is a heavy chain with a platinum medallion.

cells. A creature not aware of the nature of the device always The magic of the necklace wraps the wearer in a shell of

sees its own reflection. The probability of a creature seeing fresh air, making him immune to all harmful vapors and

its reflection, and thus needing to make the saving throw, gases (such as cloudkill and stinking cloud effects, as well as drops to 50% if the creature is aware that the mirror traps life inhaled poisons) and allowing him to breathe, even

and seeks to avoid looking at it (treat as a gaze attack).

underwater or in a vacuum.

When a creature is trapped, it is taken bodily into the mirror. Construction

Size is not a factor, but constructs and undead are not

trapped, nor are inanimate objects and other nonliving Requirements Craft Wondrous Item, alter self; Cost 4,500

gp

matter. A victim's equipment (including clothing and

anything being carried) remains behind. If the mirror's owner Necklace of Fireballs

knows the right command word, he can call the reflection of Aura moderate evocation; CL 10th

Page 525

Slot neck (does not take up slot); Price 1,650 gp (type I), Slot —; Price 48,000 gp; Weight 6 lbs.

2,700 gp (type II), 4,350 gp (type III), 5,400 gp (type IV),

5,850 gp (type V), 8,100 gp (type VI), 8,700 gp (type VII); Description

Weight 1 lb.

This glass sphere is 8 inches in diameter. The possessor can

Description

call forth all manner of weather, even supernaturally

destructive storms. Once per day, she can call upon the orb to

This item appears to be a string of beads, sometimes with the use a control weather spell. Once per month, she can conjure

ends tied together to form a necklace. (It does not count as an a storm of vengeance. The possessor of the orb is continually

item worn around the neck for the purpose of determining protected by an endure elements effect.

which of a character's worn magic items is effective.) If a

character holds it, however, all can see the strand as it really Construction

is—a golden chain from which hang a number of golden Requirements Craft Wondrous Item, control weather,

spheres. The spheres are detachable by the wearer (and only endure elements , storm of vengeance; Cost 24,000 gp by the wearer), who can easily hurl one of them up to 70 feet.

When a sphere arrives at the end of its trajectory, it detonates Pearl of Power

as a fireball spell (Reflex DC 14 half).

Aura strong transmutation; CL 17th

Spheres come in different strengths, ranging from those that

deal 2d6 points of fire damage to those that deal 10d6. The Slot —; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd),

market price of a sphere is 150 gp for each die of damage it 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp

deals.

(7th), 64,000 gp (8th), 81,000 gp (9th), 70,000 gp (two

spells); Weight —

Table 16-26: Necklace of Fireballs

Description

10

8d 7d

5d 4d

2d Market

Necklace

9d6

6d6

3d6

This seemingly normal pearl of average size and luster is a

d6

6

6

6

6

6

Price

potent aid to all spellcasters who prepare spells (clerics,

Type I

— — — — — 1

— 2

— 1,650 gp druids, rangers, paladins, and wizards). Once per day on

Type II

— — — — 1

— 2

— 2

2,700 gp command, a pearl of power enables the possessor to recall

any one spell that she had prepared and then cast that day.

Type III — — — 1

— 2

— 4

— 4,350 gp The spell is then prepared again, just as if it had not been

Type IV — — 1

— 2

— 2

— 4

5,400 gp cast. The spell must be of a particular level, depending on the

Type V

— 1

— 2

— 2

— 2

— 5,850 gp pearl. Different pearls exist for recalling one spell per day of

Type VI 1

— 2

— 2

— 4

— — 8,100 gp each level from 1st through 9th and for the recall of two

spells per day (each of a different level, 6th or lower).

Type VII 1

2

— 2

— 2

— 2

— 8,700 gp

Construction

Each necklace of fireballs contains a combination of spheres Requirements Craft Wondrous Item, creator must be able to

of various strengths. Some traditional combinations, cast spells of the spell level to be recalled; Cost 500 gp (1st),

designated types I through VII, are detailed above.

2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp

If the necklace is being worn or carried by a character who (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th),

fails her saving throw against a magical fire attack, the item 40,500 gp (9th), 35,000 gp (two spells)

must make a saving throw as well (with a save bonus of +7). Pearl of the Sirines

If the necklace fails to save, all its remaining spheres

detonate simultaneously, often with regrettable consequences Aura moderate abjuration and transmutation; CL 8th

for the wearer.

Slot —; Price 15,300 gp; Weight —

Construction

Description

Requirements Craft Wondrous Item, fireball; Cost 825 gp This pearl is worth at least 1,000 gp for its beauty alone, yet

(type I), 1,350 gp (type II), 2,175 gp (type III), 2,700 gp if it is clasped firmly in hand or held to the breast while the

(type IV), 2,925 gp (type V), 4,050 gp (type VI), 4,350 gp possessor attempts actions related to the pearl's powers, she

(type VII)

understands and is able to employ the item.

Orb of Storms

The pearl enables its possessor to breathe in water as if she

Aura strong varied; CL 18th

were in clean, fresh air. Her swim speed is 60 feet, and she

can cast spells and act underwater without hindrance.

Page 526

Construction

Slot headband; Price 1,000 gp; Weight —

Requirements Craft Wondrous Item, freedom of movement, Description

water breathing; Cost 8,150 gp

This item is a tiny box containing religious scripture. The

Periapt of Health

box is affixed to a leather cord and tied around the forehead,

worn so that the box sits upon the wearer's brow. There is no

Aura faint conjuration; CL 5th

mundane way to determine what function this religious item

Slot neck; Price 7,500 gp; Weight —

performs until it is worn. The wearer of a phylactery of

faithfulness is aware of any action or item that could

Description

adversely affect his alignment and his standing with his deity,

including magical effects. He acquires this information prior

The wearer of this blue gem on a silver chain (worn on the to performing such an action or becoming associated with

neck) is immune to disease, including supernatural diseases. such an item if he takes a moment to contemplate the act.

Construction

Construction

Requirements Craft Wondrous Item, remove disease; Cost Requirements Craft Wondrous Item, detect chaos, detect

3,750 gp

evil , detect good , detect law; Cost 500 gp Periapt of Proof against Poison

Phylactery of Negative Channeling

Aura faint conjuration; CL 5th

Aura moderate necromancy [evil]; CL 10th

Slot neck; Price 27,000 gp; Weight —

Slot headband; Price 11,000 gp; Weight —

Description

Description

This item is a brilliant-cut black gem on a delicate silver This item is a boon to any character able to channel negative

chain meant to be worn about the neck. The wearer is energy, increasing the amount of damage dealt to living

immune to poison, although poisons active when the periapt creatures by +2d6. This also increases the amount of damage

is first donned still run their course.

healed by undead creatures.

Construction

Construction

Requirements Craft Wondrous Item, neutralize poison; Cost Requirements Craft Wondrous Item, creator must be a 10th-13,500 gp

level cleric; Cost 5,500 gp

Periapt of Wound Closure

Phylactery of Positive Channeling

Aura moderate conjuration; CL 10th

Aura moderate necromancy [good]; CL 10th

Slot neck; Price 15,000 gp; Weight —

Slot headband; Price 11,000 gp; Weight —

Description

Description

This stone is bright red and dangles on a gold chain meant to This item allows channelers of positive energy to increase

be worn on the neck. The wearer of this periapt automatically the amount of damage dealt to undead creatures by +2d6.

becomes stable if his hit points drop below 0 (but not if the This also increases the amount of damage healed by living

damage is enough to kill the wearer). The periapt doubles the creatures.

wearer's normal rate of healing or allows normal healing of

wounds that would not do so normally. Hit point damage Construction

caused by bleeding is negated for the wearer of the periapt,

but he is still susceptible to damage from bleeding that Requirements Craft Wondrous Item, creator must be a 10th-

causes ability damage or drain.

level cleric; Cost 5,500 gp

Construction

Pipes of Haunting

Requirements Craft Wondrous Item, heal; Cost 7,500 gp

Aura faint necromancy; CL 4th

Phylactery of Faithfulness

Slot —; Price 6,000 gp; Weight 3 lbs.

Aura faint divination; CL 1st

Page 527

Description

Portable Hole

This magic item appears to be a small set of pan pipes. When Aura strong conjuration; CL 12th

played by a person who succeeds on a DC 15 Perform (wind Slot —; Price 20,000 gp; Weight —

instruments) check, the pipes create an eerie, spellbinding

tune. Those within 30 feet who hear the tune must succeed Description

on a DC 13 Will save or become frightened for 4 rounds.

Creatures with 6 or more Hit Dice are unaffected. Pipes of A portable hole is a circle of cloth spun from the webs of a

haunting can be sounded twice a day.

phase spider interwoven with strands of ether and beams of

starlight, resulting in a portable extradimensional space.

Construction

When opened fully, a portable hole is 6 feet in diameter, but

it can be folded up to be as small as a pocket handkerchief.

Requirements Craft Wondrous Item, scare; Cost 3,000 gp

When spread upon any surface, it causes an extradimensional

Pipes of the Sewers

space 10 feet deep to come into being. This hole can be

picked up from inside or out by simply taking hold of the

Aura faint conjuration; CL 2nd

edges of the cloth and folding it up. Either way, the entrance

Slot —; Price 1,150 gp; Weight 3 lbs.

disappears, but anything inside the hole remains, traveling

with the item.

Description

The only air in the hole is that which enters when the hole is

If the possessor learns the proper tune, he can use these pipes opened. It contains enough air to supply one Medium

to attract 1d3 rat swarms if rats are within 400 feet. For each creature or two Small creatures for 10 minutes. The cloth

50-foot distance the rats have to travel, there is a 1-round does not accumulate weight even if its hole is filled. Each

delay. The piper must continue playing until the rats appear, portable hole opens on its own particular nondimensional

and when they do so, the piper must make a DC 10 Perform space. If a bag of holding is placed within a portable hole, a

(wind instruments) check. Success means that they obey the rift to the Astral Plane is torn in that place. Both the bag and

piper's telepathic commands so long as he continues to play. the cloth are sucked into the void and forever lost. If a

Failure indicates that they turn on the piper. If for any reason portable hole is placed within a bag of holding, it opens a

the piper ceases playing, the rats leave immediately. The gate to the Astral Plane. The hole, the bag, and any creatures

Perform DC increases by +5 for each time the rats have been within a 10-foot radius are drawn there, the portable hole and

successfully called in a 24-hour period.

bag of holding being destroyed in the process.

If the rats are under the control of another creature, add the Construction

HD of the controller to the Perform check DC. Once control

is assumed, another check is required each round to maintain Requirements Craft Wondrous Item, plane shift; Cost

it if the other creature is actively seeking to reassert its 10,000 gp

control.

Restorative Ointment

Construction

Aura faint conjuration; CL 5th

Requirements Craft Wondrous Item, charm animal, Slot —; Price 4,000 gp; Weight 1/2 lb.

summon nature's ally I , wild empathy ability ; Cost 575 gp

Description

Pipes of Sounding

A jar of this unguent is 3 inches in diameter and 1 inch deep,

Aura faint illusion; CL 2nd

and contains five applications. Placed upon a poisoned

Slot —; Price 1,800 gp; Weight 3 lbs.

wound or swallowed, the ointment detoxifies any poison (as

neutralize poison with a +5 bonus on the check). Applied to a

Description

diseased area, it removes disease (as remove disease with a

+5 bonus on the check). Rubbed on a wound, the ointment

When played by a character who has the Perform (wind cures 1d8+5 points of damage (as cure light wounds).

instruments) skill, these shiny metallic pan pipes create a

variety of sounds. The figment sounds are the equivalent of Construction

ghost sound.

Requirements Craft Wondrous Item, cure light wounds,

Construction

neutralize poison , remove disease; Cost 2,000 gp

Requirements Craft Wondrous Item, ghost sound; Cost 900

gp

Page 528

Ring Gates

cannot be overcome in any way (including restoration

spells), they are immediately removed if the robe is removed.

Aura strong conjuration; CL 17th

Construction

Slot —; Price 40,000 gp; Weight 1 lb. each.

Requirements Craft Wondrous Item, antimagic field, mage

Description

armor or shield of faith, creator must be of same alignment

These always come in pairs—two iron rings, each about 18 as robe; Cost 37,500 gp

inches in diameter. The rings must be on the same plane of Robe of Blending

existence and within 100 miles of each other to function.

Whatever is put through one ring comes out the other, and up Aura moderate transmutation; CL 10th

to 100 pounds of material can be transferred each day. Slot body; Price 8,400 gp; Weight 1 lb.

(Objects only partially pushed through and then retracted do

not count.) This useful device allows for instantaneous Description

transport of items or messages, and even attacks. A character

can reach through to grab things near the other ring, or even Once per day this simple wool robe allows you to assume the

stab a weapon through if so desired. Alternatively, a form of another humanoid creature, as if using alter self. This

character could stick his head through to look around. A change lasts for 1 hour, although you can end it prematurely

spellcaster could even cast a spell through a ring gate. A as a free action. While in this form, you also gain the ability

Small character can make a DC 13 Escape Artist check to to speak and understand the basic racial languages of your

slip through. Creatures of Tiny, Diminutive, or Fine size can chosen form. For example, if you take the form of an orc,

pass through easily. Each ring has an “entry side” and an you can speak and understand Orc.

“exit side,” both marked with appropriate symbols.

Construction

Construction

Requirements Craft Wondrous Item, alter self, tongues;

Requirements Craft Wondrous Item, gate; Cost 20,000 gp

Cost 4,200 gp

Robe of the Archmagi

Robe of Bones

Aura strong varied; CL 14th

Aura moderate necromancy [evil]; CL 6th

Slot body; Price 75,000 gp; Weight 1 lb.

Slot body; Price 2,400 gp; Weight 1 lb.

Description

Description

This normal-appearing garment can be white (01–45 on d%, This sinister item functions much like a robe of useful items

good alignment), gray (46–75, neither good nor evil for the serious necromancer. It appears to be an

alignment), or black (76–100, evil alignment). To most unremarkable robe, but a character who dons it notes that it

wearers, the robe offers no powers or has no effects unless is adorned with small embroidered figures representing

the wearer's alignment doesn't match that of the robe (see undead creatures. Only the wearer of the robe can see the

below). Only an arcane spellcaster can fully realize this embroidery, recognize them for the creatures they become,

potent magic item's powers once the robe is donned. These and detach them. One figure can be detached each round.

powers are as follows.

Detaching a figure causes it to become an actual undead

creature (see the list below). The skeleton or zombie is not

•

+5 armor bonus to AC.

under the control of the wearer of the robe, but may be

•

Spell resistance 18.

subsequently commanded, rebuked, turned, or destroyed. A

•

+4 resistance bonus on all saving throws.

newly created robe of bones always has two embroidered

•

+2 enhancement bonus on caster level checks made figures of each of the following undead:

to overcome spell resistance.

•

Human skeleton

As mentioned above, all robes of the archmagi are attuned to

•

Wolf skeleton

a specific alignment. If a white robe is donned by an evil

•

Heavy horse skeleton

character, she immediately gains three permanent negative

•

Fast goblin zombie

levels. The same is true with respect to a black robe donned

•

Tough human zombie

by a good character. An evil or good character who puts on a

gray robe, or a neutral character who dons either a white or

•

Plague ogre zombie

black robe, gains two permanent negative levels. While these

negative levels remain as long as the garment is worn and

Page 529

Construction

Description

Requirements Craft Wondrous Item, animate dead; Cost The wearer of this robe can cause the garment to display a 1,200 gp

shifting pattern of incredible hues, color after color cascading

from the upper part of the robe to the hem in sparkling

Robe of Eyes

rainbows of dazzling light. The colors daze those near the

Aura moderate divination; CL 11th

wearer, conceal the wearer, and illuminate the surroundings.

It takes 1 full round after the wearer speaks the command

Slot body; Price 120,000 gp; Weight 1 lb.

word for the colors to start flowing on the robe. The colors

Description

create the equivalent of a gaze attack with a 30-foot range.

Those who look at the wearer are dazed for 1d4+1 rounds

This valuable garment appears to be a normal robe until it is (Will DC 16 negates). This is a mind-affecting pattern effect.

put on. Its wearer is able to see in all directions at the same Every round of continuous scintillation of the robe gives the

moment due to scores of visible, magical eye-like patterns wearer better concealment. The miss chance on attacks

that adorn the robe. She also gains 120-foot darkvision.

against the wearer starts at 10% and increases by 10% each

The robe of eyes sees all forms of invisible or ethereal round until it reaches 50% (total concealment).

creatures or objects within 120 feet.

The robe illuminates a 30-foot radius continuously.

The wearer of a robe of eyes gains a +10 competence bonus The effect can be used no more than a total of 10 rounds per

on Perception checks. She retains her Dexterity bonus to AC day.

even when flat-footed, and can't be flanked. She is not able to

avert or close her eyes when confronted by a creature with a Construction

gaze attack.

Requirements Craft Wondrous Item, blur, rainbow pattern;

A light or continual flame spell cast directly on a robe of Cost 13,500 gp

eyes causes it to be blinded for 1d3 minutes. A daylight spell

blinds it for 2d4 minutes.

Robe of Stars

Construction

Aura strong varied; CL 15th

Requirements Craft Wondrous Item, true seeing; Cost Slot body; Price 58,000 gp; Weight 1 lb.

60,000 gp

Description

Robe, Monk's

This garment is typically black or dark blue and embroidered

Aura moderate transmutation; CL 10th

with small white or silver stars. The robe has three magical

powers.

Slot body; Price 13,000 gp; Weight 1 lb.

•

It enables its wearer to travel physically to the Astral

Description

Plane, along with all that she is wearing or carrying.

This simple brown robe, when worn, confers great ability in

•

It gives its wearer a +1 luck bonus on all saving

unarmed combat. If the wearer has levels in monk, her AC

throws.

and unarmed damage is treated as a monk of five levels

•

Its wearer can use up to six of the embroidered stars

higher. If donned by a character with the Stunning Fist feat,

on the chest portion of the robe as +5 shuriken. The

the robe lets her make one additional stunning attack per day.

robe grants its wearer proficiency with such

If the character is not a monk, she gains the AC and unarmed

weapons. Each shuriken disappears after it is used.

damage of a 5th-level monk (although she does not add her

The stars are replenished once per month.

Wisdom bonus to her AC). This AC bonus functions just like Construction

the monk's AC bonus.

Requirements Craft Wondrous Item, magic missile, astral

Construction

projection or plane shift; Cost 29,000 gp

Requirements Craft Wondrous Item, righteous might or Robe of Useful Items

transformation; Cost 6,500 gp

Aura moderate transmutation; CL 9th

Robe of Scintillating Colors

Slot body; Price 7,000 gp; Weight 1 lb.

Aura moderate illusion; CL 11th

Slot body; Price 27,000 gp; Weight 1 lb.

Page 530

Description

Description

This appears to be an unremarkable robe, but a character who A 60-foot-long rope of climbing is no thicker than a wand,

dons it notes that it is adorned with small cloth patches of but it is strong enough to support 3,000 pounds. Upon

various shapes. Only the wearer of the robe can see these command, the rope snakes forward, upward, downward, or in

patches, recognize them for what items they become, and any other direction at 10 feet per round, attaching itself

detach them. One patch can be detached each round. securely wherever its owner desires. It can unfasten itself and

Detaching a patch causes it to become an actual item, as return in the same manner.

indicated below. A newly created robe of useful items always A rope of climbing can be commanded to knot or unknot

has two each of the following patches:

itself. This causes large knots to appear at 1-foot intervals

•

Dagger

along the rope. Knotting shortens the rope to a 50-foot length

•

Bullseye lantern (full and lit)

until the knots are untied, but lowers the DC of Climb checks

•

Mirror (a highly polished 2-foot-by-4-foot steel while using it by 10. A creature must hold one end of the

mirror)

rope when its magic is invoked.

•

Pole (10-foot length)

Construction

•

Hempen rope (50-foot coil)

•

Sack

Requirements Craft Wondrous Item, animate rope; Cost

1,500 gp

In addition, the robe has several other patches. Roll 4d4 for

the number of other patches and then roll for each patch on Rope of Entanglement

the table below to determine its nature.

Aura strong transmutation; CL 12th

d%

Result

Slot —; Price 21,000 gp; Weight 5 lbs.

01–08 Bag of 100 gold pieces

09–15 Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value

Description

Door, iron (up to 10 ft. wide and 10 ft. high and

A rope of entanglement looks just like any other hempen

16–22 barred on one side—must be placed upright,

rope about 30 feet long. Upon command, the rope lashes

attaches and hinges itself)

forward 20 feet or upward 10 feet to entangle a victim. An

23–30 Gems, 10 (100 gp value each)

entangled creature can break free with a DC 20 Strength

31–44 Ladder, wooden (24 ft. long)

check or a DC 20 Escape Artist check.

45–51 Mule (with saddle bags)

A rope of entanglement has AC 22, 12 hit points, hardness

52–59 Pit, open (10 ft. by 10 ft. by 10 ft.)

10, and damage reduction 5/slashing. The rope repairs

damage to itself at a rate of 1 point per 5 minutes, but if a

60–68 Potion of cure serious wounds

rope of entanglement is severed (all 12 hit points lost to

69–75 Rowboat (12 ft. long)

damage), it is destroyed.

76–83 Minor scroll of one randomly determined spell

Construction

84–90 War dogs, pair (treat as riding dogs)

91–96 Window (2 ft. by 4 ft., up to 2 ft. deep)

Requirements Craft Wondrous Item, animate objects,

97–100 Portable ram

animate rope or entangle; Cost 10,500 gp

Salve of Slipperiness

Multiple items of the same kind are permissible. Once Aura moderate conjuration; CL 6th

removed, a patch cannot be replaced.

Slot —; Price 1,000 gp; Weight —

Construction

Description

Requirements Craft Wondrous Item, fabricate; Cost 3,500

gp

This substance provides a +20 competence bonus on all

Escape Artist checks and combat maneuver checks made to

Rope of Climbing

escape from a grapple. The salve also grants a +10

competence bonus to the wearer's Combat Maneuver

Aura faint transmutation; CL 3rd

Defense for the purpose of avoiding grapple attempts. In

Slot —; Price 3,000 gp; Weight 3 lbs.

addition, such obstructions as webs (magical or otherwise)

do not affect an anointed individual. Magic ropes and the like

do not avail against this salve. If it is smeared on a floor or

Page 531

on steps, the area should be treated as a long-lasting grease no damage reduction.

spell. The salve requires 8 hours to wear off normally, or it

can be wiped off with an alcohol solution (even wine).

Construction

Salve of slipperiness is needed to coat the inside of a Requirements Craft Wondrous Item, detect magic, creator container meant to hold sovereign glue.

must be at least 10th level; Cost 1,250 gp

Construction

Silversheen

Requirements Craft Wondrous Item, grease; Cost 500 gp

Aura faint transmutation; CL 5th

Scabbard of Keen Edges

Slot —; Price 250 gp; Weight —

Aura faint transmutation; CL 5th

Description

Slot —; Price 16,000 gp; Weight 1 lb.

This shimmering paste-like substance can be applied to a

weapon as a standard action. It gives the weapon the

Description

properties of alchemical silver for 1 hour, replacing the

properties of any other special material it might have. One

This scabbard can shrink or enlarge to accommodate any vial coats a single melee weapon or 20 units of ammunition.

knife, dagger, sword, or similar weapon up to and including a

greatsword. Up to three times per day on command, the Construction

scabbard casts keen edge on any blade placed within it.

Requirements Craft Wondrous Item; Cost 125 gp

Construction

Slippers of Spider Climbing

Requirements Craft Wondrous Item, keen edge; Cost 8,000

gp

Aura faint transmutation; CL 4th

Scarab of Protection

Slot feet; Price 4,800 gp; Weight 1/2 lb.

Aura strong abjuration and necromancy; CL 18th

Description

Slot neck; Price 38,000 gp; Weight —

When worn, a pair of these slippers enables movement on

vertical surfaces or even upside down along ceilings, leaving

Description

the wearer's hands free. Her climb speed is 20 feet. Severely

slippery surfaces—icy, oiled, or greased surfaces—make

This device appears to be a silver medallion in the shape of a these slippers useless. The slippers can be used for 10

beetle. If it is held for 1 round, an inscription appears on its minutes per day, split up as the wearer chooses (minimum 1

surface letting the holder know that it is a protective device.

minute per use).

The scarab's possessor gains spell resistance 20. The scarab

can also absorb energy-draining attacks, death effects, and Construction

negative energy effects. Upon absorbing 12 such attacks, the Requirements Craft Wondrous Item, spider climb; Cost scarab turns to powder and is destroyed.

2,400 gp

Construction

Sovereign Glue

Requirements Craft Wondrous Item, death ward, spell Aura strong transmutation; CL 20th

resistance; Cost 19,000 gp

Slot —; Price 2,400 gp (per ounce); Weight —

Scarab, Golembane

Description

Aura moderate divination; CL 8th

This pale amber substance is thick and viscous. Because of

Slot neck; Price 2,500 gp; Weight —

its particular powers, it can be contained only in a flask

Description

whose inside has been coated with 1 ounce of salve of

slipperiness, and each time any of the bonding agent is

This beetle-shaped pin enables its wearer to detect any golem poured from the flask, a new application of the salve of

within 60 feet, although he must concentrate (a standard slipperiness must be put in the flask within 1 round to

action) in order for the detection to take place. A scarab prevent the remaining glue from adhering to the side of the

enables its possessor to combat golems with weapons, container. A flask of sovereign glue, when found, holds

unarmed attacks, or natural weapons as if those golems had anywhere from 1 to 7 ounces of the stuff (1d8–1, minimum

Page 532

1), with the other ounce of the flask's capacity taken up by stoneskin spell.

the salve of slipperiness. One ounce of this adhesive covers 1

square foot of surface, bonding virtually any two substances Construction

together in a permanent union. The glue takes 1 round to set. Requirements Craft Wondrous Item, stone to flesh,

If the objects are pulled apart (a move action) before that stoneskin; Cost 2,000 gp

time has elapsed, that application of the glue loses its

stickiness and is worthless. If the glue is allowed to set, then Strand of Prayer Beads

attempting to separate the two bonded objects has no effect,

except when universal solvent is applied to the bond. Aura faint, moderate or strong (many schools); CL 1st

Sovereign glue is dissolved by universal solvent.

( blessing), 5th ( healing), 7th ( smiting), 9th ( karma), 11th

( wind walking), 17th ( summons)

Construction

Slot —; Price 9,600 gp (lesser), 45,800 gp (standard),

Requirements Craft Wondrous Item, make whole; Cost 95,800 gp (greater); Weight 1/2 lb.

1,200 gp

Description

Stone of Alarm

This item appears to be nothing more than a string of prayer

Aura faint abjuration; CL 3rd

beads until the owner casts a divine spell while the beads are

carried. Once that occurs, the owner instantly knows the

Slot —; Price 2,700 gp; Weight 2 lbs.

powers of the prayer beads and understands how to activate

Description

the strand's special magical beads. Each strand includes two

or more special beads, each with a different magic power

This stone cube, when given the command word, affixes selected from the following list.

itself to any object. If that object is touched thereafter by

anyone who does not first speak that same command word, Special

the stone emits a piercing screech for 1 hour that can be

Bead

Special Bead Ability

heard up to a quarter-mile away (assuming no intervening

Type

barriers).

Bead of Wearer can cast bless.

blessing

Construction

Wearer can cast his choice of cure serious

Bead of

Requirements Craft Wondrous Item, alarm; Cost 1,350 gp

wounds , remove blindness/deafness, or remove

healing

disease.

Stone of Good Luck (Luckstone)

Bead of Wearer casts his spells at +4 caster level. Effect

Aura faint evocation; CL 5th

karma

lasts 10 minutes.

Bead of Wearer can cast chaos hammer , holy smite , order's

Slot —; Price 20,000 gp; Weight —

smiting

wrath, or unholy blight (Will DC 17 partial).

Description

Summons a powerful creature of appropriate

alignment from the Outer Planes (an angel, devil,

This small bit of agate grants its possessor a +1 luck bonus

etc.) to aid the wearer for 1 day. (If the wearer

on saving throws, ability checks, and skill checks.

Bead of uses the bead of summons to summon a deity's

summons

Construction

emissary frivolously, the deity takes that

character's items and places a geas upon him as

Requirements Craft Wondrous Item, divine favor; Cost

punishment at the very least.)

10,000 gp

Bead of

Stone Salve

wind

Wearer can cast wind walk.

walking

Aura strong abjuration and transmutation; CL 13th

Slot —; Price 4,000 gp per ounce; Weight —

A lesser strand of prayer beads has a bead of blessing and a

bead of healing. A strand of prayer beads has a bead of

Description

healing, a bead of karma, and a bead of smiting. A greater

This ointment has two uses. If an ounce of it is applied to the strand of prayer beads has a bead of healing, a bead of

flesh of a petrified creature, it returns the creature to flesh as karma, a bead of summons, and a bead of wind walking.

the stone to flesh spell. If an ounce of it is applied to the flesh Each special bead can be used once per day, except for the

of a nonpetrified creature, it protects the creature as a bead of summons, which works only once and then becomes

Page 533

nonmagical. The beads of blessing, smiting, and wind Construction

walking function as spell trigger items; the beads of karma

and summons can be activated by any character capable of Requirements Craft Wondrous Item, miracle or wish; Cost casting divine spells. The owner need not hold or wear the 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp

strand of prayer beads in any specific location, as long as he (+4), 131,250 gp (+5)

carries it somewhere on his person.

Tome of Leadership and Influence

The power of a special bead is lost if it is removed from the

strand. Reduce the price of a strand of prayer beads that is Aura strong evocation (if miracle is used); CL 17th

missing one or more beads by the following amounts: bead Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp

of blessing –600 gp, bead of healing –9,000 gp, bead of (+3), 110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.

karma –20,000 gp, bead of smiting –16,800 gp, bead of

summons –20,000 gp, bead of wind walking –46,800 gp.

Description

Construction

This ponderous book details suggestions for persuading and

inspiring others, but entwined within the words is a powerful

Requirements Craft Wondrous Item and one of the magical effect. If anyone reads this book, which takes a total

following spells per bead, as appropriate: bless (blessing); of 48 hours over a minimum of 6 days, he gains an inherent

cure serious wounds, remove blindness/ deafness, or remove bonus from +1 to +5 (depending on the type of tome) to his

disease (healing); righteous might (karma); gate (summons); Charisma score. Once the book is read, the magic disappears

chaos hammer, holy smite, order's wrath, or unholy blight from the pages and it becomes a normal book.

(smiting), wind walk (wind walking); Cost 4,800 gp (lesser),

22,900 gp (standard), 47,900 gp (greater)

Construction

Sustaining Spoon

Requirements Craft Wondrous Item, miracle or wish; Cost 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp

Aura faint conjuration; CL 5th

(+4), 131,250 gp (+5)

Slot —; Price 5,400 gp; Weight —

Tome of Understanding

Description

Aura strong evocation (if miracle is used); CL 17th

If this unremarkable appearing utensil is placed in an empty Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp

container, the vessel fills with a thick, pasty gruel. Although (+3), 110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.

the gruel tastes like warm, wet cardboard, it is highly

nourishing and contains everything necessary to sustain any Description

herbivorous, omnivorous, or carnivorous creature. The spoon This thick book contains tips for improving instinct and

can produce sufficient gruel each day to feed up to four perception, but entwined within the words is a powerful

humans.

magical effect. If anyone reads this book, which takes a total

Construction

of 48 hours over a minimum of 6 days, she gains an inherent

bonus from +1 to +5 (depending on the type of tome) to her

Requirements Craft Wondrous Item, create food and water; Wisdom score. Once the book is read, the magic disappears Cost 2,700 gp

from the pages and it becomes a normal book.

Tome of Clear Thought

Construction

Aura strong evocation (if miracle is used); CL 17th

Requirements Craft Wondrous Item, miracle or wish; Cost Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp

(+3), 110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.

(+4), 131,250 gp (+5)

Description

Unguent of Timelessness

This heavy book contains instruction on improving memory Aura faint transmutation; CL 3rd

and logic, but entwined within the words is a powerful Slot —; Price 150 gp; Weight —

magical effect. If anyone reads this book, which takes a total

of 48 hours over a minimum of 6 days, she gains an inherent Description

bonus from +1 to +5 (depending on the type of tome) to her When applied to any matter that was once alive, such as

Intelligence score. Once the book is read, the magic wood, paper, or a dead body, this ointment allows that

disappears from the pages and it becomes a normal book.

substance to resist the passage of time. Each year of actual

Page 534

time affects the substance as if only a day had passed. The shape ability; Cost 1,375 gp

coated object gains a +1 resistance bonus on all saving

throws. The unguent never wears off, although it can be Well of Many Worlds

magically removed (by dispelling the effect, for instance). Aura strong conjuration; CL 17th

One flask contains enough material to coat eight Medium or

smaller objects. A Large object counts as two Medium Slot —; Price 82,000 gp; Weight —

objects, and a Huge object counts as four Medium objects.

Description

Construction

This strange, interdimensional device looks just like a

Requirements Craft Wondrous Item, gentle repose; Cost 75 portable hole. Anything placed within it is immediately cast gp

to another world—a parallel world, another planet, or a

different plane (chosen randomly). If the well is moved, it

Universal Solvent

opens to a new plane (also randomly determined). It can be

picked up, folded, or rolled, just as a portable hole can be.

Aura faint transmutation; CL 3rd

Objects from the world the well touches can come through

Slot —; Price 50 gp; Weight —

the opening just as easily—it is a two-way portal.

Description

Construction

This substance has the unique property of being able to Requirements Craft Wondrous Item, gate; Cost 41,000 gp

dissolve sovereign glue, tanglefoot bags, and all other

adhesives. Applying the solvent is a standard action.

Wind Fan

Construction

Aura faint evocation; CL 5th

Slot —; Price 5,500 gp; Weight —

Requirements Craft Wondrous Item, acid arrow; Cost 25 gp

Vest of Escape

Description

A wind fan appears to be nothing more than a wood and

Aura faint conjuration and transmutation; CL 4th

papyrus or cloth instrument with which to create a cooling

Slot chest; Price 5,200 gp; Weight —

breeze. By uttering the command word, its possessor causes

the fan to duplicate a gust of wind spell. The fan can be used

Description

once per day with no risk. If it is used more frequently, there

Hidden within secret pockets of this simple silk vest are is a 20% cumulative chance per usage during that day that

magic lockpicks that provide a +4 competence bonus on the device tears into useless, nonmagical tatters.

Disable Device checks. The vest also grants its wearer a +6 Construction

competence bonus on Escape Artist checks.

Requirements Craft Wondrous Item, gust of wind; Cost

Construction

2,750 gp

Requirements Craft Wondrous Item, knock, grease; Cost Wings of Flying 2,600 gp

Aura moderate transmutation; CL 10th

Vestment, Druid's

Slot shoulders; Price 54,000 gp; Weight 2 lbs.

Aura moderate transmutation; CL 10th

Description

Slot body; Price 3,750 gp; Weight —

A pair of these wings might appear to be nothing more than a

Description

plain cloak of old, black cloth, or they could be as elegant as

This light garment is worn over normal clothing or armor. a long cape of blue feathers. When the wearer speaks the

Most such vestments are green, embroidered with plant or command word, the cloak turns into a pair of bat or bird

animal motifs. When this item is worn by a character with wings that empower her to fly with a speed of 60 feet

the wild shape ability, the character can use that ability one (average maneuverability), also granting a +5 competence

additional time each day.

bonus on Fly skill checks.

Construction

Construction

Requirements Craft Wondrous Item, polymorph or wild Requirements Craft Wondrous Item, fly; Cost 27,000 gp Page 535

Intelligent Items Ability

Base Price Modifier

Ego Modifier

Read magic

+2,000 gp

+1

Table 16-27: Intelligent Item Alignment

Table 16-30: Intelligent Item Powers

d%

Alignment of Item

Base Price

Ego

01–10

Chaotic good

d%

Item Power

Modifier Modifier

11–20

Chaotic neutral*

Item can cast a 0-level spell

01–10

+1,000 gp

+1

21–35

Chaotic evil

at will

36–45

Neutral evil*

Item can cast a 1st-level

11–20

+1,200 gp

+1

46–55

Lawful evil

spell 3/day

56–70

Lawful good

Item can use magic aura on

21–25

+2,000 gp

+1

itself at will

71–80

Lawful neutral*

Item can cast a 2nd-level

81–90

Neutral good*

26–35

+2,400 gp

+1

spell 1/day

91–100

Neutral

Item has 5 ranks in one

* The item can also be used by any character whose

36–45

+2,500 gp

+1

skill*

alignment corresponds to the non-neutral portion of the

Item can sprout limbs and

item's alignment.

46–50 move with a speed of 10

+5,000 gp

+1

Table 16-28: Intelligent Item Ability Scores

feet

Item can cast a 3rd-level

Score

Base Price Modifier

Ego Modifier

51–55

+6,000 gp

+1

spell 1/day

10

—

—

Item can cast a 2nd-level

56–60

+7,200 gp

+1

11

+200 gp

—

spell 3/day

12

+500 gp

+1

Item has 10 ranks in one

61–70

+10,000 gp

+2

13

+700 gp

+1

skill*

14

+1,000 gp

+2

Item can change shape into

71–75 one other form of the same +10,000 gp

+2

15

+1,400 gp

+2

size

16

+2,000 gp

+3

Item can fly, as per the spell,

17

+2,800 gp

+3

76–80

+10,000 gp

+2

at a speed of 30 feet

18

+4,000 gp

+4

Item can cast a 4th-level

81–85

+11,200 gp

+2

19

+5,200 gp

+4

spell 1/day

20

+8,000 gp

+5

Item can teleport itself

86–90

+15,000 gp

+2

1/day

Table 16-29: Intelligent Item Senses and

Item can cast a 3rd-level

Communication

91–95

+18,000 gp

+2

spell 3/day

Ability

Base Price Modifier

Ego Modifier

Item can cast a 4th-level

96–100

+33,600 gp

+2

spell 3/day

Empathy

—

—

* Intelligent items can only possess Intelligence-, Wisdom-,

Speech

+500 gp

—

or Charisma-based skills, unless they also possess some

Telepathy

+1,000 gp

+1

form of ability to move.

Senses (30 ft.)

—

—

Senses (60 ft.)

+500 gp

—

Table 16-31: Intelligent Item Purpose

Senses (120 ft.)

+1,000 gp

—

Ego

d%

Purpose

Darkvision

+500 gp

—

Modifier

Blindsense

+5,000 gp

+1

Defeat/slay diametrically opposed

01–20

+2

Read languages

+1,000 gp

+1

alignment*

21–30 Defeat/slay arcane spellcasters (including

+2

Page 536

Ego

extraordinary powers and special purposes. Only permanent

d%

Purpose

Modifier magic items (as opposed to single-use items or those with

spellcasting monsters and those that use

charges) can be intelligent. (This means that potions, scrolls,

spell-like abilities)

and wands, among other items, are never intelligent.) In

general, less than 1% of magic items have intelligence.

Defeat/slay divine spellcasters (including

31–40

+2

divine entities and servitors)

Intelligent items can actually be considered creatures because

41–50 Defeat/slay non-spellcasters

+2

they have Intelligence, Wisdom, and Charisma scores. Treat

them as constructs. Intelligent items often have the ability to

Defeat/slay a particular creature type (see

51–55

+2

illuminate their surroundings at will (as magic weapons do);

the bane special ability for choices)

many cannot see otherwise.

Defeat/slay a particular race or kind of

56–60

+2

creature

Unlike most magic items, intelligent items can activate their

own powers without waiting for a command word from their

Defend a particular race or kind of

61–70

+2

owner. Intelligent items act during their owner's turn in the

creature

initiative order.

Defeat/slay the servants of a specific

71–80

+2

deity

Defend the servants and interests of a

Designing an Intelligent Item

81–90

+2

specific deity

Creating a magic item with intelligence follows these simple

Defeat/slay all (other than the item and

91–95

+2

guidelines. Intelligent items must have an alignment, mental

the wielder)

ability scores, languages, senses, and at least one other

96–100 Choose one

+2

special ability. These statistics and abilities can be improved

* The purpose of the neutral (N) version of this item is to

during creation, increasing the item's overall cost. Many of

preserve the balance by defeating/slaying powerful beings of these abilities add to an item's Ego score. Intelligent items

the extreme alignments (LG, LE, CG, CE).

with high Ego scores are difficult to control and can

sometimes take control of their owner, making them

dangerous to possess.

Table 16-32: Special Purpose Item Dedicated

An intelligent magic item has a base price increase of 500

Powers

gp. When determining the total value of an intelligent item,

Base Price

Ego

add this value to the sum of the prices of all of its additional

d%

Dedicated Power

Modifier Modifier abilities gained through being intelligent, before adding them

to the magic item's base price.

Item can detect any special

01–20

+10,000 gp

+1

purpose foes within 60 feet

Item can use a 4th-level

Intelligent Item Alignment

21–35

+56,000 gp

+2

spell at will

Any item with intelligence has an alignment (see Table:

Wielder gets +2 luck bonus

Intelligent Item Alignment). Note that intelligent weapons

36–50 on attacks, saves, and

+80,000 gp

+2

already have alignments, either stated or by implication. If

checks

you're generating a random intelligent weapon, that weapon's

Item can use a 5th-level

51–65

+90,000 gp

+2

alignment must fit with any alignment-oriented special

spell at will

abilities it has.

Item can use a 6th-level

66–80

+132,000 gp

+2

spell at will

Any character whose alignment does not correspond to that

of the item (except as noted by the asterisks on the table)

Item can use a 7th-level

81–95

+182,000 gp

+2

gains one negative level if he or she so much as picks up the

spell at will

item. Although this negative level never results in actual

Item can use true

level loss, it remains as long as the item is in hand and

96–100 resurrection on wielder,

+200,000 gp

+2

cannot be overcome in any way (including by restoration

once per month

spells). This negative level is cumulative with any other

penalties the item might place on inappropriate wielders.

Items with Ego scores (see below) of 20 to 29 bestow two

Magic items sometimes have intelligence of their own. negative levels. Items with Ego scores of 30 or higher bestow

Magically imbued with sentience, these items think and feel three negative levels.

the same way characters do and should be treated as NPCs.

Intelligent items have extra abilities and sometimes

Page 537

Intelligent Item Ability Scores

Intelligent Item Powers

Intelligent magic items possess all three mental ability Each intelligent item should possess at least one power,

scores: Intelligence, Wisdom, and Charisma. Each one of although more powerful items might possess a host of these ability scores begins at a value of 10, but can be powers. To find the item's specific powers, choose or roll on

increased to as high as 20. Table: Intelligent Item Ability Table: Intelligent Item Powers. All powers function at the

Scores shows the cost to increase one of the item's ability direction of the item, although intelligent items generally

scores. This cost must be paid for each ability score raised follow the wishes of their owner. Activating a power or

above 10. For example, an intelligent magic item with a 15 concentrating on an active one is a standard action the item

Intelligence, 12 Wisdom, and 10 Charisma would cost at takes. The caster level for these effects is equal to the item's least 2,400 gp more than the base item (including the 500 gp caster level. Save DCs are based off the item's highest mental

for being an intelligent item).

ability score.

Languages Spoken by Item

Special Purpose Items

Like a character, an intelligent item understands Common Some intelligent items have special purposes that guide their

plus one additional language per point of Intelligence bonus. actions. Intelligent magic items with a special purpose gain a

Choose appropriate languages, taking into account the item's +2 Ego bonus. An item's purpose must suit the type and

origin and purposes. If the item does not possess speech, it alignment of the item and should always be treated

can still read and understand the languages it knows.

reasonably. A purpose of “defeat/slay arcane spellcasters”

doesn't mean that the sword forces the wielder to kill every

wizard she sees. Nor does it mean that the sword believes it

Senses and Communication

is possible to kill every wizard, sorcerer, and bard in the

world. It does mean that the item hates arcane spellcasters

Every intelligent magic item begins with the ability to see and wants to bring the local wizards' cabal to ruin, as well as

and hear within 30 feet, as well as the ability to communicate end the rule of a sorcerer-queen in a nearby land. Likewise, a

empathically with its owner. Empathy only allows the item to purpose of “defend elves” doesn't mean that if the wielder is

encourage or discourage certain actions through urges and an elf, he only wants to help the wielder. It means that the

emotions. Additional forms of communication and better item wants to be used in furthering the cause of elves,

senses increase the item's cost and Ego score, as noted on stamping out their enemies and aiding their leaders. A

Table: Intelligent Item Senses and Communication.

purpose of “defeat/slay all” isn't just a matter of self-

Empathy (Su): Empathy allows the item to encourage or preservation. It means that the item won't rest (or let its

discourage certain actions by communicating emotions and wielder rest) until it places itself above all others.

urges. It does not allow for verbal communication.

Table: Intelligent Item Purpose has a number of sample

Speech (Su): An intelligent item with the capability for purposes that a magic item might possess. If the wielder

speech can talk using any of the languages it knows.

specifically ignores or goes against an intelligent item's

special purpose, the item gains a +4 bonus to its Ego until the

Telepathy (Su): Telepathy allows an intelligent item to wielder cooperates. This is in addition to the +2 Ego bonus

communicate with its wielder telepathically, regardless of its gained by items with a special purpose.

known languages. The wielder must be touching the item to

communicate in this way.

Senses: Senses allow an intelligent magic item to see and Dedicated Powers

hear out to the listed distance. Adding darkvision or A dedicated power operates only when an intelligent item is

blindsense allows the item to use those senses out to the in pursuit of its special purpose. This determination is always

same range as the item's base senses.

made by the item. It should always be easy and

Read Languages (Ex): The item can read script in any straightforward to see how the ends justify the means. Unlike

language, regardless of its known languages.

its other powers, an intelligent item can refuse to use its

dedicated powers even if the owner is dominant (see Items

Read Magic (Sp): An intelligent magic item with this ability Against Characters). The caster level for these effects is

can read magical writings and scrolls as if through read equal to the item's caster level. Save DCs are based on the

magic. This ability does not allow the magic item to activate item's highest mental ability score. See Table: Special

scrolls or other items. An intelligent magic item can suppress Purpose Item Dedicated Powers for a list of dedicated

and resume this ability as a free action.

powers.

Page 538

Item Ego

•

The character divesting herself of all other magic

items or items of a certain type.

Ego is a measure of the total power and force of personality

•

Obedience from the character so the item can direct

that an item possesses. An item's Ego score is the sum of all

where they go for its own purposes.

of its Ego modifiers plus an additional bonus for the cost of

•

Immediate seeking out and slaying of creatures

the base magic item (excluding the cost of all of the

hateful to the item.

intelligent item enhancements). An item's Ego score helps

•

Magical protections and devices to safeguard the

determine whether the item or the character is dominant in

item from molestation when it is not in use.

their relationship, as detailed below.

•

That the character carry the item with her on all

Base Magic Item Value

Ego Modifier

occasions.

Up to 1,000 gp

—

•

That the character relinquish the item to a more

suitable possessor due to alignment differences or

1,001 gp to 5,000 gp

+1

conduct.

5,001 gp to 10,000 gp

+2

In extreme circumstances, the item can resort to even harsher

10,001 gp to 20,000 gp

+3

measures, such as the following:

20,001 gp to 50,000 gp

+4

•

Force its possessor into combat.

50,001 gp to 100,000 gp

+6

•

Refuse to strike opponents.

100,001 gp to 200,000 gp

+8

•

Strike at its wielder or her associates.

200,001 gp and higher

+12

•

Force its possessor to surrender to an opponent.

•

Cause itself to drop from the character's grasp.

Items against Characters

Naturally, such actions are unlikely when harmony reigns

between the character's and item's alignments or when their

When an item has an Ego of its own, it has a will of its own. purposes and personalities are well matched. Even so, an

The item is absolutely true to its alignment. If the character item might wish to have a lesser character possess it in order

who possesses the item is not true to that alignment's goals or to easily establish and maintain dominance over him, or a

the item's special purpose, personality conflict—item against higher-level possessor so as to better accomplish its goals.

character—results. Similarly, any item with an Ego score of

20 or higher always considers itself superior to any character, All magic items with personalities desire to play an

and a personality conflict results if the possessor does not important role in whatever activity is under way, particularly

always agree with the item.

combat. Such items are natural rivals, even with others of the

same alignment. No intelligent item wants to share its

When a personality conflict occurs, the possessor must make wielder with others. An intelligent item is aware of the

a Will saving throw (DC = item's Ego). If the possessor presence of any other intelligent item within 60 feet, and

succeeds, she is dominant. If she fails, the item is dominant. most intelligent items try their best to mislead or distract

Dominance lasts for 1 day or until a critical situation occurs their host so that she ignores or destroys the rival. Of course,

(such as a major battle, a serious threat to either the item or alignment might change this sort of behavior.

the character, and so on). Should an item gain dominance, it

resists the character's desires and demands concessions such Items with personalities are never totally controlled or

as any of the following:

silenced by the characters that possess them, even though

they may never successfully control their possessors. They

•

Removal of associates or items whose alignment or may be powerless to force their demands, but most remain

personality is distasteful to the item.

undaunted and continue to air their wishes and demands.

Cursed Items d%

Curse

46–60 Requirement

Table 16-33: Common Item Curses

61–75 Drawback

76–90 Completely different effect

d%

Curse

Substitute specific cursed item on Table: Specific

01–15 Delusion

91–100 Cursed Items

16–35 Opposite effect or target

36–45 Intermittent functioning

Cursed items are magic items with some sort of potentially

Page 539

negative impact. Occasionally they mix bad with good, functioning items all function perfectly as intended—at least

forcing characters to make difficult choices. Cursed items are some of the time. The three varieties are unreliable,

almost never made intentionally. Instead they are the result dependent, and uncontrolled items.

of rushed work, inexperienced crafters, or a lack of proper Unreliable: Each time the item is activated, there is a 5%

components. While many of these items still have functions,

they either do not work as intended or come with serious chance (01–05 on d%) that it does not function.

drawbacks. When a magic item creation skill check fails by 5 Dependent: The item only functions in certain situations. To

or more, roll on Table: Common Item Curses to determine determine the situation, select or roll on the following table.

the type of curse possessed by the item.

d%

Situation

Identifying Cursed Items: Cursed items are identified like 01–03 Temperature below freezing

any other magic item with one exception: unless the check

made to identify the item exceeds the DC by 10 or more, the 04–05 Temperature above freezing

curse is not detected. If the check is not made by 10 or more, 06–10 During the day

but still succeeds, all that is revealed is the magic item's 11–15 During the night

original intent. If the item is known to be cursed, the nature 16–20 In direct sunlight

of the curse can be determined using the standard DC to

identify the item.

21–25 Out of direct sunlight

26–34 Underwater

Removing Cursed Items: While some cursed items can be

simply discarded, others force a compulsion upon the user to 35–37 Out of water

keep the item, no matter the costs. Others reappear even if 38–45 Underground

discarded or are impossible to throw away. These items can 46–55 Aboveground

only be discarded after the character or item is targeted by a 56–60 Within 10 feet of a random creature type

remove curse or similar magic. The DC of the caster level

check to undo the curse is equal to 10 + the item's caster 61–64 Within 10 feet of a random race or kind of creature

level. If the spell is successful, the item can be discarded on 65–72 Within 10 feet of an arcane spellcaster

the following round, but the curse reasserts itself if the item 73–80 Within 10 feet of a divine spellcaster

is used again.

81–85 In the hands of a nonspellcaster

86–90 In the hands of a spellcaster

Common Cursed Item Effects

91–95 In the hands of a creature of a particular alignment

96

In the hands of a creature of a particular gender

The following are some of the most common cursed item

effects. GMs should feel free to invent new cursed item

On holy days or during particular astrological

97–99

effects to fit specific items.

events

100

More than 100 miles from a particular site

Delusion: The user believes the item is what it appears to be,

yet it actually has no magical power other than to deceive.

The user is mentally fooled into thinking the item is Uncontrolled: An uncontrolled item occasionally activates at

functioning and cannot be convinced otherwise without the random times. Roll d% every day. On a result of 01–05 the

casting of remove curse.

item activates at some random point during that day.

Opposite Effect or Target: These cursed items malfunction, Requirement: Some items have stringent requirements that

so that either they do the opposite of what the creator must be met for them to be usable. To keep an item with this

intended, or they target the user instead of someone else. The kind of curse functioning, one or more of the following

interesting point to keep in mind here is that these items conditions must be met.

aren't always bad to have. Opposite-effect items include

weapons that impose penalties on attack and damage rolls

•

Character must eat twice as much as normal.

rather than bonuses. Just as a character shouldn't necessarily

•

Character must sleep twice as much as normal.

immediately know what the enhancement bonus of a

•

Character must undergo a specific quest (one time

noncursed magic item is, she shouldn't immediately know

only, and the item functions normally thereafter).

that a weapon is cursed. Once she knows, however, the item

•

Character must sacrifice (destroy) 100 gp in

can be discarded unless some sort of compulsion is placed

valuables per day.

upon it that compels the wielder to keep and use it. In such

•

Character must sacrifice (destroy) 2,000 gp worth of

cases, a remove curse spell is generally needed to get rid of

magic items each week.

the item.

•

Character must swear fealty to a particular noble or

to his entire family.

Intermittent Functioning: The three varieties of intermittent

Page 540

•

Character must discard all other magic items.

d%

Drawback

•

Character must worship a particular deity.

18–21 Character's hair color changes.

•

Character must change her name to a specific name. 22–25 Character's skin color changes.

The item only works for characters of that name.

Character now bears some identifying mark (tattoo,

•

Character must add a specific class at the next 26–29

opportunity if not of that class already.

weird glow, or the like).

•

Character must have a minimum number of ranks in 30–32 Character's gender changes.

a particular skill.

33–34 Character's race or kind changes.

•

Character must sacrifice some part of her life energy

Character is afflicted with a random disease that

(2 points of Constitution) one time. If the character 35

cannot be cured.

gets the Constitution points back (such as from a

Item continually emits a disturbing sound (moaning,

restoration spell), the item ceases functioning. (The 36–39 weeping, screaming, cursing, insults).

item does not cease functioning if the character

receives a Constitution increase caused by level

Item looks ridiculous (garishly colored, silly shape,

40

gain, a wish, or the use of a magic item.)

glows bright pink).

•

Item must be cleansed with holy water each day.

41–45 Character becomes selfishly possessive.

•

Item must be used to kill a living creature each day.

Character becomes paranoid about losing the item

46–49

•

Item must be bathed in volcanic lava once per

and afraid of damage occurring to it.

month.

50–51 Character's alignment changes.

•

Item must be used at least once a day, or it won't

Character must attack nearest creature (5% chance

function again for its current possessor.

52–54 [01–05 on d%] each day).

•

Item must draw blood when wielded (weapons

Character is stunned for 1d4 rounds once item

only). It can't be put away or exchanged for another 55–57 function is finished (or randomly, 1/day).

weapon until it has scored a hit.

Character's vision is blurry (–2 penalty on attack

•

Item must have a particular spell cast upon it each 58–60

day (such as bless , atonement, or animate objects).

rolls, saves, and skill checks requiring vision).

61–64 Character gains one negative level.

Requirements are so dependent upon suitability to the item 65

Character gains two negative levels.

that they should never be determined randomly. An

intelligent item with a requirement often imposes its

Character must make a Will save each day or take 1

66–70

requirement through its personality. If the requirement is not

point of Intelligence damage.

met, the item ceases to function. If it is met, usually the item

Character must make a Will save each day or take 1

71–75

functions for one day before the requirement must be met

point of Wisdom damage.

again (although some requirements are one time only, others

Character must make a Will save each day or take 1

monthly, and still others continuous).

76–80 point of Charisma damage.

Drawback: Items with drawbacks are usually still beneficial

Character must make a Fortitude save each day or

81–85

to the possessor but carry some negative aspect. Although

take 1 point of Constitution damage.

sometimes drawbacks occur only when the item is used (or

Character must make a Fortitude save each day or

held, in the case of some weapons), usually the drawback 86–90 take 1 point of Strength damage.

remains with the character for as long as she has the item.

Character must make a Fortitude save each day or

91–95

Unless otherwise indicated, drawbacks remain in effect as

take 1 point of Dexterity damage.

long as the item is possessed. The DC to save against any of

Character is polymorphed into a specific creature

these effects is usually equal to 10 + the item's caster level.

96

(5% chance [01–05 on d%] each day).

d%

Drawback

97

Character cannot cast arcane spells.

01–04 Character's hair grows 1 inch longer every hour.

98

Character cannot cast divine spells.

Character either shrinks 6 inches (01–50 on d%) or

99

Character cannot cast any spells.

05–09 grows that much taller (51–100). Only happens once.

Either pick one of the above that's appropriate or

100

10–13 Temperature around item is 10° F cooler than normal.

create a drawback specifically for that item.

Temperature around item is 10° F warmer than

14–17 normal.

Page 541

Specific Cursed Items For example, a cursed –2 sword, might appear as a +3

shortsword or a +1 dagger, with a similar negative instead of

the listed –2.

Table 16-34: Specific Cursed Items

Amulet of Inescapable Location

d%

Item

Aura moderate abjuration; CL 10th

01–05

Incense of obsession

06–15

Ring of clumsiness

Slot neck; Weight 1/2 lb.

16–20

Amulet of inescapable location

Description

21–25

Stone of weight

This device appears to prevent location, scrying and

26–30

Bracers of defenselessness

detection, or influence by detect thoughts or telepathy, as per

31–35

Gauntlets of fumbling

an amulet of proof against detection and location. Actually,

36–40

– 2 sword, cursed

the amulet gives the wearer a –10 penalty on all saves against

divination spells.

41–43

Armor of rage

44–46

Medallion of thought projection

Creation

47–52

Flask of curses

Magic Items amulet of proof against detection and location

53–54

Dust of sneezing and choking

Armor of Arrow Attraction

55

Helm of opposite alignment

56–60

Potion of poison

Aura strong abjuration; CL 16th

61

Broom of animated attack

Slot body; Weight 50 lbs.

62–63

Robe of powerlessness

Description

64

Vacuous grimoire

65–68

Spear, cursed backbiter

Magical analysis indicates that this armor is a normal suit of

69–70

Armor of arrow attraction

+3 full plate. The armor works normally with regard to

melee attacks but actually attracts ranged weapons. The

71–72

Net of snaring

wearer takes a –15 penalty to AC against ranged weapons.

73–75

Bag of devouring

The true nature of the armor does not reveal itself until the

76–80

Mace of blood

character is fired upon in earnest.

81–85

Robe of vermin

Creation

86–88

Periapt of foul rotting

Magic Items +3 full plate

89–92

Sword, berserking

93–96

Boots of dancing

Armor of Rage

97

Crystal hypnosis ball

Aura strong necromancy; CL 16th

98

Necklace of strangulation

Slot body; Weight 50 lbs.

99

Poisonous cloak

100

Scarab of death

Description

This armor is similar in appearance to armor of command

Perhaps the most dangerous and insidious of all cursed items and functions as a suit of +1 full plate. However, when it is

are those whose intended functions are completely replaced worn, the armor causes the character to take a –4 penalty to

by a curse. Yet even these items can have their uses, Charisma. All unfriendly characters within 300 feet have a

particularly as traps or weapons. The following are provided +1 morale bonus on attack rolls against her. The effect is not

as specific examples of cursed items. Instead of noticeable to the wearer or those affected. In other words, the

prerequisites, each cursed item is associated with one or wearer does not immediately notice that donning the armor is

more ordinary magic items whose creation might result in the the cause of her problems, nor do foes understand the reason

cursed item. Cursed items can be sold, if the curse is not for the depth of their enmity.

known to the buyer, as if they were the item they appear to Creation

be.

Cursed suits of armor and weapons can come in many forms, Magic Items armor of command, + 1 full plate

and the examples listed here are merely the most common.

Page 542

Bag of Devouring

Bracers of Defenselessness

Aura strong conjuration; CL 17th

Aura strong conjuration; CL 16th

Slot none; Weight 15 lbs.

Slot arms; Weight 1 lb.

Description

Description

This bag appears to be an ordinary sack. Detection for These bejeweled and shining bracers initially appear to be

magical properties makes it seem as if it were a bag of bracers of armor +5 and actually serve as such until the

holding. The sack is, however, something entirely different wearer is attacked in anger by an enemy with a Challenge

and more insidious. It is—in fact, one of the feeding orifices Rating equal to or greater than her level. At that moment and

of an extradimensional creature.

thereafter, the bracers cause a –5 penalty to AC. Once their

curse is activated, bracers of defenselessness can be removed

Any substance of animal or vegetable nature is subject to only by means of a remove curse spell.

“swallowing'' if thrust within the bag. The bag of devouring

is 90% likely to ignore any initial intrusion, but anytime Creation

thereafter that it senses living flesh within (such as if

someone reaches into the bag to pull something out), it is Magic Items bracers of armor + 5

60% likely to close around the offending member and Broom of Animated Attack

attempt to draw the whole victim in. The bag has a +8 bonus

on combat maneuver checks made to grapple. If it pins a Aura moderate transmutation; CL 10th

creature, it pulls them inside as a free action. The bag has

CMD of 18 for those attempting to break free.

Slot none; Weight 3 lbs.

The bag can hold up to 30 cubic feet of matter. It acts as a Description

bag of holding type I, but each hour it has a 5% cumulative This item is indistinguishable in appearance from a normal

chance of swallowing the contents and then spitting the stuff broom. It is identical to a broom of flying by all tests short of

out in some nonspace or on some other plane. Creatures attempted use.

drawn within are consumed in 1 round. The bag destroys the

victim's body and prevents any form of raising or If a creature attempts to fly using the broom, the broom does

resurrection that requires part of the corpse. There is a 50% a loop-the-loop with its hopeful rider, dumping him on his

chance that a wish, miracle, or true resurrection spell can head from 1d4+5 feet off the ground (no falling damage, restore a devoured victim to life. Check once for each since the fall is less than 10 feet). The broom then attacks the

destroyed creature. If the check fails, the creature cannot be victim, swatting the victim's face with the straw or twig end

brought back to life by mortal magic.

and beating him with the handle end. The broom gets two

attacks per round with each end (two swats with the straw

Creation

and two with the handle, for a total of four attacks per

Magic Items bag of holding (any type)

round). It attacks with a +5 bonus on each attack roll. The

straw end causes a victim to be blinded for 1 round when it

Boots of Dancing

hits. The handle deals 1d6 points of damage when it hits. The

broom has AC 13, CMD 17, 18 hit points, and hardness 4.

Aura strong enchantment; CL 16th

Slot feet; Weight 1 lb.

Creation

Description

Magic Items broom of flying

Crystal Hypnosis Ball

These boots appear and function as one of the other kinds of

magic boots. When the wearer is in (or fleeing from) melee Aura strong divination; CL 17th

combat, boots of dancing impede movement, making him

behave as if irresistible dance had been cast upon him. Only Slot none; Weight 7 lbs.

a remove curse spell enables the wearer to be rid of the boots Description

once their true nature is revealed.

This cursed scrying device is indistinguishable, at first

Creation

glance, from a normal crystal ball. However, anyone

Magic Items boots of elvenkind, boots of levitation, boots of attempting to use the scrying device becomes fascinated for

speed , boots of striding and springing , boots of teleportation, 1d6 minutes, and a telepathic suggestion is implanted in his

boots of the winterlands , winged boots

mind (Will DC 19 negates).

Page 543

The user of the device believes that the desired creature or dropping anything held in either hand. The gauntlets also

scene was viewed, but actually he came under the influence lower Dexterity by 2 points. Once the curse is activated, the

of a powerful wizard, lich, or even some power or being gloves can be removed only by means of a remove curse

from another plane. Each further use brings the crystal spell, a wish, or a miracle.

hypnosis ball gazer deeper under the influence of the

controller, either as a servant or a tool. Note that throughout Creation

this time, the user remains unaware of his subjugation.

Magic Items gauntlet of rust, gloves of arrow snatching,

Creation

glove of storing , gloves of swimming and climbing

Magic Items crystal ball

Helm of Opposite Alignment

Dust of Sneezing and Choking

Aura strong transmutation; CL 12th

Aura moderate conjuration; CL 7th

Slot head; Weight 3 lbs.

Slot none; Weight —

Description

Description

When placed upon the head, this item's curse immediately

takes effect (Will DC 15 negates). On a failed save, the

This fine dust appears to be dust of appearance. If cast into alignment of the wearer is radically altered to an alignment

the air, it causes those within a 20-foot spread to fall into fits as different as possible from the former alignment—good to

of sneezing and coughing. Those failing a DC 15 Fortitude evil, chaotic to lawful, neutral to some extreme commitment

save take 3d6 points of Constitution damage immediately. (LE, LG, CE, or CG). Alteration in alignment is mental as

Those who succeed on this saving throw are nonetheless well as moral, and the individual changed by the magic

disabled by choking (treat as stunned) for 5d4 rounds.

thoroughly enjoys his new outlook. A character who

succeeds on his save can continue to wear the helmet without

Creation

suffering the effect of the curse, but if he takes it off and later

Magic Items dust of appearance , dust of tracelessness

puts it on again, another save is required.

Flask of Curses

Only a wish or a miracle can restore a character's former

alignment, and the affected individual does not make any

Aura moderate conjuration; CL 7th

attempt to return to the former alignment. In fact, he views

the prospect with horror and avoids it in any way possible. If

Slot none; Weight 2 lbs.

a character of a class with an alignment requirement is

Description

affected, an atonement spell is needed as well if the curse is

to be obliterated. When a helm of opposite alignment has

This item looks like an ordinary beaker, bottle, container, functioned once, it loses its magical properties.

decanter, flask, or jug. It may contain a liquid, or it may emit

smoke. When the flask is first unstoppered, all within 30 feet Creation

must make a DC 17 Will save or be cursed, taking a –2 Magic Items hat of disguise, helm of comprehend languages

penalty on attack rolls, saving throws, and skill checks until a and read magic , helm of telepathy

remove curse spell is cast upon them.

Incense of Obsession

Creation

Aura moderate enchantment; CL 6th

Magic Items decanter of endless water, efreeti bottle,

eversmoking bottle , iron flask

Slot none; Weight —

Gauntlets of Fumbling

Description

Aura moderate transmutation; CL 7th

These blocks of incense appear to be incense of meditation.

If meditation is conducted while incense of obsession is

Slot hands; Weight 2 lbs.

burning, the user becomes totally confident that her spell

Description

ability is superior due to the magic incense. She uses her

spells at every opportunity, even when not needed or useless.

These gauntlets perform according to their appearance until The user remains obsessed with her abilities and spells until

the wearer finds herself under attack or in a life-and-death all have been used or cast, or until 24 hours have elapsed.

situation. At that time, the curse is activated. The wearer

becomes fumble-fingered, with a 50% chance each round of

Page 544

Creation

Creation

Magic Items incense of meditation

Magic Items necklace of adaptation, necklace of fireballs,

periapt of health, periapt of proof against poison, periapt of

Mace of Blood

wound closure

Aura moderate abjuration; CL 8th

Net of Snaring

Slot none; Weight 8 lbs.

Aura moderate evocation; CL 8th

Description

Slot none; Weight 6 lbs.

This +3 heavy mace must be coated in blood every day, or Description

else its bonus fades away until the mace is coated again. The

character using this mace must make a DC 13 Will save This net provides a +3 bonus on attack rolls but can only be

every day it is within his possession or become chaotic evil. used underwater. Underwater, it can be commanded to shoot

forth up to 30 feet to trap a creature. If thrown on land, it

Creation

changes course to target the creature that threw it.

Magic Items +3 heavy mace

Creation

Medallion of Thought Projection

Magic Items +3 net

Aura moderate divination; CL 7th

Periapt of Foul Rotting

Slot neck; Weight —

Aura moderate abjuration; CL 10th

Description

Slot neck; Weight —

This device seems like a medallion of thoughts, even down to Description

the range at which it functions, except that the thoughts

overheard are muffled and distorted, requiring a DC 15 Will This engraved gem appears to be of little value. If any

save to sort them out. However, while the user thinks she is character keeps the periapt in her possession for more than

picking up the thoughts of others, all she is really hearing are 24 hours, she contracts a terrible rotting affliction that

figments created by the medallion itself. These illusory permanently drains 1 point of Dexterity, Constitution, and

thoughts always seem plausible and thus can seriously Charisma every week. The periapt (and the affliction) can be

mislead any who rely upon them. What's worse, unknown to removed only by application of a remove curse spell

her, the cursed medallion actually broadcasts her thoughts to followed by a cure disease and then a heal, miracle, limited

creatures in the path of the beam, thus alerting them to her wish, or wish spell. The rotting can also be countered by

presence.

crushing a periapt of health and sprinkling its dust upon the

afflicted character (a full-round action), whereupon the

Creation

periapt of foul rotting likewise crumbles to dust.

Magic Items medallion of thoughts

Creation

Necklace of Strangulation

Magic Items periapt of health, periapt of proof against

Aura strong conjuration; CL 18th

poison , periapt of wound closure

Slot neck; Weight —

Poisonous Cloak

Description

Aura strong abjuration; CL 15th

A necklace of strangulation appears to be a wondrous piece Slot shoulders; Weight 1 lb.

of magical jewelry. When placed on the neck, the necklace Description

immediately tightens, dealing 6 points of damage per round.

It cannot be removed by any means short of a limited wish, This cloak is usually made of a wool, although it can be

wish, or miracle and remains clasped around the victim's made of leather. A detect poison spell can reveal the presence throat even after his death. Only when he has decayed to a of poison in the cloak's fabric. The garment can be handled

dry skeleton (after approximately 1 month) does the necklace without harm, but as soon as it is actually donned, the wearer

loosen, ready for another victim.

takes 4d6 points of Constitution damage unless she succeeds

on a DC 28 Fortitude save.

Page 545

Once donned, a poisonous cloak can be removed only with a and it functions normally. However, as soon as he is in a

remove curse spell; doing this destroys the magical property situation requiring concentration and action against hostile

of the cloak. If a neutralize poison spell is then used, it is opponents, the true nature of the garment is revealed: the

possible to revive a dead victim with a raise dead or wearer immediately suffers a multitude of bites from the

resurrection s pell.

insects that magically infest the garment. He must cease all

other activities in order to scratch, shift the robe, and

Creation

generally show signs of the extreme discomfort caused by

Magic Items cloak of arachnida, cloak of the bat, cloak of the bites and movement of these pests.

etherealness, cloak of resistance +5, major cloak of The wearer takes a –5 penalty on initiative checks and a –2

displacement

penalty on all attack rolls, saves, and skill checks. If he tries

Potion of Poison

to cast a spell, he must make a concentration check (DC 20 +

spell level) or lose the spell.

Aura strong conjuration; CL 12th

Creation

Slot none; Weight —

Magic Items robe of the archmagi, robe of blending, robe of

Description

bones , robe of eyes , robe of scintillating colors , robe of stars,

robe of useful items

This potion has lost its beneficial abilities and become a

potent poison. This poison deals 1d3 Constitution damage Ring of Clumsiness

per round for 6 rounds. A poisoned creature can make a DC

14 Fortitude save each round to negate the damage and end Aura strong transmutation; CL 15th

the affliction.

Slot ring; Weight —

Creation

Description

Magic Items any potion

This ring operates exactly like a ring of feather falling.

Robe of Powerlessness

However, it also makes the wearer clumsy. She takes a –4

penalty to Dexterity and has a 20% chance of spell failure

Aura strong transmutation; CL 13th

when trying to cast any arcane spell that has a somatic

component. (This chance of spell failure stacks with other

Slot body; Weight 1 lb.

arcane spell failure chances.)

Description

Creation

A robe of powerlessness appears to be a magic robe of Magic Items ring of feather falling

another sort. As soon as a character dons this garment, she

takes a –10 penalty to Strength, as well as to Intelligence, Scarab of Death

Wisdom, or Charisma, forgetting spells and magic

knowledge accordingly. If the character is a spellcaster, the Aura strong abjuration; CL 19th

robe targets the character's primary spellcasting score, Slot neck; Weight —

otherwise it targets Intelligence. The robe can be removed

easily, but in order to restore mind and body, the character Description

must receive a remove curse spell followed by heal.

If this small scarab brooch is held for more than 1 round or

Creation

carried in a living creature's possessions for 1 minute, it

changes into a horrible burrowing beetle-like creature. The

Magic Items robe of the archmagi, robe of blending, robe of thing tears through any leather or cloth, burrows into flesh,

bones , robe of eyes , robe of scintillating colors , robe of stars, and reaches the victim's heart in 1 round, causing death. A

robe of useful items

DC 25 Reflex save allows the wearer to tear the scarab away

Robe of Vermin

before it burrows out of sight, but he still takes 3d6 points of

damage. The beetle then returns to its scarab form. Placing

Aura strong abjuration; CL 13th

the scarab in a container of wood, ceramic, bone, ivory, or

metal prevents it from coming to life and allows for long-

Slot body; Weight 1 lb.

term storage of the item.

Description

Creation

The wearer notices nothing unusual when the robe is donned, Magic Items amulet of mighty fists, amulet of natural armor,

Page 546

amulet of the planes, amulet of proof against detection and All damage dealt is also reduced by 2 points, but never

location, brooch of shielding, golembane scarab, scarab of below a minimum of 1 point of damage on any successful

protection

hit. The sword always forces that character to employ it

rather than another weapon. The sword's owner

Spear, Cursed Backbiter

automatically draws it and fights with it even when she

Aura moderate evocation; CL 10th

meant to draw or ready some other weapon.

Slot none; Weight 3 lbs.

Creation

Description

Magic Items +2 longsword, any magic weapon

This is a +2 shortspear, but each time it is used in melee Sword, Berserking

against a foe and the attack roll is a natural 1, it damages its Aura moderate evocation; CL 8th

wielder instead of her intended target. When the curse takes

effect, the spear curls around to strike its wielder in the back, Slot none; Weight 12 lbs.

automatically dealing the damage to the wielder. The curse

even functions when the spear is hurled, and in such a case Description

the damage to the hurler is doubled.

This sword appears to be a +2 greatsword. However,

Creation

whenever it is used in battle, its wielder goes berserk

(gaining all the benefits and drawbacks of the barbarian's

Magic Items +2 shortspear, any magic weapon

rage ability). He attacks the nearest creature and continues to

fight until unconscious or dead or until no living thing

Stone of Weight (Loadstone)

remains within 30 feet. Although many see this sword as a

Aura faint transmutation; CL 5th

cursed object, others see it as a boon.

Slot none; Weight 1 lb.

Creation

Description

Magic Items +2 greatsword, any magic weapon

This dark, polished stone reduces the possessor's base land Vacuous Grimoire

speed to half of normal. Once picked up, the stone cannot be Aura strong enchantment; CL 20th

disposed of by any nonmagical means—if it is thrown away

or smashed, it reappears somewhere upon the possessor's Slot none; Weight 2 lbs.

person. If a remove curse spell is cast upon a loadstone, the

item may be discarded normally and no longer haunts the Description

individual.

A book of this sort looks like a normal one on some mildly

Creation

interesting topic. Any character who opens the work and

reads so much as a single word therein must make two DC

Magic Items ioun stone, stone of alarm, stone of controlling 15 Will saves. The first is to determine if the reader takes 1

earth elementals, stone of good luck

point of permanent Intelligence and Charisma drain. The

second is to find out if the reader takes 2 points of permanent

Sword, –2 Cursed

Wisdom drain. To destroy the book, it must be burned while

Aura strong evocation; CL 15th

remove curse is being cast. If the grimoire is placed with

other books, its appearance instantly alters to conform to the

Slot none; Weight 4 lbs.

look of those other works.

Description

Creation

This longsword performs well against targets in practice, but Magic Items blessed book, manual of bodily health, manual

when used in combat its wielder takes a –2 penalty on attack of gainful exercise, manual of quickness of action, tome of

rolls.

clear thoughts, tome of leadership and influence, tome of

understanding

Page 547

Artifacts safety while the owner is adventuring and still allow its

owner to cast spells by means of its power.

Artifacts are extremely powerful. Rather than merely another Each time a spell is cast, there is a chance that the energy

form of magical equipment, they are the sorts of legendary connected with its use causes the page to magically turn

relics that whole campaigns can be based on. Each could be despite all precautions. The chance of a page turning depends

the center of a whole set of adventures—a quest to recover it, on the spell the page contains and what sort of spellcaster the

a fight against an opponent wielding it, a mission to cause its owner is.

destruction, and so on.

Chance of Page

Unlike normal magic items, artifacts are not easily destroyed. Condition

Turning

Instead of construction information, each artifact includes

one possible means by which it might be destroyed.

Caster employing a spell usable by own

10%

class and level

Artifacts can never be purchased, nor are they found as part Caster employing a spell not usable by

of a random treasure hoard. When placing an artifact in your

20%

own class and level

game, be sure to consider its impact and role. Remember that Nonspellcaster employing divine spell

25%

artifacts are fickle objects, and if they become too much of a

nuisance, they can easily disappear or become lost once Nonspellcaster employing arcane spell

30%

again.

Treat each spell use as if a scroll were being employed, for

Minor Artifacts

purposes of determining casting time, spell failure, and so

on.

Minor artifacts are not necessarily unique items. Even so, Destruction

they are magic items that no longer can be created, at least by

common mortal means.

The book of infinite spells can be destroyed when the current

Book of Infinite Spells

page contains the erase spell, by casting the spell on the

book itself.

Aura strong (all schools); CL 18th

Deck of Many Things

Slot none; Weight 3 lbs.

Aura strong (all schools); CL 20th

Description

Slot none; Weight —

This work bestows upon any character of any class the Description

ability to use the spells within its pages. However, any

character not already able to use spells gains one negative A deck of many things (both beneficial and malign) is usually

level for as long as the book is in her possession or while she found in a box or leather pouch. Each deck contains a

uses its power. A book of infinite spells contains 1d8+22 number of cards or plaques made of ivory or vellum. Each is

pages. The nature of each page is determined by a d% roll: engraved with glyphs, characters, and sigils. As soon as one

01–50, arcane spell; 51–100, divine spell.

of these cards is drawn from the pack, its magic is bestowed

Determine the exact spell randomly.

upon the person who drew it, for better or worse.

Once a page is turned, it can never be flipped back—paging The character with a deck of many things who wishes to draw

through a book of infinite spells is a one-way trip. If the book a card must announce how many cards she will draw before

is closed, it always opens again to the page it was on before she begins. Cards must be drawn within 1 hour of each other,

the book was closed. When the last page is turned, the book and a character can never draw from this deck any more

vanishes.

cards than she has announced. If the character does not

willingly draw her allotted number (or if she is somehow

Once per day the owner of the book can cast the spell to prevented from doing so), the cards flip out of the deck on

which the book is opened. If that spell happens to be one that their own. If the Jester is drawn, the possessor of the deck

is on the character's class spell list, she can cast it up to four may elect to draw two additional cards.

times per day. The pages cannot be ripped out without

destroying the book. Similarly, the spells cannot be cast as Each time a card is taken from the deck, it is replaced

scroll spells, nor can they be copied into a spellbook—their (making it possible to draw the same card twice) unless the

magic is bound up permanently within the book itself.

draw is the Jester or the Fool, in which case the card is

discarded from the pack. A deck of many things contains 22

The owner of the book need not have the book on her person cards. To simulate the magic cards, you may want to use

in order to use its power. The book can be stored in a place of tarot cards, as indicated in the second column of the

Page 548

accompanying table. If no tarot deck is available, substitute

Playing

ordinary playing cards instead, as indicated in the third Plaque Tarot Card

Summary of Effect

Card

column. The effects of each card, summarized on the table,

medium wondrous

are fully described below.

Sun

diamonds

item and 50,000 XP.

Table 16-35: Deck of Many Things

All magic items you

Queen of

Talons

Ace of clubs possess disappear

pentacles

Playing

permanently.

Plaque Tarot Card

Summary of Effect

Card

Gain a +6 bonus on

Four of

King of

Two of

Change alignment

Throne

Diplomacy checks

Balance XI. Justice

wands

hearts

spades

instantly.

plus a small castle.

Defeat the next

IX. The

Ace of

Know the answer to

Two of

Two of

Vizier

Comet

monster you meet to

Hermit

diamonds

your next dilemma.

swords

diamonds

gain one level.

Body functions, but

Eight of

King of

Four of

Ace of

The Void

soul is trapped

Donjon

You are imprisoned.

swords

clubs

swords

spades

elsewhere.

–1 penalty on all

Ten of

Queen of

Euryale

saving throws

swords

spades

Balance: The character must change to a radically different

henceforth.

alignment. If the character fails to act according to the new

The

Three of

Avoid any situation

alignment, she gains a negative level.

Ace of hearts

Fates

cups

you choose, once.

Comet: The character must single-handedly defeat the next

XV. The

Queen of

Enmity between you

Flames

hostile monster or monsters encountered, or the benefit is

Devil

clubs

and an outsider.

lost. If successful, the character gains enough XP to attain the

Lose 10,000

next experience level.

Joker (with

Fool

0. The Fool

experience points and

trademark)

Donjon: This card signifies imprisonment—either by the

you must draw again.

imprisonment spell or by some powerful being. All gear and

Gain your choice of 25

Seven of

Two of

spells are stripped from the victim in any case. Draw no

Gem

pieces of jewelry or 50

cups

hearts

more cards.

gems.

Euryale: The medusa-like visage of this card brings a curse

Lose 1d4+1

Two of

that only the Fates card or a deity can remove. The –1

Idiot

Two of clubs Intelligence. You may

pentacles

penalty on all saving throws is otherwise permanent.

draw again.

XII. The

Joker

Gain 10,000 XP or two The Fates: This card enables the character to avoid even an

Jester

Hanged

(without

more draws from the

instantaneous occurrence if so desired, for the fabric of

Man

trademark)

deck.

reality is unraveled and respun. Note that it does not enable

something to happen. It can only stop something from

V. The

Queen of

Gain a major magic

Key

happening or reverse a past occurrence. The reversal is only

Hierophant hearts

weapon.

for the character who drew the card; other party members

Page of

Jack of

Gain the service of a

Knight

may have to endure the situation.

swords

hearts

4th-level fighter.

XVIII. The Queen of

You are granted 1d4

Flames: Hot anger, jealousy, and envy are but a few of the

Moon

Moon

diamonds

wishes.

possible motivational forces for the enmity. The enmity of

the outsider can't be ended until one of the parties has been

Five of

Jack of

One of your friends

Rogue

slain. Determine the outsider randomly, and assume that it

swords

spades

turns against you.

attacks the character (or plagues her life in some way) within

XVI. The

King of

Immediately lose all

Ruin

1d20 days.

Tower

spades

wealth and property.

Fool: The payment of XP and the redraw are mandatory. This

Defeat dread wraith or

Skull

XIII. Death Jack of clubs

card is always discarded when drawn, unlike all others

be forever destroyed.

except the Jester.

Immediately gain a +2

XVII. The Jack of

Star

inherent bonus to one

Gem: This card indicates wealth. The jewelry is all gold set

Star

diamonds

ability score.

with gems, each piece worth 2,000 gp, and the gems are

worth 1,000 gp each.

Sun

XIX. The

King of

Gain beneficial

Idiot: This card causes the drain of 1d4+1 points of

Page 549

Intelligence immediately. The additional draw is optional.

an outsider. A wish or a miracle does not bring the character

back, instead merely revealing the plane of entrapment.

Jester: This card is always discarded when drawn, unlike all Draw no more cards.

others except the Fool. The redraws are optional.

Key: The magic weapon granted must be one usable by the Destruction

character. It suddenly appears out of nowhere in the The deck of many things can be destroyed by losing it in a

character's hand.

wager with a deity of law. The deity must be unaware of the

Knight: The fighter appears out of nowhere and serves nature of the deck.

loyally until death. He or she is of the same race (or kind) Philosopher's Stone

and gender as the character. This fighter can be taken as a

cohort by a character with the Leadership feat.

Aura strong transmutation; CL 20th

Moon: This card bears the image of a moonstone gem with Slot none; Weight 3 lbs.

the appropriate number of wishes shown as gleams therein;

sometimes it depicts a moon with its phase indicating the Description

number of wishes (full = four; gibbous = three; half = two; This rare substance appears to be an ordinary, sooty piece of

quarter = one). These wishes are the same as those granted blackish rock. If the stone is broken open (break DC 20), a

by the 9th-level wizard spell and must be used within a cavity is revealed at the stone's heart. This cavity is lined

number of minutes equal to the number received.

with a magical type of quicksilver that enables any character

Rogue: When this card is drawn, one of the character's NPC with at least 10 ranks in Craft (alchemy) to transmute base

friends (preferably a cohort) is totally alienated and made metals (iron and lead) into silver and gold. A single

forever hostile. If the character has no cohorts, the enmity of philosopher's stone can turn up to 5,000 pounds of iron into

some powerful personage (or community, or religious order) silver (worth 25,000 gp), or up to 1,000 pounds of lead into

can be substituted. The hatred is secret until the time is ripe gold (worth 50,000 gp). However, the quicksilver becomes

for it to be revealed with devastating effect.

unstable once the stone is opened and loses its potency

within 24 hours, so all transmutations must take place within

Ruin: As implied by its name, when this card is drawn, all that period.

nonmagical possessions of the drawer are lost.

The quicksilver found in the center of the stone may also be

Skull: A dread wraith appears. The character must fight it put to another use. If mixed with any cure potion while the

alone—if others help, they get dread wraiths to fight as well. substance is still potent, it creates a special oil of life that acts

If the character is slain, she is slain forever and cannot be as a true resurrection spell for any dead body it is sprinkled

revived, even with a wish or a miracle.

upon.

Star: The 2 points are added to any ability the character

chooses. They cannot be divided among two abilities.

Destruction

Sun: Roll for a medium wondrous item until a useful item is The philosopher's stone can be destroyed by being placed in

indicated.

the heel of a titan's boot for at least 1 entire week.

Talons: When this card is drawn, every magic item owned or Sphere of Annihilation

possessed by the character is instantly and irrevocably lost, Aura strong transmutation; CL 20th

except for the deck.

Slot none; Weight —

Throne: The character becomes a true leader in people's eyes.

The castle gained appears in any open area she wishes (but Description

the decision where to place it must be made within 1 hour).

A sphere of annihilation is a globe of absolute blackness 2

Vizier: This card empowers the character drawing it with the feet in diameter. Any matter that comes in contact with a

one-time ability to call upon a source of wisdom to solve any sphere is instantly sucked into the void and utterly destroyed.

single problem or answer fully any question upon her Only the direct intervention of a deity can restore an

request. The query or request must be made within 1 year. annihilated character.

Whether the information gained can be successfully acted

upon is another matter entirely.

A sphere of annihilation is static, resting in some spot as if it

were a normal hole. It can be caused to move, however, by

The Void: This black card spells instant disaster. The mental effort (think of this as a mundane form of telekinesis,

character's body continues to function, as though comatose, too weak to move actual objects but a force to which the

but her psyche is trapped in a prison somewhere—in an sphere, being weightless, is sensitive). A character's ability to

object on a far plane or planet, possibly in the possession of gain control of a sphere of annihilation (or to keep

Page 550

controlling one) is based on the result of a control check The following powers drain 1 charge per usage:

against DC 30 (a move action). A control check is 1d20 +

character level + character Int modifier. If the check

•

Dispel magic

succeeds, the character can move the sphere (perhaps to

•

Fireball (10d6 damage, Reflex DC 17 half)

bring it into contact with an enemy) as a free action.

•

Ice storm

•

Invisibility

Control of a sphere can be established from as far away as 40

•

Knock

feet (the character need not approach too closely). Once

control is established, it must be maintained by continuing to

•

Lightning bolt (10d6 damage, Reflex DC 17 half)

make control checks (all DC 30) each round. For as long as a

•

Passwall

character maintains control (does not fail a check) in

•

Pyrotechnics (Will or Fortitude DC 16 negates)

subsequent rounds, he can control the sphere from a distance

•

Wall of fire

of 40 feet + 10 feet per character level. The sphere's speed in

•

Web

a round is 10 feet + 5 feet for every 5 points by which the These powers drain 2 charges per usage:

character's control check result in that round exceeded 30.

•

Monster summoning IX

If a control check fails, the sphere slides 10 feet in the

direction of the character attempting to move it. If two or

•

Plane shift (Will DC 21 negates)

more creatures vie for control of a sphere of annihilation, the

•

Telekinesis (400 lbs. maximum weight; Will DC 19

rolls are opposed. If none are successful, the sphere slips

negates)

toward the one who rolled lowest.

A staff of the magi gives the wielder spell resistance 23. If

See also talisman of the sphere.

this is willingly lowered, however, the staff can also be used

to absorb arcane spell energy directed at its wielder, as a rod

Destruction

of absorption does. Unlike the rod, this staff converts spell

levels into charges rather than retaining them as spell energy

Should a gate spell be cast upon a sphere of annihilation, usable by a spellcaster. If the staff absorbs enough spell

there is a 50% chance (01–50 on d%) that the spell destroys levels to exceed its limit of 50 charges, it explodes as if a

it, a 35% chance (51–85) that the spell does nothing, and a retributive strike had been performed (see below). The

15% chance (86–100) that a gap is torn in the spatial fabric, wielder has no idea how many spell levels are cast at her, for

catapulting everything within a 180-foot radius into another the staff does not communicate this knowledge as a rod of

plane. If a rod of cancellation touches a sphere of absorption does. (Thus, absorbing spells can be risky.)

annihilation, they negate each other in a tremendous

explosion. Everything within a 60-foot radius takes 2d6 × 10 Destruction

points of damage. Dispel magic and mage's disjunction have

no effect on a sphere.

A staff of the magi can be broken for a retributive strike.

Such an act must be purposeful and declared by the wielder.

Staff of the Magi

All charges in the staff are released in a 30-foot spread. All

within 10 feet of the broken staff take hit points of damage

Aura strong (all schools); CL 20th

equal to 8 times the number of charges in the staff, those

Slot none; Weight 5 lbs.

between 11 feet and 20 feet away take points equal to 6 times

the number of charges, and those 21 feet to 30 feet distant

Description

take 4 times the number of charges. A DC 23 Reflex save

reduces damage by half.

A long wooden staff, shod in iron and inscribed with sigils

and runes of all types, this potent artifact contains many spell The character breaking the staff has a 50% chance (01–50 on

powers and other functions. Unlike a normal staff, a staff of d%) of traveling to another plane of existence, but if she does

the magi holds 50 charges and cannot be recharged normally. not (51–100), the explosive release of spell energy destroys

Some of its powers use charges, while others don't. A staff of her (no saving throw).

the magi does not lose its powers if it runs out of charges.

The following powers do not use charges:

Talisman of Pure Good

•

Detect magic

Aura strong evocation [good]; CL 18th

•

Enlarge person (Fortitude DC 15 negates)

Slot none; Weight —

•

Hold portal

Description

•

Light

•

Mage armor

A good divine spellcaster who possesses this item can cause

•

Mage hand

a flaming crack to open at the feet of an evil divine

spellcaster who is up to 100 feet away. The intended victim is

Page 551

swallowed up forever and sent hurtling to the center of the spellcaster who is up to 100 feet away. The intended victim is

earth. The wielder of the talisman must be good, and if he is swallowed up forever and sent hurtling to the center of the

not exceptionally pure in thought and deed, the evil character earth. The wielder of the talisman must be evil, and if she is

gains a DC 19 Reflex saving throw to leap away from the not exceptionally foul and perverse in the sights of her evil

crack. Obviously, the target must be standing on solid ground deity, the good character gains a DC 19 Reflex save to leap

for this item to function.

away from the crack. Obviously, the target must be standing

on solid ground for this item to function.

A talisman of pure good has 6 charges. If a neutral (LN, N,

CN) divine spellcaster touches one of these stones, he takes A talisman of ultimate evil has 6 charges. If a neutral (LN, N,

6d6 points of damage per round of contact. If an evil divine CN) divine spellcaster touches one of these stones, she takes

spellcaster touches one, he takes 8d6 points of damage per 6d6 points of damage per round of contact. If a good divine

round of contact. All other characters are unaffected by the spellcaster touches one, she takes 8d6 points of damage per

device.

round of contact. All other characters are unaffected by the

device.

Destruction

Destruction

The talisman of pure good can be destroyed by placing it in

the mouth of a holy man who died while committing a truly If a talisman of ultimate evil is given to the newborn child of

heinous act of his own free will.

a redeemed villain, it instantly crumbles to dust.

Talisman of the Sphere

Aura strong transmutation; CL 16th

Major Artifacts

Slot none; Weight 1 lb.

Major artifacts are unique items—only one of each such item

exists. These are the most potent of magic items, capable of

Description

altering the balance of a campaign. Unlike all other magic

This small adamantine loop and handle is typically fitted items, major artifacts are not easily destroyed. Each should

with a fine adamantine chain so that it can be worn about as a have only a single, specific means of destruction.

necklace. A talisman of the sphere is worse than useless to Axe of the Dwarvish Lords

those unable to cast arcane spells. Characters who cannot

cast arcane spells take 5d6 points of damage merely from Aura strong conjuration and transmutation; CL 20th

picking up and holding a talisman of this sort. However, Slot none; Weight 12 lbs.

when held by an arcane spellcaster who is concentrating on

control of a sphere of annihilation, a talisman of the sphere Description

doubles the character's modifier on his control check

(doubling both his Intelligence bonus and his character level This is a + 6 keen throwing goblinoid bane dwarven waraxe.

for this purpose).

Any dwarf who holds it doubles the range of his or her

darkvision. Any nondwarf who grasps the Axe takes 4 points

If the wielder of a talisman establishes control, he need check of temporary Charisma damage; these points cannot be

for maintaining control only every other round thereafter. If healed or restored in any way while the Axe is held. The

control is not established, the sphere moves toward him. current owner of the Axe gains a +10 bonus on Craft (armor,

Note that while many spells and effects of cancellation have jewelry, stonemasonry, traps, and weapons) checks. The

no effect upon a sphere of annihilation, the talisman's power wielder of the Axe can summon an elder earth elemental (as

of control can be suppressed or canceled.

summon monster IX; duration 20 rounds) once per week.

Destruction

Destruction

A talisman of the sphere can only be destroyed by throwing The Axe of the Dwarvish Lords rusts away to nothing if it is

the item into a sphere of annihilation.

ever used by a goblin to behead a dwarven king.

Talisman of Ultimate Evil

Codex of the Infinite Planes

Aura strong evocation [evil]; CL 18th

Aura overwhelming transmutation; CL 30th

Slot none; Weight —

Slot none; Weight 300 lbs.

Description

Description

An evil divine spellcaster who possesses this item can cause The Codex is enormous—supposedly, it requires two strong

a flaming crack to open at the feet of a good divine men to lift it. No matter how many pages are turned, another

Page 552

always remains. Anyone opening the Codex for the first time personality of an ancient dragon of a different variety (one

is utterly annihilated, as with a destruction spell (Fortitude for each of the major ten different chromatic and metallic

DC 30). Those who survive can peruse its pages and learn its dragons). The bearer of an Orb can, as a standard action,

powers, though not without risk. Each day spent studying the dominate dragons of its particular variety within 500 feet (as

Codex allows the reader to make a Spellcraft check (DC 50) dominate monster), the dragon being forced to make a DC 25

to learn one of its powers (choose the power learned Will save to resist. Spell resistance is not useful against this

randomly; add a +1 circumstance bonus on the check per effect. Each Orb of Dragonkind bestows upon the wielder

additional day spent reading until a power is learned). the AC and saving throw bonuses of the dragon within.

However, each day of study also forces the reader to make a These values replace whatever values the character would

Will save (DC 30 + 1 per day of study) to avoid being driven otherwise have, whether they are better or worse. These

insane (as the insanity spell). The powers of the Codex of the values cannot be modified by any means short of ridding the

Infinite Planes are as follows: astral projection, banishment, character of the Orb. A character possessing an Orb of

elemental swarm, gate, greater planar ally, greater planar Dragonkind is immune to the breath weapon—but only the

binding, plane shift, and soul bind. Each of these spell-like breath weapon—of the dragon variety keyed to the Orb.

abilities are usable at will by the owner of the Codex Finally, a character possessing an Orb can herself use the

(assuming that he or she has learned how to access the breath weapon of the dragon in the Orb three times per day.

power). The Codex of the Infinite Planes has a caster level of

30th for the purposes of all powers and catastrophes, and all All Orbs of Dragonkind can be used to communicate

verbally and visually with the possessors of the other Orbs.

saving throw DCs are 20 + spell level. Activating any power

requires a Spellcraft check (DC 40 + twice the spell level of The owner of an Orb knows if there are dragons within 10

miles at all times. For dragons of the Orb's particular variety,

the power; the character can't take 10 on this check). Any

failure on either check indicates that a catastrophe befalls the the range is 100 miles. If within 1 mile of a dragon of the

Orb's variety, the wielder can determine the dragon's exact

user (roll on the table below for the effect). A character can

only incur one catastrophe per power use.

location and age. The bearer of one of these Orbs earns the

enmity of dragonkind forever for profiting by draconic

d%

Catastrophe

enslavement, even if she later loses the item. Each Orb also

Natural Fury: An earthquake spell centered on the has an individual power that can be invoked once per round

reader strikes every round for 1 minute, and an

at caster level 10th.

01–25 intensified storm of vengeance spell is centered and

•

Black Dragon Orb: Fly.

targeted on the reader.

•

Blue Dragon Orb: Haste.

Fiendish Vengeance: A gate opens and 1d3+1

•

Brass Dragon Orb: Teleport.

balors, pit fiends, or similar evil outsiders step

26–50

•

Bronze Dragon Orb: Scrying (Will DC 18 negates).

through and attempt to destroy the owner of the

•

Copper Dragon Orb: Suggestion (Will DC 17

Codex.

negates).

Ultimate Imprisonment: Reader's soul is captured

•

Gold Dragon Orb: The owner of the gold Orb can

(as trap the soul; no save allowed) in a random gem

51–75

call upon any power possessed by one of the other

somewhere on the plane while his or her body is

Orbs—including the dominate and breath weapon

entombed beneath the earth (as imprisonmen t).

abilities but not AC, save bonuses, or breath weapon

Death: The reader utters a wail of the banshee and

immunity—but can only use an individual power

76–100 then is subject to a destruction spell. This repeats

once per day. She can dominate any other possessor

every round for 10 rounds until the reader is dead.

of an Orb within 1 mile (Will DC 23 negates).

•

Green Dragon Orb: Spectral hand.

•

Red Dragon Orb: Wall of fire.

Destruction

•

Silver Dragon Orb: Cure critical wounds (Will DC

The Codex of the Infinite Planes is destroyed if one page is

18 half).

torn out and left on each plane in existence. Note that tearing

•

White Dragon Orb: Protection from energy (cold)

out a page immediately triggers a catastrophe.

(Fortitude DC 17 negates)

The Orbs of Dragonkind

Destruction

Aura strong enchantment; CL 20th

An orb of dragonkind immediately shatters if it is caught in

the breath weapon of a dragon who is a blood relative of the

Slot none; Weight 5 lbs.

dragon trapped within. This causes everyone within 90 feet

Description

to be struck by the breath weapon of that dragon, released as

the orb explodes.

Each of these fabled Orbs contains the essence and

Page 553

The Shadowstaff

serve the wielder as if called by a summon monster

V spell cast at 20th level.

Aura strong conjuration; CL 20th.

•

Summon Nightshade: Once per month, the staff can

Slot none; Weight 1 lb.

summon an advanced shadow demon that serves the

wielder as if called by a summon monster IX spell

Description

cast at 20th level.

This artifact was crafted ages ago, weaving together wispy

•

Shadow Form: Three times per day the wielder can

strands of shadow into a twisted black staff. The Shadowstaff

become a living shadow, with all the movement

makes the wielder slightly shadowy and incorporeal,

powers granted by gaseous form.

granting him a +4 bonus to AC and on Reflex saves (which

•

Shadow Bolt: Three times per day the staff can

stacks with any other bonuses). However, in bright light

project a ray attack that deals 10d6 points of cold

(such as that of the sun, but not a torch) or in absolute

damage to a single target. The shadow bolt has a

darkness, the wielder takes a –2 penalty on all attack rolls,

range of 100 feet.

saves, and checks. The Shadowstaff also has these powers.

Destruction

•

Summon Shadows: Three times per day the staff The Shadowstaff fades away to nothingness if it is exposed to

may summon 2d4 shadows. Immune to turning, they true sunlight for a continuous 24 hour period.

Magic Item Creation of their magically enhanced properties add their item cost to

the market price. The item cost does not influence the base

To create magic items, spellcasters use special feats which price (which determines the cost of magic supplies), but it

allow them to invest time and money in an item's creation. At does increase the final market price.

the end of this process, the spellcaster must make a single In addition, some items cast or replicate spells with costly

skill check (usually Spellcraft, but sometimes another skill) material components. For these items, the market price

to finish the item. If an item type has multiple possible skills, equals the base price plus an extra price for the spell

you choose which skill to make the check with. The DC to component costs. The cost to create these items is the magic

create a magic item is 5 + the caster level for the item. supplies cost plus the costs for the components. Descriptions

Failing this check means that the item does not function and of these items include an entry that gives the total cost of

the materials and time are wasted. Failing this check by 5 or creating the item.

more results in a cursed item (see Cursed Items for more

information).

The creator also needs a fairly quiet, comfortable, and well-

lit place in which to work. Any place suitable for preparing

Note that all items have prerequisites in their descriptions. spells is suitable for making items. Creating an item requires

These prerequisites must be met for the item to be created. 8 hours of work per 1,000 gp in the item's base price (or

Most of the time, they take the form of spells that must be fraction thereof), with a minimum of at least 8 hours. Potions

known by the item's creator (although access through another and scrolls are an exception to this rule; they can take as little

magic item or spellcaster is allowed). The DC to create a as 2 hours to create (if their base price is 250 gp or less).

magic item increases by +5 for each prerequisite the caster Scrolls and potions whose base price is more than 250 gp,

does not meet. The only exception to this is the requisite item but less than 1,000 gp, take 8 hours to create, just like any

creation feat, which is mandatory. In addition, you cannot other magic item. The character must spend the gold at the

create spell-trigger and spell-completion magic items without beginning of the construction process. Regardless of the time

meeting their spell prerequisites.

needed for construction, a caster can create no more than one

While item creation costs are handled in detail below, note magic item per day. This process can be accelerated to 4

that normally the two primary factors are the caster level of hours of work per 1,000 gp in the item's base price (or

the creator and the level of the spell or spells put into the fraction thereof) by increasing the DC to create the item by

item. A creator can create an item at a lower caster level than +5.

her own, but never lower than the minimum level needed to The caster can work for up to 8 hours each day. He cannot

cast the needed spell. Using metamagic feats, a caster can rush the process by working longer each day, but the days

place spells in items at a higher level than normal.

need not be consecutive, and the caster can use the rest of his

Magic supplies for items are always half of the base price in time as he sees fit. If the caster is out adventuring, he can

gp. For many items, the market price equals the base price. devote 4 hours each day to item creation, although he nets

Armor, shields, weapons, and items with value independent only 2 hours' worth of work. This time is not spent in one

continuous period, but rather during lunch, morning

Page 554

preparation, and during watches at night. If time is dedicated Single use, use- Spell level x caster

Potion of cure

to creation, it must be spent in uninterrupted 4-hour blocks. activated

level x 50 gp

light wounds

This work is generally done in a controlled environment, 50 charges, spell Spell level x caster

where distractions are at a minimum, such as a laboratory or

Wand of fireball

trigger

level x 750 gp

shrine. Work that is performed in a distracting or dangerous

environment nets only half the amount of progress (just as

Spell level x caster

Cape of the

Command word

with the adventuring caster).

level x 1,800 gp

mountebank

Use-activated or Spell level x caster

Lantern of

A character can work on only one item at a time. If a continuous

level x 2,000 gp2

revealing

character starts work on a new item, all materials used on the

under-construction item are wasted.

Adjustment

Special

Base Price

Example

Divide by (5 divided Boots of

Magic Item Gold Piece Values

Charges per day by charges per day) teleportation

Many factors must be considered when determining the price No space

Multiply entire cost

Ioun stone

of new magic items. The easiest way to come up with a price limitation3

by 2

is to compare the new item to an item that is already priced, Multiple different Multiply lower item Helm of brilliance

using that price as a guide. Otherwise, use the guidelines abilities

cost by 1.5

summarized on Table: Estimating Magic Item Gold Piece Charged (50

1/2 unlimited use base

Values.

Ring of the ram

charges)

price

Component

Extra Cost

Example

Table 16-36: Estimating Magic Item Gold Piece Armor, shield, or Add cost of

+1 composite

Values

weapon

masterwork item

longbow

Effect

Base Price

Example

Spell has material Add directly into price

Ability bonus

Bonus squared x

Belt of incredible component cost

of item per charge4

Wand of stoneskin

(enhancement)

1,000 gp

dexterity + 2

Spell Level: A 0-level spell is half the value of a 1st-level

Armor bonus

Bonus squared x

spell for determining price.

+1 chainmail

(enhancement)

1,000 gp

1 Such as a luck, insight, sacred, or profane bonus.

Spell level squared x

Bonus spell

Pearl of power

2 If a continuous item has an effect based on a spell with a

1,000 gp

duration measured in rounds, multiply the cost by 4. If the

AC bonus

Bonus squared x

Ring of protection duration of the spell is 1 minute/level, multiply the cost by

(deflection)

2,000 gp

+3

2, and if the duration is 10 minutes/level, multiply the cost

AC bonus

by 1.5. If the spell has a 24-hour duration or greater, divide

Bonus squared x

Ioun stone ( dusty

the cost in half.

(other)1

2,500 gp

rose prism)

3 An item that does not take up one of the spaces on a body

Natural armor

Bonus squared x

Amulet of natural costs double.

bonus

2,000 gp

armor + 1

(enhancement)

4 If item is continuous or unlimited, not charged, determine

cost as if it had 100 charges. If it has some daily limit,

Save bonus

Bonus squared x

Cloak of

determine as if it had 50 charges.

(resistance)

1,000 gp

resistance + 5

Save bonus

Bonus squared x

Stone of good luck

(other)1

2,000 gp

Multiple Similar Abilities: For items with multiple similar

abilities that don't take up space on a character's body, use

Skill bonus

Bonus squared x 100 Cloak of

the following formula: Calculate the price of the single most

(competence)

gp

elvenkind

costly ability, then add 75% of the value of the next most

10,000 gp per point

Mantle of spell

costly ability, plus 1/2 the value of any other abilities.

Spell resistance

over SR 12; SR 13

resistance

minimum

Multiple Different Abilities: Abilities such as an attack roll

bonus or saving throw bonus and a spell-like function are not

Weapon bonus

Bonus squared x

+1 longsword

similar, and their values are simply added together to

(enhancement)

2,000 gp

determine the cost. For items that take up a space on a

Spell Effect

Base Price

Example

character's body, each additional power not only has no

Single use, spell Spell level x caster

discount but instead has a 50% increase in price.

Scroll of haste

completion

level x 25 gp

0-Level Spells: When multiplying spell levels to determine

Page 555

value, 0-level spells should be treated as 1/2 level.

require. The act of working on the armor triggers the

prepared spells, making them unavailable for casting during

Other Considerations: Once you have a cost figure, reduce each day of the armor's creation. (That is, those spell slots are

that number if either of the following conditions applies:

expended from the caster's currently prepared spells, just as

Item Requires Skill to Use: Some items require a specific if they had been cast.)

skill to get them to function. This factor should reduce the Creating some armor may entail other prerequisites beyond

cost about 10%.

or other than spellcasting. See the individual descriptions for

Item Requires Specific Class or Alignment to Use: Even more details.

restrictive than requiring a skill, this limitation cuts the price Crafting magic armor requires one day for each 1,000 gp

by 30%.

value of the base price.

Prices presented in the magic item descriptions (the gold Item Creation Feat Required: Craft Magic Arms and

piece value following the item's slot) are the market value, Armor.

which is generally twice what it costs the creator to make the

item.

Skill Used in Creation: Spellcraft or Craft (armor).

Since different classes get access to certain spells at different

levels, the prices for two characters to make the same item Creating Magic Weapons

might actually be different. An item is only worth two times

what the caster of the lowest possible level can make it for. To create a magic weapon, a character needs a heat source

Calculate the market price based on the lowest possible level and some iron, wood, or leatherworking tools. She also needs

caster, no matter who makes the item.

a supply of materials, the most obvious being the weapon or

Not all items adhere to these formulas. First and foremost, the pieces of the weapon to be assembled. Only a

these few formulas aren't enough to truly gauge the exact masterwork weapon can become a magic weapon, and the

differences between items. The price of a magic item may be masterwork cost is added to the total cost to determine final

modified based on its actual worth. The formulas only market value. Additional magic supplies costs for the

provide a starting point. The pricing of scrolls assumes that, materials are subsumed in the cost for creating the magic

whenever possible, a wizard or cleric created it. Potions and weapon—half the base price of the item based upon the

wands follow the formulas exactly. Staves follow the item's total effective bonus.

formulas closely, and other items require at least some Creating a magic weapon has a special prerequisite: The

judgment calls.

creator's caster level must be at least three times the

enhancement bonus of the weapon. If an item has both an

Creating Magic Armor

enhancement bonus and a special ability, the higher of the

two caster level requirements must be met. A magic weapon

must have at least a +1 enhancement bonus to have any

To create magic armor, a character needs a heat source and melee or ranged special weapon abilities.

some iron, wood, or leatherworking tools. He also needs a

supply of materials, the most obvious being the armor or the If spells are involved in the prerequisites for making the

pieces of the armor to be assembled. Armor to be made into weapon, the creator must have prepared the spells to be cast

magic armor must be masterwork armor, and the masterwork (or must know the spells, in the case of a sorcerer or bard)

cost is added to the base price to determine final market but need not provide any material components or focuses the

value. Additional magic supply costs for the materials are spells require. The act of working on the weapon triggers the

subsumed in the cost for creating the magic armor—half the prepared spells, making them unavailable for casting during

base price of the item.

each day of the weapon's creation. (That is, those spell slots

are expended from the caster's currently prepared spells, just

Creating magic armor has a special prerequisite: The as if they had been cast.)

creator's caster level must be at least three times the

enhancement bonus of the armor. If an item has both an At the time of creation, the creator must decide if the weapon

enhancement bonus and a special ability, the higher of the glows or not as a side-effect of the magic imbued within it.

two caster level requirements must be met. Magic armor or a This decision does not affect the price or the creation time,

magic shield must have at least a +1 enhancement bonus to but once the item is finished, the decision is binding.

have any armor or shield special abilities.

Creating magic double-headed weapons is treated as creating

If spells are involved in the prerequisites for making the two weapons when determining cost, time, and special

armor, the creator must have prepared the spells to be cast (or abilities.

must know the spells, in the case of a sorcerer or bard) and

must provide any material components or focuses the spells Creating some weapons may entail other prerequisites

Page 556

beyond or other than spellcasting. See the individual Skill Used in Creation: Spellcraft or Craft (alchemy)

descriptions for details.

Crafting a magic weapon requires 1 day for each 1,000 gp Creating Rings

value of the base price.

Item Creation Feat Required: Craft Magic Arms and To create a magic ring, a character needs a heat source. He

Armor.

also needs a supply of materials, the most obvious being a

ring or the pieces of the ring to be assembled. The cost for

Skill Used in Creation: Spellcraft, Craft (bows) (for magic the materials is subsumed in the cost for creating the ring.

bows and arrows), or Craft (weapons) (for all other Ring costs are difficult to determine. Refer to Table:

weapons).

Estimating Magic Item Gold Piece Values and use the ring

prices in the ring descriptions as a guideline. Creating a ring

Creating Potions

generally costs half the ring's market price.

Rings that duplicate spells with costly material components

add in the value of 50 × the spell's component cost. Having a

Table 16-37: Potion Base Costs (By Brewer's

spell with a costly component as a prerequisite does not

Class)

automatically incur this cost. The act of working on the ring

triggers the prepared spells, making them unavailable for

Spell Cleric, Druid,

Paladin,

Sorcerer

Bard

casting during each day of the ring's creation. (That is, those

Level

Wizard

Ranger*

spell slots are expended from the caster's currently prepared

0

25 gp

25 gp

25 gp

—

spells, just as if they had been cast.)

1st

50 gp

50 gp

50 gp

50 gp

Creating some rings may entail other prerequisites beyond or

2nd

300 gp

400 gp

400 gp

400 gp

other than spellcasting. See the individual descriptions for

3rd

750 gp

900 gp

1,050 gp

1,050 gp

details.

* Caster level is equal to class level –3.

Forging a ring requires 1 day for each 1,000 gp of the base

Prices assume that the potion was made at the minimum

price.

caster level. The cost to create a potion is half the base price. Item Creation Feat Required: Forge Ring.

Skill Used in Creation: Spellcraft or Craft (jewelry).

The creator of a potion needs a level working surface and at

least a few containers in which to mix liquids, as well as a

source of heat to boil the brew. In addition, he needs Creating Rods

ingredients. The costs for materials and ingredients are

subsumed in the cost for brewing the potion: 25 gp × the To create a magic rod, a character needs a supply of

level of the spell × the level of the caster.

materials, the most obvious being a rod or the pieces of the

All ingredients and materials used to brew a potion must be rod to be assembled. The cost for the materials is subsumed

fresh and unused. The character must pay the full cost for in the cost for creating the rod. Rod costs are difficult to

brewing each potion. (Economies of scale do not apply.)

determine. Refer to Table: Estimating Magic Item Gold Piece

Values and use the rod prices in the rod descriptions as a

The imbiber of the potion is both the caster and the target. guideline. Creating a rod costs half the market value listed.

Spells with a range of personal cannot be made into potions. If spells are involved in the prerequisites for making the rod,

The creator must have prepared the spell to be placed in the the creator must have prepared the spells to be cast (or must

potion (or must know the spell, in the case of a sorcerer or know the spells, in the case of a sorcerer or bard) but need

bard) and must provide any material component or focus the not provide any material components or focuses the spells

spell requires.

require. The act of working on the rod triggers the prepared

spells, making them unavailable for casting during each day

Material components are consumed when he begins working, of the rod's creation. (That is, those spell slots are expended

but a focus is not. (A focus used in brewing a potion can be from the caster's currently prepared spells, just as if they had

reused.) The act of brewing triggers the prepared spell, been cast.)

making it unavailable for casting until the character has

rested and regained spells. (That is, that spell slot is Creating some rods may entail other prerequisites beyond or

expended from the caster's currently prepared spells, just as other than spellcasting. See the individual descriptions for

if it had been cast.) Brewing a potion requires 1 day.

details.

Item Creation Feat Required: Brew Potion.

Crafting a rod requires 1 day for each 1,000 gp of the base

Page 557

price.

Item Creation Feat Required: Scribe Scroll.

Item Creation Feat Required: Craft Rod.

Skill Used in Creation: Spellcraft, Craft (calligraphy), or

Profession (scribe).

Skill Used in Creation: Spellcraft, Craft (jewelry), Craft

(sculptures), or Craft (weapons).

Creating Staves

Creating Scrolls

To create a magic staff, a character needs a supply of

materials, the most obvious being a staff or the pieces of the

Table 16-38: Scroll Base Costs (By Scriber's

staff to be assembled.

Class)

The materials cost is subsumed in the cost of creation: 400

gp × the level of the highest-level spell × the level of the

Spell Cleric, Druid,

Paladin,

Sorcerer

Bard

caster, plus 75% of the value of the next most costly ability

Level

Wizard

Ranger*

(300 gp × the level of the spell × the level of the caster), plus

0

12 gp 5 sp

12 gp 5 sp 12 gp 5 sp

—

1/2 the value of any other abilities (200 gp × the level of the

1st

25 gp

25 gp

25 gp

25 gp

spell × the level of the caster). Staves are always fully

2nd

150 gp

200 gp

200 gp

200 gp

charged (10 charges) when created.

3rd

375 gp

450 gp

525 gp

525 gp

If desired, a spell can be placed into the staff at less than the

4th

700 gp

800 gp

1,000 gp

1,000 gp

normal cost, but then activating that particular spell drains

additional charges from the staff. Divide the cost of the spell

5th

1,125 gp

1,250 gp

1,625 gp

—

by the number of charges it consumes to determine its final

6th

1,650 gp

1,800 gp

2,400 gp

—

price. Note that this does not change the order in which the

7th

2,275 gp

2,450 gp

—

—

spells are priced (the highest level spell is still priced first,

8th

3,000 gp

3,200 gp

—

—

even if it requires more than one charge to activate). The

9th

3,825 gp

4,050 gp

—

—

caster level of all spells in a staff must be the same, and no

staff can have a caster level of less than 8th, even if all the

* Caster level is equal to class level –3.

spells in the staff are low-level spells.

Prices assume that the scroll was made at the minimum

caster level. The cost to create a scroll is half the base price. The creator must have prepared the spells to be stored (or

must know the spells, in the case of a sorcerer or bard) and

must provide any focus the spells require as well as material

To create a scroll, a character needs a supply of choice component costs sufficient to activate the spell 50 times

writing materials, the cost of which is subsumed in the cost (divide this amount by the number of charges one use of the

for scribing the scroll: 12.5 gp × the level of the spell × the spell expends). Material components are consumed when he

level of the caster.

begins working, but focuses are not. (A focus used in

creating a staff can be reused.) The act of working on the

All writing implements and materials used to scribe a scroll staff triggers the prepared spells, making them unavailable

must be fresh and unused. A character must pay the full cost for casting during each day of the staff 's creation. (That is,

for scribing each spell scroll no matter how many times she those spell slots are expended from the caster's currently

previously has scribed the same spell.

prepared spells, just as if they had been cast.)

The creator must have prepared the spell to be scribed (or Creating a few staves may entail other prerequisites beyond

must know the spell, in the case of a sorcerer or bard) and spellcasting. See the individual descriptions for details.

must provide any material component or focus the spell

requires. A material component is consumed when she begins Crafting a staff requires 1 day for each 1,000 gp of the base

writing, but a focus is not. (A focus used in scribing a scroll price.

can be reused.) The act of writing triggers the prepared spell, Item Creation Feat Required: Craft Staff.

making it unavailable for casting until the character has

rested and regained spells. (That is, that spell slot is Skill Used in Creation: Spellcraft, Craft (jewelry), Craft

expended from the caster's currently prepared spells, just as (sculptures), or Profession (woodcutter).

if it had been cast.)

Scribing a scroll requires 1 day per 1,000 gp of the base

price. Although an individual scroll might contain more than

one spell, each spell must be scribed as a separate effort,

meaning that no more than 1 spell can be scribed in a day.

Page 558

Creating Wands

needs a supply of materials, the most obvious being the item

itself or the pieces of the item to be assembled. The cost for

the materials is subsumed in the cost for creating the item.

Table 16-39: Wand Base Costs (By Crafter's

Wondrous item costs are difficult to determine. Refer to

Class)

Table: Estimating Magic Item Gold Piece Values and use the

item prices in the item descriptions as a guideline. Creating

Spell Cleric, Druid,

Paladin,

Sorcerer

Bard

an item costs half the market value listed.

Level

Wizard

Ranger*

0

375 gp

375 gp

375 gp

—

If spells are involved in the prerequisites for making the

item, the creator must have prepared the spells to be cast (or

1st

750 gp

750 gp

750 gp

750 gp

must know the spells, in the case of a sorcerer or bard) but

2nd

4,500 gp

6,000 gp

6,000 gp

6,000 gp

need not provide any material components or focuses the

3rd

11,250 gp

13,500 gp 15,750 gp

15,750 gp

spells require. The act of working on the item triggers the

4th

21,000 gp

24,000 gp 30,000 gp

30,000 gp

prepared spells, making them unavailable for casting during

each day of the item's creation. (That is, those spell slots are

* Caster level is equal to class level –3.

expended from the caster's currently prepared spells, just as

Prices assume that the wand was made at the minimum

if they had been cast.)

caster level. The cost to create a wand is half the base price.

Creating some items may entail other prerequisites beyond or

other than spellcasting. See the individual descriptions for

To create a magic wand, a character needs a small supply of details.

materials, the most obvious being a baton or the pieces of the

wand to be assembled. The cost for the materials is Crafting a wondrous item requires 1 day for each 1,000 gp of

subsumed in the cost for creating the wand: 375 gp × the the base price.

level of the spell × the level of the caster. Wands are always Item Creation Feat Required: Craft Wondrous Item.

fully charged (50 charges) when created.

Skill Used In Creation: Spellcraft or an applicable Craft or

The creator must have prepared the spell to be stored (or Profession skill check.

must know the spell, in the case of a sorcerer or bard) and

must provide any focuses the spell requires. Fifty of each

needed material component are required (one for each Adding New Abilities

charge). Material components are consumed when work

begins, but focuses are not. A focus used in creating a wand Sometimes, lack of funds or time make it impossible for a

can be reused. The act of working on the wand triggers the magic item crafter to create the desired item from scratch.

prepared spell, making it unavailable for casting during each Fortunately, it is possible to enhance or build upon an

day devoted to the wand's creation. (That is, that spell slot is existing magic item. Only time, gold, and the various

expended from the caster's currently prepared spells, just as prerequisites required of the new ability to be added to the

if it had been cast.)

magic item restrict the type of additional powers one can

place.

Crafting a wand requires 1 day per each 1,000 gp of the base

price.

The cost to add additional abilities to an item is the same as

if the item was not magical, less the value of the original

Item Creation Feat Required: Craft Wand.

item. Thus, a +1 longsword can be made into a +2 vorpal

Skill Used in Creation: Spellcraft, Craft (jewelry), Craft longsword, with the cost to create it being equal to that of a (sculptures), or Profession (woodcutter).

+2 vorpal s word minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a

Creating Wondrous Items

character's body, the cost of adding any additional ability to

that item increases by 50%. For example, if a character adds

To create a wondrous item, a character usually needs some the power to confer invisibility to her ring of protection +2,

sort of equipment or tools to work on the item. She also the cost of adding this ability is the same as for creating a

ring of invisibility m ultiplied by 1.5.

Page 559

17. Glossary

single ability, apply a +1 bonus to the skills and statistics

listed with the relevant ability.

Strength: Temporary increases to your Strength score give

Special abilities you a bonus on Strength-based skill checks, melee attack

rolls, and weapon damage rolls (if they rely on Strength).

The bonus also applies to your Combat Maneuver Bonus (if

The following special abilities include rules commonly used you are Small or larger) and to your Combat Maneuver

by a number of creatures, spells, and traps.

Defense.

Table 17-1: Special Ability Types

Dexterity: Temporary increases to your Dexterity score give

you a bonus on Dexterity-based skill checks, ranged attack

Extraordinary Spell-Like Supernatural rolls, initiative checks, and Reflex saving throws. The bonus

Dispel

No

Yes

No

also applies to your Armor Class, your Combat Maneuver

Bonus (if you are Tiny or smaller), and your Combat

Spell resistance

No

Yes

No

Maneuver Defense.

Antimagic field

No

Yes

Yes

Constitution: Temporary increases to your Constitution

Attack of

No

Yes

No

score give you a bonus on your Fortitude saving throws. In

opportunity

addition, multiply your total Hit Dice by this bonus and add

Dispel: Can dispel magic and similar spells dispel the effects that amount to your current and total hit points. When the

of abilities of that type?

bonus ends, remove this total from your current and total hit

Spell Resistance: Does spell resistance protect a creature

points.

from these abilities?

Intelligence: Temporary increases to your Intelligence score

Antimagic Field: Does an antimagic field or similar magic

give you a bonus on Intelligence-based skill checks. This

suppress the ability?

bonus also applies to any spell DCs based on Intelligence.

Attack of Opportunity: Does using the ability provoke

Wisdom: Temporary increases to your Wisdom score give

attacks of opportunity the way that casting a spell does?

you a bonus on Wisdom-based skill checks and Will saving

throws. This bonus also applies to any spell DCs based on

Extraordinary Abilities (Ex): Extraordinary abilities are Wisdom.

nonmagical. They are, however, not something that just Charisma: Temporary increases to your Charisma score give

anyone can do or even learn to do without extensive training. you a bonus on Charisma-based skill checks. This bonus also

Effects or areas that suppress or negate magic have no effect applies to any spell DCs based on Charisma and the DC to

on extraordinary abilities.

resist your channeled energy.

Spell-Like Abilities (Sp): Spell-like abilities, as the name Permanent Bonuses: Ability bonuses with a duration greater

implies, are magical abilities that are very much like spells. than 1 day actually increase the relevant ability score after 24

Spell-like abilities are subject to spell resistance and dispel hours. Modify all skills and statistics related to that ability.

magic. They do not function in areas where magic is This might cause you to gain skill points, hit points, and

suppressed or negated (such as an antimagic field). Spell-like other bonuses. These bonuses should be noted separately in

abilities can be dispelled and counterspelled as normal.

case they are removed.

Supernatural Abilities (Su): Supernatural abilities are

magical but not spell-like. Supernatural abilities are not

subject to spell resistance and do not function in areas where Ability Score Damage, Penalty, and

magic is suppressed or negated (such as an antimagic field).

Drain

A supernatural ability's effect cannot be dispelled and is not

subject to counterspells. See Table: Special Ability Types for Diseases, poisons, spells, and other abilities can all deal

a summary of the types of special abilities.

damage directly to your ability scores. This damage does not

actually reduce an ability, but it does apply a penalty to the

Ability Score Bonuses

skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability,

Some spells and abilities increase your ability scores. Ability apply a –1 penalty to skills and statistics listed with the

score increases with a duration of 1 day or less give only relevant ability. If the amount of ability damage you have

temporary bonuses. For every two points of increase to a taken equals or exceeds your ability score, you immediately

Page 560

fall unconscious until the damage is less than your ability afflictions has a different effect, they all function using the

score. The only exception to this is your Constitution score. same basic system. All afflictions grant a saving throw when

If the damage to your Constitution is equal to or greater than they are contracted. If successful, the creature does not suffer

your Constitution score, you die. Unless otherwise noted, from the affliction and does not need to make any further

damage to your ability scores is healed at the rate of 1 per rolls. If the saving throw is a failure, the creature falls victim

day to each ability score that has been damaged. Ability to the affliction and must deal with its effects.

damage can be healed through the use of spells, such as

lesser restoration.

Afflictions require a creature to make a saving throw after a

period of time to avoid taking certain penalties. With most

Some spells and abilities cause you to take an ability penalty afflictions, if a number of saving throws are made

for a limited amount of time. While in effect, these penalties consecutively, the affliction is removed and no further saves

function just like ability damage, but they cannot cause you are necessary. Some afflictions, usually supernatural ones,

to fall unconscious or die. In essence, penalties cannot cannot be cured through saving throws alone and require the

decrease your ability score to less than 1.

aid of powerful magic to remove. Each affliction is presented

as a short block of information to help you better adjudicate

Strength: Damage to your Strength score causes you to take its results.

penalties on Strength-based skill checks, melee attack rolls,

and weapon damage rolls (if they rely on Strength). The Name: This is the name of the affliction.

penalty also applies to your Combat Maneuver Bonus (if you

are Small or larger) and your Combat Maneuver Defense.

Type: This is the type of the affliction, such as curse, disease,

or poison. It might also include the means by which it is

Dexterity: Damage to your Dexterity score causes you to contracted, such as contact, ingestion, inhalation, injury,

take penalties on Dexterity-based skill checks, ranged attack spell, or trap.

rolls, initiative checks, and Reflex saving throws. The

penalty also applies to your Armor Class, your Combat Save: This gives the type of save necessary to avoid

contracting the affliction, as well as the DC of that save.

Maneuver Bonus (if you are Tiny or smaller), and to your

Combat Maneuver Defense.

Unless otherwise noted, this is also the save to avoid the

affliction's effects once it is contracted, as well as the DC of

Constitution: Damage to your Constitution score causes you any caster level checks needed to end the affliction through

to take penalties on your Fortitude saving throws. In magic, such as remove curse or neutralize poison.

addition, multiply your total Hit Dice by this penalty and

subtract that amount from your current and total hit points. Onset: Some afflictions have a variable amount of time

before they set in. Creatures that come in contact with an

Lost hit points are restored when the damage to your

Constitution is healed.

affliction with an onset time must make a saving throw

immediately. Success means that the affliction is avoided and

Intelligence: Damage to your Intelligence score causes you no further saving throws must be made. Failure means that

to take penalties on Intelligence-based skill checks. This the creature has contracted the affliction and must begin

penalty also applies to any spell DCs based on Intelligence.

making additional saves after the onset period has elapsed.

The affliction's effect does not occur until after the onset

Wisdom: Damage to your Wisdom score causes you to take period has elapsed and then only if further saving throws are

penalties on Wisdom-based skill checks and Will saving failed.

throws. This penalty also applies to any spell DCs based on

Wisdom.

Frequency: This is how often the periodic saving throw

must be attempted after the affliction has been contracted

Charisma: Damage to your Charisma score causes you to (after the onset time, if the affliction has any). While some

take penalties on Charisma-based skill checks. This penalty afflictions last until they are cured, others end prematurely,

also applies to any spell DCs based off Charisma and the DC even if the character is not cured through other means. If an

to resist your channeled energy.

affliction ends after a set amount of time, it will be noted in

Ability Drain: Ability drain actually reduces the relevant the frequency. For example, a disease with a frequency of

ability score. Modify all skills and statistics related to that “1/day” lasts until cured, but a poison with a frequency of

ability. This might cause you to lose skill points, hit points, “1/round for 6 rounds” ends after 6 rounds have passed.

and other bonuses. Ability drain can be healed through the Afflictions without a frequency occur only once,

use of spells such as restoration.

immediately upon contraction (or after the onset time if one

is listed).

Afflictions

Effect: This is the effect that the character suffers each time

if he fails his saving throw against the affliction. Most

From curses to poisons to diseases, there are a number of afflictions cause ability damage or hit point damage. These

afflictions that can affect a creature. While each of these effects are cumulative, but they can be cured normally. Other

Page 561

afflictions cause the creature to take penalties or other Effect transforms target into a lizard; see baleful polymorph

effects. These effects are sometimes cumulative, with the rest description

only affecting the creature if it failed its most recent save.

Some afflictions have different effects after the first save is Bestow Curse Trap

failed. These afflictions have an initial effect, which occurs Type curse, spell, trap; Save Will DC 14

when the first save is failed, and a secondary effect, when

additional saves are failed, as noted in the text. Hit point and Effect –6 penalty to Strength

ability score damage caused by an affliction cannot be healed Curse of the Ages

naturally while the affliction persists.

Type curse; Save Will DC 17

Cure: This tells you how the affliction is cured. Commonly,

this is a number of saving throws that must be made Frequency 1/day

consecutively. Even if the affliction has a limited frequency, Effect age 1 year

it might be cured prematurely if enough saving throws are

made. Hit point damage and ability score damage is not Mummy Rot

removed when an affliction is cured. Such damage must be

healed normally. Afflictions without a cure entry can only be Type curse, disease, injury; Save Fortitude DC 16

cured through powerful spells, such as neutralize poison and Onset 1 minute; Frequency 1/day

remove curse. No matter how many saving throws are made,

these afflictions continue to affect the target.

Effect 1d6 Con damage and 1d6 Cha damage; Cure mummy

rot can only be cured by successfully casting both remove

He failed a DC 15 Fortitude save to avoid contracting it, so curse and remove disease within 1 minute of each other.

after the onset period of 1d3 days has passed, he must make

another DC 15 Fortitude save to avoid taking 1d6 points of Unluck

Strength damage. From this point onward, he must make a Type curse; Save Will DC 20 negates, no save to avoid

DC 15 Fortitude save each day (according to the disease's effects

frequency) to avoid further Strength damage. If, on two

consecutive days, he makes his Fortitude saves, he is cured Frequency 1/hour

of the disease and any damage it caused begins to heal as

normal.

Effect target must reroll any roll decided by the GM and take

the worse result

Curses

Werewolf Lycanthropy

Type curse, injury; Save Fortitude DC 15 negates, Will DC

Careless rogues plundering a tomb, drunken heroes insulting 15 to avoid effects

a powerful wizard, and foolhardy adventurers who pick up

ancient swords all might suffer from curses. These magic Onset the next full moon; Frequency on the night of every

afflictions can have a wide variety of effects, from a simple full moon or whenever the target is injured

penalty to certain checks to transforming the victim into a Effect target transforms into a wolf under the GM's control

toad. Some even cause the afflicted to slowly rot away, until the next morning

leaving nothing behind but dust. Unlike other afflictions,

most curses cannot be cured through a number of successful

saving throws. Curses can be cured through magic, however, Diseases

usually via spells such as remove curse and break

enchantment. While some curses cause a progressive From a widespread plague to the bite of a dire rat, disease is

deterioration, others inflict a static penalty from the moment a serious threat to common folk and adventurers alike.

they are contracted, neither fading over time nor growing Diseases rarely have a limited frequency, but most have a

worse. In addition, there are a number of magic items that act lengthy onset time. This onset time can also be variable.

like curses. See Magic Items for a description of these cursed Most diseases can be cured by a number of consecutive

items.

saving throws or by spells such as remove disease.

The following samples present just some of the possibilities The following samples represent just some of the

when creating curses.

possibilities when creating diseases.

Baleful Polymorph Spell

Blinding Sickness

Type curse, spell; Save Fortitude DC 17 negates, Will DC 17 Type disease, ingested; Save Fortitude DC 16

partial

Onset 1d3 days; Frequency 1/day

Page 562

Effect 1d4 Str damage, if more than 2 Str damage, target Onset 1d3 days; Frequency 1/day

must make an additional Fort save or be permanently Effect 1d6 Str damage; Cure 2 consecutive saves

blinded; Cure 2 consecutive saves

Bubonic Plague

Shakes

Type disease, injury or inhaled; Save Fortitude DC 17

Type disease, contact; Save Fortitude DC 13

Onset 1 day; Frequency 1/day

Onset 1 day; Frequency 1/day

Effect 1d4 Con damage and 1 Cha damage and target is Effect 1d8 Dex damage; Cure 2 consecutive saves fatigued; Cure 2 consecutive saves

Slimy Doom

Cackle Fever

Type disease, contact; Save Fortitude DC 14

Type disease, inhaled; Save Fortitude DC 16

Onset 1 day; Frequency 1/day

Onset 1 day; Frequency 1/day

Effect 1d4 Con damage, target must make a second Fort save

Effect 1d6 Wis damage; Cure 2 consecutive saves

or 1 point of the damage is drain instead; Cure 2 consecutive

saves

Demon Fever

Type disease, injury; Save Fortitude DC 18

Poison

Onset 1 day; Frequency 1/day

No other affliction is so prevalent as poison. From the fangs

Effect 1d6 Con damage, target must make a second Fort save of a viper to the ichor-stained assassin's blade, poison is a

or 1 point of the damage is drain instead; Cure 2 consecutive constant threat. Poisons can be cured by successful saving

saves

throws and spells such as neutralize poison.

Devil Chills

Contact poisons are contracted the moment someone touches

the poison with his bare skin. Such poisons can be used as

Type disease, injury; Save Fortitude DC 14

injury poisons. Contact poisons usually have an onset time of

1 minute and a frequency of 1 minute. Ingested poisons are

Onset 1d4 days; Frequency 1/day

contracted when a creature eats or drinks the poison.

Effect 1d4 Str damage; Cure 3 consecutive saves

Ingested poisons usually have an onset time of 10 minutes

and a frequency of 1 minute. Injury poisons are primarily

Filth Fever

contracted through the attacks of certain creatures and

Type disease, injury; Save Fortitude DC 12

through weapons coated in the toxin. Injury poisons do not

usually have an onset time and have a frequency of 1 round.

Onset 1d3 days; Frequency 1/day

Inhaled poisons are contracted the moment a creature enters

Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 an area containing such poisons. Most inhaled poisons fill a

consecutive saves

volume equal to a 10-foot cube per dose. Creatures can

attempt to hold their breaths while inside to avoid inhaling

Leprosy

the toxin. Creatures holding their breaths receive a 50%

chance of not having to make a Fortitude save each round.

Type disease, contact, inhaled, or injury; Save Fortitude DC See the rules for holding your breath and suffocation in

12 negates, Fortitude DC 20 to avoid effects

Environment. Note that a character that would normally

Onset 2d4 weeks; Frequency 1/week

suffocate while attempting to hold its breath instead begins to

breathe normally again.

Effect 1d2 Cha damage; Cure 2 consecutive saves

Unlike other afflictions, multiple doses of the same poison

Mindfire

stack. Poisons delivered by injury and contact cannot inflict

Type disease, inhaled; Save Fortitude DC 12

more than one dose of poison at a time, but inhaled and

ingested poisons can inflict multiple doses at once. Each

Onset 1 day; Frequency 1/day

additional dose extends the total duration of the poison (as

Effect 1d4 Int damage; Cure 2 consecutive saves

noted under frequency) by half its total duration. In addition,

each dose of poison increases the DC to resist the poison by

Red Ache

+2. This increase is cumulative. Multiple doses do not alter

the cure conditions of the poison, and meeting these

Type disease, injury; Save Fortitude DC 15

conditions ends the affliction for all the doses. For example,

Page 563

a character is bit three times in the same round by a trio of results in a natural 1, he exposes himself to the poison. This

Medium monstrous spiders, injecting him with three doses of consumes the poison on the weapon. Characters with the

Medium spider venom. The unfortunate character must make poison use class feature do not risk accidentally poisoning

a DC 18 Fortitude save for the next 8 rounds. Fortunately, themselves.

just one successful save cures the character of all three doses

of the poison.

Poisons can be made using Craft (alchemy). The DC to make

a poison is equal to its Fortitude save DC. Rolling a natural 1

Applying poison to a weapon or single piece of ammunition on a Craft skill check while making a poison exposes the

is a standard action. Whenever a character applies or readies crafter to the poison. Crafters with the poison use class

a poison for use there is a 5% chance that he exposes himself feature do not risk poisoning themselves when using Craft to

to the poison and must save against the poison as normal. make poison.

This does not consume the dose of poison. Whenever a

character attacks with a poisoned weapon, if the attack roll The following samples represent just some of the

possibilities when creating poisons.

Table 17-2: Sample Poisons

Name

Type

Fort DC

Onset

Frequency

Effect

Cure

Cost

Arsenic

ingested

13

10 min.

1/min. for 4 min. 1d2 Con

1 save

120 gp

Belladonna

ingested

14

10 min.

1/min. for 6 min. 1d2 Str, see text

1 save

100 gp

Black adder venom

injury

11

—

1/rd. for 6 rds.

1d2 Con

1 save

120 gp

Black lotus extract

contact

20

1 min.

1/rd. for 6 rds.

1d6 Con

2 saves 4,500 gp

Bloodroot

injury

12

1 rd.

1/rd. for 4 rds.

1 Con and 1 Wis

1 save

100 gp

1 Con/unconscious

Blue whinnis

injury

14

—

1/rd. for 2 rds

1 save

120 gp

1d3 hours

Burnt othur fumes

inhaled

18

—

1/rd. for 6 rds.

1 Con drain/1d3 Con

2 saves 2,100 gp

Dark reaver power

ingested

18

10 min.

1/min. for 6 min. 1d3 Con and 1 Str

2 saves

800 gp

Deathblade

injury

20

—

1/rd. for 6 rds.

1d3 Con

2 saves 1,800 gp

Dragon bile

contact

26

—

1/rd. for 6 rds.

1d3 Str

—

1,500 gp

unconscious 1

Drow poison

injury

13

—

1/min. for 2 min.

1 save

75 gp

min./2d4 hours

Giant wasp poison

injury

18

—

1/rd. for 6 rds.

1d2 Dex

1 save

210 gp

Greenblood oil

injury

13

—

1/rd. for 4 rds.

1 Con

1 save

100 gp

Green prismatic poison

spell

varies

—

1/rd.

for 6 rds. Death/1 Con 2 saves

—

Hemlock

ingested

18

10 min.

1/min. for 6 min. 1d6 Dex, see text

2 saves 2,500 gp

Id moss

ingested

14

10 min.

1/min. for 6 min. 1d3 Int

1 save

125 gp

Insanity mist

inhaled

15

—

1/rd. for 6 rds.

1d3 Wis

1 save 1,500 gp

King's sleep

ingested

19

1 day

1/day

1 Con drain

2 saves 5,000 gp

Large scorpion venom

injury

17

—

1/rd. for 6 rds.

1d2 Str

1 save

200 gp

Lich dust

ingested

17

10 min.

1/min. for 6 min. 1d3 Str

2 saves

400 gp

Malyass root paste

contact

16

1 min.

1/min. for 6 min. 1d2 Dex

1 save

250 gp

Medium spider venom

injury

14

—

1/rd. for 4 rds.

1d2 Str

1 save

150 gp

1 Wis and confused 1

Nightmare vapor

inhaled

20

—

1/rd. for 6 rds.

2 saves 1,800 gp

round

Nitharit

contact

13

1 min.

1/min. for 6 min. 1d3 Con

1 save

650 gp

Oil of taggit

ingested

15

min.

—

unconscious 1d3 hours 1 save

90 gp

Purple worm poison

injury

24

—

1/rd. for 6 rds.

1d3 Str

2 saves

700 gp

Sassone leaf residue

contact

16

1 min.

1/min. for 6 min. 2d12 hp/1 Con

1 save

300 gp

Shadow essence

injury

17

—

1/rd. for 6 rds.

1 Str drain/1d2 Str

1 save

250 gp

Small centipede poison

injury

11

—

1/rd. for 4 rds.

1 Dex

save

90 gp

Page 564

Name

Type

Fort DC

Onset

Frequency

Effect

Cure

Cost

Striped toadstool

ingested

11

10 min.

1/min. for 4 min. 1d3 Wis and 1 Int

1 save

180 gp

1d6 Con and paralyzed

Tears of death

contact

22

1 min.

1/min. for 6 min.

—

6,500 gp

1 min.

Terinav root

contact

16

1 min.

1/min. for 6 min. 1d3 Dex

1 save

400 gp

Ungol dust

inhaled

15

—

1/rd. for 4 rds.

1 Cha drain/1d2 Cha

1 save 1,000 gp

Wolfsbane

ingested

16

10 min.

1/min. for 6 min. 1d3 Con

1 save

500 gp

Wyvern poison

injury

17

—

1/rd. for 6 rds.

1d4 Con

2 saves 3,000 gp

Arsenic

Initial Effect 1 Con drain; Secondary Effect 1d3 Con

damage; Cure 2 consecutive saves

Type poison, ingested; Save Fortitude DC 13

Dark Reaver Powder

Onset 10 minutes.; Frequency 1/minute for 4 minutes

Type poison, ingested; Save Fortitude DC 18

Effect 1d2 Con damage; Cure 1 save

Onset 10 minutes; Frequency 1/minute for 6 minutes

Belladonna

Effect 1d3 Con damage and 1 Str damage; Cure 2

Type poison, ingested; Save Fortitude DC 14

consecutive saves

Onset 10 minutes; Frequency 1/minute for 6 minutes

Deathblade

Effect 1d2 Str damage, target can attempt one save to cure a Type poison, injury; Save Fortitude DC 20

lycanthropy affliction contracted in the past hour; Cure 1

save

Frequency 1/round for 6 rounds

Black Adder Venom

Effect 1d3 Con damage; Cure 2 consecutive saves

Type poison, injury; Save Fortitude DC 11

Dragon Bile

Frequency 1/round for 6 rounds

Type poison, contact; Save Fortitude DC 26

Effect 1d2 Con damage; Cure 1 save

Frequency 1/round for 6 rounds

Black Lotus Extract

Effect 1d3 Str damage

Type poison, contact; Save Fortitude DC 20

Drow Poison

Onset 1 minute; Frequency 1/round for 6 rounds

Type poison, injury; Save Fortitude DC 13

Effect 1d6 Con damage; Cure 2 consecutive saves

Frequency 1/minute for 2 minutes

Bloodroot

Initial Effect unconsciousness for 1 minute; Secondary

Effect unconsciousness for 2d4 hours; Cure 1 save

Type poison, injury; Save Fortitude DC 12

Giant Wasp Poison

Onset 1 round; Frequency 1/round for 4 rounds

Type poison, injury; Save Fortitude DC 18

Effect 1 Con damage and 1 Wis damage; Cure 1 save

Frequency 1/round for 6 rounds

Blue Whinnis

Effect 1d2 Dex damage; Cure 1 save

Type poison, injury; Save Fortitude DC 14

Greenblood Oil

Frequency 1/round for 2 rounds

Type poison, injury; Save Fortitude DC 13

Initial Effect 1 Con damage; Secondary Effect

unconsciousness for 1d3 hours; Cure 1 save

Frequency 1/round for 4 rounds

Burnt Othur Fumes

Effect 1 Con damage; Cure 1 save

Type poison, inhaled; Save Fortitude DC 18

Green Prismatic Poison

Frequency 1/round for 6 rounds

Type poison, spell; Save Fort DC varies by spell

Page 565

Frequency 1/round for 6 rounds

Nightmare Vapor

Initial Effect death; Secondary Effect 1 Con damage; Cure Type poison, inhaled; Save Fortitude DC 20

2 consecutive saves. See prismatic sphere, prismatic spray,

or prismatic wall for more details.

Frequency 1/round for 6 rounds

Hemlock

Effect 1 Wis damage and confused for 1 round; Cure 2

consecutive saves

Type poison, ingested; Save Fortitude DC 18

Nitharit

Onset 10 minutes; Frequency 1/minute for 6 minutes

Type poison, contact; Save Fortitude DC 13

Effect 1d6 Dex damage, creatures reduced to 0 Dexterity

suffocate; Cure 2 consecutive saves

Onset 1 minute; Frequency 1/minute for 6 minutes

Id Moss

Effect 1d3 Con damage; Cure 1 save

Type poison, ingested; Save Fortitude DC 14

Oil of Taggit

Onset 10 minutes; Frequency 1/minute for 6 minutes

Type poison, ingested; Save Fortitude DC 15

Effect 1d3 Int damage; Cure 1 save

Onset 1 minute

Insanity Mist

Effect unconsciousness for 1d3 hours; Cure 1 save

Type poison, inhaled; Save Fortitude DC 15

Purple Worm Poison

Frequency 1/rounds for 6 rounds

Type poison, injury; Save Fortitude DC 24

Effect 1d3 Wis damage; Cure 1 save

Frequency 1/round for 6 rounds

King's Sleep

Effect 1d3 Str damage; Cure 2 consecutive saves

Type poison, ingested; Save Fortitude DC 19

Sassone Leaf Residue

Onset 1 day; Frequency 1/day

Type poison, contact; Save Fortitude DC 16

Effect 1 Con drain; Cure 2 consecutive saves

Onset 1 minute; Frequency 1/minute for 6 minutes

Large Scorpion Venom

Initial Effect 2d12 hit point damage; Secondary Effect 1

Con damage; Cure 1 save

Type poison, injury; Save Fortitude DC 17

Shadow Essence

Frequency 1/round for 6 rounds

Type poison, injury; Save Fortitude DC 17

Effect 1d2 Str damage; Cure 1 save

Frequency 1/round for 6 rounds

Lich Dust

Initial Effect 1 Str drain; Secondary Effect 1d2 Str damage;

Type poison, ingested; Save Fortitude DC 17

Cure 1 save

Onset 10 minutes; Frequency 1/minute for 6 minutes

Small Centipede Poison

Effect 1d3 Str damage; Cure 2 consecutive saves

Type poison, injury; Save Fortitude DC 11

Malyass Root Paste

Frequency 1/round for 4 rounds

Type poison, contact; Save Fortitude DC 16

Effect 1 Dex damage; Cure 1 save

Onset 1 minute; Frequency 1/minute for 6 minutes

Striped Toadstool

Effect 1d2 Dex damage; Cure 1 save

Type poison, ingested; Save Fortitude DC 11

Medium Spider Venom

Onset 10 minutes; Frequency 1/minute for 4 minutes

Type poison, injury; Save Fortitude DC 14

Effect 1d3 Wis damage and 1 Int damage; Cure 1 save

Frequency 1/round for 4 rounds

Tears of Death

Effect 1d2 Str damage; Cure 1 save

Type poison, contact; Save Fortitude DC 22

Page 566

Onset 1 minute; Frequency 1/minute for 6 minutes

usually does not need to make Perception checks to notice

and locate creatures within range of its blindsense ability,

Effect 1d6 Con damage and paralyzed for 1 minute

provided that it has line of effect to that creature. Any

Terinav Root

opponent that cannot be seen has total concealment (50%

miss chance) against a creature with blindsense, and the

Type poison, contact; Save Fortitude DC 16

blindsensing creature still has the normal miss chance when

Onset 1 minute; Frequency 1/minute for 6 minutes

attacking foes that have concealment. Visibility still affects

the movement of a creature with blindsense. A creature with

Effect 1d3 Dex damage; Cure 1 save

blindsense is still denied its Dexterity bonus to Armor Class

Ungol Dust

against attacks from creatures it cannot see.

Type poison, inhaled; Save Fortitude DC 15

Channel Resistance

Frequency 1/round for 4 rounds

Initial Effect 1 Cha drain; Secondary Effect 1d2 Cha Creatures with channel resistance gain a bonus on Will saves damage; Cure 1 save

made against channeled energy. They add their bonus to any

Will saves made to halve the damage and resist the effect.

Wolfsbane

Type poison, ingested; Save Fortitude DC 16

Charm and Compulsion

Onset 10 minute; Frequency 1/minute for 6 minutes

Many abilities and spells can cloud the minds of characters

Effect 1d3 Con damage; Cure 1 save

and monsters, leaving them unable to tell friend from foe—

or worse yet, deceiving them into thinking that their former

Wyvern Poison

friends are now their worst enemies. Two general types of

Type poison, injury; Save Fortitude DC 17

enchantments affect characters and creatures: charms and

compulsions.

Frequency 1/round for 6 rounds

Charming another creature gives the charming character the

Effect 1d4 Con damage; Cure 2 consecutive saves

ability to befriend and suggest courses of action to his

minion, but the servitude is not absolute or mindless. Charms

Blindsight and Blindsense

of this type include the various charm spells and some

monster abilities. Essentially, a charmed character retains

Some creatures possess blindsight, the extraordinary ability free will but makes choices according to a skewed view of

to use a nonvisual sense (or a combination senses) to operate the world.

effectively without vision. Such senses may include

•

A charmed creature doesn't gain any magical ability

sensitivity to vibrations, acute scent, keen hearing, or

to understand his new friend's language.

echolocation. This makes invisibility and concealment (even

•

A charmed character retains his original alignment

magical darkness) irrelevant to the creature (though it still

and allegiances, generally with the exception that he

can't see ethereal creatures). This ability operates out to a

now regards the charming creature as a dear friend

range specified in the creature description.

and will give great weight to his suggestions and

•

Blindsight never allows a creature to distinguish

directions.

color or visual contrast. A creature cannot read with

•

A charmed character fights his former allies only if

blindsight.

they threaten his new friend, and even then he uses

•

Blindsight does not subject a creature to gaze

the least lethal means at his disposal as long as these

attacks (even though darkvision does).

tactics show any possibility of success (just as he

would in a fight with an actual friend).

•

Blinding attacks do not penalize creatures that use

blindsight.

•

A charmed character is entitled to an opposed

Charisma check against his master in order to resist

•

Deafening attacks thwart blindsight if it relies on

hearing.

instructions or commands that would make him do

something he wouldn't normally do even for a close

•

Blindsight works underwater but not in a vacuum.

friend. If he succeeds, he decides not to go along

•

Blindsight negates displacement and blur effects.

with that order but remains charmed .

Blindsense: Other creatures have blindsense, a lesser ability

•

A charmed character never obeys a command that is

that lets the creature notice things it cannot see, but without

obviously suicidal or grievously harmful to him.

the precision of blindsight. The creature with blindsense

•

If the charming creature commands his minion to do

Page 567

something that the influenced character would be Overcoming DR: Damage reduction may be overcome by

violently opposed to, the subject may attempt a new special materials, magic weapons (any weapon with a +1 or

saving throw to break free of the influence higher enhancement bonus, not counting the enhancement

altogether.

from masterwork quality), certain types of weapons (such as

•

A charmed character who is openly attacked by the slashing or bludgeoning), and weapons imbued with an

creature who charmed him or by that creature's alignment.

apparent allies is automatically freed of the spell or Ammunition fired from a projectile weapon with an

effect.

enhancement bonus of +1 or higher is treated as a magic

Compulsion is a different matter altogether. A compulsion weapon for the purpose of overcoming damage reduction.

overrides the subject's free will in some way or simply Similarly, ammunition fired from a projectile weapon with an

changes the way the subject's mind works. A charm makes alignment gains the alignment of that projectile weapon (in

the subject a friend of the caster; a compulsion makes the addition to any alignment it may already have).

subject obey the caster.

Weapons with an enhancement bonus of +3 or greater can

Regardless of whether a character is charmed or compelled, ignore some types of damage reduction, regardless of their

he does not volunteer information or tactics that his master actual material or alignment. The following table shows what

doesn't ask for.

type of enhancement bonus is needed to overcome some

common types of damage reduction.

Damage Reduction

Weapon Enhancement Bonus

DR Type

Equivalent

Some magic creatures have the supernatural ability to cold iron/silver

+3

instantly heal damage from weapons or ignore blows adamantine*

+4

altogether as though they were invulnerable.

alignment-based

+5

The numerical part of a creature's damage reduction (or DR) * Note that this does not give the ability to ignore hardness,

is the amount of damage the creature ignores from normal like an actual adamantine weapon does

attacks. Usually, a certain type of weapon can overcome this

reduction (see Overcoming DR). This information is

separated from the damage reduction number by a slash. For Darkvision

example, DR 5/magic means that a creature takes 5 less

points of damage from all weapons that are not magic. If a Darkvision is the extraordinary ability to see with no light

dash follows the slash, then the damage reduction is effective source at all, out to a range specified for the creature.

against any attack that does not ignore damage reduction.

Darkvision is black-and-white only (colors cannot be

discerned). It does not allow characters to see anything that

Whenever damage reduction completely negates the damage they could not see otherwise—invisible objects are still

from an attack, it also negates most special effects that invisible, and illusions are still visible as what they seem to

accompany the attack, such as injury poison, a monk's be. Likewise, darkvision subjects a creature to gaze attacks

stunning, and injury-based disease. Damage reduction does normally. The presence of light does not spoil darkvision.

not negate touch attacks, energy damage dealt along with an

attack, or energy drains. Nor does it affect poisons or

diseases delivered by inhalation, ingestion, or contact.

Death Attacks

Attacks that deal no damage because of the target's damage In most cases, a death attack allows the victim a Fortitude

reduction do not disrupt spells.

save to avoid the effect, but if the save fails, the character

Spells, spell-like abilities, and energy attacks (even dies instantly.

nonmagical fire) ignore damage reduction.

•

Raise dead doesn't work on someone killed by a

Sometimes damage reduction represents instant healing.

death attack or effect.

Sometimes it represents the creature's tough hide or body. In

•

Death attacks slay instantly. A victim cannot be

either case, other characters can see that conventional attacks

made stable and thereby kept alive.

won't work.

•

In case it matters, a dead character, no matter how

he died, has hit points equal to or less than his

If a creature has damage reduction from more than one

negative Constitution score.

source, the two forms of damage reduction do not stack.

Instead, the creature gets the benefit of the best damage

•

The spell death ward protects against these attacks.

reduction in a given situation.

Page 568

Energy Drain and Negative Levels energy attack, the attack does not disrupt a spell. This

resistance does not stack with the resistance that a spell

Some spells and a number of undead creatures have the might provide.

ability to drain away life and energy; this dreadful attack

results in “negative levels.” These cause a character to take a

number of penalties.

Fear

For each negative level a creature has, it takes a cumulative – Spells, magic items, and certain monsters can affect

1 penalty on all ability checks, attack rolls, combat maneuver characters with fear. In most cases, the character makes a

checks, Combat Maneuver Defense, saving throws, and skill Will saving throw to resist this effect, and a failed roll means

checks. In addition, the creature reduces its current and total that the character is shaken, frightened, or panicked.

hit points by 5 for each negative level it possesses. The

creature is also treated as one level lower for the purpose of Shaken: Characters who are shaken take a –2 penalty on

level-dependent variables (such as spellcasting) for each attack rolls, saving throws, skill checks, and ability checks.

negative level possessed. Spellcasters do not lose any Frightened: Characters who are frightened are shaken, and

prepared spells or slots as a result of negative levels. If a in addition they flee from the source of their fear as quickly

creature's negative levels equal or exceed its total Hit Dice, it as they can. They can choose the paths of their flight. Other

dies.

than that stipulation, once they are out of sight (or hearing)

A creature with temporary negative levels receives a new of the source of their fear, they can act as they want. If the

saving throw to remove the negative level each day. The DC duration of their fear continues, however, characters can be

of this save is the same as the effect that caused the negative forced to flee if the source of their fear presents itself again.

levels.

Characters unable to flee can fight (though they are still

shaken).

Some abilities and spells (such as raise dead) bestow

permanent level drain on a creature. These are treated just Panicked: Characters who are panicked are shaken, and they

like temporary negative levels, but they do not allow a new run away from the source of their fear as quickly as they can,

save each day to remove them. Level drain can be removed dropping whatever they are holding. Other than running

through spells like restoration. Permanent negative levels away from the source, their paths are random. They flee from

remain after a dead creature is restored to life. A creature all other dangers that confront them rather than facing those

whose permanent negative levels equal its Hit Dice cannot be dangers. Once they are out of sight (or hearing) of any source

brought back to life through spells like raise dead and of danger, they can act as they want. Panicked characters

resurrection without also receiving a restoration spell, cast cower if they are prevented from fleeing.

the round after it is restored to life.

Becoming Even More Fearful: Fear effects are cumulative.

A shaken character who is made shaken again becomes

frightened, and a shaken character who is made frightened

Energy Immunity and Vulnerability becomes panicked instead. A frightened character who is

made shaken or frightened becomes panicked instead.

A creature with energy immunity never takes damage from

that energy type. If a creature has fire immunity, it also has

vulnerability to cold. If a creature has cold immunity, it also Invisibility

has vulnerability to fire. Vulnerability means the creature

takes half again as much (+50%) damage as normal from that The ability to move about unseen is not foolproof. While

energy type, regardless of whether a saving throw is allowed they can't be seen, invisible creatures can be heard, smelled,

or if the save is a success or failure.

or felt.

Invisibility makes a creature undetectable by vision,

Energy Resistance

including darkvision.

Invisibility does not, by itself, make a creature immune to

A creature with resistance to energy has the ability (usually critical hits, but it does make the creature immune to extra

extraordinary) to ignore some damage of a certain type per damage from being a ranger's favored enemy and from sneak

attack, but it does not have total immunity.

attacks.

Each resistance ability is defined by what energy type it A creature can generally notice the presence of an active

resists and how many points of damage are resisted. It invisible creature within 30 feet with a DC 20 Perception

doesn't matter whether the damage has a mundane or magical check. The observer gains a hunch that “something's there”

source.

but can't see it or target it accurately with an attack. It's

When resistance completely negates the damage from an practically impossible (+20 DC) to pinpoint an invisible

Page 569

creature's location with a Perception check. Even once a behind a cloak) and render it effectively invisible. One could

character has pinpointed the square that contains an invisible coat an invisible object with flour to at least keep track of its

creature, the creature still benefits from total concealment position (until the flour falls off or blows away).

(50% miss chance). There are a number of modifiers that can Invisible creatures leave tracks. They can be tracked

be applied to this DC if the invisible creature is moving or

engaged in a noisy activity.

normally. Footprints in sand, mud, or other soft surfaces can

give enemies clues to an invisible creature's location.

Invisible creature is...

Perception

An invisible creature in the water displaces water, revealing

In combat or speaking

–20

its location. The invisible creature, however, is still hard to

Moving at half speed

–5

see and benefits from concealment.

Moving at full speed

–10

A creature with the scent ability can detect an invisible

Running or charging

–20

creature as it would a visible one.

Not moving

–40

A creature with the Blind-Fight feat has a better chance to hit

Using Stealth

Stealth check +20

an invisible creature. Roll the miss chance twice, and he

Some distance away

+1 per 10 feet

misses only if both rolls indicate a miss. (Alternatively, make

one 25% miss chance roll rather than two 50% miss chance

Behind an obstacle (door)

+5

rolls.)

Behind an obstacle (stone wall)

+15

A creature with blindsight can attack (and otherwise interact

with) creatures regardless of invisibility.

A creature can grope about to find an invisible creature. A

character can make a touch attack with his hands or a An invisible burning torch still gives off light, as does an

weapon into two adjacent 5-foot squares using a standard invisible object with a light or similar spell cast upon it.

action. If an invisible target is in the designated area, there is Ethereal creatures are invisible. Since ethereal creatures are

a 50% miss chance on the touch attack. If successful, the not materially present, Perception checks, scent, Blind-Fight,

groping character deals no damage but has successfully and blindsight don't help locate them. Incorporeal creatures

pinpointed the invisible creature's current location. If the are often invisible. Scent, Blind-Fight, and blindsight don't

invisible creature moves, its location, obviously, is once help creatures find or attack invisible, incorporeal creatures,

again unknown.

but Perception checks can help.

If an invisible creature strikes a character, the character Invisible creatures cannot use gaze attacks.

struck knows the location of the creature that struck him

(until, of course, the invisible creature moves). The only Invisibility does not thwart divination spells.

exception is if the invisible creature has a reach greater than Since some creatures can detect or even see invisible

5 feet. In this case, the struck character knows the general creatures, it is helpful to be able to hide even when invisible.

location of the creature but has not pinpointed the exact

location.

If a character tries to attack an invisible creature whose Low-Light Vision

location he has pinpointed, he attacks normally, but the Characters with low-light vision have eyes that are so

invisible creature still benefits from full concealment (and sensitive to light that they can see twice as far as normal in

thus a 50% miss chance). A particularly large and slow dim light. Low-light vision is color vision. A spellcaster with

invisible creature might get a smaller miss chance.

low-light vision can read a scroll as long as even the tiniest

If a character tries to attack an invisible creature whose candle flame is next to him as a source of light.

location he has not pinpointed, have the player choose the Characters with low-light vision can see outdoors on a

space where the character will direct the attack. If the moonlit night as well as they can during the day.

invisible creature is there, conduct the attack normally. If the

enemy's not there, roll the miss chance as if it were there and

tell him that the character has missed, regardless of the Paralysis

result. That way the player doesn't know whether the attack

missed because the enemy's not there or because you Some monsters and spells have the supernatural or spell-like

successfully rolled the miss chance.

ability to paralyze their victims, immobilizing them through

magical means. Paralysis from poison is discussed in the

If an invisible character picks up a visible object, the object Afflictions section.

remains visible. An invisible creature can pick up a small

visible item and hide it on his person (tucked in a pocket or A paralyzed character cannot move, speak, or take any

Page 570

physical action. He is rooted to the spot, frozen and helpless. equal to the creature's spell resistance. The defender's spell

Not even friends can move his limbs. He may take purely resistance is like an Armor Class against magical attacks. If

mental actions, such as casting a spell with no components.

the caster fails the check, the spell doesn't affect the creature.

The possessor does not have to do anything special to use

A winged creature flying in the air at the time that it becomes spell resistance. The creature need not even be aware of the

paralyzed cannot flap its wings and falls. A swimmer can't threat for its spell resistance to operate.

swim and may drown.

Only spells and spell-like abilities are subject to spell

resistance. Extraordinary and supernatural abilities

Scent

(including enhancement bonuses on magic weapons) are not.

A creature can have some abilities that are subject to spell

This extraordinary ability lets a creature detect approaching resistance and some that are not. Even some spells ignore

enemies, sniff out hidden foes, and track by sense of smell.

spell resistance; see When Spell Resistance Applies, below.

A creature with the scent ability can detect opponents by A creature can voluntarily lower its spell resistance. Doing so

sense of smell, generally within 30 feet. If the opponent is is a standard action that does not provoke an attack of

upwind, the range is 60 feet. If it is downwind, the range is opportunity. Once a creature lowers its resistance, it remains

15 feet. Strong scents, such as smoke or rotting garbage, can down until the creature's next turn. At the beginning of the

be detected at twice the ranges noted above. Overpowering creature's next turn, the creature's spell resistance

scents, such as skunk musk or troglodyte stench, can be automatically returns unless the creature intentionally keeps

detected at three times these ranges.

it down (also a standard action that does not provoke an

The creature detects another creature's presence but not its attack of opportunity).

specific location. Noting the direction of the scent is a move A creature's spell resistance never interferes with its own

action. If the creature moves within 5 feet (1 square) of the spells, items, or abilities.

scent's source, the creature can pinpoint the area that the

source occupies, even if it cannot be seen.

A creature with spell resistance cannot impart this power to

others by touching them or standing in their midst. Only the

A creature with the Survival skill and the scent ability can rarest of creatures and a few magic items have the ability to

follow tracks by smell, making a Survival check to find or bestow spell resistance upon another.

follow a track. A creature with the scent ability can attempt

to follow tracks using Survival untrained. The typical DC for Spell resistance does not stack, but rather overlaps.

a fresh trail is 10. The DC increases or decreases depending

on how strong the quarry's odor is, the number of creatures,

and the age of the trail. For each hour that the trail is cold, When Spell Resistance Applies

the DC increases by 2. The ability otherwise follows the Each spell includes an entry that indicates whether spell

rules for the Survival skill in regards to tracking. Creatures

tracking by scent ignore the effects of surface conditions and resistance applies to the spell. In general, whether spell

resistance applies depends on what the spell does.

poor visibility.

Creatures with the scent ability can identify familiar odors Targeted Spells: Spell resistance applies if the spell is

targeted at the creature. Some individually targeted spells can

just as humans do familiar sights.

be directed at several creatures simultaneously. In such cases,

Water, particularly running water, ruins a trail for air- a creature's spell resistance applies only to the portion of the

breathing creatures. Water-breathing creatures that have the spell actually targeted at that creature. If several different

scent ability, however, can use it in the water easily.

resistant creatures are subjected to such a spell, each checks

its spell resistance separately.

False, powerful odors can easily mask other scents. The

presence of such an odor completely spoils the ability to Area Spells: Spell resistance applies if the resistant creature

properly detect or identify creatures, and the base Survival is within the spell's area. It protects the resistant creature

DC to track becomes 20 rather than 10.

without affecting the spell itself.

Effect Spells: Most effect spells summon or create

Spell Resistance

something and are not subject to spell resistance. Sometimes,

however, spell resistance applies to effect spells, usually to

Spell resistance is the extraordinary ability to avoid being those that act upon a creature more or less directly, such as

affected by spells. Some spells also grant spell resistance.

web.

To affect a creature that has spell resistance, a spellcaster Spell resistance can protect a creature from a spell that's

must make a caster level check (1d20 + caster level) at least already been cast. Check spell resistance when the creature is

Page 571

first affected by the spell.

skill checks and on opposed Perception skill checks. All

checks and activities that rely on vision (such as reading and

Check spell resistance only once for any particular casting of Perception checks based on sight) automatically fail. All

a spell or use of a spell-like ability. If spell resistance fails opponents are considered to have total concealment (50%

the first time, it fails each time the creature encounters that miss chance) against the blinded character. Blind creatures

same casting of the spell. Likewise, if the spell resistance must make a DC 10 Acrobatics skill check to move faster

succeeds the first time, it always succeeds. If the creature has than half speed. Creatures that fail this check fall prone.

voluntarily lowered its spell resistance and is then subjected Characters who remain blinded for a long time grow

to a spell, the creature still has a single chance to resist that accustomed to these drawbacks and can overcome some of

spell later, when its spell resistance is back up.

them.

Spell resistance has no effect unless the energy created or Broken: Items that have taken damage in excess of half their

released by the spell actually goes to work on the resistant total hit points gain the broken condition, meaning they are

creature's mind or body. If the spell acts on anything else and less effective at their designated task. The broken condition

the creature is affected as a consequence, no roll is required. has the following effects, depending upon the item.

Spell-resistant creatures can be harmed by a spell when they

are not being directly affected.

•

If the item is a weapon, any attacks made with the

Spell resistance does not apply if an effect fools the

item suffer a –2 penalty on attack and damage rolls.

creature's senses or reveals something about the creature.

Such weapons only score a critical hit on a natural

20 and only deal ×2 damage on a confirmed critical

Magic actually has to be working for spell resistance to

hit.

apply. Spells that have instantaneous durations but lasting

•

If the item is a suit of armor or a shield, the bonus it

results aren't subject to spell resistance unless the resistant

grants to AC is halved, rounding down. Broken

creature is exposed to the spell the instant it is cast.

armor doubles its armor check penalty on skills.

•

If the item is a tool needed for a skill, any skill

Successful Spell Resistance

check made with the item takes a –2 penalty.

•

If the item is a wand or staff, it uses up twice as

Spell resistance prevents a spell or a spell-like ability from

many charges when used.

affecting or harming the resistant creature, but it never

•

If the item does not fit into any of these categories,

removes a magical effect from another creature or negates a

the broken condition has no effect on its use. Items

spell's effect on another creature. Spell resistance prevents a

with the broken condition, regardless of type, are

spell from disrupting another spell.

worth 75% of their normal value. If the item is

magical, it can only be repaired with a mending or

Against an ongoing spell that has already been cast, a failed

make whole spell cast by a character with a caster

check against spell resistance allows the resistant creature to

level equal to or higher than the item's. Items lose

ignore any effect the spell might have. The magic continues

the broken condition if the spell restores the object

to affect others normally.

to half its original hit points or higher . Non-magical

items can be repaired in a similar fashion, or

Conditions

through the Craft skill used to create it. Generally

speaking, this requires a DC 20 Craft check and 1

hour of work per point of damage to be repaired.

If more than one condition affects a character, apply them all.

Most craftsmen charge one-tenth the item's total

If effects can't combine, apply the most severe effect.

cost to repair such damage (more if the item is badly

Bleed: A creature that is taking bleed damage takes the listed

damaged or ruined).

amount of damage at the beginning of its turn. Bleeding can Confused: A confused creature is mentally befuddled and

be stopped by a DC 15 Heal check or through the application cannot act normally. A confused creature cannot tell the

of any spell that cures hit point damage (even if the bleed is difference between ally and foe, treating all creatures as

ability damage). Some bleed effects cause ability damage or enemies. Allies wishing to cast a beneficial spell that requires

even ability drain. Bleed effects do not stack with each other a touch on a confused creature must succeed on a melee

unless they deal different kinds of damage. When two or touch attack. If a confused creature is attacked, it attacks the

more bleed effects deal the same kind of damage, take the creature that last attacked it until that creature is dead or out

worse effect. In this case, ability drain is worse than ability of sight.

damage.

Roll on the following table at the beginning of each confused

Blinded: The creature cannot see. It takes a –2 penalty to subject's turn each round to see what the subject does in that

Armor Class, loses its Dexterity bonus to AC (if any), and round.

takes a –4 penalty on most Strength- and Dexterity-based

Page 572

d%

Behavior

free actions). He moves at half speed. Taking move actions

01–25

Act normally.

doesn't risk further injury, but performing any standard action

(or any other action the GM deems strenuous, including

26–50

Do nothing but babble incoherently.

some free actions such as casting a quickened spell) deals 1

Deal 1d8 points of damage + Str modifier to self

51–75

point of damage after the completion of the act. Unless the

with item in hand.

action increased the disabled character's hit points, he is now

Attack nearest creature (for this purpose, a familiar in negative hit points and dying.

76–100 counts as part of the subject's self).

A disabled character with negative hit points recovers hit

points naturally if he is being helped. Otherwise, each day he

A confused creature who can't carry out the indicated action can attempt a DC 10 Constitution check after resting for 8

does nothing but babble incoherently. Attackers are not at hours, to begin recovering hit points naturally. The character

any special advantage when attacking a confused creature. takes a penalty on this roll equal to his negative hit point

Any confused creature who is attacked automatically attacks total. Failing this check causes the character to lose 1 hit

its attackers on its next turn, as long as it is still confused point, but this does not cause the character to become

when its turn comes. Note that a confused creature will not unconscious. Once a character makes this check, he

make attacks of opportunity against anything that it is not continues to heal naturally and is no longer in danger of

already devoted to attacking (either because of its most losing hit points naturally.

recent action or because it has just been attacked).

Dying: A dying creature is unconscious and near death.

Cowering: The character is frozen in fear and can take no Creatures that have negative hit points and have not

actions. A cowering character takes a –2 penalty to Armor stabilized are dying. A dying creature can take no actions. On

Class and loses his Dexterity bonus (if any).

the character's next turn, after being reduced to negative hit

points (but not dead), and on all subsequent turns, the

Dazed: The creature is unable to act normally. A dazed character must make a DC 10 Constitution check to become

creature can take no actions, but has no penalty to AC.

stable. The character takes a penalty on this roll equal to his

A dazed condition typically lasts 1 round.

negative hit point total. A character that is stable does not

need to make this check. A natural 20 on this check is an

Dazzled: The creature is unable to see well because of automatic success. If the character fails this check, he loses 1

overstimulation of the eyes. A dazzled creature takes a –1 hit point. If a dying creature has an amount of negative hit

penalty on attack rolls and sight-based Perception checks.

points equal to its Constitution score, it dies.

Dead: The character's hit points are reduced to a negative Energy Drained: The character gains one or more negative

amount equal to his Constitution score, his Constitution levels, which might become permanent. If the subject has at

drops to 0, or he is killed outright by a spell or effect. The least as many negative levels as Hit Dice, he dies. See

character's soul leaves his body. Dead characters cannot Energy Drain and Negative levels for more information.

benefit from normal or magical healing, but they can be

restored to life via magic. A dead body decays normally Entangled: The character is ensnared. Being entangled

unless magically preserved, but magic that restores a dead impedes movement, but does not entirely prevent it unless

character to life also restores the body either to full health or the bonds are anchored to an immobile object or tethered by

to its condition at the time of death (depending on the spell an opposing force. An entangled creature moves at half

or device). Either way, resurrected characters need not worry speed, cannot run or charge, and takes a –2 penalty on all

about rigor mortis, decomposition, and other conditions that attack rolls and a –4 penalty to Dexterity. An entangled

affect dead bodies.

character who attempts to cast a spell must make a

concentration check (DC 15 + spell level) or lose the spell.

Deafened: A deafened character cannot hear. He takes a –4

penalty on initiative checks, automatically fails Perception Exhausted: An exhausted character moves at half speed,

checks based on sound, takes a –4 penalty on opposed cannot run or charge, and takes a –6 penalty to Strength and

Perception checks, and has a 20% chance of spell failure Dexterity. After 1 hour of complete rest, an exhausted

when casting spells with verbal components. Characters who character becomes fatigued. A fatigued character becomes

remain deafened for a long time grow accustomed to these exhausted by doing something else that would normally

drawbacks and can overcome some of them.

cause fatigue.

Disabled: A character with 0 hit points, or one who has Fascinated: A fascinated creature is entranced by a

negative hit points but has become stable and conscious, is supernatural or spell effect. The creature stands or sits

disabled. A disabled character may take a single move action quietly, taking no actions other than to pay attention to the

or standard action each round (but not both, nor can he take fascinating effect, for as long as the effect lasts. It takes a –4

full-round actions, but he can still take swift, immediate, and penalty on skill checks made as reactions, such as Perception

checks. Any potential threat, such as a hostile creature

Page 573

approaching, allows the fascinated creature a new saving defender survives, he must make a Fortitude save (DC 10 +

throw against the fascinating effect. Any obvious threat, such damage dealt) or die. Delivering a coup de grace provokes

as someone drawing a weapon, casting a spell, or aiming a attacks of opportunity.

ranged weapon at the fascinated creature, automatically Creatures that are immune to critical hits do not take critical

breaks the effect. A fascinated creature's ally may shake it

free of the spell as a standard action.

damage, nor do they need to make Fortitude saves to avoid

being killed by a coup de grace.

Fatigued: A fatigued character can neither run nor charge

and takes a –2 penalty to Strength and Dexterity. Doing Incorporeal: Creatures with the incorporeal condition do not

have a physical body. Incorporeal creatures are immune to all

anything that would normally cause fatigue causes the

fatigued character to become exhausted. After 8 hours of nonmagical attack forms. Incorporeal creatures take half

damage (50%) from magic weapons, spells, spell-like effects,

complete rest, fatigued characters are no longer fatigued.

and supernatural effects. Incorporeal creatures take full

Flat-Footed: A character who has not yet acted during a damage from other incorporeal creatures and effects, as well

combat is flat-footed, unable to react normally to the as all force effects.

situation. A flat-footed character loses his Dexterity bonus to Invisible: Invisible creatures are visually undetectable. An

AC (if any) and cannot make attacks of opportunity.

invisible creature gains a +2 bonus on attack rolls against

Frightened: A frightened creature flees from the source of its sighted opponents, and ignores its opponents' Dexterity

fear as best it can. If unable to flee, it may fight. A frightened bonuses to AC (if any). See Invisibility, under Special

creature takes a –2 penalty on all attack rolls, saving throws, Abilities.

skill checks, and ability checks. A frightened creature can use

special abilities, including spells, to flee; indeed, the creature Nauseated: Creatures with the nauseated condition

experience stomach distress. Nauseated creatures are unable

must use such means if they are the only way to escape.

to attack, cast spells, concentrate on spells, or do anything

Frightened is like shaken, except that the creature must flee if else requiring attention. The only action such a character can

possible. Panicked is a more extreme state of fear.

take is a single move actions per turn.

Grappled: A grappled creature is restrained by a creature, Panicked: A panicked creature must drop anything it holds

trap, or effect. Grappled creatures cannot move and take a –4 and flee at top speed from the source of its fear, as well as

penalty to Dexterity. A grappled creature takes a –2 penalty any other dangers it encounters, along a random path. It can't

on all attack rolls and combat maneuver checks, except those take any other actions. In addition, the creature takes a –2

made to grapple or escape a grapple. In addition, grappled penalty on all saving throws, skill checks, and ability checks.

creatures can take no action that requires two hands to If cornered, a panicked creature cowers and does not attack,

perform. A grappled character who attempts to cast a spell typically using the total defense action in combat. A panicked

must make a concentration check (DC 10 + grappler's CMB creature can use special abilities, including spells, to flee;

+ spell level), or lose the spell. Grappled creatures cannot indeed, the creature must use such means if they are the only

make attacks of opportunity.

way to escape.

A grappled creature cannot use Stealth to hide from the Panicked is a more extreme state of fear than shaken or

creature grappling it, even if a special ability, such as hide in frightened.

plain sight, would normally allow it to do so. If a grappled Paralyzed: A paralyzed character is frozen in place and

creature becomes invisible, through a spell or other ability, it

gains a +2 circumstance bonus on its CMD to avoid being unable to move or act. A paralyzed character has effective

Dexterity and Strength scores of 0 and is helpless, but can

grappled, but receives no other benefit.

take purely mental actions. A winged creature flying in the

Helpless: A helpless character is paralyzed, held, bound, air at the time that it becomes paralyzed cannot flap its wings

sleeping, unconscious, or otherwise completely at an and falls. A paralyzed swimmer can't swim and may drown.

opponent's mercy. A helpless target is treated as having a A creature can move through a space occupied by a

Dexterity of 0 (–5 modifier). Melee attacks against a helpless paralyzed creature—ally or not. Each square occupied by a

target get a +4 bonus (equivalent to attacking a prone target). paralyzed creature, however, counts as 2 squares to move

Ranged attacks get no special bonus against helpless targets. through.

Rogues can sneak attack helpless targets.

Petrified: A petrified character has been turned to stone and

As a full-round action, an enemy can use a melee weapon to is considered unconscious. If a petrified character cracks or

deliver a coup de grace to a helpless foe. An enemy can also breaks, but the broken pieces are joined with the body as he

use a bow or crossbow, provided he is adjacent to the target. returns to flesh, he is unharmed. If the character's petrified

The attacker automatically hits and scores a critical hit. (A body is incomplete when it returns to flesh, the body is

rogue also gets his sneak attack damage bonus against a likewise incomplete and there is some amount of permanent

helpless foe when delivering a coup de grace.) If the hit point loss and/or debilitation.

Page 574

Pinned: A pinned creature is tightly bound and can take few is stable. The character is no longer dying, but is still

actions. A pinned creature cannot move and is flat-footed. A unconscious. If the character has become stable because of

pinned character also takes an additional –4 penalty to his aid from another character (such as a Heal check or magical

Armor Class. A pinned creature is limited in the actions that healing), then the character no longer loses hit points. The

it can take. A pinned creature can always attempt to free character can make a DC 10 Constitution check each hour to

itself, usually through a combat maneuver check or Escape become conscious and disabled (even though his hit points

Artist check. A pinned creature can take verbal and mental are still negative). The character takes a penalty on this roll

actions, but cannot cast any spells that require a somatic or equal to his negative hit point total.

material component. A pinned character who attempts to cast

a spell must make a concentration check (DC 10 + grappler's If a character has become stable on his own and hasn't had

help, he is still at risk of losing hit points. Each hour he can

CMB + spell level) or lose the spell. Pinned is a more severe

version of grappled, and their effects do not stack.

make a Constitution check to become stable (as a character

that has received aid), but each failed check causes him to

Prone: The character is lying on the ground. A prone attacker lose 1 hit point.

has a –4 penalty on melee attack rolls and cannot use a Staggered: A staggered creature may take a single move

ranged weapon (except for a crossbow). A prone defender

gains a +4 bonus to Armor Class against ranged attacks, but action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take

takes a –4 penalty to AC against melee attacks.

swift and immediate actions. A creature with nonlethal

Standing up is a move-equivalent action that provokes an damage exactly equal to its current hit points gains the

attack of opportunity.

staggered condition.

Shaken: A shaken character takes a –2 penalty on attack Stunned: A stunned creature drops everything held, can't

rolls, saving throws, skill checks, and ability checks. Shaken take actions, takes a –2 penalty to AC, and loses its Dexterity

is a less severe state of fear than frightened or panicked.

bonus to AC (if any).

Sickened: The character takes a –2 penalty on all attack Unconscious: Unconscious creatures are knocked out and

rolls, weapon damage rolls, saving throws, skill checks, and helpless. Unconsciousness can result from having negative

ability checks.

hit points (but not more than the creature's Constitution

score), or from nonlethal damage in excess of current hit

Stable: A character who was dying but who has stopped points.

losing hit points each round and still has negative hit points

Page 575

18. Open Game

2. The License: This License applies to any Open Game Content

that contains a notice indicating that the Open Game Content may

only be Used under and in terms of this License. You must affix

License

such a notice to any Open Game Content that you Use. No terms

may be added to or subtracted from this License except as described

by the License itself. No other terms or conditions may be applied

Product Identity: The following items are hereby identified as to any Open Game Content distributed using this License.

Product Identity, as defined in the Open Game License 1.0a, Section

1(e), and are not Open Content: All trademarks, registered 3. Offer and Acceptance: By Using the Open Game Content You

trademarks, proper names (characters, deities, etc.), dialogue, plots, indicate Your acceptance of the terms of this License.

storylines, locations, characters, artworks, and trade dress. 4. Grant and Consideration: In consideration for agreeing to use this

(Elements that have previously been designated as Open Game License, the Contributors grant You a perpetual, worldwide, royalty-

Content are not included in this declaration.)

free, non-exclusive license with the exact terms of this License to

Open Content: Except for material designated as Product Identity Use, the Open Game Content.

(see above), the game mechanics of this Paizo Publishing game 5. Representation of Authority to Contribute: If You are contributing

product are Open Game Content, as defined in the Open Game original material as Open Game Content, You represent that Your

License version 1.0a Section 1(d). No portion of this work other Contributions are Your original creation and/or You have sufficient

than the material designated as Open Game Content may be rights to grant the rights conveyed by this License.

reproduced in any form without written permission.

6. Notice of License Copyright: You must update the COPYRIGHT

OPEN GAME LICENSE Version 1.0a

NOTICE portion of this License to include the exact text of the

The following text is the property of Wizards of the Coast, Inc. and COPYRIGHT NOTICE of any Open Game Content You are

is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights copying, modifying or distributing, and You must add the title, the

Reserved.

copyright date, and the copyright holder's name to the

COPYRIGHT NOTICE of any original Open Game Content you

1. Definitions: (a) “Contributors” means the copyright and/or Distribute.

trademark owners who have contributed Open Game Content; (b)

“Derivative Material” means copyrighted material including 7. Use of Product Identity: You agree not to Use any Product

derivative works and translations (including into other computer Identity, including as an indication as to compatibility, except as

languages), potation, modification, correction, addition, extension, expressly licensed in another, independent Agreement with the

upgrade, improvement, compilation, abridgment or other form in owner of each element of that Product Identity. You agree not to

which an existing work may be recast, transformed or adapted; (c) indicate compatibility or co-adaptability with any Trademark or

“Distribute” means to reproduce, license, rent, lease, sell, broadcast, Registered Trademark in conjunction with a work containing Open

publicly display, transmit or otherwise distribute; (d) “Open Game Game Content except as expressly licensed in another, independent

Content” means the game mechanic and includes the methods, Agreement with the owner of such Trademark or Registered

procedures, processes and routines to the extent such content does Trademark. The use of any Product Identity in Open Game Content

not embody the Product Identity and is an enhancement over the does not constitute a challenge to the ownership of that Product

prior art and any additional content clearly identified as Open Game Identity. The owner of any Product Identity used in Open Game

Content by the Contributor, and means any work covered by this Content shall retain all rights, title and interest in and to that

License, including translations and derivative works under Product Identity.

copyright law, but specifically excludes Product Identity. (e) 8. Identification: If you distribute Open Game Content You must

“Product Identity” means product and product line names, logos and clearly indicate which portions of the work that you are distributing

identifying marks including trade dress; artifacts, creatures, are Open Game Content.

characters, stories, storylines, plots, thematic elements, dialogue,

incidents, language, artwork, symbols, designs, depictions, 9. Updating the License: Wizards or its designated Agents may

likenesses, formats, poses, concepts, themes and graphic, publish updated versions of this License. You may use any

photographic and other visual or audio representations; names and authorized version of this License to copy, modify and distribute

descriptions of characters, spells, enchantments, personalities, any Open Game Content originally distributed under any version of

teams, personas, likenesses and special abilities; places, locations, this License.

environments, creatures, equipment, magical or supernatural 10. Copy of this License: You MUST include a copy of this License

abilities or effects, logos, symbols, or graphic designs; and any with every copy of the Open Game Content You distribute.

other trademark or registered trademark clearly identified as

Product identity by the owner of the Product Identity, and which 11. Use of Contributor Credits: You may not market or advertise the

specifically excludes the Open Game Content; (f) “Trademark” Open Game Content using the name of any Contributor unless You

means the logos, names, mark, sign, motto, designs that are used by have written permission from the Contributor to do so.

a Contributor to identify itself or its products or the associated

products contributed to the Open Game License by the Contributor 12. Inability to Comply: If it is impossible for You to comply with

(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, any of the terms of this License with respect to some or all of the

format, modify, translate and otherwise create Derivative Material Open Game Content due to statute, judicial order, or governmental

of Open Game Content. (h) “You” or “Your” means the licensee in regulation then You may not Use any Open Game Material so

terms of this agreement.

affected.

Page 576

13. Termination: This License will terminate automatically if You Games, Inc.; Author Scott Greene, based on original material by

fail to comply with all terms herein and fail to cure such breach Gary Gygax.

within 30 days of becoming aware of the breach. All sublicenses

shall survive the termination of this License.

Froghemoth from the Tome of Horrors, © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by

14. Reformation: If any provision of this License is held to be Gary Gygax.

unenforceable, such provision shall be reformed only to the extent

necessary to make it enforceable.

Giant Slug from the Tome of Horrors, © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by

15. COPYRIGHT NOTICE

Gary Gygax.

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Ice Golem from the Tome of Horrors, © 2002, Necromancer

Inc.

Games, Inc.; Author Scott Greene.

System Reference Document. Copyright 2000, Wizards of the Iron Cobra from the Tome of Horrors, © 2002, Necromancer

Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Games, Inc.; Author Scott Greene, based on original material by

based on material by E. Gary Gygax and Dave Arneson.

Philip Masters.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, Marid from the Tome of Horrors III, © 2005, Necromancer

LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Games, Inc.; Author Scott Greene.

Monte Cook, and Skip Williams.

Mite from the Tome of Horrors, © 2002, Necromancer Games,

Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Inc.; Author Scott Greene, based on original material by Ian

Author: Jason Bulmahn, based on material by Jonathan Tweet, Livingstone and Mark Barnes.

Monte Cook, and Skip Williams.

Nabasu Demon from the Tome of Horrors, © 2002, Necromancer

The Book of Experimental Might. Copyright 2008, Monte J. Cook. Games, Inc.; Author Scott Greene, based on original material by

All rights reserved.

Gary Gygax.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Russet Mold from the Tome of Horrors, © 2002, Necromancer

Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Games, Inc.; Author Scott Greene, based on original material by

Baase, Casey Christofferson, Lance Hawvermale, Travis Gary Gygax.

Hawvermale, Patrick Lawinger, and Bill Webb; Based on original

content from TSR.

Shadow Demon from the Tome of Horrors, © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by

Basidirond from the Tome of Horrors, © 2002, Necromancer Neville White.

Games, Inc.; Author Scott Greene, based on original material by

Gary Gygax.

Vegepygmy from the Tome of Horrors, © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by

Cave Fisher from the Tome of Horrors, © 2002, Necromancer Gary Gygax.

Games, Inc.; Author Scott Greene, based on original material by

Lawrence Schick.

Wood Golem from the Tome of Horrors, © 2002, Necromancer

Games, Inc.; Authors Scott Greene and Patrick Lawinger.

Crystal Ooze from the Tome of Horrors, © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Yellow Musk Creeper from the Tome of Horrors, © 2002,

Gary Gygax.

Necromancer Games, Inc.; Author Scott Greene, based on original

material by Albie Fiore.

Dark Creeper from the Tome of Horrors, © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Yellow Musk Zombie from the Tome of Horrors, © 2002,

Rik Shepard.

Necromancer Games, Inc.; Author Scott Greene, based on original

material by Albie Fiore.

Dark Stalker from the Tome of Horrors, © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Yeti from the Tome of Horrors, © 2002, Necromancer Games,

Simon Muth.

Inc.; Author Scott Greene, based on original material by Gary

Gygax.

Dracolisk from the Tome of Horrors, © 2002, Necromancer

Page 577

Spell Index

Acid Arrow.......................................222 Break Enchantment...........................236 Crushing Hand..................................250

Acid Fog...........................................222 Breath of Life....................................237 Cure Critical Wounds........................250

Acid Splash.......................................222 Bull's Strength...................................237 Cure Critical Wounds, Mass.............250

Aid....................................................222 Bull's Strength, Mass........................237 Cure Light Wounds...........................250

Air Walk............................................222 Burning Hands..................................237 Cure Light Wounds, Mass.................250

Alarm................................................223 Call Lightning...................................237 Cure Moderate Wounds....................251

Align Weapon...................................223 Call Lightning Storm........................238 Cure Moderate Wounds, Mass..........251

Alter Self...........................................223 Calm Animals...................................238 Cure Serious Wounds........................251

Analyze Dweomer............................223 Calm Emotions.................................238 Cure Serious Wounds, Mass.............251

Animal Growth.................................224 Cat's Grace........................................238 Curse Water.......................................251

Animal Messenger............................224 Cat's Grace, Mass..............................238 Dancing Lights..................................251

Animal Shapes..................................224 Cause Fear.........................................239 Darkness............................................251

Animal Trance...................................224 Chain Lightning................................239 Darkvision.........................................252

Animate Dead...................................225 Changestaff.......................................239 Daylight.............................................252

Animate Objects...............................225 Chaos Hammer.................................239 Daze..................................................252

Animate Plants..................................225 Charm Animal...................................240 Daze Monster....................................252

Animate Rope...................................226 Charm Monster.................................240 Death Knell.......................................252

Antilife Shell.....................................226 Charm Monster, Mass.......................240 Death Ward.......................................253

Antimagic Field................................226 Charm Person....................................240 Deathwatch.......................................253

Antipathy..........................................227 Chill Metal........................................240 Deep Slumber....................................253

Antiplant Shell..................................227 Chill Touch........................................241 Deeper Darkness...............................253

Arcane Eye........................................227 Circle of Death..................................241 Delay Poison.....................................253

Arcane Lock......................................227 Clairaudience/Clairvoyance..............241 Delayed Blast Fireball.......................253

Arcane Mark.....................................228 Clenched Fist....................................241 Demand.............................................254

Arcane Sight.....................................228 Cloak of Chaos..................................241 Desecrate...........................................254

Arcane Sight, Greater.......................228 Clone.................................................242 Destruction........................................254

Astral Projection...............................228 Cloudkill...........................................242 Detect Animals or Plants...................254

Atonement.........................................229 Color Spray.......................................243 Detect Chaos.....................................255

Augury..............................................229 Command..........................................243 Detect Evil........................................255

Awaken..............................................230 Command, Greater............................243 Detect Good......................................256

Baleful Polymorph............................230 Command Plants...............................243 Detect Law........................................256

Bane..................................................230 Command Undead............................243 Detect Magic.....................................256

Banishment.......................................231 Commune..........................................244 Detect Poison....................................256

Barkskin............................................231 Commune with Nature......................244 Detect Scrying...................................257

Bear's Endurance...............................231 Comprehend Languages...................244 Detect Secret Doors..........................257

Bear's Endurance, Mass....................231 Cone of Cold.....................................245 Detect Snares and Pits.......................257

Beast Shape I....................................231 Confusion..........................................245 Detect Thoughts................................257

Beast Shape II...................................232 Confusion, Lesser.............................245 Detect Undead...................................258

Beast Shape III..................................232 Contact Other Plane..........................245 Dictum...............................................258

Beast Shape IV..................................232 Contagion..........................................246 Dimension Door................................259

Bestow Curse....................................232 Contingency......................................246 Dimensional Anchor.........................259

Binding..............................................232 Continual Flame................................247 Dimensional Lock.............................259

Black Tentacles.................................233 Control Plants...................................247 Diminish Plants.................................260

Blade Barrier.....................................234 Control Undead.................................247 Discern Lies......................................260

Blasphemy........................................234 Control Water....................................247 Discern Location...............................260

Bleed.................................................234 Control Weather................................248 Disguise Self.....................................260

Bless..................................................235 Control Winds...................................248 Disintegrate.......................................261

Bless Water.......................................235 Create Food and Water......................249 Dismissal...........................................261

Bless Weapon....................................235 Create Greater Undead......................249 Dispel Chaos.....................................261

Blight................................................235 Create Undead...................................249 Dispel Evil........................................261

Blindness/Deafness...........................235 Create Water......................................249 Dispel Good......................................261

Blink..................................................236 Creeping Doom.................................249 Dispel Law........................................261

Blur...................................................236 Crushing Despair..............................250 Dispel Magic.....................................261

Page 578

Dispel Magic, Greater.......................262 Fly.....................................................276 Hold Monster, Mass..........................291

Displacement....................................263 Fog Cloud.........................................276 Hold Person.......................................291

Disrupt Undead.................................263 Forbiddance......................................277 Hold Person, Mass............................291

Disrupting Weapon...........................263 Forcecage..........................................277 Hold Portal........................................291

Divination.........................................263 Forceful Hand...................................277 Holy Aura..........................................291

Divine Favor.....................................263 Foresight...........................................278 Holy Smite........................................292

Divine Power....................................263 Form of the Dragon I........................278 Holy Sword.......................................292

Dominate Animal..............................264 Form of the Dragon II.......................278 Holy Word.........................................292

Dominate Monster............................264 Form of the Dragon III......................278 Horrid Wilting...................................293

Dominate Person...............................264 Fox's Cunning...................................279 Hypnotic Pattern...............................293

Doom................................................265 Fox's Cunning, Mass.........................279 Hypnotism.........................................293

Dream................................................265 Freedom............................................279 Ice Storm...........................................293

Eagle's Splendor................................265 Freedom of Movement......................279 Identify..............................................294

Eagle's Splendor, Mass.....................265 Freezing Sphere................................279 Illusory Script....................................294

Earthquake........................................265 Gaseous Form...................................280 Illusory Wall......................................294

Elemental Body I..............................266 Gate...................................................280 Imbue with Spell Ability...................294

Elemental Body II.............................266 Geas, Lesser......................................281 Implosion..........................................295

Elemental Body III............................267 Geas/Quest........................................281 Imprisonment....................................295

Elemental Body IV...........................267 Gentle Repose...................................281 Incendiary Cloud...............................295

Elemental Swarm..............................267 Ghost Sound......................................282 Inflict Critical Wounds......................295

Endure Elements...............................267 Ghoul touch.......................................282 Inflict Critical Wounds, Mass...........295

Energy Drain.....................................267 Giant Form I......................................282 Inflict Light Wounds.........................296

Enervation.........................................268 Giant Form II....................................282 Inflict Light Wounds, Mass...............296

Enlarge Person..................................268 Giant Vermin.....................................282 Inflict Moderate Wounds..................296

Enlarge Person, Mass........................268 Glibness............................................283 Inflict Moderate Wounds, Mass........296

Entangle............................................268 Glitterdust.........................................283 Inflict Serious Wounds......................296

Enthrall..............................................269 Globe of Invulnerability....................283 Inflict Serious Wounds, Mass...........296

Entropic Shield.................................269 Globe of Invulnerability, Lesser.......283 Insanity..............................................296

Erase..................................................269 Glyph of Warding..............................284 Insect Plague.....................................296

Ethereal Jaunt....................................269 Glyph of Warding, Greater................284 Instant Summons...............................297

Etherealness......................................270 Good Hope........................................284 Interposing Hand...............................297

Expeditious Retreat...........................270 Goodberry.........................................285 Invisibility.........................................297

Explosive Runes...............................270 Grasping Hand..................................285 Invisibility, Greater...........................298

Eyebite..............................................270 Grease...............................................285 Invisibility, Mass...............................298

Fabricate............................................271 Greater (Spell Name)........................285 Invisibility Purge...............................298

Faerie Fire.........................................271 Guards and Wards.............................285 Invisibility Sphere.............................298

False Life..........................................271 Guidance...........................................286 Iron Body..........................................298

False Vision.......................................271 Gust of Wind.....................................286 Ironwood...........................................299

Fear...................................................272 Hallow...............................................287 Irresistible Dance..............................299

Feather Fall.......................................272 Hallucinatory Terrain........................287 Jump..................................................299

Feeblemind........................................272 Halt Undead......................................287 Keen Edge.........................................299

Find the Path.....................................272 Harm.................................................287 Knock................................................299

Find Traps.........................................273 Haste.................................................288 Know Direction.................................300

Finger of Death.................................273 Heal...................................................288 Legend Lore......................................300

Fire Seeds..........................................273 Heal, Mass........................................288 Lesser (Spell Name)..........................300

Fire Shield.........................................273 Heal Mount.......................................288 Levitate.............................................300

Fire Storm.........................................274 Heat Metal.........................................288 Light..................................................301

Fire Trap............................................274 Helping Hand....................................289 Lightning Bolt...................................301

Fireball..............................................274 Heroes' Feast.....................................289 Limited Wish.....................................301

Flame Arrow.....................................275 Heroism.............................................290 Liveoak.............................................301

Flame Blade......................................275 Heroism, Greater...............................290 Locate Creature.................................302

Flame Strike......................................275 Hide from Animals............................290 Locate Object....................................302

Flaming Sphere.................................275 Hide from Undead............................290 Longstrider........................................302

Flare..................................................275 Hideous Laughter..............................290 Lullaby..............................................302

Flesh to Stone....................................276 Hold Animal......................................291 Mage Armor......................................302

Floating Disk.....................................276 Hold Monster....................................291 Mage Hand........................................303

Page 579

Mage's Disjunction...........................303 Permanency.......................................317 Refuge...............................................332

Mage's Faithful Hound......................303 Permanent Image..............................318 Regenerate.........................................332

Mage's Lucubration...........................303 Persistent Image................................318 Reincarnate.......................................332

Mage's Magnificent Mansion............304 Phantasmal Killer..............................318 Remove Blindness/Deafness.............333

Mage's Private Sanctum....................304 Phantom Steed..................................318 Remove Curse...................................333

Mage's Sword....................................304 Phantom Trap....................................319 Remove Disease................................333

Magic Aura.......................................305 Phase Door........................................319 Remove Fear.....................................334

Magic Circle against Chaos..............305 Planar Ally........................................319 Remove Paralysis..............................334

Magic Circle against Evil..................305 Planar Ally, Greater...........................319 Repel Metal or Stone........................334

Magic Circle against Good...............306 Planar Ally, Lesser............................320 Repel Vermin....................................334

Magic Circle against Law.................306 Planar Binding..................................320 Repel Wood.......................................335

Magic Fang.......................................306 Planar Binding, Greater....................320 Repulsion..........................................335

Magic Fang, Greater.........................306 Planar Binding, Lesser......................320 Resilient Sphere................................335

Magic Jar...........................................306 Plane Shift.........................................321 Resist Energy....................................335

Magic Missile...................................307 Plant Growth.....................................321 Resistance.........................................336

Magic Mouth.....................................307 Plant Shape I.....................................322 Restoration........................................336

Magic Stone......................................308 Plant Shape II....................................322 Restoration, Greater..........................336

Magic Vestment................................308 Plant Shape III..................................322 Restoration, Lesser............................336

Magic Weapon..................................308 Poison................................................322 Resurrection......................................336

Magic Weapon, Greater....................308 Polar Ray...........................................322 Reverse Gravity................................337

Major Creation..................................308 Polymorph.........................................322 Righteous Might................................337

Major Image......................................309 Polymorph, Greater...........................323 Rope Trick.........................................337

Make Whole......................................309 Polymorph Any Object.....................323 Rusting Grasp....................................338

Mark of Justice..................................309 Power Word Blind.............................323 Sanctuary...........................................338

Mass (Spell Name)............................309 Power Word Kill...............................324 Scare..................................................338

Maze..................................................309 Power Word Stun..............................324 Scintillating Pattern...........................338

Meld into Stone.................................310 Prayer................................................324 Scorching Ray...................................339

Mending............................................310 Prestidigitation..................................324 Screen................................................339

Message............................................310 Prismatic Sphere...............................324 Scrying..............................................339

Meteor Swarm...................................310 Prismatic Spray.................................325 Scrying, Greater................................339

Mind Blank.......................................311 Prismatic Wall...................................325 Sculpt Sound.....................................340

Mind Fog...........................................311 Produce Flame..................................326 Searing Light.....................................340

Minor Creation..................................311 Programmed Image...........................326 Secret Chest......................................340

Minor Image......................................311 Project Image....................................326 Secret Page........................................340

Miracle..............................................311 Protection from Arrows....................327 Secure Shelter...................................341

Mirage Arcana...................................312 Protection from Chaos......................327 See Invisibility..................................341

Mirror Image.....................................312 Protection from Energy.....................327 Seeming.............................................341

Misdirection......................................312 Protection from Evil..........................327 Sending.............................................341

Mislead..............................................313 Protection from Good.......................328 Sepia Snake Sigil..............................342

Mnemonic Enhancer.........................313 Protection from Law.........................328 Sequester...........................................342

Modify Memory................................313 Protection from Spells......................328 Shades...............................................342

Moment of Prescience......................314 Prying Eyes.......................................328 Shadow Conjuration..........................342

Mount................................................314 Prying Eyes, Greater.........................328 Shadow Conjuration, Greater............343

Move Earth.......................................314 Purify Food and Drink......................329 Shadow Evocation............................343

Neutralize Poison..............................314 Pyrotechnics......................................329 Shadow Evocation, Greater..............343

Nightmare.........................................314 Quench..............................................329 Shadow Walk....................................343

Nondetection.....................................315 Rage..................................................329 Shambler...........................................344

Obscure Object.................................315 Rainbow Pattern................................330 Shapechange.....................................344

Obscuring Mist.................................315 Raise Dead........................................330 Shatter...............................................344

Open/Close........................................316 Ray of Enfeeblement........................330 Shield................................................345

Order's Wrath....................................316 Ray of Exhaustion.............................330 Shield of Faith...................................345

Overland Flight.................................316 Ray of Frost......................................331 Shield of Law....................................345

Owl's Wisdom...................................316 Read Magic.......................................331 Shield Other......................................345

Owl's Wisdom, Mass.........................316 Reduce Animal..................................331 Shillelagh..........................................345

Pass without Trace............................317 Reduce Person...................................331 Shocking Grasp.................................346

Passwall............................................317 Reduce Person, Mass........................332 Shout.................................................346

Page 580

Shout, Greater...................................346 Summon Monster V..........................357 Transport via Plants..........................368

Shrink Item.......................................346 Summon Monster VI.........................358 Trap the Soul.....................................369

Silence...............................................346 Summon Monster VII.......................358 Tree Shape.........................................369

Silent Image......................................347 Summon Monster VIII......................358 Tree Stride.........................................369

Simulacrum.......................................347 Summon Monster IX........................358 True Resurrection..............................370

Slay Living........................................347 Summon Nature's Ally I....................358 True Seeing.......................................370

Sleep..................................................347 Summon Nature's Ally II..................359 True Strike.........................................370

Sleet Storm........................................348 Summon Nature's Ally III.................359 Undeath to Death..............................370

Slow..................................................348 Summon Nature's Ally IV.................359 Undetectable Alignment....................371

Snare.................................................348 Summon Nature's Ally V..................360 Unhallow...........................................371

Soften Earth and Stone.....................348 Summon Nature's Ally VI.................360 Unholy Aura......................................371

Solid Fog...........................................349 Summon Nature's Ally VII................360 Unholy Blight....................................371

Song of Discord................................349 Summon Nature's Ally VIII..............360 Unseen Servant.................................372

Soul Bind..........................................349 Summon Nature's Ally IX.................360 Vampiric touch..................................372

Sound Burst.......................................349 Summon Swarm................................360 Veil....................................................372

Speak with Animals..........................350 Sunbeam............................................360 Ventriloquism....................................372

Speak with Dead...............................350 Sunburst............................................360 Virtue.................................................373

Speak with Plants..............................350 Symbol of Death...............................361 Vision................................................373

Spectral Hand....................................350 Symbol of Fear..................................362 Wail of the Banshee..........................373

Spell Immunity.................................351 Symbol of Insanity............................362 Wall of Fire.......................................373

Spell Immunity, Greater....................351 Symbol of Pain..................................362 Wall of Force.....................................373

Spell Resistance................................351 Symbol of Persuasion.......................362 Wall of Ice.........................................374

Spell Turning.....................................351 Symbol of Sleep................................362 Wall of Iron.......................................374

Spellstaff...........................................351 Symbol of Stunning..........................362 Wall of Stone.....................................375

Spider Climb.....................................352 Symbol of Weakness.........................363 Wall of Thorns..................................375

Spike Growth....................................352 Sympathetic Vibration......................363 Warp Wood........................................375

Spike Stones......................................352 Sympathy..........................................363 Water Breathing................................376

Spiritual Weapon...............................352 Telekinesis.........................................363 Water Walk........................................376

Stabilize............................................353 Telekinetic Sphere.............................364 Waves of Exhaustion.........................376

Statue................................................353 Telepathic Bond................................364 Waves of Fatigue...............................376

Status.................................................353 Teleport.............................................365 Web...................................................376

Stinking Cloud..................................354 Teleport, Greater...............................365 Weird.................................................377

Stone Shape.......................................354 Teleport Object..................................365 Whirlwind.........................................377

Stone Tell..........................................354 Teleportation Circle..........................366 Whispering Wind..............................377

Stone to Flesh....................................354 Temporal Stasis.................................366 Wind Walk.........................................378

Stoneskin...........................................354 Time Stop..........................................366 Wind Wall.........................................378

Storm of Vengeance..........................355 Tiny Hut............................................366 Wish..................................................378

Suggestion.........................................355 Tongues.............................................367 Wood Shape......................................379

Suggestion, Mass..............................355 Touch of Fatigue...............................367 Word of Chaos..................................379

Summon Instrument..........................355 Touch of Idiocy.................................367 Word of Recall..................................380

Summon Monster I...........................356 Transformation..................................367 Zone of Silence.................................380

Summon Monster II..........................357 Transmute Metal to Wood.................368 Zone of Truth....................................380

Summon Monster III.........................357 Transmute Mud to Rock...................368

Summon Monster IV........................357 Transmute Rock to Mud...................368

Page 581

Document Outline

- 1. Playing the Game

- The Most Important Rule

- Common Terms

- Generating a Character

- Ability Scores

- Generating Ability Scores

- Determine Bonuses

- Abilities and Spellcasters

- The Abilities

- Strength (Str)

- Dexterity (Dex)

- Constitution (Con)

- Intelligence (Int)

- Wisdom (Wis)

- Charisma (Cha)

- 2. Races

- Dwarves

- Dwarf Racial Traits

- Elves

- Elf Racial Traits

- Gnomes

- Gnome Racial Traits

- Half-elves

- Half-Elf Racial Traits

- Half-orcs

- Half-Orc Racial Traits

- Halflings

- Halfling Racial Traits

- Humans

- Human Racial Traits

- 3. Classes

- Character Advancement

- Advancing Your Character

- Multiclassing

- Favored Class

- Barbarian

- Class Skills

- Class Features

- Bard

- Class Skills

- Class Features

- Cleric

- Class Skills

- Class Features

- Ex-Clerics

- Domains

- Air Domain

- Animal Domain

- Artifice Domain

- Chaos Domain

- Charm Domain

- Community Domain

- Darkness Domain

- Death Domain

- Destruction Domain

- Earth Domain

- Evil Domain

- Fire Domain

- Glory Domain

- Good Domain

- Healing Domain

- Knowledge Domain

- Law Domain

- Liberation Domain

- Luck Domain

- Madness Domain

- Magic Domain

- Nobility Domain

- Plant Domain

- Protection Domain

- Repose Domain

- Rune Domain

- Strength Domain

- Sun Domain

- Travel Domain

- Trickery Domain

- War Domain

- Water Domain

- Weather Domain

- Druid

- Class Skills

- Class Features

- Ex-Druids

- Animal Companions

- Animal Skills

- Animal Feats

- Animal Choices

- Ape

- Badger (Wolverine)

- Bear

- Bird (Eagle/Hawk/Owl)

- Boar

- Camel

- Cat, Big (Lion, Tiger)

- Cat, Small (Cheetah, Leopard)

- Crocodile (Alligator)

- Dinosaur (Deinonychus, Velociraptor)

- Dog

- Horse

- Pony

- Shark

- Snake, Constrictor

- Snake, Viper

- Wolf

- Fighter

- Class Skills

- Class Features

- Monk

- Class Skills

- Class Features

- Ex-Monks

- Paladin

- Class Skills

- Class Features

- Ex-Paladins

- Ranger

- Class Skills

- Class Features

- Rogue

- Class Skills

- Class Features

- Sorcerer

- Class Skills

- Class Features

- Sorcerer Bloodlines

- Aberrant

- Abyssal

- Arcane

- Celestial

- Destined

- Draconic

- Elemental

- Fey

- Infernal

- Undead

- Wizard

- Class Skills

- Class Features

- Arcane Schools

- Abjuration School

- Conjuration School

- Divination School

- Enchantment School

- Evocation School

- Illusion School

- Necromancy School

- Transmutation School

- Universalist School

- Familiars

- Arcane Spells and Armor

- 4. Skills

- Using Skills

- Acquiring Skills

- Skill Checks

- Taking 10 and Taking 20

- Aid Another

- Skill Descriptions

- Acrobatics (Dex; Armor Check Penalty)

- Appraise (Int)

- Bluff (Cha)

- Climb (Str; Armor Check Penalty)

- Craft (Int)

- Diplomacy (Cha)

- Disable Device (Dex; Armor Check Penalty; Trained Only)

- Disguise (Cha)

- Escape Artist (Dex; Armor Check Penalty)

- Fly (Dex; Armor Check Penalty)

- Handle Animal (Cha; Trained Only)

- Heal (Wis)

- Intimidate (Cha)

- Knowledge (Int; Trained Only)

- Linguistics (Int; Trained Only)

- Perception (Wis)

- Perform (Cha)

- Profession (Wis; Trained Only)

- Ride (Dex; Armor Check Penalty)

- Sense Motive (Wis)

- Sleight of Hand (Dex; Armor Check Penalty; Trained Only)

- Spellcraft (Int; Trained Only)

- Stealth (Dex; Armor Check Penalty)

- Survival (Wis)

- Swim (Str; Armor Check Penalty)

- Use Magic Device (Cha; Trained Only)

- 5. Feats

- Prerequisites

- Types of Feats

- Combat Feats

- Critical Feats

- Item Creation Feats

- Metamagic Feats

- Feat Descriptions

- Acrobatic

- Acrobatic Steps

- Agile Maneuvers (Combat)

- Alertness

- Alignment Channel

- Animal Affinity

- Arcane Armor Mastery (Combat)

- Arcane Armor Training (Combat)

- Arcane Strike (Combat)

- Armor Proficiency, Heavy

- Armor Proficiency, Light

- Armor Proficiency, Medium

- Athletic

- Augment Summoning

- Bleeding Critical (Combat, Critical)

- Blind-Fight (Combat)

- Blinding Critical (Combat, Critical)

- Brew Potion (Item Creation)

- Catch Off-Guard (Combat)

- Channel Smite (Combat)

- Cleave (Combat)

- Combat Casting

- Combat Expertise (Combat)

- Combat Reflexes (Combat)

- Command Undead

- Craft Magic Arms and Armor (Item Creation)

- Craft Rod (Item Creation)

- Craft Staff (Item Creation)

- Craft Wand (Item Creation)

- Craft Wondrous Item (Item Creation)

- Critical Focus (Combat)

- Critical Mastery (Combat)

- Dazzling Display (Combat)

- Deadly Aim (Combat)

- Deadly Stroke (Combat)

- Deafening Critical (Combat, Critical)

- Deceitful

- Defensive Combat Training (Combat)

- Deflect Arrows (Combat)

- Deft Hands

- Diehard

- Disruptive (Combat)

- Dodge (Combat)

- Double Slice (Combat)

- Elemental Channel

- Empower Spell (Metamagic)

- Endurance

- Enlarge Spell (Metamagic)

- Eschew Materials

- Exhausting Critical (Combat, Critical)

- Exotic Weapon Proficiency (Combat)

- Extend Spell (Metamagic)

- Extra Channel

- Extra Ki

- Extra Lay On Hands

- Extra Mercy

- Extra Performance

- Extra Rage

- Far Shot (Combat)

- Fleet

- Forge Ring (Item Creation)

- Gorgon's Fist (Combat)

- Great Cleave (Combat)

- Great Fortitude

- Greater Bull Rush (Combat)

- Greater Disarm (Combat)

- Greater Feint (Combat)

- Greater Grapple (Combat)

- Greater Overrun (Combat)

- Greater Penetrating Strike (Combat)

- Greater Shield Focus (Combat)

- Greater Spell Focus

- Greater Spell Penetration

- Greater Sunder (Combat)

- Greater Trip (Combat)

- Greater Two-Weapon Fighting (Combat)

- Greater Vital Strike (Combat)

- Greater Weapon Focus (Combat)

- Greater Weapon Specialization (Combat)

- Heighten Spell (Metamagic)

- Improved Bull Rush (Combat)

- Improved Channel

- Improved Counterspell

- Improved Critical (Combat)

- Improved Disarm (Combat)

- Improved Familiar

- Improved Feint (Combat)

- Improved Grapple (Combat)

- Improved Great Fortitude

- Improved Initiative (Combat)

- Improved Iron Will

- Improved Lightning Reflexes

- Improved Overrun (Combat)

- Improved Precise Shot (Combat)

- Improved Shield Bash (Combat)

- Improved Sunder (Combat)

- Improved Trip (Combat)

- Improved Two-Weapon Fighting (Combat)

- Improved Unarmed Strike (Combat)

- Improved Vital Strike (Combat)

- Improvised Weapon Mastery (Combat)

- Intimidating Prowess (Combat)

- Iron Will

- Leadership

- Lightning Reflexes

- Lightning Stance (Combat)

- Lunge (Combat)

- Magical Aptitude

- Manyshot (Combat)

- Martial Weapon Proficiency

- Master Craftsman

- Maximize Spell (Metamagic)

- Medusa's Wrath (Combat)

- Mobility (Combat)

- Mounted Archery (Combat)

- Mounted Combat (Combat)

- Natural Spell

- Nimble Moves

- Penetrating Strike (Combat)

- Persuasive

- Pinpoint Targeting (Combat)

- Point-Blank Shot (Combat)

- Power Attack (Combat)

- Precise Shot (Combat)

- Quick Draw (Combat)

- Quicken Spell (Metamagic)

- Rapid Reload (Combat)

- Rapid Shot (Combat)

- Ride-By Attack (Combat)

- Run

- Scorpion Style (Combat)

- Scribe Scroll (Item Creation)

- Selective Channeling

- Self-Sufficient

- Shatter Defenses (Combat)

- Shield Focus (Combat)

- Shield Master (Combat)

- Shield Proficiency

- Shield Slam (Combat)

- Shot on the Run (Combat)

- Sickening Critical (Combat, Critical)

- Silent Spell (Metamagic)

- Simple Weapon Proficiency

- Skill Focus

- Snatch Arrows (Combat)

- Spell Focus

- Spell Mastery

- Spell Penetration

- Spellbreaker (Combat)

- Spirited Charge (Combat)

- Spring Attack (Combat)

- Staggering Critical (Combat, Critical)

- Stand Still (Combat)

- Stealthy

- Step Up (Combat)

- Still Spell (Metamagic)

- Strike Back (Combat)

- Stunning Critical (Combat, Critical)

- Stunning Fist (Combat)

- Throw Anything (Combat)

- Tiring Critical (Combat, Critical)

- Toughness

- Tower Shield Proficiency (Combat)

- Trample (Combat)

- Turn Undead

- Two-Weapon Defense (Combat)

- Two-Weapon Fighting (Combat)

- Two-Weapon Rend (Combat)

- Unseat (Combat)

- Vital Strike (Combat)

- Weapon Finesse (Combat)

- Weapon Focus (Combat)

- Weapon Specialization (Combat)

- Whirlwind Attack (Combat)

- Widen Spell (Metamagic)

- Wind Stance (Combat)

- 6. Equipment

- Wealth And Money

- Coins

- Other Wealth

- Selling Treasure

- Weapons

- Weapon Qualities

- Weapon Descriptions

- Masterwork Weapons

- Armor

- Armor Descriptions

- Masterwork Armor

- Armor for Unusual Creatures

- Getting Into and Out of Armor

- Special Materials

- Goods And Services

- Adventuring Gear

- Special Substances and Items

- Tools and Skill Kits

- Clothing

- Food, Drink, and Lodging

- Mounts and Related Gear

- Transport

- Spellcasting and Services

- 7. Additional Rules

- Alignment

- Good Versus Evil

- Law Versus Chaos

- Alignment Steps

- The Nine Alignments

- Changing Alignments

- Vital Statistics

- Age

- Height and Weight

- Carrying Capacity

- Armor and Encumbrance for Other Base Speeds

- Movement

- Tactical Movement

- Local Movement

- Overland Movement

- Evasion and Pursuit

- Exploration

- Vision and Light

- Breaking and Entering

- Smashing an Object

- Breaking Items

- 8. Combat

- How Combat Works

- The Combat Round

- Initiative

- Surprise

- Combat Statistics

- Attack Roll

- Attack Bonus

- Armor Class

- Damage

- Hit Points

- Attacks of Opportunity

- Speed

- Saving Throws

- Actions in Combat

- Action Types

- Standard Actions

- Attack

- Activate Magic Item

- Cast a Spell

- Start/Complete Full-Round Action

- Total Defense

- Use Special Ability

- Move Actions

- Move

- Direct or Redirect a Spell

- Draw or Sheathe a Weapon

- Manipulate an Item

- Mount/Dismount a Steed

- Ready or Drop a Shield

- Stand Up

- Full-Round Actions

- Full Attack

- Cast a Spell

- Move 5 Feet through Difficult Terrain

- Run

- Use Special Ability

- Withdraw

- Free Actions

- Cease Concentration on Spell

- Drop an Item

- Drop Prone

- Speak

- Swift Actions

- Cast a Quickened Spell

- Immediate Actions

- Miscellaneous Actions

- Take 5-Foot Step

- Use Feat

- Use Skill

- Injury and Death

- Loss of Hit Points

- Disabled (0 Hit Points)

- Dying (Negative Hit Points)

- Dead

- Stable Characters and Recovery

- Healing

- Temporary Hit Points

- Nonlethal Damage

- Movement, Position, And Distance

- Tactical Movement

- Measuring Distance

- Moving Through a Square

- Terrain and Obstacles

- Special Movement Rules

- Big And Little Creatures In Combat

- Combat Modifiers

- Cover

- Concealment

- Flanking

- Helpless Defenders

- Special Attacks

- Aid Another

- Charge

- Combat Maneuvers

- Bull Rush

- Disarm

- Grapple

- Overrun

- Sunder

- Trip

- Feint

- Mounted Combat

- Throw Splash Weapon

- Two-Weapon Fighting

- Special Initiative Actions

- Delay

- Ready

- 9. Magic

- Casting Spells

- Choosing a Spell

- Concentration

- Counterspells

- Caster Level

- Spell Failure

- The Spell's Result

- Special Spell Effects

- Combining Magic Effects

- Spell Descriptions

- Name

- School (Subschool)

- Abjuration

- Conjuration

- Divination

- Enchantment

- Evocation

- Illusion

- Necromancy

- Transmutation

- [Descriptor]

- Level

- Components

- Casting Time

- Range

- Aiming a Spell

- Duration

- Saving Throw

- Spell Resistance

- Descriptive Text

- Arcane Spells

- Preparing Wizard Spells

- Arcane Magical Writings

- Wizard Spells and Borrowed Spellbooks

- Adding Spells to a Wizard's Spellbook

- Writing a New Spell into a Spellbook

- Replacing and Copying Spellbooks

- Selling a Spellbook

- Sorcerers and Bards

- Divine Spells

- Preparing Divine Spells

- Divine Magical Writings

- New Divine Spells

- Special Abilities

- 10. Spells

- Bard Spells

- 0-Level Bard Spells

- 1st-Level Bard Spells

- 2nd-Level Bard Spells

- 3rd-Level Bard Spells

- 4th-Level Bard Spells

- 5th-Level Bard Spells

- 6th-Level Bard Spells

- Cleric Spells

- 0-Level Cleric Spells (Orisons)

- 1st-Level Cleric Spells

- 2nd-Level Cleric Spells

- 3rd-Level Cleric Spells

- 4th-Level Cleric Spells

- 5th-Level Cleric Spells

- 6th-Level Cleric Spells

- 7th–Level Cleric Spells

- 8th-Level Cleric Spells

- 9th-Level Cleric Spells

- Druid Spells

- 0-Level Druid Spells (Orisons)

- 1st-Level Druid Spells

- 2nd-Level Druid Spells

- 3rd-Level Druid Spells

- 4th-Level Druid Spells

- 5th-Level Druid Spells

- 6th-Level Druid Spells

- 7th-Level Druid Spells

- 8th-Level Druid Spells

- 9th-Level Druid Spells

- Paladin Spells

- 1st-Level Paladin Spells

- 2nd-Level Paladin Spells

- 3rd-Level Paladin Spells

- 4th-Level Paladin Spells

- Ranger Spells

- 1st-Level Ranger Spells

- 2nd-Level Ranger Spells

- 3rd-Level Ranger Spells

- 4th-Level Ranger Spells

- Sorcerer/wizard Spells

- 0-Level Sorcerer/Wizard Spells (Cantrips)

- Abjuration

- Conjuration

- Divination

- Enchantment

- Evocation

- Illusion

- Necromancy

- Transmutation

- Universal

- 1st-Level Sorcerer/Wizard Spells

- Abjuration

- Conjuration

- Divination

- Enchantment

- Evocation

- Illusion

- Necromancy

- Transmutation

- 2nd-Level Sorcerer/Wizard Spells

- Abjuration

- Conjuration

- Divination

- Enchantment

- Evocation

- Illusion

- Necromancy

- Transmutation

- 3rd-Level Sorcerer/Wizard Spells

- Abjuration

- Conjuration

- Divination

- Enchantment

- Evocation

- Illusion

- Necromancy

- Transmutation

- 4th-Level Sorcerer/Wizard Spells

- Abjuration

- Conjuration

- Divination

- Enchantment

- Evocation

- Illusion

- Necromancy

- Transmutation

- 5th-Level Sorcerer/Wizard Spells

- Abjuration

- Conjuration

- Divination

- Enchantment

- Evocation

- Illusion

- Necromancy

- Transmutation

- Universal

- 6th-Level Sorcerer/Wizard Spells

- Abjuration

- Conjuration

- Divination

- Enchantment

- Evocation

- Illusion

- Necromancy

- Transmutation

- 7th-Level Sorcerer/Wizard Spells

- Abjuration

- Conjuration

- Divination

- Enchantment

- Evocation

- Illusion

- Necromancy

- Transmutation

- Universal

- 8th-Level Sorcerer/Wizard Spells

- Abjuration

- Conjuration

- Divination

- Enchantment

- Evocation

- Illusion

- Necromancy

- Transmutation

- 9th-Level Sorcerer/Wizard Spells

- Abjuration

- Conjuration

- Divination

- Enchantment

- Evocation

- Illusion

- Necromancy

- Transmutation

- Universal

- Spell List

- 11. Prestige Classes

- Definitions of Terms

- Arcane Archer

- Requirements

- Class Skills

- Class Features

- Arcane Trickster

- Requirements

- Class Skills

- Class Features

- Assassin

- Requirements

- Class Skills

- Class Features

- Dragon Disciple

- Requirements

- Class Skills

- Class Features

- Duelist

- Requirements

- Class Skills

- Class Features

- Eldritch Knight

- Requirements

- Class Skills

- Class Features

- Loremaster

- Requirements

- Class Skills

- Class Features

- Mystic Theurge

- Requirements

- Class Skills

- Class Features

- Pathfinder Chronicler

- Requirements

- Class Skills

- Class Features

- Shadowdancer

- Requirements

- Class Skills

- Class Features

- 12. Gamemastering

- Designing Encounters

- Awarding Experience

- Placing Treasure

- Building a Treasure Hoard

- Cost of Living

- Beyond 20th Level

- 13. Environment

- Dungeons

- Types of Dungeons

- Dungeon Terrain

- Walls

- Floors

- Doors

- Walls, Doors, and Detect Spells

- Stairs

- Cave-Ins and Collapses (CR 8)

- Slimes, Molds, and Fungi

- Traps

- Elements of a Trap

- Type

- Perception and Disable Device DCs

- Trigger

- Duration

- Reset

- Bypass (Optional Element)

- Effect

- Miscellaneous Trap Features

- Sample Traps

- Designing a Trap

- Challenge Rating of a Trap

- Mechanical Trap Cost

- Magic Device Trap Cost

- Spell Trap Cost

- Craft DCs for Mechanical Traps

- Wilderness

- Getting Lost

- Forest Terrain

- Forest Fires (CR 6)

- Marsh Terrain

- Hills Terrain

- Mountain Terrain

- Avalanches (CR 7)

- Mountain Travel

- Desert Terrain

- Sandstorms

- Plains Terrain

- Aquatic Terrain

- Underwater Combat

- Floods

- Urban Adventures

- Weapon and Spell Restrictions

- Urban Features

- Walls and Gates

- Guards and Soldiers

- Siege Engines

- City Streets

- Above and Beneath the Streets

- City Buildings

- City Lights

- Weather

- Rain, Snow, Sleet, and Hail

- Storms

- Fog

- Winds

- The Planes

- Layered Planes

- How Planes Interact

- Environmental Rules

- Acid Effects

- Cold Dangers

- Ice Effects

- Darkness

- Falling

- Falling Objects

- Heat Dangers

- Catching on Fire

- Lava Effects

- Smoke Effects

- Starvation and Thirst

- Suffocation

- Water Dangers

- Drowning

- 14. NPC Classes

- Adept

- Class Skills

- Class Features

- Adept Spell List

- Aristocrat

- Class Skills

- Class Features

- Commoner

- Class Skills

- Class Features

- Expert

- Class Skills

- Class Features

- Warrior

- Class Skills

- Class Features

- 15. Creating NPCs

- Step 1: The Basics

- Step 2: Determine Ability Scores

- Step 3: Skills

- Step 4: Feats

- Step 5: Class Features

- Step 6: Gear

- Step 7: Details

- 16. Magic Items

- Magic Items and Detect Magic

- Using Items

- Size and Magic Items

- Magic Items on the Body

- Saving Throws Against Magic Item Powers

- Damaging Magic Items

- Repairing Magic Items

- Charges, Doses, and Multiple Uses

- Purchasing Magic Items

- Magic Item Descriptions

- Armor

- Magic Armor and Shield Special Ability Descriptions

- Specific Armors

- Specific Shields

- Weapons

- Magic Weapon Special Ability Descriptions

- Specific Weapons

- Potions

- Rings

- Rods

- Scrolls

- Staves

- Wands

- Wondrous Items

- Intelligent Items

- Designing an Intelligent Item

- Intelligent Item Alignment

- Intelligent Item Ability Scores

- Languages Spoken by Item

- Senses and Communication

- Intelligent Item Powers

- Special Purpose Items

- Dedicated Powers

- Item Ego

- Items against Characters

- Cursed Items

- Common Cursed Item Effects

- Specific Cursed Items

- Artifacts

- Minor Artifacts

- Major Artifacts

- Magic Item Creation

- Magic Item Gold Piece Values

- Creating Magic Armor

- Creating Magic Weapons

- Creating Potions

- Creating Rings

- Creating Rods

- Creating Scrolls

- Creating Staves

- Creating Wands

- Creating Wondrous Items

- Adding New Abilities

- 17. Glossary

- Special abilities

- Ability Score Bonuses

- Ability Score Damage, Penalty, and Drain

- Afflictions

- Curses

- Diseases

- Poison

- Blindsight and Blindsense

- Channel Resistance

- Charm and Compulsion

- Damage Reduction

- Darkvision

- Death Attacks

- Energy Drain and Negative Levels

- Energy Immunity and Vulnerability

- Energy Resistance

- Fear

- Invisibility

- Low-Light Vision

- Paralysis

- Scent

- Spell Resistance

- When Spell Resistance Applies

- Successful Spell Resistance

- Conditions

- 18. Open Game License

Table of Contents

1. Playing the Game

The Most Important Rule

Common Terms

Generating a Character

Ability Scores

Generating Ability Scores

Determine Bonuses

Abilities and Spellcasters

The Abilities

Strength (Str)

Dexterity (Dex)

Constitution (Con)

Intelligence (Int)

Wisdom (Wis)

Charisma (Cha)

Strength (Str)

Dexterity (Dex)

Constitution (Con)

Intelligence (Int)

Wisdom (Wis)

Charisma (Cha)

Generating Ability Scores

Determine Bonuses

Abilities and Spellcasters

The Abilities

Strength (Str)

Dexterity (Dex)

Constitution (Con)

Intelligence (Int)

Wisdom (Wis)

Charisma (Cha)

Strength (Str)

Dexterity (Dex)

Constitution (Con)

Intelligence (Int)

Wisdom (Wis)

Charisma (Cha)

The Most Important Rule

Common Terms

Generating a Character

Ability Scores

Generating Ability Scores

Determine Bonuses

Abilities and Spellcasters

The Abilities

Strength (Str)

Dexterity (Dex)

Constitution (Con)

Intelligence (Int)

Wisdom (Wis)

Charisma (Cha)

Strength (Str)

Dexterity (Dex)

Constitution (Con)

Intelligence (Int)

Wisdom (Wis)

Charisma (Cha)

Generating Ability Scores

Determine Bonuses

Abilities and Spellcasters

The Abilities

Strength (Str)

Dexterity (Dex)

Constitution (Con)

Intelligence (Int)

Wisdom (Wis)

Charisma (Cha)

Strength (Str)

Dexterity (Dex)

Constitution (Con)

Intelligence (Int)

Wisdom (Wis)

Charisma (Cha)

2. Races

Dwarves

Dwarf Racial Traits

Dwarf Racial Traits

Elves

Elf Racial Traits

Elf Racial Traits

Gnomes

Gnome Racial Traits

Gnome Racial Traits

Half-elves

Half-Elf Racial Traits

Half-Elf Racial Traits

Half-orcs

Half-Orc Racial Traits

Half-Orc Racial Traits

Halflings

Halfling Racial Traits

Halfling Racial Traits

Humans

Human Racial Traits

Human Racial Traits

Dwarves

Dwarf Racial Traits

Dwarf Racial Traits

Elves

Elf Racial Traits

Elf Racial Traits

Gnomes

Gnome Racial Traits

Gnome Racial Traits

Half-elves

Half-Elf Racial Traits

Half-Elf Racial Traits

Half-orcs

Half-Orc Racial Traits

Half-Orc Racial Traits

Halflings

Halfling Racial Traits

Halfling Racial Traits

Humans

Human Racial Traits

Human Racial Traits

3. Classes

Character Advancement

Advancing Your Character

Multiclassing

Favored Class

Advancing Your Character

Multiclassing

Favored Class

Barbarian

Class Skills

Class Features

Class Skills

Class Features

Bard

Class Skills

Class Features

Class Skills

Class Features

Cleric

Class Skills

Class Features

Ex-Clerics

Domains

Air Domain

Animal Domain

Artifice Domain

Chaos Domain

Charm Domain

Community Domain

Darkness Domain

Death Domain

Destruction Domain

Earth Domain

Evil Domain

Fire Domain

Glory Domain

Good Domain

Healing Domain

Knowledge Domain

Law Domain

Liberation Domain

Luck Domain

Madness Domain

Magic Domain

Nobility Domain

Plant Domain

Protection Domain

Repose Domain

Rune Domain

Strength Domain

Sun Domain

Travel Domain

Trickery Domain

War Domain

Water Domain

Weather Domain

Class Skills

Class Features

Ex-Clerics

Domains

Air Domain

Animal Domain

Artifice Domain

Chaos Domain

Charm Domain

Community Domain

Darkness Domain

Death Domain

Destruction Domain

Earth Domain

Evil Domain

Fire Domain

Glory Domain

Good Domain

Healing Domain

Knowledge Domain

Law Domain

Liberation Domain

Luck Domain

Madness Domain

Magic Domain

Nobility Domain

Plant Domain

Protection Domain

Repose Domain

Rune Domain

Strength Domain

Sun Domain

Travel Domain

Trickery Domain

War Domain

Water Domain

Weather Domain

Druid

Class Skills

Class Features

Ex-Druids

Animal Companions

Animal Skills

Animal Feats

Animal Choices

Ape

Badger (Wolverine)

Bear

Bird (Eagle/Hawk/Owl)

Boar

Camel

Cat, Big (Lion, Tiger)

Cat, Small (Cheetah, Leopard)

Crocodile (Alligator)

Dinosaur (Deinonychus, Velociraptor)

Dog

Horse

Pony

Shark

Snake, Constrictor

Snake, Viper

Wolf

Ape

Badger (Wolverine)

Bear

Bird (Eagle/Hawk/Owl)

Boar

Camel

Cat, Big (Lion, Tiger)

Cat, Small (Cheetah, Leopard)

Crocodile (Alligator)

Dinosaur (Deinonychus, Velociraptor)

Dog

Horse

Pony

Shark

Snake, Constrictor

Snake, Viper

Wolf

Class Skills

Class Features

Ex-Druids

Animal Companions

Animal Skills

Animal Feats

Animal Choices

Ape

Badger (Wolverine)

Bear

Bird (Eagle/Hawk/Owl)

Boar

Camel

Cat, Big (Lion, Tiger)

Cat, Small (Cheetah, Leopard)

Crocodile (Alligator)

Dinosaur (Deinonychus, Velociraptor)

Dog

Horse

Pony

Shark

Snake, Constrictor

Snake, Viper

Wolf

Ape

Badger (Wolverine)

Bear

Bird (Eagle/Hawk/Owl)

Boar

Camel

Cat, Big (Lion, Tiger)

Cat, Small (Cheetah, Leopard)

Crocodile (Alligator)

Dinosaur (Deinonychus, Velociraptor)

Dog

Horse

Pony

Shark

Snake, Constrictor

Snake, Viper

Wolf

Fighter

Class Skills

Class Features

Class Skills

Class Features

Monk

Class Skills

Class Features

Ex-Monks

Class Skills

Class Features

Ex-Monks

Paladin

Class Skills

Class Features

Ex-Paladins

Class Skills

Class Features

Ex-Paladins

Ranger

Class Skills

Class Features

Class Skills

Class Features

Rogue

Class Skills

Class Features

Class Skills

Class Features

Sorcerer

Class Skills

Class Features

Sorcerer Bloodlines

Aberrant

Abyssal

Arcane

Celestial

Destined

Draconic

Elemental

Fey

Infernal

Undead

Class Skills

Class Features

Sorcerer Bloodlines

Aberrant

Abyssal

Arcane

Celestial

Destined

Draconic

Elemental

Fey

Infernal

Undead

Wizard

Class Skills

Class Features

Arcane Schools

Abjuration School

Conjuration School

Divination School

Enchantment School

Evocation School

Illusion School

Necromancy School

Transmutation School

Universalist School

Familiars

Arcane Spells and Armor

Class Skills

Class Features

Arcane Schools

Abjuration School

Conjuration School

Divination School

Enchantment School

Evocation School

Illusion School

Necromancy School

Transmutation School

Universalist School

Familiars

Arcane Spells and Armor

Character Advancement

Advancing Your Character

Multiclassing

Favored Class

Advancing Your Character

Multiclassing

Favored Class

Barbarian

Class Skills

Class Features

Class Skills

Class Features

Bard

Class Skills

Class Features

Class Skills

Class Features

Cleric

Class Skills

Class Features

Ex-Clerics

Domains

Air Domain

Animal Domain

Artifice Domain

Chaos Domain

Charm Domain

Community Domain

Darkness Domain

Death Domain

Destruction Domain

Earth Domain

Evil Domain

Fire Domain

Glory Domain

Good Domain

Healing Domain

Knowledge Domain

Law Domain

Liberation Domain

Luck Domain

Madness Domain

Magic Domain

Nobility Domain

Plant Domain

Protection Domain

Repose Domain

Rune Domain

Strength Domain

Sun Domain

Travel Domain

Trickery Domain

War Domain

Water Domain

Weather Domain

Class Skills

Class Features

Ex-Clerics

Domains

Air Domain

Animal Domain

Artifice Domain

Chaos Domain

Charm Domain

Community Domain

Darkness Domain

Death Domain

Destruction Domain

Earth Domain

Evil Domain

Fire Domain

Glory Domain

Good Domain

Healing Domain

Knowledge Domain

Law Domain

Liberation Domain

Luck Domain

Madness Domain

Magic Domain

Nobility Domain

Plant Domain

Protection Domain

Repose Domain

Rune Domain

Strength Domain

Sun Domain

Travel Domain

Trickery Domain

War Domain

Water Domain

Weather Domain

Druid

Class Skills

Class Features

Ex-Druids

Animal Companions

Animal Skills

Animal Feats

Animal Choices

Ape

Badger (Wolverine)

Bear

Bird (Eagle/Hawk/Owl)

Boar

Camel

Cat, Big (Lion, Tiger)

Cat, Small (Cheetah, Leopard)

Crocodile (Alligator)

Dinosaur (Deinonychus, Velociraptor)

Dog

Horse

Pony

Shark

Snake, Constrictor

Snake, Viper

Wolf

Ape

Badger (Wolverine)

Bear

Bird (Eagle/Hawk/Owl)

Boar

Camel

Cat, Big (Lion, Tiger)

Cat, Small (Cheetah, Leopard)

Crocodile (Alligator)

Dinosaur (Deinonychus, Velociraptor)

Dog

Horse

Pony

Shark

Snake, Constrictor

Snake, Viper

Wolf

Class Skills

Class Features

Ex-Druids

Animal Companions

Animal Skills

Animal Feats

Animal Choices

Ape

Badger (Wolverine)

Bear

Bird (Eagle/Hawk/Owl)

Boar

Camel

Cat, Big (Lion, Tiger)

Cat, Small (Cheetah, Leopard)

Crocodile (Alligator)

Dinosaur (Deinonychus, Velociraptor)

Dog

Horse

Pony

Shark

Snake, Constrictor

Snake, Viper

Wolf

Ape

Badger (Wolverine)

Bear

Bird (Eagle/Hawk/Owl)

Boar

Camel

Cat, Big (Lion, Tiger)

Cat, Small (Cheetah, Leopard)

Crocodile (Alligator)

Dinosaur (Deinonychus, Velociraptor)

Dog

Horse

Pony

Shark

Snake, Constrictor

Snake, Viper

Wolf

Fighter

Class Skills

Class Features

Class Skills

Class Features

Monk

Class Skills

Class Features

Ex-Monks

Class Skills

Class Features

Ex-Monks

Paladin

Class Skills

Class Features

Ex-Paladins

Class Skills

Class Features

Ex-Paladins

Ranger

Class Skills

Class Features

Class Skills

Class Features

Rogue

Class Skills

Class Features

Class Skills

Class Features

Sorcerer

Class Skills

Class Features

Sorcerer Bloodlines

Aberrant

Abyssal

Arcane

Celestial

Destined

Draconic

Elemental

Fey

Infernal

Undead

Class Skills

Class Features

Sorcerer Bloodlines

Aberrant

Abyssal

Arcane

Celestial

Destined

Draconic

Elemental

Fey

Infernal

Undead

Wizard

Class Skills

Class Features

Arcane Schools

Abjuration School

Conjuration School

Divination School

Enchantment School

Evocation School

Illusion School

Necromancy School

Transmutation School

Universalist School

Familiars

Arcane Spells and Armor

Class Skills

Class Features

Arcane Schools

Abjuration School

Conjuration School

Divination School

Enchantment School

Evocation School

Illusion School

Necromancy School

Transmutation School

Universalist School

Familiars

Arcane Spells and Armor

4. Skills

Using Skills

Acquiring Skills

Skill Checks

Taking 10 and Taking 20

Aid Another

Skill Checks

Taking 10 and Taking 20

Aid Another

Skill Descriptions

Acrobatics (Dex; Armor Check Penalty)

Appraise (Int)

Bluff (Cha)

Climb (Str; Armor Check Penalty)

Craft (Int)

Diplomacy (Cha)

Disable Device (Dex; Armor Check Penalty; Trained Only)

Disguise (Cha)

Escape Artist (Dex; Armor Check Penalty)

Fly (Dex; Armor Check Penalty)

Handle Animal (Cha; Trained Only)

Heal (Wis)

Intimidate (Cha)

Knowledge (Int; Trained Only)

Linguistics (Int; Trained Only)

Perception (Wis)

Perform (Cha)

Profession (Wis; Trained Only)

Ride (Dex; Armor Check Penalty)

Sense Motive (Wis)

Sleight of Hand (Dex; Armor Check Penalty; Trained Only)

Spellcraft (Int; Trained Only)

Stealth (Dex; Armor Check Penalty)

Survival (Wis)

Swim (Str; Armor Check Penalty)

Use Magic Device (Cha; Trained Only)

Using Skills

Acquiring Skills

Skill Checks

Taking 10 and Taking 20

Aid Another

Skill Checks

Taking 10 and Taking 20

Aid Another

Skill Descriptions

Acrobatics (Dex; Armor Check Penalty)

Appraise (Int)

Bluff (Cha)

Climb (Str; Armor Check Penalty)

Craft (Int)

Diplomacy (Cha)

Disable Device (Dex; Armor Check Penalty; Trained Only)

Disguise (Cha)

Escape Artist (Dex; Armor Check Penalty)

Fly (Dex; Armor Check Penalty)

Handle Animal (Cha; Trained Only)

Heal (Wis)

Intimidate (Cha)

Knowledge (Int; Trained Only)

Linguistics (Int; Trained Only)

Perception (Wis)

Perform (Cha)

Profession (Wis; Trained Only)

Ride (Dex; Armor Check Penalty)

Sense Motive (Wis)

Sleight of Hand (Dex; Armor Check Penalty; Trained Only)

Spellcraft (Int; Trained Only)

Stealth (Dex; Armor Check Penalty)

Survival (Wis)

Swim (Str; Armor Check Penalty)

Use Magic Device (Cha; Trained Only)

5. Feats

Prerequisites

Types of Feats

Combat Feats

Critical Feats

Item Creation Feats

Metamagic Feats

Combat Feats

Critical Feats

Item Creation Feats

Metamagic Feats

Feat Descriptions

Acrobatic

Acrobatic Steps

Agile Maneuvers (Combat)

Alertness

Alignment Channel

Animal Affinity

Arcane Armor Mastery (Combat)

Arcane Armor Training (Combat)

Arcane Strike (Combat)

Armor Proficiency, Heavy

Armor Proficiency, Light

Armor Proficiency, Medium

Athletic

Augment Summoning

Bleeding Critical (Combat, Critical)

Blind-Fight (Combat)

Blinding Critical (Combat, Critical)

Brew Potion (Item Creation)

Catch Off-Guard (Combat)

Channel Smite (Combat)

Cleave (Combat)

Combat Casting

Combat Expertise (Combat)

Combat Reflexes (Combat)

Command Undead

Craft Magic Arms and Armor (Item Creation)

Craft Rod (Item Creation)

Craft Staff (Item Creation)

Craft Wand (Item Creation)

Craft Wondrous Item (Item Creation)

Critical Focus (Combat)

Critical Mastery (Combat)

Dazzling Display (Combat)

Deadly Aim (Combat)

Deadly Stroke (Combat)

Deafening Critical (Combat, Critical)

Deceitful

Defensive Combat Training (Combat)

Deflect Arrows (Combat)

Deft Hands

Diehard

Disruptive (Combat)

Dodge (Combat)

Double Slice (Combat)

Elemental Channel

Empower Spell (Metamagic)

Endurance

Enlarge Spell (Metamagic)

Eschew Materials

Exhausting Critical (Combat, Critical)

Exotic Weapon Proficiency (Combat)

Extend Spell (Metamagic)

Extra Channel

Extra Ki

Extra Lay On Hands

Extra Mercy

Extra Performance

Extra Rage

Far Shot (Combat)

Fleet

Forge Ring (Item Creation)

Gorgon's Fist (Combat)

Great Cleave (Combat)

Great Fortitude

Greater Bull Rush (Combat)

Greater Disarm (Combat)

Greater Feint (Combat)

Greater Grapple (Combat)

Greater Overrun (Combat)

Greater Penetrating Strike (Combat)

Greater Shield Focus (Combat)

Greater Spell Focus

Greater Spell Penetration

Greater Sunder (Combat)

Greater Trip (Combat)

Greater Two-Weapon Fighting (Combat)

Greater Vital Strike (Combat)

Greater Weapon Focus (Combat)

Greater Weapon Specialization (Combat)

Heighten Spell (Metamagic)

Improved Bull Rush (Combat)

Improved Channel

Improved Counterspell

Improved Critical (Combat)

Improved Disarm (Combat)

Improved Familiar

Improved Feint (Combat)

Improved Grapple (Combat)

Improved Great Fortitude

Improved Initiative (Combat)

Improved Iron Will

Improved Lightning Reflexes

Improved Overrun (Combat)

Improved Precise Shot (Combat)

Improved Shield Bash (Combat)

Improved Sunder (Combat)

Improved Trip (Combat)

Improved Two-Weapon Fighting (Combat)

Improved Unarmed Strike (Combat)

Improved Vital Strike (Combat)

Improvised Weapon Mastery (Combat)

Intimidating Prowess (Combat)

Iron Will

Leadership

Lightning Reflexes

Lightning Stance (Combat)

Lunge (Combat)

Magical Aptitude

Manyshot (Combat)

Martial Weapon Proficiency

Master Craftsman

Maximize Spell (Metamagic)

Medusa's Wrath (Combat)

Mobility (Combat)

Mounted Archery (Combat)

Mounted Combat (Combat)

Natural Spell

Nimble Moves

Penetrating Strike (Combat)

Persuasive

Pinpoint Targeting (Combat)

Point-Blank Shot (Combat)

Power Attack (Combat)

Precise Shot (Combat)

Quick Draw (Combat)

Quicken Spell (Metamagic)

Rapid Reload (Combat)

Rapid Shot (Combat)

Ride-By Attack (Combat)

Run

Scorpion Style (Combat)

Scribe Scroll (Item Creation)

Selective Channeling

Self-Sufficient

Shatter Defenses (Combat)

Shield Focus (Combat)

Shield Master (Combat)

Shield Proficiency

Shield Slam (Combat)

Shot on the Run (Combat)

Sickening Critical (Combat, Critical)

Silent Spell (Metamagic)

Simple Weapon Proficiency

Skill Focus

Snatch Arrows (Combat)

Spell Focus

Spell Mastery

Spell Penetration

Spellbreaker (Combat)

Spirited Charge (Combat)

Spring Attack (Combat)

Staggering Critical (Combat, Critical)

Stand Still (Combat)

Stealthy

Step Up (Combat)

Still Spell (Metamagic)

Strike Back (Combat)

Stunning Critical (Combat, Critical)

Stunning Fist (Combat)

Throw Anything (Combat)

Tiring Critical (Combat, Critical)

Toughness

Tower Shield Proficiency (Combat)

Trample (Combat)

Turn Undead

Two-Weapon Defense (Combat)

Two-Weapon Fighting (Combat)

Two-Weapon Rend (Combat)

Unseat (Combat)

Vital Strike (Combat)

Weapon Finesse (Combat)

Weapon Focus (Combat)

Weapon Specialization (Combat)

Whirlwind Attack (Combat)

Widen Spell (Metamagic)

Wind Stance (Combat)

Acrobatic

Acrobatic Steps

Agile Maneuvers (Combat)

Alertness

Alignment Channel

Animal Affinity

Arcane Armor Mastery (Combat)

Arcane Armor Training (Combat)

Arcane Strike (Combat)

Armor Proficiency, Heavy

Armor Proficiency, Light

Armor Proficiency, Medium

Athletic

Augment Summoning

Bleeding Critical (Combat, Critical)

Blind-Fight (Combat)

Blinding Critical (Combat, Critical)

Brew Potion (Item Creation)

Catch Off-Guard (Combat)

Channel Smite (Combat)

Cleave (Combat)

Combat Casting

Combat Expertise (Combat)

Combat Reflexes (Combat)

Command Undead

Craft Magic Arms and Armor (Item Creation)

Craft Rod (Item Creation)

Craft Staff (Item Creation)

Craft Wand (Item Creation)

Craft Wondrous Item (Item Creation)

Critical Focus (Combat)

Critical Mastery (Combat)

Dazzling Display (Combat)

Deadly Aim (Combat)

Deadly Stroke (Combat)

Deafening Critical (Combat, Critical)

Deceitful

Defensive Combat Training (Combat)

Deflect Arrows (Combat)

Deft Hands

Diehard

Disruptive (Combat)

Dodge (Combat)

Double Slice (Combat)

Elemental Channel

Empower Spell (Metamagic)

Endurance

Enlarge Spell (Metamagic)

Eschew Materials

Exhausting Critical (Combat, Critical)

Exotic Weapon Proficiency (Combat)

Extend Spell (Metamagic)

Extra Channel

Extra Ki

Extra Lay On Hands

Extra Mercy

Extra Performance

Extra Rage

Far Shot (Combat)

Fleet

Forge Ring (Item Creation)

Gorgon's Fist (Combat)

Great Cleave (Combat)

Great Fortitude

Greater Bull Rush (Combat)

Greater Disarm (Combat)

Greater Feint (Combat)

Greater Grapple (Combat)

Greater Overrun (Combat)

Greater Penetrating Strike (Combat)

Greater Shield Focus (Combat)

Greater Spell Focus

Greater Spell Penetration

Greater Sunder (Combat)

Greater Trip (Combat)

Greater Two-Weapon Fighting (Combat)

Greater Vital Strike (Combat)

Greater Weapon Focus (Combat)

Greater Weapon Specialization (Combat)

Heighten Spell (Metamagic)

Improved Bull Rush (Combat)

Improved Channel

Improved Counterspell

Improved Critical (Combat)

Improved Disarm (Combat)

Improved Familiar

Improved Feint (Combat)

Improved Grapple (Combat)

Improved Great Fortitude

Improved Initiative (Combat)

Improved Iron Will

Improved Lightning Reflexes

Improved Overrun (Combat)

Improved Precise Shot (Combat)

Improved Shield Bash (Combat)

Improved Sunder (Combat)

Improved Trip (Combat)

Improved Two-Weapon Fighting (Combat)

Improved Unarmed Strike (Combat)

Improved Vital Strike (Combat)

Improvised Weapon Mastery (Combat)

Intimidating Prowess (Combat)

Iron Will

Leadership

Lightning Reflexes

Lightning Stance (Combat)

Lunge (Combat)

Magical Aptitude

Manyshot (Combat)

Martial Weapon Proficiency

Master Craftsman

Maximize Spell (Metamagic)

Medusa's Wrath (Combat)

Mobility (Combat)

Mounted Archery (Combat)

Mounted Combat (Combat)

Natural Spell

Nimble Moves

Penetrating Strike (Combat)

Persuasive

Pinpoint Targeting (Combat)

Point-Blank Shot (Combat)

Power Attack (Combat)

Precise Shot (Combat)

Quick Draw (Combat)

Quicken Spell (Metamagic)

Rapid Reload (Combat)

Rapid Shot (Combat)

Ride-By Attack (Combat)

Run

Scorpion Style (Combat)

Scribe Scroll (Item Creation)

Selective Channeling

Self-Sufficient

Shatter Defenses (Combat)

Shield Focus (Combat)

Shield Master (Combat)

Shield Proficiency

Shield Slam (Combat)

Shot on the Run (Combat)

Sickening Critical (Combat, Critical)

Silent Spell (Metamagic)

Simple Weapon Proficiency

Skill Focus

Snatch Arrows (Combat)

Spell Focus

Spell Mastery

Spell Penetration

Spellbreaker (Combat)

Spirited Charge (Combat)

Spring Attack (Combat)

Staggering Critical (Combat, Critical)

Stand Still (Combat)

Stealthy

Step Up (Combat)

Still Spell (Metamagic)

Strike Back (Combat)

Stunning Critical (Combat, Critical)

Stunning Fist (Combat)

Throw Anything (Combat)

Tiring Critical (Combat, Critical)

Toughness

Tower Shield Proficiency (Combat)

Trample (Combat)

Turn Undead

Two-Weapon Defense (Combat)

Two-Weapon Fighting (Combat)

Two-Weapon Rend (Combat)

Unseat (Combat)

Vital Strike (Combat)

Weapon Finesse (Combat)

Weapon Focus (Combat)

Weapon Specialization (Combat)

Whirlwind Attack (Combat)

Widen Spell (Metamagic)

Wind Stance (Combat)

Prerequisites

Types of Feats

Combat Feats

Critical Feats

Item Creation Feats

Metamagic Feats

Combat Feats

Critical Feats

Item Creation Feats

Metamagic Feats

Feat Descriptions

Acrobatic

Acrobatic Steps

Agile Maneuvers (Combat)

Alertness

Alignment Channel

Animal Affinity

Arcane Armor Mastery (Combat)

Arcane Armor Training (Combat)

Arcane Strike (Combat)

Armor Proficiency, Heavy

Armor Proficiency, Light

Armor Proficiency, Medium

Athletic

Augment Summoning

Bleeding Critical (Combat, Critical)

Blind-Fight (Combat)

Blinding Critical (Combat, Critical)

Brew Potion (Item Creation)

Catch Off-Guard (Combat)

Channel Smite (Combat)

Cleave (Combat)

Combat Casting

Combat Expertise (Combat)

Combat Reflexes (Combat)

Command Undead

Craft Magic Arms and Armor (Item Creation)

Craft Rod (Item Creation)

Craft Staff (Item Creation)

Craft Wand (Item Creation)

Craft Wondrous Item (Item Creation)

Critical Focus (Combat)

Critical Mastery (Combat)

Dazzling Display (Combat)

Deadly Aim (Combat)

Deadly Stroke (Combat)

Deafening Critical (Combat, Critical)

Deceitful

Defensive Combat Training (Combat)

Deflect Arrows (Combat)

Deft Hands

Diehard

Disruptive (Combat)

Dodge (Combat)

Double Slice (Combat)

Elemental Channel

Empower Spell (Metamagic)

Endurance

Enlarge Spell (Metamagic)

Eschew Materials

Exhausting Critical (Combat, Critical)

Exotic Weapon Proficiency (Combat)

Extend Spell (Metamagic)

Extra Channel

Extra Ki

Extra Lay On Hands

Extra Mercy

Extra Performance

Extra Rage

Far Shot (Combat)

Fleet

Forge Ring (Item Creation)

Gorgon's Fist (Combat)

Great Cleave (Combat)

Great Fortitude

Greater Bull Rush (Combat)

Greater Disarm (Combat)

Greater Feint (Combat)

Greater Grapple (Combat)

Greater Overrun (Combat)

Greater Penetrating Strike (Combat)

Greater Shield Focus (Combat)

Greater Spell Focus

Greater Spell Penetration

Greater Sunder (Combat)

Greater Trip (Combat)

Greater Two-Weapon Fighting (Combat)

Greater Vital Strike (Combat)

Greater Weapon Focus (Combat)

Greater Weapon Specialization (Combat)

Heighten Spell (Metamagic)

Improved Bull Rush (Combat)

Improved Channel

Improved Counterspell

Improved Critical (Combat)

Improved Disarm (Combat)

Improved Familiar

Improved Feint (Combat)

Improved Grapple (Combat)

Improved Great Fortitude

Improved Initiative (Combat)

Improved Iron Will

Improved Lightning Reflexes

Improved Overrun (Combat)

Improved Precise Shot (Combat)

Improved Shield Bash (Combat)

Improved Sunder (Combat)

Improved Trip (Combat)

Improved Two-Weapon Fighting (Combat)

Improved Unarmed Strike (Combat)

Improved Vital Strike (Combat)

Improvised Weapon Mastery (Combat)

Intimidating Prowess (Combat)

Iron Will

Leadership

Lightning Reflexes

Lightning Stance (Combat)

Lunge (Combat)

Magical Aptitude

Manyshot (Combat)

Martial Weapon Proficiency

Master Craftsman

Maximize Spell (Metamagic)

Medusa's Wrath (Combat)

Mobility (Combat)

Mounted Archery (Combat)

Mounted Combat (Combat)

Natural Spell

Nimble Moves

Penetrating Strike (Combat)

Persuasive

Pinpoint Targeting (Combat)

Point-Blank Shot (Combat)

Power Attack (Combat)

Precise Shot (Combat)

Quick Draw (Combat)

Quicken Spell (Metamagic)

Rapid Reload (Combat)

Rapid Shot (Combat)

Ride-By Attack (Combat)

Run

Scorpion Style (Combat)

Scribe Scroll (Item Creation)

Selective Channeling

Self-Sufficient

Shatter Defenses (Combat)

Shield Focus (Combat)

Shield Master (Combat)

Shield Proficiency

Shield Slam (Combat)

Shot on the Run (Combat)

Sickening Critical (Combat, Critical)

Silent Spell (Metamagic)

Simple Weapon Proficiency

Skill Focus

Snatch Arrows (Combat)

Spell Focus

Spell Mastery

Spell Penetration

Spellbreaker (Combat)

Spirited Charge (Combat)

Spring Attack (Combat)

Staggering Critical (Combat, Critical)

Stand Still (Combat)

Stealthy

Step Up (Combat)

Still Spell (Metamagic)

Strike Back (Combat)

Stunning Critical (Combat, Critical)

Stunning Fist (Combat)

Throw Anything (Combat)

Tiring Critical (Combat, Critical)

Toughness

Tower Shield Proficiency (Combat)

Trample (Combat)

Turn Undead

Two-Weapon Defense (Combat)

Two-Weapon Fighting (Combat)

Two-Weapon Rend (Combat)

Unseat (Combat)

Vital Strike (Combat)

Weapon Finesse (Combat)

Weapon Focus (Combat)

Weapon Specialization (Combat)

Whirlwind Attack (Combat)

Widen Spell (Metamagic)

Wind Stance (Combat)

Acrobatic

Acrobatic Steps

Agile Maneuvers (Combat)

Alertness

Alignment Channel

Animal Affinity

Arcane Armor Mastery (Combat)

Arcane Armor Training (Combat)

Arcane Strike (Combat)

Armor Proficiency, Heavy

Armor Proficiency, Light

Armor Proficiency, Medium

Athletic

Augment Summoning

Bleeding Critical (Combat, Critical)

Blind-Fight (Combat)

Blinding Critical (Combat, Critical)

Brew Potion (Item Creation)

Catch Off-Guard (Combat)

Channel Smite (Combat)

Cleave (Combat)

Combat Casting

Combat Expertise (Combat)

Combat Reflexes (Combat)

Command Undead

Craft Magic Arms and Armor (Item Creation)

Craft Rod (Item Creation)

Craft Staff (Item Creation)

Craft Wand (Item Creation)

Craft Wondrous Item (Item Creation)

Critical Focus (Combat)

Critical Mastery (Combat)

Dazzling Display (Combat)

Deadly Aim (Combat)

Deadly Stroke (Combat)

Deafening Critical (Combat, Critical)

Deceitful

Defensive Combat Training (Combat)

Deflect Arrows (Combat)

Deft Hands

Diehard

Disruptive (Combat)

Dodge (Combat)

Double Slice (Combat)

Elemental Channel

Empower Spell (Metamagic)

Endurance

Enlarge Spell (Metamagic)

Eschew Materials

Exhausting Critical (Combat, Critical)

Exotic Weapon Proficiency (Combat)

Extend Spell (Metamagic)

Extra Channel

Extra Ki

Extra Lay On Hands

Extra Mercy

Extra Performance

Extra Rage

Far Shot (Combat)

Fleet

Forge Ring (Item Creation)

Gorgon's Fist (Combat)

Great Cleave (Combat)

Great Fortitude

Greater Bull Rush (Combat)

Greater Disarm (Combat)

Greater Feint (Combat)

Greater Grapple (Combat)

Greater Overrun (Combat)

Greater Penetrating Strike (Combat)

Greater Shield Focus (Combat)

Greater Spell Focus

Greater Spell Penetration

Greater Sunder (Combat)

Greater Trip (Combat)

Greater Two-Weapon Fighting (Combat)

Greater Vital Strike (Combat)

Greater Weapon Focus (Combat)

Greater Weapon Specialization (Combat)

Heighten Spell (Metamagic)

Improved Bull Rush (Combat)

Improved Channel

Improved Counterspell

Improved Critical (Combat)

Improved Disarm (Combat)

Improved Familiar

Improved Feint (Combat)

Improved Grapple (Combat)

Improved Great Fortitude

Improved Initiative (Combat)

Improved Iron Will

Improved Lightning Reflexes

Improved Overrun (Combat)

Improved Precise Shot (Combat)

Improved Shield Bash (Combat)

Improved Sunder (Combat)

Improved Trip (Combat)

Improved Two-Weapon Fighting (Combat)

Improved Unarmed Strike (Combat)

Improved Vital Strike (Combat)

Improvised Weapon Mastery (Combat)

Intimidating Prowess (Combat)

Iron Will

Leadership

Lightning Reflexes

Lightning Stance (Combat)

Lunge (Combat)

Magical Aptitude

Manyshot (Combat)

Martial Weapon Proficiency

Master Craftsman

Maximize Spell (Metamagic)

Medusa's Wrath (Combat)

Mobility (Combat)

Mounted Archery (Combat)

Mounted Combat (Combat)

Natural Spell

Nimble Moves

Penetrating Strike (Combat)

Persuasive

Pinpoint Targeting (Combat)

Point-Blank Shot (Combat)

Power Attack (Combat)

Precise Shot (Combat)

Quick Draw (Combat)

Quicken Spell (Metamagic)

Rapid Reload (Combat)

Rapid Shot (Combat)

Ride-By Attack (Combat)

Run

Scorpion Style (Combat)

Scribe Scroll (Item Creation)

Selective Channeling

Self-Sufficient

Shatter Defenses (Combat)

Shield Focus (Combat)

Shield Master (Combat)

Shield Proficiency

Shield Slam (Combat)

Shot on the Run (Combat)

Sickening Critical (Combat, Critical)

Silent Spell (Metamagic)

Simple Weapon Proficiency

Skill Focus

Snatch Arrows (Combat)

Spell Focus

Spell Mastery

Spell Penetration

Spellbreaker (Combat)

Spirited Charge (Combat)

Spring Attack (Combat)

Staggering Critical (Combat, Critical)

Stand Still (Combat)

Stealthy

Step Up (Combat)

Still Spell (Metamagic)

Strike Back (Combat)

Stunning Critical (Combat, Critical)

Stunning Fist (Combat)

Throw Anything (Combat)

Tiring Critical (Combat, Critical)

Toughness

Tower Shield Proficiency (Combat)

Trample (Combat)

Turn Undead

Two-Weapon Defense (Combat)

Two-Weapon Fighting (Combat)

Two-Weapon Rend (Combat)

Unseat (Combat)

Vital Strike (Combat)

Weapon Finesse (Combat)

Weapon Focus (Combat)

Weapon Specialization (Combat)

Whirlwind Attack (Combat)

Widen Spell (Metamagic)

Wind Stance (Combat)

6. Equipment

Wealth And Money

Coins

Other Wealth

Selling Treasure

Coins

Other Wealth

Selling Treasure

Weapons

Weapon Qualities

Weapon Descriptions

Masterwork Weapons

Weapon Qualities

Weapon Descriptions

Masterwork Weapons

Armor

Armor Descriptions

Masterwork Armor

Armor for Unusual Creatures

Getting Into and Out of Armor

Armor Descriptions

Masterwork Armor

Armor for Unusual Creatures

Getting Into and Out of Armor

Special Materials

Goods And Services

Adventuring Gear

Special Substances and Items

Tools and Skill Kits

Clothing

Food, Drink, and Lodging

Mounts and Related Gear

Transport

Spellcasting and Services

Adventuring Gear

Special Substances and Items

Tools and Skill Kits

Clothing

Food, Drink, and Lodging

Mounts and Related Gear

Transport

Spellcasting and Services

Wealth And Money

Coins

Other Wealth

Selling Treasure

Coins

Other Wealth

Selling Treasure

Weapons

Weapon Qualities

Weapon Descriptions

Masterwork Weapons

Weapon Qualities

Weapon Descriptions

Masterwork Weapons

Armor

Armor Descriptions

Masterwork Armor

Armor for Unusual Creatures

Getting Into and Out of Armor

Armor Descriptions

Masterwork Armor

Armor for Unusual Creatures

Getting Into and Out of Armor

Special Materials

Goods And Services

Adventuring Gear

Special Substances and Items

Tools and Skill Kits

Clothing

Food, Drink, and Lodging

Mounts and Related Gear

Transport

Spellcasting and Services

Adventuring Gear

Special Substances and Items

Tools and Skill Kits

Clothing

Food, Drink, and Lodging

Mounts and Related Gear

Transport

Spellcasting and Services

7. Additional Rules

Alignment

Good Versus Evil

Law Versus Chaos

Alignment Steps

The Nine Alignments

Changing Alignments

Good Versus Evil

Law Versus Chaos

Alignment Steps

The Nine Alignments

Changing Alignments

Vital Statistics

Age

Height and Weight

Carrying Capacity

Armor and Encumbrance for Other Base Speeds

Armor and Encumbrance for Other Base Speeds

Age

Height and Weight

Carrying Capacity

Armor and Encumbrance for Other Base Speeds

Armor and Encumbrance for Other Base Speeds

Movement

Tactical Movement

Local Movement

Overland Movement

Evasion and Pursuit

Tactical Movement

Local Movement

Overland Movement

Evasion and Pursuit

Exploration

Vision and Light

Breaking and Entering

Smashing an Object

Breaking Items

Smashing an Object

Breaking Items

Vision and Light

Breaking and Entering

Smashing an Object

Breaking Items

Smashing an Object

Breaking Items

Alignment

Good Versus Evil

Law Versus Chaos

Alignment Steps

The Nine Alignments

Changing Alignments

Good Versus Evil

Law Versus Chaos

Alignment Steps

The Nine Alignments

Changing Alignments

Vital Statistics

Age

Height and Weight

Carrying Capacity

Armor and Encumbrance for Other Base Speeds

Armor and Encumbrance for Other Base Speeds

Age

Height and Weight

Carrying Capacity

Armor and Encumbrance for Other Base Speeds

Armor and Encumbrance for Other Base Speeds

Movement

Tactical Movement

Local Movement

Overland Movement

Evasion and Pursuit

Tactical Movement

Local Movement

Overland Movement

Evasion and Pursuit

Exploration

Vision and Light

Breaking and Entering

Smashing an Object

Breaking Items

Smashing an Object

Breaking Items

Vision and Light

Breaking and Entering

Smashing an Object

Breaking Items

Smashing an Object

Breaking Items

8. Combat

How Combat Works

The Combat Round

Initiative

Surprise

Combat Statistics

Attack Roll

Attack Bonus

Armor Class

Damage

Hit Points

Attacks of Opportunity

Speed

Saving Throws

Actions in Combat

Action Types

Standard Actions

Attack

Activate Magic Item

Cast a Spell

Start/Complete Full-Round Action

Total Defense

Use Special Ability

Attack

Activate Magic Item

Cast a Spell

Start/Complete Full-Round Action

Total Defense

Use Special Ability

Move Actions

Move

Direct or Redirect a Spell

Draw or Sheathe a Weapon

Manipulate an Item

Mount/Dismount a Steed

Ready or Drop a Shield

Stand Up

Move

Direct or Redirect a Spell

Draw or Sheathe a Weapon

Manipulate an Item

Mount/Dismount a Steed

Ready or Drop a Shield

Stand Up

Full-Round Actions

Full Attack

Cast a Spell

Move 5 Feet through Difficult Terrain

Run

Use Special Ability

Withdraw

Full Attack

Cast a Spell

Move 5 Feet through Difficult Terrain

Run

Use Special Ability

Withdraw

Free Actions

Cease Concentration on Spell

Drop an Item

Drop Prone

Speak

Cease Concentration on Spell

Drop an Item

Drop Prone

Speak

Swift Actions

Cast a Quickened Spell

Cast a Quickened Spell

Immediate Actions

Miscellaneous Actions

Take 5-Foot Step

Use Feat

Use Skill

Take 5-Foot Step

Use Feat

Use Skill

Attack Roll

Attack Bonus

Armor Class

Damage

Hit Points

Attacks of Opportunity

Speed

Saving Throws

Actions in Combat

Action Types

Standard Actions

Attack

Activate Magic Item

Cast a Spell

Start/Complete Full-Round Action

Total Defense

Use Special Ability

Attack

Activate Magic Item

Cast a Spell

Start/Complete Full-Round Action

Total Defense

Use Special Ability

Move Actions

Move

Direct or Redirect a Spell

Draw or Sheathe a Weapon

Manipulate an Item

Mount/Dismount a Steed

Ready or Drop a Shield

Stand Up

Move

Direct or Redirect a Spell

Draw or Sheathe a Weapon

Manipulate an Item

Mount/Dismount a Steed

Ready or Drop a Shield

Stand Up

Full-Round Actions

Full Attack

Cast a Spell

Move 5 Feet through Difficult Terrain

Run

Use Special Ability

Withdraw

Full Attack

Cast a Spell

Move 5 Feet through Difficult Terrain

Run

Use Special Ability

Withdraw

Free Actions

Cease Concentration on Spell

Drop an Item

Drop Prone

Speak

Cease Concentration on Spell

Drop an Item

Drop Prone

Speak

Swift Actions

Cast a Quickened Spell

Cast a Quickened Spell

Immediate Actions

Miscellaneous Actions

Take 5-Foot Step

Use Feat

Use Skill

Take 5-Foot Step

Use Feat

Use Skill

Injury and Death

Loss of Hit Points

Disabled (0 Hit Points)

Dying (Negative Hit Points)

Dead

Stable Characters and Recovery

Healing

Temporary Hit Points

Nonlethal Damage

Loss of Hit Points

Disabled (0 Hit Points)

Dying (Negative Hit Points)

Dead

Stable Characters and Recovery

Healing

Temporary Hit Points

Nonlethal Damage

Movement, Position, And Distance

Tactical Movement

Measuring Distance

Moving Through a Square

Terrain and Obstacles

Special Movement Rules

Tactical Movement

Measuring Distance

Moving Through a Square

Terrain and Obstacles

Special Movement Rules

Big And Little Creatures In Combat

Combat Modifiers

Cover

Concealment

Flanking

Helpless Defenders

Cover

Concealment

Flanking

Helpless Defenders

Special Attacks

Aid Another

Charge

Combat Maneuvers

Bull Rush

Disarm

Grapple

Overrun

Sunder

Trip

Bull Rush

Disarm

Grapple

Overrun

Sunder

Trip

Feint

Mounted Combat

Throw Splash Weapon

Two-Weapon Fighting

Aid Another

Charge

Combat Maneuvers

Bull Rush

Disarm

Grapple

Overrun

Sunder

Trip

Bull Rush

Disarm

Grapple

Overrun

Sunder

Trip

Feint

Mounted Combat

Throw Splash Weapon

Two-Weapon Fighting

Special Initiative Actions

Delay

Ready

Delay

Ready

How Combat Works

The Combat Round

Initiative

Surprise

Combat Statistics

Attack Roll

Attack Bonus

Armor Class

Damage

Hit Points

Attacks of Opportunity

Speed

Saving Throws

Actions in Combat

Action Types

Standard Actions

Attack

Activate Magic Item

Cast a Spell

Start/Complete Full-Round Action

Total Defense

Use Special Ability

Attack

Activate Magic Item

Cast a Spell

Start/Complete Full-Round Action

Total Defense

Use Special Ability

Move Actions

Move

Direct or Redirect a Spell

Draw or Sheathe a Weapon

Manipulate an Item

Mount/Dismount a Steed

Ready or Drop a Shield

Stand Up

Move

Direct or Redirect a Spell

Draw or Sheathe a Weapon

Manipulate an Item

Mount/Dismount a Steed

Ready or Drop a Shield

Stand Up

Full-Round Actions

Full Attack

Cast a Spell

Move 5 Feet through Difficult Terrain

Run

Use Special Ability

Withdraw

Full Attack

Cast a Spell

Move 5 Feet through Difficult Terrain

Run

Use Special Ability

Withdraw

Free Actions

Cease Concentration on Spell

Drop an Item

Drop Prone

Speak

Cease Concentration on Spell

Drop an Item

Drop Prone

Speak

Swift Actions

Cast a Quickened Spell

Cast a Quickened Spell

Immediate Actions

Miscellaneous Actions

Take 5-Foot Step

Use Feat

Use Skill

Take 5-Foot Step

Use Feat

Use Skill

Attack Roll

Attack Bonus

Armor Class

Damage

Hit Points

Attacks of Opportunity

Speed

Saving Throws

Actions in Combat

Action Types

Standard Actions

Attack

Activate Magic Item

Cast a Spell

Start/Complete Full-Round Action

Total Defense

Use Special Ability

Attack

Activate Magic Item

Cast a Spell

Start/Complete Full-Round Action

Total Defense

Use Special Ability

Move Actions

Move

Direct or Redirect a Spell

Draw or Sheathe a Weapon

Manipulate an Item

Mount/Dismount a Steed

Ready or Drop a Shield

Stand Up

Move

Direct or Redirect a Spell

Draw or Sheathe a Weapon

Manipulate an Item

Mount/Dismount a Steed

Ready or Drop a Shield

Stand Up

Full-Round Actions

Full Attack

Cast a Spell

Move 5 Feet through Difficult Terrain

Run

Use Special Ability

Withdraw

Full Attack

Cast a Spell

Move 5 Feet through Difficult Terrain

Run

Use Special Ability

Withdraw

Free Actions

Cease Concentration on Spell

Drop an Item

Drop Prone

Speak

Cease Concentration on Spell

Drop an Item

Drop Prone

Speak

Swift Actions

Cast a Quickened Spell

Cast a Quickened Spell

Immediate Actions

Miscellaneous Actions

Take 5-Foot Step

Use Feat

Use Skill

Take 5-Foot Step

Use Feat

Use Skill

Injury and Death

Loss of Hit Points

Disabled (0 Hit Points)

Dying (Negative Hit Points)

Dead

Stable Characters and Recovery

Healing

Temporary Hit Points

Nonlethal Damage

Loss of Hit Points

Disabled (0 Hit Points)

Dying (Negative Hit Points)

Dead

Stable Characters and Recovery

Healing

Temporary Hit Points

Nonlethal Damage

Movement, Position, And Distance

Tactical Movement

Measuring Distance

Moving Through a Square

Terrain and Obstacles

Special Movement Rules

Tactical Movement

Measuring Distance

Moving Through a Square

Terrain and Obstacles

Special Movement Rules

Big And Little Creatures In Combat

Combat Modifiers

Cover

Concealment

Flanking

Helpless Defenders

Cover

Concealment

Flanking

Helpless Defenders

Special Attacks

Aid Another

Charge

Combat Maneuvers

Bull Rush

Disarm

Grapple

Overrun

Sunder

Trip

Bull Rush

Disarm

Grapple

Overrun

Sunder

Trip

Feint

Mounted Combat

Throw Splash Weapon

Two-Weapon Fighting

Aid Another

Charge

Combat Maneuvers

Bull Rush

Disarm

Grapple

Overrun

Sunder

Trip

Bull Rush

Disarm

Grapple

Overrun

Sunder

Trip

Feint

Mounted Combat

Throw Splash Weapon

Two-Weapon Fighting

Special Initiative Actions

Delay

Ready

Delay

Ready

9. Magic

Casting Spells

Choosing a Spell

Concentration

Counterspells

Caster Level

Spell Failure

The Spell's Result

Special Spell Effects

Combining Magic Effects

Choosing a Spell

Concentration

Counterspells

Caster Level

Spell Failure

The Spell's Result

Special Spell Effects

Combining Magic Effects

Spell Descriptions

Name

School (Subschool)

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

[Descriptor]

Level

Components

Casting Time

Range

Aiming a Spell

Duration

Saving Throw

Spell Resistance

Descriptive Text

Name

School (Subschool)

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

[Descriptor]

Level

Components

Casting Time

Range

Aiming a Spell

Duration

Saving Throw

Spell Resistance

Descriptive Text

Arcane Spells

Preparing Wizard Spells

Arcane Magical Writings

Wizard Spells and Borrowed Spellbooks

Adding Spells to a Wizard's Spellbook

Writing a New Spell into a Spellbook

Replacing and Copying Spellbooks

Selling a Spellbook

Wizard Spells and Borrowed Spellbooks

Adding Spells to a Wizard's Spellbook

Writing a New Spell into a Spellbook

Replacing and Copying Spellbooks

Selling a Spellbook

Sorcerers and Bards

Preparing Wizard Spells

Arcane Magical Writings

Wizard Spells and Borrowed Spellbooks

Adding Spells to a Wizard's Spellbook

Writing a New Spell into a Spellbook

Replacing and Copying Spellbooks

Selling a Spellbook

Wizard Spells and Borrowed Spellbooks

Adding Spells to a Wizard's Spellbook

Writing a New Spell into a Spellbook

Replacing and Copying Spellbooks

Selling a Spellbook

Sorcerers and Bards

Divine Spells

Preparing Divine Spells

Divine Magical Writings

New Divine Spells

Preparing Divine Spells

Divine Magical Writings

New Divine Spells

Special Abilities

Casting Spells

Choosing a Spell

Concentration

Counterspells

Caster Level

Spell Failure

The Spell's Result

Special Spell Effects

Combining Magic Effects

Choosing a Spell

Concentration

Counterspells

Caster Level

Spell Failure

The Spell's Result

Special Spell Effects

Combining Magic Effects

Spell Descriptions

Name

School (Subschool)

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

[Descriptor]

Level

Components

Casting Time

Range

Aiming a Spell

Duration

Saving Throw

Spell Resistance

Descriptive Text

Name

School (Subschool)

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

[Descriptor]

Level

Components

Casting Time

Range

Aiming a Spell

Duration

Saving Throw

Spell Resistance

Descriptive Text

Arcane Spells

Preparing Wizard Spells

Arcane Magical Writings

Wizard Spells and Borrowed Spellbooks

Adding Spells to a Wizard's Spellbook

Writing a New Spell into a Spellbook

Replacing and Copying Spellbooks

Selling a Spellbook

Wizard Spells and Borrowed Spellbooks

Adding Spells to a Wizard's Spellbook

Writing a New Spell into a Spellbook

Replacing and Copying Spellbooks

Selling a Spellbook

Sorcerers and Bards

Preparing Wizard Spells

Arcane Magical Writings

Wizard Spells and Borrowed Spellbooks

Adding Spells to a Wizard's Spellbook

Writing a New Spell into a Spellbook

Replacing and Copying Spellbooks

Selling a Spellbook

Wizard Spells and Borrowed Spellbooks

Adding Spells to a Wizard's Spellbook

Writing a New Spell into a Spellbook

Replacing and Copying Spellbooks

Selling a Spellbook

Sorcerers and Bards

Divine Spells

Preparing Divine Spells

Divine Magical Writings

New Divine Spells

Preparing Divine Spells

Divine Magical Writings

New Divine Spells

Special Abilities

10. Spells

Bard Spells

0-Level Bard Spells

1st-Level Bard Spells

2nd-Level Bard Spells

3rd-Level Bard Spells

4th-Level Bard Spells

5th-Level Bard Spells

6th-Level Bard Spells

0-Level Bard Spells

1st-Level Bard Spells

2nd-Level Bard Spells

3rd-Level Bard Spells

4th-Level Bard Spells

5th-Level Bard Spells

6th-Level Bard Spells

Cleric Spells

0-Level Cleric Spells (Orisons)

1st-Level Cleric Spells

2nd-Level Cleric Spells

3rd-Level Cleric Spells

4th-Level Cleric Spells

5th-Level Cleric Spells

6th-Level Cleric Spells

7th–Level Cleric Spells

8th-Level Cleric Spells

9th-Level Cleric Spells

0-Level Cleric Spells (Orisons)

1st-Level Cleric Spells

2nd-Level Cleric Spells

3rd-Level Cleric Spells

4th-Level Cleric Spells

5th-Level Cleric Spells

6th-Level Cleric Spells

7th–Level Cleric Spells

8th-Level Cleric Spells

9th-Level Cleric Spells

Druid Spells

0-Level Druid Spells (Orisons)

1st-Level Druid Spells

2nd-Level Druid Spells

3rd-Level Druid Spells

4th-Level Druid Spells

5th-Level Druid Spells

6th-Level Druid Spells

7th-Level Druid Spells

8th-Level Druid Spells

9th-Level Druid Spells

0-Level Druid Spells (Orisons)

1st-Level Druid Spells

2nd-Level Druid Spells

3rd-Level Druid Spells

4th-Level Druid Spells

5th-Level Druid Spells

6th-Level Druid Spells

7th-Level Druid Spells

8th-Level Druid Spells

9th-Level Druid Spells

Paladin Spells

1st-Level Paladin Spells

2nd-Level Paladin Spells

3rd-Level Paladin Spells

4th-Level Paladin Spells

1st-Level Paladin Spells

2nd-Level Paladin Spells

3rd-Level Paladin Spells

4th-Level Paladin Spells

Ranger Spells

1st-Level Ranger Spells

2nd-Level Ranger Spells

3rd-Level Ranger Spells

4th-Level Ranger Spells

1st-Level Ranger Spells

2nd-Level Ranger Spells

3rd-Level Ranger Spells

4th-Level Ranger Spells

Sorcerer/wizard Spells

0-Level Sorcerer/Wizard Spells (Cantrips)

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

1st-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

2nd-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

3rd-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

4th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

5th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

6th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

7th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

8th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

9th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

0-Level Sorcerer/Wizard Spells (Cantrips)

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

1st-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

2nd-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

3rd-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

4th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

5th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

6th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

7th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

8th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

9th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Spell List

Bard Spells

0-Level Bard Spells

1st-Level Bard Spells

2nd-Level Bard Spells

3rd-Level Bard Spells

4th-Level Bard Spells

5th-Level Bard Spells

6th-Level Bard Spells

0-Level Bard Spells

1st-Level Bard Spells

2nd-Level Bard Spells

3rd-Level Bard Spells

4th-Level Bard Spells

5th-Level Bard Spells

6th-Level Bard Spells

Cleric Spells

0-Level Cleric Spells (Orisons)

1st-Level Cleric Spells

2nd-Level Cleric Spells

3rd-Level Cleric Spells

4th-Level Cleric Spells

5th-Level Cleric Spells

6th-Level Cleric Spells

7th–Level Cleric Spells

8th-Level Cleric Spells

9th-Level Cleric Spells

0-Level Cleric Spells (Orisons)

1st-Level Cleric Spells

2nd-Level Cleric Spells

3rd-Level Cleric Spells

4th-Level Cleric Spells

5th-Level Cleric Spells

6th-Level Cleric Spells

7th–Level Cleric Spells

8th-Level Cleric Spells

9th-Level Cleric Spells

Druid Spells

0-Level Druid Spells (Orisons)

1st-Level Druid Spells

2nd-Level Druid Spells

3rd-Level Druid Spells

4th-Level Druid Spells

5th-Level Druid Spells

6th-Level Druid Spells

7th-Level Druid Spells

8th-Level Druid Spells

9th-Level Druid Spells

0-Level Druid Spells (Orisons)

1st-Level Druid Spells

2nd-Level Druid Spells

3rd-Level Druid Spells

4th-Level Druid Spells

5th-Level Druid Spells

6th-Level Druid Spells

7th-Level Druid Spells

8th-Level Druid Spells

9th-Level Druid Spells

Paladin Spells

1st-Level Paladin Spells

2nd-Level Paladin Spells

3rd-Level Paladin Spells

4th-Level Paladin Spells

1st-Level Paladin Spells

2nd-Level Paladin Spells

3rd-Level Paladin Spells

4th-Level Paladin Spells

Ranger Spells

1st-Level Ranger Spells

2nd-Level Ranger Spells

3rd-Level Ranger Spells

4th-Level Ranger Spells

1st-Level Ranger Spells

2nd-Level Ranger Spells

3rd-Level Ranger Spells

4th-Level Ranger Spells

Sorcerer/wizard Spells

0-Level Sorcerer/Wizard Spells (Cantrips)

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

1st-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

2nd-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

3rd-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

4th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

5th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

6th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

7th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

8th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

9th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

0-Level Sorcerer/Wizard Spells (Cantrips)

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

1st-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

2nd-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

3rd-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

4th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

5th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

6th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

7th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

8th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

9th-Level Sorcerer/Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

Spell List

11. Prestige Classes

Definitions of Terms

Arcane Archer

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Arcane Trickster

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Assassin

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Dragon Disciple

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Duelist

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Eldritch Knight

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Loremaster

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Mystic Theurge

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Pathfinder Chronicler

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Shadowdancer

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Definitions of Terms

Arcane Archer

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Arcane Trickster

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Assassin

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Dragon Disciple

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Duelist

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Eldritch Knight

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Loremaster

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Mystic Theurge

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Pathfinder Chronicler

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

Shadowdancer

Requirements

Class Skills

Class Features

Requirements

Class Skills

Class Features

12. Gamemastering

Designing Encounters

Awarding Experience

Placing Treasure

Building a Treasure Hoard

Awarding Experience

Placing Treasure

Building a Treasure Hoard

Cost of Living

Beyond 20th Level

Designing Encounters

Awarding Experience

Placing Treasure

Building a Treasure Hoard

Awarding Experience

Placing Treasure

Building a Treasure Hoard

Cost of Living

Beyond 20th Level

13. Environment

Dungeons

Types of Dungeons

Dungeon Terrain

Walls

Floors

Doors

Walls, Doors, and Detect Spells

Stairs

Cave-Ins and Collapses (CR 8)

Slimes, Molds, and Fungi

Walls

Floors

Doors

Walls, Doors, and Detect Spells

Stairs

Cave-Ins and Collapses (CR 8)

Slimes, Molds, and Fungi

Types of Dungeons

Dungeon Terrain

Walls

Floors

Doors

Walls, Doors, and Detect Spells

Stairs

Cave-Ins and Collapses (CR 8)

Slimes, Molds, and Fungi

Walls

Floors

Doors

Walls, Doors, and Detect Spells

Stairs

Cave-Ins and Collapses (CR 8)

Slimes, Molds, and Fungi

Traps

Elements of a Trap

Type

Perception and Disable Device DCs

Trigger

Duration

Reset

Bypass (Optional Element)

Effect

Miscellaneous Trap Features

Type

Perception and Disable Device DCs

Trigger

Duration

Reset

Bypass (Optional Element)

Effect

Miscellaneous Trap Features

Elements of a Trap

Type

Perception and Disable Device DCs

Trigger

Duration

Reset

Bypass (Optional Element)

Effect

Miscellaneous Trap Features

Type

Perception and Disable Device DCs

Trigger

Duration

Reset

Bypass (Optional Element)

Effect

Miscellaneous Trap Features

Sample Traps

Designing a Trap

Challenge Rating of a Trap

Mechanical Trap Cost

Magic Device Trap Cost

Spell Trap Cost

Craft DCs for Mechanical Traps

Challenge Rating of a Trap

Mechanical Trap Cost

Magic Device Trap Cost

Spell Trap Cost

Craft DCs for Mechanical Traps

Designing a Trap

Challenge Rating of a Trap

Mechanical Trap Cost

Magic Device Trap Cost

Spell Trap Cost

Craft DCs for Mechanical Traps

Challenge Rating of a Trap

Mechanical Trap Cost

Magic Device Trap Cost

Spell Trap Cost

Craft DCs for Mechanical Traps

Wilderness

Getting Lost

Forest Terrain

Forest Fires (CR 6)

Forest Fires (CR 6)

Marsh Terrain

Hills Terrain

Mountain Terrain

Avalanches (CR 7)

Mountain Travel

Avalanches (CR 7)

Mountain Travel

Desert Terrain

Sandstorms

Sandstorms

Plains Terrain

Aquatic Terrain

Underwater Combat

Floods

Underwater Combat

Floods

Getting Lost

Forest Terrain

Forest Fires (CR 6)

Forest Fires (CR 6)

Marsh Terrain

Hills Terrain

Mountain Terrain

Avalanches (CR 7)

Mountain Travel

Avalanches (CR 7)

Mountain Travel

Desert Terrain

Sandstorms

Sandstorms

Plains Terrain

Aquatic Terrain

Underwater Combat

Floods

Underwater Combat

Floods

Urban Adventures

Weapon and Spell Restrictions

Urban Features

Walls and Gates

Guards and Soldiers

Siege Engines

City Streets

Above and Beneath the Streets

City Buildings

City Lights

Walls and Gates

Guards and Soldiers

Siege Engines

City Streets

Above and Beneath the Streets

City Buildings

City Lights

Weapon and Spell Restrictions

Urban Features

Walls and Gates

Guards and Soldiers

Siege Engines

City Streets

Above and Beneath the Streets

City Buildings

City Lights

Walls and Gates

Guards and Soldiers

Siege Engines

City Streets

Above and Beneath the Streets

City Buildings

City Lights

Weather

Rain, Snow, Sleet, and Hail

Storms

Fog

Winds

Rain, Snow, Sleet, and Hail

Storms

Fog

Winds

The Planes

Layered Planes

How Planes Interact

Layered Planes

How Planes Interact

Environmental Rules

Acid Effects

Cold Dangers

Ice Effects

Ice Effects

Darkness

Falling

Falling Objects

Heat Dangers

Catching on Fire

Lava Effects

Catching on Fire

Lava Effects

Smoke Effects

Starvation and Thirst

Suffocation

Water Dangers

Drowning

Drowning

Acid Effects

Cold Dangers

Ice Effects

Ice Effects

Darkness

Falling

Falling Objects

Heat Dangers

Catching on Fire

Lava Effects

Catching on Fire

Lava Effects

Smoke Effects

Starvation and Thirst

Suffocation

Water Dangers

Drowning

Drowning

Dungeons

Types of Dungeons

Dungeon Terrain

Walls

Floors

Doors

Walls, Doors, and Detect Spells

Stairs

Cave-Ins and Collapses (CR 8)

Slimes, Molds, and Fungi

Walls

Floors

Doors

Walls, Doors, and Detect Spells

Stairs

Cave-Ins and Collapses (CR 8)

Slimes, Molds, and Fungi

Types of Dungeons

Dungeon Terrain

Walls

Floors

Doors

Walls, Doors, and Detect Spells

Stairs

Cave-Ins and Collapses (CR 8)

Slimes, Molds, and Fungi

Walls

Floors

Doors

Walls, Doors, and Detect Spells

Stairs

Cave-Ins and Collapses (CR 8)

Slimes, Molds, and Fungi

Traps

Elements of a Trap

Type

Perception and Disable Device DCs

Trigger

Duration

Reset

Bypass (Optional Element)

Effect

Miscellaneous Trap Features

Type

Perception and Disable Device DCs

Trigger

Duration

Reset

Bypass (Optional Element)

Effect

Miscellaneous Trap Features

Elements of a Trap

Type

Perception and Disable Device DCs

Trigger

Duration

Reset

Bypass (Optional Element)

Effect

Miscellaneous Trap Features

Type

Perception and Disable Device DCs

Trigger

Duration

Reset

Bypass (Optional Element)

Effect

Miscellaneous Trap Features

Sample Traps

Designing a Trap

Challenge Rating of a Trap

Mechanical Trap Cost

Magic Device Trap Cost

Spell Trap Cost

Craft DCs for Mechanical Traps

Challenge Rating of a Trap

Mechanical Trap Cost

Magic Device Trap Cost

Spell Trap Cost

Craft DCs for Mechanical Traps

Designing a Trap

Challenge Rating of a Trap

Mechanical Trap Cost

Magic Device Trap Cost

Spell Trap Cost

Craft DCs for Mechanical Traps

Challenge Rating of a Trap

Mechanical Trap Cost

Magic Device Trap Cost

Spell Trap Cost

Craft DCs for Mechanical Traps

Wilderness

Getting Lost

Forest Terrain

Forest Fires (CR 6)

Forest Fires (CR 6)

Marsh Terrain

Hills Terrain

Mountain Terrain

Avalanches (CR 7)

Mountain Travel

Avalanches (CR 7)

Mountain Travel

Desert Terrain

Sandstorms

Sandstorms

Plains Terrain

Aquatic Terrain

Underwater Combat

Floods

Underwater Combat

Floods

Getting Lost

Forest Terrain

Forest Fires (CR 6)

Forest Fires (CR 6)

Marsh Terrain

Hills Terrain

Mountain Terrain

Avalanches (CR 7)

Mountain Travel

Avalanches (CR 7)

Mountain Travel

Desert Terrain

Sandstorms

Sandstorms

Plains Terrain

Aquatic Terrain

Underwater Combat

Floods

Underwater Combat

Floods

Urban Adventures

Weapon and Spell Restrictions

Urban Features

Walls and Gates

Guards and Soldiers

Siege Engines

City Streets

Above and Beneath the Streets

City Buildings

City Lights

Walls and Gates

Guards and Soldiers

Siege Engines

City Streets

Above and Beneath the Streets

City Buildings

City Lights

Weapon and Spell Restrictions

Urban Features

Walls and Gates

Guards and Soldiers

Siege Engines

City Streets

Above and Beneath the Streets

City Buildings

City Lights

Walls and Gates

Guards and Soldiers

Siege Engines

City Streets

Above and Beneath the Streets

City Buildings

City Lights

Weather

Rain, Snow, Sleet, and Hail

Storms

Fog

Winds

Rain, Snow, Sleet, and Hail

Storms

Fog

Winds

The Planes

Layered Planes

How Planes Interact

Layered Planes

How Planes Interact

Environmental Rules

Acid Effects

Cold Dangers

Ice Effects

Ice Effects

Darkness

Falling

Falling Objects

Heat Dangers

Catching on Fire

Lava Effects

Catching on Fire

Lava Effects

Smoke Effects

Starvation and Thirst

Suffocation

Water Dangers

Drowning

Drowning

Acid Effects

Cold Dangers

Ice Effects

Ice Effects

Darkness

Falling

Falling Objects

Heat Dangers

Catching on Fire

Lava Effects

Catching on Fire

Lava Effects

Smoke Effects

Starvation and Thirst

Suffocation

Water Dangers

Drowning

Drowning

14. NPC Classes

Adept

Class Skills

Class Features

Adept Spell List

Class Skills

Class Features

Adept Spell List

Aristocrat

Class Skills

Class Features

Class Skills

Class Features

Commoner

Class Skills

Class Features

Class Skills

Class Features

Expert

Class Skills

Class Features

Class Skills

Class Features

Warrior

Class Skills

Class Features

Class Skills

Class Features

Adept

Class Skills

Class Features

Adept Spell List

Class Skills

Class Features

Adept Spell List

Aristocrat

Class Skills

Class Features

Class Skills

Class Features

Commoner

Class Skills

Class Features

Class Skills

Class Features

Expert

Class Skills

Class Features

Class Skills

Class Features

Warrior

Class Skills

Class Features

Class Skills

Class Features

15. Creating NPCs

Step 1: The Basics

Step 2: Determine Ability Scores

Step 3: Skills

Step 4: Feats

Step 5: Class Features

Step 6: Gear

Step 7: Details

Step 1: The Basics

Step 2: Determine Ability Scores

Step 3: Skills

Step 4: Feats

Step 5: Class Features

Step 6: Gear

Step 7: Details

16. Magic Items

Magic Items and Detect Magic

Using Items

Size and Magic Items

Size and Magic Items

Magic Items on the Body

Saving Throws Against Magic Item Powers

Damaging Magic Items

Repairing Magic Items

Charges, Doses, and Multiple Uses

Repairing Magic Items

Charges, Doses, and Multiple Uses

Purchasing Magic Items

Magic Item Descriptions

Armor

Magic Armor and Shield Special Ability Descriptions

Specific Armors

Specific Shields

Magic Armor and Shield Special Ability Descriptions

Specific Armors

Specific Shields

Weapons

Magic Weapon Special Ability Descriptions

Specific Weapons

Magic Weapon Special Ability Descriptions

Specific Weapons

Potions

Rings

Rods

Scrolls

Staves

Wands

Wondrous Items

Intelligent Items

Designing an Intelligent Item

Intelligent Item Alignment

Intelligent Item Ability Scores

Languages Spoken by Item

Senses and Communication

Intelligent Item Powers

Special Purpose Items

Dedicated Powers

Item Ego

Items against Characters

Designing an Intelligent Item

Intelligent Item Alignment

Intelligent Item Ability Scores

Languages Spoken by Item

Senses and Communication

Intelligent Item Powers

Special Purpose Items

Dedicated Powers

Item Ego

Items against Characters

Cursed Items

Common Cursed Item Effects

Common Cursed Item Effects

Specific Cursed Items

Artifacts

Minor Artifacts

Major Artifacts

Minor Artifacts

Major Artifacts

Magic Item Creation

Magic Item Gold Piece Values

Creating Magic Armor

Creating Magic Weapons

Creating Potions

Creating Rings

Creating Rods

Creating Scrolls

Creating Staves

Creating Wands

Creating Wondrous Items

Adding New Abilities

Magic Item Gold Piece Values

Creating Magic Armor

Creating Magic Weapons

Creating Potions

Creating Rings

Creating Rods

Creating Scrolls

Creating Staves

Creating Wands

Creating Wondrous Items

Adding New Abilities

Magic Items and Detect Magic

Using Items

Size and Magic Items

Size and Magic Items

Magic Items on the Body

Saving Throws Against Magic Item Powers

Damaging Magic Items

Repairing Magic Items

Charges, Doses, and Multiple Uses

Repairing Magic Items

Charges, Doses, and Multiple Uses

Purchasing Magic Items

Magic Item Descriptions

Armor

Magic Armor and Shield Special Ability Descriptions

Specific Armors

Specific Shields

Magic Armor and Shield Special Ability Descriptions

Specific Armors

Specific Shields

Weapons

Magic Weapon Special Ability Descriptions

Specific Weapons

Magic Weapon Special Ability Descriptions

Specific Weapons

Potions

Rings

Rods

Scrolls

Staves

Wands

Wondrous Items

Intelligent Items

Designing an Intelligent Item

Intelligent Item Alignment

Intelligent Item Ability Scores

Languages Spoken by Item

Senses and Communication

Intelligent Item Powers

Special Purpose Items

Dedicated Powers

Item Ego

Items against Characters

Designing an Intelligent Item

Intelligent Item Alignment

Intelligent Item Ability Scores

Languages Spoken by Item

Senses and Communication

Intelligent Item Powers

Special Purpose Items

Dedicated Powers

Item Ego

Items against Characters

Cursed Items

Common Cursed Item Effects

Common Cursed Item Effects

Specific Cursed Items

Artifacts

Minor Artifacts

Major Artifacts

Minor Artifacts

Major Artifacts

Magic Item Creation

Magic Item Gold Piece Values

Creating Magic Armor

Creating Magic Weapons

Creating Potions

Creating Rings

Creating Rods

Creating Scrolls

Creating Staves

Creating Wands

Creating Wondrous Items

Adding New Abilities

Magic Item Gold Piece Values

Creating Magic Armor

Creating Magic Weapons

Creating Potions

Creating Rings

Creating Rods

Creating Scrolls

Creating Staves

Creating Wands

Creating Wondrous Items

Adding New Abilities

17. Glossary

Special abilities

Ability Score Bonuses

Ability Score Damage, Penalty, and Drain

Afflictions

Curses

Diseases

Poison

Curses

Diseases

Poison

Blindsight and Blindsense

Channel Resistance

Charm and Compulsion

Damage Reduction

Darkvision

Death Attacks

Energy Drain and Negative Levels

Energy Immunity and Vulnerability

Energy Resistance

Fear

Invisibility

Low-Light Vision

Paralysis

Scent

Spell Resistance

When Spell Resistance Applies

Successful Spell Resistance

Ability Score Bonuses

Ability Score Damage, Penalty, and Drain

Afflictions

Curses

Diseases

Poison

Curses

Diseases

Poison

Blindsight and Blindsense

Channel Resistance

Charm and Compulsion

Damage Reduction

Darkvision

Death Attacks

Energy Drain and Negative Levels

Energy Immunity and Vulnerability

Energy Resistance

Fear

Invisibility

Low-Light Vision

Paralysis

Scent

Spell Resistance

When Spell Resistance Applies

Successful Spell Resistance

Conditions

Special abilities

Ability Score Bonuses

Ability Score Damage, Penalty, and Drain

Afflictions

Curses

Diseases

Poison

Curses

Diseases

Poison

Blindsight and Blindsense

Channel Resistance

Charm and Compulsion

Damage Reduction

Darkvision

Death Attacks

Energy Drain and Negative Levels

Energy Immunity and Vulnerability

Energy Resistance

Fear

Invisibility

Low-Light Vision

Paralysis

Scent

Spell Resistance

When Spell Resistance Applies

Successful Spell Resistance

Ability Score Bonuses

Ability Score Damage, Penalty, and Drain

Afflictions

Curses

Diseases

Poison

Curses

Diseases

Poison

Blindsight and Blindsense

Channel Resistance

Charm and Compulsion

Damage Reduction

Darkvision

Death Attacks

Energy Drain and Negative Levels

Energy Immunity and Vulnerability

Energy Resistance

Fear

Invisibility

Low-Light Vision

Paralysis

Scent

Spell Resistance

When Spell Resistance Applies

Successful Spell Resistance

Conditions

18. Open Game License