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Vulgo duermo ic luz ri caldul

Azrul anki soovan ash gri lazdul


Konsa ki ersat konsa carthasana
La naris rewi lo nethul foala
Yoit ki boru chu yoit gli maz
Richu tercel grilau gra carthasana seaz
Senda opala valra seho
Yoit lego carne ic dim nel bo
Miyas contara ic yoit anki tobenae
Ayala chu lo as iet posle brenae
Orea iksan quiem ic nil aca
Ye imperi caldul oic ye nila

- which, when translated -

Forged in death and bathed in blood


For them slain the armed flood
Control their power, control the world,
All desire answered, all dreams unfurled.
Nine souls bound to nine gems made
Into a crown to hold the world's fate.
When darkness rises with the suns of noon
Nine armies will be destroyed, a young girl doomed
The eons will pass until nine are gathered
Once more to each other that they might be shattered
Their fate to be returned and undone
By royal blood - or else, by none.
Table of Contents
This document is still in revision status, and therefore page numbers are o Listral's Hand
still in flux. The table of contents is, unfortunately, one of the last things to o Death Speaker
be finalized in a book, so at this point only an outline of the document
without page numbers can be provided. Chapter 4: Skills & Feats
• Skills
Chapter 1. In the Distant Past of Another World (Introduction) • Feats
Chapter 2. Kindred Races
• Dwarves Chapter 5: Cosmology
• Elves • Alignment
• Gnomes • Deities
• Half-Elves
• Half-Orcs Chapter 6: Magic
• Humans • Descriptors
• Oyasini (Halflings) • New Spell Rules

Chapter 3: Classes Chapter 7: Rituals and Incantations


• Base Classes • Spell Lists
o Barbarian • Spell Descriptions
o Bard
o Cleric Chapter 8: Setting Rules
o Druid
o Fighter Chapter 9: The West
o Monk
o Paladin Appendix I: Sorted Spells of the Core Rules
o Ranger Appendix II: Advanced Player's Guide
o Rogue Appendix III: Ultimate Magic
o Sorcerer
o Wizard
• New Prestige Classes
o Arcanist
In the Distant Past of Another World
Chapter 1
Welcome to my world traveler. I share some of its many wonders over the last hundred years. And the effects of 4 major
with you here upon these pages that you might be prepared for the earthquakes and one volcanic eruption in the last century cannot
days to come. If you are wise you will learn. If you are not, you will be overlooked in terms of their death toll, which may be as high as
90,000.
still learn, but at a far higher price.
If death is a far more familiar sight in Telzoa, its counterpart - birth
- Telsindria - is as well. With no birth control available beyond the most
Hello and welcome to the Dusk setting. In this chapter we will discuss the primitive of forms, many sexual interludes will lead to pregnancies.
culture, society and world of man upon the island of Telzoa. Some Telzoan women bear children quite literally whenever they
can. While this has lead to families numbering with as many as 27
children, it would also explain why so many women die at a young
The Telzoan World age of apparently natural causes. Marriage too often occurs very
early – noble children have been betrothed at as young as five, but
The people of the Dusk setting are known as the Telzoans as they live upon
actual marriage doesn't occur until 9 at the very earliest (Even this
an island they call Telzoa. The island was named by conquerors from the
is very rare - 12 is the usual age). Most women don't successfully
south called the Malchani, and in their language the word Telzoa means
bear children until 15 - those that do are often killed by the
“Fire Mountain.”
pregnancy.
The Malchani came to Telzoa some eight-hundred years ago and their
Despite all of this, faith remains strong upon the islands in the
empire has long since fell and faded into memory – though some ruins of
gods. Priests remain somewhat detached from the situation, and
the time remain. Many of the nobles of the island trace their lines to the
even if they can help they often won't, as disease is viewed as a
officers of the Malchani armies. They settled in the east displacing the
manifestation of the will of the gods - a punishment for
native people known as the Cuolshans and also dispersing elves, orcs,
transgressions either in this life or in another.
goblins, et al as they settled the coasts and lowlands. After a time they
formed a nation called Dalsundria which controlled the eastern part of the The general attitude towards life and death in Telzoa is that it is
island. part of a never-ending cycle. Telzoans believe in reincarnation
after a time - and that the acts in life are either rewarded in the
Telzoa marks the northernmost reach of known human civilization, making
paradises of Aborea or Valrea, or punished in the hells of Shuun
it a frontier region of the world. They call their world “Carthasana,”
and Sodrea. This afterlife lasts, according to most beliefs, for a
meaning “All Earth and Sky.” The Telzoans are a xenophobic and troubled
century or so, and then most must return to life and begin a new
lot, with a history of internal struggles that have left their island scarred.
test. Once all the tests are complete then the soul will reach its
Understanding the Telzoan peoples involves understanding how those
perfection and be allowed to rest for eternity. This belief, which
struggles have shaped their attitudes about the outside world.
pervades much of the priestly rhetoric given in the temples, helps
As Telzoa enters its fifteenth century since the closing of the great gates to to soothe the heartache of the populace.
Selacdrual at Castle Semberholme, the kingdom faces the difficult task of
reuniting itself or, failing that, the dread fate of falling in on itself. Although
the people of Telzoa think of themselves as one to some extent, they've
Wealth and Trade
already begun to form the national identities of their baronies. Even as the "While you can't take it with you, you can enjoy your stay." -
nobility struggle to subjugate one another, the people struggle to continue Timmon
their existence on an island as volatile as the tempers of their lords
Although the death rates in Telzoa are alarming, her population is
growing. A combination of the censuses taken in 1300 SR place the
Life and Death number at or around 2,306,000, although this figure doesn't
include demi-human races. Analysis of the Matachan Ruandi
"Each life a circle. Each existence a chain." - Druidic Teaching.
Nombren would indicate that the population in 1360 SR was
Life expectation in Telzoa is exceedingly low by our standards, with most around 2,615,000 and currently it is probably somewhere in the
folk dead before the age of thirty. Part of this is due to the infant mortality neighborhood of 3,000,000.
rates of the island - only half of all children born see their first birthday.
The population growth has led to a growth in trade throughout the
Half this surviving number die before the age of five. The average woman in
island and with its neighbors. Eastern Telzoa's chief products cross
Telzoa will give birth twenty times, but only three of her children will see
a wide range of goods. The island is rich in iron, gold and copper
adulthood.
ore, so much so that gold has a lesser value as a currency on the
Not surprisingly, this mortality rate has an effect on the attitudes of the island than elsewhere in Carthasana. Her agricultural products are
people concerning infants. Telzoans regard their very young children much dominated by wool, but this is supported by the growth of
as we would a family pet – with caring and affection, but the expectation potatoes, rye, barley, wheat and oats. Eastern Telzoa also trades a
that death may take them at any moment. Grieving is usually short for large amount of finished goods with the nearby nations of
those taken at this precarious time. As children age and approach Armandy and Telmandy. These nations, for their part, provide rare
adulthood though, the attachment afforded them increases and at the age spices from the southlands, silver ores and gems and a trickle of
of fifteen the child is assumed to have reached majority. rare fabrics brought up from the Estarian Empire far to the south.

Several factors conspire to maintain a life expectancy this low - plague and Of the various industries on the island the textile industry is the
war chief among them. In the last century alone Telzoan scholars have fastest growing. Telzoan wool and cloths command high prices in
estimated that the sporadic warring between the baronies has killed as Estarian markets, and the profit to be made in these ventures has
many as 100,000. Smallpox and bubonic plagues have also swept the island not escaped the attention of the nobles of the island. As a result,
several times along with a unique magical disease called Crimson Death. in the last hundred years there has been a dramatic growth in the
While priests magically abate the worst of smallpox and bubonic plague, the amount of sheep enclosures on the estates of the island. While in
last outbreak of Crimson killed as many as 270,000 people. Predatory and most areas this hasn't caused too much trouble, in some areas it
poisonous creatures, most famously dragons, but also ranging from dragons has caused food shortages. This is particularly true in Alsland,
to humble mountain lions and snakes account for as many as 7,000 deaths where commoners sometimes complain of being starved to death
by the sheep. The balance of trade shift this causes is more than a little rarely attempt to striate themselves within their own number (so
dangerous - the fields of Telzoa, what with their rich volcanic soil and fairly far as is known by the commonfolk).
temperate, if geothermically induced weather, is the only favorable area to
grow foodstuffs north of the Calishmere. There is some terrace farming There have been some half-hearted attempts to keep the rabble in
done in the cliff-lands of Armandy and in Telmandy, but the output of these their place, most famous of which are the sumptuary laws. These
farms is barely sufficient to support these nations and can little afford to laws prohibit the wearing of expensive cloths and jewels by those
export to Telzoa should the increased sheep-herding on that island cause a of low station. As a rule, these are almost never enforced, and
shortage of some type in the future. even when they are such enforcement is by moderate fine. There
are also innumerable loopholes in the law that have found
Within the island trade is mostly dealt with on a barter basis. Nobles themselves placed there over time. One of the principle obstacles
typically tax their charges in terms of a number of foodstuffs, such as to their enforcement is the ready proof of station. Only high
chickens, cattle, vegetables and wood chords. Players be warned that nobles carry badges of heraldry to prove their lineage, and the
coinage is not used in most areas, and money holds value equal to its sumptuary laws are not so specific as to limit cloths to them. Thus,
weight and purity. Most gold pieces are alloyed with silver such that they in the end, the only effective obstacle in what a character can cloth
only count for half value outside the jurisdiction of their minters. To further himself in is what he can afford - although players should be
complicate matters, no less than 24 nations and cities are printing money warned that bureaucrats are infamous for using little known laws
somewhere on the island. Despite this trade is on the rise, and several to advance their cause.
countries have made inroads to attempt to standardize currency.
Dalsundria and Dabrinia have been the most successful in this endeavor.
Riot and Disorder
"The peasants are revolting - that much is known at all times. Pray
Nobles & Commoners then that rank alone is their offense, as opposed to arms." - Quip
"I will never understand why one minority sect of your society treats all the from the play A Noble Supper
rest as dogs." - Trishdare, Elven Sorcerer
Between the harsh conditions imposed by nature and the harsh
Telzoans have an interesting sense of what separates the gentle classes conditions imposed by those in power, it should not be surprising
from the rabble, tied mostly to idleness - the ability to pursue earthly that several times in Telzoa's history that armed revolt by the
pleasures whilst avoiding earthly work. This is not to say that Telzoans are peasantry has occurred. Typically these rebellions are put down in
lazy, but the noble Lord who does no direct work is held in higher esteem brutal and sometimes gruesome fashion. That only one rebellion -
than the actor who's trade does not require manual labor, but is meager in The Merchant's Rebellion in Dabrinia (1343) - has been successful
its own right. The actor in turn holds more prestige than an artisan such as and hundreds have not hasn't daunted those who would move
a cobbler, who does work with his hands but does not work out of doors. against the powers that be. Most of these uprisings have been
Those who's lot it is to till the land are held in lowest regard, especially if pell-mell attacks that collapse on themselves. Most of the
their work is indentured for crimes or past debt. participants are slain, the leaders hunted down and publicly
executed, and then the nobles usually rectify the problem that
The actual distribution of wealth is indeed stark - 90% of the wealth of the caused the uprising in the first place - provided that is convenient.
country is in the hands of 6% of the population. This upper tier of nobles
also control 85% of all the land in Telzoa that is under human control. The The afore mentioned Merchant's Rebellion can be measured
power enjoyed by these families is enormous - and their shifting allegiances successful since it ended King Maidoc of Milicsundria's control of
are the principle agency by which the Succession Wars have been Dabrinia and established the island nation's independence. Fought
continued, on and off, for the last 200 years. There are only 15 families in between 1343 and 1345 SR, it took advantage of the fact that
Telzoa with heraldry dating back to the arrival of the Malchani. Beyond this Maidoc had already weakened his resources in a vain attempt to
core are only around 42 more families that have lands and titles granted by pursue territorial rights in Telmandy. In its wake Dabrinia has
the self-styled kings that control the twelve baronies of the island. become on the surface the most forward thinking territory of
Telzoa, although it is rife with political maneuvering between its
The middle classes are still considered, along with the nobles, to be powerful merchant families.
"gentlemen." This hodgepodge group also contains the landless nobles -
who are, as a rule, the second and third born sons of the landed families, Other rebellions have met more ignominious ends. The so-called
denied lands and titles by the predominate inheritance system of Barley Rebellion of 1306 in Dalsundria is a typical case. Provoked
primogeniture. Knights, priests, scholars, entertainers, lesser government by several bad harvests, a rumor somehow got started that then
officials and persons of similar station round out the group. Craftsmen may Duke Charles Orlanis was stockpiling huge amounts of barley and
or may not be included in this group - blacksmiths certainly aren't, but grain for export to Hone Rae despite the fact his people were
whitesmiths (those who work in soft metals, particularly silver and gold) starving. The two weeks of fighting and insanity ended with the
are. This class holds considerable power in the cities and their wealth has perpetrators being burned at the stake in the marketplace at Ultan.
earned them some begrudging respect from the upper nobles who often
find themselves in need of their services. It can be assumed that most Many of the riots that have occurred in Telzoa have shared several
"adventuring" characters, such as the role the PC's most likely fit, fall into causes. Most of the time a shortage of some type, usually food,
this social strata and as such are charged with the modes of behavior compels the rebellion. At other times festivity simply gets out of
appropriate to their station (the details of this are to be detailed further in hand and turns ugly. Classic times for this to occur include the
the book). Rizaldi Tunis (Rose festival), the Hula Tunis (Harvest-tide festival)
and the new year's celebrations. These outbreaks are to be
The commonfolk who work the land are not considered gentile in any way, expected and sometimes even go somewhat unpunished -
and are often the butt of jokes and derision of the upper classes. Despite depending on how much blood is spilled during the confusion.
their lowly stasis though, their role is important enough that they do enjoy
some basic rights under common law. More insidious, at least from the noble point of view, are planned
rebellions. Paranoia comes cheap on an island of near constant
Telzoa society's classes are fairly locked down, and while movement does civil war, and chief amongst the targets of the fear are adventuring
occur through the ranks, it is rarely more than one or two steps in a single companies. These well armed groups often gain some amount of
generation. Those who attempt to fight their way up the social ladder are fame from their exploits, and as their popularity grows so too
usually admired by those beneath them; begrudged respect of those who grows the suspicions of the nobility. Wise kings know to keep very
are their equals, and disrespected by their superiors. The two main close tabs on the allegiances of these well armed, well trained, and
exceptions to this are priests and wizards. Priests have their own hierarchy often magically adept groups so they do not become a threat - or
based primarily on merit (depending on the temple). Wizards are feared can be removed at the first sign of being a threat. Wizards and
universally by non-wizards, and they are so lacking in number that they sorcerers in particular are kept closely watched - for they had a key
role to play in the Merchant's Rebellion, which was successful - a fact not reviled most circles and in some areas they can be killed like
lost on anyone holding power in Telzoa. Adventurers are advised to tread animals just as their orcish parents can.
lightly and move often.
Despite all this, the amount of antagonism to be viewed between
the local populace and any of the demihuman races is more likely
Legal Status of Women than not to be caused by recent events rather than be triggered by
long standing racial prejudices. Since most of the demihuman
"You call me fair, beautiful and super-praise my body. Never forget my wit,
races live longer than humans they have learned how to avoid
or my power" - Queen Tiliansia
testing the volatile tempers of humans, especially large groups of
Women are denied many basic rights throughout most of Telzoa, especially humans. Nevertheless mob attacks on demihumans do occur from
once they consent to be married. Single women are the charges of their time to time, and anyone not of human race within the cities of
fathers or uncles, but in the absence of each of these they can hold and Telzoa is highly advised to observe caution.
inherit property, run a business, sign her name or affix her seal to legal
Elves have perhaps the easiest time, so long as they can conceal
documents or even sue at court. Most women in this position are widows,
their racial identity. It is a trivial matter for most elves to pass
as fathers and uncles usually try to get their unwed daughters and nieces
them off as adolescent boys or girls in the right costuming, and
married as soon as they can afford the dowry and find an appropriate
most do when traveling outside of their own domains.
suitor. Neither men nor women have any legal right to choose their spouses
Nevertheless elves face some severe prejudicial laws in some
– this is decided by their parents.
areas. In Altania it is not against the law to kill an elf, regardless of
Women do not traditionally gain political office unless no men are present the circumstances. In most of the other countries of Telzoa elves
to inherit. Even then it is unclear how far into other family branches one cannot testify in human court as they are deemed untrustworthy,
can go in search of a male heir before a female heir is accepted. This is a expert liars. Most areas have a bounty out for any elven mage -
particular point of contention in Dalsundria, where Princess Nelaria Ellery and many an unfortunate elf has been brought in for the bounty
Tuval is the direct heir to Elgrel's throne, yet her uncles each conspire to simply because he's able to read.
take this from her or at least act as her regent whether she wants this to
In other areas elves are more accepted. While the laws in
occur or not.
Dalsundria are still barbaric where elves are concerned, the people
There are exceptions to this rule of course, but as mentioned previously don't seem to notice even openly costumed elves overmuch -
most of those exceptions are widows. The most famous case of this manner particularly in the cities. In Hone Rae they are held in the highest
is Teresa Orlanis, Duchess of Dibili and the matriarch of House Orlanis. regard - but this is to be expected perhaps in a country with a
Baroness Jalsi and Baroness Mintrube of Ultan are two more examples of populace composed of at least 40% half-elves, and nearly everyone
powerful women in Telzoa on the local political scene. On a national scale in the country has an elven parent within 3 generations of
one of the most famous figures is Queen Tiliansia of Hone Rae. A highly themselves.
intelligent and endlessly crafty individual, this half elf has kept her country
Dwarves can't conceal their identity as easily, but their skill in
out of many wars through virtue of her unwed status and the manipulation
"useful" crafts, particularly weapon smithing, has kept them clear
of powerful suitors, including Prince Parsifal of Poc Sian.
of most admonishment, except from jealous human competitors.
Married women do enjoy some power. She is the primary heir to all his Still, dwarves distrust humankind, especially in light of the
estates until she bears a male heir. Further, she can legally divorce him, but treatment of the elves in recent generations (the Black Week
by strange quirk of Telzoan law, he cannot divorce her. In the role of wife massacres in Pildania, were as many as 40 elves were rounded up,
many women have mastered the art of husband manipulation in order to drawn and quartered is still spoke of in dwarven and elven circles).
continue to enjoy some freedom and independence. Dwarves want no part in such insanity, and unlike the elves they
see no reason to believe that the Telzoans will change their ways
Within careers women usually advance as their merits allow. This is unless they want something - and then your only safe until they get
particularly true in those priesthoods that admit women, and it should be what they want. Hence dwarves maintain a cold relationship on
noted that there are several priestly sororities - Cuane's priestesses most the island with the Telzoans. They also harbor a collective grudge
famous among them. Women tend to take to the art of magic more readily for the failure of humankind to help them when Kilidzear was
than men and there are, as a result, more female wizards than men. Among destroyed.
the ranks of warriors and knights are women seen least often. Women are
not generally as strong as men, and this, combined with the chauvinistic Halflings are the least seen of the "common" demihuman races in
nature of most military orders has limited their numbers in this profession. Telzoa. They refer to themselves as “Oyasini” and most people in
The parity between male and female rogues is about even - as this is a field Carthasana follow suit. The halflings native to Telzoa almost
where personal skill and aptitude alone are the keys to both success and exclusively stay west of the wall, and only the rare few adventurers
survival. come out of those domains to mingle with humankind. Of those
folks who've seen an halfling, the vast majority have only seen the
males, or Oyasoi. Females (oyasi) are too rare and valuable to the
The Telzoans and “Others” race to be readily found outside their clan-holds, despite the fact
"Racism exists where understanding does not - the two cannot coexist." - that the females run the society from those clanholds (a concept
Telsindria that boggles the minds of more than a few knights told of the fact).
Oyasi that do make these sorts of journeys take special care to
Non-human races exist outside of Telzoa’s social structure, and this presents conceal their wings from casual observance, as they (rightfully) fear
numerous problems but also some unique opportunities for members of that the more ignorant members of the Telzoan populace would
these races. accuse them of witchcraft or of being demons.
Legally the Telzoans recognize elves, oyasini (halflings), and gnomes as While individual gnomes often manage to make individual
“civilized” races. Despite this, they hold almost no legal rights beyond a impressions on Telzoans, as a race they are held as a great
right to live and not be killed or robbed without cause. Depending on the unknown. Few indeed are the humans that can remember seeing a
region and relations with races in the area though even these rights can grouping of gnomes, and some believe that they aren't a race at all,
disappear. This is still better than the situation faced by other races that can but aberrant dwarves - a belief dwarves actively deny and gnomes
be hunted and killed like animals without legal ramification. ignore while they continue to smile and nod. Very much the great
Telzoans have an even dimmer view of half-elves and half-orcs in most enigma to humans, gnomes would prefer to keep things that way
areas. The very existance of each these races drives a cold knife into the lest they fall upon the kind of hatreds that humans have espoused
ideas of blood purity and human superiority. Half-orcs are particularly to the other races from time to time.
While humans may dislike elves, distrust dwarves and ignore the small folk, Outside the council the only known society of wizards are the
their feelings for orcs are very plain: hatred. And the feeling is mutual. Academy in Hone Rae. This organization actively teaches magical
However, orcs are pragmatic enough never to pass up on an opportunity to arts to those willing to pay the price of tutelage. As a result the
fight as mercenaries, and as a result most of the fighting that orcs have Academy has become quite wealthy, even if they've demonstrated
been involved in since Hanial's War have been as mercenaries. And while a marked willingness to teach almost anyone with either a great
human lords won't turn orcs loose on any task requiring finesse, amount of money or a great amount of talent.
supervision, or non-combat related skills, they will certainly hire them as
ready, and usually willing, cannon fodder. Trick is, human paymasters often Whispers abound of wizardly involvement in history, but outside of
assign the orcs to assignments that virtually assure half of them are killed - a few isolated episodes there presence can never be proven
reducing the actual pay that must be made. In return, orcish chieftains conclusively. Why this is remains unclear to outsiders. Perhaps it
usually only send good troops to human commanders that have proven is because wizards enjoy the prestige the mystery brings. Or
themselves willing to use those troops well. Others are supplied with perhaps something far darker is being hidden by the ancient
inexperienced or outright green troops. This habit has led to the masters.
assumption by many lords that orcs are weak. That is a dangerous As for priests, they and their magic remains quite open and overt.
assumption - for the orcs remain some of the best fighters in the region, Most priesthoods will grant a spell boon for sufficient donation and
and they've repeatedly proven themselves to be among the better soldiers penance to the temple - and as a result most of the temples have
of the world. become quite wealthy. Some of the finest buildings on the islands
Goblins, on the other hand, mostly deserve their reputation as fierce but are the monasteries, with which few mortal buildings can compare.
utterly incompetent fighters. Goblins actually perform better than orcs in Noble trust of the priesthoods has always been uneasy. The
small groups though, and orcs recognize this fact and make extensive use of temples have been given roughly 10% of the land in Dalsundria,
goblin scouts. Telzoans claim to despise goblins, but most can't tell them and there are more than a few manors ran by this or that abbot.
apart from orcs - as indeed the differences between the two races are about What worries the nobles most is the sheer power the temples of
as slight as the differences between elves and humans. Goblins avoid the way have over the heart of the people - both through magic
confronting humans in large numbers, but enjoy preying on individual and also through faith. But they dare not move against the priests,
travelers and virtually any other target of opportunity they can find. All the and would instead maneuver the priests against each other, relying
nations of Telzoa have a bounty out goblin scalps, and all goblins realize that on their historical hatreds of each other to keep their powers in
going into a human city is just asking to have that bounty collected. check and their forces occupied.
Kobolds are at once the most dangerous and most maligned of the "goblin"
races, despite being physically the weakest. Kobolds are opportunists like
the goblins, and use highly structured units to make up for their physical
History
weakness while exploiting such opportunities like the orcs. Kobolds have While it is possible through the consultation of elves, dragons and
become masters of making sure that any misbehavior on their part is other long lived races to trace the history of Telzoa back a couple
blamed on the goblins. For their effort they are actually able to carry on of milenia, this section will only address what the Telzoans know
trade with the Telzoans of some regions, particularly in Altania, where one themselves of their history which is, with the exception of some
band of kobolds has figured out how to spin spider's silk into cloth and scattered legends, limited to the last four-hundred years.
garments. They have been able to demand and gain very high prices for
For the most part it is only the nobles and the temples that track
these items. While kobolds aren't actively hunted in most regions, they are
history to any great degree. Commoners rarely worry about events
still viewed with disdain and fear, and they know it. Kobolds traveling
beyond their own experience and those of their parent’s
among humans usually do so in comparatively large robes to conceal their
generation. Hence the ongoing war between the nobles is, to the
stature.
commonfolk, the only condition they’ve ever known. They, sadly,
cannot remember a time when their nation wasn’t embroiled in
Magic & Miracles civil war.
"It never ceases to amaze me what faith and will can conjure." - Telsindria
The role of wizards in the history of Telzoa has been one carried out mostly
Origin of the Peoples
in the shadows. These mysterious figures of power are almost universally "There are certain things that will never be found. A river without a
feared regardless of race, and male or female they are almost never shown source for one." - Telsindria
quarter by their enemies. While there may indeed be five forms of magic,
The peoples who inhabit the island of Telzoa come from four
to the Telzoan commoner there is only one form of magic not granted by
stocks. The first, and most common, are the Dalsundrians, who
the gods - black. To this end, even when the local government doesn't
speak the language that serves as a common tongue on the island,
sanction it, wizards are persecuted and often hunted, especially when they
Dalsundrian. They include the nobles who came during the
are weak in power.
Malchani conquest of the island. The second group is the Cuolshan
Most priesthoods do little to mitigate the situation. They view wizards at people who are, as far as is known, the original inhabitants of the
best as charlatan rivals - persons granted power by the dark gods yet tricked island. Intermingling and intermarriage of the Cuolshans with the
into believing they wield their power by themselves to fuel their ambition Malchani and later the Dalsundrians has led to their near
and arrogance. These factors have conspired to drive wizardry disappearance from the island. The third group, the Telmish, where
underground, but not completely from the island, or from history. Such is driven onto the island by the same orcs who destroyed the
magic's lure that no amount of danger or social prejudice can drive Malchani empire. They married into the Dalsundrian families and,
everyone away from its grasp. with time, have disappeared as a distinct group in Telzoa though
they hold a nation of their own across the Channel of Miandris that
Secretly wizards thrive in Telzoa. The most famous of the wizard orders separates the island from the continent. The fourth, and smallest
among the commonfolk are the members of the mysterious Order of group, are the Jilini – a people from the distant south who
Tanzeos. Allegedly established by the brother of Otal I, Alblasker, the Order occasionally wander the island in tribal bands. The Jilini are
of Tanzeos is said to control those who would assault the crown, or the certainly the most transient, holding no lands and coming and
nobility with magic. Secretly they keep tabs on any magician of note. going from the island on ships.
Publicly they register and track the heraldic badges from their offices in
Merryville - and by some twist of fate they have managed to remain the To the current inhabitants these historical footnotes affect their
only national office of Otal's Dalsundria that has not disintegrated with the language and religion. The Telzoan faith, Telensitary (“The Way”),
breakup of the nation. was formed from the merger of at least three distinct religions,
with isolated deities that may have came from a fourth. The
merger of peoples also has affected languages – while the people speak While Dalsundria had a regent queen in Alanis a generation before,
Dalsundrian many of their place names have Cuolshan roots. many of the nobles balked at the idea of serving a woman.
Nevertheless, Anne was crowned Queen Anne I. Her reign would
The peoples who came to Telzoa settled in over a period of four hundred last only two months before an assassin shot her in the stomach
years. For a time they were united under the Malchani Empire, but as that with a poisoned crossbow bolt. As she lay in the arms of her
empire collapsed the island split into tribes with incursions of the Telmish. courtiers, who included Erin and Alan Yorick in their number she
Telzoan history as a distinct subject usually starts with the collusion of those uttered a curse and prophecy that has so far went fulfilled - "No
tribes, due in large part by the actions of King Mirand. He began his man shall ever unite this country." With those words she died.
campaign in earnest around 870 SR and it ended in 986 SR when he
captured and executed his last rival, Elsered. Until the orcs were vanquished the rivals for the vacant throne co-
operated, but afterwards they fell into infighting, with Erin Tuval,
Alan Yorick, and Stalnin Haskel as the chief rivals for the throne.
The High King Within a couple of generations the territories were further divided
"Many men have been a King of Dalsundria. But Dalsundria has only known among their sons, with only Erin's line staying relatively intact.
one king that was great." - Alblasker

The son of Mirand would be fated to become the most famous of all the Attempts at Reunification and Conquest
kings of Dalsundria, due in large part to the epic circumstances that erupted "To give is easier than to take. To give is more rewarding than to
during his reign. Otal was crowned King Otal in 997 SR. He was the eldest take. So why do men take?" - Princess Anasa Tolie
of triplet children - his siblings being Princess Anatole and Prince Alblasker.
He would be on the throne less than a month before he was forced to raise A great number of skirmishes have been fought between the
an army and wage a war of survival against the orcish warlord Tancher. kingdoms of eastern Telzoa since the first split in 1180, and in this
introduction it serves little to no purpose to detail them all. Most
It is unclear to this day how or why Tancher came to power when he did, of the notable ones are located in the timeline, and in the
what is clear is that he somehow amassed an orcish army over 20,000 descriptions of each individual country the conflicts its citizenry
strong. With this army in tow he struck into the southern regions of the have become embroiled in are detailed in full. The largest of these
eastern peninsula of Telzoa, in the areas now known as Threndis and Poc conflicts will be discussed in brief here.
Sian. The conflict between the two armies lasted well over two years, and
ended when Otal managed to isolate Tancher from the rest of his army and The first real attempt to bring the rebel kings back in line was
slay him. This having been done, the rest of the army melted away. launched by Miro IV in 1212 and would continue until 1223.
Known as the Owl Ridge war for the location of a great many of the
The rest of Otal's reign was a period of building. Otal repaired and built battles, neither the Dalsundrians nor the Milicsundrians gained any
roads throughout the island to encourage it's trade, drove the goblin real headway unless their goal was to form a lot of bad blood
species to the west entirely, and built what would eventually become between each other, bad blood that remains to the present, as
known as Otal's Wall to mark the western frontier of Dalsundria and guard Milicsundria and Dalsundria have fought no less than 8 times in
it from goblin assault. wars of varying lengths. In the end the war died with its instigator,
Miro IV. His wife, Sarah, sued for peace as soon as she had control
Hanial’s War as regent. The country had hardly settled down when Tezolan
broke away from Dalsundria. This time Queen Sarah was not as
"It is much harder to rule well than to serve well, so why is that one task - pacifistic, and she ordered the rebels caught and beheaded. By the
hardest of all tasks - is the one so many men seek?" - Princess Anasa Tolie, time she was able to mobilize any real force though, the rebel
in her diary nobles had assembled an army of nearly equal size.
The latter half of Otal's reign as well as that of his son Elgrel I are often Such was the nature of the fractionation of the country. Alsland
considered the golden age of Dalsundria. It was during this time that the broke up when Alan's son and grandson (through different wives)
many of the standing roads and major temples of the island were built. decided to peaceably split the country rather than bow to one
Local trade flourished and the Dalsundrian empire pushed it's holdings another. Milicsundria lost Pildania while weakened from the Owl
south into neighboring Armandy and east into Telmandy. Yet despite these Ridge war, and lost Dabrinia when King Maidoc exhausted his
glories the kingdom began to decay from within. The nobles became military and economic resources pursuing territorial rights in
decadent and the common classes began rioting with increasing frequency Telmandy. Creania broke off from Tezolan when the alliance was
near the end of the 12th century Sealed Reckoning. The fatal blow would no longer convenient and when the priests of the island all but
come from without however, not within. eliminated the nobility there.
In the year 1154 an orcish warlord known as Hanial attacked and destroyed Hone Rae, as is its wont, presented the oddest case of all. During
a section of Otal's Wall, and then poured into Dalsundria with an army of the reign of Elgrel II the region was established as a protectorate of
enormous size. Human accounts of the time placed the army's size at the crown in 1107 for, according to the charter, "Persons of elven
nearly 100,000, but elven records and memories from the period put the descent who are outcast either from their society, or ours." At that
estimate at a more probable 7,000 orcs. Regardless of the size of Hanial's time the region was one of the last stretches of completely
army, their effect on Dalsundria was immediate, especially once Hanial untamed wilderness left east of Otal's Wall. But by the time the
successfully surrounded King Alskin I's army and captured him. When fighting broke out between the would-be kings of Telzoa Hone Rae
ransom negotiations with the orcish warlord broke down (and when, had become sizable sub-nation. When the true king became
according to some records, Alskin slapped or spit on Hanial) Hanial executed unclear the council of the country decided to declare their
the king and sent his severed body piecemeal back to his queen. sovereignty, and did so with little notice from any of the other
Alskin's lack of a male heir did little to slow down the Dalsundrian hunt for nations until well until the late 13th century when Hone Rae's
Hanial, which was redoubled after the king's death. Finally, in 1172 Erin wealth became readily apparent. Several attempts have since
Tuval raided the orcish camp and killed Hanial in his sleep. With their leader been made to subjugate the silvan state, but Hone Rae's rulers
gone the orcs fell into disarray. Eventually they gained new leadership have become masters at playing each of the kingdom's rulers off of
under Exeter, but he would not prove to be as effective a leader as Hanial, one another. It is currently understood by all the rulers in the
and his forces were soundly defeated at the Battle of Stone Bluff. After this region that it is better for Hone Rae to remain independent than
victory though, the Dalsundrian forces fell to infighting to determine who for its libraries and, perhaps more importantly, its mages to come
would be the new king. under the sway of another ruler. To date Hone Rae and its rulers
have done their best to foster this uneasy neutrality, but even
At first Anne Tuval attempted to take the throne. As Alskin's lone daughter, they’ve been invaded - most recently by Altania.
she unquestionably had the strongest claim save for one flaw - her sex.
The Rise of Pentalism Geography & Climate
"One people, One faith." - Priest Colsken, at the execution of several "You cannot escape the ground you stand upon." - Meglar,
Pentalist heretics in 1392 Dwarven chief
When diplomatic ties were first established with the Estarian Empire by Telzoa is a geologically active land with multiple volcanoes,
Dalsundria in mid-1370 a new religion from that distant land found its way especially in the west. Everyone on the island has felt a noticible
onto the island. Known as Pentalism, or the "Five Paths." this new religion earthquake at some time, as this occurs at least once every five
rebuked the idea that there were several hundred gods and put forth that years. Highly destructive earthquakes occur on a less frequently
their were only five. The religion began around 300 SR in Sandiem with the cycle of around 30 to 60 years, and the last one of note was in the
teachings of Cleric Gregory. Since then the religion that evolved out of year 1395, so it is unlikely that another will occur soon. When
those teachings has become the state religion in the Estarian Empire, and earthquakes do occur on the island they are usually followed by
bitterly embroiled in war with "The Way" elsewhere. In Telzoa "The Way" tidal waves of varying magnitudes.
had been unchallenged, but Pentalism is finding fertile soil amongst the
middle class and some of the nobles. It is most popular in Dabrinia, but Telzoans have learned over time how to build on such unstable
nowhere has it managed to debunk the standing religion or even get a ground to some degree, and most homes can withstand modest to
temple built. strong earthquakes without sustaining enough damage to destroy
them outright. Temples and major structures are built with magical
The established priestly courts of Telzoa have already begun to move to reinforcement when necessary, or at least under magical guidance
snuff out the religion, but unlike those they have fought before this religion to insure the buildings can withstand the restless earth.
holds equal appeal for the masses and, more dangerously, can't be tracked
down to one point. Having already lost incredible amounts of ground to the Eruptions are a different matter. Telzoans know the locations of
Pentalists elsewhere, the priests of The Way in Telzoa do not wish to lose each of the more powerful volcanoes and fear them. All of them
the considerable influence they hold now. Their current removal activities are basalt volcanoes like Mt. St. Helens or Mt. Vesuvius, meaning
focus priority, naturally, on the Pentalist priests who are capable of magic. they will explode rather than gently erupt like the Hawaiian
volcanoes. Many local traditions have evolved around the
With the country still largely caught up in a political civil war, the leaders of volcanoes ranging from ritual sacrifices to the mountains of
the country not only would prefer to keep religion out as a side issue, but livestock or, although illegal, fellow humans. Char, the dark god
quell the priests from dividing precious man power from their own cause. said to rule the volcanoes is fickle in his behavior, and though his
For the most part, the established Way priests begrudgingly agree, but the priests are reviled, they are protected somewhat by the volitale
Pentalist are attempting to convert rulers to their cause and make their power wrapped within the mountains.
attempts to hold their own kingdom, or conquer the others, into a holy
cause. The situation is dire indeed, especially given rumor that King Salsis of The weather itself is also harsh and particularly active. Telzoa is a
Milicsundria may convert. There is already enough bad blood between land surrounded by seas warmed by geothermal activity while Artic
Milicsundria and Dalsundria without the former changing religions and airmasses slam into the island during winter. Rain and snow is
bringing all that entails into the mix. Yet it would seem that Salsis, who is frequent, especially on the island’s west face where falls of as
known to consider himself abandoned by the gods of The Way, might do much as 10’ (2.1 meters) have been recorded. Winter is
precisely that. spectacular and fierce lasting three months of the ten-month year.
It is followed by a highly rainy spring which turns into a humid
though somewhat dry summer and late summer. Fall tends to be
The Natural World dry with only occasional rain, and the threat of forest fires sparked
by dry lightning is ever present.
The world around the Telzoans has shaped their culture in many ways.
Telzoa is a harsh land of short summers and bitter winters punctuated by This weather is reflected in the clothing of the Telzoans. Even in
the occasional earthquake and even volcanic eruptions. These natural summer most dress fully as summertime temperatures are only
phenomena have given rise to much of Telzoa’s mythology and religion – around the 60’s and 70’s. At the height of winter temperatures can
though the Telzoans themselves believe fervently that their gods brought drop to –20 and below.
about these changes in the land and that these myths are indeed fact.

Rituals
The Sky Above
"What we do is part of who we are." - Telsindria
"All things begin in dreams, and dreams begin above - 'tis little wonder then
that the dreamers face the sky." - Telsindria The lives of most Telzoans are punctuated by rituals, of which four
are of keen importance: Birth, Coming of Age, Marriage and Death.
Carthasana’s sky would truly be alien to us. The sun she is in orbit about is
known as Val, the life sun. This star is part of a binary pair, and it's smaller
partner is called Sod, the dead sun. The center point of the pair lies well Rites of Birth
outside Carthasana's own orbit, but it is useful in descriptions to think of Val The beginning of life holds high significance to nearly all societies
to be fixed and that Sod completes an orbit once every fifty years. It's and the Telzoans are no exception to this rule. There are three
distance fluctuates between 10 and 20 astronomical units - the distance of ceremonies associated with birth as follows: Asiana, Madriana,
earth to the sun and, roughly, the distance of Carthasana to Val. and Nosiana.
Because of the distance to Sod, Carthasana receives no appreciable heat
from it, only light. Still, that light is a thousand times as bright as the full Asiana
moon, sufficient to turn the sky from midnight black to the dark blue we see The first ceremony formally recognizes and celebrates the
an hour or so after sunset or before sunrise. Hence, for half the year, the pregnancy. It is a private ceremony that is held at home with only
world does not have night as we know it.
close friends of the family invited unless the parents to be are high
Speaking of moons, Carthasana has three. The nearest, Shun, completes an ranking nobles, in which case the event is occasion to throw a large
orbit once every 36 hours, but this causes it to move across the sky celebration, especially if the pregnancy is the first for the marriage.
backwards relative to the other two and pass through an entire cycle of The involvement of a priest in this ceremony is limited to a blessing
phases while it does so. The second, Balcra, completes an orbit once every on the expectant mother, and this act may be carried out at a
6 days, and the third, Abora, once every 24 days. Their combined mass is temple if the priest cannot (or more likely will not) go to the home
less than the moon, but all are closer in than our moon and occupy roughly of the expectant parents. The first Asiana also finalizes the
the same amount of space in the sky. consummation of the marriage bed.
The only act of special significance carried out in these quiet ceremonies is Now it should be noted that what transpires above is the
the choosing of the Anglecani, or "Angel Parents." This individual(s) will consistent core of the ceremony. Other areas add their own
serve as the step-parents of the child should death claim the blood parents distinctive touches, as do individual families. A royal Nosiana is a
at some point in the child's life. Also it is traditional that a male noble child full day affair, while the poor may barely afford the cost to go to
serve his squire training under his Anglecani should that person be temple. Regardless of the amount of pomp and circumstance
competent and able to provide such training when the time comes. This actually afforded the occasion though, it is an important one in the
high honor also has political repercussions in the case of royal children. lives of all people - it is the beginning.
Should the King and Queen die before the child is of age to take the throne
it is the Anglecani who serves as the Regent to the throne.
Rites of Passage
Given these facts it's not surprising that an Asiana is an elaborate affair for
"There is a special time in the lives of all people when the child
the nobility, but then again, aren't all things elaborate when the rich and
without dies and the adult within is born" - Telsindria
powerful become involved. For the poor the Asiana may only involve the
nuclear family but otherwise carry on without to much hoopla. Only the Telzoans celebrate four major coming of age ceremonies held at
first or Asiana Primera receive special attention among the poor and there a the ages of 9 and 15. Further the nature of these ceremonies is
couple of reasons for this. For the father the event marks the assurance highly segregated by sex. The various coming of age ceremonies
that his bloodline will continue in some form, although total assurance are held by many persons in Telzoa as cherished memories.
won't be had until the child is proven to be male. For the mother the event Further, it is at this time that many Telzoans begin to walk the path
marks the fulfillment of her womanhood. With this event she becomes the they will follow in adult life.
equal of her own mother in a sense, and for this reason the Asiana is a
female dominated celebration where the actual ceremony takes place.
Untalis Crindal
The ceremony, whether at home or in temple, occurs along these lines. The Translating literally as "First Bleeding," this ceremony is held for
couple stand before either the altar (in temple) or the hearth (at home) girls after they experience their first menstrual bleeding, at
with the priest before them. He blesses them both, then a second bless is between the ages of nine to as late as twelve. The ceremony is a
set upon the mother. Next the parents offer the Anglecan to the individual solemn one with no men present, and it is usually held during the
they have chosen for the task, and that individual accepts before the priest moon festival of Tiania that occurs immediately after the event.
and swears to protect both the parents and the child. At this point the The ceremony is overseen by druids and held within their groves
formalities are concluded and what occurs next is largely an issue of when possible.
personal taste. As a general rule though the parents ironically separate to
be with their sexual peers - that is the men congratulate the father in one The girl (or girls, for it is not unusual for several to undergo this
room while the women congratulate the mother in another. Feasting may ceremony together) that are to undergo the rite are dressed in
be (and often is) thrown into this mix, but on the whole the evening is brilliant white cotton or linen dresses for the occasion and are
segregated as a rule. unadorned by makeup, jewelry or the like before the ceremony
begins. All others present at the ceremony are completely nude.
As the ceremony begins they are lead by their mothers and elder
Madriana sisters to the center of the grove, and there left while their
Essentially a Telzoan baby shower, this private occasion is held at about the relatives join the circle of druids at the grove's edge.
middle of the third trimester. A friend of the mother to be or the Anglecani
arranges it if that person is a she. Men do not take part in this ceremony for Three matriarchs occupy the space between the girls and the ring
the most part, nor are any priests involved. Her friends give gifts to the formed by their sisters and mothers. The first represents Cuvanill,
mother and they spend part of the evening praying for a safe birth for both Goddess of Mothers. The second represents Cuane, Goddess of
mother and child. In some areas the Madriana is not practiced at all, and in love. The third, and master of ceremonies is a priestess of Tiania,
others it is a more elaborate affair with the whole village involved. Goddess of Nature and Natural cycles. For about an hour hymns
and chants are sung in praise of the three while the girls sit quietly
facing out from the center stone of the grove. As this is concluded
Nosiana the priests approach the children. The first to speak is the
In a sense this ceremony begins with the rigors of birth itself. Once the priestess of Cuvanill.
birth is complete the child is "set before the eyes of Tean" which is to say he
"I, who speaks for our Mother of Mothers, welcome you children.
or she is presented to the suns, then the true name of the child is called out.
Today you pass from Chiantu my daughter's protection unto mine.
Within the next ten days the ceremony of the Nosiana is performed. The Today you celebrate the first step of womanhood. Ayla! " With that
child is brought to a temple of Aurnon and there presents the child before said the children are motioned to stand. The ground beneath their
three priests - one of Cuvanill, one of Tean and one of Matacha. The feet begins to glow.
mother kneels on her right knee and calls out to the priest, "The one who
The priestess of Cuane speaks, "Today thou art fertile. Today thou
speaks for the Mother of Mothers speak, for I seek her guidance."
may bear children as your mothers, your grandmothers, and all the
The reply she receives is "I am here child. Cuvanill guides you." generations before. Ayla!! " The ground beneath the feet of the
girls catches fire, but they and the priests next to them are
Her next line is "The one who speaks for the Ever-watching Father speak, for unharmed by the flame.
I seek his protection."
The priestess of Tiania speaks, "Today you have completed a circle
And the reply, "I am here child, Tean protects you." of life, yet many circles remain before you. We shall continue to
The two priests receive the child and place it upon the altar. The child is watch, we shall continue to pray, and we shall continue to guide.
blessed by each priest which involves marking the forehead in ash powder Ayla!!" The flames catch the girl's dresses and begin to burn them
and sprinkling holy water upon the child. As this is done the parents speak away. Some of the girls flinch in pain, and almost all present begin
the true name of the child when prompted. Then the presiding priest of to cry.
Matacha adds what is arguably the most ominous part of the ceremony, All the priests and women present begin to chant along with the
"Mother, speak the name of your child that all may know, that I may record girls, "All are born by us! Ayla!! All are nurtured by us! Ayla!! We
it herein in this the Roll of Names." are the keepers of the flame! Ayla!! We are the sources of the
The elaborate reply is, "I call (him/her) (name), and may Oralea bless river! Ayla!! We are women! We are forever!! Ayla!!! "
(him/her) with many years before (his/her) name is recorded again
thereupon."
The flames subside with a blinding light, and the girls are left as nude as Priestess: "And do you accept what he will give?"
their mothers and sisters. They are covered in sweat, but unhurt. With this Bride: "Yes, I, now and forever, claim his heart, faith, life and
the ceremony concludes. love!"
Priestess: "Very well, Do you give your compassion, that he may
never again know sorrow; Do you give your hearth, that his
Decandi
journeys may always find an end; Do you him give your mercy, so
The male companion to the Untalis Crindal has no biological signal, so the his wounds might find comfort; Do you give him your love, through
tenth birthday is used as the marker to celebrate this transition in life. At which each of you shall be eternally strong."
or around this point of the child's life he is taken by his father to the nearest Bride: "I give my compassion, his tears are mine alone to
temple of the branch of faith the father holds trust in. The child is put alone weep; I give my hearth, his home is mine alone to keep; I give my
in a room (or in the center of a grove if druids are involved) and not given mercy, his joy is mine alone to need; and I give my love, with no
food or water for two days. The location is gradually heated (or exposed if restraint, now or ever."
outdoors). During this the boy is to meditate. Most fail to really do so Priest: "And do you accept what she will give?"
during the whole time period, but those that are the most successful in this Groom: "Yes, I, now and forever, claim her compassion, hearth,
task do often garner the attention of the priests. Eventually the boy passes mercy and love!"
out and has a vision. The priest interprets the vision and it determines the Priestess: "Two came unto us,"
vocation of the boy and to whom he is to be apprenticed (In theory. Some Priest: "Two as one depart,"
parents and children go against the vision and take up some other task). Priestess: "Two shall love forever."
After this rather grueling test a feast is held in the child's honor at his home. Priest: "Two shall ne'er depart."
The vision, the parent’s finances, and everyone’s personal tastes shape the (The priests give a rose to the couple, and they place it tightly
details of this feast. between their palms and face one another.)

Priestess: "Cuane of the Roses"


Rites of Marriage Priest: "And Poen of Song"
"We all live - never truly alone, and never truly together save with one - or Both: "Bless you, Unite you, and Free you, Two made One."
without one." - Alisan, Priestess of Cuane
Marriage is the most important pact a Telzoan will ever make. It forms a Rites of Death
bond of trust and love that is never truly severed without great "The end which comes once and comes to all is always at hand -
consequence. A spouse is seen as such a part of one that cutting them off is prepare." - Matachan saying
as serious as needing to amputate a hand or foot. Divorce can occur and be
justified, but divorcee's are ostracized in Telzoan society all the same. Much ado is made over the whether or not one will have peace or
torment after they die, or in the cases of some of the evil sects of
The marriage ceremony itself is all that is covered here. Proposals of Telensitary, whether one receives torment or gets to inflict it.
marriage and betrothals (in the case of arranged marriages) vary to wildly Hence placating the gods almost always has death in mind anyway.
for an introduction to handle, but the marriage vows are one of the most
consistent parts of the Telzoan religion. Priests of Cuane and Poen are This said, funerals are for the living and not the dead. It is in these
preferred when handling a ceremony, but any married couple will do. That ceremonies that we remember the ones we loved and lost.
is the one caveat of the Telzoan wedding ceremony - it is not a priest, but Funerals serve the necessary function of allowing the living to find
another wed couple that marries one. Further it cannot be your parents. closure. As for the dead, they too need closure – an unburied or
Since priests of Cuane and Poen invariably intermarry they are often chosen mistreated member of the deceased can come back to haunt the
- further they have access to spells to further sanctify the marriage. living in Telzoa, and some care is taken in Telzoan tradition to
placate the dead.
The ceremony begins at dusk of the preceding day. From sunset to the
ceremony itself it is considered bad luck for anyone of the opposite sex to If one knows they are going to die they will seek the counsel of a
see either member of the ceremony, and this is often enforced with the priest of their patron god so that they might confess their sins
occasional exception given to overly doting parents. At morning the two before dying. If this is not possible a Matachan priest can take such
are led to opposite sides of the ceremonial grounds in the nude, and then a confession, any priest is preferable to none and at the very least
one at a time they walk to the center of the grounds alone. In the center of someone should be there. Telzoans hate to die alone.
the grounds, also nude, are the priests or presiding couple. To the right of
When someone dies in a character's presence they are expected to
the priests are the bride's parents, and to their left the grooms - the three
know and to say the decorum or last rite.
couples form a triangle. Parents may or may not be clothed for the
occasion as determined by age and area. The bride and groom enter the Delce de decorum trist
triangle from the side of their parents. The words of the ceremony are as Delce de decorum delenerum torum
follows:
Translated this Liternanin phrase means "All are born hence, all are
Priestess: "Her enchanting lady," fated to die someday."
Priest: "And her eternal consort."
Both: "Invest their power in us." The preparation of the body for burial takes only a few hours and if
Priestess: "Oralea [fate] has chosen that you to meet." a priest is involved it will include castings of bless and gentle
Priest: "And you have chosen to love." repose. The rich often have elaborate costumes prepared for their
Priestess: "This love has grown." death, and the body is cleaned for its journey, but left undressed.
Priest: "Hence you have brought it before us" Naked we enter the world, so too do the Telzoans deliver the
Priestess: "For eternal blessed confirmation." bodies of the dead to their rest.
Priests: "Shall we proceed?" Burial ceremonies begin at dawn when the body is set out for
Couple: "Yes" visitation. The friends and relatives of the deceased remain on the
Priest: "Very well, Do you give your heart to this woman, that she shall premises. Two hours before nightfall the body is taken to the local
never be alone; Do you give your faith, so that she shall never be in want of temple and the Incardra is performed by the priests of Matacha.
trust; Do you give your life, that she shall never fear harm; Do you give her During this ceremony the body lies just before the altar and the
your love, through which each of you shall be eternally strong." immediate children of the deceased form a semicircle around the
Groom: "I give my heart, none else can tame it; I give my faith, none else casket. They are arranged from eldest to youngest from the right
can claim it as she; I give my life, for none shall shame her while I live; and I to the left of the body if it were to stand and face them. If the
give my love, with no restraint now or ever."
parents or spouse of the deceased survive they stand on the rightmost hand thee farewell.” It is customary to keep this last farewell under a
before the children, although this is a rare occurrence, it is not unheard of. minute or so, depending on how many folk must say their last
Behind them in a second row are any grandchildren. In the third circle farewell. In the case of very large ceremonies only the inner two
come all other relatives, and these relatives make a full circle around body circles perform this process. After each person says their farewell
and altar if there enough of them. They are arranged starting directly in they turn away from body, and light a candle.
front of the altar and progress clockwise around the body in this order –
siblings, uncles & aunts, cousins. A fourth ring is composed of all other When all have turned away the Matachan priest opens a copy of
friends to the deceased – in the case of royal or high noble funerals this ring the Ruandi Nombren and sets it upon the altar, and then enters the
will be arranged by pecking order and a fifth ring will be formed of the non name of the deceased into the book. He says what he writes
nobles present. aloud. The song of the Ruandi Nombren is sung afterward, and
when this song is completed the Matachan priest slams the book
There will be one or two presiding priests – the first is always of Matacha. shut. With this cue all present snuff their candle, and hold the wick
The second is determined by whether or not the deceased had a patron god as long as they can even if it burns them.
(most do). In this case the god of the priest will be the same as the patron.
All present bow their head as eight “Death Speakers” enter the
The Matachan priest begins the Incardra by repeating the decorum. The ceremony room (or grounds) from behind the altar. They close and
second priest then recounts the deeds of the deceased, and this may take take up the casket, and deliver it to the burial grounds. After they
around a half hour. The Matachan priest then calls out to the spirit to leave the survivors are free to go. Some accompany the body to
behold those who have come to bid them farewell. Each person present it’s burial grounds. In some areas the body is cremated on the
then says their last words to the priest and concludes with, “I, [Name] bid spot.
The Kindred Races
Chapter 2
Once we were all the same, before the first rebirth, before the their size. Dwarven bones are massive and, ironically, dwarven
schism. At that time the only peoples of the world where the Tal thighbones are a favorite club among orcs.
‘Isan. Dwarves have exaggerated livers, spleens, appendices and kidneys.
Their bodies are far more efficient at dealing with and removing
There was a wizard-king, whose name was Mariel. He desired more
poisons from their system. Dwarves are also outright immune to
than earthly power, and made war upon the heavens. He gathered several substances that can slowly kill humans outright – not the
his finest armies and laid siege to the plains of Valrea. And so least of which is lead. Dwarves use lead in almost all their utensils
enraged where the gods at his audacity that each army was yet it has no effect whatsoever upon them. Thanks to divinations
changed to hate the others. So arose the goblins, the orcs, the other races are aware of the slow danger lead poses on
bugbears and their lot. Carthasana, though dwarves brag it is just weakness. Mineral
poisons have next to no effect on dwarves in general, though
There were those who did not follow Mariel into the æther, but natural and synthetic poisons can affect them normally.
when his forces returned they began their assault. The remaining
These abilities are the reason for the +2 racial bonus dwarves have
peoples where scattered by this blight to the four corners of the
to their constitution scores.
world. The survivors where blessed with powers of their own to
stand off the assaults of the goblin races. So arose the elves from Birth & Childhood: Dwarves develop slower than humans, due
the forests, the men from the plains, the oyasi of the islands, the largely to their massive bones. They don’t stop growing until age
dwarves of the mountains and the gnomes of the swamps. 30, and childhood is generally regarded to last until the same.
Dwarven pregnancies last 11 months.
Of the Tal ‘Isan, only a few remained, and their numbers have since
Personality: Carthasna’s dwarves are not dour and taciturn, but
dwindled in the succeeding wars to but five. I suppose if you asked rather bombastic and overbearing to an extreme that is equally
one of them, you would learn if this story is true – after all, each annoying. A dwarf says what he thinks before taking any time to
race has their own version where they get to play the hero. Who ponder how others may react. This extreme lack of tact is why
knows what the truth is? It, like this summary, probably lies dwarves, as a race, have a -2 charisma penalty.
somewhere in the middle.
Description & Clothing: Dwarves make and wear clothing we’d
- Teresa, Human Wizard describe as Scottish, with elaborate patterns throughout. Dwarves
decorate all their tools and often fashion their hair and beards into
The first chapter exhaustively detailed the world of men, for like most knot work patterns. The attitude of most is that if something is
campaign worlds Carthasana is unquestionably human-centric. This chapter worth making it’s worth making well.
details the so called kindred races - those races which humans most
frequently consort peacefully and which are introduced in the core rules. Relations: Dwarves are extremely warm and friendly with their
family and clan and equally guarded in their dealings with
strangers. They prefer to keep other races at arms reach – but
Dwarves especially men. Several times in the last two centuries has one or
more Telzoan king tried to claim the mountains for their own, only
"Beware a cheery dwarf."
to be beaten back by the dwarves.
- Berondibas, gnome wizard
Marriage & Family: Family is at the core of dwarven life, though
Denizens of the deep mountains, dwarves throw themselves passionately
dwarves don’t tend to keep large clanholds on Carthasana like they
into any and every task they engage in. Producers of some of the finest arts
do in other worlds. Instead, clans loosely ally into councils which
or all types in the realm of Carthasana, dwarves are greatly honored by all
meet only to drink and argue, rarely deciding on anything unless an
races for their skills even though their temperaments can sometimes make
urgent need presents itself.
them very difficult to get along with.
Dwarven females have far more parity with their male
Physiology: The differences between dwarves and humans run far deeper
counterparts than human women. Unlike human females dwarven
than a difference in stature. Despite their height dwarves weigh as much or
females do not tend to be any frailer or less aggressive. Indeed,
more than humans on average. They also are have a wider stance than
their willingness to be beligerent often catches humans off guard.
humans, which exagerrates their short, squat appearance.
Dwarven Lands: Dwarves typical lord over freeholds in narrow
Longevity: Dwarves of Carthasana don’t live appreciably longer than
mountain valleys that are both mineral rich but also afford them
humans. Their lifespans typically run into the 75 to 100 year range
the ability to grow what food. Dwarves prefer to be self-sufficient
(remember that humans on Carthasana rarely live past 30) with some
and will avoid lands that cannot produce all their needs.
venerable dwarves reaching 125.
Dwarven cities can grow quite large, but grow organically with little
Senses: Dwarves are best known for the extraordinary ability of darkvision.
planning. Since most are primarily underground it is possible to
This ability allows a dwarf to see the reflections of the light of his own aura
become lost for days or weeks in the mazelike passages.
– though such light is weak, hence the limited range of this ability. A dwarf’s
normal vision is roughly as good as a humans though the race has a much Religion: Dwarves engage in what is essentially an elaborate form
higher occurance of near-sightedness. of ancestor worship. Each clan, during ceremonies, recites the
names of all the members passed and sings the tales of their glory.
Dwarven hearing, touch and smell are roughly equivalent to a human’s, but
At the head of the ancestry are three powers presiding over the
their sense of taste is decidedly poor. Dwarves ironically love spicy foods
cycle of life in this world – most commonly called Freyalis, Dulthos
though, but as a result of their poor taste they often spice their food to the
and Nalru. However, most clans have a local deity and it is not
point nearly overpowering.
unknown for the names of principle deities to be changed from
Physical Build: Dwarves are more dense than other races. While physically stronghold to stronghold.
smaller than humans they weigh the same and are equally strong despite
Alignment: Most dwarves live in mountainous lands that are associated Senses: The elven eye is about twice as sensitive to light as a
with Shunra, but despite this the race trends towards a Valran mindset. The human’s having a far more dense concentration of rods than a
bonds of community and clan are instilled in dwarves from a very young human’s. It is also about a quarter size larger than a human eye.
age. This said, some dwarves rebel from the expectations of their peers. Elven eyes have a much more reflective tympanic membrane
behind the retina that reflects unabsorbed light back to the retina
Language: Dwarves speak a tongue they call Kilrasic, and it is essentially the for a second try at absorption. Some of this light escapes though so
same as the tongue used by gnomes. This probably owes to the fact that an elf’s eye shines in the dark just as a cat or dog’s will. This visual
gnomes move in and among dwarven settlements as much as halflings acuity comes at some price. The muscles that move the eye are
move among the humans of other worlds (though halflings do not mingle less developed in an elf than in a human. This means that an elf
with humans often in Carthasana). The language has an alphabet known as cannot look out of the corner of their eyes or cast a sidelong glance
the Smarskritic and that alphabet is often co-opted by goblinkin when they at someone. To follow most objects an elf must move her entire
have cause to write something down (which is rare). head just an owl does (which can’t move it’s eyes at all). Elves also
Dwarven is a very harsh and guttural tongue. Elves sometimes jokingly refer have a far greater likelihood of being born colorblind than humans.
to it as “growling earth speak.” Elves have a functioning and transparent third eyelid that protects
Names: Dwarves tend to be proud and yet secretive about names. They the eye from flashblindness (the lack of this third eyelid by
proudly vant out their clan names and work to honor their clan. Further, goblinoids is why they are vulnerable to flash blindness and elves
most go by their clan name when working with outsiders (even dwarves are not).
from other strongholds). Personal names are kept relatively secret, and true Elves have a more sensitive and higher hearing range than humans.
names are given out only rarely and it is a mark of high trust. An elf can hear a “dog whistle” and it isn’t uncommon for elven
Adventurers: Most dwarven adventurers are out for a thrill and a fight – not scouting parties to use such whistles as signals their foes can’t
necessarily in that order. That they might profit during the struggle is often intercept. Despite this advantage, elves are no better at discerning
only secondary to enjoying themselves in the process. the direction of a sound than humans are.

Elves have about the same sense of smell and taste as humans, and
Galrinican (Mountain Dwarves) their sense of touch is actually weaker at picking up temperature
changes than humans.
Most dwarves encountered in Carthasana are Gerinisan dwarves, or "Hill
Dwarves". These are the dwarves we've discussed so far, and they match Extrasensory: Elves have an almost instinctual sense when it comes
the dwarves of the Core Rulebook. Mountain dwarves are somewhat to magic. Even those with no training whatsoever can feel the
uncommon by comparison - while their society is very similar to their presence of a spell if they enter its area of effect (and with most
cousins their physiology is a bit more exotic. spells by then, it’s too late).

• +2 Strength, +2 Consititution, -2 Dexterity: Galrincican are very Elves also have the ability to feel the emotions of those they touch.
durable and powerful, but not especially quick or manuverable. Two elves holding hands know the emotions of the other and they,
as a rule, find physical contact more desirable at all times than
• Galrinican dwarves are physically denser than water. They cannot humans. Elves like to touch and be touched and they don’t
swim and cannot take ranks in the swim skill discriminate sexually in this regard. A typical elf would prefer to
• Mountaineer: A Galrincan dwarf is immune to altitude sickness and have someone else groom them or to groom another than to
doesn't lose his Dexterity bonus to AC when making climb or groom themselves. So great is this need for contact that those who
acrobatics checks. This ability replaces stability. capture elves frequently have learned that solitary confinement
works wondered on the elven resolve.
• Extreme Toughness: Galrinican dwarven toughness is legendary, even
Physical Build: Elves have a much less dense bone structure than
among dwarves. The character uses the next higher die size for hit
humans. Though their bones are about the same size, they are
point rolls and if the character class has a d12 hit die they gain a +2
more hollow. Major bones such as the femur (legbone) and hip
bonus to the hit die roll.
have strips of cartilage intermingled with true bone to give added
flexibility. This comes at a price, elven bones break easier than
Elves human ones though usually they will bend first.

"So Teresa," Trishdare began, "How do humans view elves?" Elves do not weigh and indeed cannot weigh as much as humans –
their skeletons would collapse under the weight. Elven muscle
"As the fern envies the oak," she replied smoothly. tissue is stronger per pound than human muscles, but there is less
of it in most individuals adding to their frail look. These highly
Elves are the most prominent of the “sylvan” races of Carthasana. Humans dense but light muscles take a long time to grow, adding the
often see them as ideal versions of themselves, yet the free spirit of the immature period most elves undergo.
elves has grated on the nerves of more than one human king and emperor.
While elves are willing to be allies, they are not willing to be servants. Elves therefore have much more flexible bodies on average than
humans, but at a price of being more easily injured – hence their -2
Physiology: While physically closer to humans than any other race on adjustment to constitution.
Carthasana, the elves are upon close examination more alien than any other
race. While grotesque in visage, goblins, orcs, ogres and the like share Reverie: It is well known that elves not only don’t sleep, but can’t.
humanity’s frailties of disease and mortality. Elves are free of these Their minds are always active on some level and they are always
concerns, and this freedom shapes their very psychology. aware of their surroundings. However, elves do have to enter a
state called the reverie. While in many respects this is an
Longevity: The most dramatic difference between elves and humans is advantage, sometimes it can be a weakness. During reverie the
longevity. Elves live to approximately 300 years, though individuals over elven mind accomplishes what the human mind does with sleep –
400 years old aren’t unknown. In addition to a naturally long lifespan elves discarding unneeded memories and strengthing those that are
are immune to almost all diseases that affect humans. Elves however do desired. However, for an elf this is largely a conscious process.
have to contend to diseases unique to their species – most of which are at
least partially magical and difficult to treat. They also are in danger of dying Elves need to spend at least four hours a day in this state though
from an ailment called the ashtasila sundre, or “weary death” where an elf they can spend more. Elves who fail to reverie the proper amount
becomes so depressed from his memories and experiences that he goes of time don’t suffer the same kind of fatigue as humans, though
into a catatonic state and starves. the game effects are the same. As the period between reveries
increases the elven mind becomes increasingly disoriented until finally it takes twenty years. At this point the care of the children is passed
collapses in on itself and the elf enters a coma. These comatose episodes from parent to maschadri, which is an elven term roughly
are about the only time an elf experiences unconsciousness and it is equivalent to god parent. It is this individual, who is almost always
frightening to them in the extreme despite the fact that it is in this state male and usually the father (or assumed father), that trains the
that most elven infants linger in on and off until their minds are developed child in whatever art they've chosen. This training in turn tends to
enough to begin to reverie. last twenty years as well.
Birth & Childhood: Elven females, unlike their human counterparts, are only Elven families are traced by via matriarchy, though elves do not
capacle of becoming pregnant once a year. This phenomena is known as an value long term family heritage in the manner of the other races.
“eustral cycle” and is seen in deer and other prey animals. Even when the They are also aloof and cold when they observe such ties among
chance of pregnancy is present it is fairly rare – most elves only successfully humans and have no understanding of it whatsoever in the
get pregnant five or six times in their lifetimes. Since elven females need not extreme that dwarves take it. The affection afforded between
fear unwanted pregnancies as often they tend to be more promicscuous mother and child is extremely strong, though all other bonds are
than human females, and elven society is certainly more tolerant and missing. Elves, for their own part, see no problem with this, and
unstructured where sex is concerned. tend to explore love (or as observing races put it, lust) in as many
ways possible. Indeed, in this one respect elves show no signs of
When an elf does become pregnant she undergoes a year long pregnancy their age. Their love burns hot, but it burns briefly.
that delivers up two infants of three to four lbs. In almost all instances one
of the infants is stillborn and it isn’t unusual for both to be. Elven infants are Elven Lands: Elven domains are fairly ambiguous in boundary as
born even less developed than human babes with their eyes closed. They elves make no attempt to divide the land as other races do. Nor do
will not open their eyes at all until around six months old. They also have no elves answer to a common elven king (though in their negotiations
hair at all and lack fingernails and toenails. a local clan leader may say he’s “king” to placate human needs to
speak to an authority figure). This lack of a marking on their
The babes must suckle for the first year, their digestive system being unable territories make it possible to enter and leave elven villages and
to handle anything more complicated than mother’s milk. Elven milk isn’t cities, often without even knowing you were there.
especially nourishing either, but it is reflective of the slow developing
process that is the racial achillies heel of elves. Elves dislike artificial and unnecessary changes to the land. Hence
elven homes and cities blend into the landscape and wildlife is
Another elven weakness from a physiological standpoint is that once an welcome to move within their villages. Elves do not establish large
elven female has bore a child –successfully or not – it will be some ten to as cities because of the damage such establishments can do to the
long as twenty years before she can bear another. During this time her body environment. Several large tracts of apparent wilderness in
doesn’t ovulate at all. Carthasana, such as the Calishmere and the Voolrean Forests, are
Elves take around 24 years to reach physical maturity, and around elven nations.
considered adult until 30 years. Human musing of elves requiring a hundred Unlike the elves of other worlds, Carthasanan elves are not
years to reach adulthood are largely false though elven society doesn’t especially capacle craftsmen of metals or magical devices. They
confer full adult rights to anyone less than a century in age. also prefer magic drawn from the land or from the self and study
Personality: Elves delight in the world around them as they’ve always magic in an introspective pattern as opposed to “book learning” of
known it as a culture. Their personalities can be warm, passionate or the art as elves of other worlds do.
reserved, but they often give off a feeling of reserve. Elves can live a long, Religion: Elven religion is centered around the dichotomy of the
long time, and most aren’t willing to risk that longevity to rash dangerous Seelie and Unseelie courts. There are five deities in each court and
actions, yet at the same time they speak with their hearts as well as their they are held to each rule half the year. Every elf is said to have an
mind when asked. unseelie side which must be suppressed Like so many other
Description & Clothing: Frail and thin, elves epitomize beauty to the eyes of aspects of elven life, religion is a personal pursuit that each
many humans. Their clothes are long and flowing, but cut with comfort individual must walk for themselves. Elves do not congregate
instead of modesty in mind. Since they aren’t bothered as much by except on the turns of the seasons, and the religious focus of those
temperatures as humans they tend to dress lightly, and they have no celebrations tends to be overshadowed by reveling.
qualms about not dressing at all when among their own kind, though they Outside of these ceremonies elven priests contemplatively follow
find that is best to be appear to be modest when dealing with humans. the path set before them by life. They make themselves available
Elven weaving processes take a long time to perform by tradition, and these to council those elves who request it, and they maintain shrines
items are never rushed. Their fabrics are highly prized and very durable. and holy sites for the benefit of their communities, but on the
Elves tend to use forest colors with all their fabrics – be that green in spring whole religion and religious observance does not dominate elven
and summer, or stark whites for winter and oranges and golds in fall. life in the way it dominates humans.

Relations: Elves prefer to remain aloof in their dealings with the members Alignment: Elves are rightfully associated with Abora, and it
of other races. Part of this is again due to the differences in lifespans – unusual to find an elf that has entirely forsaken this alignment,
individuals of other races don’t live anywhere near long enough to honor though many elves have double alignments due to their long
what elves would perceive as a long-term commitment. This non-commital lifespans and the varied experiences those lifespans bring.
stance is very off-putting to Carthasana’s dwarves, though humans don’t Language: The elven tongue is more or less uniform throughout
like it either. This same attitude actually helps them get along with gnomes the race unlike the human tongues, though it has regional dialects.
and oyasini, each of which tend to want to tinker with things more than These dialects can be so contorted that they should be treated as
elves like. separate languages except that, once written down, they can be
Marriage & Family: Since elven females do not run a risk of pregnancy for read readily.
most of the year they have a reputation (largely deserved) of being Elven writing is an artform in and of itself, and it is very important
promiscuous. Despite their long life spans elves rarely enter into long term to them. An elf’s memory of event specifics is no better than a
commitments (although this is a relative thing - a commitment of 40 years is human’s, so without writing’s to remind them they’d forget their
hardly long term to them) as they see it as wearing to their souls. Love is childhoods and young adulthood by the time they become
one such aspect that elves hold a much different view upon than humans do venerable.
- elves do not marry in the human sense, and fathers are never really
involved in the lives of their very young children even if they do know which Names: Elves purport to hold little meaning in names and change
child is theirs. Women raise their children one at a time, a process that them frequently. Unlike most races, they rarely have or go by
family names – if asked for a last name most will give their mother’s name. to find a gnome without a hat, and many individuals feel naked
Elves, like other races, have a true name, but most elves rarely know their without them. Among their own kind gnomes where a conical hat
true name having never been told it by their parents. known as a cycla, but in the company of humans they prefer to use
hats that don't label them as readily as gnomes.
Adventurers: Elves adventure primarily out of curiousity, or for many of the
same reasons as humans do – except that they rarely attempt to amass Gnomic female dress is virtually identical to male dress save that
wealth or property. Most adventuring elves are still fairly young, as elder skirts stand in for kilts. Women sometimes forgo a hat for a
elves tend to settle down and enjoy finer and more peaceful pursuits. headscarf, but like the gentlemen they rarely go without wearing
something on their head. Like dwarves, all male gnomes wear
beards, although unlike dwarves, gnomes find some of the most
Kimpoutani (Exalted Elves) outlandish ways to style their beards, from goatees to sideburns.
The elves so far described are known as the Silvani - the seasonal or the
Relations: Gnomes get along acceptably with all races, though
common elves. Kimpoutani elves are fairly rare among elves in the north
humans and elves tend to suspect their motives. Gnomes lack the
with their only family enclaves found scattered about the elven kingdoms.
physical strength to hold and maintain kingdoms of their own, so
Kimpoutani are ever so slightly stockier than the Silvani and their they mesh into other socities and exploit gaps they leave behind.
complextions tend towards stark white or pastels. Blonde and red are the Unfortunately, gnomes often get blamed for catastrophes and the
only two hair colors known to them, and their hair is very fine and worn like, and mobs have more than once sent all the gnomes in one
long. Most Kimpoutani are found in the distant south. kingdom packing and leaving for the next.

• Kimpoutani have a +2 to their starting wisdom score instead of a +2 to Marriage & Family: Gnomes marry, and marry for life. Divorce is a
dexterity. completely alien concept to them, and if a spouse should befall
misfortune it is uncannily rare for a gnome to remarry. Despite this
• Arcane Focus: Kimpoutani are more interested in the arcane arts than stability within the marriage, family takes a back seat to guilds in
in weaponcraft, which they consider crude and primitive. They have a gnomic life. Gnomes usually marry within their guild, and their
+2 racial bonus to concentration checks to cast arcane spells children join a guild at adolescence and the bond they forge with
defensively. This ability replaces weapon familiarity. the guild quickly eclipses their family. Why this is so is something
of a mystery to outside races, but gnomes view it as a practical
• Urbanite: Kimpoutani are more tuned in to the social interactions than
the rules of the forest. They have a +2 racial bonus to diplomacy issue. The trades of the community must be passed on, and the
checks made to gather information and sense motive checks rolled in guilds do that more efficiently than the family.
social situations. This ability replaces keen senses. This is not to say that family has no place to gnomes. Even when
they enter a different guild, gnomes retain tight ties to their family.
Also, for many gnomes guild and family are one and the same - but
Gnomes if an individual wants to leave one family and its trade for another
"Seen one gnome, seen them all," Timmon quipped. than there is no fuss involved in that at all.
Gnomic Lands: Gnomes tend to settle into enclaves within
"You only see what we wish you to see boy." Johan sternly corrected.
kingdoms ran by larger races and hold no lands of their own, at
Of the major races, gnomes are the most reclusive and secretive. Often least in the vicinity of Telzoa. They’re willing to at least pay lip
confused for dwarves and sometimes even for halflings, gnomes prefer to service to the ruling race’s customs, but if they become
keep to themselves and have no dealings with others as a race. The ones overbearing gnomes will simply leave.
which adventure are more outgoing than this, but they have a (mostly
Religion: Gnomes participate in a religion ruled by four deities –
deserved) reputation for scamming those they encounter as they try to get
one for each season. A gnome’s patron is as much a function of his
ahead in the game of life.
age as it is his beliefs. But gnomes aren’t a particularly devout folk
Physiology: Gnomes of Carthasana stand around 3 feet tall, and would – and to outsiders they often seem to have no faith at all. Even
easily pass for halflings where it not for their facial hair and enlarged noses. clerics rarely mention their deities to non-gnomes. To further
Gnomes have a superb sense of smell and enjoy particularly strong odors of confuse matters gnomic religious observances, when held, are
all types the same way that other races revel in strong colors. Like dwarves more accurately described as festivals – festivals known to often
they have darkvision and they share the dwarven ability to injest materials get quite out of hand.
that could easily kill most men.
Alignment: Gnomes trend to Sodra as a race. They value individual
Gnomes can live for up to 150 years, making them the second longest lived freedoms more than family ties, and explore the world on their
race in Carthasana after the elves. own terms rather than seeking to do so in groups. If an individual
gnome decides to pick up a trade or hobby non of his fellows have
Personality: Carthasana’s gnomes tend to be self-centered in one or more done before none of his peers will find that especially unusual.
ways. Even the more gregarious ones tend to deal with others in terms of Gnomes also have a mostly deserved reputation as a group for
what they stand to gain or lose. They love to tinker with people as much as being greedy. While dwarves want fair compensation for work,
things, and often push buttons until someone explodes. Of course, the they will provide help freely. Meanwhile there are tales of gnomes
amount of malice in such acts depends on the individual gnome. Gnomes bickering over the price of water with a man dying of thirst.
are very fast to shoot off insults, and one can rarely be sure if those insults
are meant in jest or not. Language: The gnomes don’t have a tongue of their own but have
co-opted the language of the dwarves. This, along with other
Description and Clothing: Gnomes, like dwarves, do not delight themselves similarities, has lead sages to suppose the two races are actually
in exceptionally fine garments. They hold functionality over beauty in most one – a theory both races deny.
respects, however gnomes love to encrust their garments and tools with
polished stones of various values. No race can begin to compare with Names: Gnomes use names as a matter of convenience and switch
gnomes in the arts of jewel crafting and white smithing (working precious them so often that most respond to “hey gnome” faster than
metals). Gnomes use lame (metallic cloth) more often than other races, and whatever name they happen to be using at the moment. Gnomes
often they embroider precious cloths gained from other races in trade. do not readily share their given name (let alone true name) to non-
gnomes. Instead they use nicknames, particular ones that are
Gnomic dress resembles dwarves in that males do wear kilts - however their difficult to say.
designs are always solid or two color designs, unlike dwarven weaves which
may use up to 15 different color threads. Gnomes also love hats - it is rare
Adventurers: Gnomes adventure in search of one or more of three things –
fun, trouble or profit. Adventuring is one of the few activities that provide a
Oyasini (Halflings)
lot of all three. “The world can be a big place for one as small as I, but being small
gives you a proper prespective.” - Geldasin

Half-Elves The halflings of Carthasana call themselves the "oyasini." They lie
between the world of elves and pixies, similar to each race but
Just as Trishdare and Teresa began to kiss Timmon merrily piped in from the directly tied to neither.
other side of the campfire, "Now, now you two - the world has enough
mongrels such as I." Physiology: Oyasini are the smallest of the kindred races, standing
3’ tall at the most with some as short as 2 ½’. Their skin ranges
Dwelling in the gap between two cultures with a great deal of animosity and from chalk white to a light blush hue - their silk fine hair runs the
prejudice for one another, the life of a half-elf is a precarious one at best, gamut of red and blond shades, although on rare occasion light
and a dismal one at worst. For bigots in both camps their very existence cyan and white are seen among their number. Oyasini eyes are
brings up the specter of miscegenation - that elves nor humans are as blue, pink, violet or steel grey.
separate from each other as some would rather believe.
Like elves, Oyasini have somewhat exaggerated eyes, but they
Half elves usually favor the elven parent in bone structure, and their human don’t share the larger race’s inability to move their eyeballs. They
parent in hair and eye color, but this is by no means constant. In all but an have much the same bone structure as elves, but since they are
extraordinarily few cases half elves are raised by their mother and almost smaller they don’t suffer the slow growth effects of the larger race.
never know their father. Be they born of love or hate, theirs is the lot
despised by those who should call them kindred. Half elves get along best Oyasi (the females) have a pregnancy of 7 months and childhood
with half orcs, who like they are despised by the races of their parents. for the oyasini is only 10 years, though many act socially childish
well into their thirties. Player character Oyasi are assumed to be
The abilities of half elves are not variant with their elven parent, although around 20 at which time they’ve developed a bit more common
the exact subrace of elf that was a parent will be noticeable in the features sense.
of the individual. This can lead to additional racism on the part of both
elves and humans. Oyasini differ from the halflings of other worlds because the
females have wings that, while too small to allow true flight, can
The half elves do have one place to call home and a people who will call allow them to fall safely from any height. These wings grow out to
them friend. The Kingdom of Hone Rae, and her people accept half-elves, 6’ when extended, but they can retract down and be hidden under
and many other misfits as well. The reason for this is largely historical - for flowing robes and gowns.
the kingdom of Hone Rae was founded as a protectorate for the half-elves
of Telzoa (or more accurately a place to banish them to). Now the people of Personality: Oyasini are infamous for their senses of curiousity.
that kingdom have strong elven blood in their veins, so much so that their Some are all too willing to parrot an near endless series of “why’s”
children occasionally are half-elven even when the parents are not (see to anyone foolish enough to answer the question. A popular game
Human, Hone Raean). among the oyasini is the question game – where every response is
phrased as a question. This said, oyasini are only truly irritating
Since half-elves have no real culture of their own, refer to the race which when they want to be – most are wise enough to understand that
raised your character for details personality quirks, costume and so on. the bigger races don’t appreciate the endless interrogation.
Still this irritation stems a bit from something deeper. Oyasini
Half-Orc always question things. They are patient to a fault and want to
Hugo tapped on Timmon's shoulder, "Mongrel?" then he snorted in make sure that they all their options are understood. So despite
contempt and left into the darkness. their nimble forms, oyasini society and individuals tend to be a bit
plodding when plotting courses of action.
"I think you hurt his feelings," Teresea snapped at Timmon. Description & Clothing: Oyasini prefer flowing gowns above all
"Feelings? Him? He's part orc.." Trishdare teased. Teresa slapped him hard other types of dress, and both the males and females are unlikely
and left in the opposite direction. to be found in any other type of garment while among their own
"Oh well," Johan the gnome giggled, "That'll set you back at least two weeks kind. Their dress is not colorful - usually it is a single white or with
Trish." a hint of color. When traveling among humans or elves they favor
As much as orcs and humans hate one another and find each other's the use of cloaks and other garments that break up their outline.
appearance to be repulsive it is not surprising to note that, unlike half-elves, Relations: Oyasini lack the size to easily defend themselves in a
half orcs are more often than not the unfortunate products of rape. Most head to head conflict, so they prefer to act as peacemakers,
half orcs have human mothers as a result of this awful trend which only particularly when travelling in foreign lands. Their easy-going
serves to redouble the hatred humans have for any nearby orcs, especially nature makes them welcome among all of the kindred races,
in the aftermath of any large incursions. though their reputation for picking things up or outright stealing
The emotional scars that such an upbringing leaves causes many half orcs to makes sure they are usually well watched.
act as monstrously as their orcish parentage would indicate they should. Marriage & Family: Oyasini practice polyandry - which is to say
Not a few go insane by the incessant emotional, and as often physical that one wife will have multiple husbands. Three is the usual
attacks rendered to them by the society they grow up within. Despite all of number, though rich matriarchs with as many as twenty husbands
this a rare few of them come up civilized, and a rare few of them also come are not unknown. Part of the reason for this practice is that
into power in one of the two races that form their heritage. females only account for one-sixth the population of race. Males
Half orcs tend toward sullen, moody and quiet behavior more so than any are expendable - females are not. While matriarchy may tinge
other group. All of them have rage pent up inside though, and one should some of the other cultures so far explored in this book, it is firmly
be very cautious about drawing their ire or wrath. entrenched in Oyasini society and the status quo. Females wield
great political power within the numbers of oyasini. They hold all
As with half-elves, half-orcs have no culture or society to call their own, the priestly and administrative positions of the clan hold
though more than their half racial kindred they stay to the fringes of society government and their rule is largely unquestioned.
far more frequently with the exception of especially large and cosmopolitan
cities which tolerate variance more than small villages and hamlets are likely Oyasini Lands: Oyasini prefer to live near to the sea or in
to. commerce centers where news travels quickly. Their homelands
are the Great Kristobal Forest in the south of Losineris. There giant
trees hold whole cities miles off the ground. Oyasini, regardless of where • Fetchlings were trapped upon Sodra which is the setting's
they are, prefer to sleep as far off the ground as practical. equivalent to the shadow plane.
Religion: Oyasini religion is purely monotheistic. They believe that the • Gillmen of Carthasana lack the tragic background put forth in
goddess Ooyas-shandra created the world for them and then created spirits the Advanced Race Guide. They are simply native to the
to administer her world. Oyasini tend to classify the gods of other religions eastern jungle lands of Kelusi, and of the races described here
as mere spirits that have gone renegade and forgot their true place in the they are most familiar with the Catfolk and Gripplis
world.
• Goblins are the most likely candidate for player characters of
Language: The oyasini language is similar in most respects to elven (silvani) the other races in this section. Goblins are frequently held as
save that it contains plosive sounds. Oyasini use a modified version of the slaves in the Estarian empire in particular, and goblin slaves
elven alphabet for their writings. are a rare though not surprising sight even as far north as
Telzoa. Goblins that come from a line of servitude tend to be
Names: An oyasi will have 3 main names – her own is first, then her
less feral than their free counterparts, but they are no less
mothers and then her clan’s. An oyasoi (male) will have 4 – as listed above
dangerous - indeed perhaps they are more so depending on
and his “maiden” name since lineage in oyasini society is traced by
the individuals disdain for their legal status.
matriarchy. Among humans oyasini tend to use whatever nicknames their
friends have given them. • Gripplis are native to the jungles of east Kelusi.
Adventurers: Most oyasini adventure to sate their endless curiosity. • Hobgoblins are most frequently found in the uncivilized
regions between the cities throughout Delcerni.
Oyasi (Female Halflings) • Ifrit hail from Shunra and, like the Aasimar, come into the
As mentioned above, have wings. The wings are wisp thin, highly fragile and world in places where the veil between that plane and the
believed to be semi-magical, and they can be collapsed and hidden under material world are weak.
flowing robes and cloaks. This grants them the ability to glide and they
• Kitsune are natively found in the Distant South of Delcerni,
diverge from Core Rules halfling in the following manners.
particularly on the island of Dragonelli. The foxfolk however
• Oyasi do not tend to get into as much trouble as the Oyasoi (males) are very wide ranged and some of the more adventurous of
and so don't have the +1 luck bonus on their saving throws. their number have travelled as far north as Sandiem. Also,
the sitting Grand Druid is a Kitsune.
• Oyasi receive a +2 to Wisdom instead of Charisma.
• Kobolds trade more frequently in Carthasana than they do in
• Gliding Wings. The wings of an Oyasi are too weak to allow actual other worlds, usually in spider silk which they've discovered
flying but they do allow them to fall at a safe, controlled pace. She the secret of safely harvesting and tend to jealously guard.
safe fall any distance on a DC 15 fly check as if using feather fall. While
doing so she can make an additional DC 15 fly check to glide, moving 5' • Merfolk are most frequently found in the Malisandan seas,
laterally for every 20' fallen. This ability replaces sure footed the island besotted warm waters south Estaria between the
continents of Delcerni and Kelusi.

Other Races • Nagani are relatively rare in their homelands in the distant
south and the sourthern side of the Blood Sea region. Rarer
While the kindred races account for the majority of the sentient beings on still to encounter one in the main area of the Dusk setting
Carthasana, especially in the area of Telzoa, there are species from other (Losineris and Telzoa)
planes and lands that the party may encounter and, with the GM's
permission, may be player characters. A number of these are presented in • Orcs serve the same role as they do in other worlds are are
the Advanced Race Guide. Here are the setting specific notes for the races just as much despised by the members of the kindred races.
found in that book. According to legend, the first orc was the dwarf who
committed the first murder among the people of that race.
• Aasimar come from the plane of Valra. There are multiple places Regardless of the truth in this, the emnity between dwarves
where the veil between Valra and the material world is weak enough and orcs is particularly fierce on Carthasana.
to simply walk across, and there are individual members of the race
which have crossed that barrier to find themselves in Carthasana. • Oreads, like ifrit, are commonly found on Shunra and only
Aasimar do not speak celestial as that language is not present in the occasionally drift into the material world.
setting - in its place they speak Valran common.
• Ratfolk are native to the far southern lands of Dragonelli near
• Catfolk: These creatures are native to the continent of Kelusi, on the the southern tip of Delcerni (The distant south has much the
far side of the Asidian Ocean from the Eastarian empire. This same role in this world as the far east has in ours).
continent is dominated vast savannahs and jungles from which
• Samsarans are native to Abora, and it is verbotten for them
members of this race arise.
to leave that plane to enter into the material world. On
• Changelings can be found upon Carthasana though they are so rare Abora they are truly imortal - they do not age their and so
that a player character of this race may go their entire life without their forays into the material world tend to be brief. Any age
encountering another of their kind at all. infringed upon them by the material world vanishes from
them once they return to Abora.
• Dhampirs: Biologically impossible on Carthasana, no canon mention of
them will be made in any of the Dusk setting books. • Strix are found on the western side of Kelusi. Where they are
natively found, their numbers are strong. They are more
• Drow are known as Durani elves in Carthasna. Unlike other worlds, likely to come into conflict with catfolk than humans in their
they have not been driven underground, instead ruling vast kingdoms native lands, but as humanity expands into the east this may
to the south of the Estarian Empire in an area known as Sulenia. change.
• Duergar rule the Sulonic mountain region to the west of the Drow • Sulis, like the jann, are native to Abora, though like the jann
held lands. Their domains are among the highest in the world and they are likely to wander between the five outer planes for
they are unaffected by thin air which will fatigue any characters forced reasons of their own. When found on the material plane it is
to move about in it for any length of time. usually because they are on their way from one land to
another.
• Svirfneblin are the only race known to stay to the deep world on • Vishkanyas are a created race when found in Carthasana,
Carthasana. Why they choose to dwell in the night below is a mystery, something akin to a golem. The only land where they are
but to hear them speak of it they seem to fear something in the found in notable numbers is the distant south.
waking world far more than what they face in the depths.
• Udines are native to the plane of Balcra as the Sylphs are,
• Sylphs are native to Balcra, and like their Shunra equivalents the Ifrit though they tend to stay to the great depths of that plane
and Oreads, they enter into this world in places where the veil rather than its skies.
between the planes are weak.
• Wayangs are found in Sodra where it parrallels the Distant
• Tengus are from the far western Voolrean plains region of Carthasana. south. Native to that plane, they are loathe to leave it to
enter into the material plane.
• Tieflings are native to the plane of Sodra, unlike the fletchings whose
ancestors where trapped there and later adapted. They begin play
with Sodran common instead of infernal.

• Vanaras are found both in the jungle regions of east Kelusi but also
further south in Dragonelli and nearby regions of Delcerni.
Character Classes
Chapter 3
Each member of a well honed organization has a purpose, and each Characteristics: Bard dabble in multiple areas. They are Jack’s of
member is expected to serve their purpose. If they don’t, their many trades, and masters of none save one – they are the
organization will fail. I do not accept failure gentleman – am I entertainers and inspirations of many an army.
understood?” Religion: Most, if not all bards follow Court Rizaldi. The College of
- Travis Triel the Rose is devoted to this group of deities and is the largest bardic
college native to the island. Within the court Poen, Lord of Music
One of the first decisions you’ll probably make (after determining your and God of Love is the most popular of the deities. More than a
ability stats) is which class? Class defines your role in the party more than few legends relate that it was Poen who invented the Methods of
any other choice you’ll make about your character. This chapter presents Loom which are used by bards to cast their spells. Terix the
the changes to the core classes and the new prestige classes of the setting. prankster is also a popular choice, and evil aligned bards
sometimes swear fealty to Narisane.
Core Classes Background: Any given bard's background is guaranteed to be at
The eleven core classes represent the most commonly encountered roles least as colorful as he. Some bards are simply born to the music
that occur within the setting. and ply their trade for years before being accepted into one of the
colleges or societies. Others work as apprentices to the masters
and already have considerable prestige as they begin their careers.
Barbarians Still others are independents, owing no allegiances.
Barbarians are primal warriors who tap into their inner fury of their hearts Races: All races have bards, though the musical style of a
to drive themselves into rages that are terrifying for opponents to behold. particular bard will be largely shaped by his racial heritage. Human
Though usually from lands outside Telzoa, they quickly find acceptance in a bards are the most diverse both in styles, aims and goals. Dwarven
land in search of powerful warriors. bards are famous for their abilities in freeform percussion. Elven
Adventures: Barbarians typically either adventure to find new lands for and half-elven bards are masters of the stringed instruments,
their people, or when their people have been driven from their homes by whilst Oyasini bards are among the best at the wind instruments.
more powerful monsters. Even things other characters accept as mundane Beyond this each race has its own ideas on what is beautiful in
are often wondrous to a barbarian. music - for even the best dwarven music is classified by elves to be
"noise."
Characteristics: Barbarians are best known for their ability to fly into a
powerful fury which increases their strength and endurance for a time.
Game Mechanic Changes
Barbarians are also masters of survival in wilderness environments.
• Alignment: Bards must have a Shunrian alignment, which
Religion: Barbarians who find themselves in Telzoa more readily accept and allows them to tap into the passion required for music, dance
are accepted by Court Rizaldi and Court Shadrea, depending on the and art.
alignment of the individual. Terix and his priesthood in particular enjoy
having barbarians around - they make ideal (if somewhat dangerous) strait-
men for pranks. More traditional barbarians will follow the teachings of the Rose Bards
druidic courts. Tiania figures most prominently in the lives of these A rose bard is a priest of Poen, Patron of Bards and Lord of songs.
individuals. In the teachings of war Sana and her wild (if evil) ways appeal This variant class has the following changes from the base bard.
more to barbarians than the slow, prodding defensive teachings of the
priests of Cuvanill. • Divine Caster: A rose bard is a divine caster. As with all divine
casters he does not have spell failure chance due to armor
Background: As mentioned above, most barbarians are outsiders. As such worn, but can lose his magic if he offends his patron.
they usually speak the local tongue with a halting, heavy accent, as befits
both the individual's intelligence and willingness to be accepted. Barbarians • Domain Magic: A rose bard selects one of the following cleric
from closer to Telzoa are likely to be half-orcs who have left their violent domains: Air, Charm, Guardian, Liberation, or Protection. He
orcish parentage to seek out a new, hopefully better life. gains the granted powers of the chosen domain. This ability
replaces Bardic Knowledge.
Races: Barbarians are rarely from any of the established human cultures
save the Cuolshites, which have a large number of barbarians in their midst.
Clerics
Game Mechanic Changes Clerics are the best known practioners of mana de invocia, or
“Magic by divine will.” Their spells usually come from established
• Alignment: Barbarians must have a dominant Shunrian (red) deities, but almost any outsider can grant a cleric some magical
alignment, which they use to tap the primal fury of their rage. power and clerics which worship demons and devils instead of
gods are not unknown though they are rare.
Bards Adventures: Clerics most frequently adventure to proactively seek
The most famous bards of Telzoa hail from the land of Hone Rae. These out and destroy enemies of the faith.
people are largely descended from half-elven stock, and their love of music,
Characteristics: Clerics are devout and fanatical followers of
lore and dance is unparalleled on the island, such that members of that
whatever deities they serve. This can make them valuable allies to
culture consider the bard their favored multiclass. But music is not the
some and determined foes to others.
property of the Hone Raeans alone - bards can be found among all of the
peoples of Telzoa bringing cheer, or at least some mystery to the locales Religion: Clerics come from almost any religion given to actively
they visit. fighting others (which is most of them).
Adventures: Bards travel to gather and spread tales. Stricken with an
incurable wanderlust, a bard adventures for the sake of adventurering
alone.
Table 3-1: Cleric Domains & Deities Game Mechanic Changes
The table below lists domains, and the deities that grant them. Domains • Alignment: Deities have only one or two alignments. A cleric's
missing from this list have no deity that grants spells from them in the starting alignment must match one of them. As the character
setting. Domains in bold text are new to this book. progresses most deities will allow a cleric to stray so long as
his strongest alignment matches one of the deity's
Domain Deities alignments, but a few deities are intolerant of deviation.
Check with your GM.
Aid Indralia, Tean, Matacha, Cuvanill, Gintuse, Rosalynn,
Ooyashandra • Spell Access: The base spell list of a cleric depends on his
Air Poen, Char, Paltos, Sanshan religion, and modified by his deity, as detailed in Chapter X. A
Ancestor Freyalis, Nalru cleric that doesn't have a deity has access to the spells in the
Animal Tala, Januel, Fas Core Rulebook so long as they are not in the
Artifice Balaxa Evocation(Invocation) subschool (such spells require a deity
Cavern Dulthos to be used. A cleric can learn rites for other spells outside his
Charm Cuane, Poen, Narisane, Landala, Trishdare, Belandra
base list through research or acquiring prayer books that
Community Cuvanill, Cuane, Indralia, Freyalis, Ooyashandra
include those spells. Unlike a wizard, once a cleric has found a
Corruption Senda, Kepho, Narisane, Sana, Char, Belandra, Lirashnal
Creation Balaxa, Calruldal
rite for a spell and learned it he doesn't need to keep the
Darkness Senda, Sadier, Imlocrin, Trishdare, Lirashnal, book available for further reference.
Belandra,Grimwall, Nalru, Elrico
• Spontaneous Spells: A cleric which channels positive energy
Death Sekoon, Kepho, Tharpoen, Senda, Sadier, Nalru, Elrico
Destruction Sekoon, Char, Sadier, Imlocrin, Nalru, Elrico
spontaneously casts cure wounds, a new spell with a level of
Discord Berenash, Senda X. A cleric which channels negative energy spontaneously
Dwarf Freylais, Dulthos, Nalru casts inflict wounds, another spell of a level of X.
Earth Berenash, Landala, Dulthos, Nalru, Fas, Ooysashandra
• Languages: Clerics do not gain any access to the bonus
Elf Januel, Alisar, Panial, Frey, Warrick, Imlocrin, Trishdare,
Lirashnal, Belandra, Grimwall languages in the Player’s Handbook - specifically Celestial,
Family Cuvanill, Cuane, Tala, Januel, Freyalis, Sanshan, Ooyashandra Abyssmal and Infernal. They instead gain Liternanin, the
Fate Matacha language of the Malchani Empire and the only surviving
Fire Sekoon, Char, Landala, Imlocrin, Calruldal, Ooyashandra written language in Telzoa (When something needs to be
Guardian Matacha, Poen, Tala, Grimwall, Freyalis, Ooyashandra written in the other human languages Liternanin is pressed
Glory Tean into service just as English uses Latin letters).
Gnome Sanshan, Calruldal, Fas, Elrico
Halfling Ooyashandra
Hate Sekoon, Tela, Tharpoen, Apenca, Berenash, Belandra Cleric Domains
Healing Rosalynn, Indralia, Alisar, Freyalis, Sanshan Listed below are the new domains used by the deities of
Justice Tean Carthasana. The deities that grant spells from the existing domains
Knowledge Gintuse, Balaxa, Alisar, Calruldal are listed on the table to the left. Spells in bold are new to this
Liberation Cuane, Poen, Balaxa, Terix, Seloku, Sadier, Panial
book.
Luck Terix, Landala, Trishdare, Panial
Madness Tela, Terix
Magic Paltos, Alisar, Fas Aid
Metal Balaxa, Sana, Dulthos
Deities: Rosalynn, Indralia
Nobility Berenash
Pain Tela Granted Powers: You take upon yourself the burdens and
Plant Tala, Januel, Fas sufferings of others that you might aid and comfort them.
Protection Matacha, Poen, Indralia, Warrick, Dulthos, Ooyashandra
Purity Tean, Matacha, Cuvanill, Gintuse, Rosalynn, Ooyashandra Burden Bearer: Choose a penalty on your saving throws up to your
Repose Matacha, Frey wisdom modifier. Your allies within 30' gain a holy bonus of the
Retribution Tean, Apenca, Sana, Landala, Grimwall same.
Rune Gintuse
Sea Cuane, Frey Burden Taker: Beginning at 6th level you may touch a creature to
Strength Cuvanill, Apenca, Sana, Grimwall, Warrick, Dulthos remove a status effect from them. You make a fortitude save
Sun Tean, Januel, Alisar, Panial, Frey, Warrick, Calruldal against the effect (whether it granted one originally or not) and if
Travel Seloku, Paltos successful the effect is neutralized. Otherwise it is removed from
Trickery Terix, Tela, Senda, Narisane, Paltos, Panial, Trishdare, the creature you touch and you suffer it until its duration runs out
Sanshan
or 24 hours, whichever is less.
Tyrrany Beranash, Sekoon
Undead Kepho, Sadier, Nalru Domain Spells: 1st - aid, 2nd shield other, 3rd - spirit link, 4th -
War Cuvanill, Sekoon, Sana, Warrick, Dulthos revive, 5th - rejuvenate, 6th - aether slide, 7th - refuge, 8th -
Water Cuane, Paltos, Frey, Elrico, Ooyashandra greater restoration, 9th - circle of hands
Weather Char, Tala, Imlocrin, Ooyashandra

Ancestor
Background: Many of the priests which later become clerics are the second
Deities: Freyalis, Nalru
and third born sons and daughters of the nobility. As primogency is the
primary scheme of inheritance, these individuals have little to gain in Granted Power: You call upon the spirits of your ancestors for
remaining with their families and can become a financial burden to the most of your guidance and spirtual power.
smaller houses. As a result, many of them are given over to the various
temples at a very young age. Also, many of the good aligned temples run Spirit Guide: You have an ancestral spirit guide whom you can
orphanages and will train orphans with talent to further their cause (and summon a number of times each day equal to your wisdom
even some of the evil aligned temples have been known to do this). modifier. The spirt can advise you for a minute during each
summons.
Races: Religion is the most divisive factor in Telzoa. Though a character of
any race can be a cleric, he must follow a god of his race's pantheon. Clerics
who follow gods not of their race are practically unheard of.
Spirit Sense: At 9th level you can use true seeing for a number of rounds Granted Power: You draw power from the dwarven gods
equal to you class level. The rounds need not be consecutive.
Great Endurance: Your hit die for this class is d10
Domain Spells: 1st - detect undead, 2nd - augury, 3rd - speak with dead, 4th
- divination, 5th - atonement, 6th - quest, 7th - legend lore, 8th - prophecy, Resistance of Stone: At 10th level you gain spell resistance of 10 +
9th - moment of precience. your wisdom modifier.
Domain Spells: 1st - magic weapon, 2nd - endurance, 3rd - glyph of
Cavern Domain warding, 4th - greater magic weapon, 5th - fabricate, 6th - stone
tell, 7th - dictum, 8th - protection from spells, 9th - elemental
Deities: Dulthos
swarm (earth or fire)
Granted Power: You draw power from the deep places of the world.
Knowledge dungeoneering is a class skill for you. Elf Domain
Ways Beneath: When underground, you always know where you are in Deities: Januel, Alisar, Panial, Frey, Warrick, Imlocrin, Trishdare,
relation to the surface, what paths lead out and which lead deeper, and Lirashnal, Belandra, Grimwall
how far you are beneath the ground. You also have a +2 insight bonus to all
skills used underground. Granted Power: You draw your power from the elven gods.

Burrowing: At 8th level you can burrow for a number of rounds equal to Divine Archery: You may place a spell with a range of touch onto an
your caster level. These rounds need not be consecutive. arrow and have that spell affect the target of the arrow. This power
may be used a number of times equal to your wisdom modifier
Domain Spells: 1st - detect secret doors, 2nd - darkness, 3rd - meld into each day.
stone, 4th - mage's secure shelter, 5th - passwall, 6th - find the path, 7th -
maw of stone, 8th - earthquake, 9th - imprisonment Gifts of Elvenkind: At 8th level you are blessed with the secrets of
the manufacture of the elven racial equipment. Further, any
masterwork cloak and boots you wear will behave as cloaks of
Corruption Domain elvenkind and boots of elvenkind respectively.
Deities: Senda, Kepho, Narisane, Sana, Char, Belandra, Lirashnal
Domain Spells: 1st - true strike, 2nd - cat's grace, 3rd - snare, 4th -
Granted Power: You are devoted to the defilement and corruption of the tree stride, 5th - commune with nature, 6th - find the path, 7th -
world and draw power from that act. The granted powers of this domain liveoak, 8th - sunburst, 9th - antipathy
are identical to the evil domain.

Domain Spells: 1st - afflict, 2nd - duress, 3rd - contagion, 4th - poison, 5th - Family Domain
brittle bone curse, 6 - diseased weapon, 7th - befoul, 8th - terror, 9th - drain Deities: Cuvanill, Cuane, Tala, Januel, Freyalis, Sanshan,
life Ooysashandra

Granted Power: Your powers are granted to shelter, norish and


Creation Domain bolster those you love.
Deities: Balaxa, Calruldal
Hero's Guard: Once per round, as an immediate action, you may
Granted Power: You are gifted and craft and creation, and the spells that trade spaces with an adjacent ally and any attack against them
aid the same. becomes aimed at you.

Artisan's Gift: You are considered trained in all craft skills, even those you Shelter the Kindred: Beginning at 6th level you may as a swift action
have no rank in. You have a +3 sacred bonus to the use of these skills. The you may protect a number of creatures equal to your Charisma
items you do have craft ranks in can be made masterwork at half normal modifier (minimum one creature) with a +4 holy bonus to AC. This
cost and time. supernatural ability lasts 1 round per level, and any affected
creature loses this bonus if they move more than 20’ away from
Enduring Creation: Double the duration of the spells minor creation and you. You may affect yourself with this ability. The rounds of effect
major creation whenever they are cast. of this ability need not be consecutive.
Domain Spells: 1st - create water, 2nd - minor image, 3rd - create food and Domain Spells: 1st - shield other, 2nd - sheltering branches, 3rd -
water, 4th - minor creation, 5th - major creation, 6th - heroes feast, 7th - helping hand, 4th - imbue with spell ability, 5th - forbid, 6th - mass
permanent image, 8th - prismatic wall, 9th -refuge shield other, 7th - dispelling screen, 8th - protection from spells, 9th
- prismatic sphere
Discord Domain
Deities: Berenash, Senda Fate Domain
Deities: Matacha
Granted Power: You are charged with sowing discontent and discord among
the people of the world and thrive on the strife they show. Granted Power: You sense the coming and goings of the world of
Shadow of Paranoia: Diplomacy and sense motive checks done with 60' of spirits, the fates of the living and the destinies of the dead.
you suffer a -2 penalty. Blessed by Fate: Once per day per wisdom modifier you may roll
Paranoia's Gaze: At 8th level you can inflict paranoia as a gaze attack, with a two dice when making a saving throw and take the better of the
save DC of 10 + 1/2 your cleric level + your wisdom modifier. You can use two dice.
this power a number of times each day equal to your wisdom modifier. Curse of Fate: Beginning at 8th level you may force an opponent to
roll twice against a spell or effect as an immediate action, and take
Domain Spells: 1st - command, 2nd - paranoia, 3rd - ??, 4th - dissension in
the ranks, 5th - gratuitous violence, 6th - ??, 7th - eyebite, 8th - antipathy, the worst of the two results.
9th - ??? Domain Spells: 1st - true strike, 2nd - augury, 3rd - second chance,
4th status, 5th - aether slide, 6th - quest, 7th - vision, 8th -
Dwarf Domain prophecy, 9th - foresight
Deities: Freyalis, Dulthos, Nalru
Guardian Domain Tean's Grace: You have divine grace as per the paladin ability
against Sodrean spells.
Deities: Matacha, Poen, Tala, Grimwall, Freyalis, Ooysashandra
Holy Lance: As per the ability outlined for the Good domain, but
Granted Power: You are appointed with the role of guardian and keeper of
instead of affecting evil characters holy weapons affect Shunran
your people. Perception is a class skill for you.
and Sodran aligned foes in this setting.
Hero's Guard: Once per round, as an immediate action, you may trade
Domain Spell: 1st - zone of truth, 2nd - prayer, 3rd - mark of
spaces with an adjacent ally and any attack against them becomes aimed at
justice, 4th - compulsion, 5th - limited resources, 6th - quest, 7th -
you.
absolute law, 8th - absolute grace, 9th - manifest probability
Vigilance: At eighth level you no longer need to sleep that you might keep
vigilance at all times. You become immune to spells which induce sleep. Metal Domain
Finally, when you stand upon hallowed ground you may stand sentinel as
per the spell without casting it. Deities: Balaxa, Sana, Dulthos

Domain Spells: 1st - alarm, 2nd - vigilance, 3rd - obscure object, 4th - Granted Power: You are a forger of tools, weapons, and armors to
sentinel, 5th - dismissal, 6th - forbiddance, 7th - guards & wards, 8th - the glory of your patron. You have a +2 on appraise and spellcraft
dimensional lock, 9th - inviolability checks with items primarily composed of metal.
Safeguard: Items in your possession have a +4 bonus to their item
Gnome Domain saving throws.
Deities: Sanshan, Calruldal, Fas, Elrico Metal's Truth: At 8th level you can bestow the metalic property of
your choice for a number of rounds equal to your cleric level.
Granted Power: You draw power from the deities of the gnomish people.
During this time the weapon bypasses damage reduction of the
Bluff is a class skill for you.
appropriate type. You can use this ability once at 8th level and an
Compelling illusions: The DC of your illusions has a +1 sacred bonus. additional time for each 4 levels afterward.

Fade out: At 6th level you may turn invisible as a free action anytime you Domain Spells: 1st - magic weapon, 2nd - heat metal/chill metal,
are struck. You have a number of rounds of invisibility in this manner equal 3rd - keen edge, 4th - rusting grasp, 5th - wall of iron, 6th - blade
to your cleric level and wisdom modifier. barrier, 7th - rusting ray, 8th - iron body, 9th - blade storm

Domain Spells: 1st - silent image, 2nd - invisibility, 3rd - minor image, 4th -
minor creation, 5th - hallucinatory terrain, 6th - mislead, 7th - screen, 8th - Pain Domain
irresistible dance, 9th - freedom Deities: Tela
Granted Power: You delight in causing pain and misery in others
Halfling Domain and follow Tela the Bitch Queen. Intimidate is a class skill for you.
Deity: Ooysashandra
Displine of Pain. You are immune to a pain touch spell cast by a
Granted Power: You worship the goddess of all the oyasini and receive character of lower level than you.
power from her. You have the lightning reflexes feat, and the skills stealth
Sharing of Pain. At 8th level whenever an opponent strikes you
and sleight of hand are class skills for you.
with a melee attack you may as an immediate action share the pain
Halfling Luck: At 6th level or higher you may reroll any failed saving throw with them. They take the same damage you did, fortitude save for
with a +2 bonus to the second roll. You gain an additional use of this ability half against a DC set by your cleric level + your wisdom modifier.
at every 3rd level thereafter. You can use this ability once per day at 8th level and an additional
time per day for every 4 levels thereafter, but a given opponent
Domain Spells: 1st - magic stone, 2nd - cat's grace, 3rd - flying, 4th - may only be targetted once a day by this ability.
freedom of movement, 5th - confusion, 6th - heroes' feast, 7th - refuge, 8th -
ethereal jaunt, 9th - moment of prescience Domain Spell: Pain Touch. This is an X level spell spanning 1st to
9th level on its own. See Chapter 6 for information on this sort of
spell.
Hate Domain
Deities: Sekoon, Tela, Tharpoen, Apenca, Berenash, Belandra
Purity Domain
Granted Power: You channel the power of deities of hate and spite, seeking Deities: Tean, Matacha, Cuvanill, Gintuse, Rosalynn, Ooysashandra
ill for all who oppose you and even some who don't.
Granted Power: You are charged with the eradication of evil in the
Touch of Spite: You can touch a creater a standard action and grant it a world, insofar as your deity interprets such. To this end you have
profane bonus to all attack rolls, skill checks, ability checks and saving rolls the ability to destroy the spells and effects which corrupt the
equal to half your cleric level (minimum 1) for one round. You can use this common people.
ability a number of times a day equal to 3 + your wisdom modifier.
Oathsworn: As with the members of the paladin class, you are
Sadistic Glee: Beginning at 6th level you gain a bonus to attack and damage oathsworn against one of two alignments - Sodra or Shunra. You
rolls equal to the number of foes you've slain, up to your cleric level. The cannot choose an alignment your deity has (so a cleric of Matacha
bonus lasts until you spend more than a minute out of combat. must choose Shunra since Matacha is Valra/Sodra). Against spells
Domain Spells: 1st - doom, 2nd - scare, 3rd - hatred, 4th - bestow curse, 5th of that alignment you may add your charisma bonus to your saving
throws.
- exsanguination, 6th - wasting curse, 7th - wilting curse, 8th - antipathy,
9th - wail of the banshee Bursting Smite: Beginning at 8th level you may use two uses of
your channel energy ability to harm creatures possessing your
Justice Domain oathsword alignment.
Deities: Tean Domain Spells: 1st - sanctuary, 2nd - pacifism, 3rd - remove
disease, 4th - dissmissal, 5th - break enchantment , 6th purge, 7th -
Granted Power: You an adjudicator and bringer of justice to a world filled
humble, 8th - purify, 9th - holy.
with injustice.
Retribution Domain Druids
Deities: Tean, Apenca, Sana, Landala, Grimwall Animists (called druids in other worlds) are the guardians of the
Granted Power: You have the power to strike with vengeance against your most sacred woods and places throughout Carthasana. They
foes. couple magical power with the ability to shapeshift into the forms
of the creatures of the world.
Strike of Vengeance: If you have been harmed by someone in combat you
may make a strike of vengeance with a melee or ranged weapon against Adventures: When animists adventure it is often to learn more
that individual. If the attack hits you deal maximum damage. This is a about themselves or about the forces which threaten the lands
supernatural ability usable 3 times per day + 1 time per wisdom modifier they hold sacred. Some adventure to explore new vistas they
you have. haven’t seen.

??? Characteristics: Animists are the servants of Tiania, the goddess


the woodlands and natural cycles. While not as militaristic as
Domain Spells: 1st - shield of faith, 2nd - endurance, 3rd - reflect gaze, 4th - clerics, they are more powerful and more dangerous as
shout, 5th - baleful polymorph, 6th - banishment, 7th - spell turning, 8th - spellcasters.
final punishment, 9th - storm of vengeance.
Religion: Animists are the servants of the religion of Siliani,
practiced principly by the Cuolshan tribes which occupied Telzoa
Sea Domain before the coming of the Dalsundrians.
Deities: Cuane, Frey
Background: Animists are very much on the fringe of Telzoan
Granted Power: You are blessed with the power of the sea. society. While the clerics of Telensiarty begrudgingly acknowledge
the role of the deities of Siliani, they have all worked to undermine
Water breathing: For a total time per day of 1 minute per cleric level you the role of the animists in Telzoan society. Clerics of Pentalism do
possess you breathe underwater as if under a water breathing spell. This not even begin to acknowledge animists as divine spellcasters in
effect occurs automatically as soon as it is needed and lasts until it runs out any form.
or is no longer needed, and can operate multiple times each day up to the
total daily limit of minutes. This granted power is a supernatural ability. At Individual animists are usually the children of animists themselves,
8th level you can instead confer this ability to someone else and for you it and those that are not are all but adopted by their mentors at a
becomes permanent. very young age.

Domain Spells: 1st - buoy, 2nd - clearsight, 3rd - water breathing, 4th - deep Races: Like barbarians, animists tend to hail from primitive
water, 5th - force hull, 6th - freezing sphere, 7th - control weather (double societies with a more primal tie to nature.
duration, but only at sea), 8th - capsize, 9th - elemental swarm (water only)
Game Mechanics
Tyranny Domain • Alignment: Animists must maintain strong ties to nature and
Deities: Berenash, Sekoon hold an Aborean alignment.

Granted Power: You follow an ancient power bent on the enslavement of • Summon Creature: Animists spontaneously cast summon
all beings to its will, and desire to be higher on the pecking order than the creature which replaces the nine summon nature's ally spells.
masses.

Serpent's Gaze: Once each day you can force any creature that meets your Fighters
gaze to keep it's eyes locked with yours. In this state it suffers a -2 penalty While war persists there will always be men and women to fight
to attacks and a -4 to all other checks, but so do you (unless you attack the those wars. A fighter may be short on many things, but work is
creature you are gazing at). A will saving throw negates this effect. You can rarely one of them. Few also are the fighters that need to worry
maintain the gaze for 3 rounds + your wisdom modifier in rounds. about a retirement plan, for their lives tend to be nasty, brutish
Suggestion: At 6th level you can make a suggestion as per the spell. You can and short.
do this once per day at 6th level, and an additional time for each three Adventures: There are as many reasons for fighters to adventure
levels thereafter. as there are men and women who take up the sword. Some fight
Domain Spells: 1st - command, 2nd - entrall, 3rd - discern lies, 4th - fear, 5th for a cause, others fight for themselves. Some fight to amass glory,
- greater command, 6th - quest, 7th - grasping hand, 8th - mass charm, 9th - and other fight to amass wealth.
dominate monster Characteristics: Fighters are the undisputed masters of combat,
melee or otherwise. While a barbarian can come close while in a
Undead Domain rage, he doesn’t even come close without it.
Deities: Kepho, Sadier, Nalru Religion: Two deities are likely to figure prominently in a fighter's
life - Sana, Goddess of Aggressive War and Slaughter; and Cuvanill,
Granted Power: You draw power from the forces of shadow, darkness and
Goddess of Defensive War and Protection. Between these two
undeath.
most fighters make a choice. Then again, fighters tend to be
Touch of undeath: Your lifesigns are especially weak and with some effort among the more free of classes where religion is concerned, and
you conceal them further to conceal your lifeforce from the undead. This there are many fighters who fight for no deity whatsoever. Also,
allows you to become invisible to undead, per the spell, for 3 rounds + your many folks with strong religious beliefs tend to become paladins or
wisdom modifier. clerics.

Bolstered undead: The undead you create have two extra hit dice. Background: Fighters tend to hail from military backgrounds.
Many have already served in one or more wars, proven
Bonus Spells: 1st - detect undead, 2nd - bloodpet, 3rd - animate dead, 4th - themselves, and become decorated. Some have found they have a
no rest for the wicked, 5th - corpse control, 6th - create undead, 7th - control real knack for it and would rather test their skills and courage
undead, 8th - create greater undead, 9th - Ciranu's foul transformation. becoming a legend. After all, it beats the hell out of simply
guarding some fat lord's castle.
Monks • Oathsworn Alignment: A paladin not only has to stay true to
the edicts of the Valran alignment, he must choose which of
Monks in the Dusk setting are members of the relatively young, widely its two enemies he is oathsworn to seek out and destroy. The
feared and misunderstood religious sect known as the Listralans. Founded members of these alignments must be reformed or
c. 1000 SR by Tia Listral, in the years since the establishment of her order, vanquished regardless of whatever other views they hold.
the Listralans have become the hated targets of nearly all the priesthoods of The abilites of the paladin which are attuned to spells and
Carthasana. creatures of a certain alignment instead affect spells and
Religion: Monks teach and believe that the gods, all of them, are nothing creatures with those alignments. Certain spells, such as bless
more than ascended mortals themselves, that there is divinity locked in weapon, affect only the this opposed alignment.
every soul and one can, with patience and practice, tap into that divinity. • Divine Sponsorship Required: As outlined for the cleric class.
The path one follows on the way to such enlightenment is bent towards
focusing mind, body and spirit into a cohesive whole.
Rangers
Background: The Listralan Way has its roots in the western section of the
Estarian Empire, but its followers have been driven from that area through Guardians of the woodlands, or at least exploiters thereunto,
the persecution of the Pentalist League. Scattered to the four winds, it is rangers act as civilizations vanguard against the wilderness.
possible to find a Listralan anywhere, though if they still maintain Adventures: Rangers typically act as guides and guardians in the
monasteries these structures have been well hidden from the outside world wilderness, though just as often they act as trackers seeking to
indeed. And as the years of persecution have forced the Listralans to hone trace down those who would use the wild to hide.
their combat skill (particularly unarmed combat skill since carrying weapons
attracts unwanted attention), it would be a formidable and deadly task to Characteristics: Rangers make excellent and highly mobile skirmers
try to destroy one of those monasteries. in combat. They can strike a foe hard and out of nowhere, then
disappear as quickly as they appeared.
Races: Humans are the only race known to espouse the Listralan Way. A PC
of any other race is allowed, but such an individual would be a unique Religion: Rangers of Telzoa follow Court Siliani in preference to
example. any other set of gods. They are closely aligned with the druids of
that court, though unlike paladins they are under no compulsion to
follow the orders of the druids. They often do anyway. Rangers
Game Mechanic Changes
receive their spell abilities from Tiania, so they will at least revere
• Alignment: Monks must have a Valrean (White) alignment. They seek the Mother of Cycles.
perfect order within and without themselves, a philosophy that is only
compatible with the Valrean alignment. Background: Rangers are loosely organized in Telzoa, with such
organization aided partly by the druids. They are either born to the
• Weapons: As there aren’t any oriental weapons in the Dusk setting wilderness or sought it out in preference to the civilization they hail
monks are allowed to use any simple weapon they choose. They are from. All rangers tend to be solitary, coming into towns and
also proficient in light and one handed martial weapons. villages only rarely to pick up what few supplies they cannot
manufacture on their own. More so than any other class a ranger
is likely to learn a wide variety of crafts in order to be completely
Paladins self-sustaining.
Champions of good and purity, paladins are the rarest of all warriors in
Telzoa. As agents of Aurnon, they are called upon to deal with the worst of Races: The most famous rangers are elven, and the most common
dangers to the faith. ones are Cuolshite. Cuolshite rangers get along better with druids
than any other group, as it is believed that the Cuolshite people are
Adventures: Paladins serve Tean, lord of the twin suns. All adventures and somehow linked to that mysterious religion.
actions they undertake in the name of their lord.
Characteristics: The paladin is a holy warrior with supernatural abilities and Game Mechanics
spells which augment his combat prowess. • Alignment: Rangers must maintain strong ties to nature and
Religion: Paladins serve Court Aurnon, and in particular Tean, God of the hold an Aborean alignment.
Twin Suns. They are directly responsible to the priests of Tean, then to the
priests of Court Aurnon. Rogues
Background: Paladins are called. The when, the why, and even the how is a Thieves, scoundrels, rapscallions, bandits, charlatans, the list of
personal experience unique to each paladin, but after the call comes the names go on, and all of them describe rogues. As long as there are
Test of Purity. This test occurs just before the paladin reaches first level. things of value to take, there will be folks out to take them, be it
The player and the DM are encouraged to detail the events of the test, as simple gold or trust.
they can be life shaking. The test shakes the character's wisdom,
constitution and charisma - the character must successfully roll an ability Adventures: To a rogue, life is often one adventure after another,
check for each of these during the test. The wisdom test is one of insight - as most of them have a penchant for getting into a lot of trouble
the character must solve a moral dilemma. The constitution test is one of one way or another.
sheer endurance of pain to see whether the character can maintain his faith Characteristics: Rogues rely on their skills more than other
through physical adversity. The third test, of charisma, pits the character characters do. This makes them one of the most flexiable groups
against his worst fear. The nature of each test is customized to the would- since their role in a party often changes depending on the role they
be paladin. take on.
Races: Historically paladins have always been members of the Human and Religion: Rogues tend to follow chaotic deities - Terix is the
Half-elven race, but who knows what the future holds. current favorite, but Narisane, Poen, Cuane, and Tharpoen rank
right up there. Many rogues are at least slightly altruistic in their
Game Mechanic Changes religious life - willing to convert at lightning speed if it will save
their bacon.
• Alignment: Paladins must have a Valran alignment. They are the
defenders of the order the tenents of this alignment holds so dear. Background: Rogues come from all backgrounds - this is as true of
Telzoa as it is true of anywhere else in the D&D game.
Sorcerers Magi
In Telzoa, and throughout Carthasana, sorcerers are members of clans. The In the World of Carthasana it is far more common to encounter
bonds of blood encourage them to act in concert, choosing different spells wizards which study magic according to its alignment instead of its
to complement each other, and making them very dangerous as a group. school. These wizards are known as magi.

Adventures: Sorcerers adventure to explore themselves and unlock the Unlike schools, each alignment of magic is intrinsicly opposed to
latent power locked within themselves. Their comrades find their two others - you can't choose your opposition alignments. Further,
devestating powers to be a boon on almost any situation. your character's personal alignment must match his spells.

Characteristic: In terms of sure magical potential, the sorcerer is easily the A magi cannot prepare spells of his opposition alignments at all. In
most powerful of the spellcasters, although he isn’t the most flexiable. exchange for this restriction he can prepare spells that are of his
alignment regardless of the class the spell normally belongs to
Religion: A very few sorcerers worship Pektos, God of Magic, but the vast without needing a divine focus (though other components must be
majority follow the principles of the Listralan Way. This rebellious sect met and certain spells have components that cannot be met
teaches that one can become a god by perfecting one's abilities and uniting without multiclassing, like the song component of some bard
the mind, body and soul. This sits well with sorcerers who, as a group, tend spells). These spells occupy two spell slots instead of one. For
to rank among the more vainglorious and egotistical individuals of the land. example, a Valran magi can prepare cure wounds or perform the
True devotees of the Listralan Way become monks however. raise dead ritual, but fireball is forever barred to him because it is a
Shunran spell.
Background: Sorcerers are their family. Outsiders believe that a sorcerer's
spells are predestined by his family in the same way as hair or eye color. As with school specialization, each alignment gives the character a
This isn't true, but sorcerers play up that belief - further it is a well-known number of powers gained as the character advances. Also, the
fact that certain clans have trademark spells. character receives a bonus spell slot to prepare spells of their own
alignment in - and this slot can hold an out of class spell by itself
Races: Any member of any race may potentially become a sorcerer. The
instead of requiring a second slot.
gift does run down family lines though, even among barbaric races such as
orcs, and it is uncannily rare for a sorcerer to manifest in families with no
history of such an ability. When this happens the fledgling is often sought Aboran
out by the established societies as it helps relieve their lines from excessive The spells of nature and growth, Aboran magic heavily overlaps
inbreeding. with the druid and ranger spell lists. These wizards are unable to
use Balcran or Sodran magic. The most painful spell lost is dispel
Wizards magic and similar effects, and while most all necromancies are also
lost characters of this order wouldn't be likely to use such spells
While there are many users of magic, there exists only one group that anyway.,
studies magic. Wizards not only personify magic and possibility, but they
alone study it's laws and structure exhaustively. They are the only class in Wild Empathy: Aboran wizards share this trait with druids and
Carthasana that is free to create any new spell they desire, on any whim rangers. Survival is a class skill for wizards of them.
that may occur to them. Sorcerers rarely really understand what they are
Nature's Boon: You can bolster the attack strength of an willing
doing, and usually do not care about arcane formulae enough to actually
creature you touch, or yourself, to deal extra damage equal to your
explore them to the degree that wizards do. Wizards are the only class that,
level. The boon persists for 1 minute or until the attack lands.
in theory, can learn all the spells in the game. They are the innovators and
tinkers of the world of magic. Wild Shape: At 8th level you may assume wild shapes as a druid
four levels lower than you.
Adventures: Wizards adventure in search of lore to add to their scroll
collections. It is extremely rare to see a wizard travel without one or more
well armed companions in case her spells should prove useless. Balcran
Characteristics: If sorcerers are the most powerful spellcasters, wizards are Wizards of this alignment are master diviners and illusionists and
easily the most flexiable. Wizards are the only spellcasting class to pass understand the workings of magic perhaps better than any other
down their knowledge of the art through spellscrolls (books haven’t been character. Balcran wizards do not have access to the fiery magic of
invented yet in Telzoa so most wizards use vellum scrolls). Shunra which contains most of the overt naked force spells in
wizardry. They also have no recourse to Aboran magic which holds
Religion: Pektos, God of Magic, figures most prominently in a Telzoan enhancement and bolstering effects. However, their own magic is
wizard's life if he is at all religious, although he grants no prayers and has no notorious in its subtlety and powerful ability to dispel magic or
(known) priests, so how one is to worship the "Keeper of Mysteries" is very counter it.
much in the air. Some wizards follow other deities of course, though their
devotions are as unique as each individual. Vast Knowledge: Like bards, Balcran mages horde knowledge.
While the bent of their knowledge is likely to be more scholastic
Background: Most wizards in Telzoa are taught by the time-honored than personal experience or story based, the end result is the same
method of apprenticeship. Among elves this is the only accepted method of - these wizards can attempt any knowledge check untrained and
teaching - elves believe in the principle of one master, one apprentice in all add half their level to all their knowledge checks.
tasks. Humans are more pragmatic, but it is rare to see a master with more
than one apprentice. There is a college of wizardry in Merryville, and a Spell Breaker: You can counter any spell with any spell that
much larger academy in far off Sandiem, but aside from those two locations matches the target spell in school or descriptor and is the same
there are no schools that teach the craft as one might learn physics in a level or higher.
college today. Spell duel Mastery: Beginning at 8th level You may use an
Races: Dwarves who learn magic face being ostracized by their clan hold - immediate action in response to an immediate action, usually to
and that fact is a serious deterrent to insure that dwarves who learn magic counter a counterspell. (It is well known that a spell duel with a
are very rare. If a dwarf can endure such a fate (most can't) he can become Balcran mage is usually a losing proposition).
a wizard - and every generation or two it does occur. Oyasini are inclined
towards conjuration and gnomes towards illusion - neither race is Shunra
stigmatized for choosing other schools or none at all. Wizardry requires
Few wizards are a chaotic or trigger happy as Shunran Magi. Even
writing - and very few cultures and races have developed this art.
evokers tend to be taken aback at their aggression and power. This
comes at a cost - without Valran and Balcran spells these magi have next to Characteristics: Alchemists are viewed as dangerous eccentrics at
no wards or dispel abilities to speak of. best, and foolhardy maniacs by most. Their potions and
extractions, while useful, are rarely stable or dependable. Unlike
Intensified magic: The damage dice your spells employ increases a step - wizards, alchemists do not have established guilds or societies
magic missiles using d6's, fireballs with d8's, and so on. within Estaria, though a few individuals are looking to remedy this
Energy bolts: You may evoke bolts of fire, ice, electricity or force and propel in Sandiem.
them at foes as a touch attack. If they hit they deal 1d6 damage + your Religion: Alchemists have no rhyme or reason to their choices of
intelligence modifier. The bolts fly out to medium range. You have a base religion, and the few that are well known seem to be apathetic to
attack bonus with these bolts equal to a fighter of your level, and throw the topic as it is a distraction from the study of the chemical
multiple bolts if you have multiple attacks. This ability is useable at will. interactions that make up the world.
Greater Pyroclastic Burst: At eight level you can convert any spell Background: Alchemists are an independent lot, and trend
preparation you have into a fireball that deals 2d6 damage per level of the towards Sodra, Shunra and Balcra for their alignments. Most come
spell and takes an energy form of fire, ice, or electricity. from the merchant class, and many are apothecaries who have
stumbled upon the magic inherent in certain material
Sodra compositions,
Sodra is the magic of the self and the concerns of the self. It's practioners Races: Gnomes are the only race with a notable number of
are most notorious for necromancy, but they also have considerable skill alchemists in their population. Perhaps this shouldn't be too
with mental compulsion. The are unable to use Valran and Aboran magic, surprising, as a race gnomes love embracing the latest discoveries
but since many of those spells are druidic and clerical respectively that and technologies.
doesn't represent a significant change to the selection of spells the
character has as some of the other magi posess.
Inquisitors
Life Magic: Sodran magi often resort to using their own life force to bolster
their spells. For every 4 points of damage they are willing to take they can To the south of Telzoa lies the Estarian Empire and the Faith of the
apply one level worth of a metamagic feat to a spell. Damage taken this way Pentalist League. The Grand Order of the Inquisition is feared
can't be healed magically for 24 hours. throughout the empire and the members of this class are the
agents of that inquisition. Inquisitors rarely range as far north as
Inflict Wounds: Sodran wizards can spontaneously cast inflict wounds at any Telzoa, as the habit of the Pentalist Order of executing clerics from
of its levels. other religions has led to retribution in kind - should a cleric in
Telzoa learn someone is an inquisitor they are likely to kill them
Puppet Strings: At 8th level you can animate any corpse or skeleton with even if their goals are otherwise compatible, for the emnity
temporary necromatic energy as a standard action and direct its actions. It
between Telensitary and Pentalism runs violent and deep.
falls disanimate when you cease directing it. You can perform this action
any number of times during the day. Every four levels past 8th you can Adventures: The life of an inquisitor is an adventure. They are the
direct an additional corpse in this manner. field agents and foot soldiers of Pentalism, charged with locating
threats, both percieved and real, to their faith. The order is viewed
Valra with suspicion by outsiders at best, and fear and loathing is the
usual reaction of someone upon learning they are dealing with an
Valran magi have a great deal of overlap with the spell selection of clerics, Inquisitor.
without the bother of being answerable to a god, but without the benefit of
armor or weapons. Worse, the better wizard offensive spells are forever Religion: Inquisitors serve one of the five gods of Pentalism. No
denied to them. other faith counts members of this class in their order.

Increased Vigor: Your hit die is a d8. Background: Most inquisitors are like the clerics of Estaria - nobles
who are the second or especially third or fourth born children of
Common Cause: Allies within 20' of you that share your alignment gain a +1 their parents - and sent into the religious orders so that they might
bonus to attack rolls, skill checks and saves. This bonus increases to +2 at not inherit and cause the estate of their families to be divided upon
4th level and again each 4 levels thereafter to a maximum of +5. their parent's death. The particularly zealous and violent ones are
Warding Circle: At 8th level you can create a magic circle of protection the ones that take to the inquisitor path.
around yourself that lasts a number of rounds equal to your level and your Races: Pentalism accepts converts from all races, but non-human
intelligence modifier. Raising the circle is a swift action. The rounds of priests of any type are rare.
protection need not be consecutive.

Game Mechanic Changes


Other Classes • Judgement: The bonuses of judgements are always sacred, at
The various Pathfinder supplements have introduced a number of new least from the point of view of the inquisitor wielding the
classes. More than a few of these classes won't be found in Telzoa but may power. Mechanically the bonuses have the alignment of the
show up in the far corners of the world. inquisitor. The smiting abilities of the inquisitor are aimed at
one of the two antithetic alignments to the inquisitor's own,
but not at the same time.
Alchemist
Alchemy and its practitioners are found throughout the Estarian Empire,
particularly near Sandiem and Ilstag. Then again, you're likely to find
Prestige Classes
anything in Sandiem itself. Still, the strong trade networks upon which these The following prestige classes are present in the Dusk campaign
cities sit as a hub means that practitioners of the alchemist's art are usually setting.
not in want for most of the substances they use to make their extracts
Adventures: Alchemists adventure for many of the same reasons as wizards Arcanist
and sorcerers do, though admittedly they are better trained for the
The arcanist is an unusual and powerful spellcaster who takes the
situations one tends to encounter in the murky depths than their arcane
inborn talents of the sorcerer and applies the study of wizardry to
counterparts are.
them. The result is a spellcaster with an awesome range of spells and the Skill Ranks per Level: 2 + Int Modifier / level
ability to cast them spontaneously.
The purpose of this prestige class is to reward the usually unwieldy Class Features
sorcerer/wizard multiclass, although it is possible to combine the wizard All of the following are the abilities of the arcanist.
and bard classes with some loss in effectiveness.
• Spells per Day: When an arcanist level is gained the character
Hit Dice: d6 gains new spells per day as if she'd also gained a level in both
the prepared and spontaneous spellcasting classes she
Requirements belonged to previously. No other benefits of those classes
are gained. If a character has more than one arcane class of
All of the following are requirements to become an arcanist.
either type the player must choose which class the arcanist
• Spellcasting: Ability to prepare 2nd level arcane spells and the ability levels will apply to for purposes of spells per day.
to spontaneously cast 3 2nd arcane spells / day.
• Arcane Mastery: At first level an arcanist can spontaneously
• Feats: Any three metamagic feats cast prepared cantrips as if they where permanently known
to the character. At each level of the class the maximum
level the character can perform this feat increases by one, to
Class Skills a maximum of 9th level as a tenth level arcanist.
The arcanist's class skills are Appraise(Int), Bluff(Cha), Craft(Int), Fly(Dex),
Knowledge(all)(Int), Linguistics(Int), Profession(Wis), and Spellcraft(Int)

Table 3-2: The Arcanist


Level Base Fort Reflex Will Special Spells / day
Attack Save Save Save
Bonus
1 +0 +0 +0 +1 Arcane Mastery - cantrips +1 level existing spontaneous arcane spellcasting class
+1 level existing prepared arcane spellcasting class
2 +1 +1 +1 +1 Arcane Mastery - 1st level spells +1 level existing spontaneous arcane spellcasting class
+1 level existing prepared arcane spellcasting class
3 +1 +1 +1 +2 Arcane Mastery - 2nd level spells +1 level existing spontaneous arcane spellcasting class
+1 level existing prepared arcane spellcasting class
4 +2 +1 +1 +2 Arcane Mastery - 3rd level spells +1 level existing spontaneous arcane spellcasting class
+1 level existing prepared arcane spellcasting class
5 +2 +2 +2 +3 Arcane Mastery - 4th level spells +1 level existing spontaneous arcane spellcasting class
+1 level existing prepared arcane spellcasting class
6 +3 +2 +2 +3 Arcane Mastery - 5th level spells +1 level existing spontaneous arcane spellcasting class
+1 level existing prepared arcane spellcasting class
7 +3 +2 +2 +4 Arcane Mastery - 6th level spells +1 level existing spontaneous arcane spellcasting class
+1 level existing prepared arcane spellcasting class
8 +4 +3 +3 +4 Arcane Mastery - 7th level spells +1 level existing spontaneous arcane spellcasting class
+1 level existing prepared arcane spellcasting class
9 +4 +3 +3 +5 Arcane Mastery - 8th level spells +1 level existing spontaneous arcane spellcasting class
+1 level existing prepared arcane spellcasting class
10 +5 +3 +3 +5 Arcane Mastery - 9th level spells +1 level existing spontaneous arcane spellcasting class
+1 level existing prepared arcane spellcasting class

Table 3-3: The Death Speaker


Level Base Fort Reflex Will Special Spells / day
Attack Save Save Save
Bonus
1 +0 +1 +0 +1 Holy Blast +1d6, Matacha's Will +1 level existing divine spellcasting class
2 +1 +1 +1 +1 Holy Blast +1d6, +1 level existing divine spellcasting class
3 +1 +2 +1 +2 Holy Blast +1d6, Matacha's Touch +1 level existing divine spellcasting class
4 +2 +2 +1 +2 Holy Blast +1d6, +1 level existing divine spellcasting class
5 +2 +3 +2 +3 Holy Blast +1d6, Matacha's Rest +1 level existing divine spellcasting class
6 +3 +3 +2 +3 Holy Blast +1d6 +1 level existing divine spellcasting class
7 +3 +4 +2 +4 Holy Blast +1d6, Matacha's Awe +1 level existing divine spellcasting class
8 +4 +4 +3 +4 Holy Blast +1d6 +1 level existing divine spellcasting class
9 +4 +5 +3 +5 Holy Blast +1d6 +1 level existing divine spellcasting class
10 +5 +5 +3 +5 Holy Blast +1d6, Matacha's Ward +1 level existing divine spellcasting class

Table 3-4: Listral's Hand


Level Base Fort Reflex Will Special Spells / day
Attack Save Save Save
Bonus
1 +0 +1 +1 +1 +1 level Monk Abilities, Magic Fist, Expanded Ki +1 level existing class
2 +1 +1 +1 +1 +1 level Monk Abilities, permanent spell (1st) +1 level existing class
3 +1 +2 +2 +2 +1 level Monk Abilities, Enchanted Touch +1 level existing class
4 +2 +2 +2 +2 +1 level Monk Abilities, permanent spell (2nd) +1 level existing class
5 +2 +3 +3 +3 +1 level Monk Abilities, Ray Touch +1 level existing class
6 +3 +3 +3 +3 +1 level Monk Abilities, permanent spell (3rd) +1 level existing class
7 +3 +4 +4 +4 +1 level Monk Abilities, Diamond Soul +1 level existing class
8 +4 +4 +4 +4 +1 level Monk Abilities, permanent spell (4th) +1 level existing class
9 +4 +5 +5 +5 +1 level Monk Abilities, Arcane Replenishment +1 level existing class
10 +5 +5 +5 +5 +1 level Monk Abilities, permanent spell (5th) +1 level existing class
Ex-Death Speaker
Death Speakers A death speaker displeases the goddess Matacha loses all spell
Death speakers are the servants of the Matacha, the Goddess of Natural abilities and granted abilities of this class until she returns to her
Death and the Dead. Unlike many deities controlling this portfolio, Matacha favor.
is good aligned and her priests are charged with the task of maintaining the
sanctity of death. Part of this charge is the duty to destroy any and all
undead they encounter as she considers undeath to be a direct mockery of
Listral’s Hand
her. Most death speakers are clerics in service to Matacha before they enter "The fool looks without for support. The weak stand upon the backs
this prestige class, but this isn’t mandatory. of tools The wise knows that true strength and purity comes from
within. Only by purifying oneself can one begin to be whole, divine,
Hit Die: d8 and great." -Tia Listral, 987 SR.
Since their inception during the latter half of the Orgstal Wars in
Requirements what is now the Estarian Empire, the teachings of Tia Listral have
To become a Death Speaker, a character must fulfill the following. earned the persecution of any and all priests they encounter. For
she taught that the gods where nothing more than ascended
• Deity: Matacha
mortals - great in power yes, capacle of granting spells, certainly,
• Spells: The character must be able to cast 4th level Valran spells. but the cosmos was not their plaything, and that they were no
better than the mortals that served them and that they once
• Feats: Extra Turning where. She also taught that if one worked hard enough they could
awaken the divinity inherent in all souls - a divinity that gods
• Skills: 8 ranks Knowledge (Necrology)
harvested through worship and a power that was not rightfully
theirs, but only rightfully belonging to each soul that possessed it.
Class Skills
Despite persecution, the Listralan way has spread - especially
The Death Speaker’s Class skills and the key ability for each are among individuals already given to a certain degree of meglomania
Concetnration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha) such as wizards and sorcerers.
Knowledge (Arcana)(Int), Knowledge (Necrology)(Int), Profession (Wis), Scry
(Int), and Spellcraft (Int) Hit Die: d8

Skill Points at each level: 2+Int modifier


Requirements
Class Features To qualify for the ranks of Listral's Hand requires special
dedication. The following requirements must be met.
All of the following are the abilities of the death speakers
• Base Attack Bonus: +3
• Spells per day/Spells Known: When a death speaker level is gained
the character gains new spells for the day as if he had also gained a • Alignment: Dominant Valrean
level in a spellcasting class he belonged to before adding the prestige
• Special: Evasion, Unarmed Strike, Stunning Attack, Ability to
class. He does not however gain other benefits of that class not
spontaneously cast 2nd level arcane spells. The character
directly related to spellcasting (spells / day, spells known if
spontaneous, increased effective level of casting). If a character has cannot have a familiar.
more than one spellcasting class he or she must choose which class
the deathspeaker level will stack upon. Class Skills
• Holy Blast: When turning the undead the death speaker adds 1d6 / The class skills of the monks of Listral’s Hand and the key ability for
level to their channel energy damage. They do not add this damage to each skill are Balance (Dex), Climb (Str), Concentration (Con), Craft
uses any other uses of channel energy. (Int), Jump (Str), Knowledge (Arcana) (Int), Spellcraft (Int), Swim
(Str), and Tumble (Dex)
• Matacha's Will: A death speaker adds their death speaker level to
their charisma score when calculating their effect on any charisma Skill Points at each level: 2+INT Modifier.
based power or skill used against undead except Matacha's Awe (see
below), including and especially channel energy. Class Features
• Matacha's Touch: The death speaker gains the ability to unerringly All of the following are the abilities of the monks of Listral’s Hand.
attack incorporeal foes. His attacks gain the ghost touch property. This
• Weapon and Armor Proficiency: Members of Listral's hand
is a supernatural ability.
gain no proficiency with weapons or armor.
• Matacha's Rest: Foes slain by a death speaker may not be returned to
• Spells per Day: When a new Listral's Hand level is gained, the
life or unlife except by a spell effect with a caster level four higher
character gains new spells per day as if she had also gained a
than the death speaker's. This ability will counter the death avoidance
level in a spellcasting class she belonged to before adding the
abilities of certain undead, notably liches (a lich slain by a death
prestige class. She does not, however, gain other benefits a
speaker will be permanently slain unless it is four levels higher than
character of that class would have gained, except for
the death speaker).
additional spells per day, spells known (if she is a
• Matacha's Awe: Undead may not approach within 30' of a death spontaneous spellcaster), and an increased effective level of
speaker unless they save at a willpower save DC 10 + death speaker spellcasting. If a character had more than one spellcasting
level + charisma bonus (not including the Matacha's Will ability ). In all class before becoming a member of Listral's Hand, she must
other regards this ability works like frightful presence except that it decide to which class she adds the new level for purposes of
only affects the undead despite the fact those creatures are normally determining spells per day.
immune to frightful presence. This is a supernatural ability.
• Monk Abilities: Certain monk abilities continue to progress
• Matacha's Ward: The death speaker becomes immune to level for members of this class. Specifically, add your levels in this
draining and death spells and effects as per the death ward spell. This prestige levels with any levels you have in the monk class to
is a supernatural ability. determine your unarmed damage, AC bonus and unarmored
speed abilities. You may total you base attack bonus from your • Enchanted Touch: You may cast a spell that normally targets
spellcasting class, Listral's Hand and Monk classes to determine your touched weapons upon your fists.
flurry of blows attack.
• Diamond Soul: As per the monk ability - the level of
• Expanded Ki: The members of Listral's hand have tapped deeper into resistance is the character monk and Listral's Hand level. If
their innate magic abilities than other monks. Their ki uses are equal the character has this ability from the monk class alone then
to their combined monk and Listral's Hand levels + spellcasting ability the character also adds his caster ability modifier to the
modifier instead of wisdom. The character gains additional ki stroke resistance.
and ki pool abilities as a monk of his level + his Listral's Hand level.
• Arcane Replenishment: The character may divert magical
• Magic Fist: You combine your arcane spellcaster levels, monk levels energy to restore his body. The character may use any spell
and levels in this prestige class when determining how many times you slot of 1st level or higher to heal for 1d8 hit points / level of
may use the stunning attack ability. While you can still opt to stun the spell.
opponents, you also can embed any spell you know with a range of
"touch" into the attack instead of the stunning effect. The spell so
embedded is cast as a free action as part of the attack, and unlike a
normal use of the touch spell you will lose the spell if you miss. Spells
embedded this way have an effect calculated from the levels of all
classes mentioned above.

• Permanent Spell: The character may choose a spell of the given level
or lower to become permanent on themselves. See the permanency
spell for list of spells that can be made permanent by default. The GM
may allow other spells at his or her discretion.
Skills and Feats
Chapter 4

"Talent is a rare thing, training rarer still, and rarest is talent refined • Calligraphy: Calligraphy is the art of writing, or more precisely
by training.” illumination of scripts that involves painting them and
applying gold leaf to some of the more valuable pages.
- Lord Travis Triel.
• Carpentry: Carpenters are all woodworkers, and more than
This chapter contains campaign specific notes about skills as well as new any other craft this one has numerous specialists in its various
feats. areas that the character can emphasize in. These include
cabinet and furniture makers, wheelwrights, shipwrights,
structural carpenters, roofers and woodcarvers.
Skills
• Cartography: This is the art of map making. Cartographers
The following listings either expand on their entries in the core rules. Skills
are highly prized in maritime communities and their charts,
with no changes aren’t listed.
which reveal favorable winds and treacherous currents are
jealously guarded. A skilled cartographer can make an
Appraise accurate map given time and tools, though any literate
person can read one, any navigator can navigate with one
Many artisans place maker's marks onto an item that reveals information
and so on.
about the item including who made it and where, and often the date of
manufacture can be reasonably inferred by noticing variations in the mark • Cobbler: The cobbler, or shoemaker's trade is primarily a
that change over time. Not all this information will be on every item but marriage of carpentry and leatherworking.
will usually be present on items the characters might care about the value
of. • Fur Curing: Individuals that prepare furs for use in clothing
are known as furriers. This is a close cousin to
leatherworking, although the goal is to cure the hide so the
Bluff fur will remain on the skin, which requires a different process
Especially crafty NPC's may pretend to believe the bluff. Since you want to than leatherworking.
believe you will succeed on your checks this counterbluff has a +5 bonus. • Jeweler: Jewelers cut and fix gems. The process has not
changed remarkably since ancient times to today.
Craft • Heraldry: Any scholar can recognize coats of arms with the
If you have a craft skill you begin play with membership in a guild of correct knowledge skills (esp. Knowledge – Nobility). The
craftsman. Membership dues and privileges vary by region, but at a craft of heraldry is concerned with the creation of heraldic
minimum if your dues are current you will have some amount of signs following a strict code known as the laws of tincture.
professional contacts and will be able to secure legal help and backing as Learning the herald’s art is highly prestigious in typical
long as you are in good standing - however the guild will expect your medieval societies.
support in return.
• Instrumentcraft (Specific): You know how to make musical
A craftsman may appraise the goods of his craft using his craft skill instead instrument (choose one).
of the appraise skill.
• Leatherworking: A leatherworker crafts with hard or soft
The following are the craft skills most frequently found within Telzoa. leather. Hard-boiled leather is used for leather armor and
saddles. Soft leather is used for book covers, backpacks and
• Alchemy: Alchemists combine strange ingredients in secret ways to
the like.
make marvelous substances.
• Metalworking: This skill involves the working with soft metals
• Architect/Engineer: The architect's craft is the design of buildings,
- primarily with pewter but also silver, gold, tin and copper.
although understandably it takes lot of people to carry out the plans of
a single architect. Architecture is not merely a factor of determining • Painting: In its own way, painting is a perform skill, and a
what can be done with building materials, but why. As an example, favorite past time of many bards. A painter can emphasize
architects who work closely with priests often design a building with on a specific medium such as fresco, mosaic, oil or water
religious symbols placed directly into the structure. painting.
• Armorsmith: The armorer, or armor smith, makes armor and shields. • Plumbing: Plumbing is the ancient art of getting water to
move where desired. Most piping is made of tin or ceramic -
• Blacksmith: Blacksmiths work with iron and typically fashion
and such is usually found only in the wealthiest of homes.
horseshoes and the like.
• Pottery: This is the art of making ceramic objects, usually
• Bowyer/Fletcher: This is the art of bow and arrow manufacture. Such
bowls, jars and lids for the same.
a character does not necessarily know how to make new arrowheads,
but since these often survive a battle where the arrow does not this • Sculpting: While most think of stone when sculpting is
isn't a problem. brought up, sculpture can also be done in wax and then cast
into bronze (which involves this skill and metalworking to do).
• Brewing: The character is a student of the manufacture of alcoholic
beverages. There are three areas to this art - brewing grains (which • Stonemasonry: Masons work in conjunction with architects
yields beers), fermentation of fruits (wine-making) and hard distilling to realize their plans, building wall, hewing passages and
(whiskey). performing other works with stone.

• Trapmaking: From animal snares to deadfalls, this craftsman


concentrates on the manufacture of traps. The DC of the
check is the same as the disable DC of the trap. On a critical failure The most common languages are listed below. Some languages are
the trap maker springs the trap on himself. grouped. Once you learn one language in the group, you can learn
others in the group that are commonly spoken for 2 per rank (So
• Weaponsmithing: In a world fraught with peril and filled with armies you can learn 3 languages in a group by buying 2 ranks in
to equip, the weaponsmith is rarely in need of work. linguistics. However, this rule does not apply to ancient languages -
• Weaving: Weavers manufacture cloths or carpets. A weaver’s check only one of these may be acquired at each rank.
result determines the price the item commands once completed. A • Cuolshan: The language of the native peoples of Telzoa
weaver with a handloom can make about 1 square yard of material present before the Dalsun peoples arrived. Words borrowed
every three days. from this tongue crop up frequently in Telzoan place names
• Wickercraft: The character can weave baskets and other objects of (e.g. Hone Rae means "Meadow Glorious" in East Cuolshan)
wicker, including privacy screens, wicker throw rugs, chairs, certain o East Cuolshan: The language spoken in the eastern end
tables and even scabbards and some adventurer’s gear. of Telzoa.

o Central Cuolshan: The language spoken in the lands


Disguise around the great crater and in the mountains to the
You can attempt to hide among the people, using the sheer number of north. Where it is spoken it is far more common as the
people in a settlement or crowd to conceal you from those who would find Dalsundrians never ventured into this region.
you. This task works in opposition to Diplomacy (long term) or spot (quickly
o Western Cuolshan, or Isladri: The language spoken most
'hiding' within a crowd).
frequently among humans of Isladria, an island to
Telzoa's east.
Heal • Dulsandan: Dulsandan includes the default "common"
You can use a heal check to attempt to determine a non-obvious cause of tongue of most games in the Dusk setting - Dalsundrian. but
death and its time. also includes the divergent and emerging tongues of Tennen
and Milisal. The ancient languages of Dalzendri and Dulsand
help to round out the family within the isle of Telzoa.
Knowledge Telmandan and Armandan, each of which are spoken by
A character can research a question in a library or book. These items have Telzoa's neighbors, are descendants of Dulsand and are
ranks in knowledge skills just like characters do. The more ranks a library or considered members of the Dulsandan language group.
book has, the harder any given bit of information will be to find.
o Dalsundrian: On the island of Telzoa this is the de facto
The fields of knowledge in the setting are the same as in the Core Rulebook, standard language. In reality a hodgepodge mix of
with these additions: languages with Dalzendri as the backbone, Dalsundrian
is a language lacking respect among the learned as a
• Astrology (Clr): The character uses the stars to predict the future
crude commoners language. Nevertheless its
based on myths and legends surrounding them. Knowledge of the
usefulness as a language nearly everyone can speak is
myths and legends within astrology is a simple knowledge check. A
undisputed. There is no formal written form of
second task of this skill is prediction.
Dalsundrian, though Liternanin characters can be used
• Law (Pal, Clr) The character is familiar with the written law of a to represent its words.
country. This is specific detailed knowledge of the law, not the cursory o Tennen is dominate on the southwestern side of the
knowledge of laws one might have from Knowledge - Local. island of Telzoa.
• Philosophy: Philosophy is a search for wisdom that is, for the most o Milisal has taken root in Milicsundria and Dabrinia.
part, divorced from religion. Its study includes the study of logic and
the rules of argument and grammar. It is a discipline few understand o Dalzendri (Ancient): This is the language lying at the root
and fewer still truly appreciate. of Dalsundrian, Tennen and Milisal and was at it's height
four hundred years ago - so short a time that many
elder elves still know the language and could speak it
Linguistics fluently if they desired. Sorting for most modern
You may attempt to create a code to secure your messages. Attempts to speakers through this tongue is akin to an English
decipher your code are an opposed linguistics check between you and the speaker trying to sort through Chauncer's Middle
person that intercepted your coded message. They have a -10 penalty if English - it's very difficult but possible. Very few texts
they don't know the language you wrote the code in. exist in Dalzendri, and the language uses a variant of the
Liternanin alphabet when notes upon it are found.
Language o Dulsandan (Ancient): This language dates back six to
A character is either fluent in a language, or functional with it. A character seven hundred years from the current campaign date.
is automatically fluent with only one tongue no matter how many languages Knowledge of its distant descendants is of little use to
he automatically starts with. To be fluent in any other language the those attempting to understand this language. Indeed,
character must double purchase it. Functional command of a language is all most of what is known about the language is through
that is required to understand it and speak that language. Fluency removes study of its descendant tongues, elven memories, and
any trace of an accent, but is more a matter of taste than restriction, though the occasional passage describing it's words in
certain NPC's may be impressed by your possession of it and it is critical to Liternanin. To it's credit many of the more obscure
maintaining certain disguises. place names in Telzoa, such as Dalze (from Dulzhe
meaning "cove"), Ultan (Yuultain, meaning "river
Literacy: Characters aren't automatically literate. Only the cleric and wizard bends") and Paldace (Poldacei, meaning "harbor with
class automatically begin play fluent in a written language (Liternanin). rocks" ) are Dulsandan in origin. The peoples who spoke
Other characters must learn such a tongue that includes an alphabet before this language where also the practitioners of what
they can read. Some languages survive only in their written form, so while a would later become courts Aurnon and Damosi, and
character may know how to read and write them, they won't recognize again the names of many of these gods have their roots
them when they hear them spoken.
in this language (Tean comes from Tei Ayn, meaning "Two Eyes.") o Padrisilv: The elven of the Padriac region.
o Telmandan: The language of the Telmish is on the southeast side • Liternanin: This family includes Liternanin and its descendant
of the channel from Telzoa and follows a different evolutionary tongues. It is one of the most widespread tongues in the
path. This language lacks many of the Elven and Cuolshite world of Carthasana.
borrowed words which dot the landscape of Dalsundrian. A
more guttural language, Telmandan borrows far more words o Liternanin: The Liternanin language has many
from the orcish peoples whom the Telmish compete with for descendants despite the fact that the language itself is
space to this day. still alive and well as the standard of communication
between the literate souls of the world. Speaking
o Armandan: The Armandal peoples inhabit the lands southwest Liternanin is almost equivalent to being literate - for this
of Telzoa on the far shore of the Channel of Miandris. Their language's 51 letter alphabet is borrowed by most of
tongue bears more dwarven marks than does Telzoan proper, the human tongues we will be discussing for purposes
but theirs is a tongue both more tuned to the sea (They have 26 of writing. Since the process of writing is embedded
different words to describe a wave) and with a tendency to into the teaching of Liternanin a speaker of this
borrow other tongues. language can write it - further they may use its letters to
phonetically encode most other languages they know.
• Rosalynn Sign: Developed by Priests of Rosalynn who have taken a
vow of silence within their temples and monasteries, this language is o Malchani: The lords who conquered the island between
automatically obtained by the priests devoted to her. 200 and 400 SR never completely abandoned their own
tongue, since it gave them a way to give each other's
• Dulshadral: This group of tongues includes dwarven, orcish, goblin and council in the present of the rabble. That language is
gnomic, and any of the four races tend to smack scholars for this largely lost elsewhere. The common folk and many
classification. Nevertheless it cannot be denied that there are many, demihumans often derisively call this language noble-
many identical root words in these tongues, pointing to a dark episode speak. All the same the nobles semi-fiercely guard this
in the history of dwarves and gnomes indeed if there is any truth language, as fluency in it is a mark of culture and
behind the hints the etymology is providing. refinement. There is a written variant of Malchani,
o Kilrasic (colloquially, Dwarven) is the only language of these four though the alphabet is descended from Liternanin
with an alphabet. The others use this alphabet, because - o Estarian: The language of the people of the Estarian
according to dwarves - "they're too damn lazy to invent their Empire, this tongue is dates back to the days of
own." Dwarven characters look very wedge-like to human eyes. Sandielansta and may be older than Liternanin (it is
They are simple, to the point, and very easily carved into stone. unclear as to which is the older). There is an alphabet
Indeed, dwarves rarely if ever write anything down - they carve to this tongue, but it has fell out of use and will not be
it. "If it isn't worthy of stone it isn't worthy of recording." goes known to characters who do not deliberately set out to
one dwarven saying. learn it (which costs a skill point).
o Knorasi (colloquially, Gnomish) sounds gentler than dwarven, • Draconic Tongues: The tongues of dragons are surprisingly
and it is perhaps the least abrasive to the ears of the four. The varied given the number of dragons in the world.
gnomes also have a considerable number of borrowed elven
words in their tongue. o Kolric: The language of the of kobolds is very interesting
to scholars, if for no other reason than the sheer
o Kort (colloquially, Orcish) sounds like a dwarf with rabies. It is number of words it shares with the dragon tongues,
filled with vicious guttural snarls, whoops and growls. enough to be considered a sister tongue to them. What
o Junri (colloquially, Goblin) isn't much better, but has a much this says of the relation of these diminutive creatures to
shorter range of words and applications. dragons is hard to say.

• Elven: The most ancient of languages of Carthasana are naturally the o Jarsi: This is the common tongue of the "metallic"
property of her most ancient people. Elven is curious for it's tendency dragon races.
to use intonation to disguise the nature of the message being given, o Auresi: The language of gold dragons
and this carries across to their writing. Elven is known simply as elven
by outsiders. Some scholars in search of a better name call it Tel'Ank, o Argenti: The language of silver dragons
or "The Tongue" in elven. Elves name their language Silvani.
o Aesenti: The language of bronze dragons
o Honial is the only language that is related to elven, yet not elven.
o Cuprumi: The language of copper dragons
This language is largely a cross between Dalzendri and elven,
with a healthy dose of Cuolshite and Liternanin thrown in for o Orichalci: The language of brass dragons
good measure. This befits it's nature perhaps - for Honial is the
official language of the half-elven peoples of the tiny principality o Croshan: The language of chromatic dragons
of Hone Rae - a nation founded for and by half-elves who found o Negrishal: The language of black dragons
themselves to be outcasts elsewhere.
o Rohentishal: The language of red dragons
o Oyasi is a distant cousin to elven, and can barely be considered
to be in the same language family. This language is a bridge of o Blanshal: The language of white dragons
sorts to the other fairy languages from elven. Oyasi has it's own
alphabet that is similar at a glance to the elven, but it only has o Azushal: The language of blue dragons
150 characters to elven count of 900. o Verdeshal: The language of green dragons
o Silvani: The language of most elves born in the northern o Eldicori (Ancient): The language of the elder wyrms.
hemisphere to the extent of the former Malchani Empire.
• Aborani: These are the languages that seem to originate from
o Voolrea: West Elvish is spoken to the far west the outer plane of Aborea. Note that many of these tongues
o Arcical: The elven of the distant north. only appear on the material plane now as the creatures that
speak them have long since been separated from the home
o Kilanri: The elven of the Blood Sea and central regions plane.
o Druidic: The druid tongue is a member of this group. Although Perform
non-druids cannot learn this language, speakers of the sister
tongues might be able to pick out certain words from it. More In particularly noisy situations you can use a performance check to
importantly, druids may learn the languages of this group on a project your voice over the ambient noise. You also use a perform
two for one basis. check to draw attention to yourself.

o Faenori (or Sylvan): This is the world name of Sylvan, which is a


common tongue among sylvan creatures. Profession
o Pichanese: Pixies, Nixies and diminutive fae speak this tongue. Professions are service careers, as opposed to crafts which create
objects. They often combine knowledge in numerous small tasks.
o Phillipi: The language of centaurs and similar creatures. Most professions aren’t worth detailing here as their name makes
it pretty self evident as to what they do. A few have game effects
o Taurni: The language of minotaurs. though that characters might want to use.
o Rumbas: The plant language of the treants. This language is
• Boat Pilot: The character knows how to pilot boats and ships.
physically impossible for most humanoids to speak without
magic but it can be heard and understood. • Cook: A skilled cook can not only make a wonderful food but
can on a DC 15 check ascertain whether food has spoiled or
o Gnashacri: The language of gnolls.
not. A check can also be made to determine whether
o Aboria: The planar common of Aborea. something is edible – this check is between DC 15 and 20
depending on how exotic the item. This check cannot be
• Shunra: These are the languages that appear to originate from the done untrained. Finally a character can make a check to
plane of Shunri. prepare food. A check result of 5 or less indicates the cook
has contaminated the food through incompetence. All who
o Gigas: The common tongue among the giants.
eat it will be food poisoned on the next day and must make a
o Monsodri: The language of mountain and hill giants. fortitude save DC 10 or lose 1d4 points of constitution for one
day.
o Caemendri: The language of stone giants
• Navigator: The character knows how to navigate using tools
o Tempestri: The language of storm giants
such as a compass, sextant and astrolabe. Without these
o Ingantidri: The language of fire giants, and fairly widespread tools this skill is useless.
among fire creatures of other lineages.
o Daodoni: The language of the earthen elementals Spellcraft
There are two forms of spellcraft, arcane and divine. A character is
o Shunria: The planar common of Shunra.
presumed to study spellcraft according to the type of magic their
• Sodra: The languages that originate from the plane of Sodra class uses. The only time the type of spellcraft a character knows
matters is when the character attempts to use a ritual. Characters
o Diablona (Infernal): The language of the diabolic races, the wishing to use rituals not belonging to their class (a wizard using
devils. cleric rituals) must take spellcraft as a skill twice, and when using
o Abytor (Abyssal): The language of the demonic races. rituals not belonging to their class they are treated as a non-
spellcaster.
o Crysondal (Undercommon): The language of the underworld or
cavern races.
Feats
o Dalshite: The language of the dark elves, or drow.
The following feats join the list of available feats from the
o Sodria: The planar common language of Sodra. Pathfinder Core Rules.
• Balcra: The languages that originate from the plane of Balcra
o Assanti (Auran): The language of air creatures
Allure
[General]
o Meran: The language of merfolk
You are attractive.
o Oceani (Aquan): The language of deep ones below.
Prerequisite: CHR 13+
o Balcria: The planar common of Balcra.
Benefit: Gain a +2 competence bonus on all charisma skills
• Valra: The languages that originate from the plane of Valra checked against creatures subject to your allure (usually members
o Saboan (Celestial): The language of angels. of your race and opposite sex). Note that for purposes of this feat
elves, half elves, and humans are the same race.
o Crysali: The language of Eldarin
Special: This feat is only available to 1st level characters.
o Valrani: The planar common of Valra.

Augmented Creation
Perception [General]
A perception check uses Intelligence when the character is actively trying to
find something. The difficulty of the task is influenced by how accurately You create stronger undead than normal
you can describe what you are doing to accomplish the task. For example Prerequisite: Spell Focus (Necromancy)
searching a room for secret doors in general has a much higher DC than
searching a bookshelf for a hidden switch to open a secret door. Benefit: The undead you create have 2 extra hit points per hit die.

If a character might notice something, the check uses wisdom.


Brew Elixer You can prepare two spells in the same spell slot.

[Item Creation] Prerequisite: Split Spell

You can create especially strong potions. Benefit: This feat lets you put two spells into one slot and either
cast both simultaneously or one at a time. The spells occupy a slot
Prerequisite: Brew Potion half the level of the lower higher than the highest level spell of the
two, round up. (e.g. An entwined 1st and 3rd level spell occupy a
Benefit: As brew potion, except the maximum spell level is 5th.
4th level slot, entwined 3rd level spells occupy a 5th level slot).

Brutal Hit Finesse


[Combat]
[General]
You land brutal critical hits upon foes.
You use agility rather than strength to move.
Prerequisites: Weapon Focus, Greater Weapon Focus, Weapon
Benefit: You use dexterity instead of strength for the climb and
Specialization, Greater Weapon Specialization, Improved Critical, Base
acrobatics skills if you are unencumbered and wear an armor that
Attack Bonus +10
has no armor check penalty.
Benefit: The critical multiplier is increased by 1 (x2 becomes a x3). If you roll
Special: The DM may still rule strength necessary in exceptional
a natural 20 you threaten a brutal hit instead of a critical hit which deals
circumstances despite your possession of this feat.
weapon damage multiplier +2 (So a x2 becomes x4).

Cantrip Immediate Spell


[Metamagic]
[General]
You can cast a spell out of turn as a free action.
You have learned an arcane cantrip.
Prerequisite: Lightning Reflexes, Quicken Spell
Prerequisite: Charisma 10+
Benefit: The casting time of the metamagicked spell is changed to 1
Benefit: Choose any cantrip from the sorcerer spell list. You may cast it
immediate action so long as its normal casting time is one standard
sorcerer of half your character level (minimum 1). Normal Arcane spell
action. Immediate actions can be taken any time you’re not flat-
failure chances still apply for characters that wear armor.
footed. The spell occupies a slot six levels higher than normal.

Combat Archery Improved Eschew Materials


[Combat]
[Metamagic]
You keep your wits about you while using a bow.
You can cast spells without material components.
Prerequisites: Point Black shot, Precise Shot, Shot on the Run, Dodge,
Prerequisite: Eschew Materials.
Mobility, Dex 13+, Base Attack +8
Benefit: You may cast spells with a material component costing up
Benefit: You can use a projectile weapon while threatened without
to 10 gold without a material component. You may prepare a spell
provoking an attack of opportunity. You can fire a bow at a foe who
at one level higher to avoid a material component cost of up to 50
threatens you without penalty.
gold; two levels higher to avoid a material component costing 100
Normal: Normally using a projectile weapon in melee provokes an attack of gold; three levels higher to avoid 500 gold; four levels higher to
opportunity. avoid 1000 gold, and for each 1000 gold cost you wish to avoid
further, the spell slot must be raised by one (A spell with a material
component costing 5000 gold must be prepared 8 levels higher
Duplicity than normal to be eschewed of it’s material component).
[General]
You can replace unused preparations freely. Improved Heighten Spell
Benefit: Whenever you prepare spells unused spell preparations count as [Metamagic]
unused spell slots. You can heighten the effects of a spell.

Prerequisite: Heighten Spell, Empower Spell


Elven Blood
Benefit: This feat works like heighten spell except you that in
[General]
addition to increasing the spell’s level, you increase your caster
You have significant, though minor, elven blood. Most characters with this level for that spell by the same amount. For example, if you
feat are the children of half-elves. heighten a magic missile to 3rd level you will increase your
effective level by +2. If you are 5th level, you will be considered
Prerequisite: Human race 7th level when you cast the spell.
Benefit: The character has a +1 on saves vs. enchantments and a +4 on
saves vs. the sleep spell. The character also has low-light vision as a half-elf Improved Mastery
does.
[General]
Special: This feat is only available to 1st level characters.
Your mastery of a spell has improved.

Entwine Prerequisite: Spell Mastery

[Metamagic]
Benefit: Choose a spell you have spell mastery in. You may cast it Lunge
spontaneously.
[Combat]
Special: You can take this feat more than once. Each time you take this feat
you must choose a different spell for it to affect. You can make a lunging attack

Benefit: A lunge is a short-range charge in which you move less


Improved Move Adjustment than 10 feet. If you lunge you will still suffer the penalties for
charging.
[Combat]
Normal: You normally need 10' of room to charge.
You can move short distances with blinding speed.
Prerequisite: DEX 13+, Dodge, Mobility, Tumble 8 ranks Noble Blood
Benefit: You can move 10’ as a free action instead of 5’. This move is [General]
identical to the 5’ free action move in all respects except the distance
covered. You are a member of the nobility
Benefits: You are a member of a noble house. Work out your
Improved Repeating Magic precise rank and attendant repsonsibilities with your GM but at a
minimum you will have the rights and priviledges due members of
[General] the nobility, you will know Malchani as a bonus language and have
You can cast a spell once a round. Knowledge (Nobility) and Knowledge (Local) as class skills. You gain
a +2 bonus on Bluff, Diplomacy and Intimidate checks against the
Prerequisite: Repeating Magic commoners of your society. You will have the service of one to
three retainers loyal to your house that will perform menial tasks
Benefit: You may prepare a spell that can be used every round. If you are a
for you and their salaries are ultimately paid by your family. They
sorcerer, the spell slot used for the spell is returned to you on the next
will not willingly enter into harms way and will abandon you if
round. An improved repeating magic spell takes a slot six levels higher than
mistreated.
normal.
Special: This feat is only available to 1st level characters.
Normal: Spell slots may only be used once a day.

Improved Sneak Attack Poison Immunity


[General]
[General]
You have developed a very high resistance to a specific poison.
You can deal devastating blows to unprepared foes.
Note that this isn’t a total immunity, and particularly massive doses
Prerequisites: Sneak Attack, Base Attack Bonus +8, Improved Critical could still kill you.

Benefit: Use d8's for sneak attack damage. When you land a critical hit your Prerequisite: Great Fortitude
sneak attack dice are maximized.
Benefit: Name a poison. Against that poison you apply a +20
circumstance bonus to your fortitude saving throws. If the poison
Improved Spell Resistance in question doesn’t normally allow a saving throw then you are
entitled to a saving throw without a bonus from this feat.
[General]
You resist spells especially well.
Pounce
Prerequisite: Spell Resistance [Combat]
Benefit: You gain a +2 bonus to your spell resistance. You can pounce upon a foe with a full attack with a favored
Special: This feat does not grant spell resistance, it improves it. A character weapon.
who takes this feat must already have spell resistance through another Prerequisite: DEX 13+, Dodge, Mobility, Expertise, Bounding,
source, such as a monk’s diamond soul class ability. Spring Attack, Whirlwind Attack, Razor Run, Weapon Focus,
Weapon Specialization*, Base Attack Bonus +11
Inquisitive Benefit: You can take a half move and make a full attack. You
[General] must have weapon focus and specialization in any and all weapons
you use in this attack unless you are a monk, in which case you
You learn quickly. may forgo weapon specialization if you are making an unarmed
Prerequisite: INT 13+ attack. If you do this you take a –2 penalty to your AC as if you had
charged until your next turn.
Benefit: Gain 4 skill points at 1st level and an extra skill point each level
thereafter, as if you were human. If you are human, gain 8 skill points at 1st Normal: If you move beyond a fee action step you cannot perform
level and an extra 2 skill points thereafter instead. a full attack option.

Luck of Heroes Quicken Metamagic


[General] [General]

You avoid mishap readily You can quickly prepare a spell with a metamagic feat on the fly.

Benefit: You gain a +1 bonus to all saving throws. Benefit: You may cast a spell with a metamagic feat without
increasing its casting time so long as the greater spell focus applies
to it.
Normal: Sorcerers, bards and other spontaneous spell casters increase Sidestep
their casting times by one round when they choose to use a metamagic
feat. [Combat]

You avoid oblique attacks with grace and ease.


Razor Run Prerequisite: Dodge, Mobility
[Combat]
Benefit: Whenever the opponent who you’ve selected to receive a
You can strike all foes along a single straight-line path. +1 dodge bonus to your AC against takes an attack option that
provokes an attack of opportunity (q.v. bull rush) you may forgo
Prerequisite: INT 13+, Expertise, DEX 13+, Dodge, Mobility, Base attack the attack of opportunity and take a 5’ step. If you do you have a
bonus +8 or higher, Spring Attack, Whirlwind Attack. +20 dodge bonus to your AC against that attack. An opponent who
Benefit: You may move half your speed in a straight line and attack all foes attempted a bull rush and misses moves into the square behind
adjoining your path. You do not provoke attacks of opportunity during this your previous position or strikes the wall if there was a wall behind
movement. You may not attack a foe more than once per use of this ability. you unless they succeed at a reflex save higher than their own
attack roll. (If they fail and move off a cliff edge, that’s their
problem).
Repeating Magic
[General] Split Spell
You can repeat a spell. [Metamagic]
Benefit: When you prepare a repeating spell, it can be used once every ten You can prepare two spells in one slot.
minutes (roughly, once per encounter). If you are a sorcerer the spell slot
you use for the spell is returned to you after ten minutes. The spell Prerequisite: Ability to prepare spells.
occupies a slot four levels higher than normal Benefit: You prepare two spells in one slot and can cast either
Normal: Spell slots may only be used once a day. spell from that slot. Prepare the spells in a slot one level higher
than the highest level one.

Reversing Magic
Twins
[General]
[General]
You can reverse your spells
You and another character are twins and there exists between you
Benefit: You can cast the reverse of any spell you know or have prepared as a mystic tie.
long as it is on your spell list. A spell’s reverse is one whose effect is
diametrically opposed to it and the two spells will be listed as countering Prerequisite: Two characters must take this feat together.
each other. Examples include: haste and slow; enlarge and reduce. Benefit: As twins you have an empathic link that is identical in all
respects to the empathic link that exists between a sorcerer and
Riposte his familiar (see pg. 51 of The PHB). Because of the higher
intelligence of both characters this link is far more useful then that
[Combat] with a familiar.
You can strike opponents who make lousy attacks against you. Special: A character may only take this feat at 1st level.
Prerequisite: Combat Reflexes

Benefit: You may make attacks of opportunity against foes who miss all Twin Share Spell
their attacks on you. [Metamagic]
Special: A fighter may select this feat as a fighter bonus feat. You can share spells with your twin as a sorcerer can with his
familiar.
Shield Deflection Prerequisite: Twins feat
[Combat] Benefit: You can share spells with your twin as long as you remain
You are especially skilled at blocking ranged weapons with a shield. on an adjoining square with (and therefore within 5’ of) her.
Additionally you can cast a spell with a range of “you” as a touch
Prerequisite: DEX 13+, Shield Proficiency. range spell on your twin.
Benefit: You may use a shield rather than your bare hands to deflect Your twin can also deliver touch spells for you. When you cast a
arrows. This works identically to the deflect arrows feat though larger touch range spell you can designate your twin to be the “toucher”
shields are more effective than arrows. A small shield grants a +1 to your (You and your twin must be in contact at the time of casting). Your
reflex save and a large shield grants a +2 to your reflex save. If the shield twin can then deliver the touch spell just as you could. As normal,
has a magical bonus, apply that bonus to your reflex save. if you cast another spell before the touch spell is delivered, it
dissipates.
Note: While this seems more powerful than the deflect arrows feat,
remember that the classes that use shields routinely do not favor reflex
saves as monks do. The bonus the shield gives, particularly if it is magical,
offsets this lack of concentration in reflex saves.
Cosmology
Chapter 5

At the beginning of all things there was the One, and there was
Void. Into the void the One poured forth his thoughts, dreams, Abora
emotions and will. Chaos formed and grew, but the One was not The Verdant Mystery
happy, and willed order into the chaos. Time passed, and the
I am the silence of the vale and the music
essences began to take form. of the stream
Opening of the Tedisa I am found in all things but nothing.
I am life itself and in all living things even
The world of Carthasana is transfixed at the overlap of five outer planes. In those who forget me
brief, events on the material plane are important to outsiders, because their For though all living things end, life has no end.
homes and worlds are reflections of the goings on of the material plane.
These planes touch upon nearly everything about the setting. In this Principle Concerns: Eternal Cycles
chapter we will look at the two ways they are most immediate to the setting Sympathetic To: Valra (Interdependence), Shunra (Instinct).
- alignments and deities.
Antithetic To: Sodra (Mortality), Balcra (The World as it Could Be).

Alignment Abora is the alignment associated with life itself, the natural world,
and eternal cycles. The world, as it is in all it's glory and beauty is
The largest single departure of the Dusk setting from Pathfinder core and the most important thing, and care must be taken to preserve and
other d20 rule systems is that it uses a different alignment system that is protect it.
both more forgiving than the classical system and yet more pervasive
throughout the setting and its spells. There are two key differences Abora believes itself to be good because it cares about all of the
between this system and the classic law/chaos, good/evil alignment system. world - not just parts of it as the other alignments do. No one part
First, where the classic system is exclusive, this system is inclusive. What of the world is more important than any other.
that means is in the classic system your character must be lawful or chaotic
The enemies of Abora see it as an obstacle to progress and,
- he can't be both. In this new system characters can hold opposed
sometimes, a harm to the needs of those things they value more
alignments just as in real life (what psychologists refer to a cognitive
than the world as a whole. Abora becomes truly evil in their eyes
dissonance). Second, this alignment system doesn't describe good and evil.
when it destroys the property of others in the name of natural
All five alignments can be good or evil depending on what they do. Morality
preservation.
is only slightly touched on - each alignment sees its values as moral, its
enemy alignments as immormal, and it is apathetic or amoral towards the Valra is allied to Abora because it understands and appreciates the
values of its allied aligments. natural cycles - although Abora wishes Valra would understand
them for their own sake and not just for better farming. Valra
The five alignments are in brief:
appreciates Shunra's love of instinct but disagrees about Shunra's
• Abora represents the natural world and its eternal cycles. Its wish to have no restraint on itself. Sentient creatures have an
adherents see themselves as stewards of those cycles and act obligation to self control for the sake of the environment.
according to what their instinct tells them is best. At its best Abora is a
Abora sees Balcra's quest for knowledge and Sodra's quest for self
calming and introspective ethos that sees how the world is empowerment in the same light - these paths lead then to harm
interconnected, at its worst it is unthinking and instinctual in its
the world around them which Abora cannot tolerate.Alignment in
responses to those things it sees as a threat to nature.
Play
• Balcra is the ethos of thinkers, philosophers and dreamers. It is the
ethos of those driven to learn everything they can no matter the Balcra
consequence imposed by acquiring that knowledge. At its best Balcra
is curious, creative and clever. At its worst Balcra is stoic, cold and The Sapphire Way
dispassionate, not caring in the least about how its actions hurt people
I am the wind which carries the truth
and their feelings. I am the sea which bears the traveller
• Shunra is the ethos of passion and emotion. Its adherents do not think Knowledge is the one true treasure
– they feel. The do not ponder, they act. Theirs is a world where To truly live is to forever thirst to know.
emotion holds more sway than logic. At their best Shunra’s adherents Principle Concerns: Patience, Intellect, The World as it Could Be
are loving, passionate and free spirited. At their worst they are
thoughtlessly destructive in their unchecked rage. Sympathetic To: Valra (Dispassion), Sodra (Artifice).

• Sodra is the ethos of the individual and self. Its adherents believe that Antithetic To: Shunra (Impulsiveness), Abora (The World as it Is)
everyone should be free to find their own path without restriction. At
Balcra is the alignment of thought and knowledge and its
its best Sodra is driven, independent and resourceful. At its worst
adherents hold that learning is more important than all other
Sodra is selfish and paranoid.
concerns. Curiosity drives this alignment of inquiring minds who
• Valra is the ethos of community and the laws, moral and ethical need to know.
systems which keep them bound together with the goal of creating a
Balcra believes it is good because it sets the individual on the path
world where everyone lives together in peace. At its best Valra is fair,
to enlightenment and knowledge and instills within one the values
just and kind. At its worst Valra is tyrannical and oppressive destroying
of foresight and patience. There is no secret that, once unveiled,
the lives of the individuals of its community in the greater interest of
does not better the world they say.
the community.
The enemies of this alignment hold the opposite view - some things aren't Balcra is opposed to Shunra in many ways. Balcra thinks, Shunra
meant to be known. Sometimes the act of discovery destroys that which is acts, Balcra is logical, Shunra is emotional. If Balcra is to be able to
discovered or, at the least changes it forever and not always for the better. think and plan clearly the pollution and chaos of the mind Shunra
They are also often critical of Balcra's tendency to plan endlessly without represents must be driven out.
actually doing anything. Balcra becomes truly evil in their eyes when it
resorts to theft or destruction to sate its endless curiousity. Abora is a stick in the mud as far as Balcra is concerned - often
literally. Abora insists that the world is more than the sum of its
In the Valran alignment Balcra sees a viewpoint that shares logical thought, parts - Balcra wants to analyze the parts and worry about the sum
methodical planning and decision making without allowing emotion to have later. Balcra is the dreamer, and if it must oppose the natural
any role in the process. But Valra loves precedent much more than Balcra reality Abora represents, so be it.
and Balcra doesn't understand its inherent resistance to change.
Balcra allies with Sodra because they each love secrets and neither one pass
any moral judgments on knowledge. However, Balcra does apply judgments
on the application of knowledge where Sodra holds that morals have no
meaning anyway so why bother with them.
Valra presents a world of lies as far as Sodra is concerned. Society,
Shunra morals, codes, laws, these are all constructs for feeble minds.
Community is important only if it serves its people, or failing that at
The Red Journey
least serves the Sodran.
I am the eternal flame of the heart
Abora's outlook is focused entirely on things Sodra finds
I am the well of passion from which all flows
unimportant - nature, spiritual realms, eternity. Sodra understands
Life is composed of moments like notes in song
that our time is already limited, so why waste it on such concerns
To truly live it one must be wholly within each one.
especially since they claim to be able to care for themselves.
Principle Concerns: Impulsiveness, Passion, Chaos
Sympathetic To: Sodra (Freedom), Abora (Instinct). Valra
Antithetic To: Valra (Order), Balcra (Patience). The Golden Road

Freedom, Passion, Emotion, and the fire within - this is Shunra. This is the 'in I am the light that turns darkness aside.
the moment' alignment, the alignment that sees no value in long term plans I am the truth that cannot be hidden.
or goals. The mind will lead you astray - think with your heart, not your In service to many are all born
head. Shunra doesn't think, it feels. To truly live one must die to self.

Shunra believes it is good because it is freedom embodied. It does not Principle Concerns: Community, Order, Subservience
control anyone or anything - including and perhaps especially itself. Sympathetic To: Abora (Interdependence), Balcra (Dispassion).
Shunra's adherents are fickle and flighty - but passionate in all things they
do. They are the poets and dreamers of the world. Antithetic To: Sodra (Self), Shunra (Chaos)
The enemies of Shunra see it as a disruption and a distraction. Lack of self Valra is dedicated primarily to communities and those things which
control brings with it strife and the darker emotions of anger and hate. It's hold communities together and allow them to prosper - law, peace,
better to be rid of all of these nonsensical things and stick to logic and truth. order, tradition. An individual of this alignment believes that the
They call Shunra evil because they feel it will not temper itself to protect community is worth more than all other considerations, and that
anything. one lives by serving others.
Shunra is allied with Sodra as both value the individual, though Shunra feels Valra believes it is good because it is compassionate and cares for
that Sodra takes selfishness a bit too far sometimes. Abora is valued as a the needs of others. It is a protector of the weak and guardian of
friend by Shunra because both embrace instinct, but the two disagree on even the least of its number. Valra seeks to impose law and order
how much restraint should be exercised. upon a chaotic world in order to bring peace and happiness to the
community and eliminate strife.
Balcra is opposed by Shunra mainly because Balcra makes Shunra's brain
hurt. That and the alignment embraces almost everything Shunra hates. The enemies of Valra believe it is evil because it stifles free will and
Valra represents order, and Shunra views Valra and its laws like a cage it free determination in the name of the community. Valra they say
does not want to be contained by. will provide everything for you by taking everything from you.
While it may have noble intentions, they hold it is a path to tyranny
and oppression.
Sodra
In Balcra the ethos of Valra sees a fellow ethos which values
The Silver Path
knowledge, learning and order. If only Balcra where more
I am my only true friend discerning in the knowledge it pursues.
I am my only justification
With Abora the ethos of Valra shares a common love of life and
Life is experienced by one alone,
growth. If only Abora would be less tolerant of violence among
True life is to embrace all experience.
living things and think with it’s head more often than by its instinct.
Principle Concerns: Independence, Mortality, The Self
Valra despises Sodra because it sees a selfish alignment bent on
Sympathetic To: Balcra (Artifice), Shunra (Freedom). upending social order. Self interest and individual liberties are a
threat to the communal order and harmony Valra wishes to
Antithetic To: Valra (Community), Abora (Eternity) establish.
The individual is the chief concern of Sodra. Individual rights, responsibility, Shunra is shunned by Valra because that alignment relishes in the
accountability, strength and power are the most important things in the chaotic aspects of the heart – emotion, passion, spontaneity and
world to them. Sodra sees itself as the champion of individual rights and the violence and heartache that come from being ruled by these.
seeks to limit the encroachment of groups and states upon those rights. While feelings have a place, that place is not in decision making.
Sodra views itself as good because it understands that, ultimately, the world
is composed of individuals and for prosperity to occur for all then all must Alignment in Play
be free. Sodra resents traditions, laws and codes that restrict individual
rights. To Sodra there is no evil in allowing greed to run its course since the Players begin play with one declared alignment. As time progresses
pursuit of wealth by individuals creates more wealth for all. their attunement to that alignment either grows stronger or they
branch out and develop multiple alignments. Repeated use of
Sodra is viewed as evil because it is selfish, acquisitive and all to often not spells of a given color can also taint a character's alignment. There
concerned with problems that do not affect the individual. Valra in is no harm in having multiple colors of alignment in and of itself,
particular does not abide by the Sodran doctrine that individuals are of just be aware that your character counts for all the alignment
more worth than the communities they create. colors he has. Some classes require that a character have a certain
alignment be dominant – in other words most of the character's
Sodra sees in Balcra a fellow alignment that loves knowledge and
alignment history must fall in line with that of the class. The
uncovering secrets. If only Balcra would stop planning and start acting. In
paladin class however requires its members to be purely Valran
Shunra there is a shared love of freedom, but Sodra finds the impulsiveness
with no deviation.
of Shunra amusing at best and annoying at worst.
Alignments never disappear from a character unless purged away
with an atonement spell.
Landrasindrel. His armor, when he chooses to wear such, is made
Religion of pure gold.
“All serve someone, whether they are aware of it or not.” - Ciranul
The Ethos
Religion plays a significant role in the lives of the Telzoan people. Both gods
Tean's faithful are ethically and morally irreproachable, save for
and priests are quite active and demonstrate their power on a regular basis.
those who resent its purity. His priests teach that the light of the
The humans of Telzoa practice a faith knowns as “Telensitary,” meaning
soul can shine from within if the mind and the body are kept pure.
“The Way,” though a new religion – Pentalism, has begun to enter the
Justice is achieved through obedience to authority, and all just
region. On top of this each of the major races has deities dedicated to
authority is divine in nature so to defy a king is to defy Tean
themselves. This book will therefore only detail those deities that player
himself.
characters are likely to follow.
For the benefit of GM's who wish to continue using the classic The Clergy
law/chaos/evil/good alignment system, those alignments are included in Priests of Tean are found in the larger cities of Telzoa acting as
the descriptions. emissaries and advisors to the noble rulers of the island. Paladins
act as direct agents for these priests as they are bound by code to
defer to these priests before any others.
Telensitary
While strongest on the Isle of Telzoa itself, Telensitary is found throughout Ceremonial vestments of the priests are white with red skullcaps.
Losineris and northern Delcerni in one form or another. In many regions Higher priests use gold embroidery of varying degrees of
though some deities disappear from the canon of legends and tales, and complexity - the degree of which is determined by the rank of the
others move in to take their place. priest.

Telensitary is divided into five courts, four of which are opposed along lines History & Relationships
of alignment. While general clerics owe fealty to no court or power in The faith of Tean predates most of the other deities of the
particular, neither do they hold any real influence in the temple hierarchies. pantheon except for Senda, goddess of the night and the principle
They do however serve a vital role as go betweens and messengers nemesis to the lord of the twin suns. Tean rules over Court Aurnon
between the various courts, and their importance has risen significantly with mostly unquestioned authority (Matacha is the most likely to
since the beginning of the Pentalist incursions (See Pentalism). Clerics can disobey, and then only rarely).
be found in the service of all courts save Siliani, which exclusively has druids
in its service. Tean particularly hates individuals who are unwilling to be open
and honest in their affairs with others and deities that espouse
secrecy in any form for any reason draw his ire. This causes
Aurnon
occasional friction with Matacha as she is a guardian of the secrets
“Behold the light of truth, hear the chorus of justice, and obey” - The Tedisa, of the dead that went with them to the grave. Tean however
Book I, Canto 30 loathes the entire Shadrean court more strongly than any other
deity of his own court and most of his efforts and those of his
The court of Aurnon and its deities have a well-deserved reputation for
priests remain focused on thwarting the aims of Senda and her
conservatism and reactionary behavior. Of the five courts of Telzoa, Aurnon
allies.
is the most vehement in its persecution of Pentalist priests regardless of the
aims they may profess unto. Aurnon is without doubt the most politically
powerful court, with many kings and nobles professing faith in Tean and Matacha
placing large donations into the court. Enemies of the court snidely remark The Shepherdess, Lady of Regret
that the priests have duty first to their earthly patrons before higher
matters are concerned. Aurnon views its detractors as simply another Symbol: The Crow
burden to bear. Alignment: Valra and Sodra (NG)
Portfolio: Death
Militarily Aurnon is stronger than the other courts combined. Fortunately Domains: Fate, Guardian, Protection, Purity, Rest
for the others the large court can never seem to bring it's might to bear. Favored Weapon: Morningstar
Also Aurnon has considerable resources tied up in the attempt to quell the
now 200-year-old war of succession in Telzoa. Despite these problems no
The Power
one questions the virtue of the temples, or of its champions the paladins
(All paladins of Telzoa serve court Aurnon). As one of the two Gods of Death and the Dead, Matacha and those
who worship her are most curious individuals indeed. The general
populace of Telzoa fear her, for Tean's wrath has been expressed
Tean through her, and many in the whole island remember her visitation
The Watching One, Lord of Burning Eyes on the night of the first anniversary of the destruction of Castle
Maldanca by the Milicsundrians when 112 noble children died in
Symbol: A sunburst their sleep - the same as the number of priests murdered one year
Alignment: Valra (LG) before by King Salsis. Normally though Matacha's purpose is
Portfolio: Justice, Duty, Honor, Chivalry guardian of natural death. She abhors the existence of the undead
Domains: Glory, Justice, Purity, Renewal, Retribution, Sun and charges her priests with the task of destroying all such
Favored Weapon: The Longsword creatures they encounter.
Matacha is depicted as a middle aged woman who, while certainly
The Power
not young, has yet to really show her age. Her visage exudes a
Tean is the Lord of Justice, the final judge of the dead that are brought
silent strength to it, yet the weariness of age. Her eyes and hair
before him by Matacha and Kepho, whose actions he weighs before turning
are raven black. She is always dressed with a black cloak and a
them over to one of those two to do with as they please. He is the patron
white gown. She is also said to be able to shape change into a
of duty, honor and chivalry, and the precepts of these have said to have
crow at will, and superstition holds that she takes this form when
been passed down to mortals from his hand.
she ferries dead souls to the beyond.
Tean is depicted as a young man with fire red hair, glowing all white eyes
which project beams of light which can part any shadow. His skin is white
yet glows with a golden hue. He wields a longsword named in legend as
The Ethos The Clergy
The teachings of the priesthood are dominated by warnings of the dangers Cuvanill's priests guard the temple establishments of Aurnon and
to come if one leads an evil life. This life is but a test meant to earn the defend them without question, to the bitter end. If assigned to
right to paradise in the beyond - those who succeed are fated to be protect someone a priest of Cuvanill will not live to see them
rewarded by Matacha (or their patron god in the case of priests). Those harmed. The stalwart reputation of the priests proceed them, and
who fail are to be turned over to Kepho to be punished and tortured as he their enemies loathe having to fight them. Cuvanill's priests are
wills. often assigned the duty of protecting key positions in a fight - and
as such when they see fighting, they find themselves in the thick of
The Clergy it.
Priests of Matacha wander the island with copies of the enigmatic Ruandi Outside of combat the clerics were simple white robes with a red
Nombren, a roll containing the names of all souls born and died in this sash and a polished gold-tinted wooden shield. These ceremonial
world. It is said that when a name is recorded into a priest's Ruandi shields are rarely, if ever actually used in combat.
Nombren, it appears in the copy held by Matacha herself and used as a
ledger to track the movement of souls.
History & Relationships
Ceremonial garments are deep black gowns and cloaks with hoods drawn Mother of Chiantu, demi-goddess of children, Cuvanill is one of the
over the head. Priests where thin veils which force anyone to be very close more popular deities throughout Telzoa. She is also one of the
to them to actually recognize them. As this dress is very similar to Senda's more fickle deities of Aurnon as one might suppose from her
priests many of the priests of Matacha accent their garb with a bright white white/red alignment. Her principle enemy is Sana, the goddess of
sash. aggression and aggressive war. While the methods of the two
deities are very similar, their aims could not be more different.
History & Relationships Cuvanill uses the tools of chaos to try to insure order remains
The sister of Kepho in life, Matacha’s hatred of the god of the damned runs preeminate – while Sana uses carefully planned strategy and order
as deep as the betrayal between the two. According to legend the prior god in an attempt to bring about the chaos of total unending war. Few
of the dead, Sekoon had promised all of his power to Kepho and that deities in the Telensia tary religion are more diametrically opposed
Matacha had interrupted the ritual meant to bring about the transfer of than these two.
that power. In response Sekoon chose to split his powers between the two
and be content to see them both tormented for eternity while torturing one Rosalynn
another. Sekoon’s priests still teach that one day their dark lord shall tire of
The Martyred One, Lady of Sorrow
this game and take back what is his. Whatever truths lie behind the legends
lie deep though and are largely lost to time. Symbol: A Crying Eye
Alignment: Valra and Abora (LG)
Matacha remains Aurnon’s most mercurial deity given to boughts of rage
Portfolio: Suffering, Matyrs
particularly when her plans are thwarted, but despite her temper she has a
Domains: Aid, Healing, Purity
heart of gold and is deeply caring for all she calls friends. She is however
Favored Weapon: None
one of the more dangerous deities to call an enemy.
Bonus Language: Rosalynn Sign

Cuvanill The Power


The Mother of Mothers, Lady of the Shield Known as the "Martyred Goddess," Rosalynn is one of two deities
in the pantheon held to have ascended from a mortal state after
Symbol: A Gold Shield giving up her life to protect her people from the tyranny of her
Alignment: Valra and Shunra (LG) father. Though the circumstances of her death and the heroism of
Portfolio: Defensive War, Mothers, Protection her actions change from telling to telling of the story, Rosalynn's
Domains: Community, Family, Purity, Strength, War actions are always seen as pivotal in saving her people from
Favored Weapon: Longspear darkness. The truth of the matter is itself lost to time.

The Power Today Rosalynn is seen as the willing sufferer, the one who takes
She of the shield, Cuvanill is stubborn and resolute goddess of defense and mantle of other's burden's upon themselves. Hers is not a popular
protection. She is the sworn enemy of Sana, the Goddess of Aggressive War faith to follow, although the line of persons willing to take
and Slaughter. While a skilled warrior, Cuvanill hates war craft and battle advantage of the charity of her priests remains long.
and prefers the ways of peace. But she and her followers recognize the Rosalynn's avatar is said to be that she had just after death - a girl
inevitability of war as long as evil hearts exist in the world and the necessity of fourteen years whose throat has been cut open with a knife.
of preparing to combat them and drive them back into the darkness from Due to this injury she cannot speak, and her priests similarly do not
which they came. speak in their temples and only very rarely will they quietly speak
Cuvanill is depicted as matronly figure in full plate armor and a full body outside such circumstances. In order to communicate despite this
shield of light in her left hand. In her right hand she holds a halberd which is practice the priests have developed an elaborate sign language.
her weapon of choice. She is also often depicted without any arms and in
the company of children - for she is patron of motherhood. Just as their is The Ethos
no end to a mother's love and willingness to protect her children, so too Humble thyself not only before the gods, but also before your
does Cuvanill show no lack of compassion or love as she smites those who fellow man. Nothing in the world is as worthless as empty pride.
would harm her priests or children. The next greatest virtue to a priest of Rosalynn is patience, and
both combined give dignity to the individual - which is a very
The Ethos different thing from pride. Most Rosalynn followers are quiet
War is evil - yet it must be fought when brought unto you. There is no introverts preferring to demonstrate their teachings through
honor in surrendering to oppression, no good in allowing the wicked to rule action.
the virtuous. One prepared for war does not invite attack, and if vigilance
and preparation prevents war so much the better. The strong must protect
the weak.
with this accusation on her followers. The rivalry is not heated
The Clergy though, as each group recognizes the needs of the others role - but
The worshippers of Rosalynn are very few in number, but their impact can they are at ends with each other when trying to influence the other
be great. All the other priests of Aurnon have a grave amount of respect for three.
the priests who take, embrace and endure what is sometimes called the
"quiet path."
History & Relationships
The ceremonial vestments of the Rosalites are black but often tattered, for Gintuse is a great fan of the status quo and in any meeting among
these priests own only their priestly habits and forsake many other the deities he is always the voice advocating caution and
possessions. They also tie a red necklace of woven hemp about their necks deliberation before action, even to the point of annoying his allies.
to symbolize their matron's death wound. Gintuse counts deities with no regard for law as his most bitter
enemies, and his relationship with the frolicking court of Rizaldi is
History & Relationships worse than any other member of Aurnon.
The name of the goddess Rosalynn changes more frequently from land to
land than any other. Of the deites, she and her father Berenash are the Rizaldi
most recently ascended mortals of the pantheon. Where most ascended
“A passionate heart knows more than all the libraries of the world.”
deities work to hide their mortal lives, Rosalynn embraces it and critics say
- Alisiana of Cuane
embellishes it.
The popular Court of Roses is as chaotic as Aurnon is lawful, and
In life she was a princess of an empire – most say the Malchani, but since
while Aurnon follows a doctrine of spiritual fulfillment, Rizaldi
she was a goddess during the time of this empire it is more likely that she
espouses a philosophy of earthly pursuit and hedonistic pleasure.
ascended prior to this empire’s rise. She foiled a plot by her father by
Rizaldan priests indulge themselves to the brink of hedonism and
destroying an artifact he had used to become a god. In so doing she
sometimes beyond. Though none of them would ever intentionally
ascended herself and was placed in a position to administer and see to
harm someone else, they occasionally do so by accident and a good
those afflicted by her father and his agents.
deal of the court's time is spent redressing lapses in better
Rosalynn’s faith is not a popular one, but it given a silent honor and prestige judgment.
by most other priests and the allied priests of Aurnon will fight to protect
Ever since Rizaldi and Aurnon came to a tenuous peace some 270
the priests of Rosalynn regardless of their ability to defend themselves.
years ago the two sub-religions have had a strained history. More
Cuvanill and her priests are particularly protective of Rosalynn as the
than once individual priests have come to blows, and while the two
goddess Cuvanill sees Rosalynn as an adopted daughter of sorts, and some
courts do not officially war, they do keep their fences hedged high
speculate Rosalynn worshipped Cuvanill while she was mortal.
and try to stay away from each other's affairs. Most of the
arguments between the two arise when they attempt to
Gintuse cooperate.
The Scribe of Law, Keeper of the Tomes Rizaldi espouses the virtue of freedom and its priests argue against
Symbol: A scroll any strictures to it save one - freedom must be given to all, and any
Alignment: Valra and Balcra (LN) act that restricts the freedom of another cannot be taken.
Portfolio: Literature, Law, Knowledge Known Rizaldans often recklessly exploit their own freedom, to the point
Domains: Knowledge, Purity, Scribe of disgusting outsiders. For example Rizaldans usually walk nude
Favored Weapon: Staff within the confines of their own temples, for why conceal the
bodies the gods have so perfectly made?
The Power Rizaldi is unique among the four courts for its lack of hierarchy. A
Gintuse is the Lord of Scribes, Law and all knowledge known to man. It is he Rizaldan temple has a floor plan that lacks procession or altar. The
that is charged with the guarding and protection of the written word - and temples are laid out in radial around the deity statue and no one
to his eyes all literature, for good or ill, must be preserved. While not person has status over the others. While there are certainly priests
charged with the interpretation of the law (a function of Tean's power and that maintain and guard the structure and fight to defend the faith,
position) Gintuse often throws himself willingly into the role of devil's they take no prominence in prayer. All are equal before His
advocate in the debates of the court. Enchanting Lady and Her Eternal Consort.
Gintuse is depicted as a scholar - strong and robust for such an individual,
but a scholar all the same. Most paintings and statuary paint him as balding Cuane
with the hair on the back of his head and his beard both flowing to his Of the Waves, Lady of Dance.
waist. He usually carries a book or scroll and the more tedious, realistic
renderings of him stain his fingertips with ink ever so slightly to signify his Symbol: Right half of a heart in the shape of a face.
roll as scribe of the gods. Alignment: Shunra and Balcra (CG)
Portfolio: Love, The Sea, Feminine Beauty, Dance
The Ethos Domains: Charm, Community, Family, Liberation, Sea, Water
Knowledge must be preserved - to be preserved it must be written - and Favored Weapon: The Bow
once written it must be guarded. This applies equally to evil as well as to
good knowledge, although those things man is not meant to know must be The Power
sealed away and left only as a weapon to combat it should that knowledge His Enchanting Lady of the Roses, of the waves, of the dances, of
be rediscovered by the wicked. charm - Cuane has many titles that Rizaldans use in front of
outsiders, but among them she is simply "Cu." Her name comes
The Clergy from the Liternanin Cu for "Love" and Anne meaning "Grace,"
The most pedantic members of Aurnon, the priests and devotees of Gintuse hence "Beloved Grace." Cuane rules over the sea - and like it she
urge caution to the point that caution itself becomes risky. As a result of can be beautiful in her calm and terrible when enraged. Her
this tendency priests of Gintuse are more sedentary and don't range far depictions are impossibly beautiful - for she is the Goddess of
afield. Feminine Beauty. And with the waves it is said that she invented
and is the Patroness of Dance.
Gintuse's priests have a bit of a rivalry with Matacha and her brood despite
the two being allies. Gintuse is somewhat critical of Matacha for often
thinking with her heart instead of her head, and his priests follow through
are the most forward thinking on the island where women's rights
The Ethos are concerned.
Love. Do whatever the hell you want, but love. Insure freedom for all and
love. Bring beauty to world, and do it with love. You must learn to love
yourself to truly know how to love anyone else, including His Enchanting The Clergy
Lady - with that lesson in hand teach love to all. Poen is followed by a fraternity - no women are in his direct
following just as no men follow his wife Cuane. Priestly vestments
are scarlet and deep blue and are everybit as skimpy (often
The Clergy moreso) as the garments worn by Cuane's following.
Cuane's personal following is a sorority - there are no men in her following -
contrawise women do not follow Poen her husband. There is a duality
between these two orders, and many of the priests and priestesses are History & Relationships
married. Marriage is not a contract between Rizaldans as it is between There are those who underestimate the lord of bards severly since
dedicates of Aurnon. It is a spiritual bond. Neither is sexual contact he allows Cuane to speak for him most of the time. However, he
exclusive to the marriage, although it is still somewhat taboo there are does speak on his own behalf when necessary, though he has
justifications. Adultery does not carry the connotations of betrayal among never been known to publically break with Cuane. He keeps the
the Rizaldans that it does in our culture or the followers of Aurnon. This same list of enemies as she, and Sekoon – God of Hate and Strife is
"free love" principle is one of the strongest points of contention between nearly always at the top of that list.
the courts.
Balaxa
Priestly vestments are bright pink and blue ribbons that barely conceal the
wearer's modesty. Rose and flower garlands complete the outfit and have Of the Smith, Lord of Craft
given rise to the nickname "flower-children." Cuane's priests find the Symbol: A workman's hammer
nickname amusing, but far from formal. Outside their temples the Alignment: Shunra and Valra (CG)
priestesses dress to allure, but within the constraints of the local culture
Portfolio: Crafts, Invention
and law. Domains: Artifice, Creation, Knowledge, Liberation, Metal
Favored Weapon: The Warhammer
History & Relationships
For as long as anyone can remember the god and goddess of love have been The Power
tied together in the Rizaldian mythos. To speak of one without mentioning
The Lord of Artifice, Balaxa is the craftman of the gods. He is at
the other is largely pointless for the two remain as inseparable as they teach least partially responsible for the creation of many of the artifacts
their priests to be. Cuane is the more vocal of the pair in most tales, and she wielded by his fellow powers, and his priests have likewise created
isn’t shy about who she considers friend or foe.
many of the magic items that exist in Telzoa. Balaxa rules over the
creative arts and the products of those arts are highly sought by
Poen mortals and occasionally even the gods.
Of the Skies, Lord of Song Balaxa is depicted as an incredibly well muscled blacksmith or
Symbol: Left half of a heart in the shape of a face. weapon smith, although occasionally he is depicted as a painter or
Alignment: Shunra and Balcra (CG) sculptor. He always has a thick beard, piercing blue eyes and a
Portfolio: Love, The Sky, Bards, Masculine Beauty, Music powerful figure.
Domains: Air, Charm, Guardian, Liberation, Protection
Favored Weapon: Bow The Ethos
Within the act of creation lies the renewal of the world. When a
The Power new invention or item is first used the world changes. As an
Her Enchanting Consort is the title by which Poen (Liternanin meaning, artisan, you are responsible to see to it that such changes are for
"Guards") is usually addressed, and it implies that his is a secondary role in the good of all mankind.
the pantheon. This is partially true - Cuane does most of the speaking for
the two, but his role is quite strong. All the waters of the world flow into The Clergy
the sea, and all those waters come from the sky - just as the waters of a Balaxa is followed by artisans of all callings and many of his clergy
man flow into his spouse to plant the seed of new life. Such sexual members are likewise skilled artisans. His priests regularly create
metaphors are constant within Rizaldan doctrine. Woman may hold the magic items of varying degrees of power - and those who would
waters from which new life springs, but man is required to protect her seek to buy a magic item know that these priests are often the first
especially when she bears such burdens. Some sects also hold that while a group to contact.
woman must give birth to the body of a child her husband must mediate at
Priestly vestments are simple brown tunics over white breeches
the same time in order to give birth to the soul.
and undertunics. Most priests wear a belt that holds the tools of
Poen rules all things that flow into the sea from the sky. He is therefore their favorite craft.
Lord of the Sky, though things within the sky are the properties of other
deities. He rules the rivers and streams that flow to the sea. The sound of History & Relationships
their flowing gives rise to the first music, and he is the Patron of Music. Balaxa is interested solely in creative tasks and counts as his enemy
Dance without Music is not whole, and neither is Music without dance those who destroy his creations. This puts him in a bit of a bind
whole. Two make one. when devices of war are pitted against devices of peace. Balaxa
rarely chooses to take sides instead providing arms to all sides of a
Poen is depicted as an impossibly handsome man as befits his status as Lord
conflict so long as they do not engage in destruction for it’s own
of Masculine Beauty. He is robust and well formed, but not overly so. He is
sake.
usually depicted as clean-shaven, though some areas give him a beard. It is
rare to see him or Cuane depicted alone - they are almost always together.

The Ethos
Love. Essentially the same as Cuane's ethos - love others, but Poen also
teaches faith. One should not spend their seed upon those whose potential
children you cannot care for or protect. Life is sacred. It is the duty of
women to create it, men to protect it, and of both to serve it. Poen's priests
humility through humiliation. But in all this wildness, don't kill or
Seloku seriously injure anyone - you can't play anymore pranks on them if
Of the Merchants, Lord of Coins that happens.

Symbol: A coin
The Clergy
Alignment: Shunra and Sodra (NG)
Many whisper that all of Terix's clergy are insane - and while many
Portfolio: Commerce, Travel and Messengers.
of his devotees are, not all of them could be certainly. Can they?
Domains: Liberation, Trade, Travel
Terix's priests often serve as jesters, entertainers and other never-
Favored Weapon: The Mace
do-wells. Bards that entertain by means other than music often
swear fealty to Terix. Terix's clergy rarely gather in ceremonies
The Power exclusive to themselves, and beyond the carrying of the holy
Seloku is the known as the Lord of Coins. Within his purview are all matter symbol of the order – an unmarked die - they do not have anything
of exchanges made with the aim of profit by one or both parties so long as approaching an organized set of clerical vestments.
they are done in good faith. Seloku is a guardian of travelers and roads. He
is the sworn enemy of Tharpoen, thieves and all who would disrupt free
History & Relationships
trade.
Mad Terix is at the center of many a bard's tale by fireside.
Seloku is depicted in much the same way as any merchant except that his Accounts of his chicanery upon the other figures of the pantheon,
wealth abounds about him - coins are often stacked all the way to the and even within his own court are legendary and grow with each
ceiling in most paintings depicting him. He has shoulder length black hair telling. One tale recalls how he, spurned by Cuane, cut off her hair
and is usually mustachioed. and presented it to the other gods, much to her embarrassment.
Almost all the other gods have at least one run in with Terix, and all
The Ethos of them tend to keep him at arms reach least they become the
target of his next prank.
Wealth promotes wealth. Gold should not be horded - it should be invested
in ventures to gain ever more gold. Wealth is not a matter of one person Despite his happy go lucky nature Terix does have some confirmed
ending up with everything - wealth creates more wealth for everyone, but enemies. His hatred for Sekoon and his allies is complete since
especially for those who promote it's acquisition. A coin in the pocket is as they were responsible for the death of Terix's mother, Tersha,
worthless as the lint - to have value it must be used in trade. within the last century.

The Clergy
Damosi
Seloku's priests rank among the wealthiest individuals on the islands. He
actually has temples of his own separate from the rest of Rizaldi, and these “Love is ephemeral. Hatred is forever.” - Griselda the Shaded
establishments function much as banks do in our own world. Some of the The Court of Hatred reviles everyone and everything around it, and
priests have even begun the practice of insuring goods - though the profit in has a knack for receiving much the same treatment. Damosi has a
this is as yet unproven. tenuous alliance with Shadrea insomuch as the two courts avoid
In ceremony the clergy wear as much gold as they can afford in jewelery getting in each other's way and occasionally they will work
and other nick nacks. The main fabric of their costumes are plain white with together to keep the Aurnon / Rizaldi alliance from wiping them
gold thread coin designs upon them. High priests tend to wear silk instead both from the landscape of the Telzoan island.
of cotton. While the precious few priests of this order worry about this
constantly, the gods of this court seem to thrive with
History & Relationships comparatively little direct prayer or worship. If a god's power is
Perhaps one of the more pragmatic deities of the Telzoan faith, Seloku has based on the number of people that acknowledge their existence
no qualms about whom he deals with so long as the basic needs of though it is easy to see why this court's deities continue to thrive
commerce are served. Seloku tries to remain neutral as possible in conflicts even as their followers flounder and rarely mount any serious
– for while conflicts may disrupt trade they also make an arms merchant’s offensive against their sworn enemies which include, incidently,
living. Unlike most of the deities who have decided enemies Seloku is at just about everyone, even their "ally" Shadrea.
least on icy terms even with deities such as Sekoon. As such he is usually
chosen to be Rizaldi’s ambassador to the other courts whether he wants to The Damosin doctrine is one of rule by oppression, fear and malice.
be or not. Theirs is an organized evil - rarely overt, but dangerous
nonetheless. And while there are few professed clerics of the
various Damosin orders, there are more than enough Rogues and
Terix Blackguards about whom through the forwarding of their own
Of the Laughter, Lord Fool agendas further the agenda of the Court of Hate.

Symbol: An unmarked Die By necessity Damosi is more or less underground. As the


Alignment: Shunra (CN) traditional enemy of the Rizaldan court it was drawn into
Portfolio: Luck, Chaos, Rogues, Madness, Trickery Telensitary's networks of myths. If there was a deal cut by the
Domains: Liberation, Luck, Trickery deities involved at this time no mortal is privy to it.
Favored Weapon: The Blackjack.
Damosi is not as underground as Court Shadrea though. In strife
torn areas temples to Apenca are frequently seen, and the other
The Power four deities are never far behind. Most Damosin sacred sites are
Terix is depicted as a young child of indeterminate sex with an ever-present privately owned - for instance no assassin's guild is complete
smile crawling across his face. Everything is a delight to him, and his eyes without a small shrine to Tharpoen.
are in constant wonder. Perhaps this is the reason why he is constantly
getting into trouble. More likely it's because he lacks any sense of control.

The Ethos
Have fun at any cost. Push life to it's limits. Living without pleasure is not
living at all. Bring humor to the world and spread joy and laughter - even if
this means making some self-righteous boob the butt of one or more jokes.
Never let an ego go by unscatched - teach the arrogant the true value of
Tela is depicted as a beautiful young woman with a narrow scar
Sekoon that runs down her right cheek - a wound given to her by her sister
The Black, Lord of Hate Sana whom she tried to usurp with her father's help. Sana has
since migrated to Court Shadrea. Tela is usually to be found
Symbol: A black flame on a red field carrying one or more instruments of torture, and her face is usually
Alignment: Sodra and Shunra (LE) in glee from inflicting pain, or a horrible scowl.
Portfolio: Fire, Hate, Strife
Domains: Death, Destruction, Fire, Hate, Infliction, Tyranny, War
The Ethos
Favored Weapon: Spear
Do unto others before they do unto you. Strike them and hurt
them both physically and emotionally - let them know that they
The Power live only by your grace - a grace you will dismiss at the slightest
No deity in the Telensitaran pantheon is capable of eliciting as strong a set provocation or failure on their part. As to those you cannot control
of reactions as Sekoon. While his power as the god of fire is undeniable and - kill them.
his sway over dark thoughts is irrefutable, Sekoon is still rarely mentioned,
and then either in contempt or fear, and often both. Sekoon has few
The Clergy
clerics, but many men swear by his name when cursing their enemies.
As with Sekoon, Tela's following is sparse at best. The priests do
Occasionally, it is whispered, the Lord of Hate answers their call.
keep in fairly good contact with each other, but range far afield lest
Long ago it is said Sekoon had the ability to take on a handsome young man they get on each other's nerves, with usually fatal consequences.
who could beguile anyone and turn the hearts of men against each other at In ceremony the priests wear maroon robes with black trim.
a glance. While the legends conflict as to why, it is known that currently
Sekoon cannot take any form that is pleasing to the eye - outside of that History & Relationships
restriction he can (and does) take any form he wishes. His favored form is a Tela’s most prominent enemy is Rosalynn who represents
pillar of black fire. He is not known to take any remotely human looking resistance to her attacks and teachings of brutality. That said, few if
form, neither is he depicted in such forms in temple art. any deities call her friend. As permiscuous as her father, Tela has
birthed several fiends of the lower planes personally and has set
The Ethos them out to torment the world of Carthasana and others.
Love is a lie. Dreams are a lie. The truth is to be found in the cold reality of
hatred. Hatred is a fire that can burn away all weakness and temper the Berenash
soul. Only a coward forgives, only a fool sets his differences behind. If
someone offends you, then they are your enemy. Enemies are to be hated The Fallen, Lord Strife
until the day they die - and it is your duty to hasten the arrival of that Symbol: A broken crown
moment if you can without compromising greater goals. Alignment: Sodra and Valra (LE)
Portfolio: Tyranny, Slavery, Oppression
The Clergy Domains: Discord, Earth, Hate, Nobility, Tyrrany
Faith in Sekoon is rarely open. His priests usually dodge the question when Favored Weapon: The Partisan
asked about the source of their powers, or feign being wizards and save
their healing magics for themselves. Then there are those few clerics that The Power
are powerful enough to not give a damn about who knows if they are a Legend holds that Berenash once controlled an empire of
cleric of the Black Lord. unimaginable power in the centuries preceding even the Malchani
In ceremony the clerics of Sekoon wear dark grey robes trimmed in bright Empire (Though many scribes believe this to be a boast). Through
red fire patterns. treachery or, some say, his own will his empire fell apart and
Berenash was taken into the depths by Sekoon himself to serve at
the Black Lord's right hand. Whatever the case, few doubt
History & Relationships Berenash's qualifications for the post.
Sekoon rules Damosi by fear alone. Only his daughter Tela is remotely close
to him, and his other children – Sana, Char, and Tharpoen stay apart from The Lord of Tyranny, Berenash is depicted in temple art as a
him much of the time – two even going so far as to join other courts. resplendent king to whom all bow. Those who oppose him are
Sekoon has also had liasons with numerous demons and devils and is the depicted as being tortured, already slain, or enslaved.
father of several major demon and devil lords, some of which aspire to
become gods in their own right. The Ethos
The weak exist only to serve the strong. If something is weak you
Tela either control it or kill it - anything else grants it more honor than it
deserves. Rule by fear - for no other form of rule is consistent or
The Bitch, Lady of Pain
strong. Show no weakness - or be prepared to fall as a
Symbol: A barbed whip consequence of that weakness.
Alignment: Sodra (LE)
Portfolio: Torture, Agony, Contempt The Clergy
Domains: Fury, Hate, Infliction, Pain, Trickery Aside from Apenca, Berenash's clergy are the most visible
Favored Weapon: Whip members of Damosi. They are always scheming to gain control of
some group or power structure. The ongoing Succession War has
The Power given them many opportunities to thrive. In ceremony Berenash's
Tela has earned the tile of "Bitch Among the Gods," by alienating virtually priests wear white robes with silver trim.
everyone around her except her father, Sekoon, and her few priests.
Paranoid and prone to lash out at anyone, including her own faithful at the History & Relationships
slightest provocation, Tela represents all that is ugly in human nature. She Father of Rosalynn, priests of Berenash hunt the priests of his
and her clerics share a love in inflicting pain and agony upon others daughter with great vigor in vengeance for the fall of the deity’s
frequently. Whatever hatreds, contempts and fustrations cannot be taken mortal empire. Berenash keeps only allies of convenience and will
out on the source are usually taken out on hapless victims. betray even long term acquaintences to advance his goals. As such
no deity in the pantheon, even those in court Damosi, trust
Berenash or his following, but this works just fine in the court where none
of the members trust one another. The Power
Trust no one. Trust nothing. Everyone has an agenda that is to
pursued at your expense. No one is truly benevolent - they always
Tharpoen have altruistic motives. Hurt those that wrong you. Slay those
The Assassin, Lord Murder who threaten your life. Punish the crime before it can be done –
for thought alone is guilt enough.
Symbol: A dagger sheathed in a vial of poison
Alignment: Sodra and Balcra (NE)
The Clergy
Portfolio: Conspiracy, Intrigue, Murder
Apenca’s role in Damosi is a very uneasy one for her clerics, then
Domains: Death, Hate, Stealth
again they are a group that has enough trouble cooperating with
Favored Weapon: Dagger
each other – let alone with the other clerics in this court, and given
their choice of allies even a paladin can understand their sense of
The Power paranoia. There is a great deal of distrust between Apenca’s flock
Tharpoen is rarely mentioned directly in any temple's literature, but he and and Tharpoen’s, and the two keep apart as much as possible.
his agents are never far from the mind of any deity or priest. Numerous
times in the past he has assassinated his fellow gods, most recently Tersha - The clerical vestments of these priests are emerald green with
the former Goddess of Luck and Insanity (portfolios that fell to her son yellow accents.
Terix). His priests likewise tend to dispose of their enemies quietly.
History & Relationships
Tharpoen is the known as The Assassin, a title that fits him well since he is
She of the eternal everlasting grudge has very few friends. Apenca
also Lord of Conspiracies and Intrigues. The two go well together, especially
was Sekoon’s first wife, though most of his children are bastard
when coupled with his control of murder.
children born to Tersha before she was ultimately destroyed by
When Tharpoen is depicted at all in temple art it is a shadowy, vaguely Sekoon. Apenca has slowly begun drifting away from Sekoon’s
human form with, occasionally, a dagger visible. influence since being betrayed.
Historically Apenca was a much more powerful deity than she is
The Ethos now, but Sekoon managed to pull much of her portfolios away and
The foolish advertise their strength. The wise strike silently from the grant them to his children. While Apenca still works with Sekoon,
shadows, leaving no survivor and no clue as to the identidy, let alone the she hates him deeply and above all.
strength of the attacker. Let others take risks for you, then reap the
rewards through their elimination while they are yet weak.
Shadrea
The Clergy “Shadows know the one secret the light shall never pierce though it
Most of Tharpoen's followers are assassins, and his clerics make especially shall always foolishly believe – Purity is a lie.” - Kerith
potent members of that class once they reach the requisite level to enter it. The enigmatic Court of Shadow, Shadrea and its agents are feared
by all other courts. Little is known of the court by outsiders
History & Relationships beyond the identidy of the deities which grant their spells and
Son of Tersha, the former goddess of luck, and Sekoon, half-brother to answer their prayers. Their agendas, motives, powers, resources
Terix, Tharpoen has at least a macabre sense of humor as befits his and number are all secret, and numerous murders of spies and
maternal lineage, and his priests share this insofar as to make sure that the would be traitors have worked to insure it will remain so.
assassinations they perform have some ironic humor to the victims death –
though this isn’t required. So while an assassin may poison food, an assassin Shadrea is sometimes known as the Court of Whispering Death.
of Tharpoen would go to some pain to make sure it was the victim’s favorite Where Damosi destroys, Shadrea corrupts, and for this reason
food that contained the fatal poison. more than any other all four other courts have a healthy fear of
Shadrea, its lure and its power.
Both Tharpoen and his priests are fairly insular – available for hire but rarely
making any long lasting agreements. While the clergy of Shadrea may be quite underground, it’s deities
are not. Indeed, three members of the court – Senda, Char and
Kepho have at their disposal some of the most powerful portfolios
Apenca for havoc and destruction. More often then not they obliquely
The Black Hand, Lady of Vengeance employ these powers. Why then the clergy is underground is not
understood unless one considers that they may be pursuing a
Symbol: A coiled black viper darker agenda still.
Alignment: Sodra and Abora (LN)
Portfolio: Retribution, Revenge Shadrean doctrine is one of corruption. Divide and conquer is a
Domains: Hate, Retribution, Strength classic theme, and more than one conflict between Aurnon and
Favorite Weapon: Hand Ax Rizaldi can be laid at the feet of a Shadrean agent. Their world of
secrecy is necessary to protect them not only from their enemies,
The Power but also from each other. Although Shadrea puts up a unified face,
Known among detractors as Her Lady of the Eternal Grudge, Apenca has a they have a tendency to turn on each other far more often than
long list of enemies befitting one known to never forgive. This attitude of the other courts.
hers falls through to her priests, many of whom would be otherwise ‘good’
souls were it not for a persecution complex so deeply rooted in their
psyche’s that they lash out at any they perceive to be wronging them.
Apenca rules over this hatred in all men’s hearts – the third for revenge
regardless of its justification and regardless of the slight.

Apenca is depicted as a ravenhaired lady clad in full plate and holding an ax


legends call Milcarda. She has recently been depicted more and more often
with Sekoon, and some legends hold that the two have married.
it. Volcanoes, Tornadoes, Thunderstorms, Gales, Blizzards, and
Senda natural disasters of all other kinds can be blamed solely on Char,
Of the Night, Lady Black and he relishes in it with great intensity.

Symbol: A near black disk with solid black eyes. Char is depicted as the legendary Tarrasque, for it is said this beast
Alignment: Sodra (CE) is his avatar and true form – an unstoppable engine of destruction
Portfolio: Darkness, Shadow, Night, Corruption, Lies with nothing but malevolence for the world. He holds tornadoes of
Domains: Corruption, Darkness, Death, Discord, Infliction, Shadow, Trickery pure fire in his hands and breaths lightning bolts out of his mouth.
Favored Weapon: The Net Fortunately he has not been seen in this form for centuries.

The Power The Ethos


Lady Black has been Tean’s mortal enemy since the beginning of time. The Destroy. Any way. Any means. It matters not. The world was
Goddess of Darkness, Shadow and Night holds great power, or at least fear created so it could be destroyed. The mountains where raised up
throughout the land, but her hold is never complete – banished completely to be broke down. The seas where laid down to be evaporated
by day and weakened at night by Carthasana’s three moons. All the same, away. Nothing is eternal, so gain power in the destruction of all
Telzoans have a great deal to fear her and the malice that is born within her things.
soul.
The Clergy
Senda is depicted as a completely near black shadowy form, sometimes
A character wishing to become one of Char’s five or so priests has
humanoid, more often amorphous, with two eyes that are even blacker
his work cut out for him in gaining followers, or staying alive – but
than the rest of her black form. If she is capacle of other forms she has yet
it does happen on occasion. There is one village in Creania that has
to adopt them. She rarely speaks aloud, but her voice can be heard as a
a priest and a following to Char – the villagers struggling to
whisper in the mind, the little voice that encourages us all to do the wrong
appease the god and his priest lest the volcano less than two miles
thing is said to be of Senda’s design.
away erupts killing them all.

The Ethos
History & Relationships
The weak are those which foolishly believe that the world is clear and
Another of Sekoon and Tersha’s violent bastard children, Char has
crystal if only the light can be brought upon it. It is the light that is the lie,
proven to be far too uncontrollable for Sekoon’s taste and he has
the truth lies in darkness, and it is far more frightening than any fool can
been cast out of his court. Senda has embraced him and not only
comprehend. Side with the darkness and Senda will embrace and protect
allowed him to do as he wishes but actively aided and magnified
you. Fight the darkness and eventually it will consume and destroy you.
his power by adding storms to his initial powers over volcanism.
There is no light that does not know the touch of shadow. Everything is or
Char for the most part serves as a distraction for the forces of good
can be corrupted – it is only a matter of time until this shall occur. Time
– the more attention his destruction garners the easier a time
itself began in darkness, and it shall end that way.
Senda has in more subversive destruction.

The Clergy
Sendites are known to produce robes which act as cloaks of elvenkind in any Sana
amount of darkness, and they wear these at all times. They are a very Of the Bleeding Field, Lady of the Sword
secretive lot and tend to pose as priests of other gods intentionally, that
they might more easily corrupt the foolish followers of other gods. The Symbol: A greatsword soaked in blood.
faith is organized tightly despite being mostly chaotic. Priests belong to Alignment: Sodra and Valra (CE)
circles of two to twelve individuals, and the number in any circle is always Portfolios: Aggressive War, Conquest, Slaughter
even. Domains: Corruption, Metal, Retribution, Strength, War
Favored Weapon: The Greatsword
History & Relationships
Senda is one of the oldest powers in the pantheon along with her natural The Power
nemesis Tean. The creation story told in most areas of the world involves Goddess of Attack and Slaughter, Sana appears as an impossibly
these two powers. Though through the years many powerful beings have beautiful woman in full plate but wearing no helmet, with blood
arose, few can move the people for good or ill quite as much as the god of red hair and eyes. Despite her lithe form she is incredibly strong
light and the goddess of the night. and more than a match for any who would fight her.

The Ethos
Char War is the means by which the strong cull out the weak. It is to be
Of Violence, Lord of Storms encouraged, for the survivors are always stronger because of it.
Peace is nothing more than a time of rest between conflicts, and a
Symbol: A lightning bolt afore a tornado.
rest that need not be lengthy. War is truth of the hatred of man –
Alignment: Sodra and Abora (CE)
unabashed, honest and pure. Peace is a lie in its horrible light.
Portfolio: Destruction, Storms, Malice, Violence
Domains: Air, Corruption, Destruction, Fire, Storm
Favored Weapon: The Hammer. The Clergy
Sana’s following is large, as befits a nation at war. She may not be
personally popular, but many of the champions of her order have
The Power
gained great popularity. Her priests wear a red bandana into battle
Char. The very name can send shivers of dread and fear up the spine of the
to symbolize Sana’s blood red hair and wear no helmet. They
most stalwart paladin. The only deity of Shadrea that does not know the
charge furiously into battle – for it is a great honor to gain the first
meaning of the word subtle, while he may be the most visible of the
kill in any battle.
Shadrean powers, his priests have to be as secretive as possible to survive
the wrath of the many who’ve lost lost loved ones to Char’s tremendous
and near continual wrath. History & Relationships
Sana is the daughter of Sekoon and was in Damosi until he aided
Char could probably count his active worshippers on one hand. That Tela in an attempt to kill her. Though Sana was victorious, she has
matters little to him, cause nearly no one on the island doesn’t become alienated to her father and sister. Her hatred for them is
acknowledge his existence and power, and he constantly reminds them of
hotter than for any good aligned entity. Cuvanill, the Goddess of Defense, is The Clergy
Sana’s usual antagonist. Most followers of Narisane are prostitutes. While Telzoa has not
historically had that much of a taboo associated with this
profession, the fall of Narisane to darkness and the changes it has
Kepho
incurred in her following has begun to darken the reputations of
Of the Depths. Lord Doom the “Ladies of the Night.”
Symbol: A blackened skull
Alignment: Sodra and Balcra (NE) History & Relationships
Porfolio: Undeath, Disease, Pestilence, Evil Souls. Self destructive and self serving to a fault, Narisane is the twin
Domains: Corruption, Death, Undead sister of Arisane the Queen of the Nymphs. Jealous of her sister she
Favored Weapon: Scythe concocted a means to scar her permanently believing Cuane her
mother would be forced to make Narisane queen since Arisane’s
beauty would no longer be unearthly. Her plan backfired and her
The Power
Death is always feared, and that can be seen merely by how much parents expelled her from the court until she repented. Instead she
Matacha’s priests unnerve folks in their travels. But if Matacha’s good has fell into Senda’s fold to become more powerful still and a
dangerous corrupting force against the power of love.
aligned followers unnerve, Kepho’s following tends to scare the hell out the
commonfolk.
Siliani
Kepho is the God of Unkind Death. When one dies to pestilence or disease
Kepho is held to blame. His priests lurk in the shadows, waiting to torture The final court of Telensitary is Siliani, the druidic court.
the souls of the innocent even further by animating their remains and Concerned with the maintanence of the natural world, the five
forcing them into a slavery beyond the grave. Kepho is depicted as a deities of this court remain somewhat aloof and removed from the
powerful lich wielding a scythe who is willing to torture any and all who machinizations and plots of the other four members of the court.
would so much as annoy him. The bodies of the dead and dying each grasp Its deities also remain the most popular with the country folk that
at his tattered robes, and decay abounds everywhere in his presence. are far more dependent on their whims.

As it’s nickname implies, only druids act within Siliani. There are no
The Ethos clerics in this court, so there is no need to detail the domains
Decay is the natural order of things. Death is a release to be given only after granted by the deities of this court.
the cleansing torture of torment by disease and pestilence. Cling to your
gods, for if thou art false Kepho shall have your very soul to torment for
eternity.
Basia
The Lord of the West Wind
The Clergy Symbol: A brown disk with a withered leaf.
The silent deathbringers that form Kepho’s following are rarely seen, but Alignment: Abora and Shunra (LN)
said to haunt graveyards looking for likely victims for use in their nefarious Portfolio: Autumn, The West Wind, Drought.
schemes of torture and revilement. They, like most of Senda’s following, Favored Weapon: The Staff.
wear solid black robes with no adornment.
Lord Basia rules the chaotic withering touch of drought that usually
History & Relationships comes during the early fall preceeding the harvest. His time is one
One of the few ascended mortals in the Telzoan pantheon, Kepho is the of great splendor, especially of color. Basia is sometimes depicted
brother of Matacha and became a god as a result of her interference with as a mad painter as a result of the turning leaf colors. More often
his attempt at “merely becoming a lich.” Kepho is somewhat bemused at he is shown as an emancipated old man with badly chapped lips
the situation and does what he can to further his power and further and the symptoms of dehydration.
torment his sister. Kepho sees himself as the lord of undeath, that his
powers can bring death to the living is a mere convenient annoyance to his Damnisu
sister and many of his enemies.
The Lord of the East Wind

Narisane Symbol: A blue disk with a green leaf


Alignment: Abora and Balcra (NG)
The Whore, Lady Seduction Portfolio: Spring, The East Wind, Mysts, Renewal
Symbol: A black heart Favored Weapon: The Dart.
Alignment: Shunra and Sodra (CN) The Springlord is one of the most popular of the deities of
Portfolio: Lust, Seduction, Coercion Telensiarty. He is considered a god of hope and birth as well as his
Domains: Charm, Corruption, Trickery official positions of Spring and Renewal. Damnisu’s rise in power
Favored Weapon: The whip has, it is rumored, led to some clerics following him in addition to
druids, but as of yet such individuals have yet to be found. For now
The Power the druids themselves are quiet on the issue, though there are
Narisane is the Goddess of Lust, seduction and coercion. Secrets whispered many druids that are unduly loyal to the myst lord.
atop pillows over liquored minds are hers to know and she is the guardian
of all who use sex in any means to control or profit over others. She is the
power over sex for it’s own sake and more darkly, sex without love but for
Tethas
selfish pleasure alone. Though she holds an attractive lure, she is indeed The Lord of the South Wind
dark and due to her nature she may be the most dangerous deity in the
Symbol: A black disk with a rain drop.
Shadrean host, although she is not the most powerful.
Alignment: Abora and Valra (CN)
Portfolio: Summer, The North Wind, Rain
The Ethos Favored Weapon: Scimitar
Lust is the truest weakness of the human soul, and like all weaknesses it
exists to be exploited. Pleasure is found in exploitation and controlling The Summerlord has become progressively weaker both in
others through their emotions, thoughts, fears and dreams. Satisfy the dark following and in power in the last century. Char is suspected to be
urgings of others, but leave them hungry for still more at all times. the culprit, as the portfolios of the two have left them in great
conflict since the Siliani entered Telensitary. If Tethas does fall he would Pektos
not be the first deity to do so over time.
Lord Mage
All the same, Tethas is the ruler of the south winds and the rain that comes
Alignment: Abora, Balcra, Shunra, Sodra and Valra (N)
on them. At one time the violence of the summer thunderstorms was his to
Portfolio: Magic, Knowledge Unknown, The Supernatural.
claim, but Char has since subsumed that identidy in the pantheon.
While Pektos claims no titles, he holds many names in the
Sere references of wizards and other spellcasters everywhere. He is
known as the Master of the Craft, Lord of Wizards and to a few as
The Lady of the North Wind the One True Spell. The scope of his powers is known to none, and
Symbol: A white disk with a snow flake it is said that mystery lies at the core of his being and that of magic
Alignment: Abora and Sodra (NE) so much so that if magic where ever fully understood, Pektos
Portfolio: Winter, The North Wind, Cold would be destroyed. Whatever truth or fiction lies in this witticism,
Favored Weapon: The Mace it is known that Pektos is the most secretive of the deities of
Telensitary. He seems unconcerned with the activities of all the
Lady Sere is known in most of Telzoa as the Bitch Queen of the North. Easily other deities. Perhaps he shouldn’t be as he commands the very
the most well known of the “druid” deities even among those who do not energies they use to garner worship.
worship her directly, Sere has managed to defend her portfolio against
Char’s incursions into natural calamities far better than her counterpart Pektos has no known priest at all, which makes him the only power
Tethas has. This may be due to the fact that she is easily as ruthless as Char in Carthasana that is completely removed from the restriction of
when driven to rage, and she is far more patient. The wrath of Sere is belief. Or perhaps it is the belief in magic itself that makes it
something that no Telzoan jokes about, for snowfalls on the island of up to possible for Pektos to exist without any priesthood whatsoever.
a foot are not unknown and the past few winters have been especially harsh
and viscious. Pentalism
The religion of Pentalism, in contrast to Telensitary, has only five
Tiania deities of roughly equal powers. Pentalism is a highly aggressive
Her Lady of the Eternal Circle religion, with its roots in the Estarian Empire. Founded by Gregory
the Clark c. 300 SR, it has since grown to become the state religion
Symbol: An unadorned disk
of that empire.
Alignment: Abora (N)
Portfolio: Cycles, The Natural World. • Landala: Goddess of Fire and Law, Landala is known as the
Favored Weapon: Scimitar Light of Truth. Her priests are referred to as Heresy
Examiners, and they have a great deal of power and influence
Known as the Silent Mother, Tiania is the most powerful deity in Court
in the Estarian Empire, where they all but control the courts.
Siliani and one of the most powerful deities in the whole pantheon. Yet she
Landala’s alignment is white / red grants spells from the
is quiet. Beyond granting spells to druids she does not communicate to the
domains of Charm, Earth, Fire, Luck, and Retribution. Her
outside world at all. Auguries and other divinations done by druids are
favored weapon is the morningstar.
always answered by one of the four gods of the winds – Tiania herself never
speaks. All the same the belief in her existence remains strong, and some • Indralia: Indralia rules the soothing winds and air. She is also
druids maintain that she does speak – if you know how to listen to the the manifest power behind those forces when they show her
world all around you. rage, which is rare but awful to behold. Seen as a healer and
teacher, it is the priests of Indralia which are most likely to be
Fate & Magic found in Telzoa - acting as the vanguard of the Pentalist
teachings. They have been met in Telzoa with suspicion and
Two of Telensitary’s deities aren’t associated with a court. Each of them hatred by the native priests, even to the point of being
rules powerful portfolios that require their utmost neutrality in the affairs of executed by Aurnonian priests. She is aligned white / green
mortals. Although clerics and the common folk refer to them often and and her favored weapon is the quarterstaff. She grants
sometimes beseech their favor, they each lack a following in the sense that domain spells from Aid, Air, Community, Healing, Protection,
the other deities have priesthoods. Indeed, each of them has only one and Renewal.
priest each, individuals so unique that the details of their prestige classes
are detailed with them. • Tala: The Pentalist Goddess of Water and Chaos, Tala is the
trickster but also the warrior of the pantheon. She is blue /
white in alignment and her favored weapon is the longsword.
Oralea
She grants domain spells of Animal, Family, Guardian, Plant,
The Seer, Fate Storm and Water.
Alignment: Balcra (N) • Sadier: Sadier is the God of Earth and the dead in Pentalist
Portfolio: Time, Fate, Prophecy. lore. He rules over all of the fallen souls of the world (so the
As goddess of time, at least as mortals understand the concept, Oralea is a Pentalist say) and punishes heretics above all others. He is
goddess apart from all the others. She is alone among the gods in being black / white in alignment and his favored weapon is the
able to see the future perfectly, or rather she sees all futures that might Scythe. He gives domain spells from Darkness, Death,
occur. She holds in her hands the fate of all mortals and, some whisper, all Destruction, Liberation, and Undead.
gods as well. All the other gods respect her if not fear her outright, and • Paltos: The Mediating One, Paltos is the deity that keeps the
even the likes of Char and Sekoon have never dared reproach her, even for other four focused on their common goal of destroying all
a moment. competing religions. Paltos is Blue aligned only and grants
Oralea is served by The Oracle, a prophetess who holds court in the Valley spells from the domains Air, Magic, Travel, Trickery, and
of the Gods far to the west of Dalsundria proper on the side of Mt. Calnis, Water.
the highest mountain on the island. This area is known to be inhabited by
some of the most treacherous creatures in the world, and many
adventurerers who have sought out The Oracle, whoever and whatever she
is, have never returned.
• Lirashnal is the thief. The exploiter of the weak and
Courts of Night & Day defenseless, usually by treachery and always by some form of
Elves follow a faith hinged on the passage of power between the Seelie and trickery. He keeps the followers of Panial at particular unease
Unseelie courts. Each court has five members. since he and his followers love to imitate and implicate Panial
in their schemes. His favored weapon is the dagger. He is
According to the Elven faith there was once only five deities, but during an Blue/Black aligned and grants spells from the Corruption,
ancient battle with the goblins the carnage was so great that madness Darkness, Elf, Shadow, and Stealth domains.
consumed the elven gods. To save their sanities each of them split in half.
In the interceding years each of these deities have become more polarized • Belandra the Bitch Queen is the seductress who lures elves to
from their counterpart. Elven priests warn of the danger of forgetting embrace their seelie natures with a promise of an eternity in
either side of their nature altogether, and it is often during the equinox this realm. Elven player characters are more likely to come
festivals that elves will indulge their "darker selves" (or lighter selves as the into conflict with priests of this deity than any other. She is
case may be). During such times elven priests and other oath-bound black aligned and her favored weapon is the sickle. She
characters are often set free from normal obligations - and many tales are grants spells from the domains Charm, Corruption, Darkness,
whispered of dark elven revenges taken on these nights, known as Samial, Elf, and Hate.
which is in the spring, and Dramial, which is in the fall. • Grimwall is the Unseelie aspect of Warrick. Where Warrick
Elven seelie deities grant spells from the green, white and red alignments. and his following engage in chivalrous warfare, Grimwall has
Unseelie deities grant spells from the black, red and green alignments. a take-no-prisoners anything goes approach. His only
redeeming quality is said to be his lack of subtlety once he is
striking. Before he strikes is the problem - Grimwall is a
The Seelie Court master of ambush. He is red/green aligned and He favors the
• Januel the Guardian. His people are the green elves. He oversees the longbow. He grants spells from the domains of Darkness, Elf,
cycles of the world and this includes the transition of his court's power Guardian, Retribution, and Strength.
to that of the Unseelie court during the Dramial. He rules all three
moons, and in artistry these globes circle his head as ioun stones. His
favored weapon is the longsword. He is green aligned and grants
The Glory of Ancestors
spells from the domains Animal, Elf, Family, Plant, and Sun. Dwarves engage in what is essentially an elaborate form of
ancestor worship. Each clan, during ceremonies, recites the names
• Alsiar the Keeper of the Tomes. His people are the Kindani. He of all the members passed and sings the tales of their glory. At the
guards the elven peoples and bids his people do the same. A scholar, head of the ancestry are three powers presiding over the cycle of
historian and warrior, Alsiar is a strong proponent of applying the life in this world.
lessons of the past towards the future. His favored weapon is the
spear. He is green/blue anligned grants spells from the domains of Elf, • Freyalis is the eternal mother, with power over birth and
Healing, Knowledge, Magic, and Sun. renewal. When forced to protect her children she relies on
the mace. She is green and white in alignment. She grants
• Panial is the trickster and rapscallion of the seelie court. His people spells from the domains Ancestor, Community, Dwarf, Family,
are the Crystali. Nothing is certain about this deity, even its sex. Guardian, Healing, and Renewal. She is the mother of the
Laughter, song and dance - the frolic for which all elves are so well following two deities.
known are his province. His favored weapon is the staff. He is
red/green aligned and has the domains Elf, Liberation, Luck, Sun, and • Dulthos is the keeper of the secrets under the mountain and
Trickery. the protector of the dwarven race. He is a warrior first and
foremost, and distrustful of all other races and their gods. He
• Frey is the captain of the grey fleet which takes the souls of the elves is also somewhat implacable and plodding. His favored
to their heavenly rewards. His people are those rare few Duransi who weapon is the dwarven waraxe and he is aligned red, green
have chosen to shun their Unseelie ways. A somber deity, he speaks and white. He grants spells of the Cavern, Dwarf, Earth,
only in whispers, as do most of his priests His favored weapon is the Metal, Protection, Strength, and War domains.
long sword. He green/white aligned and grants spells from the
domains of Elf, Rest, Sea, Sun, Water. • Nalru is the slayer, the lord of greed. Sometimes known as
the dark twin of Freyalis, he rules over death and his touch is
• Warrick is the violent elven god of war. Overly jolly in the face of the feared by all dwarves. His favored weapon is the spear and
slaughter of the field, Warrick is said by his detractors to represent the he aligned red, black and blue. He grants spells of the
worst of a people - their capacity to destroy sentient life. Warrick's Ancestor, Darkness, Death, Destruction, Dwarf, Earth, and
priests often retort, "since when did goblins count as sentient?" Undead domains. Nalru, in practice, has almost no priests,
Warrick favors the great sword (The better to dice orcs with). He is but dwarves constantly try to appease him and pray that he
red/green aligned and grants spells from the domains of Elf, gives the souls of their loved ones a safe journey to the
Protection, Strength, Sun, and War underworld.

The Unseelie Court Dance of Seasons


• Imlocrin the Disruptor. He who brings about the end of all things.
Gnomes have a set of four deities, each which rules a season.
Imlocrin, and most of the rest of the Unseelie court have no real claim
Gnomes are curious in that they do not maintain set holy days
to any of the elven races, but he is most strongly opposed to Januel.
based on any pattern humans recognize. However, most of the
He oversees the activities of the Unseelie Court and begrudgingly
time this is due to the fact that the gnomish calendar is insanely
surrenders its authority during the Samial. He is Black/Red aligned
complex - taking 250 human years to complete a cycle.
and grants spells from the domains Darkness, Destruction, Elf, Fire,
and Storm. • Sanshan is the Goddess of the Spring. She rules the Air and
the breeze. Depicted as a beautiful little girl gnome, Sanshan
• Trishdare is the liar. He is seeks to destroy the world's knowledge and
is sometimes called the giggler by outsiders. She favors the
bring ignorance to the world. He is Black/Green aligned and favors the
staff as a weapon and she is aligned black / green. She grants
longsword and grants spells from the domains of Charm, Darkness, Elf,
spells from the domains of Air, Family, Gnome, Healing, and
Luck, and Trickery.
Trickery.
• Calruldal rules Summer and the Sun. He is a golden colored gnome Gnomes who follow him are granted spells from the domains
who, during the night, works long hours in his shop working on gizmos of Darkness, Death, Destruction, Gnome, and Water.
and gimcracks. He thus embodies the well known (and occasionally
feared) spirit of gnomish inventiveness. His favored weapon is the
crossbow and he grants spells in the domains of Gnome, Knowledge,
The Spirit Mother
Creation, Fire, Sun. He is aligned black / white. Oyasini follow an entity known as Ooyas-shandra, who is there sole
deity. They view the rest of the gods of the world as mere spirits
• Fas is the Goddess of Autumn. Depicted as a mad painter, Fas loves to that have gotten full of themselves in asking for worship.
display her abstract brilliance in the leaves of the world. Despite the Ooysashandra embodies all five colors of magic – she grants spells
chaotic appearance of her works though, she is very methodical. She from the domains: Air, Community, Earth, Family, Fire, Halfling,
is aligned black / red and she favors the dagger. She grants spells of Protection, Purity, and Water.
the domains of Animal, Earth, Gnome, Magic, and Plant.

• Elrico is the Keeper of Winter. The Gnomic God of Endings is despised


by the race that believes in him, but his position in the pantheon is
unquestioned. He is aligned black / blue and favors the dagger. The
Art of Magic
Chapter 6
When it began none can say. Since the dawn of dragons has magic The oracle and sorcerer classes are the most affected by this rule
flowed through the veins of this world, and it will continue long change. Spells like scrying and sending are now available to them
after the elves are gone and men are nothing more than creatures without occupying one of their precious spells known slots.
of fable in books written by rabbits. Empires rise and fall. Races A character can perform any number of rituals so long as their spell
come and go. Gods ascend and then are forgotten. Magic stays. levels do not exceed her character level. So a 9th level character
Magic is. can perform a 5th level ritual and a 4th level ritual in the same day,
or a 4th level ritual and 5 1st level rituals in one day, and so on.
The study of magic, in all of its forms and ways is as ancient as
writing and thought itself. It drives us to do that which is Non-spellcasters may also attempt rituals if they have the spellcraft
skill. They may perform a ritual if they have more ranks in
impossible. It, like us, changes. It, like us, evolves slowly over time.
spellcraft than twice the spell's level (a 5th level spell takes 10
So it is that magic in the means and ways that it is studied has come ranks in spellcraft to cast). The combined level of the rituals
to its current form by a slow and painful process. performed cannot exceed half the character's ranks in spellcraft.
Hence a 10th level fighter with 10 ranks in spellcraft can perform
Magic is belief. As such it is subject to the whims of the collective
one 5th level ritual. For purposes of this rule divine and arcane
unconscious body of all the souls who wield it and those who fear it. spellcraft are separate skills. The character's caster level is their
It is not enough to study what magic can do, it is not even enough ranks in spellcraft.
to study what magic should do. One must study what magic might
do. One must open their very souls to possibility - and thereupon is Some new incantations from this book can be cast as rituals for
greater effect, usually in terms of their duration. When this is the
the single truth that cuts the line between the master and the
case the spell description will have notes for its use as a ritual.
apprentice. When a spellcaster has an incantation prepared or knows it as a
Magic is majesty and destitution. It is in the singing of our music spell they may choose to use the spell slot to cast the ritual instead
of having it count against their rituals limit for the day.
and the whispers of our secrets. It is the aspiration of greatness and
the stooping to low folly. It is the king's wish and the wizard's
destiny. It is the truth and the lie. It is all that is good, but also all Universal Spells
of evil. It is in the light and dark. It is found in love and hatred. It The handful of spells that are "universal" have no alignment, no
begins in thought and ends in action. It lies in instinct and resolves school, and usually have no descriptors. They are limited to the
in a strike. It is the everything - it is the nothing. It is the realization sorts of magic that no spellcaster should be denied - essential
and reality of our very dreams. That is the danger - for with dreams magics if you will such as detect magic, but also powerful spells
must follow nightmares. that defy any classification such as wish.

-Telsindria arcane mark, detect magic, limited wish, mage hand, open/close,
permanency, prestidigitation, read magic, reckless dweomer, wish
In this chapter we will explore and expand the magic system of Pathfinder
to present how spells are used in the World of Carthasana. On the surface
magic in the Dusk campaign works much like any other Pathfinder setting – Alignments of Magic
wizards and clerics prepare spells and cast them while sorcerers and bards
In Carthasana Magic is aligned and bent towards a purpose.
spontaneously cast from fixed lists. However, spells are resorted in this
Almost all spells in the setting belong to one of five alignments, the
book and the rules that are based upon spell types are expanded and
same five alignments that characters can have that where
clarified.
described in the previous chapter. In the listing of a spell from this
Throughout this chapter spells from the Core Rulebook are in italics and book a spell's alignment will appear before the school as in "Valran
spells which appear for the first time in this book are in bold italics. Spells Transmutation" or "Sodran Necromancy".
appearing in the Advanced Player's Guide have the superscript APG next to
While there are no global governing rules concerning spells
their name, and UC is used for Ultimate Combat, UM for Ultimate Magic,
because of their alignments, the alignment of a spell is a clue to its
and ARG for the Advanced Race Guide.
perceived purpose and how its use is received in the world. Most
of the society of man in Carthasana is Valran aligned, and so
Incantations and Rituals Shunran and especially Sodran spells have a nasty reputation
(though considering what that magic is capable of, perhaps it is
This book introduces the concept of incantations and rituals, which divides deserved.
spells broadly between the sorts of magic that get used in combat, and the
sorts of spells that are used during exploration and between adventures by
the characters. The spell entries in this book cleanly label each ritual by Aboran
calling them such on the line after the spell's name, "Ritual Aboran Aboran or “green” spells are concerned
Transmutation" or "Ritual Sodran Necromancy". If a spell isn't a ritual it's an with driving the forces of natural growth.
incantation. Commoners often beseech druids and
other casters of this magic to use their
Rituals from other Pathfinder books are easy enough to spot - they take one
minute or longer to cast. What makes this distinction special in the Dusk powers to insure a good harvest or to
stave off nature’s wrath. However Abora
setting is that rituals are never prepared. That is, wizards cast rituals directly
can also invoke such wrath and will often do so to destroy the
from their spellbook, Sorcerers must also use a scroll or spellbook to work
with these spells, Clerics and oracles must refer to a prayerbook and so on. forces it views as enemies. Aboran philosophy is concerned with
Rituals simply take too long to memorize any significant part of them, and birth, growth, and renewal, and as such most of the spells that
enhance living creatures belong to it.
the longest rituals can take many hours to cast. For this reason, they are
never prepared and then completed later. UM UC UM
acute senses , adoration , age resistance (greater) , age
UM UM UM
resistance (lesser) , age resistance , alacrity, allegro ,
APG UC
allfood , alluring scent, alter self, animal aspect (greater) , animal aspect spell selection to the needs at hand. It is also readily able to dispel
UC
, animal growth, animal magnetism, animal messenger, animal scouts, or counterspell the threats opponents raise against it.
UC
animal shapes, animal trance, animate plants, ant haul (communal) , ant APG UC UC
APG UM
haul , anthropomorphic animal , anticipate peril , arboreal hammer
UM absorbing touch , adjuring step , air bubble , air walk
UC APG APG
UM APG APG
, aspect of the bear , aspect of the falcon , aspect of the stag ,
APG (communal) , air walk, alchemical allocation , alter winds ,
APG
APG UM
aspect of the wolf , atavism (mass) , atavism , awaken, badger's
UM amplify elixer , analyze dweomer, animate objects, animate rope,
APG UM APG
UM APG
ferocity , banish seeming , barkskin, bear's endurance (mass) , bear's aqueous orb , arcana theft , arcane concordance , arcane
endurance, beast shape I, beast shape II, beast shape III, beast shape IV, eye, arcane sight (greater) , arcane sight, astral projection (lesser)
UM
ARG UM
bestow trick, blend , blessing of the mole , bloodhound , bow spirit ,
APG APG , astral projection, attunement, augury, baleful polymorph,
APG APG
APG
break slumber, bristle , bull's strength (mass) , bull's strength, burst of bard's escape , blink, blur, borrow skill , brief reprieve, brilliant
APG UM UM
UC APG
speed , call animal , calm animals, cape of wasps , carapace, cat's
UM inspiration , bungle , buoy, call construct , catalogue, chain
UC
grace (mass) , cat's grace, certain grip , chameleon stride , changestaff,
APG contingency, chaos in the mind's eye, chill, circumvent,
charm animal, charm monster (mass) charm monster, charm person, chill clairaudience / clairvoyance, clear mind, clearsight, cloak of
APG APG
UM
metal, choking vines, circle of clarity , cloak of shade , cocoon,
APG dreams , cloak of winds , color spray, compulsion, concentrate,
UM
command plants, commune with nature, companion mind link , control
UC confiscate, contingency, control construct , control water, control
UM APG
plants, control weather, corroding burst, creeping doom, creeping mold, winds, counterspell, countless eyes , crafter's fortune , create
UC UM
UC ARG
crumble, deadeye's lore , death from below , decompose corpse ,
UM water, damp powder , daze (mass) , daze monster, daze, deep
APG
UC
delay poison (communal) , delay poison, detect animals or plants, detect slumber, deep water, deflection, delay, delayed consumption ,
APG
UM
poison, detect snares and pits, diagnose disease , divine pursuit ,
UM delude divination, demand, demystify, detect aberration , detect
UM
dominate animal, eagle aerie , eagle's splendor (mass) , eagle's splendor, scrying, detect secret doors, detect thoughts, detect undead,
UM
early harvest, echolocation , elemental infusion, enlarge person (mass) , dimension door, discern location, discombobulate, discovery torch
UC UM
ARG
enlarge person, entangle, escaping ward , accelerated decay, euphoric , disguise other , disguise self, dispel magic (greater) , dispel
APG APG
tranquility , evolution surge (greater) , evolution surge (lesser) ,
APG magic, displace perspective, displacement, dissipate, divine edict,
APG
APG
evolution surge , expeditious retreat, feather step (mass) , feather
APG donate, douse, dream, eagle eye , elemental body I, elemental
APG
APG UC APG
step , find quarry , fog cloud, follow aura , forest friend , forest maze,
UC body II, elemental body III, elemental body IV, elude time , enter
APG APG
forest's eyes, form lock, fox's cunning (mass) , fox's cunning, fumbletongue image , ethereal jaunt, etherealness, expend , exquisite
UM ARG
UM APG
, giant vermin, goodberry, gravity bow , grove of respite , harden
APG accompaniment , fabricate, false vision, fearsome duplicate ,
UM APG
snow, hide from animals, hold animal, hollow tree, hunter's eye , insect
APG feather fall, fickle winds , find the path, find traps, fluid form ,
APG UM
APG APG
plague, instant enemy , invigorate (mass) , invigorate , joyful rapture
APG fly (mass) , fly, forbid, force void, forced quiet , foresight,
UM APG APG
UM APG APG
, jump, keen senses , lay of the land, life bubble , life conduit (greater) frostbite , frozen note , gallant inspiration , gaseous form,
APG APG UM
UC UC UC APG
, life conduit (improved) , life conduit , lily pad stride , litany of sight getaway , geyser , ghost sound, ghostly disguise , glibness,
APG APG APG
UC APG UC
, liveoak, locate creature, lockjaw , longshot , longstrider, lycanthropic glide , glitterdust, guiding star , gust of wind, heroic finale ,
APG APG
UM
curse, mad monkeys , mage's faithful hound, magic fang (greater) magic hidden speech , hide campsite , hideous laughter, hostile
UC UC
fang, magnify sight, major creation, mark to the maker, minor creation, juxtaposition (greater) , hostile juxtaposition , hostile levitation
UC APG APG
UM UM
monstrous physique I , monstrous physique II , monstrous physique III ,
UM , hydraulic push , hydraulic torrent , hypnotic pattern,
UM UM UM
UM APG
monstrous physique IV , moonstruck , mount (communal) , mount, nap
UC hypnotism, ice body , ice crystal teleport , icy prison (mass) ,
UM UC
APG APG APG
stack , natural rhythm , nature's exile , negate aroma , neutralize
APG icy prison , identify, illusion of calm , illusory script, illusory wall,
poison, obscuring mist, one with nature, owl's wisdom (mass), owl's imaginary pet, imbue with spell ability, instant summons,
UM
APG
wisdom, pass without trace, perceive cues , pied piping , plant growth,
APG intangibility, interplanetary teleport , invisibility (greater) ,
plant shape I, plant shape II, plant shape III, poison, polymorph (greater) , invisibility (mass) , invisibility sphere, invisibility, irresistable dance,
APG ARG UC
UM UC
polymorph, primal scream , pup shape , rampage, reduce animal, reduce jester's jaunt , jibber jabba, jitterbugs , jury-rig , knock, know
UC UM
person (mass) , reduce person, regenerate, reincarnate, rejuvenate eidolon direction, legend lore, levitate, litany of escape , loathsome veil ,
APG APG
(greater) , rejuvenate eidolon (lesser) , rejuvenate eidolon ,
APG locate object, lullaby, mage's disjunction, mage's guess, mage's
rejuvenate, remove blindness/deafness, remove disease, remove paralysis, lucubration, mage's magnificent mansion, mage's private sanctum,
UM APG
remove sickness , residual tracking , resinous skin , restful sleep ,
UC APG magic aura, magic mouth, magnetism, major image, major
ARG UM
UM UM
restore eidolon (lesser) , restore eidolon , resurgent transformation ,
APG phantom object , make whole, malfunction , mask dweomer
UC APG
ARG
root, rusting grasp, rusting ray, savage maw , scent trail , scent,
APG (communal) , mask dweomer , mask, masterwork
UM ARG
seclude, secure shelter, see invisibility, sepia snake sigil, shambler, transformation , mending, message, mind fog, minor dream ,
ARG
APG
shapechange, share senses , sheltering branches, shillelagh, siege of trees minor image, minor phantom object , mirage arcana, mirror
UC
UC UC APG
(greater) , siege of trees , snake staff , snare, snow walk, solid fog, image, mirror strike , misdirection, mishap shield, mislead,
song of charm, sound shell, speak with animals, speak with plants, spider mnemonic absorption, mnuemonic enhancer, modify memory,
UC
UC
climb (communal) , spider climb, spike growth, strong jaw , stumble
APG moment of prescience, mutagenic touch , nondetection
UC ARG
APG APG
gap , summon eidolon , summon swarm, surge, swarmform, symbol of (communal) , nondetection, obscure object, Old Salt's curse ,
UM UM
UM UC
revelation , tendril walker, terrain bond , thorn body , threefold
APG oppressive boredom , oracle's vessel , overland flight, passwall,
UC
APG APG APG
aspect , tireless pursuers , tireless pursuit , transmogrify , transmute
APG permanent image, persistent image, phantom chariot , phantom
UC UC
metal to wood, transport via plants, tree shape, tree stride, true form ,
APG driver , phantom steed (communal) , phantom steed, phase
UC UM
APG UM
unfetter , vermin shape I vermin shape II , viper bomb admixture , wall
UC door, pilfering hand , polymorph any object, possess object ,
ARG
of thorns, ward of the season , warp wood, web shelter , web,
UM power sink, programmed image, prophecy, prying eyes, prying
UC UM
ARG UC
whispering lore , wilderness soldiers , wood shape, wooden phalanx ,
UM eyes, greater, qualm , quench, rainbow pattern, rapid repair ,
ARG
youthful appearance
UM recharge innate magic , refuge, refutation, reverse gravity, ride
UM APG UM
the waves , river of wind , rope trick, sands of time ,
scintillating pattern, screen, scrying (greater), scrying, sculpt
Balcran UM APG
simulacrum , sculpt sound, seamantle , second chance, secret
UC APG
chest, secret page, see alignment , seek thoughts , seeming,
Balcran magic doesn’t commonly enter the
sending, sequester, Serrin's phantasm, Serrin's theft, share
thoughts of the commonfolk, for it is the magic of UC APG UM
language (communal) , share language , share memory ,
thought and possibility – and with that comes APG
shrink item, sift , silence, silent image, sleep, sleight of mind,
illusions, divinations and other highly subtle spells. APG APG
slipstream , slow, solid note , solipsist disillusionment, soothe
If this was all Balcran magic could do it would UM
construct , spell turning, spellstaff, still touch, subjectional
quickly fall behind the other types in power, but UM
gravity, suggestion (mass), suggestion, summon froghemoth ,
oddly a Balcran wizard is the one all others are loathe to fight a spell duel UM
summon instrument, switch costumes, symbol of mirroring ,
with for this philosophy has the some of the most powerful metamagic UM UM UC
symbol of scrying , symbol of slowing , tactical acumen ,
spells at its disposal giving it the ability to quickly adapt its already flexible
UC UC APG UM
telekinesis, telekinetic assembly , telekinetic charge , telekinetic sphere, sirocco , sleet storm, smug narcissism , snapdragon fireworks
UM UM
telepathic bond, teleport (greater), teleport object, teleport, teleportation , soften earth and stone, song of chaos, sonic thrust , sound
APG APG
circle, temporal stasis, Terix's blessing the road left untaken, time spiral, burst, spark , spike stones, spiked pit , spirtual weapon,
APG UC APG APG
time stop, time twister, time walk, time warp, timely inspiration , tiny spontaneous immolation , statue, stone call , stone fist , stone
APG APG APG
hut, touch of the sea , treasure stitching , true seeing, tsunami , twin grasp, stone shape, stone tell, stone to flesh, stoneskin (communal)
APG UC UM UC APG
form , twincast, twisted space , unbreakable construct , understand , stoneskin, storm of vengeance, stormbolts , summon elder
APG UM UC UM
unorthodoxy, undetectable alignment, universal formula , unprepared worm , sun metal , symbol of strife , sympathetic vibration,
UM APG ARG UM UC UC
combatant , unseen servant, vanish , veil, ventriloquism, village veil , tar ball , tar pool , targeted bomb admixture , terrible remorse
UM UM APG UM UC APG
virtuoso performance , vision, vocal alteration , vortex , walk through , thunder fire , thundering drums , transformation, transmute
UC APG
space , wandering star motes , water breathing, water walk (communal) mud to rock, transmute rock to lava, transmute rock to mud, true
UC UM UC
, water walk, weird, whirlwind, whispering wind, wind walk, wind wall, strike, unadulterated loathing , unerring weapon , unnatural
APG UM APG UM UM APG UM
winds of vengeance , witness , word of recall, world wave , zone of lust , vengeful outrage , versatile weapon , volcanic storm ,
silence volley of boulders, wall of fire, wall of force, wall of ice, wall of
APG UM
iron, wall of lava , wall of lightning, wall of sound , wall of
UM
stone, waves of ecstacy , wildfire, wildstroke, word of chaos,
Shunran APG APG
world wave , wrath , wreath of blades , zap
UC

The often fiery magics of Shunra are known as


“red magic.” Among commoners these spells rank
right up with violet magic as being the most feared
Sodran
of spells. While Shunra is denounced as a magic of Sodra's magic is the most feared since it is
destruction, it is reality a magic of unbridled the magic of death, fear and darkness.
passion. It is active, energetic, primal and when While Sodran philosophy is centered
need be it is furious. Easily the most offensive minded of the alignments around the individual, the magic of Sodra
when it comes to spell application, Shunran magic isn't especially good at consists of the very forces which
protection or dispelling threats. constrain an individual and forces to
UC transcend them, such as the magic of undeath. Many claim Sodra's
abundant ammunition , æther flash, aggravated assault, arcane cannon spells are inherently evil and cannot be used for good, but the
UC APG APG ARG
, arrow eruption , ball lightning , battle trance , blade barrier, blade proponents of the philosophy have never been ones to concern
APG UC UM
storm, blessing of the salamander , blistering invective , blood mist , themselves with such outmoded concepts as good and evil.
UM APG APG APG
bloodlust, boiling blood , bomber's eye , borrow fortune , break ,
APG UM APG UC
brute resolve, burning gaze , burning hands, burrow , burst bonds , abandon hope, absorb toxicity , acid arrow, acid fog, acid rain,
UC APG UM UM
caging bomb admixture , calcific touch , call lightning storm, call acid splash, acidic spray , addle, afflict, agonize , agonizing
APG UM
lightning, campfire wall , chain lightning, chaos ball, chaos bolt, chaos memories, animate dead (lesser) , animate dead, antilife shell,
UM APG UM UM UM
sphere, chord of shards , clashing rocks , clenched fist, cold ice strike , ash storm , aura of doom , bane, befoul, bestow curse, black
ARG UM
concussive fireball, cone of cold, confusion (lesser) , confusion, contagious mark , black tentacles, blade of dark triumph , blasphemy,
APG UM
flame , continual flame, control revocation, control summoned creature bleed, blight, blindness/deafness, blood crow strike , blood pet,
UM APG APG UM
, corrosive weapon, create pit , crushing hand, cup of dust , dance of blood transcription , bloodcurdling scream, brittlebone curse,
UM UM APG UC UM UM
a hundred cuts , dance of a thousand cuts , deadly finale , deafening brow gasher , buried alive, burst of nettles , cackling skull ,
APG UM UC UM UC
song bolt , defensive shock , delayed blast fireball, destabilize powder , cause fear, caustic eruption , chain of perdition , Chaldulsul's
APG APG
detonate , devestation, discordant blast , disintegrate, dissention in the hex, chill touch, Ciranu's deathgate, Ciranu's foul transformation,
UM APG APG
ranks, distracting cacophony , draconic reservoir , dragon's breath , Ciranu's impenetrable darkness, Ciranu's spite, circle of death,
UC UM APG
dry, dust form , ear-piercing scream , earthquake, elemental aura , cloak undead, clone, cloudkill, clutch of undeath, command
UM UM
elemental body I, elemental body II, elemental body III, elemental body IV, undead, conjure black pudding , contagion, contagion, greater ,
APG APG
elemental infusion, elemental touch , enemy hammer , energy siege control undead, corporeal instability, corpse control, corrosive
UC UC UM UM
shot (greater) , energy siege shot , entropic burst, entropic shield, consumption , corrosive touch , create greater undead, create
APG UM
entropic wave, expeditious excavation , explosive runes, fabricate bullets undead, crushing despair, curse (major) , curse item, curse of
UC APG UC APG UM UM UM
, fanning the flames, fiery body , fiery shuriken , fire breath , fire disgust , curse of magic negation , curse water, cursed earth ,
APG APG UC
seeds, fire shield, fire snake , fire storm, fire trap, fireball, firebrand , dark fate dark ritual, darkness, darkvision (communal) ,
APG UM UC
firefall , fissure, flame arrow, flame blade, flame guide, flame strike, darkvision (greater) , darkvision, deadly juggernaut , death
APG UC
flames of the faithful , flaming sphere, flaring pain, flash fire , flesh to burst, death knell, death stroke, deepen shadows, deeper
APG UM UM UM
stone, focus of hatred, fool's forbiddance , force hook charge , force darkness, delay pain , delusional pride , despondency,
UM
punch , form of the dragon I, form of the dragon II, form of the dragon III, destruction, diminish plants, discordant dirge, diseased weapon,
UM UC APG UM UM
freedom, freezing sphere, frigid touch , frost fall , gate, geyser , giant disfiguring touch , distressing tone , doom, drain life, dread
ARG UM UM
form I, giant form II, grasping hand, gratuitous violence, groundswell , bolt , dregs of sorrow, duress, eldritch fever , energy drain,
ARG UM UM UM UM
half-blood extraction , haste, heat metal, horn of pursuit , ice storm, enervation, envious urge , epidemic , eruptive pustules ,
UM UM
icicle dagger , incendiary cloud, incinerate, interposing hand, iron body, excruciating deformation , exsanguination, eyebite, false life
ARG UC UM UM UM
ironbeard , ironwood, jolting portent , keen edge, ki arrow , ki shout (greater) , false life, familiar melding , fear, feeblemind, final
UM APG UM UM
, lead blades , lightning arc , lightning bolt, lightning lash bomb punishment, finger of death, fleshworm infestation , forgetful
UC ARG UC UC ARG UC UM
admixture , linebreaker , litany of madness , litany of thunder , locate slumber , foul presence, frightful aspect , fungal infestation ,
UC UC ARG
weakness , mage's sword, magic missile, magic siege engine (greater) , ghost wolf , ghoul touch, grasping shadows, grease, harm,
UC UC UM UM
magic siege engine , magic weapon (greater) , magic weapon, malicious hatred, haunted fey aspect , haunting choir , haunting mists ,
UM UC UM
spite , meld into stone, meltdown, meteor swarm, mind burn, move earth, healing thief , horrid wilting, howling agony , implosion,
UC UC UC UC
named bullet (greater) , named bullet , obsidian flow , parch, pellet infliction, insanity, instrument of agony , interrogation (greater)
UC UM UM UM UM UC
blast , play instrument , polar ray, power wave, price of progress, , interrogation , ki leech , languid bomb admixture , litany
UC UC UC UM
prismatic spray, produce flame, pyroclastic burst, pyroclastic flow, of vengeance , litany of weakness , lock gaze , lunar veil ,
APG UM UM
pyrotechnics, quick, radiate, rage, rampart , ray of frost, reaching mad hallucination , magic jar, marionette possession ,
UM UC UC UM UC
weapon, reckless infatuation , recoil fire , reloading hands , resonating murderous command , negative reaction , nightmare,
UM UC UC UM
word , retribution, returning weapon (communal) , returning weapon , nightshroud, no rest for the wicked, orb of the void ,
UC UM UM UM
ricochet shot , ride the lightning , rolling thunder, scorching ray, scouring overwhelming grief , pain touch, paranoia, pernicious poison ,
UM APG UM
winds , searing light, shared wrath , shatter, shattering pulse, shifting persuasive goad , pestilence, phantasmal killer, piercing shriek
APG UC UC UM UM UM UM
sand , shock shield , shock, shocking grasp, shocking image , , plague carrier , plague storm , polar midnight , power
UM
shockwave, shout (greater), shout, shower of coals, silk to steel , word blind, power word kill, power word stun, prediction of failure
UM UM UM UC
, project image, protective penumbra , rain of frogs , ray of edict, maze, mind blank, mind blank, communal , miracle,
UM UM UC APG
enfeeblement, ray of exhaustion, ray of sickening , recurring nightmare, miserable pity , moment of greatness , oath of peace ,
UM UM
repel death, restore corpse , scare, Serrin's shadow spy, shades, shadow oathbind, overwhelming presence , pacifism, paladin's
UC APG ARG UC APG
bomb admixture , shadow conjuration (greater) , shadow conjuration, sacrifice , paragon surge , peacebond , pillar of life , planar
shadow evocation (greater) , shadow evocation, shadow killer, shadow step collapse, prayer, prismatic sphere, prismatic wall, protection from
UM UM UM UC
, shadow walk, shadow weapon , shadowbard , simulacrum (lesser) arrows (communal) , protection from arrows, protection from
UM UM UC
, simulacrum, skinsend , slay living, smother, song of discord, soul bind, energy (communal) , protection from energy, protection from
UM APG
soul exchange, speak with dead, spectral hand, spit venom , spreading spells, protective spirit , protective ward, purge, purging
UM UM APG APG
plague, steal voice , stinking cloud, strangling hair , summoner condiut finale , purified calling , purify food and drink, purify, raise
UC UM APG
, symbol of death, symbol of fear, symbol of insanity, symbol of pain, animal companion , raise dead, rally point , ray of command,
UC UM APGv UC
symbol of striking , symbol of vulnerability , symbol of weakness, tainted rebuke reflect gaze, reinforce armaments (communal) ,
UC UC
æther, terror, touch injection , touch of fatigue, touch of idiocy, touch of reinforce armaments , remove curse, remove fear, repel metal or
UM UM UM UM
slime , toxic gift , transmute blood to acid , transmute water to acid, stone, repel vermin, repel wood, replenish, reprobation ,
UM UM ARG
trap the soul, undead anatomy I , undead anatomy II , undead anatomy repulsion, resilient reservoir , resilient sphere, resist energy
UM UM UM UM UC APG
III , undead anatomy IV , unshakable chill , utter contempt , vampiric (communal) , resist energy, resistance, resounding blow ,
UM UM APG
touch, vile consumption, vision of hell , vitriolic mist , wail of the ressurection, rest eternal , restoration (greater) , restoration
APG
banshee, wasting curse, waves of exhaustion, waves of fatigue, weakness, (lesser) , restoration, retribution , reverse damage, revive,
APG APG
wilting curse reviving finale , righteous might, righteous vigor , sacred
APG APG UM APG
bond , sacrifical oath , sactify corpse , saddle surge ,
APG APG
sanctify armor , sanctuary, saving finale , seal fate, sentinel,
Valran UM
serenity , shield other, shield, song of freedom, song of holding,
UM UC
The philosophy of Valra, that community is pre- spear of purity , spell immunity (communal) , spell immunity
UC
eminent, shines through in its magic with an (greater communal) , spell immunity (greater) , spell immunity,
APG
abundant selection of spells to ward and heal spell lodestone, spell resistance, spiritual ally , stabilize powder
UC APG
members of the community. Spells which invoke , stabilize, status, stay the hand , sunbeam, sunburst,
UM UM
the wills of the deities worshiped in the surgeshield, surmount affliction , symbol of healing , symbol of
UM
community tend also to be Valran. Valran magic is persuassion, symbol of sealing , symbol of stunning, sympathy,
sometimes called yellow or gold magic. Telsindria's invulnerable globe, Telsindria's radiance, Telsindria's
ARG UC
UC spell immunity, toilsome chant , tongues (communal) ,
abeyance, ablative barrier , absolutism, æther slide, aid, alarm, aligned tongues, true resurrection, undeath to death, urban grace , veil
ARG

spell resistance, antimagic field, antipathy, antiplant shell, arcane lock, APG
of positive energy , vestment of the champion , vigilance,
UM
UM UM APG
archon's aura , arrow of law , atonement, aura of greater courage , APG APG
virtue, wake of light , wall of suppression , ward the faithful ,
APG
UM APG
banishment, battlemind link , beguiling gift , bestow grace of the UC UM
warding weapon , wartrain mount , weaken powder , weapon
UC
UM APG ARG
champion , bestow grace , bestow insight , bestow weapon APG UM
of awe , word of resolve , wrathful mantle , zone of truth
APG
UC UM APG
proficiency , binding, blade of bright victory , blaze of glory , bless
APG
water, bless weapon, bless, blessing of courage and life , blessing of
APG ARG
fervor , blessing of luck and resolve (mass) , blessing of luck and resolve
ARG UC
Polyaligned
, blinding light, bowstaff , break enchantment, breath of life, bright Some spells occur in sets of five across all
UC APG APG
circle, bullet shield , calm emotions, cast out , castigate (mass) , alignments. For each spell entry there
APG APG APG
castigate , challenge evil , circle of hands, cleanse , command exists five versions of the spell - one for
UM UC
(greater), command, compassionate ally , compel hostility , comprehend each alignment. Most of these spells are
APG APG
languages, confess , conviction, coordinated effort , corruption concerned with drawing energy or
APG APG UM
resistance , coward's lament , create demiplane (greater) , create creatures directly from an outer plane of
UM UM
demiplane (lesser) , create demiplane , create food and water, cure existence, so each spell only draws from one outer plane. This isn't
UM APG
wounds, cushioning bands , dampening field, dancing lantern , dancing the same as being a universal and therefore an unaligned spell. For
UC
lights, daybreak arrow , daylight, death ward, death watch, debilitating example, a hallow spell from Valra might be referred to as
UC APG
portent , decree, deflection , dictum, dimensional anchor, dimensional unhallow by Sodran or Shunran casters since, from their point of
lock, disanimation, discern lies, disempower, disenchant, dismissal, view, the spell embodies values and edicts they find repulsive. As in
UC
dispelling screen, disrupt undead, disrupting weapon, divine arrow , divine our world, in Carthasana what is and is not "holy" depends on the
APG
favor, divine power, divine transfer , dominate monster, dominate person, speaker as much as the object in question.
UC UC
effortless armor , endure elements (communal) , endure elements,
energy field, enlighten, enthrall, erase, eternal respite, faerie fire, fire of align weapon, commune, consecrate, contact other plane,
APG APG APG APG
entanglement , fire of judgment , fire of vengeance , flare burst , desecrate, divine rebuke, gate, hallow, holy smite, planar
APG APG APG
flare, flickering ward, floating disk, focus, foe to friend , forbid action adaptation (mass) , planar adaptation , planar ally (greater) ,
UM UM APG
(greater) , forbid action , forbiddance, force cage, forced repentance , planar ally (lesser) , planar ally, planar binding (greater) , planar
forceful hand, freedom of movement, gate, geas (lesser), geas/quest, gentle binding (lesser) , planar binding, plane shift, polypurpose panacea
UM
repose, globe of invulnerability (lesser) , globe of invulnerability, glyph of , summon creature
APG
warding (lesser) , glyph of warding, good hope, grace , groom, guards and
wards, guidance, halt undead, halt, heal (mass) , heal mount, heal, helping
UC
hand, heroes' feast, heroic invocation , heroism (greater) , heroism, hero's Schools of Magic
APG UM
defiance , hex ward , hide from undead, hold monster (mass) , hold The eight schools of magic and their subschools are the second
UM
monster, hold person (mass) , hold person, hold portal, holy aura, holy ice , most important facet of a spell's description and will be the second
UM APG
holy shield , holy smite, holy sword, holy whisper , holy word, holy, word that appears to describe them. The rules governing the
APG UM
honeyed tongue , humble, imbue with aura , imprisonment, schools do not change for the Dusk setting, but there are new sub-
APG APG
innocence , instant armor , inviolability, invisibility purge, judgment schools and with them new rules that govern their use.
UC UC APG APG
light , kinetic reverberation , king's castle , knight's calling , know the
UM UM UM
enemy , last breath, leashed shackles , lend judgment (greater) , lend Schools of magic describe how a spell works and what it is doing,
UM UC APG
judgment , liberating command , light lance , light of day, light, where the alignment of a spell is its general intent.
UC UC
limited resources, litany of defense , litany of eloquence , litany of
UC UC UC
entanglement , litany of righteousness , litany of sloth , litany of
UC
warding , mage armor, magic missive, magic stone, magic vestment,
APG
manifest probability, mark of justice, marks of forbiddance , Matacha's
though not all, dispel effects require a dispel check to be
Abjuration performed against the caster of the effect you wish to dispel.
UM APG
Abjurations are protective spells. They work by arcana theft , atonement, banish seeming , break
APG
warding an area or dispelling a hostile magical enchantment, break slumber, cast out , circumvent,
effect. In Dusk the school of abjuration is cleanly counterspell, demystify, disempower, disenchant, dismissal, dispel
divided into the sub-schools of dispel and ward. magic (greater) , dispel magic, dispelling screen, dissipate, divine
APG
edict, erase, expend , freedom, mage's disjunction, power sink,
UM
primal scream , purify, refutation, rejuvenate, remove curse,
Dispel remove fear, Serrin's theft, shattering pulse, song of freedom,
UM APG UM
Abjuration (Dispel) effects break up magical effects and magically conjured soothe construct , true form , word of resolve
conditions of all types. The iconic spell of this group is dispel magic. Most,
Ward limited time; Calling, which brings actual creatures from another
plane to your own; Teleportation, which physically transports you
Wards are magical barriers that prevent the passage of certain creatures or
and/or others from one place to another, even across planes at the
respond to their passage by creating an effect. Most wards are centered
higher levels; Healing, which recover loses in hit points, abilities,
upon their caster and move with her, others are centered upon another
levels or removes negative statuses such as blindness and even
creature – usually one the caster has touched. Still others don’t move at all
death; and Creation, which actually produces materials from
once created.
nothing for you to employ.
Wards that overlap create a resonance immediately but function normally
Creatures you conjure will usually (but not always) obey your
unless their effects are similar or opposed. If they are similar then one of
commands. Whether called or summoned they appear within the
the effects may be subdued – this is usually the case with wards that
spell’s range but are not obliged to remain therein. A conjured
enhance a creature. For example: two different spells that provide armor
creature or object can’t appear within living things, nor can they
bonuses don’t stack.
appear within an area at least 90% enclosed by living creatures
Opposed wards react far more violently than other wards when they touch. (such as a wizard’s tower with ivy vines on the outside). The object
As soon as the effects are within 10’ of each other each field will begin to or creature must appear on an open surface capable of supporting
shimmer and glow. Wards of opposite alignments will keep out each other its weight unless it can fly and aquatic creatures must be conjured
just like they keep out creatures – a protective ward from Valra holds at bay in water.
a creature warded by a protective ward itself since that spell is Valran.
Spells do not ward off themselves though. If the two wards are brought Calling
near each other discernable pressure will be felt by the owners of both
wards. If forced against each other (see below) then both of them are Calling spells bring actual creatures to you from other planes of
subject to being dispelled immediately – each caster makes a dispel check. existence. The spell also grants the creature a one-time ability to
If both win or lose both wards are destroyed. If there is only one winner his return home although the spell may limit the circumstances under
ward stays in place and the other’s ward is destroyed. which this is possible. Calling spells conjure the actual creature –
not a manifestation of it. Hence a called creature can actually die
Many wards create barriers that are impassable to certain creatures. You when killed – it doesn’t disappear and reform at a later time as a
cannot use these wards to directly force a creature’s retreat by pushing summoned creature does. Calling spells are instantaneous so they
them (You can indirectly herd them if they are afraid of contacting the ward can’t be dispelled, but the creatures are still subject to banishment
and retreat of their own volition). As with spells, approaching such a and dismissal.
creature creates discernable pressure against the ward that you can feel. If
you continue to force the barrier against the creature you will break the Calling spells have all the descriptors appropriate to the planes
spell. Wards that create barriers to creatures extend their effects onto the they connect to – i.e. a calling spell connecting to Sodrea is Sodran.
æther plane. An area encased in gold of any thickness is warded from all violet
calling spells and Sodran creatures can’t appear in such an area.
UC
absolutism, adjuring step , æther flash, alarm, aligned spell resistance, Lead has a similar effect on gold callings and Valran creatures,
antilife shell, antimagic field, antiplant shell, arcane lock, armor of thorns, silver bars red callings and Shunran creatures, copper blocks blue
APG UC
aura of greater courage , banishment, bright circle, bullet shield , circle callings and Balcran creatures and iron wards out green callings
UM APG APG
of clarity , cloak of shade , cloak of winds , control revocation, and Aboran creatures.
APG UM
corruption resistance , curse of magic negation , dampening field, death
ARG APG APG
from below , defile armor , deflection , delude divination, Although actually present on the plane called creatures are still
dimensional anchor, dimensional lock, dispelling screen, divine edict, warded by protective ward and similar spells and they can’t appear
UC
endure elements (communal) , endure elements, energy field, entropic inside such a ward unless it is focused inward – instead they appear
ARG
shield, escaping ward , explosive runes, fire trap, flaring pain, flickering at the closest point they can outside the ward.
APG UC
ward, fool's forbiddance , forbid, forbiddance, force void, forest friend , UC
gate, litany of entanglement , planar ally (greater), planar ally
freedom of movement, globe of invulnerability (lesser) , globe of (lesser) , planar ally, planar binding (greater) ,planar binding
APG
invulnerability, glyph of warding (lesser) , glyph of warding, grace , guards (lesser) , planar binding
UM
and wards, hex ward , hide from animals, hide from undead, hold portal,
UM APG
holy aura, holy shield , imprisonment, inviolability, life bubble , limited
APG
resources, mage's private sanctum, marks of forbiddance , mind blank Creation
UC UM
(communal) , mind blank, miserable pit y , mishap shield, nondetection Creation spells manipulate or conjure matter to create an object or
UC APG
(communal) , nondetection, obscure object, paladin's sacrifice , creature in the place the caster designates (subject to the
UC
peacebond , prismatic sphere, prismatic wall, protection from arrows limitations of the spell and those outlined above). If the spell
UC
(communal) , protection from arrows, protection from energy (communal) description lists a duration other than instantaneous the object is
UC
, protection from energy, protection from spells, protective ward, reflect held together by magic and vanishes without a trace when the spell
gaze, repel metal or stone, repel vermin, repulsion, resist energy ends; otherwise the created item is merely assembled by magic
UC APG
(communal) , resist energy, resistance, retribution, sacrifical oath , and cannot be dispelled. It will last indefinitely though it is still
APG
sanctify armor , sanctuary, seclude, sequester, shield other, shield, shock subject to the ravages of time and tide.
UC UC
shield , sound shell, spell immunity (communal) , spell immunity (greater UC APG
UC
communal) , spell immunity (greater) , spell immunity, spell resistance, ablative barrier , acid arrow, acid fog, acid pit , acid rain, acid
UM UC APG
APG UC
spell turning, spite , stoneskin (communal) , stoneskin, surgeshield, splash, acidic spray , air bubble , aqueous orb , arrow
APG UM UM
UM UM
surmount affliction , symbol of sealing , symbol of vulnerability ,
UM eruption , ash storm , black tentacles, blood mist , bow
APG UM UM APG
tainted æther, Telsindria's invulnerable globe, Telsindria's radiance, spirit , burst of nettles , caustic eruption , clashing rocks ,
UM UM
UM
Telsindria's spell immunity, unbreakable construct , undetectable cloudkill, corrosive consumption , corrosive touch , create
UM UM
APG UM
alignment, veil of positive energy , vestment of the champion , wall of demiplane (greater) , create demiplane (lesser) , create
UM APG
APG ARG UC
suppression , ward of the season , warding weapon , wreath of blades demiplane , create food and water, create pit , create water,
UM APG UC
UC cushioning bands , dust of twilight , fiery shuriken , fire seeds,
APG ARG
fog cloud, gate, geyser , ghost wolf , glitterdust, grease, grove
APG APG UM
of respite , heroes' feast, hungry pit , icicle dagger ,
Conjuration APG
incendiary cloud, instant armor , mage armor, mage's faithful
hound, mage's magnificent mansion, major creation, minor
Each conjuration spell belongs to one of UC UC
five sub-schools: Summoning, which creation, obscuring mist, pellet blast , phantom chariot ,
UC UC
brings manifestations of objects, creatures phantom driver , phantom steed (communal) , phantom steed,
APG APG
phase door, protective spirit , pyroclastic flow, rampart ,
or certain types of energy to you for a
UC APG APG UM
reloading hands , seamantle , secure shelter, sepia snake sigil, shadow bard's escape , brief reprieve, call construct , dimension door,
UC APG APG UC
bomb admixture , shambler, sleet storm, slipstream , solid fog, solid getaway , hostile juxtaposition (greater) , hostile juxtaposition
APG APG APG APG UC UM UM
note , spiked pit , stinking cloud, stone call , stumble gap , tar ball , ice crystal teleport , interplanetary teleport , jester's
UM UM APG UC APG APG UC
, touch of slime , tsunami , unseen servant, viper bomb admixture , jaunt , king's castle , litany of escape , maze, planeshift,
APG UM UC UC
wall of iron, wall of lava , wall of stone, wall of thorns, web shelter , refuge, returning weapon (communal) , returning weapon ,
UM
web, wooden phalanx switch costumes, teleport (greater) , teleport object, teleport,
teleportation circle, the road left untaken, transport via plants,
UC
tree stride, walk through space , word of recall
Healing
These spells restore life energy to the subject – restoring hit points and
even bringing back the dead. Unlike other conjurations most of them can Divination
be cast under any circumstances a non-conjuration can be cast. The Divination spells allow a spellcaster to see
exceptions are raise dead and its related spells that must call back the soul over the vast distances of both time and
of the departed – these spells won’t function where calling spells can’t space, or extend the senses of the caster
function. to see what he otherwise could not. In
Healing spells are imbued with positive energy. They will inflict damage to Dusk the school of divination is cleanly
undead creatures, usually acting as their reverse when used upon the divided into three subschools: Insight,
undead. which gives you knowledge about the future, the present, or the
past and allow you to communicate with creatures you normally
APG APG
blessing of courage and life , breath of life, cleanse , cocoon, crumble, can’t; Sensory, which allow you to sense (usually see) things you
UC
cure wounds, delay poison (communal) , delay poison, heal (mass) , heal normally can’t; and Scrying, which allows you to spy upon foes at a
APG UM UC
mount, heal, hero's defiance , joyful rapture , life conduit (greater) , life distance.
UC UC APG
conduit (improved) , life conduit , neatralize poison, pillar of life ,
APG APG UM
purging finale , purified calling , raise animal companion , raise dead, Most divinations have a cone shaped area of effect – this is the
APG
regeneration, rejuvenate eidolon (greater) , rejuvenate eidolon (lesser) ,
APG area you can study on a given round of the spell’s duration.
APG
rejuvenate eidolon , remove blindness/deafness, remove disease, remove
UM
paralysis, remove sickness , ressurection, restoration (greater) ,
UM
Insight
restoration (lesser) , restoration, restore eidolon (lesser) , restore eidolon
UM APG APG The insight spells allow you to see into the future or past directly,
, resurgent transformation , reverse damage, revive, reviving finale ,
APG UM or consult extra-planar creatures with questions. Alternately these
sacred bond , stabilize, symbol of healing , true resurrection
spells will allow you to talk to creatures you normally wouldn’t be
able to understand (or grant them the ability to understand you).
Summoning Insight also includes those spells which grant insight bonuses for
Summoning spells instantly bring a creature or object to a place you whatever reason to skills and attack rolls.
designate within the guidelines set forth above. When the spell ends or is UM UM
anticipate peril , augury, battlemind link , bestow insight ,
ARG

dispelled a summoned creature is instantly sent back to where it came APG UM


blood biography , blood transcription , catalogue, commune
from, but a summoned object is not sent back unless the spell description with nature, commune, comprehend languages, contact other
specifically indicates this. APG UC
plane, coordinated effort , deadeye's lore , diagnose disease ,
UM

Summoned creatures are magical replicas of the actual creature so its fate discern lies, find the path, find traps, foresight, gallant
APG APG APG
while summoned has no bearing on the creature’s actual existence. If it is inspiration , guidance, guiding star , hunter's eye , identify,
UM
“killed” by being reduced to 0 hit points or less the replica is destroyed but know direction, know the enemy , legend lore, locate creature,
UC
the creature is unharmed. However, that specific summoned creature can’t locate object, locate weakness , mage's guess, moment of
UC UC
be summoned for 24 hours afterward. prescience, named bullet (greater) , named bullet , oathbind,
APG UM UM
perceive cues , play instrument , prediction of failure ,
APG APG
As with callings special materials can ward out summoned creatures (see prophecy, residual tracking , seek thoughts , share language
UC APG UM APG
the entry for calling). (communal) , share language , share memory , sift , speak
with animals, speak with plants, status, stone tell, symbol of
When the spell that summoned a creature ends and the creature UM UC
revelation , tactical acumen , telepathic bond, timely
disappears, all the spells it has expire. A summoned creature cannot use APG UC
inspiration , tongues (communal) , tongues, true strike,
any innate summoning abilities it may have, and it refuses to cast any spells ARG
understand unorthodoxy, vigiliance, vision, whispering lore
that would cost it XP, or to use any spell like abilities that would cost XP if
they where spells.
UC UM
Scrying
abundant ammunition , cape of wasps , choking vines, conjure black
UM UM Scrying spells create an invisible sensor that sends you information.
pudding , corrosive consumption , creeping doom, creeping mold, eagle
UM UM Unless noted otherwise, the sensor has the same powers of
aerie , fleshworm infestation , insect plague, instant summons, mad
UM UC UM sensual acuity that you do. This will usually include spells that
monkeys , mount (communal) , mount, rain of frogs , secret chest,
APG target you, but not spells that emanate from you. The sensor is
storm of vengeance, summon creature, summon eidolon , summon elder
UM UM treated as a separate, independent sensory organ for you and it
worm , summon froghemoth , summon instrument, summon minor ally
UM UM will function even if you are blinded, deafened or suffer some
, summon minor monster , summon swarm, trap the soul, vomit
APG other sensory impairment. Sensors can be noticed on a scrying
swarm
check against DC 20, and this particular check can be made
untrained. The sensor is subject to dispelling once discovered.
Teleportation
arcane eye, clairaudience/clairvoyance, discern location, displace
These spells transport creatures and objects across great distances. The APG APG
perspective, eagle eye , enter image , forest's eyes, lay of the
most powerful of these spells can cross planar boundaries. Unlike land, mark to the maker, one with nature prying eyes (greater) ,
summoning spells, the transportation is (unless otherwise noted) one-way APG
prying eyes, scrying (greater) , scrying, share senses , symbol of
and cannot be dispelled. Teleportation is instantaneous travel via the æther UM
scrying
plane.
Ten feet of stone, 1 foot of lead mortared brick, lead, or gold in any
thickness presents a barrier to teleportation, as do force spells (particularly
forcecage and wall of force).
UM UM UM
Sensory utter contempt , vengeful outrage , wartrain mount , waves
UM APG
of ecstasy , wrath , zone of truth
Sensory spells allow you to sense things you normally can’t. Many of them
have 'detect' or 'see' as part of their name. Unless otherwise noted sensory
spells are line of sight effects – even if you can see invisibility the affected Evocation
creatures can still hide behind a tree.
These spells draw and manipulate raw
UM
acute senses , analyze dweomer, arcane sight (greater) , arcane sight, energies from the planes. They include
UM UC
blessing of the mole , clearsight, darkvision (communal) , darkvision, some of the most explosive and
UM APG
darkvision, greater , detect aberration , detect animals or plants, detect spectacular combat spells in the game.
poison, detect scrying, detect secret doors, detect snares and pits, detect UM APG
UM UC APG agonize , arcane concordance , ball
thoughts, detect undead, echolocation , find quarry , follow aura , APG
UC lightning , blade barrier, blade storm,
litany of sight , magnify sight, scent, see invisibility, sentinel, true seeing, UC
UM blinding light, blistering invective , blood
witness UM APG
crow strike , borrow fortune , brilliant
APG APG
inspiration , burning gaze , burning hands, caging bomb
UC
Enchantment admixture , call lightning storm, call lightning, chain contingency,
UC
chain lightning, chain of perdition , chaos ball, chaos bolt, chaos
The enchantment spells change the mental UM
hammer, chord of shards , Ciranu's spite, clenched fist, cold ice
qualities and attitudes of their subjects. All UM
strike , cone of cold, contingency, continual flame, crushing hand,
enchantments are mind-affecting spells. The two UC
dancing lights, darkness, daybreak arrow , daylight, deadly
sub-schools of enchantment are charm, which APG APG
finale , deafening song bolt , deep water, deeper darkness,
change a creature’s disposition and compulsion, UM APG
defensive shock , delayed blast fireball, detonate , devestation,
which compel a specific action or course of action. APG UC UM
discordant blast , discovery torch , distracting cacophony ,
UM APG
distressing tone , douse, draconic reservoir , dragon's
APG UM APG
Charm breath , ear-piercing scream , earthquake, elemental aura ,
APG APG
Charm spells change the subject’s perceptions of others. Typically these elemental touch , faerie fire, fanning the flames, fire breath ,
APG
spells make the subject see you favorably, but some charms bring about fire shield, fire snake , fire storm, fireball, fissure, flame blade,
APG
negative feelings towards the caster or others. flame strike, flaming sphere, flare burst , flare, floating disk, force
UM UM
hook charge , force punch , forcecage, forceful hand, freezing
UM UC
alluring scent, animal magnetism, animal scouts, charm animal, charm sphere, frigid touch , frost fall , grasping hand, gust of wind,
UC UM UM APG
monster (mass) , charm monster, charm person, companion mind link , holy ice , horn of pursuit , hydraulic push , hydraulic
APG UC APG UM UM
conviction, enthrall, instant enemy , litany of eloquence , litany of torrent , ice storm, icy prison (mass) , icy prison , imbue with
UC
madness , paranoia, song of charm, symbol of persuassion, unwitting spell ability, implosion, interposing hand, invisibility purge, jolting
APG UC UM UM UM
ally portent , ki arrow , ki shout , leashed shackles , light
APG UM
lance , light, lightning arc , lightning bolt, lightning lash bomb
UC UC
Compulsion admixture , litany of thunder , mage's sword, magic missile,
UM
meteor swarm, mind burn, nightshroud, parch, piercing shriek ,
These spells compel a specified course of action or change the way the mind UC
pilfering hand , planar collapse, polar ray, power wave, price of
works. The compulsion can be specific to the spell, free for you to choose, progress, prismatic spray, produce flame, protective penumbra ,
UM

or the spell may afford you ongoing control over the subject. Other pyroclastic burst, radiate, ray of frost, reaching weapon,
compulsions increase the combat effectiveness of the creature by removing APG
replenish, resilient sphere, resounding blow , ricochet shot , ride
UC

negative emotions or increasing their morale. UM APG


the lightning , river of wind , rolling thunder, saving finale ,
APG
UM APG
abandon hope, abeyance, aid, animal messenger, animal trance, antipathy, scorching ray, scouring winds , screech , sendingv shatter,
ARG APG
bane, battle trance , beguiling gift , bestow trick, bestow weapon shock, shocking grasp, shockwave, shout (greater) , shout, shower
UM UM
UC ARG
proficiency , binding, bless, blessing of luck and resolve (mass) , blessing of coals, snapdragon fireworks , sonic thrust , sound burst,
APG UC
ARG UM
of luck and resolve , bloodlust, bungle , cacophonous call (mass) ,
APG spark , spiritual weapon, spontaneous immolation ,
APG
APG APG
cacophonous call , call animal , calm animals, calm emotions, castigate stormbolts , sunbeam, sunburst, surge, sympathetic vibration,
UC APG
APG APG APG
(mass) , castigate , challenge evil , cloak of dreams , command
APG telekinetic charge , telekinetic sphere, thundering drums , tiny
APG UM UM
UM
(greater), command, compassionate ally , compel hostility , compulsion,
UC hut, twilight knife , twincast, vitriolic mist , volcanic storm ,
APG
APG
confess , confusion (lesser) , confusion, control summoned creature ,
UM vortex , wall of fire, wall of force, wall of ice, wall of lightning,
UM
APG
conviction, coward's lament , crushing despair, curse of disgust , daze
UM wall of sound , whirlwind, wildfire, wildstroke, wind wall, winds
APG APG
UM
(mass) , daze monster, daze, decree, deep slumber, delay pain ,
UM of vengeance , wrathful mantle , zap
UM APG
delusional pride , demand, denounce , dissension in the ranks, dominate
animal, dominate monster, dominate person, dregs of sorrow, envious urge
UM APG APG
Invocation
, euphoric tranquility , feeblemind, foe to friend , forbid action
UM UM APG Invocation is a new subschool, and it is comprised of spells that use
(greater) , forbid action , forced repentance , forest maze, forgetful
ARG APG UM energy that is sourced from a divine power. As such use of these
slumber , frozen note , fumbletongue , geas (lesser) , geas/quest,
APG UC spells requires the consent of such a power, and all of these spells
good hope, greed, heroic finale , heroic invocation , heroism (greater)
are divine. Clerics who worship concepts rather than deities
heroism, hideous laughter, hold animal, hold monster (mass) , hold monster,
APG cannot use invocations. These spells are only rarely committed to
hold person (mass), hold person, hypnotism, ill omen , insanity, irresistable
APG UC UC magic items of any form, and when they are their misuse can draw
dance, knight's calling , languid bomb admixture , litany of sloth , lock
UC UM APG the attention of the entity from whom the energy is drawn. Many
gaze , lullaby, magic missive, malicious spite , memory lapse , mind
UC APG of these spells where assigned here from other schools, particularly
fog, modify memory, moment of greatness , moonstruck , murderous
UM UM UM the overlarge school of transformation.
command , oppressive boredom , overwhelming grief , overwhelming
UM APG UM UM UM
presence , pacifism, pied piping , power word blind, power word kill, archon's aura , arrow of law , bestow grace of the champion ,
UC APG APG UM
power word stun, qualm , rage, rally point , ray of command, reckless bestow grace , blade of bright victory , blade of dark triumph
UM APG UM APG UM APG
infatuation , righteous vigor , serenity , shared wrath , sleep, , blasphemy, blaze of glory , bless weapon, blessing of
APG UM APG APG APG
sleepwalk , smug narcissism , song of chaos, song of discord, song of fervor , burst bonds , consecrate, contagious flame ,
APG APG UC
holding, stay the hand , stunning finale , suggestion (mass) , suggestion, debilitating portent , desecrate, despondency, dictum, divine
UM UC UM
symbol of insanity, symbol of sleep, symbol of strife , symbol of stunning, arrow , divine favor, divine power, divine rebuke, dread bolt ,
UM ARG APG APG APG
sympathy, terrible remorse , toilsome chant , touch of idiocy, fire of entanglement , fire of judgment , fire of vengeance ,
UM UM UM
unadulterated loathing , unnatural lust , unprepared combatant , hallow, hatred, helping hand, holy smite, holy sword, holy
APG UC UC
whisper , holy word, holy, instrument of agony , judgement light , lend Glamer
UM UM
judgment (greater) , lend judgment , light of day, Matacha's edict,
APG UM APG A glamer changes or conceals a subject’s sensory qualities. A
miracle, oath of peace , oracle's vessel , prayer, rebuke , reprobation
UM UM UM glamer cannot create an illusion out of nothing (that is what a
, righteous might, sanctify corpse , searing light, spear of purity ,
APG UC APG APG figment does).
spiritual ally , terrain bond , wake of light , ward the faithful
ARG UM APG
blend , blur, cackling skull , chameleon stride , cloak undead,
UM
disguise other , disguise self, displacement, false vision, ghostly
Illusion UM UC
disguise , hallucinatory terrain, haunted fey aspect , hide
APG
Illusion spells deceive both the senses and minds campsite , intangibility, invisibility (greater), invisibility (mass) ,
of creatures and in one case (sleight of mind) invisibility sphere, invisibility, magic aura, magic mouth, mask
UC APG
spells. These spells remain among the hardest in dweomer (communal) , mask dweomer , mask, mirage arcana,
UC
the game to adjudicate due largely to their misdirection, mislead, negative reaction , phantom trap, screen,
APG UM
flexibility. Even low-level illusions can create the seeming, silence, still touch, vanish , veil, vision of hell , zone of
appearance of anything. The illusion school is silence
divided into five subcategories – figments,
glamers, patterns, phantasms and shadows.
Pattern
Like a figment, a pattern creates an image that others can see, but
Figment a pattern spell creates an image that others can see, but patterns
Figments create false sensations to one or more senses. Observers of a affect the minds of the observers. All patterns are mind affecting
figment that believe in it observe the same thing, not their own spells except sleight of mind, which confuses the reasoning
personalized version of the figment (that’s what a phantasm is, see below). processes of other spells and magic items.
UM
Figments can’t directly conceal existing objects (this is what a glamer does), color spray, hypnotic pattern, loathsome veil , rainbow pattern,
APG
but they can “cover them up.” For instance, a chest could be concealed scintillating pattern, sleight of mind, wandering star motes
beneath a heap of illusionary trash or within an illusory rock. If someone
picks up the rock or sifts through the trash the chest will remain where it is
and be quite visible. Figments can create concealment in combat even up
Phantasm
to 100% until they are disbelieved in. For instance, you could create an These spells create mental images visible only to their subjects.
illusion of a large oak tree over an archer, and they could fire upon foes These spells can be very dangerous since the mind can become so
from that spot with near impunity until someone notices the shots are scared of what it believes it can cause harm to the body or even
coming out of the tree, at which point they are entitled to a save against the death.
spell.
chaos in the mind's eye, dream, illusory script, mad hallucination
UM APG
Figments have no force component, so they cannot resist real pressure , nightmare, phantasmal killer, phantasmal revenge ,
APG
against them or support real weight. If someone touches an illusion that is phantasmal web , Serrin's phantasm, terror, weird
capable of creating tactile sensations they will feel it but if they push
beyond the illusion’s boundary they’re entitled to a save. Shadow
A figment that includes audible effects can’t duplicate intelligible speech Shadow spells employ energy and material from the plane of
unless the spell says it can. If intelligible speech is possible, it must be in a shadow. These spells can have quasi-real effects and deal real
language you speak. If you try to replicate speech you don’t know then the damage to foes. Ultimate Magic proposed the concept of making
spell produces gibberish. this subschool a descriptor, but the Dusk campaign reverses this
decision are keeps these spells in their own subschool.
For much the same reason, you cannot easily reproduce creatures you
UM
haven’t encountered or that do not exist. If you create a creature based deepen shadows, exquisite accompaniment , grasping shadows,
UM UM
solely on your imagination then make a bluff check with a – 20 penalty to haunting mists , lunar veil , project image, Serrin's shadow spy,
set the DC. If you try to mimic a creature you haven’t seen then observers shades, shadow conjuration (greater) , shadow conjuration,
gain a +4 circumstance bonus to their saves. shadow evocation (greater) , shadow evocation, shadow killer,
APG UM
shadow projection , shadow step , shadow walk, shadow
If you attempt to create an illusion of a specific creature your familiarity UM UM UM
weapon , shadowbard , simulacrum (lesser) , simulacrum,
with the subject of the illusion and the observer’s familiarity with the UC
symbol of striking
subject of the illusion will affect the outcome of the spell as if you were
using the disguise skill (see Chapter X).
Because figments are unreal they can’t produce real effects the way that
Necromancy
other types of illusions can. They can’t deal damage, support weight or Necromancies manipulate the life forces present
provide protection. They are useful for confounding and delaying foes, but in creatures – usually to do harm or to snuff
useless in attacking them directly. them. The creation and bolstering of life forces is
a function of conjuration (healing) spells.
Creatures are inclined to believe what they observe until it contradicts their
UC
prior experience. When creatures interact with an illusion they will usually absorb toxicity , afflict, agonizing memories,
UM
gain a save when the illusion fails to behave as expected, but if the animate dead (lesser) , animate dead, astral projection (lesser)
UM UM
controller of the illusion makes it react then the illusion can be maintained. , astral projection, aura of doom , befoul, bestow curse, black
ARG
(For instance if you make an illusion of a guard and an enemy fights that mark , bleed, blight, blindness/deafness, blood pet,
APG APG
guard they will believe in it as long as it dodges, weaves, and reacts when bloodcurdling scream, bloody claws , brand (greater) ,
APG UC
actually hit). brand , brittlebone curse, brow gasher , cause fear, Chaldulsul's
ARG UC
hex, chill touch, Ciranu's deathgate, Ciranu's foul transformation,
fearsome duplicate , ghost sound, illusion of calm , illusory wall, Ciranu's impenetrable darkness, circle of death, clone, clutch of
APG APG ARG
imaginary pet, invigorate (mass) , invigorate , jitterbugs , major UM
undeath, command undead, contagion (greater) , contagion,
ARG ARG
image, major phantom object , minor dream , minor image, minor control undead, corpse control, create greater undead, create
ARG
phantom object , mirror image, mislead, permanent image, persistent UM UM
undead, curse (major) , curse water, cursed earth , dark fate,
UC
image, programmed image, shocking image , silent image, symbol of UC
dark ritual, deadly juggernaut , death burst, death knell, death
UM ARG
mirroring , ventriloquism, village veil stroke, death ward, death watch, decompose corpse ,
UM

destruction, disanimation, discordant dirge, diseased weapon,


APG
disrupt undead, disrupting weapon, divine transfer , doom, drain life, (greater) , magic weapon, magnetism, make whole, malfunction
UM UM UM UM
eldritch fever , energy drain, enervation, epidemic , eternal respite, , manifest probability, masterwork transformation , meld into
UM UM UC
exsanguination, eyebite, false life (greater) , false life, familiar melding , stone, meltdown, mending, message, mirror strike , mnemonic
APG APG UC
fear, fester (mass) , fester , final punishment, finger of death, foul absorption, mnuemonic enhancer, move earth, mutagenic touch ,
UM APG APG APG
presence, fungal infestation , gentle repose, ghoul touch, halt undead, natural rhythm , nature's exile , negate aroma , obsidian flow
UM UC APG UC
harm, haunting choir , healing thief , horrid wilting, hunter's howl , , overland flight, owl's wisdom (mass) , owl's wisdom, pass
UM UM UM APG
infliction, interrogation (greater) , interrogation , ki leech , last without trace, passwall, planar adaptation (mass) , planar
UC UM APG UM
breath, litany of weakness , magic jar, marionette possession , mark of adaptation , plant growth, polypurpose panacea , purify food
APG ARG APG
justice, nap stack , no rest for the wicked, Old Salt's curse , oracle's and drink, putrefy food and drink , pyrotechnics, quench, quick,
APG UM APG APG UM ARG UC
burden , orb of the void , pain strike (mass) , pain strike , pain rampage, rapid repair , recharge innate magic , recoil fire ,
UM UM
touch, pernicious poison , persuasive goad , pestilence, plague carrier reduce animal, reduce person (mass) , reduce person, reincarnate,
UM UM UM APG UC UC
, plague storm , poison, possess object , pox pustules , purge, ray of reinforce armaments (communal) , reinforce armaments , repel
UM ARG UC UM
enfeeblement, ray of exhaustion, ray of sickening , recurring nightmare, wood, resilient reservoir , resinous skin , resonating word ,
APG APG UM APG UM
repel death, rest eternal , restful sleep , restore corpse , retribution , reverse gravity, ride the waves , rope trick, rusting grasp, rusting
UM APG UM APG ARG APG
sands of time , scare, sculpt corpse , seal fate, skinsend , slay living, ray, saddle surge , savage maw , scent trail , sculpt
UM
smother, soul bind, soul exchange, speak with dead, spectral hand, simulacrum , sculpt sound, second chance, secret page,
UM APG APG APG
spreading plague, steal voice , suffocation (mass) , suffocation , sheltering branches, shifting sand , shillelagh, shrink item, siege
UC UC UC UM
summoner conduit , symbol of death, symbol of fear, symbol of pain, of trees (greater) , siege of trees , silk to steel , slow, snake
UM APG
symbol of weakness, touch of fatigue, toxic gift , undeath to death, staff , snare, snow walk, soften earth and stone, solipist
UM APG APG
unshakable chill , unwilling shield , vampiric touch, venomous bolt , disillusionment, spell lodestone, spider climb, spike growth, spike
UM UC APG
vile consumption, wail of the banshee, wasting curse, waves of exhaustion, stones, spit venom , stabilize powder , statue, stone fist ,
UM
waves of fatigue, weakness, wilting curse stone grasp, stone shape, stone to flesh, strangling hair , strong
APG UC APG
jaw , subjectional gravity, sun metal , swarm skin , symbol of
UM UC UC
slowing , tar pool , targeted bomb admixture , telekinesis,
Transmutation UC
telekinetic assembly , temporal stasis, tendril walker, Terix's
APG APG UC
Transmutations effect a change in physical, blessing, thorn body , threefold aspect , thunder fire , time
temporal or positional state in their targets. With spiral, time stop, time twister, time walk, time warp, tireless
APG APG UC
over 400 spells it is one of the largest and most pursuers , tireless pursuit , touch injection , touch of
APG APG
varied schools. gracelessness , touch of the sea , transformation,
APG
APG transmogrify , transmute metal to wood, transmute mud to rock,
absorbing touch , accelerated decay, accellerate APG
transmute potion to poison , transmute rock to lava, transmute
APG UC
poison , addle, adoration , æther slide, age rock to mud, transmute water to acid, treasure stitching , tree
APG
UM UM UM
resistance (greater) , age resistance (lesser) , age resistance , APG UC
shape, twin form , twisted space , unerring weapon ,
UC
UC
aggravated assault, air walk (communal) , air walk, alacrity, alchemical APG APG
unfetter , universal formula , urban grace , versatile
ARG
APG UM APG APG
allocation , align weapon, allegro , allfood , alter self, alter winds , APG UM
weapon , virtue, virtuoso performance , vocal alteration ,
UM
APG
amplify elixer , animal growth, animal shapes, animate objects, animate volley of boulders, warp wood, water breathing, water walk
UC APG
plants, animate rope, ant haul (communal) , ant haul , arboreal hammer UC
(communal) , water walk, weaken powder , weapon of awe ,
UC APG
UM UC UM UM
, arcane cannon , armor of thorns, atavism (mass) , atavism , UC
whispering wind, wilderness soldiers , wind walk, wood shape,
UM
attunement, awaken, badger's ferocity , barkskin, bear's endurance world of wave
APG
APG
(mass) , bear's endurance, bless water, blink, bloodhound , boiling blood
UM APG APG UC APG APG
, bomber's eye , borrow skill , bowstaff , break , bristle , brute
UM
resolve, buoy, buried alive, burrow , burst of speed , calcific touch ,
UC APG Polymorph
UC
cat's grace (mass) , cat's grace, certain grip , changstaff, chaos sphere, The subschool of polymorph is comprised of those transmutations
chill metal, chill, circle of hands, clear mind, command plants, concentrate, that change the shape or the material composition of their subject.
UM
confiscate, control construct , control plants, control water, control Oozes and plants are immune to polymorphing. Unless otherwise
UM APG
weather, control winds, corroding burst, countless eyes , crafter's curse , noted a creature can only benefit (or suffer) from one polymorph
APG APG UC
crafter's fortune , cup of dust , curse item, damp powder , dance of a effect at a time.
UM UM APG
hundred cuts , dance of a thousand cuts , dancing lantern , deflection, UC UC
APG
delay, delayed consumption , destabilize powder , devolution ,
UC APG alter self, animal aspect (greater) , animal aspect , animal
UM APG
UM
diminish plants, discombobulate, disfiguring touch , disintregrate, divine shapes, anthropomorphic animal , aspect of the bear , aspect
APG APG APG
UM
pursuit , donate, dry, duress, eagle's splendor (mass) , eagle's splendor, of the falcon , aspect of the stag , aspect of the wolf , baleful
UC
early harvest, effortless armor , elemental infusion, elude time , enemy
APG polymorph, beast shape I, beast shape II, beast shape III, beast
APG
APG UC
hammer , energy siege shot (greater) , energy siege shot , enlarge
UC shape IV, blessing of the salamander , carapace, corporeal
UC
person (mass) , enlarge person, enlighten, entangle, entropic burst, instability, dust form , elemental body I, elemental body II,
UM
UM
entropic wave, eruptive pustules , ethereal jaunt, etherealness, evolution elemental body III, elemental body IV, excruciating deformation ,
APG APG
surge (greater) , evolution surge (lesser) , evolution surge ,
APG form lock, form of the dragon I, form of the dragon II, form of the
UC
APG
expeditious excavation , expeditious retreat, fabricate bullets , fabricate,
UC dragon III, frightful aspect , giant form I, giant form II, half-blood
ARG UM
APG APG
feast of ashes , feather fall, feather step (mass) , feather step , fickle
APG extraction , lycanthropic curse, monstrous physique I ,
UM UM
UM APG APG APG
winds , fiery body , firebrand , firefall , flame arrow, flame guide, monstrous physique II , monstrous physique III , monstrous
UM ARG
APG UC
flames of the faithful , flash fire , flesh to stone, fluid form , fly (mass)
APG physique IV , paragon surge , plant shape I, plant shape II,
APG UM
, fly, focus of hatred, focus, forced quiet , fox's cunning (mass) , fox's plant shape III, polymorph (greater) , polymorph any object,
UC
UM
cunning, frostbite , gaseous form, ghostbane dirge (mass) , ghostbane
APG polymorph, pup shape , root, shapechange, swarmform, undead
UM UM UM
APG APG
dirge , giant vermin, glibness, glide , goodberry, gratuitous violence, anatomy I , undead anatomy II , undead anatomy III , undead
UM UM UM
APG ARG
gravity bow , groom, groundswell , halt, harden snow, haste, heat anatomy IV , vermin shape I , vermin shape II , youthful
UM
APG
metal, hidden speech , hollow tree, honeyed tongue , hostile levitation
APG appearance , triggered æther flash, æther slide, alarm, Ciranu's
UC UM UM APG
, ice body , imbue with aura , innocence , iron body, ironbeard ,
ARG deathgate, contingency, death stroke, dispelling screen, explosive
UC
ironwood, jibber jabba, jump, jury-rig , keen edge, keen senses , kinetic
APG runes, fire trap, glyph of warding (lesser) , glyph of warding, guards
UC APG
reverberation , knock, lead blades , levitate, liberating command , lily
UC and wards, illusory script, magic mouth, phantom trap,
APG ARG UC
pad stride , linebreaker , litany of defense , litany of vengeance ,
UC programmed image, repel death, retribution, sepia snake sigil,
UM
UC APG UC
litany of warding , liveoak, lockjaw , longshot , longstrider, mage's symbol of death, symbol of fear, symbol of healing , symbol of
UM
lucubration, magic fang (greater), magic fang, magic siege engine (greater) insanity, symbol of mirroring , symbol of pain, symbol of
UM UM
UC UC
, magic siege engine , magic stone, magic vestment, magic weapon persuasion, symbol of revelation , symbol of scrying , symbol of
UM UM UM
sealing , symbol of sleep, symbol of slowing , symbol of strife , symbol Reptiles and other exothermic (cold-blooded) creatures are slowed
UM
of stunning, symbol of vulnerability , symbol of weakness, tainted æther as per the spell by cold spells for 1 round / level of the caster
unless they succeed at a fortitude save.

Spell Descriptors UM APG


chill metal, cold ice strike , cone of cold, detonate , draconic
APG APG APG
reservoir , dragon's breath , elemental aura , elemental
Descriptors appear after the school's name in brackets. In the core rules APG UC
infusion, elemental touch , energy siege shot (greater) , energy
descriptors do not have any special rules regarding the spells of the group, UC UM UC
siege shot , fire shield, freezing sphere, frigid touch , frost fall ,
but in the Dusk setting this is not always the case. UM UM UM
frostbite , harden snow, holy ice , ice body , ice crystal
UM UM UM
teleport , ice storm, icicle dagger , icy prison (mass) , icy
UM UM
Acid prison , polar midnight , polar ray, ray of frost, sleet storm,
UM
unshakable chill , wall of ice
The acid descriptor encompasses a fairly small group of spells that create
acid as part of their effect. This acid then rapidly corrodes almost anything
brought into contact with it. Damage dealt by acid spells is “acid damage” Curse
unless otherwise noted. Acid deals damage over the course of a round. For Introducted in Ultimate Magic, the spells of the curse descriptor
ease of play the damage is assessed when the spell is cast as with other lay a binding effect on a character that is debilative either at all
spells, but actions requiring concentration checks taken on the round times (bestow curse) or when the subject fails to perform certain
following being struck by an acid spell must be made at a penalty equal to acts (geas/quest, mark of justice). Not all curses are evil or Sodran,
the level of the spell. but most are.
Acid stinks. Any acid spell can be clearly smelled even by humans from 30’ ARG
befoul, bestow curse, black mark , blindness/deafness, brand
away, or 120’ away by creatures with the scent ability. This stench lingers APG APG
(greater) , brand , brittlebone curse, chaldulsul's hex, clutch
for 1 hour / level of the acid spell, and for tracking purposes the scent APG
of undeath, corporeal instability, crafter's curse , cup of dust ,
APG

remains 1 day / level of the smell to a creature with the scent feat. UM UM
curse (major) , curse item, curse of disgust , curse of magic
UM UM UM UM
APG UM
acid arrow, acid fog, acid pit , acid rain, acid splash, acidic spray , burst negation , cursed earth , disfiguring touch , eldritch fever ,
APG APG
UM UM UM
of nettles , caustic eruption , conjure black pudding , corrosive feast of ashes , geas (lesser), geas/quest, greed, ill omen ,
APG
UM UM APG
consumption , corrosive touch , detonate , draconic reservoir ,
APG lycanthropic curse, mark of justice nature's exile , Old Salt's curse
ARG APG UM
APG APG APG
dragon's breath , elemental aura , elemental touch , energy siege shot , oracle's burden , prediction of failure , recurring
UM APG
UC UC UM
(greater) , energy siege shot , eruptive pustules , transmute blood to nightmare, reprobation , rest eternal , Terix's blessing,
UM
acid , transmute water to acid wasting curse, wilting curse

Air Darkness
The spells with the air descriptor manipulate air, or conjure it. Also, this The darkness descriptor is given to those spells that create magical
book adds this descriptor to spells like fly that allow creatures to move darkness. Unless otherwise noted in the specific spell description
within air. Air spells don’t typically damage directly, though they can propel normal sight, low light vision and darkvision don’t function in these
projectiles effectively and blow creatures around against their will. areas.
UC APG APG
air walk (communal) , air walk, alter winds , cloak of winds , control Also unless otherwise noted a light spell counters any darkness
winds, elemental body I, elemental body II, elemental body III, elemental spell of equal level or less and can be used to dispel any darkness
UM APG
body IV, feather fall, fickle winds , fly (mass) , fly, gaseous form, gust of spell two or more levels lower. Likewise a light spell can be
UC APG
wind, hostile levitation , levitate, overland flight, river of wind , scouring countered by an equal level darkness spell or one that is a level
UM APG
winds , sirocco , whirlwind, whispering wind, wind walk, wind wall, higher, and it will not function in areas of darkness created by
winds of vengeance
APG spells at least two levels higher than it.

Ciranu's impenetrable darkness, darkness, deepen shadows,


APG UM
Cold deeper darkness, dust of twilight , lunar veil , nightshroud,
UM UM
polar darkness , protective penumbra
These spells create intense cold. If the spell deals damage, that damage is
cold damage unless otherwise noted. Creatures with the cold subtype are
immune to the cold damage of a cold spell but are subject to any indirect Death
effects of the spell and to any other damage types dealt by the spell. For Easily one of the most feared groups of spells in the game, the
instance, while an ice mephit is immune to cold damage, he could still be death spells instantly kill any target that fails a saving throw against
trapped and harmed by water freezing around him (see below). them by snuffing their life force directly. Raise dead cannot restore
Cold can be used to rapidly freeze water. One cubic foot of ice forms for victims of a death spell, but resurrection and higher magic will
every 2 points of damage the spell can deal. If the area of the spell is a cone work.
or line of effect then the ice starts forming as close to the caster as possible, Not all spells that have a save or die condition count as death
and if the spell has a defined center point the ice forms as close to this spells. Phantasmal killer and disintegrate both kill instantly, but do
center as possible. A caster aiming a cold spell at a lake or river can aim the not have the death descriptor and therefore victims of these spells
spell at the surface and form a bridge 6” deep sufficient to cover 1 foot for can be returned by raise dead. Spells with the death descriptor
each point of damage the spell dealt. Such a bridge can support the weight snuff the life force of their victims directly rather than harm their
of most player characters and even mounts. bodies.
Creatures in an area where ice is forming are expelled from the square if Constructs and Undead are immune to death effects unless
possible – even if they are immobile the ice will push them out. otherwise noted in the spell’s description.
Water elementals (and similar creatures with both the water and elemental befoul, Ciranu's deathgate, Ciranu's foul transformation, Ciranu's
subtypes) only take subdual damage from cold spells, but if such a spell UC
spite, circle of death, dark fate, dark ritual, deadly juggernaut ,
reduces them to 0 hit points or less they are frozen solid. The creature death burst, death knell, death stroke, destruction, drain life,
recovers from 1 point of this damage each minute. For instance: a water energy drain, enervation, finger of death, hatred, howling agony
elemental at 12 hit points is struck by a cone of cold for 30 points. It will be UM
, last breath, power word kill, repel death, slay living, symbol of
frozen solid for 18 minutes. death, vile consumption, wail of the banshee, wasting curse
Disease Enhancement
Another descriptor introduced in Ultimate Magic, these spells create Newly introduced in this book, these spells as a group can be the
diseases. In many cases the disease persists after the spell has ended. most damaging to campaign balance if not managed carefully.
UM UM Enhancement spells “enhance” a creature or object: granting it a
contagion (greater) , contagion, diseased weapon, eldritch fever , bonus of some type to one or more ability scores; granting a bonus
UM UM UM
epidemic , fungal infestation , pestilence, plague carrier , plague to attack rolls, saving throws, level checks, etc.; or granting a
UM APG UM
storm , pox pustules , spreading plague, touch of slime creature access to a feat or other ability it would not otherwise
have.
Earth Weapons and items can only have one enhancement spell upon
Earth spells manipulate or conjure earth, rock and stone, or they confer the them at a time, not including the spells that permanently enchant a
properties of an earth elemental onto a creature, such as the rock hard skin magic weapon or item. If multiple enhancements are placed on a
of stoneskin. weapon then only the strongest (e.g. highest level) one will be
APG APG expressed – all the others will be subdued. Note that a monk’s
buried alive, calcific touch , clashing rocks , earthquake, elemental body unarmed strikes are weapons for purposes of this rule.
I, elemental body II, elemental body III, elemental body IV, expeditious
APG ARG
excavation , flesh to stone, groundswell , meld into stone, move earth, aid, align weapon, animal growth, armor of thorns, badger's
UC APG UM UM
obsidian flow , rampart , rolling thunder, scouring winds , shifting ferocity , barkskin, bear's endurance (mass) , bear's endurance,
APG UM UM
sand , shower of coals, soften earth and stone, spike stones, statue, stone blade of bright victory , blade of dark triumph , bless weapon,
APG APG APG APG
call , stone fist , stone grasp, stone shape, stone tell, stone to flesh, bless, blessing of courage and life , blessing of fervor ,
UC APG
stoneskin, tar pool , transmute mud to rock, transmute rock to lava, bloodhound , bloodlust, brute resolve, bull's strength (mass) ,
UM APG
transmute rock to mud, volcanic ash , volley of boulders, wall of lava , bull's strength, carapace, cat's grace (mass) , cat's grace, clutch of
APG UM
wall of stone, world wave undeath, concussive fireball, dance of a hundred cuts , dance of
UM
a thousand cuts , death ward, diseased weapon, disrupting
weapon, divine favor, divine power, eagle's splendor (mass) ,
Electricity eagle's splendor, elemental infusion, expeditious retreat, find
Electricity spells produce powerful electrical discharges, almost always for traps, focus, fox's cunning (mass) , fox's cunning, glibness,
the purpose of dealing damage to foes. When such a spell deals damage, gratuitous violence, guidance, heroism (greater) , heroism,
UC
that damage is electricity damage unless otherwise noted. Electricity can be humble, jump, keen edge, litany of defense , mage armor, magic
UC UC
used to start fires, though they aren’t as reliable in this regard as fire spells. siege engine (greater) , magic siege engine , magic vestment,
magic weapon (greater) , magic weapon, moment of prescience,
The discharge of any electricity spell can be clearly heard for 100’ / level of owl's wisdom (mass) , owl's wisdom, rampage, reaching weapon,
the spell. Further, any listen check made within 10’ on the round after a UC
resistance, returning weapon (communal) , returning weapon ,
UC

lightning spell suffers a penalty equal to the spell’s level, this due mainly to UC
shillelagh, transformation, unerring weapon , versatile
the ringing of the ears caused by the thunderclap of the spell. APG
weapon , weapon of awe
APG

Electricity spells leave behind a faint smell of ozone in their wake. Creatures
within 30’ of the location of the discharge can note it for up to 10 minutes Fear
afterward, and creatures with the scent ability may note this at 60’ away for
up to half an hour after. These spells inspire fear in the heart and mind of the subject. By
their very nature fear effects are also mind-affecting and emotion
APG
ball lightning , call lightning storm, call lightning, chain lightning, spells. Constructs and undead are immune to fear, and since most
UM APG APG APG
defensive shock , detonate , draconic reservoir , dragon's breath , all fear effects are mind-affecting, mindless creatures tend to be
APG APG
elemental aura , elemental infusion, elemental touch , energy siege immune to fear as well.
UC UC UC UM
shot (greater) , energy siege shot , jolting portent , lightning arc , UM ARG
UC UM
lightning bolt, lightning lash bomb admixture , ride the lightning , shock abandon hope, aura of doom , bane, black mark ,
UM APG
UC UC APG
shield , shock, shocking grasp, shocking image , stormbolts , terror, bloodcurdling scream, cackling skull , castigate (mass) ,
APG UM
wall of lightning, zap castigate , cause fear, doom, fear, haunting mists , hunter's
APG APG
howl , phantasmal killer, phantasmal revenge , prediction of
UM UM
failure , scare, symbol of fear, terror, vision of hell , weird
Emotion
Introduced in Ultimate Magic, emotion spells manipulate the passions and Fire
feelings of the subject. The majority of these spells are Shunran, because
when that alignment isn't busy blowing things up it's being guided by its Fire spells remain one of the largest and perhaps the most flexible
heart and not its head. By their nature these spells are all mind affecting. group of spells for dealing damage. Unless otherwise noted the
damage dealt by a fire spell is fire damage.
UM
abandon hope, alluring scent, antipathy, aura of doom , aura of greater
APG ARG
courage , bane, battle trance , blessing of courage and life ,
APG Fire spells are at their most dangerous when they ignite dry brush
bloodcurdling scream, bloodlust, calm animals, calm emotions, castigate and vegetation. When a fire spell is cast upon an area that the DM
APG APG UM
(mass) , castigate , cause fear, compassionate ally , crushing despair, deems could have items catch on fire then 1 small fire is produced
UM UM UM
curse of disgust , delay pain , delusional pride , doom, dregs of per damage die of the spell, and these small fires are spread out
UM APG
sorrow, envious urge , euphoric tranquility , eyebite, fear, focus of more or less evenly throughout the area of effect. None of them
APG APG
hatred, forced repentance , good hope, greed, hunter's howl , joyful occur in a square occupied by a creature. As a move equivalent
UM UM UM APG
rapture , malicious spite , miserable pity , moonstruck , oppressive action a creature can stamp out such a small fire. On the next
UM UM UM
boredom , overwhelming grief , overwhelming presence , pacifism, round each of these small fires either goes out or balloons into a
APG APG
phantasmal killer, phantasmal revenge , rage, rally point , reckless 5’x5’ bonfire (50% chance of either).
UM UM APG UM
infatuation , scare, serenity , shared wrath , smug narcissism , Once a bonfire occurs characters have a problem. The DM needs
UM UM
symbol of fear, sympathy, terrible remorse , unadulterated loathing , to roll a d10 to determine wind direction and consult grenade like
UM UM UM
unnatural lust , unprepared combatant , utter contempt , vengeful effects diagram in the DMG (Normally this chart uses a d8 – on rolls
UM UM APG APG
outrage , waves of ecstasy , weapon of awe , weird, wrath of 9 and 10 the wind is calm that round and no spread occurs).
There is a base 50% chance that the fire spreads to all adjoining
squares in the direction of the wind. If the wind is particularly
good (gust of wind spell) the fire spreads 10’ in the direction of the wind. Mind-Affecting
Burning squares remain engulfed for a minute then will start to die unless The spell affects or alters the mind of the subject. Constructs,
they have a tree or other large burn source. Characters caught in a burning oozes, plants, undead and vermin are all immune to mind-affecting
square take 1d6 fire damage. spells; as are any and all other creatures that are mindless (they
UM UC UM will have an intelligence score of 0).
æther flash, ash storm , blistering invective , blood crow strike ,
APG APG
burning gaze , burning hands, campfire wall , concussive fireball, abandon hope, abeyance, agonizing memories, aid, animal
APG APG APG
contagious flame , dancing lantern , delayed blast fireball, detonate , magnetism, animal messenger, animal trance, antipathy, aura of
APG APG APG UM ARG UM
draconic reservoir , dragon's breath , elemental aura , elemental body doom , bane, battle trance , battlemind link , beguiling
I, elemental body II, elemental body III, elemental body IV, elemental APG UC
APG UC
gift , bestow trick, bestow weapon proficiency , binding, bless,
infusion, elemental touch , energy siege shot (greater) , energy siege ARG
UC APG UC APG
blessing of luck and resolve (mass) , blessing of luck and resolve
shot , fanning the flames, fiery body , fiery shuriken , fire breath , fire ARG UC UM
APG APG
, blistering invective , bloodlust, brute resolve, bungle ,
of vengeance , fire seeds, fire shield, fire snake , fire storm, fire trap, UM APG APG
APG APG
cackling skull , cacophonous call (mass) , cacophonous call ,
fireball, firebrand , firefall , flame arrow, flame blade, flame guide, APG APG
APG APG
call animal , calm animals, calm emotions, castigate (mass) ,
flame strike, flames of the faithful , flaming sphere, geyser , heat metal, APG APG
UC
castigate , cause fear, challenge evil , chaos in the mind's eye,
incendiary cloud, incinerate, meltdown, meteor swarm, obsidian flow , charm animal, charm monster (mass) , charm monster, charm
parch, produce flame, pyroclastic burst, pyroclastic flow, pyrotechnics, APG
APG
person, cloak of dreams , color spray, command (greater) ,
rolling thunder, scorching ray, shower of coals, sirocco , snapdragon UC UM
UM APG UC UC UC
command, companion mind link , compassionate ally , compel
fireworks , spark , spontaneous immolation , sun metal , tar pool , UC APG
UM APG
hostility , compulsion, confess , confusion (lesser) , confusion,
transmute rock to lava, volcanic storm , wall of fire, wall of lava , APG
conviction, coward's lament , crushing despair, curse of disgust
wildfire UM UM
, daze (mass) , daze monster, daze, decree, deep slumber,
UM APG
delusional pride , demand, denounce , detect thoughts,
dissension in the ranks, dominate animal, dominate monster,
Force dominate person, doom, dream, enthrall, envious urge , euphoric
UM
APG APG
These spells create a field of force. They may erect a barrier as is the case tranquility , fear, feeblemind, foe to friend , forbid action
UM UM APG
with wall of force, or they might actually be used as an attack form. Force (greater) , forbid action , forced repentance , forest maze,
spells deal bludgeoning damage just like a hammer or club unless otherwise ARG APG UM
forgetful slumber , frozen note , fumbletongue , geas, lesser,
UM APG
noted. geas/quest, good hope, greed, haunting choir , heroic finale ,
UC
heroic invocation , heroism (greater) , heroism, hideous laughter,
Unlike most other spells, force effects extend onto the æther plane and can
hold animal, hold monster (mass) , hold monster, hold person
strike incorporeal targets. APG
(mass) , hold person, humble, hunter's howl , hypnotic pattern,
UC UC APG
ablative barrier , adjuring step , blade barrier, blade storm, caging bomb hypnotism, ill omen , illusory script, insanity, irresistable dance,
UC UC UM ARG APG UC
admixture , chain of perdition , chaos bolt, chord of shards , clenched jitterbugs , knight's calling , languid bomb admixture , litany
UM APG UC UC UC
fist, crushing hand, cushioning bands , deflection , elemental infusion, of eloquence , litany of madness , litany of righteousness ,
UC UC UC UM UC
energy siege shot (greater) , energy siege shot , explosive runes, fissure, litany of sloth , loathsome veil , lock gaze , lullaby, magic
UM UM ARG UM
floating disk, force hook charge , force punch , forcecage, forceful hand, missive, major phantom object , malicious spite , marks of
APG UM APG APG ARG
grasping hand, instant armor , interposing hand, leashed shackles , forbiddance , memory lapse , mind fog, minor dream , minor
UC ARG UM
mage armor, mage's sword, magic missile, pilfering hand , power wave, phantom object , miserable pity , modify memory, moment of
UC APG UM
price of progress, reaching weapon, resilient sphere, sepia snake sigil, greatness , moonstruck , murderous command , nightmare,
UC APG UM UM
shield, shock shield , spiritual ally , spiritual weapon, symbol of sealing oppressive boredom , overwhelming grief , overwhelming
UM UC APG UM
, telekinetic charge , telekinetic sphere, tiny hut, twilight knife , wall of presence , pacifism, pain touch, paranoia, phantasmal killer,
APG APG APG APG
force, wrathful mantle phantasmal revenge , phantasmal web , pied piping , power
word blind, power word kill, power word stun, prediction of failure
UM UM UC
, primal scream , qualm , rage, rainbow pattern, rally
Language-Dependent APG
point , ray of command, reckless infatuation , recurring
UM
APG APG
These spells require spoken language to convey orders or other information nightmare, righteous vigor , saving finale , scare, scintillating
APG UM
between caster and target. These spells typically have both the sonic and pattern, seek thoughts , serenity , Serrin's phantasm, shared
APG APG UM
the mind-affecting descriptors. If for any reason the subject cannot hear wrath , sleep, sleepwalk , smug narcissism , song of chaos,
the caster the spell will not work, and the spell also will not usually work song of charm, song of discord, song of freedom, song of holding,
APG APG
when the subject doesn't understand the caster's language. soul exchange, stay the hand , stunning finale , symbol of fear,
UC APG APG
symbol of insanity, symbol of persuasion, symbol of sleep, symbol
blistering invective , brilliant inspiration , castigate (mass) , UM
of strife , symbol of stunning, sympathy, terrible remorsev terror,
APG APG APG
castigate , command (greater) , command, confess , denounce , ARG
toilsome chant , touch of idiocy, unadulterated loathing ,
UM
UM UM
enthrall, forbid action (greater) , forbid action , geas (lesser), UM
unnatural lust , unprepared combatant , unwitting ally ,
UM APG
APG UC
geas/quest, hidden speech , litany of eloquence , litany of righteousness UM ARG
vengeful outrage , village veil , wandering star motes ,
APG
UC UC UC UC
, litany of sloth , litany of thunder , litany of vengeance , litany of UM UM
wartrain mount , waves of ecstasy , weird, wrath , zone of
APG
UC
weakness , message, speak with dead, suggestion (mass) , suggestion, truth
UM
vengeful outrage

Metamagic
Light
This new descriptor is for spells that alter other spells or the
The spell conjures light. Unless otherwise noted a light spell counters any capacity of creatures to use spells – not unlike the metamagic
darkness spell of equal or lower level less and dispels any darkness spell two feats. Any spell preparation or addition to a spell’s known list
or more levels lower. created by a spell doesn’t count towards your character’s normal
APG APG
campfire wall , continual flame, dancing lantern , dancing lights, limits.
UC UC APG
daybreak arrow , daylight, discovery torch , faerie fire, flare burst , UC
addle, adjuring step , agonizing memories, alacrity, alchemical
UC APG APG
flare, judgement light , light lance , light of day, light, pillar of life , APG APG
allocation , amplify elixer , arcane concordance ,
APG
UM APG
snapdragon fireworks , sunbeam, sunburst, wandering star motes , UM
attunement, blood transcription , chain contingency, chaos bolt,
APG
wrathful mantle chaos sphere, chill, circle of hands, clear mind, concentrate,
UM
confiscate, contingency, control construct , curse item, dark
APG
ritual, deflection, delay, delayed consumption , discombobulate,
discordant dirge, donate, duress, enlighten, fanning the flames, glyph of Water
warding (lesser) , glyph of warding, halt, imbue with spell ability, limited
UC Spells with the water descriptor draw energy from the elemental
resources, mage's lucubration, mask dweomer (communal) , mask
APG plane of water or they manipulate water already present upon the
dweomer , mind burn, mnemonic absorption, mnuemonic enhancer,
ARG material plane.
radiate, recharge innate magic , replenish, reverse damage, sleight of
mind, spectral hand, spell lodestone, spellstaff, surge, Terix's blessing, APG
APG UM aqueous orb , bless water, buoy, control water, create water,
twincast, universal formula , virtuoso performance
curse water, deep water, douse, elemental body I, elemental body
APG APG
II, elemental body III, elemental body IV, fluid form , geyser ,
APG APG UM
Pain hydraulic push , hydraulic torrent , ride the waves ,
APG APG APG
seamantle , slipstream , transmute water to acid, tsunami ,
From Ultimate Magic, spells with the pain descriptor work by inflicting pain APG UC
vortex , water breathing, water walk (communal) , water walk,
on the victim. These are the sort of spells used by individuals that want to world wave
APG
spread suffering for its own sake.
UM
agonize , agonizing memories, brittlebone curse, dark ritual, excruciating Wild
UM
deformation , exsanguination, eyebite, final punishment, haunting choir
UM UM UM UM Wild spells use the uncertainty of chaos to power them. These
, howling agony , infliction, interrogation (greater) , interrogation ,
APG APG UM spells can cause mishaps when they are used. There are no spells
pain strike (mass) , pain strike , pain touch, persuasive goad , repel
APG UM from this group in the Pathfinder Core rules - all but one ofthem
vermin, retribution , smother, symbol of pain, transmute blood to acid
are new and present in this volume.

Poison brief reprieve, chaos ball, chaos bolt, chaos in the mind's eye,
chaos sphere, corporeal instability, delude divination,
A new descriptor from Ultimate Magic, poison spells manipulate and/or discombobulate, entropic burst, entropic wave, flame guide,
create poison. flickering ward, jibber jabba, mage's guess, mishap shield,
APG UM reckless dweomer, second chance, solipist disillusionment,
accelerate poison , blood mist , cloudkill, ghoul touch, pernicious poison
UM APG UM subjectional gravity, surgeshield, Terix's blessing, the road left
, poison, putrefy food and drink , spit poison , stinking cloud, toxic gift UC
UM APG
, transmute poition to poison , venomous bolt
APG untaken, twisted space , understand unorthodoxy, wildstroke

Sonic New Spell Effects


The spell employs sound. Either the subjects must hear the spell (as is the Some spells in this book have new effects beyond the list given in
case with many bard spells) or the spell deals damage through vibration. the Core Rulebook.
Spells that deal damage this way have the sonic damage type. Usually sonic
spells don’t work in zones of magical silence, although shockwave is an
exception. Spell Slot Costs
APG APG Some spells say that you must expend a spell slot or a preparation
accellerate poison , acid pit , animal trance, blasphemy, blood
APG APG APG APG as an additional cost to cast them. These spells are balanced by
biography , bloody claws , brand (greater) , brand , cacophonous
APG APG APG this requirement – the higher the power level of the slot the more
call (mass) , cacophonous call , concussive fireball, crafter's curse ,
APG APG APG powerful the spell is (usually).
create treasure map , deadly finale , deafening song blot ,
APG APG APG
denounce , devolution , discordant blast , discordant dirge, distracting The preparation contained in the slot (if any) is usually irrelevant,
UM UM APG
cacophony , distressing tone , divine rebuke, dust of twilight , ear- but if it isn’t the word “preparation” will be used instead of “slot.”
UM UM
piercing scream , echolocation , elemental infusion, energy siege shot Note that bards and sorcerers, who don’t prepare spells, can’t use
UC UC APG APG
(greater) , energy siege shot , enthrall, feast of ashes , fester (mass) , the spells requiring specific preparations to be sacrificed.
APG UM APG APG
fester , forced quiet , frozen note , ghostbane dirge (mass) ,
APG UM APG
ghostbane dirge , horn of pursuit , hungry pit , hunter's howl , ill
APG Some spells require you to choose and expend a spell slot of equal
APG UM UC UM
omen , ki shout , litany of thunder , lunar veil , memory lapse ,
APG or higher level than a target spell. You must succeed at a spellcraft
APG APG APG
oracle's burden , pain strike (mass) , pain strike , phantasmal check to learn the level of the spell. If you fail, you can guess, but if
APG APG APG
revenge , phantasmal web , pied piping , piercing shriek , pox
UM you guess low the spell will be wasted with no effect.
APG UM APG APG
pustules , primal scream , putrefy food and drink , rebuke , Unlike other costs, spell slots are lost if the spell is countered or
UM APG APG
resonating word , resounding blow , rolling thunder, screech , interrupted somehow.
APG APG APG
screech , sculpt corpse , shadow projection , shatter, shockwave,
APG
shout (greater) , shout, sleepwalk , song of chaos, song of charm, song of
UM
discord, song of freedom, sonic thrust , sound burst, spite , stunning
APG
Loss of Spells
APG APG APG APG
finale , suffocation (mass) , suffocation , swarm skin , sympathetic Some spells rip spells (or spell potential) away. Spell slots or
APG APG
vibration, thundering drums , touch of gracelessness , transmute potion preparations lost to an enemy caster’s spell are gone as if cast. The
APG APG APG APG
to poison , twilight knife , unwilling shield , unwitting ally , next time you can prepare spells the slots (and the spell) will be
APG APG UM
venomous bolt , vomit swarm , wail of the banshee, wall of sound restored unless otherwise noted by the spell. If a spell specifies
that it causes the loss of spell preparations then it will not affect
Time bards or sorcerers – they don’t normally prepare spells.

While relatively few in number, time spells are some of the most powerful
in Carthasana or any setting since they spell manipulates the flow rate of Positive and Negative Energy Levels
time or allow the character to see into the future or past. This descriptor is Certain spells (such as enervation, energy drain or Matacha’s Edict)
newly introduced here. assign positive or negative energy levels to creatures. Negative
UM APG
aggravated assault, alacrity, allegro , elude time , foresight, haste, energy levels are discussed in the DMG in the glossary under the
UC UM
legend lore, mirror strike , moment of prescience, quick, sands of time , heading “energy drain and negative levels”
UM
slow, symbol of slowing , temporal stasis, time spiral, time stop, time Applied to undead creatures, a positive energy level has much the
twister, time walk, time warp, vision same effect as a negative energy level. If a living creature receives
a positive energy level then the following effects occur:
+1 bonus to skill checks and ability checks electricity to appear, wind to kick up and so on. The still spell
+1 bonus to all attack rolls and saving throws removes the caster’s need to make exacting motions, but the feat
+5 temporary hit points doesn’t affect the visual signatures the spell may produce.
+1 effective level (whenever the creature’s level is used in a die roll or
calculation, increase it by one for each positive energy).
Material (M) and Focus (F)
Keep in mind that spells that typically bestow positive energy levels only These are physical props your character must possess in order to
affect undead and spells (or abilities) that bestow negative energy levels cast the spell. Material components are consumed by the act of
only affect the living. When the reverse is true bonuses are received. A casting, while foci survive to be used repeatedly.
living creature can only benefit from 1 positive level at a time and an
undead creature can only benefit from 1 negative level at a time. A spell with a tiny material component or focus grants observers a
+2 circumstance bonus on their spot check to notice your casting.
This bonus increases by +2 with each increase in the size of the
Spell Descriptions component.
Note all the following changes and new entries you will see in the spell The feats eschew materials and improved eschew materials let you
descriptions given in the next chapter. dodge material component and focus requirements, depending on
costs.
[Ritual] Alignment School (subschool) You may choose to use exceptional material components with any
If a spell is always a ritual, it will say so on the same line as the school name spell (even those that don’t normally call for material
- "Ritual Conjuration (Creation)". Note that some spells can be cast as both components). As a general rule these exceptional material
an incantation and a ritual - with these spells the ritual notes are given at components append metamagic feats to the spell. Finding out
the end of the spell description. exactly what the component is will require research and it will vary
depending on both the spell and the metamagic feat you wish to
apply.
Level
The classes that can use the spell and the levels they use the spell at. Song
You must use your bardic music as part of the casting of this spell.
X Level Spells This will expend one or more of your bardic music uses for the day.
A spell with a level of X has a scaling effect depending on what level they All spells with the song component will also carry a verbal (V)
where prepared at or cast from. They may or may not have a minimum level component and have the [sonic] descriptor.
at which they are prepared as noted in their description. Wizards learn
these spells normally, but they take up space in their spell book equal to the Target
highest level the wizard can cast them at.
More than a few of the new spells of this book target a spell in
When a sorcerer learns an X level spell he chooses a spells known slot for it casting. You can't target your own spell casting.
and may cast the spell at that level or lower. Whenever he gains a new level
of spells he may promote the X level spell into the recently gained spell
known slot and immediately choose a replacement for it in the slot it Duration
occupied - this is in addition to any spell swaps he may be entitled to A spell’s duration tells you how long the spell will last
perform at that level.
While Sung
Components Seen on many bard spells with the song component, these spells
In addition to affecting when you can cast a spell, the verbal and somatic require the bard to sing continuously round after round (a move
components affect how easily you can conceal your spell casting and how it equivalent action that doesn’t provoke an attack of opportunity).
looks to others. New components also appear in this book. Maintaining a song when struck in combat requires a concentration
check.
Verbal (V) Targets of a spell with a duration of “while sung” are freed from
Spells with a verbal component have a base listen DC of 0 minus their level. the spell if the bard moves out of range or they are somehow
However, spells of the illusion or enchantment schools have a DC half that rendered unable to hear the spell. If the spell has a duration after
other spells while evocations or conjurations have DC’s twice that of the the singing stops this duration continues normally for the subject.
base. Higher-level spells amplify the caster’s voice, and high level spells
echo off nearby walls and are nearly impossible to conceal. Think of the Triggered Discharge (T)
scene where Gandalf raises his voice to Bilbo in The Lord of the Rings: The
All discharge spells have the triggered descriptor and follow the
Fellowship of the Ring for an example of this effect. The silent spell feat
rules for triggered spells given earlier in the chapter. This simply
won’t snuff the noise the spell itself makes.
means the spell reacts to some preset circumstance. Some spells
Successfully casting a spell with a verbal component requires the caster to do so repeatedly.
be able to hear himself. If he can't due to deafness or being in a zone of
magical silence a concentration check is required to cast the spell. Note that Ritual (R)
in the case of magical silence, if the spell is sonic it will fail even if
successfully cast. Many spells can be ritually cast to increase their duration. These
spells will have an (R) note on their duration line. To make the
spell last for a day / level you must spend an hour casting it and use
Somatic (S) material components costing 25gp / level of the spell. You may
Spells with a somatic component have a base spot DC of 0 minus their level. spend eight hours casting it and 2500gp / level of the spell to make
However, spells of the illusion or enchantment schools have a DC half that the effect permanent. Spells which emenate from you can be fixed
other spells while evocations or conjurations have DC’s twice that of the to an area when ritually cast.
base. The higher the spell’s level the more exaggerated and fast the caster’s
gestures become. Higher level spells also cause nearby lights to dim, arcs of
says, “Spell DC is at -10,” then you still cast a lightning bolt, albeit a
Spell Modifiers version easier to dodge.
The end of many spell descriptions have a list of modifiers. In this book spell
modifiers replace the need to have separate entries for lesser, greater, mass
and communal versions of spells. Each modifier of a spell creates a
Personal
different spell when it is applied. Unless otherwise noted you may only Mishaps that mention ‘you,’ ‘your,’ ‘thine,’ etc. are Personal
apply each modifier once, and you cannot make the spell higher level than mishaps, and they affect you, the caster. If the mishap is caused by
you could otherwise cast. The number after the name of the modifier the activation of a magical item, the Personal mishap affects the
indicates how much the spell's level is adjusted by the modifier. activator, not the creator of the item.

Spontaneous casters such as sorcerers can apply modifiers freely. Existing Unless the mishap is also a Spell mishap, you can negate the
communal, greater, lesser and mass spells are considered modifiers to their mishap effect with a successful Will save.
base spell.
Target
Wild Spellcraft Mishaps that mention a ‘target’ are Target mishaps, and only have
Wild spells use especially chaotic energies and occassionally behave in an effect if the spell that caused the mishap had a specific target. If
unexpected ways. Each time one is used a mishap may occur. When these the spell that caused the mishap does not have an exact target
spells are cast note the following: (such as with a fireball or commune spell), the Target mishap has
affects the person closest to the center of the area of effect. If
1. The character’s save DC is 1d20+spell level, not 10+spell level. Wild there is no area of effect, there is no result. If the spell had
spellcraft spells vary considerably in their effectiveness. multiple targets, you choose one that is affected by the mishap.
Spells that create an effect that affect deliberately chosen targets
2. If the character rolls his level on the d20 when setting his DC, a mishap
(like ray spells or magic missile) can cause Target mishaps, but
occurs with the spell. Epic level characters mishap on a roll of ’20.’
touch spells cannot.
Mishaps can be baleful or beneficial.
Unless the mishap is also a Spell mishap, the target can negate the
A character can choose to cast spells in this way at all times, not just when
mishap effect with a successful Will save.
using wild spells. Also, there are areas of the world where magic has
become wild - in these areas casters observe the rules above.
General
Mishaps General mishaps are those that are not Personal or Target mishaps.
General mishaps have an effect centered at where the spell that
Wild spells work much like any other spells except that they sometimes
instigated the mishap was targeted or centered. If the spell that
mishap with effects that range from colorful and benign to the downright
caused the mishap had no specific target or focus (such as a
weird and dangerous. When a mishap is indicated by the DC roll d%, add
commune or locate object spell), the general mishap has no effect.
the character’s spellcaster level and then consult the mishap table.
General mishaps can have a plainly stated effect (like “the ground
gets muddy in a 10 foot radius”), or can have the same effect as a
Types of Mishaps normal spell (like “grease”). In the prior case, any people, and/or
Mishaps come in four basic forms—spell, personal, target, and general— magical items receive a Will save to negate the effect (a magic
which can overlap. A mishap could, for instance, say, “Major Image; you item’s saving throw bonuses are each equal to 2 + one-half its
and target look like each other.” In this case it would be a Spell, Personal, caster level, or uses the bearer’s saves, whichever are better). In
and Target mishap. If a non-Spell mishap grants a saving throw to resist it, it the latter case, the General mishap is also a Spell mishap, and uses
is a Will save, DC the same as that of the spell that instigated the mishap. those rules for determining the DC.
See below for details on saves against Spell mishaps.

Undoing the Damage of Mishaps


Spell Unless noted in the mishap description, permanent mishap effects
If a mishap mentions the ‘spell’ or gives a spell name (like fireball), it is a can be negated with a successful dispel magic, remove curse, or
Spell mishap. Instead of using a Will save with the DC of the spell that break enchantment cast against the caster level of the character
caused the mishap, use the saving throw appropriate to the spell as if you whose spell caused the mishap. If the target does not want the
had actually cast the spell. permanent effect to go away, she is allowed a Will save to negate
the dispelling effect. The DC of this Will save is equal to 10 + the
If the mishap simply says the ‘spell’ does something, it affects the spell you
dispeller’s caster level.
were initially trying to cast. If you try to cast a lightning bolt and the mishap
Table 6-1: Mishaps
d% Result

01-05 The spell targets you, or if an area of effect, it centers on you. If it cannot target you or center on you, the spell simply fails.

06-10 Wild spell energy deals 1d4 point of damage per spell level to you.

11-15 The spell affects a random target or area of effect. The GM should randomly determine a different target from among those in
range of the spell. If the spell has no specified target or area of effect, it simply fails.

16-20 A random spell that you have prepared (or a random spell you know if you cast spontaneously) occurs, targeted as close to your
original target as the parameters of the spell allow. The slot of the spell that occurs is expended instead of the one you intended to
cast. It is possible the random spell could be the one you originally intended. The spell that occurs is (1d6: 1-2, one level lower
than; 3-4, the same level as; 5-6, one level higher than) the spell you were originally casting. If you have no spells of this level, the
mishap has no effect.

21-25 The spell fails, but its energies manifest as a luck penalty to all your ability checks, skill checks, saving throws, attack rolls, or level
checks for the next minute. This penalty is equal to 1 + the spell’s level.

26-30 Wild spell energy deal 1 point of damage per spell level to any creatures or objects that would have been affected by the spell.

31-35 Nothing happens. The spell fails just as if it were disrupted in casting.

36-40 Odd sensory elements and bizarre (but harmless) phenomena occur in the area of effect the spell would have affected, lasting as
long as the spell’s duration would have lasted.

41-45 Bestow curse on you.

46-50 The spell functions normally, but your next spell automatically mishaps, with a –20 luck penalty to the roll.

51-55 The spell fails, but the wild spell energy leaves a permanent change in your body. The change is no more drastic than that which
alter self can achieve.

56-60 Nothing happens. The spell does not function, just as if it were never cast, and thus costs the spellcaster no spell slots or material
components.

61-65 For as long as the spell’s duration would have lasted, your appearance changes in moderate ways, such as alteration of the size,
color, or shape of a body part, your facial appearance, or your sex. The change is no more drastic than that which alter self can
achieve.

66-70 The spell functions, but odd sensory elements and bizarre (but harmless) phenomena accompany it for its duration.

71-75 Spell appears to function normally, but is only an illusion. Will DC 20 to disbelieve if interacted with. If the spell has no obvious
sensory effects (like a charm person), nothing happens.

76-80 The spell functions normally, but your next spell automatically mishaps.

81-85 The spell fails, but its energies manifest as a luck bonus to all your ability checks, skill checks, saving throws, attack rolls, or level
checks for the next minute. This bonus is equal to 1 + the spell’s level.

86-90 The spell functions normally, but with subtle changes in its appearance, such as fireballs being green, or a fly spell leaving a trail of
feathers.

91-95 The spell functions normally, but you can cast it again. The spell slot or prepared spell is not expended, nor are any material
components.

96-00 The spell functions at full potential, automatically defeating spell resistance and not allowing a saving throw to resist.
Incantations and Rituals
Chapter 7
APG
While the spells herein are included to reinforce the magical sense of place • Bestow Grace : You may bestow your grace on Valran
for the World of Carthasana as distinct from the Forgotten Realms, creatures.
Greyhawk or the like, they are still (mostly) generic enough for inclusion in UM
any setting and their inclusion marks the largest contribution to the d20 • Bestow Grace of the Champion : This spell is divided into
game of the setting. They also illustrate the often antagonistic relationship two spells, one for each alignment a paladin can be
between the five alignments even more so than the spells of the Core Rules. oathsworn against. A paladin bestows the grace identical to
his own. A cleric chooses which grace he bestows. Only a
cleric that is purely Valran in alignment may cast this spell.
Ritually Castable spells •
APG
Blaze of Glory : Replace 'good' with 'Valran', and replace
Many existing spells can be ritually cast to increase their duration. These 'evil' with 'creatures of your are oathsworn alignment'. A
spells are listed below and new spells with this property will have an (R) creature with both alignments is unaffected.
note on their duration line if they function in this manner when cast as a
ritual (a few new ritually castable spells may behave differently as outlined • Bless Weapon: The weapon strikes true against the alignment
in their description). To make the spell last for a day / level you must spend of foe the paladin is oathsworn to combat.
an hour casting it and use material components costing 25gp / level of the •
UC
Blistering Invective : The demoralizing effect part of the
spell. You may spend eight hours casting it and 2500gp / level of the spell to spell is mind-affecting.
make the effect permanent.
APG
• Challenge Evil : You challenge a creature of the alignment
The existing spells that are ritually castable are as follows: alarm, animate
you are oathsworn against.
objects, align weapon, antilife shell, antimagic field, antipathy, antiplant
shell, arcane sight, comprehend languages, dancing lights, darkvision, detect • Create Demiplane, Greater Create Demiplane, Lesser Create
UM
magic, enlarge person, ghost sound, gust of wind, invisibility, mage armor, Demiplane : Several changes. First, there is no distinction
magic fang, magic fang, greater, mage's private sanctum, magic mouth, between the Ethereal and Astral planes in Carthasana - their
phase door, prismatic sphere, prismatic wall, read magic, reduce person, equivilent is known as the æther plane. Alignment traits are
resistance, see invisibility, shrink item, solid fog, stinking cloud, symbol of restricted to the alignments of the setting. If you are using
death, symbol of fear, symbol of insanity, symbol of pain, symbol of create greater demiplane you may restrict the spells used on
persuassion, symbol of sleep, symbol of stunning, symbol of weakness, the plane by alignment - for example you could create a plane
teleportation circle, telepathic bond, tongues, wall of fire, wall of force, web where Sodra and Shunra's magic don't exist. The exception
to this are the create demiplane spells themselves and their
antithesis - planar collapse. You may also create a co-extant
Removed Spells plane with any of the three spells. Such a plane has a location
The following spells are removed from play - typically because they deal on the material plane but you may influence events within
with alignment or they have been replaced (for example: the new spell cure the area as you choose. A co-extant plane can also be formed
wounds consolidates the various cure spells into one entry). These spells are to change its exact location upon the material plane at
blasphemy, chaos hammer, cloak of chaos, cure critical wounds, cure light random or at regular intervals, and you may choose a
wounds, cure moderate wounds, cure serious wounds, detect chaos, detect location for it to appear at if you wish. A co-extant plane
evil, detect good, detect law, dictim, dispel chaos, dispel evil, dispel law, holy however cannot displace a well known geographical location
aura, holy word, inflict critical wounds, inflict light wounds, inflict moderate or feature - instead you may make a cottage that appears
wounds, inflict serious wounds, magic circle against chaos, magic circle randomly in the wilderness, or a theater that moves from
against evil, magic circle against good, magic circle against law, mass inflict ghetto to ghetto within the cities of the world and so on.
critical wounds, mass inflict light wounds, mass inflict moderate wounds, UC
• Deadly Juggernaut : This is most certainly not a paladin
mass inflict serious wounds, mass cure critical wounds, mass cure light
spell. It is both Sodran and a death magic effect, two things
wounds, mass cure moderate wounds, mass cure serious wounds, protection
antithetical to the paladin orders.
from chaos, protection from evil, protection from good, protection from law,
order's wrath, shield of law, summon monster I-IX, summon nature's ally I- • Death Ward: New modifiers have been added to this spell for
APG
IX, unhallow, unholy aura, unholy blight, word of chaos, defile armor , communal, greater and mass modes.
APG APG UC
divine vessel , elemental speech , communal protection from chaos ,
UC
communal protection from evil , communal protection from good and
UC • Detect Magic: This spell will reveal the alignment of a
UC UM creature since all creatures are aligned just as spells are.
communal protection from law , shards of chaos , temporary
UM UM UM
ressurection , unholy ice , unholy sword APG
• Divine Transfer : The damage resistance is bypassed by the
Valran alignment (the original writeup is nonsensical, an error
Spell Alterations perhaps?)
UM
The following spells have changes as noted below. • Dread Bolt : Replace "good" with "Valran". The spell deals
only half damage to other non Sodran creatures and no
• Align Weapon: The alignments a weapon may be given must match damage to a purely Sodran creature.
those of the setting. The alignment of the spell is the same as the
alignment it is granting. • Elemental Body I-IV: The fire and earth modes of this spell
are Shunra magic, and the air and water modes are Balcra.
UM
• Arrow of Law : Replace "chaotic" with "creature you are oathsworn The spell is otherwise unchanged.
against if you are a paladin, or your choice of Sodran or Shunran
creatures if you are a cleric." The spell deals only half damage to other • Elemental Swarm: The fire and earth modes of this spell are
non Valran creatures, and no damage to a purely Valran creature. Shunra magic, and the air and water modes are Balcra. The
spell is otherwise unchanged.
• Atonement: This ritual must be cast on hallowed ground. It can
remove alignments but not grant them.
APG
• Follow Aura : Your alignment choices are those of the setting. The • Spear of Purity: Replace 'evil' with Sodran. The spell deals
alignment of the spell does not change - it remains Abora. half damage to other non-Valran creatures and no damage to
APG purely Valran creatures.
• Forced Repentance : The spell can be cast on any creature. For the
APG
duration it recounts any deeds it has made which violate its • Wake of Light : Replace 'good' with 'Valran', and replace
alignment(s), starting with the worst from its point of view. Keep in 'evil' with 'creatures of your are oathsworn alignment'. A
mind what a Sodran character would view as a sin might seem creature with both alignments is unaffected.
virtuous in the eyes of a typical caster.
• Ward of the Season: The season cannot be changed after the
• Hallow: Areas are hallowed to specific alignments depending on which spell is cast. Instead decrease the stated level for the spell for
of the five versions of this spell was used. The magic circle effect is all classes during the appropriate season, and increase the
against the two alignments which oppose the alignment of the hallow. stated level by one for the effect of the opposite season. The
A Valra hallow (the most common) wards against Shunra and Sodra. season turns on the Tunis festivals of the human calendar at
midnight.
• Holy Smite: Each color has two of these spells, one for each enemy
color. For example, A Valran Smite against Sodra. • Word of Recall: The sanctuary you designate must be
hallowed to your god.
• Holy Sword: There are two versions of this spell, one attuned against
APG
Sodra and the other against Shunra. The version a paladin uses is • World Wave : The water variation of this spell is Balcran,
based on which of the two he is oathboath to combat. the earthen one is Shunran. They count as seperate spells.
APG
• Holy Whisper : Replace 'good' with 'Valran', and replace 'evil' with
'creatures of your are oathsworn alignment'. A creature with both Spells
alignments is unaffected.
The following lists summarize the new spells in this book according
UM M F
• Imbue with Aura : If you are multialigned you may only choose from to the character classes. An or denotes a material component or
the alignments you share with your deity. The other alignments of the focus that is not typically found in the spell component pouch of a
target are suppressed. caster.
UC
• Litany of Pain is not a paladin spell. The classes which appear here are those which are canon to the
UC
setting, regardless of commonality. If you choose to play a different
• Litany of Righteousness : A paladin affects creatures with the class you must determine on your own which spells are and are not
alignment the paladin is oathsworn against. An inquisitor affects appropriate.
creatures who worship gods which are hostile to his own.
UC
The alignments of spells are very important, not the least of which
• Litany of Thunder is not a paladin spell. because wizard magi can use spells of their own color regardless of
which class list they are on, and if another class has the spell at a
• Mage Armor: This spell has additional modifiers for bolstered and
lower level, the magi can use the more adventageous level. These
communal modes.
glyphs are at a smaller print size than earlier, so for clarification
• Nightmare: Edict of Grace instead of dispel evil will stun you. they are: Abora, Balcra, Shunra, Sodra, Valra.
APG
Polyaligned spells across all five colors are marked with 
• Oath of Peace : The damage resistance is bypassed by Valran
aligned creatures.
Alchemist Spells
• Permanency: The presence of inbuilt ritual modes for extended and
permanent spell duration removes the need for this spell to exist.
UM
X Level Alchemist Spells
• Play Instrument : You may play one instrument as if you had your
Cure Wounds: Replaces the various cure wounds spells in the
caster level in ranks with the instrument (as written this spell is too
core rules with one unified entry.
weak to be a cantrip).
Dampening Field: Gain damage reduction X+1 / Valra.
UM
• Polypurpose Panacea : The different effects have different
alignments so the spell has the alignment of the effect it is creating as 1st-level Alchemist Spells
follows: Abora - wakefulness and tenacity; Balcra - lucid dream and
Alluring Scent: Gain a bonus to diplomacy and resistance to
sleep; Shunra - analgesic and clarity; Sodra - hallucinations and
sickening odors.
intoxication; Valra - resistance and sobriety. Unlike other polyaligned
Buoy: Cause a creature to strongly float, even if in heavy armor.
spells, this spell isn't divided before casting - a caster has access to all
Clearsight: See through vapors and water clearly.
modes of the spell they are entitled to use, making this spell slightly
Magnify Sight: See clearly from a distance like a bird of prey.
less useful in the hands of mages who are unable to use two of the
Scent: You gain the scent ability.
modes. Instead the double the duration of the spell when they use an
Snow Walk: Target creature gains the ability to walk on snow
effect from their favored alignment.
without sinking into it.
UC
• Pup Shape : Change non-evil to non-Sodran. Still Touch: Touched creature creates no vibrations and is
APG
invisible to creatures relying on sound to see.
• Rally Point : This spell affects Valran creatures. Understand Unorthodoxy: Gain the ability to see patterns in

APG
Sanctify Armor : The damage resistance is bypassed by Valran chaos.
aligned creatures.
UC 2nd-level Alchemist Spells
• See Alignment : Creatures and spells of the chosen alignment are
revealed. The alignment choices are those of the setting. Delude Divination: Divination spells return nonsensical random
results.
• Shield: This spell has an additional greater modifier. Focus: Touched creature gains a +10 enhancement to
concentration.
• Shield Other: This spell has additional mass and spirit link modifiers.
Mishap Shield: Counter target mishap targetting you.
Subjectional Gravity: Down for you is the direction of the
surface your feet are touching.
Vigilance: A creature stands vigilance, gaining a +10 bonus to perception Delude Divination: Divination spells return nonsensical random
checks. results.
Dregs of Sorrow: The target creature loses all morale bonuses
and suffers a -2 moral penalty to attacks, damage rolls, skill checks
3rd-level Alchemist Spells
and saving throws.
Armor of Thorns: As barkskin, plus thorns cover your body dealing Jibber Jabba: Cloak language in wild spellcraft rendering it
damage to those who attack you. unintelligible to outsiders.
Flickering Ward: Grant random immunities to spells. Pacifism: Target creature goes totally defensive and can only
Reflect Gaze: Gaze attacks are turned back on their progenitor. move or speak.
Ray of Command: A single round dominate person effect.
4th-level Alchemist Spells Song of Chaos: Song confuses those hear.
Song of Charm: Song charms those who hear.
Aligned Spell Resistance: Spell resistance against spells of a chosen
Sound Shell: Create a barrier across which sound does not pass.
alignment.
Carapace: Cover yourself in the shell of an insect.
Clear Mind: Clear your mind for further spellcasting and preparation. 3rd-level Bard Spells
Sentinel: As vigilance, but the guard doesn't need to sleep and gains a Compulsion: Compel a creature to perform a move equivalent
+20 bonus to perception checks and a +4 holy bonus to saving throws action each round.
against mind affecting spells. Dicordant Dirge: Listeners cannot cast spells during this song
and for four rounds after.
th Dregs of Sorrow: The target creature loses all morale bonuses
5 -level Alchemist Spells
and suffers a -2 moral penalty to attacks, damage rolls, skill checks
Gratuitous Violence: Target creature deals and recieves critical hits.
and saving throws.
Rejuvenate: Dispel all effects which penalize ability scores.
Song of Freedom: Song that dispels mental controls on the
Replenish: Restore all spells you had cast that where dispelled in the last
listeners.
minute.
Song of Holding: Song that holds listeners still until the last note.

6th-level Alchemist Spells 4th-level Bard Spells


Æther Slide: Creature can dodge into the æther as a swift action.
Blinding Light: A more intense daylight spell which dazzles and
Corpse Control: Magic Jar into a corpse and animate it.
blinds those vulnerable to light.
Intangibility: Become almost impossible to detect.
M Catalogue: Gain all the knowledge of a library.
Repel Death : Cause someone to die in your place when you would die.
Surgeshield: Create a barrier that makes opponents likely to miss you and
absorbs spells until it is overflowed, at which point it mishaps. 5th-level Bard Spells
Confiscate: Steal a spell ward from another caster.
Disenchant: Dismiss a spell the original caster can dismiss or if it
Bard Spells has the curse descriptor.

X Level Bard Spells 6th-level Bard Spells


Cure Wounds: Replaces the various cure wounds spells in the core rules
Back to Basics: Antimagic Field suppressing enhancement spells.
with one unified entry.
Intangibility: Become almost impossible to detect.
Reckless Dweomer: Create a mishap and try to form a spell of level X from
Shattering Pulse: Destroy magic items, destroy magical
it.
constructs with a finger of death like attack.
 Summon Creature: This spell combines the summon monster and
summon nature's ally spells.

th
0 -level Bard Spells Cleric Spells
Dry: Drive the water out of an object or creature's clothing.
Groom: Instantly groom yourself, gaining a +2 circumstance bonus to X Level Cleric Spells
diplomacy and perform checks. Cure Wounds: Replaces the various cure wounds spells in the
Mage's Guess: Quickly estimate the number of creatures or objects in a core rules with one unified entry.
group. Dampening Field: Gain damage reduction X+1 / Valra.
Enlighten: Imbue a spellcaster with the ability to use cure
1st-level Bard Spells wounds at up to level X.
Foul Presence: Undead gain turn resistance of 2X
Alluring Scent: Gain a bonus to diplomacy and resistance to sickening
Infliction: Replaces the various inflict wounds spells in the core
odors.
rules with one unified entry.
Buoy: Cause a creature to strongly float, even if in heavy armor.
Oathbind: Bind two or more parties to an oath. As the level of
Protective Ward: Ward a creature from spells and creatures of a
this spell ascends so do the penalties for violating the oath.
specified alignment. This spell replaces protection from evil, magic circle
 Summon Creature: This spell combines the summon monster
against evil and all similar spells.
and summon nature's ally spells.
Still Touch: Touched creature creates no vibrations and is invisible to
creatures relying on sound to see. st
F
Switch Costumes : Switch your clothing with clothing you've stored in a 1 -level Cleric Spells
special box. Abeyance: Momentarily stop a creature from casting spells.
Understand Unorthodoxy: Gain the ability to see patterns in chaos. Dark Ritual: Drain the lifeforce from a victim overnight to bolster
your casting ability for a day.
2nd-level Bard Spells Eternal Respite: Prevent the raising or animation of a body.
Bloodcurdling Scream: As fear, but costing bardic music ability for each
target.
Protective Ward: Ward a creature from spells and creatures of a 7th-level Cleric Spells
specified alignment. This spell replaces protection from evil, magic circle
Control Revocation: Spell turning against compulsion spells.
against evil and all similar spells.
 Divine Rebuke: You issue a word holy to your own alignment
nd
which harms listeners who do not share your belief.
2 -level Cleric Spells Purge: Finger of Death against undead.
Decree: Readers and listeners permanently remember what is written or
read from an enchanted scroll. 8th-level Cleric Spells
Delude Divination: Divination spells return nonsensical random results.
Befoul: Curse a creature to become a zombie.
Halt: As abeyance, but also preventing supernatural abilities, spell-like
Prophecy: As divination, but months or years in scope.
abilities and the activation of magic items.
Mishap Shield: Counter target mishap targetting you.
th
Paranoia: The subject believes everyone is his enemy. 9 -level Cleric Spells
Terix's Blessing: The subject gains the wild spellcaster template. Absolutism: Antimagic Field against a single alignment.
Vigilance: A creature stands vigilance, gaining a +10 bonus to perception Blade Storm: Evoke a moving wall of razor sharp blades.
checks. Circle of Hands: Place several protective spells on creatures
joined in a circle of hands with you.
3rd-level Cleric Spells Dispelling Screen: Create a zone which dispels magic brought
into it.
Clutch of Undeath: Bolster undead with strength, harm the living by
Holy: Blast foes with pure positive energy.
marking them with the aura of undeath and weakening their strength.
Inviolability: Gain damage resistance 25/-
Conviction: As charm person and the target becomes Valran aligned.
Last Breath: Subject becomes a ghost temporarily.
Duress: The target can't cast spells from their highest two spell levels.
Manifest Probability: Likely outcomes prevail in the area.
Elemental Infusion: Make a weapon deal extra elemental damage.
Matacha's Edict: Create a positive energy field to harm the
Flickering Ward: Grant random immunities to spells.
undead.
Greed: Curse a foe with unreasoning greed.
Planar Collapse: Destroy a demiplane created by mortal magic.
Hatred: Kill a foe using divinely driven hatred.
Purify: As mage's disjunction but restricted to spells and items
Pacifism: Target creature goes totally defensive and can only move or
on one creature and its unable to affect artifacts and antimagic
speak.
fields.
Reverse Damage: Reverse the damage of a spell so that it heals all it
would have harmed.
Sound Shell: Create a barrier across which sound does not pass. Druid Spells
4th-level Cleric Spells X Level Druid Spells
Blinding Light: A more intense daylight spell which dazzles and blinds Cure Wounds: Replaces the various cure wounds spells in the
those vulnerable to light. core rules with one unified entry.
Bright Circle: Create a barrier impassable to undead.  Summon Creature: This spell combines the summon monster
Despondency: Stricken a foe with divine weakness. and summon nature's ally spells.
Light of Day: Create a powerful light that drives back the undead.
No Rest for the Wicked: Return to unlife a number of corpses equal to st
twice your level. 1 -level Druid Spells
Pestilence: Creatures in the area of effect are harmed and sickened. Bestow Trick: Temporarily teach an animal a trick.
Retribution: Creatures that strike you with a weapon suffer the same Buoy: Cause a creature to strongly float, even if in heavy armor.
damage they inflict. Magnify Sight: See clearly from a distance like a bird of prey.
Revive: As raise dead, but only upon those slain very recently. Protective Ward: Ward a creature from spells and creatures of a
Spell Lodestone: Spells that can target your must target you. specified alignment. This spell replaces protection from evil, magic
Sentinel: As vigilance, but the guard doesn't need to sleep and gains a circle against evil and all similar spells.
+20 bonus to perception checks and a +4 holy bonus to saving throws Sheltering Branches: A tree rearranges it's branches to provide
against mind affecting spells. shelter from rain and cover.
Snow Walk: Target creature gains the ability to walk on snow
5th-level Cleric Spells without sinking into it.

Agonizing Memories: Cause a foe to recall an agonizing memory


paralying and damaging them. 2nd-level Druid Spells
Disenchant: Dismiss a spell the original caster can dismiss or if it has the Animal Magnetism: Confer your wild empathy on another.
curse descriptor. Bloodlust: Make a creature a viscious but stupid combatant.
Dissension in the Ranks: Compel a creature to attack his allies. Break Slumber: Awaken creatures put to sleep magically, and
Divine Edict: Replaces dispel evil and similar spells to provide alignment alleviate natural fatigue.
based dispelling in the setting. Harden Snow: Turn snow to slick ice, tripping foes entering the
Exsanguination: Double the bleed damage suffered by the target. area and trapping foes in deep enough snow.
Nightshroud: Create an area of darkness that doesn't affect undead. Scent: You gain the scent ability.
Recurring Nightmare: Subject is unable to soundly sleep. Stone Grasp: Conjure a stone hand to grapple foes.
Weakness: Target creature's strength is reduced to 1.
rd
th
3 -level Druid Spells
6 -level Cleric Spells Accelerated Decay: Cause corpses and undead to rapidly decay,
Chaos Sphere: Spells cast in the sphere mishap automatically. dealing 2d8 damage / round to them.
Humble: Strip a foe of class ability. Armor of Thorns: As barkskin, plus thorns cover your body
Magic Missive: Place a written suggestion on a surface that affects all dealing damage to those who attack you.
who read it. Forest's Eyes: See from any tree in a forest.
Seal Fate: More powerful than eternal respite, only a deity can defy this Root: The feat of target creature transform into roots and hold it
spell once applied. fast to where it was.
Tendril Walker: You gain the ability to strike with non-intelligent plant Afflict: Bestow a negative energy level or -4 con temporarily.
vines and branches. Deepen Shadows: Shadows become darker in the area.
Venomous Vines: As entangle, and the vines secret a sleep poison. Dregs of Sorrow: The target creature loses all morale bonuses
and suffers a -2 moral penalty to attacks, damage rolls, skill checks
and saving throws.
4th-level Druid Spells
Lay of the Land: Know the type of terrain you will encounter on
Disempower: Dispel an enhancement spell automatically. a journey to a specified point.
Earthbind: Bind a creature to the ground so it cannot fly. Protective Ward: Ward a creature from spells and creatures of a
Hollow Tree: Create an extradimensional hollow in a tree to store items. specified alignment. This spell replaces protection from evil, magic
Seclude: Your location is shielded from observation by fog and the magic circle against evil and all similar spells.
of the spell.
nd
th 2 -level Inquisitor Spells
5 -level Druid Spells
Conviction: As charm person and the target becomes Valran
Animal Scouts: As prying eyes, but using animals instead of orbs. aligned.
Carapace: Cover yourself in the shell of an insect. Elemental Infusion: Make a weapon deal extra elemental
Choking Vines: Entangle, and summon assassin vines. damage.
Corroding Burst: Burst of entropic energy corrodes machines, including Focus: Touched creature gains a +10 enhancement to
golems, for 1d6 damage / level. concentration.
Form Lock: Prevent a shapechanger from changing shape. Halt: As abeyance, but also preventing supernatural abilities,
Magnetism: Powerful magnetic forces fill the area making the use of spell-like abilities and the activation of magic items.
metal weapons and armor infeasable. Paranoia: The subject believes everyone is his enemy.
Rejuvenate: Dispel all effects which penalize ability scores. Vigilance: A creature stands vigilance, gaining a +10 bonus to
perception checks.
6th-level Druid Spells
Chaos Sphere: Spells cast in the sphere mishap automatically. 3rd-level Inquisitor Spells
Crumble: Destroy a magic item and be healed by its residual energy. Abandon Hope: Cancel all morale bonuses.
Forest Maze: Cause creatures to get hopelessly lost in the wilderness. Compulsion: Compel a creature to perform a move equivalent
Price of Progress: Creature is dealt 1d6 damage for each magic item it action each round.
holds. Duress: The target can't cast spells from their highest two spell
Rusting Ray: As rusting grasp, but ranged. levels.
Flickering Ward: Grant random immunities to spells.
7th-level Druid Spells Hatred: Kill a foe using divinely driven hatred.
Light of Day: Create a powerful light that drives back the
Shattering Pulse: Destroy magic items, destroy magical constructs with a
undead.
finger of death like attack.
Pacifism: Target creature goes totally defensive and can only
move or speak.
8th-level Druid Spells Ray of Command: A single round dominate person effect.
Buried Alive: Bury a creature alive in the soil. Reflect Gaze: Gaze attacks are turned back on their progenitor.
One with Nature: See and hear from the eyes or ears of any animal in the Retribution: Creatures that strike you with a weapon suffer the
spell's range. same damage they inflict.

9th-level Druid Spells 4th-level Inquisitor Spells


Cocoon: Wrap a creature in a cocoon which heals it. Aligned Spell Resistance: Spell resistance against spells of a
Creeping Mold: As creeping doom, but with a powerful fungus instead of chosen alignment.
insects. Agonizing Memories: Cause a foe to recall an agonizing memory
M
Early Harvest : Cause a field to undergo a year's growth in a day. paralying and damaging them.
Fissure: Open a fissure beneath creatures, causing falling damage to Blinding Light: A more intense daylight spell which dazzles and
them. blinds those vulnerable to light.
Swarmform: Turn yourself into a swarm of creatures. Bright Circle: Create a barrier impassable to undead.
Transmute Rock to Lava: Turn rock into lava to great destructive effect. Despondency: Stricken a foe with divine weakness.
Reverse Damage: Reverse the damage of a spell so that it heals
all it would have harmed.
Inquisitor Spells Sentinel: As vigilance, but the guard doesn't need to sleep and
gains a +20 bonus to perception checks and a +4 holy bonus to
saving throws against mind affecting spells.
X Level Inquisitor Spells
Cure Wounds: Replaces the various cure wounds spells in the core rules
with one unified entry.
5th-level Inquisitor Spells
Dampening Field: Gain damage reduction X+1 / Valra. Death Burst: Victim suffers damage equal to its own hit dice,
Foul Presence: Undead gain turn resistance of 2X fortitude for half.
Infliction: Replaces the various inflict wounds spells in the core rules with Death Stroke: Ensorcel a weapon to kill the next battered
one unified entry. creature it scores a critical hit on.
Oathbind: Bind two or more parties to an oath. As the level of this spell Disenchant: Dismiss a spell the original caster can dismiss or if it
ascends so do the penalties for violating the oath. has the curse descriptor.
Pain Touch: Your touch causes pain to the subject, the intensity of which Divine Edict: Replaces dispel evil and similar spells to provide
is set by the level of the spell. alignment based dispelling in the setting.
Exsanguination: Double the bleed damage suffered by the
target.
1st-level Inquisitor Spells Form Lock: Prevent a shapechanger from changing shape.
Abeyance: Momentarily stop a creature from casting spells.
Recurring Nightmare: Subject is unable to soundly sleep. Death Burst: Victim suffers damage equal to its own hit dice,
fortitude for half.
Death Stroke: Ensorcel a weapon to kill the next battered
6th-level Inquisitor Spells
creature it scores a critical hit on.
Control Revocation: Spell turning against compulsion spells. Discombobulate: Target spell becomes a mishap.
 Divine Rebuke: You issue a word holy to your own alignment which Earthbind: Bind a creature to the ground so it cannot fly.
harms listeners who do not share your belief. Limited Resources: Spells deal minimum damage and have
Final Punishment: Target resuffers damage taken on the previous round. minimum caster level.
Humble: Strip a foe of class ability. Mind Burn: Deal damage to spellcasters according to their
Intangibility: Become almost impossible to detect. prepared spells.
Purge: Finger of Death against undead. Pestilence: Creatures in the area of effect are harmed and
sickened.
Power Wave: Create a shockwave that damages and knocks foes
Magus Spells prone.
Serrin's Phantasm: Create a phantasm in the mind of the subject
X Level Magus Spells that can replicate any vision you desire for them.
Alacrity: Cast spells of X level or less as a move equivalent action. Spell Lodestone: Spells that can target your must target you.
Pain Touch: Your touch causes pain to the subject, the intensity of which
is set by the level of the spell. 5th-level Magus Spells
Reckless Dweomer: Create a mishap and try to form a spell of level X from
Chaos Sphere: Spells cast in the sphere mishap automatically.
it.
Concussive Fireball: Fireball with 15d6 damage cap and half
Surge: Target spell becomes more powerful, rising in level by X and in
sonic damage. Creatures make an additional reflex save or are
caster level by 2X.
knocked prone.
Confiscate: Steal a spell ward from another caster.
1st-level Magus Spells Counterspell: Counter target spell.
Afflict: Bestow a negative energy level or -4 con temporarily. Diseased Weapon: Spread contagion through a weapon's attack.
Buoy: Cause a creature to strongly float, even if in heavy armor. Disenchant: Dismiss a spell the original caster can dismiss or if it
Deepen Shadows: Shadows become darker in the area. has the curse descriptor.
Pyroclastic Burst: Deal 2d6 damage per level of a spell expended at Entropic Burst: Send forth a burst of entropy to age and decay
casting to creatures in a 10' radius. living material.
Reaching Weapon: Weapon can strike foes from a distance. Gratuitous Violence: Target creature deals and recieves critical
Still Touch: Touched creature creates no vibrations and is invisible to hits.
M
creatures relying on sound to see. Repel Death : Cause someone to die in your place when you
would die.
Rolling Thunder: A pulse of fire and earth strikes foes nearby
2nd-level Magus Spells you for 1d6 damage / level.
Chaos Bolt: Flood a creature with wild spell energy. Shower of Coals: Rain fiery coals down on and area, burning and
Clutch of Undeath: Bolster undead with strength, harm the living by bashing them for 1d6 damage / level.
marking them with the aura of undeath and weakening their strength.
Dregs of Sorrow: The target creature loses all morale bonuses and suffers 6th-level Magus Spells
a -2 moral penalty to attacks, damage rolls, skill checks and saving throws.
Elemental Infusion: Make a weapon deal extra elemental damage. Brief Reprieve: Teleport away a safe distance for a limited time,
Focus: Touched creature gains a +10 enhancement to concentration. then teleport back.
Mishap Shield: Counter target mishap targetting you. Crumble: Destroy a magic item and be healed by its residual
Subjectional Gravity: Down for you is the direction of the surface your energy.
feet are touching. Flaring Pain: Antimagic field against conjuration(healing)
Intangibility: Become almost impossible to detect.
rd Shattering Pulse: Destroy magic items, destroy magical
3 -level Magus Spells constructs with a finger of death like attack.
Aggravated Assault: Target creature gains an action. Terror: As phantasmal killer with higher damage and a -4 save
Clutch of Undeath: Bolster undead with strength, harm the living by penalty.
marking them with the aura of undeath and weakening their strength. Wall of Lightning: Create a shimmering wall of lightning that
Duress: The target can't cast spells from their highest two spell levels. damages those who try to pass through it.
Energy Field: Spells deal minimum damage in the area. Wildstroke: Strike another creature with a bolt of wild energy.
Flame Guide: Guide flames from spot to spot, causing fire damage to
those in their path.
Flickering Ward: Grant random immunities to spells.
Paladin Spells
Grasping Shadows: Cause shadows to cling to foes like web.
Incinerate: Deal 1d6 damage / level to a foe and prevent it from healing. X Level Paladin Spells
Meltdown: Reduce a non-magical object to useless slag.
Cure Wounds: Replaces the various cure wounds spells in the
Second Chance: Allow a creature to reroll a saving throw, attack roll or
core rules with one unified entry.
skill check.
Oathbind: Bind two or more parties to an oath. As the level of
this spell ascends so do the penalties for violating the oath.
th
4 -level Magus Spells
Attunement: Rearrange your prepared spells. 1st-level Paladin Spells
Circumvent: Counter target spell on a successful dispel check.
Decree: Readers and listeners permanently remember what is
Clear Mind: Clear your mind for further spellcasting and preparation.
written or read from an enchanted scroll.
Corporeal Instability: Curse a creature to lose control of their form like a
Protective Ward: Ward a creature from spells and creatures of a
chaos beast.
specified alignment. This spell replaces protection from evil, magic
circle against evil and all similar spells.
Surge: Target spell becomes more powerful, rising in level by X
and in caster level by 2X.
S
Twincast : Copy target spell and cast the copy.
2nd-level Paladin Spells
Conviction: As charm person and the target becomes Valran aligned.
Elemental Infusion: Make a weapon deal extra elemental damage. 0th-level Sorcerer/Wizard Spells
Douse: Put out a small fire.
rd Dry: Drive the water out of an object or creature's clothing.
3 -level Paladin Spells
Mage's Guess: Quickly estimate the number of creatures or
Light of Day: Create a powerful light that drives back the undead. objects in a group.
Mask: Alter the appearance of your face.
4th-level Paladin Spells Zap: Electric jolt deals 1d6 damage.
Spell Lodestone: Spells that can target your must target you.
1st-level Sorcerer/Wizard Spells
Ranger Spells Blood Pet: Create a creature from your own blood to serve you.
Buoy: Cause a creature to strongly float, even if in heavy armor.
Clearsight: See through vapors and water clearly.
X Level Ranger Spells Deepen Shadows: Shadows become darker in the area.
Cure Wounds: Replaces the various cure wounds spells in the core rules Demystify: Dispel spells up to 3rd level.
with one unified entry. Displace Perspective: Displace your point of view to any point
within 100'
Protective Ward: Ward a creature from spells and creatures of a
1st-level Ranger Spells specified alignment. This spell replaces protection from evil, magic
Animal Magnetism: Confer your wild empathy on another. circle against evil and all similar spells.
Bestow Trick: Temporarily teach an animal a trick. Quick: Make a creature act immediately.
Harden Snow: Turn snow to slick ice, tripping foes entering the area and Understand Unorthodoxy: Gain the ability to see patterns in
trapping foes in deep enough snow. chaos.
Lay of the Land: Know the type of terrain you will encounter on a journey
to a specified point. 2nd-level Sorcerer/Wizard Spells
Magnify Sight: See clearly from a distance like a bird of prey.
Protective Ward: Ward a creature from spells and creatures of a Afflict: Bestow a negative energy level or -4 con temporarily.
specified alignment. This spell replaces protection from evil, magic circle Chaos Bolt: Flood a creature with wild spell energy.
against evil and all similar spells. Delude Divination: Divination spells return nonsensical random
Scent: You gain the scent ability. results.
Snow Walk: Target creature gains the ability to walk on snow without Focus: Touched creature gains a +10 enhancement to
sinking into it. concentration.
Imaginary Pet: Illusionary creature attacks and defends as you
direct.
2nd-level Ranger Spells Magnify Sight: See clearly from a distance like a bird of prey.
Mark to the Maker: Get a visual image of the one who left a track. Mishap Shield: Counter target mishap targetting you.
Rampage: Favored enemies can't flank you, just make you angrier. Parch: As magic missile with double damage to Balcran
creatures.
Reaching Weapon: Weapon can strike foes from a distance.
3rd-level Ranger Spells Shock: Deal 1d6 electricity damage to one target.
Venomous Vines: As entangle, and the vines secret a sleep poison. Snow Walk: Target creature gains the ability to walk on snow
without sinking into it.
4th-level Ranger Spells Still Touch: Touched creature creates no vibrations and is
invisible to creatures relying on sound to see.
Carapace: Cover yourself in the shell of an insect. Subjectional Gravity: Down for you is the direction of the
Focus of Hatred: Total your favored enemy bonuses against one foe. surface your feet are touching.
W
Telsindria's Spell Immunity : Spell immunity against a spell you
Sorcerer/Wizard Spells have prepared and expend at casting.
W
Terix's Blessing: The subject gains the wild spellcaster template.
Spells in this section marked with are wizard only, while those marked
S
with are sorcerer only.
3rd-level Sorcerer/Wizard Spells
X Level Sorcerer/Wizard Spells Aggravated Assault: Target creature gains an action.
W
Chaldulsul's Hex: Block a creature from being able to heal.
Addle : Target spellcaster loses spell preparations of a single alignment Chaos Ball: Flamesphere, but with a random damage type.
of X level or less. Chill: Slow the casting of Shunran spells.
Alacrity: Cast spells of X level or less as a move equivalent action. Circumvent: Counter target spell on a successful dispel check.
Foul Presence: Undead gain turn resistance of 2X Clutch of Undeath: Bolster undead with strength, harm the
S
Mnemonic Absorption : Temporarily learn a spell from a scroll. living by marking them with the aura of undeath and weakening
Oathbind: Bind two or more parties to an oath. As the level of this spell their strength.
ascends so do the penalties for violating the oath. F
Concentrate : Set another spell's duration from concentration to
Pain Touch: Your touch causes pain to the subject, the intensity of which 1 round / level.
is set by the level of the spell. Deep Water: Crush foes with the weight of oceans.
Reckless Dweomer: Create a mishap and try to form a spell of level X from W
Donate : Imbue a spontaneous caster with the ability to use
it. one of your spell preparations.
 Summon Creature: This spell combines the summon monster and
summon nature's ally spells.
Dregs of Sorrow: The target creature loses all morale bonuses and suffers Entropic Burst: Send forth a burst of entropy to age and decay
a -2 moral penalty to attacks, damage rolls, skill checks and saving throws. living material.
Elemental Infusion: Make a weapon deal extra elemental damage. Forbid: Antimagic field against a single spell named at casting.
Energy Field: Spells deal minimum damage in the area. Gratuitous Violence: Target creature deals and recieves critical
Flickering Ward: Grant random immunities to spells. hits.
Grasping Shadows: Cause shadows to cling to foes like web. No Rest for the Wicked: Return to unlife a number of corpses
Greed: Curse a foe with unreasoning greed. equal to twice your level.
M
Meltdown: Reduce a non-magical object to useless slag. Repel Death : Cause someone to die in your place when you
Pacifism: Target creature goes totally defensive and can only move or would die.
speak. Replenish: Restore all spells you had cast that where dispelled in
Ray of Command: A single round dominate person effect. the last minute.
Reflect Gaze: Gaze attacks are turned back on their progenitor. Rolling Thunder: A pulse of fire and earth strikes foes nearby
Second Chance: Allow a creature to reroll a saving throw, attack roll or you for 1d6 damage / level.
skill check. Shower of Coals: Rain fiery coals down on and area, burning and
Serrin's Shadow Spy: Detatch your shadow and send it out to spy. bashing them for 1d6 damage / level.
Stone Grasp: Conjure a stone hand to grapple foes. Spell Lodestone: Spells that can target your must target you.
Tainted Æther: Creatures which teleport into the area gain a
negative level.
4th-level Sorcerer/Wizard Spells
Telsindria's Invulnerable Globe: Become invulnerable to spells
Abandon Hope: Cancel all morale bonuses. of up to the level of a spell you expend at casting.
Aligned Spell Resistance: Spell resistance against spells of a chosen
alignment.
Acid Rain: Acid rain falls on foes for 1d6 damage / round. 6th-level Sorcerer/Wizard Spells
W
Attunement : Rearrange your prepared spells. Æther Flash: Deal 1d6 / caster level to teleporting creatures.
Blinding Light: A more intense daylight spell which dazzles and blinds Brief Reprieve: Teleport away a safe distance for a limited time,
those vulnerable to light. then teleport back.
Brittlebone Curse: Curse a creature to gradually weakening bones and, Brute Resolve: Feeblemind, and lost intelligence is gained as a
eventually, death. strength bonus.
Clear Mind: Clear your mind for further spellcasting and preparation. Confiscate: Steal a spell ward from another caster.
Cloak Undead: Mask all signs of undeath on creatures. Corpse Control: Magic Jar into a corpse and animate it.
Compulsion: Compel a creature to perform a move equivalent action Diseased Weapon: Spread contagion through a weapon's attack.
each round. Form Lock: Prevent a shapechanger from changing shape.
Counterspell: Counter target spell. Intangibility: Become almost impossible to detect.
Curse Item: Bestow a curse on an item. Power Sink: Counter a spell and render the caster unable to use
Discombobulate: Target spell becomes a mishap. spells.
Flame Guide: Guide flames from spot to spot, causing fire damage to Recurring Nightmare: Subject is unable to soundly sleep.
those in their path. Shockwave: You create a shockwave of sound that damages foes
Force Void: Antimagic field against spells with the force descriptor. and dispells silence.
Incinerate: Deal 1d6 damage / level to a foe and prevent it from healing. Surgeshield: Create a barrier that makes opponents likely to
Limited Resources: Spells deal minimum damage and have minimum miss you and absorbs spells until it is overflowed, at which point it
caster level. mishaps.
Lycanthropic Curse: Bestow the curse of lycanthropy on a creature. Time Twister: You phase in and out of time.
Mind Burn: Deal damage to spellcasters according to their prepared Time Walk: You move forward in time up to one day / level.
spells. Wasting Curse: Curse a creature to age a year a day until dead.
Pestilence: Creatures in the area of effect are harmed and sickened. Weakness: Target creature's strength is reduced to 1.
Power Wave: Create a shockwave that damages and knocks foes prone. Wilting Curse: Curse a creature to lose weight and constitution
Serrin's Phantasm: Create a phantasm in the mind of the subject that can until slain.
replicate any vision you desire for them.
Sleight of Mind: Change the properties that magic items and spells "see" th
7 -level Sorcerer/Wizard Spells
when determining their effect, or chance the descriptors of a spell in
casting. Absolutism: Antimagic Field against a single alignment.
Solipsist Disillusionment: Object fades in and out of existence at random. Æther Slide: Creature can dodge into the æther as a swift action.
Back to Basics: Antimagic Field suppressing enhancement spells.
Chaos in the Mind's Eye: Nauseate and sicken creatures with
5th-level Sorcerer/Wizard Spells vertigo.
Bright Circle: Create a barrier impassable to undead. Control Revocation: Spell turning against compulsion spells.
Catalogue: Gain all the knowledge of a library. Deflection: Turn a spell against its caster.
Chaos Sphere: Spells cast in the sphere mishap automatically. Dissipate: Counter a spell and remove the ability to use it.
Concussive Fireball: Fireball with 15d6 damage cap and half sonic Fanning the Flames: Magnify, empower and intensify fire spells
damage. Creatures make an additional reflex save or are knocked prone. in the area of effect.
Corporeal Instability: Curse a creature to lose control of their form like a Final Punishment: Target resuffers damage taken on the
chaos beast. previous round.
Death Burst: Victim suffers damage equal to its own hit dice, fortitude for Flaring Pain: Antimagic field against conjuration(healing)
half. Smother: The target creature smothers to death.
Death Stroke: Ensorcel a weapon to kill the next battered creature it Terror: As phantasmal killer with higher damage and a -4 save
scores a critical hit on. penalty.
Delay: Delay the onset of a spell while you concentrate. The Road Left Untaken: Each round you move down two paths
Disempower: Dispel an enhancement spell automatically. simualtaneously. The next round you resume from one of the two.
Disenchant: Dismiss a spell the original caster can dismiss or if it has the Wall of Lightning: Create a shimmering wall of lightning that
curse descriptor. damages those who try to pass through it.
Earthbind: Bind a creature to the ground so it cannot fly. Wildstroke: Strike another creature with a bolt of wild energy.
8th-level Sorcerer/Wizard Spells 4th-level Summoner Spells
Dark Fate: When the target creature is slain the slayer is struck by finger f
of death.
Dispelling Screen: Create a zone which dispels magic brought into it. th
5 -level Summoner Spells
Shadow Killer: The shadow of a creature attacks its owner, trying to kill
it. f
Vile Consumption: Touched creature is affected by finger of death and
you heal damage equal to the hit points lost by the victim. th
6 -level Summoner Spells
f
9th-level Sorcerer/Wizard Spells
Chain Contingency: Link up to three spells to trigger together.
Ciranu's Impenetrable Darkness: Area of darkness drains life from the
Witch Spells
living and bolsters the undead.
Ciranu's Deathgate: Ward a portal with finger of death. X Level Witch Spells
Ciranu's Foul Transformation: Instantaneously make a creature a zombie. f
Devestation: Release a catastrophic surge of spell energy.
Disanimation: Similar to power word - kill, but affecting undead. th
Drain Life: Target creature loses 1d4 hit points / level and you gain the 0 -level Witch Spells
same. The life loss must be magically healed. f
Entropic Wave: Age and decay living and non-living objects.
Planar Collapse: Destroy a demiplane created by mortal magic.
Pyroclastic Flow: Issue forth a cloud of volcanic ash and rock dealing 1d6
1st-level Witch Spells
/ level to all caught in the area. f
S
Radiate : Copy a spell multiple times to multiple targets.
Refutation: Counter target spell and permanently strip the caster of the nd
2 -level Witch Spells
ability to cast it.
Serrin's Theft: Counter target spell and gain the ability to use it. f
Soul Exchange: Swap souls permanently with another creature.
rd
Spreading Plague: As contagion, except the disease magically spreads like 3 -level Witch Spells
wildfire.
Chaldulsul's Hex: Block a creature from being able to heal.
Telsindria's Radiance: An antimagic field against spells of a specific
alignment, school or descriptor
M
Time Spiral : All creatures are restored to their status at the beginning of 4th-level Witch Spells
combat. f
M
Time Warp : On the round following this spell everything happens twice.
Transmute Rock to Lava: Turn rock into lava to great destructive effect.
Transmute Water to Acid: Turn water into acid dealing a great deal of 5th-level Witch Spells
damage to creatures and structures. f
Volley of Boulders: Pebbles enchanted by this spell turn into boulders
midflight when they are thrown.
6th-level Witch Spells
Wildfire: You create an enormous pulse of fire designed to start
uncontrollable wildfires which will do far more damage than the spell itself. f

7th-level Witch Spells


Summoner Spells f

X Level Summoner Spells 8th-level Witch Spells


f f

th
1st-level Summoner Spells 9 -level Witch Spells
f f

nd
2 -level Summoner Spells
f

rd
3 -level Summoner Spells
f
This is a set of five distinct spells, each of Effect: 60' radius sphere
Spells which works like an antimagic field except Duration: 1 hour / level (D)(R)
they only affect the spells and effects of one Saving Throw: Fortitude ½
The entries herein are presented in alphabetical alignment. This alignment is chosen when Spell Resistance: Yes
order. the spell is learned (sorcerers) or prepared
(clerics and wizards). This spell creates a shimmering field
that, while not impervious to magical
Abandon Hope transport, makes such transport
Sodran Enchantment (Compulsion) [Emotion, Accelerated Decay extremely dangerous. Creatures which
Fear, Mind-Affecting] Aboran Transmutation enter or leave the area of effect
Level: Inquisitor 3, Sor/Wiz 4 Level: Drd 3 through the use of any magic (teleport,
Components: V, S Casting Time: 1 standard action gate, summon monster, etc.) take 1d6
Casting Time: 1 standard action Components: V, S, DF fire damage / caster level to a
Range: Close (25' + 5' / 2 levels) Range: Medium (100’ + 10’/level) maximum of 15d6 points of fire
Effect: Emanation to the extent of the range Effect: 60' radius circular emanation damage. The spell may trigger multiple
Duration: 1 minute / level (R) Duration: 1 round / 2 levels times in its duration. Spell resistance is
Saving Throw: None Saving Throw: Fortitude ½ checked and saving throws are made
Spell Resistance: No Spell Resistance: Yes each time it triggers, but only those
actually in the act of magical transport
Hopelessness and despair fill the area, negating You accelerate the action of the organisms suffer damage. As with most such
the benefits of morale bonuses from spells and that cause decay. All unanimated corpses in wards, you may designate an alignment
abilities. the area of this accelerated decay will or type of creature that can bypass the
completely decomposed by the end of this ward, and you may also include a
Abeyance spell's 1st round, reduced to soil and dust. passphrase to be included in the
Corporeal undead and constructs with casting of offending spells to allow their
Valran Enchantment (Compulsion) [Mind-
organic components (flesh golem, wood subjects to bypass the spell.
Affecting]
golems, etc) in the area of effect are dealt
Level: Inquisitor 1, Clr 1
2d8 points of damage each round. These
Components: V, S, DF Æther Slide
golems are affected even though they are
Casting Time: 1 standard action
immune to most forms of magic. Valran Transmutation [Triggered]
Range: Close (25' + 5' / 2 levels)
Level: Alchemist 6, Sor/Wiz 7
Target: 1 creature
Casting Time: 1 standard action
Duration: 1 round / level Acid Rain
Components: V, S
Saving Throw: Will Negates Sodran Conjuration (Creation) [Acid] Range: Touch
Spell Resistance: Yes Level: Sor/Wiz 4 Target: Creature Touched
Target creature can’t cast spells beginning with Casting Time: 1 standard action Duration: 1 round / level (D)
their next turn. Any spell they are casting when Components: V, S Saving Throw: Will Negates (harmless)
this spell takes effect will be completed Range: Medium (100’+10’/level) Spell Resistance: Yes (harmless)
normally. Area: 40’ radius circle
Duration: 1 round / level (D) You set upon a creature a triggered
Saving Throw: None ward of which allows them to shift onto
Modifiers the æther plane as a swift action
Spell Resistance: Yes
Mass(+4): You may affect a number of creatures (usually in response to an attack, but
equal to your caster level who are within close Corrosive acidic rain falls down upon the not always). At the end of their next
range of you. No two of the creatures to be area dealing 1d6 damage a round to each turn they return to the plane they
affected may be more than 30' apart. creature that ends its turn in the area of originated from unless their space is
effect and the round after they leave the occupied, otherwise they are shunted
Aligned Spell Resistance effect. to the nearest available open spot and
take 1d6 damage for every 5' travelled
Valran Abjuration (Ward)
Addle this way.
Level: Alchemist 4, Inquisitor 4, Sor/Wiz 4
Sodran Transmutation [Metamagic] While ætheral from this spell's effects
This is a set of five distinct spells, each of which
Level: Wiz X the creature behaves as if under
works like spell resistance except they only
Components: V, S ethereal jaunt. It should be noted that
provide protection from the spells of one
Casting Time: 1 round Carthasana does not have distinct
alignment. This alignment chosen when the
Range: Medium (100' + 10'/level) astral and ethereal planes - rather they
spell is learned (sorcerers) or prepared.
Target: One creature are conjoined and known as the æther
Duration: Instantaneous plane.
Modifiers Saving Throw: Will negates
Greater (+3): You may choose the alignment you Spell Resistance: Yes Modifiers
will be protected from at casting time.
When you cast this spell you choose an Communal (+1): You may touch and
Mass (+4): You may affect a number of alignment. The target creature must affect multiple creatures with the spell,
creatures equal to your caster level who are choose and all spell preparations possessing dividing its effect among them in 1
within close range of you. No two of the the alignment from level X on downward. round increments.
creatures to be affected may be more than 30' Spontaneous spell casters aren't affected.
apart. Afflict
Æther Flash Sodran Necromancy
Absolutism Level: Inquisitory 1, Magus 1, Sor/Wiz
Shunran Abjuration (Ward) [Fire, Triggered]
Valran Abjuration (Ward) Level: Sor/Wiz 6 2, Corruption 1
Level: Clr 9, Sor/Wiz 7 Casting Time: 1 standard action Casting Time: 1 standard action
Components: V, S Components: V, S
Range: Close (25' + 5' / 2 levels) Range: Touch
Effect: Creature touched Communal (+2): You may touch and affect its effect among them in 1 minute
Duration: Instantaneous multiple creatures with the spell, dividing increments.
Saving Throw: None its effect among them in 1 round
Spell Resistance: Yes. increments. Mass (+3): You may affect a number of
creatures equal to your caster level
The touched creature gains a negative energy Mass (+4): You may affect a number of who are within close range of you. No
level unless the creature is at 1st level, in which creatures equal to your caster level who are two of the creatures to be affected may
case it gets a -4 penalty to constitution (to a within close range of you. No two of the be more than 30' apart.
minimum of 3). As with enervation the subject creatures to be affected may be more than
is not in danger of permanent level loss. 30' apart.
Animal Scouts
Undead struck by the spell gain 2d8 temporary
hit points. Ritual Aboran Enchantment (Charm)
Alluring Scent [Mind-Affecting)
Aboran Enchantment (Charm) [Emotion] Level: Drd 5
Aggravated Assault Level: Alchemist 1, Brd 1 Components: V, S, M (Food for the
Shunran Transmutation [Time] Components: V, S, F (perfume bottle worth scouts)
Level: Magus 3, Sor/Wiz 3 100gp) Effect: Up to 10 creatures
Casting Time: 1 standard action Casting Time: 1 standard action
Components: V, S Range: Touch As prying eyes, but instead of relying on
Range: Medium (100’+10’ / level) Effect: 30’ emanation from the touched magic crystal orbs for scouts the spell
Target: One Creature creature. calls up to ten animals. Birds are the
Duration: Instantaneous Duration: 1 minute / level (D) usual choice, but you are free to
Saving Throw: Will Negates (Harmless) Saving Throw: Will Negates (harmless, see choose any animal with up to 1 HD
Spell Resistance: Yes text) each.
Spell Resistance: Yes (see text) The spell grants the animals the mental
The target creature gains a full action at the
conclusion of this spell and their initiative This spell creates a pleasant and enjoyable capacity to follow the instructions you
changes to match yours. This spell will not odor that grants the touched creature a +2 give for the duration, to return to you,
function on a given creature more than once in bonus to diplomacy checks / level (max and to telepathically relay what they
a round. +10). Creatures that smell the odors, observe.
including the recipient, gain a +2 Unlike the eyes created by prying eyes,
Modifiers circumstance bonus against spells that use the animals called by this spell don’t
Mass (+5): You may affect a number of unpleasant odors to nauseate, sicken or detect as magical and can’t be
creatures equal to your caster level who are otherwise do harm. A creature introduced dispelled. However, they are normal
within close range of you. No two of the to the odor of this spell which under such a creatures and their natural instincts to
creatures to be affected may be more than 30' spell's effect may retry their saving throw flee, hide, etc., may override your
apart. once. The recipient may save against this instructions.
spell, although it is harmless. Saving throws
and spell resistance is not allowed against
Agonizing Memories the bonuses. Armor of Thorns
Sodran Necromancy [Mind-Affecting, Aboran Transmutation [Enhancement]
Metamagic, Pain] Modifiers Level: Alchemist 3, Drd 3, Rng 3
Level: Inquisitor 4, Clr 5 Communal (+1): You may touch and affect
Components: V, S As barkskin except this covers your
multiple creatures with the spell, dividing body in thorns. Any creature that
Casting Time: 1 standard action its effect among them in 1 minute
Range: Close (25’ + 5’ / 2 levels) successfully completes an unarmed
increments. The overlapping effects do not attack upon you is dealt 1d6 damage by
Target: 1 creature stack.
Duration: Instantaneous the thorns, and creatures grappling you
Saving Throw: Will Negates Mass (+3): You may affect a number of suffer 3d6 damage each round.
Spell Resistance: Yes creatures equal to your caster level who are
within close range of you. No two of the Attunement
You cause the subject to instantly recall an creatures to be affected may be more than
agonizing memory which paralyzes them one Balcran Transmutation [Metamagic]
30' apart.
round, deals 1d4 damage / level and causes Level: Magus 4, Wiz 4
them to lose all spells on their highest two spell Casting Time: 1 full action
levels. Animal Magnetism Components: V, S, F
Aboran Enchantment (Charm) Range: Personal
Level: Drd 2, Rng 1 Target: You
Alacrity Duration: Instantaneous
Components: V, S, DF
Aboran Transmutation [Metamagic, Time] Range: Touch
Level: Magus 1+X, Sor/Wiz 2+X For every 3 levels you have you may
Target: Creature Touched choose and expend a spell preparation
Components: V, S, M (a swift feather) Duration: 1 minute / level (D)
Range: Personal as an additional cost to cast this spell.
Saving Throw: Will Neg. (Harmless)
Target: You For each spell preparation so chosen
Duration: 1 round / 2 levels (D) You imbue the touched creature with your you may prepare a spell of up to one
wild empathy - they gain the wild empathy level less than the expended spell that
"To learn how to do something quickly, first class ability of the druid and ranger classes is in the spellbook you use as a focus
learn how to do it slowly." - Telsindria. for the duration of the spell. for this spell. This spell takes a full
action to cast and a full round to take
You may cast incantations of level X or less. (You effect. If you are required to make a
can take two move actions a round). Modifiers
concentration check during this time
Communal (+1): You may touch and affect
you fail it automatically and this spell is
Modifiers multiple creatures with the spell, dividing
ruined with all spell slots spent for its
use lost.
Arcane Focus: A spellbook. creatures to be affected may be more than As fear, but you must expend a Bardic
30' apart. music ability use for each target, and
this spell is sonic and will not affect
Back to Basics
deaf creatures.
Balcran Abjuration (Ward) Blade Storm
Level: Brd 6, Sor/Wiz 7 Shunran Evocation [Force]
Components: V, S, M Level: Clr 9 Bloodlust
Duration: 1 round / level (D) Shunran Enchantment (Compulsion)
As antimagic field except it only suppresses [Emotion, Enhancement, Mind-
spells with the enhancement descriptor. As blade barrier except you can move the Affecting]
created blades up to 30’ each round. Those Level: Drd 2
Material Component: A copper coin. in the path of the moving blades make Casting Time: 1 standard action
reflex saving throws to dodge them Components: V, S, M (fresh blood)
Befoul completely. Range: Medium (100'+10' / level)
Sodran Necromancy [Curse, Death] Target: 1 creature
Level: Clr 8 Blinding Light Duration: 1 round / level (D)
Components: V, S, DF Valran Evocation [Light] Saving Throw: Will Negates (See text)
Casting Time: 1 standard action Spell Resistance: Yes
Range: Touch Level: Brd 4, Clr 4, Inquisitor 4, Sor/Wiz 4
You inspire bloodlust in a creature,
Target: Creature touched Components: V, S, M (a sunstone)
Duration: Instantaneous making him an incredible, if stupid,
Saving Throw: Will Neg This spell works like daylight except the combatant. Strength and Constitution
light it creates is far more intense. All all gain a +4 rage bonus from this spell.
Spell Resistance: Yes
creatures in the area of the light on the Intelligence, Wisdom and Charisma are
With a touch you curse a creature with undead round it appears must make a fortitude reduced by a -4 rage penalty by this
lifeforce that corrupts and rots away at the save or be dazzled for a round - and spell to a minimum value of 3. The
victim. The victim is considered Sodran and creatures normally vulnerable to bright light creature is further imbued with a desire
undead instead of his or her normal alignments are automatically dazzled and must make a to kill anything living in sight. While it
for the purposes of all spells (i.e. cure spells will fortitude save or be blinded permanently. may choose who it attacks, if no foes
damage the victim). If the curse is allowed to are available, it will attack allies.
stay in place for one week per level of the victim
Blood Pet Creatures with spell abilities save
the victim dies and returns as befouled zombie.
Apply the zombie template to the character, but Sodran Necromancy against this spell with a +4 bonus as
Level: Sor/Wiz 1 raw combat is not in their natures.
it retains its mental statistics and class abilities.
Components: V, S, F Creatures with no spell ability save at a
Like most curses it is difficult to remove befoul. Range: Close (25’+5’ / 2 levels) -4 penalty against this spell. Creatures
Dispelling won't work, but break enchantment, Effect: Creates a Blood Pet in a rage (as per the barbarian class
limited wish, miracle, remove curse and wish Duration: 10 minute / level (D) ability) are given no saving throw
will. Saving Throw: None against this spell.
Spell Resistance: No
Rage bonuses do not stack with the
Bestow Trick When you cast blood pet you open a wound bonuses from the rage ability of the
Aboran Enchantment (Compulsion) [Mind- with a silver dagger and a small sized barbarian class.
Affecting] creature forms from your blood within close
Level: Drd 1, Rng 1 range taking whatever form you choose Modifiers
Range: Touch (dogs are the most popular choice). It has 1 Communal (+2): You may affect
Target: Animal touched HD for each caster level you have, up to multiple creatures with the spell,
Duration: 1 minute / level (D) 5HD, and you lose one hit point per die the dividing its effect among them in 1
Saving Throw: Will Neg. (Harmless) creature has that cannot be healed by any round increments.
means until this spell ends.
The touched animal immediately learns a trick Greater I (+2): Increase the bonuses to
of your choosing if you succeed at a handle The creature's skills and feats are the same +6 and the penalties to -6.
animal check. The animal will only be able to as yours. It counts as undead so it has no
perform the trick for the duration of the spell. constitution or intelligence score, and it’s Greater II (+4): Increase the bonuses to
The trick cannot require other tricks to be other abilities are the same as yours or 10, +8 and the penalties to -8.
learned first that the animal doesn't know. (The whichever is greater. The creature obeys Mass (+5): You may affect a number of
teaching of tricks to animals normally takes and understands your metal commands out creatures equal to your caster level. No
several weeks. See the handle animal skill in the to one mile away from you. If you move two of the creatures to be affected may
Core Rules for more information). farther away than this from it the spell be more than 30' apart.
ends.
Modifiers The creature has a +1 to hit for each HD it Break Slumber
Communal (+1): You may touch and affect has and a slam attack of 1d8.
multiple creatures with the spell, dividing its Aboran Abjuration (Dispel)
effect among them in 1 minute increments. Focus: Silver dagger. Level: Drd 2
Casting Time: 1 action
Greater (+2): You may bestow one trick per Components: V, S, DF
three caster levels and the base duration is Bloodcurdling Scream Range: Medium (100'+10' / level)
increased to one hour / level. If you communally Sodran Necromancy [Emotion, Fear, Mind- Area: 60' burst
cast this vesion the effect is to be divided in one Affecting, Sonic] Duration: Instantaneous
hour increments. Level: Brd 2 Saving Throw: None
Components: V, S, Song Spell Resistance: No
Mass (+4): You may affect a number of
Range: Medium (100’+10’/level)
creatures equal to your caster level who are You automatically dispel naturally
within close range of you. No two of the induced sleep, fatigue and exhaustion
in all creatures in the area of effect. You may circle may make a fortitude saving throw to Buried Alive
also dispel magically induced sleep, fatigue and attempt to enter the circle - if they fail they
Sodran Transmutation [Earth]
exhaustion effects, but this application of the cannot retry against that circle.
Level: Drd 8
spell works as per the area dispel mode of dispel
Vampires are not entitled to saving throws Components: V, S, DF
magic and it is not guaranteed to work – you
or spell resistance against bright circle. This Range: Close (25'+ 5' / 2 levels)
have to succeed at a caster level check against
is due to their weakness of invitation. Target: One creature.
the opposing caster.
Duration: Instantaneous
Break slumber cannot defer a creature's need Material Component: Holy Water. Saving Throw: Ref Neg.
for rest - it only removes the penalties Spell Resistance: No
associated with not having rested. These Brittlebone Curse
You choose a target size large or
penalties return at twice their normal onset rate Sodran Necromancy [Curse, Pain] smaller and the earth beneath them
for each time their where stopped by break
Level: Sor/Wiz 4 opens up and swallows them whole
slumber instead of simply resting. Hence a
unless they succeed at a reflex save.
character is fatigued after having been up 16 This spell works like bestow curse except
Victims who fail are buried at a depth
hours. If break slumber is used the creature will that the effect of a brittle bone curse is to
of 1' per caster level and they are
be fatigued again in 8 hours, then in 4, then in 2. make the victim vulnerable to broken
doomed to suffocate unless they can
Eventually the spell becomes ineffectual. It is bones. The spell has an onset time of 48
devise a means of escape. Flying
not a substitute for rest. Casters who use the hours. On the third day of the curse the
creatures are not subject to this spell
spell to stay awake through the night are not victim takes an extra 1d8 damage from any
nor can it be cast on any creature not
considered as having rested in order to prepare bludgeoning or force attack. Beginning the
standing on unworked earth.
spells. second week of the curse the victim takes
double damage from bludgeoning strikes
Brief Reprieve and natural healing rates are halved. On Carapace
the second and subsequent weeks the Aboran Transmutation (Polymorph)
Balcran Conjuration (Teleportation) [Wild] victim takes 1 point of ability damage to [Enhancement]
Level: Magus 6, Sor/Wiz 6 STR, DEX and CON. This ability damage Level: Alchemist 4, Drd 5, Rng 4
Range: Touch cannot be restored until the curse is lifted. Casting Time: 1 standard action
Target: One creature or object of up to 50 Remove curse only stops the curse’s Components: V, S, M (insect shell)
lb./level and 3 cu. ft./level progression, a restoration spell undoes the Range: Touch
Duration: 1 minute/level (D) spell’s damage. Effect: Living Creature touched
Saving Throw: Will negates
Duration: 1 minute / level (D)
Spell Resistance: Yes
Brute Resolve Saving Throw: Will (Harmless)
The target is temporarily teleported away in a Spell Resistance: Yes
Shunran Transmutation [Enhancement,
random direction to a random distance at least Mind Affecting] The creature touched by this spell
several miles away, far enough so it cannot
Level: Sor/Wiz 7 grows the tough exoskeleton of an
return by normal physical travel before the end Duration: 1 minute / level (D) [see text] insect. The creature gains a +1
of the spell’s duration. The teleported creature
enhancement bonus to their natural
or object appears in as safe an area as possible, As feeblemind, except that lost intelligence
armor class for every two levels to a
so it is simply inconvenienced, not endangered is temporarily added to strength as an
maximum of +10. Unlike the similar
(if this isn't true the spell fails). At the end of the enhancement bonus Once the duration of
barkskin spell, this spell doesn’t stack
spell’s duration, the targeted creature is this spell ends the strength bonus is lost but
with any existing natural armor the
returned to the exact spot from which it was the intelligence penalty remains. If this spell
character has.
dispatched. If the spot it was in is occupied, the is recast on a creature feebleminded by this
target appears in the nearest open space. If you spell, the strength bonus will be restored
cast this spell on yourself you can dismiss the for that casting. Modifiers
spell to cancel the return teleport, otherwise Communal (+1): You may affect
dismissing the spell early teleports the affected multiple creatures you touch, dividing
Buoy its effect among them in 1 minute
creature back to its original position.
Balcran Transmutation [Water] increments.
Level: Alchemist 1, Brd1, Drd 1, Magus 1,
Bright Circle Sor/Wiz 1 Mass (+4): You may affect a number of
Valran Abjuration (Ward) Casting Time: 1 swift action creatures equal to your caster level in
Level: Clr 4, Inquisitor 4, Sor/Wiz 5 close range of you. No two of the
Components: S, M (a bit of cork)
Casting Time: 1 standard action Range: Touch creatures to be affected may be more
Components: V, S, M, DF Effect: 1 creature or object than 30' apart.
Range: 60’ Duration: 10 minutes / level (D)
Area: An emanation centered on you extending Saving Throw: Yes (harmless) or none Catalogue
to the limit of the range. (object) Ritual Balcran Divination (Insight)
Duration: 1 minute / level (D) Spell Resistance: Yes (harmless) or no Level: Brd 4, Sor/Wiz 5
Saving Throw: [see text] (object) Components: V, S, F (a library)
Spell Resistance: [see text] Casting Time: 1 hour
The touched creature and all objects it
You create a barrier that is impassable to wears become buoyant, helping the Range: Personal
undead whose hit dice are equal or less to your creature to surface unless it actively tries to Target: You
own. Undead within the circle when it is created swim downward. A single object weighing Duration: Concentration
must flee as if turned - there is no save if their up to 10 lb. / level of the caster (to a limit of You gain knowledge of all the contents
hit dice are equal or less than your own. If their 100 lb.) can likewise be buoyed. This spell of each book in a library that you are
hit dice exceed yours they may make a fortitude can be cast underwater. standing in so long as those books are
save to negate, but while in the circle their not shielded from you by magic. You
actions have a –4 holy penalty. Undead of may prepare spells from any spellbook
greater hit dice than yours that are outside the within the library so long as you are a
wizard and understand the formulae normally. You make a ranged touch attack to hit the levels into the area. The vines cannot
target creature with a bolt of raw wild use their own entangle ability and
This spell can also be used to rapidly research magical energy that deals 1d6 points of attack immediately.
the answers to knowledge questions. Libraries damage per two caster levels (maximum
have ranks in various knowledge skills just as 5d6). The struck creature must then make a
people do – the greater their rank the more Ciranu's Impenetrable Darkness
willpower saving throw or gain the wild
complete they are and (without this spell) the spellcaster template for one hour. Sodran Necromancy [Darkness]
longer it takes to find information on the Level: Sor/Wiz 9
desired topic. While this spell is in effect you Casting Time: 1 standard action
may use the library’s ranks in any knowledge Chaos Sphere Components: V, S
skill check in lieu of your own. You cannot add Shunran Transmutation [Metamagic, Wild] Range: Close (25' + 5' / 2 levels)
your intelligence bonus to this check. Level: Clr 6, Drd 6, Magus 5, Sor/Wiz 5 Area: Sphere extending to the limit of
Casting Time: 1 standard action the range
For purposes of this spell a library is one or
Components: V, S Duration: 1 minute / level
more books within a single structure, or medium
Range: Medium (100’+10’/level) Saving Throw: Fort. Neg. (See Text)
range of you, whichever is smaller.
Area: 20’ radius emanation Spell Resistance: Yes.
Duration: 10 minute/level
Chain Contingency Saving Throw: None Within the area of this deadly spell all
Spell Resistance: No light created by spells of less than 6th
Balcran Evocation [Metamagic] level is dispelled, and all other light
Level: Sor/Wiz 9 All spellcasters mishap on all spells they effects are suppressed within the field.
This spell works like contingency, except that cast in the area of effect. Using a spell-like No living thing except you can see –
you may link up to 3 spells together. The ability or activating a magic item counts as your sight is unhindered, as is the sight
combined levels of the spells cannot exceed spellcasting for the purposes of this spell. of undead. Clerics cannot channel
your spellcaster level. The trigger of the spells is divine energy in the confines of this
shared. field.
Chaos in the Mind’s Eye
Balcran Illusion (Phantasm) [Mind-Affecting, All other living creatures in this field of
Chaldulsul's Hex Wild] darkness must make a fortitude saving
Sodran Necromancy [Curse] Level: Sor/Wiz 7 throw each round or gain a negative
Casting Time: 1 standard action energy level. These levels dissipate one
Level: Sor/Wiz 3, Witch 3
Casting Time: 1 standard action Components: V, S, M (A dyed blindfold) hour after the creature leaves this field.
Components: V, S, M (troll ashes) Range: Medium (100’+10’/level)
Range: Close (25' + 5' / 2 levels) Effect: All creatures in a 30’ radius Ciranu's Deathgate
Target: 1 creature Duration: 1 minute / level (D)
Saving Throw: Will negates (partial) Sodran Ritual Necromancy [Death,
Duration: 1 minute / level (D) Triggered]
Saving Throw: Fort Negates Spell Resistance: Yes
Level: Sor/Wiz 9
Spell Resistance: Yes. This spell confuses the vision of the affected Casting Time: 1 standard action
The targeted creature cannot be cured or creatures leaving them nauseated, and Components: V, S, M (Rare inks costing
healed by any means for the duration of this sickened on a failed save. If the save is 1000 gold to manufacture per creature
spell. This spell does not function on undead or successful they still have difficulty making the spell is to affect. The maximum
creatures summoned from the plane of Sodrea. out distinct shapes and suffer a -10 penalty number of creatures you can affect is
to perception checks and their opponents equal to your level)
have 50% concealment against them. Casting Time: 8 hours
Chaos Ball Range: Touch
Shunran Evocation [Wild] This spell counters and is countered by true Effect: One portal of up to 30' in
Level: Sor/Wiz 3 seeing. diameter
Duration: Permanent until completely
As flamesphere except the damage is 2d6 and Chill discharged
the type of damage is determined at random Saving Throw: Fortitude 1/2
each round by rolling a d6. Balcran Transmutation [Metamagic]
Level: Sor/Wiz 3 Spell Resistance: Yes
D6 Energy Type Casting Time: 1 standard action This powerful ritual wards a portal so
1 Fire Components: V, S, M (a handful of snow, that it will kill any who pass through
2 Cold ice chippings or white sand) without your permission. Such
3 Acid Range: Long (400' + 40' / level) creatures take damage equal to twice
4 Electricity Area: Circle extending to the limit of the their own hit dice, fortitude save for
5 Sonic range. half. This spell triggers a number of
6 Force Duration: 1 round / level (D) times determined by its material
Shunran spells take one additional round to component, but it only triggers once on
Chaos Bolt cast (if they are quickened, they take one
any given creature.
Shunran Evocation [Force, Metamagic, Wild] round, most others take a round and a
Level: Magus 2, Sor/Wiz 2 standard action, meaning Shunran spells Ciranu's Foul Transformation
Casting Time: 1 standard action can only be cast every other round). Sodran Necromancy [Death]
Components: V, S Level: Sor/Wiz 9
Range: Close (25’+ 5’/2 levels) Choking Vines Components: V, S, M ( A black pearl
Target: 1 creature worth 1000gp)
Duration: Instantaneous Aboran Conjuration (Summoning)
Saving Throw: Will partial Level: Drd 5 As finger of death, but a creature slain
Spell Resistance: Yes As entangle except that it also summons by this spell immediately becomes a
zombie with the same number of hit
one assassin vine for every three caster
dice she had in life. The zombie
remains animated for 1 minute per caster level. Casting Time: 15 minutes An undead creature touched by this
If the creature dies from hit point loss on a Range: Personal spell is bolstered, gaining a +4
successful save it does not become a zombie. Target: You enhancement bonus to its strength
Duration: Instantaneous score and a +4 turn resistance. A living
If raise dead or more powerful magics are creature touched by this spell gains a -4
employed upon this zombie before it falls You clear your mind as if you had rested 8 penalty to strength (to a minimum of
disanimate then the creature is restored to life hours, clearing the way for you to use your three), and is considered Sodran and
immediately with the same number of hit points spells again or prepare spells again. This undead instead of its normal alignment
it had before the spell took hold. Once the ritual strains your spell ability, causing you for the duration of the spell, meaning
zombie falls the difficulty of raising the creature to lose 1d8 points off your casting ability curative spells will do damage to the
is the same as any other death effect. score (to a minimum of 1). This ability loss creature, and so on.
remains until you rest for 16 hours.
The zombie created by this spell is under the
caster's complete control. It retains its mental Cocoon
stats and class abilities. Clearsight
Aboran Conjuration (Healing)
Balcran Divination (Sensory) Level: Drd 9
Ciranu's Spite Level: Alchemist 1, Sor/Wiz 1 Casting Time: 1 standard action
Casting Time: 1 standard action Components: V, S, M (an empty
Sodran Evocation [Death] Components: V, S
Level: Sor/Wiz 4 cocoon)
Range: Touch Range: Close (25' + 5' / 2 levels)
Casting Time: 1 standard action Target: 1 creature
Components: V, S Target: 1 creature large size or smaller.
Duration: 1 minute / level (D) Duration: 1 day [see text]
Range: Medium (100’ + 10’ level) Saving Throw: Will Negates (harmless)
Area: Circle out to the extent of the range Saving Throw: Reflex Negates
Spell Resistance: Yes (harmless) Spell Resistance: Yes
Duration: 1 minute / level
Saving Throw: None The touched creature gain the ability to see You wrap the target creature in a
Spell Resistance: No clearly through vapors and water as if they protective cocoon. The creature is held
were not present. Magical darkness affects immobile and cannot be harmed unless
Creatures who die in the area of effect by any you normally.
means are treated as if they died from a death the cocoon is destroyed. Continuous
spell for purposes of raise dead. damage effects (such as from poison)
Modifiers are prevented by the spell. The cocoon
Communal (+1): You may affect multiple has 1d8 hit points / caster level and DR
Circle of Hands creatures you touch, dividing its effect 5/Fire.
Valran Ritual Transmutation [Metamagic] among them in 1 minute increments.
Level: Clr 9 If the spell concludes without the
Mass (+4): You may affect a number of cocoon being destroyed or after lasting
Components: V, S
creatures equal to your caster level in close at least one day the subject is healed as
Casting Time: 10 minutes
range of you. No two of the creatures to be per the spell, any missing limbs are
Range: [see text]
affected may be more than 30' apart. regenerated and the cocoon
Targets: Up to 1 creature / level
Duration: [see text] disappears.
Saving Throw: No (willing target) Cloak Undead If you cast this spell on yourself you
Spell Resistance: No. Sodran Illusion (Glamer) may choose when it ends, up to 1 year.
“In Union, power.” ~ Aurnonian teaching. Level: Sor/Wiz 4 You are aware of creatures present on
Casting Time: 1 standard action the outside of the cocoon out to a
All creatures to be affected by this ritual join in a Components: V, S range of 60', otherwise you are kept in
circle of hands. Each of the spellcasters in this Range: Close (25’ + 5’ / 2 levels) a dream state. You do not age while
group may choose spells of touch or personal Target: 1 undead creature / level suspended in the cocoon.
range and confer them upon all in the circle. Up Duration: 1 hour / level
to one spell per level you have can be so Saving Throw: [see text]
Compulsion
confered. Within the next day each recipient Spell Resistance: No
may simualtaneously activate all of the spells Balcran Enchantment (Compulsion)
they recieved from the circle. Those spells have This spell masks all signs of undeath [Mind-Affecting]
their effect and duration calculated as if you apparent on the target undead creatures, Level: Brd 3, Inquisitor 3, Sor/Wiz 4
cast them. making them look (and perhaps more Casting Time: 1 standard action
importantly smell) as they did in life. Casual Components: V, S
interaction with the affected undead isn't Range: Close (25’ + 5’ / 2 levels)
Circumvent sufficient to see through it, though any Target: 1 creature
Balcran Abjuration (Dispel) creature that enters combat with the Duration: 1 round / level (D)
Level: Magus 4, Sor/Wiz 3 affected undead is entitled to a saving Saving Throw: Will Neg
Casting Time: 1 immediate action throw. Spell Resistance: Yes
Range: Medium (100'+10' / level)
Choose a move-equivalent or standard
Target: One spell in casting. Clutch of Undeath
Duration: Instantaneous action. The target creature must
Saving Throw: None Sodran Necromancy [Curse, Enhancement] perform that action each round, if able.
Level: Clr 3, Magus 3, Sor/Wiz 3 You must name an action that isn’t
Spell Resistance: No
Casting Time: 1 standard action suicidal, though it may certainly be
Counter target spell if you can make a successful Components: V, S dangerous (i.e. “Attack”).
dispel check against it. Range: Touch
Target: 1 creature Concentrate
Duration: 10 minutes / level
Clear Mind Balcran Transmutation [Metamagic]
Saving Throw: Fort Negates
Ritual Balcran Transmutation [Metamagic] Spell Resistance: Yes. Level: Sor/Wiz 3
Level: Alchemist 4, Magus 4, Sor/Wiz 4 Casting Time: Immediate action
Components: V, S, F Conviction restoration or greater restoration can
Range: Close (25’ + 5’ / 2 levels) remove the effects of this spell.
Valran Enchantment (Charm, Compulsion)
Target: 1 spell [see text]
[Mind Affecting] If a victim survives this spell lost
Duration: Instantaneous
Level: Clr 3, Inquisitor 2, Pal 2 wisdom points return at a rate of 1 /
Saving Throw: None
Duration: 1 minute / level (D) day, though a separate restoration spell
Spell Resistance: No
can restore this loss immediately. If the
As charm person except it doesn’t last as
You release a crystal in the air which hovers victim has been turned into a chaos
long and the target creature's alignment
about your head like an ion stone, charged with beast by this spell that effect is
becomes Valran for the duration of the
the magic energy to maintain another spell you permanent unless greater restoration,
spell, making it far easy to convince it to
cast. This removes the concentration wish or miracle is employed.
take actions against its nature since its
requirement of that spell. If it's duration is
nature has changed. This spell counters and is countered by
'concentration' it changes to '1 round / level
(D).' (Immediate action spells can be cast form lock.
without breaking your concentration on another Corporeal Instability
spell). Sodran Transmutation (Polymorph) [Curse, Corpse Control
Arcane Focus: A crystal valued at 100 gp / level Wild] Sodran Necromancy
of the spell to be maintained. Level: Magus 4, Sor/Wiz 5 Level: Alchemist 6, Sor/Wiz 6
Casting Time: 1 standard action Components: V, S
Components: V, S, M (A caterpillar plucked,
Concussive Fireball half-metamorphosed, out of its cocoon) As magic jar except that you shift your
Shunran Evocation [Fire, Sonic] Range: Touch life force into mindless undead or dead
Level: Sor/Wiz 5 Target: Creature touched hosts instead of living ones. Dead hosts
Duration: 1 minute/level [see text] become animated as either zombies or
As fireball except it has a 15d6 damage cap. Its Saving Throw: Fort Neg [see text] skeletons for the duration of your
damage is half fire, half sonic. Further all Spell Resistance: Yes control.
creatures in the area of effect make an
additional reflex save or are knocked prone by This dreadful spell replicates the corporeal
instability ability of the Chaos Beast
Corroding Burst
the spell.
(Bestiary 2). This effect is as follows: it Aboran Transmutation
causes the target’s body to destabilize into Level: Drd 5
Confiscate Components: V, S, DF
an amorphous, ever-shifting mass. Unless it
Balcran Transmutation [Metamagic] controls itself by asserting its sense of self Range: Medium (100+10’/level)
Level: Brd 5, Magus 5, Sor/Wiz 6 (see below), the creature’s body melts, Area: 20’ radius burst
Casting Time: 1 standard action flows, writhes, and boils. A successful Duration: Instantaneous
Components: V, S fortitude save when the spell is first Saving Throw: Fort ½
Range: Close (25' + 5' / 2 levels) delivered negates the whole effect. Spell Resistance: Yes
Target: One Spell
Duration: Instantaneous The affected creature is unable to hold or Corroding burst deals 1d6 damage /
Saving Throw: None use any item. Clothing, armor, rings, caster level to all non-undead
Spell Resistance: No helmets, and backpacks become useless. constructs in the area of effect, up to
Large items—armor, backpacks, even 15d6. This spell will affect golems
You move a spell within range that targets or is shirts—hamper more than help, reducing otherwise immune to spells.
centered upon another creature onto yourself, the creature’s Dexterity score by 4. Soft or
even if that spell is normally a personal effect. misshapen feet and legs reduce speed to 10 Counterspell
To do this you must make a successful caster feet or one-quarter normal, whichever is
level check against the spell’s caster. less. Searing pain courses along the nerves, Balcran Abjuration (Dispel)
so strong that the creature cannot act Level: Magus 5, Sor/Wiz 4
coherently. It cannot cast spells or use Components: V, S
Control Revocation Casting Time: 1 immediate action
magic items, and it attacks blindly, unable
Shunran Abjuration (Ward) to distinguish friend from foe (-4 penalty to Range: Medium (100'+10' / level)
Level: Clr 7, Inquisitor 6, Sor/Wiz 7 hit and a 50% miss chance, regardless of the Target: One spell in casting.
Casting Time: 1 full action attack roll). Duration: Instantaneous
Component: V, S, DF Saving Throw: None
Range: Touch Each round the creature spends in an Spell Resistance: No
Target: Creature touched amorphous state deals 1 point of temporary
Duration: 10 minutes / level (D) Wisdom damage from mental shock. If the Counter target spell.
Saving Throw: Will Neg. (Harmless) creature’s Wisdom score falls to 0, it
Spell Resistance: Yes (Harmless) becomes a chaos beast and will remain one Creeping Mold
even when this spell ends.
"Magic all too often makes slaves out of those Aboran Conjuration (Summoning)
who would be masters.” ~ Telsindria. A creature with a strong sense of self can Level: Drd 9
regain its own shape by taking a standard
Similar to spell turning, this spell turns As creeping doom, except that it’s not
action to attempt a Charisma check (DC 15).
compulsion spells targetting the touched deterred by any damage reduction. The
A success reestablishes the creature’s
creature back on their caster. The spell has no mold is also not deterred by means
normal form for 1 minute. On a failure, the
other effects, can turn any number of spells that stop insects, but an antiplant shell
creature can still repeat the check each
back, and can be bestowed on other creatures. will hold it at bay. The mold is one solid
round until successful.
mass and not composed of individual
Corporeal instability is not a disease or a creatures as creeping doom is,
Modifiers
curse and so is hard to remove. A form nevertheless it loses potency as it
Communal (+1): You may affect multiple
lock, polymorph or stoneskin spell can be attacks and moves.
creatures you touch, dividing its effect among
them in 10 minute increments. used to fix the form of the victim. Heal,
Crumble Dampening Field way). This spell does not kill the victim
itself, you must find some means to do
Aboran Conjuration (Healing) Valran Abjuration (Ward)
this yourself and do so on cue. You may
Level: Inquisitor 6, Drd 6 Level: Alchemist X, Clr X, Inquisitor X
have an assistant do this for you. Note
Casting Time: 1 standard action Casting Time: 1 full action
that once the spell has consumed the
Components: V, S Components: V, S
life energy of the victim only a wish or
Range: Touch Range: Touch
miracle cast by someone four levels
Target: Magic Item touched Target: One creature
higher than the level you attained can
Duration: Instantaneous Duration: 1 minute / level (D)
bring them back.
Saving Throw: Will Neg. or None (object) Saving Throw: Will Neg (Harmless)
Spell Resistance: Yes or No (Object) Spell Resistance: Yes (Harmless) Note also that the amount of power
gained from especially pure or innocent
The magic item you touch is destroyed. You are The touched creature gains Damage
victims (clerics, paladins, infants,
cured a number of hit points equal to the Reduction / Valra of +X+1.
unicorn, virgins, etc) may be more than
combined caster level and spell levels involved
their character levels would otherwise
in its creation. Modifiers indicate or more than a +3 bonus if
Communal (+2): You may affect multiple they are lower level than you at the
Cure Wounds creatures you touch, dividing the duration GM's discretion.
by 1 minute increments.
Valran Conjuration (Healing)
Level: Alchemist X, Bard X, Clr X, Inquisitor X, Mass (+5): You may affect a number of Death Burst
Drd X, Pal X, Rng X creatures equal to your caster level in close Sodran Necromancy [Death]
Casting Time: 1 standard action range of you. No two of the creatures to be Level: Inquisitor 5, Magus 4, Sor/Wiz 5
Components: V, S, (DF) affected may be more than 30' apart. The Casting Time: 1 standard action
Range: Touch maximum bonus for caster level is +25. Components: V, S, M (a vial of poison)
Target: Creature Touched
Range: Touch
Duration: Instantaneous
Dark Fate Target: Touched creature
Saving Throw: Will Half (harmless)
Ritual Sodran Necromancy [Death] Duration: Instantaneous
You channel positive energy to cure Xd8 of the Level: Sor/Wiz 8 Saving Throw: Fort 1/2
damage dealt to the touched creature +1 point Spell Resistance: Yes
Casting Time: 1 hour
per casting level (maximum 5X). Undead are Components: V, S, M The touched creature takes damage
dealt damage by this spell instead of being Range: Touch equal to its own hit dice, fortitude for
healed and can attempt a will save for half Target: One undead [see text] half.
damage. Duration: 1 minute / level
Saving Throw: Fort Neg. [see text]
Modifiers Spell Resistance: Yes [see text] Death Stroke
Ritual (+0): You can cast this spell as a 1 minute Sodran Necromancy [Death, Triggered]
ritual to change the healing die to d12. The creature who strikes the blow that Level: Inquisitor 5, Magus 4, Sor/Wiz 5
reduces the touched undead to 0 hit points Casting Time: 1 standard action
Communal (+2): You may affect multiple is affected by finger of death. Range: Touch
creatures you touch, dividing the dice among Target: One melee weapon
the creatures as you see fit. All the dice rolls Material Component: Powder of a crushed
black pearl worth 1000gp. Duration: Until Discharged, up to 1
gain the same modifier for your caster level. An minute / level
alchemist cannot use this modifier. Saving Throw: [see text]
Dark Ritual Spell Resistance: [see text]
Mass (+4): You may affect a number of
creatures equal to your caster level in close Ritual Sodran Necromancy [Death, Pain,
Metamagic] The next time the touched melee
range of you. No two of the creatures to be weapon inflicts a critical hit on a
affected may be more than 30' apart. The Level: Clr 1
Casting Time: 1 night battered creature the struck creature
maximum bonus for caster level is +25. An must make a fortitude save or die (This
alchemist cannot use this modifier. Components: V, S (see text)
discharges the spell regardless of the
Range: Personal
Target: You results of the saving throw, A battered
Curse Item Duration: Until next dawn creature been reduced to half its
maximum hit point total).
Ritual Sodran Transmutation [Curse,
Metamagic] This sinister ritual drains the lifeforce from a
creature and converts it to spell energy. At
Level: Sor/Wiz 4 Death Ward
Casting Time: 1 minute the conclusion of the ritual you may
prepare spells as a spellcaster with a Core Rulebook
Components: V, S
Range: Touch number of levels as the victim, or your own This spell has additional modifiers
Target: Item touched level +3, whichever is higher. Your
Saving Throw: None spellcaster level likewise increases. This
effect persists until the next dawn. Modifiers
Spell Resistance: No Communal (+1): You may affect
As bestow curse, except that the curse it The power of this spell is considerable, and multiple creatures you touch, dividing
bestows affects magic items. Creatures which its limitations are likewise considerable. the duration by 1 minute increments.
use the item suffer the curse until they get rid of This spell must be cast on Sodran hallowed An alchemist cannot use this modifier.
the item. This curse can’t be broken without ground. The spell requires a sentient
creature (Int of 3 or higher) to be sacrificed. Mass (+4): You may affect a number of
first removing the curse upon the wielder and creatures equal to your caster level in
then removing the curse from the item. The victim to be sacrificed must remain on
the premises during the entire casting, and close range of you. No two of the
At your option, the curse can either act like the drain of the spell on his lifeforce causes creatures to be affected may be more
bestow curse or the bonuses of the item can be him or her considerable pain (though not than 30' apart. The maximum bonus for
reversed to become penalties. enough to hamper the him or her in any caster level is +25.
Greater (+4): Death spells are turned back to choose the targets of the spell within the Communal (+1): You may affect
their creator and can affect them even if they limits possible for the original caster unless multiple creatures you touch, dividing
are normally immune to death spells and the spell is touch delivered, in which case the duration by 10 minute increments.
effects. deflection is of no use.
Mass (+4): You may affect a number of
creatures equal to your caster level in
Decree Delay close range of you. No two of the
Ritual Valran Enchantment (Compulsion) [Mind- Balcran Transmutation [Metamagic] creatures to be affected may be more
Affecting] Level: Sor/Wiz 5 than 30' apart.
Level: Clr 2, Pal 1 Casting Time: 1 immediate action
Components: V, S, M (A scroll) Components: V, S Demystify
Casting Time: 1 hour Range: Medium (100’+10’ / level)
Range: Medium (100’+10’ / level) Target: 1 spell in casting. Balcran Abjuration (Dispel)
Effect: All creatures within range Duration: Concentration (D) Level: Sor/Wiz 1
Duration: Instantaneous Saving Throw: No As dispel magic in the targeted and
Saving Throw: None Spell Resistance: None area dispel modes only except it only
Spell Resistance: Yes affects spells of up to 3rd level and the
The spell you target does not take effect
During this ritual you write a decree onto a until this spell ends. maximum caster level on dispel checks
scroll. Any sentient creature who reads or hears is +5.
read the words of the decree spoken will
Delude Divination
remember those words exactly for life. There is Despondency
no compulsion on the creature to follow what is Balcran Abjuration (Ward) [Wild]
Level: Alchemist 2, Brd 2, Clr 2, Sor/Wiz 2 Sodran Evocation (Invocation)
said. The decree can be up to 25 words / level. Level: Clr 4, Inquisitor 4
Casting Time: 1 standard action
Components: V, S, M Casting Time: 1 standard action
Deep Water Range: Touch Components: V, S, DF
Balcran Evocation [Water] Target: Creature touched Range: Close
Level: Sor/Wiz 3 Duration: 10 minutes /level (D) Target: One Creature
Casting Time: 1 standard action Saving Throw: Will negates (harmless) Duration: 1 round / level
Components: S Spell Resistance: Yes (harmless) Saving Throw: Fort Neg.
Range: Medium (100’+ 10' / level) Spell Resistance: Yes
Area: 20' radius sphere Divinations cast on the target are
scrambled, giving random results to spells You call upon the divine power of your
Duration: Instantaneous patron to strike down the strength of
Saving Throw: Reflex ½ that search for the intensity, or presence or
absence of particular traits (Detect Magic, your foe. The target creature's base
Spell Resistance: No attack bonus is set to 0 and its STR
Detect Lie, Detect Evil, etc.). The caster of
This spell briefly magnifies the water pressure the divination must make a level check score set to 3. This spell counters and
surrounding all creatures in the area of effect. (1d20 + caster level) against this spell’s DC. is countered by divine power and can
They are dealt 1d6 damage / caster level (max If successful, the divination works normally be disenchanted.
10d6). To be affected a creature must be for its duration. Otherwise, the divination is
completely submerged. nullified, giving random results every round. Devastation
For spells that detect presence of absence, Shunran Evocation
Deepen Shadows there is a 50% chance for either possibility, Level: Sor/Wiz 9
Sodran Illusion (Shadow) [Darkness] rolled each round that the divination is Range: Personal
Level: Inquisitor 1, Magus 1, Sor/Wiz 1 focused on the target. For spells that Casting Time: 1 full round
Casting Time: 1 standard action determine intensity, roll 1d6: Area: See Text
Components: V, S, M Duration: Instantaneous
1d6 Indicated result Saving Throw: Reflex 1/2
Range: Close (25’+5’/ 2 levels)
1 Non-existent Spell Resistance: Yes
Area: An emanation centered on you extending
2 Dim (or Faint if this category does not
to the limit of the range. You must choose and expend any
normally exist for the divination)
Duration: 1 minute / level number of spells as an additional cost
3 Faint
Saving Throw: None to cast this spell. This spell explosively
4 Moderate
Spell Resistance: No releases a catastophic surge of spell
5 Strong
Shadows nearby you deepen, allowing all in the 6 Overwhelming energy. The spell deals 2 points damage
area of effect to gain a +10 circumstance bonus for each spell level expended at the
to hide checks. If a divination detects for information other time this spell is cast. The affected
than intensity, presence, or absence of area has a 1' radius / spell level so
traits, delude divination has no effect on it. released. You take half damage from
Deflection Divinations that detect presence, absence, this spell, and there is a percentage
Balcran Transmutation [Metamagic] or intensity, plus other traits (like detecting chance you will be permanently
Level: Sor/Wiz 7 the health of animals with detect animals stripped of your spell ability equal to
Casting Time: 1 immediate action and plants) function normally for the the number of spell levels unleashed
Components: V, S second type of detection. For example, a minus your caster level. Only a wish or
Range: Medium (100' + 10' / level) sorcerer casting detect thoughts might be miracle spell may restore your spell
Target: One spell in casting. deluded in his first round of concentration, ability if it is lost this way.
Duration: Instantaneous but if he kept concentrating would
Saving Throw: None eventually be able to hear surface thoughts. Disanimation
Spell Resistance: No
Valran Necromancy
You make a caster level check against the caster Modifiers Level: Clr 8, Sor/Wiz 9
of the target spell and if successful you may Casting Time: 1 standard action
Component: V Disempower Dissension in the Ranks
Range: Close (25' + 5' / 2 levels)
Valran Abjuration (Dispel) Shunran Enchantment (Compulsion)
Effect: One or more undead creatures in a 15'
Level: Drd 4, Sor/Wiz 5 [Mind-Affecting]
radius sphere
Target: One spell Level: Clr 5, Discord 4
Duration: Instantaneous
Duration: Instantaneous Casting Time: 1 standard action
Saving Throw: None
Components: V, S
Spell Resistance: Yes. As dispel magic in the targeted dispel mode, Range: Medium (100’+10’ / level)
except that disempower automatically Target: 1 creature
You may target a single undead creature with
dispels one target spell with the Duration: Instantaneous
this spell or allow it to affect a group.
enhancement descriptor. Saving Throw: Will Negates
When targeted on a single undead creature it is Spell Resistance: Yes
disanimated if has 100 or fewer hit points. Disenchant
The creature you target attacks all
Cast upon an area, disanimation destroys up to Valran Abjuration (Dispel) creatures (friend or foe) it threatens
100 hit points of undead within a 15-foot radius Level: Brd 5, Clr 5, Inquisitor 5, Magus 5, with a melee weapon, as if it had the
sphere where each member has fewer than 20 Sor/Wiz 5 whirlwind attack feat.
hit points. The spell will start with the weakest Target: One spell
undead and work it's way up to the highest level Duration: Instantaneous
undead. Dissipate
As dispel magic in the targeted dispel mode, Balcran Abjuration (Dispel)
A caster may disanimate any number of except disenchant automatically dispels the Level: Sor/Wiz 7
creatures he created with other animation spells target spell if its original caster can dismiss Range: Medium (100'+10' / level)
at any given time with this spell. These creatures it, it has the curse descriptor, or it requires Target: 1 spell
cannot roll spell resistance against this spell. concentration. In addition, certain new Duration: Instantaneous
spells in this book state they can be Saving Throw: Will Partial
Discombobulate dispelled by disenchant in their Spell Resistance: Yes (Partial)
descriptions.
Balcran Transmutation [Metamagic, Wild] The target spell is countered and its
Level: Magus 4, Sor/Wiz 4 caster makes a willpower saving throw.
Casting Time: 1 immediate action Dispelling Screen
If this save is failed then all other
Components: V, S Valran Abjuration (Dispel, Ward) [Triggered] preparations of that spell are lost, even
Range: Medium (100’+10’/ level) Level: Clr 9, Sor/Wiz 8 if they have been altered with
Target: 1 spell in casting. Casting Time: 1 standard action metamagic feats. Characters who do
Duration: Instantaneous Components: V, S not prepare spells instead lose the
Saving Throw: None Range: Medium (100’+10’ / level) ability to cast the spell until they rest
Spell Resistance: No Area: 20’ radius sphere eight hours. Spell Resistance may be
Duration: 1 round / level (D)(R) rolled to stop this additional effect but
Target spell becomes a mishap.
Saving Throw: None if it is successful the target spell is still
Spell Resistance: No countered.
Discordant Dirge
Whenever a spell or magic item enters a
Sodran Necromancy [Metamagic, Sonic] dispelling screen, the screen attempts to Divine Edict
Level: Brd 3 dispel the effect as per greater dispel
Casting Time: 1 standard action Balcran Abjuration (Dispel, Ward)
magic. The screen only makes one attempt Level: Clr 5, Inquisitor 5
Components: V, S, Song per spell per entry, but if a spell enters the
Range: Personal Casting Time: 1 standard action
screen, survives the dispel attempt, is Components: V, S
Effect: 60' radius emanation removed and reintroduced to the screen it
Duration: While Sung Range: Touch
will try again. Target or Targets: You and a touched
Saving Throw: Will Neg. [see Text]
Spell Resistance: Yes. Spells in the area of the dispelling screen evil creature from another plane, or
when it is first cast are not dispelled by the you and a spell of a specific alignment
When you sing the discordant dirge you must screen. or object.
use one Bardic music ability use for the day. All Duration: 1 round / level or until
spellcasters who hear this song must make a discharged.
willpower save each round or be unable to cast Displace Perspective Saving Throw: see text
spells until the song ends and four rounds after. Balcran Divination (Scyring) Spell Resistance: Yes
Level: Sor/Wiz 1
Casting Time: 1 standard action This is a set of five spells which must be
Diseased Weapon learned or prepared separately (but see
Components: V, S, M (a mirror shard)
Sodran Necromancy [Disease, Enhancement] Range: Personal below). The effect of the spells is much
Level: Magus 5, Sor/Wiz 6, Corruption 6 Target: You the same, but the target alignment for
Target: Weapon touched each spell is different. In all cases when
Duration: Concentration, up to 1 minute /
Duration: 1 minute / level level (D) you cast the spell you are surrounded
by shimmering energy. This energy has
As contagion except that diseased weapon is You displace your point of view and are able three effects.
first cast upon a weapon and that weapon in to see as if your eyes were anywhere within
turn may bestow a contagion upon any creature 100 feet from your current position and First, you gain a +4 deflection bonus
it strikes unless they succeed at a fortitude save. looking in any direction. Once this point is from attacks from foes with the
The duration refers to the time this spell lasts selected alignment.
chosen it cannot be changed. If you try to
upon the weapon, not the time the disease itself see into nearby rooms then be aware that 1 Second, upon completing a melee
lasts. foot of wood or stone; 1 inch of metal; or touch attack against a creature from
(Weapons and items can only have one lead and gold in any thickness stops this the plane of that alignment you can
enhancement spell upon them at a time). spell. choose to drive that creature back to
that plane. The creature can negate the effects Creatures whose hit dice exceed yours are Severe: The creature is paralyzed for
with a Will save and spell resistance applies. This unaffected by rebuke. Multialigned 1d10 minutes, save to reduce to 1
use discharges and ends the spell. creatures which share an alignment with round
you are considered 2 HD higher than they
Third, with a touch you can dispel a spell of that actually are when determining the effect of Deadly: The creature is killed, or
alignment spell that can be dispelled by dispel the spell on them. For those affected the destroyed if undead. Constructs are
magic. This use discharges and ends the spell. effects are as follows: unaffected. Save negates, but the
creature is dealt 3d6 damage + 1 point
Modifiers / caster level (max +25)
Abora
Communal (+2): You may affect multiple Minor: The creature is stunned for 1 round
creatures you touch, dividing the duration by 1 but defends itself normally. Donate
round increments (or one minute increments if
Balcran Transmutation [Metamagic]
you use the extended modifier). Use of the Major: The creature is staggered for for 2d6
Level: Wiz 3
dispelling or dismissal effects by one creature rounds, save for half.
Casting Time: 1 standard action
doesn't end this spell for the other creatures.
Severe: The creature is paralyzed for 1d10 Components: V, S
Extended (+2): The duration becomes 1 minute minutes, save to reduce to 1 round Range: Touch
/ level. Target: A spontaneous caster
Deadly: The creature is destroyed if undead Duration: 10 minutes / level (D)
Modal Alignment(+2): You may choose the or a construct (even a golem), living Saving Throw: Will Negates (Harmless)
alignment you will affect with this spell at creatures are permanently polymorphed Spell Resistance: Yes (Harmless)
casting time rather than at preparation time or into a squirrel or similar harmless varmit.
when you learned it. Save negates. You must expend a spell preparation as
an additional cost to cast this spell. The
Balcra targeted creature may cast this spell as
Divine Rebuke
Minor: The creature is dazed for 1 round if the spell was on their list of known
Polyaligned Evocation (Invocation) [sonic] spells so long as it is on their class spell
but defends itself normally. Save negates
Level: Clr 7, Inquisitor 6 list and they are high enough level to
Casting Time: 1 standard action Major: The creature is fascinated for up to cast it. The sorcerer cannot alter the
Components: V 2d6 rounds, save for half. preparation you impart - it must be cast
Range: 40' with the same modifiers and
Area: Creatures which have any other alignment Severe: The creature is paralyzed for 1d10
metamagic feats you attached, though
than yours in a 40' radius spread centered on minutes, save to reduce to 1 round
the sorcerer doesn't need the feats to
you. Deadly: The creature is feebleminded. Save use the spell. The sorcerer can
Duration: Instantaneous negates, but the creature is dealt 3d6 however elect to use higher level slots
Saving Throw: Will partial damage + 1 point / caster level (max +25) to cast the spell from.
Spell Resistance: Yes.
You must be have only one alignment to cast Shunra Douse
this spell. You issue words of rebuke in the Minor: The creature is dazed for 1 round
Balcran Evocation [Water]
name of your divine patron that harm your foes. but defends itself normally. Save negates
Level: Sor/Wiz 0
Divine Rebuke is actually five spells, one for Major: The creature is shaken for 2d6 Casting Time: 1 standard action
each alignment, and the alignment of the rounds, save for half. Components: V, S
rebuke determines its effect. You can only use Range: Close (25' + 5' / 2 levels)
Severe: The creature is confused for 1d10 Target: One object or creature
the form of rebuke that matches your
minutes, save to reduce to 1 round Duration: Instantaneous
alignment. Rebuke replaces blasphemy, dictum,
holy word, and word of chaos in the core rules. Saving Throw: Fort ½ or None (Object)
Deadly: The creature is petrified. Save
Spell Resistance: Yes (object)
negates, but the creature is dealt 3d8
When you are on your home plane outsiders
damage + 1 point / caster level (max +25) You bring to an end a fire up to the size
within range of rebuke are banished unless they
are from the plane of your alignment. This of a good campfire (fire occupying a
effect occurs whether they hear the rebuke or Sodra 5x5 foot base). This application has no
not. Creatures banished this way cannot return Minor: The creature is dazed for 1 round save. You may also target a magical fire
for at least 24 hours. This effect allows a will but defends itself normally. Save negates of the same size (or less), and the fire
save to negate with a -4 penalty. will be extinguished if you can make a
Major: The creature is weakened, its caster level check as per dispel magic
Rebuke inflicts up to four statuses on the strength score dropping by 2d6 points for with a maximum bonus of +5. Finally,
creatures who hear it which have alignments 2d4 rounds, save for half of each. you can target a fire elemental or
differing from yours. A successful will save Severe: The creature is paralyzed for 1d10 similar creature with this spell. It deals
negates or reduces these statuses, but for each minutes, save to reduce to 1 round 1d6 damage to such creatures.
alignment they have directly opposed to yours
the save has a -2 penalty (-4 if they have both Deadly: The creature is killed if living, This spell counters and is countered by
your opposed alignments). The effects are Undead and constructs are unaffected. Save ignite.
cumulative and based on relative hit dice as negates, but the creature is dealt 3d8
follows: damage + 1 point / caster level (max +25) Drain Life
HD Effect Sodran Necromancy [Death]
Valra Level: Sor/Wiz 9
Equal to caster level Minor
Up to caster level -1 Major Minor: The creature is deafened 1d4 Casting Time: 1 standard action
rounds, save negates Components: V, S
Up to caster level -5 Severe
Up to caster level -10 Deadly Major: The creature is blinded 2d4 rounds, Range: Medium (100' + 10'/level)
save for half Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude ½ Early Harvest Whichever damage type you choose,
Spell Resistance: Yes the spell has the appropriate descriptor
Ritual Aboran Transmutation
for that type.
Target creature loses 1d4 hit points per caster Level: Drd 9
level to a maximum of 20d4. You are cured by Components: V, S, M
the same amount up to your maximum hit point Casting Time: 1 day Modifiers
total. Excess points are gained as temporary hit Range: Medium (100' + 10' level) Communal (+1): You may affect
points which remain for 1 round / caster level. Effect: All plants to the extent of the range. multiple weapons you touch, dividing
Duration: See text its effect among them in 1 minute
Damage from this spell is negative planar energy Saving Throw: None increments.
damage. If you use this spell on an undead Spell Resistance: No
creature it’s effect will be reversed. Burst(+1): On a critical hit the weapon
You must start this spell before sunrise, and deals 2d10 bonus damage on a critical
A creature killed by drain life can only be its casting concludes one hour before hit instead of 1d6 damage. If the
restored through true ressurection, wish or sundown. During the casting all plants in critical multiplier of the enchanted
miracle. the area of effect grow to their full harvest weapon is x3, then the corrosive burst
size. weapon deals 3d10 bonus acid damage
The damage of this spell must be magically
healed. Material Component: Incenses worth Admixture (+2): You may add an
10,000 gp that are burned in the middle of additional damage type. You may
apply this modifier repeatedly.
Dregs of Sorrow the field to be affected.
Sodran Enchantment (Compulsion) [Emotion] Modal Spell (+1): You may choose what
Level: Brd 2, Inquisitor 2, Magus 2, Sor/Wiz 3 Earthbind type of damage property you bestow
Casting Time: 1 standard action on the weapon at casting time rather
Shunran Evocation [Force]
Components: V, S than when you learn or prepare the
Level: Drd 4, Magus 4, Sor/Wiz 5
Range: Medium (100’+10’ / level) spell.
Casting Time: 1 standard action
Target: 1 creature Components: V, S, M (a small stitched web) Greater (+3): Double the dice. This
Duration: 1 minute / level Range: Long (400' + 40' / level) includes the dice from admixtures and
Saving Throw: Will Negates. Target: 1 creature burst properties.
Spell Resistance: Yes. Duration: 10 minutes / level (D)
Saving Throw: None Mass (+4): You may apply this bonus to
The target creature loses all morale bonuses and
Spell Resistance: Yes a number of weapons within close
cannot receive any for the duration of this spell.
range of you up to your caster level.
The creature also suffers a –2 morale penalty to Tendrils of magical force reach out and pull
all attack, damage, skill rolls and saving throws. the targeted creature to the ground with an
effective strength of 30. The creature does
Energy Field
Dry not strike the ground hard enough to be Valran Abjuration (Ward)
harmed. While the creature is in contact Level: Magus 3, Sor/Wiz 3
Shunran Transmutation
with the ground the spell has no apparent Casting Time: 1 standard action
Level: Brd 0, Sor/Wiz 0
effects. Any jump check made by the Components: V, S
Casting Time: 1 standard action
creature has a -20 circumstance penalty. A Range: Close (25’ + 5’ / 2 levels)
Components: V, S
few creatures may possess the strength to Effect: Emanation to the extent of the
Range: Touch
resist this force, but until they land all their range.
Effect: Creature or Object Touched
actions are hampered as if they where Duration: 1 round / level (D)(R)
Duration: Instantaneous
grappled by an unseen foe. Saving Throw: None
Saving Throw: None (Object) or Fort Neg.
Spell Resistance: No
Spell Resistance: Yes
Elemental Infusion Damage dealing spells deal minimum
You drive all the water out of the clothing and
Shunran Transmutation [Enhancement, see damage to creatures within the area of
possessions of a man-sized creature or object
text] effect.
with the exception of completely contained
liquids. Using this spell on a water elemental Level: Clr 3, Inquisitor 2, Pal 2, Magus 2,
deals 1d6 damage to it. Sor/Wiz 3 Enlighten
Casting Time: 1 standard action
Valran Transmutation [Metamagic]
Components: V, S, (DF), M
Duress Level: Clr X
Range: Touch
Range: Touch
Sodran Transmutation [Metamagic] Target: Weapon touched
Effect: Spellcaster touched
Level: Clr 3, Inquisitor 3, Magus 3, Corruption 2 Duration: 1 min / level
Duration: 1 minute / level (D)
Casting Time: 1 standard action Saving Throw: Will negates (harmless,
Saving Throw: Will Neg. (Harmless)
Components: V, S object)
Spell Resistance: Yes (Harmless)
Range: Close (25' + 5' / 2 levels) Spell Resistance: Yes (harmless, object)
Target: 1 creature You imbue a spellcaster with the ability
This entry is for a set of six spells, one for
Duration: 1 round / level (D) to spontaneously cast cure wounds at
each major damage property as follows:
Saving Throw: Will Negates up to level X. They cannot use the
acid, cold, electricity, fire, force, sonic. The
Spell Resistance: Yes modifiers of that spell.
damage type is chosen when the spell is
The subject of this spell is unable to use any prepared or learned (but see modifiers
spell on the top two tiers of his spell below). The ensorceled weapon deals 1d6 Entropic Burst
progression. Hence an 11th level wizard bonus damage on a successful hit, and this Shunran Transmutation [Wild]
targeted by duress cannot use 5th or 6th level damage is of the type applied. Bows, Level: Magus 5, Sor/Wiz 5
spells. crossbows and slings enchanted by this Casting Time: 1 standard action
spell confer this bonus to their ammunition. Components: V, S, M (a piece of a
discarded toy)
Range: Medium (100’+10’/level)
Area: 20-ft.-radius spread Components: V, S Saving Throw: See Text
Duration: Instantaneous Range: Medium (100’+10’/level) Spell Resistance: No
Saving Throw: Will half Effect: One creature
Spell Resistance: Yes Duration: 1 round /level (D) You command flames to move from
Saving Throw: Fort Neg. point to point. As they move they may
You send forth a burst of entropy, guiding the Spell Resistance: Yes set other objects afire. The damage
random changes toward a negative result, this spell deals is set by the size and
causing living matter to decay as though it were Double the damage of all bleed effects on intensity of the flame moved.
aging quickly. This entropic decay deals 1d6 the target.
points of damage per level (maximum 15d6) to Flame Size Damage
living creatures. The effect of the decay is not Candle 1d3
Fanning the Flames Torch 1d6
severe enough to do more than tarnish non-
living creatures and objects. The burst passes Shunran Evocation [Fire, Metamagic] Small Campfire 2d6
through objects and non-living creatures Level: Sor/Wiz 7 Large Campfire 3d6
harmlessly and can harm living creatures on the Casting Time: 1 standard action Bonfire 5d6
opposite side of barriers. Components: V, S
Range: Medium (100’+10’ / level) You can move the flame 30’ each
Targets: Fire spells in range round. Those in the path of movement
Entropic Wave Duration: 1 round / level (D)(R) make reflex saves to avoid the fire. All
Shunran Transmutation [Wild] Saving Throw: None objects in the path make fortitude
Level: Sor/Wiz 9 Spell Resistance: No saves or catch afire. You may move the
Casting Time: 1 standard action flames towards someone specific, if
Components: V, S, M Fire spells cast in the area of effect are you do they do not make a reflex save –
Range: Medium (100’+10 ‘/level) magnified, empowered and intensified as instead you make a ranged touch
Area: 20-ft.-radius spread per the feats. attack to hit them.
Duration: Instantaneous
Saving Throw: Will half (object) Final Punishment Flaring Pain
Spell Resistance: Yes Sodran Necromancy [Pain] Shunran Abjuration (Ward)
This spell works like entropic burst, but entropic Level: Inquisitor 6, Sor/Wiz 7 Level: Magus 6, Sor/Wiz 7
wave is able to affect inanimate objects. The Casting Time: 1 standard action Range: Medium (100’+10’ / level)
wave of entropic energy deals a maximum of Components: V, S Area: Circle extending out to the range
25d6 to creatures, and 1 damage per level Range: Close (25' + 5' / 2 levels)
(maximum 25) to objects, ignoring hardness. Target: One creature As antimagic field except it only
Since the wave passes through barriers, it can Duration: 1 round suppresses conjuration (healing)
weaken entire areas, not just the surface of Saving Throw: Fort ½ effects.
objects. This has the general effect of Spell Resistance: Yes
weakening metal enough that it can be broken At the end of this spell’s one round duration Flickering Ward
like sturdy wood, weakening stone or crystal the target creature takes damage equal to Valran Abjuration (Ward) [Wild]
enough that it can be dug through like dirt, or the damage it suffered during the round. Level: Alchemist 3, Clr 3, Inquisitor 3,
completely reducing weaker structures to dust. Magus 3, Sor/Wiz 3
Objects weakened in this way do not change in Casting Time: 1 standard action
composition, only sturdiness. Decayed gold Fissure
Components: V, S, DF
becomes gold dust, and ice merely turns to Shunran Evocation [Force] Range: Touch
snow. Level: Drd 9 Target: One Creature
Casting Time: 1 standard action Duration: 1 minute / level (D)
Attended objects are unaffected if their bearer
Components: V, S Saving Throw: Will Neg. (Harmless)
succeeds his save, but are weakened as normal
Range: Medium (100’+10’ / level) Spell Resistance: Yes (harmless)
if the bearer fails his save. Entropic wave can
Effect: 10’ wide path out to the limit of the
easily cripple a living creature and leave him Whenever the target creature would be
range
naked and defenseless.
Duration: 1 round affected by a spell roll a d20 to
Saving Throw: Reflex Neg. determine a spell immunity for that
Eternal Respite Spell Resistance: No creature.
Ritual Valran Necromancy d20 Type
You slam your fist or staff into the ground
Level: Clr 1 opening a fissure from that point to the 1 No immunity
Components: V, S, DF extent of the range. This fissure is 10’ deep 2 Sodra
Casting Time: 10 minutes per 2 caster levels and those who fail their 3 Balcra
Range: Touch 4 Abora
reflex saves fall in taking damage from the
Target: Body touched fall. This spell only works on unworked 5 Shunra
Duration: Instantaneous stone or earth, but even then it may open 6 Valra
Saving Throw: None 7 Air
up hidden chambers beneath the caster.
Spell Resistance: None 8 Earth
The touched body cannot be animated or raised 9 Water
Flame Guide 10 Fire
by raise dead. More powerful resurrection
Shunran Transmutation [Fire, Wild] 11 Force
spells will work, but only if they are cast by a
Level: Magus 3, Sor/Wiz 4 12 Acid
caster at least four levels higher than you.
Casting Time: 1 standard action 13 Cold
Components: V, S 14 Enchantment
Exsanguination Range: Medium (100'+10' / level) 15 Necromancy
Sodran Necromancy [Pain] Effect: One flame per round 16 Transmutation
Level: Clr 5, Inquisitor 5 Duration: 1 round / level 17 Conjuration
Casting Time: 1 standard action 18 Evocation
19 Mind Affecting You disrupt the bearings of the affected Duration: 1 minute / level (D)
20 All spells creatures by causing the forest around Saving Throw: Fort Neg
them to obscure landmarks and signs of Spell Resistance: Yes
Modifiers passing. The effect is much the same as a
maze spell, but the affected creatures are The target creature can’t change shape.
Communal (+1): You may affect multiple If it is under another spell with the
creatures you touch, dividing the duration by 1 trapped for a much longer period of time.
Unlike maze, this spell doesn't transport it's polymorph descriptor, that spell can’t
minute increments. be dispelled until this one is dispelled.
victims anywhere and if they realize what is
Greater (+2): Roll the d20 twice. happening to them teleport and similar This spell counters and is countered by
spells will allow their escape. Else they will corporeal instability.
Mass (+4): You may affect a number of
continue to wander within a 1 square mile
creatures up to your level within close range, no
area of the forest you designate until the
two of which may be more than 30' apart. Foul Presence
spell elapses. You cannot cast this spell
outside a forest without a square mile area. Sodran Necromancy
Focus Level: Clr X, Inquisitor X, Sor/Wiz X
The duration of the spell is set by the
Valran Transmutation [Enhancement] Casting Time: 1 standard action
character's wisdom. For every two ranks of Components: V, S
Level: Alchemist 2, Inquisitor 2, Magus 2, wilderness lore the victim has they can
Sor/Wiz 2 Range: Medium (100’+10’/level)
consider their wisdom to be 1 higher than it
Range: Touch Area: An emanation centered on you
actually is for the purposes of this spell. If extending to the limit of the range.
Target: Creature touched the spell is used on the group use the
Duration: 1 minute / level (D) Duration: 1 minute / level (D)(R)
wisdom of the leader.
Saving Throw: Will Neg. (Harmless) Saving Throw: None
Wisdom Time Trapped Spell Resistance: No
The touched creature gains the ability to Under 3 2d4 days
maintain impeccable calm in the face of stress. Undead in the area of effect have turn
3 1d6 days resistance 2X.
It gains a +10 enhancement bonus to 4-5 1d4 days
concentration checks and a +2 enhancement 6-8 5d4 hours
bonus to saving throws against spells with the 9-12 4d4 hours Grasping Shadows
pain descriptor. 13-15 3d4 hours Sodran Illusion (Shadow)
16-17 2d4 hours Level: Magus 3, Sor/Wiz 3
Focus of Hatred 18+ 1d4 hours
As web except that the spell uses
Shunran Transmutation [Emotion] existing shadows act to impede
Level: Rng 4 If no attempt is made at escape the spell movement instead of conjuring webs.
Range: Personal holds for 2 weeks. When the spell's effect Areas of total darkness in the area of
Target: You ends the character will be on one edge of effect are as solid stone to those
Duration: 1 round / level (D) the spell's effect determined by the DM within, while deep shadows create
secretly and at random (roll d4 or a d8 and twice the penalties of a standard web
Total all your favored enemy bonuses and apply
them against one favored enemy of your choice. designate a compass point to each spell. Obviously the grasping shadows
number). Because of this it is fully possible can’t be set afire, but they can be
for a victim of this spell to continue to be driven back by any light source and
Forbid lost after this spell runs its course. they don’t affect creatures carrying any
Balcran Abjuration (Ward) light at least as strong as a torch.
Level: Sor/Wiz 5 Forest's Eyes
As antimagic field except forbid only affects one Aboran Divination (Scrying) Gratuitous Violence
spell you name at casting. If the spell would Level: Drd 3 Shunran Transmutation [Enhancement]
function in an antimagic field it will not function Casting Time: 1 standard action Level: Alchemist 5, Magus 5, Sor/Wiz 5,
in the area of forbid. Components: V, S, DF Discord 5
Range: [see text] Casting Time: 1 standard action
Effect: [see text] Components: V, S
Force Void
Duration: Concentration, up to 1 minute / Range: Close (25’ + 5’ / level)
Balcran Abjuration (Ward) level (D) Target: 1 creature
Level: Sor/Wiz 4 Saving Throw: None Duration: 1 round / level
Spell Resistance: No Saving Throw: Will Neg. (see text)
As antimagic field except that it only applies to
spells with the force descriptor. It will also Spell Resistance: Yes (see text)
You touch a tree within a forest and are
suppress wall of force (antimagic field does not thereafter able to see from any other tree All successful melee attacks dealt to or
normally suppress wall of force). within that forest – For the purposes of this received by the target creature are
spell all the trees of a given forest are treated as critical hits. If a normal
Forest Maze within 20’ of each other. If you choose to critical hit is rolled increase its
take a view from a tree at the edge of the multiplier by one.
Aboran Enchantment (Compulsion)[Mind-
forest you can only see objects within 20’ of
Affecting] that edge. A saving throw or spell resistance
Level: Drd 6 against this spell is made by the target
Casting Time: 1 standard action creature. Once the spell is in place the
Components: V, S Form Lock creatures fought by the target creature
Range: Close (25' + 5' / 2 levels) Aboran Transmutation (Polymorph) do not get saves against the critical hits
Targets: 1 creature / level Level: Drd 5, Inquisitor 5, Sor/Wiz 6 they take from or inflict on the target
Duration: See Text Casting Time: 1 standard action creature.
Saving Throw: None Components: V, S
Spell Resistance: No Range: Medium (100’+10’/level) Modifiers
Target: 1 creature
Communal (+2): You may affect multiple Hatred Targets: 1 creature
creatures in range, dividing the duration by 1 Duration: 1 minute / level (D)
Sodran Evocation (Invocation) [Death]
round increments. Saving Throw: Will Neg.
Level: Clr 3, Inquisitor 3
Spell Resistance: Yes.
Mass (+4): You may affect a number of Casting Time: 1 standard action
creatures up to your level within close range, no Components: V, S The target creature is rendered unable
two of which may be more than 30' apart. Range: Touch to use any class ability and has its class
Target: Creature touched. base attack bonus and saving throws
Duration: Instantaneous set to 0 (bonuses to attacks and saves
Greed
Saving Throw: Fort Neg due to race are unchanged).
Sodran Enchantment (Compulsion) [Curse,
Emotion, Mind-Affecting] You call upon the spite and hate of your
patron to allow your blow to kill a foe at any Modifiers
Level: Clr 3, Sor/Wiz 3
cost. When you deliver the touch of hatred Communal (+3): You may affect
This spell works like bestow curse except it you and your foe makes a fortitude save. If multiple creatures in range, dividing
imparts a compulsion of greed upon the they fail they take damage equal to their the duration by 1 minute increments.
creature causing it to steal at all opportunities own hit dice, fortitude save for half. You
and go out of its way to amass wealth at the take damage equal to their hit dice, Imaginary Pet
cost of all other concerns. fortitude save for half, regardless of
Balcran Illusion (Figment)
whether or not they save.
Level: Sor/Wiz 2
Groom Casting Time: 1 standard action
Valran Transmutation Hollow Tree Components: V, S, M
Level: Brd 0 Ritual Aboran Transmutation Range: Close (25’ + 5’ level)
Casting Time: 1 standard action Level: Drd 4 Effect: Illusory creature
Component: V, S, M (soap) Components: V, S, DF Duration: Concentration
Range: Personal Casting Time: 10 minutes Saving Throw: Will Negates
Target: You Range: Touch Spell Resistance: No
Duration: Instantaneous [See text] Effect: Tree touched You create a illusory creature with
Duration: 1 day / level twice your hit dice, up to 10 HD. The
This spell drives off all dirt, grime and odor from
Saving Throw: None creature attacks and defends as you
you, your clothing and equipment. Being
Spell Resistance: No direct and appears perfectly normal,
exceptionally well-groomed offers a +2
circumstance bonus to diplomacy and perform You create an extradimensional pocket but when the spell ends all damage it
checks. The action of the spell is instantaneous. inside a tree that can hold up to 1 cubic foot appeared to deal disappears, as does
The bonuses last until the character gets dirty of material / caster level. You can place damage dealt to those who disbelieve
again, but no more than a few hours in any items into and take items from this spell at in the imaginary pet.
event. will. If any objects are inside the tree when
the duration expires the items are expelled Incinerate
Halt to the ground at the base of the tree. If the
Shunran Evocation [Fire]
tree is destroyed the items are flung into
Valran Transmutation [Metamagic] Level: Magus 3, Sor/Wiz 4
the æther plane.
Level: Clr 2, Inquisitor 2 Casting Time: 1 standard action
Components: V, S, M
As abeyance, but the creature also cannot use Holy Range: Long (400' + 40' / level)
spell-like abilities, supernatural abilities, or Target: One creature or object
Valran Evocation (Invocation)
activate a magic items. Duration: 1 round / level
Level: Clr 9
Casting Time: 1 full action Saving Throw: Fortitude Partial (See
Harden Snow Components: V, S, (DF) Text)
Range: Close (25' + 5' / 2 levels) Spell Resistance: Yes
Aboran Transmutation [Cold]
Level: Drd 2, Rng 1 Target: One creature You throw a small fiery orb at a
Casting Time: 1 standard action Duration: Instantaneous creature. Make a ranged touch attack.
Components: V, S, DF Saving Throw: Fort ½ If you hit the orb deals 1d6 points of
Range: Medium (100’+10’ / level) Spell Resistance: Yes damage / caster level, maximum 15d6.
Area: Circle with a 10’ radius / level You must be purely Valran aligned to cast The affected creature then makes a
Duration: Instantaneous this spell. Your patron sends a bolt of pure fortitude save and if it fails it can't heal
Saving Throw: See Text positive energy strikes down from the the damage of this spell for the
Spell Resistance: No heavens upon one foe. The spell does duration of the spell.
Snow on the ground is turned into slick ice. The nothing to a Valran aligned divine caster or Material Component: A polished coal
effect on creatures moving in the area is the paladin, 10d6 to a Valran aligned foe, 15d6 stone.
same as that caused by a grease spell, but the to a Balcran or Aboran foe, 20d6 to a
hardened snow will remain until it melts or the Shunran or Sodran foe, 25d6 to a Shunran
or Aboran divine caster and 30d6 to any Infliction
next snowfall. To be effectual there must
already be 4” of snow on the ground. undead. Sodran Necromancy [Pain]
Level: Clr X, Inquisitor X
Characters in the area of this spell may be Range: Touch
rooted to the spot they stand by the hardened
Humble
Effect: Creature Touched
snow. They must make a STR check DC 15 + 2 / Valran Enchantment (Compulsion) [Mind- Duration: Instantaneous
inch of snow beyond the first four to break free. Affecting] Saving Throw: Will Half
Level: Clr 6, Inquisitor 6 Spell Resistance: No
Casting Time: 1 standard action
Components: V, S, M With a touch you channel negative
Range: Close(25’+5’ / 2 levels) energy which inflicts wounds upon a
living creature for Xd8 + your caster level in The touched creature gain damage Range: Personal
damage (max 5X). reduction of 25/– (It ignores the first 25 Target: You
points of damage dealt to it on each attack). Duration: Instantaneous
Since undead thrive on this energy, the touch of
this spell cures them. During the casting of this spell you can
Jibber Jabba rapidly choose a path from you current
Modifiers Ritual Balcran Transmutation [Wild] location to a destination up to 5 miles
Ritual (+0): You can cast this spell as a 1 minute Level: Brd 2 distant per caster level. The spell
ritual to change the die to d12 (Usually only Casting Time: 1 minute reveals the lay of the land to you and
practical with undead). Components: V, S it's natural hazards and obstacles such
Range: Close (25’+ 5’ /2 levels) as cliffs and rivers – artificial structures
Communal (+2): You may affect multiple Target: Up to 1 creature / level, no two of along the path and any creatures
creatures you touch, dividing the dice among which can be more than 30 ft. apart present are not revealed.
the creatures as you see fit. All the dice rolls Duration: 10 minutes/level
gain the same modifier for your caster level. Saving Throw: Will negates (harmless) Light of Day
Mass (+4): You may affect a number of Spell Resistance: Yes (harmless)
Valran Evocation (Invocation) [Light]
creatures equal to your caster level in close All affected creatures have their words Level: Clr 4, Inquisitor 3, Pal 3
range of you. No two of the creatures to be replaced by semi-random other words, Casting Time: 1 standard action
affected may be more than 30' apart. The producing speech that seems garbled and Components: V, S, M, DF
maximum bonus for caster level is +25. riddled with slang and lingo, but potentially Range: Personal
understandable. In truth, the words are Effect: 60’ emanation.
Intangibility almost indecipherable, and only those Duration: 1 round / level (D)
affected by jibber jabba can understand Saving Throw: Will Partial [see text]
Balcran Illusion (Glamer)
each other. Each language sounds different Spell Resistance: Yes
Level: Alchemist 6, Bard 6, Inquisitor 6, Magus 6,
when its speaker is affected by this spell, so
Sor/Wiz 6 You release a sunstone that hovers out
if the affected creatures did not beforehand
speak a common language, jibber jabba above your head at 10 feet from the
As invisibility, except that it is far more
does not allow them to all understand each ground and glows with a burning light
powerful. In addition to masking the recipient
other. A successful linguistics check against that drives back undead creatures.
from sight, it masks sounds, scents, and all
the spell's normal save DC + 10 allows a Each round all undead in the area of
manners of vibrations from the subject. Further
listener to understand the speakers of effect must make a willpower save to
the subject cannot be detected by magical
jibber jabba, assuming he’s fluent with the be able to move at all, and even if they
means short of limited wish or more powerful
base language being spoken. For instance, save all movement they make must be
magic. True seeing doesn’t penetrate
if a group of elves and dwarves were all away from the origin of the light. Non-
intangibility nor will the spell be broken by
affected by this spell, the elves and dwarves movement actions attempted by the
invisibility purge. The subject can’t be seen by
could only understand each other if they undead have a –4 holy penalty.
creatures normally able to see invisible objects
nor can the subject be detected by blind-sight or spoke the same language. Likewise, a Material Component: A sunstone
tremorsense. skilled listener might be able to understand worth 100 gold pieces.
their speech if he already spoke Elvish or
Intangibility has some weaknesses incurred by Dwarvish.
its power. The spell partially shifts the recipient Modifiers
to the æther plane. Because of this the Wrath of Light (+1): The spell deals 1d6
recipient can’t open doors, put up or manipulate Last Breath damage to the undead in the area each
objects, or effect any change upon objects or Ritual Valran Necromancy [Death] round for each time this modifier has
creatures on the material plane while the spell is Level: Clr 9 been applied. Vampires take double
in place. Barriers which block the passage of Casting Time: 10 minutes damage from this effect.
ætheral creatures also block intangible Components: V, S
creatures. Range: Touch Limited Resources
Target: One creature
Valran Abjuration (Ward) [Metamagic]
Modifiers Duration: 1 day
Level: Magus 4, Sor/Wiz 4
Communal (+1): You may affect multiple Saving Throw: Will negates
Casting Time: 1 standard action
creatures you touch, dividing the duration by 1 Spell Resistance: Yes
Components: V, S
minute increments. Range: Medium (100’+10’/level)
The subject of this spell dies if they fail their
Sphere (+3): All creatures you choose in a 10' saving throw, but their spirit does not move Area: Emanation out to the extent of
radius sphere are affected, though they retain on. Instead it is free to move about as a the range
the ability to see each other. ghost for the duration of the spell (apply Duration: 1 round / level (D)
the ghost template to the character). At the Saving Throw: None.
end of the duration of the spell the subject Spell Resistance: No.
Inviolability is automatically raised and does not suffer
All spells cast in the area of effect are
Valran Abjuration (Ward) the normal penalties for being returned
limited to their minimum caster level
Level: Clr 9, Guardian 9 from the dead including (but not limited to)
and effect roll.
Casting Time: 1 standard action level loss. If the body is destroyed while the
Component: V, S, DF spirit is departed the raise effect at this
Range: Touch spell's conclusion fails. Lycanthropic Curse
Target: One living creature Aboran Transmutation (Polymorph)
Duration: 1 round / level (D) [Curse]
Saving Throw: Yes (Harmless)
Lay of the Land
Level: Sor/Wiz 4
Spell Resistance: Yes Ritual Aboran Divination (Scrying)
Level: Inquisitor 1, Rng 1 As bestow curse except that the effect
Casting Time: 1 minute of lycanthropic curse is to afflict the
Components: V, S subject with wererat or werewolf
lycanthropy. Also, in order to work against this As suggestion except magic missive is When assigning penalties to perception
spell remove curse must be cast upon the written on a surface and those who read it checks for range divide the distance by
subject while she is in her alternate form. will be affected if they fail their willpower the magnification factor.
Lycanthropic curse can’t be dispelled while save. The message remains where written
dormant. The lycanthrope created by this spell for the duration. Creatures which fail their Arcane Focus: A small hand lens worth
cannot transfer his condition on others. save follow the suggestion for as long as it 100 gp.
takes to carry out, but no more than 1
Modifiers minute / level of the caster. Manifest Probability
Conference (+2): The victim can transmit their The casting time of this ritual can be Valran Transmutation
curse as a true lycanthrope, but those victims extended out to eight hours to make the Level: Clr 9
cannot transmit the curse further. spell permanent. Casting Time: 1 full action
Range: Medium (100’+10’ / level)
Greater Form (+1): The victim is cursed with
Targets: All creatures in range
werebear, wereboar, or weretiger lycanthropy Magnetism Duration: 1 round / level (D)
(Bestiary 2)
Balcran Transmutation Saving Throw: None
Level: Drd 5 Spell Resistance: Yes (see text)
Mage Armor Components: V, S, M
Range: Medium (100’+10’ / level) Attack rolls and saving throws that
Core Rulebook would hit on a roll of 11 or more hit
Area: 60’ circle
This spell has an additional modifiers Duration: 1 round / level (D)(T) automatically. Attack rolls and saving
Saving Throw: See Text throws that would not hit on a roll of
Spell Resistance: No 11 or more miss automatically.
Modifiers
Communal (+1): You may affect multiple Spell resistance against this effect is
The ground in the affected area becomes
creatures you touch, dividing the duration rolled on its onset. If failed the creature
magnetic. Metal melee weapons size small
amoung them in 1 hour increments. is under the sway of this spell,
or smaller have a –2 penalty on all attacks,
Thrown metal weapon cannot be thrown otherwise it rolls normally. It can still
Bolstered (+1): Increase the armor bonus
further than 10 feet and have a -4 to hit. be affected by the rolls of others under
granted by the spell by +2 for each time this
Arrows with metal arrowheads strike the the spell.
modifier is applied.
ground after traveling 20 feet in the area of
Mage's Guess effect and have a –4 penalty to hit. Mark to the Maker
Medium metal weapons have a –4 penalty Ritual Aboran Divination (Scrying)
Balcran Divination (Insight) [Wild]
to hit. An additional –4 penalty to hit is Level: Rng 2
Level: Sor/Wiz 0, Brd 0
assessed for every size category increase Casting Time: 1 minute
Casting Time: 1 standard action
thereafter (so a size L mace has a –12 Components: V, S
Components: V
penalty to hit). They cannot be used as Range: [see text]
Range: Long (400' + 100' / level)
effect thrown weapons as, once released, Target: [see text]
Effect: [see text]
they will hit the ground almost Duration: Instantaneous
Duration: Instantaneous
immediately. Saving Throw: Will Neg.
Saving Throw: No
Spell Resistance: Yes
Spell Resistance: None Light metal armors slow their wearers as
per the spell. Characters in heavy metal You touch a marking (including writing),
You may estimate the number of objects or
must make a fortitude save adjusted for track or other sign of a creature's
creatures of a kind you observe within the area
strength instead of constitution in order to passing and try to get a mental picture
of effect. You do not need to see all the
move each round. of the creature that left it so long as
members, but you must be able to see the
that creature is on the same plane.
majority - hence you could estimate the number The GM should adjust these penalties for
of trees in a forest grove, but not the number of armors and weapons of mixed compositions
pixies hiding there since you cannot see the (i.e. an ironshod quarterstaff should be Mask
majority (or often even any) of the pixies. treated as a “small” weapon even though it Balcran Illusion (Glamer)
The number returned by the spell is rounded to is large since most of it is wood). Level: Sor/Wiz 0, Brd 0
the highest magnitude factor of the number. Casting Time: 1 standard action
Material Component: A lodestone. Components: V, S, M (a face cloth)
That is, if there are 967 trees in a grove, the
spell returns 1000. If there are 23,792 coins in a Range: Personal
dragon horde, the spell returns 20,000. Using Magnify Sight Target: You
the spell on small groups is largely pointless Duration: 1 minute / level (D)
Aboran Divination (Sensory)
since a nonmagical count will be more accurate. Level: Alchemist 1, Drd 1, Rng 1, Sor/Wiz 2 You alter your face to any appearance
Casting Time: 1 standard action possible within your own race so long
Magic Missive Components: V, S, F/DF as that appearance does not precisely
Range: Personal match any individual. Thus you can add
Ritual Valran Enchantment (Compulsion) [Mind- Target: You a beard, scarring, change your eye
Affecting] Duration: 1 minute / level (D) color, hair color, etc. This grants a +5
Level: Clr 6
circumstance bonus to disguise checks.
Components: V, S, M You gain the far seeing ability of birds of
Casting Time: 10 minutes prey. At 1st level this spell provides a 2x
Range: Touch magnification factor, and for each Matacha's Edict
Target: A surface written upon additional level the magnification the spell Valran Evocation (Invocation)
Duration: 1 day / level provides increases by one (So at 5th level Level: Clr 9
Saving Throw: Will Negates you are able to see as if 6x closer than you Casting Time: 1 standard action
Spell Resistance: Yes. actually are) to a maximum magnification Components: V, S, DF
power of 10x. Range: Personal
Effect: A 90’ radius sphere Target: You 4th level: Breaking the oath no longer
Duration: 1 round / level (R) Duration: 10 minutes / level ends the spell. The spell cannot be
Saving Throw: Fort Neg. [see text] dispelled by dispel magic but can be
Spell Resistance: Yes You temporarily learn how to cast a spell of removed by disenchant, break
X level off a scroll. The spell is removed enchantment or higher level magic.
You create a field of positive energy that from the scroll.
severely hampers and can potentially destroy 5th level: The parties are placed under
undead creatures. Each round all undead in the lesser geas to follow the terms of the
Nightshroud
area must make a fortitude save or gain a oath.
positive energy level (This affects them as Sodran Evocation [Darkness]
negative energy levels affect the living). Level: Clr 5 6th level: For ten minutes after a any
breaking of the oath the other parties
As deeper darkness except you and undead may scry on the oathbreaker.
Meltdown creatures aren’t affected.
7th level: A spell 3rd level or lower can
Shunran Transmutation [Fire]
be set to trigger on the oathbreaking
Level: Magus 3, Sor/Wiz 3 No Rest for the Wicked party each time the oath is broken. The
Casting Time: 1 standard action
Sodran Necromancy oath breaker has no save against this
Components: V, S Level: Clr 4, Sor/Wiz 5 effect.
Range: Touch Casting Time: 1 standard action
Target: One metal object 8th level: All parties are geased. The
Components: V, S
Duration: Instantaneous Range: Close (25’ + 5’ / 2 levels) spell can only be removed by wish,
Saving Throw: Will Neg. or none (object) Target: One or more corpses in range. miracle or mage's disjunction.
Spell Resistance: Yes or no (object)
Duration: 1 round / level (D) 9th level: Increase the maximum level
You melt a non-magical metal object to useless Saving Throw: None of the punative spell gained at 7th spell
slag – if it is unattended it has no saving throw. Spell Resistance: No level to 6th level.
The melting of armor deals 1d6 / caster level to This spell returns unlife to a number of
the wearer (max 10d6) and held objects deal
one quarter this damage if their holder doesn’t
corpses up to twice your level in hit dice. One with Nature
Those corpses must have been previously
quickly drop them (reflex save DC 20). Aboran Divination (Scrying)
animated and destroyed via hit point loss
Level: Drd 8
on the same day this spell is cast. Corpses
Modifiers Casting Time: 1 standard action
that have been utterly destroyed (through
Extend( +1 ): Change the range to close (25' + 5' Components: V, S
fire, disintegration, high level turning, etc.)
/ 2 levels Range: Personal
cannot be restored by this spell. When this
Area: 1 mile / level
spell ends all corpses animated by it turn to
Duration: Concentration
Mind Burn dust.
You can see and hear from the eyes
Shunran Evocation [Metamagic]
Oathbind and ears of any animal in the spell’s
Level: Magus 4, Sor/Wiz 4
range. You can search from this deluge
Casting Time: 1 standard action Ritual Valran Divination (Insight) for a specific object or creature, and if
Components: V, S Level: Clr X, Inquisitor X, Pal X, Sor/Wiz X any animal is observing it you can then
Range: Close (25’ + 5’ / level) Casting Time: 10 minutes hone in on what that animal sees. You
Target: One creature Components: V, S, (DF) can only hone in on one creature at a
Duration: Instantaneous Range: Touch time.
Saving Throw: Will ½ Targets: Two or more willing subjects.
Duration: Permanent until discharged
Name an alignment. For each spell the target Pacifism
Saving Throw: None
creature has prepared that has the named
Spell Resistance: No Valran Enchantment (Compulsion)
descriptor, that creature is dealt 2 damage,
willpower save for half. [Emotion, Mind-Affecting]
Used to secure important contracts,
Level: Brd 2, Clr 3, Inquisitor 3, Sor/Wiz
oathbind monitors the faithfulness of each
3
Mishap Shield party to a contract or oath. In many areas
Range: Medium (100’+10’/level)
certain high level oaths of fealty must be
Balcran Abjuration (Ward) [Wild] Target: One creature
secured by an oathbind spell.
Level: Alchemist 2, Clr 2, Magus 2, Sor/Wiz 2 Duration: 1 round / level (D)
Casting Time: 1 standard action During the casting the parties to the oath Saving Throw: Will Neg.
Components: V, S must be present and then state their oaths,
The target creature goes to total
Range: Personal or sign their name to a contract and swear
defense and can take no actions other
Target: You to fulfill it. The power of the oath escalates
than movement or speaking.
Duration: 1 minute / level (D) or until with the level you cast it from. These
discharged. powers are cumulative.
Modifiers
Counter the next unintentional mishaped spell 1st level: Each party of the oath knowledge Communal (+2): You may affect
targeting or affecting you. If this spell itself if any particular action will break their oath, multiple creatures in the range,
mishaps, it counters itself. but they may not necessarily know why. dividing the duration by 1 round
The spell ends if the oath is broken. increments.
Mnemonic Absorption 2nd level: All parties are aware of when the Mass (+4): You may affect a number of
Balcran Transmutation [Metamagic] oath is broken, or if the spell was creatures equal to your caster level.
Level: Sor X suppressed or dispelled.
Casting Time: 1 standard action Pain Touch
3rd level: All parties are aware of where the
Components: V, S, F (a spell scroll)
oathbreaker is. Sodran Necromancy [Mind Affecting,
Range: Personal
Pain]
Level: Inquisitor X-1, Magus X, Sor/Wiz X Mass (+4): You may affect a number of Power Wave
Casting Time: 1 standard action creatures equal to your caster level.
Shunran Evocation [Force]
Component: V, S, F
Level: Magus 4, Sor/Wiz 4
Range: Touch
Parch Casting Time: 1 standard action
Target: One living creature
Shunran Evocation [Fire] Range: Medium (100’+10’ / level)
Duration: 1 round / level (D)
Level: Sor/Wiz 2 Effect: 5’ path extending to the extent
Saving Throw: Varies
of the range
The touched creature experiences distracting As magic missile, with double damage to Duration: Instantaneous
pain to severe pain depending on the level you Balcra creatures. Saving Throw: Ref ½
cast this spell from, escalating as follows: Spell Resistance: Yes

1st level: Target takes a penalty to


Pestilence You slam your fist or staff into the
concentration checks equal to your level (max Sodran Necromancy [Disease] ground creating a shockwave that
5X) Level: Clr 5, Magus 4, Sor/Wiz 4 strikes all creatures in a straight path
Casting Time: 1 standard action from you. This shockwave deals 1d6 /
2nd level: The touched creature is sickened. Components: V, S level (max 10d6) and those who fail
3rd level: The touched creature takes a penalty Range: Medium (100’+10’/level) their save are stunned and knocked
to all rolls equal to the spell's level (starting with Area: All creatures in range prone.
a -3 penalty at third). Duration: 1 round / level (D) or Ritual
Saving Throw: Fort Neg. [see text]
4th level: The touch stuns the creature. At the
Price of Progress
Spell Resistance: Yes.
beginning of each of their turns they can make a Shunran Evocation [Force]
willpower save to end this effect. Every round all creatures in the area of Level: Drd 6
effect must make a fortitude save or take Casting Time: 1 standard action
5th level: As above but the willpower save only 1d6 damage and be sickened. Creatures Components: V, S
ends the effect for that round. immune to disease are immune to Range: Medium (100’+10’ / level)
pestilence. Target: One Creature
6th level: The subject is staggered.
Duration: Instantaneous
7th level: The subject is nauseated. Planar Collapse Saving Throw: Fort ½
Spell Resistance: Yes
8th level: The subject must save at the Ritual Valran Evocation
beginning of each of their turns fall helpless and Level: Clr 9, Sor/Wiz 9 The targeted creature is dealt 1d6
unable to act other than to scream. Components: V, S, DF, M damage for each magic item it carries
Casting Time: 10 minutes other than a potion or scroll.
9th level: The subject takes 5d6 damage /
Range: Special
round, save for half on each round.
Effect: One demi-plane
Protective Ward
An inquisitor must choose a minimum value of 2 Saving Throw: None
for X. Spell Resistance: No Valran Abjuration (Ward)
Level: Brd 1, Clr 1, Drd 1, Inquisitor 1,
Arcane Focus: A wax doll. If the doll has hair or This ritual causes the collapse of a Pal 1, Rng 1, Sor/Wiz 1
blood from the target the spell has a -4 penalty demiplane created by mortal magic (divine Casting Time: 1 standard action
to saving throws against its effects. planes are unaffected by mortal magic such Components: V, S, (DF)
as this). All creatures within this plane that Range: Touch
aren't native to it are expelled into the Target: Creature Touched
Paranoia æther plane, as are you. All creatures native Duration: 1 min / level
Sodran Enchantment (Charm) [Mind Affecting] to the plane are destroyed. You must be Saving Throw: Will Negates (harmless)
Level: Clr 2, Inquisitor 2, Discord 2 upon the plane to be destroyed to cast this Spell Resistance: No (see text)
Casting Time: 1 standard action spell. If the plane is permanent your level
Components: V, S must exceed the level of the creator of the By means of this spell you create a
Range: Close (25' + 5' / 2 levels) plane to be destroyed. magical barrier around the subject that
Target: One creature extends out to 1' away from them that
Duration: 1 hour / level (D) Material Component: A gemstone of any wards from attacks and mental control
Saving Throw: Will Negates type worth 1000 gp per year the demiplane attempts from creatures and effects of
Spell Resistance: Yes. to be destroyed has existed. a specific alignment. You must choose
the alignment you wish to ward when
The subject believes that every creature around you prepare or learn the spell (and in
him is a long time enemy and behaves
Power Sink
this latter case the choice is
appropriately for the duration of the spell. The Balcran Abjuration (Dispel) permanent, but see below). There are
spell does not over-ride other charm effects so if Level: Sor/Wiz 6 three major effects to the most basic
the subject is charmed by the caster then made Casting Time: 1 immediate action version of the protective ward.
paranoid he will honestly believe that the caster Range: Medium (100'+10' / level)
is his only true friend and that all others are Target: A spell First, the subject gains a +2 deflection
enemies. Duration: 1 round / level bonus to AC and a +2 resistance bonus
Saving Throw: Will Partial on saves. Both these bonuses apply
Spell Resistance: Yes. against attacks made or effects created
Modifiers
by creatures of the specified alignment.
Communal (+2): You may affect multiple Counter target spell, then its caster makes a
creatures in the range, dividing the duration by willpower saving throw or cannot use spells Second, the subject immediately
1 round increments. for the duration of power sink. Spell receives another saving throw (if one
resistance can be rolled to escape this was allowed to begin with) against any
Puppet Strings (+2): Add a charm person effect
secondary effect. spells or effects that possess or
upon the subject.
exercise mental control over the
creature (including enchantment
(charm) effects and enchantment (compulsion) A magic circle leaves much to be desired as Prophecy
effects, such as charm person, command, and a trap. If the circle of powdered silver laid
Balcran Divination (Insight)
dominate person). This saving throw is made down in the process of spellcasting is
Level: Clr 8, Ancestor 8
with a +2 morale bonus, using the same DC as broken, the effect immediately ends. The
the original effect. If successful, such effects are trapped creature can do nothing that As divination, but you are able to see a
suppressed for the duration of this spell. The disturbs the circle, directly or indirectly, but number of months into the future
effects resume when the duration of this spell other creatures can. If the called creature equal to your level instead of a week
expires. While under the effects of this spell, the has Spell Resistance, it can test the trap into the future. The prediction you
target is immune to any new attempts to once a day. If you fail to overcome its Spell receive is in any event likely to be
possess or exercise mental control over the Resistance, the creature breaks free, vague and subject to interpretation and
target. This spell does not expel a controlling life destroying the circle. A creature capable of in any event the DM controls all
force (such as a ghost or spellcaster using magic any form of dimensional travel (astral information you receive.
jar), but it does prevent them from controlling projection, blink, dimension door,
the target. This second effect only functions etherealness, gate, plane shift, shadow
against spells and effects created by creatures, walk, teleport, and similar abilities) can Purge
objects, and spells of the specified alignment. So simply leave the circle through such means. Valran Necromancy
long as the creature possesses the specified You can prevent the creature's extra- Level: Clr 7, Inquisitor 6
alignment it is warded regardless of whatever dimensional escape by casting a
As finger of death except that instead
other alignments it has. dimensional anchor spell on it, but you
of affecting living creatures it affects
must cast the spell before the creature acts.
Third, the spell prevents bodily contact by constructs and undead; and it is not a
If you are successful, the anchor effect lasts
summoned creatures of the chosen alignment. death effect.
as long as the magic circle does. The
This causes the natural weapon attacks of such creature cannot reach across the magic
creatures to fail and the creatures to recoil if circle, but its ranged attacks (ranged Purify
such attacks require touching the warded weapons, spells, magical abilities, and the
creature. If the summoned creature has multiple Valran Abjuration (Dispel)
like) can. The creature can attack any target Level: Sor/Wiz 9
alignments it is still warded so long as it it can reach with its ranged attacks except
possesses the alignment you chose. The Range: Close (25’ + 5’ / level)
for the circle itself. Area: All spells and magic items upon
protection against contact by summoned
creatures ends if the warded creature makes an You can cast this mode as a ritual, adding a one creature
attack against or tries to force the barrier special diagram (a two-dimensional Duration: Instantaneous
against the blocked creature. Spell Resistance bounded figure with no gaps along its As mage's disjunction except that it's
can allow a creature to overcome this circumference, augmented with various restricted to the magic spells and items
protection and touch the warded creature, but magical sigils) to make the magic circle upon one creature and doesn’t affect
it is checked only once per casting and if it fails it more secure. Drawing the diagram by hand artifacts or antimagic fields.
cannot be retried. takes 10 minutes and requires a DC 20
Spellcraft check. You do not know the result
Modifiers of this check. If the check fails, the diagram Pyroclastic Burst
Communal (+1): You may affect multiple is ineffective. You can take 10 when Shunran Evocation [Fire]
creatures you touch, dividing its effect among drawing the diagram if you are under no Level: Magus 1, Sor/Wiz 2
them in 1 minute increments. particular time pressure to complete the Range: Medium (100’+10’ / level)
task. This task also takes 10 full minutes. If Area: 10’ radius burst
Circular Area (+2): You may prepare this spell time is no factor at all, and you devote 3
two levels higher to extend the range from the hours and 20 minutes to the task, you can You must expend a spell slot as an
touched creature out to 10', or you may take 20. additional cost to cast this spell. This
designate a center point that does not move. All spell works as fireball with the
creatures within the area gain the benefit of the A successful diagram allows you to cast a exceptions noted above and your level
spell, summoned creatures cannot enter the dimensional anchor spell on the magic circle does not determine the damage.
area but if they were already present they are during the round before casting any Instead pyroclastic burst deals 2d6
not forced away. Creatures in the area, or who summoning spell. The anchor holds any damage / level of the expended spell.
later enter the area, receive only one attempt to called creatures in the magic circle for 24
suppress effects that are controlling them. If hours per caster level. A creature cannot
use its Spell Resistance against a magic
Pyroclastic Flow
successful, such effects are suppressed as long
as they remain in the area. circle prepared with a diagram, and none of Shunran Conjuration (Creation) [Fire]
its abilities or attacks can cross the diagram. Level: Sor/Wiz 9
Entrapment (+0): You may reverse the direction If the creature tries a Charisma check to Casting Time: 1 standard action
of the ward - rather than keep the warded break free of the trap (see the lesser planar Components: V, S
creatures out, it keeps the warded creatures in binding spell), the DC increases by 5. The Range: Medium (100’+10’ / level)
the area. You must use this mode with the creature is immediately released if anything Area: Cone to the extent of the range
Circular area mode. When so focused, the spell disturbs the diagram - even a straw laid Duration: Instantaneous
binds a called creature of the specified across it. The creature itself cannot disturb Saving Throw: Reflex ½
alignment (such as those called by the lesser the diagram either directly or indirectly, as Spell Resistance: Yes
planar binding, planar binding, and greater noted above.
planar binding spells) for a maximum of 24 A pyroclastic flow is a cloud of volcanic
hours per caster level, provided that you cast Modal Alignment(+2): You may choose the ash and rock superheated to thousands
the spell that calls the creature within 1 round alignment you will affect with this spell at of degrees. It is one of the most
of casting the magic circle. The creature cannot casting time rather than at preparation time ominous and frightening displays of an
cross the circle's boundaries. If a creature too or when you learned it. eruption. This spell conjures a
large to fit into the spell's area is the subject of miniature version of this cloud that
Mass (+4): You may affect a number of deals 1d6 damage / level (max 25d6) to
the spell, the spell acts as a normal protection creatures equal to your caster level in close
spell for that creature only. all unfortunate to be caught in its area.
range of you. No two of the creatures to be
affected may be more than 30' apart.
Quick Duration: 1 round or sleep and so cannot naturally heal or
Saving Throw: Will Neg. regain spells. Creatures that do not
Shunran Transmutation [Time]
sleep (dragons, elves but not half-elves)
Level: Sor/Wiz 1 This spell is a single round dominate person are immune to this curse.
Casting Time: 1 standard action effect. You make a ranged touch attack roll
Components: V, S and if you hit the creature makes a
Range: Close (25’ + 5’ / 2 levels) willpower saving throw. If they fail they Reflect Gaze
Target: One creature immediately perform one action of your Valran Abjuration (Ward)
Duration: Instantaneous choosing that can be completed in one Level: Alchemist 3, Inquisitor 3,
Saving Throw: Fortitude negates (harmless) round subject to the limitations of dominate Sor/Wiz 3
Spell Resistance: Yes (harmless) person. Their initiative changes to match Casting Time: 1 standard action
yours for the remainder of the combat. Components: V, S, M (A mirror shard)
The creature you target with this spell gains a
small burst of speed. If they haven't acted Range: Touch
already this round they gain a full action Reaching Weapon Target: Creature Touched
immediately after you finish this spell and their Duration: 1 min / level (D)
Shunran Evocation [Enhancement, Force] Saving Throw: Will Neg. (Harmless)
initiative changes to match yours. If they've Level: Magus 1, Sor/Wiz 2
already acted this round they gain an extra Spell Resistance: Yes (Harmless) [see
Casting Time: 1 standard action text]
move equivalent action for the round and their Components: V, S
initiative changes to match yours. A creature Range: Close (25' + 5' / 2 levels) The touched creature has a +4 bonus to
which has already taken an action due to a prior Target: One Weapon its saves against gaze attacks.
casting of this spell only has its initiative count Duration: 10 minutes / level (D) Creatures with gaze attacks that meet
changed and gains no additional actions. Saving Throw: Will negates (harmless, the warded creature’s gaze must save
object) against their own gaze power or be
Radiate affected even if they are normally
This spell imbues a weapon with an immune. They can’t roll spell
Shunran Evocation [Metamagic] additional 5' of reach. This reach takes the resistance against their own gaze
Level: Sor 9 form of a flash of force energy that comes attack
Casting Time: 1 immediate action off the tip of the weapon to strike the foe as
Components: V, S, (M) if the weapon had struck the foe.
Range: Medium (100’+10’ / level) Modifiers
Target: One spell [see text] (Weapons and items can only have one Communal (+1): You may affect
Duration: Instantaneous (see text) enhancement spell upon them at a time). multiple creatures you touch, dividing
Saving Throw: None the duration by 1 minute increments.
Spell Resistance: No Modifiers An alchemist cannot use this modifier.
Communal (+1): You may affect multiple Mass (+4): You may affect a number of
You target a spell which itself targets only one weapons you touch, dividing the duration
creature or object and copy it’s effect to a creatures equal to your caster level in
by 10 minute increments. close range with no two of the
number of creatures or objects within 30’ of the
original. You must expend an additional spell Greater I (+2): The reach goes out to 10' creatures more than 30' apart. An
slot of the same or greater level than the target alchemist cannot use this modifier.
Greater II (+4): The reach goes out to 15'
spell for each additional target. If the target
spell has a material component with a stated Greater III (+7): The reach goes out to 20' Refutation
value you must be supply a copy of this
Balcran Abjuration (Dispel)
component for each copy of the spell you
create.
Reckless Dweomer Level: Sor/Wiz 9
Casting Time: 1 immediate action
Universal [Wild]
Components: V, S
Level: Brd X, Magus X, Sor X
Rampage Range: See Text
Range: Medium (100'+10' / level)
Aboran Transmutation [Enhancement] Target: A spell
Area, Effect or Target: See Text
Level: Rng 2 Duration: Instantaneous
Duration: See Text
Casting Time: 1 standard action Saving Throw: Will Partial
Saving Throw: See Text
Components: V, S Spell Resistance: Yes
Spell Resistance: See Text
Range: Personal Counter target spell, then its caster
Effect: 60' radius You conjure wild magical energy and
makes a willpower saving throw at a –4
Duration: 1 minute / level (D) attempt to shape it into a level X
penalty. If this saving throw is failed all
incantation. This creates a mishap, and if
You can’t be flanked by your favored enemies other preparations of the spell are lost.
the mishap mentions the spell in its text you
unless they are rogues with 4 more levels than Further, knowledge of the spell is lost
get the spell you desired along with the
you. For each favored enemy that would be so that the spell cannot be prepared
desired effect (i.e. if the mishap reads, “A
flanking you gain a +1 bonus to attack and again until a restoration or more
stream of butterflies shoots from your
damage against them. powerful curative spell is cast upon the
fingertips” then you get no spell. If the
character. Spontaneous casters cannot
mishap reads “Spell occurs centered on
learn a new spell to replace the one
Ray of Command caster” then you get your spell – wanting it
destroyed by refutation, but they
that way is a different matter).
Valran Enchantment (Compulsion) [Mind- automatically relearn the spell once a
Affecting] restoration or more powerful spell is
Level: Brd 2, Inquisitor 3, Sor/Wiz 3 Recurring Nightmare cast upon them. A successful spell
Casting Time: 1 standard action Sodran Necromancy [Curse, Mind-Affecting] resistance roll prevents all effects of
Components: V, S Level: Clr 5, Inquisitor 5, Sor/Wiz 6 this spell except the countering of the
Range: Medium (100'+10' / level) target spell.
Target: One humanoid creature medium size or As bestow curse except that the cursed
smaller creature suffers violent recurring
nightmares and gains no benefit from rest
Rejuvenate Creatures that strike you with a weapon immediately grasp into the earth. A
suffer the same amount of damage they creature so rooted suffers a –4 penalty
Aboran Abjuration (Dispel)
inflict. They are granted a fortitude save to on AC, reflex saves and melee attack
Level: Alchemist 5, Drd 5, Aid 5
reduce this to ½ and SR to negate. rolls. Further the creature can’t turn
Casting Time: 1 standard action
around. It faces one square and can
Components: V, S
only make melee attacks on squares on
Range: Touch Reverse Damage
the same side of the figure as that
Target: Creature touched Valran Conjuration (Healing) [Metamagic] square and on it’s two sides. The
Duration: Instantaneous Level: Clr 3, Inquisitor 4 creature can only make missile attacks
Saving Throw: Will Neg. (Harmless) Casting Time: 1 standard action to creatures in a quarter circle cone
Spell Resistance: Yes (Harmless) Components: V, S beyond the square it faces. Characters
This spell dispels all spells that inflict a penalty Range: Medium (100’+10’ /level) attacking from the side flank the
upon an ability score. It also undoes all damage Effect: One spell creature and characters attacking from
to ability scores – permanent or temporary. Duration: Instantaneous a rear square gain a +4 to hit and are
Finally it dispels exhaustion and fatigue. Saving Throw: None also considered to be flanking it.
Spell Resistance: No

Modifiers You must choose and expend a spell slot as Rusting Ray
Mass (+4): You may affect a number of an additional cost to cast this spell. You Aboran Transmutation
creatures equal to your caster level within close reverse the damage of a target spell of Level: Drd 6
range of which no two is more than 30' apart. equal or less level than the spell slot you Range: Medium (100’+10’/level)
An alchemist cannot use this modifier. expended so that it cures.
As rusting grasp except that it's ranged.
Repel Death Revive
Sodran Necromancy [Death, Triggered] Valran Conjuration (Healing) Scent
Level: Alchemist 6, Magus 5, Sor/Wiz 5 Level: Clr 4, Aid 4 Aboran Divination (Sensory)
Casting Time: 1 standard action Level: Alchemist 1, Rng 1, Drd 2
Components: V, S, M As raise dead, but it isn't a ritual having a Casting Time: 1 standard action
Range: Personal casting time of one standard action. It only Components: V, S
Area: 60' radius emanating from you. works upon creatures that have only been Range: Personal
Duration: Until discharged, up to 1 minute / dead 1 round / caster level. It has no Effect: You
level material component. Duration: 10 minutes / level
Saving Throw: See Text Revive can also be used to let a creature
Spell Resistance: See Text You gain the scent ability. At a
attempt a second saving throw against a minimum this grants you a +10 bonus
Whenever you would die all creatures within 60’ death effect if it is cast within 1 round / to checks to track a creature, and it
of you roll a fortitude save and spell resistance caster level since the death effect occurred. may let you note other features.
(if eligible). Of those who fail one dies, If this saving throw is successful. However, you are put at a –4 penalty to
determined at random. All damage that would saving throws against nauseating odors
be dealt to you by whatever effect triggered this Rolling Thunder such as those created by troglodytes or
spell is prevented. If no creature within this Shunran Evocation [Earth, Fire, Sonic] the stinking cloud spell.
spell’s range fails their saving throw, then you Level: Magus 5, Sor/Wiz 5
die. Casting Time: 1 standard action Seal Fate
Material Component: A crushed black pearl Components: V, S Ritual Valran Necromancy
worth 500 gold pieces. Range: Personal Level: Clr 6
Effect: 60' radius centered on you Range: Touch
Duration: Instantaneous Casting Time: 1 minute
Replenish Saving Throw: Reflex ½ Target: Corpse touched
Valran Evocation [Metamagic] Spell Resistance: Yes Duration: Instantaneous
Level: Alchemist 5, Sor/Wiz 5 Saving Throw: Will Neg.
Casting Time: 1 standard action You slam your fist or weapon into the
Components: V, S ground at your feet creating a pulse of fire The touched corpse can’t be raised,
Range: Personal and earth that deals 1d6 damage per caster resurrected, or animated by mortal
Effect: See Text level to a maximum of 15d6 to all other magic. Deities alone have the ability to
Duration: Instantaneous creatures in the area of effect. If you're not defy this spell. This spell can only be
on the ground, you can’t cast this spell. The cast on hallowed ground.
All spells you had cast upon your person that damage is half fire, half sonic.
where dispelled in the last minute come back
into effect as if just cast. They play out whatever Seclude
Root
remaining duration they had. Ritual Aboran Abjuration (Ward)
Aboran Transmutation (Polymorph) Level: Drd 4
Level: Drd 3 Casting Time: 10 minutes
Retribution Casting Time: 1 standard action Components: V, S
Shunran Abjuration (Ward) [Triggered] Components: V, S Range: Long (400’+40’/level)
Level: Clr 4, Inquisitor 3 Range: Medium (100+10’/level) Area: Circle extending out to the limit
Casting Time: 1 standard action Target: One creature of the range.
Components: V, S Duration: 1 round / level (D) Duration: 1 hour / level (D)
Range: See Text Saving Throw: Fort Neg. Saving Throw: [see text]
Effect: Personal Spell Resistance: Yes Spell Resistance: [see text]
Duration: 1 round / level (D)
This spell changes the feet of any creature This spell creates three effects to
standing on the ground to roots that conceal your location. The first is Fog,
which obscures all sight, even darkvision, Target: One creature / level artifacts that creature might possess. If
beyond 5’. Creatures within 5’ have 50% Duration: Concentration it succeeds at killing the target creature
concealment and creatures beyond 5’ have total Saving Throw: Will Neg. it vanishes.
concealment. You and those you choose can Spell Resistance: Yes
see through this fog as if it wasn’t present. A Material Component: A 1000 gp onx
gust of wind can disperse this fog for the This spell is similar in many respects to statuette.
duration of that spell, but then it returns. The major image, creating an illusion with full
thermal, audial, visual and tactile elements.
second effect is an entangle that affects a 100 Shattering Pulse
yard radius around the point you are standing However this illusion exists solely in the
mind of the victim(s) and has no reality for Shunran Abjuration (Dispel)
when you cast this spell. Creatures can roll a Level: Magus 6, Drd 7
saving throw against this normally. those outside them. Unlike major image
this spell can also conceal elements of the Casting Time: 1 standard action
Finally each round the creature tries to move real world from them. Since this spell Components: V, S
towards the center of the area of effect there is operates directly on its subject's minds they Range: Close (25' + 5' / 2 levels)
a 50% chance they move away instead. As this make their saving throws to negate before Target: One Magic Item or construct
spell is typically cast in deep woods this unlikely this spell can have any effects on them. Duration: Instantaneous
to be noticed and the creatures so affected Saving Throw: Will Neg (object) or Fort
must be aware of the affect to attempt a saving The illusions created by this spell are very Neg (see text)
throw. This final effect is mind-affecting one difficult to disbelieve in (DC 20+ your caster Spell Resistance: No
with a willpower save and spell resistance is modifier), and even if an illusion created by
this spell is disbelieved the spell is not This spell affects constructs, including
allowed. golems otherwise immune to magic, as
thrown off - you're just forced to do
You can elect to reduce the size of these effects another illusion with this spell. finger of death. It will also destroys a
as necessary. single magic item held by a foe if they
fail their willpower save. If the object is
Serrin's Shadow Spy unattended it is destroyed
Second Chance Sodran Illusion (Shadow) automatically.
Balcran Transmutation [Wild] Level: Sor/Wiz 3
Level: Magus 3, Sor/Wiz 3, Fate 3 Casting Time: 1 standard action
Sheltering Branches
Casting Time: 1 immediate action Components: V, S, M (A swath of black silk)
Components: V, S, M (An unmarked coin) Range: Personal Ritual Aboran Transmutation
Range: Medium (100' + 10' / level Target: Your Shadow Level: Drd 1, Family 2
Effect: One event Duration: Concentration up to 10 minutes / Casting Time: 1 minute
Duration: Instantaneous level Components: V, S, (DF)
Saving Throw: Will (See Text) Range: Touch
Spell Resistance: Yes Your shadow detaches from you. It remains Target: One Tree
under your control. It can travel any Duration: 1 hour / level (D)
You use this spell in response to any event distance from you as long as it remains on Saving Throw: None
whose outcome is determined by a single die the same plane as you do. It has all the Spell Resistance: Yes (Harmless)
roll. The recipient re-rolls, then makes a statistics of the shadow listed in the
willpower save. If the recipient makes his save Monster Manual except that it is not The tree you touch arranges its
he may choose the roll that governs the event, considered undead, but a magical construct branches to block out rain and wind as
and if he fails you have control of which roll that and it has no strength damage attack or best as it can. Some trees are superb
is used. ability to create spawn. It possesses the at this task, such as willow trees, while
same alignment as you. You can see and others serve poorly, such as most
If any creature involved in the event has spell hear everything it sees and hears. pines. The branches may also provide
resistance he may roll it to cancel this spell's concealment from missile fire, DM’s
effects. discretion as to how much but usually
Serrin's Theft around 50%.
If multiple wizards attempt to cast second
Balcran Abjuration (Dispel)
chance on the same event they make opposed
Level: Sor/Wiz 9
willpower saves against each other. The winner Shield
is the only one that affects the target. As counterspell and you gain the ability to Core Rulebook
cast the target spell yourself once within
the next hour. This spell has additional modifiers.
Sentinel
Valran Divination (Sensory)
Shadow Killer Modifiers
Level: Alchemist 4, Clr 4, Inquisitor 4, Guardian 4 Greater (+1): The shield provides cover
Sodran Illusion (Shadow) and any magic missiles are reflected
As vigilance except that the creature you cast
Level: Sor/Wiz 8 back at their caster.
sentinel upon gains several additional benefits.
Casting Time: 1 standard action
The creature doesn’t need to sleep and is
Components: V, S, M
rendered immune to magically induced sleep, Shield Other
Range: Medium (100’ + 10’/level)
fatigue and exhaustion effects. The
Target: 1 creature Core Rulebook
enhancement bonus is +20 to perception
Duration: 1 round / level (D)
checks. The creature gains a +4 holy bonus to This spell has additional modifiers.
Saving Throw: None
saving throws against mind-affecting spells.
Spell Resistance: No
Modifiers
Serrin's Phantasm The shadow of the target creature detaches Mass (+4): You may affect multiple
and attacks that creature. This shadow targets up to your level within close
Balcran Illusion (Phantasm)[ Mind-Affecting] killer is an exact duplicate of the target
Level: Magus 4, Sor/Wiz 4 range so long as no two of them are
creature but as it is illusory only half it’s more than 30' apart, then choose
Casting Time: 1 standard action damage is real. All the equipment of the
Components: V, S between two modes of operation. First,
target creature is duplicated except for any any damage dealt to the recipients split
Range: Long (400' + 40' / level)
between that creature and you. Second, any • Change a creature's apparent alignment magics. Also, users of lesser divinations
damage dealt to any recipient or the caster is from Valra to Sodra so that they can and intelligent magic items can make a
divided evenly among the recipients of the spell move past a forbiddance spell. willpower save to disbelieve the illusion
and the caster. or they might do so automatically. For
• Change a creature's apparent race from instance, if sleight of mind is used to
Spirit Link (+2): Cure spells are divided between human to elf so that a magic bow will change the apparent alignment of a
you and the recipient. If you're the caster, you bestow special properties on him. paladin to Shunra and that character is
choose the division, otherwise it is evenly wielding an intelligent holy avenger
divided. • Change a magic axe so that it functions
for elves instead of for dwarves. he'd used for many years, that sword
would be able to make it's save against
Shock Note that sleight of mind does not change the illusion automatically (though it
the mental or physical state of creatures, it would sense the nature of the casting).
Shunran Evocation [Electricity]
only changes what magic items and spells
Level: Sor/Wiz 2
"see." It can be used to make a paladin
Target: One creature or object. Smother
appear to be Sodran as far as detection
As lightning bolt except only one target. spells, abjurations and abilities directed at Sodran Necromancy [Pain]
the paladin are concerned, but the paladin's Level: Sor/Wiz 7
alignment does not actually change nor Casting Time: 1 standard action
Shockwave Components: V, S, M (hair from a
does he lose any of his special powers that
Shunran Evocation [Sonic] require him to be Valran. drowned corpse)
Level: Brd 6 Range: Medium (100’+10’/level)
Casting Time: 1 standard action If sleight of mind is cast upon an unwilling Effect: One creature
Components: V, S creature or an object in his possession a Duration: 1 minute /level (D)
Range: Long (400’ + 40’ / level) willpower saving throw is permitted against Saving Throw: Fort Neg.
Target: 40’ radius burst its effects. Spell Resistance: Yes
Duration: Instantaneous If this spell is cast against a spell that is The target creature begins to suffocate
Saving Throw: See Text. already in place you make a caster level
Spell Resistance: Yes and unless this spell is broken it will
check as if you were attempting to dispel it die. Creatures that don’t need to
You create a powerful shockwave of sound. in order to effect the sleight of mind breathe aren’t subject to smother.
Unlike most sonic spells, this one is not stopped change.
by silence; it dispels it. The spell deals 10d6
You can ready an action and cast sleight of Snow Walk
damage, fortitude save for half. Creatures also mind in a counterspell-like fashion. If you
must make a fortitude save or be deafened Aboran Transmutation
do this the sleight of mind over-rides any Level: Alchemist 1, Drd 1, Rng 1,
permanently by this spell.
modes the caster might have chosen based Sor/Wiz 2
on alignment or element and can even Casting Time: 1 standard action
Shower of Coals change the spell by changing out one Components: V, S, (DF)
Shunran Evocation [Earth, Fire] element for another (as in the case of Range: Touch
Level: Magus 5, Sor/Wiz 5 changing a magic circle against Sodra into Target: Creature touched
warding against a different alignment). Duration: 1 minute / level (D)
As fireball, except half the damage of shower of There is no level check to do this. Saving Throw: Will Neg. (Harmless)
coals is impact damage and the damage cap is Spell Resistance: Yes (Harmless)
15d6. If you target a summoning spell you can
change attributes of the summoned The creature you touch gains the ability
creatures and they do not gain a saving to walk upon snow without sinking into
Sleight of Mind throw. Hence a lantern archon, which is a it. Despite the name of the spell, the
Balcran Illusion (Pattern) [Metamagic] Valran celestial, could be given the character can also traverse ground
Level: Sor/Wiz 4 apparent alignment of Sodra and then be similar to snow such as thick dust, mud,
Casting Time: 1 standard action subject to the effects of wards against etc. The tracks left behind by a creature
Components: V, S Sodran creatures. Again, the creature's under this spell are treated as if the
Range: Close (25' + 5' / 2 levels) alignment does not actually change, only creature walked on soft ground instead
Target: One creature, object or spell. what magic items and spells see changes. of very soft ground (see the description
Duration: 1 hour / level (D) or permanent (see of the Track feat in the PHB for more
Cast upon a spell sleight of mind lasts as
text) information). The character suffers no
long as the target spell does. Cast upon a
Saving Throw: Will Negates or none (objects & movement penalties for moving
magic item or creature sleight of mind lasts
spells) through this type of terrain (Normally
one hour per level.
Spell Resistance: Yes (see text) snow can reduce a character's move to
Sleight of Mind is an illusion, and hence as much as 1/4 normal, depending on
Sleight of Mind is a highly flexible spell that
certain special spell effects that are its depth).
either assigns an illusory attribute to a creature,
dependent on the properties of a target are
object or spell and masks any similar attributes;
not triggered by it. For instance, fire based
or changes the attributes sought by spells and
creatures take 150% damage from cold
Solipsist Disillusionment
magic items when they make their Balcran Transmutation [Wild]
attacks and are immune to fire attacks. If
determination whether or not they will work. Level: Sor/Wiz 4
you use sleight of mind to assign the
Examples include: Casting Time: 1 standard action
illusionary type "cold" to the creature, it will
• Changing a protection ward against Sodra not become immune to cold attacks. Components: V, S
into a protection ward against Valra. However, a symbol set to trigger when cold Range: Medium (100 ft. + 10 ft./level)
based creatures pass would be fooled by Target: One object, up to a 10’ cube
• Changing an absolutism spell to from the sleight of mind. Duration: 1 round/level
affecting Sodra spells to affecting Shunra Saving Throw: Will negates (object)
spells. As with most illusions, sleight of mind is Spell Resistance: Yes
defeated by true seeing or more powerful
This spell can only be cast on a non-living object Range: Personal. Saving Throw: Will neg
that entirely fits within a 10’ cube (a normal Effect: All within 30' of you. Spell Resistance: Yes or no (object)
door, for example, but not a section of a wall or Duration: While sung.
a very large door). That object flickers in and Saving Throw: None You create a hemisphere shaped
out of another plane, seeming to disappear and Spell Resistance: Yes (Harmless) barrier through which sound can’t
reappear randomly. However, even if it travel. Creatures can’t hear anything
disappears in this way, the rest of the world still Each round a creature hears this song she on the side of the barrier opposite to
operates normally. Ceilings are still supported, may make a new saving throw against any them. Spellcasting isn’t affected by this
swords still hang on an invisible sword rack, etc. enchantment that is affecting her. While spell, but sonic effects can’t cross the
you sing this song, you can’t be the target of barrier to affect those on the opposite
At each count of the initiative, there is a 50% enchantments. Use of this song expends side.
chance the object is present, and an identical one Bardic music use for the day.
chance that it is somewhere else. If the object is
Spell Lodestone
not present, creatures, objects, attacks, etc. can
Song of Holding Valran Transmutation [Metamagic]
pass through its space easily. It can appear and
disappear several times per round (but it is only Valran Enchantment (Compulsion) [Mind- Level: Clr 4, Pal 4, Magus 4, Sor/Wiz 5
necessary to roll to see if it is present on those Affecting] Casting Time: 1 standard action
initiative counts that its location becomes Level: Brd 3 Components: V, S, M (a lodestone)
important). Casting Time: 1 standard action Range: Medium (100’ + 10’/level)
Components: V, S, Song Area: All spells cast in the range.
If a creature or object spends more than one Range: 60’. Duration: 1 round / level
initiative count in the object, such as if a Effect: Up to 1 humanoid creature / level
character ends his move in that spot, that who can hear the song (see text). Spells that can target you must target
creature or object is shunted out to the nearest Duration: While sung (see text) you.
clear spot as the disillusioned object phases in Saving Throw: Will Neg.
and out. Spell Resistance: Yes Spreading Plague
When you sing the song of holding you may Sodran Necromancy [Disease]
Song of Chaos expend a use of your bardic music ability Level: Sor/Wiz 9
Shunran Enchantment (Compulsion) [Mind- each round to attempt to hold a listener Duration: 1 round / level (D)
Affecting, Sonic] within range. The effects of this hold are
As contagion except that the disease
Level: Brd 2 the same as hold person except they only spreads to all creatures touched by the
Casting Time: 1 standard action last while you sing or until the subject target and in turn to all creatures they
Components: V, S, Song successfully makes a willpower save against
touch for the duration of the spell.
Range: Close (25’ + 5’ / 2 levels) this spell. If they do, you may expend a Once the duration expires the
Targets: Up to 1 creature / level. Bardic music ability in an attempt to contagion no longer spreads magically
Duration: While Sung reestablish the hold on any round.
but the affliction itself remains.
Saving Throw: Will Neg.
Spell Resistance: Yes
Soul Exchange Still Touch
Each round you sing the song of chaos you may Ritual Sodran Necromancy [Mind-Affecting]
Balcran Illusion (Glamer)
expend a bardic music ability attempt to Level: Sor/Wiz 9 Level: Alchemist 1, Brd 1, Magus 1,
confuse one creature that hears it. This effect is Casting Time: 1 hour Sor/Wiz 2
identical to the lesser confusion spell, except it Components: V, S, M (Special incenses and Casting Time: 1 standard action
persists as long as you sing. reagents worth 1000 gp for each level of
Components: V, S
both targets). Range: Touch
Song of Charm Range: Close (25' + 5' / 2 levels) Target: One Creature
Targets: Two creatures of identical species,
Aboran Enchantment (Charm) [Mind-Affecting, Duration: 10 min / level (D)
one of whom may be you. Saving Throw: Will Neg. (Harmless)
Sonic] Duration: Permanent
Level: Brd 2 Spell Resistance: Yes (Harmless)
Saving Throw: None
Casting Time: 1 standard action Spell Resistance: Yes You cease all vibrations caused by the
Components: V, S, Song touched creature. It can't be heard or
Range: 60’ This powerful necromantic ritual swaps the seen by reflected sound. Creatures
Effect: Up to 1 humanoid creature / level who souls of the targets. Essentially each
with the tremorsense ability can't
can hear the song (see text). creature gains the other’s physical sense the subject.
Duration: While sung and 1 minute / level characteristics (STR, DEX & CON), but they
afterward. retain all other abilities. Undoing this spell
Saving Throw: Will Negates requires a wish or miracle cast by someone Stone Grasp
Spell Resistance: Yes of higher level than you, and this only works Shunran Transmutation [Earth]
if both targets are alive. If either one dies Level: Drd 2, Sor/Wiz 3
When you sing the song of charm you may this spell can’t be undone. Casting Time: 1 standard action
expend a use of your bardic music ability each
Components: V, S
round to attempt to charm a listener within
Sound Shell Range: Close (25' + 5' / 2 levels)
range. The effects of this charm are the same as
Effect: A stony hand
charm person except they don’t persist as long. Aboran Abjuration (Ward)
Duration: 1 round / level (D)
Level: Brd 2, Clr 3 Saving Throw: None
Song of Freedom Casting Time: 1 standard action Spell Resistance: No
Range: Touch
Valran Abjuration (Dispel) [Mind-Affecting, Effect: 10' emanation from the touched This spell creates a stone hand about
Sonic] creature or object. the size of an ogre's that reaches up
Level: Brd 3 Duration: 1 minute / level (D) out of the ground and attempts to
Casting Time: 1 standard action
grapple creatures you choose within
Components: V, S, Song
the range. It has combat manuever bonus equal perform tasks for you for ten minutes / ankheg (huge, 9 HD), wood elf ranger,
to your 10 + your level and a strength of 25, but caster level, but if attacked during this time (10th level).
deals no damage on a hit. When it hits, it holds the creatures vanish.
the victim fast in the square where it grappled 8th level: monstrous scorpion
them until they break free or the spell ends. A summoned creatured cannot summon (colossal), monstrous spider (colossal),
Grappled creatures cannot make reflex saves. otherwise conjure other creatures nor can it troll hunter (6th level ranger), dire bear
use teleportation or other planar travel (huge, 22 HD), praying mantis (huge, 12
If attacked the hand is AC 30 (touch AC 10), has abilities. A creature can't be summoned HD), grig druid (9th level), spider eater
DR 5/–, and 1d4 hit points / level of its caster. into an environment that cannot support it. (huge, 12 HD), tendriculous,
Summoned creatures cannot use spells with (gargantuan, 18 HD), nymph bard (4th
material components that have a cost, nor level), young adult green dragon.
Subjectional Gravity
use spell like abilities which mimic the
Balcran Transmutation [Wild] same. 9th level: ghaele, bralani (large, 14 HD),
Level: Alchemist 2, Magus 2, Sor/Wiz 2 dire tiger (huge, 28 HD), human ranger
Casting Time: 1 standard action A summoning spell summons one creature (14th level), gynosphinx, (huge, 14 HD),
Components: V, S from its own list, 1d3 creatures from a list pixie sorcerer (6th level), human druid
Range: Personal one level lower, 1d4+1 creatures for a list (14th level), frost giant ranger (4th
Target: You two or three levels lower, or 1d6+caster level), shambling mound (huge, 21 HD),
Duration: 1 minute / level (D) level creatures from a list four or more snake (gargantuan constrictor, 33 HD)
levels lower. Hence, you can cast the spell
You warp gravity such that as long as the your at 5th level to get 1 5th level creature, 1d3 Balcra
feet are on an immovable surface, that surface 4th level creatures, 1d4+1 3rd or 2nd level 1st level: celestial owl, human adept,
is "down." Hence you can walk on walls and creatures, or 1d6+9 1st level creatures aquatic elf, human expert, porpoise.
ceilings with complete ease, and without any (assuming you are 9th level).
risk of your equipment falling. Be careful 2nd level: tiny animated object,
though, you can "fall" from these surfaces. formian worker, gnome, locathah,
Abora
1st level: baboon, badger, elf, halfling, merfolk.
If your feet are on two separate surfaces that
are at an angle to each other (the floor and a monstrous centipede (medium), monstrous 3rd level: small animated object, small
wall) then "down" is in a direction that evenly scorpion (small), monstrous spider (small), air or water elemental, githyanki,
divides the angle between the two surfaces. snake (small viper). svirfneblin gnome, homunculus, manta
2nd level: giant ant (worker), giant bee, ray, octopus, medium shark, squid.
Summon Creature gnoll, grig, hyena, monstrous centipede 4th level: medium animated object,
Polyaligned Conjuration (Summoning) [see text] (large), monstrous scorpion (medium), crocodile, kuo-toa, sahuagin, large
Level: Brd X, Clr X, Drd X, Sor/Wiz X monstrous spider, (medium), nixie, snake shark, triton.
Casting Time: 1 full round (medium viper), spider swarm, wolf.
5th level: large animated object,
Range: Close (25' + 5' / 2 levels) 3rd level: ape, black bear, bison, boar, juvenile arrowhawk, doppelganger,
Effect: One or more summoned creatures which cheetah, dire badger, dire weasel, giant ant medium air or water elemental,
appear in a 20' radius sphere. (queen), giant ant (soldier), giant ethereal filcher, ethereal marauder, air
Duration: 1 round / level (see text) bombardier beetle, leopard, monitor lizard, mephit, ice mephit, water mephit,
Saving Throw: None monstrous centipede (huge), monstrous ogre, merrow, giant owl, juvenile
Spell Resistance: No spider (large), satyr, snake (constrictor), tojanida.
This X level spell comprises a staggering 45 snake (large viper), wolverine.
6th level: achaierai, huge animated
distinct spells determined by one of five 4th level: ankheg, assassin vine, brown object, adult arrowhawk, giant
alignments and nine levels. When you prepare bear, centipede swarm, centaur, dire boar, crocodile, displacer beast, large air or
or learn the spell you must choose the dire wolverine, dust mephit, ettercap, water elemental, gibbering mouther,
alignment of the creatures you summon. formian warrior, giant praying mantis, giant mimic, orca, phase spider, sea cat, sea
Your character class determines the alignments stag beetle, giant wasp, grick, locust swarm, hag, huge shark, adult tojanida.
you may summon from: Druids summon Aboran monstrous scorpion (large), owlbear, pixie,
polar bear, rhinoceros, rust monster, snake 7th level: aboleth, gargantuan
creatures only, bards summon Aboran or
(huge viper), tiger, wereboar. animated object, baleen whale, chuul,
Balcran creatures, Magus summon Balcran or
6-headed cyrohydra, huge air or water
Shunran creature, Wizards summon Balcran or 5th level: bralani, monstrous centipede elemental, formian, taskmaster,
Sodran creatures, Sorcerers summon Shunran or (gargantuan), monstrous spider (huge), invisible stalker, water naga, phasm,
Sodran creatures, and Cleric summon Valran pixie, shambling mound, snake, giant remorhaz.
and Sodran creatures. constrictor, spider eater, troll, tendriculos,
troll (scrag), werebear, weretiger, winter 8th level: elder arrowhawk, 8-headed
Magi (specialist wizards attuned to an
wolf. cyrohydra, dire shark, dragon turtle,
alignment) summon only creatures of their
greater air or water elemental, giant
alignment, but the duration of this spell in their 6th level: dire bear, dire tiger, elephant, octopus, giant, shield guardian, giant
hands is doubled. gynosphinx, monstrous scorpion (huge), squid, elder tojanida.
The alignment of the spell matches the plane it monstrous spider, (gargantuan), nymph,
treant, rust monster (large, 10 HD), 9th level: colossal animated object, 10-
is contacting, and the plane of those creatures.
rhinoceros (huge, 16 HD). headed cyrohydra, elder air or water
Casting this spell in combat is a standard action, elemental, myrmarch formian, human
and the duration of the spell is 1 round per 7th level: monstrous centipede, (colossal), wizard, (11th level).
caster level (2 rounds / level for Magi). The monstrous scorpion (gargantuan), wooly
creature appears where you choose and attacks mammoth (Treat as a 15 HD elephant),
Shunra
the nearest of your opponents to the best of its winter wolf (huge, 11 HD), owlbear (huge,
1st level: giant fire beetle, goblin,
ability. 11 HD), shambling mound (huge, 13 HD),
kobold, goblin adept, kobold expert.
snake (gargantuan constrictor, 25 HD),
Casting this spell outside of combat is a ten
minute ritual. The creature so summoned will
2nd level: dwarf, hobgoblin, orc, stirge, kobold succubus (demon), umber hulk, vampire You are cloaked in a whirling band of
fighter. (5th level fighter), will o’ wisp, xill, yuan-ti scintillating colors, completely
abomination, gray render zombie. concealing you, granting you your
3rd level: small earth or fire elemental, opponents a 50% miss chance on any
githzerai, krenshar, pseudodragon, troglodyte. 8th level: bodak, bone devil, destrachan, attacks aimed against you. You are
erinyes, gray render, half fiend (7th level able to see normally within and outside
4th level: azer, bugbear, shocker lizard, human cleric), hellwasp swarm, 10-headed
thoqqua, worg. the shield. The glow of the shield is the
hydra, mind flayer, mohrg, dark naga, spirit equivalent of a daylight spell.
5th level: cockatrice, deinonychus (dinosaur), naga, night hag, green slaad.
medium earth or fire elemental, hell hound, The surgeshield absorbs the effects of
9th level: barbed devil, bebilith, cauchemar spells targeted at you. The shield can
magmin, earth mephit, fire mephit, magma (nightmare), devourer, harpy archer, 12-
mephit, steam mephit, ogre, flamebrother completely absorb 1d4 + 6 total spell
headed hydra, rakshasa, retriever, gray levels, thus negating their effects on
salamander, minor xorn. slaad, dread wraith. you. In the case of area effects, only
6th level: basilisk, large earth or fire elemental, you are protected this way. The shield
gargoyle, manticore, minotaur, rast. Valra also protects against mishaps, counting
1st level: aasimar, dog, eagle, hawk, them as the same spell level as the
7th level: bulette, chimera, criosphinx, celestial cat, celestial monkey. spell that instigated them.
dragonne, elasmosaurus (dinosaur), huge earth
or fire elemental, ettin, hill giant, girallon, 2nd level: camel, riding dog, heavy horse, You may dispel the shield at will.
hellcat, megaraptor (dinosaur), ogre barbarian, light horse, light warhorse, mule, human Otherwise, it lasts for 1d12 rounds + 1
6-headed pyrohydra, average salamander, red fighter (1st level), human cleric (1st level), round/level, or until it absorbs all its
slaad, wyvern, average xorn. celestial eagle, human paladin (1st level). possible spell levels, whichever comes
first. If this limit is met exactly, the
8th level: athach, delver, efreeti, greater fire or 3rd level: lantern archon, blink dog,
spell ends. If the shield is hit with more
earth elemental, stone giant, gorgon, nessian hippogriff, heavy warhorse, aasimar Paladin
spell levels than it can absorb, it causes
warhound (hellhound), ogre mage, 8-headed (1st level).
the incoming spell to mishap. You are
pyrohydra, greater shadow, young adult red
4th level: giant eagle, lion, pegasus, considered the caster and the target of
dragon, blue slaad, triceratops (dinosaur),
unicorn, aasimar Paladin (2nd level). the mishap.
tyrannosaurus rex, vrock (demon), elder xorn,
yrthak. 5th level: hound archon, celestial lion, dire
lion, djinni, griffon, janni, ravid. Swarmform
9th level: elder fire or earth elemental, fire
giant, clay golem, stone golem, hezrou, hill Aboran Transmutation (Polymorph)
6th level: lillend, celestial unicorn, half
giant, dire wereboar, 10-headed pyrohydra, Level: Drd 9
celestial human fighter (3rd level), aasimar
noble salamander. Casting Time: 1 full round
Paladin (6th level), hound archon barbarian
Components: V, S
(2nd level).
Range: Personal
Sodra
7th level: androsphinx, avoral, behir, djinni Target: You
1st level: dire rat, skeleton (human warrior),
noble, lammasu, roc, zelekhut. Duration: 1 hour / level (D)
zombie (kobold), zombie (goblin), zombie (dog).
8th level: couatl, cloud giant, half-celestial You turn yourself into a swarm of
2nd level: fiendish dire rat, tiefling, zombie
human paladin (9th level), half-dragon creatures of diminutive size or even
(human commoner), orc zombie, skeletal eagle
celestial, lammasu, guardian naga. smaller. Bees, hornets and other flying
(magical flight).
insects are the most popular choices,
3rd level: darkmantle, duergar, drow elf, ghoul, 9th level: celestial charger (unicorn), but rats and other vermin are not
grimlock, lemure, lizardfolk, shrieker, wolf kolyarut, leonal, aasimar paladin (12th unknown. While in this form you are
skeleton, troglodyte zombie. level), human cleric (13th level). aware of and in control of each
member of the swarm. You can
4th level: bat swarm, choker, imp, dire bat, disperse the members up to 1 mile /
Surge
dretch, quasit, rat swarm, skeleton, owlbear, caster level away from each other, so
skum, vargouille, wererat, bugbear zombie. Aboran Evocation [Metamagic]
you can use this spell to keep watch
Level: Magus X, Sor/Wiz X
5th level: allip, derro, dire ape, dire wolf, dryad, over incredible amounts of territory.
Casting Time: 1 immediate action
gelatinous cube, ghast, howler, ooze mephit, Components: V, S Member of the swarm can be killed
salt mephit, phantom fungus, shadow, troll Range: Close (25' + 5' / 2 levels) normally as determined by their
skeleton, violet fungus, werewolf, wight, yeth Target: One spell natures. The exact number of creatures
hound, pureblood yuan-ti, ogre zombie. Duration: Instantaneous in the swarm is set by your hit points -
Saving Throw: None 1 per creature. As long as least one
6th level: aranea, barbazu, greater barghest,
Spell Resistance: No member of the swarm survives you can
bearded devil, carrion crawler, cloaker, gray
ooze, green hag, harpy, hieracosphinx, 6-headed reassume your normal form. If you lose
Increase the spell level of target spell by X
hydra, mummy, nightmare, ochre jelly, otyugh, more than 50 hit points this way you
and caster level of the target spell by 2X.
shadow mastiff, skeleton, chimera, skeleton, are not subject to death from massive
Bonus caster levels granted by this spell
ettin, vampire spawn, wraith, half-blood yuan-ti, damage. Members of the swarm that
aren't subject to level caps.
minotaur zombie, umberhulk zombie, wyvern do not reunite with you at spell's end
zombie. become normal creatures.
Surgeshield
7th level: annis, babau (demon), belker, black While in this form you cannot use any
Valran Abjuration (Ward) [Wild] supernatural, extraordinary, or spell-
pudding, cachalot whale, chain devil, chaos Level: Alchemist 6, Sor/Wiz 6
beast, digester, drider, gauth (beholder), human like abilities, neither can you cast spells.
Casting Time: 1 standard action You may end this spell at will, but it
fighter ghost (5th level), flesh golem, half black Components: V, S
dragon, human fighter (4th level), 8-headed cannot be dispelled, disenchanted or
Range: Personal brought to an end by any means short
hydra, lamia, medusa, advanced megaraptor Target: You
skeleton, cloud giant skeleton, spectre, of Mage's Disjunction.
Duration: See Text (D)
Switch Costumes Tendril Walker you choose which location you are in at
the moment. Whenever you choose a
Ritual Balcran Conjuration (Teleport) Aboran Transmutation
location like this, that is considered
Level: Brd 1 Level: Drd 3
your location until the next step of
Casting Time: 1 minute or 1 hour (see text) Casting Time: 1 standard action
initiative, but otherwise you are just
Component: V, S, F Components: V, S
‘potentially’ in either location, your
Casting Time: 1 minute, or 1 hour Range: Close (25’ + 5’ / 2 levels)
exact position not set until you are
Range: Personal Effect: All vines in range
forced to choose one.
Target: You Duration: 1 minute / level (D)
Duration: Instantaneous Saving Throw: None This protective displacement lasts until
Spell Resistance: No your next movement. Whenever you
You simultaneously teleport all clothing and
move next time, the two possible
armor you wear into a specially prepared chest With this spell you can attack with any non-
states of your location collapse into
and teleport the clothing in that chest onto your intelligent plant vines or branches within
one; in effect, whenever you move
body as if you had just put it on. The weight of range as though you wielded them as a
again, one version of you disappears,
all gear transferred this way cannot exceed 10 weapon. If you strike you deal 1d6+WIS
and your movement takes place from
lb. / caster level. modifier in damage per hit. If you grapple
your other location.
with them treat your casting ability score as
Casting the spell to do the swap takes a minute. strength for all grapple tests. If you grapple For example, in the middle of a battle
Casting the spell to prepare the box for use a foe you do not need to spend an action to Meece casts this spell, then moves. He
takes an hour. The box need only be prepared maintain an existing hold or pin, but you directs two courses of action, one
once. must remain in range. toward his party cleric and the other
Arcane Focus: A specially prepared chest worth toward his enemies. If he incurs any
500 GP. When this spell is cast the chest must Terix’s Blessing attacks of opportunity while moving in
be within 100 feet of you per caster level. either direction, he is vulnerable, and
Balcran Transmutation [Curse, Metamagic, can be hit normally. Once he reaches
Wild] both his destinations, he can
Tainted Æther Level: Clr 2, Sor/Wiz 2 thenceforth to be in either location. If
Sodran Abjuration (Ward) [Triggered] As bestow curse except Terix’s Blessing a warrior tried to strike him at once
Level: Sor/Wiz 5 bestows the wild spellcaster template on place, he could choose to be in the
Casting Time: 1 standard action the victim instead of any other effect. other, so the attack would miss. If he
Components: V, S, M (powered bone) needed healing, an ally could cast a
Range: Close (25’ + 5’ / 2 levels) spell on either version of him and have
Effect: 60' radius emanation Terror it take effect. If an enemy wizard tries
Duration: 1 hour / level (R) Sodran Illusion (Phantasm) [Emotion, Fear, to fireball him, Meece would only take
Saving Throw: Fort Negates. (see text) Mind-Affecting] damage if the area of the spell
Spell Resistance: Yes (see text) Level: Magus 6, Sor/Wiz 7, Corruption 8 contained both of his potential
positions. On his next turn, one version
Creatures which enter the area of effect through This spell works like phantasmal killer of him would disappear, and he would
calling, summoning, or teleportation gain 1 except terror inflicts 6d6 damage on a begin moving from the other.
negative energy level that persists until this spell successful fortitude save and both saving
ends. throws are made at a –4 penalty. It is possible with close coordination to
affect you while you’re protected by
Telsindria’s Invulnerable Globe this spell. Though you can shift
The Road Left Untaken positions many times per round, on
Valran Abjuration (Ward) Balcran Conjuration (Teleportation) [Wild] each individual count of initiative you
Level: Sor/Wiz 5 Level: Sor/Wiz 7 can only choose to be in one location
Casting Time: 1 standard action or the other. For instance, you might
You must choose and expend a spell slot as an
Components: V, S, M choose on your initiative count of 16 to
additional cost to cast this spell. This spell
Range: Personal be in one location to cast a spell. Then
works like lesser globe of invulnerability except
Duration: 1 round/level (D) for the rest of count 16 you are in that
that it excludes spells of up to the level of the
spell you expended as an additional cost. one location. On count 15 you return
Two possibilities of your actions take place,
to being in a state of flux. When on
allowing you to effectively be in two places
count 7 a warrior attacks you, you
Telsindria's Radiance at once. Whenever you move, choose two
could choose to be in a different
routes of movement instead of one. A
Valran Abjuration (Ward) location. If at that same initiative
shimmering version of you moves in both
Level: Sor/Wiz 9 count of 7 another warrior tried to
directions, and you are able to perceive
attack you at your other location, you
Name a descriptor or school. This spell works clearly through both of yourselves. While
would have to choose one location to
like an antimagic field except that Telsindria’s moving, you are considered to be taking
be at, meaning you would be
Radiance only suppresses spells possessing the both actions, so anything that could affect
vulnerable to either attack.
named descriptor or school. you works normally. However, once you
have completed your movement for the Material Component: A small
round, you gain a unique type of container, which must be filled by
Telsindria's Spell Immunity invulnerability until you move again. someone other than you with contents
Valran Abjuration (Ward) you are unaware of. As you cast the
Once you have finished your movement for
Level: Wiz 2 spell, you open the container and learn
a given round, whenever an individually
its contents just before they are
You must choose and expend a spell preparation targeted attack or effect targets you, you
consumed in casting.
as an additional cost to cast this spell. This spell can choose which of your two positions to
works like spell immunity, except that it applies be in. Against area effects, you can choose
to the spell you expended at casting. whether to be affected unless the area of
effect could contain both versions of you.
Similarly, whenever you take any actions,
Time Spiral Duration: 1 round The acid dissipates on subsequent
Saving Throw: None rounds. On round two the damage
Balcran Transmutation [Time]
Spell Resistance: No drops to 10d6 for those foolish enough
Level: Sor/Wiz 9
to remain submerged in the area, but
Casting Time: 1 full action On the round following this spell everything the area of effect doubles to a 20’
Components: V, S, M (A 25,000gp astral happens twice with the same results as the radius. Floating creatures take 5d6.
diamond) first attempt.
Range: Long (400' + 40' / level) On round three the area trebles, but
Effect: All creatures in range Material Component: A diamond worth the acid damage drops to 5d6 for those
Duration: Instantaneous 5000 gp submerged and 1d6 to floating objects.
Saving Throw: None On round four the area quadruples
Spell Resistance: No Transmute Rock to Lava from the original but only deals 1d6
damage to those completely
All creatures in range revert back to their status Shunran Transmutation [Earth, Fire]
Level: Drd 9, Sor/Wiz 9 submerged.
at the beginning of the combat. All damage is
healed, The dead are returned to life, etc., as Casting Time: 1 standard action The above presumes that the acid can
though the encounter had yet to occur. Casters Components: V, S dissipate into a larger body of water. If
recover all spells cast during the combat except Range: Close (25' + 5' / 2 levels) it can’t, it doesn’t lose its potency.
time spiral. No one affected by time spiral can Effect: 20' square area 10' deep.
use it for a full day (including you). All creatures Duration: See Text
remember what occurred before the time spiral Saving Throw: None Twincast
and are aware that it was cast. Spell Resistance: No Balcran Evocation [Metamagic]
Level: Sor X
You use this spell to transform rock into Casting Time: 1 immediate action
Time Twister lava. On the first and second rounds of this Range: Close (25’ + 5’ / 2 levels)
Balcran Transmutation [Time] spell the ground becomes uncomfortably Target: One spell in casting.
Level: Sor/Wiz 6 hot but no actual damage is done. On the Duration: Instantaneous
Casting Time: 1 standard action third round all flammable materials in the Saving Throw: None
Components: V, S area of effect catch fire and creatures in the Spell Resistance: No
Range: Personal area of effect are dealt 1d6 damage by the
Target: You heat. Each round the heat rises and the Twincast creates a copy of a target
Duration: 1 round / level (D) damage increases by 1d6. On the 22nd incantation of less than level X which is
round of the spell the damage caps at 20d6 cast by you immediately after the
When you complete this spell you phase out of for any foolish enough to remain in the original spell even if you can’t normally
time. While out of time you essentially do not area, submerged by the now liquid rock. cast it. Casting this copy does not cost
exist and cannot be attacked or harmed by any Those large enough not to be fully you a spell slot, but you must be able to
means. At the beginning of each or your actions submerged take half this damage. After fulfill any component costs of the
you phase into time. You can perform one reaching peak temperature the lava copied spell other than material
move-equivalent action or cast a spell, then you remains this hot for 48 hours, then it loses components with a value less than one
phase out of time again. intensity slowly, dropping 2d6 damage / day gold piece.
(so after 5 days the damage is still 14d6)
Your opponents can ready an action to attack
you and you can be attacked for provoking an Understand Unorthodoxy
attack of opportunity. Transmute Water to Acid Ritual Balcran Divination (Insight)
Sodran Transmutation [Acid, Water] [Wild]
Time Walk Level: Sor/Wiz 9 Level: Alchemist 1, Brd 1, Sor/Wiz 1
Casting Time: 1 standard action Casting Time: 10 minutes.
Balcran Transmutation [Time]
Components: V, S, M (A scrap of flesh from Range: Close (25 ft. + 5 ft./2 levels)
Level: Sor/Wiz 6
the stomach of a black dragon - 500gp) Area: 10 foot cube, plus one 10 foot
Components: V, S, M (500 gp diamond)
Range: Medium (100’+10’/level) cube per level
Range: Touch
Effect: All water within a 10’ radius sphere Duration: Instantaneous
Target: You and touched objects or other
[see text] Saving Throw: None
touched willing creatures weighing up to 50 lb. /
Duration: Instantaneous Spell Resistance: Yes (object)
level
Saving Throw: [see text]
Duration: Instantaneous Understand unorthodoxy gives you
Spell Resistance: No
Saving Throw: None and Will Negates (object) insight into chaos and disorder. You
Spell Resistance: No and Yes (object) This powerful transmutation turns water to can see such things as pottery shards
acid with predictably fatal results for the reformed into a whole pot, shreds of
You move forward in time, up to one day per
animals and plant life within. paper reformed into a page, scattered
level. You are able to see if other creatures are
parts as a working machine, or specific
in the area in the future and can choose to Cast outside of water this spell ruins all trails appearing out of overlapping
appear based on that criteria (such as I will time water based items including magical footprints. The items to be studied
walk to Baron Nebis' arrival here). If the criteria potions unless their owners make a must tangible—coded flashing lights,
is not fulfilled you move forward in time to the willpower save to negate. garbled speech, or thoughts of any kind
fullest extent of the spell.
This spell is at it’s deadliest when cast in a cannot be studied. One such item can
large body of water. Creatures so be studied as if whole per casting of the
Time Warp unfortunate to be completely submerged in ritual during the casting.
Balcran Transmutation [Time] the area of effect take 25d6 damage, For the next day you get a +10 bonus to
Level: Sor/Wiz 9 fortitude save for half. Creatures and any skill check to reassemble any
Casting Time: 1 standard action objects floating upon such water take 10d6, broken or disassembled item you make
Components: V, S, M (5000gp diamond) fortitude save for half. This is the damage sense of through this spell.
Range: Long (400' + 40' / level) for the first round.
Effect: All creatures in range
Venomous Vines long / caster level or a ring with a radius 5’ / You create an enormous pulse of fire
2 caster levels; either form 20’ high. that deals 5d6 damage to all in the area
Aboran Transmutation
Duration: Concentration + 1 round / level of effect except you. This doesn’t
Level: Drd 3, Rng 3
(D) count any damage resulting from forest
As entangle, but the vines secrete a contact Saving Throw: Reflex Negates (see text) fires that are likely to triggered by the
poison. Starting on the third round of the spell's Spell Resistance: Yes use of this spell.
duration all creatures in the area must make an
This spell calls into being a sheet of
additional fortitude save against the poison Wildstroke
lightning with the dimensions given above
each round. When they fail the first time the
that deals 1d6 damage / caster level (max Shunran Evocation [Wild]
poison fatigues them, and the second time they
20d6). Those in the area of effect when it Level: Magus 6, Sor/Wiz 7
fail they are exhausted. The third failure causes
comes into being may negate the spell by Casting Time: 1 standard action
them to go to sleep as per the spell.
rolling a reflex save and moving out of the Components: V, S, M
area, but those who intentionally enter a Range: Medium (100 ft. + 10 ft./level)
Vigilance wall of lightning that is already in place take Effect: Ray
Ritual Valran Divination (Insight) full damage without benefiting from a save. Duration: Special (see text)
Level: Alchemist 2, Clr 2, Inquisitor 2 Saving Throw: None
Unlike most walls this one is not subject to
Casting Time: 10 minutes Spell Resistance: Yes
any damage, nor does it prevent inanimate
Components: V, S objects from passing through it either way A bolt of wild energy blasts from you
Range: Medium (100’+10’/level) though the lightning discharges grant 50% into another creature, dealing damage
Target: One creature [see text] concealment to creatures on one side of the and disrupting their casting. You must
Duration: 8 hours wall from another. succeed at a ranged touch attack to
Saving Throw: Will Negates (Harmless)
strike a target. A hit deals 1d6 points of
Spell Resistance: Yes
Wasting Curse damage per level (maximum 20d6)
You choose a creature within range to watch from wild spell energy. Thereafter, for
Sodran Necromancy [Curse, Death] one round per level, the struck creature
over the area within range. The creature gains a
Level: Sor/Wiz 6 acts as if it had the Wild Spellcaster
+10 bonus to perception checks. If the creature
Target: 1 creature [see text] Template applied to any of its
moves out of the spell’s range the spell is
broken. Once cast the area of effect (which As bestow curse except that the effect of a spellcasting classes. Additionally, the
extends from you out to the limit of the range) wasting curse is to age the recipient one template also applies to any magical
doesn’t move with you. year every day. The recipient must have a item the subject activates.
normal lifespan of less than 200 years. When determining the effect of any
Vile Consumption Remove curse halts this unnatural aging but mishaps caused by the target casting
doesn’t undo it’s effects. Restoration or spells, the target rolls d% + his Will save
Sodran Necromancy [Death] greater magic restores the creature to its
Level: Sor/Wiz 8 bonus as usual, but then subtracts your
former age. A creature suffers the penalties caster level from the result. For
Range: Touch for advanced age but doesn’t gain any of
Effect: Living Creature touched example, if Meece (caster level 18)
the benefits (these are acquired by actually wildstrokes an enemy wizard (who has
As finger of death with the exceptions noted living for the time given). Wasting curse a Will save bonus of +10), the enemy
above and you add the hit points of the victim counts as a death spell should it kill its wizard would roll d% +10 –18, or d%-8,
(or the damage dealt if they make their saving victim. to determine the effect of any mishap
throw) to your own. Hit points added beyond he causes while affected by this spell.
your maximum are temporary. Weakness
If the target already has the Wild
Sodran Necromancy Spellcaster Template, he still receives
Volley of Boulders Level: Clr 5, Sor/Wiz 6 the penalty to his mishap rolls from the
Shunran Transmutation [Earth] Casting time: 1 standard action duration.
Level: Sor/Wiz 9 Components: V, S
Range: Medium (100’+10’/level) Material Component: A personal item
Casting time: 1 standard action
Effect: One creature worth at least 1 gp, which you must
Components: V, S
Duration: 1 round /level (D) toss at the subject as you cast the spell.
Range: Touch
Saving Throw: Fort Neg. The object is not consumed in the
Targets: Up to 1 pebble / caster level.
Spell Resistance: Yes casting if the subject takes it before the
Duration: 1 round / level (D)
end of the spell’s duration.
Saving Throw: See Text If the target creature fails its saving throw
Spell Resistance: No its strength is reduced to 1. Characters with
a fighter’s attack progression have a -4 Wilting Curse
When you throw a pebble enchanted by this
spell it changes into a 50 lb. boulder mid-flight. penalty to this save. Sodran Necromancy [Curse]
The boulder follows the same flight path the Level: Sor/Wiz 6
pebble would have followed. Wildfire As bestow curse except that the effect
The boulder strikes for 2d6 damage + your Shunran Evocation [Fire] of the wilting curse is to cause rapid
casting ability modifier. Level: Sor/Wiz 9 weight loss and CON loss. The spell
Casting Time: 1 standard action deals 1 point of con damage each day
Components: V, S until it kills the victim. Ability damage
Wall of Lightning Range: Long (400' + 40' / level) dealt by the wilting curse cannot be
Shunran Evocation [Electricity] Area: Circle extending out to the limit of undone until the curse is lifted, at
Level: Magus 6, Sor/Wiz 7 the range. which point it can be removed
Casting Time: 1 standard action Duration: Instantaneous normally.
Components: V, S Saving Throw: Reflex 1/2 (see text)
Range: Medium (100’+10’/ level) Spell Resistance: Yes (see text)
Effect: Sheet of lightning 5’ thick and up to 20’
Zap Range: Touch The touched creature takes 1d6
Target: Creature touched electricity damage.
Shunran Evocation [Electricity]
Duration: Instantaneous
Level: Sor/Wiz 0
Saving Throw: None.
Casting Time: 1 standard action
Spell Resistance: Yes
Components: V, S
Optional Setting Rules
Chapter 7
The rules that have proceeded in this book are the absolute minimum short rest of around 15 minutes, if the players do so they may roll hit
set of rules necessary to present the campaign setting and its flavor dice and add their constitution modifier to each one, and gain the
using the Pathfinder ruleset. The rules in the chapter are less necessary amount rolled as healing. Each hit die the character has can only be
and have more to do with taste and running style. They may be freely rolled once until the character takes an extended rest of 8 hours. So a
ignored without having any large impact on how the setting is third level character can roll all three hit dice at once or space them out
presented to the players. between fights, but he can't reroll them until he rests.

Extended Rest: An extended rest recovers all hit points for characters
Hit Points and Durability who started the rest with positive hit points.

The following rules are designed to reduce a party's need for a cleric or Battered: A character reduced to half his maximum hit point total is
dedicated healer, though the presence of one will still be desirable, it battered and shows signs of having been in a fight. Actual wounds do
won't be required to the point of having the group brow beat one of not occur until a hit knocks a character below 0 hit points.
the players into choosing to play a healer class. Conversely, in the
Dying: A character at 0 hit points or less is dying. Each round the
presence of these rules a cleric player should not feel as compelled to
character makes a fortitude save DC 10 - their current hit point total
spend all their magics as cure wound applications.
(remember that if you subtract a negative number, you add it). If the
Starting Hit Points: Each character starts with a number of hit points character fails he loses 1d6 hit points. When the character makes three
equal to their constitution score and full hit dice. Yes, this means a first saving throws he stabilizes, and those saves need not be consecutive. If
level barbarian with a constitution of 18 will start play with 30 hit a natural 20 is rolled the character returns to 0 hit points, stabilizes, and
points. may roll any hit dice to gain hit points in order to act normally.

Hit Points per level: When a character gains a level they gain hit points Dead: A character is dead when their hit point total drops below their
equal to half their hit die plus their constitution modifier. constition score and their level * -1. If a character is suddenly reduced
to less than twice this value in a single attack then the damage to the
Hit Dice: A character may take a full round action in combat to roll any corpse will be too severe for raise dead and ressurrection will be
number of their hit dice and gain that many hit points as a cure effect required to raise the character. If the character is reduced to three
(hit points beyond the maximum are lost). A character may also take a times this value only a true ressurection will restore the character.
Dusk: Pathfinder Edition
by Michael Lloyd Morris

Playtest Team
Joshua G. Brooks, Colton Robert Don Burgess, Devon Grant Deaton, Curtis W. Hanson, Evan Zwicker

Based on the original roleplaying game rules by Gary Gygax and David Arneson
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All
trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have
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OPEN GAME LICENSE Version 1.0a


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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
Arneson.
Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost,
Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley
Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary,
Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen
Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Wild Spellcraft. © 2002 Natural Twenty Press; Authors: Ryan Nock.

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