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School of Evocation 3e

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100% found this document useful (5 votes)
458 views66 pages

School of Evocation 3e

Uploaded by

Alessia Frattani
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Requires the use of the

Dungeons & Dragons® Player's Handbook,


Third Edition, published by Wizards of the Coast®
School of Evocation

Credits
LEAD DEVELOPER
Kevin Wilson

MANAGING DEVELOPER
Greg Benage

WRITING
Mark Chance, Lysle Kapp, Lizard, Kevin Wilson

INTERIOR ILLUSTRATIONS
Ed Cox, Britt Martin, Joseph Querio, Patricio Soler

GRAPHIC DESIGN
Brian Schomburg
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
COVER DESIGN Wizards of the Coast and are used according to the terms of the d20
System License version 1.0. A copy of this License can be found at
Scott Nicely
www.wizards.com.
EDITING Dungeons & Dragons® and Wizards of the Coast® are Registered
Greg Benage, Kevin Wilson Trademarks of Wizards of the Coast and are used with permission.

ART DIRECTION Copyright © 2003 Fantasy Flight Publishing Inc. Legends and Lairs is
a trademark of Fantasy Flight Publishing Inc. All rights reserved.
Kevin Wilson

LAYOUT
Kevin Wilson

PUBLISHER
Christian T. Petersen

FANTASY FLIGHT GAMES


1975 W. County Rd. B2, Suite 1
Roseville, MN 55113
651.639.1905
www.fantasyflightgames.com
School of Evocation

Contents
Introduction 3

Disciplines 3

Devoted Evoker Core Class 4

Prestige Classes 7
Arcane Architect 7
Guardian of the Flame 9
Illuminator 11
Maestro of Dissonance 13
Order of Akmon 15
Spark 17
Unmaker 19
Wintermage 21

New Feats 23

Visual Guide to Evocations 24

Alphabetical Listing of Spells 31

New Equipment 50

New Magic Items 55

Evocation
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect,
they create something out of nothing. Many of these spells produce spectacular effects, and evocation
spells can deal large amounts of damage.

2
The light discipline specializes in spells
that create various forms of light, ranging from
Welcome! dim glows to a blinding artificial sun. Creatures
of the night—such as vampires—are particu-
larly vulnerable to this discipline.

INTRODUCTION
Fantasy Flight Games is pleased to present Sonic discipline spells employ various
School of Evocation, the latest softcover book in forms of sonic energy to send helpful mes-
our Legends & Lairs line of sourcebooks for sages, deafen opponents, or instantly shatter
the d20 System. School of Evocation is an objects into dozens of tiny shards.
exploration of the arcane school of Evocation
intended for use by both DMs and players.
In this book, you’ll find new prestige The Open Game License
classes, new magic items, new feats, and more School of Evocation is published under
than 60 new spells in the school of Evocation. the terms of the Open Game License and d20
System Trademark License. The OGL allows us
The Disciplines to use the d20 System core rules and to publish
gaming material derived from those rules.
This book uses the concept of subschools In fact, material that is strictly rules relat-
of magic, or “disciplines.” These are small, ed is Open Content. You can use this material in
commonly themed groups of spells similar to your own works, as long as you follow the con-
divine domains, but intended for arcane spell- ditions of the Open Game License. You can
casters. In School of Evocation, there are 8 dis- copy the material to your website or even put it
ciplines of magic, themed according to the in a book that you publish and sell.
tasks or spell effects that most typify Evocation Not everything in this book is Open
magic: Content, however. The names of feats, spells,
The disciplines and their abbreviations disciplines, magic items, classes, and the game
are: acid (acid), cold (cold), electricity (elec), statistics, mechanics, and rules derived from the
energy construct (enrgy), fire (fire), force d20 SRD are designated as Open Content. The
(force), light (light), and sonic (sonic). Each descriptions of the feats, spells, disciplines,
discipline is briefly described below. classes, and magic items are closed content and
The acid discipline involves manipulating cannot be republished, copied, or distributed
various forms of acid energies, ranging from without the consent of Fantasy Flight Games.
fine, corrosive coatings to clouds of caustic All illustrations, pictures, and diagrams in
vapors to torrents of liquid acid. this book are Product Identity and the property
The cold discipline focuses on spells that of Fantasy Flight Publishing, Inc., © 2003.
use chill energies to freeze enemies in their The Open Game License is printed in its
tracks and turn water to ice. entirety at the end of this book. For further infor-
The spells found in the electricity disci- mation, please visit the Open Gaming Foundation
pline use powerful electrical shocks to stun and website at www.opengamingfoundation.org.
damage opponents.
Spells in the energy construct discipline
allow a caster to instantly produce numerous
helpful items composed of energy, including
tools, weapons, and even shelter.
Fiery meteors, hails of brimstone and
devastating fireballs are the hallmark of the fire
discipline. Yet, the destructive spells of this dis-
cipline are tempered by others that offer pro-
tection or a means to subdue an opponent with
relatively little harm.
Powerful blasts and crude shapes formed
from pure force are the hallmark of the force
discipline. This discipline can be thought of as
the club to the energy construct discipline’s
rapier.

3
citizens. Halflings, gnomes, and physically
The Devoted Evoker weak humans are also primary candidates for
becoming devoted evokers, since they too often
Devoted evokers are practitioners of the arcane receive a great deal of abuse at the hands of
arts who have dedicated their lives entirely to their fellows. Full-blooded elves and dwarves
Devoted Evoker

exploring and expanding the study of evoca- only rarely become devoted evokers, lacking
tion. Unlike a specialist, a devoted evoker is the hunger for personal power and respect so
incapable of casting other schools of magic. common to members of the class.
However, this intense focus is what allows Other Classes: Devoted evokers are nor-
them to completely master their chosen field of mally most comfortable working with classes
study. that they feel can “pull their own weight.”
Adventures: Devoted evokers often Barbarians, clerics, fighters, paladins, and
come from the most oppressed parts of society. rogues all contribute strengths to the party that
A thirst for power drives them, and their adven- the devoted evoker sees as valuable. Bards,
tures often reflect this. Devoted evokers can druids, monks, rangers, sorcerers, and other
often be found questing after new spells, pow- wizards are often the target of the devoted
erful magic items, or even just as a favor to a evoker’s scorn, since their specialties are either
politically well-placed patron. Having had their too subtle for the devoted evoker to grasp, or
fill of being downtrodden when younger, overlap the devoted evoker’s own strengths,
devoted evokers constantly seek to claw their something that the egotistical spellcasters can-
way to the top. not abide.
Characteristics: Devoted evokers are
often arrogant and egotistical. They use their Game Rule Information
spells only when they see fit and often sneer at
the suggestions of their peers. Fortunately, in Devoted evokers have the following game sta-
spite of their protests, devoted evokers are also tistics.
loyal and valuable companions. They reserve Abilities: A devoted evoker needs high
the right to insult or belittle their friends and scores in Intelligence and Dexterity, just like a
often get violent when a stranger trespasses on wizard. Additionally, a high Constitution is
this territory. After all, when violence is called critical, providing the high-profile spellcaster
for, few can equal the fury of a devoted evoker. with much-needed hit points. Because of the
Alignment: Devoted evokers are never savagery of the devoted evoker’s spells, he
good-aligned. Their destructive subject of often finds that opponents target him to the
study drives away gentler souls, leaving those exclusion of the other members of his party.
who hunger for power and those who seek Strength can also be a great boon to a devoted
revenge for ancient wrongs. Devoted evokers evoker, allowing him to participate in combat
are not prone to negotiation unless faced by after his spells are gone. Charisma and Wisdom
overwhelming force. In most cases they prefer are much less valuable to the devoted evoker,
simple, honest combat to the “wheedling lies seldomly seeing use.
and shameless entreaties” of diplomacy. Alignment: Any non-good.
Religion: Many devoted evokers turn Hit Die: d4.
their backs on religion entirely. After the cruel- Starting Gold: 4d4 × 10 gp.
ty they often face as children, few devoted
evokers want to acknowledge the gods that Class Skills
they feel abandoned them. The devoted evoker’s class skills (and the key
Background: Devoted evokers are typical- ability for each skill) are Alchemy (Int),
ly downtrodden or abused as children. Often Concentration (Con), Craft (Int), Gather
physically weak or a member of a racial minori- Information (Cha), Intimidate (Cha),
ty, they have been teased and tormented by their Knowledge (all skills, taken individually) (Int),
young peers. Finally, unable to bear any more Profession (Wis), Scry (Int, exclusive skill),
such treatment, they often turn to evocation in Search (Int), and Spellcraft (Int).
order to gain the ability to defend themselves and
seek vengeance on those who have harmed them Skill Points at 1st Level: (2 + Int modifier) × 4.
in the past. Skill Points at Each Additional Level: 2 + Int
Races: Crossbreeds such as half-elves modifier.
and half-orcs are the most common devoted
evokers, due to their status as second-class
4
Class Features
All of the following are class features of the
devoted evoker.
Armor and Weapon Proficiency:

Devoted Evoker
Devoted evokers are proficient with the club,
dagger, heavy crossbow, light crossbow, and
quarterstaff. Devoted evokers are not proficient
with any armor or shields. Armor of any type
interferes with a devoted evoker’s movements,
which can cause his spells to fail (if those spells
have somatic components). Note that armor
check penalties for armor heavier than leather
apply to the skills Balance, Climb, Escape
Artist, Hide, Jump, Move Silently, Pick Pocket,
and Tumble, and that carrying heavy gear
imposes a check penalty on Swim checks.
Spells: A devoted evoker casts arcane
spells. He is limited to a certain number of
spells of each spell level per day, according to
his class level. A devoted evoker must prepare
spells ahead of time by getting a good night’s
sleep and spending 1 hour studying his spell-
book. While studying, the devoted evoker
decides which spells to prepare. To learn, pre-
pare, or cast a spell, a devoted evoker must
have an Intelligence score of at least 10 + the
spell’s level. A devoted evoker’s bonus spells
are based on Intelligence. The Difficulty Class
for saving throws against devoted evoker spells
is 10 + the spell’s level + the devoted evoker’s
Intelligence modifier.
Bonus Languages: A devoted evoker
may substitute Draconic for one of the bonus
languages available to the character. Like wiz-
ards, devoted evokers often find that they need
to be able to read ancient texts written in
Draconic in order to pursue their current
avenue of research.
Spellbooks: Devoted evokers must study
their spellbooks each day to prepare their
spells. A devoted evoker cannot prepare any
spell not recorded in her spellbook (except for
read magic, which all devoted evokers can pre-
pare from memory).
Devotion: Devoted evokers may only
learn, prepare, and cast spells from the
Universal school and the school of Evocation.
Other schools of magic are entirely closed to
them except through the Opposed Spell feat
(see page 23).
Devoted evokers receive a +4 bonus to
Spellcraft checks to learn evocation spells (see
PHB, Chapter 10, Writing a New Spell into a
Spellbook).

5
Table 1: The Devoted Evoker
Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Devotion, discipline mastery 4 2 — — — — — — — —
Devoted Evoker

2 +1 +0 +0 +3 Augment evocation (1 level) 5 3 — — — — — — — —


3 +1 +1 +1 +3 Evocation focus (+1) 5 3 2 — — — — — — —
4 +2 +1 +1 +4 Augment evocation (2 levels) 5 4 3 — — — — — — —
5 +2 +1 +1 +4 Evasion 5 4 3 2 — — — — — —
6 +3 +2 +2 +5 Evocation focus (+2) 5 4 4 3 — — — — — —
7 +3 +2 +2 +5 5 5 4 3 2 — — — — —
8 +4 +2 +2 +6 Augment evocation (3 levels) 5 5 4 4 3 — — — — —
9 +4 +3 +3 +6 5 5 5 4 3 2 — — — —
10 +5 +3 +3 +7 Discipline mastery 5 5 5 4 4 3 — — — —
11 +5 +3 +3 +7 5 5 5 5 4 3 2 — — —
12 +6/+1 +4 +4 +8 Augment evocation (4 levels), 5 5 5 5 4 4 3 — — —
evocation focus (+3)
13 +6/+1 +4 +4 +8 5 5 5 5 5 4 3 2 — —
14 +7/+2 +4 +4 +9 5 5 5 5 5 4 4 3 — —
15 +7/+2 +5 +5 +9 Evocation resistance 5 5 5 5 5 5 4 3 2 —
16 +8/+3 +5 +5 +10 Augment evocation (5 levels) 5 5 5 5 5 5 4 4 3 —
17 +8/+3 +5 +5 +10 5 5 5 5 5 5 5 4 3 2
18 +9/+4 +6 +6 +11 Evocation focus (+4) 5 5 5 5 5 5 5 4 4 3
19 +9/+4 +6 +6 +11 5 5 5 5 5 5 5 5 4 4
20 +10/+5 +6 +6 +12 Discipline mastery, augment 5 5 5 5 5 5 5 5 5 5
evocation (6 levels)

Discipline Mastery: Devoted evokers tion spells. In addition, the DCs of all evocation
may choose one evocation discipline that they spells the devoted evoker casts are increased by
have mastered. Devoted evokers can channel 1. These benefits stack with bonuses provided
stored spell energy into any spell in a discipline by the Spell Focus and Spell Penetration feats.
they have mastered, in much the same way as a These bonuses increase by 1 each at 6th, 12th,
cleric. Devoted evokers can “lose” a prepared and 18th levels.
spell in order to cast any spell from a mastered Evasion (Ex): At 5th level, a devoted
evocation discipline of the same level or lower. evoker gains evasion. If exposed to any effect
For example, a devoted evoker that has mas- that normally allows a character to attempt a
tered the fire discipline may lose one of his pre- Reflex saving throw for half damage, the
pared 2nd-level spells to cast flaming sphere devoted evoker takes no damage with a suc-
(also a 2nd-level spell). cessful saving throw. Evasion can only be used
At 10th and 20th levels, a devoted evoker if the devoted evoker is wearing light armor or
chooses one additional evocation discipline to no armor.
master. Evocation Resistance (Ex): Beginning
Augment Evocation: At 2nd level, a at 15th level, the devoted evoker ignores the
devoted evoker begins to accumulate a store- first 10 points of damage caused by any evoca-
house of power that he may use to augment his tion spell.
spells as he sees fit. This allows him to ignore
one level of metamagic cost when preparing
spells. So, a 2nd-level devoted evoker could
prepare one silent magic missile as a 1st-level
spell instead of a 2nd-level spell. The devoted
evoker can also use these levels to decrease the
metamagic level penalty if he does not have
enough to completely ignore it.
At 4th level and every 4 levels thereafter,
a devoted evoker may ignore one additional
level of metamagic cost when preparing spells.
Evocation Focus: At 3rd level, a devoted
evoker receives a +1 bonus to all caster level
checks (1d20 + caster level) to beat a crea-
ture’s spell resistance when casting evoca-
6
Arcane Architect
For the arcane architect, energy constructs are
the favored form of evocation, for they best

Arcane Architect
display the fusion of arcane knowledge and
creative design. It is this constructive, even
artistic approach to the study of magic that
gives the arcane architect an advantage over
other spellcasters.
This design ethic among arcane architects
allows these mages to easily make energy con-
structs that require a certain precision and detail
that other spellcasters simply cannot achieve.
Hit Die: d4.

Requirements
To qualify as an arcane architect, a character
must fulfill the following criteria.
Spellcasting: An arcane architect must
have the ability to cast tiny hut and at least one
other arcane spell of 3rd level or higher.
Craft (any): 10 ranks.
Knowledge (arcana): 5 ranks.
Spellcraft: 10 ranks.
Feats: Craft Wondrous Item, Extend Spell.

Class Skills
The arcane architect’s class skills (and the key
ability for each) are Alchemy (Int),
Concentration (Con), Craft (Int), Knowledge
(Int), Profession (Wis), Scry (Int), Search (Int),
Speak Language (None), and Spellcraft (Int).

Skill Points at Each level: 2 + Int modifier.

Class Features
All the following are class features of the
arcane architect prestige class.
Weapon and Armor Proficiency:
Arcane architects gain no additional proficien-
cy in any weapon or armor.
Spells per Day: When a new arcane archi-
tect level is gained, the character gains new spells
per day as if she had also gained a level in a spell-
casting class she belonged to before adding the
prestige class. She does not, however, gain any
other benefit a character of that class would have
gained (improved chance of controlling or rebuk-
ing undead, metamagic or item creation feats, hit
points beyond those she receives from the pres-
tige class, and so on), except for an increased
effective level of spellcasting. If a character had
more than one spellcasting class before becom-
ing an arcane architect, she must decide to which
7
Table 2: The Arcane Architect
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
1 +0 +0 +0 +2 Locate flaw (+2, +1d6) +1 level of existing class
Arcane Architect

2 +1 +0 +0 +3 Energy enhancement 1/day +1 level of existing class


3 +1 +1 +1 +3 Augment construct (+1, +1d4) +1 level of existing class
4 +2 +1 +1 +4 Energy enhancement 2/day +1 level of existing class
5 +2 +1 +1 +4 Locate flaw (+4, +2d6) +1 level of existing class
6 +3 +2 +2 +5 Augment construct (+2, +2d4), +1 level of existing class
energy enhancement 3/day
7 +3 +2 +2 +5 Locate flaw (+6, +3d6) +1 level of existing class
8 +4 +2 +2 +6 Energy enhancement 4/day +1 level of existing class
9 +4 +3 +3 +6 Augment construct (+3, 3d4), +1 level of existing class
locate flaw (+8, +4d6)
10 +5 +3 +3 +7 Advanced construction, +1 level of existing class
energy enhancement 5/day

class she adds the new level for purposes of an enhancement bonus to Strength of 1d4+1
determining spells per day. points, adding the usual benefits to melee
Locate Flaw (Ex): An arcane architect is attack rolls, melee damage rolls, and other uses
quite familiar with the design and creation of all of the Strength modifier.
forms of magical constructs. With a successful Energy Shield: The arcane architect can
Spellcraft check (DC 20 + spell level), the arcane create armor of pure energy that grants the
architect can detect the inherent flaws within an wearer a +5 armor bonus to AC.
object constructed by magic. She may not retry Energy Weapon: The arcane architect can
this check. Once she has located a flaw, she construct an energy weapon with a +1 enhance-
receives a +2 circumstance bonus to any targeted ment bonus. Use of the weapon requires the
dispel checks she makes to dispel the spell that appropriate weapon proficiency. The energy
created the magical construct (See PHB, Chapter weapon has the same hardness and hit points as
11, Targeted Dispel). This bonus increases by +2 the weapon that it duplicates.
at 5th, 7th, and 9th levels. Energy Skin: The arcane architect can cre-
The arcane architect may also use this abil- ate a thin skin of energy that absorbs some of a
ity against creatures that are magical constructs. creature’s injuries. The skin grants the creature
With a successful Spellcraft check (DC 20 + an additional 1d4 temporary hit points for every
creature’s HD), the arcane architect can detect two class levels the arcane architect possesses.
the inherent flaws within the construct. She may Augment Construct (Su): Beginning at
not retry this check. If she successfully locates a 3rd level, the arcane architect is able to create
flaw, each attack she makes against that construct energy constructs that are tougher and more
within the next hour inflicts an additional 1d6 difficult to dispel. Any energy construct creat-
points of damage. This bonus increases by an ed by a spell cast by an arcane architect gains a
additional +1d6 at 5th, 7th, and 9th levels. +1 bonus to dispel checks. If the construct has
Energy Enhancement (Sp): Beginning hit points, it receives an additional 1d4 hit
at 2nd level, an arcane architect gains the abil- points. These bonuses increase to +2 and an
ity to create energy constructs that enhance her additional 2d4 hit points at 6th level, and +3
natural physical abilities. She may do so once and an additional 3d4 hit points at 9th level.
per day. Every two levels thereafter, the arcane Advanced Construction (Su): At 10th-
architect may create such constructs one addi- level, the arcane architect gains the ability to
tional time per day. Each construct created with increase the effectiveness of some of her ener-
this ability lasts for 1 hour per class level that gy designs. Any energy blade created by a spell
the arcane architect possesses. Others may not cast by the arcane architect gains an enhance-
use the constructs created by this ability. ment bonus of +1 for every two class levels the
The arcane architect may use this ability arcane architect possesses. Furthermore, the
to create any of the following constructs: strength of any energy construct created by a
Strength Boosting Apparatus: The arcane spell cast by the arcane architect, such as
architect can create an apparatus that fits over imposing hand, is increased by an additional
his body and bolsters his strength. While 1d4+1 points of Strength for every two class
wearing this apparatus, the architect gains levels the arcane architect possesses.
8
Guardian of the Flame
While many mages focus upon the sheer
destructive power provided by the spells of the

Guardian of the Flame


fire evocation discipline, guardians of the
flame embrace the protective and life-sustain-
ing power of fire. Indeed, it is often exposure to
the lethal, unyielding force of a raging inferno
and the suffering that such an event brings that
causes a guardian of the flame to dedicate her
life to understanding, and ultimately control-
ling, the element of fire. These individuals have
been forged by flame and purified by fire. They
seek to ease the suffering of others, to heal
those who have been scarred, and to rid the
world of evil in all its forms.
This is not to say that the guardians of the
flame have forsaken the destructive power of
fire evocation. Indeed, a guardian of the flame
knows all too well the dangers of the world.
Evil, like an ember, can rapidly grow if left
unchecked. Once ignited, a raging inferno can
seldom be contained or sated. To prevent the
flame of evil from spreading, the guardian of
the flame knows that it is sometimes necessary
to burn and destroy the fuels that would feed
evil’s flame, to purge an area of the death and
decay that accompanies evil, so that new life
may grow and flourish.
Hit Die: d4.

Requirements
To qualify as a guardian of the flame, a charac-
ter must fulfill the following criteria.
Alignment: Any good.
Spellcasting: A guardian of the flame
must have the ability to cast fireball and at least
one other arcane spell of 3rd level or higher.
Spellcraft: 8 ranks.
Feats: Lightning Reflexes, Spell Focus
(Evocation).
Special: To become a guardian of the
flame, a character must have been burned or
otherwise scarred by an encounter with fire.
Such an event may include being trapped
in a flaming inferno, being branded by a hot
iron, encountering a lava flow, or having been
the victim of a fireball spell.

9
Table 3: The Guardian of the Flame
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
1 +0 +0 +0 +2 Shape flames (+10) +1 level of existing class
Guardian of the Flame

2 +1 +0 +0 +3 Absorb heat (5) +1 level of existing class


3 +1 +1 +1 +3 +1 level of existing class
4 +2 +1 +1 +4 Shape flames (+20) +1 level of existing class
5 +2 +1 +1 +4 Absorb heat (10) +1 level of existing class
6 +3 +2 +2 +5 +1 level of existing class
7 +3 +2 +2 +5 Shape flames (+40) +1 level of existing class
8 +4 +2 +2 +6 Absorb heat (15) +1 level of existing class
9 +4 +3 +3 +6 Shape flames (immune) +1 level of existing class
10 +5 +3 +3 +7 Absorb heat (20) +1 level of existing class

guardian of the flame may divide the bonus


Class Skills
equally among all creatures or items she wish-
The guardian of the flame class skills (and the es to save from fire damage. Thus, if the
key ability for each) are Alchemy (Int), guardian of the flame chooses three creatures
Concentration (Con), Craft (Int), Diplomacy to be spared from harm by her fire spell, each
(Cha), Escape Artist (Dex), Heal (Int), creature receives a +3 resistance bonus to its
Knowledge (Int), Profession (Wis), Scry (Int), save versus the guardian of the flame’s fire
and Spellcraft (Int). spell. The guardian of the flame may only use
this ability on her spells and only those spells
Skill Points at Each level: 2 + Int modifier. from the fire discipline. At 4th level, this bonus
increases to +20. At 7th level, this bonus
Class Features increases to +40. Finally, at 9th level, the
guardian of the flame may simply designate
All the following are class features of the any number of targets within the area of effect
guardian of the flame prestige class. of her fire spell to be immune to the spell’s
Weapon and Armor Proficiency: effect.
Guardians of the flame gain no additional pro- Absorb Heat: Beginning at 2nd level, a
ficiency in any weapon or armor. guardian of the flame can absorb dangerous
Spells per Day: When a guardian of the heat and store it within her body to use against
flame level is gained, the character gains new her foes. The guardian of the flame can absorb
spells per day as if she had also gained a level up to 5 points of fire damage dealt against her.
in a spellcasting class she belonged to before She can then discharge this energy against a
adding the prestige class. She does not, howev- target with a successful melee touch attack,
er, gain any other benefit a character of that dealing 1 point of fire damage for every point
class would have gained (improved chance of she absorbed. She cannot absorb further fire
controlling or rebuking undead, metamagic or damage if she is already at her limit.
item creation feats, hit points beyond those she This ability also allows the guardian of
receives from the prestige class, and so on), the flame to heal burn injuries. If a creature
except for an increased effective level of spell- (other than the guardian herself) has suffered
casting. If a character had more than one spell- fire damage within the last minute, the
casting class before becoming a guardian of the guardian of the flame can restore hit points to
flame, she must decide to which class she adds that creature by absorbing the heat from its
the new level for purposes of determining wound as though it were an injury inflicted to
spells per day. the guardian of the flame herself. This
Shape Flames (Su): Beginning at 1st- absorbed energy can then be discharged in a
level, a guardian of the flame can shape her fire touch attack as detailed above.
spells in such a way as to reduce the likelihood The amount of fire damage that the
of harm to those caught in her spells. This is a guardian of the flame can absorb increases to
free action. The guardian of the flame can des- 10 points at 5th level, 15 points at 8th level, and
ignate a single creature or object within the 20 points at 10th level.
area of her flame spells to receive a +10 resis-
tance bonus to its save versus the guardian of
the flame’s fire spell. Alternately, the
10
Illuminator
An illuminator is a champion of the light and a
foe of darkness. She is a crusading wizard who

Illuminator
seeks out evil in the dark places where it hides
and exposes that evil to luminous destruction.
An illuminator is also a scholar—a seeker of
knowledge for its own sake and for the power
that it provides against her enemies.
Most illuminators are wizards, although
sorcerers also find it easy enough to meet this
prestige class’s prerequisites. Bards can meet
most of the illuminator’s requirements but can-
not master the necessary Evocation spells with-
out at least one level as a wizard or sorcerer.
Other classes, lacking arcane spellcasting abil-
ities, seldom view the illuminator prestige class
as a viable option. A character becomes an illu-
minator to augment his spellcasting powers
with the staff of the illuminator and for the eru-
dition that he acquires as he gains levels.
NPC illuminators often form scholarly
associations in which each illuminator pursues
a different major course of research. These
academies offer their services to outsiders as
sages and advisors. Individual NPC illumina-
tors sometimes undertake quests to combat a
specific evil or to uncover some item of lost
lore. Churches devoted to deities of the sun and
light are known to associate with academies,
adding the illuminators’ arcane might to the
church’s divine strength.
Hit Die: d4.

Requirements
To qualify to become an illuminator, a
character must fulfill all the following require-
ments.
Alignment: Any good.
Knowledge (arcana): 8 ranks.
Feats: Spell Focus (Evocation).
Spellcasting: An illuminator must have
the ability to cast radiant glow and at least one
other arcane spell of 3rd level or higher.

Class Skills
The illuminator’s class skills (and the key abil-
ity for each) are Alchemy (Int), Concentration
(Con), Craft (Int), Decipher Script (Int, exclu-
sive skill), Knowledge (all skills, taken indi-
vidually) (Int), Profession (Wis), Scry (Int,
exclusive skill), Speak Language (none),
Spellcraft (Int), Spot (Wis), and Search (Int).

11
Skill Points at Each Level: 2 + Int modifier.
Table 4: The Illuminator
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
1 +0 +0 +0 +2 Piercing gaze (illumination) +1 level of existing class
Illuminator

2 +1 +0 +0 +3 Light mastery (+1) +1 level of existing class


3 +2 +1 +1 +3 Piercing gaze (burn for 2d6) +1 level of existing class
4 +3 +1 +1 +4 Light mastery (+2) +1 level of existing class
5 +3 +1 +1 +4 Piercing gaze (burn for 4d6) +1 level of existing class
6 +4 +2 +2 +5 Light mastery (+3) +1 level of existing class
7 +5 +2 +2 +5 Solar aura 5 ft. radius +1 level of existing class
8 +6 +2 +2 +6 Light mastery (+4) +1 level of existing class
9 +6 +3 +3 +6 Solar aura 10 ft. radius +1 level of existing class
10 +7 +3 +3 +7 Light mastery (+5) +1 level of existing class

At 5th level, the damage inflicted to


Class Features
undead and creatures specifically harmed by
All of the following are class features of sunlight increases to 4d6.
the illuminator prestige class. Light Mastery (Ex): At 2nd level, an
Weapon and Armor Proficiency: illuminator receives a +1 bonus to all caster
Illuminators gain no additional proficiency in level checks (1d20 + caster level) to beat a
any weapon or armor. creature’s spell resistance when casting spells
Spells per Day: When a new illuminator from the light discipline. In addition, any light
level is gained, the character gains new spells discipline spell cast by an illuminator gains a
per day as if she had also gained a level in a +1 bonus to dispel checks. These bonuses
spellcasting class she belonged to before increase by an additional +1 at 4th, 6th, 8th,
adding the prestige class. She does not, howev- and 10th levels.
er, gain any other benefit a character of that Solar Aura (Su): At 7th level, the illumi-
class would have gained (improved chance of nator can radiate an aura of light around herself
controlling or rebuking undead, metamagic or at will. This aura extends for 5 ft. around the
item creation feats, hit points beyond those she illuminator and lights up a 30-ft. radius around
receives from the prestige class, and so on), her. Any undead or creatures specifically
except for an increased effective level of spell- harmed by sunlight within this aura are affect-
casting. If a character had more than one spell- ed as though struck by the illuminator’s pierc-
casting class before becoming an illuminator, ing gaze ability each round they remain within
she must decide to which class she adds the it. Additionally, the illuminator receives a +2
new level for purposes of determining spells dodge bonus to her Armor Class while this aura
per day. is active due to its blinding effects. This bonus
Piercing Gaze (Su): An illuminator can only works against creatures that must see the
emit light from her eyes at will as per the spell, illuminator to attack.
except that the area of effect is a 60-ft.-long At 9th level, the solar aura extends in a
cone starting at her eyes. 10-ft. radius around the illuminator, lights up a
At 3rd level, the illuminator can intensify 60-ft. radius around her, and grants a +4 dodge
this light a number of times per day equal to 3 bonus to her Armor Class against creatures that
plus her Charisma bonus (if any). All creatures are looking at her in order to attack.
in the light must succeed at a Reflex save (DC
10 + the illuminator’s class level + the illumi-
nator’s Charisma modifier) or be blinded for a
number of rounds equal to the illuminator’s
class level. Furthermore, undead and creatures
specifically harmed by sunlight suffer 2d6
points of damage as well.

12
Maestro of Dissonance
The maestros of dissonance are mages who
evoke and manipulate the energies of sound into

Maestro of Dissonance
implements of destructive force. Nearly all mae-
stros of dissonance have had some training in
one or more forms of the musical arts. Many
began their careers as bards and musicians before
dedicating their lives to the pursuit of the sonic
discipline. Most failed to develop an appreciation
for music and performance. Instead, they aban-
doned the nuances of rhythm and harmony and
embraced the realization that sound could be
equally effective as a destructive force.
As the maestro of dissonance pursues the
study of sound, his sense of hearing becomes
more acute and his sense of touch becomes
more attuned to the vibrations of the world
around him. A skilled maestro no longer needs
to rely upon visual cues to interact with the
world around him, instead utilizing his other
senses.
A maestro’s work commonly isolates the
mage from other members of society. Even
those who can accept the maestro’s penchant
for destruction find it diffcult to tolerate the
harmful and deafening sounds that are an inte-
gral part of the maestro’s studies. As he grows
in his power and understanding of sound, the
maestro of dissonance can twist and amplify
these sounds, turning them from minor annoy-
ances into destructive, perhaps even lethal,
implements. To the maestro of dissonance, all
sounds become weapons.
Hit Die: d4.

Requirements
To qualify as a maestro of dissonance, a char-
acter must fulfill the following criteria.
Spellcasting: A maestro of dissonance
must have the ability to cast discordant bolt and at
least one other arcane spell of 3rd level or higher.
Listen: 4 ranks.
Perform (any form of music): 4 ranks.
Spellcraft: 8 ranks.
Feats: Blindfight.

Class Skills
The maestro of dissonance’s class skills (and
the key ability for each) are Concentration
(Con), Craft (Int), Knowledge (Int), Listen
(Wis), Perform (Cha), Profession (Wis), Scry
(Int), Speak Language (None), Spellcraft (Int).

13
Skill Points at Each level: 2 + Int modifier.
Table 5: The Maestro of Dissonance
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
1 +0 +0 +0 +2 Blindsight 15 ft. +1 level of existing class
Maestro of Dissonance

2 +1 +0 +0 +3 +1 level of existing class


3 +1 +1 +1 +3 Amplify Sounds (+1) +1 level of existing class
4 +2 +1 +1 +4 Blindsight 30 ft. +1 level of existing class
5 +2 +1 +1 +4 Bonus Feat +1 level of existing class
6 +3 +2 +2 +5 Amplify Sounds (+2) +1 level of existing class
7 +3 +2 +2 +5 Blindsight 45 ft. +1 level of existing class
8 +4 +2 +2 +6 Bonus Feat +1 level of existing class
9 +4 +3 +3 +6 Amplify Sounds (+3) +1 level of existing class
10 +5 +3 +3 +7 Deafening Cry; Blindsight 60 ft. +1 level of existing class

Amplify Sounds (Su): Beginning at 3rd


Class Features
level, the maestro of dissonance begins to
All the following are class features of the mae- amplify the sounds utilized in his spells. This
stro of dissonance prestige class. allows him to increase the sonic damage
Weapon and Armor Proficiency: inflicted by any spell he casts by +1 per die of
Maestros of dissonance gain no additional pro- damage. Thus, a discordant bolt that normally
ficiency in any weapon or armor. deals 5d6 points of sonic damage would deal
Spells per Day: When a new maestro of 5d6+5 points of sonic damage when cast by a
dissonance level is gained, the character gains maestro of dissonance with this ability.
new spells per day as if he had also gained a This bonus increases to +2 and +3 per die
level in a spellcasting class he belonged to of damage at 6th and 9th levels, respectively.
before adding the prestige class. He does not, Bonus Feat: At 5th and 8th level, the
however, gain any other benefit a character of maestro of dissonance receives a bonus feat.
that class would have gained (improved chance This feat must be a metamagic feat, an item
of controlling or rebuking undead, metamagic creation feat, or Spell Mastery.
or item creation feats, hit points beyond those Deafening Cry (Su): Beginning at 10th
he receives from the prestige class, and so on), level, the body of a maestro of dissonance can
except for an increased effective level of spell- produce a deafening cry. As a standard action,
casting. If a character had more than one spell- the maestro of dissonance can emit a discor-
casting class before becoming a maestro of dis- dant shriek that deals 1d4 points of sonic dam-
sonance, he must decide to which class he adds age and deafens any creature within 30 feet of
the new level for purposes of determining him. Any creature subject to this affect may
spells per day. make a Fortitude save (DC 10 + the maestro’s
Blindsight (Ex): As he pursues his train- class level + the maestro’s Charisma modifier)
ing, the auditory senses of a maestro of disso- to avoid these effects. Deafened creatures
nance become heightened. He can sense crea- regain their hearing after a number of rounds
tures through non-visual means such as sound equal to the maestro’s class levels.
and faint vibrations. Beginning at 1st level, the
maestro gains the Blindsight ability (See MM,
Introduction, Blindsight) with a range of 15
feet. This range increases by 15 feet at 4th, 7th,
and 10th levels. Deafening a maestro of disso-
nance temporarily negates this ability.

14
Order of Akmon
Akmon Telmar, bold adventurer and arcane
innovator, sought to perfect the evoker’s art by

Order of Akmon
increasing both the lethality of its spells and
improving the melee capabilities of the artist.
Through long years of study and practice,
Akmon developed techniques focusing on
force spells and the use of a hammer in combat.
Akmon did not, however, transform the
evoker into a fighter. Instead, his methods
increased the power of the evoker’s force-based
spells. His hammer-fighting techniques were not
concerned with striking blows in combat.
Instead, Akmon perfected methods by which a
spellcaster could channel arcane energies
through a hammer. Using these methods, a spell-
caster can alter Evocation spells to inflict force
damage. Additionally, the style of spellcasting
utilizes special moves that better enable a spell-
caster to cast spells while on the defensive.
Finally, as the spellcaster masters this school of
study, his Evocation spells become harder to
resist, more able to penetrate spell resistance, and
can even invoke fear in his victims.
NPC akmonites are usually found operat-
ing in one of two capacities. Many akmonites are
professional adventurers who travel the land in
search of glory, power, gold, or even more noble
aspirations such as defense of the common good.
Some akmonites operate chapter houses in large
cities. These chapter houses typically include a
tavern, inn, and stables, and provide various
amenities for travelers for a fee. They also pro-
vide training for akmonites and serve as points of
contact between adventurers and prospective
employers. As with the other amenities they pro-
vide, these services aren’t free.
Hit Die: d4.

Requirements
To qualify to become an akmonite, a character
must fulfill all the following criteria.
Concentration: 8 ranks.
Intimidate: 4 ranks.
Knowledge (arcana): 8 ranks.
Feats: Combat Casting, Spell Focus
(Evocation), Still Spell.
Spellcasting: An akmonite must be able
to cast wind wall and at least one other arcane
spell of 3rd level or higher.
Special: Must be accepted into the Order
of Akmon. Prospective members must pay an
initiation fee of 750 gp.

15
Table 6: The Order of Akmon
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
1 +0 +0 +0 +2 Hammer of force (0-level and 1st level) +1 level of existing class
Order of Akmon

2 +1 +0 +0 +3 Irresistible force (+1) +1 level of existing class


3 +1 +1 +1 +3 Hammer of force (2nd level) +1 level of existing class
4 +2 +1 +1 +4 Irresistible force (+2) +1 level of existing class
5 +2 +1 +1 +4 Hammer of force (3rd level) +1 level of existing class
6 +3 +2 +2 +5 Irresistible force (+3) +1 level of existing class
7 +3 +2 +2 +5 Hammer of force (4th level) +1 level of existing class
8 +4 +2 +2 +6 Irresistible force (+4) +1 level of existing class
9 +4 +3 +3 +6 Hammer of force (5th level) +1 level of existing class
10 +5 +3 +3 +7 Fearful force +1 level of existing class

nents for the channeled spell and fends off


Class Skills
opponents.
The akmonite’s class skills (and the key ability Secondly, half of the damage inflicted by
for each) are Alchemy (Int), Concentration the channeled spell is changed into force dam-
(Con), Craft (Int), Intimidate (Cha), age. For example, an 8d6 lightning bolt chan-
Knowledge (arcana) (Int), Profession (Wis), neled with this ability would inflict 4d6 points
Scry (Int, exclusive skill), and Spellcraft (Int). of electrical damage and 4d6 points of force
damage. Other characteristics of the channeled
Skill Points at Each Level: 2 + Int modifier. spell are not altered, nor does this ability affect
spells that do not inflict damage.
Class Features Finally, when using this ability to cast a
spell defensively, the akmonite gains a +2 com-
All of the following are class features of the petence bonus on his Concentration check.
order of akmon prestige class. At 3rd level, the akmonite is capable of
Weapon and Armor Proficiency: Non- channeling 2nd-level evocations. At 5th level,
gnomish akmonites gain proficiency with all sim- he can channel 3rd-level evocations. At 7th
ple weapons as well as light hammers and level, the akmonite learns to channel 4th-level
warhammers. Gnomish akmonites gain proficien- evocations. Finally, at 9th level, the akmonite is
cy with all simple weapons as well as the gnome capable of channeling 5th-level evocations.
hooked hammer. Akmonites do not gain profi- Irresistible Force (Su): At 3rd level, an
ciency with any type of armor or with shields. akmonite’s force spells become harder to resist.
Spells per Day: When a new akmonite He adds +1 to the DC for saves against force dis-
level is gained, the character gains new spells cipline spells that he casts. He also adds a +1
per day as if he had also gained a level in a competence bonus to caster level checks to beat
spellcasting class he belonged to before adding a creature’s spell resistance when casting these
the prestige class. He does not, however, gain spells. These bonuses stack with the Spell Focus
any other benefit a character of that class would and Spell Penetration feats and apply even when
have gained (improved chance of controlling or channeling spells using his hammer of force abil-
rebuking undead, metamagic or item creation ity. These bonuses increase by an additional +1
feats, hit points beyond those he receives from each at 4th, 6th, and 8th levels.
the prestige class, and so on), except for an Fearful Force (Su): At 9th level, the
increased effective level of spellcasting. If a akmonite’s force discipline spells are incredi-
character had more than one spellcasting class bly powerful. A creature that fails a save
before becoming an akmonite, he must decide against one of the akmonite’s force discipline
to which class he adds the new level for pur- spells must make an additional Will save (DC
poses of determining spells per day. 10 + akmonite level + akmonite’s Charisma
Hammer of Force (Su): An akmonite is modifier) or be shaken for 1d4 rounds. A shak-
capable of channeling evocation spells of 1st en creature suffers a –2 morale penalty on
level or less through his hammer. This has the attack rolls, weapon damage rolls, and saving
following effects on the spell. throws. This is a mind-affecting ability.
First, casting the spell does not provoke
attacks of opportunity. The akmonite’s ham-
mer is used as part of the somatic compo-
16
Spark
From the first time the sentient races saw the
power of lightning, there have been those who

Spark
have sought to master its primal energies.
Particularly among the practitioners of magic,
there have emerged individuals who have
devoted their energies to the control of electric-
ity, mastering it in ways that less specialized
mages cannot comprehend.
These “sparks” are not formally members
of an organization. Individual sparks may come
together to form small groups for the purpose
of pooling knowledge or conducting experi-
ments, but such groups are distinct from the
class as a whole. The only unifying factor link-
ing all sparks is their fascination with, and
affinity for, electrical magic.
Sparks adventure for many reasons. The
primary one, of course, is to increase their
knowledge of their chosen specialty. The
slightest rumor of a lost tome of electrical lore
or a portal to the Plane of Lightning will send a
spark scurrying after it, eager to find it before a
competitor does. Sparks seek this knowledge
for many reasons. Some simply wish to learn
for the sake of learning, while others view
knowledge as a step towards power.
Of the major races, humans, elves, and
gnomes are the most likely to become sparks.
Dwarves, dwelling deep in the mountains,
rarely see the lightning and thus, never have
their hearts stirred by its awesome power.
Halflings find the study and focus of the sparks
tedious, and those few half-orcs with arcane
skills prefer quicker routes to power.
Hit Die: d4.

Requirements
To qualify to become a spark, a character must
fulfill all the following criteria.
Spellcasting: A spark must have the abil-
ity to cast lightning bolt and at least two other
3rd-level arcane spells.
Spellcraft: 8 ranks.
Feats: Spell Focus (Evocation)
Special: A spark must have been struck
by lightning, whether natural or magical, at
least once.

17
Table 7: The Spark
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
1 +0 +0 +2 +0 Hold the lightning +1 level of existing class
Spark

2 +1 +0 +3 +0 Electrical mastery (+1) +1 level of existing class


3 +1 +0 +3 +0 Electricity resistance 10 +1 level of existing class
4 +2 +1 +4 +1 Electrical mastery (+2) +1 level of existing class
5 +2 +1 +4 +1 Electricity resistance 15 +1 level of existing class
6 +3 +1 +5 +1 Electrical mastery (+3) +1 level of existing class
7 +3 +2 +5 +2 Electricity resistance 20 +1 level of existing class
8 +4 +2 +6 +2 Electrical mastery (+4) +1 level of existing class
9 +4 +2 +6 +2 Electricity immunity +1 level of existing class
10 +5 +3 +7 +3 Catch the lightning +1 level of existing class

check as though she were in the midst of cast-


Class Skills
ing the spell or else lose it. However, she
The spark’s class skills (and the key ability for receives a +4 competence bonus to any such
each skill) are Alchemy (Int), Concentration Concentration checks.
(Con), Craft (Int), Knowledge (all skills, taken Electrical Mastery (Ex): At 2nd level, a
individually) (Int), Profession (Wis), Scry (Int), spark receives a +1 bonus to all caster level
Speak Language (None), Spellcraft (Int), and checks (1d20 + caster level) to beat a creature’s
Wilderness Lore (Wis). spell resistance when casting spells from the
electricity discipline. In addition, any electrici-
Skill Points at Each level: 2 + Int modifier. ty discipline spell cast by a spark gains a +1
bonus to dispel checks. These bonuses increase
Class Features by an additional +1 at 4th, 6th, 8th, and 10th
levels.
Weapon and Armor Proficiency: Electrical Resistance (Ex): At 3rd level,
Sparks gain no proficiency in any weapon or a spark gains electricity resistance 10 (See
armor. MM, Introduction, Resistance to Energy) due
Spells per Day: When a new spark level to her experience with electricity. At 5th level,
is gained, the character gains new spells per this increases to electricity resistance 15. At 7th
day as if she had also gained a level in a spell- level, this increases to electricity resistance 20.
casting class she belonged to before adding the Electrical Immunity (Ex): Beginning at
prestige class. She does not, however, gain any 9th level, the spark gains electricity immunity.
other benefit a character of that class would She now understands electricity to such a
have gained (improved chance of controlling or degree that she cannot be harmed by it.
rebuking undead, metamagic or item creation Catch the Lightning (Su): At 10th level,
feats, hit points beyond those she receives from the spark gains the ability to catch and redirect
the prestige class, and so on), except for an lightning (both magical and natural) that pass-
increased effective level of spellcasting. If a es within 20 ft. of her. She must have at least
character had more than one spellcasting class one hand free to use this ability. Once per
before becoming a spark, she must decide to round when a ranged electrical attack passes
which class she adds the new level for purpos- within 20 ft. of her, she may make a Will save
es of determining spells per day. (DC 24) to catch the attack in her hand and
Hold the Lightning (Su): A spark can redirect it to a target of her choice as a free
cast any spell with an instantaneous duration in action. She must be aware of the attack and not
the electricity discipline and then delay its flat-footed. Additionally, the target cannot be
release up to a number of rounds equal to twice farther away than the attack’s original range,
her caster level. Thus, a 5th-level spark can cast and the attack still retains its normal properties,
lightning bolt and then hold the bolt in her hand including damage, saving throw DCs, etc.
for up to 10 rounds before releasing it. If the None of the spark’s abilities or feats may
spell is not released by the 10th round, it is lost. change any of the attack’s properties.
While holding a spell in this manner, the
electricity of the spell crackles up and down her
arm. A spark that is struck by an attack while
holding a spell must make a Concentration
18
Unmaker
Unmakers are mages that have dedicated their
lives to the study of the acid discipline. These

Unmaker
individuals are driven to understand the nature
of all things in creation. Such comprehension
brings with it the ability to destroy—and thus
master—all things. Many unmakers believe
that there is an energy that permeates every-
thing in the universe. An unmaker believes that
if he can dissolve away all the other materials
that compose a person or an object, that he will
be able to isolate and identify this energy, or
essence. To this end, unmakers conduct experi-
ments on all manner of creatures and objects,
hoping to locate their essence. They are also
constantly researching and developing new
arcane spells and rituals that will allow them to
more quickly and efficiently strip away the lay-
ers that envelop and conceal this unobtainable
essence. The unmakers themselves are not
immune to their own experimentation. As they
grow in power, many of them learn to turn their
own bodies into caustic clouds. Eventually,
unmakers learn how to produce potent solvents
within their own bodies.
While a large number of unmakers con-
fine their research and trials to laboratories and
towers, there remain those who believe that
adventuring out into the world provides the
best means by which one can locate new sub-
stances, encounter new subjects, and test newly
developed or discovered magic.
Hit Die: d4.

Requirements
To qualify as an unmaker, a character must ful-
fill the following criteria:
Alignment: Any non-good. Due to their
need to experiment upon living creatures,
unmakers cannot be good. Likewise, their pen-
chant for destruction makes it very difficult for
an unmaker to conform to the demands of a
lawful alignment.
Spellcasting: An unmaker must have the
ability to cast acid burst and at least two other
arcane spells of 3rd level or higher.
Alchemy: 8 ranks.
Spellcraft: 8 ranks.
Feats: Brew Potion, Great Fortitude.

19
Table 8: The Unmaker
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
1 +0 +2 +0 +0 Corrode life (+1d4) +1 level of existing class
Unmaker

2 +1 +3 +0 +0 Increased causticity (one material) +1 level of existing class


3 +1 +3 +1 +1 Ignore acid resistance (2) +1 level of existing class
4 +2 +4 +1 +1 Vapor form (1/day) +1 level of existing class
5 +2 +4 +1 +1 Corrode life (+2d4) +1 level of existing class
6 +3 +5 +2 +2 Increased causticity (two materials) +1 level of existing class
7 +3 +5 +2 +2 Ignore acid resistance (4) +1 level of existing class
8 +4 +6 +2 +2 Vapor form (2/day) +1 level of existing class
9 +4 +6 +3 +3 Corrode life (+3d4) +1 level of existing class
10 +5 +7 +3 +3 Acid bolt +1 level of existing class

objects that are primarily constructed of that


Class Skills
material. At 6th level, the unmaker may select
The unmaker’s class skills (and the key ability one additional material to affect with this abil-
for each) are Alchemy (Int), Appraise (Int), ity.
Concentration (Con), Craft (Int), Knowledge Ignore Acid Resistance (Su): The
(Int), Profession (Wis), Scry (Int), and unmaker’s acids can injure even those creatures
Spellcraft (Int). that are resistant to acid. Beginning at 3rd level,
the acid resistance of all creatures is reduced by
Skill Points at Each level: 2 + Int modifier. 2 versus spells cast by the unmaker. At 7th
level, acid resistance is reduced by 4.
Class Features Vapor Form (Sp): Beginning at 4th
level, the unmaker can assume an acid vapor
All the following are class features of the form once per day. This ability works like the
unmaker prestige class. spell gaseous form, except as follows. All crea-
Weapon and Armor Proficiency: tures or objects coming into contact with the
Unmakers gain no additional proficiency in unmaker while in vapor form must make a
any weapon or armor. Fortitude save each round of contact (DC 10 +
Spells per Day: When a new unmaker unmaker’s class level + unmaker’s relevant
level is gained, the character gains new spells ability modifier) or suffer 1d6 points of dam-
per day as if he had also gained a level in a age. The unmaker may only use this ability on
spellcasting class he belonged to before adding himself. The unmaker may maintain this form
the prestige class. He does not, however, gain for 1 minute per class level he possesses. At 8th
any other benefit a character of that class would level, the unmaker can use this ability twice per
have gained (improved chance of controlling or day.
rebuking undead, metamagic or item creation Acid Bolt (Sp): Beginning at 10th level,
feats, hit points beyond those he receives from as a standard action, the unmaker can hurl a
the prestige class, and so on), except for an glob of acid a number of times per day equal to
increased effective level of spellcasting. If a 3 plus his Constitution modifier. This is a
character had more than one spellcasting class ranged touch attack with a range increment of
before becoming an unmaker, he must decide 10 ft., and it deals 5d6 points of acid damage
to which class he adds the new level for pur- and 1d6 points of splash damage.
poses of determining spells per day.
Corrode Life (Su): The unmaker can
choose to make his acid-based evocations more
potent against living tissue. Any spell he casts
that deals acid damage deals an additional 1d4
points of acid damage to living targets. This
bonus increases to +2d4 and +3d4 at 5th and
9th levels, respectively.
Increased Causticity (Su): At 2nd level,
the unmaker may choose a single non-living
material, such as wood, bone, iron, or ice. His
acid-based spells deal double damage to
20
Wintermage
Striding barefoot and ungloved across
frozen tundra comes the wintermage. His foot-

Wintermage
ing is sure on the iciest slopes. With a gesture
he casts bolts of deadly frost at his foes. He can
absorb fire magic to fuel his chill arcane tal-
ents. The arctic is his home.
Most wintermages are sorcerers or wiz-
ards. Other classes cannot meet the require-
ments for this prestige class without multi-
classing as a sorcerer or wizard. A character
becomes a wintermage for the power it grants.
A wintermage’s offensive abilities are impres-
sive, and an experienced wintermage has noth-
ing to fear from cold attacks and little reason to
fear fire-based magic. In an arctic environment,
the most powerful wintermages are terrifying
foes.
NPC wintermages tend to be solitary
types, dwelling in ice caverns far from civiliza-
tion in order to pursue arcane research uninter-
rupted. Few adventure—either alone or as part
of a group. Many wintermages care little for
others, but this attitude is more the result of the
type of people that are drawn to the study of
cold magic than any inherent property of the
magic itself.
Hit Die: d4.

Requirements
To qualify to become a wintermage, a character
must fulfill all the following criteria.
Knowledge (arcana): 8 ranks.
Knowledge (nature): 4 ranks.
Wilderness Lore: 4 ranks.
Feats: Spell Focus (Evocation).
Spellcasting: Ability to cast breath of the
winter wolf and at least two other arcane spells
of 3rd level or higher.
Special: Must have lived at least one
month in an arctic region.

Class Skills
The wintermage’s class skills (and the key abil-
ity for each) are Alchemy (Int), Concentration
(Con), Craft (Int), Hide (Dex), Listen (Wis),
Knowledge (arcana) (Int), Knowledge (nature)
(Int), Move Silently (Dex), Profession (Wis),
Scry (Int, exclusive skill), Spellcraft (Int), Spot
(Wis), and Wilderness Lore (Wis).

Skill Points at Each Level: 2 + Int modifier.

21
Table 9: The Wintermage
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
1 +0 +2 +0 +2 Icewalking +1 level of existing class
Wintermage

2 +1 +3 +0 +3 Cold resistance 5 +1 level of existing class


3 +1 +3 +1 +3 Bolts of frost (1d6/spell level) +1 level of existing class
4 +2 +4 +1 +4 Cold resistance 10 +1 level of existing class
5 +2 +4 +1 +4 Aspect of winter +1 level of existing class
6 +3 +5 +2 +5 Cold resistance 15 +1 level of existing class
7 +3 +5 +2 +5 Bolts of frost (2d6/spell level) +1 level of existing class
8 +4 +6 +2 +6 Cold resistance 20 +1 level of existing class
9 +4 +6 +3 +6 Greater aspect of winter +1 level of existing class
10 +5 +7 +3 +7 Cool the flames +1 level of existing class

modifier) to take only half damage. At 7th


Class Features
level, the damage from this ability increases to
All of the following are class features of the 2d6 points of cold damage per level of the
wintermage prestige class. expended prepared spell or spell slot.
Weapon and Armor Proficiency: A Cool the Flames (Su): At 10th level, a
wintermage learns no new weapon and armor wintermage can absorb any spell with the fire
proficiencies. descriptor that is cast within medium range
Spells per Day: When a new wintermage (100 ft. + 10 ft./caster level). To steal a fire
level is gained, the character gains new spells spell, the wintermage must select a foe as the
per day as if he had also gained a level in a target of a counterspell (see PHB, Chapter 10,
spellcasting class he belonged to before adding Counterspells). Once a spell is identified, if it
the prestige class. He does not, however, gain has the fire descriptor, then the wintermage
any other benefit a character of that class would may make a caster level check (1d20 + caster
have gained (improved chance of controlling or level) to attempt to absorb the spell. If the
rebuking undead, metamagic or item creation result is equal to 15 + the opponent’s caster
feats, hit points beyond those he receives from level, then the spell is absorbed.
the prestige class, and so on), except for an An absorbed spell is automatically coun-
increased effective level of spellcasting. If a terspelled. Furthermore, the wintermage
character had more than one spellcasting class absorbs the power of the spell. He can use this
before becoming a wintermage, he must decide power to restore one prepared spell (or recast a
to which class he adds the new level for pur- spell he knows) from the cold discipline of the
poses of determining spells per day. same level or lower that he has already cast that
Icewalking (Su): The wintermage has the day. For example, a wintermage who absorbs a
icewalking supernatural ability. Icewalking fireball could restore a breath of the winter wolf
works like spider climb, but the surfaces the spell that he had cast earlier that day. The fire
wintermage climbs must be icy. Icewalking is spell is counterspelled whether or not the ener-
always in effect. gy is used to restore a spell.
Cold Resistance (Ex): At 2nd level, the Aspect of Winter (Ex): At 5th level, a
wintermage gains cold resistance 5 (See MM, wintermage becomes completely at home in
Introduction, Resistance to Energy) due to his arctic environments. He gains a +2 insight
experiences with the cold. His cold resistance bonus to Listen, Move Silently, and Spot
increases by 5 at 4th, 6th, and 8th levels. checks in such places. His hair and flesh light-
Bolts of Frost (Sp): Beginning at 3rd en to the point where he enjoys a +4 circum-
level, a wintermage can project a destructive stance bonus to Hide checks in areas of snow
bolt of frost out to close range (25 ft. + 5 ft./2 and ice. Finally, he gains a +4 insight bonus to
caster levels). To do so, the wintermage must Wilderness Lore checks in arctic conditions.
expend a prepared spell or a spell slot. The bolt Greater Aspect of Winter (Ex): At 9th
of frost is a ranged touch attack. The bolt level, the wintermage’s aspect of winter bonus-
inflicts 1d6 points of cold damage per level of es to Listen, Move Silently, and Spot are
the expended prepared spell or spell slot increased to +4, while his bonuses to Hide and
against a single target. The target may make a Wilderness Lore checks increase to +8.
Reflex save (DC 10 + the wintermage’s class
level + the wintermage’s relevant ability
22
Table 10: New Feats
General Feats Prerequisites
Energy Familiar Caster level 12+; a familiar; the ability to cast any 3 energy construct spells.
Enhanced Resistance One or more energy resistances of at least 1.

New Feats
Evocation Library Ability to cast 1st-level arcane spells. Evoker or devoted evoker only.
Opposed Spell Ability to cast 1st-level arcane spells.

Metamagic Feats Prerequisites


ConcentrateSpell Ability to cast 1st-level arcane spells, including at least one evocation spell.

Enhanced Resistance [General]


New Feats
One of your energy resistances is now more
The following section describes several new powerful.
feats for use in any d20 System game. Several Prerequisites: You must have one or
of the feats have prerequisites that are also list- more energy resistances of at least 1.
ed as class abilities for certain classes, such as Benefit: One energy resistance that you
a familiar. If a character has a class ability that possess is increased by 3. For instance, if you
mirrors a feat, that that will pass for the appro- have fire resistance 5 and apply this feat to it,
priate prerequisite. If the character somehow the ability becomes fire resistance 8.
loses this ability, however, he will no longer
have access to any feats that require it. Evocation Library [General]
Concentrate Spell [Metamagic] You have access to all spells from a certain dis-
cipline of evocation magic and can add them to
You can cause your spells to penetrate energy your spellbook once you’re high enough level.
resistance by concentrating and strengthening Prerequisites: You must have the ability
them. to cast at least 1st-level arcane spells. Evoker
Prerequisites: You must have the ability or devoted evoker only.
to cast at least 1st-level arcane spells, including Benefit: When you select this feat,
at least 1 evocation spell. choose a discipline of evocation magic. You
Benefit: You may choose how many lev- have access to all spells in that discipline that
els you wish to increase a spell’s level by when are equal to the highest level of arcane spells
concentrating it. For every level you increase you can cast or lower. As you go up in level,
the spell, it ignores 10 points of energy resis- you gain access to higher level spells in the dis-
tance when dealing damage. For instance, a cipline as soon as you are able to cast them.
fireball concentrated by two levels (thereby
using up a 5th-level spell slot) ignores 20 Opposed Spell [General]
points of fire resistance when dealing damage.
You can cast a spell from a school of magic
Energy Familiar [General] normally not available to you.
Prerequisites: You must have the ability
Your familiar is now composed of force energy, to cast at least 1st-level arcane spells.
and is immune to most forms of harm. Benefit: When you select this feat,
Prerequisites: Caster level 12+. You choose an arcane spell in a school of magic that
must have a familiar and the ability to cast any is banned to you. You may learn and prepare
3 spells from the energy construct discipline. that spell normally.
Benefit: Your familiar is now immune to Special: You may take this feat multiple
most forms of harm. However, the familiar is times, choosing a different arcane spell each
vulnerable to the same things that can destroy a time.
wall of force spell, and is considered a 9th-level
spell cast by you at your current level for pur-
poses of supression or dispelling. If the famil-
iar is dispelled, it dies.

23
Visual Guide to Evocations
The following section serves two purposes.
First, it is a level-by-level listing of all the evo- Electricity Damage: This
Visual Guide

cation spells in this book and the PHB (PHB spell has the electricity descrip-
spells are listed in bold and are not reprinted in tor. Any damage it inflicts will
this book.) This listing is sub-divided by disci- usually be electricity damage.
pline at each level, using the following abbre- Many electricity-based spells
viations. stun or otherwise temporarily
incapacitate their target.
Discipline Abbrev.
Acid Acid Fire Damage: This spell
Cold Cold inflicts has the fire descriptor
Energy Construct Enrgy and will typically inflict fire
Electricity Elec damage. Fire-based spells are
Fire Fire extremely effective against
Force Force most creatures with the cold
Light Light subtype.
Sound Sound

Secondly, this serves as a handy visual Sonic Damage: This spell


reference of the effects of each spell and what has the sonic descriptor and will
type of damage it inflicts. Each icon is often inflict sonic damage.
explained in more detail below. Many sonic-based spells deafen
their targets and are extremely
Acid Damage: This spell effective against crystalline
has the acid descriptor. Acid- creatures.
based spells typically inflict acid
damage and often blind or inflict
lasting damage to their targets. Reflex Save Allowed:
This spell allows a Reflex save
to take half damage. Evasion
Cold Damage: This spell may be used by those targeted
has the cold descriptor. Cold- by it.
based spells usually inflict cold
damage and are extremely effec-
tive against most creatures with
the fire subtype.

24
Sorcerer and Wizard
Evocation Spells

Visual Guide
0-LEVEL SORCERER AND WIZARD
EVOCATION SPELLS (CANTRIPS)
Acid Caustic Halo. Target’s sight, taste, and •
hearing are negated for 1 round.
Cold Chill. Chills a liquid or an object. •
Weakens metal.
Elec Zap. Target may drop an item. •
Enrgy Spirit Hand. Manipulate small objects at
a distance without lifting them.
Fire Ignite. Causes caster’s thumb to emit a 6-
inch flame that catches objects on fire •
or deals 1d2 points of fire damage.
Force Push. Pushes opponent back 5 or more ft.
Light Flare. Dazzles one creature (-1 attack).
Light. Object shines like a torch.
Sound Boom. Deals 1 point of sonic damage and •
may disrupt concentration for 1d3 rounds.

1ST-LEVEL SORCERER AND WIZARD


EVOCATION SPELLS
Acid Lock Bane. Fills a lock with fast-acting
acid. Reduces Open Lock check DC by •
1d10 plus 1d10/two caster levels (max-
imum 5d10). May destroy lock, disarm
traps or set off traps.
Cold Freezing Weapon. Briefly gives a melee
weapon the frost special ability. •
Torpor. A ray of chilling cold numbs your
foe’s limbs, reducing its Dexterity. •
Elec Jolt. Stuns target for 1d4 rounds. •
Sky Bolt. 1d4 electricity damage/level
(max: 5d4). • •
Enrgy Floating Disk. 3-ft.-diameter horizontal
disk that holds 100 lb./level.
Fire Flame Tongue. Tongue of fire delivers
1d6+1/two caster levels fire damage. •
May disarm or trip opponent.
Force Halt. Magical force stops your target in
its tracks.
Hurl. Gain a one-time +20 bonus to your
Strength when attacking with a thrown
weapon.
Magic Missile. 1d4+1 damage; +1 mis-
sile/two levels above 1st (max +5).
Light Flash. Creates a blinding flash of light.
Sound Wave of Sound. Wave deals 1d6+1/level
points of sonic damage and deafens tar- •
get for 2d6 rounds.

25
2ND-LEVEL SORCERER AND WIZARD
EVOCATION SPELLS
Visual Guide

Acid Acerbic Gasp. Creates cone of acid that


deals 1d6 +1/two caster levels acid • •
damage.
Brittle. Acid vapors reduce the hardness
of an object or its Break DC by •
1d4/level points.
Cold Freezing Fog. Blankets an area in
obscuring fog that covers surfaces with •
slippery frost.
Elec Spark Shower. Deals 1d4/caster level
electrical damage to all within 15 ft. • •
Enrgy Blade of Will. Creates an energy blade
that acts like a ghost touch longsword
for up to 1 min./level.
Fire Flaming Sphere. Rolling ball of fire, 2d6
damage, lasts 1 round/level. •
Force Fist of Akmon. Hits target with a blast of
force.
Light Darkness. 20-ft. radius of supernatural
darkness.
Daylight. 60-ft. radius of bright light.
Sound Shatter. Sonic vibration damages objects
or crystalline creatures. •

3RD-LEVEL SORCERER AND WIZARD


EVOCATION SPELLS
Acid Acid Burst. Globules of acid deal 1d6 • •
points of acid damage/level (max 10d6)
on the first round and and 1 point of
acid damage/level on the second round,
10-ft. radius.
Cold Breath of the Winter Wolf. Exhale a cone • •
of cold inflicting up to 10d6 points of
cold damage and causing frostbite.
Elec Lightning Bolt. Electricity deals 1d6 • •
damage/level.
Ride the Lightning. Transports the caster
on a bolt of lightning to any place he
can see. Can’t be used offensively.
Enrgy Tiny Hut. Creates shelter for 10 crea-
tures.
Fire Fireball. 1d6 damage per level, 20-ft. radius. • •
Force Wind Wall. Deflects arrows, smaller
creatures, and gases.
Light Radiant Glow. You are surrounded by a
blinding nimbus of light.
Sound Discordant Bolt. Bolt of sound deals 1d6 •
points/level of sonic damage and deaf-
ens target for 2d6 rounds.

26
4TH-LEVEL SORCERER AND WIZARD
EVOCATION SPELLS

Visual Guide
Acid Acid Shield. Creatures attacking the cast-
er take acid damage; caster is protected •
from force-based attacks.
Corrosive Sheathe. Object suffers 1d6
points of acid damage per level, ignor- •
ing hardness. Creature wielding object
suffers 2d6 points of acid damage.
Cold Ice Storm. Hail deals 5d6 damage in
cylinder 40 ft. across. •
Wall of Ice. Ice plane creates wall with
15 hp +1/level, or hemisphere can trap •
creatures inside.
Elec Lightning Shower. Electricity deals 1d6
damage/level to everyone within 15 ft. • •
Enrgy Mystic Tools. Creates a temporary tool or
item of the caster’s choice.
Fire Fire Shield. Creatures attacking you take
fire or cold damage; caster is protected •
from heat or cold.
Wall of Fire. Deals 2d4 fire damage out
to 10 ft. and 1d4 out to 20 ft. Passing •
through wall deals 2d6+1/level.
Light Wall of Light. Creates a wall of radiant
energy that provides concealment and
can harm certain creatures.
Sound Shout. Deafens all within cone and deals
2d6 sonic damage. •

5TH-LEVEL SORCERER AND WIZARD


EVOCATION SPELLS
Acid Piercing Bolt. Bolt destroys armor while •
dealing 1d10 acid damage +1/level.
Cold Cone of Cold. 1d6 cold damage/level. •
Elec Arcing Death. Creature suffers 1d8 points •
of electricity damage/level; creature is
either stunned or knocked unconscious.
Enrgy Interposing Hand. Hand provides 90%
cover against one opponent.
Fire Dragon’s Breath. Fiery cone deals 1d6 •
points of damage/level.
Force Resilient Sphere. Force globe protects
but traps one subject.
Wall of Force. Wall is immune to damage.
Light Lattice of Benefic Edification. Beams of
pure light radiate from you to your allies,
infusing them with beneficial energy.
Sound Sending. Delivers short message any- •
where, instantly.

27
6TH-LEVEL SORCERER AND WIZARD
EVOCATION SPELLS
Visual Guide

Acid Acid Fount. Deals 2d6 points of acid


damage out to 10 ft. and 1d6 out to 20 •
ft.; Passing through fountain deals
2d8+1/level points of acid damage.
Cold Freezing Sphere. Freezes water or deals
cold damage. •
Elec Chain Lightning. 1d6 damage/level; sec-
ondary bolts. • •
Enrgy Contingency. Sets trigger condition for
another spell.
Forceful Hand. Hand pushes creatures
away.
Fire Line of Fire. A line of fire extending 10
ft./level and dealing 12d6 points of fire • •
damage.
Force Hammer of Akmon. Creates a hammer of
force that can be thrown and returns to
its wielder every round.
Light Shooting Stars. Three radiant projectiles
fly forth to inflict damage and then
explode.
Sound Greater Shatter. As shatter, but 10-ft.-
radius spread, damages objects of a •
chosen substance or deals 2d6/level
sonic damage to crystalline creatures.
Wall of Sound. Creates sonic wall. Passing
through wall deals 1d6 +1/level sonic •
damage, deafens creature for 1d3
rounds/level, and shatters objects.

7TH-LEVEL SORCERER AND WIZARD


EVOCATION SPELLS
Acid Acid Deluge. Wave of acid deals
1d6/level (maximum 20d6) points of •
acid damage to target and bull rushes
opponent.
Cold Flash Freeze. You generate a wave of
extreme cold that freezes water and • •
causes cold damage.
Elec Ball Lightning. Creates a caster-con-
trolled ball of lightning that deals 1d6 • •
damage/level to everyone it hits.
Enrgy Grasping Hand. Hand provides cover,
pushes, or grapples.
Sword. Floating magic blade strikes
opponents.

28
Visual Guide
Fire Delayed Blast Fireball. 1d8 fire dam- • •
age/level; you can delay blast for 5
rounds.
Force Forcecage. Cube of force imprisons all
inside.
Light Prismatic Spray. Rays hit subjects with
variety of effects.
Sound Broadcast. As sending, but sends mes- •
sages to and from 1 creature/3 levels up
to 1 round/3 levels.
Cacophony. Series of sounds deal 2d6 •
points of damage each round and may
deafen for 1d3 rounds.

8TH-LEVEL SORCERER AND WIZARD


EVOCATION SPELLS
Acid Acid Rain. Raining acid deals 4d6 points
of acid damage each round for 1 •
round/two caster levels. Creatures must
move at half speed or suffer additional
2d6 points of acid damage.
Cold Aura of Cold. You radiate cold that does
3d8 points of cold damage and freezes •
water.
Elec Sheet Lightning. Lightning bolts are
fired in a half-circle. • •
Enrgy Clenched Fist. Large hand attacks your
foes.
Fire Hail of Brimstone. Fiery hail rains from
sky dealing 1d6 points of fire •
damage/level.
Flamecage. Cube of fire imprisons all
inside. Deals fire damage. •
Force Telekinetic Sphere. As resilient sphere,
but you move sphere telekinetically.
Light Sunburst. Blinds all within 10 ft., deals
3d6 damage.
Sound Delayed Sound Burst. 1d8/level sonic
damage and deafens, may delay burst •
up to 5 rounds.

29
9TH-LEVEL SORCERER AND WIZARD
EVOCATION SPELLS
Visual Guide

Acid Noxious Vapors. Subjects suffer 20d4


points of acid damage, 3d4 points of •
temporary Constitution damage and are
blinded for 2d4 minutes.
Cold Glacier. You create a mobile mass of ice
that crushes creatures caught in its path. •
Elec Tempest. A massive electrical storm deals
damage to every creature and object •
within 1 mile.
Enrgy Crushing Hand. As interposing hand,
but stronger.
Fire Meteor Swarm. Deals 24d6 fire damage, •
plus bursts.
Force Missile Storm. A storm of magic missiles
is unleashed upon your enemies.
Light Wizard’s Dawn. Creates a false sun.
Makes it day for miles around and dam-
ages certain creatures.
Sound Sonic Rupture. Creatures within 30-ft.- •
radius burst suffer either 2d4 points of
permanent Constitution drain or 1d4
points of temporary Constitution damage.

30
A large wave of acid rushes forth from the cast-
Spells er’s hands dealing 1d6 points of acid damage
per level (maximum 20d6) to the target. In
The spells herein are presented in alphabetical addition to the acid damage, the rushing wave
order. is treated as a bull rush with a +16 bonus on the

Spells
Strength check (+10 for Strength 29, +4 for
Acerbic Gasp Large size, and +2 charging bonus, which the
Evocation (Acid) wave always gets). The wave always moves
Level: Sor/Wiz 2 with the opponent to push it back the full dis-
Components: V, S tance allowed, and it has no speed limit. (See
Casting Time: 1 action PHB, Chapter 8, Bull Rush). If the target is
Range: Close (25 ft. +5 ft./2 levels) pushed against a wall or another solid surface,
Target: Cone it suffers an additional 1d6+10 points of blud-
Duration: Instantaneous geoning damage.
Saving Throw: Reflex half Material Component: An ounce of salt
Spell Resistance: Yes water.

The caster breathes a cone of acidic mist that Acid Fount


deals 1d6 points of acid damage +1 for every Evocation (Acid)
two caster levels (maximum +10). Level: Sor/Wiz 6
Components: V, S, M
Acid Burst Casting Time: 1 action
Evocation (Acid) Range: Medium (100 ft. +10 ft./level)
Level: Sor/Wiz 3 Effect: Fountain of acid 15-ft. radius; 30 ft.
Components: V, S, M high
Casting Time: 1 action Duration: Concentration +1 round/level
Range: Medium (100 ft. +10 ft./level) Saving Throw: See text
Target: 10-ft.-radius burst Spell Resistance: Yes
Duration: Instantaneous
Saving Throw: Reflex half An immobile fountain of acid erupts from the
Spell Resistance: Yes earth, splashing creatures near it. The fountain
sprays acid that deals 1d6 points of acid dam-
Globules of acid fly forth from a fixed point in age to creatures within 10 feet of the fountain
space. The globules fly in all directions, hitting and 2d6 points of acid damage to those that
everything within the burst area. The acid glob- pass between 10 and 30 feet of the fountain (no
ules deal 1d6 points of acid damage per caster save allowed). The fountain deals this damage
level to all creatures caught in the area of effect when it appears and each round that a creature
on the first round, to a maximum of 10d6 enters or remains in the area. In addition, the
points of acid damage. On the second round, fountain deals 2d8 points of acid damage +1
unless the acid has been washed off, affected per caster level (maximum +20) to any creature
creatures suffer 1 additional point of damage that passes through it. If the caster evokes the
per caster level (maximum 10). fountain so that it appears where creatures are,
Material Component: A slice of citrus fruit. each creature takes damage as if passing
through the fountain. A creature that makes a
Acid Deluge successful Reflex save suffers only half dam-
age.
Evocation (Acid) Material Components: A pinch of dirt and
Level: Sor/Wiz 7 a drop of pig’s blood.
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

31
Acid Rain Arcing Death
Evocation (Acid) Evocation [Electricity]
Level: Sor/Wiz 8 Level: Sor/Wiz 5
Components: V, S, M Components: V, S, M
Spells

Casting Time: 1 action Casting Time: 1 action


Range: Medium (100 ft. +10 ft./level) Range: Close (25 ft.+ 5 ft./2 levels)
Area: Cylinder (100-ft. radius, 20 ft. high) Targets: 1 target
Duration: 1 round/2 levels Duration: Instantaneous
Saving Throw: None (see text) Saving Throw: Fortitude half (see text)
Spell Resistance: Yes Spell Resistance: Yes

This spell causes droplets of acid to rain down One of the more unpleasant spells in the light-
upon the target area. The acid deals 4d6 points of ning specialist’s arsenal, this potent attack spell
acid damage each round. In addition, after one surrounds a target with several coruscating
round, the acid begins to form pools on the bands of electricity that deal 1d8 points of
ground. Creatures passing through the target area damage per caster level to the target, with a
must move at half speed or suffer an additional Fortitude save for half damage. In addition, the
2d6 points of acid damage. Creatures moving target is knocked unconscious for 1 round per
through the target area at full speed may make a caster level if the Fortitude save is failed, and is
Reflex save for half of this damage. stunned for 1d6 rounds even if the Fortitude
Material Component: A flask of iron fil- save is successful.
ings dissolved in water. Material Component: A copper wire
shaped into a ring.
Acid Shield
Aura of Cold
Evocation (Acid)
Level: Sor/Wiz 4 Evocation [Cold]
Components: V, S, M Level: Sor/Wiz 8
Casting Time: 1 action Components: V, S, M
Range: Personal Casting Time: 1 action
Target: You Range: 20 ft.
Duration: 1 round/level (D) Effect: Radius of cold centered on you ema-
Saving Throw: None nating 20 ft. in all directions
Spell Resistance: Yes (see text) Duration: 1 min/level (D)
Saving Throw: Fortitude half
This spell envelops the caster in a coating of Spell Resistance: Yes
acid that causes damage to each creature that
attacks the caster in melee. The acid also pro- With this spell, you radiate intense cold in a 20-
tects the caster from force-based attacks. Any ft. radius around your person. Creatures (other
creature that strikes the caster with its body or than you) in the radius suffer 3d8 points of cold
a melee weapon deals normal damage, but at damage per round. Magical effects that protect
the same time, the attacker or the weapon (cast- against cold defend against this damage, but
er’s choice) takes 1d6 points of acid damage +1 normal measures (such as heavy clothing) do
per caster level. If a creature has spell resis- not. Water-based creatures suffer a –2 penalty
tance, it applies to this damage. A weapon with to their Fortitude saving throws against this
exceptional reach, such as a two-handed spear, damage. Any water within the area is frozen
does not expose its user to acid damage, but solid to a depth of up to 1 foot (making it pos-
may be damaged itself in this way. sible to walk across water while aura of cold is
In addition, the acid that covers the caster in effect). The ice lasts for the spell’s duration.
reduces the effects of force-based attacks. The Creatures swimming on the surface of the
caster takes only half damage from such water when it freezes become trapped in the
attacks. If the attack allows a Reflex save for ice. Breaking free of the ice is a full-round
half damage, the caster takes no damage on a action that requires a Strength check (DC 25)
successful save. for success.
Material Components: A pinch of Material Component: The claw of a frost
wood ash and a piece of bone. salamander.
32
Ball Lightning
Evocation (Electricity)
Level: Sor/Wiz 7
Components: V, S, M

Spells
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

When this spell is cast, a crackling sphere of


pure electrical energy appears between the
caster’s hands. This ball then shoots off to
whichever target the caster designates within
the spell’s range. If the target fails a Reflex
save, the ball does 1d6 points of electrical dam-
age per caster level to the target. Each round, as
a free action, the caster can direct the ball to a
new target, or have it attack the original target
again.
Material Component: A small amber
sphere.

Blade of Will
Evocation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Personal
Effect: Energy blade
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

An energy blade forms in the caster’s hand.


The blade is considered a ghost touch
longsword for the purposes of size, shape, and
damage. When wielding a blade of will, the
caster is considered to be proficient and does
not suffer any penalties, even if the caster is not
otherwise proficient with martial weapons. If
the caster is disarmed or the blade otherwise
leaves the caster’s hands, the spell is dis-
charged and the blade disappears.

33
Upon casting this spell, a targeted object is
Boom
instantly subjected to a fast-acting acid vapor
Evocation (Sonic) that makes the object brittle. The hardness of
Level: Brd 0, Sor/Wiz 0 the targeted object is reduced by 1d3 points per
Components: V, S caster level (maximum 10d3). This spell does
Spells

Casting Time: 1 action not affect the object’s actual hit points and an
Range: Close (25 ft. +5 ft./2 levels) object reduced to a hardness of 0 is not
Effect: One creature destroyed.
Duration: Instantaneous Alternately, this spell may be applied to
Saving Throw: Fortitude partial reduce the Break check DC of an object. When
Spell Resistance: Yes used in this manner, the DC of the Break check
is reduced by 1d4 per caster level (maximum
This spell creates a sudden loud noise next to 10d4). Again, the object is not destroyed even
the ears of the target. The target instantly suf- if the Break check DC is reduced to 0.
fers 1 point of sonic damage. In addition, the
targeted living creature must make a Fortitude Broadcast
save or its ears continue to ring, giving it a –2
penalty to Concentration checks for the follow- Evocation (Sonic)
ing 1d3 rounds. Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 minute
Breath of the Winter Wolf
Range: See text
Evocation (Cold) Targets: One creature/3 levels
Level: Sor/Wiz 3 Duration: 1 round/3 levels (D)
Components: V, S Saving Throw: None
Casting Time: 1 action Spell Resistance: No
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone As sending, except as follows. Each round, any
Duration: Instantaneous number of messages may be sent back and
Saving Throw: Reflex half forth, provided the total number of words
Spell Resistance: Yes exchanged in a single round does not exceed 30
words. Any message sent by one subject is
This spell empowers you with the ability to received by all of the other subjects.
exhale a cone of damaging cold. Creatures Material Component: A small conch
caught within the cone suffer 1d6 points of cold shell.
damage per two caster levels (maximum 10d6).
Creatures who fail their Reflex save also suffer Cacophony
the effects of frostbite. A frostbitten creature is
treated as fatigued for one minute per caster Evocation (Sonic)
level or until healed of the cold damage, Level: Sor/Wiz 7
whichever comes first. Fatigued creatures can- Components: V, S, M
not run or charge and suffer an effective penal- Casting Time: 1 action
ty of –2 to Strength and Dexterity. A fatigued Range: Medium (100 ft. +10 ft./level)
character becomes exhausted by doing some- Area: 10-ft./level radius burst
thing else that would normally cause fatigue. Duration: Concentration (maximum 10
rounds)
Saving Throw: Fortitude negates (see text)
Brittle
Spell Resistance: Yes
Evocation (Acid)
Level: Sor/Wiz 2 A series of earsplitting sounds are emitted from
Components: V, S a fixed point each round provided the caster
Casting Time: 1 action maintains concentration (maximum 10
Range: Close (25 ft. +5 ft./2 levels) rounds). The sounds deal 2d6 points of sonic
Target: One object damage. In addition, subjected creatures must
Duration: Permanent make a successful Fortitude save or become
Saving Throw: Fortitude negates (harmless, deafened for 1d3 rounds. The deafening effects
object) are not cumulative—while deafened, a creature
34 Spell Resistance: Yes (harmless, object) is no longer subject to that effect of the spell.
However, if the creature’s hearing is restored Saving Throw: Reflex negates (see text)
while the spell is still in effect, it must make an Spell Resistance: Yes
additional Fortitude save or be deafened for an
additional 1d3 rounds. The sounds created by When casting the spell, the caster designates a
cacophony can penetrate the spell silence. type of material he wishes to target, such as

Spells
Material Component: A tiny metal drum. bone, metal, or wood. The acid created by this
spell is particularly devastating to this chosen
Caustic Halo material. Upon casting the spell, acid forms
around the targeted object, enveloping it. The
Evocation (Acid) object suffers 1d6 points of acid damage per
Level: Sor/Wiz 0 caster level. This damage is dealt directly to the
Components: V, S object’s hit points, ignoring any hardness pro-
Casting Time: 1 action vided to the object by the material chosen by
Range: Close (25 ft. +5 ft./2 levels) the caster.
Target: One living creature If the object is being held by a creature
Duration: 1 round that makes a successful Reflex save, the spell is
Saving Throw: Fortitude negates negated. Otherwise, the creature suffers 2d6
Spell Resistance: Yes points of acid damage unless it drops the object
immediately. If the object targeted is armor, the
This spell creates a pungent, acidic cloud around spell is likewise negated with a successful
the eyes and face of the target. The acid tem- Reflex save. If unsuccessful, the armor bonus
porarily overwhelms the target’s senses of sight, gained from the armor is reduced by 1d4
taste, and smell. The target of this spell is blind- points, (minimum 0) in addition to the normal
ed for one round. In addition, the target’s senses effects of the spell.
of taste and smell, including the Scent ability (if The acid produced by this spell does not
possessed), are negated for one round. harm magical objects. However, the magical
object is nevertheless enveloped in acid. Any
Chill creature holding the object that fails its Reflex
Evocation (Cold) save suffers the acid damage even though the
Level: Sor/Wiz 0 magical object does not.
Components: V, S
Casting Time: 1 action Delayed Sound Burst
Range: Touch Evocation [Sonic]
Target: Up to 5 gallons of liquid or a single Level: Sor/Wiz 8
metal object weighing no more than 5 lb. Components: V, S, M
Duration: Instantaneous Casting Time: 1 action
Saving Throw: Will negates (object) Range: Long (400 ft. + 40 ft./level)
Spell Resistance: Yes (object) Area: 30-ft.-radius burst
Duration: Up to 5 rounds
Chill reduces the temperature of up to 5 gallons Saving Throw: Fortitude partial (see text)
of liquid to just above the freezing point for Spell Resistance: Yes (object)
water. It can also rapidly cool a single metal
object weighing no more than 5 pounds. The This spell creates a small, swirling bead that
metal object’s hardness is reduced 2 points for emits a sound dealing 1d8 points of sonic dam-
one minute as a result. Liquids or metal cooled age per caster level within a 30-ft. radius when
via chill return to normal temperature over time burst and deafens those within the area of effect
as appropriate for environmental factors. for 4d6 rounds. A successful Fortitude save
negates the deafness and reduces the damage
Corrosive Sheath by half. Any exposed brittle or crystalline
Evocation (Acid) object or crystalline creature suffers double
Level: Sor/Wiz 4 damage, but takes normal damage with a suc-
Components: V, S cessful Fortitude save. Damage to such objects
Casting Time: 1 action that are held may be reduced by half if the
Range: Medium (100 ft. +10 ft./level) creature holding them makes a successful
Target: One object Reflex save.
Duration: Instantaneous
35
The bead may burst immediately if the
Fist of Akmon
caster so chooses or up to 5 rounds after the
spell is cast. The caster sets the time for the Evocation (Force)
delay, and the time cannot be changed once set Level: Sor/Wiz 2
(unless someone touches the bead; see below). Components: V, S
Spells

A creature can pick up and hurl the bead as a Casting Time: 1 action
thrown weapon (range increment 10 feet). If a Range: Close (25 ft. + 5 ft./2 levels)
creature handles and moves the bead within 1 Target: One creature
round of its scheduled bursting, there is a 25% Duration: Instantaneous
chance the bead bursts while the creature is Saving Throw: None
handling it. Spell Resistance: Yes
Material Component: Five shards of
glass. Fist of Akmon projects a vaguely hammer-like
force at a single target within range. This force
Discordant Bolt inflicts 1d6 points of bludgeoning damage with
a successful ranged touch attack, suffering no
Evocation (Sonic) penalties for range. Fist of Akmon is also treat-
Level: Brd 3, Sor/Wiz 3 ed as a bull rush with a +12 bonus on the
Components: V, S Strength check (+6 for Strength 25, +4 for
Casting Time: 1 action Large, and +2 charging bonus, which the wave
Range: Medium (100 ft. +10 ft./level) always gets). The fist always moves with the
Target: One creature opponent to push it back the full distance
Duration: Instantaneous allowed, and it has no speed limit. (See PHB,
Saving Throw: Fortitude partial (see text) Chapter 8, Bull Rush). If the target is shoved
Spell Resistance: Yes back against a wall or other solid surface, it
suffers an additional 1d3+6 points of bludgeon-
The caster fires a bolt of sound as a ranged ing damage.
touch attack that is easily conducted through
metal. The bolt deals 1d6 points of sonic dam-
Flamecage
age per caster level (maximum 10d6) and deaf-
ens the target for 2d6 rounds. If the target suc- Evocation (Fire)
ceeds at a Fortitude save, it is not deafened and Level: Sor/Wiz 8
suffers half damage. When casting, the caster Components: V, S, M
gains a +4 circumstance bonus to the attack roll Casting Time: 1 action
if the target is wearing metal armor (or is made Range: Close (25 ft. +5 ft./2 levels)
out of metal, carrying a lot of metal, etc.). Area: Barred cage (20-ft. cube) or windowless
cell (10-ft. cube)
Dragon’ s Breath Duration: 1 minute/level (D)
Saving Throw: None
Evocation (Fire) Spell Resistance: No
Level: Sor/Wiz 5
Components: V, S, M An immobile cubicle prison composed of
Casting Time: 1 action flame springs into existence, trapping any crea-
Range: Close (25 ft. +5 ft./2 levels) tures within the area. Creatures that touch the
Area: Cone bars or the floor of the flamecage immediately
Duration: Instantaneous suffer 1d6 points of fire damage (no save). If
Saving Throw: Reflex half they attempt to pass through the flamecage,
Spell Resistance: Yes they suffer 1d6 points of fire damage per cast-
er level (no save). Remaining within the
The caster breathes fire that extends outward in flamecage subjects the creatures within to
a cone. This fiery breath deals 1d6 points of fire extreme heat, dealing an additional 1d6 points
damage per caster level (maximum 15d6). of fire damage per minute (no save). (See
Material Component: A scale of a reptile. DMG, Chapter 3, Heat Dangers). Any creature
within the area are caught and contained unless
they can pass through the bars. The spell does
not contain creatures that are too large to be
contained within the prison. Instead, the cage
36
Spells
fails to form and any creature in the area imme-
diately suffers 1d6 points of fire damage per
caster level. All spells and breath weapons pass Flame Tongue
through the gaps in the bars. Teleportation and
other forms of astral travel, including through Evocation (Fire)
the Ethereal Plane, provide a means of escape. Level: Sor/Wiz 1
The flamecage resists dispel magic and Components: V, S
disintegration, but will disappear if it takes Casting Time: 1 action
more than 150 points of cold damage or is Range: 15 ft.
destroyed by a sphere of annihilation or a rod Target: One creature (see text)
of cancellation. The flamecage can be cast in Duration: Instantaneous
two forms: Saving Throw: None
Barred Cage: The barred cage is a 20- Spell Resistance: Yes
foot cube with bands of fire for bars. The bars
are a half-inch wide, with half-inch gaps A fiery, whiplike tongue shoots forth from the
between them. caster’s mouth and lashes out at the target. With
Windowless Cell: The cell is 10-foot a successful ranged touch attack, the caster
cube with no way in and no way out without deals 1d6 points of fire damage +1 per two
passing through the flamecage. Flaming walls, caster levels (maximum +10). Because the
similar to a wall of fire, forms its six sides. fiery tongue can wrap around a target’s leg or
Material Component: A small iron rod at other limb, a caster who succeeds on the ranged
the time of casting. In addition, when preparing touch attack may attempt to trip the target (see
the spell, the caster must toss 1,500 gp worth of PHB, Chapter 8, Trip). If unsuccessful, the
ruby dust into the air upon completing prepara- defender may not immediately try to trip the
tions. The dust then disappears, leaving the caster.
remaining components to be provided at the Instead of dealing damage and trying to
time of casting. trip, the caster may attempt to disarm an oppo-
nent with the flame tongue. First, the caster
makes a ranged touch attack against the tar-
get. Doing so does not provoke an attack
of opportunity. The caster then makes
another ranged touch attack and the tar-
37
get makes an opposed melee attack roll. Treat Freeze Water: Any water within the area
the flame tongue as a Medium-size weapon. is frozen solid to a depth of up to 1 foot. The ice
Otherwise, resolve the attack as a disarm lasts for the spell’s duration. Creatures swim-
attempt (see PHB, Chapter 8, Disarm). ming on the surface of the water when it
However, if the caster fails to disarm, the target freezes become trapped in the ice. Breaking
Spells

may not immediately attempt to disarm the free of the ice is a full-round action that
caster. requires a Strength check (DC 25) for success.
Foci: A thin sheet of crystal about 1 inch
Flash square and a small crystal sphere.
Evocation (Light)
Freezing Fog
Level: Sor/Wiz 1
Components: V, S Evocation (Cold)
Casting Time: 1 action Level: Sor/Wiz 2
Range: Close (25 ft. + 5 ft./2 levels) Components: V, S
Area: Cone Casting Time: 1 action
Duration: 1 round/level Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Reflex negates Effect: Cloud centered on target point spreads
Spell Resistance: Yes 30 ft. and is 20 ft. high
Duration: 1 round/level
A blinding cone of white light affects all crea- Saving Throw: See text
tures within the area of effect. Affected crea- Spell Resistance: No
tures are blinded for the duration of the spell. A
blinded creatures suffers a 50% miss chance in This spell creates a stationary cloud of chill
combat, as if all opponents have full conceal- mist in a radius around the selected target
ment. Blinded creatures also lose any Dexterity point. The mist obscures all sight, including
bonuses to AC, move at half speed, and suffer darkvision, beyond 5 feet. Creatures within 5
a –4 penalty on most Strength and Dexterity- feet have one-half concealment (attacks suffer
based skills. Foes enjoy a +2 bonus to attack a 20% miss chance). Creatures farther away
rolls against a blinded creature. than 5 feet have total concealment (50% miss
chance and the attacker cannot use sight to
locate target).
Flash Freeze Freezing fog also covers surfaces within
its confines with a slippery coating of frost and
Evocation (Cold) ice. Any creature entering the area or caught in
Level: Sor/Wiz 7 the mist when it appears must make a Reflex
Components: V, S, F save or slip and fall. Creatures that make their
Casting Time: 1 action saves move at one-half speed. Any creature
Range: Long (400 ft. + 40 ft./level) within the mist must make a Reflex save each
Area: A number of contiguous 10-ft. cubes round to avoid falling and to be able to move.
equal to caster level (S) The coating of frost and ice could impose
Duration: 1 minute/level (see text) penalties to the Reflex save or checks (such as
Saving Throw: Reflex half (see text) Climb checks), depending on the nature of the
Spell Resistance: Yes (see text) surface in question. This aspect of freezing fog
is similar to the grease spell.
Flash freeze subjects one 10-ft. cube per caster A moderate wind (11 or more miles per
level to a wave of extreme cold that has two hour) disperses freezing fog in 4 rounds. Strong
effects: winds (21 or more miles per hour) disperse the
Damage Creatures: Creatures caught in spell in 1 round. The effects of icy surfaces per-
the area suffer 6d6 points of cold damage. A suc- sist for the spell’s entire duration even if freez-
cessful Reflex save halves this damage. This ing fog is dispersed.
effect occurs instantaneously. Water-based crea-
tures suffer double damage from this effect.

38
Spells
You create a 25-foot cube of icy blocks
Freezing Weapon
that grind and crush against each other. You can
Evocation (Cold) cause the glacier to move 60 feet per round,
Level: Sor/Wiz 1 ignoring barriers smaller than itself (the icy
Components: V, S, M, F blocks simply move around the barrier).
Casting Time: 1 action Directing the glacier is a move-equivalent
Range: Touch action. The glacier can bull rush an opponent,
Target: Melee weapon touched doing so with a +18 on its Strength check. The
Duration: 1 round/level (D) glacier can also grapple an opponent, doing so
Saving Throw: Will negates (harmless, object) with a +12 bonus. A grappled creature suffers
Spell Resistance: Yes (harmless, object) 2d6+12 points of bludgeoning damage (real,
not subdual) plus 1d6 points of cold damage
Freezing weapon gives a melee weapon the per round. If a creature tries to move through
frost magical ability if it doesn’t already have the area occupied by the glacier, the creature
it. Frost weapons deal +1d6 points of bonus automatically becomes vulnerable to a grapple
cold damage on a successful hit. check from the shifting ice. The glacier can
Material Component: A small piece of simultaneously grapple up to 4 Medium-size
ice. creatures, 8 Small creatures, 16 Tiny creatures,
Focus: The weapon. 32 Diminutive creatures, or 64 Fine creatures.
It can grapple only one creature of Large or
Glacier greater size.
Focus: A glove made of frost salamander
Evocation (Cold) skin.
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 25-ft. cube of animated ice blocks
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
39
Greater Shatter Halt
Evocation (Sonic) Evocation (Force)
Level: Brd 6, Sor/Wiz 6 Level: Sor/Wiz 1
Components: V, S, M Components: V, S
Spells

Casting Time: 1 action Casting Time: 1 action


Range: Medium (100 ft. +10 ft./level) Range: 10 ft.
Target: 10-ft.-radius spread; or one solid Target: One creature that attempts to move
object or one crystalline creature into an adjacent square
Duration: Instantaneous Duration: 1 minute/level (D)
Saving Throw: Will negates (object) or Saving Throw: Fortitude negates
Fortitude half (see text) Spell Resistance: Yes
Spell Resistance: Yes (object)
Halt sets up a charge of force about your per-
As shatter, except as above and as follows. son that is activated when a foe attempts to
When used as an area attack, the caster choos- move into a square that is adjacent to you.
es a non-living substance, such as wood, bone, When a foe activates halt, that foe must suc-
or iron, to affect. All nonmagical items that are ceed at a Fortitude save or be unable to com-
primarily composed of that substance within plete its movement. The foe’s movement ends
the area of effect are destroyed. Objects weigh- in the square that it moved through just before
ing more than 5 pounds per caster level are not it attempted to move into the adjacent square.
affected. Alternatively, the spell may be used Halt cannot be activated more than once per
against a single solid object, regardless of com- round.
position, weighing up to 25 pounds per caster
level. If targeted against a crystalline creature, Hammer of Akmon
the spell deals 2d6 points of damage per caster
level. Evocation (Force)
Material Component: A pinch of quartz Level: Sor/Wiz 6
dust. Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Hail of Brimstone
Effect: Magic hammer of force
Evocation (Fire) Duration: 1 round/level (D)
Level: Sor/Wiz 8 Saving Throw: None
Components: V, S. M Spell Resistance: Yes
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level) This spell creates a shimmering hammer of
Area: Cylinder (30 ft. radius, 100 ft. high) force in the caster’s hand that can be thrown
Duration: Instantaneous out to the spell’s maximum range, suffering no
Saving Throw: Reflex half penalties for range. A successful ranged attack
Spell Resistance: Yes against a target inflicts 3d6 points of bludgeon-
ing damage. Additionally, the attack is is treat-
Fiery chunks of brimstone rain from the sky ed as a bull rush with a +16 bonus on the
striking any creature or object in their way. Any Strength check (+10 for Strength 29, +4 for
creature within the area of effect (other than the Large size, and +2 charging bonus, which the
caster) suffers 1d6 points of fire damage per wave always gets). The hammer always moves
level (maximum 20d6). with the opponent to push it back the full dis-
Material Component: A piece of brimstone. tance allowed, and it has no speed limit. (See
PHB, Chapter 8, Bull Rush). If the target is
pushed against a wall or another solid surface,
it suffers an additional 1d6+10 points of blud-
geoning damage.
A hammer of Akmon returns to the caster
on the round following the round it was thrown
just before his turn. It is therefore ready to use
again that turn.

40
Spells
A six-inch-long line of flame shoots forth from
Hurl
the caster’s thumb. Any flammable object that
Evocation (Force) is touched by the caster for a full round catch-
Level: Sor/Wiz 1 es on fire and immediately suffers 1d6 points of
Components: V, S, M fire damage. Magic items and items in a crea-
Casting Time: 1 action ture’s possession may make a Reflex saving
Range: Personal throw to avoid catching on fire. Once the flame
Target: You has ignited an object, it immediately goes out.
Duration: 1 round Alternately, the caster may make a melee
touch attack with the flame. If successful, it deals
This spell infuses enormous force into the next 1d2 points of fire damage to nonflammable
thrown weapon you attack with, punching objects or creatures and immediately goes out.
through armor and dealing a great deal of dam-
age if you hit. For your next single attack with Jolt
a thrown weapon, your Strength receives a +20
enhancement bonus, increasing your attack and Evocation (Electricity)
damage rolls by +10 each. Level: Sor/Wiz 1
Material Component: A piece of bent Components: V, S, M
steel. Casting Time: 1 action
Range: Close (25 ft.+ 5 ft./2 levels)
Targets: 1 target
Ignite
Duration: Instantaneous
Evocation (Fire) Saving Throw: Fortitude negates
Level: Sor/Wiz 0 Spell Resistance: Yes
Components: V, S
Casting Time: 1 action When cast, this spell causes a spark of electric-
Range: Personal ity to arc from your hand to the target. The tar-
Effect: 6-inch flame get must succeed at a Fortitude save or be
Duration: 1 round/3 levels (see text) stunned for 1d4 rounds. If stunned, the target
Saving Throw: None drops any held items.
Spell Resistance: Yes Material Component: A small cop-
per needle.
41
Lattice of Benefic Edification Line of Fire
Evocation (Light) Evocation (Fire)
Level: Sor/Wiz 5 Level: Sor/Wiz 6
Components: V, S Components: V, S, M
Spells

Casting Time: 1 action Casting Time: 1 action


Range: 60 ft. Range: Close (25 ft. +5 ft./2 levels)
Area: All allies within a 60-ft.-radius burst Area: Line of fire 6-inches wide, 10 ft.
centered on you long/level (S)
Duration: 1 minute/level Duration: Instantaneous
Saving Throw: None Saving Throw: Reflex negates
Spell Resistance: Yes Spell Resistance: Yes

A lattice of benefic edification evokes rays of A line of fire ignites from a location of the cast-
positive energy that radiate from you to touch er’s choosing. The burning line is 6 inches in
each of your allies within range (assuming that width and stretches for 10 feet per caster level.
ally has less than 100% cover or concealment). The line travels in a straight line, but it may
Your allies are infused with positive energy for change direction, at the caster’s choosing, once
the duration of the spell. This infusion grants a every 10 feet. Any creature that is along the
+2 luck bonus on attack rolls, damage rolls, line that fails to make a successful Reflex save
saves, and checks. Allies under the influence of suffers 12d6 points of fire damage.
hostile mind-affecting magic are treated as if Material Component: A pinch of charred
subjected to a targeted dispel magic (you make soil.
a caster level check with a +1 bonus per caster
level, maximum bonus +15) against the hostile Lock Bane
magic only.
Evocation (Acid)
Level: Sor/Wiz 1
Lightning Shower
Components: V, S
Evocation [Electricity] Casting Time: 1 action
Level: Sor/Wiz 4 Range: Close (25 ft. +5 ft./2 levels)
Components: V, S, M Target: One lock
Casting Time: 1 action Duration: Instantaneous
Area: 15-ft. burst centered on caster Saving Throw: Fortitude negates (harmless,
Duration: Instantaneous object)
Saving Throw: Reflex half Spell Resistance: Yes (object)
Spell Resistance: Yes
This spell fills the targeted lock with fast-acting
This is a more potent version of spark shower. acid that deals damage to it, making the lock
When cast, a surge of electrical energy ripples easier to open. The DC of any Open Lock
through the caster and then outwards. check needed to unlock the lock is reduced by
Lightning flies from the caster’s arms and 1d10 plus an additional 1d10 for every two
body, forming an expanding sphere of crack- caster levels (maximum total reduction 5d10).
ling energy. All within the spell’s radius take If the DC for the lock is reduced to 0, the lock
1d6 points of damage per caster level, up to a is completely destroyed and any traps connect-
maximum of 10d6, with a Reflex save for half ed to it are automatically disarmed. However, if
damage. As with spark shower, this spell does the DC of the lock is only reduced by 50% or
not discriminate friend from foe. less, the lock permanently fuses and can no
longer be opened by a key or Open Lock check.
In addition, if the lock fuses, any traps con-
nected to the lock are immediately triggered.

42
Missile Storm Mystic Tools
Evocation (Force) Evocation (Energy Construct)
Level: Sor/Wiz 9 Level: Sor/Wiz 4
Components: V, S Components: V, S

Spells
Casting Time: 1 action Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level) Range: Close (25 ft. +5 ft./2 levels)
Area: Cone Effect: Energy replica up to 5 lbs./level
Duration: Instantaneous Duration: 1 hour/level (D)
Saving Throw: None Saving Throw: None
Spell Resistance: Yes Spell Resistance: No

Missile storm unleashes a huge barrage of The caster creates an energy replica of a tool or
magic missiles within a cone originating at another mundane object of the caster’s choice.
your hand and extending outward to the maxi- The replica has the same general size, shape,
mum range of the spell. Each creature caught and mass of the object it duplicates, but emits a
within the cone is struck by 3d6 magic missiles muted glow that belies its construction of solid,
as the magical energy darts streak away from mystical energy. Creating energy replicas of
you. Each magic missile inflicts 1d4+1 points items that require a high degree of craftsman-
of damage, unerringly striking any creature ship (armor, swords, crystal, etc.) requires an
with less than total cover and ignoring conceal- appropriate Craft check. Similarly, masterwork
ment. energy replicas may be created with an appro-
Missile storm cannot damage inanimate priate Craft check. Created objects cannot be
objects. larger than the caster.

43
Noxious Vapors Push
Evocation (Acid) Evocation (Force)
Level: Sor/Wiz 9 Level: Sor/Wiz 0
Components: V, S, M Components: V, S
Spells

Casting Time: 1 full round Casting Time: 1 action


Range: Medium (100 ft. +10 ft./level) Range: Close (25 ft. + 5 ft./2 levels)
Area: Two 10 ft. cubes/level (S) Target: One creature
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Fortitude partial Saving Throw: None
Spell Resistance: Yes Spell Resistance: Yes

Any creature within the area of effect is instant- Push forces the target creature backward as if
ly exposed to a cloud of noxious vapors that the creature had been subjected to a bull rush
burns the creature’s lungs, blood vessels, and with a +8 bonus on the Strength check (+2 for
eyes. All creatures within the area suffer 20d4 Strength 15, +4 for Large size, and +2 charging
points of acid damage as well as 2d4 points of bonus, which the wave always gets). The push
temporary Constitution damage. Finally, always moves with the opponent to push it
affected creatures are blinded for 2d4 minutes. back the full distance allowed, and it has no
Affected creatures may make a Fortitude save speed limit. (See PHB, Chapter 8, Bull Rush).
for half damage, to reduce the Constitution If the target is pushed against a wall or another
damage to 1d4, and to have the duration of solid surface, it suffers 1d6+2 points of blud-
their blindness reduced by half. geoning damage.
Material Components: An oak leaf and a
hair of a skunk. Radiant Glow
Evocation [Light]
Piercing Bolt
Level: Sor/Wiz 3
Evocation (Acid) Components: V, M
Level: Sor/Wiz 5 Casting Time: 1 action
Components: V, S, M Range: Personal
Casting Time: 1 action Target: You
Range: Long (400 ft. + 40 ft./level) Duration: 1 round/level (D)
Target: One creature Saving Throw: None
Duration: Instantaneous Spell Resistance: No
Saving Throw: None
Spell Resistance: Yes Radiant glow causes you to glow so brightly
that it becomes difficult for others to target
A bolt of acid shoots forth from the caster’s attacks against you. Creatures that look direct-
hand that instantly burns through armor. With a ly at you when attacking must make a Fortitude
successful ranged touch attack, the spell deals save or be blinded for 2d6 rounds. Opponents
1d10+1 points of acid damage per level (maxi- can still choose to attack you with their gaze
mum 1d10+15). A Fortitude save must be made averted, but they suffer a 50% miss chance
for each shield, cloak, or suit of armor that the when doing so. You are immune to the effects
target is wearing when struck. Failure indicates of your own radiant glow. Radiant glow moves
that the item is destroyed. with you.
Material Component: An iron nail. Material Component: A mirror.

44
Ride the Lightning Shooting Stars
Evocation (Electricity) Evocation (Light)
Level: Sor/Wiz 3 Level: Sor/Wiz 6
Components: V, S, F Components: V, S, M

Spells
Casting Time: 1 action Casting Time: 1 action
Range: Line of Sight Range: Close (25 ft. + 5 ft./2 levels)
Targets: Caster Only Targets: Up to three creatures, no two of which
Duration: Instantaneous can be more than 20 ft. apart
Duration: Instantaneous
This spell is one of the few evocations that Saving Throw: None or Reflex half (see text)
grants the caster mobility. It is also rather spec- Spell Resistance: Yes
tacular in appearance. When cast, there is a
flare of light and the caster hurls a bolt of elec- You cast three luminous projectiles at up to
tricity, which then arcs to the caster’s selected three creatures within range. A ranged touch
target point, carrying him along with it. attack is required for each projectile, but there
The spell will instantly transport the cast- is no penalty for range. A successful hit inflicts
er from his current location to any point he can 2d6 points of piercing damage to the target.
see. If there is no room for him to stand at his The shooting star then explodes, inflicting 3d6
chosen point, the spell simply fails. The spell points of positive energy damage in a 5-ft.
cannot be used offensively—the bolt cannot radius. The target is not permitted a saving
strike a target or do damage to the environ- throw against this damage. Other creatures
ment. The bolt cannot penetrate objects, but it caught in the spread can attempt a Reflex save
can pass through openings if the caster can see for half damage against the positive energy.
and fit through them. Thus, this spell can be Outsiders with the evil descriptor, undead,
used to pass through an opening in a cavern fungi, mold, oozes, slimes, jellies, puddings,
wall or to leap across a chasm to a distant and fungoid creatures suffer double damage
ledge, but it could not transport the caster out from the positive energy.
of a locked jail cell, for instance. If a projectile misses its target, it contin-
The caster must be able to see his exact ues in a straight line from you past the creature
destination clearly. Scrying spells cannot be out to the maximum range of the spell. If your
used to extend the range of this spell—the cast- initial attack roll is sufficient to strike any other
er must see the target point with his own eyes. creature in the flight path (whether friend or
Material Component: A length of copper foe), the projectile hits that creature and does
wire, shaped into a jagged lightning bolt. damage as normal. If the projectile strikes a
solid surface (such as a wall), it does damage to
Sheet Lightning the surface and explodes. In any event, when
the projectile reaches its maximum range, it
Evocation (Electricity) explodes as described above.
Level: Sor/Wiz 8 Material Component: Three pieces of
Components: V, S, M quartz, each worth at least 10 gp.
Casting Time: 1 action
Area: Half-circle centered on caster with a
diameter of 10’ per caster level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

When this spell is cast, the caster flings wide


his arms, and radiant stream of electricity
crackle outward. The spell affects a half-circle
centered on the caster, oriented as the caster
chooses, and having a diameter of 10 ft. per
caster level. All within the area of effect take
1d6 points of electricity damage per caster
level (maximum 20d6). Affected creatures may
attempt a Reflex save for half damage.
45
Spells

Sky Bolt Sonic Rupture


Evocation (Electricity) Evocation (Sonic)
Level: Sor/Wiz 1 Level: Sor/Wiz 9
Components: V, S, M Components: V, S, M
Casting Time: 1 action Casting Time: 1 action
Range: Close (25 ft.+ 5 ft./2 levels) Range: Long (400 ft. + 40 ft./level)
Targets: Up to three targets in a line Area: 30-ft.-radius burst
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Reflex Negates Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes Spell Resistance: Yes

The caster stretches out his arm and lightning This spell creates an ultrasonic sound that
flies from it, impaling up to three targets in a causes a living creature’s blood vessels to rup-
straight line with a bolt of electrical energy that ture and burst. All creatures within the affected
does 1d4 points of electricity damage per cast- area suffer 2d4 points of permanent
er level (maximum 5d4). Constitution drain. Creatures that are reduced
Material Component: A small copper to 0 points of Constitution die from internal
arrowhead. bleeding. A creature subject to this spell may
make a Fortitude save to instead suffer 1d4
points of temporary Constitution damage.
Material Component: A silver tuning
fork.

46
Spark Shower Tempest
Evocation (Electricity) Evocation ([Electricity)
Level: Sor/Wiz 2 Level: Sor/Wiz 9
Components: V, S, M Components: V, S, M, XP

Spells
Casting Time: 1 action Casting Time: 1 hour
Area: 15 ft. spread centered on caster Area: 1 mile radius
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Reflex half Saving Throw: None
Spell Resistance: Yes Spell Resistance: Yes

When this spell is cast, a wave of multicolored This extraordinarily potent spell represents the
sparks flies out from the caster, filling the area pinnacle of the lightning specialist’s art.
with bright bursts of light and color. The dis- Though casting it requires a long ritual, the
play is as dangerous as it is attractive, howev- final result is well worth it. Towards the end of
er, for all within the area of effect take 1d4 the casting, the sky in the area will begin to
points of electrical damage per caster level darken, and flares of lightning will be visible in
(maximum 10d4), with a Reflex save for half the black clouds. As the spell completes, the
damage. This spell does not distinguish friend sky turns black and then explodes in a cata-
from foe, so it is best used with caution. clysm of primal electrical power. Lightning
Material Component: A pinch of amber fills the space between sky and ground, arcing
dust. from object to object madly. Stone walls are
shattered, metal is melted, and trees sundered.
Spirit Hand Everything in the area takes 1d6 points of elec-
trical damage per three caster levels.
Evocation (Energy Construct) Furthermore, the caster may designate a num-
Level: Sor/Wiz 0 ber of special targets equal to his Intelligence
Components: V, S bonus (for wizards) or Charisma bonus (for
Casting Time: 1 action sorcerers) during the casting of the spell. These
Range: Close (25 ft. +5 ft./2 levels) targets each take 1d6 points of electrical dam-
Effect: Invisible force age per caster level.
Duration: Instantaneous This spell can easily destroy a city or turn
Saving Throw: None a fertile farming valley into a ruined wasteland.
Spell Resistance: No While it is not an inherently evil spell, there are
few good causes which merit the unleashing of
This spell allows the caster to create a minute such primal power—as a consequence, this
amount of force that can interact with the envi- spell is primarily found in the repertoire of dark
ronment or manipulate a small object at a dis- or evil mages.
tance. The amount of force created is no greater Material Component: A piece of truecop-
than that of a gentle push of one’s hand. For per (see Mundane Items for Evokers) in the
instance, the spell could be used to knock on a shape of a skull, worth at least 5,000 gp.
door, simulate a tap on the shoulder, or create a XP Cost: The experience point cost of
splash or small ripple on a pool of liquid. this spell is 1,000 XP.
Likewise, the force may interact with objects
that weigh less than one pound. However, the
spell cannot move objects from one location to
another. Thus, for instance, the spell could be
used to turn a key that is already in a lock or
knock over a goblet of water, but it could not be
used to place a key into a lock or move a gob-
let across a table.

47
Torpor Wall of Sound
Evocation (Cold) Evocation (Sonic)
Level: Sor/Wiz 1 Level: Brd 6, Sor/Wiz 6
Components: V, S Components: V, S, M
Spells

Casting Time: 1 action Casting Time: 1 action


Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. +5 ft./2 levels)
Effect: Ray Effect: Wall whose area is up to one 10-ft.
Duration: 1 minute/level square/level or a sphere with a radius of up
Saving Throw: Fortitude negates to 1 ft./level.
Spell Resistance: Yes Duration: 1 minute/level (D)
Saving Throw: See text
An icy blue ray emanates from your hand. You Spell Resistance: Yes
must succeed at a ranged touch attack to strike
your target. The subject suffers a –1d3 penalty A wall of sound spell creates a nearly invisible
to Dexterity, with an additional –1 per two cast- wall of sound. The only indication of the wall’s
er levels (maximum additional penalty of –5). existence is a slight distortion of the light pass-
The subject’s Dexterity cannot drop below 1. ing through the wall and a constant buzzing
sound, similar to that produced by a small
Wall of Light insect. The wall of sound cannot move.
Any creature that attempts to move through
Evocation (Light) the wall automatically suffers 1d6 points of sonic
Level: Sor/Wiz 4 damage +1 point per caster level. In addition, the
Components: V, S creature must make a Fortitude save or be deaf-
Casting Time: 1 action ened for 1d3 rounds per caster level.
Range: Medium (100 ft. + 10 ft./level) Furthermore, all nonmagical objects composed
Effect: Sheet of light up to 20 ft. long/caster primarily of crystal, glass, ceramic, or wood,
level or a ring of light with a radius of up to 5 such as vials, flasks, and arrows, that pass
ft./two caster levels; either form is 20 ft. high through the wall are smashed into dozens of
Duration: Concentration + 1 round/level pieces. Objects weighing more than five pounds
Saving Throw: Fortitude half or Reflex are unaffected. If the object passes through the
negates (see text) wall while possessed by a creature, it may make
Spell Resistance: Yes a Will save to avoid destruction. If a creature or
object is within the area of the spell when it is
This spell creates an immobile, brilliant sheet of cast, the creature or object is treated as if had
white light. One side of the wall, selected by you, passed through the wall.
is transparent to sight and radiates no harmful Material Component: A copper bell.
energies. The other side is completely opaque
(thus granting 100% concealment to creatures on
Wave of Sound
the opposite side) and radiates harmful energies.
These energies deal 1d6 points of positive ener- Evocation (Sonic)
gy damage per four caster levels (maximum 5d6) Level: Brd 1, Sor/Wiz 1
to evil outsiders, undead, fungi, mold, oozes, Components: V, S
slimes, jellies, puddings, and fungoid creatures, Casting Time: 1 action
so long as said creatures remain within 10 feet of Range: Close (25 ft. +5 ft./2 levels)
the wall. Creatures past 10 feet but within 20 feet Target: One creature
suffer half damage. The wall inflicts this damage Duration: Instantaneous
when it appears and each round that a creature Saving Throw: Reflex negates
enters or remains within the affected area. Spell Resistance: Yes
A creature vulnerable to the wall’s energies
that passes through the wall takes damage as An immense sound wave issues forth from the
normal, but is not allowed a Fortitude save for caster’s hands and may knock down its target.
half damage. However, if this spell is cast so that Upon impact, the wave deals 1d6 points of
the wall appears where creatures are alreeady sonic damage +1 per level (maximum +10). In
standing, they are allowed a Reflex save. If suc- addition to the sonic damage, the wave of
cessful, the creature ends up on the side of the sound deafens its target for 2d6 rounds unless
wall that does not radiate harmful energies. the target succeeds at a Fortitude save.
48
Spell resistance can negate damage, dis-
Wizard’ s Dawn
pelling, and blinding, but it does not protect
Evocation (Light) creatures specifically vulnerable to sunlight
Level: Sor/Wiz 9 (such as vampires) from the light shed by wiz-
Components: V, S, M ard’s dawn.

Spells
Casting Time: 1 action Material Component: A fire opal worth at
Range: Long (400 ft. + 40 ft./level) least 1,000 gp.
Effect: A 10-ft.-diameter sphere that radiates
sunlight Zap
Duration: 10 minutes/level (D)
Saving Throw: Reflex partial or Will partial Evocation (Electricity)
(see text) Level: Sor/Wiz 0
Spell Resistance: Yes (see text) Components: V, S, M
Casting Time: 1 action
Wizard’s dawn creates a brilliant sphere of pure Range: Close (25 ft.+ 5 ft./2 levels)
daylight that hovers in a fixed location up to 2 Targets: 1 target
miles above a horizontal surface (whether solid Duration: Instantaneous
or liquid). In a radius around the sphere equal Saving Throw: Reflex negates
to 1 mile per two caster levels (maximum 10 Spell Resistance: Yes
mile radius), the sphere sheds actual daylight,
illuminating the area equal to the noontime sun This spell causes a small, thin, line of electric-
in a cloudless sky. ity to arc from the caster’s hand to the target. If
Within a radius around the sphere equal to the target fails a Reflex save, the jolt causes
50 feet per caster level (maximum 1,000-foot him to drop an object held in one hand. If the
radius), the light shed by wizard’s dawn deals 1d6 target is holding items in both hands, determine
points of damage to undead creatures, fungi, randomly which one is dropped; if the target is
mold, oozes, slimes, jellies, puddings, and holding a two-handed item, he drops it.
fungoid creatures (no save). Material Component: A small
Outsiders with the evil descrip- iron ring set with a copper disc.
tor caught in this same radius
are not damaged, but must
make a Will save or be dis-
pelled back to their plane of
origin. Any creatures within a
radius around the sphere equal
to 5 feet per caster level (maxi-
mum 100 foot radius) when the
sphere first appears must suc-
ceed at a Reflex save or be per-
manently blinded. A blinded
creature suffers a 50%
miss chance in com-
bat, as if all opponents
have full conceal-
ment. Blinded crea-
tures also lose any
Dexterity bonuses
to AC, move at half
speed, and suffer a
–4 penalty on
most Strength and
Dexterity-based
skills. Foes enjoy a
+2 bonus to attack
rolls against a
blinded creature.
49
prismatic spray can be enhanced. Evokers have
New Equipment a well-earned reputation for being the mages
most concerned with the simple wielding of
The evoker calls energy into being from noth- pure, unsubtle power, but they also have among
ingness. With a whispered word and a subtle their number some of the most dedicated scien-
New Equipment

gesture, fire engulfs his foes, or a wall of ice tists and thinkers. Even those who do not care
separates them from him. Even with this power about the essence of lightning can benefit from
to create reality from emptiness, he is often the work of those who do, as several useful
aided in his task by mundane items that can additions to the caster’s art have come from
focus his power or his concentration, or by sim- their research. These chemicals are often useful
ple tools that assist him in both his studies and in and of themselves as well, so even non-
his survival. evokers may wish to purchase them.
Improved Flare Powder: Creating pow-
A Note on Spell Foci ders that burn briefly, yet brilliantly, is one of
A number of items in this section are the earliest tricks that alchemists learn. Far
termed “spell foci.” A spell foci can be thought more complex, however, is creating a powder
of as a sort of auxiliary material component, that flares in a controllable fashion. After long
something that can be held in hand as the spell study, alchemists have come up with this cre-
is cast to amplify it in some way. Spell foci are ation. It is usually sold as two items, a thin
not magical on their own. cloth sack containing a yellowish-green pow-
Because spell foci are handheld, no spell der that glimmers oddly, and a small clay vial
prepared or cast with the Still Spell feat may containing a dull grey powder. The clay vial
use them. has tick marks on the inside. Each mark repre-
Whether or not spell foci can be used sents approximately ten seconds of time. When
untrained is up to the DM. The advantages that much of the grey powder is mixed with the
spell foci grant are generally minor, but even a yellow-green powder, it will keep the mixture
minor edge can be exploited by a cunning play- from flaring for that duration after flame has
er. If a DM feels spell foci should be more con- been applied. When the powder does flare, all
trolled, the following feat is recommended as a within a 15-ft. burst must make a Reflex save
requirement. (DC 13) or be blinded for 1d4 rounds. Igniting
the powder, once mixed, is a standard action.
Use Spell Foci Mixing the timing powder with the flare
powder is normally error-free. If done during
The character may use items to enhance stressful conditions, such as combat, a
spellcasting. Concentration check (DC 10) must be made, or
Prerequisite: Ability to cast arcane the mix will be wrong. In that case, the DM
spells, Dex 13+. determines exactly when the powder goes off.
Benefit: The user may use spell foci Improved flare powder has another use for
items, which are small objects of various sorts evokers, however. When used as a spell focus, an
that enhance spells in specific, limited, ways. evoker can make a Spellcraft check (DC 15 +
Normal: Spell foci may not be used. spell level). If successful, the evoker can cast
Special: Optionally, spell foci may be flare, light, or daylight onto the powder (which
used without this feat, but the caster must make must have been mixed previously). The spell will
a Concentration check at a DC of 15 + spell go off when the powder does, allowing the cast-
level. Use Dexterity rather than Constitution as er to create a sort of “spell bomb.”
the ability modifier to the Concentration skill Manufacturing the powder and enough
for this purpose. timer to block ignition for up to five minutes
requires 50 gp worth of ingredients and an
Chemicals Alchemy check (DC 25). Masterwork
improved flare powder costs five times as
The evoker can bring energy into being at
much and is always precisely mixed, even in
a word. Small wonder, then, that many evokers
combat. In addition, the flare effect covers a
take an interest in the fundamental nature of
20-ft. burst and blinds those within the area for
matter and energy and their relationship.
1d4+1 rounds unless they make a successful
Understanding the precise nature of ice can
Reflex save (DC 15). The market cost of
help improve a wall of ice spell, for example.
improved flare powder is 100 gp.
If the nature of light and color are known, a
50
Chill Crystals: These crystals are a pale, spellcasters have found it to be useful as a spell
translucent blue and are bitterly cold to the focus. If a vial of arcane oil is opened just as a
touch. No crystal is larger than a quarter inch in spell with the fire descriptor is being cast, and
width, and most are much smaller, causing a the oil tossed into the air at the point of casting,
container of chill crystals to look as though it is it is caught by the spell energy and greatly

New Equipment
full of snow mixed with tiny ice chips. The enhances the spell, causing the spell’s effective
crystals melt very slowly, however, taking caster level to increase by +1.
about ten times as long as ice to melt at room The transportation and storage of arcane
temperature, even though they are considerably oil is risky. If anyone holding a vial of the stuff
colder. While early alchemists thought to use is struck in melee, roll 1d20. On a 1, the vial is
them to preserve food, they emit noxious shattered or cracked enough to let air in. Any
vapors during melting, which makes any food kind of rough handling—being on a storm-
near them—even if well wrapped—inedible. tossed ship, having a horse containing the oil
However, other uses were quickly found. panic and bolt, etc., will have some chance of
The first use is as a grenade. If kept sealed exposing the material unless extraordinary pre-
in a dark clay jar, the crystals remain cold for cautions are taken (extensive packing in soft
up to two weeks. If the jar is hurled, it will usu- cloth, some form of magical protection, etc.).
ally shatter (there is only a 10% chance of it not Any vial exposed to air will do 1d6 points of
doing so), and all within a 5-ft. radius of the fire damage to anything within a 5-ft. burst, and
impact point will be splashed with the chemi- then burns as normal oil.
cals, doing 1d4 points of cold damage. If the Arcane oil requires 150 gp worth of mate-
crystals are flung into any water being that does rial to manufacture, and requires an Alchemy
not have the cold subtype, they do 2d6 points check (DC 30). For each 5 points the check is
of cold damage instead. failed by, the crafter takes 1d6 points of fire
The second use is as a spell focus for damage. The market cost is 300 gp.
evokers. If a jar of chill crystals is used as a Focusing Ring: One of the simpler spell
spell focus when casting any Evocation spell foci to craft, this ring of brass and steel con-
from the cold discipline, the effective caster tains a number of odd protrusions that can be
level is increased by +1. folded back into the surface of the ring as need-
Lastly, if a character has a jar of chill ed to avoid having them snag on cloth. When
crystals in hand when struck by a spell with the the protrusions are extended, they serve as a
fire descriptor, the character may attempt to form of guidance and focus for any ray spell,
fling the crystals into the oncoming spell. This granting the wearer a +1 bonus on attack rolls
requires a Reflex save (DC 15). If it is success- if he can succeed in a Spellcraft check (DC 20)
ful, the character is considered to have fire and takes a full action to cast the spell. If the
resistance 10 against the oncoming spell. check fails, the user suffers a –2 penalty to
Chill crystals require 75 gp worth of attack rolls. Crafting the ring requires 100 gp
material and an Alchemy check (DC 24) to pro- worth of material and a Craft (jeweler) check
duce; the market cost is 150 gold pieces. (DC 20). The market cost is 200 gp.
Arcane Oil: This item is very rare, both Mithral Fan: Usually created by dwar-
because it is complex to make and extremely ven jewelers, the mithral fan is a large circular
dangerous to store, transport, or use. It is a hand fan woven from thin threads of mithral
hybrid of normal lamp oil and several exotic formed into a cloth. The spokes of the fan are
substances, including some with an elemental usually comprised of iron. Runes and sigils are
fire component. In form, it resembles normal carefully interlaced into the mithral weave,
oil, though somewhat more viscous, and it allowing the item to be used as a spell focus. If
seems to have a deep glow coming from with- held and used in this manner when casting
in it. However, few get a chance to study its either gust of wind or wind wall, the spell is
appearance at any length, for it combusts cast as if the caster level were 2 higher. In an
almost immediately on contact with air—no emergency, the fan can also be used as a buck-
spark or flame is necessary. ler, being strong enough to withstand a few
This has obvious advantages. As an oil blows; however, this quickly damages the fan.
grenade, it is exceptionally effective, as there is After 3 rounds of such usage, it is no longer
no need to light it. However, the difficulties of usable as a spell foci, and, after 5 rounds, it
storing and transporting so volatile a substance can no longer be used as a buckler.
keeps it out of widespread use. A few daring Proficiency in shields is needed to take
51
advantage of this feature. Spell-Iron Gauntlet: It is rare to see a
The mithral fan requires 100 gp worth of spellcaster wearing a heavy iron gauntlet, since
material, and a Craft (blacksmithing) (DC 20) such devices tend to interfere with the subtle ges-
and a Craft (weaver) (DC 20) check to manu- tures needed for many spells. However, spell-
facture. The market cost is 200 gp. iron is an unusual substance. It is the product of
New Equipment

metal refined from broken or disenchanted mag-


Other Items ical arms and armor, and, as such, contains an
unusually eldritch aura. A spellcaster using a
Amber Lens: The relationship of amber spell-iron gauntlet as a spell focus may make a
to electricity is well known. In many ways, it is Spellcraft check (DC 15 + spell level) when cast-
the iconic material for magical electricity. The ing a spell with a range of Touch (but not ranged
amber lens is a piece of high-quality amber, touch). If he succeeds, the gauntlet will hold the
totally pure, with no imperfections or embed- spell until the caster wishes it to be discharged, or
ded particles, weighing at least 1 ounce. The until 1 hour has passed, whichever comes first.
focus is carved with a delicate tracery of A spell-iron gauntlet requires at least 500
grooves, which serve to channel and control gp of materials, which must include bits and
electrical energy passing through it. If used as pieces of magical weapons, and requires a
a spell focus, any electricity spell channeled Craft (armorsmithing) check (DC 28) to craft.
through it has its save DC increased by 1. Each The crafter must have at least 5 ranks in
time the amber lens is used, roll a d20. On a 1, Spellcraft as well, though he does not need to
it shatters. The lens requires a Craft (gemcut- be a caster. The market cost is 1,000 gp.
ting) check (DC 25) to produce, and costs 100 Amplifying Tubules: The study of sound
gp. The market cost is 200 gp. is somewhat primitive, but some arcane casters
Elemental Globe: These are rare items with bardic tendencies have made a few useful
that straddle the line between mundane and mag- discoveries. This is one of them. Two thin tubes
ical. They lack powers of their own, but cannot of glass, crafted to exacting specifications, are
be crafted without magical aid. Each is a globe intertwined around each other, touching at a
about the size of a crystal ball that contains a few key points. A number of elemental residues
Tiny elemental creature—the elemental equiva- are included in the sands used to make the
lent of a mouse or frog. The elemental essence glass, increasing the magical properties. When
moves around in the globe, sometimes very finished, the delicate device is a powerful sonic
actively, other times seeming to sleep or rest. It amplifier. When used as a spell focus, any spell
does not need to eat or breathe and cannot escape with the sonic descriptor is considered to be
confinement—should the globe break, the crea- cast with a +1 bonus to its effective caster
ture trapped within quickly vanishes back to its level. The tubules are very fragile, and are con-
home plane. The globes have no powers, but they sidered to have hardness 1 and 1 hp.
are nice decorations for an arcane caster’s home. The tubules require 100 gp worth of
(The Fire elemental globe can cast as much light equipment to produce, and a Craft (glassblow-
as a torch, and must be covered to prevent this er) check (DC 23). Their market cost is 200 gp.
from occurring.) Infinite Prism: The study of light and its
The globes are potent—but risky—spell magical effects led to the creation of the infi-
foci. They are larger than most spell foci, being nite prism. One of the most difficult pieces of
about eight inches in diameter. They are also glasswork to craft, the infinite prism consists of
fragile. They have a hardness of 1 and 3 hp. several nested prisms, each constructed of a
When used as a spell foci, the globes ampli- slightly different type of glass and each only
fy any spell of the appropriate elemental type about one-eighth of an inch thick. The slight
(either air or fire). Each is cast with a +2 bonus to reflectiveness of the inner surfaces causes any-
the effective caster level. However, each time the one looking into the item to see an effectively
globe is used in such a fashion, roll a d20. On a 3 numberless series of reflecting planes, akin to
or lower, the globe shatters. looking into two opposing mirrors, only multi-
It costs 150 gp worth of materials and a plied by a factor of three. Its beauty aside, the
Craft (glassblowing) check (DC 28) to create the infinite prism is a potent spell focus for the
elemental globe, then a spellcaster must cast casting of prismatic spray. When used as a
summon monster I on it to call the Tiny elemen- spell focus, if a Spellcraft check (DC 24) is
tal that is to power it. The market cost is 300 gp. made, the caster can control the spray to an
unprecedented effect. He can select one color
52
beam to go to a single target, plus one more for Truecopper: Truecopper is a distant
each additional 3 points he made the check by. metallurgical cousin to truesilver, or mithral.
All other targets are struck randomly. Truecopper is a metaphysically pure form of
Creating an infinite prism requires 1,000 copper, the true essence of copper in material
gold pieces worth of materials, and a Craft (jew- form. This makes it extremely valuable to any

New Equipment
eler) (DC 30) check. Its market cost is 2,000 gp. arcane caster interested in electrical magics.
The Ivory Hand: The first example of Truecopper is often found where veins of
this item was originally discovered in a tomb normal copper are exposed to powerful magi-
ages ago and puzzled researchers for quite cal or elemental forces. A small portion of the
some time. It is only in recent years that its true normal copper is thus purified and becomes
nature has been discovered. Since then, the truecopper. Extracting that tiny percentage
item has been analyzed and widely replicated. from the raw ore is a delicate and complex task,
Carved of pure ivory mixed with marble and the result is only a few ounces of truecop-
and mounted on a small wooden rod, the ivory per for every ton of normal ore. The result,
hand is a life-sized replica of a human hand. The though, can be worth the effort.
fingers are oddly positioned, and it was only Truecopper is used as a component in
when a researcher identified the position as part many magical items that deal with electricity. It
of an arcane casting sequence that the true use of also is used to make the truecopper rod, a spell
the item was deciphered. The device can be used focus. The truecopper rod is a thin wand, about
as a spell focus to cast grasping hand, clenched a foot long, consisting of a normal copper core
fist, forceful hand, crushing hand, and interpos- with a spiral of truecopper wire wrapped
ing hand. When used in this manner, the spell’s around it. When used a spell focus, any spell
effective caster level is increased by +2. The dis- with the electricity descriptor is cast at +1 to its
covery of this device, and the similarity of those effective caster level.
spells to each other, has led some theorists to A truecopper rod requires 1,000 gp worth
believe all of these spells were crafted by the of material and an Alchemy check (DC 28) to
same person. However, if so, his name has been produce; the market cost is 2,000 gold pieces.
lost to history.
An ivory hand requires 1,000 gp worth of
material and a Craft (jeweler) check (DC 25) to
produce; the retail cost is 2,000 gold pieces.

Improved Flare Powder

Timing Powder Elemental Globe (Fire)

Truecopper (flakes) Spell-Iron Gauntlet

Arcane Oil

Elemental Globe (Air)


Chill Crystals

Amplifying Tubules
53
Fireproof Pocket: Ideal for storing
Evoker’ s Robe
chemicals, oil, parchment, or any other item
The evoker’s robe bears only a passing that might be subject to flame. This pocket can
resemblance to a typical wizard’s robe. It is sig- hold a Diminutive object and grants objects
nificantly thicker and heavier, for example, and within it a +4 circumstance bonus to all saves
New Equipment

lacks much in the way of fine needlework. against fire damage. Up to three of these may
Hard leather trim at the base of the robe is usu- be selected.
ally embossed with mystic symbols and arcane Wand Loops: A set of small loops at waist
runes, but there is little other decoration. level designed to hold wands. Each loop has a
Each such robe is a unique creation and is distinctive pattern embroidered on it, allowing
considered to be a masterwork item. The robe the wearer to quickly identify it in the dark, thus
is precisely fitted to the wearer, resulting in no assuring that he does not grab the wrong
Dex penalty or risk of arcane spell failure, wand. A set of wand loops can hold
unless specific special features are five wands, and this option may be
selected—see below. The base cost of chosen twice.
the robe is 500 gold pieces, and this Scroll Sheath: A small
includes five features from the pouch in the upper portion of
following list. Some features the evoker’s robe, a scroll
may be chosen multiple sheath is lined with the best pro-
times; this is noted in the tective cloth money can buy and
feature description. alchemy can produce. Both fire
The robe includes sev- and acid are repelled by its care-
eral normal pockets, which fully woven layers. Any scroll
can hold most material compo- placed in the sheath (it can hold
nents. These are not considered two typical scrolls, tightly
special features. rolled) gains a +10 circumstance
Inner Pocket: A small pocket on bonus to saves against environ-
the inside of the robe. It is not hidden, mental effects. Furthermore, the
but it is virtually impossible to pick- sheath is positioned so that the
pocket—any such attempts suffer a scrolls within can be drawn
–10 circumstance modifier. quickly as a free action. Two
The pocket can hold 1 such sheaths may be added to
Diminutive item or 25 coins. the robe.
Up to three of these pockets Smothering Cape:
may be selected. Both fire and lightning
Shielded Pocket: A spells can set things
shielded pocket is padded ablaze and dealing with
well and reinforced with thin the aftereffects of such a
strips of boiled leather. The spell without wasting
pocket, which can hold a another spell can be
single Fine item or two annoying. The smother-
Diminutive items, grants ing cape is a heavy cloak
those items a +4 circumstance attached to an evoker’s
bonus on all saves against dam- robe. It is strongly fire-resistant and can be
age, if a save is required, or an effective +2 used to smother small fires. Any fire covering
hardness if a save is not permitted. Two shield- an area of 25 square feet or smaller can be
ed pockets may be placed in the robe. smothered by this cloak in one round. This is a
Sleeve Pocket: Located just inside the full action that provokes an attack of opportu-
sleeve of the robe, this small pocket allows the nity. However, it is unlikely that its wearer will
wearer to put a Diminutive item into his hand, or attempt this action in combat in any event.
hide such an item, as a free action. This can be Protective Linings: Evokers are often no
done surreptitiously as well—the caster must more immune to their own spells than anyone
make a Pick Pocket check, the result of which is else. A fireball cast in close quarters may some-
the DC of any Spot checks to notice the action. times be necessary, and other spells sometimes
Up to two of these pockets may be selected. engulf their creator. As a consequence, evok-
er’s robes may be equipped with several safety
54
features designed to protect their wearer from
the consequences of their own magic. Each New Magic Items
such lining counts as a single feature of the
robe. This section describes new magical items.
However, there is a drawback to such lin-

New Magic Items


ings. They are bulky and hinder the careful Armor
movements needed for spellcasting. Each such Static Shield: This item appears to be a
lining causes a 5% chance of arcane spell fail- simple copper band inset with a brass disc. It is
ure. This is in addition to any other factors that hinged, so it can be opened easily and slipped
might cause arcane spell failure (such as wear- over the wrist of any basically humanoid crea-
ing leather armor under the robe). ture from Small to Large size, adjusting to fit
Fireproof Lining: The robe is thickened, perfectly. If a command word is spoken, the
and the space between the outer and inner lay- band emits a circle of electrical energy about
ers of cloth is filled with fire-retardant chemi- the size of a Medium shield, with lines of light-
cals. In addition, the outer cloth is treated with ning arcing back and forth between the edge of
alchemical fireproofing. This grants fire resis- the shield and the band.
tance 3, and also grants a +4 circumstance In combat, the shield performs exactly
bonus to any Fort saves against environmental like a large metal shield +2. In addition, when
heat effects. a command word is spoken, the shield can use
Electrical Channeler: One of the more any of the following additional powers.
recent creations of the evoker’s art, this feature Charge Weapon: Once per day, the shield
lines the interior of the robe with fine wires can grant an electrical charge to the wielder’s
that serve to channel electrical energy away weapon, if it is made of metal. The weapon
from the wearer, providing electricity resis- gains the shocking burst magical ability for 1d4
tance 3. rounds.
Insulation: Rather than simply bulking Flare: Three times per day, the shield can
the robe up with heavy furs, this feature uses flash brightly. Anyone in melee with the
specially woven and treated cloth layers which shield’s holder must make a DC 14 Reflex save
repel cold rather than trapping heat. The lining or be blinded for 1d6 rounds.
grants cold resistance 3, and also grants a +4 Absorb Electricity: Whenever the wielder
circumstance bonus to any Fort saves against of the shield is struck by an attack that does
environmental cold effects. electrical damage, he may attempt to make a
Hood: A thick hood can be attached to Reflex save (DC 10 + the spell level of the
the robe. When up, it provides sonic resistance attack or the number of dice of damage dealt, if
3, and a +4 circumstance bonus to saves against not a spell). If successful, the shield blocks the
the other effects of spells with the sonic damage. However, the shield can only hold up
descriptor. It accomplishes this by protecting to 50 points of energy, shedding them at a rate
the ears with thick layers of sound-absorbing of 5 per round. If the shield ever absorbs more
material. than 50 points of energy, it burns out, doing
However, when the hood is up, it makes it 1d6 points of damage to the wielder and
hard for the wearer to hear even his own voice, becoming useless. The shield cannot be
so that spellcasting with verbal (V) compo- repaired if this happens. The decision to use the
nents suffer an additional 10% chance of absorption power of the shield must be made
arcane spell failure. Unlike the other linings in before damage is rolled.
this section, the hood is not bulky and does not Caster Level: 15th. Prerequisites: Craft
cause a chance of arcane spell failure when Magic Arms and Armor, lightning bolt, shield,
down. Raising or lowering the hood is a free flare, protection from elements; Market Price:
action, but it can only be done on your turn. 25,157 gp. Cost to Create: 12,578 gp + 1006 XP.

55
Caster Level: 7th; Prerequisites: Craft
Weapons
Magic Arms and Armor, shout; Market Price:
Arrows of Lightning Wood +1: It is said 1,170 gp; Cost to Create: 585 gp + 47 XP.
that a spark of elven descent first designed
these arrows, but the formula for their creation Rings
New Magic Items

has since been disseminated among many


races. The arrows must be carved from the Amber Ring of Forking: Amber has
wood of a tree killed by a natural lightning bolt, long been known to have powers over electric-
and the arrowheads must be of pure copper. ity. This ring is formed of three pieces of
When fired, the arrows become lightning. Their amber, each of a different hue. The three pieces
wood and copper forms transmute to pure elec- are carved into intertwining shapes, and the
tricity, which moves towards the target with ring as a whole consists of three coiled bands of
extraordinary speed—so fast that dodging isn’t different colors.
possible. The arrows of lightning wood negate The ring is of extreme interest to anyone
all Dexterity or dodge bonuses to Armor Class. who specializes in the discipline of electricity.
However, this does not allow sneak attacks Three times per day, if a command word is spo-
unless the target is also unaware of the attack. ken just prior to a spell with the electricity
They do damage as per the bow they were fired descriptor being cast, the ring will fork the
from, plus their enhancement bonus of +1, but spell, causing it to hit two targets, each for half
the damage type is electricity, not piercing. the normal damage. All other effects such as
Caster Level: 5th; Prerequisites: Create range, saving throw, etc., are as normal. If the
Magic Arms and Armor, lightning bolt; Market spell is a line spell, such as lightning bolt, each
Price: 360 gp; Cost to Create: 180 gp + 15 XP. of the two forks will continue along their paths.
Boom Sling: This sling magically enchants If the spell’s effect cannot reasonably be halved
bullets fired from it, making the bullets highly (for example, ride the lightning), then the ring
disruptive to a target’s concentration. These mis- has no effect and the charge is wasted.
siles are treated as +1 bullets. When they strike a A newly created ring has 50 charges.
target, they let off an intense sonic charge that Each use drains 1 charge.
vibrates throughout the target. Although this Caster Level: 12th; Prerequisites: Forge
charge does not deal any additional damage, a Ring, chain lightning; Market Price: 64,800
target attempting to concentrate suffers a –10 gp; Cost to Create: 32,400 gp + 2,592 XP.
penalty to any Concentration checks it makes. Ring of Devouring: This ring was creat-
This is in addition to any modifiers for the dam- ed by mages who often found themselves deep
age dealt. This penalty lasts for 1d3 rounds. within the bowels of the earth or in other loca-
Caster Level: 5th; Prerequisites: Craft tions where food was scarce. The mouth of a
Magic Arms and Armor, boom, daze; Market creature that wears this ring produces a potent
Price: 2,300 gp; Cost to Create: 1,150 gp + 92 XP. digestive acid that damages nonmagical objects
Flame Circle Bolt: This magical weapon and allows the creature to eat and digest any
was created to contain an advancing force or to nonmagical object that the creature can fit in its
prevent multiple targets from retreating. This +1 mouth. The wearer deals an additional 1d4
bolt deals 1d4+1 points of subdual damage points of acid damage with a successful bite
when it strikes a target. However, immediately attack. In addition, the creature can gain suste-
after striking, a 20-ft.-radius circle of flames nance from any nonmagical material that he
centered on the arrow erupts on the ground. The eats. This ring allows the user’s body to break
flames last for 2d4 rounds and deal 2d6 points of down wood, metals, stone, bone, and other sub-
fire damage to any creature that attempts to pass stances and draw nutrients from them. The ring
through them. The flaming circle is 1 foot in does not, however, neutralize poisons. A varia-
width and the flames rise 10 feet high. tion of this item, often in the form of a collar, is
Caster Level: 12th; Prerequisites: Craft sometimes placed upon animals or other crea-
Arms and Armor, line of fire; Market Price: tures that have been charged with guarding
2,687 gp; Cost to Create: 1,343 gp + 107 XP. subterranean dungeons or fortresses.
Sonic Bolt: This +1 bolt deals 2d6 points Caster Level: 5th; Prerequisites: Craft
of sonic damage to all creatures and objects Ring, acid burst, endure elements; Market
within 20 feet of its flight path when fired. Price: 4,750 gp; Cost to Create: 2,375 gp +
Creatures and objects within the area of effect 190 XP.
may make a Fortitude save (DC 12) for half
56 damage.
Ring of Stunning: This is a fairly simple egress. An Escape Artist check (DC 30) is
item to make and is often given as a gift to ser- needed to pass through the bars; failure results
vants of a skilled ringcrafter who have done in damage, as above. The wielder of the rod can
some useful, but minor, deed. It is a plain iron dismiss the cage at will, and can touch it safe-
band with a thin ring of copper set in it and is ly, allowing him to pass food and water to the

New Magic Items


sometimes decorated with a small piece of prisoner. The rod may be used up to three times
amber as well. If the wearer can succeed with a a day, but only one cage can exist at any one
touch attack against an opponent, that opponent time—the wielder of the rod must dispel an
must make a Fort save (DC 11) or be stunned existing cage before creating a new one.
for 1d4 rounds. Cages cannot be formed around flying
Caster Level: 1st; Prerequisites: Forge creatures or creatures who are underwater.
Ring; shocking grasp; Market Price: 2,000 gp; Caster Level: 7th; Prerequisites: Craft
Cost to Create: 1,000 gp + 80 XP. Rod, lightning bolt, hold monster; Market
Ring of Thieves: Adorning this silver Price: 31,500 gp; Cost to Create: 15,750 gp +
ring is a crimson ruby that is held in place with 1,260 XP.
ten tiny prongs. Upon close inspection, these Silent Rod: A copper orb sits atop this
prongs resemble the fingers of two nimble iron rod. The base of the rod comes to a blunt
hands. Upon command, two magical, disem- point. When held, the rod serves as a +1 mace
bodied hands, resembling those of the wearer and prevents any sound from exiting a radius of
in every detail, appear at any spot of the wear- 30 feet. Creatures within this area can hear nor-
er’s choosing up to 50 feet away. These magi- mally, but creatures beyond the area cannot
cal hands mimic those of the wearer and allow hear sounds that pass through or emanate from
the wearer to manipulate objects from afar. the area. When inserted into the ground, the rod
While this ring is activated, the wearer may uti- creates a spherical barrier of ultrasonic sound
lize his Disable Device, Open Lock, or Pick with a 60-foot radius, centered on the rod. The
Pocket skills from any distance within 50 feet. barrier generally prevents living creatures that
If the wearer is unable to retain line of sight to come into contact with it from passing through
the device or object that the hands are interact- it. Any living creature attempting to pass
ing with, he suffers a –10 penalty to his checks. through the barrier suffers 2d6 points of sonic
A second command causes the hands to disap- damage. In addition, the creature must make a
pear. Any object held by the hands at that time Will save (DC 16) or find that it is unable to
falls to the ground. This ring functions for up to enter the warded area.
1 minute a day. Caster Level: 9th; Prerequisites: Craft
Caster Level: 5th; Prerequisites: Craft Rod, shout, sending; Market Price: 65,000 gp;
Wondrous Item, spirit hand, mystic tools; Cost to Create: 32,500 gp + 2,600 XP.
Market Price: 27,000 gp; Cost to Create:
13,500 gp + 1,080 XP. Staffs
Staff of Acid: The staff of acid is con-
Rods
structed of blackened ash wood. Each tip of the
Rod of the Shocking Cage: The rod of staff appears to have been liquefied and then
the shocking cage is formed of several bands of hardened. Streams of wood, resembling cooled
iron wrapped around a central staff of wood candle wax, meander down the side of the staff
inlayed with amber. When the rod is used, a giving the item an almost fluid look. This staff
crackling whip of blue electric energy shoots allows the use of the following spells:
towards the target. If the user succeeds with a
ranged touch attack, the bolt strikes, but the tar- • Acid burst (1 charge, DC 15)
get is not damaged. Rather, a cylinder of elec- • Acid shield (1 charge, DC 16)
tricity appears around him. The cylinder is • Corrosive sheath (1 charge, DC 16)
large enough to give the target room to take • Acid fount (1 charge, DC 18)
about one step in any direction, or about six • Acid rain (2 charges, DC 20)
feet in diameter for a Medium-size humanoid.
Any attempt to touch the bars results in 3d6 Caster Level: 15th; Prerequisites: Craft
points of electrical damage and a Fort save (DC Staff, acid burst, acid fount, acid rain, acid
of 17) must be made or the victim is stunned shield, and corrosive sheathe; Market
for 2d4 rounds. The cage cannot be easily Price: 78,750 gp; Cost to Create: 39,375
passed through—the bars are solid and resist gp + 3,150 XP.
57
The Staff of the Evoker: The staff of the Staff of Hands: Two brass hands with
evoker is one of the most powerful magical fingers intertwined adorn one end of this
items available to evokers, with a broad array ornately carved maple wood staff. When the
of offensive capabilities. This curved rowan staff is in use, the hands open and gesture. The
staff is topped by a dragon’s claw clutching a staff of hands allows the use of the following
New Magic Items

globe of force energy. spells:


The staff of the evoker has the following
powers: • Interposing Hand (1 charge, DC 18)
• Forceful Hand (1 charge, DC 19)
• Magic missile (5 missiles) (1 charge) • Grasping Hand (1 charge, DC 20)
• Sky bolt (heightened to 5th level, 5d4, • Clenched Fist (2 charges, DC 21)
DC 17) (1 charge) • Crushing Hand (2 charges, DC 22)
• Fist of Akmon (DC 12) (1 charge)
• Flaming sphere (DC 12) (1 charge) Caster Level: 17th; Prerequisites: Craft
• Lightning bolt (heightened to 5th level, Staff, interposing hand, forceful hand, grasp-
10d6, DC 17) (1 charge) ing hand, clenched fist, and crushing hand;
• Fireball (heightened to 5th level, Market Price: 105,200 gp; Cost to Create:
10d6, DC 17) (1 charge) 52,600 gp + 4,208 XP.
• Cone of cold (15d6, DC 15) (2 Staff of Sound: This staff of ele-
charges) gantly carved mahogany is topped
• Wall of force (in a 10-foot-diameter with a small, circular brass horn. This
hemisphere around the caster only) (2 charges) staff allows the use of the following
• Shooting stars (DC 16) (2 charges) spells:
• Line of fire (DC 16) (2 charges)
• Shout (1 charge, DC 17)
The staff is also a +4 quarterstaff with a • Greater shatter (1 charge, DC 19)
x3 critical multiplier. • Wall of sound (1 charge, DC 19)
A staff of the evoker can be broken for a ret- • Sonic rupture (2 charges, DC 22)
ributive strike. The breaking of the staff must be
purposeful and declared by the wielder. All Caster Level: 17th; Prerequisites: Craft
charges currently in the staff are instantly Staff, greater shatter, shout, sonic rupture, wall
released in a 60-ft.-radius globe. All within 20 of sound; Market Price: 80,800 gp; Cost to
feet of the broken staff take hit points of dam- Create: 40,406 gp + 3,232 XP.
age equal to twenty times the number of
charges in the staff, those between 21 feet and Wondrous Items
40 feet away take ten times the number of
charges in damage, and those 41 feet to 60 feet Amulet of Burning Tears: This amulet
distant take five times the number of charges in bears the image of a sobbing face forged in
damage. Successful Reflex saving throws (DC copper. Three times per day, upon command,
19) reduce the damage sustained by half. the amulet produces a tear of acid. A single
The character breaking the staff is utterly tear fills one flask and does 1d6 points of
destroyed in both body and spirit. Not only is acid damage and 1 point of splash dam-
the character dead, but he is beyond the power age. The acid produced by this amulet
of any magic (divine or otherwise) to bring lasts for 1d3 days and then transforms
back to life. into ordinary water.
After all charges are used up from the Caster Level: 5th; Prerequisites: Craft
staff, it remains a +2 quarterstaff. (Once empty Wondrous Item, acid burst; Market Price:
of charges, it cannot be broken in a retributive 16,200 gp; Cost to Create: 8,100 gp + 648 XP.
strike.) Boots of Steadfastness: Upon command,
Caster Level: 15th; Prerequisites: Craft any solid surface that comes into contact with
Staff, Craft Magic Arms and Armor, magic mis- the boots instantly liquefies and then re-solidi-
sile, heightened sky bolt, fist of akmon, flaming fies, burying the boot a few inches within the
sphere, heightened fireball, heightened light- surface. When the wearer of these boots choos-
ning bolt, cone of cold, shooting stars, wall of es to remain stationary, he is quite difficult to
force, line of fire; Market Price: 200,000 gp. move. The wearer receives a +12 stability
bonus to all bull rush and trip attempts made
against him. The boots of steadfastness also
58
New Magic Items
allow the wearer to climb solid surfaces at one odd static effects such as hair standing on end.
quarter of his speed. As the wearer is partially As a standard action, the wearer of the
imbedded in the climbing surface, pulling the cloak can pull one of the lightning-threads
wearer off of the surface requires a Strength from the cloak and hurl it. This is resolved as a
check versus the Break DC of the surface the ray attack, and any bonuses the user has to
wearer is climbing. For instance, pulling a making such attacks apply. If the bolt hits its
wearer off of a wall of hewn stone requires a target, it does 8d6 points of electrical damage.
Strength check DC 50 (See DMG, Chapter 4, The cloak is created with 50 such bolts.
Walls). The use of these boots leave noticeable When all have been used, the cloak dissolves
impressions in a surface, allowing the wearer to into a small pile of yellow thread. The cloak
be easily tracked while in use (no check cannot be recharged in any way. Most cloaks
required). When activated, a kick by a creature found will have less than their full complement
wearing these boots deals an additional 1d4 of charges; however, it is not possible to deter-
points of acid damage. There is no splash dam- mine how many are left. (The exact number left
age. should be set by the DM.)
Caster Level: 6th; Prerequisites: Craft Caster Level: 5th; Prerequisites: Craft
Wondrous Item, corrosive sheath; Market Wondrous Item, lightning bolt; Market Price:
Price: 19,116 gp; Cost to Create: 9,558 gp + 36,000 gp; Cost to Create: 18,000 gp + 1,440
764 XP. XP.
Cloak of Bolts: When found, this cloak Corrosive Globe: This magic item
appears to be a simple garment of faded yellow appears as a smooth, brass orb that is approxi-
cloth, though it does radiate magic if detect mately two inches in diameter. Once placed
magic is cast. It does not become usable until it upon a surface and a command word is uttered,
is worn by an arcane caster who has prepared, or the orb grows to five feet in diameter and is
can cast, a spell with the electricity descriptor. instantly covered in a thin, acid film that begins
When this occurs, the cloak transforms. It to dissolve any surface with which the orb
becomes a garment woven seemingly of pure makes contact. This acid burns through all
lightning, with the weave being crackling bolts known solid substances and if left alone for
of energy. The cloak is harmless to touch—a a sufficient amount of time, it will burn a
slight tingling is all that occurs along with some hole that is five feet in diameter through
59
any surface. The corrosive globe deals 4d6 actions of the wearer’s hands. The hands
points of acid damage each round that it is acti- remain in existence for up to one minute per
vated. While activated the globe weighs 200 day or until the gauntlets are once again
pounds. If sufficient force is exerted upon the knocked together. If the hands have appeared
globe, it can be rolled; however, any creature for less than a minute, they may appear again
New Magic Items

coming into contact with the globe suffers 4d6 for the remainder of the duration.
points of damage. Thus, mages often employ When placed between an opponent and
magic, such as the spell telekinesis, to move a the wearer, a hand provides nine-tenths cover
corrosive globe. An activated corrosive globe (+10 AC). Both hands may be used together to
returns to its smaller, inert state upon command provide total cover. Each hand has an AC of 20
or once it has dealt a total of 900 points of acid (–1 size, +11 natural) and 40 hp. Each hand
damage. A corrosive globe that has dealt its may attack once per round with a +29 attack
maximum amount of damage becomes a two- bonus (+19 base attack bonus, +11 for the
inch, mundane brass orb. hand’s Strength score (33), –1 for being Large).
Caster Level: 20th; Prerequisites: Craft Each hand deals 1d8+12 points of damage. If
Wondrous Item, acid deluge, enlarge, reduce; both hands successfully attack a single oppo-
Market Price: 202,500 gp; Cost to Create: nent, the wearer may use the hands to then rend
101,250 gp + 8,100 XP. the opponent, automatically dealing an addi-
Dissolving Book: This book appears as a tional 2d8+18 points of damage.
large, brown, leather-bound book that instantly Caster Level: 15th; Prerequisites: Craft
dissolves into a pool of acid if opened without Wondrous Item, clenched fist; Market Price:
first uttering the proper command word. These 240,000 gp; Cost to Create: 120,000 gp +
books are quite popular among jealous 9,600 XP.
researchers who do not wish their newly dis- Lightning Rope: This rope appears to be of
covered spells to be usurped by rival mages. normal manufacture, except that close inspection
Likewise, these books find favor among the reveals thin filaments of copper interwoven in the
students of the forbidden arts who seek to hide rope. The rope can be used in all ways as a mas-
their sinister work from suspecting eyes. terwork rope of 50 feet in length, but, in addition,
However, the widest use of these books tends it has several powers which are revealed when the
to be by masters who fear the carelessness of appropriate command word is spoken.
apprentices who misplace or otherwise lose Whenever the rope is used, if the right com-
their spellbooks and the secrets within them. mand word is spoken, a shocking knot is created.
The acid produced by a dissolving book deals Anyone attempting to undo the knot without
1d6 points of acid damage to any creature that speaking its command word takes 3d6 points of
is holding it (no save). electrical damage, Reflex save (DC 16) for half.
Caster Level: 5th; Prerequisites: Craft Three times a day, the rope can be com-
Wondrous Item, corrosive sheath; Market manded to unleash a stunning jolt. Anyone
Price: 765 gp; Cost to Create: 382 gp + 30 XP. touching (or bound) by the rope must make a
Fusing Key: This iron key is rather ordi- Fort save (DC 16) or be stunned for 1d4 rounds.
nary in appearance. However, once placed If someone bound by the rope is being interro-
inside a nonmagical lock, the key partially dis- gated, this feature grants a +4 circumstance
solves the lock, making the lock impossible to bonus to any Intimidate checks.
unlock or pick. Once fused, the lock appears Once per day, the rope can be commanded
normal. Detecting a fused lock requires a suc- to become pure energy. This energy does no
cessful Search check (DC 22). Characters with damage to anyone touching it, but it can be used
5 or more ranks of Open Lock receive a +2 to bind incorporeal beings. The rope remains in
synergy bonus to this check. its energy form until another command is spoken
Caster Level: 3rd; Prerequisites: Craft to return it to normal form. In energy form, it
Wondrous Item, lock bane; Market Price: cannot affect anything except for incorporeal
2,000 gp; Cost to Create: 1,000 gp + 80 XP. beings. It can be held and manipulated normally,
Gauntlets of Helping Hands: When but any strong tension will cause solid matter to
these gauntlets are knocked together, two pass through it with no effect.
Large, 10-foot-long magic hands appear within Caster Level: 9th; Prerequisites: Craft
30 feet of the wearer. These floating, disem- Wondrous Item, shocking grasp, plane shift;
bodied hands may move anywhere within 30 Market Price: 112,000 gp; Cost to Create:
feet of the wearer, but always mimic the 56,000 gp + 4,480 XP.
60
Pascali’s Peevish Pipe: A creation of the Traveler’s Hearth: This item appears to
mischievous evoker Gregor Pascali, this item be an ordinary circular cooking stone. Once per
appears as a smoking pipe carved of darkwood. day, upon command, an unmoving, opaque
Blowing into one end of the pipe produces a sphere of force centered on the stone appears.
bubble of force one foot in diameter from the The sphere remains in existence for up to 12

New Magic Items


other end. If the bubble strikes a target, it may hours per day or until the stone is picked up.
expand to encapsulate the target. The user of The user of the traveler’s hearth, and nine other
the pipe may target any creature or object with- Medium-sized creatures of his choosing, may
in 40 feet with a bubble of force as a ranged enter or exit the sphere as they please.
touch attack. If the bubble strikes a target that Otherwise, the sphere acts as one created by the
is less than 10 square feet in volume, it imme- spell tiny hut. A second command causes the
diately expands to 20 feet in diameter and traveler’s hearth to heat up. In this state, water
encapsulates the target within it. If the target placed on the stone instantly boils. The heated
weighs less than 350 pounds, the bubble of stone deals 1d4 points of fire damage to crea-
force rises 3d6 feet into the air where it remains tures that are foolish enough to touch it.
for 2d4+3 hours. After such time, the bubble Caster Level: 6th; Prerequisites: Craft
bursts and its contents immediately fall to the Wondrous Item, flaming sphere, tiny hut;
ground. If the bubble encapsulates an object Market Price: 40,500 gp; Cost to Create:
that is 350 pounds or more, the bubble of force 20,250 gp + 1,620 XP.
bursts. Likewise, if the bubble strikes an object Turbren’s Tool Belt: This item was first
that is greater than 10 square feet in volume or created by the brilliant mage, Mott Turbren,
if the bubble fails to strike a target before trav- who designed this magical tool belt to accom-
eling 40 feet, it then harmlessly bursts. The modate for flashes of his notorious absent-
pipe can produce up to 50 bubbles of force mindedness. Turben’s tool belt appears as an
before becoming an ordinary smoking pipe. ordinary leather belt with a brass buckle. Three
The bubble of force resists dispel magic, times per day, the wearer of this belt can create
but it is vulnerable to a disintegrate spell, and an energy replica of a item that he names as he
it can be destroyed by a sphere of annihilation touches the belt’s brass buckle. The belt cannot
or a rod of cancellation. create replicas of items that weigh more than
Caster Level: 13th; Prerequisites: Craft 50 pounds. The energy replicas created by the
Wondrous Item, floating disk, forcecage; belt last for up to 10 hours unless they come
Market Price: 126,000 gp; Cost to Create: into contact with the belt’s brass buckle, in
63,000 gp + 5,040 XP. which case they instantly disappear. Items cre-
Pouch of Powerlessness: The pouches of ated by the belt are of masterwork quality.
powerlessness are spell component pouches Otherwise, the items are identical in composi-
designed by untrusting mages who feared that tion and quality to those created by the spell
their own spells and magical components may mystic tools.
someday be used against them. During the cre- Caster Level: 10th; Prerequisites: Craft
ation process, a pouch of powerlessness is keyed Wondrous Item, Craft (any 3) 10 ranks each,
to the life force of a specific individual. If the mystic tools; Market Price: 80,000 gp; Cost to
individual ever dies, or the pouch is moved more Create: 40,000 gp + 1,600 XP.
than 30 feet away from the keyed individual, an
acidic vapor instantly fills the small pouch, ren-
dering any materials inside brittle and useless.
Any spell that is then cast while using any
affected component from the pouch automati-
cally fails. The affected items in the pouch retain
their coloration and structure after exposure to
the acid. Determining that the items have been
altered requires a Spot check (DC 20). The mag-
ical acid security measure of the pouch works
only once. After such time, the item becomes a
mundane spell component pouch.
Caster Level: 5th; Prerequisites: Craft
Wondrous Item, brittle; Market Price: 375 gp;
Cost to Create: 187 gp + 15 XP.
61
OPEN GAME LICENSE Version 1.0a 7. Use of Product Identity: You agree not to Use any Product Identity,
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No other terms or conditions may be applied to any Open Game Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Content distributed using this License.
System Reference Document Copyright 2000, Wizards of the Coast,
3. Offer and Acceptance: By Using the Open Game Content You indi- Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
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4. Grant and Consideration: In consideration for agreeing to use this School of Evocation Copyright 2003, Fantasy Flight Publishing, Inc.
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Beyond fireball.
Continuing a new series of books from Fantasy
Flight Games, School of Evocation contains every-
thing you need to give evocation magic the diversi-
ty it deserves.

Featuring more than 60 new spells including


the city-leveling power of tempest, School of
Evocation gives evokers their own domains to
study in the form of “disciplines.” Evokers can
now master fire, ice, energy constructs, and five
other disciplines in their quest for limitless power.
Best of all, the visual guide to evocations shows at
a glance what type of damage each spell inflicts.

This book also contains 8 new prestige class-


es and a new core class—the devoted evoker. In
addition, it contains dozens of new items—both
magical and mundane—to delight players.
Whether you’re customizing your very own
evoker’s robe or puzzling out how to best use
the enigmatic corrosive globe, you’ll gain a new
understanding of the true power of evocation.

ISBN 1-58994-113-6
#"'# FANTASY
FLIGHT
GAMES
' %&#&' '"!%
DD41 $14.95 www.fantasyflightgames.com

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