School of Evocation 3e
School of Evocation 3e
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
Contents
Introduction 3
Disciplines 3
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
New Equipment 50
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
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).
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
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
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
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
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
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
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
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
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).
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
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.
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
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.
25
2ND-LEVEL SORCERER AND WIZARD
EVOCATION SPELLS
Visual Guide
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. •
27
6TH-LEVEL SORCERER AND WIZARD
EVOCATION SPELLS
Visual Guide
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.
29
9TH-LEVEL SORCERER AND WIZARD
EVOCATION SPELLS
Visual Guide
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.
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
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
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
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
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
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
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
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
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
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.
Arcane Oil
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-
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
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
2. The License: This License applies to any Open Game Content that 14. Reformation: If any provision of this License is held to be unen-
contains a notice indicating that the Open Game Content may only be forceable, such provision shall be reformed only to the extent necessary
Used under and in terms of this License. You must affix such a notice to make it enforceable.
to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. 15. COPYRIGHT NOTICE
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
cate Your acceptance of the terms of this License. original material by E. Gary Gygax and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing to use this School of Evocation Copyright 2003, Fantasy Flight Publishing, Inc.
License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use,
the Open Game Content.
ISBN 1-58994-113-6
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