PEL009 Primer of Practical Magic (D20 System)

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The Primer of

Practical Magic
Spells and artifacts from the Dying Earth, made
available for use in D20
Credits
Translation of DERPG spells to D20: Jeanry Chandler
D20 Spell Success / Failure system: Jeanry Chandler
Sharper and Arch-Magician prestige class: Jeanry Chandler
Diabolist prestige class: Jeanry Chandler and Ian Thompson
Sandestin & Lesser Sandestin: Jeanry Chandler
Vat Creature design rules: Jeanry Chandler
New spells & Items: Jeanry Chandler, Eric Gochnour, Ian Thompson, Marjorie Dalton
Spell modifications and ideas: John Lehon, Earl Schmit, Marjorie Dalton, Simon Rogers, Ian Thompson
Ioun Stones: Jeanry Chandler

Editing: Bruce H. Graw


Layout: Roderick Robertson
Cover: Sarah Wroot
Interior Art Direction: Roderick Robertson
Artwork: Ossi Hiekkala, Ralph Horsley, Shaun Thomas, Hilary Wade
Proofreader: Fraser Ronald
Playtesters: Jeanry Chandler, Marjorie Dalton,Tim Kelley, Eric Gochnour, Andree Ambler, Ian Campbell,
John Lehon, Walter Claiborne, Matt McGarvey, Jeff Brite, Lisa Browning

Copyright 2003 Pelgrane Press Ltd. Demons of the Dying Earth and The Dying Earth are trademarks of Pelgrane Press Ltd. All rights
reserved.
Similarities between characters in this game and persons living or dead are coincidental. The reproduction of material from this book for
personal or corporate profit, by photographic, electronic, or other means of storage and retrieval, is prohibited.
Based on the Dying Earth book series by Jack Vance.
Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza, Ltd.
E-mail questions and comments about this game to Pelgrane Press at [email protected], or write to Pelgrane Press Ltd., 18-20
Bromells Road, London SW4 0BG, UNITED KINGDOM.
Visit us on the World Wide Web: http://www.dyingearth.com

Published by Pelgrane Press Ltd. Publication PEL009.


Published January 2004.

"Dungeons and Dragons" and "Wizards of the Coast" are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro.
"d20 System" and the "d20 System" logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System
License version 4.0. A copy if this License can be found at www.wizards.com/d20.

Dedication: To my grandmother Leish Morin, who maintained faith for many years that I would one day
amount to something, in spite of the overwhelming evidence to the contrary. 1
On Magic

On Magic
"Magic is a practical science, or, more properly, a craft, since
emphasis is placed primarily upon utility, rather than basic
understanding. This is only a general statement, since in a
field of such profound scope, every practitioner will have his
individual style, and during the glorious times of Grand
Motholam, many of the magician-philosophers tried to grasp
the principles which governed the field.
In the end, these investigators, who included the
greatest names sorcery, learned only enough to realize that full
and comprehensive knowledge was impossible. In the first
place, a desired effect might be achieved through any number of
modes, any of which represented a life time of study, each
deriving its force from a different coercive environment.
The great magicians of Grand Motholam were
sufficiently supple that they perceived the limits of human
understanding and spent most of their efforts dealing with
practical problems, searching for abstract principles only when
all else failed. For this reason, magic retains its distinctly
human flavor, even though the activating agents are never
human. A casual glance into one of the basic catalogues
emphasizes this human orientation; the nomenclature has a
quaint and archaic flavor. Looking into (for instance) Chapter
Four of Killclaw's Primer of Practical Magic, Interpersonal
Effectuations, one notices, indented in the bright purple ink,
such terminology as:

Xarfaggio's Physical Malepsy


Arnhoult's Sequestrous Digitalia
Brassnose's Twelve -fold Bounty
The Spell of Forlorn Encystment
Tinkler's Old-fashioned Froust
Clambard's Rein of the Long Nerves
The Green and Purple Postponement of Joy
Panguire's Trimphys of Discomfort
Lugwilr's Dismal Itch
Kulip's Nasal Enchantment
Radl's Pervasion of the Incorrect Chord
The deodand A spell in essence corresponds to a code, or a set of
grinned meaningfully at instructions, inserted into the sensorium of an entity which is
Cugel. "You would do well able and not unwilling to alter the environment in accordance
to halt at once; why wait until with the message conveyed by the spell. These entities are not
dark? Death comes with less necessarily 'intelligent', nor even 'sentient', and their conduct,
horror while the light shines." from the tyro's point of view, is unpredictable, capricious, and
dangerous."
…from The Eyes of the
Overworld ... From Rhialto the Marvelous

2
Table of Contents
On Magic 2
Index of Spells by Level 4
Cantraps 4
Levels 1-2 5
Levels 3-4 6
Levels 5-9 7
Index of Items 8
Magic in the Dying Earth 9
Cantrips/Cantraps 12
Arcane Spells 23
Spell Components and Spell Foci of New Spells 76
Rare and Magical Items and Artifacts of the Dying Earth 78
Index of Magic and Mundane Items from the Dying Earth 78
Rare Non-Magical Artifacts of Some Value or Utility 81
Magical Curios and Artifacts of Minor Power or a Trivial Nature 88
Magic Artifacts of Notable Efficacy and / or Significance 95

Appendices
The Dying Earth in a D20 Campaign Setting 102
On the Creation of Vat Creatures 107
Prestige Classes 114
Sharper Prestige Class 114
Diabolist Prestige Class 118
Arch-Magician Prestige Class 121
Dying Earth Feats 126
Dying Earth spells with D20 twins 129
Spell Components and Poisons 130
Selected Poisons and Diseases of the Dying Earth 136

Creature Stats
Air Elemental, small 51
Dire Ape 35
Fire Elemental, small 51
Frovirn 30
Humbestah Beetle 87
Invisible Stalker 51
Sandestins 123
Water Elemental, small 52

3
Index of Spells by Level

Index of Spells by Level


CANTRIPS
Spell Name Origin Type Level Page

Advance Softly Hunter's Cantrip Transmutation 0 13


Allay Seasickness Sailor's Cantrip Abjuration 0 13
Assuage Afflictions Midwife's Cantrip Conjuration (Healing) 0 13
Auditory Embellishment Hunter's Cantrip Divination 0 13
Bring Book to Hand Librarian's Cantrip Transmutation 0 14
Calm Hound Midwife's Cantrip Enchantment 0 14
Curdle Waft Midwife's Cantrip Transmutation 0 14
Dancing Coins Jester's Cantrip Transmutation 0 14
Disclose Toxins Courtier's Cantrip Divination 0 15
Discommoding Dazzle Jester's Cantrip Enchantment 0 15
Displace Weight Peasant's Cantrip Transmutation 0 15
Douse Flame Midwife's Cantrip Transmutation 0 16
Efficacious Spring Hunter's Cantrip Transmutation 0 16
Enhance Vision Librarian's Cantrip Transmutation 0 16
Fashionable Attire Courtier's Cantrip Illusion 0 16
Fiade's Tantalizing Draft Thieves' Cantrip Enchantment 0 17
Fortification of Spirits Courtier's Cantrip Transmutation 0 17
The Gastronomic Pang Courtier's Cantrip Enchantment 0 18
Inner Fortitude Hunter's Cantrip Transmutation 0 18
Melodic Tones Courtier's Cantrip Illusion 0 18
Motes of Light and Sound Jester's Cantrip Evocation 0 19
The Recumbent Form Thieves' Cantrip Illusion 0 19
Repel Dirt Courtier's Cantrip Transmutation 0 19
Resist Dampness Hunter's Cantrip Abjuration 0 19
Seal Book Librarian's Cantrip Abjuration 0 20
Seek the Trail Hunter's Cantrip Divination 0 20
Set off Snares and Traps Thieves' Cantrip Transmutation 0 20
Sprightly Stride Hunter's Cantrip Transmutation 0 21
String of Sparks Jester's Cantrip Evocation [Fire] 0 21
Turn Pages Librarian's Cantrip Transmutation 0 21
Untie Knot Sailor's Cantrip Transmutation 0 21
Withstand Insects Hunter's Cantrip Abjuration 0 22
The Vulgar Interruption Courtier's Cantrip Enchantment 0 22

4
ARCANE SPELLS
Level 1
Spell Name Type Level Page
The Arrant Verbal Accomplishment Enchantment (Compulsion) 3 26
Cardiner's Directional Confusion Illusion 1 30
Clambard's Remote Utterance Enchantment [Mind-Affecting] 1 33
Conjuration of the Four Cardinal Guides Conjuration (Summoning) 1 34
Fiade's Charming Distraction Illusion 1 41
Fiade's Disturbing Aura Illusion 1 42
Inviolate Attire Transmutation 1 47
Issuance of the Primordial Whisper Conjuration 1 47
Khulip's Nasal Enhancement Transmutation 1 48
Lorgan's Dust Devil Conjuration (Summoning) 1 50
Olfactory Confusion Enchantment (Compulsion) 1 55
Phalajun's Perfection of Manners Conjuration (Summoning) 1 58
Phunurus' Outstanding Replicator Transmutation 1 61
The Predatory Lament Evocation [Sonic] 1 62
Treviolus' Emblematical Restorative Transmutation 1 71
Unassailable Intellect Abjuration 1 73

Level 2
Archemand's Unlikely Self-Restraint Abjuration 2 25
Brassnose's Twelvefold Bounty Conjuration (Creation) 2 28
Calanctus' Instant Dispulsion Abjuration 2 28
Cardiner's Persistent Harassment Conjuration (Summoning) 1 31
Charm of Untiring Legs Transmutation 2 32
Dibarcas' Wondrous Reduction Transmutation 2 35
Formulary of Expedient Ambiguity Enchantment (Compulsion) 2 42
Gochnor's Bootlip Transmutation 2 43
The Green and Purple Postponement of Joy Enchantment (Compulsion) 2 43
Incontestable Pedantry Enchantment (Compulsion) 2 46
Klopag's Demonic Identifier Divination D 2 48
Lorgan's Trifling Typhoon Conjuration (Summoning) 2 52
The Morbid Recollections of Faddar Jalgash Necromancy 2 54
Orthu's Wave of Destruction Conjuration 2 56
Radl's Pervasion of the Incorrect Chord Enchantment 2 62
Shabat's Resolute Seeker Divination 2 65
Turjan's Thunderclap Evocation [Sonic] 2 72

5
Index of Spells by Level

Level 3
Spell Name Type Level Page
The Agonizing Immolation Evocation [Fire] 3 24
The Amatory Bounty Conjuration (Summoning) 3 24
Amberlin's Discontinuity Determiner Divination D 3 25
Arnhoult's Sequestrous Digitalia Transmutation [Teleportation] 3 26
Call to the Ominous Enthusiast Conjuration (Summoning) 3 29
Curse of the Undignified Ancestor Transmutation 3 34
Enchantment of the Stilled Tongue Enchantment (Compulsion) 3 37
Houlart's Visceral Pang Transmutation 3 44
The Impropriatorious Tongue Enchantment (Compulsion) 3 46
Llorio's Superior Restraint Conjuration (Summoning) 3 49
Lorgan's Leaping Flame Conjuration (Summoning) 3 50
Panguine's Loyal Porter Evocation [Force] 3 56
Pasko's Deducible Placenta Necromancy 3 57
Phandaal's Repudiation of Curses Abjuration 3 61
Read Shadows of Time Divination 3 62
The Spell of Sudden Irritation Enchantment (Compulsion) 3 68
Tarrinor's Photonic Plane Evocation [Force] 3 69
Thasdrubal's Doughty Resolution Abjuration D 3 71
Xarfaggio's Physical Malepsy Necromancy 3 74

Level 4
Behemoth's Bounty Conjuration (Creation) 4 27
Calanctus' Substantive Warden Abjuration 4 29
Charm of Untiring Nourishment Abjuration 4 33
Curse of Unwitting Merriment Enchantment (Compulsion) 4 35
Effective Vegetal Death Transmutation 4 37
The Elegant Combatant Transmutation 4 38
Fey Pregnancy Conjuration/Summoning 4 40
The Illusion of Vile Arthopods Illusion 4 45
The Implacable Decay Transmutation 4 45
The Interminable Interim Transmutation 4 46
Javanne's Enervation of Will Enchantment (Compulsion) 4 47
Llorio's Spell Stealer Enchantment 4 49
Mazirian's Irrational Hatred Enchantment (Compulsion) 4 53
Phandaal's Sheltering Radiance Evocation [Force] 4 61
Safe Trail Charm Enchantment (Compulsion) 4 63
Shabat's Obliging Demon Conjuration (Calling) D 4 64
Spell of Internal Solitude Enchantment [Mind-Affecting] 4 66
Spell of the Macroid Toe Transmutation 4 67
Spell of the Twelve Unavoidable Questions Enchantment (Compulsion) 4 67
Tinkler's Old-fashioned Froust Transmutation 4 70
Thasdrubal's Baneful Notifier Divination D 4 71
Thasdrubal's Laganetic Transfer Conjuration (Summoning) D 4 72
Urturusz's Susceptible Perpetuity Transmutation 4 73

6
Level 5
Spell Name Type Level Page
Felojun's Second Hypnotic Spell Enchantment (Compulsion) 5 40
Haghut's Extemporized Whirlaway Transmutation 5 44
Liberation of Warp Abjuration 5 49
Lugwiler's Dismal Itch Enchantment [Mind-Affecting] 6 53
Malakan's Silver Skin Abjuration 5 53
Obstructive Ether Conjuration (Summoning) 5 54
Rhialto's Green Turmoil Necromancy 5 63
Signifier for Signified Transmutation 5 65
Simbilis' Abhorrent Distraction Conjuration (Summoning) D 5 65
Spell of the Slow Hour Transmutation 5 68
Tchanfen's Disintegrative Application Transmutation 5 69
Yasbane's Displacement of Woe Transmutation 5 74
Yimbolo' Dancing Blade Transmutation 5 75

Level 6
Angwantibo's First Chilling Preservation Transmutation 6 25
Edan's Thwart of the Unholy Abjuration D 5 36
Evocation of Blue Havoc Evocation [Force] 6 39
Houlart's Blue Extractive Transmutation 6 44
Mupouchar's Reliable Proscription Abjuration 6 54
The Omnipotent Sphere Evocation [Force] 6 55
Petritaur's Monitory Atheism Enchantment 6 57
Phandaal's Observational Confinement Evocation [Force] 6 60
Simbilis' Righteous Mantle Abjuration D 6 66

Level 7
Edan's Thaumaturgic Poultice Conjuration (Healing) 7 36
Phandaal's Gyrator Transmutation 7 59
Phandaal's Inside Out and Over Transmutation 7 60
Simbilis' Diabolical Restraint Evocation D 7 66

Level 8
Shabat's Admonitory Bolt Evocation 8 64
Summons of the Improvident Gap Conjuration (Creation, Calling) 8 69

Level 9
Enchantment of Youth Renewed Necromancy 9 38
The Excellent Prismatic Spray Evocation [Force] 9 39
Temporal Projection Transmutation 9 70

D = Diabolist's Spell

7
Index of Items

Index of Items
Item Page Item Page
Amrakkik Paste 88 Lal-Aba's Yellow Libram 84
The Armor of the Neophyte 95 More than Utilitarian Headgear 98
The Assassin's Blade and Ring 95 Muieix's Marvelous Pantaloons 98
An Aura of Petty Divinity 88 Mutable Deck 91
Baron Kalofoi's Jewels 95 Nightman's Accomplice 85
Blue Concentrate Projector 96 Novitiate's Candle 91
Bracelets of Youth and Age 88 Ossip Wax 99
Carbenal's Penetrating Fork 96 The Pen of Chabal 91
Cloud of Knives 96 Phollion Leaves 85
Cobalt Mountain Talisman 89 Piaco's Bone 92
Coin to Detect the Pure-Hearted 81 Piaco's Scarf 92
Colinquace's Tonguesheath 81 Piaco's Trumpet 92
Crystallized Dreams 89 Piaco's Turban 92
Diambroid 81 Ring of Fire 99
Eavesdropper's Bauble 89 Rug of Superior Merit 85
Ever-Lengthening Rope 96 Sand of Quietude 92
Faulile's Practical Barrier 96 Schiavona of Kavic 100
Frashjamir's Determinant Lash 90 Selua's Basket of Cleaning 94
Glimmister of Sharpness 97 Selua's Brush of Washing 93
Grasphotel's Obdurate Curmudgeon 90 Selua's Cauldron of Cooking 93
The Heliosdactum 97 Selua's Ewer of Chilling 93
Hoptile's Bridle 90 Selua's Pepper Churn 94
The Iron Head 90 Selua's Quill of Writing 93
Ioun Stones 78 Selua's Silver Brandy Flask 94
The Jade Fish 91 Selua's Thimble of Mending 93
Jealous Guardian 81 Selua's Urn of Purification 94
Khandl's Redoubtable Guardian 97 Selua's Watering Can of Plant Growth 93
Kohha's Bewitching Stanzas 82 Snake Ring 100
Kohha's Limericks of Excoriation 83 Spring-Heel Boots 86
Laccodel's Protective Rune 98 Talisman of Anthropic Imposition 100
Lal-Aba's Blue Libram 84 Telanxis Oil 86
Lal-Aba's Green Libram 84 Teman Blossom 86
Lal-Aba's Orange Libram 85 Textbook of Gruke's Philosophy 87
Lal-Aba's Pink Libram 85 Thief-Taker 101
Lal-Aba's Red Libram 84 Thyle Dust 87
Lal-Aba's White Libram 84 Vasp's Cup of Inspiration 94

8
Magic in the Dying Earth
The Planes
'Mazirian made a selection from his books, and with a "As a knowledgeable and traveled man," suggested
great effort forced five spells upon his brain: Phandaal's Ioucounu, "you doubtless recognize this object. No? You
Gyrator, Felojun's Second Hypnotic Spell, The are familiar, of course, with the Cutz Wars of the
Excellent Prismatic Spray, The Charm of Untiring Eighteenth Aeon? No?" Iucounu hunched up his
Nourishment, and the Spell of the Omnipotent Sphere. shoulders in astonishment. "During these ferocious
This accomplished, Mazirian drank wine and retired events the demon Unda-Hrada-he is listed as 16-04
to his couch.' Green in Thrump's Almanac-thought to assist his
…from The Dying Earth principals, and to this end thrust certain agencies up
from the sub-world La-Er. In order that they might
perceive, they were tipped with cusps similar to the one
True, potent magic - while hardly uncommon - is you see before you. When events went amiss, the demon
not as widespread in the Dying Earth as it is in a snatched himself back to La-Er. The hemispheres were
typical D20 setting. Cantrips however, are quite dislodged and broadcast across Cutz. One of these, as
pedestrian, as are magic items of the very minor type, you see, I own. You must procure its mate and bring it
which are rarely useful except as curios. Even the least to me, whereupon your trespass shall be overlooked."
practical magic artifacts remain quite popular and
valuable, primarily for their esthetic or ornamental Cugel reflected. "The choice, if it lies between a sortie
value. Like elves in a D20 campaign, people in the into the demon-world La-Er and the Spell of Forlorn
Dying Earth love and cherish all things magical. Encystment, is moot. Frankly, I am at a loss for
Sorcerers are essentially non-existent in the Dying decision."
Earth. Clerics are rare and are usually NPCs. Paladins,
bards, rangers, and druids are similarly rare, and are …from The Eyes of the Overworld
also almost always NPCs. Rogues on the other hand,
are fairly common, perhaps more so than fighters.
While true wizards are uncommon-if not actually
rare-dabblers in the arcane arts can be found nearly
everywhere.
Though poverty certainly still exists, people as a
whole are wealthier in coins, finery and antique
artifacts in the Dying Earth than they are in a more
typical D20 campaign. The wealth of generations lies
moldering in the earth, rotting in ruins and spilling
out of crypts, ready for the taking. Cities of vast and
ancient grandeur but dwindling populations dot the
landscape, in which even the poorest burgher can
reside in a mansion if they are willing to make the
efforts to maintain one, because there are so many
buildings left lying abandoned throughout the
outskirts of town.
As a result of the inflated (or artifact-saturated)
economy and the general cultural proclivity toward
the arcane, magic is more valuable than in a typical
D20 setting.

9
Magic in the Dying Earth

Some wizards in the Dying Earth have knowledge sundry demons and other Outsiders who run rampant
of the Planes, but a systematic understanding of their across the Dying Earth. (For more information about
true nature is not as widespread as it is among the diabolists, refer to the diabolist prestige class at the
wizards, clerics and sorcerers of most D20 campaign end of this manual.)
settings. Only the most powerful individuals fully
grasp the true nature of these mysterious outer Spells as Charms
dimensions. Most who are familiar with the demonic Spells are often referred to as "charms" in the
and elemental Planes think of them as so called Dying Earth. This does not have the same specific
"subworlds" and "overworlds," from the mistaken meaning as it does in D20 -i.e., in the Dying Earth, a
belief that they exist in layers directly beneath or "charm" does not necessarily mean some type of
above the material, in a kind of stack or dimensional enchantment. It could be any kind of spell.
sandwich which is widely believed to be the structural
shape of the universe. Similarly, most Outsiders are Spell Failure and Success
considered subworld "demons" or more rarely,
overworld "demiurges" or "imps" by Dying Earth '"Fianosther, your doom is well-merited. For your
magicians, and are dealt with as such. deceit, avarice and odious mannerisms I now visit upon
Traffic with demons from the Abyss is you the Spell of Forlorn Encystment!"
nevertheless fairly brisk in the Dying Earth, going
both ways. Many magicians are skilled at capturing Fianosther wailed piteously, and collapsed to his knees.
demons and harnessing their power, while sadly, a Cugel took no heed. Consulting the workbook, he
vastly larger number of humans of all types are encompassed the spell; then, pointing and naming
regularly captured and dragged down into the Abyss Fianosther, he spoke the dreadful syllables.
by the cunning trickery and remorseless will of But Fianosther, rather than sinking into the earth,
various demonic agencies. But while the denizens of crouched as before. Cugel hastily consulted the
the Abyss are familiar to the magicians of the Dying workbook and saw that in error he had transposed a
Earth, other similar realms -such as the Nine Hells- pair of pervulsions, thereby reversing the quality of the
are relatively unknown to most mages there, as are spell. Indeed, even as he understood the mistake, to all
many of the outer Planes. sides there were small sounds, and previous victims
across the eons were now erupted from a depth of forty-
five miles, and discharged upon the surface. Here they
Diabolists lay, blinking in glazed astonishment; though a few lay
In the Dying Earth there are many obscure rigid, too sluggish to react. Their garments had fallen to
specialties among wizards -far more than exist in a dust, though the more recently encysted still wore a rag
typical D20 setting. One of the more notable varieties or two. Presently all but the most dazed and rigid made
is the so-called diabolist, who is actually a specialist in tentative motions, feeling the air, groping at the sky,
dealing with demons. Some of the spells listed in this marveling at the sun.'
manual are specialist spells invented by these
diabolists for use in dealing with outsiders, especially …from The Eyes of the Overworld
demons.
Diabolist spells in this manual include: Klopag's
Demonic Identifier (level 2), Amberlin's Discontinuity In the Dying Earth RPG, not to mention the
Determiner (level 3), Thasdrubal's Doughty Resolution (level Dying Earth itself, spells are not automatically
3), Shabat's Obliging Demon (level 4), Thasdrubal's Baneful successful the way they are in D&D. Magic, involving
Notifier (level 4), Edan's Thwart of the Unholy (level 6), the manipulation of capricious supernatural forces, is
Thasdrubal's Laganetic Transfer (level 4), Simbilis' far from a mundane or routine aspect of daily life, at
Abhorrent Distraction (level 5), Simbilis' Righteous Mantle least for most people. Even to experienced
(level 6) and Simbilis' Diabolical Restraint (level 7). practitioners, dabbling with magic can be dangerous,
Diabolists may be experts at summoning and and it is potentially lethal to the tyro. Each casting is
controlling demons, but many spend their lives therefore a potentially risky endeavor, and can invite
attempting to control and curtail the activities of the the possibility of Dismal Failure, or the boon of
Illustrious Success.

10
There are no rules for spell failure or success in
the basic D20 system, other than the target of some Spell Failure and Success
spells being allowed a saving throw or, in some cases,
spell resistance. If one wants to introduce this effects Die Result Meaning
of Spell Failure or Success into a D20 game, a -8 or more below the DC Dismal Failure
somewhat simplified version of the DERPG -1 to -7 below the DC Failure
approach can be easily simulated by having the caster 1 to 11 above the DC Success
make a Spellcraft check1 for each spell cast. The DC 12 or more above the DC Illustrious Success
for casting a spell should be the same as the DC for
resisting it with spell resistance, i.e., 10 + the spell
level. Spell Failure Rolls and Armor
When casting the spell, the caster should make a If using these rules, it is also possible to perhaps
d20 die roll and add her Spellcraft skill modifier more elegantly model the D20 prohibition against
(including Int bonus or penalty, if any). The result casting arcane spells in medium or heavy armor, or
may affect the spell outcome, depending on the while carrying shields. By applying the armor check
relationship between the modified die roll and the penalty (Player’s HandBook; Chapter 7: Equipment)
spell DC. of the armor or shield worn to the Spellcraft
A failure means the spell failed and nothing difficulty roll when casting a spell, one can perhaps
unusual happened. A Dismal Failure means the spell replace the arcane Spell Failure percentile die check
failed, and may have actually backfired in some way. for each spell casting in armor. When using this
There may be an effect that is generally harmful, or option, each 5% Spell Failure chance directly
even potentially fatal, depending on the spell (these corresponds to a -1 penalty to the Spellcraft check-so,
effects are often listed in the spell description under for example, full plate armor would produce a -7 die
the section Success and Failure). roll adjustment. Arguably, this is a more elegant
Conversely, a success means a simple success: the solution than using the secondary percentile system.
spell was cast normally. In some cases, the specific
results of an Illustrious Success are detailed in the
spell descriptions below. Otherwise, an Illustrious
Success means all variable (randomly determined)
effects are maximized as if the spell caster had been
using incense of meditation (see Dungeon Master’s
Guide), if and when desired by the caster.
A natural 20 is always a success and a natural 1 is
always a failure. These rolls are both "threats" for
Dismal Failure or Illustrious Success. Upon rolling a
natural 20 that is normally insufficient for an
Illustrious Success, roll a second skill check. If you
score a second success or a second natural 20, it is
automatically an Illustrious Success. Conversely, upon
rolling a natural 1 that is not normally low enough for
a Dismal Failure, roll a second skill check. A second
failure or a second natural 1 indicates a Dismal
Failure.

The results of a Dismal Failure when casting a spell need


not be fatal, or immediate...

1 the Spellcraft check would have to be handled differently for Sorcerers, perhaps by allowing a Charisma bonus to be used in place of the Int
bonus, or by using a different type of skill check. 11
Cantrips/Cantraps

Cantrips/Cantraps
Classes and Magic Use
Many rogues may dabble in the arcane arts,
even gaining a level or two as a wizard to give
themselves a slight edge while plying their
dangerous trade. Some warriors and fighters do
the same, to secretly bolster their abilities on the
battlefield or the dueling square. Aristocrats of
any ambition at all are likely to dabble to at least
some small degree in the arcane arts, and even
common shopkeepers and tradesmen will
frequently take the time to learn a trick or two, to
keep abreast of their rivals in both business and
social activities (or to more easily dupe
customers…)
Indeed, while cantrips1 are quite useful to
courtiers, jesters, thieves, midwives, huntsmen
and even peasants, they are also valuable to even
the most accomplished wizards. Many cantrips
can be cast without verbal components, and
some can be triggered subtly enough that
observers may not even realize that magic has
been invoked. All in all, a handful of cantrips in
the brain can often gain small but telling
advantages in various activities: in the comfort of
the home, library or workroom; while traveling
the unpredictable roads and byways of the
In the world of countryside; or even when exploring forbidden
the Dying Earth, many crypts or trespassing in fantastic palaces.
people dabble with magic,
though relatively few have the
wherewithal, time, or dedication Expanding the Repertoire
to become true wizards (while Acquiring arcane spells of 1st level or higher can be extremely
sorcerers are virtually unknown). difficult and dangerous, because they are highly valuable and highly
Thus, in a society where dabblers sought after. Think of them as "weapons of mass destruction" -
outnumber genuine practitioners those who have them piously abhor their proliferation, and those
by a vast majority, cantrips who deal in them are dangerous pariahs. Simple cantrips, on the
have a great deal of other hand, are fairly commonplace and comparatively cheap (though
importance. many people do tend to guard their little magical secrets).
Alternately, while the arcane cantrips listed in the Player’s HandBook
are widely known to all wizards in the typical D20 campaign, the cantrips
listed in this volume are not universally known Most must be sought out in
dusty libraries, ancient tombs, or the homes of eccentric hermits and witches.
Once found, learning a new cantrip is comparatively easy. It is possible for a wizard to teach another magic
practitioner a given cantrip, or they may be read from scrolls or in books of magical lore. (Actually learning a
given cantrip requires a Spellcraft skill check with a DC of 10.)

1 More commonly referred to as 'cantraps' in the Dying Earth


12
Advance Softly Assuage Afflictions
Hunter's Cantrip Midwife's Cantrip
Transmutation Conjuration (Healing)
Level: Druid 0, Ranger 0, Sor/Wiz 0 Level: Sor/Wiz 0
Components: S Components: V, S
Casting Time: 1 round Casting Time: 1 round
Range: Touch Range: Touch
Duration: 1 round/level Duration: Instantaneous
Function: Muffles one target's footfalls and Function: Soothes aches, abrasions, or minor sprains
incidental noises, adding +2 to Move Silently skill suffered by the caster or any compliant target. Cures
checks for the spell's duration. 1 hit point of damage and can also grant a +2 to any
Casting: Cover the ears with the hands and shake Healing skill check.
rapidly from side to side. Casting: pass one's hands over the site of all
Success and Failure impairments, muttering rote-learned phrases of
On a Dismal Failure the target of this cantrip depuration.
becomes more clamorous than usual, suffering a -2 to Success and Failure
Move Silently skill checks. On an Illustrious Success, On a Dismal Failure, all target afflictions become
the Move Silently bonus is increased to +3. notably worse, and the target of the spell actually
suffers 1 point of temporary Constitution damage.
On an Illustrious Success, the spell heals 2 hit points
Allay Seasickness of damage, and/or allows a new saving throw against
Sailor's Cantrip any existing non-magical disease.
Abjuration
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 round Auditory Embellishment
Range: Touch Hunter's Cantrip
Duration: Instantaneous Divination
This spell can only be cast once per day. Level: Sor/Wiz 0
Function: Alleviate the effects of seasickness or any Components: S
other type of sudden and severe nausea. Heals up to Casting Time: 1 action
one point of temporary Strength or Constitution Range: Close (25 ft. + 5 ft. /2 levels)
damage caused by nausea or poison, and grants an Duration: 1 round/level
additional saving throw to any ongoing nausea effect. Function: Detects noises made by creatures the
Casting: Patting the head with one hand while hunter is following, or that follow him or her, as if
rubbing the stomach with the other, then touching the caster had the hearing of the most sensitive beast
the target with both. (+2 to on Listen skill checks for the duration of the
Success and Failure spell).
On a Dismal Failure there is a 1 in 6 chance that the Casting: Somewhat painful tweaking of one's own
target becomes violently sick to their stomach. The ears.
DM must roll a d6. On a 1, the target suffers from Success and Failure
immediate projectile vomiting and acute nausea, Dismal Failure causes an annoying buzzing to distract
rendering them incapacitated for 1d6 rounds the caster, causing a -2 on all Listen skill checks. On
(cumulative with any current nausea effect), and if an Illustrious Success, the bonus is raised to a +3.
they are already suffering from severe nausea of some
kind, causing 1 point of temporary Constitution
damage. On an Illustrious Success, the target gains a
+4 bonus to their saving throw.

13
Cantrips/Cantraps

Bring Book to Hand animal generally don't work. Tempting the animal
Librarian's Cantrip with a tasty treat of some kind (this will act as the
Transmutation material component) will grant an additional bonus of
Level: Sor/Wiz 0 from 0 to +2 depending on the DM's assessment of
Components: S the suitability of the food offered.
Casting Time: 1 action Success and Failure
Range: Close (25 ft. + 5 ft. /2 levels) On a Dismal Failure the animal or beast in question
Duration: Instantaneous immediately attacks the caster, with intent to kill. On
Function: A book or scroll leaps across a gap of an Illustrious Success, the caster gains a +9 on the
several arm lengths. Useful for impressing the gullible skill check rather than a +6.
during any attempted imposture of a powerful
magician (Bluff skill checks under suitable
circumstances are at +2). Curdle Waft
Casting: One merely reaches out an arm and casually Midwife's Cantrip
wiggles her fingers in the book's general direction. Transmutation
Success and Failure Level: Sor/Wiz 0
On a Dismal Failure, either nothing occurs, the Components: S, M
desired tome falls sullenly to the floor from a shelf, or Casting Time: 1 action
else it rockets across the room, striking the caster in Range: Long (400 ft. + 40 ft./level)
an embarrassingly painful fashion (DM's choice, or Duration: Instantaneous or see below
roll 1d3 to determine which result occurs). On an Function: This cantrip allows a vengeful person to
Illustrious Success, the book wafts with unusual cause petty harm to a farmer, an innkeeper, a baker, a
elegance and may be caused to perform graceful cheese maker, or anyone relying on milk products,
spirals throughout its trajectory. wine, or beer. Casting the cantrip on a tub or urn of
milk or butter or a tub of wine or grapes causes it to
become instantly sour and/or rancid. Casting it on a
vine row, an olive tree, or farm animal causes the
plant or animal to give bad milk or produce sour fruit
Calm Hound for 1 week per caster level.
Midwife's Cantrip Casting: Dust made from the dried dung of a black
Enchantment rooster must be blown across the palm toward the
Level: Sor/Wiz 0 intended target.
Components: S, M (see below) Success and Failure
Casting Time: 1 minute or less (see below) On a Dismal Failure, the item in question actually
Range: Close (25 ft. + 5 ft. /2 levels) becomes more flavorful and tasty than before. On an
Duration: Instantaneous Illustrious Success, a ruined item does not appear as
Function: Acrimonious watch-beasts are rendered such at first glance, but instead reveals its spoiled
passive and of good will. properties only at the worst possible moment-being
Casting: This spell allows the caster to attempt a served to guests, for example, or after consumption,
single Animal Empathy skill check at +6, whether when it causes bowel problems and gastric distress.
they have the skill or not. The caster and the animal
must be able to study each other, noting each other's
body language, vocalizations, and general demeanor.
2
Generally influencing an animal in this way takes 1 Dancing Coins
minute, but as with influencing people, it might take Jester's Cantrip
more or less time. Transmutation
This spell can be cast upon animals (such as bears Level: Sor/Wiz 0, Bard 0
and giant lizards). You can use it without the +6 die Components: S
roll bonus on beasts (such as owlbears) and magical Casting Time: 1 action
beasts (such as blink dogs). Retries on the same Range: Close (25 ft. + 5 ft. /2 levels)

14
Duration: 1 round/level Discommoding Dazzle
Function: Coins that hover and sweep through the Jester's Cantrip
air above a tabletop amuse weary travelers. A coin Enchantment (Compulsion) [Mind-Affecting]
made to float past a dozing guard and drop noisily to Level: Druid 0, Sor/Wiz 0
the floor might have other benefits. Components: S
Casting: The coins must be stacked and pressed Casting Time: Partial action
lightly with the palm of the hand. Then, a single coin Range: Close (25 ft. + 5 ft. /2 levels)
may be guided while the rest float aimlessly, or all Duration: Instantaneous
coins may be moved in synchronous languid motion. Saving Throw: Will negates
A pickpocket attempt, whether by the caster or some Spell Resistance: Yes
confederate, can be made at +2 on the die roll upon Function: A momentarily blinding flash bursts from
anyone who is distracted by the coins. the fingertips. The target must make a Will saving
Success and Failure throw or will be considered flat - footed for the rest
On a Dismal Failure, the coins spray wildly to all of the melee round.
sides, possibly injuring bystanders. On an Illustrious Casting: Merely fling one hand toward the face of
Success, the coins require minimal attention and the target.
improvise their own antics for the cantrip's duration. Success and Failure
On a Dismal Failure, the caster inconveniences his
own vision (becoming flat - footed for the rest of the
Disclose Toxins round), while the target is substantially unaffected.
Courtier's Cantrip On an Illustrious Success, the target is stunned for one
Divination round.
Level: Sor/Wiz 0
Components: S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft. /2 levels) Displace Weight
Duration: 1 round/level Peasant's Cantrip
Unlike the similar cantrip Detect Poison, this spell also Transmutation
works on drugs of all kinds, but does not work on Level: Sor/Wiz 0
poisons unless they are of the ingestible types. Components: S
Function: Through enhanced nasal efficiency, the Casting Time: 1 action
caster discerns poisonous or narcotic substances Range: Personal
disguised within food or beverages. Duration: Instantaneous
Casting: Repeated tapping of the index finger against Function: A momentary muscular embellishment,
the side of the nose. The effect of this spell is to useful only for shifting large items of furniture or
allow the caster to make a single Wisdom check, DC pushing against a stubborn obstacle, such as a locked
5-20 depending on the subtlety of the poison or drug, door. The spell conveys a +2 bonus to any single
to detect such chemicals in food or drink. If the Strength skill check.
caster has the Craft (Alchemy) skill, they may also Casting: Assume a classic "strong man" stance and
attempt a subsequent Craft (Alchemy) skill check with flex the biceps immodestly.
the same DC. Success and Failure
Success and Failure On a Dismal Failure, the caster becomes weakened,
On a Dismal Failure, a result is divined that is suffering -1 temporary Strength damage. On an
contrary to reality. On an Illustrious Success (if toxins Illustrious Success, the bonus is increased to +3.
or drugs were used), the caster additionally becomes
aware of any residual taint on the hands or clothing
of himself or any person within the spell's range.

15
Cantrips/Cantraps

Douse Flame Enhance Vision


Midwife's Cantrip Librarian's Cantrip
Transmutation Transmutation
Level: Druid 0, Sor/Wiz 0 Level: Sor/Wiz 0
Components: S Components: S
Casting Time: 1 action Casting Time: 1 round/level
Range: Close (25 ft. + 5 ft. /2 levels) Range: Personal
Duration: Instantaneous Duration: 1 round per level
Function: Quickly expunge any minor conflagration, Function: Enhances normal vision under the
such as a torch flame or a pile of burning papers. The dimmest light, lessening penalties for visual
spell allows a single attempt to put out a single small, perception in gloom. In effect, it grants darkvision
non-magical fire within range of the spell, with a DC with a range of ten feet for the spell's duration. This
from 5 to 25 depending on the fire's size, the amount bonus stacks with any inherent racial darkvision, but
of combustible material present, the wind, and any not with any similar effects gained from other magical
other factors that might apply. spells or items.
Casting: Arcane finger gesticulations. Casting: Push the head forward three times in quick
Success and Failure succession, in the manner of ducks on a pond.
On a Dismal Failure, the fire actually expands and Success and Failure
spreads to other nearby flammable materials, e.g., a On a Dismal Failure, vision is notably impaired for
pile of trash, an open book, or other item. If nothing the duration of the cantrip, imposing a -4 on all Spot
of the sort exists, the flame itself temporarily grows and Search checks, and a -2 on attack rolls in combat.
in strength by approximately 50%. On an Illustrious On an Illustrious Success, the caster is granted
Success, the fire not only goes out instantly, but all darkvision to a range of 30 feet and the spell's
smoke and ash in the immediate vicinity is cleared duration is doubled.
away.

Fashionable Attire
Efficacious Spring Courtier's Cantrip
Hunter's Cantrip Illusion
Transmutation Level: Sor/Wiz 0
Level: Ranger 0, Sor/Wiz 0 Components: S
Components: S Casting Time: 1 action
Casting Time: 1 round Range: Personal
Range: Personal Duration: Immediate
Duration: Immediate Function: Corrects the angle of the hat, the stiffness
Function: Grants a +2 to any single Jump skill check. of a mustache, the color and fullness of the lips, the
Must be cast as the Jump attempt is made. angling on the cut of a jacket, the suppleness of a
Casting: Rapid knee bends. skirt, and even the subtle tones of garments-all in the
Success and Failure twinkling of an eye.
On a Dismal Failure the leaper suffers a -1 to the skill Casting: One merely clicks one's heels briskly several
check. On an Illustrious Success, the bonus to the times in rapid succession, while clasping the hands as
skill check is +3. in prayer.
Success and Failure
On a Dismal Failure, the spell causes the caster's fly
to come undone (where appropriate) and/or the seat
of their pants, or their bodice to rip open, causing
considerable embarrassment and possibly placing the
caster in the position of having committed an
infraction of local morals or sumptuary law. This

16
incurs a penalty of -1 to all Diplomacy skill checks Spell Resistance: No
against anyone for whom disagreeable appearance is a Function: Causes up to 4 creatures in the target area
distraction (or more depending on the nature of the to make a Fortitude save or sneeze loudly, possibly
witnesses). On an Illustrious Success, the beneficiary's giving away their position.
attire gleams resplendently, granting a boon of +1 to Casting: Inhale sharply three times while pointing
all Diplomacy or Bluff skill checks for the next four the pinky finger in the direction the spell must be
hours. cast.
Success and Failure
On a Dismal Failure, the caster sneezes. On an
Fiade's Tantalizing Draft Illustrious Success, the targets save at -2.
Jester's Cantrip
Enchantment [Mind-Affecting]
Level: Ranger 0, Druid 0, Sor/Wiz 0 Fortification of Spirits
Components: V, S Courtier's Cantrip
Casting Time: 1 round Transmutation
Range: Close (25 ft. + 5 ft. /2 levels) Level: Bard 0, Sor/Wiz 0
Duration: Instantaneous Components: V, S
Saving Throw: Will negates Casting Time: 1 round
Range: Close (25 ft. + 5 ft. /2 levels)
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
Function: Causes a single alcoholic beverage to
become five times as potent as a normal beverage of
the same type, without changing its flavor. A beer
thus becomes as potent as five beers, a single glass of
wine as potent as a whole bottle, etc. It is said that
this cantrip was created by a long-forgotten miser
who sought to enjoy an entire evening's debauchery
for the cost of but one, or at the most two, drinks.
Subsequently, this spell has become popular with
courtiers seeking to get an unsuspecting rival (or
someone they hoped to seduce) to get tipsy in spite
of moderate drinking.
Casting: Make a fizzing sound with the mouth while
rotating the finger in the direction of the target
beverage.
Success and Failure
On a Dismal Failure, the beverage is spoiled, so that it
now tastes like fermented vinegar or some other
undrinkable substance. On an Illustrious Success, the
beverage becomes ten times more potent than
normal.

A judicious use of the Cantarap of Fashionable Attire


17
Cantrips/Cantraps

The Gastronomic Pang Melodic Tones


Courtier's Cantrip Courtier's Cantrip
Enchantment [Mind-Affecting] Illusion
Level: Bard 0, Sor/Wiz 0 Level: Sor/Wiz 0
Components: S Components: V, S
Casting Time: 1 round Casting Time: 1 action
Range: Close (25 ft. + 5 ft. /2 levels) Range: Close (25 ft. + 5 ft. /2 levels)
Duration: Instantaneous Duration: 1 round/level
Saving Throw: Will negates Function: The voice takes on a soft musical purr,
Spell Resistance: No most alluring to members of the opposite sex. In
Function: Causes the target creature to suddenly peaceful environs this enhances seduction attempts,
become ravenously hungry. If the target fails their and it also conveys a bonus of +2 to Diplomacy skill
save, they will immediately attempt to eat any checks toward suitable members of the opposite sex.
available food. Save is at -4 if edible food is present, Casting: Drumming fingers on the sides of the
and at +4 in dire or stressful situations such as throat while humming gently.
combat. Success and Failure
Casting: Lick lips and point at the target. On a Dismal Failure, the caster is unfortunately struck
Success and Failure dumb for several minutes. On an Illustrious Success,
On a Dismal Failure, the caster becomes violently the Diplomacy bonus increases to +4.
nauseous and must make a Will save or be stunned
for 1-4 rounds. On an Illustrious Success, the target's
save is at -2 (cumulative with any situational
modifiers).

Inner Fortitude
Hunter's Cantrip
Transmutation
Level: Ranger 0, Druid 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft. /2 levels)
Duration: 1 round/level
Function: Withstand without discomfort the effects
of unseemly chill or withering high temperatures,
conveying a Damage Reduction of 2 for heat or cold
based attacks or environmental effects. The effect
lasts one hour.
Casting: Inhale sharply, then huff and bellow for
long moments.
Success and Failure
On a Dismal Failure, the caster becomes unusually
vulnerable, suffering +1 damage from heat or cold
effects. On an Illustrious Success, the spell's duration
is doubled.

Melodic Tones can help pass an otherwise boring evening

18
Motes of Light and Sound shape and volume of a person, around which cloth,
Courtier's Cantrip armor, or other material can be arranged.
Evocation (Light and Sound) Casting: The caster puts his hands behind his head
Level: Sor/Wiz 0, Bard 0 and leans back as if resting.
Components: V, S Success and Failure
Casting Time: 1 action On a Dismal Failure, the figure explodes with a
Range: Close (25 ft., + 5 ft/2 levels) flatulent sound, sending clothes or blankets flying in
Effect: Up to 7 illusory lights within a 5 ft. radius all directions. On an Illustrious Success, the illusion
Duration: 1 round also generates body temperature heat and appears to
Saving Throw: Will disbelief (if interacted with) be breathing softly.
Spell Resistance: No
Function: Motes of light rise up and burst with clear
notes. Under social situations, casting this cantrip will Repel Dirt
favorably impress onlookers who lack magical ability, Courtier's Cantrip
and will allow the caster a +2 on any immediately Transmutation
subsequent Diplomacy or Bluff skill checks upon Level: Sor/Wiz 0
non-spellcasters only. Components: S
Casting: The caster alternately closes his hands and Casting Time: 1 round
flicks his fingers outwards in the direction where each Range: Personal
light is to appear. Duration: Instantaneous
Success and Failure Function: Produces a brief static charge that repulses
On a Dismal Failure, the lights and sounds are mud, mire, grit, aging vegetable matter, and the
irritating and/or embarrassing, causing onlookers to accumulated filth of the road.
react unfavorably (-2 penalty to any related skill or Casting: Repeated flicking of the fingers a hand's
Charisma checks for the duration). On an Illustrious width from the body while raising the left and right
Success, the lights play out a wondrous tune that hands alternately to the side.
doubles the Diplomacy or Bluff checks and also Success and Failure
provides a +2 Perform bonus if used simultaneously On a Dismal Failure, the target not only remains
with a bard's songs. soiled, but the impacted grime also emits an
unpleasant odor. On an Illustrious Success, one's
garments positively gleam with cleanliness and add a
+1 to Diplomacy skill checks.
The Recumbent Form
Thieves' Cantrip
Illusion
Level: Wiz 0 Resist Dampness
Components: V, S Hunter's Cantrip
Casting Time: 1 action Abjuration
Range: Personal Level: Ranger 0, Sor/Wiz 0
Duration: 1 round per level Components: V, S
Function: This spell puffs up clothes, bedclothes, Casting Time: 1 action
linens, curtains and blankets into the very realistic Range: Personal
shape of a human figure. It can be used to instantly Duration: 1 round per level
inflate blankets on a bed so that it looks like someone Function: Provides a rainproof magical barrier of
is resting there, to puff out a set of curtains to make sufficient duration to reach nearby shelter or else
it appear someone is hiding behind them, or to inflate dries sodden clothes in the blink of an eye.
ones discarded clothes into a scarecrow or mannequin Casting: Throw one's hands high and wide, and call a
to use as a decoy. The illusion is itself invisible, but multi-syllable designation.
creates a sort of a bubble of weak force the exact

19
Cantrips/Cantraps

Success and Failure Set Off Snares and Traps


On a Dismal Failure, the caster becomes utterly Thieves' Cantrip
soaked. On an Illustrious Success, the caster's skin Transmutation
and clothing gain a water-repellent aura for one hour Level: Sor/Wiz 0
that provides DR 1 against water, snow, or ice-based Components: S
attacks. This aura does not interfere with normal Casting Time: 1 round
imbibing. Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
This spell can only be cast once per day.
Seal Book Function: Causes a wave of force to emanate from
Librarian's Cantrip the caster's hands which has a good chance of
Abjuration triggering any very simple mechanical traps or snares
Level: Sor/Wiz 0 in the immediate vicinity. Normal traps such as pits or
Components: S falling walls or other types one finds within artificial
Casting Time: 1 action structures have only a very small (5%) chance of
Range: Touch being triggered. Even when successful, triggering
Duration: 1 day/level traps is not the same as disarming them, and may not
Function: Holds any book tightly shut, requiring a always be safe, especially as the spells range is not
Str check DC 15 to open. The effect can easily be great. But it can often be the superior alternative to
bypassed by any competent magician, although the getting caught in them.
cantrip's caster will know of any interference, even if When the spell is cast, the DM must roll a d20
the magic has been reset. for each trap with a Search/Disable Device DC of 20
Casting: Tapping the book authoritatively. or less within the area of effect. The wave of force
Success and Failure can attempt to 'disarm' each trap with no die roll
On a Dismal Failure, the book remains sealed and bonus. If the die roll is equal to or greater than the
cannot be opened by the caster. On an Illustrious trap's DC, the device is disarmed, although in some
Success, the Str DC is increased to 20. cases the trap may still affect the caster (such as in the
case of an alarm trap or gas, for example). Since most
traps (as opposed to simple snares) have a
Search/Disable Device DC of 20 or more, only the
Seek the Trail simplest can be affected by this spell and then only by
Hunter's Cantrip rolling a natural 20.
Divination Casting: The caster must squat and softly clap her
Level: Druid 0, Sor/Wiz 0 hands together three times.
Components: S Success and Failure
Casting Time: 1 round On a Dismal Failure, the spell malfunctions but
Range: Close (25 ft. + 5 ft. /2 levels) creates a very loud wrenching, groaning sound akin to
Duration: 1 round/level twisting metal that is likely to alert anyone within even
Function: Grants a +2 bonus to any ability checks distant earshot. On an Illustrious Success, the spell
while attempting to find a trail, or on any single gains a +4 to its attempt to set off any and every trap
Survival skill check made to avoid getting lost. in the area of effect, including magical traps, with a
Casting: Grasping the nose in the right hand and DC of 24 or less.
covering an eye with the left, the caster spins twice on
the spot.
Success and Failure
On a Dismal Failure, the caster loses the trail utterly,
even using his normal senses. On an Illustrious
Success, the spell duration is doubled.

20
Sprightly Stride Turn Pages
Hunter's Cantrip Librarian's Cantrip
Transmutation Transmutation
Level: Sor/Wiz 0 Level: Wiz 0
Components: S Components: S
Casting Time: 1 round Casting Time: 1 round
Range: Personal Range: Close (25 ft. + 5 ft. /2 levels)
Duration: 1 round/level Duration: 1 hour/level
Function: Allows a temporary increase in speed, by a Function: Turns a book's pages as reading
factor of +10 ft. to the base move rate for one melee progresses. This may impress the gullible in the same
round. manner as bring book to hand.
Casting: One must first adopt a stationary lunging Casting: Hold the tome aloft and rotate it clockwise.
stride, then windmill the arms in a preposterous Success and Failure
exaggeration. On a Dismal Failure, the book's pages adhere and
Success and Failure cannot be turned at all for an hour. On an Illustrious
On a Dismal Failure, the caster's movement rate is Success, the book also props itself up in mid-air at
reduced by 10 ft. On an Illustrious Success, the higher the most convenient angle for perusal, even going so
move rate is retained for a further 1d4 rounds. far as to rotate as the caster shifts and adjusts
position.

String of Sparks
Jester's Cantrip Untie Knot
Evocation [Fire] Sailor's Cantrip
Level: Sor/Wiz 0 Transmutation
Components: S Level: Sor/Wiz 0
Casting Time: 1 action Components: S
Range: Close (25 ft. + 5 ft/two levels) Casting Time: 1 action
Duration: Instantaneous Range: Close (25 ft. + 5 ft./level)
Function: From the fingertips emanates a trail of Duration: Instantaneous
twinkling motes, which proceed in loose file. The Function: The caster can instantly and remotely
sparks are flammable, and can be used to ignite attempt to unravel one knot within the area of effect.
flammable objects. To attempt to ignite something, The knot must be selected and he caster may make a
first roll a ranged touch attack. If the hit is successful, single Use Rope skill check against the DC of the
roll a flat D20 with a DC of 5 to 25 depending on knot (5- 30 depending on complexity).
the object. Casting: Hold the thumbs together and flutter the
Casting: Clap the hands smartly three times in fingers of both hands.
succession, then lunge forward briskly. Success and Failure
Success and Failure On a Dismal Failure, the knot becomes twice as hard
On a Dismal Failure, the sparks fly wildly and alight as it was before. On an Illustrious Success, all knots
upon the casters clothing or other personal items. On which the caster desires to be untied within the spell
an Illustrious Success, the sparks gain a +4 to any range are instantly untied.
fire-starting attempt.

&
21
Cantrips/Cantraps

Withstand Insects Casting: Patting the belly while making sub-vocal


Hunter's Cantrip rumbling sounds.
Abjuration Success and Failure
Level: Sor/Wiz 0 On a Dismal Failure the caster must answer the call
Components: S of nature immediately. On an Illustrious Success, the
Casting Time: 1 round target must make an additional Will save or suffer
Range: Personal from an embarrassing accident.
Duration: 1 round/level
Function: The caster becomes utterly repellent to
small biting insects, and the caster gains a bonus of
+2 deflection bonus to AC against any monstrous
vermin such as giant spiders or giant centipedes.
Casting: The caster must clap hands
and leap from foot to foot.
Success and Failure
On a Dismal Failure, the caster
attracts all insects nearby. The effects
are the same as the cleric spell Insect
Plague-the caster takes 1 HP of
damage per round for the spell's
duration, and must make a
Concentration check at DC 15 to cast
any spells. Large or Giant Vermin
nearby may attack the caster with a
bonus of +1 to hit. On an Illustrious
Success, the duration of the spell is
doubled.

The Vulgar Interruption


Courtier's Cantrip
Enchantment [Mind-Affecting]
Level: Sor/Wiz 0
Casting Time: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft. /2 levels)
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
Function: Causes target to
immediately and intensely feel the call
of nature, which must be answered
without delay, if not sooner, and for a
prolonged period. The victim is likely
to get up from their seat at a dinner
table, for example, and be gone at
least 5 minutes even if the nearest
privy is in the adjacent room.
Cugel suffers a Vulgar Interruption

22
Arcane Spells
These are the real wizardly spells.
Within this chapter are the space warping
syllables, esoteric formulae, and complex
gestures that invoke arcane power in
manners vanishingly subtle or brutally
forceful, often to the dismay of anyone
who has annoyed the caster in any way.
Wizards, though powerful, are a dime a
dozen in a D20 setting, but a true magician
is nothing to trifle with in the Dying Earth.
Many of the spells in this section are
"thinking magician's spells," which require
perhaps more subtlety of application and
cunning in their use than many players
might be used to. Some, however, are
simply harsh invocations of raw power,
and a few may even be more cogent than
the mightiest spells in the better known
repertoires of D20.
Rangers, druids and bards don't exist as
player characters in the Dying Earth, but
many of the spells listed here would be
suitable for character classes other than
wizards in D20, and so they are listed as
suitable for use by any of those classes as
well as being arcane spells. If you wish to
include these spells in your campaign for
non-arcane spellcasters, you can either add
all of the spells to the normal repertoire,
or alternately make all or some of them
into special cases which are not normally
available to all in the class, but rather must
be taught to a given caster by some special 'This is the barest
mentor or teacher. minimum. First you are
swathed head to foot in the
intestines of fresh-killed owls, then
immersed in a warm bath containing a
number of secret organic substances. I
must, of course, char the small toe of your
left foot, and dilate your nose sufficiently to
admit an explorer beetle, that he may study
the conduits leading to and from your
sensorial. But let us return to my
divinatory, that we may commence the
process in good time."
…from The Eyes of the
Overworld
23
Arcane Spells

The Agonizing Immolation sulfur, which must be kneaded together and dried into
Evocation [Fire] a powder.The completed dust is flung at the intended
Level: Drd 3, Sor/Wiz 3 victim during casting.
Components: V, S, M Success and Failure
Casting Time: 1 action On a Dismal Failure, there is no effect on the target
Range: Close (25 ft. + 5 ft./2 levels) and the caster is momentarily blinded (for one round)
Target: One Creature by a puff of acrid sulfuric smoke. On an Illustrious
Duration: One round/level (caster must maintain Success, the range is doubled.
concentration)
Saving Throw: Reflex half
Spell Resistance: Yes The Amatory Bounty
This is an offensive spell, both in utility and Conjuration (Summoning)
perception. On activation, this magic causes lines of Level: Sor/Wiz 3
flame to swirl about the living target, quickly burning Components: V, S, M
through clothing and setting flesh alight. The effect of Casting Time: 1 full round
these flames is as if the target's body was 60% Range: Close (25 ft. + 5 ft./2 levels)
exposed to the flames, but with the first round being Effect: One summoned creature with erotic appeal
the burning of clothes or armor (if applicable). Duration: 12 hours
DMs may permit lively and sensible Saving Throw: None
countermeasures to alleviate some of the potential Spell Resistance: No
damage, but the highly mobile flames are almost This is considered by some to be the erotic
impossible to utterly douse other than through companion spell to behemoth's bounty, summoning a
complete immersion in water. The one sure way to be beautiful playmate of the appropriate sex. This
certain that the flames will go out if the target creature spends the night with the caster (or any of
manages to flee past the spell's (relatively short) range her friends). Each time the spell is cast, the
or if the caster's concentration is broken. Once the summoned creature is different. Some texts tell the
flames have burned through any clothes (in one story of a magician who fell in love with one of the
round), they continue to damage the target for one creatures he had summoned, and spent his days
round per caster level, causing 1d6 damage per two attempting to summon the creature once more, or
and a half caster levels each round after the first-i.e., create a simulacrum in his vats, leading to his slow
3d6 per round at 5th level, 4d6 per round at 7th level, decline.
and a maximum of 5d6 per round at 9th level or
higher.
Clothing, as well as padded or leather armor, is
destroyed by this spell in the first round. Magical The Amatory Bounty Dismal Failure Chart
clothing or armor is entitled to a saving throw.
Victims wearing metal armor are affected as by the Roll D8:
2nd level druid spell heat metal (Player’s HandBook; 1 A vicious half-man (Orc, Hobgoblin, or Gnoll)
Chapter 11: Spells) -i.e., they take no damage the 1st who is otherwise suitable.
round (warm), 1d4 the second (hot), and 2d4 the 2 A scold who spends the night haranguing the
third (searing) and thereafter. summoner about their many failings.
This spell is believed to have been invented, or at 3 A person of unsuitable gender, or of no gender.
the very least rediscovered, by the infamous red- 4 A very large or very small paramour.
haired witches of the cobalt mountains, and is in fact 5 A creature whose preferences were at odds with
one of the more infamous examples of their those of the caster.
notorious "fire magic." As such, it is the only known 6 A local grandee's catamite or concubine.
case of their incendiary magic becoming available 7 A female Ogre mage in human form who attempts
outside of their secret covens.
to devour the caster at an importune moment.
The material component for the agonizing
8 A Succubus or Incubus.
immolation is a small dollop of tar and a pinch of

24
Success and Failure hydrated item is readily distinguishable from its pre-
On an Illustrious Success several appropriate partners magical self, at least to gourmets.
arrive. On a Dismal Failure, the caster instead Living creatures can be kept in a kind of suspended
summons a highly unsuitable partner. According to animation through this method almost indefinitely.
Turgubut's Fatal Statistics, miscasting has had variable Foodstuffs and other materials dehydrated by this
results (see box). spell will similarly last for years, especially if kept in a
cool, dry place.
Living creatures that have been dehydrated may
Amberlin's Discontinuity Determiner make a Fortitude save (DC 25) upon rehydration. If
(Diabolist's Spell) they make their save, they recover normally, though
Divination they will be in a state of exhaustion (Dungeon
Level: Sor/Wiz 3 Master’s Guide; Chapter 3: Running the Game) and
Components: S will require rest. If they fail, they suffer 2d6 damage if
Casting Time: 1 action they are Small or smaller, 4d6 if they are Medium
Range: Long (400 ft. + 40 ft./level) sized, or 6d6 damage if they are Large sized.
Duration: 1 round/level Rehydration into slightly more than room
Saving Throw: None temperature sea water reduces the Fort save DC by 5
Spell Resistance: No points, and adding one potion of healing to the
This spell reveals to the caster the whereabouts of rehydrating liquid per size category of the creature to
any dimensional instability, such as rifts between be revived reduces the DC by an additional 5 points.
dimensions, portals to and between subworlds, and The material focus is an aquamarine rod worth at
other magical gates. These become visible through an least 5,000 gp.
unpleasant blue-green haze that forms around them Success and Failure
for the duration of the spell. On a Dismal Failure, the spell fails and the material
Success and Failure focus shatters. On an Illustrious Success, the target
On a Dismal Failure, the spell indicates such a rift saves at -4.
where none is present. On an Illustrious Success, the
range of the spell is doubled.
Archemand's Unlikely Self-Restraint
Abjuration
Level: Sor/Wiz 2
Angwantibo's First Chilling Preservation Components: V, S
Transmutation Casting Time: 1 action
Level: Sor/Wiz 6 Range: 60 ft.
Components: V, S, MF Target: One person or creature
Casting Time: 1 action Duration: 1 round + 1 round per level
Range: Close (25 ft.+ 5 ft. per 2 levels) Saving Throw: Reflex negates
Target: One creature Spell Resistance: No
Duration: Instantaneous Should you wish to halt, restrain, or embarrass a
Saving Throw: Reflex negates target that is nearby, it can often be singularly
Spell Resistance: No (see below) effective to subdue them with their own
This charm freeze-dries its target, which can be accouterments. This spell causes the target's own
anything up to the size of a Ogre (L) in volume. The clothes and other appurtenances to tangle them
spell is only useful against things with some water swiftly in the most effective way possible, through the
content. Most Elementals, undead, and non - use of a momentary and highly localized whirlwind
corporeal creatures are unaffected. Creatures or effect. If the target makes a Reflex saving throw they
foodstuffs whose physiology is water-based (like are assumed to have "shaken off" the effect of the
humans) are instantly dehydrated and can be later spell-they are not restrained in any way, and neither
reconstituted by immersion in warm liquid. The re- they nor their clothing suffers any damage.

25
Arcane Spells

If the target fails its Reflex saving throw, the impropritous tongue, the verbal accomplishment aids
individual's clothes turn against him. Trousers or hose conversational persuasions with a magical flourish.
are yanked to the ankles by unseen forces. Hats are The target need never even know that magic was
pulled rudely and forcefully down, obscuring vision involved, as the caster merely expresses their
(and often ripping the article in question). Jerkins and argument with a debonair and convincing fluency.
other items with arms expand and contract abruptly The spell's result is simply to increase the efficiency
to the greatest extent of their natural elasticity (as well of any single Bluff, Intimidate, or Diplomacy attempt
as twisting to the side), trapping the victim's arms. by granting a +4 to the caster's die roll.
The target is thereafter considered entangled. Success and failure
Other effects depend on the nature of the A Dismal Failure gives your opponent a Sense Motive
target's attire. If the victim is wearing armor, he may roll at +4. An Illustrious Success increases the bonus
suffer damage on the first round of the entanglement to +6.
only. Anyone affected by the spell while wearing light
or medium armor suffers 1 hit point of damage,
while anyone wearing heavy armor (such as plate or Arnhoult's Sequestrous Digitalia
field plate armor) suffers 1d4 points of damage. After Transmutation [Teleportation]
one round, the victim may attempt to break free. Level: Sorcerer/Wizard 3
Escape requires either a successful Strength (DC 15 Components: V, S
for normal clothes, 20 for leather armor, 25 for metal Casting Time: 1 action
armor) or Escape Artist (DC 15) check. Range: Personal
Note: Circumventing the effects of this spell Effect: 25 ft.area
through a Strength check causes the clothing and/or Target: Your hand
armor to be damaged (and for the armor to be Duration: 1 minute per level
considered unusable until repaired). Beasts, vermin, Saving Throw: None
animals and creatures not wearing any form of Spell Resistance: No
artificial clothing are unaffected by this spell. Favored by avaricious magicians everywhere, this
Success and Failure simple but useful spell creates a small warp in space
On a Dismal Failure there is no effect. On an through which the caster can thrust his or her hand.
Illustrious Success the duration is doubled. The warp can appear at any location within the spell's
range. The caster's hand appears to vanish from the
end of her arm and reappear some distance away. The
The Arrant Verbal Accomplishment ensorcelled hand remains fully functional, and can be
Enchantment (Compulsion) made to rove about the target area in a manner
[Mind-Affecting, Language Dependent] similar to the mage hand or spectral hand spells, with a
Level: Bard 0, Sor/Wiz 1 distance restriction of 15 feet from the point of the
Components: V warp.
Casting Time: 1 Action The warp itself is approximately six inches in
Range: Close (25 ft. + 5 ft./2 levels) diameter, and the caster can pull anything through
Target: One living creature that can be held in one hand and fits through the
Duration: Instantaneous hole. Because the warp is invisible, this spell permits
Saving Throw: Will negates subtle thefts (+2 to pickpocket attempts). Other
Spell Resistance: Yes surreptitious activities, such as putting poison or
Weakest in the family of spells which include drugs in someone's food or drink, are also possible.
incontestable pedantry, suggestion, mass suggestion, and to a For the spell's duration, the caster can also move the
lesser degree, the impropritous tongue and others, this warp anywhere within range, though if at any time
subtle but useful spell can be very effective under the hand reaches a distance of more than 25 feet
trying circumstances where a lower level wizard is from the caster, the spell is negated, and the caster's
confronted by obstinate servitors, pushy officials, or hand is harmlessly returned.
nosy inquisitors. A much more subtle spell than the Unless the caster does something to draw
attention to it, the caster's hand is fairly hard to notice

26
(Spot checks must be announced and are at -4). If the Success and Failure
hand is spotted, it can be attacked, though the caster On a Dismal Failure, the hand returns to the caster's
can retract it through the warp as a free action. arm upside down, causing a -4 on all Dexterity related
Putting one's hand through the warp drains much of skill checks and attack rolls with any weapon requiring
its strength and leverage. As a result, the hand is too the use of the hand in question, until this condition is
weak to wield a weapon, cannot be used to Grapple, corrected with a dispel magic or restoration spell. On an
and cannot be used to flank a target. For purposes of Illustrious Success, the hand comes through the warp
combat, the hand is AC 12 (tiny object)+the casters with sufficient strength to attack, making Grappling
Dex bonus if any, and the caster can take a maximum possible, attack with small weapons such as a dagger,
of half of their total hit points in damage to their and allowing flanking.
hand (if their hand receives half or more of their
total hit points in damage, it has been destroyed and
can only be restored through a heal or restoration spell, Behemoth's Bounty
3
or regeneration effect as from a ring of regeneration). Conjuration (Creation)
During the duration of this spell, Touch spells Level: Sor/Wiz 4
can be cast through the hand in exactly the same Components: V, S
manner as with the second level arcane spell spectral Casting Time: 5 minutes
hand. By virtue of the spell's careful design, if it is Range: Close (25 ft + 5ft/2 levels)
magically dispelled the warp vanishes and the caster's Effect: Food and water created sufficient to sustain a
hand remains unharmed on her wrist. dozen hungry people for one day
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
This is essentially the wizard's equivalent of the
3rd level cleric spell create food and water, and is similar
in most practical respects, though perhaps somewhat
more extravagant as befits the needs and style of the
typical wizard or (more rarely) sorcerer. Beloved by
gourmands and hungry travelers as well as wizards,
behemoth's bounty creates an enormous feast. Complete
with plates more than two feet across and bowls that
hold almost a gallon, the feast created by this spell
will easily feed more than a dozen hungry people.
The quality of the food is good but not
exceptional. Though the menu is different every time
the spell is cast, the results usually consist of simple
fare like plates of sliced roast meat, boiled grain,
hearty roots or tubers, a prodigious quantity of soup
and gravy or sauce, as well as beer, watered wine,
cider or fruit juice. For unknown reasons the bounty
always appears piled high on platters fit for giants 10
feet tall. Some magicians speculate that this spell was
originally created by an extinct subspecies of
humanity that achieved gigantic proportions.
Success and Failure
On a Dismal Failure, the food appears and seems
normal but is tainted and will cause everyone who
eats it to become sick. Anyone who has eaten the
food will be considered nauseated (Dungeon Master’s
Guide; Chapter 3: Running the Game) for 1d6

27
Arcane Spells

inches or less and weighing 2 ounces or


less. The material component is the
original item to be copied. For the
duration of the spell, the duplicates are
substantial, solid, and durable, although
they do radiate magic. When the spell
wears off, all duplicates vanish.
It is due to this spell that many
innkeepers and shopkeepers in larger
urban areas, who lack the ability to detect
magic, insist on holding any obvious
wizard's money or valuables for 24 hours
before concluding many business
transactions. Any payment or gift made in
multiples of 12 is especially suspect.
This spell, also known as Brassnose's
dozen fibs and Brassman's twelvefold fraud, is
the source of the common epithet "as
Eating well of the Behemoth’s Bounty good as wizard's money."
Success and Failure
rounds. On an Illustrious Success, the food has a On a Dismal Failure, the item to be copied is
magical healing effect, and can heal 1d8 of damage to destroyed (living creatures instead receive 1d8
anyone who eats it. damage, as well as1d4 temporary Strength damage for
the duration of the spell). On an Illustrious Success,
the duration of the spell changes to one week.

Brassnose's Twelvefold Bounty


Conjuration (Creation) Calanctus' Instant Dispulsion
Level: Sor/Wiz 2 Abjuration
Components: V, S, M Level: Sor/Wiz 2
Casting Time: 1 turn Components: V, S
Range: Touch Casting Time: 1 action
Target: Unattended nonmagical object or animal of Range: Close (25 ft. + 5 ft./2 levels)
no more than 2" diameter and 2 ounces in weight Target or Area: One ongoing spell effect
Duration: 1 day Duration: Instantaneous
Saving Throw: None Saving Throw: None
Spell Resistance: No Spell Resistance: No
A favorite with paupers and confidence tricksters An earlier, simpler, and somewhat less potent
everywhere, and a general bane to the reputation of precursor to the better known arcane spells dispel magic
honest wizards, this simple and common spell makes and greater dispel magic, Calanctus' elegant original is
eleven copies of any item that can be held still quite useful especially to lower level wizards. Like
comfortably in one hand. Coins, vials of liquid, small dispel magic, Calanctus' dispulsion allows the caster to
exotic pets - the only limitation is that they be of make a dispel check against an ongoing spell at
Diminutive size or smaller and that the spell cannot 1d20+1 per caster level against a DC of 11+ the
duplicate enchantments on items. It can duplicate spell's caster level.
their appearance, but none of the created items have Unlike dispel magic, the maximum bonus on the
magical (or holy) power. This spell cannot duplicate dispel check is +5, limiting its effective use to spells
poison or acid. cast by lower level casters, and it may only be used
Unlike minor or major creation, the twelvefold bounty against a single spell. Calanctus' dispulsion cannot be
cannot duplicate large objects, only those of 2 square used as an area spell or as a counterspell in the same

28
manner that dispel magic and greater dispel magic can. As Call to the Ominous Enthusiast
with dispel magic, a dispelled spell ends as if its Conjuration (Summoning)
duration had expired. Level: Sor/Wiz 3
Success and Failure Components: V, S, M
On a Dismal Failure, the spell misfires, creating a loud Casting Time: 1 action
groaning sound. On an Illustrious Success, the caster Range: Close (25 ft. + 5 ft./ level)
gets a +1 bonus to her dispel check. Effect: One summoned creature
Duration: 1 minute/level (D)
Saving Throw: None
Calanctus' Substantive Warden Spell Resistance: No
Abjuration This spell summons an irascible extra-planar
Level: Sor/Wiz 4 entity known as the Frovirn, which is then obligated
Components: V, S, M to perform an action for the caster. This activity will
Casting Time: 1 minute be equivalent to a single ability check. The task
Range: Personal required of it must be equivalent to one of the skills
Duration: 1 hour per level, until triggered. listed in the Player’s HandBook, Chapter 4: Skills, but
Saving Throw: (see below) it will not use any skill requiring conversation or
Spell Resistance: No direct interaction with other players, monsters, or
The magician may cast this spell about himself NPCs, such as Bluff, Diplomacy, Intimidate or Sense
whenever he sees fit. The effect is similar to dispel Motive.
magic or greater dispel magic when cast as a counterspell, Upon being summoned, the Frovirn will
except that Calanctus' substantive warden can only be cast grouchily await orders and then immediately
preventatively, and is triggered automatically. Once undertake whatever task is demanded of it with crisp
cast, the spell remains dormant until the duration alacrity if not good grace. If masterwork tools are
expires, or it is activated through the application of provided, it can make use of them to further improve
undesired (and possibly unobserved) magic upon the its chances of success, and it can and will take 10 if
magician's person. necessary (and time permits). While it works, the
Its effect is simple and yet profound, reacting to creature will occasionally glare at the caster and make
the first spell to strike at the magician. When anyone derisive comments about the ease of the task at hand,
casts a spell against a warded magician, the warden is or grumble darkly about payback to come soon after
activated, and the caster can instantly make a dispel (they often mention eating liver with fava beans and
check against the spell at 1d20+1 per caster level washing it down with a nice dry Chianti).
against a DC of 11+ the spell's caster level, to a After performing its task and announcing the
maximum of +10. The originator of the magic in successful completion thereof, or upon the end of the
question always becomes instantly clear to the target duration of the spell (whichever comes first), the
magician, unless he is unconscious or otherwise Frovirn immediately attempts to attack the caster and
unaware of his surroundings. eat his or her liver. It cannot be dissuaded from this
The material component is a pearl worth at least attack, though it can be kept at bay by a magic circle
500 gp, which is crushed to powder mixed with wine against chaos spell, and once it has attacked for 6
and imbibed by the caster. rounds, or receives 10 hit points or more of damage,
Success and Failure it will gate out back to its unknown home of origin.
On a Dismal Failure, the neutralization produces The Frovirn has ability scores of 18 in all
intense heat as well, burning the caster and his categories (+4 ability mod for all skills) and a rank of
clothing. On an Illustrious Success, the neutralization 12 in all skills. Total skill bonus for any skill check is
involves the production of a pleasant chime, audible 16. For purposes of combat, it fights almost exactly
only to the target, which will awaken him if he is as a Quasit, except that it is larger and has the
asleep. elevated ability scores. If anyone who is standing
nearby is armed when the Frovirn has completed its
task, it will attempt to use its pickpocket skill (16) to
snatch any available weapon which is sheathed or

29
Arcane Spells

otherwise not in hand, which it can do as a free


action. It is proficient with all martial weapons but
prefers daggers, short swords, rapiers, scimitars, and
hand axes.
In appearance the Frovirn resembles an oversized
Imp with blue skin and a ferocious set of snaggled
shark's teeth. Unfortunately, due to the nature of the
spell, neither the caster nor their companions receive
any experience points for slaying or driving off a
Frovirn which was summoned by this spell, and none
have ever been encountered any other way. They
never reveal the location of their home plane under
any circumstances.
The material component for casting this spell is a
candle made from badger-tallow, dyed sapphire blue
(the dye is expensive and the candle costs 15 gp to
prepare), which must remain lit for the duration of
the spell. Extinguishing the candle after the Frovirn
has completed its task does not banish the Frovirn
back to its home plane.
Success and Failure
On a Dismal Failure, there is a 1 in 6 chance that a
monster Frovirn of 6 HD appears and immediately
attacks without performing any task. Even if the
monstrous Frovirn does not appear, the one that does
will be unusually irascible, racing so hard to complete
its task that the success roll is at -2. On an Illustrious
Success, the Frovirn departs after only making a few
threats, and does not attack.

Frovirn
Small Outsider (Chaotic Neutral) Cardiner's Directional Confusion
Hit Dice: 3d8+12 (25hp) Enchantment [Mind-Affecting]
Initiative: +4 (Dex) Level: Druid 0, Sor/Wiz 1
Speed: 20', fly 50' (perfect) Components: V, S
AC: 18 (+1 size, +4 Dex, +3 natural) Casting Time: 1 action
Attacks: 2 claws +9 melee (or by weapon +8), bite Range: Long (400 ft. + 40 ft./level)
+4 melee Area: 20 ft. diameter circle
Damage: 1-4 claws (or by weapon +4), 1-6+4 bite Target: 1 creature per level
Special Attacks: Poison (claws) Dex 1-4/Dex 2-8, Duration: Instantaneous
invisibility 1/day Saving Throw: Will negates (see below)
Special Qualities: Damage reduction 5, SR 5, Spell Resistance: Yes
poison immunity, fire resistance 20, regenerate 2 While roaming about the countryside, the
Saves: Fort +7, Ref +7, Will +7 notorious prankster, vagabond and itinerant spell
Abilities: Str 18, Dex 18, Con 18, Int 18, Wis 18, dabbler Cardiner often found himself inconvenienced
Cha 18 by pursuit-brigands eager to steal his goods; hysterical
Skills: (All skills @ 12) mobs of peasants outraged by some prank;
Feats: Martial Weapon proficiency overzealous thief takers seeking retribution over the
Challenge Rating: 3 (see text) accidental misplacement of some minor item or
Alignment: Chaotic Neutral other; and so on. All were eager to meet up with

30
Cardiner on the road, while he himself sought merely on all Listen, Search, Sense Motive, and Spot checks.
to put all unpleasant memories and associations If the target goes without sleep through the night,
behind him, so to speak. When in situations of this they must incur further penalties.
sort, Cardiner often found this simple little charm of After the first 24-hour period without at least 8
his own invention to be an elegant alternative to hours of sleep, the target must make a Fort save (DC
direct confrontation. 15) each day or become Fatigued, suffering a -2 to
When the spell is cast, all creatures in the area of Strength and Dexterity. After going 48 hours without
effect must make a Will save at -4 or gradually change sleep, the target automatically becomes Exhausted.
direction randomly by 90 degrees over the period of Exhausted targets move at half normal speed, and
three rounds, without realizing they have done so. suffer an effective penalty of -6 to Strength and
Targets with the Track feat may add their Survival Dexterity. A target may recover from an Exhausted
skill ranks as a bonus to their saving throw. state by sleeping for one hour, at which point they are
Success and Failure considered Fatigued. A Fatigued individual may
On a Dismal Failure, the targets suddenly become recover after 8 hours of complete, uninterrupted rest.
aware of the caster's position. On an Illustrious Targets suffering from sleep deprivation also become
Success, the targets change direction in one round more and more irascible, paranoid, and jumpy. None
rather than three. of these effects of course pertain to creatures that do
not require sleep. See the Dungeon Master’s Guide,

Cardiner's Persistent Harassment
Conjuration (Summoning)
Level: Wiz 2
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 day per level
Saving Throw: Will negates (see below)
Spell Resistance: Yes
Many people believe that persistence is the key to
success in most endeavors, and the petty magician
and inveterate prankster Cardiner was a firm believer
in this doctrine-in certain circumstances. Specifically,
when the goal was to pester an individual to the point
of unnerving them or even driving them insane (or
nearly so), he believed that persistence was of the
most critical importance. Assuming this to be the
case, what is more insidiously persistent than a Devil?
The considerable effort required to persecute
someone to the very verge of madness is not
something which one normally undertakes for mere
amusement, no matter how entertaining such events
might seem to even as notoriously mischievous an
individual as Cardiner. Indeed, the imaginative
magician can find numerous practical applications for
this spell, which has an ongoing effect of distraction
and ultimately debilitation upon the victim.
Each day this spell is in effect, the target suffers
the attentions of an Imp, forcing him to make a Will
save once per day. Each time the Will save is failed,
the target incurs a cumulative -1 distraction penalty
A lady under attack by Cardiner's Persistent Harassment
31
Arcane Spells

Chapter 3: Running the Game, for the description of lethal trap or magical ambush for the Imp. Though
the Fatigued and Exhausted conditions. clever, Imps are overly curious and frequently
When casting this spell, the caster must first insufficiently cautious, and though very sturdy and
create a magic circle with powdered silver, and then immune to many forms of attack, they are small and
perform the incantations over a period of 1 hour. An have relatively few hit points. A very powerful trap or
Imp is then summoned within the circle, and bound magic attack (especially involving electricity or some
by the spell. The specific constraints under which the other magical force to which they have no immunity)
Imp must act are "hard wired" in the spell and cannot can often destroy them in one fell swoop. If the Imp
be altered or augmented. summoned by this spell is destroyed, a competent
Once summoned, the Imp will be under a wizard can usually determine (Knowledge Arcana DC
compulsion to harass and torment the target for a 15) who the caster of the spell was by conducting an
period of one day for each level of the caster, while autopsy of the Imp's body.
seeking to prevent its true nature or identity from The material components are one pound of
becoming apparent to the spell's target. The creature powdered silver (for the magic circle), a clip of hair or
will not directly attack the target, and will not fight toenails or an article of clothing from the intended
unless cornered. victim, and a live animal of at least ½ Hit Dice as a
To conceal its true nature, the Imp will therefore (sacrificial) reward for the Imp each night as it arrives
manifest itself as a raven and/or a large rat, and its to report on the day's activities.
harassment of the subject will be as subtle as Success and Failure
possible, often merely making some repetitive noise On a Dismal Failure, there is a 1 in 6 chance that the
that only the target can hear or appearing within the Imp has escaped and will attack the caster. On an
subject's vision and then vanishing (turning invisible) Illustrious Success, the duration of the spell is
when the attention of others is called to its existence. doubled.
The Imp may also nip at, drop dung upon; defile,
destroy or steal the food or belongings of; or
otherwise actively harass the target according to the Charm of Untiring Legs
DM's discretion. Transmutation
The obnoxious creature will invariably attempt to Level: Sor/Wiz 2
prevent the target from sleeping if at all possible. The Components: V, S, M
Imp will not engage the target in combat unless it is Casting Time: 1 action
cornered, and once injured it will turn invisible and Range: Touch
flee. Between its invisibility and damage resistance, it Target: Creature Touched
is fairly safe from attack by most low-level mortals. Duration: 1 hour/level
The Imp is very cunning and resourceful and will Saving Throw: Will negates (harmless)
make full use of its every ability to torment the target Spell Resistance: Yes (harmless)
to the very brink of madness.
Should an individual become aware that this spell "'What a thought! Cugel will not care to be visited
has been cast upon them, the best way to circumvent with a spell customarily reserved for our wheriots! Such
the curse is to either prepare powerful spells to blast a spell does not accord with his dignity.' 'I give dignity
the Imp on sight or to set magical or mechanical second place to expedience,' said Cugel."
traps. The victim should be warned that either
approach can be dangerous. If the Imp realizes that it …from Cugel's Saga
has been "made," so to speak, it will use its commune Also known as the spell of the tireless legs, and the
ability to attempt to determine which spell of untiring legs.
countermeasures, if any, the victim is intending to As long as the target of this charm continues to
use. One of the creature's favorite tricks is to run, jump, jog, walk, or swim, he will do so without
somehow arrange for an innocent to fall victim to tiring. The target could theoretically run for days on
retribution that was aimed at the Imp. end, given food and drink. The charm ends as soon
The key, therefore, is to feign ignorance of the as the target stops moving, whereupon he grows as
true nature of the situation while slyly arranging a tired as if he had just sprinted a hundred yards.

32
Effectively, this allows the target to run for up to elemental source, including cold or heat; the ability to
8 hours at a time, and/or hustle continuously, with breathe normally (or more specifically, the ability to
consequent increase in overland movement rates (see function normally without breathing) in any
Player’s HandBook; Chapter 9: Adventuring). As soon environment (as per the 3rd level spell water breathing);
as the target stops running or hustling for any reason, and the lack of any requirement for nourishment for
the spell ends. the full duration of the spell. (Core spell, cast by
The material component of this spell is a pinch Mazirian)
of mule dung. Success and Failure
Success and Failure On a Dismal Failure, the caster begins to choke,
On a Dismal Failure, the target instantly becomes gagging, and must be rescued by another person
exhausted (3.0 DMG p. 84, 3.5 DMG P. 300) and (Health skill check, DC 10). On an Illustrious Success,
must rest before moving on. On an Illustrious the duration is 1 day/level.
Success, the target gains +10 ft. to their base move
rate for the duration of the spell.
Clambard's Remote Utterance
Enchantment [Mind-Affecting]
Charm of Untiring Nourishment Level: Druid 0, Sor/Wiz 1
Abjuration Components: V, S
Level: Sor/Wiz 4 Casting Time: 1 action
Components: V, S Range: Long (400 ft. + 40 ft./levels)
Casting Time: 1 action Area: 20 ft. diameter circle
Range: Touch Target: 1 creature capable of speech
Target: Creature Touched Duration: 1 round per level
Duration: 2 hours /level (D) Saving Throw: Will negates (see below)
Saving Throw: None Spell Resistance: Yes
Spell Resistance: No This spell enables the caster to completely control
the vocal cords of any creature physically capable of
"…I could not die with the spell of Untiring speech within the spell's range. Should this happen to
Nourishment upon me…" a PC, then the DM or the player whose character cast
the spell should provide the lines for her victim to
…from Rhialto the Marvelous
read out aloud. The victim may cover his mouth,
This spell provides for all the target's physical immerse his face in water, or attempt other means to
needs for at least the next full day. While under this prevent speaking, but even with his lips tightly shut
spell, the target will never know hunger or thirst, nor the voice will still come out. Only a silence spell or
even need to breathe-anyone subjected to this spell other magic will eliminate the sound.
can theoretically exist in a vacuum, deep under the Note that the victim need not know the caster's
sea, in poisonous gas, or in other deadly language to speak in his voice. Similarly, the caster
environments. does not gain the ability to speak in the target's
This spell also protects the caster from natural language. All he can do is transfer his own voice to
extremes of heat and cold, and from heat stroke, the target's vocal cords.
sunburn, and frostbite. However, extraordinarily hot Success and Failure
or cold temperatures, such as those created by fires, This spell does not always work well. The folio that
magical attacks, or molten lava, can still harm the includes the only extant copy has suffered some water
target. Though users can survive in the vacuum of damage and, when any kind of Failure is indicated,
space, they would rapidly freeze solid in the far edges the spell affects the caster and everyone within fifteen
of the solar system, and would roast near the sun. feet. The caster and any close associates will start
Food or drink consumed while under this spell is speaking through each other's mouths. On an
utterly tasteless and unappetizing. Illustrious Success, the spell lasts for one extra round.
The practical effects of this spell include a
Damage Reduction of 8 points from any non-magical

33
Arcane Spells

Conjuration of the Four Cardinal Guides Curse of the Undignified Ancestor


Conjuration (Summoning) Transmutation
Level: Sor/Wiz 1, Druid 1 Level: Bard 2, Druid 2, Wiz 3
Components: V, S Components: V, S, M
Casting Time: 1 full round Casting Time: 1 action
Range: (see below) Range: touch
Target: Four summoned creatures Target: One Creature
Duration: 1 day + 1 hour/level Duration: Permanent
Saving Throw: None Saving Throw: Will negates
Spell Resistance: No Spell Resistance: Yes
This is a potent divining spell favored by those This spell can be used as a terrible retribution or
exploring unfamiliar lands. When cast, this spell attack, regressing the human victim to a purported
locates four native creatures, each one day away from ancestral state. It is more commonly employed by
the caster and in a different compass direction (north, magicians to transform a sickly or weak retainer or
south, east, and west). Each beast will try to move in servitor into a more stalwart and robust physical state.
a straight line toward the spot where the spell was When the spell is cast, the target undergoes an
cast. So long as they are not significantly interfered atavistic reversion, becoming more and more hirsute,
with, each creature will reach the spot and stand in muscular, stooped, and generally ape-like over several
the direction they came from. agonizing moments. At this point they are entitled to
Creatures incapable of traveling through terrain a second Will saving throw. If they make their second
in their path will give up their attempt and be freed saving throw, they retain the bulk of their previous
from the spell after a brief attempt to bypass the personality, but still suffer a permanent -4 to
barrier. For example, a groundhog might attempt to Charisma (to a minimum of 3), while gaining a
burrow underneath a large rock wall blocking its permanent +4 bonus to Strength and a +1 to
journey, but a fish that came upon a mile-wide island Dexterity and Constitution. If they fail their second
would simply end its journey and return home. saving throw, they also suffer a -4 to Intelligence and
If the caster is still present, he may query the a -2 to Wisdom (to a minimum of 2 in each score).
animals about their journeys. Each animal will All the effects remain permanent until the curse
magically be able to speak to the caster and will relate is lifted by a remove curse, restoration, or dispel magic spell.
any and all details of their journey. The caster may The material component of this spell is a paste made
continue to question the animals about their travels of dried dates, a small dollop of which must be
for up to one hour. The caster may then command applied to the target's head.
the creatures to perform a service which can last no Success and Failure
longer than to the end of the day, after which the On a Dismal Failure, there is a 1 in 6 chance that the
creatures will all disperse quietly. The service cannot target actually becomes a Dire Ape (Monster Manual,
involve danger to the creatures, or go against their and see below), retaining no vestige of his former
nature. personality except for a burning hatred of the caster.
Success and Failure The DM must roll a d6; on a 1 the target has become
On a Dismal Failure, the spell summons 4 deodands, a Dire Ape. This effect will become immediately
orcs, or other horrid beasts of 1-4 hit dice that will obvious when the transformation process continues
attack the caster when they arrive at the casting to the point that the target becomes more than eight
location. On an Illustrious Success, the spell will feet tall and grows to a size of over one thousand
summon flying creatures who will always reach the pounds. Most mages instantly flee upon any sign of
casting location and can give a very accurate such growth in the spell's target.
description of a considerably larger area. On an Illustrious Success, the target undergoes the
normal partial transformation as per above, but gains
a +6 Strength bonus instead of a +4.

34
Success and Failure
Dire Ape On a Dismal Failure there is no effect, and there is a
Large Animal (Neutral) 1 in 6 chance that the target becomes enraged toward
Hit Dice: 5d8+10 (32hp) the caster, gaining a +1 on all attack rolls against him
Initiative: +2 (Dex) for the next 1d6 rounds. On an Illustrious Success,
Speed: 30', climb 15' the save is at -2.
AC: 15 (-1 size, +2 Dex, +4 natural)
Attacks: 2 claws +8 melee, bite +3 melee
Damage: 1-6+6 claws, 1-8+3 bite Dibarcas' Wondrous Reduction
Special Attacks: Rend 2d6+12 Transmutation
Special Qualities: Scent Level: Sor/Wiz 2
Saves: Fort +6, Ref +6, Will +5 Components: V, S
Abilities: Str 22, Dex 15, Con 14, Int 2, Wis 12, Casting Time: 1 Action
Cha 7 Range: Touch
Skills: Climb +14, Move Silently +9, Spot +9 Target: Creature Touched
Challenge Rating: 3 Duration: Up to 1 hour per level (caster's discretion)
Alignment: Neutral Saving Throw: Will negates (see below)
The preferred tactic of most Dire Apes is to grapple Spell Resistance: Yes
and then rend, focusing on one victim at a time This spell reduces one creature of up to Large
(concentrating on the caster first, then proceeding to size to between one-32nd and one-144th of its
colleagues or retainers). original size and mass (along with all clothing, armor,
weapons and personal equipment carried at the time
of casting) as specified by the caster at the time of
Curse of Unwitting Merriment casting. The reduced living costs and ability to
Enchantment (Compulsion) [Mind-Affecting] perform detailed work make being shrunk an
Level: Bard 3, Sor/Wiz 4 attractive option for many artisans, or at least their
Components: V, S employers. The spell is difficult to cast upon creatures
Casting Time: 1 Action that are unwilling to undergo the transformation, and
Range: Touch unwilling targets of the spell are entitled to a +4 on
Target: Creature Touched their saving throw.
Duration: 1 Hour per level The Strength of creatures shrunk to this size is
Saving Throw: Will negates considerably reduced according to the boxed table on
Spell Resistance: Yes the next page.
The more powerful precursor to Tasha's hideous At minimum, a six-foot Medium-sized creature
laughter, the entirety of this spell's effect is to strike would be reduced to two and a quarter inches in
the target with an uncontrollable mirth for a number height. Under the maximum effect of this spell, the
of hours equal to the spell's duration. The victim is same six-foot creature is reduced to one half inch in
entitled to a new saving throw each hour. Failure stature, while a ten-foot creature is shrunk to 0.83
means they suffer 1 point of temporary Constitution inches.
damage. If the victim reaches 0 Constitution, they There are benefits as well as drawbacks to being
have died. All activities conducted while under the reduced to this size. Creatures this small gain a +8 die
influence of the spell, including fighting, casting roll modifier for appropriate Craft and Profession
spells, walking, running, eating, or even speaking skill checks (for carving or painting intricate designs,
normally require a Concentration check at DC 15. for example, or working on complex and diminutive
Applications of this effect include the punishing clockwork)-however, keep in mind that they will not
of inattentive retainers, the exacting of revenge upon be able to work on more than one tiny object at a
rivals, and the wreaking of mischief by the time. Creatures of this size can much more easily hide
unprincipled. form normal sized creatures and are much harder to
hit (they are considered Fine sized and gain a +8 to
AC against normal-size creatures). Certain types of

35
Arcane Spells

trap detection, such as finding poison needles in to the 6th level cleric spell heal, Edan's thaumaturgic
locks, are also infinitely easier (+8 to die roll) to poultice instantly repairs damage and injury (up to 60
perform. hit points and 10 ability score points) caused by
On the other hand, considerable care must be wounds, poison, and disease, completely cures non-
taken to avoid accidents and exposure to what were magical diseases, and even restores limbs lost to
ordinarily considered harmless animals. A clumsy injury.
Medium-sized man stepping on a half inch creature Unfortunately, this spell cannot be cast upon
would cause 15d6 crushing damage (Reflex save DC underlings, allies, apprentices, or associates-it only
15 for half). Similarly, a mouse, a rat, a cat, a house affects the caster. It should also be noted that the
spider, a toad, a lizard, a centipede or a scorpion poultice does not cancel fatigue, aging, magical disease,
encountered while reduced to this size could be or death, though it will heal anything from a deadly
extremely dangerous indeed. When encountered by wound to a hangover.
individuals who have been shrunk to a half inch in The material component is a specially prepared
height, such creatures should be treated as Dire poultice made up of rare herbal ingredients costing at
animals or Giant to Huge vermin, and when fighting least 100 gp.
such creatures the Strength reduction of both parties Success and Failure
would be ignored. On a Dismal Failure, the spell causes 1d6 points of
Success and Failure damage. On an Illustrious Success, the spell works
On a Dismal Failure, there is a 1 in 6 chance that the without using up the expensive poultice.
caster is reduced instead of the spell's ostensible
target. On an Illustrious Success, the duration is
measured in days instead of hours. Edan's Thwart of the Unholy
(Diabolist's Spell)
Abjuration
Dibarcas' Wondrous Reduction Strength Table Level: Magic 6, Sor/Wiz 5
Components: V, S
Previous Strength Strength After Reduction Casting Time: 1 action
21+ 5 Range: Close (25 ft. + 5 ft./2 levels)
16-20 4 Target: One creature or person
12-15 3 Duration: Instantaneous
8-11 2 Saving Throw: Will negates (see below)
7 or less 1 Spell Resistance: Yes
Only good-aligned casters may cast this powerful
spell. This spell was invented for dealing with evil
arcane spellcasters. The caster must target one person
Edan's Thaumaturgic Poultice as a target, and it is intended that this person be a
Conjuration (Healing) wizard, cleric, or sorcerer of evil alignment. The spell
Level: Sor/Wiz 7 does not work against any creature with a lawful
Components: V, S, M good, chaotic good, or neutral good alignment. Evil
Casting Time: 1 hour aligned targets save at -1 because the potent nature of
Range: Personal the spell, and a further -1 (cumulative) penalty if they
Target: You are conjurers or necromancers. Neutral targets save at
Duration: Instantaneous +2.
Saving Throw: None If the target fails its saving throw, any and all
Spell Resistance: No spells currently held in their memory are lost as if
Great mages cannot always be forced to rely on they had already cast them. The spell is often used by
religious colleagues every time they suffer a hangnail, witch- takers to capture evil spellcasters alive.
or even a sword wound. Powerful magicians instead Success and Failure
use Edan's thaumaturgic poultice, a common though On a Dismal Failure whilst casting, the spell-user
formidable arcane charm of healing. Similar in effect simply loses this spell plus another (random) from

36
their own sensorium. (If no other spells are currently It is often the case that secrets must be entrusted
memorized, they lapse into deep confusion for three to individuals who are less than trustworthy. The
rounds). On an Illustrious Success, the target loses all enchantment of the stilled tongue helps to correct this
spells in their sensorium, and all enchantments about situation. When placed upon a minion, enemy, or
their person are dispelled or temporarily suspended. servitor, it prevents them from conveying any
information, in any way, on a specific topic described
by the caster. Attempting to do so will result in
Effective Vegetal Death extreme pain of various sorts, the exact effect being
Transmutation selected by the caster according to his whims, e.g.,
Level: Drd 3, Rngr 3, Sor/Wiz 4 "carbuncles shall erupt from beneath your skin" or "ribbons of
Components: V, S purple fire will race down you bones."
Casting Time: 1 Action The spell is not concerned about the means of
Range: 50 ft. communication; it penalizes the conveying of the
Area: 50 ft. circle around caster information. Whatever form the torment takes, it
Target: See text always causes 1d4 of temporary Constitution damage
Duration: Instantaneous each time the victim attempts to reveal the secret
Saving Throw: None (see below) information. The victim must make a Will saving
Spell Resistance: No (see below) throw for each attempt to utter three words or the
This powerful spell causes all the vegetation a equivalent, and each failure causes a additional 1d4 of
stone's toss around the caster to quickly fade and turn temporary Constitution damage.
into dust. This spell only affects living plants-dead The spell causes a permanent physical change in
wood, picked flowers, or items made from wood are the target's sensorium. This change can be undone by
not destroyed. Sentient plants and plant creatures are the application of the reverse of the spell, but only by
entitled to a saving throw; if they fail they take 1d6 the caster. At times, this spell (minus the penalizing
damage per caster's level (max 10d6). Daobado trees quatrains) may be cast by the mage on himself. This is
are strangely immune to the spell. This fact leads to often done so as to be sure he does not blurt out a
endless scholarly conjecture about the real nature of secret under torture, or just the influence of drink.
the Daobado. A mage might do this to prevent himself from
Success and Failure accidentally revealing the location of a hidden ally, for
On a Dismal Failure, the spell functions normally but example, or unwittingly speaking the pass-phrase to
the caster has gained the enmity of any sentient plant his manse after imbibing too much adelreen. The
- creatures within 10 miles. On an Illustrious Success, material component is a small silver pin that is driven
the range of the spell is doubled, but can be adjusted into the flesh of the mouth of the spell target, just
to any shorter range as desired by the caster before under their tongue. A very observant wizard
the effects take hold. conversant with this spell may notice this pin when
the subject is speaking, and take appropriate
countermeasures should they wish to find out more
information from them.
Enchantment of the Stilled Tongue Success and Failure
Enchantment (Compulsion) On a Dismal Failure, the target of the spell discovers
[Mind Affecting, Language-Dependent] after an hour or so that they feel so much better
Level: Bard 2, Sor/Wiz 3 when conveying the information that they tell
Components: V, M everyone they meet. On an Illustrious Success, the
Casting Time: 1 minute painful effects of trying to reveal the secret are
Range: Touch doubled.
Target: One living creature
Duration: Permanent (until dispelled by caster)
Saving Throw: Will negates
Spell Resistance: Yes

37
Arcane Spells

The Elegant Combatant


Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
With this spell, those magicians not content with
a passing skill in a personal weapon can have absolute
fluency in any combat item they pick up. Of course,
the nature of magic means that this above - average
competency does not last long, but the spell's
duration is usually long enough to dispatch that
annoying enemy. Even the most ponderous or
bumbling magician can grasp any fighting tool (even
those rarely recognized as such - for instance, a
simple garden hoe or iron fire poker) and exercise
confidant mastery of its every nuance. This mastery is
so obvious that many lesser opponents will quickly
look for the opportunity to flee.
In game terms, the change in demeanor
automatically grants the caster a +2 on any Intimidate
skill checks. The spell then grants temporary feats of
Weapon Proficiency, Weapon Focus, and Weapon
Specialization with any chosen weapon or item
capable of being used as a weapon; and furthermore,
if the caster wields a finesse weapon (dagger, short
sword, rapier, etc.) and has a higher Dexterity than
Strength, it also conveys the Feat Weapon Finesse for
the duration of the spell. Effectively, the caster
receives a +1 To Hit and +2 Damage with any
weapon, plus any possible Dexterity or Strength
bonus To Hit, regardless of whether the caster The Elegant Combatant gives a choice of weapons...
normally has the ability to use the weapon in
question. Enchantment of Youth Renewed
The spell works with any weapon, and always Necromancy
ends when the first opponent has been slain in melee Level: Wiz 9
combat. The material component is a potion of Components: V, S, M, MF
Heroism, which the caster must quaff during the Casting Time: 1 day
casting of the spell. This spell is especially effective Range: Personal
when cast in concert with the 6th level arcane spell Target: You
Tenser's transformation. Duration: Instantaneous
Success and Failure Saving Throw: None
On a Dismal Failure, the caster believes he is Spell Resistance: No
proficient with the weapon in question, but actually is This useful but difficult ritual is the most widely
not. On an Illustrious Success, the spell duration is known means to accomplish magical longevity.
doubled, and it does not end upon the death of the Because the secrets of life rank among the most
first of the caster's opponents. complex mysteries, this spell cannot actually create
youthfulness. Instead, it transfers youth to the caster

38
from a living being of mass equal to or greater than This magic calls forth a handful of glittering blue
the caster's own. This revitalizes the caster, leaving the shards that are thrown towards the target, and guide
other creature a dead and withered husk. Though themselves at the caster's volition to the limit of the
animals and monstrous humanoids work well as spell's range. On contact with a living target, these
"donors," some amoral magicians use youths or even shards cause 1d6 points of piercing damage (Reflex
children. These magicians claim human life grants save for half), ripping holes in unprotected flesh and
zest as well as youth, whereas an excess of (say) gnoll leathery hide alike. From 7 to 12 shards are generated
or bugbear infusion leads to a mordant temperament. (6 + 1d6) each time the spell is cast, and each shard
The enchantment of youth renewed effectively halves attacks as a missile weapon with +4 To Hit, and
the age of the caster with each casting, with regard to counts as a +4 weapon for purposes of damage
aging effects (Player’s HandBook, Chapter 6: reduction.
Description). The material component is a giant, All the shards must be thrown at the same target
perfect black pearl of at least ½ inch diameter, worth the instant the spell is cast (in a similar manner to the
at least 10,000 gold pieces, which is crushed and shuriken, see Player’s HandBook, Chapter 7:
mixed into a paste to be spread over the (shaved) Equipment ). They will dissipate if held longer than
scalps of both the victim and the caster in the one round. The shards generated by this spell have
process of casting the spell. The material focus is a the advantage of being semi-solid, semi-magical
masterwork alchemical lab. projectiles, and thus magical protections (such as the
Success and Failure spells shield and protection from missiles) do not resist
On a Dismal Failure, the spell fails and the caster ages them.
by 1d10 years. On an Illustrious Success, the caster's Success and Failure
youth is restored back to whatever he or she On a Dismal Failure, the spell misfires and the caster
considers the optimal age. is shrouded in an eerie blue light, similar in effect to
the spell faerie fire-all opponents are granted a +1 to
hit for one melee round. On an Illustrious Success,
the shards cause double damage (2d6).

The Excellent Prismatic Spray


Evocation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft., + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Casting the enchantment of youth too many times is dangerous Unlike the much better known, traditional spell
prismatic spray, which causes various types of magical
Evocation of Blue Havoc damage, the far more rare and sought after excellent
Evocation [Force] prismatic spray causes purely physical damage.
Level: Sor/Wiz 6 Alternating rays of hard prismatic light converge
Components: V, S upon the target, piercing, slashing, and crushing with
Casting Time: 1 action each impact. Few creatures can survive the effects of
Range: Medium (100 ft., + 10 ft./level) this spell. The excellent prismatic spray creates six fiery
Target: One creature rays: two piercing, two cutting (slashing), and two
Duration: Instantaneous bludgeoning. Each ray attacks as a ranged touch
Saving Throw: Reflex half attack as if it were a +5 weapon, with an overall
Spell Resistance: No

39
Arcane Spells

bonus of +10 to hit, and causes 30 points of damage Fey Pregnancy


if it hits (Reflex save for half damage). Conjuration/Summoning
This rare, extremely powerful spell is greatly Level: Druid 4, Sor/Wiz 4
feared by demons, devils, celestials, and other magical Components: V, S
creatures which have damage reduction, regeneration, Casting Time: 1 action (see below)
and a great deal of resistance to poison, fire, cold, Range: Close (25 ft. + 5 ft. /2 levels)
electricity and acid, and are therefore nearly immune Target: 1 female creature of less than 2HD and Less
to most other forms of magical attack (including the than 12 Int
more common version of prismatic spray which causes Duration: Instantaneous
magical damage). Wizards in possession of this spell Saving Throw: Fortitude negates
jealously guard it from others. Sorcerers capable of Spell Resistance: Yes
casting this spell are rare indeed, and greatly feared by Causes any female creature of less than 2 HD
all. and less than 12 Intelligence to become impregnated
Success and Failure by a capricious madling, if she can be induced to
On a Dismal Failure, the spell fails and the caster is ingest a rare, specially prepared soup. The madling is
dazzled (Dungeon Master’s Guide, Chapter 3: bound by the spell to cause the targeted creature to
Running the Game) for 1d4 rounds by multi-hued become impregnated in such a way that will not kill it,
lights. On an Illustrious Success, the targets must save but is under virtually no other constraint, and
at -2. therefore makes its choices based on its own
whimsical temperament. Thus, while the pregnancy
alone can cause great distress in certain cases, the
Felojun's Second Hypnotic Spell unusual nature of the birth is likely to generate
Enchantment (Compulsion) [Mind-Affecting] hysteria or worse.
Level: Sor/Wiz 5 The impregnated creature will undergo gestation
Components: V, S at 20 times the normal rate. Human women will give
Casting Time: 1 action birth in a little more than ten days, and will be
Range: Close (25ft. + 5 ft./2 levels noticeably pregnant in two or three. Farm animals
Target: All creatures within target area gestate even faster. The type of offspring has
Duration: 5 rounds plus 1 round/level (D) generally no relation to the race or even species of
Saving Throw: Will negates the mother. The DM can roll a D12 and consult the
Spell Resistance: Yes table below for specific type of offspring that will
appear upon delivery, or make up his own choices:
"So Mazirian chanted his last spell, the incantation of
paralysis, and the vampire grass grew lax and slid D12 Result
limply to the earth." 1 Dozen Adult Rats
2 Three little piglets
…from The Dying Earth
3 Wolf cub or Lynx cub
A more powerful and complete derivation of hold 4 Goblin bantling
person. 5 Kobold bantling
This potent charm (also known as Felojun's first 6 Giant Rat pup
hypnotic spell) will instantly paralyze all living targets 7 Adult (full grown) Goose
within range of the caster unless they make their 8 Dozen live Eels
saving throw. Anyone under the effect of the spell 9 Baby Human/Tiefling
cannot move except to breathe. The caster can tie up, 10 Adult Sprite (Pixie or Nixie)
kill, carry off, or strip-search their bodies without 11 Baby Satyr or Nymph
spoiling his concentration, if he moves without undue 12 Baby Centaur
haste.
Success and Failure There is only a 1 in 6 chance that any of these
On a Dismal Failure, the spell simply fails. On an creatures will survive the first week of life. Unless
Illustrious Success, the targets must save at -2. otherwise stated, all offspring are juvenile (though

40
larger and more developed than a typical infants) and merely through contact, or perhaps through
will have a strong affection for their "mother," inadvertently tasting their recipe. The DM secretly
whatever it may be, whom they will never harm or rolls 1d6 and if the result is a 1, the caster is pregnant
attack. Their natures will otherwise conform to the and the broth is otherwise useless. If the caster is
norm for their type, however, and they may not be male, this means imminent death within less than 10
friendly to others of their mother's species. It is in days unless the pregnancy can be nullified with a
fact likely that they may be hostile toward others of restoration spell or other similar means. On an
the mother's species, including the caster if applicable. Illustrious Success, the impregnated creature has 2d4
The creatures will grow to adulthood at the same of whatever type of offspring was indicated, or
20/1 rate (human tieflings will reach adulthood in less alternately the DM may pick still stranger creatures or
than a year; kobolds, satyrs, nymphs or goblins in even inanimate objects as offspring.
three months) and are of abnormal mental and
physical capacity (+2 on all ability score die rolls
where applicable). Fiade's Charming Distraction
Casting: This unusual spell requires finding a Illusion [Mind-Affecting]
mandrake root growing under the body of a hanged Level: Druid 0, Sor/Wiz 1
criminal, using said root to create a soup, and feeding Components: V, S
the soup (or some tiny portion-a drop will do) by Casting Time: 1 action
some surreptitious means to the intended victim. Range: Close (25ft. + 5 ft./2 levels
Each time the caster digs in such a spot, there is a 1 Target: Three live animals
in 6 chance of finding mandrake roots. Only Duration: 5 rounds plus 1 round/level (D)
mandrakes found in this manner will cause this spell Saving Throw: Will negates (see below)
to work-roots purchased from a dealer in spell Spell Resistance: Yes
components or secured in some other manner will This spell creates an illusion that can cause a
never work. If a caster digs at the site of a hanging temporary distraction, particularly to human and
and mandrake roots are indicated, roll 1d4 to humanoid males. To cast the spell, the caster must
determine the number found. Each mandrake can be find three tiny living animals, each the size of a
used to create one batch of soup, and each soup can mouse or a frog (i.e., of the Diminutive size
affect one (and only one) creature. category). When the spell is cast, the three animals
Any female living creature of under 12 instantly take the apparent form of three stunningly
Intelligence smelling the soup must make a Will save beautiful females (the race is determined by the caster,
or find it irresistibly delicious (creatures of 12 but any human or humanoid, including monstrous
Intelligence or higher find the soup cloyingly sweet). humanoids, of Medium to Small size are allowable).
Once a victim has consumed any portion of the soup, The creatures now appear to be scantily clad females
the broth loses its ability to magically impregnate-i.e., dressed in diaphanous veils and fine jewelry barely
each preparation of soup can normally only affect sufficient to conceal their supple yet voluptuous
one creature. In effect, the madling is actually waiting bodies.
in liquid form in the soup and will reform within the Compelled by the spell, the three "Nymphs" will
body of the victim after being swallowed. stand their ground, and smile and gesture alluringly,
This spell cannot affect males or creatures that do but they will not speak. If struck in combat, kissed or
not reproduce in the traditional "human" fashion, embraced (though not if they are merely touched),
such as by seedlings, spores, mitosis, fission, body they will instantly revert to their original animal form
takeover, or not at all (e.g., undead). Any such and size. Until that point, the appearance of the
creature consuming some of the soup automatically nymphs has the potential of temporarily distracting
destroys its magic. If a female who is already anyone confronted by them. Any humanoid viewing
pregnant (whether they know it or not) ingests the the three "Nymphs" from within 25 feet must make a
broth, the fey pregnancy fails and the soup is ruined. Will save or find him- or herself distracted for 1d4
Success and Failure rounds. They will feel compelled to ask the
On a Dismal Failure, there is a 1 in 6 chance that the "Nymphs" questions, to gaze at their beautiful bodies
caster him- or herself has become impregnated

41
Arcane Spells

and marvel at their jewels. Females are less affected by Formulary of Expedient Ambiguity
the spell and save at +4. Enchantment (Compulsion) [Mind-Affecting,
If the "Nymphs" are kissed or embraced, the Language Dependent]
individual doing so must make a second will save or Level: Bard 1, Sor/Wiz 2
be overcome by illusory bliss and Stunned for an Components: V, S
additional 1d4 rounds, not noticing that the "Nymph" Casting Time: 1 action
has reverted to its true form. The three "Nymphs" Range: Close (25 ft. + 5 ft./2 levels)
will remain in their illusory forms for the duration of Duration: Concentration + 2 rounds
the spell or until they are struck in combat, or kissed Saving Throw: Will negates
or embraced. Spell Resistance: Yes
Success and Failure While the magician maintains concentration, a
On a Dismal Failure, the spell fails, and there is a 1 in single specific fact that has either occurred within the
6 chance that the creatures will retain their original last ten minutes or been discussed in verbal
form, but grow to enormous ("monstrous") size and conversation within the last ten minutes remains
attack the caster or anyone standing nearby. On an elusive to all within his sight. People who knew the
Illustrious Success, the nymphs are doubly alluring fact before the spell was cast now forget it. Those
and all those who see them must make their saves at who did not know it cannot discover it. Anyone who
-4. reads the fact on a page will skip the relevant passage,
without noting the omission. If the spell takes effect,
no one is even aware that anything is amiss. When the
Fiade's Disturbing Aura spell ends, it will become obvious to those who
Illusion [Mind-Affecting] temporarily forgot the fact that they were ensorcelled.
Level: Druid 0, Sor/Wiz 1 The nature of the fact that will be forgotten must
Components: V, S be simple and specific and not general or highly
Casting Time: 1 action complex. To cause people to forget a single event that
Range: Long (400 ft. + 40 ft./levels) occurred within the 10-minute time frame, the event
Target: 1 creature itself it must be clearly definable and must have
Duration: 1 turn/level occurred over a short period (normally no more than
Saving Throw: Fort negates one round, under exceptional circumstances up to
Spell Resistance: Yes one turn, at the DM's discretion). Similarly, for this
When this spell is cast, it causes the target to spell to cause a long-established fact to be forgotten,
emanate a subtle aura that enrages or terrifies all it must be a simple fact which could be described in
animals that come within 25 feet. Animals with one average-length sentence, neither vastly subtle and
Intelligence 3 or less (including dire animals) must detailed nor broadly generalized. Again, interpretation
make a Will save or react negatively according to their of what constitutes a legal fact is always ultimately up
nature (up to the DM's discretion). Predators and to the DM's discretion.
male herd animals may attack the target, while more Examples: The caster could not cause people to
docile animals will flee from the target's vicinity. forget that they were mortal enemies, or forget how
While under the influence of the spell, the target will to breathe. One could cause a group of people who
not be able to ride or even approach a horse, and had witnessed a failed pickpocket attempt to
dogs, cats, bulls, billygoats, rams and similar animals temporarily overlook the event, or to disregard the
will be extremely hostile and may attack. The spell fact that they saw the caster hand a handcuff key to a
does not affect familiars or animal companions. shackled inmate, or forget to notice just precisely who
Success and Failure had just lit the drapes on fire, or even temporarily
On a Dismal Failure, the aura affects the caster. On forget a single botched murder attempt with a
an Illustrious Success, the duration is doubled. crossbow or a quick spell. An hour-long argument
would not be forgotten, but for example, a single
quick bribery attempt could be, if the victim(s) failed
their saves.

42
Success and Failure immediate application of his own simple charm,
If the caster rolls an Illustrious Success, the spell lasts known to this day as Gochnor's bootlip. Then, while the
for an hour with no concentration on the caster's outraged victim struggled with the effects of sudden
part. On a Dismal Failure, the sole result is that the physical distortion, Gochnor could make good a swift
caster cannot remember the fact they wanted escape, in many cases with a sack full of valuables.
everyone else to forget. Once cast (with a simple gesture and the
utterance of but three syllables), this crude but
effective spell causes the lower lip of the victim to
Gochnor's Bootlip painfully swell to up to four inches wide, this
Transmutation interfering severely with their ability to correctly voice
Level: Sor/Wiz 2 the magic syllables of any spell requiring Verbal
Components: V, S components. Specifically, while under the effects of
Casting Time: 1 action this charm, the target must make a Concentration
Range: Medium (100 ft. + 10 ft./level) check with a DC of 30 to cast any spell requiring
Target: One person verbal components. In addition to this, the caster is
Duration: 1 round/level extremely difficult to understand when speaking,
Saving Throw: Reflex negates producing a -4 penalty to any skill checks that require
Spell Resistance: Yes verbal communication (e.g., certain applications of
Though not a true wizard, the Diplomacy, Intimidate, and similar skills).
notorious burglar and ransacker Success and Failure
Gochnor was a surprisingly gifted On a Dismal Failure, the caster is affected instead
dabbler in the arcane arts. Indeed, his of the target. On an Illustrious Success, the target
own considerable knack for simple must save at -2.
magic expedients contributed to the
great success of his daring raids,
which made him as famous in The Green and Purple Postponement of Joy
his own day as many of the Enchantment (Compulsion) [Mind-Affecting]
Arch Mages whose great Level: Sor/Wiz 2
manses he raided. Components: V, S
Like many explorers of Casting Time: 1 action
similar ilk, Gochnor Range: Close (25 ft. + 5 ft./level)
deplored interruptions of Target: one individual
his clandestine activities Duration: 1 minute per level
by powerful wizards. Saving Throw: Will negates
The sudden Spell Resistance: Yes
appearance of some An unpleasant product from the
Mage, as often as tomes of the Green and Purple
not irate over a College, this magic afflicts its target
minor issue of with a deep sense of melancholy.
trespass or a Except for direct actions of self-
misplaced knick- defense, the victim suffers a -1on all
knack or two, could saving throws and skill checks during
easily cause a the duration of the spell. This spell
distressing is similar to the 4th level
interference to his arcane spell emotion
work. (Despair) except that it
To prevent a distracting, potentially only affects one person and
tragic interruption of this sort, the ever- is not quite as potent.
wary Gochnor would pre-empt any
hostile action by the
A cruel jape - casting the Green and
Purple Postponement of Joy on a jester. 43
Arcane Spells

Success and Failure Houlart's Blue Extractive


On a Dismal Failure, the caster bursts into tears and Transmutation
cannot be consoled by anyone other than their Level: Sor/Wiz 6
biological mother for the next quarter of an hour. On Components: V, S
an Illustrious Success, the target's melancholy is so Casting Time: 1 action
pronounced that his skill checks suffer a -2 penalty Range: Long (400 ft. + 40 ft./level)
instead of -1, and convincing him to actually do Area: 100 square feet + 25 square feet per level
anything can be rather difficult. Target or Targets: See text
Duration: 1 round/level
Saving Throw: Will negates
Haghut's Extemporized Whirlaway Spell Resistance: Yes
Transmutation When this spell is cast, wefts of blue force
Level: Druid 4, Sor/Wiz 5 circulate around the area of effect, quickly
Components: V, S circumnavigating a room, chamber, forest thicket,
Casting Time: 1 action cavern, or house (up to the size of the area of effect),
Range: Close (25 ft. + 5 ft./2 levels) opening cabinets, cupboards and doors, sweeping
Target: One object suitable for use as transportation through cracks and crevasses, seeking out any living
Duration: 1 day + 1 day/level creatures hidden anywhere within the area.
Saving Throw: None Once located, the creatures are deposited in order
Spell Resistance: No of size in the center of the room and held for the
This spell is normally cast on an item no larger duration of the spell, as by the arcane spells hold person
than a small rowing boat. If cast upon a rug, blanket, or Feljouns hypnotic spells. Up to 1 large, 3 medium-
or carpet, the whirlaway causes said item to assume a sized, 6 small, and 9 tiny creatures may be captured by
temporary rigidity similar to a thick plank of stout this spell simultaneously, as well as an unlimited
wood. The spell allows the target item to float at a number of smaller vermin. The caster may specify
height above the ground determined by the caster (up that creatures of a certain size or smaller are not
to a maximum of 5 ft. per level). The now enchanted collected, simply to avoid the resulting pile of worms
object can carry one person and their weight in and bugs that could result in an particularly infested
luggage. location.
The target object flies up to 40 miles per hour Success and Failure
(base move rate 100 ft., maneuverability poor) in the On a Dismal Failure, the spell fizzles noisily. On an
direction determined by the caster and is not Illustrious Success, the targets save at -2.
noticeably affected by the wind. The item is powered
by the sun's rays, and sinks to the ground when the
sun sets. In this case the spell fails gradually over
1
minutes, giving the caster a chance to alight in Houlart's Visceral Pang
comfort. Druids cast this spell upon a sort of nest or Transmutation
bower, which they construct out of interwoven Level: Sor/Wiz 3
branches. Components: V, S
Success and Failure Casting Time: 1 action
On a Dismal Failure, the whirlaway becomes Range: Long (400 ft. + 40 ft./level)
uncontrollable and crashes, causing the occupants 6d6 Target: 1 creature
damage. On an Illustrious Success, the whirlaway flies Duration: Concentration
at a base move rate of up to 80 miles per hour (base Saving Throw: Will negates (see below)
move rate 200 ft.). Spell Resistance: Yes
This magic disables the target with agonizing
internal excruciations. The spell does not effect
Undead creatures or creatures which do not have a
corporeal body. The effect is to cause the target such
excruciating pain that they must make a Will save at

44
-4 to perform any action other than holding their intelligence who fail their initial Will saves must make
belly in agony. This cruel spell is often used by a second Will saving throw or flee in terror for 1d4
wizards to subdue without killing. rounds. Second, the Illusory creatures will "attack"
Success and Failure victims, attack technique depends on creature size
On a Dismal Failure, the spell fails and there is a 1 in (see box).
6 chance of a further catastrophe. If the caster rolls a Any hit on a vermin creature "kills" the creature.
1, there is a 50/50 chance that the spell either affects All damage caused by a creature is subdual damage.
the caster for 1d4 rounds, or causes the unfortunate Finally, any successful hit includes "poison," the
victim to instantly expel their innards violently (Will victim must make a third Will saving throw or sleep
save at +4 negates) through each and every orifice for 2d4 rounds. The material components for this
(Fort save or die). On an Illustrious Success, the spell are a dozen dried scorpion tails, which must be
target's Will save to perform any action is at a -5 flung toward the targets.
penalty. Success and Failure
On a Dismal Failure, the spell fizzles noisily. On an
Illustrious Success, the duration is doubled.
The Illusion of Vile Arthopods
Illusion
Level: Sor/Wiz 4 The Illusion of Vile Arthopods Creature Table
Components: V, S, M
Casting Time: 1 Action Subdual "Poison"
Range: Medium (100 ft. + 10 ft./level) Creature size To Hit Damage DC AC
Target: special Medium +8 D8 14 20
Duration: 1 round per level (D) Small +6 D6 12 18
Saving Throw: Will negates Tiny +4 D4 10 16
Spell Resistance: Yes
"Take care, a plague of tasps is upon us!"
The Implacable Decay
This useful bit of magic lets the caster conjure a Transmutation
realistic illusion of nonhuman monsters, with a Level: Drd 3, Sor/Wiz 4
number varying on the size of the illusory creatures Components: V, S, M
summoned. Up to three medium-sized beasts, a large Casting Time: 1 action
group of (3d4) small sized creatures (the size of Range: Close (25 ft.+ 5 ft. per 2 levels)
dogs), or a large swarm (6d6) of tiny creatures can be Area: 20 ft. radius
summoned. Creatures are typically any crawling or Duration: 1 round per level, max 10 rounds.
flying vermin: tasps, giant wasps, sphigales, giant Saving Throw: None (see below)
scorpions, giant ants, minuscule bazils, giant Spell Resistance: No (see below)
centipedes, large spiders, and other such creatures. This powerful spell is anathema to obstacles, or
The creatures look, sound, and smell just like the objects of the caster's displeasure, provided they are
real thing, but have no substance and cannot affect made of wood. At the casting of the spell, green
the physical world. Successful attacks pass harmlessly spores fly toward the target, which swiftly becomes
through them, instantly revealing their insubstantial covered with a furred mold. The mold will attack all
nature. The caster may control the creature's actions wooden objects within the area of effect (including
by concentrating. Though this spell cannot create those of the caster or her allies if they are not safely
believable humans, it is not limited to arthropods. beyond this area).
Any creature liable to provoke disgust and fear is All inanimate wooden objects and artifacts within
permitted, though the common denominator is that the area suffer 5d6 damage per round, with no
any such creatures are venomous. damage reduction for hardness, until they are
The spell has three practical effects. First, any destroyed. Thus, a strong two-inch-thick wooden
sentient (non-undead) creatures with at least 2 door with 20 Hit Points would probably crumble in 1

45
Arcane Spells

to 3 rounds, a six-inch-thick wooden wall with 60 Hit Incontestable Pedantry


Points in 3 to 6 rounds, a treasure chest or a wooden Enchantment (Compulsion) [Mind -Affecting,
shield with 15 hit points in 1 to 2 rounds, and a spear Language Dependent]
or a bow probably in 1 round. The spell will end Level: Bard 1, Sor/Wiz 2
automatically after a maximum of 10 rounds. Components: V
Against animate creatures made of wood, such as Casting Time: 1 Action
Treants or magical wooden objects, the spell is subject Range: Close (25 ft. + 5 ft./2 levels)
to both spell resistance and a Fortitude save, but if Target: Up to four living creatures
the target fails it also receives 5d6 damage each round Duration: Instantaneous
the spell is in effect. The material component for this Saving Throw: Will negates
spell is a small green toadstool. Spell Resistance: Yes
Success and Failure There is more than one way to win an argument,
On an Illustrious Success, the effect causes double and the incontestable pedantry supplies one of the more
damage to all targets (5d12 per round). On a Dismal effective methods. Finding oneself in a situation
Failure, the spores attack the caster and destroy not where circumstances demand that an argument must
merely wood but all fabrics of vegetable nature end in one's own favor (and yet the possibility of
(cotton and flax are destroyed, but silk wool and such an outcome seems to be slipping away), the
leather are spared). sensible magician activates this spell. Its well-honed
application adds an almost irrefutable sense of
authority to the caster's words, sufficient even to
The Impropriatorious Tongue convince beings possessed of more than human
Enchantment (Compulsion) intelligence.
[Mind -Affecting, Language Dependent] Casting this spell lends a temporary +8 to any
Level: Bard 2, Sor/Wiz 3 Bluff, Intimidate, Diplomacy, or Sense Motive check
Components: V from a verbal discussion, and it can affect up to 4
Casting Time: 1 Action creatures with whom the caster may be engaged in an
Range: Close (25 ft. + 5 ft./2 levels) argument. Of course, the caster must still decide what
Target: One living creature to say, and beings of extremely high intelligence may
Duration: Instantaneous simply know that the facts quoted by the caster are
Saving Throw: Will negates wrong. Yet even if the slightest element of doubt
Spell Resistance: Yes exists, they are likely to capitulate (even if reluctantly).
Sometimes those you encounter upon your travels Success and Failure
prove reluctant to respond with sufficient honesty On an Illustrious Success, the target automatically
and alacrity. The solution to such tardiness is an accepts the caster's statements. On a Dismal Failure,
application of the impropriatorious tongue. Upon the caster loses confidence in their own argument and
activation of the spell, the target will immediately, accepts the target's point of view.
volubly, and clearly (as plainly as they are able) blurt
out the full truth (as they understand it) in regard to
any line of inquiry that the caster and companions
have just been pressing. The target is fully aware of The Interminable Interim
what they are doing, but unable to resist. They may of Transmutation
course harbor resentment afterward. Level: Sor/Wiz 4
Success and Failure Components: V, S
If the caster rolls a Dismal Failure, the target forgets Casting Time: 1 action
entirely the information you wanted from them. On Range: Touch
an Illustrious Success, the target is unaware that they Target: Creature touched
have just revealed their hidden secret, and in fact Duration: One day (D)
believes they have bluffed the interrogators into Saving Throw: Reflex negates
believing the victim knows nothing at all about what Spell Resistance: Yes
they were asked.

46
Similar though less formidable than the 9th level Issuance of the Primordial Whisper
arcane spell temporal stasis, this pacifistic spell places Conjuration
the target in temporal stasis for the next full day. For Level: Sor/Wiz 1
the target, this day passes in an instant. While frozen, Components: V
the target and all items, garments, and equipment Casting Time: 1 action
carried cannot be taken, affected, or damaged by any Range: Close (25 ft. + 5 ft/2 levels)
means, nor can he or she take any action. They have, Area: All within hearing
essentially, been lifted out of the flow of time until Target: All creatures within earshot
the spell's duration ends. Duration: Concentration
Success and Failure Saving Throw: See below
On a Dismal Failure, the spell fails and there is a 1 in Spell Resistance: No
6 chance that the caster is affected instead of the To cast this spell, the magician throws his head
target. On an Illustrious Success, the target must save back and speaks in the low rumbling voice of the
at -2. primordial ooze from which all life began. The barely
audible sound penetrates the bodies of all people and
creatures that stand within range of the caster,
Inviolate Attire provided that they are native to the Material Plane.
Transmutation Most find this primeval reverberation simultaneously
Level: Sor/Wiz 1 reassuring and distressing.
Components: V, S The unsettling feelings aroused by this spell
Casting Time: 1 action immediately end all spells currently being maintained
Range: Touch by the listeners' concentration. Furthermore, all who
Target: Living creature touched hear the sound and do not make a Will save (DC 11
Duration: 10 minutes/level + caster's Ability score bonus) suffer a -1 on all To
Saving Throw: None Hit rolls and saves, and must make concentration
Spell Resistance: Yes (harmless) checks (as if overcoming spell resistance) to cast
This useful effect causes the caster's clothes and spells, at DC 15.
personal equipment to repulse dust, dirt, water, grime, Success and Failure
blood, mud, oil, ordure, ectoplasm and every other On a Dismal Failure, the caster merely begins to
type of muck one is likely to encounter on the trail or shriek insanely, drawing attention of anyone in
in a standard workroom. More daring magicians find earshot, for 1d4 rounds. On an Illustrious Success,
a side effect of the spell more important - it provides the target(s) save at -2.
a strong resistance to the effects of fire (+4 on saving
throws, DR 5). All such substances will be repulsed
from the magician's clothes as if by a powerful static
charge, giving a little fizz as this occurs. The spell also Javanne's Enervation of Will
ensures that their exposed skin stays as pristine as Enchantment (Compulsion)
their garments. [Mind-Affecting, Language Dependent]
This spell has the additional bonus of keeping Level: Sor/Wiz 4
one's garments crisply pressed and jauntily presented Components: V
about one's person, despite any rigors of the day. Casting Time: Partial action
Success and Failure Range: Close (25ft. + 5ft./level)
On a Dismal Failure the garments become ingrained Target: One creature
with dirt and are impossible to clean, having to be Duration: 1 day/level
discarded, and become highly volatile (-4 on saves, +5 Saving Throw: Will negates
damage from fire). On an Illustrious Success, the spell Spell Resistance: Yes
lasts all day.
'"Careful, Etarr, lest I mischief you with magic. You
& may go limping, hopping hence with a body to suit your
face. And your beautiful dark haired child shall be
play for demons."

47
Arcane Spells

Etarr recovered himself and stood back, eyes sniff out hidden foes, and track by sense of smell.
smoldering. "I have magic as well, and even without I While under the influence of the spell, it is possible
would smite you silent with my fist ere you worded the to identify familiar odors just as one ordinarily
first frame of your spell." recognizes familiar sights.
The caster can detect opponents within 30 feet by
"Ha, that we shall see," cried Javanne, skipping away. sense of smell. If the opponent is upwind, the range
"For I have a charm of wonderful brevity." As Etarr increases to 60 feet; if downwind, it drops to 15 feet.
lunged at her she spoke a charm. Etarr stopped in Strong scents, such as smoke or rotting garbage, can
mid-stride, his arms fell listless to his side, and he be detected at twice the ranges noted above.
became a creature without volition, all his will drained Overpowering scents, such as skunk musk or
by the leaching magic.' troglodyte stench, can be detected at triple normal
range.
…from The Dying Earth When the caster detects a scent, the exact
location is not revealed - only its presence somewhere
This "charm of wonderful brevity" completely within range. The caster can take a partial action to
removes the target's conscious volition. The spell note the direction of the scent. If the caster moves
affects a single target within easy speaking distance of within 5 feet of the source, he can pinpoint the
the caster. The target will perform any action desired source.
by the caster, fight and even die for the caster, and A mage under the effects of this spell can also
reveal secrets when asked; however, the target still track by smell as if he had the Track feat, making a
retains memory and desire. Though victims of this Wisdom (or Survival) check to find or find or follow
spell cannot act except in the manner ordered, they a track. The typical DC for a fresh trail is 10 (no
remain free to interpret any unclear or ambiguous matter what kind of surface holds the scent). This
orders. DC increases or decreases depending on how strong
For example, if the caster orders the target to the quarry's odor is, the number of creatures, and the
free her from a trap, the target is under no obligation age of the trail. For each hour the trail is cold, the
to prevent harm to the caster while doing so, unless DC increases by 2. The spell otherwise follows the
specified. Hence, most casters command that the rules of the Track feat (Player’s HandBook, Chapter
target must act to avoid harm to the caster. The 5: Feats). Anyone tracking by scent can ignore the
Enervation ends instantly if the caster orders the effects of surface conditions and poor visibility.
target to think for him- or herself. While under the influence of this spell, the
Success and Failure caster's nose is extremely vulnerable to powerful
On a Dismal Failure, the spell succeeds but the caster scents and odors designed to damage the olfactory
is affected as well as the target, so that they will each nerves. Any attacks, magical or otherwise, that rely on
obey the orders of anyone else who speaks to them. scent have their effects or durations doubled as
On an Illustrious Success, the target saves at -2. applicable, and saving throws against these effects are
at a -4 penalty.
Success and Failure
Khulip's Nasal Enhancement On a Dismal Failure, the caster loses their sense of
Transmutation smell for 1d4 weeks. On an Illustrious Success, the
Level: Druid 0, Sor/Wiz 1 spell's duration is doubled.
Components: V, S
Casting Time: 1 action
Range: Personal Klopag's Demonic Identifier
Target: You (Diabolist's spell)
Duration: 10 minutes/level Divination
This spell essentially grants the caster the ability Level: Wiz 2
of Scent (Monster Manual, Introduction) as if he or Components: V, S
she were a predatory animal that hunts by smell. The Casting Time: 1 action
spell allows the caster to detect approaching enemies, Range: Touch

48
Duration: Instantaneous After the spell has ended, new spells may be cast
Saving Throw: None without penalty and the effects of permanently
Spell Resistance: No enchanted items return.
The caster must make skin-to-substance contact with Success and Failure
something believed to be from a subworld, or from On a Dismal Failure, the spell rebounds loudly,
any Plane other than the prime material. If it is attracting the attention of all within earshot. On an
indeed of extra-Planar origin, the caster will instantly Illustrious Success, dispel checks are made at +2.
be aware of the name of the Plane, the length of
time the object has been in its current dimension of
existence, and (if it was once part of another being) Llorio's Spell Stealer
the object's physical origin. Enchantment
Success and Failure Level: Wiz 4
On a Dismal Failure, the caster is affected by the evil Components: V, S
essence of the subworld object and becomes fretful Casting Time: 1 action
and confused for 1d6 minutes, suffering a -4 to Range: Close (25 ft + 5 ft./level)
Concentration and Spellcraft skill checks. On an Target: 1 arcane spellcaster
Illustrious Success, the spell can be used on a second Duration: Instantaneous
object provided the caster can reach it within one Saving Throw: Will negates
round. Spell Resistance: Yes
With this spell the caster may pull spells directly
from the mind of his target, and take them as their
Liberation of Warp own. The caster may steal a number of spell levels
Abjuration equal to their own level as an arcane spellcaster. For
Level: Sor/Wiz 5 example, a 9th level wizard could steal 2 first level, 2
Components: V, S second level and 1 third level spell (2 levels + 4 levels
Casting Time: 1 action + 3 levels=9 levels). The DM lists the number of
Range: Medium (100 ft. + 10 ft./level) available spells at each level, and the type of each
Target: 30-ft. radius burst spell (enchantment, transmutation, evocation etc.), but
Duration: Instantaneous not the name. The caster must choose from this list.
Saving Throw: None Cantrips cannot be stolen by this spell.
Spell Resistance: No Success and Failure
On a Dismal Failure, the caster loses all spells
'Kandive uttered a powerful charm with loosened space stored within their own sensorium. On an Illustrious
free of all warp. So Turjan's spell was void and he Success, the caster may steal twice as many spells as
became visible.' they have levels.
…from The Dying Earth
By a sudden etheric shock, the liberation of warp

instantly dispels all magic within 10 yards of the Llorio's Superior Restraint
caster. Unlike dispel magic or greater dispel magic, liberation Conjuration (Summoning)
of warp attempts to dispel all active spells operating in Level: Sor/Wiz 3
the area of effect, including those cast by the caster. Components: V, S, M
A dispel attempt must be made against each spell at Casting Time: 1 Action1
1d20+1 per caster level, to a maximum of +15, Range: Medium (100 ft. + 10 ft./level)
against a DC of 11+1 per level. Area of Effect: 10 ft. cube
Permanent magical changes or other effects of past Target: Any creatures in area of effect, and see below
spells are unaffected, but any spell currently operating Duration: 10 minutes/level
can be permanently negated, as is any effect produced Saving Throw: Reflex negates
by an enchanted item (though not the item itself). Spell Resistance: No
This spell may only be cast as an area effect spell.

1 Material component requires advanced preparation, see text.


49
Arcane Spells

This spell may be carried in the mind in the common the smallest breeze, an apparently semi-intelligent
fashion, or cast at a particular spot to be triggered in miniature tornado emerges, actually a very small (tiny)
the manner of a magic mouth spell. The spell creates a air elemental, and runs willy-nilly around the nearby
perfect cube of translucent jelly approximately four area, whipping up dust, upsetting small objects,
yards long at each edge, similar to a Gelatinous Cube scattering papers, and fanning large fires while
(Monster Manual), except that it is not corrosive nor extinguishing candles and other small unprotected
does it cause paralysis. The magically created flames.
substance is of sufficient rigidity to hold any mobile If the caster keeps it in sight, he may direct the
objects or persons securely within its embrace. progress of the Dust Devil and send it toward
Anyone within the area of effect when the spell is specific targets. The mini-tornado does no damage
triggered who fails to make a Reflex saving throw is but can cause the equivalent of a very localized
considered Engulfed. obscuring mist (in one 5' space only) if cast in a dusty
Engulf (Ex) An Engulfed creature is treated as area. Creatures partially hidden in or behind this
grappled, and trapped within the restraint. Engulfed cloud are considered half concealed.
creatures cannot free themselves but may be assisted To cast this spell one must tie a special
by others outside of the area of effect. Successfully complicated triple knot in a piece of straw and throw
assisting an engulfed creature requires a Strength it into the air. This serves as the material component.
check (DC 10) and a second Reflex save at +4. Success and Failure: On a Dismal Failure, the spell
Failure of the save means becoming engulfed as well. fails and there is a 1 in 6 chance that the caster has
Transparent (Ex) The superior restraint is hard to see, accidentally summoned an Invisible Stalker (Monster
even under ideal conditions, and it takes a successful Manual). If the DM rolls a 1 on a d6, the Stalker is
Spot check (DC 15) to notice one. Creatures who fail summoned. It will remain on the material Plane for
to notice the restraint and walk into it are automatically up to 6 hours and will attack the caster at the most
engulfed. opportune possible moment (it will wait for any
The material component for this spell is a special precaution such as a magic circle or other similar spells
square shaped blob of gelatin, the making of which to expire, and will attempt to catch the caster when
requires the use of a masterwork alchemical lab in a alone). On an Illustrious Success, the caster has
secret process taking at least 4 hours, with ingredients summoned a small Air Elemental (Monster Manual),
which cost 10 gp per use. A batch of up to 24 can be which is under the caster's total control for the
made in the lab each time. duration of the spell. Higher level casters routinely
Success and Failure use this potentially dangerous charm to achieve the
On a Dismal Failure, the restraint instantly appears at latter effect.
the caster's own location, automatically engulfing the
caster. On an Illustrious Success, the restraint lasts for
1 hour per level instead of 10 minutes per level.
5
Lorgan's Leaping Flame
Conjuration (Summoning)
Level: Druid 2, Sor/Wiz 3
Lorgan's Dust Devil Components: V, S, M
Conjuration (Summoning) Casting Time: 1 Round
Level: Druid 0, Sor/Wiz 1 Range: Medium (100 ft. + 10 ft./level)
Components: S, M Duration: 5 rounds + 1 round/level (or until
Casting Time: 1 Round elemental is destroyed)
Range: Medium (100 ft. + 10 ft./level) Saving Throw: None
Duration: 1 round/level (concentration) Spell Resistance: No
Saving Throw: None
Spell Resistance: No This spell must be cast upon a source of flames
This potentially dangerous spell must be cast in at least equal in volume to a strong blazing hearth or
an area where there is some wind or at least the campfire. From the source of the flames an
potential of wind, preferably outdoors or if indoors, apparently semi-intelligent being emerges, actually a
at least in a drafty building with open windows. From small fire elemental, and runs willy-nilly around the

50
Air Elemental, Small Invisible Stalker
Small Elemental (Air) Large Elemental (Air)
Hit Dice: 2d8 (9 hp) Hit Dice: 8d8+16 (52 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative) Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: Fly 100 ft. (Perfect) Speed: 30 ft., Fly 30 ft. (Perfect)
AC: 17 (+1 size, +3 Dex, +3 natural) AC: 17 (-1 size, +4 Dex, +3 natural)
Attacks: Slam +5 melee Attacks: Slam +10/ +5 melee
Damage: Slam 1d4 Damage: Slam 2d6+6
Special Attacks: Air Mastery, Whirlwind Special Qualities: Elemental, natural invisibility,
Special Qualities: Elemental improved tracking
Saves: Fort +0, Ref +6, Will +0 Saves: Fort +4, Ref +10, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15,
Cha 11 Cha 11
Skills: Listen +5, Spot +5 Skills: Listen +11, Move Silently +15, Search +11,
Feats: Flyby Attack, Improved Initiative, Weapon Spot +13
Finesse (Slam) Feats: Combat Reflexes, Improved Initiative,
Air Mastery: Airborne Creatures suffer a -1 penalty to Weapon Focus (Slam)
attack and Damage rolls against an Air Elemental. Invisible Stalkers are naturally invisible and remain so
Whirlwind: The elemental can transform itself into a even when attacking. Immune to poison, sleep, paralysis,
whirlwind once every 10 minutes and remain in that and stunning. Not subject to critical hits.
form for 1 round. In this form the elemental can move
through the air or along the surface in its fly speed. The
whirlwind is 5 feet wide at the base, 10 feet wide at the Fire Elemental, Small
top, and 30 feet tall. Tiny or smaller creatures can be Small Elemental (Fire)
caught in the whirlwind (Ref save to avoid) in which Hit Dice: 2d8 (9 hp)
they take 1d4 damage and can be carried up to 100 ft. If Initiative: +5 (+1 Dex, Improved Initiative)
the whirlwind's base touches the ground it creates a Speed: 50 ft.
whirling cloud of debris. This cloud is centered on the AC: 15 (+1 size, +1 Dex, +3 natural)
elemental and has a diameter of 15 feet. The cloud Attacks: Slam +3 melee
obscures all vision, including darkvision, beyond 5 feet. Damage: Slam 1d4 and 1d4 fire
Creatures 5 feet away have one half concealment, while Special Attacks: Burn
those farther away have total concealment. Those caught Special Qualities: take double damage from cold
in the cloud must make a Concentration check (DC 12) based attacks
to cast a spell. Saves: Fort +0, Ref +4, Will +0
Elemental: Immune to poison, sleep, paralysis, and Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11,
stunning; not subject to critical hits or flanking. Cha 11
Skills: Listen +5, Spot +5
Feats: Improved Initiative, Weapon Finesse (Slam)
nearby area, apparently delighting in setting all Burn: Those hit by a fire elemental's slam attack must
flammable objects alight. If the caster keeps it in succeed at a Reflex save or catch fire. The flame burns
sight, he may direct the progress of the fire elemental for 1d4 rounds (see catching fire, Dungeon Master’s
and send it against specific targets. Unlike the trifling Guide, Chapter 3: Running the Game). The save is DC
typhoon, the leaping flame can fairly easily cause both 15. A burning creature can take a move equivalent action
serious property damage and grievous harm to human to put out the flames. Creatures hitting a fire elemental
targets that suffer prolonged exposure to its embrace. with natural weapons or unarmed attacks take damage as
The material component for this spell is a special though hit by the elemental, and also catch fire unless
flash powder made of phosphor and brimstone, they succeed at a Reflex save.
which costs 50 gp to make. Elemental: Immune to poison, sleep, paralysis, and
stunning; not subject to critical hits or flanking.

51
Arcane Spells

Success and Failure water source a living waterspout leaps, and will either
On a Dismal Failure, the elemental is rampage about the surrounding area with no apparent
uncontrollable and there is a 1 in 6 chance that the sentient direction, or can be directed by the caster so
elemental will attack the caster. On an Illustrious long as it remains in sight. Whilst the spell can cause
Success, the elemental is larger than normal, with max only slight damage to property and is not nearly as
hit points per die (18 hp). dangerous to individuals as Lorgan's leaping flame, it has
survived chiefly because of its usefulness in putting
Lorgan's Trifling Typhoon out fires.
Conjuration (Summoning) The elemental summoned by the trifling typhoon
Level: Druid 1, Sor/Wiz 2 also causes 3d6 damage per round to fire based
Components: V, S, M creatures, suffering 2 damage/round in the process.
Casting Time: 1 Round Success and Failure
Range: Medium (100 ft. + 10 ft./level) On a Dismal Failure, the elemental is
Duration: 5 rounds + 1 round/level (or until uncontrollable and there is a 1 in 6 chance that the
elemental is destroyed) elemental will attack the caster. On an Illustrious
Saving Throw: None Success, the elemental is larger than normal, with max
Spell Resistance: No hit points per die (18 hp).
This spell has few specific applications, yet
nonetheless has been retained across the aeons. To
work effectively the spell must be cast at a body of Lugwiler's Dismal Itch
water at least the capacity of a rain barrel. From this Enchantment [Mind-Affecting]

elemental also has the ability to put out fires in the


Water Elemental, Small manner of the 4th level Druid spell quench (Player’s
Small Elemental (Water) HandBook, Chapter 11: Spells). It "dispels" fires, rolling
Hit Dice: 2d8+2 (11 hp) a d20 at +3 to dispel. The DC for fires is 5 for a small
Initiative: +0 fire, 10 for a medium, 15 for a large and 20 for a
Speed: 20 ft., swim 90 ft. conflagration, or 11+ caster level for magical fires. It
AC: 17 (+1 size, +0 Dex, +6 natural) may try to dispel a fire over and over again, once per
Attacks: Slam +5 melee (+0 melee on dry land) round.
Damage: Slam 1d6+4 (1d6-1 on dry land) Vortex (Su): Once every 10 minutes, transform into
Special Attacks: Water mastery, drench, vortex whirlpool for 1 round if underwater; 5 foot base, up to
Special Qualities: Elemental 30 foot top, 10-20 feet tall. Move at swim speed.
Saves: Fort +4, Ref +0, Will +0 Tiny or smaller creatures must succeed at a Ref save
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, (DC 11) or take 1d4 points of damage, and at a second
Cha 11 Ref save (DC 11) or be picked up and held. Swimming
Skills: Listen +5, Spot +5 creatures can attempt a Ref save to escape (though they
Feats: Power Attack still take damage). The elemental can eject carried
CR: 1 creatures at any time.
Alignment: Neutral If the base touches the bottom, it creates a swirling
Water Mastery (Ex): A water elemental gains a +1 cloud of debris centered on the elemental, diameter half
attack and damage bonus if both it and its opponent the whirlpool's height, obscures all vision (including
touch water. If the opponent or elemental is land- darkvision) beyond 5 feet. Creatures 5 feet away have
bound, the elemental suffers a -4 penalty to attack and 50% concealment, while those farther away have total
damage. (These modifiers are included in the statistics concealment (see Concealment, Player’s HandBook,
block above, in parenthesis.) Chapter 8: Combat). Those caught in the cloud must
Drench (Ex): The elemental's touch puts out torches, succeed at a Concentration check (DC 11) to cast a
campfires, exposed lanterns and other open flames of spell.
nonmagical origin if these are of large size or smaller. Elemental: Immune to poison, sleep, paralysis, and
When summoned by Lorgan's trifling typhoon, the stunning; not subject to critical hits or flanking.

52
Level: Sor/Wiz 5 expired. Non-magical weapons striking a caster under
Components: V, S, M the effects of this spell have a 1 in 6 chance of
Casting Time: 1 round breaking or bending (magic weapons are also entitled
Range: Close (25 ft. + 5 ft/level) to a saving throw).
Target: 1 creature Unlike other protective spells of this family, (but
Duration: 1 turn/level more in the fashion of the considerably more
Saving Throw: Will negates powerful 8th level Wizard spell iron body), Malakan's
Spell Resistance: Yes silver skin actually temporarily changes the caster's skin
This tormenting spell causes the target to itch (though not his or her whole body, as with iron body),
fiercely all over their body. The target becomes a in this case to an alloy of mythryl. Because of this
miserable wreck, completely unable to function. At change, the caster's movements become jerky and
best, victims of the dismal itch can ride or walk slowly, stiff. Though no speed is lost, the caster suffers an
scratch frequently, and complain incessantly about armor check penalty of -4 while performing all tasks
their sad plight. As long as the spell remains in effect, or skill checks requiring physical dexterity, exactly as if
the target suffers a -2 penalty on to hit rolls, and on wearing plate armor, and must make a Concentration
all skill checks and saving throws. In addition, for check at -6 to cast any spells requiring somatic
each full turn under the effects of this spell, the target components. The material component for this spell is
suffers 1 point of temporary Wisdom damage (to a an ounce of mythril powder (value 50 gp) that the
maximum of 5 points of damage), thus rendering caster must sprinkle onto his bare skin while casting.
them more vulnerable to failing Will saves. The dismal Success and Failure
itch is therefore often used for interrogation. On a Dismal Failure, the caster has put too much
Success and Failure powder on his skin and it becomes so stiff that the
On a Dismal Failure, there is a 1 in 6 chance that the caster cannot move for the duration of the spell. On
caster is affected. On an Illustrious Success, the target an Illustrious Success, the silver skin is abnormally
saves at -2. supple and the caster suffers no armor check penalty.

Malakan's Silver Skin Mazirian's Irrational Hatred


Abjuration Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 5 Level: Bard 3, Sor/Wiz 4
Components: V, S, M Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: Personal Range: Medium (100 ft., + 10 ft./level)
Target: You Target: One creature
Duration: 10 minutes/level Duration: 1 round/level
Saving Throw: None Saving Throw: Will negates
Spell Resistance: No Spell Resistance: Yes
This protective measure turns the skin of the This is a wonderful spell for upsetting enemies
caster to a flexible shining metallic substance. This and allies alike. The unfortunate victim of this magic
metal is extremely resistant to physical attacks, and is driven into a frenzy of rage, and will attack the
can bend and blunt swords, whilst simply deflecting person nearest to the victim as soon as it takes hold.
missiles as if they did not exist. An attack of The target will also attack anyone who tries to
sufficient force will still knock the caster over, but is interfere with the violent outburst. When cast upon a
unlikely to cause actual harm. burly retainer, perhaps one who is carving the evening
As with the spells stoneskin and barkskin, this spell roast at his master's side, the outcome can be
conveys damage reduction against blows, cuts, stabs, devastating.
and slashes for the warded creature, in this case The spell has few syllables and no extravagant
always the spellcaster. The damage reduction is gestures, so it is easy to cast surreptitiously. The
15/+2, and the silver skin can absorb an unlimited obvious advantage of this spell is that the true culprit
amount of damage until the duration of the spell has (if sufficiently cunning) will likely never be identified,

53
Arcane Spells

and the mystery of the (now probably deceased) Components: V, S, MF


servant's murderous insanity never explained. Casting Time: 1 minute
Success and Failure Range: Personal
On an Illustrious Success, the caster can mentally Target: You
direct the target's attacks. On a Dismal Failure, the Duration: Until expended or 10 minutes/level
target attacks the caster. Saving Throw: No
Spell Resistance: Yes
When casting this spell, the wizard specifies any
The Morbid Recollections of Faddar Jalgash other spell whose existence is known to him by name.
Necromancy Should anyone (or any thing) cast the specified spell
Level: Wiz 2 within the caster's range of vision during the duration
Components: V, S, M, MF of Mupouchar's reliable proscription, that caster must
Casting Time: 8 hours (see below) make a saving throw or suffer electrical damage as if
Range: 0 ft. touched by a shocking grasp spell cast by the
Effect: One clone proscription's caster (i.e. 1d8 +1 per caster level). If the
Duration: Instantaneous victim suffered any damage, they must immediately
Saving Throw: None make a Concentration check or their spell fails, and
Spell Resistance: No they cannot cast any other spells for 1 round.
This spell enables the magician to access the last Regrettably, the proscription also works against the
day's memories of a specific dead creature. The caster caster, should he or she attempt the specified spell. If
takes a freshly severed head, and trepans it. He then two magicians with a proscription spell in force come
pounds narcotic herbs into the brain, adds alcohol within sight of each other, both castings are
and stirs it into a thick posset, while uttering the right immediately dispelled. The (reusable) material focus is
incantations. The caster then drinks the liquid and a small silver mirror with the name of the proscribed
experiences the victim's last day's worth of thoughts spell written onto it with a grease pencil, and worn on
and memories. The cup will provide similar memories a silver chain down the caster's back.
every time its manufacturer drinks wine from it, but Success and Failure
these will attenuate to a slight impression, perhaps of On a Dismal Failure, the spell appears to have worked
bitterness, surprise or of regret. but fails when tested. On an Illustrious Success, the
Many murders were solved through the means of spell causes +2 damage per caster level instead of +1
this simple expedient, so long as the victim had some per level.
inkling of who did them in. This has led to the
unfortunate habit of decapitation of many murder
victims in urban areas where magic is better Obstructive Ether
understood. Conjuration (Summoning)
Success and Failure Level: Sor/Wiz 5
On a Dismal Failure, there is a 1 in 6 chance that Components: V, S
the caster will re-experience the death - pang of the Casting Time: 1 action
victim, and suffer 1d6 of damage. On an Illustrious Range: Medium (100 ft. + 10 ft./ level)
Success, the memories extend up to 5 days before the Area: Up to one 10-ft. cube/2 levels (S), max 60 ft.
victim's death. Duration: 1 round/level
Saving Throw: None (see text)
Spell Resistance: No
This spell creates a cube of air up to 60 feet
across which opposes the movement of any trapped
in it. Essentially, it creates an area of null gravity (as
opposed to reverse gravity, as per the 7th level arcane
Mupouchar's Reliable Proscription spell of the that name). Objects in the area float more
Abjuration or less where they were to begin with, but are no
Level: Magic 6, Sor/Wiz 6 longer subject to gravity. Unless there is something to

54
grab on to, those trapped within the area of effect
must make consecutive Reflex saving throws for each
10 feet traveled. Once a Reflex save is failed, they
cannot move any further that round. The Omnipotent Sphere
Success and Failure Evocation [Force]
On a Dismal Failure, the spell works but has taken Level: Sor/Wiz 6
effect in the immediate vicinity of the caster. On an Components: V, S, M
Illustrious Success, the duration is doubled. Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Force field of personal protection,
Olfactory Confusion expandable to a 1 ft. diameter/level sphere centered
Enchantment (Compulsion) around caster (max 12 ft. diameter)
Level: Sor/Wiz 1 Target: Personal
Components: V, S Duration: 1 minute/level
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level) 'A film of force formed around his body, expanding to
Area: Up to a 20 ft. diameter circle push aside all that resisted.'
Target: Up to six creatures within the area of effect
…from The Dying Earth
Duration: 1 round/level
Saving Throw: Will negates
Magic Resistance: Yes The ultimate in personal protection, the sphere
This spell, a development of what was originally a produces a skin-tight bubble of impenetrable force
simple hunter's cantrip, has a number of uses, albeit around the caster and all worn or carried possessions.
for the most part subtle and indirect ones. Upon Under normal circumstances, the caster can move and
casting this spell, up to six creatures can be caused to fight normally while under the protection of the
smell imaginary scents of a wide variety, and from any sphere, which conforms to the caster's body shape,
source or direction within the area of effect. though they cannot cast spells while under its
Originally used by hunters to create scents which protection.
could cause animals to approach (musk, good food, Alternately, the caster can expand the bubble into
etc.) or flee (the smell of a dangerous predator, or the a sphere up to four yards in diameter, in which case it
whiff of a forest fire), this flexible spell has been becomes identical to resilient sphere until it is collapsed
adapted for a variety of uses as subtle as causing a back onto the caster's body. The expanding sphere
detractor's breath to reek strongly of wine while they will push objects away from the caster or (in the case
whisper disparagements into a superior's ear, or as of immobile objects) vice versa, as if with a Strength
crude as causing one's romantic rival to suddenly take of 25.
on an odor as if they have had an embarrassing The omnipotent sphere protects the caster from all
personal accident. physical damage, spells, cantrips, sudden temporary
The spell can be used to temporarily throw off changes in temperature, enchanted items, and direct
the scent ability of a pursuing predatory animal, or in and indirect attacks. The sphere can be destroyed by a
various situations to effect certain Bluff, Sense targeted dispel magic (or dispulsion), a rod of cancellation, a
Motive, Intimidate, or Diplomacy attempts, by the wand of negation, or disintegrate. The material
caster or others, by as much as +4 or -4, depending component is a blue topaz sphere worth at least 100
on the circumstances and the judgment of the DM. gp, which disintegrates when the spell is cast.
Success and Failure
On a Dismal Failure, the spell appears to work but
fails as soon as it is tested. On an Illustrious Success,
Success and Failure the duration is doubled.
On a Dismal Failure, the caster begins to emit horrid
odors. On an Illustrious Success, the duration is Orthu's Wave of Destruction
doubled. Conjuration

55
Arcane Spells

Level: Sor/Wiz 2 If cast inside a structure or underground, the


Components: V, S spell makes no provision to ensure that support walls
Casting Time: 1 action remain in place. The magician is thereby advised
Range: Close (25 ft. + 5 ft/level) against collapsing the building or labyrinth down
Duration: Instantaneous upon him or herself and her companions!
Saving Throw: None Success and Failure
Spell Resistance: No On a Dismal Failure, the spell works but the caster is
This bizarre spell knocks over every wall, fence, knocked prone. On an Illustrious Success, the spell
tree, hedgerow, coat rack, screen, statue, pole, obelisk, merely succeeds as normal.
and column within 30 feet of the caster. It does not
knock down items which are more then 30 ft. in
height. Interior walls that are part of a lesser structure
&
Panguine's Loyal Porter
will be knocked down unless they extend upwards for Evocation [Force]
more than 30 ft. without being interrupted by a floor Level: Sor/Wiz 3
a ceiling. The Wave of Destruction does not topple Components: V, S, M
items that cannot perceptibly be knocked over onto Casting Time: 1 action
their sides, such as a statue in the shape of a globe. Range: Close (25 ft. + 5 ft./2 levels)
Items which cannot reasonably be defined as Effect: 3 ft. diameter disk of force
walls, fences, trees, hedgerows, coat racks, screens, Saving Throw: None
statues, poles, obelisks, or columns remain upright Duration: 1 hour/level
unless they are sitting on, or otherwise supported by, Spell Resistance: No
an affected item. Sentient beings are immune to the A more powerful precursor to Tenser's better
spell, even when they also happen to be walls, fences, known floating disk spell, this useful evocation
trees, hedgerows, coat racks, screens, statues, poles, summons an entity, visible only as a faint shimmer,
obelisks and/or columns. which can carry any load up to one ton that can be
stacked in a space no more than two yards on a side,

56
including up to three people or medium sized size to hold a large person, and leaves the sack in a
creatures, if necessary. The caster can sit on the cool, dark place for several hours (the effect takes
porter, and raise it up or down to 30 feet high, but it longer to gestate if the sack cannot be protected from
will not move on the horizontal plane except to light and heat.)
follow the caster. When the caster is moving, the loyal At the end of this waiting period, an animated,
porter follows the magician, keeping a specified life-sized, fleshy copy of the target lies wriggling
distance (up to 300 feet) and altitude (up to 30 feet) inside the bag. After the bag is torn open, the naked,
over any terrain. It cannot move at a rate of more ill-formed simulacrum can be studied and questioned.
than 60 feet per round. At the end of the spell, or the It shares the target's knowledge as of the moment the
magician's orders, the porter gently lays down the clue was left behind. Using that knowledge, it will
load and vanishes. honestly answer one simple question per caster level.
Success and Failure It will answer in concise, even curt terms.
On a Dismal Failure, the spell suddenly fails as soon The simulacrum can provide simple information,
as any substantial amount of weight is placed on it - it including answers about the target's intentions and
rises to thirty feet and then disappears, causing 3d6 state of mind, but cannot make judgments, evaluate
damage to anyone riding on it and possibly breaking probabilities, or provide interpretations requiring
any fragile items carried. On an Illustrious Success, knowledge of life outside its own extremely limited
the duration is doubled. experience. So, for example, it can supply the target's
name, tell you where he was headed at the time, and
list the magical implements on his person, but cannot
Pasko's Deducible Placenta tell you whether the target is good or evil, advise you
Necromancy on the wisdom of pursuit, or guess whether he will
Level: Wiz 3 be betrayed by allies.
Components: V, S, M, MF The material Focus is special laboratory
Casting Time: 8 hours (see below) equipment worth at least 500 gp. The caster will
Range: 0 ft. regain the lost point of Constitution after one week
Effect: One clone of light activity and plenty of rest.
Duration: Instantaneous Success and Failure
Saving Throw: None On a Dismal Failure, there is a 1 in 6 chance that the
Spell Resistance: No placenta will become possessed by a hostile spirit, and
Through elaborate means, this spell allows the attack as if it were a Zombie of the same hit dice as
caster to identify a mysterious person and to the original person or creature who was being
determine his or her motives. It may be cast on any investigated. On an Illustrious Success, the caster does
physical remnant of an unknown person's recent not lose the one point of temporary Constitution.
travels, such as a footprint in the mud, a hand print
on a piece of glass, a hair left behind on a piece of
furniture, the well-chewed remains of a piece of fruit, Petritaur's Monitory Atheism
or a discarded fingernail clipping. It does not work Enchantment
when the identity of the person is already known to Level: Sor/Wiz 6
the caster, or could easily be discovered through Components: V
simple investigation, such as the questioning of Casting Time: 1 round
nearby witnesses. Range: Medium (100ft. + 10 ft./level)
In a complex process requiring a Craft (Alchemy) Area of Effect: 30 ft. diameter circle
skill check at DC 15 and draining one point of Duration: 1 round per level while concentration is
temporary Constitution, the magician extrudes a maintained
quantity of ectoplasm-a formless, proto-biological Saving Throw: Will negates
material-through the pores of his face and hands. He Spell Resistance: No
rolls it flat, like pie pastry, and then lays it up against This curious enchantment was handed down to
the piece of evidence: the footprint, the hair, or us by the sorcerer and theorist who devised a
whatever. Then he places it in a sack, of sufficient mathematical equation that purported to disprove the

57
Arcane Spells

existence of all gods and similar religious beliefs. The inexplicably from grace with the deity will regard his
spell allows the caster to momentarily induce an errant thoughts through that framework.
understanding of this theorem in all sentient minds This brings up the most important secondary
within range. While the caster maintains effect of this spell. After the spell has ceased
concentration, all affected individuals intellectually functioning, anyone who failed his or her saving
and emotionally know that none of the divine beings throw must make a second Will save at +4 on their
they pray to, or merely recognize in their mythologies, die roll. Those who fail must change alignment
actually exist as described. They acknowledge any randomly. Roll a D10 and Consult the table below:
miracles or other seeming supernatural acts attributed
to these deities as delusions, deceptions, or historical D10 Result
errors. At best, they consider that such sendings 1 Lawful Good
emanate from various extra-dimensional entities 2 Chaotic Good
intent on hoaxing believers out of sacrifices and 3 Neutral Good
emotional energy. The spell may or may not 4 Lawful Neutral
encourage individuals to act in a manner contrary to 5 Chaotic Neutral
their alignment, depending on each individual's 6 Chaotic Neutral
attitude toward them. 7 Neutral
Perhaps the most important practical effect of 8 Neutral Evil
this spell is that, for those who have failed their 9 Chaotic Evil
saving throws, it is impossible to cast clerical or 10 Lawful Evil
Divine spells of any type (including Druid and
Ranger spells) while the spell is still in effect. If a player changes to their original alignment, there is
People who accept the inherent validity of a no effect. Otherwise, the usual consequences can
religion's moral code will continue to obey it, even ensue, particularly to clerics, paladins, druids, rangers,
after their belief in its supernatural underpinning is and the like.
dispelled. Some may hypocritically continue to No one has yet disproved Petritaur's theorem, but
espouse beliefs they no longer hold, because the detractors note that he was killed by a freak lightning
status quo benefits them in some other way: a richly blast on a cloudless day.
robed cleric overseeing a lucrative temple may keep Success and Failure
his crisis of faith to himself, rather than abandon his On a Dismal Failure, the spell fails and there is a 1 in
profitable and prestigious position. 6 chance that the caster may change alignment as per
On the other hand, those who follow church above. On an Illustrious Success, all target(s) save at
edicts only out of fear of hellfire or other divine -1.
retribution will suddenly feel themselves free to
commit all the sins and infractions they've secretly
yearned for during their years of religious Phalajun's Perfection of Manners
subjugation. The spell does not induce temptations Conjuration (Summoning)
that didn't exist in the first place; a target may Level: Sor/Wiz 1
suddenly decide that murder isn't wrong without Components: V, S
wanting to embark on an immediate killing spree. Casting Time: 1 action
When the caster allows concentration to lapse, all Range: Close (25 ft. + 5 ft./ level)
affected persons recover their original beliefs. They Effect: One summoned creature
remember their time spent as atheists, but explain Duration: 1 round/level (D)
away the strange thoughts and actions that took hold Saving Throw: None
during this period. These rationalizations employ the Spell Resistance: No
most relevant precepts of a target's faith. A person This ancient spell assists magicians in behaving
who believes that enemy demons can affect one's properly. It allows one unfamiliar with polite customs
reason will decided that this has happened to him, to perform a single service with the nicest precision.
while an adherent who holds that people can fall Examples include removing the correct end of an
egg, with a neat incision; decanting a bottle of old

58
wine without spillage; or proffering the correct fork gushed the syllables of Phandaal's Gyrator Spell. The
for the fish course. All known accounts agree that it Deodand was jerked off his feet and flung high in the
leaves a lasting impression. air, where he hung whirling, high and low, faster and
This spell was never satisfactorily differentiated slower, up to the treetops, low to the ground. Mazirian
from Phalajun's imposing demonstration. Like it, this spell watched with a half-smile.'
summons up a greater Demon of an unknown
subtype. Unlike it, the enchantment of perfection of …from The Dying Earth
manners enjoins the demon not to attack anyone. The
creature must take the most direct route to the Through the application of spinning warps of
caster's side, regardless of furniture or architecture. magical force, the Gyrator lifts a single target into the
When there it performs the demonstration of correct air and spins it rapidly around. As long as the caster
manners, glowers, and then departs into a vent in the concentrates on the target, he can cause it to spin at
floor, leaving behind it a persistent cloud of actinic any rate ranging from a few slow revolutions a minute
green droplets. The exact agency is not apparent until to a speed great enough to rip limb from limb. At the
the spell is cast. maximum rate, the target suffers 4D6 Hit Points of
An indirect use for this spell is that it often damage per round until it reaches 0 hit points (at
misleads those unfamiliar with it to the extent that which point it is dismembered and dies), the spell
they believe the caster can command powerful duration ends, or the caster is interrupted. Because
Demons to perform trivial tasks for them on a whim. internal centrifugal and shearing forces cause this
This can help enormously with convincing people to damage, it ignores all DR of any kind. In addition, if
treat you respectfully, perhaps even more so than the sufficient materials are available, the unfortunate
demonstration of perfect manners. victim can be made to slam into tree branches,
Success and Failure bounce off high parapets or walls, crash against the
On a Dismal Failure, the summoned Demon ceiling, or otherwise strike high-placed objects in such
merely emits a loud flatulence and departs as a way as to cause up to an additional 2d6 bludgeoning
above, without performing any damage (treated separately for purposes of damage
demonstration. On an Illustrious Success, it resistance). Impact against certain more dangerous
will remain for several minutes, performing objects, such as sharp stakes mounted along a wall or
tasks such as serving wine or cutting one's the spines of a tall cactus, might score even more
steak. damage at the DM's option.
When rotating at half speed or better, it is nearly
impossible for the target creature to cast any spell.
Phandaal's Gyrator Spells with verbal components only can be attempted
Transmutation if the target creature makes a Concentration skill
Level: Sor/Wiz 7 check at DC 30. Otherwise, no spells can be cast.
Components: V, S If the target is capable of flight, it may move up to
Casting Time: 1 action half its normal rate if spinning at half speed or less.
Range: Long (400 ft. + 40 ft./level) Otherwise, it may not move under its own volition, as
Target: One creature of Large size or it is spinning too quickly to orient itself.
smaller The caster can also move the target through the
Duration: Concentration (up to 1 air anywhere within the spell's range. This spell will
round/level) work on any living being or object up to the size of a
Saving Throw: Reflex negates draft horse (size L). If the caster is distracted, the
Spell Resistance: Yes spell ends, whereupon the target ceases spinning and
falls to earth, suffering normal damage for a fall. At
'The Deodand's lips curled mockingly. any given time the target may be from 10 to 80 ft.
"Blind magician! She has not left the high in the air above the caster, although it could also
glade." He pointed, and Mazirian be flung off a cliff or other precipice if such is
followed the direction of the dead black available.
arm. But he jumped back as the
Deodand sprang. From his mouth

59
Arcane Spells

Should the victim survive this spell, it is the spell brings to the surface this space and all spaces
automatically nauseated (Dungeon Master’s Guide, directly connected to it (usually the equivalent to one
Chapter 3: Running the Game), assuming it is a or two medium sized rooms) up to 50 square feet per
creature capable of suffering this condition (i.e., level, to a maximum of 1,000 square feet. The spell
undead, plants, and creatures without stomachs would cannot be cast twice on the same adjacent or
ignore this result). The victim may make a Fortitude connected area. Unconnected spaces are always
save (DC 20) each round to recover from this unaffected.
condition, at a +1 cumulative bonus for each round Success and Failure
that passes after the spinning concludes. On a Dismal Failure, the spell fails and rebounds
Success and Failure loudly, creating a groaning sound which can be heard
On a Dismal Failure, the spell fails and the caster is for a great distance. On an Illustrious Success, an
buffeted by a weft of force and knocked prone. On additional 200 square feet are affected by the spell.
an Illustrious Success, the target saves at -2.

Phandaal's Observational Confinement


Phandaal's Inside Out and Over Evocation [Force]
Transmutation Level: Sor/Wiz 6
Level: Sor/Wiz 7 Components: V, S, M
Components: V, S Casting Time: 1 action
Casting Time: 1 Action Range: Close (25 ft. + 5 ft./2 levels)
Range: Long (400 ft. + 40 ft./ level) Target: 1 creature
Area: Up to 360 ft. square feet of tunnels and Duration: 1 hour/level
underground chambers Saving Throw: Reflex negates
Duration: Instantaneous Spell Resistance: No
Saving Throw: None This is a most aggravating spell if you have no
Spell Resistance: No means to counter it. When Phandaal's observational
confinement is cast, a large glass container appears from
'THE SPELL known as the Inside Out and Over the ground around the target, forming itself as it
was of derivation so remote as to be forgotten. An appears, and closing over the target's head in a flash.
unknown Cloud-rider of the Twenty-first Eon had Spell resistance cannot counter this spell, but the
construed an archaic version; the half-legendary Basile potential victim can dive out of the way with a
Blackweb had refined its contours, a process continued successful Reflex saving throw before being captured.
by Veronifer the Bland, who had added a reinforcing Once the confinement is complete, however, escape is
resonance. Archemand of Glaere had annotated nigh impossible.
fourteen of its pervulsions: Phandaal had listed it in Whilst air passes freely in and out of the
the 'A,' or 'Perfected', category of his monumental container, and there is plenty of room for sitting
catalogue. In this fashion it had reached the workbook down and for such actions as hammering one's fists
of Zaraides the Sage, where Cugel, immured under a helplessly upon the magical glass, confinement is
hillock, had found it and spoken it forth.' secure. Teleportation and Astral or Ethereal travel will
allow egress, but other than that, only a dispel magic,
…from The Eyes of the Overworld
disintegrate, Rod of Cancellation, or similar effect can
damage the container and only the caster can pass
Designed for relic-hunters and those trapped objects through to the person trapped within. No
underground by cave-ins, this very powerful spell magic can pass out of the container or affect it from
inverts tunnels, basements, caverns, buried rivers, and inside.
other hollows. Objects and beings in these tunnels are The material component is 500 gp worth of
brought to the surface with the force of a firm shove. sapphire dust which must be tossed into the air when
To cast inside out and over, the magician must be the spell is cast.
present in the subterranean space she desires to evert.
Provided the surface is within the range of the spell,

60
Success and Failure mastery of the magical arts to do otherwise. The
On a Dismal Failure, the spell fails and there is a 1 in great Phandaal created his sheltering radiance - whilst
6 chance that it affects the caster instead of the still practicing the first principles of his craft - in
target. On an Illustrious Success, the target saves at order to make his experiences wandering abroad more
-2. comfortable.
It is well known in academic circles that the
wizard who developed tiny hut was an antiquarian
Phandaal's Repudiation of Curses very familiar with the mages of the Dying Earth, and
Abjuration was in particular an admirer of the Great Phandaal. It
Level: Sor/Wiz 3 perhaps comes as no surprise therefore that this spell
Components: V, S of Phandaal's is similar though superior to the better
Casting Time: 1 action known Evocation tiny hut, which was actually a rather
Range: Personal simple copy of this original. Like the tiny hut (the
Target: You wizard later perfected his goal of creating a spell
Duration: Instantaneous (retroactive) which invokes an actual magical hut with his popular
Saving Throw: No tiny shelter), this spell merely creates a Force barrier
Spell Resistance: No (see below) against water, wind, and wind blown debris close
In far too many instances, base beings take around the caster or target, whilst simultaneously
offense at the actions of a magician about her keeping the temperature within its area of effect at a
business, often seeking to hinder or harm her with comfortable level.
dying curses. Phandaal was no stranger to such Unlike Tiny hut, however, the sheltering radiance
happenings and created the spell to counter these moves with the caster as they make their way about
acts. When this spell is triggered, the caster gains a the world. It is not without limitations, however, and
spell resistance of 10 + caster level against any quests, cannot be used to walk through flames with impunity,
geases, or curses which may have been placed on the nor across a freezing wasteland. It would suffice to
caster within the previous hour. The curse or other protect someone leaping through a blazing doorway,
spell must immediately defeat the resulting spell though. For practical purposes, the spell conveys
resistance or it is considered nullified. resistance of 4 to fire- and cold-based attacks,
Success and Failure restores temperature to 70 degrees as long as the
On a Dismal Failure, the spell seems to work but the outside temperature is between 0 and 100 degrees,
spell fails as soon as it is tested. On an Illustrious and will withstand wind up to Hurricane Force (70
Success, the caster gains an additional +2 spell mph), though greater wind will destroy the sheltering
resistance. radiance.
Success and Failure
On a Dismal Failure, this harmless spell merely fails.
On an Illustrious Success, the duration is doubled.
Phandaal's Sheltering Radiance
Evocation [Force]
Level: Sor/Wiz 4 Phunurus' Outstanding Replicator
Components: V, S, M Transmutation
Casting Time: 1 Action Level: Wiz 1
Range: 20 ft. Components: V, S
Target: Mobile 20 ft. radius sphere centered on Casting Time: 10 Minutes
caster's location Range: Personal
Duration: 4 hours/level (D) Target: You
Saving Throw: None Duration: Instantaneous (one skill check)
Spell Resistance: No Far from home, the magician comes across a
Even the most competent magician may from particular problem that could be solved through
time to time find it necessary to travel under the open exacting application of a particular branch of
air, and there are many dabblers who lack sufficient knowledge. Sadly, neither she nor her companions has

61
Arcane Spells

the required knowledge, and yet in her vast experience Radl's Pervasion of the Incorrect Chord
she knows that she must, on at least a small number Enchantment
of instances, have read information of use. Level: Sor/Wiz 2
The outstanding replicator plumbs the depths of the Components: V
magician's forgotten memories, allowing her to swiftly Casting Time: 1 action
write down (or recite if no writing materials are Range: Medium (100 ft. + 10 ft./level)
available) a number of facts that seem to bear Target: 1 active spellcaster
particular relevance to the situation at hand. Duration: Instantaneous
Practically, the effect is to allow a +4 to any Saving Throw: Will negates
knowledge skill check. Spell Resistance: Yes
Success and Failure Another spell preferred by dabblers such as
On a Dismal Failure, the spell fails and the caster rogues who must often seek to forestall the actions of
suffers a -4 to any knowledge skill check attempted powerful magicians, this potentially disastrous (for the
for the rest of the day. On an Illustrious Success, the target) magic inserts a disharmonious tone into an
caster gains a +6 to their skill check instead of +4. opposing spell cast. The caster of the pervasion
typically responds to an opposing magician by
shouting out the tone and activating this spell. The
The Predatory Lament casters and the target must make rival Initiative rolls,
Evocation [Sonic] and the winner is deemed to have cast their spell first.
Level: Bard 0, Druid 0, Sor/Wiz 1 Should the winner be the caster of the pervasion of the
Components: V incorrect chords, the target's spell fails. They suffer an
Casting Time: 1 action automatic Dismal Failure to their own cast if Spell
Range: Long (400 ft. + 40 ft./level) Failure is being used. If the pervasion's caster loses the
Area: Cone Initiative check, they lose their spell, and it has no
Duration: Instantaneous effect upon the other caster.
Saving Throw: Will negates Success and Failure
Spell Resistance: Yes On a Dismal Failure, the caster fails the shout the
Using this magic, the caster may let out a bestial chord and instead becomes confused and does
roar of significant volume, which will terrify all nothing for one round. On an Illustrious Success, the
herbivores and small carnivores, and will cause larger caster's initiative roll is at +2.
carnivores to soberly rethink their options. Even
monstrous humanoids and half-men will be taken in
by this terrible bellowing, assuming that some
fearsome and previously unknown creature lurks Read Shadows of Time
nearby. Any predatory or aggressive creature that Divination
hears the lament must make a successful Will save or Level: Sor/Wiz 3
flee the area. Any sentient creature (Int 4 or greater) Components: V, S
must make a second successful Will throw before Casting Time: 1 action
approaching the area where the caster cast the spell. Range: See text
Nonetheless, this spell's applications are relatively Effect: Magical sensor
few, and it is seldom collected by magicians of the Duration: 1 minute/level (D)
current age. Its best effect would surely seem to be in Saving Throw: None
combination with a convincing visual deception. Spell Resistance: No
Success and Failure The caster concentrates on a particular place or
On a Dismal Failure, the caster emits the pathetic object. Although the effect of the spell is to create a
bleating sound of a wounded baby lamb in distress, single swift flash of sequential messages in the
which attracts all predatory beasts within earshot. On caster's mind, it takes several long moments to attune
an Illustrious Success, the roar is so terrifying that any to the place or object before the magic can be
creature within earshot must make their Will save at attempted. The spell reveals to the caster's conscious
-2. mind a rapid burst of images and sounds covering

62
any emotionally charged activities that have occurred target(s), wracked by nausea, immediately suffer 2d4
in the vicinity of the place or object. temporary Constitution damage, and if not slain, can
These images start with the most recent and only hobble about or lie in bed. Each day after the
stretch back through history, and are rarely crystal third, the target may a new saving throw at +1 per
clear, except perhaps for those that have happened day (cumulative), to recover completely. This spell
within the last few hours or days. Exceptionally does not of course work against undead or non-
powerful echoes, even from long ago, might leap corporeal creatures, or anything else that cannot be
clearly to mind, and likewise images related to a place diseased (e.g., elementals, paladins, etc.).
or object that has been rarely disturbed over the Success and Failure
previous aeons will be more precise. The spell does On a Dismal Failure, the caster becomes nauseated
not give the caster any way to comprehend unfamiliar (Dungeon Master’s Guide, Chapter 3: Running the
languages, but it does reveal strong emotions that Game) for 1d6 rounds. On an Illustrious Success, the
might have been hidden to some of the participants target saves at -2.
of the events in question.
Success and Failure
On a Dismal Failure, the caster is haunted by the Safe Trail Charm
passions they experienced while surveying long- Enchantment (Compulsion) [Mind-Affecting]
forgotten tragedy, and cannot concentrate enough to Level: Druid 3/Wiz 4
cast spells for a full day. On an Illustrious Success, the Components: V, S, M
caster gains the ability to comprehend languages for one Casting Time: 1 day (see below)
day. Range: Medium (100 ft. + 10 ft. /level)
Target: One living creature
Duration: Permanent until broken (D)
Rhialto's Green Turmoil Saving Throw: None
Necromancy Spell Resistance: No
Level: Druid 4, Sor/Wiz 5 While under the influence of this powerful spell,
Components: V, S the target is blessed with a +8 luck bonus to all saving
Casting Time: 1 action throws, and Damage Reduction of 10/+1. The target
Range: Close 25 ft. + 5 ft./2 levels) also gains a +4 on all Diplomacy and Sense Motive
Target: Up to four creatures within spell range skill checks, and a +4 to Spot and Listen skill checks
Duration: Instantaneous while the spell remains in effect.
Saving Throw: Fortitude negates This mighty charm requires advance preparation
Spell Resistance: Yes by the caster. First, on the night of a full moon, 40
By creating a severe imbalance in the target's gold and 200 silver coins must be melted down in a
humors, the Turmoil produces an illness that always crucible. Next, two pints of the casters own blood
lasts at least three days and can linger for a week. The must be drained, and the caster permanently loses 1
point of Constitution due to loss of spiritual essence.
The caster must then sacrifice a bull, whose blood
must be gathered and mixed with the caster's own
blood in a large gourd. All the blood must then be
poured into the crucible with the still-liquid metal,
along with 500 gp worth of ruby dust. The metals,
ruby dust and blood residue are then smelted
together, and finally cast into a special type of
electrum amulet.
The mold for the amulet must be made by an
expert metalsmith using masterwork tools, and costs
500 gp to create. The electrum amulet is then
trimmed, filed, and polished, and embedded with five
green malachite stones worth 80 gp each and inlayed

63
Arcane Spells

with a quantity of lapis lazuli worth 100 gp. Total cost causes 2d6 of temporary Strength damage and 5d6
to make the amulet is 1,550 gold pieces, not counting Hit Points of real damage.
the cost to hire the metal smith if needed. Only very large and/or powerful creatures can
Once cast, the spell will continue to take effect as usually endure the impact of this terrible spell. The
long as the target remains on a clearly defined, material component for this spell is a special tar that
recognizable road, highway or pathway. Inns and must be slathered over the hands, which is made from
taverns on the side of the road are considered to be Pit Fiend Ichor, and which disintegrates when the
"on the trail" for purposes of this spell. If the target spell is cast. Pit Fiend blood cannot normally be
strays from the path by as much as ten feet, the spell acquired on the open market, needless to say, but
is nullified. If the target removes or loses the when it (rarely) is, sufficient quantity to cast this spell
electrum amulet, the spell is also nullified. costs 5,000 gp.
Success and Failure Success and Failure
On a Dismal Failure, the spell simply backfires, On a Dismal Failure, the caster is struck by a partial
ruining the expensive material focus. On an Illustrious backlash and suffers 1d6 of temporary Strength
Success, the target of the spell also gains +1 on all damage and 2d6 damage. On an Illustrious Success
attack rolls for the spell's duration. the target saves at -2.

Shabat's Admonitory Bolt Shabat's Obliging Demon


Evocation (Diabolist's Spell)
Level: Sor/Wiz 8 Conjuration (Calling) [See text]
Components: V, S, M Level: Wiz 4
Casting Time: 1 action or 1 minute (see below) Components: V, S, M
Range: Close (25 ft. + 5 ft. /2 levels) Casting Time: 10 minutes
Target: 1 creature Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous (see below) Target: One minor outsider
Saving Throw: Fortitude half, see below Duration: Instantaneous
Spell Resistance: No Saving Throw: No
A far from subtle application of magic, the Spell Resistance: None
admonitory bolt is a conjuration of destructive energy This ancient, highly sophisticated, and carefully
from sources best left undisclosed. At the casting of wrought spell summons a minor demon or devil from
the spell, a black and oily semi-solid mist appears the underworld, the type depending on the caster's
around the caster's readied fists. This mist may be alignment. The outsider in question is then compelled
held in readiness for as long as the caster can to fulfill one task set by the caster to the best of its
maintain concentration upon its presence. ability. It will remain on the prime material plane for
During this time, the caster may actively seek a up to 9 days or until it has fulfilled its mission,
target without affecting this concentration, but may whichever comes first. This spell is essentially a
not seek to manipulate any objects, nor use hands for prepackaged summoning spell that combines the
other tasks. The advantage of holding the mist ready effects of lesser planar binding and several forms of
is that this reduces the chance of the spell producing magical compulsion, suitable to compel the one
a backlash due to being cast too quickly. If the spell is minor outsider to do the caster's bidding. Lawful
cast without at least a full minute's preparation, there casters will receive an Imp, while chaotic casters will
is a 1 in 6 chance that the caster will suffer the effects receive a Quasit. Those whose alignment is neither
of the magic. specifically lawful nor chaotic have their choice of
When cast, this spell leaps from the caster's fists types.
over a short distance as a bolt of dark force, striking Casters who know a specific demon or devil's
and hideously wounding a single target by rotting name may call that specific creature. Though the
flesh, liquefying organs, and crumbling bones. Due to summoned demon is often less obliging that Shabat
the unique origin of the energy invoked by this spell, indicates in his casting summary, and often so
spell resistance is not effective against it. The bolt brusque that they could be surpassed only by a Djinn,

64
it must obey the letter of the caster's instructions, Success and Failure
even if this means losing its material form (these On a Dismal Failure, the caster believes they have the
demons don't actually die if slain on the Material Track feat and will go on a wild goose chase. On an
Plane). Illustrious Success, all Survival rolls made while
Some magicians repeatedly summon a single tracking the subject are at +2.
reliable demon and reward it for continued good
service, and a few ultimately acquire familiars in this
manner. It should be noted, however, that the sort of Signifier for Signified
reward a demon or devil might demand for its Transmutation
services are not likely to be carried out by a good- Level: Sor/Wiz 5
aligned caster. Components: V
The material component is powdered silver dust Casting Time: 1 action
worth at least 100 gp, which must be used to fashion Range: Close (25 ft. + 5 ft./level)
a magic circle, into which the outsider is summoned, Target: One inanimate object
and must remain until it has received and symbolically Duration: Instantaneous
agreed to perform its orders. Saving Throw: Yes (see below)
Success and Failure Spell Resistance: Yes
Needless to say, this spell can be perilous to cast. On The caster specifies a nearby inanimate object by
an Illustrious Success, the outsider may reveal its calling out its name and directing his gaze towards it.
name if pressed (run a Diplomacy, Bluff, or The spell functions through creating a symbol of
Intimidate contest between the caster and the power visible as a name writ in lines of glowing
outsider). Dismal Failure means the demon or devil energy. The symbol then moves quickly in a wide arc
has escaped its binding and may immediately attack to strike against the named object (which may be of a
the cater and/or run amok. size up to 1 cubic foot per caster level). The
inanimate object is instantly converted into numerous
identical energy symbols, typically glowing a bright
Shabat's Resolute Seeker ruddy hue as it undergoes this transformation. The
Divination symbols scatter skywards and halt for a moment
Level: Sor/Wiz 2 before vaporizing.
Components: V, S Success and Failure
Casting Time: 1 action On a Dismal Failure, the caster of this unusually
Range: Long (400 ft. + 40 ft./level) elegant spell turns his own form into energy. On an
Duration: 10 minutes level Illustrious Success, the transition to energy is even
Utilizing a mere scrap of clothing, mark on the more flashy and spectacular.
trail, or scuff mark upon a stone floor, the magician
may activate this spell. The caster then becomes
attuned to the owner or magician of the clue in
question, and can follow their trail from the point of Simbilis' Abhorrent Distraction
origin as if it were a clear pathway trodden through a (Diabolist's Spell)
field of fever grass. The clues that the magician picks Conjuration/Summoning
up may be tiny marks that could otherwise be easily Level: Sor/Wiz 5
overlooked, and in any case are often indications that Components: V, S
would otherwise be impossible to link to the one Casting Time: 1 action
being pursued. Range: Close (25 ft. + 5 ft./2 levels)
Effectively this spell grants the caster the Track Effect: Special Symbol
feat for use temporarily against one subject only. See Duration: 1 hour/level
the Player’s HandBook, Chapter 5: Feats for more Saving Throw: Yes (see below)
details on the Track feat. Spell Resistance: No
A whirling and wriggling, slightly repulsive
geometric shape about the size of a man's upper

65
Arcane Spells

torso appears in the air. Any outsiders that can see it Success and Failure
must match make a Will save or else become On a Dismal Failure, the caster is incapacitated by
preternaturally fascinated by this illusion. Demons agonizing pain for the next ten rounds. On an
save at -6, devils and any other chaotic or evil aligned Illustrious Success, the target's initial Will saving
outsiders save at -4. Any outsider with HD equal or throw is at -2.
greater to the caster's level may attempt a new save
every three rounds. If a target of this spell is hurt or
otherwise distracted forcefully, the fascination ends. Simbilis' Righteous Mantle
Anything that occurs during the fascination will be (Diabolist's Spell)
forgotten by the outsider when the spell ends. When Abjuration
the spell does end (either on expiration or when Level: Sor/Wiz 6
cancelled by the caster), any outsiders that were Components: V, S
observing it would be unaware that anything out of Casting Time: 1 action
the ordinary has occurred. Range: Touch
Success and Failure Target: One person
On a Dismal Failure, the caster is himself distracted Duration: 1 round/level or Concentration
by the creation for 1d6 rounds (although outsiders are Saving Throw: None
not). On an Illustrious Success, all targets' saving Spell Resistance: No
throws are at -2, cumulative with any other penalties This is a more powerful derivation of the 3rd
listed above. level arcane spell Thasdrubal's doughty resolution, and like
it, a fairly common precautionary charm used when
dealing with dangerous outsiders (particularly demons
Simbilis' Diabolical Restraint and devils). The effect of this potent protective magic
(Diabolist's Spell) is to grant the caster a +4 bonus to all Reflex and
Evocation [Force] Fortitude saving throws against any attacks, spells, or
Level: Wiz 7 otherwise malignant effects from any demon, devil,
Components: V, S, MF Celestial, or other outsider, and a +6 to all Will saves
Casting Time: 1 action and Will related skill checks, for the duration of the
Range: Medium (100 ft. + 10 ft./level) spell. The effects of this spell are cumulative with
Target: 1 Outsider Thasdrubal's doughty resolution.
Duration: 1 minute per level Simibilis' righteous mantle is considered the standard
Saving Throw: Will negates basic precaution by Diabolists specifically for use
Spell Resistance: No when summoning and planning to negotiate with
Glowing circles of green light shoot forth from subworld denizens such as demons or devils.
the caster's outflung hands. These rings head towards Success and Failure
the nearest outsider in the general direction that the On a Dismal Failure, the caster suffers a -4 on all
caster is pointing, zeroing in on demons, devils or saves for the spell's minimum duration, and on an
other evil outsiders at the caster's preference. The Illustrious Success the duration is measured in hours
green light encircles and binds the chosen target for instead of melee rounds.
the spells duration, causing agonizing pain in the
process if the creature attempts to move or cast any
magic. (One point of Temporary Constitution
damage is suffered for each such unwise action Spell of Internal Solitude
attempted, and the target must make an additional Enchantment [Mind-Affecting]
Will save to complete their action). Level: Sor/Wiz 4
The material focus is a 6-inch crystal rod, Components: V
preferably of pure emerald, beryl, or green topaz, and Casting Time: 1 action
worth at least 5,000 gp. The spell can be attempted Range: Close (25 ft. + 5 ft./level)
with a green glass or crystal rod but the spell success Target: 1 creature within earshot
roll will be at -4. Duration: 1 hour/level

66
Saving Throw: Will negates
Spell Resistance: Yes Spell of the Macroid Toe Table
The caster evokes an otherworldly tone, and the
unfortunate target is temporarily isolated from its Effect to Target
own senses. They are unable to see, hear, smell, touch, Round# Toe Size (all effects are cumulative)
taste, or perceive in any way, basically being locked 1 Egg Painful Distraction, -1 on
into an internal void. It is common after this spell Will saves
ends for its victims to be overcome with delight or 3 Apple Impediment to movement,
confusion for an hour or more, or even to suffer -10 ft. to movement rate
temporary amnesia. 5 Grapefruit Excruciating pain. -1 to Hit,
Success and Failure no Dex bonus to AC, -1 on
On a Dismal Failure, the spell affects the caster. On all Saves.
an Illustrious Success, the target's saving throw is at 6 Cantelope Boots or shoes split, serious
-2. impediment to movement.
-20 ft. to movement rate
7 Watermelon Can only hop painfully on
Spell of the Macroid Toe one foot. Max movement is
Transmutation 10 ft.
Level: Sor/Wiz 4 8 Pig Cannot move
Components: V, S 9 Cow Will save each round or lose
Casting Time: 1 round consciousness from pain.
Range: Close (25 ft. + 5 ft./level) 10 House Toe will burst through any
Target: 1 creature confinement short of heavy
Duration: 1 round per level (while maintaining iron or solid stone.
concentration)
Saving Throw: Fort negates
Spell Resistance: Yes Spell of the Twelve Unavoidable Questions
This spell causes the target's right big toe to Enchantment (Compulsion) [Language Dependent,
rapidly swell as long as they remain in the area of the Mind-Affecting]
effect, until it eventually becomes the size of a house Level: Sor/Wiz 4
or the duration of the spell ends, whichever comes Components: V, S
first. The effects of the spell worsen as the caster Casting Time: 1 action
continues to concentrate: Range: Close (25 ft./+5 ft/level)
If the target moves out of range of the spell, the Target: 1 creature
spell ceases to function. The spell is often cast upon a Duration: See below
physically dangerous opponent who the caster wishes Saving Throw: Will negates
to discourage from their immediate proximity. Spell Resistance: Yes
This spell cannot affect creatures that do not The caster of this spell may ask twelve questions
have a big toe. Undead and other monstrosities that of the target. The target must be able to understand
cannot feel pain are immune to any effects listed the caster's speech. Only when the twelfth question
above that result from discomfort, but still have their has been asked does the target start to answer each
movement limited. A creature capable of natural question in turn. Questions cannot be conditional on
flight ignores the movement restrictions until the 9th the answers to previous questions. The target is
round, at which point the toe weight so much that obliged to tell the truth, but the spell does not force
flight becomes impossible. the target into giving more explanatory details. The
Success and Failure magic does not imbue any power of communication
On a Dismal Failure, the spell fails and there is a 1 in with the victim, so if the subject cannot hear the
6 chance that the caster's own large toe is affected questions or understand them, there is no effect. This
instead of the target's. On an Illustrious Success, the charm is appreciated by those of an inquisitive nature,
target saves at -2. though the answers are often misleading.

67
Arcane Spells

Success and Failure Range: Medium (100 ft. + 10 ft./level)


On a Dismal Failure, the caster becomes maudlin and Target: Two living creatures within a 15 -ft. radius
tearfully confesses any secrets they know to all within Duration: 1 round/level
earshot for 1d4 rounds. On an Illustrious Success, the Saving Throw: Will negates
target saves at -2. Spell Resistance: Yes
Upon failing their saving throw, the target of this
spell becomes possessed with an irrational irritation
Spell of the Slow Hour caused by the person standing nearest to them. The
Transmutation target will be magically compelled to cease all other
Level: Sor/ Wiz 5 activity for at least one round and begin to berate that
Components: V, S person, describing in embarrassing detail those
Casting Time: 1 action personal quirks which might have been thought to
Range: Personal cause the irritation. Both the original victim and the
Target: You person so abused must then make another additional
Duration: 1 round/level Will save each round thereafter or suffer a -6 to Spot
Saving Throw: Fortitude negates (harmless) skill checks on any activity going on around them as
Spell Resistance: Yes (harmless) they continue to argue with each other, and be
A simple warp of space and time alters the rate unwilling to do anything but argue unless they happen
that time passes for the caster so that his thoughts to make their Will save.
and actions are three times faster than normal. The Success and Failure
caster can perform the activities of two full melee On a Dismal Failure, the spell fails and there is a 1 in
rounds within the space of one round-i.e., two 6 chance that the spell affects the person standing
standard actions. He takes his first set of actions at nearest to the caster, with the caster becoming the
his regular point in the initiative sequence, but his target of their ire. On an Illustrious Success, the
second set comes at the end of the round, after all target saves at -2.
other creatures have moved (thus, although he can
cast two spells in the same round, he cannot do both
simultaneously). The caster also receives a +2 Haste
bonus to AC, +2 to attack rolls, and gains +30 ft. to
their normal movement rate. While under the
influence of the spell, the caster can fight, cast spells,
pick a lock with greater speed, or win a footrace
against almost any opponent. Once the spell ends, the
caster is as tired as if he had performed the
complicated action without magical aid.
This spell does not stack with haste.
Success and Failure
On a Dismal Failure, the caster's psyche is out of
synch with the time warp, leading to effective
paralysis for the duration of the spell. On an
Illustrious Success, the duration of the spell is
measured in minutes rather than melee rounds.

The Spell of Sudden Irritation


Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Under the influence of the Spell of Sudden Irritation
68
Summons of the Improvident Gap If the wielder rolls a natural 1 on any attack,
Conjuration (Creation, Calling) however, it means they have touched themselves with
Level: Sor/Wiz 8 this extravagantly dangerous weapon, and immediately
Components: V, S (see below for special) suffer 5d6 damage (Reflex save for half). Similarly,
Casting Time: 1 action should a mage wielding such a weapon be grappled,
Range: Close (25 ft. + 5 ft/2 levels) both the wielder and the grappler(s) must make
Effect: See text Reflex saving throws each round or be touched by the
Duration: 1 minute/level weapon, causing a full 5d6 damage (no save).
Saving Throw: Reflex half It is not possible to get an object larger than the
Spell Resistance: None gap through it in one piece. You can stuff something
The magician creates a small rift of tightly in it bit by bit, but it will come out in a destroyed pile
defined proportions between this and another reality. on the other side. Although the caster has the option
The resulting gap between worlds is three feet long, of creating a gap between this world and one with a
one inch across, and one sixteenth of an inch deep. lower gravitational pull, so that sliced pieces of
More often, the spell is cast so that it connects this objects from that reality rain randomly down into this
reality to one with a higher gravitational pull, so that one, there is no reason to do so, and the ritual is
any object coming into contact with it is powerfully performed in this way only by the most confused
pulled into the gap. Almost any mundane object pranksters.
larger than the gap will be rent into pieces upon The reality to which the summons connects is
coming into contact with it. Contact to living determined not by the caster, but by the entities who
creatures causes 5d6 damage per round (Reflex save power the spell. Though obligated to select a reality
for half). of the desired gravitational pull, they otherwise
That part of an object coming into direct contact choose randomly or capriciously. Fortunately, the
is sucked through the gap into the other reality, never annals record only a few instances in which
to return, while the rest is left behind in this world. aggravated entities from targeted dimensions were
Often, this spell is cast as a trap, hidden inside a chest able to make their way to this reality to take the
or a desk drawer it can quickly dismember and slay an magician to task for his heedless pollution of their
overly inquisitive thief. Placed under a thin welcome home worlds.
mat, it can cause grief to unwelcome visitors. Indeed, Success and Failure
this odd spell is frequently used to create a very On a Dismal Failure, the spell fails and the caster is
deadly trap of this type. touched by the gap, suffering 5d6 damage (Reflex
A second, though far rarer, application of this save for half). On an Illustrious Success, the duration
spell is to fashion the "gap" into a weapon by affixing is doubled.
it to a hilt of gold and opal dust. This requires casting
the spell permanency in conjunction with the improvident
gap, hiring a masterwork goldsmith using masterwork Tarrinor's Photonic Plane
tools for at least 6 weeks, and the hilt must be made Evocation [Force]
of pure gold and an extremely rare type of opals Level: Sor/Wiz 3
which must be crushed into dust. The cost to fashion Components: V, S, M
such a weapon is between 10,000 and 40,000 gp (roll Casting Time: 1 action
a d4) and requires 3,000 XP. Range: Close (25 ft. + 5 ft./2 levels)
Once created, the resultant "disintegration sword" Effect: A bridge of force up to 30 ft. wide and up to
acts as a +3 weapon for purposes of To Hit rolls, and 300 feet long.
as a +5 weapon for purposes of determining Damage Duration: 1 minute/level (D)
Reduction. It causes 5d6 damage per hit (Reflex save Saving Throw: None
for half), with no Strength bonus applicable for To Spell Resistance: No
Hit or Damage rolls. The "disintegration sword" A convenient aid to those exploring difficult
destroys armor on contact (magic armor is allowed a terrain, this spell creates a glowing sheet of solid light
saving throw). 30 feet wide and up to 300 feet long. The plane may
be sloped, but only up to 30 degrees. This plane of

69
Arcane Spells

force will support almost any amount of weight and Temporal Projection
is impervious to any sort of physical damage. Once Transmutation
placed, the plane cannot be moved. Level: Sor/Wiz 9
Success and Failure Components: V, S, M
On a Dismal Failure, the plane comes into existence Casting Time: 1 round
but will immediately vanish once any amount of Range: Touch
weight rests on the middle. On an Illustrious Success, Effect: Sends one creature back in time
sentient beings and any items they touch may move Target: 1 creature
about the plane by thought alone without any physical Duration: Instantaneous
exertion. Saving Throw: None
Spell Resistance: Yes
If successful, this spell propels the target up to
Tchanfen's Disintegrative Application one million years into the past. Phandaal banned this
Transmutation magic, and with good reason; all casting attempts to
Level: Destruction 4, Sor/Wiz 5 send someone more than a thousand years into the
Components: V, S, MF past are affected by -2 on the die roll. (Only a handful
Casting Time: 1 action of extremely potent magicians know complex magical
Range: 10 ft. assistances that can be enacted in order to nullify this
Effect: Cone levy.) Those transported by the spell perceive the
Duration: Instantaneous journey as a violent disarrangement of dimensionality.
Saving Throw: (see below) The caster may arrange for the target's return by
Spell Resistance: No specifying either the duration of their stay or a
This spell allows the caster to form an absolute specific outcome that needs to be accomplished. Or
and devastating understanding of the fundamental not. (Core spell, cast by Pharesm)
structure of all non-living, inanimate objects within Success and Failure
his close range field of vision. When the spell is cast If an actual Dismal Failure is rolled, the caster and
every non-living thing within a cone-shaped field everything in close proximity (normally including the
before the caster's eyes is disrupted into its subatomic target) are vaporized in a thunderous explosion. All
components, and essentially disintegrated. The spell folk and loose objects within 20 yards of this effect
will affect all non-living tissue, including rock, are thrown violently to the ground and suffer 6d6
wooden furniture, clothes, toenails, and hair but not points of damage. If supporting walls are destroyed
undead creatures. by this blast, building sections may also collapse. On
Magic artifacts or items are unaffected. Artificial an Illustrious Success, the target knows the year of
constructs such as walls, gates, doors and the like his arrival and may choose to return at a time of his
suffer 10d6 damage. If at least half damage is done, a choosing, if the caster so permits.
hole has been created sufficient for a Medium-sized
creature to pass through. The magic acts in a cone
with its base diameter of 4 feet. Its effect ceases ten
feet from the caster, insufficient to cause catastrophic Tinkler's Old-fashioned Froust
damage to a large structure, but enough to create an Transmutation
entry or exit in exigent circumstances. Level: Sor/Wiz 4
The material focus is a small lodestone. Components: V, S
Success and Failure Casting Time: 1 action
On a Dismal Failure, the caster is disintegrated, so Range: Close (25 ft. + 5 ft./level)
magicians of low skill rarely attempt this spell. On an Target: 1 creature
Illustrious Success, the caster may pick and choose Duration: 6 hours + 1 hour/level
which items in the field of effect are actually Saving Throw: Will negates (see below)
disintegrated, instead of affecting them all equally. Spell Resistance: Yes
The target of this spell is brought under the caster's
whim, and they must follow a simple set of orders to

70
the letter and with as much speed as possible. Should demise suggests he was not entirely successful - he
they fail to comply, they suffer terrible pains was found slumped over his workbook with smoking
throughout their entire nervous system, as if their empty eye sockets.
nerves were being beaten by flaming brands, and Success and Failure
suffer 1d4 temporary Constitution damage. The only On a Dismal Failure, a false text is recreated to
instances one can stand motionless whilst affected by the disadvantage of the caster. On an Illustrious
this spell (and not suffer its pains) are when listening Success, the duration of the spell is doubled.
to the orders or when taking a moment to actively
devise swift ways to achieve their accomplishment.
Even under these circumstances, the terrible pains Thasdrubal's Baneful Notifier
lurk in very fiber of the victim's body, hinting at the (Diabolist's Spell)
agonies barely withheld. The target may resist the Divination
spell if they make a Will save, and even then they Level: Wiz 4
simply roll around screaming in pain and suffer 1 Components: V, S
point of temporary Constitution damage before Casting Time: 1 action
falling unconscious. Range: Long (400 ft. + 40 ft./caster level)
Success and Failure Duration: 1 hour/level (concentration)
On a Dismal Failure, the spell fails and the caster Saving Throw: None
suffers 1d4 temporary Constitution damage and the Spell Resistance: No
feeling of being beaten by flaming brands. On an The caster uses this spell upon him- or herself or a
Illustrious Success, the target saves at -2. willing target. The effects remain in place and
dormant for a single day. During that period, if a
demonic being comes into range, the beneficiary of
Treviolus' Emblematical Restorative the spell is alerted. They instantly know how many
Transmutation creatures there are, how many Hit Dice they have,
Level: Wiz 1 and approximately how far away they are. This
Components: V, S perception will last for as long as the beneficiary can
Casting Time: 1 action concentrate, and then ends.
Range: Close (25 ft. + 5 ft./ 2 levels) Success and Failure
Effect: "Virtually" restores partial documents and On a Dismal Failure, the spell seems to work but
inscriptions (see below) doesn't. On an Illustrious Success, both the range and
Duration: 1 round per level duration are doubled.
Saving Throw: None
Spell Resistance: No
Amongst his varied hobbies, the great Treviolus
wandered the ruins of cities and mansions from Thasdrubal's Doughty Resolution
bygone aeons, sifting amongst the sad remains for (Diabolist's Spell)
what few relics could be salvaged and contemplated. Abjuration
After many years of frustration at finding incomplete Level: Sor/Wiz 3
texts and classifiers, he finally perfected his Components: V, S
Restorative. This spell may be cast upon a section of Casting Time: 1 action
incomplete lettering, and will recreate (in faint Range: Personal
glowing symbols) the missing parts. Target: You
The text must have at least half its elements Duration: 1 round/level
present, and it will only restore phrases that are part Saving Throw: None
of an existing leaf. As long as the caster maintains Spell Resistance: No
concentration, the symbols will remain extant, and A standard precaution used by spellcasters when
can be copied down. It is rumored that Treviolus dealing with subworld entities (outsiders), this spell
created an advanced version of this effect which gives the caster (or target) a protective aura that
allowed spells to be restored, but the manner of his resists demonic magic (including special abilities).

71
Arcane Spells

Effectively, the beneficiary of this magic gains a full day. Should for some reason the Vrock be
bonus of +2 to all saving throws to any magic or attacked at any point, it is free to fight back, though it
effect (including poison, disease, etc.) which is of must still attempt to bring the cage to the required
outsider origin, and a +4 to all saving throws against destination. Nothing can effectively stay the demon
any spells cast upon them by demonic or Diabolical from its destination save interference from other
agencies. The only visible evidence of this magic is a outsiders or equally powerful flying creatures, or
faint golden glow around the recipient. As outsider strong magic.
magic interacts with this shield, the defensive magic Once at its destination, the Vrock demon briefly
flashes with coruscating gold and silver sparkles. The awaits instructions. The caster, if present, can direct it
effects of this spell are cumulative with those of to a soft and exact landing. In the caster's absence, the
Simibilis' righteous mantle (qv). demon roughly deposits its charges from a height of
Success and Failure two or three yards, and then departs. To use this spell,
On a Dismal Failure, the caster instead receives a -2 the caster must have either visited the destination,
against all such attacks over the spell's minimum currently see it, possess some object from there, or
duration. On an Illustrious Success, all saving throw have a detailed map of the route.
bonuses are increased by 50% over the values listed The material component is a special iron cage
above (i.e., +3 versus magic of outsider origins, and inlayed with silver protection runes, which costs 750
+6 against demonic or Diabolical magic). gp and takes 3 days by a trained ironworker and a
masterwork silversmith to construct. Without the
1 cage, there is a 1 in 6 chance that the Vrock will drop
the passenger(s) on the way, and/or attack them.
Thasdrubal's Laganetic Transfer
Conjuration (Summoning) Success and Failure
Level: Wiz 4 On a Dismal Failure, the spell fails and there is a 1 in
Components: V, S, M 6 chance that the Vrock will seize the caster and take
Casting Time: 1 minute (see below) them to the specified destination instead of the
Effect: see below target. On an Illustrious Success, the Vrock that
Target: up to 8 people answers the summons is particularly strong and fast,
Duration: 1 day/level and can carry 25% more weight or, if not loaded with
Saving Throw: None this excess material, travel at a 25% greater speed.
Spell Resistance: No

Turjan's Thunderclap
"…and the cage with Cugel crouching within was Evocation [Sonic]
snatched aloft and hurled through the air." Level: Bard 1, Sor/Wiz 2
Components: V, S
…from The Eyes of the Overworld
Casting Time: 1 action
Though safer and more comfortable magical Range: Close (25 ft. + 5 ft. /2 levels)
transport exists, this spell is easy and widely known, if Area: Cone
somewhat tainted by its incorporation of the Duration: Instantaneous
demonic. The lagenetic transfer summons and binds a Saving Throw: Will negates
Vrock (Tanar'ri) demon (Monster Manual), which is Spell Resistance: Yes
referred to somewhat vaguely as the Agency of Far This is a short spell, suitable for gaining the
Dispatch within the spell summary. surprise advantage when faced by a single attacker, a
The caster instructs the demon as to the group with a clear leader, or a mounted assailant. One
destination and passengers (up to eight people and all merely makes a gesture toward the auditory organs of
their gear, or up to six in a lightweight palanquin the targeted individual, speaks four syllables, and
fitted with every convenience). The demon then instantly inflicts upon them a great burst of sound,
grasps the passengers in its talons and departs. sufficient to make their senses spin. The targets must
Though the transfer is reliable, it is not instantaneous. make a Will save or be stunned for 1-3 rounds.
Journeys that cross oceans or continents can require a

72
Targets that do not have ears, or are permanently or
temporarily deaf, are unaffected. Urturusz's Susceptible Perpetuity Table
Success and Failure
On a Dismal Failure, the spell fails and there is a 1 in Reflex Save to
6 chance that the caster suffers from the effects of intercept
the spell instead of the target. On an Illustrious Item DC
Success, the target saves at -2. Arrow fired from closer than 60 ft. 25
Arrow fired from 61 - 120 ft. 20
Arrow fired from over 120 ft. 15
Unassailable Intellect Javelin thrown from less than 15 ft. 20
Abjuration Javelin thrown from 16 ft. or more 15
Level: Sor/Wiz 1 Crossbow bolt (as arrow +5)
Components: V Sling bullet (as arrow -5)
Casting Time: 1 action Spear (as Javelin +5)
Range: Personal Falling average-sized tree 20
Target: You Boulder thrown by a giant 25-35 depending
Duration: 1 round/level on size
There are those disreputable magicians and
meddlesome entities who try from time to time to significant force is brought to bear on it, whichever
take over or meddle with the wills of others. Casting comes first. So, for example, if the spellcaster acts
this spell conveys a +4 bonus to all Will saving quickly enough the spell can be used to stop a single
throws made during the spell's duration, this helping arrow as it hurtles through the air towards its target,
the caster to maintain control of his or her own but it can later be made to resume its flight when
faculties. batted from the air by a playful child. A huge boulder
Success and Failure weighing hundreds of pounds could be stopped from
On a Dismal Failure, the spell seems to have worked landing on a house, but a single person standing on
but will fail the first time it is tested. On an Illustrious the roof could not possibly alter its course, and would
Success, the spell conveys a +6 bonus to Will saves not be considered a "significant force" for this
instead of a +4. purpose. A titan, however, could do the job quite
nicely.
The DCs to intercept some sample objects are
shown in the box nearby. Note that both mass and
Urturusz's Susceptible Perpetuity weight are considered in the DC, so a massive
Transmutation boulder rolling slowly down a slight slope is no harder
Level: Sor/Wiz 4 to stop than an arrow in mid-flight.
Components: S Success and Failure
Casting Time: Partial action On a Dismal Failure, the object in question will
Range: Long (400 ft. + 40 ft./level) merely change course so as to be aimed at the caster
Target: One rapidly moving inanimate object if was not already aimed at him or her. On an
Duration: Instantaneous (one day) Illustrious Success, the caster gains a +4 bonus to the
Saving Throw: None reflex save required to "catch" a flying object with the
Spell Resistance: No spell.
This fast - acting spell acts upon any inanimate
but currently moving object, which owes its motion
to kinetic energy (such as a ball thrown through the
air), gravity (as in the case of a rock rolling down
hill), or in some other force which is, or has acted
upon it. This spell causes one single object to
immediately halt, even in midair, and remain in place
until either after a day has passed, or until any other

73
Arcane Spells

Xarfaggio's Physical Malepsy the chosen target (which must be a creature of similar
Necromancy physiology) must make a Fort save or immediately
Level: Sor/Wiz 3 suffer the same malefaction, while the original patient
Components: V, S is immediately cured. Sinister and disreputable
Casting Time: 1 action magician/"healers" often operated "clinics" where
Range: Close (25 ft. + 5 ft./2 levels) they practiced "miracle" healing, shunting diseases
Target: 1 creature and poison into bound and gagged victims who were
Duration: 1 round/level (Concentration) hidden behind curtains or in a nearby room.
Saving Throw: Fortitude negates A second more dynamic way to use this spell is as
Spell Resistance: Yes a preventative safeguard. A magician may cast
The caster must be able to see some portion of Yasbane's displacement of woe upon themselves,
the victim's bare flesh; thus this will not work on a whereupon the next injury, poisoning, or infestation
person in full armor with a face-covering visor. The of disease that they suffer (within the limits of the
spell's effect is to cause the victim to lose mastery of spell's duration) will immediately be transferred to
their own nervous system and to flop around like a their chosen target, who must save at -4 or suffer the
fish out of water for as long as the caster maintains effects of the wound or malefaction. It is not possible
attention on them, up until the spell's duration. The to target the individual who directly caused the injury
spell has no effect on undead or non-corporeal in the first place (i.e., in melee or missile combat, or
creatures or any being without a nervous system, such by a direct-effect spell). Therefore, this spell cannot
as elementals. While out of control, the victim can effectively be used in a one-on-one combat situation.
take no actions, but is otherwise unaffected-they do It can, however, be used against someone who caused
not suffer damage, for example, unless their own the harm indirectly. Note that the spell automatically
inability to move makes them subject to some other works on the very next injury-it cannot be delayed or
effect. They may make saving throws as normal, but deferred until later.
are considered helpless for purposes of being
attacked. When the spell ends, the victim is left in a Example of use: A wizard who had just cast the spell
prone position. on herself steps boldly toward a rival conjurer and his
Success and Failure bodyguard, a rampaging ogre. She is promptly struck
On a Dismal Failure, the caster involuntarily leaps and with a stunning blow from the ogre's club, but stands
squirms about the vicinity for several minutes, and
uninjured, while her rival, the conjurer, collapses with
unless restrained may injure themselves. On an
his head staved in. Later, the same wizard compels the
Illustrious Success, the target's saving throw is at -2.
now-dead conjurer's majordomo to show her the way to
his secret laboratory. Suspicious of the majordomo's sly
demeanor, she casts the spell on herself a second time.
Yasbane's Displacement of Woe As the two enter the laboratory, the majordomo covers
Transmutation his face with a damp cloth while the room fills with
Level: Sor/Wiz 5 poisonous gas. The wizard takes a deep breath, and
Components: V, S then steps away from the billowing green clouds. She
Casting Time: 1 action watches with satisfaction as the majordomo coughs and
Range: Close (25 ft. + 5 ft/2 levels) falls to the ground, clutching his throat…
Target: One creature within spell range
Duration: Instantaneous or 1 round/level (see below) Success and Failure:
Saving Throw: Fort negates or see below On a Dismal Failure, the spell seems to have worked
Spell Resistance: Yes but actually merely masked the symptoms and/or will
This "treatment" transfers an ailment or injury to fail when tested. On an Illustrious Success, the
a nearby person, who will contract its effects, no duration is doubled.
doubt providing more customers for the healer. The
spell can be cast upon a person suffering from a
disease, or from the effects of poison, in which case

74
Yimbolo' Dancing Blade not have any magical to hit bonus and is not
Transmutation considered an enchanted weapon for purposes of
Level: Sor/Wiz 5 Damage Reduction.
Components: V, S Note: this spell is somewhat similar to its later
Casting Time: 1 action derivation, the 7th level arcane spell Mordankeinans
Range: Close (25 ft. + 5 ft/2 levels) sword, which summons a sword of force and is
Target: Caster's Sword superior in all aspects, except that as magical force it
Duration: 1 round/level is ineffective against creatures with spell resistance.
Saving Throw: None On the other hand, a sword enchanted by Yimbolo's
Spell Resistance: No dancing blade cannot affect ethereal or incorporeal
Should the caster be set upon by ruffians and be creatures the way Mordankeinans sword does, because
nwilling to consider engaging in base physical the blade is simply an ordinary sword blade.
hostilities, a rapier or other bladed weapon may be Success and Failure
tossed into the air and will commence fighting as if Upon a Dismal Failure, when the sword is tossed in
wielded by a swordsman of superior skill to the caster the air it hangs there, slowly turning, and will attack
himself. It stays close by the caster, attacking any the first person to move (including the caster). The
opponents and defending the caster from the most caster has no control of it in this case. After defeating
dangerous physical opponents. The caster need not that opponent, the sword chooses the next person to
concentrate on this defense and may continue with move, and if multiple individuals move
other actions, and can even (if compelled by simultaneously, it chooses the closest one. On an
unfortunate circumstances) engage in combat with a Illustrious Success, the sword is considered a +1
second weapon. weapon for all purposes, including but not limited to
The sword attacks as if it were a fighter of the attack bonuses, damage rolls, and damage reduction.
same level as the caster, i.e., with a +1 attack bonus
per caster level. If
the caster is 6th
level or higher, the
sword gets two or
more attacks
exactly as a fighter
of the same level
would. The sword
causes damage by
weapon type. A
typical sword is
considered AC 15
with a hardness
(damage reduction)
of 10 and 5 hit
points (add any
magic bonus to all
three figures). It
receives no
Damage bonus but
can cause critical
hits in the normal
fashion (threat
number is by
weapon type). The
sword also does
About time to use Ymbolo’ Dancing Blade
75
Spell Components and Foci

Spell Components and Spell Foci of New Spells


Spell Spell Component or Spell Focus
Angwantibo's … Preservation A six-inch-long aquamarine rod worth at least 5,000 gp.
The Agonizing Immolation A small dollop of tar and a pinch of sulfur.
Calanctus' Substantive Warden A pearl worth at least 500 gp, which is crushed to powder, mixed with
wine, and imbibed by the caster.
Call to the Ominous Enthusiast A candle made from badger - tallow, dyed sapphire blue (the dye is
expensive and the candle costs 15 gp to prepare)
Charm of Untiring Legs A pinch of mule dung.
Curse of the Undignified Ancestor A paste made of dried dates, a small dollop of which must be applied to
the target's head.
Dust Devil A piece of straw tied into a special knot.
Edan's Thaumaturgic Poultice A specially prepared poultice made up of rare herbal ingredients costing
at least 100 gp.
Enchantment of the Stilled Tongue A small silver pin which is driven into the flesh of the mouth of the
spell's target, just under their tongue.
The Elegant Combatant A potion of Heroism, which the caster must quaff during the casting of
the spell.
Enchantment of Youth Renewed A giant, perfect black pearl of at least ½ inch diameter, worth at least
10,000 gold pieces, which is crushed and mixed into a paste to be
spread over the (shaved) scalps of both the victim and the caster in
the process of casting the spell.
Fiade's Persistent Harassment One pound of powdered silver (for the magic circle), a clip of hair or
toenails or an article of clothing from the intended victim, and a live
animal of at least ½ Hit Dice as reward for the Imp for each day
that it continues to act.
The Illusion of Vile Arthopods A dozen dried scorpion tails, which must be flung toward the targets.
The Implacable Decay A small green toadstool.
Llorio's Superior Restraint A special square shaped blob of gelatin, the making of which requires
the use of a masterwork alchemical lab in a secret process taking at
least 4 hours, with ingredients which cost 10 gp per use. A batch of
up to 24 can be made in the lab each time.
Lorgan's Leaping Flame A special flash powder made of phosphor and brimstone, which costs
50 gp to make.
Malakan's Silver Skin An ounce of mythril powder (value 50 gp) which the caster must
sprinkle onto their bare skin while casting.
Mupouchar's Reliable Proscription (material focus) A small silver mirror with the name of the proscribed
spell written onto it with a grease pencil, and worn on a silver chain
down the caster's back.
The Omnipotent Sphere A blue topaz sphere worth at least 100 gp, which disintegrates when the
spell is cast.
Phandaal's Confinement 500 gp worth of sapphire dust, which must be tossed into the air when
the spell is cast.

76
Spell Spell Component or Spell Focus
Shabat's Admonitory Bolt A special tar which must be slathered over the hands, which is made
from Pit Fiend Ichor, and which disintegrates when the spell is cast.
Pit Fiend blood cannot normally be acquired on the open market,
needless to say, but when it (rarely) is, sufficient quantity to cast this
spell costs 5,000 gp.
Shabat's Obliging Demon Powdered silver dust worth at least 100 gp, which must be used to
fashion a magic circle, into which the outsider is summoned.
Simbilis' Diabolical Restraint The material focus is a 6 inch crystal rod, preferably of pure emerald,
beryl, or green topaz, and worth at least 5,000 gp. The spell can also
be attempted with a green glass or crystal rod.
Tchanfen's Disintegrative… The material focus is a small lodestone.
Thasdrubal's Laganetic Transfer A special iron cage inlayed with silver protection runes, which costs 750
gp and takes 3 days by a trained iron worker and a masterwork
silversmith to construct.

Components for any spell can be found at the market ... for a price

77
Magical Items and Artifacts

Rare and Magical Items and Artifacts of the Dying Earth


Because of the ancient origin of many of these artifacts, there are no standard methods listed here for
manufacturing them. Most of the artifacts listed here are either unique or have been constructed according to
methods long lost in the distant past of the Dying Earth.

Ioun Stones
Ioun stones are among the most popular magic items in the Dying Earth. In addition to the ioun stones in D20,
here is a selection of several more types known to exist in the Dying Earth.

From the 3.0 DMG (p. 220)


Color Shape Effect Price
Dull gray Any Merely orbits without further powers 25 gp
Dusty rose Prism +1 deflection bonus to AC 4,000 gp
Clear Spindle Sustains creature w/out food or water 5,000 gp
Pale blue Rhomboid +2 enhancement bonus to Strength 8,000 gp
Scarlet and blue Sphere +2 enhancement bonus to Intelligence 8,000 gp
Incandescent blue Sphere +2 enhancement bonus to Wisdom 8,000 gp
Deep red Sphere +2 enhancement bonus to Dexterity 8,000 gp
Pink Rhomboid +2 enhancement bonus to Constitution 8,000 gp
Pink and green Sphere +2 enhancement bonus to Charisma 8,000 gp
Dark blue Rhomboid Alertness (as the feat) 8,000 gp
Vibrant purple Prism Stores six levels of spells 12,000 gp
Iridescent Spindle Sustains creature without air 15,000 gp
Pale green Prism +1 competence bonus to all rolls 20,000 gp
Pearly white Spindle Regenerate 1 pt of damage / hour 20,000 gp
Pale white Ellipsoid Absorb spells up to 4th level* 20,000 gp
Pale lavender Ellipsoid Absorb spells up to 8th level** 40,000 gp

From the 3.5 DMG (p. 260)


Color Shape Effect Price
Clear Spindle Sustains creature w/out food or water 4,000 gp
Dusty rose Prism +1 insight bonus to AC 5,000 gp
Deep red Sphere +2 enhancement bonus to Dexterity 8,000 gp
Incandescent blue Sphere +2 enhancement bonus to Wisdom 8,000 gp
Pale blue Rhomboid +2 enhancement bonus to Strength 8,000 gp
Pink Rhomboid +2 enhancement bonus to Constitution 8,000 gp
Pink and green Sphere +2 enhancement bonus to Charisma 8,000 gp
Scarlet and blue Sphere +2 enhancement bonus to Intelligence 8,000 gp
Dark blue Rhomboid Alertness (as the feat) 10,000 gp
Vibrant purple Prism Stores three levels of spells 36,000 gp
Iridescent Spindle Sustains creature without air 18,000 gp
Pale lavender Ellipsoid Absorbs spells of 4th level or lower 20,000 gp
Pearly white Spindle Regenerate 1 point of damage per hour 20,000 gp
Pale green Prism +1 competence bonus to all rolls 30,000 gp
Orange Prism +1 caster level 30,000 gp
Lavender and green Ellipsoid Absorb spells up to 8th level 40,000 gp

* After absorbing 20 spell levels, the stone burns out and turns to dull gray, forever useless.
78 ** After absorbing 50 spell levels, the stone burns out and turns dull gray, forever useless.
From the Dying Earth
Color Shape Effect Price
Saffron Yellow Cone Know Direction, as the spell 1,000 gp
Blue Cone Detect Poison, as the spell 1,000 gp
Incandescent Red Cone Detect Secret doors, as the spell 1,000 gp
Saffron Yellow Scalahedron Tiny Hut, as the spell 1,000 gp
Salmon Pink Dipyramid Read Magic, as the spell 1,000 gp
Iridescent Scarlet Scalahedron Alter Self, as the spell 1,500 gp
Pale White Dodecahedron Darkvision, as the spell 2,000 gp
Pale Green Scalahedron Nondetection, as the spell 2,000 gp
Scarlet Cone Detect Magic, as the spell 2,000 gp
Iridescent Blue Cone Detect Scrying, as the spell 2,500 gp
Iridescent Green Dodecahedron Entropic Shield, as the spell 3,000 gp
Wine-Dark Blue Octahedron Feather Fall, as the spell 3,000 gp
Saffron Yellow Dipyramid Tongues, as the spell 3,000 gp
Incandescent Purple Dipyramid See Invisibility, as the spell 3,000 gp
Scarlet Dodecahedron Death ward, as the spell 4,000 gp
Blue Dodecahedron Protection from arrows, as the spell 4,000 gp
Iridescent Blue Dodecahedron Shield, as the spell 4,000 gp
Sky Blue Octahedron Freedom of Movement, as the spell 4,000 gp
Clear Octahedron Air Walk, as the spell 4,000 gp
Pale Green Dodecahedron Barkskin, as the spell 5,000 gp
Salmon Pink Octahedron Water Walk, as the spell 5,000 gp
Clear - Yellow Dipyramid Zone of truth, as the spell 6,000 gp
Forest Green Scalahedron Passwall, as the spell 6,000 gp
Pale Lavender Dodecahedron Mage Armor, as the spell 7,000 gp
Pale Green Cube Spell Focus (Divination), as the feat 8,000 gp
Pale Green Dipyramid Suggestion***, as the spell 8,000 gp
Pink and Green Cube Spell Focus (Illusion), as the feat 8,000 gp
Black and Green Cube Spell Focus (Necromancy), as the feat 8,000 gp
Scarlet Pyramid +4 Skill Points to a pre-defined skill 8,000 gp
Iridescent Green Octahedron Haste***, as the spell 8,000 gp
Black Dodecahedron Negative Energy Protection, as the spell 10,000 gp
Scarlet Octahedron Fly***, as the spell 10,000 gp
Saffron Yellow Cylinder Quicken Spell, as the feat 10,000 gp
Incandescent Blue Cylinder Silent Spell, as the feat 10,000 gp
Scarlet Cylinder Still Spell, as the feat 10,000 gp
Forest Green Cube Spell Focus (Abjuration), as the feat 10,000 gp
Black Cube Spell Focus (Enchantment), as the feat 10,000 gp
Clear - Rose Cylinder Empower Spell, as the feat 12,000 gp
Clear Cylinder Enlarge Spell, as the feat 12,000 gp
Pale Green Cylinder Extend Spell, as the feat 12,000 gp
Clear - Green Cylinder Heighten Spell, as the feat 12,000 gp
Opaque White Cube Spell Focus (Conjuration), as the feat 12,000 gp
Clear - Blue Cylinder Maximize Spell, as the feat 15,000 gp
Deep Red Cube Spell Focus (Evocation), as the feat 15,000 gp
Blue Pyramid Spell Penetration, as the feat 15,000 gp
Clear Scalahedron Polymorph Self***, as the spell 15,000 gp
Black and Red Cube Spell Focus (Transmutation), as the feat 20,000 gp
Pale Lavender Octahedron Improved Invisibility***, as the spell 20,000 gp

All spell effects from ioun stones are permanently in effect except where marked with three astericks, (***) in
which case they function 3 times per day as if cast by a 17th level Wizard. 79
Magical Items and Artifacts

For those who do not recognize the names of some of Grasphotel's Obdurate Curmudgeon 750 gp
the more complex polyhedrons mentioned in the chart Sand of Quietude (per dose) 750 gp
above, we have provided a description of each: Selua's Quill of Writing 750 gp
Octahedron: An 8-sided figure with triangular faces (i.e., Selua's Urn of Purification 800 gp
an 8-sided die). Selua's Thimble of Mending 900 gp
Dodecahedron: A 12-sided figure with pentagonal faces Cobalt Mountain Talisman 1,000 gp
(12-sided die). Hoptile's Bridle 1,000 gp
Scalahedron: An 8-sided shaped like two pyramids Piaco's Turban 1,000 gp
connected base to base. Eavesdropper's Bauble 1,200 gp
Dipyramid: A spindle-shaped crystal composed of an Selua's Brush of Washing 1,200 gp
Selua's Watering Can of Plant Growth 1,500 gp
equal number of scalene triangles.
Tablet of Sufficient Nourishment 1,500 gp
Rare non-magical artifacts of some value or utility Piaco's Scarf 2,000 gp
The Jade Fish 2,000 gp
Item Market Price Selua's Ewer of Chilling 2,300 gp
Coin to Detect the Pure-Hearted 25 gp Vasp's Cup of Inspiration 2,500 gp
Colinquace's Tonguesheath 50 gp Piaco's Bone 3,000 gp
Telanxis Oil (per vial) 250 gp Selua's Cauldron of Cooking 3,000 gp
Textbook of Gruke's Philosophy 200 gp Selua's Pepper Churn 4,000 gp
Phollion Leaves (per ounce) 500 gp Piaco's Trumpet 4,000 gp
Thyle Dust (per packet) 750 gp An Aura of Petty Divinity 5,000 gp
Rug of Superior Merit 1,000 gp Novitiate's Candle 6,000 gp
Diambroid (per minim) 1,000 gp Bracelets of Youth and Age 10,000 gp
Teman Blossom (per blossom) 1,500 gp
Kohha's Bewitching Stanzas 1,500 gp Magic artifacts of notable efficacy and/or
Nightman's Accomplice 1,500 gp significance
Spring-Heel Boots 2,000 gp
Kohha's Limericks of Excoriation 2,000 gp Ever-Lengthening Rope 1,200 gp
Lal-Aba's Pink Libram 4,000 gp Ossip Wax (per pot) 1,500 gp
Lal-Aba's Blue Libram 5,000 gp Ring of Fire 3,000 gp
Lal-Aba's Yellow Libram 5,000 gp More than Utilitarian Headgear 3,500 gp
Lal-Aba's Orange Libram 8,000 gp Muieix's Marvelous Pantaloons 4,800 gp
Jealous Guardian 13,500 gp Glimmister of Sharpness (per pot) 5,000 gp
Lal-Aba's Green Libram 40,000 gp The Heliosdactum 5,000 gp
Lal-Aba's Red Libram 50,000 gp The Assassin's Blade and Ring 8,500 gp
Lal-Aba's White Libram 100,000 gp Talisman of Anthropic Imposition 10,000 gp
Cloud of Knives 11,000 gp
Snake Ring 13,000 gp
Magical curios and artifacts of minor power or a Faulile's Practical Barrier 18,000 gp
trivial nature The Armor of the Neophyte 20,000 gp
Carbenal's Penetrating Fork 27,000 gp
Crystallized Dreams (per crystal) 250 gp Blue Concentrate Projector 35,000 gp
Selua's Basket of Cleaning 300 gp Khandl's Redoubtable Guardian 39,000 gp
Talisman to Reveal the Hidden 500 gp Thief-Taker 41,000 gp
Amrakkik Paste (per ounce) 500 gp Schiavona of Kavic 50,000 gp
Frashjamir's Determinant Lash 500 gp Baron Kalofoi's Jewels 70,000 gp
The Iron Head 500 gp Laccodel's Protective Rune 80,000 gp
Mutable Deck 500 gp
The Pen of Chabal 500 gp
Selua's Silver Brandy Flask 600 gp

80
Rare Non-Magical Artifacts of Some Value or that in spite of centuries of intrigue toward, and
Utility outright naked attacks upon, the shadowy guild, the
Some of these items, while non-magical, are of secret has never been disseminated. The guild guards
immense practical value. Others, while lacking truly its secrets and its very identity jealously, and it is a
useful functions to the pragmatic adventurer, have good thing too, for a tiny quantity of Diambroid can
considerable value as treasure. After all, not all hordes cause a devastating amount of harm. One shudders
are of gold: precious spices and oils; books; and toys, to think what might happen to a society where such
collectables and curios also command value on the substances became widely available.
market. Each minim of Diambroid, a gummy material pale
blue in color, can cause 1d6 of damage in a ten-foot
radius when it explodes. Additional minims of
Coin to Detect the Pure-Hearted Diambroid increase both the damage caused and the
Market Price: 25 gp blast radius of the effect. Each minim adds 1d6
This silver coin has picked up a demon taint from damage (to a maximum of 10d6) and each 5 minims
the black ooze and no one with a Lawful Good increase the blast radius by 5 feet. The damage caused
alignment will accept it. This allows the owner of the never exceeds 10d6, but the blast radius can keep
coin a foolproof way to identify such people, should increasing, though fortunately such large quantities of
the owner wish to avoid them. Diambroid are seldom if ever encountered.
Diambroid is unstable and very dangerous to
handle. It will only rarely detonate if completely
submerged in water, but in the air, the slightest
Colinquace's Tonguesheath jostling or even a slight increase in air temperature
Market Price: 50 gp can cause it to explode. A fall from ten feet or more
The revered company of Colinquace and or a blow sufficient to cause damage will always
Daughter has been plying its trade in a back street of detonate Diambroid. Each lesser incident of "rough
Kaiin for more years than anyone cares to count. handling" should be responded to with a die roll by
Purveyors of tonguesheaths and other gentlemanly the DM. A 1 indicates explosion, the die being a D6
items of dentalwear, they are a name to be trusted. to a D20, depending on the DM's evaluation of the
Long cherished by diplomats and ambassadors roughness of the contact with the substance.
the world over, the Colinquace tonguesheath - accept no Diambroid does not last forever unless magically
substitutes! - is prepared from the finest wheriot preserved. Under normal conditions, it will
integument. It is lovingly cured and tanned using only deteriorate and lose explosive power within 1d4
the sleekest deodand's pelt. Affixed by means of a weeks of its manufacture, slightly longer if kept in a
stud inserted through the underside of the tongue, cool, dry environment. Normally, only from 1d6
the sheath ensures that the wearer may partake of minims of Diambroid will be available under any
local cuisine without danger of offending the host or conditions, and it is extremely rare to find even this
vomiting. much. The substance is in fact prohibited in most
The tonguesheath can be cleaned and waxed civilized areas.
between meals with Colinquace's Sheathewax in time
for the next disgusting repast. It is guaranteed for at
least 20 meals, a span easily prolonged with proper Jealous Guardian
care. Market Price: 13,500 gp
A powerful and expensive effectuant that may be
purchased from certain alchemists and magicians, the
jealous guardian comprises a ball of explosive Diambroid
Diambroid (qv) held by a tiny water elemental. This is moderately
Market Price: 1,000 gp per minim stable and may be carried in a pouch without undue
Diambroid is a very rare alchemical substance, fear. The price includes ten minims of Diambroid,
manufactured in a process known only to a certain which suffices to destroy a target and most of the
much-feared guild. The recipe is so closely guarded room it occupies.

81
Magical Items and Artifacts

The functions are many, but its principle use is to skill check grants a +2 on any die roll related to
guard goods coveted by those of greater magical persuasion. This effect can be handy during a
ability than oneself. In such cases, one should pose negotiation, while attempting verbally trickery or
the Guardian in a ring of exact diameter, someway manipulation, or while undergoing a seduction
above a rigid floor, and use a minor cantrip to protect attempt. Of course, this works only against humans
the desired goods. The owner is thus doubly or similar humanoid creatures with similar emotional
protected. An incompetent cannot safely remove the reactions to humans, whose language is known to the
protected items, and should a magician approach and speaker, and who have an intelligence of 10 or higher.
arrogantly cast the liberation of warp, the elemental is Still greater effects can be achieved by specifically
banished, the Diambroid drops (exploding to cause reading the right passage to the right target. The
10d6 of damage in a 20 ft. radius), and the owner will efficacy of a specially written poem depends on the
be left with his pride, if not his property. quality of information that can be learned about the
target: Kohha wrote volumes upon volumes of
inspired poetry, so the trick lies in finding just the
Kohha's Bewitching Stanzas right passage. The more accurately a given target's
Market Price: 1,500 gp likes and dislikes are understood, the better the
The poet Kohha has long been regarded as the chance of researching the most suitable poem from
greatest master of written language in human history. among Kohha's works.
He was perhaps best known for having penned rich, To attempt this, a minimum of a couple of hours
luxuriant poems which, when memorized and recited, of conversation with, or direct observation of, the
have a reputation of being useful to aid any literate quarry is necessary. At that point, a successful Gather
individual in the arts of persuasion and, particularly, Information check (DC = the target's Wisdom),
seduction. Until the 19th aeon, however, his works followed by 1d4 hours of reading, is sufficient to find
were largely known by reputation only. This changed a stanza which can have a powerful emotional effect
when shortly after the Cutz Wars, his complete works on the target when read aloud. Kohha's poems are
were published by a wealthy admirer in a unique usually fairly concise and can be read in 1d4 rounds.
format. Upon hearing and understanding the recitation, the
Every one of Kohha's poems, plays, stories, target must make a Will saving throw with a DC = to
histories, tales, and personal letters (though none of the reader's Charisma.
his many infamous Limericks, which were put into a If the target fails, they may fall victim to any one
separate volume, see below) were written on a single of the following effects (selected by the reader)
scroll of cured Deodand skin in a special shorthand exactly as if under the influence of the 4th level
script. The scroll was mechanically embedded in a Arcane spell emotion, the effect lasting for 2d6 rounds:
box on two rollers, with knobs available to help a
reader advance or review the scroll. Built into each Friendship The enchanted creature reacts more
such box was a carefully ground magnifying lens of positively toward others. Their attitude on the
superb quality and ingenious arrangement, enchanted Influencing NPC Attitude Table (see NPC
so that it translates each highlighted passage from the Attitudes; Dungeon Master’s Guide, Chapter5:
cryptic shorthand into a beautiful, highly legible script Campaigns) shifts to the next more favorable
of more than sufficient clarity. reaction (hostile to unfriendly, unfriendly to
With the aid of this ingenious box, which also indifferent, indifferent to friendly, or friendly to
includes a superlative index, nearly anyone could helpful). Creatures involved in combat, however,
review each of Kohha's 15,000 some odd poems at continue to fight back normally.
will. Due to the immensely persuasive nature of
Kohha's words, this can have very practical Hope The enchanted creature gains a +2 morale
applications! Having learned a few of his standard bonus to saving throws, attack rolls, ability
efforts, for example, it is possible to memorize a checks, skill checks, and weapon damage rolls.
handful suitable for a wide range of possible
situations. Reciting one of his more widely applicable Passion If appropriate to the creature's preferences,
poems during a Diplomacy, Intimidation, or Bluff the enchanted creature becomes passionately

82
infatuated with the reader, and will attempt to influence of the 4th level Arcane spell emotion, the
initiate sexual congress at the earliest convenient effect lasting for 2d6 rounds:
opportunity.
Fear The enchanted creature flees from you
These pseudo-magical psychological effects only whenever they are in sight of you.
work the first time the poem is used upon a given
target. Subsequent attempts have no effect other than Despair The enchanted creature suffers a -2 morale
moderate esthetic interest or approval (for Kohha is penalty to saving throws, attack rolls, ability
generally popular with everybody). It is believed that checks, skill checks, and weapon damage rolls.
nearly 100 of Kohha's mechanical manuscripts are
still extant, but lacking one, his works can also still be Hate The enchanted creature reacts more negatively
found in many good libraries. toward others. Their attitude on the Influencing
NPC Attitude Table (see NPC Attitudes;
Dungeon Master’s Guide, Chapter5: Campaigns)
Kohha's Limericks of Excoriation shifts to the next less favorable reaction.
Market Price: 2,000 gp
In addition to lyrical poems meant to uplift the spirit Rage The enchanted creature gains a +2 morale
or speed the reader towards the bedchamber, the poet bonus to Strength and Constitution scores, a +1
Kohha also composed reams of satirical verses. With morale bonus on ill saves, and a -1 penalty to AC.
these Limericks, each designed to mock and belittle They are compelled to fight heedless of danger.
one or more of the 903 known personality archetype-
subtypes which were fashionable among alienists
during Kohha's time, one can jab rivals during
sophisticated social occasions, flabbergast them in a
chance meeting on the street, or even mortally
embarrass them in some less savory encounter such
as on the dueling field. For this purpose, each verse
must be carefully targeted to a victim's specific
foibles.
In order to find a useful limerick, the reader must
either succeed at a Gather Information skill check
roll, or have already spent two or more hours
observing their target's behavior. In the latter case,
the reader must be able to watch their target in
relatively unguarded circumstances. To merely observe
them standing at attention during a parade, for
example, is not enough to notice any amusing quirks
which might give a clue to the personality type that
have been subject of Kohha's ridicule.
After a successful Gather Information check,
followed by 1d4 hours of reading, it is possible to
locate the perfect Limerick designed to have a
powerful emotional effect on your target. Kohha's
Limericks are even more concise than his poems and
one can be read as a standard action. Upon hearing
and understanding the recitation, the target must
make a Will saving throw with a DC = to the reader's
Charisma.
If the victim fails, they may fall victim to any one Books of spells and formulae are eagerly sought after by magicians
of the following effects exactly as if under the and merchants alike.

83
Magical Items and Artifacts

The Library of Lal-Aba Lal-Aba's Blue Libram


Market price: See below Market Price: 5,000 gp.
From a truly ancient era aeons in the past, the This volume grants 200 xp to any spellcaster able
Arch- Wizard Lal-Aba was possibly the very earliest to succeed at an Intelligence ability score check at DC
of all the known magicians to have gained fame in 15. The book only has this effect the first time it is
the Dying Earth. Despite his shadowy origins in read.
remote antiquity, his might, his wisdom, and
reputation for deep insight into the secrets of magic
are proverbial among the better-educated scholars in Lal-Aba's Red Libram
the field. Many are indeed familiar with at least a few Market Price: 50,000 gp.
of his better known epigrams, though as is often the This volume delves into the principles of ancient
case few have actually read his infamous works. and forbidden magic, purportedly of pre human
Fewer still are those who are aware that Lal-Aba origin. It grants a bonus of +3% or +500 xp
was in fact a diminutive individual of no more than (whichever is higher) to the experience points of
three inches in height, who is believed to have fled to arcane spellcasters only who are able to succeed at an
the Dying Earth from another plane of existence. Intelligence ability score check with a DC of 15.
This last fact, known only to tiny group of specialized Anyone reading the book must also make a Will save
scholars, is one of the chief reasons why his oft at DC 15 or suffer the permanent loss of -1 Wisdom.
discussed "Prismatic Librams" are rarely discovered, The book only has an effect the first time it is read.
for they were naturally of an appropriate size for their
author.
Nevertheless, thanks to their being bound with Lal-Aba's White Libram
nearly indestructible materials, a half dozen or so Market Price: 100,000 gp.
complete sets of the Librams do continue to exist, This volume delves into secret horrors of subworld
and extremely astute observers occasionally find one magic. It grants a bonus of +6% or +1000 xp
or even a whole set, often in a completely unexpected (whichever is higher) to the experience points of
context. In one famous incident, a sage recognized a arcane spellcasters only, if they succeed at an
complete set of Lal-Aba's librams in the bookshelf of Intelligence ability score Check with a DC of 15.
a toy doll-house for sale in a curio market. On Anyone reading the book must also make a Will save
another occasion, an itinerant squatter sleeping in an at DC 15 or change alignment one degree toward
abandoned manse became a rich woman after she chaos or evil. The book only has an effect the first
discovered copies of the much sought-after Red and time it is read.
White Librams in a mouse hole.
Once one or more of the Librams of Lal-Aba are
discovered, successfully utilizing them can still be a Lal-Aba's Green Libram
challenge. They are too small to be perused by a Market Price 40,000 gp.
normal sized human being, so appropriate magical This volume helps a magician learn which spell
shrinkage or some other means magical or mechanical school best suits their personality archetype. It grants
must be utilized to enable the owner to peruse one. the feat Spell Focus in a randomly determined spell
Furthermore, each of Lal-Abas works is a challenging school to any spellcaster able to succeed at an
read to say the least. Only the most highly intelligent Intelligence ability check with a DC of 20. The book
and mentally disciplined individuals can grasp the only has an effect the first time it is read.
principles contained therein, and certain of the books,
in particular the terrible Red and White Librams,
contain secrets which can unhinge the mind of a Lal-Aba's Yellow Libram
weak-willed reader. Their specific effects are as Market Price 5,000 gp.
follows: This volume grants +1 Spellcraft skill to any
spellcaster able to succeed at an Intelligence ability
score check with a DC of 18. The book only has an
effect the first time it is read.

84
Lal-Aba's Orange Libram Phollion Leaves
Market Price 8,000 gp. Market Price: 500 gp per ounce
This volume grants the feat Spell Penetration to The pungent phollion plant is said to be native to
any spellcaster able to succeed at an Intelligence a land beyond the Plains of Oparona. The point is
check with a DC of 20. The book only has an effect moot, for the merchants of Erze Damath keep the
the first time it is read. source of these fragrant leaves to themselves. A mild
sprinkling of phollion leaves augments the flavor of
any aliment to which it is added.
Lal-Aba's Pink Libram Decadent gourmands in the larger cities find a
This volume grants a bonus of +1 to the skill dash of phollion increases the pleasure - and pain -
Concentration if the reader can succeed at a Wisdom derived from the consumption of the escharotic fruits
ability score check with a DC of 15. The book only and vegetables such as klembs and synines. Successful
has an effect the first time it is read. ingestion of such caustic foods indicates a refined
Market Price 4,000 gp. audacity, required for admission to the famed Sodality
of the Venturesome Epicures of Old Romarth.
The ability checks can only be attempted one time per The overuse of phollion leaves is dangerous.
person. When combined with notably spicy foods, they
overpower the senses to the point of pain.
Consequently, many locales restrict the import and
use of phollion leaves, thereby only increasing
Nightman's Accomplice demand among sybarites.
Market Price: 1,500 gp Phollion leaves have no real practical value but do
This long, stout staff of Darkwood (Dungeon command considerable Market Price, and serving
Master’s Guide, Chapter 8: Magic Items) conceals an food prepared with phollion leaves can impress
ingenious mechanical contrivance. Few accomplices certain people.
remain extant, much to the relief of adjudicators
familiar with their purpose. Before disassembly, the
nightman's accomplice can be utilized as a weapon exactly
as a +1 Masterwork light mace. Rug of Superior Merit
With a few twists and jerks, the experienced Market Price: 1,000 gp
owner can swiftly dissemble the accomplice into A rug of superior merit is an antique floor covering
component rods and dowels, and may adroitly coveted by collectors and connoisseurs. If you display
reorganize these sections into a pole twice the height it in your home, you gain a bonus of +2 on all
of a normal man, complete with pegs for toe-grips Diplomacy rolls made during social occasions you
and a retentive claw at its upper extremity host there.
(advantageous for secure lodgment). The extended Further, you gain a bonus of +1 on all Attack
pole maintains sufficient strength to support a heavy rolls made against someone who has previously
individual walking on it between secure resting points. soiled, stained, scorched, or otherwise damaged your
The nightman's accomplice wedges easily into cracks rug. This depends on your righteous rage at the
and can often be used as a kind of giant piton to carelessness of this obvious poltroon, and does not
secure a climber's position. The accomplice grants a +8 apply if you in any way contrived to make the
to any Climb skill check to climb any surface of up to accident occur.
20 ft., and under certain circumstances (up to the You may save precious terces by purchasing a
DM's discretion) can grant a bonus of from +1 to +6 replica. The replica provides the boon you gain while
on Balance checks such as, for example, while picking hosting parties in your home, but not the Attack
the lock on a window while perched precariously on boon against those who damage it. Note that, by
the ledge. displaying a fake rug, you risk supreme
embarrassment. Every DM guest with the Appraisal
skill rolls that ability when he first lays eyes on the
rug. On a success, he sees through your fakery.

85
Magical Items and Artifacts

Should he announce this to the assembled partygoers, foods, such as spraling and giannet compote, did not
you suffer -1 on all Diplomacy rolls for the next sit well with the unfortunate Raradoz, whose gastric
month. This levy applies not only to participants at deficiencies had plagued him since birth and
your event, but to any one else within 100 miles of accounted for his skeletal frame and valetudinary
the incident. ways.
The telanxis bloom admits no rivals within its
bowers. Any plant whose seed is unfortunate enough
Spring-Heel Boots to fall within its domain eventually undergoes an
Market Price: 2,000 gp amazing transformation, as the bloom's leafy tendrils
From vague yet widespread stories, it may be wrap themselves around the interloper and slather it
surmised that upwards of a dozen pairs still exist of with an aromatic sap. In short order, this sap effects a
these outlandish examples of mechanically assisted wholesale change in the offending plant, transforming
footwear. it into another telanxis bloom!
Remnants of a bygone age, sometimes recovered Observing this bizarre display of vegetable
from the basements of forgotten purveyors of aggression, Raradoz surmised he might be able to
clothing and accoutrements, spring - heel boots reach extract sap from the telanxis as a means of rendering
almost to the knee and have long durable laces. The piquant foods more suitable to his limited palate.
unusually thick soles contain squat and sturdy rods With time and much effort, the alchemist achieved
and links of metal, all closely packed, plus segments the proper formula, one that, when added to any
of an unknown rubbery material that shifts slightly foodstuff, eliminates its taste, aroma, and texture to
under pressure. Past attempts to dismantle and the point of blandness. Not only did it aid Raradoz in
replicate the boots have failed utterly, as the workings the daily routine of eating the spicy dishes his master,
are beyond the bounds of current learning. Prince Munishood of Phort, foisted upon him, but it
When activated by toggles at the rear of each gained the favor of those whose duties often required
calf, the boots enhance the wearer's stride by the consumption of unsavory foods of less civilized
propelling a mechanical force through the heels. Once lands, such as envoys and legates.
the wearer masters this peculiar propulsion (a task Historical postscript: Raradoz's efforts proved too
requiring time, determination, and a Dexterity ability efficacious, for he succumbed to wanawhet poison
check with a DC of 10) he or she may run at twice that a rival for Prince Munishood's patronage placed
normal velocity, leap double his normal distance (with in his victuals - its telltale scent masked by the telanxis
a running start), or drop from a tall building or low oil by which the alchemist swore until his demise.
cliff with security and dexterous aplomb.
However,the boots require sure footing; soft or
muddy terrain is anathema. Teman Blossom
The boots themselves are robust and unlikely to Market Price: 1,500 per blossom
suffer damage from anything short of blacksmith's The aromatic flour of the Teman plant has a most
tools or furnace flames. unusual property. Whenever it is crushed, a teman
blossom will emit a quasi-magical pheromone into the
ethereal Plane, the smell of which in 2d6 rounds will
Telanxis Oil summon a swarm of 2d8 enraged humbestah beetles
Market Price: 250 gp per vial who will phase in and attack any living creature within
Manufactured by a lengthy and extremely thirty feet of the blossom.
expensive procedure from the large red petals of The blossoms can be kept sufficiently fresh for
parasitic telanxis bloom, this oil has been a boon to up to two weeks if kept in an airtight bottle or jar.
diplomats, ambassadors, and plenipotentiaries since at Once they are crushed, the blooms cannot be used
least the 20th Aeon, when its remarkable capabilities again. Care must be taken in crushing them, for
were first recorded by the alchemist Raradoz the anything used to squash the blossom (like a hand, or a
Squeamish. boot, for example) will have the pheromone on it,
As his epithet suggests, Rardoz was possessed of and has a 1 in 6 chance of summoning the beetles per
an unusually weak stomach. Even the most mild of above.

86
Textbook of Gruke's Philosophy Thyle Dust
Market Price: 200 gp Market Price: 750 gp per packet (one use)
Throughout the aeons, one recurrent subject of Thyle Dust is a very useful product of the Thyle
popular literature has been the intellectual means by bush, which is only known to exist in the Dying
which individuals may tolerate the wearying afflictions Earth. It is a most useful and popular plant by reason
of everyday life. As such books invariably consist of a of its more noxious properties: specifically, when
small number of pithy epigrams and a great deal of inhaled even in the tiniest amounts, it causes an
blank paper, rather than dense closely-argued pages of intense, overpowering shock to the olfactory nerves.
information, they may be easily and profitably Humans that inhale thyle dust must make a Will save
reproduced, even by the backward and / or decayed with a DC of 20 or be stunned for 1-4 rounds. Some
and unreliable publication arrangements of the age. predatory animals and half - men are even more
No one knows who Gruke was - probably an strongly affected, and in fact any creature with the
amateur aristocrat / poet whose writings represent Scent ability (Monster Manual, Introduction) must
inept attempts at blank verse. But one scholar who make a Will saving throw with a DC of 30 or be
has traced the history of this text back into the fog of stunned for 1d6 rounds and in addition, be effectively
earlier aeons has declared that Gruke was not, in fact, blinded for a further 1d6 turns.
human; rather, he was of an alien race, and his It is because of this effect that thyle dust is
statements are barbed ironies and flippant satires of considered to be one of the only effective methods to
the humanity his own kind sought to subjugate. avoid attack by hungry Deodands. A (normally
Once per day, the possessor of a copy of this carefully sealed) packet of thyle dust can be broken
tome may consult the textbook in search of a solution open and shaken out into a ten-foot radius as a
to life's mental distresses, tedium and emotional standard action. If the user of the dust has a sense of
privations. The reader must spend at least a half an smell, they must make a reflex saving throw (DC 10)
hour perusing the book, and then may make an or themselves be stunned. Once disseminated, the
Intelligence ability check. If they fail their check, then dust remains in the air for a further 1-4 rounds, much
they have been cheered by some platitudes they read in the manner of a stinking cloud (Player’s HandBook,
in the book, and will gain a +1 to all Will saves for Chapter 11: Spells) or similar spell.
the day. If they succeeded on their Intelligence check,
then they saw through the epigrams they read in the
book, and now, confronted with the failure of even
past ages to resolve the depressing realities of the
present, must make a Will save (DC 15) or sink into
depression and ennui, suffering a penalty of -1 to all
saves for the remainder of the day.

Humbestah Beetle
Medium Size Outsider / Vermin
Hit Dice: 3d8+4
Initiative: 0
Speed: 30 ft. (Fly 20 ft., poor)
AC: 16 (+6 natural)
Attacks: Bite +7 melee
Damage: Bite 1d6+4
Special Qualities: Damage Reduction 5/+1, Vermin
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 18, Dex 10, Con 14, Int - , Wis 10, Cha 9
Skills: Listen +5, Spot +5
Challenge Rating: 3
Vermin: Immune to mind - influencing effects
Carry a packet of Thyle dust and this won’t be looking at
you with hunger in it’s eyes... 87
Magical Items and Artifacts

Magical Curios and Artifacts of Minor Power or Larger quantities of the paste absorb electrical
a Trivial Nature forces an ounce at a time and separate out, the
Some of these items are of considerable practical charged explosive rising to the top of the container.
value. Others, while lacking truly useful functions to If multiple unused pots or bottles are in the vicinity
the pragmatic adventurer, have significance as of an electrical blast, only one of them absorbs the
treasure. After all, not all hordes are of gold: precious energy, determined entirely at random. Quantities
spices and oils; books; and toys, collectables and smaller than an ounce are ineffectual.
curios also command value on the market. Unless
otherwise stated, spell-like effects from these items
operate as if cast by a 12th level wizard or cleric. An Aura of Petty Divinity
Market Price: 5,000 gp
This artifact is a silver torc with handsomely
Amrakkik Paste embossed finials. When worn around the neck, the
Market Price: 500 gp per ounce torc enables the wearer to tap into that vague aura of
This is a naturally-occurring magical grease, power which still lingers in disused shrines and
seemingly of mineral origin. It is believed that all temples to forgotten gods. The torc conveys a +1 to
seams, beds or pits from which it was once derived the wearer's Charisma when worn, and has the power
are now mined out, and hence the current supply is to augment the magic power of any spell cast, up to
limited. It is usually carried in one-ounce quantities in +4 to save DC and / or +4 to spell resistance roll.
small, stoppered bottles or pots, which are carefully This power, once used, will not work again until a
designed to be watertight, for reasons that will month has passed and the torc is recharged by
become clear. spending at least six hours within some form of
Amrakkik paste absorbs and stores electrical religious building, no matter how old or ruinous. The
energies. However, its capacity is finite. For practical building must be different every time.
purposes, each container basically cancels and negates
up to 30 Hit Points of damage from a single
dangerous electrical blast that strikes or passes within
five feet of its location, whether a natural lightning Bracelets of Youth and Age
bolt, Gilgad's instantaneous galvanic thrust (lightning bolt), Market Price: 10,000 gp
or some grotesque archaic weapon. The cause of this These two silver bracelets appear identical except
negation is not obvious to observers. Once used, the that one seems as if it was newly forged whereas the
paste changes color from pale green to a dull brown, other suffers from a patina produced by age. In
indicating that it is charged. reality, they were forged together during he 18th
Magicians and Arch-magicians can purify charged Aeon by a mage named Orsum, who wanted to
paste in their workrooms, safely discharging it and escape from the pains of growing old. When he
restoring its protective ability. This routine task reached the age of twenty (for perhaps the eighth
requires no skill check, nor even passing attention, time), Orsum was captured by his rival Vitzraig.
but the process takes a week. If charged amrakkik Twenty days later, Orsum mysteriously escaped,
paste comes into contact with water, however, or a leaving his bracelet behind. The other bracelet was
watery liquid such as wine or tea, it releases its found on the corpse of a prisoner discovered when
absorbed energy in an explosive flash. Treat all Vitzraig looted Orsum's manse.
persons or objects within three feet as if they had just The power of the bracelets is revealed when two
been struck by a lightning bolt scoring 1d6 damage for different individuals wear them. The wearer of the
every 5 Hit Points of damage absorbed by the Paste. new bracelet grows younger by one year for every day
Other doses of the paste cannot negate this the bracelets are worn, while the wearer of the older
release. The exploding paste invariably destroys its looking bracelet grows one year older for every day
container and scatters, but if carefully gathered (a task the bracelets are worn. Rejuvenation and aging effects
requiring patience, meticulous care, and several hours) end when one of the two participants reaches a
and purified, it can once again protect against natural limit (death or birth). The effects also stop
electrical forces. when one of the wearers takes off his bracelet.

88
Cobalt Mountain Talisman they are the distilled essence of dreams, detailed
Market Price: 1,000 gp fragments of these dreams remain behind. Crystals
This talisman is worn around the neck on an erb collected in the vicinity of magicians or other
leather thong. It consists of a small vial that reputedly powerful individuals may occasionally contain
contains the dried blood of a witch. If in the blackmail information or knowledge of a manse's
presence of a wizard, sorcerer, or any creature defenses.
capable of casting arcane spells or of producing
arcane spell-like abilities, the vial glows with a green
light that gives the area an unhealthy hue. If the Eavesdropper's Bauble
wearer is the target for cantrips or spells of up to 4th Market Price: 1,200 gp
level cast directly at them, the vial will automatically This elegant item of personal jewelry is said to
nullify the attack. Mere cantrips are always harmlessly have been constructed on behalf of an aristocratic
absorbed. Any one spell of up to 4th level that is cast Lady who was a notorious gossip and eavesdropper.
upon the wearer will also be absorbed. The energy It is further alleged that, though she had forgotten the
associated with the spell is released slowly into the matter, the magician she hired to create the item had
sensorium of some subworld creature that provides suffered a minor humiliation from her sharp tongue,
the protection (at a rate of one hour per level). If a and to get revenge wove a sort of curse into the
second spell is cast on the wearer of the vial within otherwise beautiful and quite useful device he
an hour of the first spell, the vial overloads, shatters fashioned for her. Once she obtained the eavesdropper's
and is forever useless. bauble, however, the Lady in question became so
wrapped up in her schemes that she did not notice
the increasing distortion in her appearance. When she
finally became aware of it, her once legendary beauty
had been tarnished, and she herself had become a
public mockery. Too vain to endure the loss of face,
the Lady threw herself into a river, where she was
promptly devoured by crocodile - fish.
The bauble, however was recovered a few weeks
later in a fish market, and has been floating around
the Dying Earth ever since. For those who use it only
in moderation, or who are not overly concerned with
their physical appearance, it can be a useful adjunct to
both the hardy explorer's kit or the courtier's elegant
evening attire. When tweaked with the thumb and
forefinger, the bauble, which must worn as an earring
in order to function, will grant a +8 to any single
Listen skill check, for the expenditure of one charge.
Crystallized Dreams With a slightly different gesture and the expenditure
Market Price: 250 gp per crystal of three charges, the bauble grants the user the gift of
Through arcane cantrips it is possible to capture and clairaudience, exactly as if casting the spell (see the
distill ordinary dreams so that they become small Player’s HandBook, Chapter 11: Spells) for more
physical crystals. A bag typically holds several dozen information on clairaudience). The downside is that
dream crystals. Such dreams are much in demand as each use of the bauble causes the wearer's ear to grow
exotic entertainment. When applied to a sleeping ever so slightly. For every ten charges expended, in
user's eyes, ears, and nostrils, the crystals inspire many fact, the wearer's ear will have grown so much that
vivid, rapturous dreams. they permanently lose 1 point of Charisma, down to
A wakeful user experiences the crystals as a a minimum Charisma of 5. This effect can only be
strong hallucinogen. Dream crystals normally have countered by a greater restoration or limited wish spell.
little practical use except as an intoxicant (for many,
such a use is more than sufficient). However, because

89
Magical Items and Artifacts

Frashjamir's Determinant Lash Motive roll at +12. If the curmudgeon's roll is higher
Market Price: 500 gp than the intruders, it will not open the door. The
Early in the 21st Aeon, the magician Frashjamir Obdurate Curmudgeon will not fight. Due to its nature it
experimentally pursued vulgar temporal power in the cannot be killed, but it can be banished. It reverts to
most jejune way, enslaving many and commanding quiescence after its summoner goes more than 1,000
their manual labor. The epitome of his philosophy feet away, or eight hours have passed, whichever
was the enchantment he wove into these whips, comes first.
issued to his most trusted lieutenants. The
Determinant Lashes reduced the capacity of a slave
for backchat or deviousness while ensuring vigorous Hoptile's Bridle
performance. Market Price: 1,000 gp
Frasjamir's kingdom fell after 13 years to a slave This plain but functional item appears to be a
revolt of minimal organization but remarkable vigor, relatively nondescript bridle, such as might fit a
and most of the enchanted whips were ceremonially medium sized riding beast. Its true power only
burned during the celebrations that marked the becomes evident when one gets the bit between the
founding of its successor - state, the Puissant mount's teeth. Any domesticatable creature with an
Oligarchy of Thom. However, a few Lashes have intelligence rating between 1 and 4 must then
survived. Well-made, they continue to function immediately make a Will save versus a DC of 20 or
perfectly as mundane whips and a particular, easily behave as if under the influence of a Charm Mammal
learned motion of the wrist invokes their magic. or Charm Person or Monster spell.
Each Determinant Lash has up to 24 charges;
each invocation spends one charge. A single selected
victim is struck. The lash inflicts damage as an
ordinary whip, and also inflicts a 1d4 of both The Iron Head
temporary Intelligence and temporary Wisdom Market Price: 500 gp
damage, while granting a temporary bonus 1d4 of Contrary to popular opinion, Kinnu the
Strength and Constitution. These effects last for one Inexorable did not make the Iron Man's head himself.
day before fading away. Once all the charges have Rather, he looted it from a late 19th Aeon pleasure-
been used up, the Lash reverts to an ordinary whip. jitney that once carried the Wizard-Tyrant Phlang
Derspinax from Sadal Suud to Earth and back. When
Derspinax visited the village of Kaiin, standing on
stilts in the Sanreale lagoon, he demanded tribute
Grasphotel's Obdurate Curmudgeon from its sullen inhabitants. Their chief Sanurone
Market Price: 750 gp offered his brother Tandal, explaining that Tandal had
When quiescent, the Obdurate Curmudgeon appears an exceptional palate and would infallibly alert the
as a miniature grotesque, some two inches high. Wizard-Tyrant to noxious or insipid refreshments.
Speaking the command word on its base transforms Derspinax did not care for the rest of his food-
the Curmudgeon into its resident entity: a squat taster's body, so had his head severed, enchanted and
homunculus, six inches high, with short, powerful plated with iron.
arms. The jitney failed to access a suitable trail of time-
Like an animate doorstop, this grotesque holds light and crashed in the mountains. The Tyrant fell
entryways against intruders, allowing its summoner to under his food taster. With its last volition, Tandal's
(for instance) make a clean getaway. The creature has steel teeth tore out the wizard's throat. Kinnu the
tremendous strength (Strength 30), a gruff voice of a Inexorable found the wreckage two aeons later. He
surprising baritone pith, and a stubborn, humorless had been collecting metal body parts for some time
nature. It knows nothing of use to most characters, and was delighted that the head would enable him to
except highly particular expertise on the subject of construct a complete, if patchwork, automaton.
blocking doors. Tandal's clear desires for justice and revenge were
Would-be intruders may try to persuade the encouraging, so Kinnu used him as the iron
homunculus to grant admission; it is allowed a Sense watchman's sensorium. The assembly took two years

90
and Tandal paid close attention, so is an authority on more ornate than most-magicians have a tendency to
automata. overdo things). By concentrating, the owner can cause
The head, again severed from its body and one card face to change to another. He must know
reduced to rendering bivalent answers the current face of the card he wishes to alter, so the
for cheap wine, can often be found at an inn. It wants trick is generally only useful on cards he holds in his
to travel and see the world. It is capable of speech, own hand but has yet to reveal to other players. Care
but hides this talent from most people, awaiting the must also be taken not to change the card so that it is
opportunity to speak to morally dubious travelers identical to one currently held by another player! Use
willing to release it. If rescued from its servitude, it of the mutable deck allows the player a +8 to any
will work as a food taster and historian, and will give Gambling skill check (see the Sharper prestige class
lessons in automaton construction so that the PCs for more information on the Gambling skill).
can make it a new body. As a further inducement,
Tandal will point out that he traveled widely in the
19th Aeon, so he knows where many lost cities once Novitiate's Candle
stood. Market Price: 6,000 gp
These enchanted candles dating from the 19th
aeon were used in the Scholasticorium of the
The Jade Fish Archivalian Evokers to teach initiates concentration.
Market Price: 2,000 gp Once lit, the candle allows the user to levitate, but they
This is a small pendant of jade on a silver chain must make a Spellcraft roll (DC 15) to start (light) the
of exquisite workmanship. Should the fish be placed candle, which can only be lit by direct mental
in a body of water, the chain becomes a floating application of magical skill, and a Concentration skill
carriage and the fish grows to the size large enough to check every turn thereafter (DC 12) or the candle goes
pull the carriage tirelessly at a speed of 40 feet per out and they fall. Unlike with the 2nd level arcane
round. The jade fish cannot travel underwater, but spell levitate, the candle does allow the user to actually
must remain on the surface. While animated, the fish move forward and backward, and side to side as well
has an AC 15 and can take 20 points of damage, and as up and down, and also to rotate in various
if slain, the item's magic is lost. The enchantment directions in all three dimensions.
lasts half an hour before reverting to become a jade To use the candle, the novitiate must sit in a cross-
pendant on a silver chain again. The spell can be legged position with the candle held in their left hand,
halted at any moment by pronouncing the word and concentrate. The rate of movement cannot
"Hilisku" which is inscribed in aquan on the head of exceed 20 feet per round in any event. These candles
the fish. are not consumed by their magical flame, which also
sheds light as if from a light spell in a 20 ft. radius. If
the user fails a Concentration skill check, they will
begin to sag in the air, which is their warning to drop
Mutable Deck down to a safe altitude if possible. If they fail a
Market Price: 500 gp second check the next round at -4, they fall from
Magicians are no more immune to the whatever height they happen to be, suffering normal
temptations of the gambling table than are men from falling damage as appropriate.
mundane walks of life. Unfortunately for the honesty
of games throughout the Dying Earth - but luckily
for anyone who should acquire one of their hand-me-
downs - magicians are as ready to apply their secrets The Pen of Chabal
of enchantment to the card table as they are to any Market Price: 500 gp
other area in which they wish to excel. In other At its most basic, this is a pen that writes down
words, magicians are notorious cheats, and no object whatever its owner says, without any need to
better proves it than the mutable deck. manipulate it in person. It seems that the original was
The deck appears to be an ordinary deck of cards made by Chabal, an arch-mage of the 19th aeon, to
(perhaps the designs of the cards and backs are a little take notes while he was busy working at his apparatus.

91
Magical Items and Artifacts

The pen is particularly precise when copying down keep him company during his long sojourns in the
spells, marking the stresses and displaying the mountains and forests. To recruit such animal
pervulsions clearly. companions, he used his magic bone. When this bone is
The idea was popular and many pens have been gripped in the hand within sight of a suitable
made. Most can only write if parchment or paper is predatory animal within 30 feet, it has the effect of
lad horizontally on a flat surface, while others need an the spell animal friendship as if cast by a 12th level
inkwell readily at hand, and some are reputedly so Druid. The item only works once per day, and does
cunningly wrought that they can write under water. not work on outsiders or aberrations, though it is
They have become popular with lesser mages. effective with magical beasts such as blink dogs.

Piaco's Scarf Piaco's Trumpet


Market Price: 2,000 gp Market Price: 4,000 gp
Piaco was a young prince who eschewed the politics Arguably the most useful of Piaco's hunting
and intrigue of the palace for the more visceral joy artifacts, his "trumpet" (actually a gilded ram's horn)
and excitement of the hunt. Though believed at one has the magic power of summoning game. He did
point to be in line for the royal succession, he spent not use the trumpet to summon the exotic beasts he
so much of his time out in the wilderness on endless sought-which would be unsporting-but only lesser
safaris that he was all but forgotten by his family, animals to provide meat for himself and / or any
passed over for promotion within the aristocracy, and entourage, human or bestial, that he happened to be
more fortuitously left unscathed through the several traveling with. Once per day, when the horn is blown,
coup attempts, purges, and revolts which decimated from 2-12 small or 1-6 medium sized game animals
the rest of his brothers, sisters, and cousins. will appear within 1d4 turns, and will approach within
Piaco's only concerns were succeeding at his twenty feet of the trumpet. The type of animal that
hunts and enduring the extremes of nature while appears is suitable for the environment where the
living in the wild. To aid him in his lifestyle, he hired horn is blown.
court magicians to manufacture several simple
artifacts. The first of these was a long woolen scarf
which, when worn, reduced the effects of extreme
cold. Piaco's scarf provides cold resistance 2, and adds Sand of Quietude
+2 to all saves and ability checks versus cold-based Market Price: 750 gp per dose
effects. This magic sand puts creatures to sleep. Thrown
or toward enemies, it can affect up to four targets in a
thirty-foot cone, per packet. Creatures in the area of
effect must make a Will save (DC 18) or fall asleep
Piaco's Turban for 1d6 minutes or till awakened.
Market Price: 1,000 gp
Another of Piaco's enchanted items, his turban
helped him keep cool when spending time out of
doors in desert or tropical climates. It provides heat The Marvelous Tools of Selua the Slave
resistance 1 and a +1 to all saves and ability checks Market Price: See Below
versus heat-based effects. Selua was a bookish magician of great skill but
little courage who lived during the Vindication Wars
of the 17th aeon. Shortly after his thirtieth birthday,
he was captured by the Grand Oligarch's army and
Piaco's Bone enslaved along with millions of his countrymen.
Market Price: 3,000 gp Luckily for him, his literacy was recognized and he
Though an avid hunter, Piaco loved animals, and was made bond - servant of the household of the
when on safari he was always accompanied by a large 39th Duchess of Stoss-Berenise, where he was
predatory beast of some kind (sometimes several) to

92
assigned to the royal archives and tasked to copy long and happy existence somewhere far away from
documents. the dreary kitchens of the palace1.
As lazy as he was talented and resourceful, Selua
took advantage of an abandoned magical laboratory Selua's Quill of Writing
he found in the basement of the palace, and designed Market Price: 750 gp
a magic pen (modeled after the pen of Chabal) that did This pen animates and writes. It copies, or takes
his work for him. His life soon became one of notes or dictation for up to 12 hours per day. It is
comparative comfort and ease. His fairly indulgent essentially identical to the pen of Chabal (above) except
supervisors were happy with the volume and quality that it writes without an ink well and it can
of his work, and he had hours of free time to spend automatically copy any specified document. A built-in
in poring over ancient texts in a fantastic library, and mage hand spell turns the pages of the books.
down in the basement refurbishing the old wizard's
lab.
But due to his absent-minded nature, he was Selua's Thimble of Mending
caught several times loafing, and was eventually Market price: 900 gp
assigned extra tasks in the kitchen. At first he suffered With this silver thimble one can cast mending as
under the unfamiliar regimen of harsh manual labor, the spell up to six times per day, allowing the user to
scrubbing pots and pans day and night, but he soon instantly repair any minor damage to clothing, for
manufactured his magic brush, which did most of his example.
work for him.
Unfortunately, it worked too well and he was
caught one day by the Duchess herself, sleeping on Selua's Watering Can of Plant Growth
the pantry floor, propped up snugly against some Market Price: 1,500 gp
large bags of saffron with a small book in hand. As This watering can casts plant growth, per the spell,
punishment, he was assigned more and more tasks once per day, allowing the user to grow and also
and chores. He was sent to the laundry, where he mentally rearrange plants under the spell's effect. It
eventually created his famous basket; in the garden, only works when filled with water and poured out
where he found use for a magic watering can; and over the desired area.
then back in the kitchen (where he was eventually
made premier, and finally sole cook), for which he
created his ewer of chilling, his purifying urn, his Selua's Brush of Washing
cooking cauldron, and his pepper churn, all of which Market Price: 1,200 gp
aided him immensely in his work. This brush has a permanent unseen servant spell
Eventually Selua replaced nearly the entire cast upon it. On command it washes, dries, and puts
household staff, most of whom were deemed away dishes.
superfluous, and sent them to work in the salt mines.
Even with the help of his artifacts, however, the
strain and increasing responsibility told on old Selua, Selua's Ewer of Chilling
and he began to drink heavily. When he was ordered Market Price: 2,300 gp
on pain of death not to steal any more of the Fill with liquid, close stopper, say the magic word,
cooking sherry, he created his brandy flask, which and it's chilled. Works once per day.
turned out to be his last invention.
Finally, aging and weakened by the strain of his
constant toil, he died while attempting to fashion an Selua's Cauldron of Cooking
animated mop. His marvelous tools live on, however, Market Price: 3,000 gp
giving mute testament to the parable of his life: some Fill with anything organic, close top, say the
people will move a mountain to avoid stepping over a magic word, and it produces cooked, edible food.
molehill. If Selua had applied his skills to rebellion or Works once per day.
even mere escape, he would have no doubt lived a

1 Actually, this is only one interpretation of Selua's legacy. Conservative scholars point out that if Selua would have merely been content to do his
assigned work like a good slave, and not attempted to overreach his station or defraud his betters, neither he nor the other household slaves 93
would have been inconvenienced, and he might have lived a long life working as a scribe which was all he seemed to want to do anyway.
Magical Items and Artifacts

Selua's Urn of Purification


Market Price: 800 gp
Fill with water or other liquid, or food, say the
magic word, and it casts purify food and water per the
spell, once per day.

Selua's Basket of Cleaning


Market Price: 300 gp
Soiled laundry left in the basket overnight is clean
and pressed the next day.

Selua's Silver Brandy Flask


Market Price: 600 gp
Refills with fine brandy once per day.

Selua's Pepper Churn With a complete set of Selua’s cooking implements, every meal is
Market Price 4,000 gp a feast!
Churns out different substances once per day
(pepper, cinnamon, nutmeg, and salt), up to 3 ounces Vasp's Cup of Inspiration
of each substance per day. Market Price: 2,500 gp
The infamous barbarian chieftain Vasp the
Excruciator was well known as a ferocious warlord
and merciless tyrant, but he had a secret weakness. As
Tablet of Sufficient Nourishment a child growing up among the Palthan barbarians, he
Market Price: 1,500 gp was tormented cruelly (especially by his 18 brothers)
This square tablet can be comfortably worn as a for his bad stutter. Some scholars speculate that his
pendant. Whenever it is touched to any organic vicious personality was formed during the constant
matter, from leaves to shoe leather, it instantly renders brawls that resulted; certainly it is documented that he
the object edible and nutritious, if not tasty. If the slew 14 of those same brothers by the time he
item touched was previously too tough to chew, it is reached adulthood, and soon finished off the rest in a
now (barely) tender enough to be eaten, often with drunken brawl on his 19th birthday.
the texture of hard cheese. In addition, the tablet To overcome his stutter, and a certain shyness
chimes softly whenever within one foot of poison. during public speaking, he had a captured shaman
fashion him a special drinking cup. Anyone who
☼ drinks a draught of any alcoholic beverage from this
finely wrought silver chalice suddenly becomes
Talisman to Reveal the Hidden confident, clear-headed, and convincing in their
Market Price: 500 gp manner. In effect the cup of inspiration grants a
This amulet emits a tone when anyone magically temporary bonus of +4 Charisma for one hour, once
disguised or invisible comes within fifteen feet of the per day. With the aid of this cup, Vasp was able to
wearer. The item does not make such individuals make several notable speeches and unite the five score
visible or let the wearer locate them. Palthan tribes for the first time in generations.
Unfortunately for them, they were wiped out to a
man shortly afterward during an ill-advised attack
against the Archivaelian Evokers stronghold in the
Whispering Mountains toward the end of the 19th
aeon.

94
Magic Artifacts of Notable Efficacy and/or Though all of his friends warned him that she was a
Significance notorious harlot and deceiver, he fell in love and they
Unless otherwise stated, spell like effects from were married. For a time the baron was happy, but he
these items operate as if cast by a 17th level wizard or was soon provoked to extreme jealousy by continued
cleric. reports of his wife's outrageous promiscuity. He had
great faith in her good nature, but the constant
accusations grated upon him, and he wished to get to
The Armor of the Neophyte the bottom of the matter one way or another.
Market Price: 20,000 gp Consulting his long-ignored magical workbooks,
This is an elegant waist belt, with a buckle he set to the enchantment of two beautiful disk
engraved with fish scales. On pressing the buckle and shaped yellow citrines which he had purchased to
saying the command word, the wearer is covered with commemorate their first anniversary. He linked the
a knee length shirt of mythril scales which also cover two enormous gems together with a weft of magical
the arms to the wrist. The armor acts as +3 scale mail force, and bound certain minor entities into their
(armor bonus +5) with a maximum allowed Dexterity structure. He then had one gem mounted on a silver
bonus of +2 and an armor check penalty of -3. necklace and the other he inserted into the inner
When activated, it can remain on the wearer's body cover of his watch case. The baroness was delighted
for up to 4 hours. The armor can be activated up to with her gift, and agreed to wear it constantly to
three times per day. This is excellent protection for commemorate their love. The baron was delighted as
the wizard who may find herself forced to fight in well, for while the baroness wore the amulet, he could
melee combat after using up all useful memorized see everything that transpired in front of it by looking
spells. into its mate, which he kept in his watch case. At last
his suspicions could be put at ease.
Unfortunately he was soon treated to visions that
led swiftly to his undoing. The first night he gave his
The Assassin's Blade and Ring wife her new amulet, she departed in her carriage to
Market Price: 8,500 gp visit her sick aunt in a nearby town. He was aghast to
A long stiletto-type dagger with a slender blade, witness her arrival instead at a notorious manse in a
this is an Assassin's tool as opposed to a mere disreputable district of the city where a wild
fighting knife. It comes complete with a scabbard that bacchanal was taking place. He watched in amazed
is, in effect, a pocket dimension. Place the dagger in horror as she engaged in sordid antics with six men,
its scabbard and it ceases to be visible, or even two women, and at least one creature of
present, leaving only a ring that can be worn on the indeterminate species that appeared to be of the male
belt or left in a pocket. When the dagger is needed, sex.
one must merely touch the ring and the still invisible Enraged, he made plans to confront her the next
dagger's pommel appears in the hand. Until the morning when she had her weekly pedicure. As he
dagger is retrieved it does not radiate magic. The suspected, rather than having her toenails varnished
dagger itself is a +1 weapon with a critical hit threat he witnessed with his jewel that she was engaging in
range of 18-20. This is an ideal weapon to sneak into sexual congress with a young equestrian from a rival
the presence of a protected grandee or other person family. Furious, he burst into the room with his rapier,
of import. only to be confronted by the young lad, who though
unclothed, quickly armed himself and skewered the
poor baron.
The Baroness then inherited his wealth and lived
Baron Kalofoi's Jewels a long life of not-so-modest debauchery, squandering
Market Price: 70,000 the family fortune and expanding her personal
The baron Kalofoi was an aristocrat and a horizons of depravity. She had the jewels dismounted
magician of some minor power. He lived a from their settings and kept them in a box on her
respectable life of ease and modest splendor until he mantle-piece until well into her old age. After she
met a beautiful crocodile-fish rider named Lakhne.

95
Magical Items and Artifacts

died they were sold to a collector, and the pair have Cloud of Knives
surfaced in various places over the years. Market Price: 11,000 gp
Effectively, one can see everything that transpires This device only works if it is worn openly. It is a
before the first jewel through the second, exactly as if simple necklace consisting of sixty tiny silver knives.
it were an extra eye. The practical value of the jewels Once per day, on command, the knives fly from the
is enhanced by the immense size and perfect quality chain, grow to the size of short swords, and place
of the jewels themselves. themselves between the wearer and any one threat,
nominated at the time of activation. If the threat,
whatever it may be, advances further toward the
Blue Concentrate Projector wearer at this point, the blades attack. The result is a
Market Price: 35,000 gp cloud of magical blades, which functions exactly as
This is a short metal tube the size of a large cigar. the 6th level cleric spell blade barrier as if cast by a
When used (expending one charge), it shoots a large 12th level cleric. The blades remain active until they
cone of blue concentrate in a cone 30 feet long and have made a kill, have been recalled, or have been
15 wide. Anyone struck experiences intense pain and bypassed or outwitted somehow.
terror for two hours. They must make a successful
Will save at DC 15 or flee as if under the effects of a
fear spell, and if capable of feeling pain (this has no
effect on undead, for example) any targets suffer a -4 Ever-Lengthening Rope
To Hit on all attacks and a -4 to all Concentration or Market Price: 1,200 gp
Spellcraft skill checks for the duration of the effect. This seemingly ordinary, slender 10-foot length of
Furthermore, any sudden action the victim tries rope can, on a verbal command, lengthen up to 100
to undertake forces them to make an additional Will times, or to up to 1,000 feet in length. Another
saving throw (DC 15). If they fail they cannot command instantly causes this rope to detach its far
perform the action and can only writhe in pain and end and retract to convenient length. The ever-
scream. Blue concentrate projectors are usually found lengthening rope is exceedingly durable and resilient
with 10 - 40 charges. (hardness 5, Hit Points 10 to cut), and can support up
to one ton. If broken or cut, the rope instantly reverts
to its normal length, though its ultimate length is
proportionately reduced. For example, if one cut a
Carbenal's Penetrating Fork six-inch length of rope, it could expand to 600 inches,
Market Price: 27,000 gp or 50 feet. Cutting this piece from the original ten-
This device resembles a small but ornate tuning foot rope would reduce the total possible length of the
fork that can be worn around the neck as an amulet. original rope to 950 feet.
When the fork is struck against a solid, nonliving
object, the magical device emits a tone that varies in
pitch depending on the nature of the object hit. The
fork will continue to emit that tone for three rounds. Faulile's Practical Barrier
During those three rounds, anyone holding the fork Market Price: 18,000 gp
will be able to pass through the object as if it weren't This is one of the more notable examples of the
there (to a depth of up to 5 ft.). The bearer must infamous "folding fence" artifacts that became so
completely exit the object by the third round. If they prolific late in the 17th aeon. Popular with traders,
do not, they are violently expelled and suffer injuries pilgrims, and all those who must traverse remote
as if they had fallen 30 ft. (3d6 damage, Reflex save wilderness areas, these "folding-fences" were
for half). originally fashioned to accommodate aristocrats who
deemed it fashionable to hold picnics in the midst of
primordial forests swarming with dangerous
predators. From behind the safety of such a barrier
they could observe the hysterically aggressive antics
of meat-crazed carnivores while sipping tea from

96
eggshell china and composing derisive and taunting quantity to coat 1 suit of armor or large shield, 2
couplets at the expense of the slavering beasts. medium shields, 3 small shields, 4 swords or bucklers,
Faulile's practical barrier appears upon first 6 axe heads, 9 spear heads, or 27 arrows or crossbow
examination to be a tiny box of bone lattice, bolts. If the glimmister is applied to a person's skin, it
apparently a solid block of interwoven hummingbird turns it into a silvery metal, causing 2d6 points of
bones. On command it instantly unfolds into a giant damage.
fence of spikes, enclosing a 50 ft. diameter area. Once Attempting to intentionally apply glimmister to the
deployed, the barrier is 16 ft. tall with sharp skin of an opponent requires a ranged touch attack
overhanging spikes facing outward. Faulile's practical and a Reflex saving throw for both parties. Either
barrier has a Hardness of 20 and 50 Hit Points. party who fails is tainted with the glimmister and
Climbing the barrier is DC 30, and climbers must also suffers damage accordingly.
make a Reflex save at DC 25 or suffer 2d8 of
impalement damage. The barrier can remain in fence
form for up to 12 hours, and works once per day. The Heliosdactum
Market Price: 5,000 gp
A delicately sculpted bronze brooch in the shape
Glimmister of Sharpness of a sunflower, the heliosdactum collects sunlight
Market Price: 5,000 gp per pot throughout the day, slowly unfurling as the light
This fine, silvery dust hardens and sharpens the outer increases before gradually closing at dusk. With the
millimeter or two of any iron or steel blade without utterance of a simple operating phrase, the flower will
affecting the natural internal springiness or flexibility reopen and slowly release that light as the 2nd level
of the internal metal. One charge of powder applied arcane spell daylight (Player’s HandBook, Chapter 11:
to a blade imparts a preternatural sharpness, which Spells) for a cost of 2 charges per hour. Alternately, if
lets the blade hew flesh and wood like soft earth, and another phrase is used, at the expense of 8 charges it
metal or stone like soft wood. can emit all its stored light in one blinding flash, as
The glimmister can also be applied to armor to the 7th level Druid spell sunbeam (Player’s HandBook,
harden it. In either case, the glimmister conveys a +3 Chapter 11: Spells) as a 9th level Druid, causing 3d6
magic bonus to the weapon or armor in question, damage (or 9d6 versus Undead) to anyone within the
which lasts for one week or for one combat of up to area of effect (as the spell) and blinding (Reflex save
ten minutes duration, whichever comes first. The negates) all within the area of effect: a five foot wide
bonus is applied to both To Hit and Damage rolls for beam up to 100 ft. long. The heliosdactum regains one
a weapon, and to AC for armor. Generally the charge per hour of genuine sunlight it receives out of
glimmister appears in a small pot containing sufficient doors on a bright sunny day, or 1 per two hours on an
overcast or cloudy day. It can only absorb up to 10
charges at a time maximum.

Khandl's Redoubtable Guardian


Market Price: 39,000 gp
This small talisman protects the wearer and all
worn or carried possessions against magic that
directly harms (causes damage to) the wearer. The
talisman provides spell resistance of 15 against any
directly harmful attack, such as magic missile or the
excellent prismatic spray, which is directed at the wearer.
If the spell fails, a harmless vibration alerts the
wearer to the vitiated attack. The talisman is not
protection against all magic directed toward the
wearer, however, and a person wearing it could still
Need firewood? even the most mundane task can be accomplished
with an application of the Glimmister of Sharpness! 97
Magical Items and Artifacts

fall under the effects of suggestion, have their coinpurse of the hat and pull it down over his head and entire
picked with Arnhoult's sequestrous digitalia, could be body in one swift action. To an outside perspective,
magically lifted high in the air and dropped through the hat consumes the wearer and is left lying alone
telekinesis, or could even be transported to a far and upon the ground for a moment, before inverting
dismal land by Thasdrubal's laganetic transfer. upon itself and vanishing.
This disappearance functions in basically the
same manner as the 2nd level arcane spell rope trick
Laccodel's Protective Rune (Player’s HandBook, Chapter 11: Spells), except that it
Market Price: 80,000 gp only works for one person and the person cannot see
This is also known more simply as Laccaodel's the outside world from within the sanctuary. Inside
rune. This is the most powerful of the better-known the hat, the one benefiting from its effect exists in a
magical protections still sometimes available on the small inter-dimensional chamber, which those with
open market. Several score of these potent wards are foresight stock with provisions and an item or two of
known to still circulate among the denizens of the comfortable furniture. To exit the chamber, one
Dying Earth, and more are occasionally dug up from merely grasps at a small indentation in the floor and
ancient crypts or discovered by other means. Usually pulls the dimensional space up around himself.
worn as a bracelet, torc, or (more discretely) as an Should one suspect that danger still threatens, it is
anklet, this circular band protects the wearer from all possible to open the anomaly only a fraction and peer
spells, cantrips, and magical effects. Anyone wearing out. The hat will always reappear exactly where it
Lacodel's rune is granted spell resistance of 20. vanished, which is perhaps its only drawback.
Whether the anti-magic resides in the rune itself, or in Allegedly, some versions exist where the hat itself
the curious metallic makeup of the bracelet or torc it does not disappear and may thus be used as a mode
is inevitably inscribed upon, is a subject of heated of transportation. In such cases an accomplice
debate. (possibly unwitting) may wear the hat. In all events,
Painstaking analysis of the metal has revealed (at air within the hat's sanctuary begins to grow stale
great difficulty due to its resistance to magic), that it is after a single day if the dimension remains completely
an unusual non - ferrous alloy of copper, gold, and sealed.
silver, with traces of zinc, tantalum and vanadium. It The interior of the headgear is a 10 ft. cube that
is unusually light for its alleged gold content and can store no more than 400 lbs. of weight, including
immensely hard, though it bends rather than breaks if the wearer and anything he is carrying. If so much
sufficient force is placed upon it. material is placed inside that the wearer and his gear
In spite of the alchemical analysis, no efforts to would overload the interdimensional space, he cannot
reproduce a metal with the same anti-magical draw the headgear down over himself at all. Should the
properties are known to have been successful. wearer employ some magic that reduces his size or
Similarly, copies of the rune have been made by every weight or that of his equipment, and that magic
means, and applied to bracelets of brass, gold, and a expires while he is inside the sanctuary, the offending
wide variety of other substances. Many charming item or individual is expelled automatically as soon as
artistic artifacts have thus been created, but none the weight limit is exceeded.
convey the magic resistance for which the genuine
article is so famous.
Muieix's Marvelous Pantaloons
♀ Market Price: 4,800 gp
Actually a set of magical pajamas, including both
More than Utilitarian Headgear a shirt and pantaloons, this outfit was reportedly
Market Price: 3,500 gp created for the princess Muieix by her doting uncle,
Resembling nothing more than an ordinary hat the 15th Autarch of West Wiigo; Rotald the
available to the common man of only moderately Remorseless. Princess Muieix was notoriously
fashionable design, the headgear is in reality much somnambulistic, and tended to go wandering off
more. Should the owner be threatened by assailants through the palace grounds in the middle of the
from which there is no escape, he may grasp the brim night. So great was her nocturnal wanderlust that on

98
two occasions she actually boarded the ferry to minute, whereas a stout kick can cause an object to
distant Lomarth, only to wake up far out to sea. float for a full week. Effects wear off gradually, so
To prevent her from coming to harm on her that the object slowly settles to earth.
voyages, the Autarch had the marvelous pantaloons With practice, a skilled user can learn to induce
constructed for her by his resident cadre of various periods of buoyancy with fair accuracy.
magicians. Though the ultimate fate of Muieix Though boots treated with ossip wax can only
remains unknown, her pantaloons, being made of degravitize nonliving targets, if the target is large
magical fibers, have persisted through the aeons. The enough it can be used to carry passengers and cargo.
pantaloons are of an archaic pattern and designed in a A degravitized wagon can carry a load equivalent to
decidedly feminine and rather childish style (males what it could normally support on the ground. Items
wearing them may suffer a -1 to Charisma, depending atop a degravitized object are still subject to gravity.
on the DM's judgment as to the appropriateness of Overloading causes the object to sink to the ground.
the attire). Fashion concerns aside, the pantaloons do Any object firmly rooted to the ground, or any other
have practical merits. object too large to be degravitized, cannot itself be
Worn normally, they provide an Armor Class degravitized.
bonus of +2, damage reduction of 5 / +1, and A single treatment of ossip wax lasts for a week. A
resistance of 5 to Fire, Cold and Electricity. When the pot of ossip wax that will fit comfortably in two hands
first of two command words written in the hem of generally contains enough wax for a dozen
the pantoloons is uttered, the pajamas and treatments. Among the rare merchants who know its
accompanying nightshirt expand like a giant balloon. value, ossip wax commands an astoundingly high price,
When in this state they absorb missile weapons as if so it is frequently sold in quantities sufficient to treat
the wearer were under the influence of the arcane a single pair of boots no more than once or twice.
spell protection from arrows. This lasts for up to 6 No knowledge of magic is required to make or
rounds. If the second command word is uttered while use ossip wax. However, the formula for its creation is
the pantaloons are already "blown up", there is a strict and is best learned from a practiced maker. The
second rush of air, whereupon the pantaloons become wax's chief limitation is the extreme rarity of ossip
filled with a magical gas, and the wearer immediately berries. They are known to grow only near the
levitates to a height of 1,000 feet, at a rate of 60 ft. abandoned manse of deceased wizard Makke the
per round. From that point the wearer may drift with Maugifer, located in the land of the Falling Wall by
the winds as long as they desire; the pantaloons will the banks of the Great Chaing River. Currently, few
cause them to gently descend to the ground shortly know of the wondrous properties of ossip wax.
after the second command word is repeated.

Ring of Fire
Market Price: 3,000 gp
Ossip Wax An artifact of the utmost simplicity, this is merely
Market Price: 1,500 gp per pot a ring with a lowly fire liggan bound to it. Wearing the
Wax boiled down from the rare ossip berry ring, a mage can cast the 2nd level druid spell produce
makes the finest bootwax on the Dying Earth. In flame (Player’s HandBook, Chapter 11: Spells) three
addition to keeping boot leather in excellent condition times per day. The flame produced can be used to
and preserving it from scuffs, stains, and wear, this ignite flammable materials, light a pipe, briefly
wax also imparts an antigravitational quality to the illuminate an area, or burn someone causing 1d4 +6
boots. Though the boots themselves do not defy damage. The flame can also be thrown up to 120 ft.
gravity, any non-living objects they kick are as a ranged touch attack. Once per week, the ring can
temporarily rendered buoyant and float easily in the also be used to summon a minor Fire Elemental (see
air. Lorgan's leaping flame for details).
One kick can degravitize any single object up to
the size of a small ship or cottage. The strength of
the kick determines the duration of the effect. A
gentle tap affects an object for no more than a

99
Magical Items and Artifacts

Schiavona of Kavic as piercing attacks (the wielder may choose either


Market price: 50,000 gp before making each attack roll), and has a critical hit
Kavic was a celebrated magician who became threat of 17-20 (x3 damage) due to the weapon's
obsessed with gaining equal renown as a swordsman. extraordinary sharpness. In addition, due to the
He outfitted himself with sword and dagger and Weapon Focus feat conferred by the permanent elegant
began to seek out the company of rakes and combatant spell, the wielder always attacks with an
swordfighters in seedy taverns and inns. Like them, he additional +1 To Hit (+4 To Hit total, plus any
dressed in the manner of a peacock and affected a possible Dexterity bonus due to Weapon Finesse) and
general attitude of cruel disdain and murderous causes (1d6) +3 Damage with any hit. Anyone
intolerance of the most trivial insult or sleight. wielding the schiavona is always considered proficient
Unfortunately, though reasonably nimble, Kavic was with the weapon, and it is considered a +3 magic
sickly and weak and not particularly skilled in the weapon for purposes of damage reduction.
martial arts, no matter how much time he spent As fearsome a weapon as this is, the schianova
training. does not confer invincibility. Indeed, after winning
As a result, he frequently had to heavily augment several duels, Kavic became so reckless as to venture
his skills with magic or even resort to casting spells forth from his manse without memorizing any spells
when random encounters or, worse, formal duels or bringing any of his other more potent magical
began to go against him. At last running out of adjuncts. On one such day he was ambushed by a
patience for his own lack of aptitude, Kavic decided gang of thugs hired by the lover of a dandy he had
to apply his magical skill more systematically to his slain the week before, and was shot to death with
problem. Specifically, he decided to fashion a magic crossbow bolts.
weapon of superlative quality that could give him the
edge he needed.
The weapon he selected as his basic template was Snake Ring
an ancient type of sword called a schiavona, a Market Price: 13,000 gp
particularly elegant archaic design roughly midway in This ring is in the shape of a snake swallowing its
form between a rapier and a long sword, with a own tail. The wearer of this ring can wield its power
rapier's elaborate guard and stabbing point and a by introducing a venom into anything held in the ring
slightly broader slashing blade defining it as a military hand. The toxin (user choice of Id Moss, Ingestion
as opposed to a merely civilian weapon. In his DC 14, 1d4 Int / 2d6 Int; or Arsenic, Ingestion DC
opinion, this was the ideal personal weapon for the 13, 1 Con, 1d8 Con) is passed through any vessel, so
aspiring rake. Finding iron insufficiently hard for his it is possible to poison wine that is in a sealed bottle.
purposes, he fashioned his blade out of paper-thin, Once per week, the wielder of this ring may transfer
more than razor-sharp coral, which he then enchanted poison in this manner. See the 3.0 DMG p. 79-80, or
with the flexibility of spring steel. The resulting blade the 3.5 DMG p. 296 for more information on
was as sharp as broken glass, and yet as flexible and poisons.
resilient as any dueling foil.
Next, he further permanently enchanted the blade
with the charm of the elegant combatant, which spell
provides the wielder a +2 on any Intimidate skill Talisman of Anthropic Imposition
checks; the feats Weapon Proficiency, Weapon Focus, Market Price: 10,000 gp
and Weapon Specialization with the schiavona; and if The half-mad magician Kooleman, or some such
the wielder has a higher Dexterity than Strength (as misguided individual, may have created this ancient
Kavic did), the feat Weapon Finesse while wielding artifact. It appears that the sole purpose of this
the weapon. (None of these feats are in effect unless device is to transform the wearer into a ravening half
the sword is gripped in hand and they do not apply to - man. Clearly there was once more to its properties
the use of any other weapon, even another than this. Perhaps Kooleman himself knew how to
schiavona.) control the device - or perhaps not, since he vanished
The schiavona can be treated as a +3 rapier with without a trace, leaving his manse unprotected, and
the exceptions that it can make both slashing as well the talisman was found decades later in a mountain

100
be incapable of speech). After the initial die roll, a
Talisman of Anthropic Imposition given creature will always transform into the same
type of half-man unless they have increased to a
Wearer’s Level or Hit Dice higher level category, in which case they will
D6 1-2 3-8 9+ assume the next creature type for the same die roll.
1 Gnoll Lesser Barghest Greater Barghest
2 Bugbear Doppleganger Troll
3 Hobgoblin Ogre Ettin Thief-Taker
4 Orc Lizardman Hill Giant Market Price: 41,000 gp
5 Goblin Kuo-Toan Athach A rope woven of wasp legs which binds the
(1HD Leader) unwary, Thief-Taker is a highly useful artifact whose
6 Kobold Troglodyte Night Hag origin is now lost in time. It is a magical rope which
(1HD Leader) responds to its owner's commands and can lash
forward or upward to entangle a victim. In many
cave many leagues from his former domain. The respects, Thief-Taker is similar to a Rope of
talisman is powerfully magical, and yet its properties Entanglement (Dungeon Master’s Guide, Chapter 8:
are particularly difficult to identify by any means Magic Items), though it is stronger and more
magical or mundane. Within moments of being dangerous. On command, Thief-Taker lashes forward
donned, the wearer will turn into a Ogre, Bugbear, 30 feet or upward 20 feet to entangle a victim, using a
Hill Giant, Troglodyte, or other such being (see table grapple attack with a +15 attack bonus (including +4
below), and begin to act accordingly, with all stats for being large and +6 for its Strength score of 22).
average except that Intelligence is 2. The beast does Due to its lacerating wasp leg construction,
not recognize any former friends or allies and will anyone (or any creature) in grapple with Thief-Taker
either attack anyone nearby (if its animal instincts tell automatically suffers 1d6 damage per round. From
it victory is possible) or flee towards the nearest grapple, Thief-Taker will attempt to pin its opponent.
forest or other appropriate terrain. A successful pin (opposed grapple check, see the
Eventually, the talisman might fall off whilst the Player’s HandBook, Chapter 8: Combat for more
creature sleeps, be snagged on a branch, or otherwise details) means that the target is securely bound. Once
be removed by accident. Otherwise, it might be up to they are bound, the sharp wasp legs will lacerate
the wearer's companions to free their fellow from this anyone attempting an Escape Artist check. Each time
affliction. Once the device is removed, the afflicted an Escape Artist check is made, the victim must make
individual returns to their normal form with no a Reflex save at DC 25 or suffer 2d6 damage.
recollection of what has occurred, and does not carry Thief-Taker cannot easily be broken by sheer
any wounds or other abrasions, even if the creature strength. Any attempt to burst the rope requires a
they apparently became was injured during the Strength check of DC 35, and attempting to break
struggle. All damage suffered while in the alternate the rope with bare hands causes 2d6 damage due to
form is healed (previously existing damage remains), the sharp wasp legs of which the rope is woven. To
unless the creature was actually killed, in which case cut the rope, an edged weapon must sever it, and that
the wearer dies as well. There is no knowing what is no mean feat. Thief-Taker has an AC of 25, 20 hit
creature a person will turn into on the first points, and a hardness of 12. Damage automatically
application, but it will always appear to be the same repairs at a rate of 1 point per 5 minutes, but if Thief-
one should the talisman be donned on any further Taker is completely cut through, it is destroyed.
occasions. Oddly enough, each creature thus brought
into existence seems to lack speech or reason, even
though regular half -men appear to possess these
faculties.
Each time the talisman is donned for the first time
by a new person, roll on the table below to determine
the type of creature the wearer transforms into
(remember, all creatures will have a 2 intelligence and

101
The Dying Earth D20 Campaign

Appendix I: About the Dying Earth


The Dying Earth in a D20 Campaign Setting

Though they are clearly different and unique in


their own ways, it should be obvious to most people
remotely familiar with both Dungeons and Dragons
and the Dying Earth that there is a certain
unmistakable similarity between the two milieus. This
is because the setting and characters Jack Vance
invented in his Dying Earth were hugely inspirational
to the original design of Dungeons and Dragons.
Gary Gygax actually wrote Jack Vance for permission
to incorporate some of his themes into the new game
he was developing.
The original rules of Dungeons and Dragons
were rife with specific borrowings from the Dying
Earth. For example, the old type 1 and type II
demons in D&D (Hezrou and Vrock in D20) bear
uncanny resemblance to the two summoned demons
which did battle in the court of Cil, in The Eyes of
the Overworld. Many of the more unique magic items
in the game, such as the ioun stones, were also taken
directly from the Dying Earth. A great many classic
Dungeons and Dragons spells such as hold person,
imprisonment, tiny hut, move earth, resilient sphere, and
floating disk (to name just a few) are almost identical to
spells described by Jack Vance.
There are many more generalized ways in which
D20 is linked to the Dying Earth as well. The
Vanille was low and controversial "fire-and-forget" spell system of
broad, and of a swimming Dungeons and Dragons was lifted directly from the
green color, with eyes like scarlet Dying Earth. Gary Gygax said in a recent interview
lights. It flung itself upon the first demon, that his idea of the thief (now rogue) class was
and the terrible bellow of the encounter chiefly inspired by the main character Cugel from the
stunned the ears, and eyes could not follow the Dying Earth books (as well as Fritz Lieber's Grey
frenzy of the fight. The walls shuddered as the Mouser, and a few others). The various spells which
great forces struck and rebounded… are named after their casters (e.g., faithful hound), and
Behind, the black demon, mounted astride Vanille, the very peculiarity of those spells, are also very
was methodically clawing up handfuls of his substance much in the spirit of the way magic in general and
and casting it aside, while Vanille bellowed and magic spells in particular are portrayed in the Dying
screamed and turned his ferocious head this way and Earth.
that, snapping and snarling, striking with great green All this leaves DERPG material with a sort of
arms. The black demon plunged its arms deep, haunting familiarity to many D20 players, especially
seized some central node, and Vanille became a those who grew up playing the earlier versions of the
sparkling green slime of a myriad parts, each game. Culturally, the Dying Earth is the eccentric
gleam and sparkle flitting and quivering uncle of D&D: more baroque, more refined, subtler,
and dissolving into the stone. more decadent than the typical D20 world, which by
…from the Eyes of the
102 Overworld
contrast is usually a more vital, youthful and idealistic Argument and Persuasion in the Dying Earth.
place.
Here lies the irony, and the difficulty in "Good day," said Cugel cheerlessly. "I am indisposed,
maintaining consistency. The Dying Earth is, as the and must request that you instantly depart."
name implies, set at the end of history, at a time
when the sun falters at the horizon and the denizens Fianosther made a bland gesture. "A report of your
of the planet, human and magical beast alike, are distressing illness reached me, and such was my concern
painfully conscious of imminent doom, and the that I hastened here with an opiate. Allow me to step
failures of countless previous generations to forestall within"-so saying he thrust his portly figure past Cugel
it. Chronologically, it seems like it should be set well -"and I will decant the specific dose."
after any events in a typical D20 game, at the very end
of time in fact. So we have an older Dying Earth that, "I suffer from a spiritual malaise," said Cugel
somehow, is a predecessor of this much younger meaningfully, "which manifests itself in outbursts of
world. vicious rage. I implore you to depart, lest, in an
One possible way to resolve this is to portray the uncontrollable spasm, I cut you in three pieces with my
Dying Earth as a far-gone era, perhaps many aeons in sword, or worse, invoke magic."
the past. Perhaps the Dying Earth has finally "died"
and passed into pre-history, only to be replaced by Fianosther winced uneasily, but continued in a voice of
another cycle of civilization. Another, perhaps more unquenchable optimism.
tenable, possibility is that the Dying Earth exists on
"I likewise carry a potion against this disorder." He
another Plane of existence, one to which great
brought forth a black flask.
wizards occasionally travel in their voyages, or one
from which certain mighty mages escaped in the "Take a single swallow and your anxieties will be no
distant past, bringing some of their magical lore along more."
with them.
Either way, traces of this nearly lost culture can Cugel grasped the pommel of his sword. "It seems that
still be found, though they should be rare. These new I must speak without ambiguity. I command you:
spells, especially the more powerful among them, depart, and never return! I understand your purpose
would be highly sought after by Wizards especially. and I warn you that you will find me a less indulgent
Magic spells and magic items are rare and expensive enemy than was Ioucounu! So now, be off! Or I inflict
in the Dying Earth, and the spells and items in this upon you the Spell of the Macroid Toe, whereupon the
book should be treated as such. signalized member swells to the proportions of a
The spells in this book could be used as an house."
alternative to the existing D20 arcane spell list, for use
in a specific campaign either based in the Dying Earth …from The Eyes of the Overworld
or some other realm, or simply added to the extant
spell list to flesh it out and add more variety and
Sophisticated techniques of persuasion and
nuance. One effective way to introduce all or some of
psychological manipulation, once the provenance of
these hitherto unknown spells is to have the players
humanity's "leadership" stratum (aristocrats, autocrats,
encounter NPCs who have spellbooks containing
bureaucrats, theocrats and the like), have in the Dying
them, or who use some of these items.
Earth filtered down to the level of the ordinary
person. Skill at rhetoric is as widespread and useful in
the Dying Earth as it once was in the equally
dangerous societies of ancient Rome or renaissance
Italy in our own planet's history. And, in this
environment, one finds some talented rhetoricians
and orators indeed.
Because one never knows who one might meet in
the Dying Earth, because appearances can be
deceiving, and because dangerous martial and magical

103
The Dying Earth D20 Campaign

skills, not to mention potent artifacts, are far too Appearance and Grooming
pervasive among the populace, it is far, far wiser to
negotiate and evaluate first, and think of fighting
later. As Sun Tsu, Julius Caesar, or even certain Liane made a wry mouth…. Sometimes it seemed as if
modern techno-military experts of today's armies will all living creatures conspired to exasperate him. Only
attest, information or "intelligence" about one's this morning, the spice merchant - what a tumult he
opponent is often considerably more valuable than had made dying! How carelessly he had spewed blood
sheer brawn in times of strife. One of the best and on Liane's cock comb sandals! Still, thought Liane,
easiest ways to acquire information in the Dying every unpleasantness carried with it compensation.
Earth is through conversation. While digging the grave he had found the bronze ring.
Practically, in a Dying Earth setting, encounters
can be much less balanced than in a typical D20 And Liane's spirits soared; he laughed in pure joy. He
campaign. Players must be ready to utilize quick wits bounded, he leapt. His green cape flapped behind him,
and an agile tongue to talk their way out of situations the red feather in his cap winked and blinked …
that may be well beyond their ability to fight through,
or otherwise deal with in any kind of summary …from The Dying Earth
manner (no matter how many potions of extra healing
they may have). Since there are seldom governments One important aspect of persuasion can often be
around to protect people from potentially dangerous one's appearance. The scruffy warrior with the rusted,
individuals, cautious etiquette and politeness are the dented battle-scarred armor, and fresh dung on his
rule of the day. boots, can fit in easily at the table of the noblest duke
The Dying Earth RPG recognizes 6 basic styles in a typical D20 world. Similarly, the road weary
of persuasion (glib, eloquent, obfuscatory, forthright, rogue, creaking with the nitred soil of ransacked
charming, and intimidating) and 6 basic styles of tombs, mixes effortlessly into a late night soirée at
rebuttal (obtuse, wary, penetrating, lawyerly, contrary, almost any fine inn or tavern to be found.
and pure hearted). Without going into the nuances of But neither would be considered suitably dressed
these affinities, it can be useful to think of NPCs one in the Dying Earth, where civilized garb and elegant
may encounter in a Dying Earth setting as having one
or more of each of the previous lists of traits, which
tends to reflect their mode of
argument.
Many of the spells in this
document, such as the arrant verbal
accomplishment (level 1, +4
diplomacy), enchantment of the stilled
tongue (level 3, keep secrets),
formulary of expedient ambiguity
(level 2, forget), and incontestable
pedantry (level 2, +8
diplomacy), deal directly or
indirectly with the
unpredictable effects
of conversation
and persuasion.

“They’ll let just about anyone wander the streets nowadays. Look at
that...that... outfit!”

104
attire are of far more importance. In the Dying Earth, monstrous humanoids with a generally malicious
personal refinement, immaculate grooming, and an and/or mordant personality.
expensive well-tailored cloak, perhaps worn with a Most wilderness areas have a fairly high
fine hat of two or even three tiers, are far more concentration of the various predatory half-men:
respectable and impressive than even the most Deodands, Grues, and Erbs to name a few, as well as
fearsome notched-up battleaxe or battered suit of various forms of "ghouls" and "vampires" (which
mythril splint mail. have little if anything in common with D20 ghouls or
Lothar the barbarian may be brawny, but he vampires). One can also find communities of semi-
would quickly find himself a laughing stock if he sentient humanoid lizards, and a few possibly Fey
walked down a busy street in a large city like Kaiin in creatures such as the tiny, dragonfly-riding Twk-Men.
his crude, dirty costume of clumsy leather straps and There are even some humanoids such as the infamous
non functional bits of mail. Hamilcar the cannibal, on "Oasts" which are used in certain districts as farm
the other hand, would probably fit right in, with his animals and even for food, as well as the decidedly
immaculate and studiously graceful attire, his nonhuman but talkative and far more intelligent cow-
obsession with etiquette and manners, and his like Mermelants, whose inordinate fondness for beer
murderously distorted but superficially comprehensive has led to the downfall of many an unwary traveler.
system of justice and morality. The varieties of semi-human forms which can be
Not that all people in the Dying Earth are found as single individuals or in small isolated groups
superficial and immoral murderers, but at the end of scattered throughout the remote wilderness are
history, one does find people who value personal almost endless, but the populated cities and towns of
appearance and appropriate comportment highly. In The Dying Earth are inhabited almost exclusively by
an era in which the Sun may wink out at any moment, humans, albeit in some rare instances with various
routine off-the-rack outfits are not sufficient to forms: bald, tall, short, dark, swarthy, or pale;
express one's personal ambition, style, intellectual feathered, finned or web fingered. By far the most
force, or libido. Though there may be odd local dangerous potential foes in the Dying Earth are the
customs or sumptuary laws in some areas which mighty Arch Magicians, whose will is made real by the
forbid a given color or type of fabric (or a certain stupendously powerful forces they control.
type of hat), people in the Dying Earth generally
expect expensive and elegant clothes to be worn by Alignment in the Dying Earth
people who can afford them.
Appearance and grooming do affect people's
reaction to and impression of player characters in the “The Kind Folk of Lumarth …establish the Era of
Dying Earth. As a result, it is perhaps no great Love, which must now persist until the final waning of
surprise that spells such as fashionable attire, repel dirt, the sun. Our love extends to all, even Yasbane's five
and inviolate attire exist to enhance, maintain or repair demons, whom we hope to rescue from their malevolent
the appearance of magicians and spell dabblers alike. evil. You will be the latest in a long line of noble
individuals who have worked to this end…"
Races in the Dying Earth Cugel stood limp in consternation. "Such work far
'Cugel looked with care for several seconds. The exceeds my competence!"
creatures were plain in his vision:: distorted half-human
amloids with peaking scalps and neckless heads, so that "Everyone feels the same sensation," said the old man.
their mouths opened directly into their upper torsos.' "Nevertheless, Phampoun must be instructed in
kindness, consideration and decency; by making this
…from Cugel's Saga effort, you will know a surge of happy redemption."'

…from Cugel's Saga


Elves, dwarves, halflings, orcs, and gnomes are
unknown in the Dying Earth as such, although there
are potentially nearly infinite variations on the human The lawful good paladin of D20 would be even
form, and a wide variety of so called "half-men"- more unlikely and out of place in the comparatively
cynical atmosphere of the Dying Earth than they

105
The Dying Earth D20 Campaign

would have been in the reality of the Middle Ages or invoking the so called "law of equivalencies," also
Renaissance period of Europe of our own Earth. known as the "law of equipoise," which they often
Evil is rife, of course, if perhaps not as idealistically use to justify their actions (or reactions). The law of
pure as it can be in D20. Most humans, however, are equivalency is essentially a formalization of the idea
neither good nor evil, being either lawful neutral, of karma, except without the moral overtones or any
neutral, or chaotic neutral in alignment, with various pretension to goodness. Equivalency is generally
types of communities being predominantly of one or invoked when justifying revenge or reaction, to
the other extreme, while magicians seem to tend "readjust the balance." More rarely, it is invoked in
toward either chaotic evil or (more commonly) true the name of doing a good deed.
neutral alignment.

'"At Gundar we place great store upon precision and


methodicity," explained Maier. "We feel that the
absence of order encourages disorder; and the official
responsible for the inhibition of caprice and
abnormality is the Nolde…"'

…from Cugel's Saga

Many small villages are populated by folk who are


predominantly lawful neutral, inflexibly devoted to
order in the form of their own specific local laws and
customs, with strict adherence to custom weighing in
over moral imperatives good or bad. In a large,
decadent city such as Kaiin, on the other hand, one
finds a fairly even mix of chaotic and lawful types,
with the city's bureaucrats and middle level citizens
being lawful, and both the desperate denizens of the
underworld and the reckless, decadent aristocratic
overclass generally being chaotic in behavior (if not
political affiliation).

The Law of Equivalency

'"Not so fast," said Pharesm in the coldest of voices.


"Exactitude has been disturbed; the wrong which has
been committed demands a counter-act to validate the
Law of Equipoise. I can define the gravity of your act
in this manner: should I explode you on this instant
into the most minute of your parts the atonement
would measure one ten-millionth of your offense. A
more stringent retribution becomes necessary."'

…from The Eyes of the Overworld

Many wizards, rogues and others, particularly


those whose alignment is best classified as being true
Rhialto contemplates the Law of Equivalency, and how to apply
neutral, frequently reflect their philosophy by
it to the heroes...

106
Appendix II: Vat Creatures
which are longer taught in the Dying Earth.
On the Creation of Vat Creatures Effectively, one defines the creature to be created
The ability to create vat creatures is considered by mathematically and then builds this description into
some to be one of the hallmarks of an accomplished the matrix. One then imprints this matrix into a
mage. Some scholars consider that the ability to specially selected gem, where the jewel serves as both
control sandestin is merely a combination of luck and the creature's sensorium and the germinator of its
bluff, while the creation of a totally new vat creature every unique characteristic throughout its body.
is an act dependent entirely on skill and knowledge. (Extracting a matrix from a living body, and making
While most mages in the Dying Earth are familiar single or multiple copies of existing matrices, are all
with the concepts which underlie the creation of a vat possible but beyond the scope of the Primer of
creature, only a proportion of them ever go as far as Practical Magic.)
creating one. There are many reasons for this. The
esoteric magical skills involved in making the matrix
are very much a lost art, so few mages are left who Grow your own retainers
can create a matrix from scratch. The whole process So, why should anyone go to the trouble and
is time-consuming, expensive, and intricate, and taxes expense of growing their own retainers when there
the creator considerably. Mistakes are easily made, and are villages full of people perfectly willing to serve for
success is by no means guaranteed. Finally, while a small honorarium? Most mages claim that vat-
many an aspirant may dream of vat-born beauties, by grown retainers are more loyal, although this is by no
the time the techniques have been mastered most can means guaranteed. It appears that one of the
no longer remember why a pretty face or well-turned common flaws seen in vat creature training is a lack
ankle was so important in the first place. Yet, in spite of loyalty.
of these pitfalls, there still remain some who Another advantage of growing one's own
persevere. retainers is that one can build them with features not
When considering vat creatures proper, it is normally seen. A mage fearful of being physically
important to consider those creations that are most attacked and unable to defend him or herself with
definitely not vat creatures. Undead or Golems are powerful magics might well create a bodyguard which
not vat creatures; their design and/or animation is was a vat-grown owlbear "improved" by greater
much simpler. Spells like clone and simulacrum do not intelligence, the addition of human features such as
create vat creatures either, though they have their jaws capable of normal speech, and a (more
similarities. Even the lowly Homunculus, which is speculatively) considerable loyalty to its creator.
probably closest to the actual vat creature in its A more traditional form of vat creature is the
makeup, is a much simpler type of semi - beautiful woman or handsome man grown for
autonomous thrall and not a true vat creature. The companionship. Although derided by moralists, the
vat creature is a living thing that can feed, breed, live type is perhaps the most common. Indeed, it has
or die in a perfectly ordinary mortal manner. Only in been argued that in the Dying Earth so many vat
its creation does it differ from any mortal creature. creatures have been created and have bred with
The first and most important stage of the ordinary humanity that mankind is physically more
creation involves the matrix. This is the information attractive than it once was. Many mages have also
that defines the creature down to the smallest detail. discussed the fact that it is relatively easy to mingle
There are three ways in which a matrix can be Aberration or Outsider features into the human's
produced: a stored matrix can be modified, a matrix matrix. Some have suggested that it is because of a
can be produced from scratch (which is the method demon taint that has entered humanity.
described below), or a matrix can be extracted from a
living creature.
These procedures demand considerable skill,
especially in the esoteric magical disciplines, many of

107
Vat Creatures

PCs as vat creatures Basic Recipe:


This is an interesting choice for a character. To a The first, and perhaps hardest, step is to fashion
certain extent the character could be a vat creature the matrix. The creator of the vat creature, hereafter
without anyone realizing that fact, although there are referred to as "the magician", must select all of the
several factors that make a vat creature different. On characteristics and features desired for the vat
the level of the creature's mental makeup, it is creature, then count up all the Creation Points (CPs)
possible that the designer intended the creature to which these represent, adjusting for susceptibilities as
have some very specific purpose. If the creator appropriate. The magician must then make a
wanted a factor for an estate, then the creature could Spellcraft skill check, the DC being the number of
well have considerable stewardship skills. Similarly, if Creation Points of the creature to be designed. If
the creature was created purely for the carnal successful, the matrix is imprinted upon the gem
gratification of its creator, then it might have a deep being used as sensorium (see design table below). If
knowledge of the amatory arts. the skill check is a failure, the gem turns black and is
It is also possible that a vat creature of human ruined, and another must be acquired in order to try
appearance could conceal certain advantageous again. If the skill check was successful, the gem, now
physical attributes. They could have been created to quivering with life, is carefully set aside and the next
have more than human Strength or Dexterity. They step of creation may be taken.
could also perhaps be more fleet of foot or have Next, the ichor must be manufactured with a
enhanced vision or hearing. More obvious to transfusion of the magician's own blood and spiritual
observers would be the vat creature created from non essence (which causes a drain of Experience Points,
- human stock. These might well meet a hostile the total number depending on the number of
response from simple peasantry, who might even Creation Points of the vat creature), various
stone them thinking them half-men or demon spawn. alchemical ingredients, a complete Masterwork
They might meet with contempt when the urban Alchemical lab, and an Craft (Alchemy) skill check
sophisticate assumes that a bestial appearance (see below for DC). If the Craft (Alchemy) skill check
contains a bestial intellect. Certainly this sort of is failed, the ichor is bad and must be discarded. Any
creature would have greater difficulty fitting into Experience Points lost due to blood and essence drain
society and would almost certainly be snubbed by are thereby lost.
many who are regarded as consequential on the social The magician must then fashion the armature of
scene. the creature out of ice (skill check Craft - Sculpture)
upon which is cast the simulacrum spell. Any spell -
like abilities the creature is supposed to have, and any
spells it is meant to be able to cast, must be inscribed
on a Scroll in the normal manner (see Creating
Scrolls; Dungeon Master’s Guide, Chapter 8: Magic
Items), and the Scroll(s) must be placed inside the
creature's abdomen in a watertight scroll tube as it its
armature is being fashioned out of ice. Then the
magician must quickly apply a thick layer of the
special clay (skill check Craft - Sculpture) over the
armature.
At this point, the clay statue will be the size of a
small Human child (S), so the magician must cast
enlarge or reduce1 as necessary to reach the desired
size. Then transmute mud to rock, to turn it into granite
and harden it. As an inert stone statue, the vat
creature may now safely be set aside and the magician
may rest if necessary.
When ready to continue, the magician must cast
stone to flesh, to turn it into flesh, and then in rapid

1 Some mages prefer to allow the vat creature to grow or shrink as it develops to final maturity in the vats, claiming that this leads to a more subtle
108 development and more refined physical features. Foregoing an enlarge or reduce spell causes the duration of the vat creature's tank-growth to be
increased by one week per size category difference from S size, but this grants a +1 bonus to the creature's Charisma.
succession before putrefaction sets in, polymorph any making the vat creature by a factor of ten. A
object to create the vital organs. In this final stage the Blacksmith skill check (DC = the sculpting check +5)
magician must immediately make their Craft and a Profession (Armorer) skill check (same DC)
Wondrous Item skill check. The DM rolls this skill must be substituted for the first sculpting check if
check secretly, so the magician will not know the this is done.
result. If the magician fails, it will soon become
apparent when animation takes place (it will affect the A Few Standard Vat Creature Matrixes:
result on the Animation table.) (Cost includes the 100 gp for casting the simulacrum
Finally, the ichor is transfused into the creature's spell.)
veins, stabilizing the creature's body and causing the
spells to set, increasing their duration indefinitely in a Hobgoblin 81 Creation Points
manner similar to a permanency spell. The creature is Gold: 3,315 gp XP: 810
then placed into a nutrient vat, where it must remain Medium size (6), Bipedal (4), One Hit Dice (10), One
for 1d4 weeks. When it is ready to be animated, a Attack (1), One Dam (0), Alertness (2), Martial
small minim of stimulant is administered, and the Weapon Proficency (6), Move 30 ft (0), Opposable
creature comes to life. Roll on the Animation table thumbs (10) & Larynx (3), Skills (3), Str 11 (4) Int 10
below to determine if the creature animates properly, (7) Wis 10 (0) Dex 13 (9) Con 13 (6) Cha 10 (4),
then on the Personality Table to determine its Darkvision 60' (5). (Cr ½, Experience for destruction
behavior. by 1st level player 150)
Hobgoblins make excellent basic guards. They
Special Clay and Gemstones for the Sensorium take well to discipline, are intelligent enough to follow
The special clay used to make the creature must be orders, and are capable of using siege weapons. Due
made of clay, ashes, mandrake root, spring water, and to their sturdy build they can endure harsh conditions,
one pint of the magician's own blood mixed with and they will eat anything. With their Darkvision and
ruby, sapphire, emerald, jacinth or citrine dust. An Alertness feats and various skills they can easily spot
expensive jewel (the type and cost are specified intruders.
below) must be used as the creature's sensorium.
Kobold 48 Creation Points
Gold: 1080 gp XP: 240
Special Armatures Small size (3), Bipedal (4), One Half Hit Dice (2),
It is also possible to double, triple or quadruple the One Attack (1), One Dam (0), Alertness (2), Martial
creature's hit points by building a special armature out Weapon Proficency (6), Move 30 ft (0), Natural
of tantalum and iron, mythril, or adamantine instead Armor 1 (2) Opposable thumbs (3) & Larynx (3),
of ice. A tantalum / iron skeleton (x2 HP) doubles Skills (6), Str 6 (-16) Int 10 (7) Wis 10 (0) Dex 13 (9)
the price of the vat creature, a tantalum / mythril Con 11 (2) Cha 10 (4), Darkvision 60' (5)
armature (x3 HP) triples it, and a tantalum / Kobolds make good all-around servants,
adamantine (x4 HP) armature increases the cost of messengers and secondary guards. They follow orders
reasonably well, are intelligent enough to perform
basic tasks, and sufficiently nimble to handle fairly
Vat Creature Creation Recipe complicated machinery. In combat they are weak in
Spells required to create a basic vat creature: melee but excel as archers, especially when armed
with light crossbows. In addition, like Hobgoblins
Spell Components they have Darkvision and the Alertness feat, which
Simulacrum 100 gp powdered ruby helps them detect intruders. They are hardy and eat
Prying eyes Handful of crystal marbles nearly anything, and given sufficient quantities of
Enlarge or Reduce (as necessary) food and free reign they breed at a rapid rate. With as
Transmute Mud to Rock Water and clay little as two seed creatures, an army of Kobolds can
Stone to Flesh Pinch of earth and a drop of be bred in a fairly short period of time.
blood
Polymorph Any Object Mercury and gum arabic

109
Vat Creatures

Wolf 96 Creation Points Humanoid Concubine 45 Creation Points


Gold: 3,540 gp XP: 960 Gold: 1050 gp XP: 225
Medium size (6), Quadrupedal (2), Two Hit Dice (30), Medium size (6), Bipedal (4), One Half Dice (2), One
One Attack (1), D6 Dam (4), Weapon Finesse / bite Attack (1), One Dam (0), Move 30 ft (0), Opposable
(3), Move 50 ft (4), Skills (4), Str 13 (12) Int 2 (-1) Wis thumbs (10) & Larynx (3), Skills (0), Str 8 (-8) Int 10
11 (2) Dex 15 (15) Con 15 (10) Cha 6 (-4), Trip (3), (7) Wis 10 (0) Dex 10 (0) Con 10 (0) Cha 18 (20)
Scent (2) A humanoid with a comely (or handsome) basic
[Cr 1, Experience Points for destruction by 1st level form of a Nymph (or a Satyr), but without all of the
player 300] dangerous characteristics of such magical creatures is
Wolves, sufficiently trained, make excellent guard preferred by many as a bedwarmer. When not
beasts. They endure weather well, require little care, fulfilling these types of duties they also perform well
and pose no threat of organized mutiny or rebellion. as basic servants.
Though incapable of using siege equipment or Hippogriff 171 Creation Points
performing menial tasks, they are superb at detecting Gold: 14,275 gp XP: 1,420
intruders and deadly in combat. In addition, given Large size (12), Quadrupedal (2), Three Hit Dice (50),
their high Dexterity and Constitution and their Two claws one bite Attack (6), Dam (20), Move 50 ft
considerable natural skills, with a few modifications (4), Skills (3), Flight / wings & separate arms (10),
such as human level intelligence and opposable Flight Speed 100' (12), Str (24) Int (1) Wis (0) Dex
thumbs wolves can be made into truly terrifying (15) Con (12) Cha (0)
assassin-beasts1. Hippogriffs make superb flying mounts and
guard - beasts. They also can form the basis for a
Cat 12 Creation Points wide variety of highly useful modifications.
Gold: 320 gp XP: 60
Tiny size (1), Quadrupedal (2), One Half Hit Dice Troll 292 Creation Points
(2), Three Attacks (6), One Dam (1), Weapon Finesse Gold: 34,600 gp XP: 14,600
/ bite (3), Move 30 ft (0), Skills (10), Str (-28) Int (-1) Large size (12), Bipedal (4), Six Hit Dice (110), 2
Wis (2) Dex (15) Con (0) Cha (-1) Claws 1 Bite Attack (6), Dam (18), Alertness (2), Iron
Cats, though far cheaper to acquire in the normal Will (2), Move 30 ft (0), Opposable thumbs (10) &
fashion than to manufacture in a vat, do help cut Larynx (3), Rend (8), Regeneration 5 (25), Scent (2),
down on infestations of rodents. Cats are also often Skills (3), Str (39) Int (3) Wis (-1) Dex (12) Con (26)
used as the basis for more complex designs. Due to Cha (-2), Darkvision 90' (10)
their high natural dexterity and many skills, cats The Troll is the bodyguard extraordinaire. Their
modified with wings, poison stingers, or human level immense strength, regeneration trait, and various
intelligence and opposable thumbs for example can abilities make them intimidating opponents, and they
be very useful for a variety of specialized purposes. are too stupid to pose any threat of organized
They are especially popular for use as scouts and rebellion or mutiny.
messengers.
Stirge 39 Creation Points
Gold: 890 gp XP: 195
Tiny size (3), Quadrupedal (2), One Hit Dice (10),
One Attack (1), One Dam (1), Weapon Finesse (3),
Move 10 ft (-2), Wings and seperate arms (10), Fly 40'
(8), Skills (4), Str 3(-28) Int 1 (-2) Wis 12 (2) Dex 19
(27) Con 10 (0) Cha 6 (-2) Attatch & blood drain (4)
Properly trained, Stirges can help guard against
assault by air. A pair can be created, and if fed
sufficient quantities of blood, they will quickly breed
numerous offspring. A huge flock of Stirges nesting
in the minarets can discourage many flying attackers.

1 Performing such modifications can have dangerous unforeseen consequences, however, such as the unintentional establishment of an entirely
new class of predators that prey upon humans (it is widely believed that Deodands and Erbs, for example, were created in this manner). Careful
110 consideration of all possible ramifications is in order when creating such dangerous hybrids and suitable precautions must always be taken for
properly training and controlling them.
Vat Creature Creation Costs
The minimum number of Creation Points for any creature is 10. All new creature matrices are up to the DM's
discretion for approval and / or Creation Point cost adjustment.

Sculpting Craft Wondrous


Creation Gem skill Item skill Craft (Alchemy) XP
Points Sensorium Dust1 check check skill check Cost
10 - 25 100 gp Topaz CP x 10 DC 12 DC 20 DC 22 CP x5
26 - 50 500 gp Aquamarine CP x 10 DC 14 DC 24 DC 25 CP x5
51 - 75 1,000 gp Citrine CP x 15 DC 16 DC 28 DC 30 CP x10
76 - 100 2,000 gp Jacyinth CP x 15 DC 18 DC 32 DC 32 CP x10
101- 150 5,000 gp Emerald CP x 20 DC 20 DC 36 DC 34 CP x15
151- 220 10,000 gp Sapphire CP x 25 DC 22 DC 40 DC 36 CP x50
221- 300 20,000 gp Ruby CP x 50 DC 24 DC 44 DC 38 CP x50

Vat Creature Animation Table


Roll 1d6. Apply a -4 modifier to the die roll if the Craft Wondrous Item skill check was failed (see above). Apply a -
1 modifier if it is an entirely new matrix.

D6 Result
-5 Creature explodes upon attempted animation, causing 3d6 acid damage to all within a 20-foot radius.
-4 Creature animates and seems fully functional but reverts to a stinking cloud (as the spell) after 5 melee rounds.
-2 Creature is alive but does not awaken. It will soon die.
-1 Creature animates and seems to function normally but suddenly turns to slime after 1d6 hours.
0 Creature does not animate (the form fails and must be discarded).
1 Creature immediately dies and reverts to slime.
2 Creature animates but at ½ Hit Dice, ½ size, and causes ½ damage.
3 Creature animates, but is a damaged specimen and suffers -1 to ability scores.
4 Creature animates normally.
5 Exceptional success, Creature animates normally, +1 to all ability scores.
6+ Illustrious success, Creature animates normally, +2 to all ability scores.

Vat Creature Personality Table


Roll 1d6. Apply a -1 to the die roll if it is an entirely new matrix.

D6 Result
1- Creature is conscious but devoid of volition.
2 Creature seems normal but is insane and will seek to kill its creator at the first opportunity.
3 Creature immediately seeks to attack and kill the first creature it sees other than its creator.
4 Creature has a randomly determined alignment, and is loyal to creator but hostile to all other creatures.
5 Creature has normal alignment for its type or is neutral if based on no pre-existing type of creature.
Otherwise it is normal.
6 Creature's alignment is neutral, and it is nominally loyal to its creator. It is otherwise normal.
7+ Creature has identical alignment to and is deeply loyal to its creator.

1 Cost in gold pieces of powdered ruby, sapphire, emerald, jacinth and citrine
111
Vat Creatures

Vat Creature Creation Point Rules Combat Feats


No more than 12 points may be taken off for Alertness +2
Susceptibilities. Ambidexterity +2
Armor Proficiency (Light) +2
Size Creation Points Armor Proficiency (Medium) +4
Tiny +1 Armor Proficiency (Heavy) +6
Small +3 Combat Reflexes +4
Medium +6 Dodge +2
Large +12 Expertise +3
Very Large +24 Exotic Weapon Proficiency (per) +2
Improved Initiative +4
Basic Physical Form Improved Critical +4
Snakelike or Fishlike +1 Martial Weapon Proficiency +6
Quadrupedal (walks on four legs)+2 Mobility +4
Bipedal (walks on two legs) +4 Power Attack +3
Simple Weapon Proficiency +4
Hit Dice Spring Attack +3
¼ Hit Dice +1 Toughness +4
½ Hit Dice +2 Two Weapon Fighting +2
One Hit Dice +10 Weapon Finesse +3
Per Hit Dice over 1 +20 Weapon Focus +4
(Other Feats) +2
Number of Basic Attacks
One +1 Skills, per point 1/4
Two +4 Natural Armor, per point 2
Two claws, one bite +6
Three attacks (other configuration) +8 Basic Movement Speed
Four attacks +10 10 ft. / round -2
Per Additional +4 20 ft. / round -1
30 ft. / round 0
Base Damage (for each attack) 40 ft. / round +2
0 or by weapon 0 50 ft. / round +4
1 +1 60 ft. / round +8
1-2 +2
per D4 +4 Important Physical Extras
per D6 +6 Opposable thumbs (grasp weapons) +10
per D8 +8 Prehensile tail or tentacle +2 per
per D10 +10 Larynx or other speech capable +3
per D12 +12
Additional Means of Locomotion
Sapience Flight (wings, no arms) +5
Per point of Intelligence over 3 +1 Flight (wings and separate arms) +10
Per point of Wisdom over 10 +1 Flight speed 30 ft. / round +5
Per point of Charisma over 8 +2 Flight speed 40 ft. / round +8
Flight speed 50 ft +10
Physical Abilities, Per point over 10 Flight speed 60 ft +12
Per point of Strength +4 Flight maneuverability good +2
Per point of Dexterity +3 Flight maneuverability excellent +5
Per point of Constitution +2 Flight maneuverability perfect +8
Burrowing at 10 ft. / round +3
Burrowing at 30 ft. / round +6

112
Immunities (per 5 points of Damage Reduction)
Bludgeoning Weapons +10 Special Attacks
Crushing +4 Ability Score Loss (per 1pt) +3
Cuts / Slashing Weapons +10 Breath Weapon (per d6 Damage) +5
Disease +4 Breath Weapon (Flesh-stone) +20
Drowning +6 Constrict (per D6 Damage) +3
Exposure +1 Energy Drain (per level) +5
Falling +6 Fear +2
Piercing / Impaling +10 Frightful Presence +2
Arrows / Missile weapons +10 Gaze (Fear) +3
Poison +6 Gaze (Paralysis) +5
Suffocation +3 Gaze (Flesh - Stone) +15
Improved Grab +5
Susceptibilities (per +2 damage) Paralysis Touch +5
Acid -1 Poison (1-4 ability score) +3
Bludgeoning Weapons -5 Poison (Death) +10
Crushing -2 Rend +8
Cuts / Slashing Weapons -5 Sonic Attacks +3
Disease -2 Swallow Whole +3
Drowning -3 Trample or Trip +3
Electricity -1 (other) +2
Exposure -1
Falling -3 Spells or Spell-like abilities (Per spell level)
Fire -3 Transmutation / Evocation +4
Impaling -5 Conjuration / Enchantment +3
Magic -5 Abjuration +2
Missile Fire -5 Illusion / Necromancy +1
Poison -3 Spell at will x10
Holy Water -3 Spell once per day x1
Silver -3 Spell three times per day x3
Spell once per week 1/2
Special Qualities
Darkvision 30 ft. +2
Darkvision 60 ft. +5
Darkvision 90-120 ft. +10
Blindsight +2
Fast Healing, per point +5/pt
Regeneration, per point +5/pt
Resist Energy (Fire, Acid, Cold) +5/pt
Scent (Ex) +2
Spell Resistance, per 2 points +5/2
Turn Resistance +5

A failed vat creature is not often befriended

113
Prestige Classes

Appendix III: Prestige Classes


These three classes (Sharper, Diabolist, and Arch- cornered or left with no other option, they can be
Mage) represent but a few of the vocational and/or dangerous combatants, handy with rapier and dagger.
socio-economic positions which a D20 character can Most sharpers also do not hesitate to use magic to
aspire to become through contact with the culture of defend themselves when necessary, or even to injure
the Dying Earth. others in order to get the job done or to save their
skin.
Sharpers prefer to rely on their considerable
Acquiring a Prestige Class ability in the art of persuasion, however, and normally
A character that meets the requirements of a rely upon their fairly subtle repertoire of spells
particular prestige class can multiclass into it. (including many of Dying Earth origin) to keep them
However, the DM has final say as to whether a out of trouble. Many of these spells are
particular prestige class is allowed in the campaign for enchantments and tricks designed to deceive the
PCs, for NPCs only, or not at all. potential mark, evade capture, and / or befuddle
onlookers. Enchantment and illusion are their
specialties.
Prestige Class Descriptions Because sharpers are chaotic and usually make
Here follows three new prestige classes. Unless noted their living as thieves does not mean that they are all
otherwise, follow the normal multiclassing rules when evil or even necessarily untrustworthy. Chaotic good
taking levels using the prestige class format of the
DMG.

Sharper Prestige Class

Lodermulch presently flung down the dice and, seizing


Cugel's elbow, shook it to dislodge several additional
dice from the cuff of his jacket. "Well then!" bawled
Lodermulch, "what have we here? I thought to detect
knavery, and here is justification! Return my money on
the instant!"

…from The Eyes of the Overworld

Sharpers are rogues who specialize in confidence


games and verbal trickery, and routinely rely on magic
as a means to help achieve their nefarious ends. That
these ends are nefarious or at least illegal is usually
not in question. Sharpers need not be evil, but they
are invariably thieves, not mere adventurers or curious
explorers. As such they often have a rough
background and cultivate certain of the physical skills
of the underworld in addition to their study of the
more refined techniques of verbal manipulation and
their study of the arcane arts.
Sharpers are therefore not above utilizing
Intimidation when Diplomacy fails, and when

114
sharpers adhere to a kind of a Robin Hood ethic, and Class Skills
even many chaotic neutral sharpers strictly maintain a
code of "honor among thieves." Of course, there are The sharper's class skills (and the key ability for each
also chaotic evil sharpers who are can be utterly skill) are Appraise (Int), Balance (Dex), Bluff (Cha),
merciless, so players should beware when Climb (Str), Concentration (Con), Craft (Int),
encountering people with a smooth tongue and dice Decipher Script (Int, exclusive skill), Diplomacy (cha),
in their sleeves… Disable Device (Int), Disguise (Cha), Escape Artist
(Dex), Forgery (Int), Gather Information (Cha), Hide
Hit Dice: d6 (Dex), Jump (Str) Knowledge (Int), Listen (Wis),
Move Silently (Dex), Open Lock (Dex), Profession
Requirements (Wis), Sense Motive (Wis), Search (Int), Sleight of
Hand (Dex), Speak Language (Int), Spellcraft (Int),
To qualify to be come a sharper, a character must Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope
fulfill all the following criteria. (Dex). See Chapter 4: Skills in the PhB for skill
descriptions.
Alignment: Any chaotic
Base Attack: +3 Sharpers may also acquire ranks in the new skill
Bluff: 9 ranks Gambling (Int). See below for more details.
Decipher Script: 5 ranks
Diplomacy: 7 ranks Skill Points at Each Level: 4 + Int modifier.
Disable Device: 5 ranks
Intimidate: 5 ranks
Knowledge (Arcana): 4 ranks Class Features:
Sense Motive: 5 ranks All of the following are class features of the
Spellcraft: 5 ranks Sharper prestige class.

Feats: Weapon Finesse Weapon and Armor Proficiency: Sharpers gain no


Abilities: Minimum Dexterity, Intelligence, and additional proficiency in any weapon or armor.
Charisma of 12
Spells: Ability to cast arcane spells of 1st level or Spells per Day: The number of spells per day that a
higher sharper can cast is determined by consulting the table
Special: Sneak attack + 2d6 or better above. Bonus spells are based on Intelligence.

The Sharper
Base
Class Attack Fort Ref Will Spells per day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Bonus Feat 3 0 - - -
2nd +1 +0 +3 +3 SA + 3d6 3 0 - - -
3rd +1 +1 +3 +3 3 1 0 - -
4th +2 +1 +4 +4 SA + 4d6 4 2 0 - -
5th +2 +1 +4 +4 Bonus Feat 4 2 1 0 -
6th +3 +2 +5 +5 SA + 5d6 4 3 2 1 0
7th +3 +2 +5 +5 5 4 3 2 0
8th +4 +2 +6 +6 SA + 6d6 5 4 3 3 1
9th +4 +3 +6 +6 Bonus Feat 5 4 4 3 2
10th +5 +3 +7 +7 SA + 7d6 6 4 4 4 3

115
Prestige Classes

New Spells: When a new sharper level is gained, the New Skills
character gains new bonus spell levels, which can be
used to acquire spells from the sharper spell list Gambling (Int): The Gambling skill incorporates a
(below). On attaining each new level the sharper gets practical knowledge of many gambling games, and an
two new spells, any others must be obtained through innate understanding of the both the odds which
research or commerce as with a wizard. Intelligence define a straight game and special practices which can
(not Charisma) bonuses apply to the number of spells help a person to win, even by cheating. Playing fairly
learned as a sharper. in a game of chance, characters with the Gambling
skill are allowed to add +1 to their die rolls for every
Bonus Feats: At second, fifth, and eighth levels, the 4 levels of Gambling skill. Gamblers with the Bluff
sharper receives a bonus feat. These must be a feat skill may also attempt to cheat (any levels in the
chosen from the following list: Ambidexterity, Sleight of Hand skill may be added cumulatively as
Combat Reflexes, Dodge, Expertise, Improved well). To do so they must enter into a Bluff / Sense
Critical (Rapier), Improved Critical (Dagger), Motive contest with their opponent(s); failure
Improved Disarm, Lightning Reflexes, Run, Two indicates that their cheat has been noticed. What
Weapon Fighting, Weapon Focus (Rapier) Weapon happens after that depends on who noticed it.
Focus (Dagger), Mobility, Quick Draw, or Spring Success means the cheat was not noticed and the
Attack player may then add all Gambling + Sleight of Hand
(if any) levels to their gambling die roll. (This skill is
Sneak Attack: This is exactly like the rogue ability of an alternative to that found in the 3.5 Edition Player's
the same name. The extra damage dealt increases by Handbook.)
1d6 every other level (2nd, 4th, 6th, 8th, and 10th)

Some Sharper Techniques


Most sharpers make their day-to-day living as
professional confidence artists and thieves. Many of
the tricks of the trade listed below are used on a
regular basis as part of the normal daily routine of a
sharper. This is by no means a complete list, but
merely presents some ideas that may be potentially
useful for role - playing these characters and
understanding the world the sharper inhabits.

Packet Rigging: Forging documents showing that


the estate of someone dying or dead owes
considerable sums of money to the sharper.

Wood Pecking: Placing side bets on games in which


other sharpers are playing.

Swindling Layers: Pretending to have a parcel of


smuggled goods and arranging to leave the "pretend"
goods with a mark as surety for a loan.

Shifting: Dressing up and luring wealthy victims


through friendly and witty conversation to a place
where they will be cheated.

116
Sharper Spell List by Level
Level Spell Level Spell
0 Advance Softly* 2 Cause Fear
0 Auditory Embellishment* 2 Dibarcas' Wondrous Reduction*
0 Dancing Coins * 2 Formulary of Expedient Ambiguity*
0 Detect Magic 2 Glitterdust
0 Displace Weight* 2 Gochnor's Bootlip*
0 Efficacious Spring* 2 Hypnotic Pattern
0 Enhance Vision* 2 Invisibility
0 Fashionable Attire* 2 Knock
0 The Gastronomic Pang* 2 Minor Image
0 Ghost Sound 2 Radl's Pervasion … incorrect chord*
0 Mage Hand 2 Rope Trick
0 Prestidigitation 2 Incontestable Pedantry*
0 Read Magic 3 The Arrant Verbal Accomplishment*
0 Resistance 3 Arnhoult's Sequestrous Digitalia*
0 The Recumbent Form* 3 Call to the Ominous Enthusiast*
0 Set off Snares and Traps* 3 Curse of the Undignified Ancestor*
0 String of Sparks* 3 Hold Person (aka…)
0 Untie Knot* 3 The Impropriatorious Tongue*
1 Cardiner's Persistent Harassment* 3 Llorio's Superior Restraint*
1 Cardiner's Directional Confusion* 3 Magic Circle against…
1 Change Self 3 Nondetection
1 Charm Person 3 Sepia Snake Sygil
1 Detect Secret Doors 3 Slow
1 Feather Fall 3 Suggestion
1 Fiade's Charming Distraction* 3 Panguine's Loyal Porter*
1 Grease 3 Tarrinor's Photonic Plane*
1 Hold Portal 4 Charm Monster
1 Inviolate Attire* 4 Charm of Untiring Nourishment*
1 Message 4 Confusion
1 Mage Armor 4 Dimension Door
1 Olfactory Confusion* 4 Emotion
1 Silent Image 4 Evard's Black Tentacles (aka…)
1 Sleep 4 Felojun's Second Hypnotic Spell*
1 Spider Climb 4 The Implacable Decay*
1 Ventriloquism 4 Improved Invisibility
2 Animal Trance 4 Phantasmal Killer
2 Archemand's Unlikely Restraint* 4 Polymorph Self
2 Blur 4 Shabat's Obliging Demon*
2 Brassnose's Twelvefold Bounty* 4 Spell of the Twelve Unavoidable *
2 Bull's Strength 4 Wall of Fire
2 Cat's Grace 4 Wall of Ice

Dropping Cove: Dropping a coin or a similar High Jinking: Using a high tolerance for alcohol (or
valuable in order to entice a person or persons into a otherwise avoiding the intoxicating effects) to fleece
confidence game or to gamble. victims as they drink with them.

Puffing: Playing at a gambling game and losing or


winning falsely so as to draw in victims.

117
Prestige Classes

Diabolist Prestige Class


The Diabolist
A tall man in a conical black hat Base
appeared on the dais. He flung back his Class Attack Fort Ref Will Magic
head, shouted spells to the sky, wove runes Level Bonus Save Save Save Resistance Special
in the air with his arms. And as he 1st +0 +0 +0 +2
chanted, high above a gigantic wavering 2nd +1 +0 +0 +3
figure began to form, tall, taller than the 3rd +1 +1 +1 +3 Companion Rank I
highest trees, taller than the sky. 4th +2 +1 +1 +4
5th +2 +1 +1 +5 1
…from The Dying Earth
6th +3 +2 +2 +5 2
7th +3 +2 +2 +6 3
Diabolists are wizards, or far more 8th +4 +2 +2 +7 4
rarely sorcerers specialized in the 9th +4 +3 +3 +7 5 Companion Rank II
summoning, binding, and control of 10th +5 +3 +3 +8 6
Outsiders, particularly Demons, and to 11th +5 +4 +4 +9 7
a lesser extent, Devils. Many also 12th +6 +4 +4 +9 8
specialize in the chastisement, 13th +6 +5 +5 +10 9
curtailment, banishment or destruction 14th +7 +5 +5 +11 10
of the above-mentioned entities. 15th +8 +6 +6 +11 11 Companion Rank III
Similarly, some diabolists exist to gain
power by harnessing Demonic beings
to their will, while others seek to undo the evil acts Class Skills
perpetrated by Demons and by other diabolists.
Like wizards, diabolists are fairly weak at low levels. The diabolist's class skills (and the key ability for each
As they gain experience, however, diabolists become skill) are Appraise (Int), Balance (Dex), Bluff (Cha),
very dangerous indeed. Good or evil, diabolists are Concentration (Con), Craft (Int), Decipher Script (Int,
experts at dealing with creatures from other planes. exclusive skill), Diplomacy (cha), Gather Information
They are specialists in binding, banishment, (Cha), Hide (Dex), Knowledge (Int), Profession (Wis),
negotiation and interrogation of all forms of Sense Motive (Wis), Search (Int), Speak Language
Outsiders. (Int), Spellcraft (Int), Spot (Wis), and Swim (Str). See
Chapter 4: Skills in the PhB for skill descriptions.
Hit Dice: d4
Skill Points at Each Level: 2 + Int modifier.
Requirements
To qualify to become a diabolist, a character must Class Features:
fulfill all the following criteria. All of the following are class features of the
diabolist prestige class.
Alignment: Any except Lawful Good
Spellcraft: 8 Weapon and Armor Proficiency: The diabolist
Knowledge (The Planes) gains no new weapon or armor proficiencies.
Knowledge (Arcana): 8
Spells: Ability to cast 4th level arcane spells Spells per Day: Diabolists get more spells per day
Special: Must have successfully summoned and than wizards, but their selection is somewhat more
bound an outsider such as an Imp or a Quasit. limited, being more focused on summoning and
binding spells. See the tables on page 119 and 120 for
number of spells per day by level and complete spell
list.

118
Diabolist' s Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 - - - - - - - -
2nd 3 0 - - - - - - -
3rd 3 1 - - - - - - -
4th 4 2 0 - - - - - -
5th 4 2 1 - - - - - -
6th 4 3 2 1 - - - - -
7th 5 4 3 2 0 - - - -
8th 5 4 3 3 1 0 - - -
9th 5 4 4 3 2 1 0 - -
10th 6 4 4 4 3 2 1 - -
11th 6 5 4 4 3 3 2 0 -
12th 6 5 4 4 4 3 3 1 0
13th 6 5 5 4 4 4 3 2 1
14th 7 5 5 5 4 4 4 3 2
15th 7 6 5 5 4 4 4 3 3

Diabolist’s Companion Table


D8 Roll for Companion1:
Die Rank I Rank II Rank III
0 Imp Lesser Barghest Vrock
1 Imp Hell Hound Succubus
2 Imp Shadow Mastiff Hellcat
3 Quasit Barbazu Rakshasa
4 Quasit Osylith Nightmare
5 Small Elemental* Medium Elemental* Large Elemental*
6 Small Elemental* Red Slaad Displacer Beast
7 Mephit** Rast Janni
8 Blink Dog Chaos Beast Griffon
9 Lantern Archon Hound Archon Avoral
(Guardinal)

Elemental* or Mephit** Type


D8 Roll for type:
Die Elemental type Mephit Type
1 Fire Air
2 Fire Dust
3 Earth Earth
4 Earth Fire
5 Water Ice
6 Water Salt
7 Air Steam
8 Air Water

1 Of course, diabolists actually residing in the Dying Earth have a whole different range of creatures available: the unique beasts of the Dying
Earth and its subworlds... 119
Prestige Classes

Diabolist Spell List, by level


Level Spell Level Spell
1 Cardiner's Persistent Harrassment* 4 Mnemonic Enhancer
1 Comprehend Languages 4 Shabat's Obliging Demon*
1 Endure Elements 4 Thasdrubal's Baneful Notifier*
1 Enlarge 5 Interposing Hand
1 Identify 5 Contact Other Plane
1 Issuance of the Primordial Whisper 5 Dismissal
1 Lorgan's Dust Devil* 5 Edan's Thwart of the Unholy*
1 Mage Armor 5 Hold Monster
1 Magic Weapon 5 Lesser Planar Binding
1 Protection from Chaos/Evil/Law 5 Liberation of Warp*
1 Reduce 5 Permanency
1 Tenser’s Floating Disk 5 Telekenesis
1 Unassailable Intellect* 5 Thasdrubal's Laganetic Transfer*
2 Arcane Lock 5 Simbilis' Abhorrent Distraction*
2 Darkness 6 Antimagic Field
2 Darkvision 6 Forceful Hand
2 Daylight 6 Flesh to Stone
2 Detect Thoughts 6 Greater Dispelling
2 Glitterdust 6 Houlart's Blue Extractive*
2 Incontestable Pedantry* 6 The Omnipotent Sphere*
2 Klopag's Demonic identifier* 6 Freezing Sphere
2 Knock 6 Petritaur's Minotory Atheism*
2 Locate Object 6 Phandaal's … Confinement*
2 Lorgan's Trifling Typhoon* 6 Planar Binding
2 Misdirection 6 Repulsion
2 Obscure Object 6 Simbilis' Righteous Mantle*
2 Radl's Pervasion ..Incorrect Chord* 6 Stone to Flesh
2 Resist Elements 7 Angwantibo's …Preservation*
3 Amberlin's …Determiner* 7 Banishment
3 Call to the Ominous Enthusiast* 7 Edan's Thamaturgic Poultice*
3 Clairaudience/Clairvoyance. 7 Phandaal's Gyrator*
3 Curse of the Undignified Ancestor* 7 Sequester
3 Dispel Magic 7 Simbilis' Diabolical Restraint*
3 Enchantment of the Stilled Tongue* 8 Clone
3 Greater Magic Weapon 8 Eatherealness
3 Lorgan's Leaping Flame 8 Greater Planar Binding
3 Pasko's Deductible Placenta* 8 Shabat's Admonitory Bolt*
3 Secret Page 8 Astral Projection
3 Thasdrubal's Doughty Resolution* 8 Prismatic Wall
3 Tongues 9 Dominate Monster
4 Calanctus Substantive Warden* 9 The Excellent Prismatic Spray*
4 Charm of Untiring Nourishment* 9 Freedom
4 Dimensional Anchor 9 Gate
4 Lesser Geas 9 Imprisonment
4 Llorio'sSpell Stealer*
4 Minor Globe of Invulnerability

120
abilities such as astral projection and teleport circle to
New Spells: Two new spells are granted with each facilitate travel.
level. Additional new spells must be acquired through Finally, arch-magicians are obsessed with ioun
research, commerce and exploration, as with wizards. stones. Next to the number and power of an arch-
magicians sandestins, her collection of ioun stones is
Magic Resistance: Beginning at 5th level, diabolists considered an excellent means to evaluate overall
begin to receive 1 point of Magic Resistance per level. standing within the secretive arch-magician conclaves.

Diabolist's Companion: At 3rd level, diabolists may Hit Dice: d4


acquire a special companion. Diabolists' companions
function in all ways exactly as if they were familiars,
except that they are more intelligent and powerful.
See the table below for the list of potential
companions.

Diabolist's Companions
Roll 1D8, and subtract a 1 from the die roll for
evil-aligned characters, or add 1 to the die roll for
good-aligned characters. Players may roll up to three
times and pick their favorite roll. Evil companions
cannot be assigned to good aligned diabolists, nor
may good companions be assigned to evil Diabolists,
though both can be assigned to neutral characters.
Companion Rank

Arch-Magician Prestige Class

"A magician's power derives from the abilities of the


entities he is able to control. Every magician of
consequence employs one or more sandestins. A few
arch-magicians of Grand Motholam dared to employ
the force of the lesser daihaks. To recite or even list the
names of these magicians is to evoke wonder and awe."

…from Rhialto the Marvelous

Arch-magicians are wizards who have gained


sufficiently comprehensive expertise to become
masters of the lost arcane arts of the Dying Earth. In
addition to their repertoire of unorthodox spells, in
emulation of the eccentric but powerful magicians of
the Dying Earth, arch-magicians employ the services
of very unusual creatures known as Sandestins.
Sandestins are magical creatures from a remote plane
of existence who, like Djinn, possess the ability to
grant wishes. They are also capable of performing a
wide variety of other useful tasks and chores, ranging
from acting as a spy or agent, to using spell - like

121
Prestige Classes

Requirements
Arch-Magician
To qualify to become an arch-magician,
a character must fulfill all the following Base
criteria. Class Attack Fort Ref Will Magic
Level Bonus Save Save Save Resistance Special
Alignment: Any Neutral 1st +0 +0 +0 +2 0 Sandestin
Spellcraft: Minimum Spellcraft of 8 2nd +1 +0 +0 +3 0
Abilities: Intelligence of at least 16 3rd +1 +1 +1 +3 0
Spells: Ability to cast 5th level Wizard 4th +2 +1 +1 +4 0 Sandestin
Spells 5th +2 +1 +1 +5 1
Knowledge (The Dying Earth): 8 6th +3 +2 +2 +5 2
Special: Must possess at least 5 active 7th +3 +2 +2 +6 3 Sandestin
ioun stones 8th +4 +2 +2 +7 4
9th +4 +3 +3 +7 5
10th +5 +3 +3 +8 6 Sandestin
Class Skills
The arch-magician's class skills (and the Arch-Magician's Spells Per Day
key ability for each skill) are Appraise
(Int), Balance (Dex), Bluff (Cha), Level 01 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Concentration (Con), Craft (Int), 1st 2 1 1 0 0 - - - - -
Decipher Script (Int, exclusive skill), 2nd 2 2 1 1 0 0 - - - -
Diplomacy (cha), Gather Information 3rd 3 2 2 1 1 0 0 - - -
(Cha), Hide (Dex), Knowledge (Int), 4th 3 3 2 2 1 1 0 0 - -
Profession (Wis), Sense Motive (Wis), 5th 4 3 3 2 2 1 1 0 0 -
Search (Int), Speak Language (Int), 6th 4 4 3 3 2 2 1 1 0 0
Spellcraft (Int), Spot (Wis), Swim (Str). 7th 5 4 4 3 3 2 2 1 1 0
See Chapter 4: Skills in the PhB for skill 8th 5 5 4 4 3 3 2 2 1 1
descriptions. 9th 6 5 5 4 4 3 3 2 2 1
10th 6 6 5 5 4 4 3 3 2 2
Skill Points at Each Level: 2 + Int
modifier.
New Spells: Arch-magicians must research or
otherwise actively acquire all of their spells; they are
Class Features not granted any spells automatically.

All of the following are class features of the Sandestins: At 1st, 4th, 7th, and 10th levels, arch-
arch-magician prestige class. magicians gain the opportunity to attempt to capture
a Sandestin.
Weapon and Armor Proficiency: Arch-magicians
gain no weapon or armor proficiency.
Capturing Sandestin
Spells per Day: Arch-magicians are able to cast Upon attaining 1st, 4th, 7th, and 10th levels, arch-
higher level spells more quickly than wizards, but they magicians have one year to go on a special quest
get fewer spells per day. Also, all arch-magician spells wherein they may locate and bind a Sandestin. The
(except cantrips) are of Dying Earth origin. See the techniques for locating the Sandestin, capturing it,
table for details. and binding it are all part of secret rituals conducted
by the conclave of arch-magicians, and cannot be
discussed in detail. It is sufficient to know that the

1 Arch-Magicians have access to all Dying Earth and D20 cantrips


122
Sandestins

Lesser Sandestin Greater Sandestin


Medium-Size Outsider Large-Size Outsider
Hit Dice: 7d8+14 (45 hp) 10d8+20 (65 hp)
Initiative: +8 (+3 Dex, +4 Improved Initiative) +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 60 ft. (perfect) 40 ft., fly 60 ft. (perfect)
AC: 19 (+3 Dex, +6 natural) 19 (+4 Dex, -1 Size, +6 natural)
Attacks: Slam +10 / +5 melee Slam +15 / +10 melee
Damage: Slam 1d8+6 Slam 1d8+9
Special Attacks: Spell-like abilities Spell-like abilities
Special Qualities: Plane shift, telepathy, elemental Plane shift, telepathy, elemental resistance 30,
resistance 20, damage reduction 10/+2, regenerate 3 damage reduction15/+3, regenerate 5
Saves: Fort +6, Ref +7, Will +7 Fort +9, Ref +10, Will +10
Abilities: Str 18, Dex 19, Con 14, Int 14, Str 23, Dex 19, Con 14, Int 15
Wis 15, Cha 15 Wis 15, Chat 15
Skills: All skills +8 All skills +12
Feats: Combat Reflexes, Dodge, Combat Reflexes, Dodge,
Improved Initiative, Mobility, Improved Initiative, Mobility,
All Craft Item Feats All Craft Item Feats
Alignment: Neutral Neutral

Combat: Sandestins prefer to avoid combat at all costs, finding it exceedingly tedious and at best dangerous. They
will always use astral projection, gate, or teleport to avoid a fight if at all possible. If forced into a conflict, they prefer to
use spell - like abilities rather than engage in melee.

Plane Shift (Sp): A Sandestin can enter any of the elemental planes, the Astral Plane, or the material Plane.

Telepathy (Su): A Sandestin can communicate telepathically with any creature within 100 feet that has a language.

arch-magician must expend experience points in order than necessary to reach their current level, so this
to gain control of one or more Sandestins, and the quest is generally taken close to the end of the
more control they wish to have (in the form of maximum year after achieving the new level, so that
Indenture Points) the more experience points they they will have the highest possible number of
must expend. The only restriction on this is that an experience points to spend. Thereafter, the Sandestin
arch-magician may not spend more experience points will perform tasks in exchange for an equivalent
reduction in its indenture points (see the
table below).
Sandestin Indenture Point Table
Assigning Tasks to Sandestins
Min Total Min Sandestins are very contrary and
Base cost Indenture Points Exp cost free-spirited creatures. They despise
Lesser Sandestin 1,000 exp 10 3,500 exp taking orders and complain, second-
Greater Sandestin 5,000 exp 30 12,500 exp guess, disagree and argue about anything
Per Indenture point 250 exp each 4* 1,000 exp* and everything. They frequently must be
convinced to perform any task before
* Extra Indenture points must be purchased in a batch of four. they will undertake it. Each time an

123
Prestige Classes

Lesser Sandestins
Sandestin task table Lesser Sandestins have the following spell - like
abilities as if cast by a 15th level Wizard: at will - alter
Indenture self, enlarge, reduce, tongues; 3/day - clairvoyance,
Tasks Point Cost clairaudience, hallucinatory terrain, major image, polymorph
Clairvoyance / Clairaudience 1 self, scrying; 1/day - shape change, heal, commune, limited
Commune 1 wish (for other creatures only, and they hate to do it),
Greater Dispelling 2 teleportation circle
Heal 2
Teleportation Circle 2
Limited Wish 3 Greater Sandestins
Astral Projection 5 Greater Sandestins have the following spell - like
Gate 5 abilities as if cast by a 20th level Wizard: at will -
Time Stop 10 polymorph self, enlarge, reduce, hallucinatory terrain, major
Wish 20 image, major creation; 3/day clairvoyance, clairaudience, heal,
shape change, limited wish (for other creatures only), greater
dispelling, gate, teleportation circle; 1/day wish (for others
arch-magician attempts to assign a task to a Sandestin only), commune, time stop, gate, astral projection
that costs at least one Indenture Point, the DM must
roll a d6. On any result other than a 1, the Sandestin
will perform the task and the arch-magician will
expend the appropriate number of Indenture Points.
On a 1, however, the Sandestin has become
contrary. The arch-magician must then make a
contested skill roll against the Sandestin. The
Sandestin uses Bluff or Diplomacy (+8 to die roll in
either case for Lesser Sandestins, +12 for Greater)
while the arch-magician may use Bluff, Diplomacy, or
Intimidate, whichever is higher.
If the arch-magician's skill roll is two or more
times the Sandestin's roll, it means the arch-magician
has caught the Sandestin in a lie or a contractual
infraction of some kind. It will perform the task and
in addition the arch-magician may "fine" it 1d6
indenture points, which are then added to the total
for that Sandestin. If the arch-magician wins the
contested skill roll by less than two or more times the
Sandestin's roll, the Sandestin will perform the task
normally. If the Sandestin rolls higher than the arch-
magician, he or she must immediately expend 2
Indenture points, though the Sandestin does nothing.
If the arch-magician wishes to continue the argument,
she may make a second roll, over and over again, until
either the Sandestin performs its task or is freed when
it runs out of Indenture Points.
Each task a Sandestin may perform has an
associated Indenture Point cost. As soon as all the
Sandestin's indenture points are used up, it is free and
may return to its home plane.
Giving orders to sandestins can be a long and arduous task

124
Level Spell
Arch-Magician Spells, by level 4 Effective Vegetal Death
4 The Elegant Combatant
Level Spell 4 Felojun's Second Hypnotic Spell
1 Cardiner's Directional Confusion 4 The Illusion of Vile Arthopods
1 Cardiner's Persistent Harassment 4 The Implacable Decay
1 Conjuration …Four Cardinal Guides 4 The Interminable Interim
1 Fiade's Charming Distraction 4 Javanne's Enervation of Will
1 Fiade's Disturbing Aura 4 Llorio's Spell Stealer
1 Inviolate Attire 4 Mazirian's Irrational Hatred
1 Issuance of the Primordial Whisper 4 The Peculiar Peril
1 Khulip's Nasal Enhancement 4 Phandaal's Sheltering Radiance
1 Lorgan's Dust Devil 4 Safe Trail Charm
1 Phunurus' Outstanding Replicator 4 Spell of Internal Solitude
1 The Predatory Lament 4 Spell of the Macroid Toe
1 Olfactory Confusion 4 Spell …Twelve Questions
1 Unassailable Intellect 4 Tinkler's Old-fashioned Froust
1 Treviolus' Emblematical Restorative 4 Urturusz's Susceptible Perpetuity
2 Archemand's Unlikely Self-Restraint 5 Arnhoult's Unimpeded Egress
2 Brassnose's Twelvefold Bounty 5 Clambard's Reign of Long Nerves
2 Calanctus' Instant Dispulsion 5 Haghut's Extemporized Whirlaway
2 Charm of Brachial Fortitude 5 Liberation of warp
2 Charm of Untiring Legs 5 Malakan's Silver Skin
2 Formulary of Expedient Ambiguity 5 Obstructive Ether
2 Incontestable Pedantry 5 Rhialto's Green Turmoil
2 Lorgan's Trifling Typhoon 5 Signifier for Signified
2 Shabat's Resolute Seeker 5 Spell of the Slow Hour
2 Turjan's Thunderclap 5 Tchanfen's Disintegrative
3 The Agonizing Immolation 5 Yimbolo' Dancing Blade
3 The Amatory Bounty 6 The Depurative Pulse
3 The Arrant Verbal Accomplishment 6 Evocation of Blue Havoc
3 Arnhoult's Sequestrous Digitalia 6 Houlart's Blue Extractive
3 Call to the Ominous Enthusiast 6 The Inanimate Assailant
3 Curse of the Undignified Ancestor 6 Lugwiler's Dismal Itch
3 Enchantment of the Stilled Tongue 6 Mupouchar's Reliable Proscription
3 Houlart's Visceral Pang 6 The Omnipotent Sphere
3 The Impropriatorious Tongue 6 Petritaur's Monitory Atheism
3 Llorio's Superior Restraint 6 Phandaal's …Confinement
3 Lorgan's Leaping Flame 6 Spell of Dissolution
3 Panguine's Loyal Porter 7 Angwantibo's …Preservation
3 Pasko's Deducible Placenta 7 Phandaal's Gyrator
3 Phandaal's Mantle of Stealth 7 Phandaal's Inside Out and Over
3 Phandaal's Repudiation of Curses 7 Edan's Thaumaturgic Poultice
3 The Spell of Sudden Irritation 8 Seventh Set Web of Hiding
3 Read Shadows of Time 8 Shabat's Admonitory Bolt
3 Tarrinor's Photonic Plane 8 Summons of the Improvident Gap
3 Xarfaggio's Physical Malepsy 9 Call to the Violet Cloud
4 Behemoth's Bounty 9 Charm of Forlorn Encystment
4 Calanctus' Substantive Warden 9 Enchantment of Youth Renewed
4 Charm of Untiring Nourishment 9 The Excellent Prismatic Spray
4 Curse of Unwitting Merriment 9 Temporal Projection
125
Feats

Appendix IV: Feats


Magical Personality-Archetype Feats to the DC of any spell you cast, in addition to the
Magicians in the Dying Earth long ago mastered normal ability score bonus.
the technique of enhancing their magic with the
nuances of their own personalities. Each of the Forceful Magic Feat
following Personality - Archetype feats allows a Prerequisites: Str 12+
spellcaster to augment the save DC for spells which Magic is the art of bending the world to your
they cast in the same manner as the Spell Focus feat. will. You must dominate fractious magical forces with
Rather than being based on spell schools, however, your personal power. The magic you cast is enhanced
these bonuses are based on the caster's own by your vigor and the brutal drive to conquer that
personality and physiology, and confer ability score dominates your spirit, allowing you to add your
bonuses according to the caster's affinity with one of Strength bonus to the DC of any spell you cast, in
six personality archetypes. addition to the normal ability score bonus.

Personality
Archetype Ability Daring Magic Feat
Studious Constitution Prerequisites: Cha 12+
Insightful Wisdom Your approach to magic is characterized by a
Forceful Strength certain élan, and you believe your magic should be
Daring Charisma flashy and impressive as you are. To you, magic is a
Devious Dexterity great game. Through its study you can do anything
Curious Intelligence and break all the normal rules. Above all else, you
believe that magic is fun, and the charming flair you
bring to your spellcasting allows you add your
Studious Magic Feat Charisma bonus to the DC of any spell you cast, in
Prerequisites: Con 12+ addition to the normal ability score bonus.
You view the study of magic as an immense
academic task. No goal is insurmountable given
sufficient patience. All one has to do is meticulously Devious Magic Feat
accumulate the necessary research from a well-stocked Prerequisites: Dex 12+
library, and keep trying to fit the pieces of the puzzle Magic lets you put one over on reality. You can
together. If your approach is relentless and fool people, beasts, and even gravity. You regularly
systematic, you will always eventually succeed. The use your magic to aid mundane thefts, con-jobs and
magic you cast is enhanced by your innate sturdiness similar escapades. The innate agility with which you
and dogged determination, allowing you to add your manipulate magical forces allows you add your
Constitution bonus to the DC of any spell you cast, Dexterity bonus to the DC of any spell you cast, in
in addition to the normal ability score bonus. addition to the normal ability score bonus.

Insightful Magic Feat Curious Magic Feat


Prerequisites: Wis 12+ Prerequisites: Int 12+
Magic spells derive from otherworldly forces The world is a lock, and magic is the key. You
whose nature cannot truly be predicted, but must seek to cast the untried spell, test a newly uncovered
instead be simply accepted. Your remarkable ability to enchanted item, or visit some new dimension. You
instinctively sense the nuances of the magical forces can't resist a secret, and magic holds the greatest
you wield enables you to augment the power of your secrets of all. Your powerful curiosity allows you add
spells. As a result, you may add your Wisdom bonus your Intelligence bonus to the DC of any spell you
cast, in addition to the normal ability score bonus.

126
Aristocratic Etiquette with Combat Reflexes to move multiple five-foot
It is not always appropriate to wipe your nose steps. If evading a grapple attempt, the Sidestep feat
with your sleeve, eat with your hands, pinch women can be used multiple times against the same opponent
on the bottom, belch at the dinner table, or address (as many as the limitations of Combat Reflexes
your host as a "hey you, fancy pants." Knowing normally allow, i.e., one time per Dexterity bonus
which end to open an egg, which fork to use, and factor).
which wine is appropriate for which meal can make
all the difference when attempting to impress Wrestling
aristocrats and people of wealth and ease. This feat Prerequisites: Weapon Focus (Grappling)
allows you a +4 to all Diplomacy checks when dealing You gain +2 on all offensive and defensive
with aristocrats, kings, certain arch-mages, and grappling die rolls (this stacks with the +1 to
creatures such as Djinn and certain Celestials and grappling rolls for Weapon Focus) and may add any
Devils who appreciate fine etiquette. Dexterity bonus, where applicable, to the grapple roll
in addition to Strength and the base attack bonus.

Literacy Feat
In many, if not most, pre-technical societies (and Rollout
many if not most post-industrial ones) Literacy is by Prerequisites: Mobility
no means a widespread let alone universal skill. True You recover from prone status as a partial action,
Literacy is a valuable trait, one that commands great drawing no opportunity attack.
respect - at least in certain circles. Command of this
feat allows you to read magic as if using the spell,
constantly. Further, it grants a +4 on any gather Counterstroke
information check conducted in a well-provisioned Prerequisites: Dodge; Weapon Focus with weapon to
library. be used
You may skip one normal melee attack to gain a
single special opportunity attack in the same round at
Vat Creature Mastery Feat +2 To Hit. Once attacked by the selected target, you
Prerequisites: Craft Wondrous Item may then counterattack as an Attack of Opportunity
The ability to successfully design vat creatures is with the +2 bonus. Only the first attack can be
really more of an art than a science-some people get responded to in this way. If the target does not attack
it and some people don't. Anyone possessing this feat you, this bonus opportunity attack is lost. This ability
has spent a great deal of time trying to master the can be used in conjunction with the Main Gauche
various subtleties involved and as a result has a better feat. In this case, the off weapon can be used to
chance of success than most. This feat conveys a +4 defend. If using Counterstroke with the Main Gauche
die roll modification to all vat creature creation skill feat, and the off - weapon is at least one size category
checks, and a +2 on both the Animation and smaller than the main weapon, the To Hit bonus for
Personality Table die rolls. the counter attack is increased from +2 to +3.

Combat Feats Main Gauche


Prerequisites: Expertise; Two-Weapon Fighting;
Weapon Focus with both weapons; the off-hand
Sidestep weapon must be a full size class smaller than the main
Evade by moving aside instead of counterattacking. weapon.
Prerequisites: Speed 20 ft., Dodge. As an option, you may forego an attack with your
You gain the option of taking a five-foot step off-hand weapon to add a +2 deflection bonus to AC.
instead of making an attack of opportunity. This feat
can be used wherever an opportunity attack was
otherwise indicated. It can be used in conjunction

127
Feats

Sucker-Punch The DM must decide damage, but the


Prerequisites: Dex 13, Wis 10, 2 ranks of Bluff damage range will be from 1d3 or 1d4 (a
The Sucker-Punch feat is essentially a Bluff / light tin cup) to 1d6+1 (a heavy iron bar). A
Attack with a +2 bonus To Hit and +2 Damage. This thief's surprise attack damage bonus would
is a feat which thieves (or "rogues" to the weak- be added to any successful attack.
kneed) and streetwise fighters, bards, monks and
rangers use for initiating a surprise attack when still Concealed weapon If the attacker concealed a very
standing face-to-face with an opponent. small weapon such as a straight razor or a
A player possessing this feat may initiate a sucker- sap, it can be used to attack the defender. A
punch attack by first moving to within striking range thief's surprise attack damage bonus would
with a melee weapon and making a contested Bluff be added to any successful attack (as either
skill check against the defender's Sense Motive check. "subdual" or normal damage depending on
It is considerably harder to successfully fool someone the weapon used).
into relaxing their guard for a sucker punch if
carrying a weapon in hand; therefore, if the attacker is Quick Draw feat An attacker with the Quick Draw
armed, the defender gets a +4 to their die roll. If the feat may draw their weapon normally and
attacker places a weapon in easy reach first, the attack. A thief's surprise attack damage bonus
defender gets a +2 to their die roll. If, however, a would be added to any successful attack.
weapon happens to be in easy reach but was not
recently placed there by the attacker, there is no die
Weapon in Reach If a weapon was in reach or in
roll bonus. (It is possible, for example, to have an
hand, the attacker may attack normally. A
accomplice place a weapon nearby.)
If the attacker loses the contested skill check, thief's surprise attack damage bonus would
then the defender senses something suspicious and be added to any successful attack.
may act by either moving away, taking some other
action, or attacking. If the defender chooses to attack Trip Attack After a successful sucker punch, the
at that point, initiative is rolled and combat proceeds attacker can attempt a trip at +4 on the die
normally. roll. A trip is the attacker's Strength check
If the attacker wins the contested die roll, then opposed by the defender's Str or Dex check
the Defender must make a contested Reflex saving (whichever is higher). Once Prone (tripped),
throw against the attacker's reflex saving throw. If the the victim gets -4 to hit and may be attacked
defender wins the roll, then normal combat begins, at +4 to hit.
and no surprise has occurred. If the defender fails the
check, then the sucker punch has been successful. Grapple attack After a successful sucker punch, the
The Defender is considered surprised and caught flat- attacker can attempt a grapple at +4 on the
footed (no dexterity bonus for defense) and the die roll.
attacker gets a +2 die roll mod to Hit, and +2
Damage on any subsequent attack. The attacker then
has several choices, some based on other class
features, skills, or feats.

Thief surprise attack A thief may attack unarmed,


causing his bonus attack damage as "subdual"
damage. An experienced thief can often
ensure a knockout in this way.

Strike with an object An attacker may use a beer


mug, a bottle, a helmet, a rock, a lantern, a
frying pan, or any other suitable hard or
heavy object at hand to attack the defender.

128
Appendix V: Dying Earth spells with D20 twins
Dying Earth Spells which are essentially identical to existing D20 spells:

Spell D20 Equivalent Level


Advantageous Aerostatic Association Feather Fall 1
Arnhoult's Unimpeded Egress Passwall 5
Bergi's Triumphant Compression Shrink Item 3
Call to the Violent Cloud Gate 9
Charm of Brachial Fortitude Bull's Strength 2
Charm of Forlorn Encystment Imprisonment 9
Charm of Necroptic Inveiglement Speak with the Dead 3 (cleric)
Clambard's Rein Of Long Nerves Dominate Person 5
The Definite Reduction Reduce 2
The Depurative Pulse Move Earth 6
Spell of Dissolution Disintegrate 6
Enchantment of Another's Face Alter Self 2
Felojun's First Hypnotic Spell Hold Person 3
Drumphilo's Adequate Illuminator Light 1
The Imperceptible Intellectual Analyzer ESP 2
The Inanimate Assailant Animate Object 6 (cleric)
Instantaneous Galvanic Thrust Lightning Bolt 3
The Instantaneous Electric Effort Chain Lightning 6
The Peculiar Peril Evard's Black Tentacles 4
Phandaal's Critique of the Chill Tiny Hut 3
Phandaal's Mantle of Stealth Improved Invisibility 3
The Second Retrotropic Dispel Magic 3
The Seventh Set's Web of Hiding Screen 8
Spell of Dissolution Disintegrate 6
Spell of Soft Silence (DE p. 636) Silence 2 (cleric)

129
Spell Components

Appendix VI: Spell Components and Poisons


Casting
Item Price Spell used with DC

Special ready-made constructs for use as spell foci or components


Ruby lens set in small golden loop 1,500 gp analyze dweomer -
Sapphire lens set in small golden loop 1,500 gp analyze dweomer -
Tiny silver bell ½ gp (5 sp) alarm -
Small silver bell 1 gp -
Tiny silver whistle ¼ gp faithful hound -
Miniature brass hearing trumpet 2 gp detect scryng -
Small lodestone 5 gp disintegrate -
A tiny leather bellows 3 gp gust of wind -
Crystal rod with phosphorescent core 50 gp hypnotic pattern +1
Special lead based ink, ounce 50 gp illusory script -
Small glass bead 5 cp tiny hut -1
Small crystal bead 5 sp tiny hut -
Glass rod, small, 5 gp lightning bolt -1
Crystal rod, small 10 gp lightning bolt -
Amber rod, small 100 gp lightning bolt +1
Green glass rod 10 gp Simbilis' Restraint -2
Green crystal rod 50 gp Simbilis' Restraint -1
Green topaz rod 1,000 gp Simbilis' Restraint -
Green beryl rod 5,000 gp Simbilis' Restraint +1
Emerald rod 10,000 gp Simbilis' Restraint +2
Small crystal sphere 5 gp freezing sphere -
Small aquamarine sphere 150 gp freezing sphere +1
Small blue topaz sphere 200 gp freezing sphere +2
Small diamond sphere 900 gp freezing sphere +3
Crystal hemisphere 8 gp freezing sphere -
Small ivory plaque 50 gp mnemonic enhancer -
Small bugle 5 gp sound burst -
Small silver rod 1 gp -
Small silver mirror 5 sp Mupouchar's reliable -
Large iron cage with silver protective runes 750 gp Thasdrubal's laganetic transfer -
Special gelatin cube, batch of 24 240 gp Llorio's restraint -
Blue candle made from badger -tallow 15 gp call to the ominous -

Augury stones (rune stones)


Set of Augury "stones", wood 5 cp augury -3
Set of Augury "stones", clay 1 sp augury -2
Set of Augury "stones", stone 3 sp augury -1
Set of Augury "stones", silver 1 gp augury -
Set of Augury "stones", human bone 1 gp augury -
Set of Augury "stones", elf bone 5 gp augury +1
Set of Augury "stones", amber 10 gp augury +1
Set of Augury "stones", jade 50 gp augury +2
Set of Augury "stones", dragon bone 250 gp augury +3

130
Casting
Item Price Spell used with DC

Metal Wire
Copper wire, foot 2 cp message -
Silver wire, foot 2 sp
Gold wire, foot 2 gp
Platinum wire, foot 2 pp
Tantalum1 wire, foot 5 pp
Vanadium2 wire, foot 20 pp
Mythril wire, foot 25 pp

Sands
Coarse sand, pound 3 cp sleep -1
Fine sand, pound 1 sp sleep -
Fine colored sand, red, pound 5 sp color spray -
Fine colored sand, blue, pound 5 sp color spray -
Fine colored sand, yellow, pound 5 sp color spray -
Fine colored sand, scarlet, pound 5 gp color spray +1
Fine colored sand, violet, pound 5 gp color spray +1
Fine colored sand, emerald green, pound 3 gp color spray +1

Precious powdered substances


Grave dirt, pound 1 sp
Powdered copper, pound 1 gp
Powdered iron, pound 3 gp antimagic field -
Powdered silver, pound 5 gp magic circle -
Powdered mythril, ounce 50 gp Malakan's silver skin -
Gold dust, pure, one ounce 50 gp fire trap -
Powdered platinum, ounce 100 gp -
Powdered jade, ounce 25 gp permanent image -
Powdered amber, ounce 15 gp sepia snake sigil -
Ruby dust, ounce 50 gp continual flame -
Sapphire dust, ounce 50 gp Phandaal's Obseravational
Confinement - (x10)
Diamond dust, ounce 100 gp
Irridium dust, ounce 5,000 gp

Minerals
Charcoal, pound 8 cp
Dried sea sponge, ounce 1 sp
Mica, ground, ounce 2 sp glitterdust -
Mica, 3" square 1 gp
Zinc, ounce 1 gp
Lime, ounce 1 sp
Phosphorous, ounce 5 sp wall of fire -
Tin, pound 1 gp
Alum, ounce 1 gp antipathy -
Sulfur (brimstone), ounce 2 gp fireball -
Quartz crystal, ounce 5 sp wall of ice -

1 A rare metal which can only be found in the Dying Earth. It is valuable in alloying steel for armor.
2 A rare metal which can only be found in the Dying Earth. It is valuable in alloying steel for weapons. 131
Spell Components

Casting
Item Price Spell used with DC

Gems and jewels


Small agate 1 gp darkvision -
Small misshapen pearl 1 sp identify -1
Lapis lazuli bead 3 gp
Small black onyx gem 50 gp animate dead -
Small ordinary pearl 30 gp identify -
Small perfect pearl 200 gp identify +1
Small diamond 500 gp wall of ice +1
Large aquamarine 300 gp wall of ice +1
Large diamond 1,000 gp wall of ice +2
Large perfect pearl 500 gp
Small perfect black pearl 5,000 gp
Large Perfect black pearl 10,000 gp enchantment of youth restored -

Scrying Balls and Mirrors


Glass ball, small, 3" 5 sp -3
Crystal ball, small, 3" 25 gp -2
Crystal ball, obsidian, small, 3" 120 gp -1
Crystal ball, amethyst, small, 3" 250 gp -
Crystal ball, jade, small, 3" 500 gp -
Crystal ball, lapis, small, 3" 750 gp +1
Amber ball, small, 3" 950 gp +1
Crystal ball, aquamarine, small, 3" 1,250 gp +1
Crystal ball, ruby, small, 3" 3,500 gp +2
Crystal ball, sapphire, small, 3" 3,500 gp +2
Glass ball, large, 7" 2 gp -1
Crystal ball, large, 7" 50 gp -
Crystal ball, obsidian, large, 7" 280 gp +1
Crystal ball, amethyst, large, 7" 900 gp +1
Crystal ball, jade, large, 7" 1,750 gp +2
Crystal ball, lapis, large, 7" 2,400 gp +2
Amber ball, large 7" 3,500 gp +3
Crystal ball, aquamarine, large, 7" 4,250 gp +4
Crystal ball, Ruby, large, 7" 12,500 gp +5
Crystal ball, sapphire, large, 7" 12,500 gp +5
Scrying mirror, lesser 1,000 gp -
Scrying mirror, masterwork 5,000 gp +2

Spices, Oils, Herbs and Plants


Mushroom spores, ounce 1 sp sepia snake sigil -
Gum Arabic, ounce 1 gp mass invisibility -
Rhubard leaf, ounce 1 sp
Sassafrass root, pound 1 sp
Licorice root, pound 2 sp haste -
Belladona, ounce 5 sp
Telanxis Oil, vial 250 gp
Phollion Leaves, ounce 500 gp

132
Casting
Item Price Spell used with DC

Angels Trumpet, ounce 3 sp


Aminita Musceria Mushrooms, ounce 1 cp
Mandrake root, one 1 gp
Psilocibin Mushrooms, ounce 1 sp
Ergot fungus, ounce 1 gp
Small green toadstool 1 sp
Herbal healing poultice 10 gp edan's poultice -
Thyle Dust1, ounce 750 gp -
Teman Blossom 1,500 gp

Animals and animal byproducts


Grasshopper legs, pound 1 sp jump -
Tallow, pound 1 sp
Spiderweb, ounce 1 sp web -
Drider web, ounce 5 gp web +1
Dried scorpion tails 5 sp Illusion of arthropods -
Adder stomachs, pound 15 gp melfs acid arrow -
Bull dung, pound 1 cp bulls strength -
Horse hair, pound 5 cp mount -
Cat fur, pound 1 sp cats grace -
Pickled giant squid tentacle, ounce 1 gp
Bird feathers, pound 1 sp
Eagle feather, single 1 sp
Owl feather, dozen 1 sp
Ghoul vestment, 1 square foot 5 gp ghouls touch -
Ghast vestment, 1 square foot 10 gp ghouls touch +1
Zombie bone, ounce 1 gp scare -1
Ghoul bone, ounce 5 gp scare -
Ghast bone, ounce 12 gp scare +1
Mummy bone 50 gp scare +1
Will-O-Wisp Essence, dram 50 gp secret page -

Blood or Ichor (per dram)


Rat 1 cp
Cat 2 cp
Dog 3 cp
Wolf 3 sp
Badger 5 sp
Deer 2 sp
Gnoll 3 gp
Kobold 12 sp
Dwarf 5 gp
Human 3 gp
Human, female, virgin 10 gp
Elf 5 gp
Troll 30 gp
Ogre 15 gp

1 See thyle dust, in the section on Nonmagic Items of Some Utility


133
Spell Components

Casting
Item Price Spell used with DC

Pit Fiend Ichor 5,000 gp component for Shabat's Bolt


Red Dragon 50 gp

Ye Alchemical substances
Amrakkik Paste, ounce 500 gp
Quicksilver, dram 500 gp component for polymorph spells
Aqua fortis, dram 50 gp special acid, used to identify gold
Aqua regia, dram 1,000 gp acid, double strength
Fine filtered Kerosine, pint 75 gp double strength burning oil
1 oz Flash Powder (phosphor and brimstone) 50 gp component for lorgan's leaping flame
Diambroid1, minim 5,000 gp

Candles and incense


Tallow candle, small 1 cp
Wax candle, small 1 sp
Wax candle, large 3 sp
Wax candle, huge 6 sp
Fine scented wax candle 5 sp
Fine scented wax candle, huge 1 gp
Incense poor quality, pound 1 sp
Incense quality, pound 1 gp
Francensence, pound 150 gp

Poisons type cost (per dose)


Small centipede poison injury/nerve 90 gp
Greenblood oil injury/blood 100 gp
Medium sized spider venom injury/nerve 150 gp
Bloodroot injury/brain 100 gp
Purple Worm poison injury/nerve 700 gp
Large scorpion poison injury/nerve 200 gp
Wyvern poison injury/blood 3,000 gp
Blue whinnies injury/blood 120 gp
Giant wasp poison injury/nerve 210 gp
Shadow essence injury/blood 250 gp
Black adder venom injury/blood 120 gp
Deathblade injury/blood 1,800 gp
Malyss root paste contact/nerve 500 gp
Nitharit contact/blood 650 gp
Dragon bile contact/nerve 1,500 gp
Sassone leaf residue contact/blood 300 gp
Terinav root contact/nerve 750 gp
Carrion crawler brain juice contact/paral 200 gp
Black lotus exract contact/blood 2,500 gp
Oil of taggit injest/sleep 90 gp
Id moss injest/nerve 125 gp
Striped toadstool injest/nerve 180 gp
Arsenic injest/blood 120 gp

1 See Diambroid in the section on Nonmagic Items of Some Utility


134
Lich dust injest/blood 250 gp
Dark reaver powder injest/blood 300 gp
Ungol dust inhale/lepros 1,000 gp
Burnt other fumes inhale/blood 2,100 gp
Insanity mist inhale/nerve 1,500 gp

Potions
Spider climb 50 gp
Cure light wounds 50 gp
Love 150 gp
Hiding 150 gp
Blur 300 gp
Delay poison 300 gp
Cure moderate wounds 300 gp
Lesser restoration 300 gp
Heroism 900 gp

Identified Magic items


Everburning torch 90 gp [torch with continual flame cast on it]
Everburning Lanthorn 250 gp [bullseye lantern with continual flame]
Dust of tracelessness 250 gp [eliminates tracks]
Quaal's feather token (fan) 200 gp [creates wind for sailboats]
Quaal's feather token (bird) 300 gp [animal messenger carrier pigeon]
Dust of illusion 500 gp [use to cast change self spell]
Ossip Wax, pot 1,500 gp [causes items to levitate]
Candle of truth 2,500 gp [all tell the truth while candle burns]
Stone Salve, ounce 4,000 gp [cast flesh to stone or stoneskin]
Incense of Meditation, ounce 4,900 gp [maximize prepared spell]
Novitiate's Candle 6,000 gp [levitate in all directions]

Exchange Rate for Terces


A silver terce from the Dying Earth is worth roughly the same as an electrum piece in d20 (i.e. ½ of gold piece).
A groat is of the same value as a silver piece.

135
Poisons and Diseases

Selected Poisons and Diseases of the Dying The Kiss of Dijan


Earth Named after its formulator - a woman of
legendary beauty who, in an aeon past, fatally
poisoned every one of a hundred guests at her son's
Crimson Shivers wedding banquet - this odorless, tasteless, wine-
This implacable ailment is carried by colored liquid is easily slipped into a diner-mate's
contaminated shellfish and certain mites known to goblet. Mere possession of its recipe is considered a
inhabit ancient catacombs and lost cities. Within one crime in Kaiin and Ascolais. Heads of state tend to
day, the victim turns beet red and begins to quake fear it inordinately and ruthlessly punish those
uncontrollably. Victims must be tied down, lest they suspected of using it.
bang their head on a hard object or swallow their
tongue.

Tasmonic Infection
This disease is caused by excessive
readings of occult texts. Scholars have
long speculated as to the exact
combination of authors and subjects
that bring about the dreaded Tasmonic
Infection. Alas, those who come closest
to the mystery answer invariably fall prey
to the illness before they can set down
the much-feared sequence. Diagrams,
most especially maps, are believed to
contribute heavily to the syndrome's
advance.
Effect: The victim makes a saving
throw, the results of which determine
the permanent mental condition the
victim will thereafter suffer. Illustrious
Success: An over-fondness for fish, nuts
or kelp (DM's choice). Success:
Unshakable belief in a crackpot theory
of the DM's choice, and an unreasoning
terror of the building in which the
victim first began to suffer the illness.
Dismal Failure: The victim suffers a -2
on all saving throws versus any magic
spells, and the victim reacts with
homicidal fury toward anyone uttering a
common word of the DM's choice.

Unfortunates, the victims of disease and bad fortune

136
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System Reference Document Copyright 2000-2003,


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