Credits FANTASY FLIGHT GAMES SPELLS & SPELLCRAFT W. County Rd. B2 Roseville, MN
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1 SPELLS & SPELLCRAFT Credits LEAD DEVELOPER MANAGING DEVELOPER Greg Benage WRITING Ed Bourelle, Shaun Cashman, Mark Chance, Chris Hussey, Lizard, Brian Patterson, Paul Sudlow, William Timmins, Bree Zastrow INTERIOR ILLUSTRATIONS file Andy Brase, Mitch Cotie, David Griffith, Eric Lofgren, Tyler Walpole GRAPHIC & COVER DESIGN Brian Schomburg ple d20 System and the d20 System logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at EDITING Dungeons & Dragons and Wizards of the Coast are Registered Trademarks of Wizards of the Coast and are used with permission. Sa ART DIRECTION m Greg Benage & LAYOUT PUBLISHER Christian T. Petersen PRINTING Bang Printing FANTASY FLIGHT GAMES 1975 W. County Rd. B2 Roseville, MN
2 SPELLS & SPELLCRAFT Contents CHAPTER ONE Spells 5 CHAPTER TWO 51 file The Craft of Magic 84 CHAPTER FOUR Sa m New Types of Magic ple CHAPTER THREE The Mundane Made Magical 106 CHAPTER FIVE Magic Items 150
3 INTRODUCTION 4 Undertaking the production of a book about magic is a daunting task indeed. Magic fuels the imagination like no other aspect of fantasy roleplaying, giving us images of powerful artifacts inspiring heroes and villains to great deeds and wizened mages battling for supremacy in legendary spell duels. I have tried to treat all aspects of this powerful force with equal respect, and I hope players and DMs alike find something within these pages to spark their imaginations. Fantasy Flight, Inc. Welcome Fantasy Flight Games is pleased to present Spells & Spellcraft, the fourth volume in our Legends & Lairs line of sourcebooks for the d20 System. Spells & Spellcraft offers a new perspective on many familiar themes, and is an essential tome for spellcasters, both arcane and divine. Players and DMs alike will find a wealth of information in this book. Whether you are looking for rules for researching new spells and magic items, systems for designing unique magical locations, or just want to find new spells to enhance your character, this book will be an invaluable resource. Chapter 1 contains over 100 new spells to add to your game. All of the spellcasting classes are well represented, presenting new options for any spellcasting character or NPC. Chapter 2 details the craft of magic. This chapter presents rules and guidelines for creating arcane libraries, utilizing magical research, and creating memorable and unique spellbooks. A discussion is presented on the particular magic of bards and sorcerers, which includes several new sorcerous feats to enhance the power of magic that comes from the blood rather than the mind. The next section sheds light on how a wizard s skill choices might affect his spellcasting.the final section discusses the creation of divine rituals and their usefulness to men and women of faith. Chapter 3 presents several new types of magic that can be used to enhance your games. The mysteries of ward magic and chaos magic are explained, allowing your characters to tap into powerful new arcana. Place magic provides DMs with a new tool with which to delight and awe even the most seasoned players. Several new types of divine spellcaster are presented, including those who worship totem spirits and those that respect all gods. Chapter 4 gives rules for using mundane objects to produce spectacular magical results. Expanded uses for alchemy and new alchemical items are followed by extensive rules for creating customized constructs and golems. A discussion follows concerning the use of special materials in the creation of magic items. Finally, a host of new familiar rules are presented to allow wizards to customize and enhance these powerful allies and friends. Chapter 5 details dozens of new magic items along with new types of magic items that can be used to enhance any setting or campaign. The Open Game License Spells & Spellcraft is published under the terms of the Open Game License and the d20 System Trademark License. The OGL allows us to use the d20 System core rules and to publish gaming material derived from those rules. Material that is strictly rules related is Open Content. You can use this material in your own works, as long as you follow the conditions of the Open Game License. You can copy the material to your website or even put it in a book that you publish and sell. Not everything in this book is Open Content, however. The names of races, feats, skills, equipment, spells, magic items, and rules derived from the d20 SRD are designated as Open Content. Descriptive text, unless otherwise noted, is closed content and cannot be republished, copied, or distributed without the consent of Fantasy Flight Games. All illustrations, pictures, and diagrams in this book are Product Identity and the property of Fantasy Flight Games, The Open Game License is printed in its entirety at the end of this book. For further information, please visit the Open Gaming Foundation website at
4 CHAPTER ONE Spells CHAPTER ONE: Spells Spells This chapter contains more than 100 new spells suited for use in any setting. The text in this chapter is designated as Open Game Content. Alternate Domain Spells Many of the spells presented in this book have domain spell levels, such as Protection 5. With the DM s permission, a cleric with access to these domains may substitute or add these spells to his domain spell list. If he adds them to his list, then he may choose either the standard domain spell or the new spell when he prays for his daily allotment. If he substitutes the spell, then he has access to only that spell for the appropriate domain level. This choice should be final and irreversible. Bard Spells 0-Level Bard Spells Quill. Creates a writing quill with limitless ink. Shelve. Places a book back on its shelf in the proper place. Summarize. Summarizes the contents of any book. 1st-Level Bard Spells Crescendo of Indefatigability. +2 bonus to chosen die roll. Eagle Eyes. Grants subject a +10 bonus to Spot checks. Jester s Gift. Angers any creature with an Intelligence of greater than 2. Keen Ear. Grants subject a +10 bonus to Listen checks. Mantle of Shadows. Grants subject one-quarter concealment and +4 bonus on Hide checks. Syron s Energy Armor. Causes 1d8 damage to all undead that touch the subject. Tasha s Tickle Finger. Finger of magical force distracts opponents, imposing a 2 penalty to attack rolls and saving throws. Unravel. All cloth on the target unravels, possibly entangling him and ruining clothing and armor. 2nd-Level Bard Spells Dirge of the Walking Dead. Allows creature to take actions, even when below 0 hit points. Dramatic Visage. Subject takes on a supernatural appearance, creating several affects depending on the situation. Felonious Friend I. Conjures a being of 5
5 6CHAPTER ONE: Spells pure force that can use skills to aid the caster. Gandar s Chatterbox. Creates a chattering mouth that distracts those near it. Immobilize. Renders constructs unable to move. Imprint. Caster may memorize text and images and transfer them to blank pages. Inspire. Grants allies a +2 morale bonus to Reflex saves and a +1 morale bonus to attack and damage rolls. Instability. Target loses all strength in his legs. Slipping the Ranks. Allows creature to make short teleportations as part of normal movement. Voice of Authority. Grants the caster a +10 bonus to all Charisma-based checks for 1 minute/level. Weightless Cube. Creates a gravity-free area of space, allowing for vertical movement and disrupting careless creatures. 3rd-Level Bard Spells Debilitating Decrescendo. Imposes a 2 penalty to attack rolls, AC, and saving throws. False History. Object misleads all attempts to identify it via divination spells and skill checks. False Love s Kiss. Creates a waxy substance that works as a powerful charm spell on any target that the user kisses. Fearsome Fortissimo. Panics all hostile creatures within the area. Gossip. Causes a humanoid to ceaselessly gossip about important or secret information. Paraphasic Pianissimo. Causes all within the area to jumble their words, preventing communication and disrupting spells. Shadow Sight. Allows the caster to see into the shadow world, allowing him to ignore invisibility and concealment. Syron s Dancing Shield. Grants subject a +10 deflection bonus to AC versus a limited number of attacks. Trigger Trap. Sets off mechanical traps in the area of effect. 4th-Level Bard Spells Felonious Friend II. Increases the skills available to the creature conjured. Lethargy. Targeted affected by slow until getting a full night s rest. Maddening Babble. Causes 1 point of temporary Wisdom damage per round to creatures in the area of effect. Multi Image. Creates multiple images of the caster, all of which can act independently. Privacy. Blocks divination and perception attempts in a 10 ft. area around the caster. Titan s Strength. Subject gains the ability to perform amazing feats of strength. 5th-Level Bard Spells Sumptuous Feast. Creates a fine meal for up to six people per level. 6th-Level Bard Spells Felonious Friend III. Conjured creature may now attack as well as use skills to aid the caster. Puppet Master. Caster can control the actions of any construct. Cleric Spells 0-Level Cleric Spells Shelve. Places a book back on its shelf in the proper place. Summarize. Summarizes the contents of any book. 1st-Level Cleric Spells Aegis of the Gods. Grants a +4 bonus to one saving throw type. Claws of the Demon. Target s hands grow fearsome claws. Strength of Mind. Grants a +10 bonus on all Concentration checks. 2nd-Level Cleric Spells Aura of Darkness. Creates an area of profane power around the caster, aiding evil creatures and hindering good creatures within. Aura of Light. Creates an area of holy power around the caster, aiding good creatures and hindering evil creatures within. Dig. Creates a hole in the earth, or deals 2d6 + 1/level points of damage to earth creatures. Divine Heart. Subject becomes immune to all fear effects. Fleet Feet. Adds 10 ft. to the land movement speed of target creatures. Shockwave. Deals 3d6 subdual damage to all within area and knocks targets to the ground. Surface. Affected creature is unable to submerge itself in liquid. 3rd-Level Cleric Spells Black Cloud of Horror. Creates a cloud of black smoke that conceals and frightens creatures within.
6 Bloodblade. Creates a scimitar made from the caster s blood that deals 1d6 + 1/2 levels and causes targets to bleed. Dirge of the Walking Dead. Allows creature to take actions, even when below 0 hit points. Doom Fog. Creates a bank of fog that provides concealment and imposes a 2 penalty to the attack rolls, skill checks, and saving throws of those within. Marathon Prowess. Creatures gain the benefit of the Run feat and multiply their overland movement rate by 2 ½. Rescue. Brings an ailing comrade to the side of the cleric. 4th-Level Cleric Spells Pack of Ghouls. Summons 3d4 ghouls who attack the caster s enemies. Sumptuous Feast. Creates a fine meal for up to six people per level. Titan s Strength. Subject gains the ability to perform amazing feats of strength. 5th-Level Cleric Spells Finger of Life. Allows the caster to cast healing spells of 3 rd level or lower at range. Flying Abominations. Animates the body parts of affected creatures. Halo of Vengeance. Allies within the area gain bonuses and temporary hit points, enemies suffer penalties. Strongoak s Affinity with Nature. Caster gains the ability to survive in harsh environmental conditions or new movement speed. Wind Tunnel. Knocks enemies back and to the ground. 6th-Level Cleric Spells Dawnspear. Creates a flaming spear that deals fire damage and blinds undead in a 5 ft. radius. Perivax s Poison Pillar. Conjures a pillar of poison that spills down on the target area, dealing 1d10/1d10 temporary Constitution damage. 7th-Level Cleric Spells Disruption Wave. Cone of positive energy destroys all undead in the area or deals them 1d8/level points of damage. Spirit Knife. Creates a deadly knife that slays opponents upon a successful strike. 8th-Level Cleric Spells Greater Finger of Life. Allows the caster to cast healing spells of 5 th level or lower at range. 9th-Level Cleric Spells No new spells. Druid Spells 0-Level Druid Spells No new spells. 1st-Level Druid Spells Eagle Eyes. Grants subject a +10 bonus to Spot checks. Keen Ear. Grants subject a +10 bonus to Listen checks. Lucius s Rustling Leaves. Creates a zone of dry leaves that imposes penalties to opponents Move Silently checks. Web Walking. Caster may walk through natural and magical webs as if they were not there. Whirlwind of Ice. Causes 1d4 slashing and 1d4 cold damage to creatures within the area. Whispering Branches. Caster gains knowledge of recent events in the surrounding area. 2nd-Level Druid Spells Chameleon Skin. Target gains one-half concealment and +20 on all Hide checks. Dig. Creates a hole in the earth, or deals 2d6 + 1/level points of damage to earth creatures. Fleet Feet. Adds 10 ft. to the land movement speed of target creatures. Surface. Affected creature is unable to submerge itself in liquid. 3rd-Level Druid Spells Doom Fog. Creates a bank of fog that provides concealment and imposes a 2 penalty to the attack rolls, skill checks, and saving throws of those within. Rescue. Brings an ailing comrade to the side of the cleric. Stonelore. Caster gains abilities similar to the dwarven stonecunning racial trait. Strongoak s Affinity with Nature. Caster gains the ability to survive in harsh environmental conditions or new movement speed. CHAPTER ONE: Spells 7
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