Winds of Ruin Introduction What's Worth Browsing? The following sections are probably the most interesting, and good places to start: Character Sheet Classes Feats Magical Traditions Spells Why Winds of Ruin? I liked D&D 3.5e. I liked the pulpy, dangerous heroics of levels 3 through 8, and the variety of possible builds. I also liked that I knew the system very well. But over time, I found more and more things I didn't like about the system. Too much of the material was bad. Bad spells, hundreds of worthless feats, dull classes, all of which only served to obscure the things I liked. I didn't like its assumptions about the world. The game always seemed to imply a high level of magic, or even magitech. Yet, the game also seemed to assume a basic medieval world with armies of knights and men at arms. Godlike characters. A level 20 Barbarian can fight an army by herself. She is totally beyond the level of human struggle--she's here to kill the gods. These characters shape the world, but they also outgrow adventuring, climbing Olympus to play tedious rocket-tag with Zeus (and his multi-layered contingencies). So, though it worked well enough, I found I was doing more and more work to fight these concerns. I examined other systems, but I found many of their assumptions to be even worse than third edition's. None of the systems I examined focused on the level of play or kind of world I wanted. This system is the ultimate result of that struggle: D&D 3.5 rewritten from the ground up. The Level of Play The player characters are adventurers, swordsmen, renegades, and outcast-mages, seeking their fortunes in the ruins of more prosperous days. They are extraordinary, but not peerless. They will never become gods, but with skill and luck they might live long enough to strike it rich. The World The player characters find themselves at the frontier, the edge of a fraying civilization. Their world slides inexorably into a dark age; danger and desperation take root in lands once peaceful. Magic is wielded by cultists, druids, and the scions of ancient traditions; it is potent, dangerous, and endlessly mysterious. Expanding the System I will continue to expand WoR over time. New spells, feats, and traditions will be created based on your ideas, and with your input. Much of the world is mere outline, ready to be claimed and detailed in character backstories. I intend to steal all your ideas and write them down in this book. What's Changed The core frame mechanic is still there: roll 1d20+bonuses against a DC set by the GM. But beyond the most basic level, almost every aspect of the game has been revised from 3.5. Here are some of the most significant changes. Epic 6 Characters improve by taking class levels, as in other systems. But once a character achieves 6th level, they have reached the limits of their abilities. Past this point, they can only gain epic levels, which belong to no specific class. Each epic level grants an additional feat, skill point, and hit point. A 6th level fighter and a 10th level fighter are both masters at the top of their game, but the 10th level fighter knows a few more tricks than his rival. The Classes There are six classes to choose from (and no prestige classes), but each class can represent a much greater variety of characters. A character can multiclass, but they are still limited to 6 class levels (you can be a master warrior or a master wizard, but you can't be both). Aristocrats are the rich and privileged. They have the respectability all other adventurers lack, and can use it to great effect. Barbarians are fearsome warriors, possessing extraordinary abilities in times of need. Fighters have access to more skills than before, and also benefit from numerous new feats and combat maneuvers. Mages wield magic. They are more internally diverse than any other class--each magical tradition is unique in its approach to magic. Rangers remain able combatants and expert survivalists. Their skills are very useful, given the rugged nature of the frontier. Rogues are experts, able to fill a variety of niches. They are less focused on combat than they were in 3.5. Combat Unlike in 3.5, your skill with a weapon increases the damage you deal (and not just your chance of hitting). This is part of a greater effort to increase the effectiveness and variety of martial characters. More than a hundred feats allow for a great variety of combat styles, from nimble duelists who follow up their parries with instant counter attacks, to archers who can drop an enemy with a single deadly shot, to burly axemen who can cleave through enemy after enemy. Attacks of opportunity have been replaced with a more extensive system of stackable Reactions. Numerous new combat maneuvers reward teamwork and strategic play. Magic is still powerful, and more flexible than before, but also cumbersome to use in combat. For this reason, melee combatants are more important to keep any spellcasters safe.Character Sheet Races Humans Description Humans and their civilizations still dominate the known world, though they may fray at the edges. The Freemarch is home to many peoples: the valley folk who built the cities of Morad and Nestic, and the ancient fortress of Gloamingwatch; the Tormen who farm the wild land before the edge of the forest; the half-wild northmen who trade furs from beyond the Highgate; the Serulaians, come from the south to trade and impose order. Of all the men of the Freemarch, the hillmen are the most feared and despised; with little to trade, and still keeping the old gods, they are known for their vicious raids on the valley folk. Game Rules Racial Traits +1 to any two abilities: Human cultures and backgrounds are varied, and their children are more diverse than any other race. Adaptable: +4 skill points at 1st level, and +1 skill point at each level past first. Gain an additional skill proficiency at character creation. Dwarves Description The dwarves are a short, stocky race of humanoids who appeared on the surface not long after the dawn of the present age, about 800 years ago. They are known to be insular and dour, but their stone and metalworking is famous. Within their clans, honor and loyalty are valued above all else. Dwarves average 4 to 5 ft tall, but weigh about as much as humans. Beards are universal among male dwarves, often braided and adorned with jewelry. Hair, eye, and skin color ranges significantly among the seven clans. Dwarves are considered adults at about age 30, and often live to be more than two hundred years old. Game Rules Racial Traits +2 Constitution, -1 Charisma: Dwarves are hardy folk, but generally stubborn and reserved. Dwarf base land speed is 25 ft. However, their steady gait is barely slowed by armor or heavy loads. Medium loads do not reduce their speed, and heavy loads reduce their speed to 20 ft. Dwarvencraft: Dwarven art is carved and forged, and every dwarf knows something of these crafts. Dwarves receive a +2 bonus on Craft and Appraise checks when working with stone or metal. Greed: Dwarves have a connection to valuable things, especially precious gems and metals. This connection inspires dwarven artisans to create their unparalleled masterworks, but it also has a dark side. When in the presence of an item of great value, a dwarf may be forced to make Charm save to resist this instinct. If they fail, they become covetous of the object, desiring it for themselves. Many dwarven heroes have been ruined by the lure of a treasure they could not possess. Poison Resistance: +2 on saves against poison. Dwarves are well adapted to resist the foul vapors and poisons of the deep caves. They are even more adapted to alcohol. Stonecunning: Dwarves have a +2 bonus on Search checks to notice unusual stonework, and they are entitled to such checks (as if they were actively searching) merely by passing within 10 feet of unusual stonework. They gain a +5 bonus on Perception checks made while underground and can also sense their depth within the earth to a reasonable degree of accuracy. Subraces All dwarves possess the characteristics listed above, but each also belongs to a subrace. Clanless Dwarves are exiles from dwarven society, cast out of their ancestral homes by their kin or by some great disaster. They often live among humans, who value dwarven skill and do not understand the ignominy of their condition. Gain Endurance as a bonus feat: Clanless dwarves are hardened by their nomadic lifestyle. You learn one additional language: Cast out of their homes, they learn the languages of the outside world. Canny: +2 bonus on Gather Information and Sense Motive checks. Mountain Dwarves live in well defended cities within the great mountains. Loyalty to one’s clan is paramount; oaths must be kept, grudges must be remembered (often for centuries). You have proficiency in light and medium armor and shields: Every full clan-member is comfortable in armor; some feel naked without it. Clan Runes: If you have proficiency with heavy armor, you gain an additional bonus when you reach second level. You may inscribe a suit of armor with the ancient runes of your clan, symbols to protect and empower you. These runes are said to grant a blessing to you (and only you) when you wear the armor. You need not create the chosen suit of armor yourself, but it must be dwarf-made. Inscribing these runes takes at least 24 hours of work. Once a dwarf has etched a suit of armor with their clan runes, it is their armor for life. It is a great shame to abandon or neglect one’s armor; losing it would be a still greater sin. Dwarves improve their armor rather than replacing it, even reforging suits from the tiniest scraps of destroyed armor. History: The Seven Clans Dwarven legend says that Usisad shaped the first dwarves from veins of metal and gemstones. Certainly, the ancient city of Foremvur was divided into seven clans; when the city fell, those clans migrated to the surface and founded new holds, each built around a foundation-stone taken from Foremvur. Some clans, like the Oridri, founded many holds; others founded only one. The Balyri never reached the surface at all, but were lost in their subterranean exodus.Clans generally at least respectful towards each other. They rarely compete directly, and the shame of Foremvur has made war between dwarves taboo. Despite this, the history of the clans after the fall is not totally without bloodshed.A clandwarf who visits a strange hold can be sure they will be well treated as a guest, so long as there is no bad blood between their particular clanline and their host's. Holds of the same clan usually view each other as siblings, and can expect warm treatment. Clanless are invariably unwelcome, even more so than uninvited humans. Dalmiri (Gold Dwarves) The Dalmiri holds are clustered in the mountains of Pesh. They trade dwarven goods to the rulers of Pesh in exchange for slaves. Glorvali (Silver Dwarves) The Glorvali dwell deep in the mountains of Unlas. They only founded a single hold, and are said to be rigidly traditionalist. Dorali (Copper Dwarves) The Dorali holds are found exclusively in the barrier range, north of the sand sea. They are largely reclusive and hostile in the face of imperial expansion, but have had better relations with the old emperors. Oridri (Iron Dwarves) Found in the Dragonmounts and the barrier range. Those of the Dragonmount holds of Arzinvur and Gurandolim do good trade with the northern states. Between them lies the ruined hold of Menkaashvur, former home of the archivists of Clanline Lotekar. In the barrier ranges, a single Oridri hold still trades with the empire, but xenophobia and expansionism now sour this old alliance. Still worse, this same imperial expansionism has caused serious tensions with the Dorali, who feel betrayed and unsupported by their fellow dwarves. Corrindri (Ruby Dwarves) Also called sapphire dwarves; the dwarves recognize these gems as the same. Skilled inventors who sold war machines to the old eastern kings. Their hold was ultimately destroyed by the same kings, their little remaining population escaped to wander as clanless. Balyri (Diamond/Adamantine Dwarves) A legendary clan, solely entrusted with the secret of working adamantine. All extant pieces were created by them and traded to other dwarves; the Balyri never found their way to the surface. They are the subject of many dwarven legends. Mogtari (Emerald Dwarves) The wandering clan, often called mad. A dwindling lot, endlessly searching the various deep caves and mines for the passage back to Foremvur. Their clan leaders claim their incredible longevity (near immortality) is a sign of their direct descent from Usisad. This longevity is only achieved through the consumption of powdered emeralds, and the elders are plainly turning to stone.Half Orcs Description WIP Game Rules Racial Traits +2 Strength, -1 Intelligence: Orcs are strong and muscular, but rarely quick-witted. Bad Temper: Even the most even-tempered half orc can be overcome by instinctive rage. When a half-orc is slighted in some way, they may be forced to make a charm save to resist this instinct. If they fail, they may act against their better judgement, responding with insults or even violence. When orcs do give in to this instinct, they tend to act quickly and decisively (generally amounting to a +2 bonus on whatever they're about to do). Keen Sense of Smell: Half orcs usually lack the impressive night vision of their orc parent, but they make up for this with excellent noses. A half orc can detect the smell of a normal human out to about 30 ft; in time, they can even come to recognize the smell of a particular creature. Naturally Intimidating: +2 bonus on intimidate checks. Humans v2 Description Humans and their civilizations still dominate the known world, though they may fray at the edges. The Freemarch is home to many peoples: the valley folk who built the cities of Morad and Nestic, and the ancient fortress of Gloamingwatch; the Tormen who farm the wild land before the edge of the forest; the half-wild northmen who trade furs from beyond the Highgate; the Serulaians, come from the south to trade and impose order. Of all the men of the Freemarch, the hillmen are the most feared and despised; with little to trade, and still keeping the old gods, they are known for their vicious raids on the valley folk. Game Rules Racial Traits Upbringing: Humans are shaped and strengthened by their upbringing. Choose one of the following: Comfortable: +1 Intelligence, +1 Charisma. Common: +1 Wisdom, +1 Constitution. Harsh: +1 Strength, +1 Dexterity. Adaptable: +4 skill points at 1st level, and +1 skill point at each level past first. Gain an additional skill proficiency at character creation. Classes Choosing a Class Basics When a character gains a level, they must select one of the following classes. They can choose to continue advancing their original class, or take a different path and become a multiclass character. Aristocrats are the rich and privileged, often called to fight in war but equally at home in situations of courtly intrigue. Their wealth and legitimacy make them welcome companions when they dabble in adventuring. Barbarians are fearsome warriors, who can become especially deadly during brief periods of rage. Fighters are dedicated to their craft; whether formally trained or self taught, they can master numerous techniques. Mages understand that knowledge is power. They master ancient magical traditions through intense study. Rangers are expert trackers and survivors, skilled in combat and with a surpassing knowledge of wild places. Rogues are thieves, assassins, and specialists. In combat, they can make deadly use of sneak attacks. Multiclass Characters When a character gains a level in a different class, they gain hit points, skill points, proficiencies, and other class features as normal for that class. There is no penalty for having multiple classes, but you can still only take up to six levels. Epic Level Characters A sixth level character has achieved the pinnacle of their ability, and no longer advances normally. When a character of sixth level gains enough experience to level up, they can gain an epic level or retrain one of their normal levels to another class. Epic class levels do not improve saves or grant skill points or class features. Instead, each epic level grants one feat, one skill point, and one HP. Max skill ranks increase every other level (see below). General Progression No matter your class, you still gain a few bonuses as your level increases. These general benefits are outlined in the following table: Level Class Skill Max Ranks Cross-Class Skill Max Ranks Feats Ability Score Increases 1st 4 2 1st 2nd 5 2.5 3rd 6 3 2nd 4th 7 3.5 +1 to any ability 5th 8 4 6th 9 4.5 3rd Epic +.5 +.5 +1 per level +1 at 8th, 12th, etc Aristocrat [Description--what is this class?] Features by Level: Level Class Features Base Combat Bonus Charm Save Reflex Save Death Save Fear Save Spell Save 1st Noble Privilege, Literacy, Leadership +0 +2 +0 +1 +2 +1 2nd Refined Training +1 +3 +0 +1 +3 +1 3rd Noble Charisma +1, Trusted Follower +2 +3 +1 +2 +3 +2 4th Skilled Leader, Dilettante +3 +4 +1 +2 +4 +2 5th Bonus Feat, Noble Charisma +2 +3 +4 +1 +2 +4 +2 6th Unshakable Confidence +4 +5 +2 +3 +5 +3 Class Features: Hit Points: Recovery Dice: 1D8 per aristocrat levelHit Points at first level: 8 + Constitution modifierHit Points at higher levels: 5 + Constitution modifier Proficiencies: Class Skills: Bluff, Diplomacy, Forgery, Gather Information, Intimidate, Lore, Perform, Profession, Ride, Search, Sense Motive.Background Skills: Choose any 4. Skill Points at 1st Level: (6+Int modifier) * 4Skill Points at Later Levels: 6+Int modifier Equipment: Aristocrats are proficient with all simple weapons as well as flails, lances, and maces, all swords except the falchion, and with medium armor and shields. Noble Privilege In the course of adventuring, a common man-at-arms can attain fame, wealth, and power. But though he may wear their noble finery, dine with them, and compete in their byzantine intrigues, he will never be one of them. Aristocrats are born to power, marked to all who know them as above the common folk. Beyond simple wealth, aristocrats possess privilege. In civilized lands, they possess dignity, authority, and usually great wealth. Where upstarts will be snubbed and resented by the nobility, their noble names demand respect. Naturally, this reputation is less useful in uncivilized lands, and when travelling incognito. Literacy Knowledge is power, and aristocrats are well trained in the exercise of power. Aristocrats are automatically literate, able to read and write all their starting languages. Leadership At first level, Aristocrats gain We Must Go On as a bonus feat. They need not meet the prerequisite. Refined Training At second level, aristocrats improve their skills in a suitably honorable style of fighting. You gain proficiency with heavy armor OR the Dodge feat (your choice). You must still meet the prerequisites. If you already have Dodge, you may select Riposte instead. Noble Charisma At 3rd level, and again at 5th level, your Charisma score increases by 1. Trusted Follower An aristocrat is only as good as their servants. At third level, you can obtain the service of a reliable and effective follower. This follower is most often a bodyguard or advisor, or else a steward to manage your holdings while you are away. Your follower is an NPC one character level behind you. They advance alongside you, though rarely past 5th level. If you should ever part ways with your lieutenant, finding another such loyal servant will be difficult, but not impossible. Dilettante An aristocrat’s position affords them the time and resources to learn new skills. You immediately gain 5 skill points, to be spent as normal. Skilled Leader With experience comes true skill in the craft of leadership. Choose one of the following abilities: Expert Administrator: +4 bonus on checks to run an organization or bureaucracy. Leader of Men: +4 bonus on checks to command and organize troops. Master of Secrets: +4 bonus on checks to build and maintain an intelligence network. Bonus Feat Dabbling doesn’t preclude mastering a few tricks. At 5th level, gain a bonus feat of your choice. Unshakable Confidence At 6th level, an aristocrat’s confidence has become one of their most powerful tools. As long as you are conscious, you can apply your Charisma bonus to all saving throws. Once per day, you may re-roll a Bluff, Diplomacy, Intimidate, or Sense Motive check you have just rolled.Barbarian [Description--what is this class?] Features by Level: Level Class Features Base Combat Bonus Charm Save Reflex Save Death Save Fear Save Spell Save 1st Rage 1/day, Wild Skill +1 +0 +0 +2 +2 +1 2nd Uncanny Dodge +2 +0 +0 +3 +3 +1 3rd Wild Spirit +3 +1 +1 +3 +3 +2 4th Rage 2/day +4 +1 +1 +4 +4 +2 5th Swift Attack +5 +1 +1 +4 +4 +2 6th Die Hard +6 +2 +2 +5 +5 +3 Class Features: Hit Points: Recovery Dice: 1D12 per barbarian levelHit Points at first level: 12 + Constitution modifierHit Points at higher levels: 7 + Constitution modifier Proficiencies: Class Skills: Climb, Handle Animal, Intimidate, Lore, Perception, Ride, Stealth, Survival, and Swim.Background Skills: Choose any 2. Skill Points at 1st Level: (4+Int modifier) * 4Skill Points at Later Levels: 4+Int modifier Equipment: Barbarians are proficient with all simple and martial weapons, and with light and medium armor and all shields except tower shields. Rage Barbarians can fly into a rage a certain number per times per day, based on their level. Entering a rage is a free action and the rage lasts for six rounds. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued for six rounds. You can only rage once per encounter. Pick one of the following rage variants. During a rage, barbarians receive the listed benefits. Berserk Fury Battle Ecstasy +4 Strength, +4 Constitution +2 temp hp per level -2 AC +4 on Fear and Charm saves +2 on Death saves +4 Dexterity, +4 Strength+4 on Fear and Charm saves+2 on Death saves Wild Skill Barbarians must strengthen their bodies to survive. Choose one of the following abilities: Fast Movement: Your base land speed increases by 5 ft. This ability does not function while carrying a heavy load or wearing heavy armor. Natural Climber: You receive a +4 bonus on all Climb checks. You can always choose to take 10 on climb checks. You can climb at ½ your normal speed, and you retain your are not off guard while climbing. Endurance: You gain the Endurance feat. Uncanny Dodge At 2nd level, a barbarian can no longer be caught off-guard, unless the attacker has more rogue levels than the target has barbarian levels, or the barbarian is helpless. Wild Spirit At 3rd level, a barbarian’s strength of will manifests in new ways. Choose one of the following abilities: Fearsome Aspect: +4 bonus on Intimidate checks, may use strength instead of charisma on intimidate checks. Heightened Senses: +4 bonus on Perception checks. Honed Reflexes: +2 Bonus on Reflex saves. Animal Knowledge: +4 bonus on Handle Animal and Ride checks. Stalking Hunter: +4 on Stealth checks. Swift Attack You can make an attack as a minor action, at a -4 BCB penalty. As part of this action, you can also shift 5 ft before or after the attack. Your levels in this class stack with all other classes to gain this ability. For example, a 3rd level Fighter/2nd level Barbarian would gain this ability at 5th level. Die Hard You can fight on when others would collapse. When you are staggered by your wounds and take a strenuous action, you remain conscious (and staggered) if you succeed on your Death saving throw. Each time you succeed and remain staggered, you take 1 point of Constitution damage.Fighter [description] Features by Level: Level Class Features Base Combat Bonus Charm Save Reflex Save Death Save Fear Save Spell Save 1st Bonus Feat, Bravery +1 +1 +0 +0 +2 +2 +1 2nd Bonus Feat +2 +0 +0 +3 +3 +1 3rd Bravery +2 +3 +1 +1 +3 +3 +2 4th Bonus Feat +4 +1 +1 +4 +4 +2 5th Bravery +3, Swift Attack +5 +1 +1 +4 +4 +2 6th Bonus Feat, Indomitable +6 +2 +2 +5 +5 +3 Class Features: Hit Points: Hit Dice: 1D10 per fighter levelHit Points at first level: 10 + Constitution modifierHit Points at higher levels: 6 + Constitution modifier Proficiencies: Class Skills: Climb, Gather Information, Intimidate, Lore, Perception, Ride, Survival, and Swim.Background Skills: Choose any 3. Skill Points at 1st Level: (4+Int modifier) * 4Skill Points at Later Levels: 4+Int modifier Equipment: Fighters are proficient with all simple and martial weapons, and with all types of armor and shields (including tower shields). Bonus Feats As they gain experience, fighters develop new techniques and tactics. At every level except 3rd and 5th, fighters gain a bonus combat-related feat. They must still meet any prerequisites. Bravery Fighters gain a bonus on their Fear Saves, which increases as they gain experience. Swift Attack You can make an attack as a minor action, at a -4 BCB penalty. As part of this action, you can also shift 5 ft before or after the attack. Your levels in this class stack with all other classes to gain this ability. For example, a 3rd level Fighter/2nd level Barbarian would gain this ability at 5th level. Indomitable At sixth level, a fighter’s courage and endurance is truly heroic. A fighter may roll a recovery as a free action, OR reroll a saving throw with a +4 bonus. You become fatigued after the immediate danger has passed (and the adrenaline has faded). Once you use this ability, you cannot use it again until you have taken the rest action (see downtime actions ???).Mage [Description--what is this class?] Features by Level: Level Class Features Spell Points Base Combat Bonus Charm Save Reflex Save Death Save Fear Save Spell Save 1st Arcane Tradition, Spells 12 +0 +2 +0 +1 +1 +1 2nd Spell Mastery (Tier 0) 18 +1 +3 +0 +1 +1 +1 3rd 24 +1 +3 +1 +2 +2 +2 4th Spell Mastery (Tier 1) 30 +2 +4 +1 +2 +2 +2 5th 36 +2 +4 +1 +2 +2 +2 6th Spell Mastery (Tier 2) 42 +3 +5 +2 +3 +3 +3 Class Features: Hit Points: Recovery Dice: 1D6 per mage levelHit Points at first level: 6 + Constitution modifierHit Points at higher levels: 4 + Constitution modifier Proficiencies: Unlike other classes, mages do not all share the same proficiencies. Your tradition (see below) determines your proficiencies. Arcane Tradition Every mage belongs to an arcane tradition, a system which attempts to explain how and why magic works. Some traditions are broad, offering comprehensive theories which explain all but the strangest spells; other traditions have grown around a single narrow branch of magic, mastering it at the expense of all others. Many traditions have discovered unique spells and bits of magical lore; they guard these secrets carefully. Your tradition determines which of your abilities you use to cast spells. It grants you an initiate bonus at first level and a master bonus at sixth level. Some traditions also impose restrictions on their practitioners; these can practical (like an instrument to focus magic) or social (like a ban on black necromancy, enforceable by death or expulsion from the order). Each tradition also has a list of traditional spells. These spells and their underlying principles are  well understood by the tradition. A selection of these spells will fill out a character's starting repertoire, and likely continue to form the backbone of their magical arsenal throughout their career. Spells from outside a mage's magical tradition are learned more slowly (see ??? below). Spells Mages cast spells drawn from the mage spell list. Normally, a mage can only cast spells which they have Learned and Prepared. BasicsTo learn or cast a spell, a mage must have a spellcasting ability score of at least 10. The DC for a saving throw against a mage's spell is 10 + the spell tier + the mage's spellcasting ability modifier. In order to cast a spell which they have learned, a mage must first prepare the spell by readying their mind (a minor action which provokes reaction attacks). Once the spell has been prepared, a mage can cast it using its listed casting time. The spell remains prepared until the mage prepares a different spell or takes any major action other than casting the prepared spell. Significant distractions (like damage or a heated argument) could also cause a mage to lose focus on a prepared spell. When casting a spell, you can choose to upcast the spell, casting it as a higher tier. This increases the cost to that of the new tier, but also boosts the save DC (as explained above) and may have other effects, depending on the spell. A mage can only cast a certain number of spells before exhausting their mind. To cast a spell, a mage must expend energy in the form of spell points. If a mage has the required spell points, they have the energy to safely cast the spell. A mage's spell points are fully restored after a full night’s rest. A mage can also spend recovery dice to regain SP instead of HP (see Recovering from Normal Damage). If you use a recovery die to regain SP, you do not gain your Constitution modifier as a bonus on the roll. Spell Point Cost Spell Tier Spell Point Cost 0 0 1 3 2 6 3 9 4 12 Learning SpellsA mage may learn any number of spells. In order to learn a new spell, a mage must have access to the spell’s magical formula (either by locating an existing copy, or by inventing it themselves), and must have deciphered this formula. To decipher a written spell, a mage must spend at least 1d4 rounds and make a Spellcraft check (DC 15 + spell’s tier). If this check is failed, the mage cannot understand or copy the spell, and cannot retry until they have received a full night’s rest. Once the spell is deciphered, the mage must then spend a day closely studying the spell. At the end of the day, make a Spellcraft check (DC 20 + spell’s tier); if the mage succeeds, they have learned the new spell. If they fail, they have not, and may not try again until they have gained new insight into the spell (the tutelage of another mage, improving their own Spellcraft skill, etc.) You get a +5 bonus to learn a traditional spell. A mage can only learn spells of up to a certain tier, based on their level. Spell Tier Learnable by Level Level Traditional Nontraditional 1st Tier 1 Tier 0 2nd Tier 1 Tier 0 3rd Tier 2 Tier 1 4th Tier 2 Tier 1 5th Tier 3 Tier 2 6th Tier 4 Tier 2 SpellbooksBecause they require magical writing to cast their spells, almost all mages compile their formulas and notes into a spellbook; many mages possess so much magical knowledge that it cannot fit into a single tome. A spell takes up one page per tier, so a tier 1 spell takes one page, and a tier 4 spell takes four; even a tier 0 spell takes a single page. Many mages guard their knowledge carefully, concealing it with their own idiosyncratic notation and placing magical wards and traps upon their grimoires. OverreachWhen pressed, a mage can attempt a spell they have not learned. A particularly daring mage can even attempt a spell one tier higher than they are able to learn, though even more complex spells are totally beyond their ability. To attempt a spell they have not learned, a mage must still have a source of magical writing, and must have deciphered this source. Make a Spellcraft check (DC 20 + spell’s tier). On a success, the mage casts the spell, but takes a number of points of nonlethal damage equal to the spell’s tier. If the mage fails, the spell fizzles and a mishap may occur (roll on the mishaps table). This ability can also be used to upcast known spells to a tier one higher than normally possible. OverdrawWhen a mage has too few spell points to fully pay for a spell, they must roll a save against Overdraw (a Death saving throw against DC 10 + the spell point deficit); if they succeed, they successfully cast the spell. On a failed save, the mage casts the spell, but immediately falls to 0 hp and is stable. If the mage fails by 10 or more, they are dying. A character who falls unconscious by overdrawing can still be treated with the heal skill. Powerful Spells and ResonanceCasting powerful (tier 3 and up) spells in succession is dangerous. When a mage casts such a spell on a round after casting another tier 3 and up spell, they must make a DC 15 Spell save or suffer the effects of magical resonance. On a failed save, the mage takes 1d12 points of damage after casting the spell. Spell Mastery Through endless practice and rote memorization, mages can so thoroughly master a spell that they no longer need to prepare it before casting it. A mage is always fully prepared to cast a mastered spell; they need ready their mind ahead of time. At 2nd level, a mage can master a number of tier 0 spells equal to twice their spellcasting ability bonus.At 4th level, a mage can master a number of tier 1 spells equal to their spellcasting ability bonus.At 6th level, a mage can master a number of tier 2 spells equal to half their spellcasting ability bonus (minimum 1). Ranger [description] Features by Level: Level Class Features Base Combat Bonus Charm Save Reflex Save Death Save Fear Save Spell Save 1st 1st Favored Domain, Pathfinder, Wild Empathy +1 +0 +2 +2 +2 +1 2nd Endurance, Combat Style +2 +0 +3 +3 +3 +1 3rd Hunter's Bond +3 +1 +3 +3 +3 +2 4th 2nd Favored Domain +4 +1 +4 +4 +4 +2 5th Swift Attack, Quarry +5 +1 +4 +4 +4 +2 6th Talisman +6 +2 +5 +5 +5 +3 Class Features: Hit Points: Hit Dice: 1D10 per ranger levelHit Points at first level: 10 + Constitution modifierHit Points at higher levels: 6 + Constitution modifier Proficiencies: Class Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Lore, Perception, Ride, Search, Stealth, Survival, and Swim.Background Skills: Choose any 3. Skill Points at 1st Level: (6+Int modifier) * 4Skill Points at Later Levels: 6+Int modifier Equipment: Rangers are proficient with all simple and martial weapons, and with light armor and light and medium shields. Favored Domain Rangers are masters of wild and dangerous places. At first level, a ranger may choose a familiar region to be their favored domain. At 5th level, a ranger may select an domain, or choose the same option again (the bonuses stack). You must select a difficult wilderness region, such as the border hills. The following bonuses apply with this region, and in similar regions and circumstances, at the GM's discretion: You gain a +2 bonus on Initiative, Perception, Stealth, and Survival checks, as well as on Fear saves. You can cover your tracks while still moving at full speed. You can exert yourself to further aid your companions [WIP, but spend 1 recovery die to reroll one of their failed checks or saves with your own bonus. Link to Journeying.] Pathfinder At first level, rangers gain the Track feat. They need not meet the prerequisite. Additionally, rangers gain a +2 bonus on survival checks to navigate in the wild. Wild Empathy A ranger can influence the attitude of a beast as if by Diplomacy. To influence a creature, the ranger rolls a Diplomacy check; both ranger and animal must study each other (within 30 ft, usually) and the process usually takes about a minute. Some magical beasts may be more difficult, imposing a -4 penalty on the check. Endurance At third level, rangers gain the Endurance feat. They need not meet the prerequisite. If you already have Endurance, all the recovery dice granted to you by your Ranger levels become d12s. Combat Style At second level, rangers gain a bonus feat based on their chosen combat style. Select a combat style feat; you must still meet all other prerequisites normally. Hunter’s Bond Choose two of the following options (unless you choose animal companion): Animal Companion: The ranger may designate a beast they have trained which is friendly with them. A ranger can only have one animal companion at a time. If you choose this option, you may not select another perk. Through close training with the ranger, the companion gains the following benefits: Additional Hit Dice equal to the ranger’s level divided by 3 (increasing its saves, skills, and hp), so long as it is bonded. The ranger can handle their companion as a free action, or push it as a minor action. The ranger gains a +4 bonus on all Handle Animal, Ride, and Wild Empathy checks dealing with their companion. The companion may learn an additional trick (see Handle Animal skill description), plus another trick when the ranger reaches levels 5 and 6. The animal companion gains one of the following special abilities: Defender: when using the aid another action to defend an ally, the companion grants a +4 bonus to AC. Distracting Attack: any creature attacked by your animal companion takes a -1 penalty to AC until the end of the round. Additionally, your companion can trade their BCB for an AC bonus as if they had the Combat Expertise feat. Evasion: if the animal companion is subjected to an attack that allows a reflex saving throw for half damage, it takes no damage on a successful saving throw. Improved flanking: flanking bonus is increased to +4 when the ranger and their companion flank a target. Improved speed: the companion’s speed increases by 10ft when ridden by its ranger. Expert Scout: [WIP; bonus for scouting ahead, possibly a bonus when travelling overland?] Hunter's Mercy: You are skilled at finishing-off tough enemies. When you hit a creature, roll an extra 1d6 damage. If this extra damage is not sufficient to drop or stagger the target, do not apply it. Master Herbalist: You gain a +4 penalty on checks to scavenge and use ingredients, and you can create even dangerous concoctions without risk of poisoning (see Herbalism, ???). Nimble Escape: If you hit an enemy with an attack, your movement this round does not provoke reaction attacks from them. Side by Side: If you and an ally both threaten an enemy, you count as flanking them. Will to Survive: You are a dangerous foe when your life is on the line. While bloodied, your desperate attacks even more deadly. If you deal damage with a desperate attack while bloodied, you can immediately spend a reaction to make an attack. If you choose to make this second attack, you are rendered off-guard. Swift Attack You can make an attack as a minor action, at a -4 BCB penalty. As part of this action, you can also shift 5 ft before or after the attack. Your levels in this class stack with all other classes to gain this ability. For example, a 3rd level Fighter/2nd level Barbarian would gain this ability at 5th level. Quarry At fifth level, a ranger becomes even more confident in their ability to hunt down their enemies. If a ranger spends one minute studying a creature within their sight (or that creature’s tracks or lair), they gain a +2 morale bonus on attacks against that creature, and they can take 10 on checks to track the creature. They can only have one quarry at a time, and they lose their quarry if they lose sight of them and their tracks. Talisman [WIP] In addition to its normal benefits, can use a talisman to cast spells.Rogue Features by Level: Level Class Features Base Combat Bonus Charm Save Reflex Save Death Save Fear Save Spell Save 1st Improved Sneak Attack, Uncanny Dodge +0 +0 +2 +1 +1 +1 2nd Roguish Specialty +1 +0 +3 +1 +1 +1 3rd Evasion +2 +1 +3 +2 +2 +2 4th Tricks of the Trade +3 +1 +4 +2 +2 +2 5th Lethal Sneak Attack +3 +1 +4 +2 +2 +2 6th Roguish Expertise +4 +2 +5 +3 +3 +3 Class Features: Hit Points: Hit Dice: 1D8 per rogue levelHit Points at first level: 8 + Constitution modifierHit Points at higher levels: 5 + Constitution modifier Proficiencies: Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Lore, Perception, Perform, Profession, Search, Sense Motive, Sleight of Hand, Stealth, and Tamper.Background Skills: Choose any 4. Skill Points at 1st Level: (8+Int modifier) * 4Skill Points at Later Levels: 8+Int modifier Equipment: Rogues are proficient with all simple weapons, plus the arming sword, rapier, sap, shortbow, and shortsword. Rogues are proficient with light armor and bucklers. Improved Sneak Attack When you roll extra damage on a sneak attack, use a d8 instead of a d6. Uncanny Dodge A rogue can never be caught off-guard, unless the attacker has more rogue levels than the target or the rogue is helpless. Roguish Specialty Choose one of the following specialties: Adventuring: You gain a bonus feat of your choice. You must still meet the prerequisites. Killing: When you roll extra damage on a sneak attack, use a d12 instead of a d8. Thieving: As long as you are not wounded or shaken, you can take 10 on climb, jump and stealth checks. You can ignore the normal penalties for moving quickly while balancing, climbing, and sneaking. Evasion At third level, a rogue can avoid dangerous area attacks (such as those created by spells or traps) with great agility. If a rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can only be used if the rogue is carrying a light load. A helpless rogue does not gain the benefit of evasion. Tricks of the Trade Choose one of the following benefits: Appraisal: +3 on checks to determine the value of an object. Impersonation: +3 on checks to impersonate a specific (real or fictitious) person. Interrogation: +2 on checks to get information by coercion (torture, threats, etc.) Poison Use: you can use poisons without substantial risk of poisoning yourself. Property Damage: sneak attack damage applies to objects. +2 bonus on checks to demolish, tunnel through, or otherwise degrade the structural integrity of an object or building. Smuggling: +3 bonus on checks to hide objects on your person. Sniping: +2 on checks to hide again after shooting. Trapfinding: +2 on reflex saves against traps, +2 dodge bonus to AC against traps. Gain a bonus on perception, search, and disable device checks against traps equal to ½ your level. Lethal Sneak Attack Add an extra sneak attack die whenever you deal damage with a sneak attack. Roguish Expertise You gain a further benefit based on your chosen path: Adventuring: You gain another bonus feat of your choice. You must still meet the prerequisites. Additionally, you can add two points to any of your ability scores (for example, you could improve two abilities by one, or increase one ability by two points). Killing: If you study a target for three rounds (a major action), your next sneak attack against it deals an extra 2d12 damage, if it is made within one minute. Thieving: As a free action, you can focus on a creature. You gain a +1 dodge bonus to AC against that creature. Additionally, when you take damage sufficient to stagger or kill you, you can perform a defensive roll to reduce the damage. Roll a DC 15 Reflex save; if you succeed, you take half damage. Skills How Skills Work Skills Summary A character’s skills represent a variety of abilities. As a character advances in level, they get better at using some or all of their skills. Getting Skills A character gets a base allotment of 4, 6, or 8 skill points for each new level, depending on the class to which that level was added. A first level character gains four times this allotment. A character's intelligence modifier applies to this allotment as well (and gets multiplied at 1st level). If you buy a class skill (such as Perception for a rogue or Spellcraft for a mage), your character gets 1 rank (equal to a +1 bonus on checks with that skill) for each skill point. If you buy other classes’ skills (cross-class skills), you get 1/2 rank per skill point. Your maximum rank in a class skill is your character level + 3. Your maximum rank in a cross-class skill is one-half of this number (do not round up or down). Using Skills To make a skill check, roll: 1d20 + skill modifier (Skill modifier = skill rank + ability modifier + miscellaneous modifiers) This roll works just like an attack roll or a saving throw—the higher the roll, the better. Either you’re trying to match or exceed a certain Difficulty Class (DC), or you’re trying to beat another character’s check result. For instance, to sneak quietly past a guard, your character needs to beat the guard’s Listen check result with their own Move Silently check result. Skill Ranks A character’s number of ranks in a skill is based on how many skill points a character has invested in a skill. Many skills can be used even if the character has no ranks in them; doing this is called making an untrained skill check. Ability Modifier The ability modifier used in a skill check is the modifier for the skill’s key ability (the ability associated with the skill’s use). The key ability of each skill is noted in its description and on Table ???: Skills. This key ability is only the default; an extended Climb check might rely more on constitution than strength, for example. Miscellaneous Modifiers Miscellaneous modifiers include racial bonuses, armor check penalties, and bonuses provided by feats, among others. Acquiring Skill Ranks Ranks indicate how much training or experience your character has with a given skill. Each of their skills has a rank, from 0 (for a skill in which your character hasno training at all) to a number equal to 3 + character level (for a character who has increased a skill to its maximum rank). When making a skill check, you add your skill ranks to the roll as part of the skill modifier, so the more ranks you have, the higher your skill check result will be. Ranks tell you how proficient your are and reflect your training in a given skill. In general, while anyone can get a lucky roll, a character with, say, 10 ranks in a given skill has a higher degree of training and expertise in that skill than a character with 9 ranks or fewer. Skill Points at Epic Level Once a character achieves epic level, they no longer gain skill points as rapidly. Epic characters gain one skill point per level, and each epic level increases the maximum ranks in a skill by .5 (whether or not it is a class skill). Skill Points per Level Class 1st level Skill Points Normal Skill Points Epic Skill Points Aristocrat (6 + Int Modifier) * 4 6 + Int Modifier 1 Barbarian (4 + Int Modifier) * 4 4 + Int Modifier 1 Fighter (4 + Int Modifier) * 4 4 + Int Modifier 1 Mage (4 + Int Modifier) * 4 4 + Int Modifier 1 Ranger (6 + Int Modifier) * 4 6 + Int Modifier 1 Rogue (8 + Int Modifier) * 4 8 + Int Modifier 1 Using Skills When your character uses a skill, you make a skill check to see how well they do. The higher the result of the skill check, the better. Based on the circumstances, your result must match or beat a particular number (a DC or the result of an opposed skill check) for the check to be successful. The harder the task, the higher the number you need to roll. Circumstances can affect your check. A character who is free to work without distractions can make a careful attempt and avoid simple mistakes. A character who has lots of time can try over and over again, thereby assuring the best outcome. If others help, the character may succeed where otherwise they would fail. Skill Checks A skill check takes into account a character’s training (skill rank), natural talent (ability modifier), and luck (the die roll). It may also take into account their race’s knack for doing certain things (racial bonus) or what armor they are wearing (armor check penalty), or a certain feat the character possesses, among other things. For instance, a character who has the Skill Focus feat related to a certain skill gets a +3 bonus on all checks involving that skill. To make a skill check, roll 1d20 and add your character’s skill modifier for that skill. The skill modifier incorporates the character’s ranks in that skill and the ability modifier for that skill’s key ability, plus any other miscellaneous modifiers that may apply, including racial bonuses and armor check penalties. The higher the result, the better. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure. Difficulty ClassMost checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that you must score as a result on your skill check in order to succeed. For example, climbing the outer wall of a ruined tower may have a DC of 15. For your character to climb the wall, you must get a result of 15 or better on a Climb check. A Climb check is 1d20 + Climb ranks (if any) + Strength modifier + any other modifiers that apply. Difficulty (DC) Example (Skill Used) Very Easy (0) Track a giant across a muddy field (Search) Easy (5) Climb a knotted rope (Climb) Average (10) Hear an approaching guard (Perception) Tough (15) Rig a wagon wheel to fall off (Tamper) Challenging (20) Swim in stormy water (Swim) Formidable (25) Open an average lock (Tamper) Heroic (30) Notice a very well hidden secret door (Perception) Opposed ChecksAn opposed check is a check whose success or failure is determined by comparing the check result to another character’s check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie. For example, to sneak up on someone, you make a Move Silently check. Anyone who might hear you can make a Listen check to react to your presence. For the opponent to hear you, his or her Listen check result must equal or exceed your Move Silently check result. Task Skill Opposing Skill Con someone Bluff Sense Motive Pretend to be someone else Disguise Perception Create a false map Forgery Forgery Hide from someone Stealth Perception Steal a coin pouch Sleight of Hand Perception Untrained Skill ChecksGenerally, if your character attempts to use a skill he or she does not possess, you make a skill check as normal. The skill modifier doesn’t have a skill rank added in because the character has no ranks in the skill. Any other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the check. Many skills can be used only by someone who is trained in them. If you don’t have Spellcraft, for example, you just don’t know enough about magic even to attempt to identify a spell, regardless of your class, ability scores, or experience level. Skills that cannot be used untrained are indicated by a “No” in the Untrained column on Table ???: Skills. For example, any character can try to climb a wall (though a trained climber will have much better chances), but a character who has never before touched a fiddle doesn't have the slightest chance of playing well. Favorable and Unfavorable ConditionsSome situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier for a skill check or a change to the DC of the skill check. It’s one thing to hunt down enough food to eat while you're camping for the day in the middle of a lush forest, but foraging for food while travelling across a barren desert is an entirely different matter. Similarly, sometimes your skills in one area can be helpful in another---if your Bluff skills could be helpful when making a Diplomacy check, for example. When one of your skills could be helpful on a different skill check, you gain a +2 bonus on the roll. You need at least 5 ranks in a skill to gain this benefit. Checks without RollsA skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor. Taking 10: When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help (such as using Climb to ascend a knotted rope, or using Heal to give a wounded PC long-term care). Taking 20: When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20. Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take. Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure (for instance, a Tamper check to disarm a trap), your character would automatically incur those penalties before he or she could complete the task (in this case, the character would most likely set off the trap). Common “take 20” skills include Escape Artist, Search, and Tamper. Combining Skill Attempts Aid anotherYou can help another character achieve success on their skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gets a +2 bonus to their check. You can’t take 10 on a skill check to aid another. In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once. Ability Checks Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make an ability check. An ability check is a roll of 1d20 plus the appropriate ability modifier. Essentially, you’re making an untrained skill check. The GM assigns a Difficulty Class, or sets up an opposed check when two characters are engaged in a contest using one ability score or another. In some cases, an action is a straight test of one’s ability with no luck involved. Just as you wouldn’t make a height check to see who is taller, you don’t make a Strength check to see who is stronger. When two characters arm wrestle, for example, the stringer character simply wins. In the case of identical scores, roll a die. Example Ability Checks Task Key Ability Breaking open a jammed or locked door (see Breaking and Entering) Strength Catch a fragile object before it hits the ground Dexterity Holding one's breath Constitution Navigating a maze Intelligence Recognizing a stranger you've seen before Wisdom Getting oneself singled out in a crowd Charisma JumpJumping is one of the most common applications for an ability check, and it has its own special rules. A jump check is a strength or dexterity check, and armor check penalty applies. Your speed also affects how far you can jump: you gain a +2 bonus on jump checks for every 5' beyond 30'. If your speed is below 30', you take a -3 penalty for every 5' you are slower than average. If you have 5 or more ranks in Acrobatics, you gain a +2 bonus on jump checks (see Favorable Conditions). All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled. At the midpoint of a jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet). For example, a 10-foot-wide pit requires a DC 10 Jump check to cross. If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don’t clear the distance, but you can make a Climb (dex) check to grab the far edge of the gap. Jump Distance Jump DC 5 feet 5 10 feet 10 15 feet 15 20 feet 20 25 feet 25 Jumping Down:If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start. If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did. Thus, if you jump down from a height of just 10 feet, you take no damage. If you jump down from a height of 20 feet, you take damage as if you had fallen 10 feet.List of Skills Skill Aristocrat Barbarian Fighter Mage Ranger Rogue Key Ability Acrobatics * X Dex Appraise * X Int Bluff X * X Cha Climb X X * X X Str Concentration * X Wis Craft * X X Int Decipher Script * X Int Diplomacy X * X X Cha Disguise * X Cha Escape Artist * X Dex Fly * Dex Forgery X * X Int Gather Information X X * X Cha Handle Animal X * X Wis Heal * X Wis Intimidate X X X * Cha Lore X X X * X X Int Perception X X * X X Wis Perform X * X Cha Profession X * X Wis Ride X X X * X Dex Search X * X X Int Sense Motive X * X Wis Sleight of Hand * X Dex Spellcraft * Int Stealth X * X X Dex Survival X X * X Wis Swim X X * X Str Tamper * X Dex *Mage skills are determined by tradition.Feats Learning Feats Feats by Category General Feats Bodyguard BCB +3You can defend an ally while fighting normally. Body Slam BCB +1, Strength 13, Improved Bull RushYou deal extra damage when you slam enemies into solid objects. Close-Quarters Fighting BCB +3You are skilled at fighting off enemies who try to grab you. Combat Expertise BCB +1, Dexterity 11, Intelligence 11You can fight defensively, at the expense of accuracy. You can also take an additional reaction each round. Dash NoneYour speed increases by 5' while you are lightly armored and encumbered. Dodge Dexterity 13You gain a +1 dodge bonus to AC against one enemy. You can also take an additional reaction each round. Endurance Constitution 13You can hold fast in tough times, remaining fresh when others would be worn down. Favored Enemy Ranger 1 OR BCB +3, Survival: 6 ranksYou specialize in fighting a particular organization or kind of creature. Flick of the Wrist Dexterity 17, Sleight of Hand: 5 ranks, Quick DrawYou can quickly draw and attack with a light weapon to catch an enemy off-guard. Great Fortitude Constitution 11You gain a +2 bonus on Death saves, checks against disease and poison, and +1 hp per level. Improved Bull Rush BCB +1, Strength 13You gain a +4 bonus on bull rush attempts, and their reaction attack is at -4. Improved Desperate Attack Strength 13You can spend a recovery die to add it as bonus damage if your desperate attack hits. Improved Disarm Intelligence 13 You are adept at disarming your enemies. Improved Dodge Dexterity 13, DodgeYou can focus on an additional enemy, or double your focus on one enemy to gain a +2 dodge bonus. Improved Drive Back BCB +1When you drive an enemy back with a polearm, you can attack them even if they move. Improved Feint BCB +1, Intelligence 13You can make a bluff check to feint in combat as a minor action. Improved Grapple BCB +1You gain a +4 bonus on grapple checks, and you no longer provoke reaction attacks when you start a grapple. Improved Sunder BCB +1, Strength 13You gain a +4 bonus on sunder attempts, and you no longer provoke reaction attacks. Improved Trip BCB +1You gain a +4 bonus on trip attempts. Gain a free attack when you trip an enemy. Improved Unarmed Strike BCB +1You count as armed, even when empty-handed. Iron Will NoneYou gain a +2 bonus on Charm and Fear saves. You can spend recovery dice to overcome fear and exhaustion. Last Stand Base Fear Save +3You can deal more damage and shrug off blows while bloodied. Lightning Attack Spring AttackEnemies you spring attack are caught off-guard. Lightning Reflexes Dexterity 11You gain a +2 bonus on Reflex saves. When you would be struck, you can sometimes avoid the blow at the cost of leaving yourself open. Lunging Strike BCB+3As a full round action, you can make a melee attack with +5 ft reach. Mage Hunter BCB+3, Dexterity 13, Step UpYou are well-practiced at countering spellcasters. Martial Weapon Proficiency NoneYou are become proficient with the chosen class of martial weapon. Nimble Combatant Speed 30 ft or higherYou gain a +1 bonus on attacks and AC against slower enemies. Opportunist Dexterity 15 or Improved Sneak AttackYou can make sneak attacks against enemies you flank. Quick Draw Dexterity 11You can draw a weapon as part of another action. Roll With It BCB+3, Constitution 13, proficiency with heavy armorYou can use your heavy armor to shrug off some damage. Run Constitution 11You move faster when you run or charge. Simple Weapon Proficiency NoneYou gain proficiency with all simple weapons. Skill Focus NoneYou gain a +3 bonus on a chosen skill, and a +4 bonus within a narrow specialty. Spring Attack BCB +4, Dash or Nimble CombatantYou can split your move before and after a melee attack. Stalwart NoneYou gain a +4 bonus to resist Bull Rush and Trip attempts. Step Up BCB +3, Dexterity 13You can keep up with enemies who shift away from you. You can also take an additional reaction each round. Track Survival 4 ranksYou gain a +4 bonus to track creatures, and you can move faster while tracking. We Must Go On Charisma 13You can inspire your allies to carry on, despite danger and exhaustion. Combat Style Feats Aggressive Shield Style BCB +2, Shield ProficiencyYou can trade your shield's AC bonus for an equal bonus on an attack. Berserker Style BCB +2, Strength 15You can disorient your enemies with repeated blows from your axes. Cleave BCB +1, Strength 13You gain an extra attack after dropping or critting a target with a two handed slashing or bludgeoning weapon. You also gain an extra reaction. Crushing Force BCB +2, Strength 15When you attack with bludgeoning weapons, you can deal damage equal to your strength bonus even if you fail to overcome the target's armor. Forced Opening BCB +2, Strength 13You can use the superior leverage of your two-handed weapon to break open an enemy's defenses. Graceful Combatant BCB +1, Dexterity 13The longsword or quarterstaff becomes a finesse weapon for you (though you can't finesse a longsword in one hand), and can be used with riposte. Half Sword BCB +2, Weapon Focus (longsword or greatsword)You can threaten enemies with your blade even while on the defensive. Improved Drive Back BCB +1When you drive an enemy back with a polearm, you can attack them even if they move. Improved Unarmed Strike BCB +1You count as armed, even when empty-handed. Main Gauche Style BCB +2You can use your sword and dagger together to bolster your defenses and disarm enemies. Quick Staff Style BCB +2You can use your quarterstaff to quickly punish enemies you strike. Riposte Dexterity 13, DodgeYou can launch instant counter-attacks while fighting with a sword in one hand and nothing in the other. Spinning Spear Style BCB +2, Dexterity 15You can use your spear like a quarterstaff, dealing bludgeoning damage. Sundering Axe BCB +1, Strength 13, Improved SunderWhen you successfully sunder an item with your axe, you can instantly follow up with an attack. Surprising Counter Dexterity 13, Dodge, RiposteYour riposte attacks catch the enemy off-guard. Sword and Buckler Style BCB +2You can use your buckler in tandem with your blade, bypassing the defenses of other duelists. Twin Daggers Style BCB +2You can use your twin daggers to feint more quickly than other weapons. Twin Swords Style BCB +2You can use your twin swords to bolster your defenses and cut your enemies to pieces. Weapon Focus Feats Broad Training BCB +1, Weapon FocusYour weapon focus feats now apply to all weapons of their class. Weapon Focus BCB +1, Proficiency with selected weaponYou gain a +1 bonus on attack and damage rolls with the selected weapon. Ranged Combat Feats Brutal Throw Strength 13You can use your Strength bonus instead of your Dexterity bonus on attack rolls with thrown weapons. Far Shot Dexterity 13Your ranged attacks are more accurate at range. Improved Point Blank Shot BCB +4, Point Blank ShotCrossbows deal an extra damage die against targets within 30 ft. Improved Take Aim Dexterity 13Any hit you score with an aimed attack is a critical hit. Instant Adjustment Dexterity 15, BCB +4, Weapon Focus (shortbow)You can perfectly predict the flight of your arrows, adjusting your aim and firing again before the first shot has landed. Overdraw Strength 13, Weapon Focus (longbow)If you fire your longbow only once in a round, you deal extra damage equal to your strength bonus. Point Blank Shot NoneWhen you make a ranged attack, you can add your dexterity bonus to damage against targets within 30 ft. Powerful Shot Strength 13, Weapon Focus (longbow)Instead of a d8, you can use a d12 for your longbow's damage within 1 range increment. Power Throw Strength 13, Brutal ThrowYou can throw your weapons with extraordinary strength, at the expense of accuracy. Precise Shot Dexterity 13You can fire into a melee without taking a -4 penalty on your attacks. Ranged Feint Intelligence 13, Point Blank Shot, Precise ShotYou can feint with a ranged weapon. Ranged Flanker Precise ShotYou can flank targets within 30 ft with your thrown weapons. Rapid Reload Dexterity 13You can load a crossbow as a major action, instead of a full round action. Shot on the Run BCB +4, Dash or Nimble CombatantYou can split your movement before and after a ranged attack. Zen Archery Wisdom 13You can use your wisdom bonus on ranged attacks in place of your dexterity bonus; when you take aim, you can ignore cover. Shield Feats Active Shield Defense Dexterity 13, Combat ExpertiseYou can rely on your shield so that you threaten enemies even while you're on the defensive. Aggressive Shield Style BCB +2, Shield ProficiencyYou can trade your shield's AC bonus for an equal bonus on an attack. Block Arrow Dexterity 13, Shield ProficiencyYou can react instantly to catch arrows with your shield. Shieldmate BCB +1You grant adjacent allies your shield bonus to AC. Shield Push Strength 13Your shield grants you a +2 bonus on bull rush attempts and you no longer provoke reaction attacks from the defender. Sword and Buckler Style BCB +2You can use your buckler in tandem with your blade, bypassing the defenses of other duelists. Reaction Feats Active Shield Defense Dexterity 13, Combat ExpertiseYou can rely on your shield so that you threaten enemies even while you're on the defensive. Block Arrow Dexterity 13, Shield ProficiencyYou can react instantly to catch arrows with your shield. Bodyguard BCB +3You can defend an ally while fighting normally. Cleave BCB +1, Strength 13You gain an extra attack after dropping or critting a target with a two handed slashing or bludgeoning weapon. You also gain an extra reaction. Combat Expertise BCB +1, Dexterity 11, Intelligence 11You can fight defensively, at the expense of accuracy. You can also take an additional reaction each round. Combat Intuition Wisdom 13, Sense Motive 4 ranksYou can read your opponent's movements to better protect yourself against their attacks. You can also take an additional reaction each round. Combat Reflexes Dexterity 15You gain a +2 bonus on reaction attacks, can take reactions while off-guard, and you can take an additional reaction each round. Half Sword BCB +2, Weapon Focus (longsword or greatsword)You can threaten enemies with your blade even while on the defensive. Last Stand Base Fear Save +3You can deal more damage and shrug off blows while bloodied. Lightning Reflexes Dexterity 11You gain a +2 bonus on Reflex saves. When you would be struck, you can sometimes avoid the blow at the cost of leaving yourself open. Quick Staff Style BCB +2You can use your quarterstaff to quickly punish enemies you strike. Riposte Dexterity 13, DodgeYou can launch instant counter-attacks while fighting with a sword in one hand and nothing in the other. Roll With It BCB+3, Constitution 13, proficiency with heavy armorYou can use your heavy armor to shrug off damage. Spellbreaker Dexterity 13, Mage level 3You can react quickly to unravel incoming spells. You can also take an additional reaction each round. Step Up BCB +3, Dexterity 13You can keep up with enemies who shift away from you. You can also take an additional reaction each round. Sundering Axe BCB +1, Strength 13, Improved SunderWhen you successfully sunder an item with your axe, you can instantly follow up with an attack. Spell Focus Feats Binding Frost [Cold Focus] Mage level 3Your cold spells leave your enemies frozen to the ground. Channeled Bolt [Electricity Focus] Mage level 3You can focus the power of your lightning spells to deal more damage. Fire Mastery Any [Fire Focus] featYou gain a +1 bonus to your caster level when casting fire spells. Hidden Enchantment Bluff 4 ranks, Subtle SpellYou can make your enchantments and illusions almost undetectable, and off-guard creatures take a -2 penalty on saves against your mind-affecting spells. Ice Mastery Any [Cold Focus] featYou gain a +1 bonus to your caster level when casting cold spells. Lightning Mastery Any [Electricity Focus] featYou gain a +1 bonus to your caster level when casting electricity spells. Lingering Flames [Fire Focus] Mage level 3If a target takes damage from one of your fire spells, they take 1d6 damage one round later. Malleable Illusions NoneYou can alter your illusions after they have been cast. Opportunistic Necromancy NoneBloodied creatures take a -2 penalty on saves against your necromancy spells; wounded creatures take a -4 penalty instead. Overwhelming Shock [Electricity Focus] Mage level 3If you wound an enemy with an electricity spell or deal half their hp in damage in a single blow, they are knocked back 5 ft and fall prone. Piercing Cold [Cold Focus] Mage level 3Any creature which takes damage from one of your cold spells is bloodied. Scorching Flames [Fire Focus] Mage level 3Your fire spells bypass damage resistance. Power Focus NoneYou cast your chosen spell at +1 CL, and the save DC is increased by 1. Subtle Spell Concentration 4 ranksYou can ignore verbal and somatic components when casting a spell. Casting a spell in this way takes a full round action, but it is much less obvious. Racial Feats Blood Vengeance BCB +3, Half OrcWhen an enemy deals enough damage to leave you bloodied or wounded, you can spend a reaction to make a melee attack. If this attack hits, it deals extra damage equal to your strength bonus. Diverse Runes Dwarf, Heavy Armor Proficiency, Level 3You can inscribe your armor with more runes of power. Second Skin Dwarf, Runed ArmorYour runed armor has an uncanny ability to protect your life. Vicious Cleave Half Orc, CleaveWhen you a free attack with your cleave feat, the target is off-guard against these attacks. Aristocrat Feats Improved Leadership Aristocrat level 1, Charisma 13The recovery dice you grant your allies are maximized. Barbarian Feats Burst of Fury Rage AbilityAs a free action, you can spend one recovery die to gain all the benefits of your rage for your turn.This brief rage does not leave you fatigued, nor does it count against your rages/day. Fighter Feats Greater Weapon Focus Epic, Fighter 6, Weapon FocusYou gain an additional +1 bonus on attacks and damage with the chosen weapon. Inspiring Bravery Charisma 13, Bravery +2Allies within 30 ft of you gain your bravery bonus, as long as you are conscious and have not succumbed to fear yourself. Martial Instruction Charisma 13, Fighter level 2As a major action, you can grant an ally who can hear you the use of one of your feats for one round. Mage Feats Arcane Consumption Constitution 13, EnduranceYou can empower your spells by pouring your own life force into them. Arcane Mastery CL 6, Epic, SpecialYour Caster Level improves by 1. Channeled Strike CL 1, BCB +1You can channel raw magical power through your weapon. Combat Casting BCB +1You can use a weapon or shield to protect yourself while you cast spells. Diverse Insights Mage Level 4You have studied a second magical tradition, broadening your understanding of magic. Epic Spell Epic MageYou can learn one spell of up to tier 4. Improved Spell Mastery Epic MageYou can master more low-tier spells, or one tier 3 spell. Practiced Spellcaster Spellcraft 4 ranksYour caster level increases by four, up to a maximum of your level (this is useful for multiclass characters). Spellbreaker Dexterity 13, Mage level 3You can react quickly to unravel incoming spells. You can also take an additional reaction each round. Ranger Feats Additional Favored Domain Epic RangerYou gain an additional favored domain, or improve your bonuses in a previously chosen domain. Favored Enemy Ranger 1 OR BCB +3, Survival: 6 ranksYou specialize in fighting a particular organization or kind of creature. Rogue Feats Opportunist Dexterity 15 or Improved Sneak AttackYou can make sneak attacks against enemies you flank. Epic Feats Arcane Mastery CL 6, Epic, SpecialYour Caster Level improves by 1. Combat Focus Epic, Weapon Focus, Broad TrainingYou gain a +1 bonus on all attack rolls. Epic Spell Epic MageYou can learn one spell of up to tier 4. Improved Spell Mastery Epic MageYou can master more low-tier spells, or one tier 3 spell. Martial Mastery BCB +6, Epic, SpecialYour BCB improves by 1. Practiced Warrior BCB +4, Epic, Combat FocusYou gain the Swift Attack ability.Equipment Wealth and Money Coinage Trade Goods UpkeepWeapons Weapon Types Weapons are divided into several basic types Unarmed Attacks: Without special training, fighting without a weapon is quite difficult (See Unarmed Attacks, page ???) Simple and Martial Weapons: Most characters have proficiency with simple weapons. Better trained characters have proficiency with martial weapons as well. A character who uses a weapon with which they are not proficient takes a -4 penalty on attack rolls. Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well (in which case their statistics may change). Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. Weapon Tables Unarmed Attacks Name Price Damage Range Weight Type Tags Unarmed Strike 1d3 --- --- Bludgeoning Nonlethal Simple Melee Weapons Name Price Damage Range Weight Type Tags Club 1d6 --- 3 lb Bludgeoning Versatile Dagger 1d4 10 ft 1 lb Piercing/Slashing Thrown Mace 1d8 --- 4 lb Bludgeoning Versatile Pike 1d8 --- 5 lb Piercing Reach, Ready for Charge, Fragile Quarterstaff 1d6 --- 4 lb Bludgeoning Finesse, Two Handed Spear 1d8 20 ft 4 lb Piercing Ready for Charge, Fragile, Thrown, Special Warclub 1d8 --- 6 lb Bludgeoning Two Handed Warmace 1d10 --- 7 lb Bludgeoning Two Handed, Clumsy Simple Ranged Weapons Name Price Damage Range Weight Type Tags Arbalest 1d8+5 100 ft 10 lb Piercing Projectile, Loading III Dart 1d4 40 ft 1 lb Piercing Thrown, Light Heavy Crossbow 1d6+4 70 ft 6 lb Piercing Projectile, Loading II Heavy Javelin 1d8 20 ft 3 lb Piercing Thrown Javelin 1d6 30 ft 2 lb Piercing Thrown Light Crossbow 1d6+2 60 ft 4 lb Piercing Projectile, Loading I Sling 1d6 60 ft 0 lb Blusgeoning Projectile, Special Martial Melee Weapons Name Price Damage Range Weight Type Tags Arming Sword 1d8 --- 3 lb Piercing/Slashing Versatile Battleaxe 1d8 --- 4 lb Slashing Versatile Flail 1d10 --- 5 lb Bludgeoning Hand and a half, Trip, Disarming , Special Greataxe 1d12 --- 7 lb Slashing Two Handed Greatsword 1d12 --- 6 lb Slashing Two Handed Halberd 1d10 --- 7 lb Piercing/Slashing Ready for Charge, Trip, Two Handed Handaxe 1d6 20 ft 2 lb Slashing Light, Thrown Heavy Flail 1d12 --- 6 lb Bludgeoning Two Handed, Clumsy, Trip, Disarming, Special Longaxe 1d10 --- 5 lb Slashing Hand and a Half Longsword 1d10 --- 4 lb Piercing/Slashing Hand and a half Rapier 1d8 --- 3 lb Piercing Finesse, Fragile Shortsword 1d6 --- 2lb Piercing/Slashing Light Martial Ranged Weapons Name Price Damage Range Weight Type Tags Longbow 1d8 100 ft 3 lb Piercing Projectile, Strength Rated Shortbow 1d6 60 ft 2 lb Piercing Projectile, Strength Rated Weapon Tags Many weapons have special properties. Clumsy: You take a -1 penalty to AC when using a clumsy weapon.Disarming: This weapon grants a +2 bonus on disarm attempts.Finesse: You can use your Dexterity in place of your Strength bonus on attack rolls with this weapon, even though it isn't a light weapon.Fragile: This weapon has a 25% chance to break on a natural 1.Hand and a Half: This weapon can be used in one or two hands, but is somewhat clumsy when used with only one (-1 AC).Light: You can use your Dexterity in place of your Strength bonus on attack rolls with this weapon.Loading: You must spend a number of full round actions loading this weapon before it can be fired. The number of rounds varies by weapon: Loading I weapons require one round, Loading III three rounds, etc.Nonlethal: This weapon does not normally create wounds or cause a creature to become dying. See nonlethal damage.Projectile: This weapon requires ammunition to fire. A projectile weapon has a maximum range of 10 increments.Reach: You can threaten and can attack enemies 10 ft away with a reach weapon, but you don’t threaten adjacent squares. You take a -4 penalty on attacks against adjacent enemies.Ready for Charge: If you use a ready action to set a spear against a charge, any hit against a charging creature is a critical hit.Special: This weapon has unique properties, detailed in its description.Strength-rated: Projectile weapons of this type are made with strength ratings. If your strength bonus is below your weapon’s strength rating, you take a -4 penalty on attack rolls. You can add your strength bonus on damage rolls with such a weapon, up to the strength rating of the weapon.Thrown: Thrown weapons can be thrown as a ranged attack. You can apply your strength bonus to damage rolls with a thrown weapon. A thrown weapon has a maximum range of 5 increments.Trip: You can make trip attacks with a this weapon. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.Two Handed: This weapon must be used in two hands.Versatile: This weapon can be used in one or two hands, without penalty. If you wield it in two hands, you add 1.5 times your strength bonus (instead of 1.0). Weapon Descriptions Arbalest: A very heavy crossbow with a steel prod and a special winch to draw it back. Its cost, bulk, and long loading time limit its battlefield use greatly; Imperial garrisons favor it for picking off besieging troops.Arming Sword: A very common one-handed sword. Often carried as a sidearm, or as a primary weapon alongside a shield.Battleaxe: A one-handed axe, weighted as a weapon rather than a tool. Club: A simple bludgeon or cudgel, used by watchmen where drunks are a greater threat than bandits, and improvised by anyone in need of a weapon immediately.Crossbow, Heavy: The most common variety of crossbow. Easier to use than a bow, but less effective at range. You can fire a heavy crossbow with one hand, but you take a -4 penalty on the attack.Crossbow, Light: A less powerful crossbow, often used for hunting. You can fire a light crossbow with one hand, but you take a -4 penalty on the attack.Dagger: A large knife, ubiquitous as a secondary weapon.Dart: Essentially a light javelin, a dart is shorter but weighted to increase its penetrating power.Flail: Capable of powerful strikes, but also useful for trapping enemy weapons and pulling enemies off their feet. Special: if you roll a natural one on an attack, you provoke a reaction attack from the target.Flail, Heavy: A mighty two-handed flail, often with a long haft. Special: if you roll a natural one on an attack, you provoke a reaction attack from the target.Greataxe: A two handed axe, capable of delivering terrible blows.Greatsword: A reliable and powerful two-handed sword, popular with adventurers and sellswords who can afford it.Halberd: A highly versatile polearm, capable of cutting with its axe-head and thrusting with its spear point. This spear head can be set against a charge, and the back-spike can be used to pull enemies of their feet or from their saddles.Handaxe: A hatchet, useful as a tool and a weapon. Commonly weighted for throwing as well.Javelin: A throwing spear, often hurled before joining a melee. You can use a javelin in melee, but it is poorly designed for this purpose, and you take a -4 penalty on such attacks.Javelin, Heavy: A weighted javelin, sometimes made with a heavy iron head. You can use a heavy javelin in melee, but it is poorly designed for this purpose, and you take a -4 penalty on such attacks.Longaxe: A long-hafted axe, used in one or both hands.Longsword: Larger than the arming sword, but still somewhat convenient as a sidearm. The weapon of choice of the Serulaian nobility.Mace: A steel club with a flanged head, to better deliver its force to the target.Pike: A long spear, used to great effect in formation fighting.Quarterstaff: A common peasant weapon, as dangerous as a sword in the right hands.Rapier: A thin blade, popular in the Nine Cities.Shortsword: A common weapon among peasants, bandits, and archers.Sling:  A simple but deadly weapon. You can add your strength bonus on damage rolls when using a sling.Spear: The spear is versatile, but its long shaft does make it a little fragile. Special: a spear can be used one handed as a martial weapon. When you make a mounted charge with a spear, any hit is a critical hit.Unarmed Strike: Attacking armed foes with no weapon of your own is a dangerous proposition (see ???). A gauntlet or other reinforcement allows your unarmed strikes to deal lethal damage.Warclub: A two-handed club, often spiked or reinforced with bands of iron.Warmace: A simple but powerful weapon, the warmace is difficult to defend with and does somewhat unbalance its wielder. Armor Wearing Armor Armor protects you in combat, but it is also expensive and sometimes cumbersome. Armor is generally not too restrictive, if you're strong enough to handle the load--it was made to fight in, after all. See Adventuring for more information on encumbrance. ProficiencyDepending on their class, a character may be proficient in some or all armors. For example, fighters can function normally in all types of armor, while mages are hindered by anything more than a heavy jacket. When a character wears armor for which they lack training, the check penalty (see below) applies to attacks made while wearing the armor. Arcane spellcasters also have a 50% chance to fumble their spells when casting in unfamiliar armor. Armor FittingEven simple armors must fit decently to work well. Plate armors must be properly fitted to an individual, a process which requires time and a decent smith. Ill-fitting armor looks bad, and has the same penalties as nonproficiency. AC BonusEach armor and shield increases a character's armor class by a certain amount, listed in its entry. An armor bonus doesn't stack with any other bonuses of the same type; if you used a shield in each hand, you would only receive the larger bonus. Similarly, if an ogre wore armor, it would only receive a bonus if the armor was more protective than its own thick hide. Maximum Dexterity BonusThis number is the maximum dexterity bonus to AC that this type of armor allows. Heavier armors limit your mobility, reducing your ability to dodge blows. Very agile characters can find themselves seriously hindered by heavy armor. Armor Check PenaltyArmors heavier than a padded jack hurt a character's ability to use some skills. An armor check penalty applies to Acrobatics, Climb, Jump and Stealth checks; double the normal penalty applies to swim checks. The penalties for armor and shields stack with each other (though a shield can be stowed relatively quickly). A character's encumbrance might add a further check penalty. WeightEach armor has an associated weight; for weaker characters, plate armor can be impractically heavy, even if it is well distributed. Armor and shield weight counts towards encumbrance as normal, hindering a character more than just the armor statistics show. Very fine armors can be made lighter than normal without sacrificing protection. Donning and Removing ArmorPutting on or removing very simple armor (such as a haubergeon or padded jack) can be done in about 30 seconds. Armor that covers much of the body (like boiled leather, hauberk, and mail and plates) can be donned in about a minute with help, or two minutes without. Suits of plate armor are difficult to put on without help, and pretty time consuming even if you have an assistant. Breastplate type armors and all heavy armors take 4 minutes to don with or without help. If you don't have help putting on heavy armor, the armor's check penalty is increased by three. Sleeping in ArmorA character who sleeps in medium or heavy armor is fatigued the next day. Armor Tables Light Armor Armor Cost AC Max Dex Bonus Check Penalty Weight Leather Coat 45 sp 1 +8 0 5 lb Padded Jack 2 +6 0 5 lb Boiled Leather 3 +5 -1 10 lb Haubergeon 4 +4 -2 25 lb Medium Armor Armor Cost AC Max Dex Bonus Check Penalty Weight Hauberk 400 sp 5 +3 -3 30 lb Mail and Plates 5 +4 -2 30 lb Breastplate 6 +3 -3 35 lb Heavy Armor Armor Cost AC Max Dex Bonus Check Penalty Weight Half-plate 7 +2 -4 35 lb Full Plate 1275 sp 8 +1 -4 45 lb Heavy Plate 9 +0 -8 75 lb Shields Armor Cost AC Max Dex Bonus Check Penalty Weight Buckler 1 --- -1 5 lb Light Shield 37.5 sp 1 --- -1 5 lb Medium Shield 90 sp 2 --- -2 10 lb Heavy Shield 3 --- -3 15 lb Tower Shield 4 +2 -6 25 lb Armor Descriptions Leather Coat: a heavy leather coat or jacket, hardly distinguishable from civilian wear. Sometimes included in heavier armors.Padded Jack: a padded coat, often worn under heavier armor.Boiled Leather: boiled leather plates, cheap and somewhat effective.Haubergeon: a shirt of mail.Hauberk: a longer shirt of mail which also protects the arms with long sleeves.Mail and Plates: a variety of related armors which augment mail with addition of small plates. Protecting the limbs with fitted plates instead of a heavy mail skirt and sleeves makes it less hindering than a hauberk.Breastplate: a fitted cuirass, good protection when combined with lighter armor on the limbs.Half Plate: The traveller’s full plate; a breastplate augmented with heavier limb armor. Full Plate: Skillfully fitted armor plates cover almost the entire body; mail protects the joints. The great skill and expense required to create a full fitted suit makes this kind of armor a rarity in all but the richest places.Heavy Plate: The best protection money can buy, but prohibitively expensive and restricting. This suit of full plate further protects its wearer with thicker plates and better armored joints. On the few occasions it sees use, it is mainly used for tournaments and sieges, where its drawbacks are less relevant. Shield Descriptions Donning or removing a strapped shield is a minor action. A held shield can be picked up like any other object, and dropped as a free action. Buckler: A small, center-held shield, little larger than the metal boss on some larger shields. You can use your buckler hand to hold easily gripped items, but not to fight. Light Shield: A small shield strapped to one arm, so that you can still use the arm to fight. The shield is a little bulky, so any attacks that use that arm (including two handed weapons) are at a -1 penalty.Medium Shield: A mid-sized shield, held by straps or a central grip. You can hold things with your shield hand, but you can't fight with it.Heavy Shield: A tall shield, large enough to easily protect the legs as well.  Heavy shields always occupy your hand, and you have to drop anything else held in the shield hand to fight properly.Tower Shield:  A massive shield, large enough to protect the entire body. A tower shield is so unwieldy that it imposes a -2 penalty on attacks. If you give up your attacks, you can use it as total cover, hiding your whole body behind the shield. Many such shields have small folding spikes so that they can be stuck in the ground, allowing the character to use a missile weapon. While deployed in this way, the tower shield provides cover as a low wall (+4), but only from one side.Adventuring Gear Essence of Dictam A sweet-smelling potion, popular among warriors and adventurers. A dose immediately reinvigorates the user and suppresses the effects of wounds and fatigue for about 5 minutes. The drug is quite addictive, but has remained popular since it was first imported from the east. On use, the drinker can roll a recovery of up to half your total pool (minimum 1 die), and ignore the following conditions for 5 minutes: bloodied, wounded, fatigued, exhausted. Overdose/repeated use: seizures Withdrawal: exhaustion, tremblingCombat Combat Basics Almost inevitably, the life of an adventurer is a violent one. In combat, every second counts; players take their actions in six second rounds and move and position themselves on a grid of 5-ft squares. Despite this added structure, combat is by no means a separate game. All the problem solving and clever improvisation used outside of combat are just as important here. How Combat Works Combat takes place in six second rounds, during which each combatant acts out a turn. Combat flows through the following steps: 1.  The GM determines which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. If no one or everyone starts the battle aware, there is no surprise round. Surprise Rounds: The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one action (either a major action or a minor action) during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round. 2.  A regular round of combat begins with each combatant rolling an initiative check. 3.  Combatants act in initiative order (highest to lowest). Initiative Ties: When two characters tie on their initiative check, they act at the exact same moment. Their players declare their actions simultaneously. All their actions are treated as happening simultaneously (it is totally possible for two combatants to skewer each other). If their actions directly conflict (such as passing through the same doorway, or grabbing the same item), the GM may call for an opposed check, as appropriate. 4.  When everyone has taken their turn, a new round begins at step two. Combat Statistics Attack Roll An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage. Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a critical hit. Attack Bonus Your attack bonus with a melee weapon is: Base combat bonus + Strength modifier With a ranged weapon, your attack bonus is: Base combat bonus + Dexterity modifier + range penalty Strength Modifier: Strength helps you swing a weapon harder and faster, so your Strength modifier applies to melee attack rolls. When wielding a light weapon or a weapon with the finesse tag, you can opt to use your Dexterity modifier instead of your strength modifier. Dexterity Modifier: Dexterity measures coordination and steadiness, so your Dexterity modifier applies to attacks with ranged weapons. Damage When your attack succeeds, you deal damage to the target. When the target has as many points of damage as they have hit-points, they might be knocked unconscious or killed. The type of weapon used (see Weapons) determines the amount of damage you deal. Your damage with a weapon is: Weapon damage die + Base combat bonus + Strength modifier Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage. Base Combat Bonus: When you hit with a weapon with which you are proficient, add your BCB to damage. Strength Bonus: When you hit with a melee or thrown weapon, add your Strength modifier to the damage result. Other ranged weapons don’t normally benefit from a strength bonus.Off-Hand Weapon: When you deal damage with a weapon in your off hand, you add only 1/2 your Strength bonus.Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus. However, you don’t get this higher Strength bonus when using a light weapon with two hands (see Weapon Tags). Armor Class Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. To hit you, an attack roll must equal or exceed your AC. The average, unarmored peasant has an AC of 10. Your AC is equal to: 10 + armor bonus + shield bonus + Dexterity modifier Armor and Shield Bonuses: Your armor and shield each provide a bonus to your AC. This bonus represents their ability to protect you from blows. Dexterity Modifier: If your Dexterity is high, you are adept at dodging blows. If your Dexterity is low, you are inept at it. That’s why you apply your Dexterity modifier to your AC. Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply your whole Dexterity bonus to your AC (see Armor). Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t use your Dexterity bonus to AC. (If you don’t have a Dexterity bonus, nothing happens.) You lose your Dexterity bonus when you're caught off-guard: when an invisible opponent attacks you, when you’re hanging on the face of a crumbling cliff high above a river of lava, or when you’re surprised at the beginning of a combat. Touch Attacks: Some attacks disregard armor. For example, a wizard’s touch with a shocking grasp spell hurts you regardless of what armor you’re wearing or how thick your skin happens to be. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus. All other modifiers apply normally. Other Modifiers: Many other factors modify your AC: cover, magic, feats, and defensive or reckless actions can all alter your AC. Hit Points Your hit points (HP) represent your character’s ability to use skill, stamina, and toughness to turn a dangerous or even lethal strike into a less serious one.  Your hit points are based on your class and level, and your Constitution modifier applies as well. Bloodied: When your accumulated damage equals at least half your HP, you become bloodied. A bloodied character takes a -1 penalty on attacks and checks (including initiative checks). Wounded: When your accumulated damage equals at least three-quarters of your HP, you are wounded. A wounded character takes an additional -1 penalty on attacks and checks, which stacks with the penalty for being bloodied. Damage past this point represents dangerous injuries which take time to heal (see Healing Wounds). Wound Points: Each time a blow deals damage to you past this threshold, record the severity of the wound (how many points over the wounded threshold did this wound give you?) and its location (determined by the GM). Wound points count as damage, but can't be removed as easily. Nasty Wounds: Some wounds are especially punishing. Wounds caused by critical hits or by critically failing a saving throw are nasty wounds, which impose greater penalties and are harder to heal. Dying: When your accumulated damage equals or exceeds your HP, you are dead or in very bad shape (see below). Nonlethal Damage: Some attacks deal nonlethal damage. Nonlethal damage does not cause wounds. If such an attack deals enough damage to cause the target to make a Death save, they are unconscious on a failed save, instead of dying. If they fail by 10 or more, they are dying instead of dead. Recovering from Damage: Most damage is easy enough to recover from, but wounds can take a long time to heal. When you have a few minutes out of combat to catch your breath, you can roll some or all of your recovery dice to remove damage (see Rest and Recovery). Wounds points can only be removed as wounds are healed, a process can take weeks. Death and Dying A character can only take so much damage before they drop. When a character accumulates damage equal to their HP, they must attempt a Death saving throw. The DC of this save is based on how much the damage exceeds their HP. The Death Save DC is equal to: 10 + 1 per 2 points of excess damage. Success: the character is staggered.Failure by less than 10: the character is dying.Failure by 10 or more: the character is dead. Staggered: A staggered character is conscious, but can only take a single minor or major action each turn. They move at half speed, unless aided by others. Taking most minor actions doesn’t risk further injury, but if a staggered character takes any major action (or any action the GM deems strenuous), they must succeed on another Death save to remain staggered; otherwise, they become dying after they complete the action. If a staggered character takes any lethal damage they must make a new Death save, but any result other than dead means the character is now dying. Dying: A dying character is unconscious (or nearly so) and near death. At the end of each round, a dying character must make another Death save. Whether you succeed or fail, you take 1 Constitution damage. Each success or failure does nothing else until you have tallied 3 failures or 4 successes. If you accumulate 3 failures, you die. If you accumulate 4 successes, you become stable. Critical Failures and Successes: A natural twenty causes a dying character to immediately become stable, and a natural one causes a character to immediately die. Taking More Damage: If a dying character takes damage, they must immediately roll a new death save against the new attack (to see if they die immediately). If they survive this attack, they continue to roll death saves (likely with a higher save DC). Helping a Dying Character: An adjacent character can make a heal check as a full round action to try to help a dying character (see Heal). Stable: A stable character is unconscious. Every hour, a stable character must succeed on a Death save to remain stable. Whether or not you succeed, you take one point of Constitution damage. Success by 5 or more: the character becomes conscious and is staggered. Success by less than 5: the character remains stable and unconscious.Failure: the character is again dying. Helping a Dying Character:  An adjacent character can make a heal check to try to help a stable character (see Heal). Dead: A dead character’s soul has departed. Initiative Your initiative score is a measure of your character’s ability to predict and react to other combatants. Like other checks, an initiative roll is 1d20 plus your modifier. Your modifier on initiative checks is equal to: Base Combat Bonus + Dexterity modifier Movement Speed Your movement speed is the distance (in feet) your character can travel with a single move action. Encumbrance from armor and carried equipment can reduce your character's movement speed (See Armor and Encumbrance). Saving Throws If you are subject to an unusual or magical attack, you may be allowed a saving throw to escape or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and sometimes an ability score. Your saving throw modifier is: Base save bonus + ability modifier Base Save Bonus: A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Critical Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw roll is always a failure. A natural 20 (the d20 comes up 20) is always a success. Saving Throw Types: The five kinds of saving throws are Charm, Reflex, Death, Fear and Spell: Charm: Charm saves resist mental control and manipulation. A character’s Charm save equals their base save bonus + their Charisma OR Wisdom bonus, whichever is higher. Reflex: Reflex saves resist area attacks. A character's Reflex save equals their base save bonus + their Dexterity bonus. Death: Death saves resist death. A character’s Death save equals their base save bonus only. Fear: Fear saves resist terror. A character’s Fear save equals their base save bonus only. Spell: Spell saves resist magic spells and effects. A character’s Spell save equals their base save bonus only. Actions in Combat Each round represents 6 seconds in the game world. At the table, a round presents an opportunity for each character involved in a combat situation to take an action. Anything a person could reasonably do in 6 seconds, your character can do in 1 round. When a character’s turn comes up, they take their actions for this round. Types of Action An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round). There are four types of actions: major actions, minor actions, full-round actions, and free actions. In a normal round, you can perform a major action and a minor action, or you can perform a full-round action. You can also perform as many free actions as your GM allows. You can always take a minor action in place of a major action. In some situations (such as in a surprise round), you may be limited to taking only a single minor or major action (but see below). Major Actions Reaction Attack Attack No Cast a Spell Yes Ready an Action No Total Defense No Minor Actions Reaction Attack Move By Movement Shift 5 ft No Prepare a Spell Yes Swift Attack No Direct or Redirect a Spell No Draw or Sheathe a weapon No Manipulate an Object Maybe Mount or Dismount No Ready or Loose a Shield No Stand up from Prone Yes Full-Round Actions Reaction Attack Cast a Spell Yes Charge By Movement Load a Weapon Yes Sprint By Movement Withdraw No Major Action: A major action allows you to do something. The most common type of major action is an attack—a single melee or ranged attack. Other common major actions include casting a spell, concentrating to maintain an active spell or using a special ability. Minor Action: A minor action allows you to move your speed or perform an action that takes a similar amount of time. You can move your speed, climb one-quarter of your speed, draw or stow a weapon or other item, stand up, pick up an object, or perform some equivalent action. You can take a minor action in place of a major action. For instance, rather than moving your speed and attacking, you could stand up and move your speed (two minor actions), put away a weapon and climb one-quarter of your speed (two minor actions), or pick up an item and stow it in your backpack (two minor actions). Full-Round Action: A full-round action consumes all your effort during a round. You can still perform free actions (see below) as your GM allows. Some full-round actions can be taken as major actions, but only in situations when you are limited to performing only a major action during your round (such as in a surprise round). The descriptions of specific actions, below, detail which actions allow this option. Free Action: Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. You can perform one or more free actions while taking another action normally. However, the DM puts reasonable limits on what you can really do for free. For instance, calling out to your friends for help, dropping an object, and ceasing to concentrate on a spell are all free actions. Restricted Activity: In some situations (such as during a surprise round), you may be unable to take a full round’s worth of actions. In such cases, you are restricted to taking only a single major action or a single minor action (plus free actions as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a major action). Major Actions Most major actions involve making an attack, casting a spell, or activating an item. These are the most common, straightforward actions that a character might take in a combat round. Some more specialized actions are covered in Combat Maneuvers. Attack Making an attack is a major action. Melee Attacks: With a normal melee weapon, you can strike any adjacent opponent. Some melee weapons have reach, as indicated in their descriptions. With a typical reach weapon, you can strike opponents 10 feet away (one square past adjacent), but your attacks against adjacent enemies are at a -4 penalty. Unarmed Attacks: Striking for damage with punches, kicks, and head butts is much like attacking with a light melee weapon, except for the following: Reaction Attack: Attacking unarmed provokes reaction attack from the character you attack, provided they are armed. The reaction attack comes before your attack. An unarmed attack does not provoke reaction attacks from other foes, as shooting a bow does. You provoke the reaction attack because you have to bring your body close to your opponent. An unarmed character doesn’t normally threaten squares around them, so they can’t make reaction attacks (but see “Armed” Unarmed Attacks, below). Damage: Without proper training, you can only deal nonlethal damage with your unarmed attacks, and you do not add your base combat bonus to damage when you hit with an unarmed strike (but see “Armed” Unarmed Attacks, below). “Armed” Unarmed Attacks: Sometimes a character’s or creature’s unarmed attack counts as an armed attack. A character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with claws, fangs, and similar natural physical weapons all count as being armed. Note that being armed counts for both offense and defense. A creature which counts as “armed” threatens enemies normally and can make reaction attacks. Ranged Attacks: With a ranged weapon, you can shoot or throw at any target that is within the weapon’s maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is ten range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions. Attack Rolls: An attack roll represents your attempts to strike your opponent. It does not represent a single swing of the sword, for example. Rather, it indicates whether, over several attempts in the round, you managed to connect solidly. Your attack roll is 1d20 + your attack bonus with the weapon you’re using. If the result is at least as high as the target’s AC, you hit and deal damage. Rolling a 1 or a 20: A natural 1 (the d20 comes up 1) on the attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit (this is called a critical hit). Damage Rolls: If the attack roll result equals or exceeds the target’s AC, the attack hits and you deal damage. Roll the appropriate damage for your weapon. If the opponent’s accumulated damage equals or exceeds their hp, they’re in bad shape (see Injury and Death, page ???). Critical Hits: On a critical hit, you deal double damage--roll damage twice, including bonus damage from strength, BCB, and the like. Bonus dice (such as those from a sneak attack or a flaming sword) are still applied only once. If a critical hit wounds a creature, the wound is a nasty wound (link ???). Spells and Critical Hits: A spell that requires an attack roll, such as shocking grasp or acid arrow, can score a critical hit. A spell attack that requires no attack roll, such as lightning bolt, cannot score a critical hit. Sneak Attacks: If you can catch an opponent when they are unable to effectively defend themselves, you can try to strike a vital spot. On a successful hit against an off-guard target, you deal an extra 1d6 damage and automatically bloody the target (even if you didn’t deal enough damage to bloody them). They remain bloodied until they recover from at least 1 point of damage. This damage also applies to ranged attacks against targets up to 30 feet away. You can’t make a sneak attack against a creature with concealment, or while striking the limbs of a creature whose vitals are out of reach. Rogues can use sneak attacks much more effectively. Shooting or Throwing into a Melee: If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll because you have to aim carefully to avoid hitting your friend. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless they are actually being attacked.) If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character. If you have the Precise Shot feat, you don’t take this penalty. Cast a Spell Most spells require one major action to cast. You can cast such a spell either before or after you take a minor action. See Chapter ???: magic for details on casting spells, their effects, and so on. Spell Components: To cast a spell with a verbal (V) component, your character must speak in a firm voice. If you’re gagged or in the area of a silence spell, you can’t cast such a spell. A spellcaster who has been deafened has a 20% chance to spoil any spell they try to cast if that spell has a verbal component. To cast a spell with a somatic (S) component, you must gesture freely with at least one hand. You can’t cast a spell of this type while bound, grappling, or with both your hands full or occupied (swimming, clinging to a cliff, or the like). To cast a spell with a material (M) component, you have to have the proper materials, as described by the spell. Unless these materials are especially bulky or elaborate, preparing these materials is a free action. Concentration: You must concentrate to cast a spell. If you start casting a spell but something interferes with your concentration, such as an ogre taking the opportunity to hit you with its club (successfully hitting you with his reaction attack), you must make a Concentration check or lose the spell. The check’s DC depends on what is threatening your concentration (see the Concentration skill, and Concentration, page ???). If you fail, the spell fizzles with no real effect and spell points are wasted. Concentrating to Maintain a Spell: Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a major action that doesn’t provoke an attack. Anything that could break your concentration when casting a spell can keep you from concentrating to maintain a spell. If your concentration breaks, the spell ends. Reaction Attacks: Casting a spell provokes reaction attacks from adjacent enemies (unless you have the Combat Casting feat). If you take damage from a reaction attack, you must make a Concentration check (DC 10 + points of damage taken + spell level) or lose the spell. Spells cast as a reaction or free action don’t provoke attacks. Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject, either in the same round or any time later. In the same round that you cast the spell, you may also touch (or attempt to touch) the target. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but totouch an opponent, you must succeed on an attack roll. Touch Attacks: Since you need only touch your enemy, you make a touch attack instead of a regular attack. Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke reaction attacks. However, the act of casting a spell does provoke an attack, so you may want to cast the spell and then move to the target. Touch attacks come in two types: melee touch attacks (for touches made with, say, your hand) and ranged touch attacks (for touches made with magic rays, for example). You can score critical hits with either type of attack. Your opponent’s AC against a touch attack does not include their armor bonus. All other modifiers apply normally. Holding the Charge: If you don’t discharge the spell in the round when you cast the spell, you can hold the discharge of the spell (hold the charge) indefinitely. You can continue to make touch attacks round after round. You can touch one friend as a major action or up to six friends as a full-round action. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. Alternatively, you may make a normal unarmed attack while holding a charge. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge. Dismiss a Spell: Dismissing an active spell (such as alter self) is a major action that doesn’t provoke reaction attacks. Ready an Action As a major action, you can prepare an action to take later, after your turn is over but before your next one has begun. Readying an action does not provoke a reaction attack (though the action that you ready might do so). You can ready a major action, a minor action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. For example, you might specify that you will shoot an arrow at whatever emerges from a nearby doorway. Then, any time before your next action, you may choose to take the readied action in response to that condition. You can only take your readied action once. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming they are still capable of doing so, they continue their actions once you complete your readied action. Total Defense You can defend yourself as a major action. You get a +4 dodge bonus to your AC for until the start of your next turn. Your AC improves at the start of this action, so it helps you against any reaction attacks you incur during the round. You also gain your shield bonus (if you have one) as a bonus on Reflex saves. You can’t make reaction attacks while using total defense, although if you have other abilities which can be used as reactions, you can use them normally. Minor Actions With the exception of specific movement-related skills, most minor actions don’t require a check. Move The simplest minor action is moving your speed. Many nonstandard modes of movement are also covered under this category, including climbing (up to one-quarter of your speed) and swimming (up to one-quarter of your speed). Accelerated Climbing: You can climb one-half your speed as a minor action by accepting a –5 penalty on your Climb check. Crawling: You can crawl 5 feet as a minor action. Crawling incurs reaction attacks from any attackers who threaten you at any point of your crawl. Shift 5 feet As a minor action, you can move 5 ft without provoking any reaction attacks. You can only take this action if your movement isn’t hampered by difficult terrain (see page ???) or darkness. You may not shift 5 ft using a form of movement for which you do not have a listed speed. For example, if you don’t have a Climb speed listed, you can’t use climbing to shift 5 ft. Similarly, you can’t shift 5 ft when swimming unless you have a listed swim speed. Prepare a Spell Mages must spend a minor action to ready a spell before they can cast it. Preparing a spell requires a readily available source of magical notation and provokes reaction attacks. Swift Attack If you have this ability, you can make an attack as a minor action, at a -4 BCB penalty. As part of this action, you can also shift 5 ft before or after the attack (resolved as the shift action). Only some classes grant this ability. Direct or Redirect a Spell Some spells, such as Create Image, allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a minor action and does not provoke reaction attacks or require concentration. Draw or Sheathe a Weapon Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a minor action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a storedItem. If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. Drawing ammunition for use with a ranged weapon (such as arrows, bolts, or sling bullets) is a free action. Manipulate an Item In most cases, moving or manipulating an item is a minor action. This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. If this action is difficult or distracting it provokes reaction attacks. Mount or Dismount Mounting or dismounting from a steed requires a minor action. Fast Mount or Dismount: You can mount or dismount as a free action with a DC 20 Ride check (your armor check penalty, if any, applies to this check). If you fail the check, mounting or dismounting is a minor action instead. (You can’t attempt a fast mount or fast dismount unless you can perform the mount or dismount as a minor action in the current round.) Ready or Loose a Strapped Shield Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a minor action. If you have a base combat bonus of +1 or higher, you can ready or loose a shield as a free action combined with a regular move. Dropping a carried (but not worn) shield is a free action. Stand up from Prone Standing up from a prone position requires a minor action and provokes reaction attacks. Full Round Actions A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a minor action. Cast a Spell A spell that takes 1 round to cast is a full-round action. It comes into effect at the beginning of the next round, after characters have declared actions but before any have acted. A spell that takes 1 minute to cast comes into effect at the same time (that is, the start of next round after you have spent 10 full round actions casting the spell). These actions must be consecutive and uninterrupted, or the spell automatically fails. When you begin a spell that takes 1 round or longer to cast, you must continue the invocations, gestures, and concentration from one round to just before your turn in the next round (at least). If you lose concentration after starting the spell and before it is complete, you lose the spell. You only provoke reaction attacks when you begin casting a spell, even though you might continue casting for at least one full round. While casting a spell, you don’t threaten any squares around you. This action is otherwise identical to the cast a spell action described under major actions. Charge Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move. Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain, obstacles or even allies). If you are able to take only a major action or a minor action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a major action or minor action on your turn (such as during a surprise round). Attacking on a Charge: After moving, you may make a single melee attack. Since you can use the momentum of the charge in your favor, you get a +2 bonus on the attack roll. Since a charge is a bit reckless, you also take a –2 penalty to your AC until the start of your next turn. A charging character gets a +2 bonus on the Strength check made to bull rush an opponent. Spears and Charge Attacks: A spear deals critical damage if employed by a mounted character in a charge. Weapons Readied against a Charge: Spears, halberds, and certain other piercing weapons deal critical damage when readied and used against a charging character. Sprint You can run as a full-round action. When you sprint, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC while sprinting. You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to their limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal minor action. You can’t sprint across difficult terrain (page ???), or if you can’t see where you’re going. Withdraw Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get reaction attacks against you when you move from that square. (Invisible enemies still get reaction attacks against you, and you can’t withdraw from combat if you’re blinded.) If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get reaction attacks as normal. You may not withdraw using a form of movement for which you don’t have a listed speed. For example, a monstrous spider has a listed climb speed, so it can withdraw by climbing away. Your character doesn’t normally have a listed climb speed (unless you’re under the effect of a spider climb spell, for example), so you can’t use climbing to withdraw from combat. Note that despite the name of this action, you don’t actually have to leave combat entirely. For instance, you could use a withdraw action to move away from one enemy and toward another. Restricted Withdraw: If you are limited to taking only a major action each round (for instance if you are staggered or during a surprise round), you can withdraw as a major action. In this case, you may move up to your speed (rather than up to double your speed). Free Actions Free actions don’t take any time at all, though your GM may limit the number of free actions you can perform in a turn. Some common free actions are described below. Cast a Spell Some especially simple spells can be cast as free actions. Only one such spell can be cast in any round, and such spells don’t count toward your normal limit of one spell per round. Casting a spell with a casting time of a free action doesn’t incur a reaction attack. Drop to the ground Dropping to a prone position in your space is a free action. Speak In general, speaking is a free action that you can perform even when it isn’t your turn. Speaking more than few sentences is generally beyond the limit of a free action; to communicate more information than that, your GM may require that you take a minor action or even a full round action. Reactions Unlike other actions, reactions aren’t only taken on your turn. You can make a reaction at any time, even interrupting another character’s turn to resolve your reaction. You can only make a reaction when you have a specific opportunity to do so, such as if an enemy turns their back on you to flee, or attacks an ally you are protecting. You can’t react when you are off-guard or unaware of the triggering opportunity. You can normally only use one reaction per round, but some feats and special abilities can grant the ability to make multiple reactions in a round. You regain your reactions at the beginning of your turn. Even if you can make multiple reactions, you can only make one reaction per opportunity, though an enemy could create multiple different opportunities. Reactions Reaction Attack Reaction Attack No Cast a Reaction Spell No Cover an Ally's Retreat No Reaction Attack Reaction attacks are the most common kind of reaction. In combat, characters are normally active in their own defense, dodging, parrying, and even threatening the enemy to keep them back. Sometimes, however, a combatant in a melee lets their guard down. In this case, combatants near them can take advantage of their lapse in defense to attack her for free. These free attacks are called reaction attacks. Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack from you. If you’re unarmed, you don’t normally threaten any squares and thus can’t make reaction attacks (but see Unarmed Attacks). Reach Weapons: Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. However, Medium creatures wielding reach weapons (such as a pike) threaten more squares than a typical creature. For instance, a pike-wielding human threatens all squares 10 feet (2 squares) away, even diagonally. In addition, most creatures larger than Medium have a natural reach of 10 feet or more; see Big and Little Creatures in Combat, page ???. Provoking a Reaction Attack: Two kinds of actions can provoke attacks: moving out of a threatened square and performing an action within a threatened square. Moving: Moving out of a threatened square usually provokes an attack from the threatening opponent. There are twocommon methods of avoiding such an attack—the shift action and the withdraw action. Performing a Distracting Act: Some actions, when performed in a threatened square, provoke reaction attacks as you divert your attention from the battle. Casting a spell and attacking with a ranged weapon, for example, are distracting actions. Remember that even actions that normally provoke reaction attacks may have exceptions to this rule. For instance, a character with the Improved Unarmed Strike feat doesn’t incur a reaction attack for making an unarmed attack. Making a Reaction Attack: A reaction attack is a single melee attack. You don’t have to make a reaction attack if you don’t want to. You make your reaction attack at your normal attack bonus—even if you’ve already attacked in the round. You can't make a reaction attack against a character who has cover from your attacks. Cast a Reaction Spell Some spells, such as counterspell can be cast as reactions to their own specified opportunities (counterspell can be cast in reaction to an enemy casting a spell, for example). Casting a reaction spell does not provoke reaction attacks. Reaction spells are tricky for mages to use because they must spend an action preparing their spells, and they can only have one spell prepared at a time. For this reason, many mages choose to use their spell mastery ability to keep these spells ready at all times. Cover an Ally's Retreat If an enemy makes a reaction attack against an ally moving out of a square they threaten, you can expend a reaction to negate this attack if the enemy is within your reach.Movement and Positioning intro bullshit? Tactical Movement Where you can move, how long it takes you to get there, and whether you’re vulnerable to reaction attacks while you’re moving are key questions in combat. Movement Speed Your speed is determined by your race and your Encumbrance. Your speed while unarmored is your base land speed. Encumbrance: A character encumbered by carrying a large amount of gear, treasure, or fallen comrades may move slower than normal. Hampered Movement: Difficult terrain, obstacles, or poor visibility can hamper movement. Movement in Combat: Generally, you can move your speed in a round and still do something, such as swing an axe or cast a spell. If you do nothing but move (that is, if you use both of your actions in a round to move your speed), you can move double your speed. If you spend the entire round running, you can move quadruple your speed. If you do something that requires a full round, you can't move at all. Bonuses to Speed: Some class features, feats, and spells can boost a character's base speed. Always apply any modifiers to a character’s speed before adjusting the character’s speed based on armor or encumbrance. Measuring Distance Diagonals: When measuring distance, each diagonal move counts as 1.5 squares (round down). You can’t move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent. You can also move diagonally past other impassable obstacles, such as pits. Closest Creature: When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die. Moving Through Occupied Squares Friend: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with cover (see ???). Opponent: You can’t move through a square occupied by an opponent, unless the opponent is helpless (dead, unconscious, paralyzed, bound, or the like). You can move through a square occupied by a helpless opponent without penalty. (The GM may rule that some creatures, such as an enormous dragon, present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.) Ending Your Movement: You can’t end your movement in the same square as another creature unless it is helpless. Bull Rush: During your movement, but not a charge, you can attempt to move through a square occupied by an opponent (a Bull Rush). Tumbling: A trained character can attempt to tumble through a square occupied by an opponent (see the Tumble skill, ???). Very Small Creatures: A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes reaction attacks when doing so. Very Large Creatures: Any creature can move through a square occupied by a creature three size categories larger than it is. A child (Small), for example,can run between the legs of an elephant (Huge). A big creature can move through a square occupied by a creature three size categories smaller than it is. An elephant, for example, can step over a child. Designated Exceptions: Some creatures break the above rules. Any creature that completely fills the squares it occupies cannot be moved past, even with the Acrobatics skill or similar special abilities. Terrain and Obstacles The rules presented so far in this section assume that you’re moving through an area clear of obstacles or difficult terrain. However, in dungeons and wilderness areas, that’s often not the case. Difficult Terrain: Difficult terrain, such as rubble, an uneven cave floor, thick undergrowth, and the like, hampers movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can’t run or charge across difficult terrain. Large and small creatures may be impacted differently by difficult terrain; for example, a child could slip through dense brambles, and a giant could walk on dense rubble like it was gravel. Obstacles: Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it, such as a low wall or a deadfall of branches, each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a skill check to cross (such as Climb of Jump). On the other hand, some obstacles, such as floor-to-ceiling walls, block movement entirely. A character can’t move through a blocking obstacle. Squeezing: In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. (This is particularly true for creatures whose space fills more than one square, such as a giant.) You can squeeze through or into a space that is at least half as wide as your normal space. For instance, an ogre (whose space is 10 feet, or 2 squares, wide) can squeeze through or into a space at least 5 feet (1 square) wide. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on attack rolls and a –4 penalty to AC. When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into. A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square. To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill (page ???). You can’t attack while using Escape Artist to squeeze through or into a narrow space, you are off-guard. Big and Little Creatures in Combat Creatures smaller than Small or larger than Medium have special rules relating to position. Size Example Space Reach Fine Fly .5 ft 0 ft Diminutive Mouse 1 ft 0 ft Tiny Cat 2.5 ft 0 ft Small Child 5 ft 5 ft Medium Human 5ft 5 ft Large Troll 10 ft 10 ft Huge Giant 15 ft 15 ft Gargantuan Baleen Whale 20 ft 20 ft Colossal Ancient Dragon 30 ft or more 20 ft or more Tiny, Diminutive, and Fine Creatures: Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. For example, a Tiny creature (such as a cat) typically occupies a space only 2-1/2 feet across, so four can fit into a single square. Twenty-five Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes a reaction attack from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking reaction attacks. Large, Huge, Gargantuan, and Colossal Creatures: Very large creatures take up more than 1 square. For instance, an ogre (Large) takes up a space 10 feet on a side (2 squares wide). Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can reach targets even if they aren’t in adjacent squares. For instance, an ogre can attack targets up to 10 feet (2 squares) away from it in any direction, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.) Unlike when someone uses a reach weapon, a creature with greater than normal natural reach (more than 5 feet) still threatens squares adjacent to it. A creature with greater than normal natural reach usually gets a reaction attack against you if you approach it, because you must enter and move within the range of its reach before you can attack it. (This reaction attack is not provoked if you take a 5-foot step.) Large or larger creatures using reach weapons can strike up to double their natural reach but can’t strike at their natural reach or less. For example, an ogre with a Large longspear could strike with the longspear at opponents 15 or 20 feet away, but not at those 5 or 10 feet away.Combat Modifiers Favorable and Unfavorable Conditions Depending on the situation, you may gain bonuses or take penalties on your attack roll. Generally, any situational modifier created by the attacker’s position or tactics applies to the attack roll, while any situational modifier created by the defender’s position, state, or tactics applies to the defender’s AC. Your GM judges what bonuses and penalties apply, using the following tables as guides. Attacker is... Modifier Defender is... Modifier On higher ground +1 on attack Behind Cover +4 AC Flanking +2 on attack Off-guard -2 AC, no dex bonus Prone +4 on attack Prone +4 or -4  AC(see Prone) Squeezing though a space -4 on attack Squeezing though a space -4 AC Cover One of the best defenses available is cover. By taking cover behind a tree, a wall, the side of a wagon, or the battlements of a castle, you can protect yourself from attacks, especially ranged attacks, and also from being spotted. To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC). When making a melee attack against an adjacent target, your target has cover if any line from your square to the target’s square goes through a wall (including a low wall). When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks. Low Obstacles and Cover: A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if they are closer to the obstacle than their target. Cover and Reaction Attack: You can’t execute a reaction attack against an opponent with cover relative to you. Cover and Reflex Saves: Cover grants you a +2 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover from you, such as a red dragon’s breath weapon or a lightning bolt. Cover and Stealth Checks: You can use cover to make a Stealth check. Without cover, you usually need concealment (see below) to make a Stealth check. Soft Cover: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a stealth check. Big Creatures and Cover: Any creature with a space larger than 5 feet (1 square) determines cover against melee attacks slightly differently than smaller creatures do. Such a creature can choose any square that it occupies to determine if an opponent has cover against its melee attacks. Similarly, when making a melee attack against such a creature, you can pick any of the squares it occupies to determine if it has cover against you. Total Cover: If you don’t have line of effect to your target (for instance, if they are completely behind a high wall), they are considered to have total cover from you. You can’t make an attack against a target that has total cover. Varying Degrees of Cover: In some cases, cover may provide a greater bonus to AC and Reflex saves. For instance, a character peering around a corner or through an arrow slit has even better cover than a character standing behind a low wall or an obstacle. In such situations, the GM can double the normal cover bonuses to AC and Reflex saves (to +8 and +4, respectively). A creature with this improved cover takes half damage from any effect that allows partial damage on a reflex save, and no damage on a successful save. Furthermore, improved cover provides a +10 bonus on Stealth checks. The GM may impose other penalties or restrictions to attacks depending on the details of the cover. For example, to strike effectively through a narrow opening, you need to use a long piercing weapon, such as an arrow or a spear. A battleaxe or a pick just isn’t going to get through an arrow slit. Concealment Besides cover, another way to avoid attacks is to make it hard for opponents to know where you are. Concealment encompasses all circumstances where nothing physically blocks a blow or shot but where something interferes with an attacker’s accuracy. Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment. Typically, concealment is provided by fog, smoke, a shadowy area, darkness, tall grass, foliage, or magical effects that make it difficult to pinpoint a target’s location. To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that provides concealment, the target has concealment. When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment (such as a cloud of smoke). When making a melee attack against a target that isn’t adjacent to you (for instance, with a reach weapon), use the rules for determining concealment from ranged attacks. In addition, some magical effects provide concealment against all attacks, regardless of whether any intervening concealment exists. Concealment Miss Chance: Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck. (To expedite play, make both rolls at the same time). Multiple concealment conditions (such as a defender in a fog and under the effect of a blur spell) stack, but only up to a 50% miss chance. Concealment and Stealth Checks: You can use concealment to make a Stealth check. Without concealment, you usually need cover to make a Stealth check. Total Concealment: If you have line of effect to a target but not line of sight (for instance, if they are in total darkness or invisible, or if you’re blinded), they are considered to have total concealment from you. You can’t attack an opponent that has total concealment, though you can attack into a square that you think they occupy. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment). You can’t execute a reaction attack against an opponent with total concealment, even if you know what square or squares the opponent occupies. Ignoring Concealment: Concealment isn’t always effective. For instance, a shadowy area or darkness doesn’t provide any concealment against an opponent who can see in darkness. Varying Degrees of Concealment: As with cover, it’s usually not worth differentiating between more degrees of concealment than described above. However, the GM may rule that certain situations provide more or less than typical concealment, and modify the miss chance accordingly. For instance, a light fog might only provide a 10% miss chance, while near-total darkness could provide a 40% miss chance (and a +10 circumstance bonus on Hide checks). Helpless Defenders A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy. Regular Attack: A helpless character is worse than off-guard; they take a –4 penalty to AC against melee attacks, and their Dexterity modifier to AC is treated as if it were –5. Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You can also use a projectile weapon, provided you are adjacent to the target. Roll your attack with an additional +4 bonus to hit (and the target already has a -9 penalty to their AC, see above). If you hit, the target dies unless they succeed on a Death save (DC 10 + damage dealt). If they succeed, they are staggered and their damage now equals their hp. It may be more difficult (or even impossible) to land a killing blow on massive creatures, or those with bizarre anatomies. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to “find” the creature once you’ve determined what square it’s in, and one to deliver the coup de grace). Conditions Many conditions can affect your ability to fight; these are the most common. Confusion: These conditions hinder the mind and body, and are usually gained by magic or specific physical effects. Blinded: Unable to see. A blind character is off-guard and must move at half speed or risk falling (unless aided by others). All creatures are treated as having total concealment relative to a blinded character. Dazed: A dazed character can take no actions (other than reactions), but takes no penalty to AC. Some magical effects can daze creatures. Deafened: Unable to hear. A deaf character takes a -4 penalty on initiative checks and has a 20% chance to fumble to verbal components of spells. Debilitated: A debilitated character is crippled by pain or nausea, and can take only a single minor action each turn. Disoriented: A disoriented character is slower to react, often because its sight has been weakened; it takes a -2 penalty on attacks and AC. Sand thrown into eyes and sudden flashes of light can disorient creatures. Sickened: A sickened character counts as bloodied and takes a -2 penalty on saving throws (except death saving throws). Poison and illness can sicken a creature. Stunned:  A stunned drops anything they are holding, takes no actions, and is off-guard. Some magic can stun creatures. Exhaustion: These conditions are gained by overexertion and sleeplessness. They are covered in greater detail in Exhaustion. Fatigued: A fatigued character takes a -2 penalty to all ability scores and a -5 ft penalty to speed. Exhausted: An exhausted character takes an additional -2 penalty to all ability scores and can't run or charge. Unconscious: An unconscious character is helpless. Injury: These conditions are gained by taking damage. They are covered in greater detail in Hit Points and Death and Dying. Bloodied: A bloodied character takes a -1 penalty on attacks and checks (including initiative checks). A character who has taken damage equal to half their hp is bloodied. Wounded: A wounded character takes a -1 penalty on attacks and checks (including initiative checks). A character is bloodied as long as they have any wound points. Staggered: A staggered character is barely standing. They can only take a single minor or major action each turn, and move at half speed, unless aided by others. Worse yet, they risk more serious injury if they take any strenuous action or if they take more damage. A creature is staggered when it has taken damage equal to or greater than its hp. Dying: A dying character is unconscious and helpless, and could slip away at any moment. A creature is dying when it has taken damage greater than its hp and failed a death save. Stable: A stable character is unconscious and helpless, and their condition could improve or worsen over time. A creature becomes stable if they don't die right away. Dead: A dead character's soul has departed their body. Fear: These conditions are gained by witnessing horrifying things, like the grisly death of a comrade, or by facing terrifying monsters. Fear can usually be overcome with a successful save. Shaken: A shaken character takes a -2 penalty on attacks, checks and saves. Frightened: A frightened is shaken, and retreats from the source of their terror, fighting only if cornered. Panicked: A panicked character is shaken, and flees senselessly from the source of their terror, cowering if cornered. Cowering: A cowering character is off-guard and takes no actions. Combat: These conditions occur frequently in battle. Flanking: When making a melee attack, you get a +2 flanking bonus on the attack roll if your opponent is threatened by an ally on the opponent’s opposite side. Held: A held character is entangled in some way or held in a grapple???. They are mostly limited to struggling against whatever has them held. Off-Guard: An off guard character takes a -2 penalty to AC, loses their dexterity bonus to AC and Reflex saves, and cannot take reactions. You are off-guard against any attack that surprises you. You are no longer off-guard when you get a chance to act. Prone: On the ground. A prone character takes a -4 penalty to AC against melee attacks, but a +4 bonus against ranged attacks. Your melee attacks while prone are at a -4 penalty, and you can't make ranged attacks except with a crossbow. Combat Maneuvers This section covers grappling, attacking objects, and an assortment of other special attacks. The common maneuvers listed in Actions are repeated here for the sake of completeness. Maneuver Action Aid Another Major Action Bull Rush Major Action Charge Full Round Action Defend an Ally Readied Action Delay Special Desperate Attack Major Action Disarm Attack Drive Back Attack Feint Major Action Fight Back-to-back Attack Grapple Intercept Reaction Attack Sunder Attack Take Aim Full Round Action Total Defense Major Action Trip Attack Withdraw Full Round Action Aid Another You can use this major action to help a friend in a variety of ways, such supporting a badly wounded character or assisting another character’s skill check (see page ???). In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a major action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on their next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn.Multiple characters can aid the same friend, and the bonuses stack. Bull Rush You can make a bull rush as a major action or at the end of a charge (see Charge). When you make a bull rush, you attempt to push an opponent straight back instead of damaging them. You can't bull rush an opponent who more than one size category larger than you. Initiating a Bull Rush: First, you move into the defender’s space. Doing this provokes a reaction attack from each opponent that threatens you, including the defender. Any reaction attack made by anyone other than the defender has a 25% chance of accidentally targeting the defender instead, and any reaction attack by anyone other than you against the defender likewise has a 25% chance of accidentally targeting you. Second, you make a Strength check against DC 10 + defender’s strength bonus. You each add a +4 bonus for each size category you are larger than Medium or a –4 penalty for each size category you are smaller than Medium. You get a +2 bonus if you are charging. The defender gets a +4 bonus if they have more than two legs or are otherwise exceptionally stable (such as a dwarf). Bull Rush Results: If you beat the defender’s DC, you push them back 5 feet. If you wish to move with the defender, you can push them back an additional 5 feet for each 5 points by which your check result exceeds the DC. You can’t, however, exceed your normal movement limit. (Note: The defender provokes attacks if they are moved, and so do you, if you move with them. The two of you do not provoke attacks from each other, however.) If you fail to beat the defender’s Strength check result, you move back to where you were before you moved into their space. Pushing Past an Enemy: Instead of pushing an enemy back, you can try to knock them down and move past them. This usage is still a major action, but may be taken during a movement or charge. Your enemy may simply let you pass (after making their reaction attack). If they try to block you, make the Strength check as normal; if you succeed, they are knocked prone and you can move past them. If you fail, they stop you, and they may spend a reaction to try to knock you prone (rolling as if they were bull rushing you). Charge Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move. Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain, obstacles or even allies). If you are able to take only a major action or a minor action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a major action or minor action on your turn (such as during a surprise round). Attacking on a Charge: After moving, you may make a single melee attack. Since you can use the momentum of the charge in your favor, you get a +2 bonus on the attack roll. Since a charge is a bit reckless, you also take a –2 penalty to your AC until the start of your next turn. A charging character gets a +2 bonus on the Strength check made to bull rush an opponent. Spears and Charge Attacks: A spear deals critical damage if employed by a mounted character in a charge. Weapons Readied against a Charge: Spears, halberds, and certain other piercing weapons deal critical damage when readied and used against a charging character. Defend an Ally As a readied action , you can position yourself to defend an adjacent ally. When this ally would be struck by an attack, you can intervene as a reaction, causing the attack to target you instead. The attack is rolled and deals damage normally, but affects you instead (even if you were out of the attacker’s reach). Neither readying nor taking this action provokes reaction attacks. Delay Rather than taking your turn when it comes up, you can voluntarily reduce your initiative result. You can specify this new initiative result or just wait until some time later in the round and act then. Delaying doesn't use up any of your actions. You can’t interrupt anyone else’s action (as you can with a readied action). Desperate Attack When you make a melee attack against an adjacent creature as a major action, you can strike more effectively at the risk of leaving yourself open. You gain a +4 bonus on this attack roll, but you expose yourself to a reaction attack after your attack has been resolved, and you take a -2 penalty to AC until the start of your next turn. Disarm As a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of their hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand. If you’re attempting to disarm a melee weapon, follow the steps outlined here. If the item you are attempting to disarm isn’t a melee weapon (for instance, a bow or a wand), the defender may still oppose you with an attack roll, but takes a penalty and can’t attempt to disarm you in return if your attempt fails. Step 1: Reaction Attack. You provoke a reaction attack from the target you are trying to disarm. (If you have the Improved Disarm feat, you don’t incur an attack  for making a disarm attempt.) If the defender’s reaction attack deals any damage, your disarm attempt fails. Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn’t a melee weapon, the defender takes a –4 penalty on the roll. Step 3: Consequences. If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender’s weapon is on the ground in the defender’s square. If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll. Their attempt does not provoke a reaction attack from you. If they fail their disarm attempt, you do not subsequently get a free disarm attempt against them. Grabbing Items: You can use a disarm action to snatch an item worn by the target (such as a necklace or a pair of goggles). If you want to have the item in your hand, the disarm must be made as an unarmed attack. If the item is poorly secured or otherwise easy to snatch or cut away, the attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above. You can’t snatch an item that is well secured, such as a ring or bracelet, unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on their roll to resist the attempt. Drive Back As a melee attack, you can attempt to drive back your opponent. In doing so, you are attacking in a way that should force your opponent to back away from you. When you perform the drive back maneuver, your opponent can either choose to move 5-feet directly away from you or remain where they are.  If they choose to move, they suffer no adverse effects and your action concludes with no attack. However, you can choose to follow them (also moving 5 feet) if you have the necessary movement remaining this turn. If they choose not to move, you resolve your attack against them with a +2 circumstance bonus. The movement taken as part of the drive back does not count against your opponent’s movement for the round. This movement does not provoke reaction attacks. Feint As a major action which does not provoke reaction attacks, you can try to mislead an opponent in melee combat so that they can’t dodge your next attack effectively. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add their base combat bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next melee attack you make against the target does not allow them to use their Dexterity bonus to AC (which allows you to make this attack a sneak attack, see below). This attack must be made on or before your next turn. You can only feint once per round. Feinting against strange creatures may be more difficult because it can be difficult (or even impossible) to read their body language. Feinting as a Minor Action: With the Improved Feint feat, you can attempt a feint as a minor action instead of as a major action. Fight Back-to-Back As a melee attack which does not provoke attacks, you can fight back-to-back with an ally. The ally must be within 5 feet, and must choose to fight back-to-back with you on their turn. While fighting back-to-back, you and your ally work to protect each other--shoring up each other’s defense and, literally, watching each other’s back. You and your ally make attacks at a –2 penalty while fighting back-to-back, but so long as you are fighting back-to-back you cannot be flanked. You can fight back-to-back with multiple allies. However, in order to fight back-to-back with multiple allies, all your allies not only need to be within 5 feet of you, but within 5 feet of each other. Grapple (WIP) TBD Intercept When a foe provokes a reaction attack from you by moving past you, you can give up that attack to try to force the enemy to stop. The enemy must make a bull rush roll against you. If they fail, their movement ends in the square they were trying to leave. If they succeed, they can continue their movement. You can attempt to stop enemies multiple times if you can make multiple reactions in one round. Sunder You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is holding. Step 1: Reaction Attack. You provoke an attack from the target whose weapon or shield you are trying to sunder. (If you have the Improved Sunder feat, you don’t incur a reaction attack for making the attempt.) Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. Step 3: Consequences. If you beat the defender, you have landed a good blow. Roll damage and deal it to the weapon or shield. See ??? to determine how much damage you must deal to destroy the weapon or shield. If you fail the sunder attempt, you don’t deal any damage. Sundering a Carried or Worn Object: You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Attacking a carried or worn object provokes a reaction attack just as attacking a held object does. You can’t sunder armor worn by another character. Take Aim As a full round action, you can take aim at a target with a projectile weapon. The round after you take aim, you can make a single attack at the target with the aimed weapon as a full round action. This attack gains a +4 bonus to hit and your dexterity bonus (if any) to damage. Taking aim also increases the maximum range of your sneak attacks to one range increment (see Sneak Attack). Taking aim provokes reaction attacks from enemies who threaten you, and you are off-guard until the beginning of your next turn. Total Defense You can defend yourself as a major action. You get a +4 dodge bonus to your AC for until the start of your next turn. Your AC improves at the start of this action, so it helps you against any reaction attacks you incur during the round. You also gain your shield bonus (if you have one) as a bonus on Reflex saves. You can’t make reaction attacks while using total defense, although if you have other abilities which can be used as reactions, you can use them normally. Trip You can try to trip an opponent as an unarmed melee attack. You can only trip an opponent who is within one size category of you. Making a Trip Attack: Make an unarmed melee touch attack against your target. This provokes a reaction attack from your target as normal for unarmed attacks. If your attack succeeds, make a Strength check against DC 10 + defender’s Strength or Dexterity bonus (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category they are larger than Medium or a -4 penalty for every size category they are smaller than Medium. The defender gets a +4 bonus on his check if they have more than two legs or are otherwise more stable than a normal humanoid (such as a dwarf). If you win, you trip the defender. If you lose, the defender may immediately react and make a Strength check to try to trip you. Avoiding Reaction Attacks: If you have the Improved Trip feat, or if you are tripping with a weapon (see below), you don’t provoke a reaction attack for making a trip attack. Being Tripped (Prone): A tripped character is prone. Standing up is a minor action. Tripping a Mounted Opponent: You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of their Dexterity or Strength check. If you succeed, you pull the rider from their mount. Tripping with a Weapon: Some weapons can be used to make trip attacks. In this case, you make a melee touch attack with the weapon instead of an unarmed melee touch attack, and you don’t provoke a reaction attack. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped. Withdraw Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get reaction attacks against you when you move from that square. (Invisible enemies still get reaction attacks against you, and you can’t withdraw from combat if you’re blinded.) If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get reaction attacks as normal. You may not withdraw using a form of movement for which you don’t have a listed speed. For example, a monstrous spider has a listed climb speed, so it can withdraw by climbing away. Your character doesn’t normally have a listed climb speed (unless you’re under the effect of a spider climb spell, for example), so you can’t use climbing to withdraw from combat. Note that despite the name of this action, you don’t actually have to leave combat entirely. For instance, you could use a withdraw action to move away from one enemy and toward another. Restricted Withdraw: If you are limited to taking only a major action each round (for instance if you are staggered or during a surprise round), you can withdraw as a major action. In this case, you may move up to your speed (rather than up to double your speed).Adventuring Exploration Encumbrance Encumbrance determines how much a character’s armor and equipment slow them down. Encumbrance comes in two parts: encumbrance by bulk and encumbrance by total weight. Weight: To determine a character's carrying capacity, compare their strength to the following chart. A character can carry a light load without penalty. Lifting and Dragging: A character can lift up to their maximum load over his or her head. A character can lift as much as double their maximum load off the ground, but they can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action). A character can generally push or drag along the ground as much as five times their maximum load. Strength Score Light Load Medium Load Heavy Load 3 10 lb or less 11-20 lb 21-30 lb 4 13 lb or less 14-26 lb 27-40 lb 5 16 lb or less 17-33 lb 34-50 lb 6 20 lb or less 21-40 lb 41-60 lb 7 23 lb or less 24-46 lb 47-70 lb 8 26 lb or less 27-53 lb 54-80 lb 9 30 lb or less 31-60 lb 61-90 lb 10 33 lb or less 34-66 lb 67-100 lb 11 38 lb or less 39-76 lb 77-115 lb 12 43 lb or less 44-86 lb 87-130 lb 13 50 lb or less 51-100 lb 101-150 lb 14 58 lb or less 59-116 lb 117-175 lb 15 66 lb or less 67-133 lb 134-200 lb 16 76 lb or less 77-153 lb 154-230 lb 17 86 lb or less 87-173 lb 174-260 lb 18 100 lb or less 101-200 lb 201-300 lb 19 116 lb or less 117-233 lb 234-350 lb 20 133 lb or less 134-266 lb 267-400 lb 21 153 lb or less 154-306 lb 307-460 lb 22 173 lb or less 174-346 lb 347-520 lb 23 200 lb or less 201-400 lb 401-600 lb 24 233 lb or less 234-466 lb 467-700 lb Bulk: A well-packed bag full of supplies is no more encumbering than its weight makes it; a bundle of pikes is bulky and off balancing despite its relatively low weight. Any load which is moderately bulky automatically counts as a medium load. Any load which is very bulky automatically counts as a heavy load. Penalties for Encumbrance: The following penalties stack with any armor penalties. Stacking Speed Penalties: Different speed penalties (such as those for being exhausted and carrying a heavy load) stack, but only up to a point. These stacking penalties cannot reduce your speed by more than 50%. Load Max Dex AC Penalty Check Penalty Speed Penalty Medium +3 -1 -3 -5 ft Heavy +1 -2 -6 -10 ft Exhaustion Heat, cold, hunger, thirst, long marches, sleepless nights, and sleeping in armor can all cause a character to become fatigued. Often, this can be avoided or reduced with a successful Constitution check. These conditions persist until a character gets enough rest, unless an ability says otherwise (a barbarian's rage leaves them fatigued for just 6 rounds, for example). Fatigued: A fatigued character takes a -2 penalty to all ability scores and a -5 ft penalty to speed. Doing anything that would normally cause fatigue causes a fatigued character to become exhausted as well. A character is no longer fatigued after a full night's rest. Exhausted: An exhausted character takes an additional -2 penalty to all ability scores and can't run or charge. Doing anything that would normally cause fatigue causes an exhausted character to fall unconscious. A character who rests for an hour is no longer exhausted. Light and Darkness Characters need a way to see in the dark, dangerous places where they often find adventures. Typically, adventurers bring along torches or lanterns, and spellcasters have spells that can create light. Light Source Bright Shadowy Duration Candle 0 ft 5 ft 1 hour Lamp 15 ft 30 ft 6 hours/pint Lantern 30 ft 60 ft 6 hours/pint Torch 20 ft 40 ft 1 hour Bright: In an area of bright light, all characters can see clearly. A creature can’t hide in an area of bright light unless it is invisible or has cover. Shadowy: In an area of shadowy illumination, a character can see dimly. Creatures within this area have concealment (see ???). A creature in an area of shadowy illumination can make a Hide check to conceal itself (see ???). Dark: In areas of darkness, most characters are effectively blinded. A blinded creature counts as off-guard, has a 50% miss chance in combat (because all opponents have total concealment), moves at half speed, and takes penalties on relevant skill checks. Breaking and Entering There inevitably comes a time when a character must break something, whether it’s a door, a chain, or a chest full of treasure. When attempting to break an object, you have two choices: attack it with a weapon or break it with sheer strength. Object Hardness HP Break DC Light blade 10 2 -- Heavy blade 10 7 -- Metal-hafted weapon 10 10 -- Wood-hafted weapon 5 7 -- Projectile weapon 5 5 -- Buckler 10 5 -- Wooden Shield 5 15 -- Reinforced Shield 7 15 -- Simple Wooden Door 5 10 13 Good Wooden Door 5 15 18 Strong Wooden Door 5 20 23 Iron Door (2 in. thick) 10 60 28 Rope 0 2 23 Chain 10 5 26 Manacles 10 10 26 Small Chest 5 5 17 Large Chest 5 15 23 Attacking Objects Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished by the sunder special attack. Smashing an object is a lot like sundering a weapon or shield, except that hitting an object is trivially easy, except in rare circumstances. Different types of damage will affect objects differently. For example, ranged weapons deal half damage against objects, and you can generally smash an object only with a bludgeoning or slashing weapon. On the other hand, a fire spell might be especially potent against wooden structures. Armor Class: Normally, you can automatically strike an unattended item with a melee weapon. To hit an object with a ranged attack, or a melee attack when you are seriously hindered in some way, you must hit the objects AC. An inanimate object normally has an AC of 3 + size modifier. Hardness: Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is applied to the object. Hit Points: An object’s hit point total depends on what it is made of and how big it is. When an object has taken damage equal to its HP, it’s ruined. Very large objects have separate hit point totals for different sections. For example, you can attack and ruin a wagon wheel without destroying the whole wagon. Immunities: Objects are immune to nonlethal damage and to critical hits. Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they always are affected by (for instance) a disintegrate spell. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character’s saving throw bonus). Breaking Objects When a character tries to break something with sudden force rather than by dealing damage, use a Strength check (rather than an attack roll and damage roll, as with the sunder special attack) to see whether they succeed. The DC depends more on the construction of the item than on the material. For instance, an iron door with a weak lock can be forced open much more easily than it can be hacked down. If an item has lost half or more of its hit points, the DC to break it drops by 2. A crowbar, battering ram or other appropriate tool can drastically improve a character’s chance of breaking an object. Overland Travel Many adventures happen far from civilization, across difficult and dangerous wilderness. Travel over difficult terrain is made easier with good planning, but ultimately, each step of the journey will take its toll. A journey is divided up into phases, determined by the GM. Each phase presents its own threats and challenges, which must be endured or overcome. Successful planning can ease a journey somewhat; failures can compound threats and add new problems. Planning To prepare for a journey, the chief planner of the expedition rolls one planning check for each phase of the journey. The DC of this check is set according to the difficulty of the phase: DC 10 for relatively easy terrain, DC 15 for rough wilderness, and DC 20 or higher for the most extreme places. A successful check leaves the party well-prepared for this phase. A failed check means there will be some kind of mishap related to planning, supply, or information: weak mounts, insufficient or poorly sealed rations, no warning about local threats, etc. Planning Roll: Your planning roll is equal to 1d20 + (Planner's Skill Modifier ÷ 2) + Supply Modifier + Information Modifier The planner can use any relevant Profession skill for their planning (i.e. Merchant, Guide, Soldier, Steward), with Int as the key ability. The other modifiers are summarized in the following table: Supply Level Planning Check Modifier Rich +4 Good +2 Adequate +0 Poor -2 Very Poor -4 Quality of Information Planning Check Modifier Excellent +4 Decent +0 Limited -2 None No planning possible Enduring the Journey Each phase of the journey can present a variety of different challenges. Common challenges (and how they're handled) include: Difficult Terrain (Group skill checks to overcome the obstacle, potentially aided by planning. Failure can mean injury and detour.) Exhaustion (Constitution checks to resist; extreme exhaustion forces rest and delay.) Wayfinding (One pathfinder makes survival checks, against a DC set by the terrain and conditions.) Weather (Constitution checks to resist, potentially aided by survival checks.) Wildlife and Brigands (Detected with skill checks, driven off through combat or diplomacy.) Downtime Damage and Healing Recovering From Normal Damage Most damage a character takes is temporary; it represents fatigue, morale, and the momentum of the fight. Normally, damage can be healed by taking a few minutes to breathe and rest. When you have a chance to rest, you can roll some or all of your recovery dice. You have a number of recovery dice based on your level, and the type of die is determined by your class (see classes). You add your constitution modifier, and each die you roll reduces the damage you have accumulated. Once you use a recovery die, it is spent for the day. For example, Belidun the Rogue has 21 hp, and took 9 points of damage from a hard landing while escaping a gang of orcs. Once he's in the clear, Belidun has a chance to rest. He has 3d8 for recovery dice, because he is a third level rogue. Belidun uses one of his dice, and rolls 6 on his 1d8, then adds +1 from his Con bonus. He reduces his accumulated damage to two, and decides to save his remaining two dice for later. When accumulated damage drops below half your HP, you are no longer bloodied (unless some other effect, such as poison, causes you to count as bloodied). A full night's rest restores all your recovery dice; an interrupted rest restores half. Healing Wounds A character is only significantly wounded when their damage exceeds three quarters of their HP. This damage is recorded as wound points, which are much more difficult to heal than normal damage. Whenever you take damage past your wounded threshold, record where you were hit, and for how many points. It is possible to have multiple wounds of differing severity. Wound points can’t be healed with recoveries—they count as points of damage until the wound is healed. As long as a character has at least one wound point, they are wounded. To check for wound healing, roll one DC 10 Constitution check for each wound at the end of each full week since receiving the wound. With full rest, you can roll twice per wound per week. A success reduces a wound by one point; a wound reduced to 0 points is fully healed. Someone with the heal skill can help a recovering character by tending to their wounds. Nasty Wounds Some wounds are especially debilitating and difficult to heal. Any wound caused by a critical hit or by critical failure on a saving throw is a nasty wound. A wound which becomes infected also becomes a nasty wound. The DC to heal a nasty wound is 15 instead of 10. In addition to the wounded condition, nasty wounds apply a further penalty, appropriate to their location—normally a -2 on some appropriate rolls. Examples: -2 on checks to hear for a wound across the ear, -2 on acrobatics for a leg wound, -2 on checks with an injured hand, -3 hp for a chest wound. If a nasty wound is not fully healed in a number of weeks equal to the wound points, it has healed poorly. You permanently lose 1 hp, and the associated drawback becomes permanent. Any remaining wound points are healed normally (with a DC of 10). Downtime Actions In stronghold play, each year is divided up into Seasons. A season lasts 3 months--plenty of time for a mission or two and a variety of activities. Characters travel, carouse, oversee their affairs, and so on. Focusing on one area does have its benefits, however. Each season, a character can gain one of the following benefits, if it is the sole focus of their activity and they do not undertake any real missions. Crafting/Researching: A character who focuses on a completing a single project gains a +4 bonus on any necessary rolls. This single-minded focus is practically a prerequisite for the most difficult projects--sometimes, total focus is just what it takes to crack a problem. Resting: A character who spends their time relaxing, without subjecting themselves to stress or responsibility, gains one extra recovery die at the start of their first mission next season. Training: A character who spends their time training and practicing can start to pick up a new language, gain proficiency in a weapon or armor, or gain a +2 bonus on attacks against a specific type of enemy. Other benefits, like mastering a specific Feat (Skill Focus is a popular choice), are also possible. Whatever a character trains for, the benefit only lasts through the next season (except for learning a new language). Magic Mage Spell List [these are common spells; more exist] Cantrips Abjuration Minor Ward - Ward an object against dirt and water.Resistance - Subject gains +1 on saving throws while you concentrate. Alteration Light - Creates a lasting light.Mending - Makes minor repairs on an object.Touch of Rust - Rust spreads from your fingertip. Divination Detect Magic - Touch an object or creature to detect magic on it.Discern North - You know which way is north.Know Time - You know the time until sunrise or sunset.Sense Life - Know how close a creature is to death. Enchantment Daze - Target loses next action.Peaceful Sleep - Creature sleeps peacefully.Vision - Willing target sees brief vision. Evocation Dancing Lights - Creates flying lights.Mage Hand - Move light objects at a distance. Illusion Ghost Sound - Create a phantom sound.Minor Illusion - Create very minor illusions.Muffle - Targets are muffled to others, and all other sound is muffled to them. Necromancy Touch of Fatigue - Living target becomes briefly fatigued.Touch of Peace - Stable creature becomes dying or dying target is killed. Summoning Summon Elemental Sprite - Very small elemental provides heat or cold.Summon Least Servitor - Summoned spirit performs very minor task. Universal Arcane Mark - Inscribes a personal rune (visible or invisible).Prestidigitation - Performs minor tricks. Tier 1 Abjuration Alarm - Wards an area for 2 hours/level.Arrow Deflection - Use your reaction to deflect projectiles.Deflect - Gain +4 shield bonus against incoming melee attack.Hold Portal - Holds door shut.Marking Ward - Warded object marks those who touch it. Alteration Erase - Writing vanishes.Manipulate Fire - Small fires burn faster or slower.Reveal Poison - Causes poisons to emit stinking vapor.Warp - Your touch warp slightly warps matter. Divination Detect Secret Doors - Reveals hidden doors within 60 ft.Detect Undead - Talisman detects undead.Sign - You gain a bonus on your next initiative check.True Strike - Gain a +20 bonus on your next attack roll. Conjuration Burst of Sparks - 10 ft radius burst blinds for 1 round, disorients for 1 round/level.Conjure Ice - Ice spreads from your fingertips.Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam. Enchantment Charm - One person treats you well.Command - Target must obey your one-word command.Distract - Target is momentarily distracted.Sleep - Creatures with up to 4d6 HP fall unconscious. Evocation Burning Hands - 2d4 fire damage in 20 ft cone.Ice Dagger - Ice shard deals 1d4 cold damage.Magic Missile - Strikes unerringly for 1d4+1 damage.Shocking Grasp - Touch attack deals 1d6 electricity damage. Illusion Create Image - Creates an illusory construct of your design.Mask - You appear beautiful.Veil of Shadows - Shadows conceal subjects. Necromancy Absorb Strength - Kills dying creature, gives you bonuses.Close Wounds - Roll a check to stop touched creature from bleeding out.False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.Spirit Worm - Touched creature takes Con damage each round.Weaken - Subject takes penalty to strength. Summoning Summon Elemental - Summons an elemental for 2 rounds, +1 round/level. Tier 2 Abjuration Arcane Lock - Magically locks a portal or container.Counterspell - Negates spells as they are cast.Nondetection - Protects a creature or object from divinations.Protection from Energy - Subject ignores first 10 points of damage/attack from specified energy type.Unseen Servant - Bind a spirit to create an invisible servant. Alteration Continual Flame - Creates a permanent, heatless flame.Darkness - Lights with a large area are snuffed out or suppressed.Embrittle - Metal becomes easier to damage.Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.Stoneskin - Subject gains +4 armor bonus to AC. Divination Anticipate Attack - Next attack against you takes -15 penalty.Locate Object - Senses direction to an object (specific or type). Conjuration Acid Arrow - Ranged touch attack deals 2d4 acid damage, more over time.Malevolent Miasma - 15 ft radius cloud deals 3d4 nonlethal damage, disorients victims. Enchantment Enthrall - An audience is fascinated by your performance.Entice Gift - Subject gives you what it is holding.Mark of Truth - Marked creature cannot lie.Rebuke - Subject is dazed and then shaken, and has trouble casting spells.Stay the Hand - Causes an attacker to hesitate. Evocation Arc of Vengeance - Touch deals 3d8 damage to those who strike you.Blast of Force - Ray deals 1d6+1 force damage, and target is forced back.Burst of Frost - Cold deals 3d4 damage in a 10 ft radius; may blind.Clinging Lightning - Conductive object or surface deals 1d6 damage/round for 3 rounds.Feather Fall - Reduce a speeding target’s momentum.Scorching Ray - Ranged touch attack deals 3d6 damage, +1d6 next round.Shatter - Sound shatters an object. Illusion Alter Magic Aura - Conceals or changes an item’s magical aura.Blur - You gain concealment or become even harder to see.Figment - You cause a creature to see an illusion of your design.Glamer - Changes an object’s appearance.Mirror Image - Illusory duplicates deceive attacks. Necromancy Blindness - Subject's vision is weakened.Command Undead - Undead creature obeys your commands.Curse of Weakness - Subject is slowed and takes a -2 penalty on attacks and saves.Death Armor - Black fire protects you and creatures who strike you take 1d6+1 damage.Ghoul Touch - Paralyzes target, which exudes a sickening stench.Heal - Heal a wound, at the risk of permanent scarring.Invigorate - Target can immediately roll a recovery.Stolen Breath - Target is sickened for 1 minute.Vampiric Touch - Touch deals 3d4 damage; caster may gain damage as hp. Summoning Summon Daemon - Conjures a daemon. Tier 3 Abjuration Dismissal - Outsider is banished to its own dimension.Dispel Magic - Negates ongoing magical effects and spells.Explosive Runes - Deals 6d6 damage when read.Energy Shield - Shield protects subject, granting energy resistance against one attack.Glyph of Warding - Inscription harms those who pass it.Magic Circle - Circle traps or wards off fey, outsiders, and undead.Shelter - Creates shelter for ten creatures. Alteration Enlarge Item - Object grows to 16 times its size.Rust Ray - Rusts metal objects.Shape Stone - Sculpt stone into a new shape.Shrink Item - Object shrinks to one 16th its size.Water Breathing - Subjects can breathe underwater. Apportation Instant Summons - Specially prepared object appears in your hand.Theft - Small, nearby object is teleported into your hands. Divination Arcane Sight - You see magical auras within 120 feet.Clairvoyance - See or hear at a distance.Detect Metal - Detect large deposits of metal.Detect Thoughts - Listen to surface thoughts. Conjuration Bands of Steel - Creature is trapped or entangled.Minor Creation - Create an object from nothing. Enchantment Despair - Subjects are crippled by despair.Greater Vision - Subject receives vision, regardless of distance.Heroism - Subject is immune to fear, gains +2 morale bonus on attacks, saves, and checks.Hold Person - Humanoid is paralyzed for 1 round/level.Rage - Subject goes berserk, gains combat bonuses.Suggestion - Compels subject to follow stated course of action. Evocation Daylight - 60 ft radius of brilliant light harms undead.Fireball - 5d6 fire damage, 20 ft radius.Hailstorm - 4d6 cold damage in 60 ft cone, 2d6 one round later.Levitate - Subject moves up and down at your direction.Lightning Bolt - 5d6 damage, 120 ft line.Steeldance - One weapon or shield/level orbits you, attacking or defending.Telekinesis - Exert force at a distance.Sleet Storm - Hampers vision and movement.Tremor - Earthquake damages structures, may knock creatures prone.Wind Wall - Deflects arrows, smaller creatures, and gases. Illusion Displacement - Attacks miss subject 50%.Inescapable Swarm - Target believes it is covered in a swarm of insects.Sensory Deprivation - Subject’s senses fail for 1 round/level.Silence - Subject cannot be heard for 1 minute/level. Necromancy Animate Dead - Creates undead skeletons or zombies.Bestow Curse - Touched creature is cursed.Gentle Repose - Preserves one corpse.Tireless Vigil - Sustain yourself without food, water, or rest.Magic Rules The Schools of Magic Those who study magic agree on very little, but most scholars accept ten Major Schools of magic: Abjuration spells protect and ward, but such protections can also be wielded as weapons to unravel magic and banish daemons. Alteration spells alter the physical qualities of objects. A difficult and limited school, but still very useful. It is generally believed to be impossible to change one material into another; most alteration spells only momentarily alter an object's properties, without effecting its essence. Apportation spells move things from one place to another instantly by linking distant locations. Such magic is difficult and dangerous, and some argue it should hardly qualify as a major school. Divination spells can be used to see or hear at a distance or even glimpse the future. The threads of magic entangle all things, so that knowledge of one part can grant knowledge of another. Conjuration spells create something from nothing. Students of this school speak often of the Order of Purity, a hierarchy of all materials. Such students, along with alchemists, hold that lead is unripe iron, and iron unripe silver, and so on. This order is most important in alchemy, which often sets as its goal the ripening of gold into still more perfect material, from which it can be used to ripen other metals to purer states. Even the most complex conjurations are produced from some combination of the four elements; because conjuration cannot create souls, even a wizard of immense talent could only ever make empty bodies with this school. Enchantment spells manipulate the mind, causing terror as easily as they lull others into friendship. Evocation spells siphon raw energy from the elemental chaos, and release it as a deadly weapon. Such magic can create blasts of fire and ice, or, with great care, draw on raw force to manipulate objects from afar. These evocations of force are more difficult to sift out from the other elements, such that many a novice or distracted mage has set fire to an object they are trying to levitate. Illusion spells alter how things are perceived, fooling the senses. An illusion spell could make a pebble into a gold nugget or a wizard into a patch of empty air. Some have always argued that this school falls under the purview of Enchantment; others claim it is a sort of Alteration. Necromancy spells deal with the soul. The cynic-mages used the art to speak with the spirits of the dead, hence the name. This much-feared school also contains the power to heal wounds, snuff out life, and animate the dead with a hideous mockery of life. Summoning spells conjure spirits from the chaos. Having brought forth an elemental, or worse, a Daemon, a wise caster binds the subject with abjuration.Traditions Hedge Wizards Though they make up a majority of who wield magic, hedge wizards are not members of any great tradition. They typically learn a handful of practical spells, passed down from a mentor or discarded grimoire. They serve many communities as sages and healers, though occasionally a mage will rise to true greatness from this humble origin. Though their familiar spells are limited, hedge wizards have a knack for practical spells and skills. The most experienced hedge wizards are very versatile, able to learn almost any spell. The Untiring The school of Hurax the White was abandoned not long after after his death five centuries ago. Today, his potent blend of martial and arcane arts is kept alive by a scant few. They hunt for their founder's legendary lost sword, honing their skills in an endless quest. This tradition is passed from seeker to apprentice; their is little contact between those few who still seek to claim for themselves the title of Icereaver. The untiring seek to test their skills at every turn. In battle, they wield blades of conjured ice. The Blue Wizards The Blue Wizards are famous throughout the north as sages; their dark blue robes mark them as men of dignity. The greatest of them act as viziers and seneschals to the kings of Serulai, Arsek, and Norim. Their library is the greatest in the north, and their arcane skills are versatile and potent. With this great magical power comes responsibility---the Oath of Arnis binds all blue wizards to the code of their order. Blooded Mages On rare occasions, a child is born with innate magical power. Such children are often thought to possess some trace of royal blood, since their powers are remarkably similar to those of the imperial bloodline (if somewhat less powerful). But the gift of these “bastards of the blood” carries with it a curse: there is madness in the blood.  Surpassingly powerful, bastards are feared and hated wherever they are recognized, and actively hunted by the church. Even as they draw on their power to wield more magic, their magic gains more power over them. Runescribes The dwarves possess their own magic, subtle and powerful. When the clan is at peace, runescribes have an honored place as masters of a rare and difficult craft; at war, they are deadly warriors, wielding rune-marked weapons and hurling devastating blast-runes. The Windsingers of Alhalus Long before the rise of empire, the temple of the windsingers held the mage-wives of the god Hura. They mastered the winds, so that the ships of Alhalus sailed quickly and safely wherever they went (so long as they made the proper offerings). Of still greater value was their mastery of whispers, which the wind bore all across the world, faster than the passage of the sun. Too powerful and useful to destroy, the servants of the Authority rebuilt their city around them. Today, they are an anomaly: valuable servants of the emperor, hated by the church and a total mystery to the common people. Their tradition is ancient and insular; yet they consider their secrets more powerful than any techniques devised in the last millennium. (limited spell list with lots of custom spells (long range communication, weather control). More powerful in groups, and have greater range (the temple is super powerful together). Must sing to cast, which takes time and makes noise. Those without training from infancy (outsiders who somehow stole secrets) must roll perform checks or suffer mishaps.Ranger Spell List Tier 1 Animal Messenger - Animal bears a message for you.Calm Animals - Calms (2d4+level) HD of animals.Charm animal - Makes one animal your friend.Drown - Creature is dragged under water’s surface.Easy Path - Difficult terrain becomes temporarily passable.Entangle - Plants entangle enemies in a 30 ft radius.Longstrider - Subject can march hard all day without exhaustion.Neutralize poison - Poisoned wound or object is cleansed.Pass without trace - Your party leaves no tracks.Purify - Touched food or drink is made safe to eat.Speak with Animals - You can communicate with animals.Sudden Awakening - Nearby sleeping creatures are instantly awakened and fully alert.Veil of Shadows - Shadows conceal subjects.Venom - Touched weapon delivers a dose of poison.Wind Guided Arrows - Ranged attack gains +4 bonus, ignores wind penalties. Tier 2 Cloudburst - Clouds produce sudden, heavy rain.Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.Forest Step - You ignore natural difficult terrain and concealment granted by foliage.Lay of the Land - You connect with the land, gaining an understanding of the geography around you.Morning Mist - A ground-fog covers a large area, providing concealment.Share Senses - See and hear through the senses of a touched animal.Speak with Plants - You can communicate with plants.Stonebreak - Touched stone cracks in two.Summon Nature’s Ally - Animals answer your call, fight for you.Thorn Growth - Creatures in area take damage, may be entangled.Tremorsense - You can sense nearby movement through vibrations in the ground.Index: Feats Active Shield Defense You can rely on your shield so that you threaten enemies even while you're on the defensive. Prerequisites: Dexterity 13, Combat Expertise Benefit: When using Combat Expertise while using a shield, you do not take any penalty on your reaction attacks.Additional Favored Domain You have come to know many places. Prerequisites: Epic Ranger Benefit: You gain an additional favored domain. If you select the same domain, you may improve your bonuses instead.Favored Enemy Your experience has made you a deadly hunter: you know how they think, and you know how to fight them. Prerequisites: Ranger 1 OR BCB +3, Survival: 6 ranks Benefit: Select an organization or kind of creature (i.e., grey orcs, dragons, the imperial army). You gain a +4 bonus on Bluff, Perception, Sense Motive, and Survival checks, when using these skills against enemies of the chosen type. You also gain the same bonus on Fear saving throws caused by your favored enemy. When a favored enemy misses you with an attack, or you fully negate one of their spells or special attacks with a successful save, you can spend a reaction to feint against them. If the target fails their sense motive check, they are off-guard against your next attack or spell (unlike most feints, which only apply to melee attacks), so long as the attack comes before their next turn. Aggressive Shield Style You can use your shield to bind up your opponent's defenses, leaving them open. Prerequisites: BCB +2, Shield Proficiency Benefit: You can trade your shield’s AC bonus for an equal bonus on an attack. The bonus applies only to one attack, but the penalty lasts until the beginning of your next turn. You cannot do this with a Hand and a Half weapon.Arcane Consumption You can empower your spells by pouring your own life force into them. Prerequisites: Constitution 13, Endurance Benefit: You can render yourself fatigued to increase the DC of a spell you are casting by 2. If you use this ability while fatigued, you become exhausted. If you use this ability while exhausted, you fall unconscious. You may not apply multiple levels of exhaustion when casting one spell. If you are immune to exhaustion, you can’t gain the benefit.Arcane Mastery You have delved deeper into magic than almost anyone. Prerequisites: CL 6, Epic, Special Benefit: Your caster level improves by one, and you may add +1 to all of your spell's save DCs. Special: To learn this feat, you must find and come to understand a great magical secret.Binding Frost [Cold Focus] Your cold spells leave enemies trapped in a crust of ice. Prerequisites: Mage level 3 Benefit: If a creature takes damage from one of your cold spells, they are frozen to the ground. They are rendered immobile for one round unless they succeed on a (DC 10 + casting ability) strength check (made as part of a move) or take a major action to break out.Block Arrow You can react instantly to catch arrows with your shield. Prerequisites: Dexterity 13, Shield Proficiency Benefit: When you would be struck by a ranged weapon, you can use a reaction to make a Reflex save with a DC equal to the attack roll. You gain a bonus on this save equal to your shield’s AC bonus. If you succeed, the projectile is blocked by your shield. You must be aware of the incoming attack to block it.Blood Vengeance You can tap into your orc heritage to fight harder. Prerequisites: BCB +3, Half Orc Benefit: When an enemy deals enough damage to leave you bloodied or wounded, you can spend a reaction to make a melee attack. If this attack hits, it deals extra damage equal to your strength bonus.Bodyguard You stand ready to defend your ally, even while you launch your own attacks. Prerequisites: BCB +3 Benefit: As a free action, you can choose to guard an ally within your natural reach. You count as having readied the defend an ally action for this target. Note that you must still spend a reaction to intervene, and your readied action is still used up after you defend your friend. Normal: A character without this feat must ready an action in order to be ready to defend an ally, using up their major action. Body Slam You deal extra damage when you slam enemies into solid objects. Prerequisites: BCB +1, Strength 13, Improved Bull Rush Benefit: When you bull rush an enemy into a wall or other solid object, they take damage: 1d6 per 5 feet you could have pushed them, plus twice your strength modifier.Broad Training You have mastered a whole class of weapons. Prerequisites: BCB +1, Weapon Focus Benefits: Your weapon focus feats now apply to all weapons of their class. For example, Weapon Focus (longsword) would now apply to all swords.Brutal Throw You rely on raw strength instead of careful aim. Prerequisites: Strength 13 Benefit: You can use your Strength bonus instead of your Dexterity bonus on attack rolls with thrown weapons.Burst of Fury You can use flashes of rage to empower your attacks. Prerequisites: Rage ability Benefit: As a free action, you can spend one recovery die to gain all the benefits of your rage for your turn. This brief rage does not leave you fatigued, nor does it count against your rages/day.Channeled Bolt [Electricity Focus] You can focus the power of your lightning spells to deal more damage. Prerequisites: Mage level 3 Benefit: If you spend a minor action to further focus an electricity spell, you can increase the damage dice of your spell by one increment (3d6 becomes 3d8, for example). This action provokes reaction attacks, and you must channel immediately before casting the spell, or it has no effect.Cleave You can drop multiple enemies with a single sweeping attack. Prerequisites: BCB +1, Strength 13 Benefit: If you drop a creature or confirm a critical with a two handed slashing or bludgeoning weapon, you can spend a reaction to make an immediate melee attack against a creature within reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this feat multiple times per round, provided you have sufficient reactions. You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.Close-Quarters Fighting You are skilled at fighting off enemies who try to grab you. Prerequisites: BCB +3 Benefit: You can make a reaction attack when a creature attempts to Grapple you, even if the creature has Improved Grapple or an ability that lets its start a Grapple without provoking a reaction attack. If you cause damage on your attack, the Grapple attempt automatically fails unless the attacker has Improved Grapple or a similar ability. In this case, add your damage to the initial Grapple check to see if the creature starts its Grapple. This feat does not grant you an extra reaction.Combat Casting You can use a weapon or shield to protect yourself while you cast spells. Prerequisites: BCB +1 Benefit: When wielding a weapon or shield with which you are proficient, you do not provoke reaction attacks when casting spells. Additionally, you gain a +4 bonus on checks to maintain concentration after taking damage. You also gain this bonus on checks to concentrate while grappled or pinned.Combat Expertise You can fight defensively, at the expense of accuracy. Prerequisites: BCB +1, Dexterity 11, Intelligence 11 Benefit: When fighting in melee, you can take a penalty of up to -5 on your attack and add the same number as a dodge bonus to your AC. This number may not exceed your BCB. The bonus and penalty last until your next turn. This bonus can only be gained using an attack action; the penalty applies to the original attack and any reaction attacks you make, but not Swift Attacks. You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.Combat Reflexes Your reactions are instant and instinctive. Prerequisites: Dexterity 15 Benefit: When you make an attack as a reaction (including reaction attacks and readied attacks), you gain a +2 bonus on the attack roll. You may use reactions while off guard. You can take one more reaction each round. You can never have more reactions than your Dex bonus + 1.Combat Focus You have trained with many weapons in pursuit of martial perfection. Prerequisites: Epic, Weapon Focus, Broad Training Benefit: You gain a +1 bonus on attacks rolls as long as you are proficient with the weapon. Crushing Force Your blows batter your opponent, despite their armor. Prerequisites: BCB +2, Strength 15 Benefit: When you miss an attack with a bludgeoning weapon but hit the target's touch AC, you deal damage equal to your STR bonus (whether you wield your weapon in two hands or one).Dash You're just a bit quicker on your feet than most people. Prerequisites: None Benefit: Your movement speed increases by 5’ as long as you are wearing no more than Light armor and are no more than Lightly Encumbered.Diverse Insights You have studied a second magical tradition, broadening your understanding of magic. Prerequisites: Mage level 4 Benefit: Pick a magical tradition you have studied in-depth. You gain the initiate bonus normally granted to practitioners of this tradition. Additionally, you can learn the spells of this tradition normally (not one tier one tier after your traditional spells). You can even learn spells normally restricted to this tradition. You gain a +2 bonus on spellcraft checks to learn spells from this tradition. Special: This feat can be taken multiple times, each time applying to a new tradition.Diverse Runes You have mastered more runes of power to etch into your armor. Prerequisites: Heavy Armor Proficiency, Dwarf, Level 3 Benefit: You can inscribe your armor with more runes, ancestral or of your own invention. Your connection with these runes is especially strong; they grant a +2 bonus rather than a +1 bonus. Example runes: Chain-breaker: +2 damage bonus against objects, +2 bonus on sunder attempts, +2 bonus on Heal checks Redeemer: +2 bonus on Diplomacy checks, Resistance 2 against cold, +1 bonus to leadership score Kelethi Blood-Rune: +1 on attacks against bloodied creatures, +2 on Intimidate checks, +2 on saves against poison At sixth level, the bonus increases by +1.Dodge You follow your enemy's every move, watching for his attack. Prerequisites: Dexterity 13 Benefit: As a free action, or as a reaction when you are targeted by an attack, you can focus on a creature. You gain a +1 dodge bonus to AC against that creature. You can only focus on one creature at a time, and you lose your focus if you lose sight of the creature. You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.Epic Spell You have mastered a strange and powerful spell. Prerequisites: Epic Mage Benefit: You can learn a single spell of up to tier 4. You must still study the spell an succeed on a spellcraft check to learn it. This feat allows you to learn tier 4 spells and non-traditional tier 3 spells. Special: This feat can be taken multiple times, choosing a new spell each time.Endurance You can hold fast in tough times, remaining fresh when others would be worn down. Prerequisites: Constitution 13 Benefit: When rolling recovery dice, you reroll 1s (rolling again until none are present). You gain a +4 bonus on Constitution checks to keep on moving (be it running, swimming, or marching long distance), hold your breath and endure hunger and thirst. You also gain this bonus on constitution checks made to avoid fatigue in hot or cold environments. Finally, you may sleep in light or medium armor without becoming fatigued. Normal: A character who sleeps in armor is fatigued.Far Shot You have a talent for long-range combat. Prerequisites: Dexterity 13 Benefit: You take only half the normal penalty for each range increment. Additionally, any weapon you wield has its range increased by 10 feet.Fire Mastery You have mastered the use of fire spells in battle. Prerequisites: Any [Fire Focus] feat Benefit: You gain a +1 bonus to your caster level when casting fire spells.Flick of the Wrist You can quickly draw and attack with a light weapon to catch an enemy off-guard. Prerequisites: Dexterity 17, Sleight of Hand: 5 ranks, Quick Draw Benefit: If you draw a Light weapon and attack with it in the same round, your opponent is off-guard against the first attack. This trick will only work once per opponent in a given battle.Forced Opening You can use the superior leverage of your two-handed weapon to break open an enemy's defenses. Prerequisites: BCB +2, Strength 13 Benefit: As an attack, you can try to open up an enemy’s defenses with a two handed slashing or bludgeoning weapon. If this attack hits, it deals no damage, but you may compare your strength score to the target's. If your strength score is equal to or greater than theirs, the target is rendered off-guard until the beginning of their next turn.Graceful Combatant You can use even heavy blades with speed and precision. Prerequisites: BCB +1, Dexterity 13 Benefit:  Choose the longsword or the quarterstaff; the chosen weapon becomes a finesse weapon for you (though you can't finesse a longsword in one hand). You can use your longsword or quarterstaff with the riposte feat (if you have it), even though you wield it in two hands.Greater Weapon Focus You wield your weapon as an extension of your body. Benefit: Your weapon focus feat improves: you gain an additional +1 bonus on attacks and damage with the chosen weapon. Special: You can take this feat multiple times, choosing a new weapon each time.Great Fortitude You are tougher than most. Prerequisites: Constitution 11 Benefit: You gain a +2 bonus on Death saves. Your hp maximum increases by 1 per hit die (minimum +3 hp).Half Sword You can threaten enemies with your blade even while on the defensive. Prerequisites: BCB +2, Weapon Focus (longsword or greatsword) Benefits: When you use the total defense action while using a longsword or greatsword in two hands, you can still make reaction attacks. Additionally, enemies who hit you provoke reaction attacks from you while you are taking a total defense.Hidden Enchantment You can make your enchantments almost undetectable. Prerequisites: Bluff 4 ranks, Subtle Spell Benefit: When you use subtle spell to cast an enchantment or illusion spell, you can conceal your spell almost perfectly—only a pause and a glance is necessary. Off-guard creatures take a -2 penalty on saves against your enchantment and illusion spells.Ice Mastery You have mastered the use of ice spells in battle. Prerequisites: Any [Cold Focus] feat Benefit: You gain a +1 bonus to your caster level when casting cold spells.Improved Bull Rush You are well-practiced at pushing people around. Prerequisites: BCB +1, Strength 13 Benefit: You gain a +4 bonus on strength checks to bull rush enemies. The defender also takes a -4 penalty on their reaction attack.  If you try to push past an enemy, they may not choose to avoid you (unless you let them).Improved Desperate Attack You can exert yourself to make your risky attacks especially deadly. Prerequisites: Strength 13 Benefit: When you make a desperate attack, you can expend a recovery die. If the attack hits, roll the die and add it as bonus damage. Additionally, if this attack deals damage, you do not provoke a reaction attack from the defender.Improved Dodge You can focus your attention on multiple enemies at once. Prerequisites: Dexterity 13, Dodge Benefit: You can designate an additional dodge target. Alternatively, you can designate the same target twice to gain a +2 bonus to AC against their attacks.Improved Drive Back You are especially skilled at forcing enemies back with your polearm. Prerequisites: BCB +1 Benefit: When you attempt to Drive Back an enemy using a polearm which deals piercing damage, you can make your attack even if the enemy moves back 5 ft. The enemy must still be within your reach when you make this attack. Normal: Without this feat, an enemy who moves back avoids your drive back attack.Improved Feint You can feint quickly, following up with an attack in one fluid motion. Prerequisites: BCB +1, Intelligence 13 Benefit: You can make a bluff check to feint in combat as a minor action. Normal: Without this feat, feinting is a major action.Improved Grapple You can do more than hold your own in a grapple. Prerequisites: BCB +1 Benefit: You do not provoke a reaction attack when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. Normal: Without this feat, grabbing an enemy provokes an attack.Improved Point Blank Shot You can use your crossbow to devastating effect at close range. Prerequisites: BCB +1, Point Blank Shot Benefit: When you hit a target within 30 ft with a crossbow, you roll an extra die of damage. For example, a light crossbow would deal an extra 1d6, and an arbalest an extra 1d8.Improved Spell Mastery You have committed many spells to memory. Prerequisites: Epic Mage Benefit: You can master a single tier 3 spell. Alternately, you can master any combination of lower tier spells whose tiers do not exceed your intelligence bonus (tier 0 spells count as ½ a tier). Example: a wizard with a +4 Intelligence bonus could master two tier 2 spells, or eight tier 0 spells, or two tier 1 spells and one tier 2 spell. Special: You can take this feat multiple timesImproved Sunder You have a talent for damaging your opponent's equipment. Prerequisites: BCB +1, Strength 13 Benefit: When you strike at an object held or carried by an opponent, you do not provoke a reaction attack. You also gain a +4 bonus to any attack roll made to attack such an object. Normal: Without this feat, attempting to sunder a carried object provokes a reaction attack.Improved Take Aim You can shoot with lethal precision when you have time to aim. Prerequisites: Dexterity 13 Benefit: Any hit you score with an aimed attack is a critical hit.Improved Trip You have a knack for putting your opponents on the ground. Prerequisites: BCB +1 Benefit: You gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you can immediately spend a reaction to make a melee attack against that opponent. Finally, you do not provoke a reaction attack when you attempt to trip an opponent while unarmed. Normal: Normally, attempting to trip an enemy provokes a reaction attack from them.Improved Unarmed Strike Your body is a weapon. Prerequisites: BCB +1 Benefit: You count as armed—you threaten adjacent squares, you no longer provoke reaction attacks when attacking, and you can add your BCB to damage. You can choose to deal lethal damage with your unarmed strikes. Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and your unarmed attacks can only deal nonlethal damage.Inspiring Bravery Your courage inspires your allies. Prerequisite: Charisma 13, Bravery +2 Benefit: Allies within 30 ft of you gain your bravery bonus, as long as you are conscious and have not succumbed to fear yourself.Instant Adjustment You can perfectly predict the flight of your arrows, adjusting your aim and firing again before the first shot has landed. Prerequisites: Dexterity 15, BCB +4, Weapon Focus (shortbow) Benefit: When you miss an attack within one range increment with your shortbow, you can spend a reaction to fire again at the same target. This attack uses the same bonus as the missed attack, but a -2 penalty applies. If the bonus attack misses, it does not trigger this feat.Iron Will Where others would fall to fear and exhaustion, you can keep going. Prerequisites: None Benefit: You gain a +2 bonus on Charm and Fear saves. As a major action, you can spend two recovery dice to reduce your level of fear or exhaustion by one. (Exhausted becomes fatigued, fatigued becomes nothing, etc.)Last Stand You fight harder when you're losing. Prerequisites: Base Fear Save +3 Benefit: You gain a +1 bonus on melee damage rolls while bloodied. Each time you take damage when you are bloodied, you can spend a reaction to use a single recovery die.Lightning Mastery You have mastered the use of lightning spells in battle. Prerequisites: Any [Electricity Focus] feat Benefit: You gain a +1 bonus to your caster level when casting electricity spells.Lightning Reflexes Your body reacts before your mind registers the danger. Prerequisites: Dexterity 11 Benefit: You gain a +2 bonus on Reflex saves. When you would be struck by an attack, you can use a reaction to gain a +4 dodge bonus to AC against that attack, potentially causing it to miss. After using this ability, you fall prone and become dazed for 1 round.Lingering Flames Your fires smolder on, even without fuel. Prerequisites: Mage level 3 Benefit: If a target takes damage from one of your fire spells, they take 1d6 damage one round later. They only take this damage after the initial strike; this effect is not triggered by lingering damage.Lunging Strike You can strike from outside your opponent's reach. Prerequisites: BCB +3 Benefit: As a special full round action, you may make one melee attack with +5 ft reach.Mage Hunter You are well-practiced at countering spellcasters. Prerequisites: BCB+3, Dexterity 13, Step Up Benefit: Spellcasters who cast defensively still provoke reaction attacks from you. If you strike a spellcaster while they are casting a spell (with a reaction attack or a readied attack) they are off-guard against this attack.Main Gauche Style You can use your sword and dagger together to bolster your defenses and disarm enemies. Prerequisites: BCB +2 Benefit: While fighting with a sword in one hand and a dagger in the other, you gain a +1 dodge bonus to AC and a +4 bonus on the opposed attack roll to disarm your opponent. Additionally, you can attempt to disarm an enemy with a minor action (instead of a major action). Your dagger hand counts as empty for feats and special abilities. Finally, any time you could normally draw a weapon, you can draw two.Malleable Illusions You can alter your illusions after they have been cast. Prerequisites: None Benefit: Whenever you use a minor action to redirect an image, you can also change what it appears to be. If you spend a major action to concentrate on one of your figments or glamers within range, you can change it.Martial Instruction Even in the heat of battle, you can share your tricks with your allies. Prerequisites: Charisma 13, Fighter level 2 Benefit: As a major action, you can grant an ally who can hear you the use of one of your feats for one round. They need not meet the prerequisites.Martial Mastery You have answered the riddle of steel. Benefit: Your BCB improves by 1. Special: You can only learn this feat from a transcendent martial master or a truly epic deed.Martial Weapon Proficiency You have trained with a class of martial weapons. Prerequisites: None Benefit: You gain proficiency with the chosen class of martial weapon (swords or axes, for example). Special: You can take this feat multiple times. Pick a new class of weapons each time.Nimble Combatant You can use your superior speed to your advantage. Prerequisites: Speed 30 ft or higher Benefit: You gain a +1 bonus on attacks and AC against slower enemies. Opportunist Even the slightest distraction is enough for you to strike precisely. Prerequisites: Dexterity 15 or Improved Sneak Attack Benefit: You can make sneak attacks against enemies you flank.Opportunistic Necromancy Your spells prey on the weak and the dying. Prerequisites: None Benefit: Bloodied creatures take a -2 penalty on saves against your necromancy spells; wounded creatures take a -4 penalty instead.Overdraw You can get more power out of your bow, at the expense of fire rate. Prerequisites: Strength 13, Weapon Focus (longbow) Benefit: If you fire your longbow only once in a round, your attack deals extra damage equal to your strength bonus.Overwhelming Shock [Electricity Focus] Your blasts of lightnings send your opponent's reeling. Prerequisites: Mage level 3 Benefit: If you wound an enemy with an electricity spell or deal half their hp in damage in a single blow, they are knocked back 5 ft and fall prone.Piercing Cold You cold spells leave your opponents weakened and shivering. Prerequisites: Mage level 3 Benefit: Any creature which takes damage from one of your cold spells is bloodied.Point Blank Shot Your shots are deadly accurate at close range. Prerequisites: None Benefit: When you make a ranged attack, you can add your dexterity bonus to damage against targets within 30 ft. A spellcaster receives this bonus with spells which require a ranged attack roll. Power Throw You can throw your weapons with extraordinary strength, at the expense of accuracy. Prerequisites: Brutal Throw, Strength 13 Benefit: When you attack with a thrown weapon, you can opt to take a -3 penalty on the attack. If this attack hits, you deal +5 damage.Power Shot At close range, you can deal devastating damage with your longbow. Prerequisites: Strength 13, Weapon Focus (longbow) Benefit: Instead of a d8, you can use a d12 for your longbow's damage within 1 range increment.Practiced Spellcaster For a dabbler, your spells are unusually powerful. Prerequisite: Spellcraft 4 ranks Benefit: Your caster level increases by four, up to a maximum of your level. This is useful for multiclass characters.Practiced Warrior You may not be the best fighter there is, you have mastered a few deadly tricks. Prerequisites: BCB +4, Epic, Combat Focus Benefit: You gain the Swift Attack ability.Precise Shot You have trained to shoot past your allies without hesitation. Prerequisites: Dexterity 13 Benefit: You can fire ranged weapons into melee without taking a -4 penalty on your attack. A spellcaster receives this bonus with spells which require a ranged attack roll.Quick Draw You can draw a weapon and strike in one motion. Prerequisites: Dexterity 11 Benefit: You can draw or sheathe a single weapon as part of another action, instead of as a minor action. You can even draw a weapon and attack with it as one action. You can draw a hidden weapon (see the Sleight of Hand skill) as a minor action.Normal: Without this feat, you may draw a weapon as a minor action, or (if your base combat bonus is +1 or higher) as part of a move action. Without this feat, you can only draw a hidden weapon as a major action.Quick Staff Style You can use your quarterstaff to quickly punish enemies you strike. Prerequisites: BCB +2 Benefit: You gain a +1 dodge bonus to ac when wielding a quarterstaff. Once per turn, when you hit an enemy with a quarterstaff, you may spend a reaction to make a special bonus attack. This attack uses your full BCB, but can only be used to bull rush, disarm, trip, or feint. If you attempt a bull rush, you cannot move with the enemy. You can now make trip attacks with a quarterstaff. If you are tripped during your own trip attempt, you can drop the staff to avoid being tripped. You can only use this feat while lightly encumbered.Ranged Feint You can confound your enemies, leaving them open to your ranged attacks. Prerequisites: Intelligence 13, Point Blank Shot, Precise Shot Benefit: You may make a ‘Feint in Combat’ action with a ranged weapon. Your target must be within 30’ and be able to see you. This action requires a minor action with a loaded weapon (or a thrown weapon at the ready). Normal: Without this feat, you may only ‘Feint in Combat’ with a melee weapon.Ranged Flanker You can use allies to your full advantage, catching their opponents when they're distracted. Prerequisite: Precise Shot Benefit: When attacking with a thrown weapon, you can gain the benefits of flanking against targets within 30 ft. While making your attack, your weapon counts as a reach weapon with 30 ft reach. Because you only count as flanking during your attack, this does not grant allies a flanking bonus on their turn.Riposte You can launch instant counter-attacks while fighting with a sword in one hand and nothing in the other. Prerequisites: Dexterity 13, Dodge Benefit: When wielding a sword in one hand and nothing in the other, your dodge target provokes a reaction attack from you the first time they miss you with a melee attack each round.Roll With It You can use your heavy armor to shrug off some damage. Prerequisites: BCB+3, Constitution 13, proficiency with heavy armor Benefit: You can use your armor to shrug off lesser blows. When you take damage from an attack which does not bypass armor, you can spend a reaction to subtract your BCB from the damage. You can only use this ability while wearing heavy armor.Run You're faster than almost anybody, if you have the room to pick up speed. Prerequisites: Constitution 11 Benefit: The distance you can charge or dash in one action increases by 50%. When running, you move 5 times your speed, or 4 times when carrying a heavy load. When you make a jump with a running start, you gain a +4 bonus on the jump check. You are no longer considered off-guard while running. Normal: You move four times your speed while running, or three times your speed (if heavily encumbered), and you count as off-guard. Scorching Flames [Fire Focus] The heat of your fire spells can pierce even the thickest scales. Prerequisites: Mage level 3 Benefit: Your fire spells bypass damage resistance.Second Skin Your runed armor has an uncanny ability to protect your life. Prerequisites: Dwarf, Runed Armor Benefit: When you would be struck by a critical hit, you can take the blow on your runed armor or shield instead. Your armor is badly damaged (usually doubling its check penalty and halving its AC bonus), but the blow is reduced to a normal strike. If you fail a save against a damaging attack that deals reduced damage on a successful save, your armor can take the damage instead (effectively granting you a successful save). Reduce the check penalty of your favored armor by 2 (to a minimum of zero).Shieldmate You are trained as a shield-bearer, and you stand ready to defend your allies. Prerequisites: BCB +1 Benefit: When you are using a shield with which you are proficient and can take actions, adjacent allies also gain your shield’s bonus to AC.Shield Push You can use your shield to push enemies around. Prerequisites: Strength 13 Benefit: When using a light, medium, or heavy shield, you gain a +2 bonus on bull rush attempts, and you no longer provoke a reaction attack from the defender when you attempt a bull rush.Shot on the Run You can shoot on the move, getting into cover before your enemy has a chance to respond. Prerequisites: BCB +4, Dash or Nimble Combatant Benefits: When using the attack action with a ranged weapon, you can split a move action both before and after the attack, provided that your total distance moved is not greater than your speed.Simple Weapon Proficiency You know your way around basic weapons. Prerequisites: None Benefits: You gain proficiency with all simple weapons.Skill Focus You have the kind of skill that only obsessive practice can grant. Prerequisites: None Benefit: Select a skill in which you have at least 4 ranks. You gain a +3 bonus to this skill. Also, select a more narrow specialization (such as appraising jewelry, climbing trees, etc). Within this specialization, you gain a +4 bonus instead. Special: This feat may be taken multiple times, once per skill.Power Focus You have come to know every intricacy of this spell. Prerequisites: None Benefit: Choose a spell which you have learned. You cast your chosen spell at +1 CL, and the save DC is increased by 1. Special: You can take this feat multiple times, choosing a new spell each time.Spring Attack You can attack on the move, retreating before your enemy has a chance to respond. Prerequisites: BCB +4, Dash or Nimble Combatant Benefits: When using the attack action with a melee weapon, you can split a move action both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke a reaction attack from the creature you attack.Stalwart Your opponents have a hard time pushing you around. Prerequisites: None Benefit: You receive a +4 bonus on checks to resist Bull Rush and Trip attempts.Step Up You can keep up with enemies who try to shift away from you. Prerequisites: BCB +3, Dexterity 13 Benefit: When an enemy shifts five feet away from you, you can spend a reaction to immediately shift five feet after them. You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.Subtle Spell You have learned ancient techniques for casting spells without word or sign. Prerequisites: Concentration 4 ranks Benefit: You can ignore verbal and somatic components when casting a spell. Casting a spell in this way takes a full round action, but it is much less obvious. You must still focus intensely when you use this feat, so a keen eye could notice.Sundering Axe Your mighty axe blows can splinter shields and break bones. Prerequisites: BCB +1, Strength 13, Improved Sunder Benefits:  When you use an axe to sunder an item in a creature’s possession, you can spend a reaction to immediately make an attack on that creature. The creature is considered off-guard against this attack.Surprising Counter Your counter attacks are so quick that they catch the enemy by surprise. Prerequisites: Dexterity 13, Dodge, Riposte Benefit: Your riposte attacks catch the enemy off-guard. Sword and Buckler Style You can use your buckler in tandem with your blade, bypassing the defenses of other duelists. Prerequisites: BCB +2 Benefit: While fighting with a sword and buckler, you can ignore the bonus to AC an enemy gains from using combat expertise. They still take the penalty. When using a buckler and a sword with which you have Weapon Focus, your buckler hand counts as empty for feats and special abilities.Track You are a competent tracker. Prerequisites: Survival 4 ranks Bonus: You gain a +4 bonus on Survival checks made to track creatures. You can move at your normal speed while tracking with no penalty, or twice your speed and take a -5 penalty on the check (instead of -20). Normal: ???Twin Daggers Style You can use your twin daggers to feint more quickly than other weapons. Prerequisites: BCB +2, Dexterity 13 Benefits: When wielding two daggers, you can feint in combat as a minor action rather than a major action. If you take the feat Improved Feint, you can feint as a free action. You can still only make one feint attempt per round. Any time you could normally draw one weapon, you can draw two.Twin Swords Style You can use your twin swords to bolster your defenses and cut your enemies to pieces. Prerequisites: BCB +2 Benefit: When you fight with a sword in each hand, you gain a +1 shield bonus to AC. You can also use your second sword to make deadly follow-up attacks. When you miss an enemy with an attack or a combat maneuver on your turn, you may spend a reaction to immediately make another attack against the same target, at the same attack bonus as the first attack. This reaction attack cannot trigger this ability. Your off-hand counts as empty for feats and special abilities. Finally, any time you could normally draw a weapon, you can draw two.Weapon Focus You have mastered fighting with your chosen weapon. Prerequisites: BCB +1, Proficiency with selected weapon Benefit: You gain a +1 bonus on attack and damage rolls with the selected weapon. Special: You can take this feat multiple times, selecting a different weapon each time.Weapon Specialization You are especially lethal with your chosen weapon. Prerequisites: BCB +4, Weapon Focus Benefit: Choose a weapon for which you have already selected the Weapon Focus feat. You gain a +2 bonus on damage rolls with this weapon. Special: You can take this feat multiple times, selecting a different weapon each time.Vicious Cleave Your furious attacks catch your enemies off-guard. Prerequisites: Half Orc, Cleave Benefit: When you a free attack with your cleave feat, the target is off-guard against these attacks.Zen Archery You can empty your mind, shooting instinctively. Prerequisites: Wisdom 13 Benefit: You may use your Wisdom modifier instead of your Dexterity modifier when making ranged attacks. When you take aim, you ignore any cover bonuses to AC your target possesses.Rapid Reload You can quickly reload your crossbow, even while moving. Prerequisite: Dexterity 13 Benefit: You can load a weapon with the "loading" tag as a major action, instead of a full round action.Spellbreaker You can react quickly to unravel incoming spells. Prerequisites: Dexterity 13, Mage level 3 Benefit: You gain a +2 bonus on dispel and counterspell checks. You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.Channeled Strike You can channel raw magical power through your weapon. Prerequisites: CL 1, BCB +1 Benefit: When you attack, you can spend one spell point to charge your weapon with power. If you hit, you deal +1d4 damage. On a miss, the energy dissipates harmlessly. If your caster level is 4 or higher, you can spend more spell points, each one increasing the damage by 1d4, up to a maximum of [1/2 caster level]d4.Improved Disarm You are adept at disarming your enemies. Prerequisites: Intelligence 13 Benefit: You do not provoke reaction attack when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.We Must Go On You can inspire your allies to carry on, despite danger and exhaustion. Prerequisites: Charisma 13 Benefits: When you and your companions roll recoveries, you can try to inspire them. Roll a skill check to inspire them (diplomacy to rouse allies to courage, bluff to convince your hirelings its not as bad as it is, perform to steady them with music, etc). The DC of this check is determined by the GM, based on the morale of the party (DC 15 for a dangerous but not extreme situation). You can't inspire someone who is unconscious or otherwise unaware of you (obviously). If you fail, they gain no benefit, and you may not try again until the circumstances have changed significantly. If you succeed, you expend a recovery die, and each companion may roll one of their recovery die for free. They get an added bonus on this roll equal to your Charisma Bonus. A character can only benefit from this feat once per day--any additional uses have no benefit.Improved Leadership You are especially talented at inspiring your allies. Prerequisites: Aristocrat level 1, Charisma 13 Benefit: When you grant an ally a free recovery die with your We Must Go On ability, the die is maximized (treated as rolling the maximum).Combat Intuition You can read your opponent's movements to better protect yourself against their attacks. Prerequisites: Wisdom 13, Sense Motive 4 ranks Benefit: When an enemy declares an attack against you (but before the result is revealed) you can spend a reaction to gain your Wisdom bonus to AC against this attack. You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.Lightning Attack Your spring attacks are so sudden that they leave your enemies reeling. Prerequisites: BCB +6, Spring attack Benefit: Enemies you spring attack are caught off-guard.Spinning Spear Style In your hands, the shaft of your spear is nearly as deadly as the head. Prerequisites: BCB +2, Dexterity 15 Benefit: You can use your spear to deal piercing or bludgeoning damage, striking with the shaft or stabbing with the head. Your spear counts as a quarterstaff for the purposes of Quick Staff Style, Graceful Combatant, and other feats. You cannot gain the benefits of this feat while using a spear in one hand.Berserker Style You can use your twin axes to devastating effect. Prerequisites: BCB +2, Strength 15 Benefit: While fighting with an axe or mace in each hand, you can disorient your enemies with repeated blows. If you strike an enemy twice in the same round, OR with a single desperate attack, they are disoriented until the start of your next turn. Any time you could normally draw a weapon, you can draw two.Index: Traditions Hedge Wizards Practical Magic Though they make up a majority of who wield magic, hedge wizards are not members of any great tradition. They typically learn a handful of practical spells, passed down from a mentor or discarded grimoire. They serve many communities as sages and healers, though occasionally a mage will rise to true greatness from this humble origin. History The use of "low magic" is recorded in the most ancient imperial histories. It has existed for millennia and always exist, so long as the least bit of magical knowledge can be obtained by the common people. Low magic is most often wielded by those without access to the ancient secrets. In poor and remote communities they act as sages, healers, and religious leaders. In the north, where few women are permitted to study magic, hedge wizards are a major exception. Tension between mages and the church is constant, and hedge wizards lack the legitimacy of the established orders. For this reason, hedge wizards are far less common in the "civilized" regions of the world. Churchmen on the frontier, especially those of the lowest ranks, are usually inclined to ignore those who wield low magic. Game Rules Restrictions: Intelligence is your spellcasting ability. Hedge wizards have no special restrictions on their spellcasting. Proficiencies: Class Skills: Appraise, Concentration, Craft, Diplomacy, Heal, Lore, Perform, Profession, Sense Motive, and Spellcraft.Background Skills: Choose any 3. Skill Points at 1st Level: (6+Int modifier) * 4Skill Points at Later Levels: 6+Int modifier Equipment: Hedge Wizards are proficient with all simple weapons. They are not proficient with any type of shield or with armor other than the leather coat. Initiate Bonus: Determined Student Your intelligence bonus counts as two points higher for the purposes of the spell mastery class feature. When you expend a recovery die to recover spell points, the die result is maximized. Master Bonus: Practiced Mage You gain a +4 bonus on all Spellcraft checks. Spells from outside your tradition no longer count as one level higher when learning them. Tradition Spells Learning magic without proper instruction is difficult, but still develops certain skills. Hedge wizards can learn these spells normally. Uncommon spells which are simple and practical can be added to this list. Cantrips Arcane Mark - Inscribes a personal rune (visible or invisible).Dancing Lights - Creates flying lights.Daze - Target loses next action.Detect Magic - Touch an object or creature to detect magic on it.Discern North - You know which way is north.Ghost Sound - Create a phantom sound.Know Time - You know the time until sunrise or sunset.Light - Creates a lasting light.Mending - Makes minor repairs on an object.Minor Illusion - Create very minor illusions.Minor Ward - Ward an object against dirt and water.Peaceful Sleep - Creature sleeps peacefully.Prestidigitation - Performs minor tricks.Sense Life - Know how close a creature is to death.Summon Elemental Sprite - Very small elemental provides heat or cold.Touch of Rust - Rust spreads from your fingertip. Tier 1 Burning Hands - 1d4 fire damage in 20 ft cone.Charm Person - One person treats you well.Close Wounds - Roll a check to stop touched creature from bleeding out.Conjure Ice - Ice spreads from your fingertips.Detect Undead - Talisman detects undead.Distract - Target is momentarily distracted.False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.Hold Portal - Holds door shut.Ice Dagger - Ice shard deals 1d4 cold damage.Manipulate Fire - Small fires burn faster or slower.Mask - You appear beautiful.Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam.Reveal Poison - Causes poisons to emit stinking vapor.Shocking Grasp - Touch attack deals 1d6 electricity damage.Sign - You gain a bonus on your next initiative check.Veil of Shadows - Shadows conceal subjects.Warp - Your touch warp slightly warps matter. Tier 2 Arcane Lock - Magically locks a portal or container.Blindness/Deafness - Subject is blinded or deafened.Blur - You gain concealment.Darkness - Lights with a large area are snuffed out or suppressed.Embrittle - Metal becomes easier to damage.Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.Enthrall - An audience is fascinated by your performance.Heal - Heal a wound, at the risk of permanent scarring.Invigorate - Target can immediately roll a recovery.Locate Object - Senses direction to an object (specific or type).Stay the Hand - Causes an attacker to hesitate. Tier 3 Displacement - Attacks miss subject 50%.Gentle Repose - Preserves one corpse.Magic Circle - Circle traps or wards off fey, daemons, and undead.Rage - Subject goes berserk, gains combat bonuses.Water Breathing - Subjects can breathe underwater.The Untiring Seekers of the Blade The Untiring are wandering warriors who scour the north for the sword of their legendary founder. To the seekers, each spell and martial technique is another step on the road to personal perfection. Put simply, they teach that perfection of their art and perfection of the soul are one and the same. The quest is the test of this perfection, but also the school in which it must be achieved. History More than five centuries ago, the Hurax the Icereaver mastered sword and spell. His skill was unmatched, and he became a living legend. Many believed him to be a greater wizard than the archmage of that day, though the Imperial Colleges were at the height of their power and prestige. He forged for himself a blade of elemental ice, harder than steel and so impossibly cold that it shattered any blade it touched. Having slain kings and dragons, Hurax built a sanctuary in the Dragonmounts and set to teaching. Many came to learn his potent blend of martial and magical arts. On his 99th birthday, he told his gathered disciples that his death was near, but that his only true successor would be the one who found his sword. Then he vanished. His school is long abandoned. A quest which once occupied generations of aspiring northern wizards is now almost forgotten. Almost, but not totally. A bare handful still keep to the quest, strengthened by the teachings of a master five centuries dead. Their tradition is passed from aging seeker to bright-eyed apprentice. Their devotion is total. Game Rules Restrictions: Wisdom is your spellcasting ability. The quest focuses you and gives you strength. If you ever study another magical tradition, you lose the 1st and 6th level bonuses granted by this tradition. This tradition cannot be learned with the feat Diverse Insights. Your magic changes your body: your skin is always cold to the touch, and you have an unusual tolerance for cold weather. Healing magic has no effect on you, unless it also affects the dead. Proficiencies: Class Skills: Acrobatics, Concentration, Decipher Script, Lore, Search, Spellcraft, and Survival.Background Skills: Choose any 2. Skill Points at 1st Level: (4+Int modifier) * 4Skill Points at Later Levels: 4+Int modifier Equipment: Seekers are proficient with all simple weapons, as well as shortswords, arming swords and longswords. They are not proficient with any type of shield or with armor other than the leather coat. Initiate Bonus: Seeker of the Sword You gain HP and BCB as if you were an aristocrat rather than a mage.  You also gain the Combat Casting feat. Master Bonus: Tempest Stance As a full round action, you can attack with an arming sword and cast a spell which you have mastered. This action does not provoke reaction attacks. When you cast a spell in this way, its spell point cost is reduced by 50%. Tradition Spells The lore of Hurax makes for deadly warriors, but the Seekers also learn a little practical magic to aid them on their endless journey. Seekers can learn these spells normally. Uncommon spells which deal with ice, or were created by Hurax the White can be added to this list. Spells marked with an asterisk are secret spells, invented by Hurax and known only to the seekers. Cantrips Arcane Mark - Inscribes a personal rune (visible or invisible).Detect Magic - Touch an object or creature to detect magic on it.Discern North - You know which way is north.Light - Creates a lasting light.Mage Hand - Weak telekinesis.Mending - Makes minor repairs on an object.Minor Ward - Ward an object against dirt and water.Prestidigitation - Performs minor tricks.Resistance - Subject gains +1 on saving throws while you concentrate.Summon Elemental Sprite - Very small elemental provides heat or cold.Touch of Fatigue - Living target becomes fatigued.Touch of Peace - Stable creature becomes dying or dying target is killed. Tier 1 Absorb Strength - Kills dying creature, gives you bonuses.Arrow Deflection - Use your reaction to deflect projectiles.Blizzard Strike* - Your next Iceblade attack deals +1d6 damage, pushes both of you apart.Conjure Ice - Ice spreads from your fingertips.Deflect - Gain +4 shield bonus against incoming melee attack.Detect Undead - Talisman detects undead.False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.Hold Portal - Holds door shut.Ice Blade* - Deadly sword of ice deals 1d8+1 damage, lasts for 1 minute/level.Ice Dagger - Ice shard deals 1d4 cold damage.Magic Missile - Strikes unerringly for 1d4+1 damage.Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam.Shocking Grasp - Touch attack deals 1d6 electricity damage.Sign - You gain a bonus on your next initiative check.Soulfrost* - 10 foot cone deals damage and leaves targets vulnerable.True Strike - Gain a +20 bonus on your next attack roll.Weaken - Subject takes penalty to strength. Tier 2 Blast of Force - 1d6 force damage, and target is forced back.Burst of Frost - Cold deals 3d4 damage in a 10 ft radius; may blind.Clinging Lightning - Conductive object or surface deals 1d6 damage/round for 3 rounds.Counterspell - Negates spells as they are cast.Curse of Weakness -2 penalty on attack rolls.Death Armor - Creatures who strike you take 1d4+1 damage.Embrittle - Metal becomes easier to damage.Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.Locate Object - Senses direction to an object (specific or type).Protection from Energy - Subject ignores first 10 points of damage/attack from specified energy type.Shardstorm* - You detonate your iceblade, dealing 1d6/level damage to all within 10 ft.Shatter - Sound shatters an object.Stoneskin - Subject gains +4 armor bonus to AC.Vampiric Touch - Touch deals 3d4 damage; caster may gain damage as hp. Tier 3 Dismissal - Outsider is banished to its own dimension.Dispel Magic - Negates ongoing magical effects and spells.Energy Shield - Shield protects subject, granting energy resistance against one attack.Gentle Repose - Preserves one corpse.Hailstorm - 4d6 cold damage in 60 ft cone, 2d6 one round later.Heartfreeze* - Kill a creature you have critically hit with your Ice Blade.Lightning Bolt - 5d6 damage, 120 ft line.Magic Circle - Circle traps or wards off fey, outsiders, and undead.Shelter - Creates shelter for ten creatures.Sleet Storm - Hampers vision and movement.Tireless Vigil - Sustain yourself without food, water, or rest.Water Breathing - Subjects can breathe underwater.Wind Wall - Deflects arrows, smaller creatures, and gases.The Blue Wizards Loremasters of the North The Blue Wizards are famous throughout the north as sages; their dark blue robes mark them as men of dignity. The greatest of them act as viziers and seneschals to the kings of Serulai, Arsek, and Norim. Their library is the greatest in the north, and their arcane skills are versatile and potent. The school only accepts men of noble birth, who must be recommended by an alumnus in good standing. Exceptions are well known—noblewomen of Norim are commonly sent to study at Arnis (though they are denied the oath and the blue robe), and upstarts with talent have often slipped in as well. History North of the Serulaian heartland, near the frontier of Arsek, there stands a stone tower at the base of a hill. This is the school of Arnis. More properly, it is the second school of Arnis. The ruins of the old school lie atop the hill, the broken tower barely visible through the pines. The ruins are a lesson to those who study at the school, a reminder that they are sworn to serve, and never to rule in their own name. They swear also to enforce this oath, hunting down any of their peers who defy their laws. ??? add more on the old school and the reformation ??? Game Rules Restrictions: Intelligence is your spellcasting ability. The methods taught at the school of Arnis are very flexible, but sometimes unwieldy. It takes half again as many pages to record your spells. This applies to all spells you learn, unless you later learn another method of notation. Additionally, you are bound by your oath to the masters of the order. Some offenses are punishable by expulsion from the order and deprivation of all magical ability; for other offenses the penalty is death. You may never hold a title, or rule in your own name. You must serve uphold the reputation of the School of Arnis, and serve your patron with loyalty and dignity. You may never practice the forbidden arts of black necromancy. You must heed the summons of the masters of the order, attending great-councils and upholding the Oath of Arnis. Proficiencies: Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Heal, Intimidate, Lore, Search, Sense Motive, and Spellcraft.Background Skills: Choose any 2. Skill Points at 1st Level: (4+Int modifier) * 4Skill Points at Later Levels: 4+Int modifier Equipment: Seekers are proficient with the club, the dagger, heavy crossbow, light crossbow, and the quarterstaff. They are not proficient with any type of shield or with armor other than the leather coat. Initiate Bonus: Loremaster You gain a +2 bonus on Lore checks. You have been taught in Incantation of Arnis, which reduces the draining effect of spellcasting. If you take a minor action to perform the incantation immediately before casting a spell, the spell point cost is reduced by [spell tier]. Master Bonus: Secret of Arnis So long as you are able to use magic, you age far more slowly than a normal human. Blue wizards have been known to live more than three hundred years. Though highly prized, this gift is somewhat imperfect—if you are ever cut off your magic, your grace deserts you and you revert to your true age (which is almost always fatal). Tradition Spells Blue mages are taught a great variety of common spells. They can learn these spells normally. Uncommon spells which deal with gathering information, or which were invented by others of their tradition can be added to this list. Spells marked with an asterisk are secret spells, invented by the Blue Wizards and known only to them. Cantrips Arcane Mark - Inscribes a personal rune (visible or invisible).Dancing Lights - Creates flying lights.Daze - Target loses next action.Detect Magic - Touch an object or creature to detect magic on it.Ghost Sound - Create a phantom sound.Light - Creates a lasting light.Mage Hand - Weak telekinesis.Mending - Makes minor repairs on an object.Minor Illusion - Create very minor illusions.Minor Ward - Ward an object against dirt and water.Muffle - Targets are muffled to others, and all other sound is muffled to them.Peaceful Sleep - Creature sleeps peacefully.Prestidigitation - Performs minor tricks.Resistance - Subject gains +1 on saving throws while you concentrate.Sense Life - Know how close a creature is to death.Summon Elemental Sprite - Very small elemental provides heat or cold.Summon Least Servitor - Summoned spirit performs very minor task.Touch of Peace - Stable creature becomes dying or dying target is killed.Vision - Willing target sees brief vision. Tier 1 Alarm - Wards an area for 2 hours/level.Burning Hands - 1d4 fire damage in 20 ft cone.Charm - One person treats you well.Close Wounds - Roll a check to stop touched creature from bleeding out.Command - Target must obey your one-word command.Create Image - Creates an illusory construct of your design.Detect Secret Doors - Reveals hidden doors within 60 ft.Detect Undead - Talisman detects undead.Erase - Writing vanishes.Hold Portal - Holds door shut.Magic Missile - Strikes unerringly for 1d4+1 damage.Manipulate Fire - Small fires burn faster or slower.Marking Ward - Warded object marks those who touch it.Mask - You appear beautiful.Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam.Presence of Arnis* - You appear impressive/imposing for three rounds.Reveal Poison - Causes poisons to emit stinking vapor.Sleep - Creatures with up to 4d6 HP fall unconscious.Warp - Your touch warp slightly warps matter. Tier 2 Alter Magic Aura - Conceals or changes an item’s magical aura.Arcane Lock - Magically locks a portal or container.Counterspell - Negates spells as they are cast.Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.Enthrall - An audience is fascinated by your performance.Entice Gift - Subject gives you what it is holding.Figment - You cause a creature to see an illusion of your design.Glamer - Changes an object’s appearance.Heal - Heal a wound, at the risk of permanent scarring.Invigorate - Target can immediately roll a recovery.Locate Object - Senses direction to an object (specific or type).Mark of Truth - Marked creature cannot lie.Nondetection - Protects a creature or object from divinations.Oath of Arnis* - You know if someone breaks their word to you.Rebuke - Subject is dazed and then shaken, and has trouble casting spells.Scorching Ray - Ranged touch attack deals 3d6 damage.Stay the Hand - Causes an attacker to hesitate.Summon Daemon - Conjures a daemon.Unseen Servant - Bind a spirit to create an invisible servant. Tier 3 Arcane Sight - You see magical auras within 120 feet.Clairvoyance - See or hear at a distance.Chamber Ward* - Ward a room against magical subterfuge and evil creatures.Detect Thoughts - Listen to surface thoughts.Dispel Magic - Negates ongoing magical effects and spells.Enlarge Item - Object grows to 16 times its size.Explosive Runes - Deals 6d6 damage when read.Fireball - 5d6 fire damage, 20 ft radius.Glyph of Warding - Inscription harms those who pass it.Hold Person - Humanoid is paralyzed for 1 round/level.Instant Summons - Specially prepared object appears in your hand.Magic Circle - Circle traps or wards off fey, outsiders, and undead.Minor Creation - Create an object from nothing.Shelter - Creates shelter for ten creatures.Shrink Item - Object shrinks to one 16th its size.Suggestion - Compels subject to follow stated course of action.Tremor - Earthquake damages structures, may knock creatures prone. Tier 4 Discern Lies - Detect Spoken Falsehoods. Scrying - Spy on target from a distance. Spellsever - Target loses access to magic.Runescribes Runes of Power Deep within their mountains, the dwarves keep alive an ancient magical tradition. They work complex magical symbols into metal and stone, and imbue these runes with power. In times of peace, they work wonders to the benefit of their clans and excavate new caverns. In times of war, they don armor and take up weapons, fighting alongside their kinsmen and empowering them with runic magic. History Legends say that rune magic was taught to the dwarves by their creator, Usisad. They say also that in Foremvur, the scribes of that lost city could create automatons of living stone, cause whole buildings to float, travel vast distances, and bring about all sorts of other miracles with their rune-lore. Much was lost in the fall, and much forgotten in the jealousy between the clans. Among all the old legends, the loss of the Balyri is perhaps the saddest to the scribes, for it is said that a rune etched in adamantine sustains itself forever, never losing any of its power. Today, only a few priceless relics of the Balyri still exist among the dwarves. Game Rules Restrictions: Wisdom is your spellcasting ability. Because their knowledge of magic is so specialized, runescribes take a -2 penalty on spellcraft checks to learn spells from outside their tradition. Additionally, runescribes don't study the working of the mind at all, so they can never learn illusions and enchantments. Members of this tradition do not gain the spell mastery class feature. Proficiencies: Class Skills: Appraise, Concentration, Craft, Decipher Script, Heal, Lore, Perform, Search, and Spellcraft.Background Skills: Choose any 2. Skill Points at 1st Level: (4+Int modifier) * 4Skill Points at Later Levels: 4+Int modifier Equipment: Runescribes are proficient with all simple weapons, as well as one-handed maces and warhammers. They are proficient with light armor, but not with any type of shield. Initiate Bonus: Rune Magic You gain HP and BCB as if you were an aristocrat rather than a mage. Diverse Insights does not grant this bonus. You can make use of rune magic. All rune spells you learn count as mastered--you can scribe runes and imbue them with power without ever referring to a spellbook. When a rune you hold is discharged, you recover half the spell points used in creating it. Scribing a RuneEach rune is a specific pattern which can produce a specific effect if properly charged with power. Most runes are carved or etched into stone or metal. Rendering a rune in a hard surface takes a long time, but its the only way to contain the power of higher-tier runes. You can also draw a rune with ink, chalk, or the like, but drawn runes are fragile, and can only hold tier 1 spells. Drawing a rune is a full round action which provokes reaction attacks. Charging a RuneA newly created rune is empty and powerless; it must be imbued with magical energy to function. Charging a rune is just like casting a spell, except the spell points you spend are invested into the rune to power it--you can't regain these spell points until the rune is discharged, destroyed, or drained. A rune which is out of your presence for 24 hours is drained, becoming as empty as a new rune. Waking a RuneA charged rune is dormant, waiting to be used. Anyone can wake a rune by touching it and speaking its word (a minor action which does not provoke reaction attacks. Alternately, you can silently wake a rune you have created by touching it and focusing on the word (also a minor action). Once a rune is activated, it takes effect as outlined in its description. Once discharged, a written rune is totally erased. Carved runes are blackened and drained of power, but can still be charged again. Master Bonus: Runeweaving You can spend spell points to manipulate your runes in new ways: Runic Power: You can invest twice as many spell points when charging a rune to double its effects. Runic Endurance: You can invest twice as many spell points when charging a rune to increase the time it takes to drain to one year. Runic Reach: You can spend 3 spell points to wake a rune within 90 ft (this is still a minor action). Tradition Spells Dwarf wizards study a small variety of useful spells, but they pride themselves on their knowledge of obscure and powerful runes. Runescribes can learn these spells normally. Uncommon runes can be added to this list. Cantrips Arcane Mark - Inscribes a personal rune (visible or invisible).Detect Magic - Touch an object or creature to detect magic on it.Discern North - You know which way is north.Light - Creates a lasting light.Mending - Makes minor repairs on an object.Minor Ward - Ward an object against dirt and water.Resistance - Subject gains +1 on saving throws while you concentrate. Tier 1 Alarm - Wards an area for 2 hours/level.Arrow Deflection - Use your reaction to deflect projectiles.Burning Hands - 1d4 fire damage in 20 ft cone.Deflect - Gain +4 shield bonus against incoming melee attack.Detect Secret Doors - Reveals hidden doors within 60 ft.Detect Undead - Talisman detects undead.Erase - Writing vanishes.Magic Missile - Strikes unerringly for 1d4+1 damage.Marking Ward - Warded object marks those who touch it.Rune of Darkness* - Rune darkens a 20 ft radius and extinguishes lights which enter.Rune of Forgefire* - Metal weapon glows red hot, deals +1d4 damage for 5 rounds.Rune of Light* - Rune glows very brightly, disorienting nearby creatures.Rune of Protection* - Rune negates one critical hit.Rune of Sealing* - Portal or container is sealed shut.Rune of True-striking* - Gain a +5 bonus on one attack. Tier 2 Blast of Force - 1d6 force damage, and target is forced back.Embrittle - Metal becomes easier to damage.Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.Feather Fall - Reduce a speeding target’s momentum.Locate Object - Senses direction to an object (specific or type).Nondetection - Protects a creature or object from divinations.Protection from Energy - Subject ignores first 10 points of damage/attack from specified energy type.Scorching Ray - Ranged touch attack deals 3d6 damage.Stoneskin - Subject gains +4 armor bonus to AC.Master Rune of Sealing* - Seal a portal or container and ward it against magic and daemons.Rune of Binding* - Tie a spell to this rune, doubling its durationRune of Blasting* - Rune detonates on a hard impact and deals 3d6 damage in a 5 ft radius.Rune of Deflection* - For 5 rounds, attacks against you have a 20% chance to be deflected.Rune of Destruction* - Damage or destroy an object or 5 ft sphere of material. Tier 3 Detect Metal - Detect large deposits of metal.Dispel Magic - Negates ongoing magical effects and spells.Explosive Runes - Deals 6d6 damage when read.Energy Shield - Shield protects subject, granting energy resistance against one attack.Fireball - 5d6 fire damage, 20 ft radius.Glyph of Warding - Inscription harms those who pass it.Instant Summons - Specially prepared object appears in your hand.Magic Circle - Circle traps or wards off fey, outsiders, and undead.Shape Stone - Sculpt stone into a new shape.Tremor - Earthquake damages structures, may knock creatures prone.Master Rune of Destruction* - Disintegrate a 5 ft sphere of material.Master Rune of Fury* - Make an attack against each adjacent enemy.Master Rune of Negation* - Rune suppresses magic within 10'.Master Rune of Wrath* - Attack deals extra damage, or strike the ground to damage and trip nearby creatures. Tier 4 Master Rune of Power* - Rune can be used to empower a spell, but only at great risk.Flesh Shaper (Who are these guys?) ??? History ??? Game Rules Restrictions: Wisdom is your spellcasting ability. This tradition cannot be learned with the feat Diverse Insights. Your spells have no somatic components. You can cast while your hands are full and do not provoke reaction attacks by casting in combat, but you are unable to learn spells from outside of your tradition. All of your targeted spells have a range of touch. Proficiencies: Class Skills: Climb, Concentration, Handle Animal, Heal, Intimidate, Lore, Ride, Spellcraft, Stealth, Survival, SwimBackground Skills: Choose any 2. Skill Points at 1st Level: (4+Int modifier) * 4Skill Points at Later Levels: 4+Int modifier Equipment: Shapers are proficient with no manufactured weapons. They are proficient with any light armor, but not with shields. Initiate Bonus: Blood Magic You gain HP and recovery dice as if you were a Barbarian rather than a Mage. Your BCB increases as if you were an Aristocrat. You gain the feat Improved Unarmed Strike. You have 50% fewer Spell Points, but when spending Spell Points, you may choose to spend HP instead. Master Bonus: Wild Fury When you hit an enemy with a melee attack or a touch spell, you can spend a reaction to immediately make another attack. This bonus attack cannot trigger Wild Fury, even if you have more reactions. Tradition Spells Shapers are taught ancient spells which empower themselves and weaken their enemies. They can learn these spells normally. Uncommon spells which grant the caster animalistic powers can be added to this list. Spells marked with an asterisk are secret spells, invented by the Shapers and known only to them. Cantrips Discern North - You know which way is north.Know Time - You know the time until sunrise or sunset.Peaceful Sleep - Creature sleeps peacefully.Resistance - Subject gains +1 on saving throws while you concentrate.Sense Life - Know how close a creature is to death.Touch of Fatigue - Living target becomes fatigued.Touch of Peace - Stable creature becomes dying or dying target is killed. Tier 1 Absorb Strength - Kills dying creature, gives you bonuses.Calm Animals - Close Wounds - Roll a check to stop touched creature from bleeding out.Claws of Arrak* - You grow claws which deal 1d6 damage.Longstrider - False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.Neutralize Poison - Weaken - Subject takes penalty to strength. Tier 2 Blindness/Deafness - Subject is blinded or deafened.Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.Heal - Heal a wound, at the risk of permanent scarring.Invigorate - Target can immediately roll a recovery.Stoneskin - Subject gains +4 armor bonus to AC.Transfusion - You grant the target one of your recovery dice.Weapons of the Beast* - You gain a powerful natural weapon.Vampiric Touch - Touch deals 3d4 damage; caster may gain damage as hp. Tier 3 Aspect of the Beast* - You take on animalistic powers.Heroism - Subject gains +2 morale bonus on attacks, saves, and checks.Rage - Subject goes berserk, gains combat bonuses.Tireless Vigil - Sustain yourself without food, water, or rest.Water Breathing - Subjects can breathe underwater. Tier 4 PolymorphTradition Concepts Knights of the Pyre focus heavily on Fire magic, little utility Initiate Concept: Pyromancy - Your fire spells count as mastered. When augmenting a fire spell, you take fire damage equal to the spell's tier instead of spending SP. taking too much damage from this ability causes side effects exploding insanity loss of consciousness severe burns Master Concept: Avatar of Flame - enter a trance state, transforming into a fiery avatar and releasing a nova of flame. while in this state, all fire spells are empowered by Pyromancy, the HP cost of Pyromancy is doubled, all fire damage you take becomes nonlethal damage, and all fire spells are empowered by one die increment. proficient with simple weapons and leather coat Abjurist Guardian abjuration and defensive party support spells Initiate Concept: Manaward - You have one additional reaction. As a reaction, you may spend 2 SP to improve your AC by 4 for a single attack, or twice that to protect a target within 30 ft. Endurance Mechanic: Mental Shielding - your con bonus applies to SP in addition to HP. When rolling recovery dice, add your con bonus to the roll. Master Concept: Arcane Inoculation - Convert all but one HP into SP. SP takes damage before life. Spell Concepts Greater Force Armor - t3 spell, grants 5 + int bonus AC (does not stack with stoneskin or equipped armor) proficient with simple weapons, shields, and leather coat ElementalistThe Elicine Monks The Black Monastery On the north shore of Lake Diada in Freemarch, there is a walled Monastery. The villagers of Borralac pay it little notice, except to trade their grain for honey and bring their sick for treatment. But to philosophers and sages, the Elicine Monks have been the subject of speculation and suspicion for centuries. The Order of St Aelika the Exile is among the strangest and most obscure of the holy orders. The rumors are not without cause: the black robes and brown sashes of the monks have appeared too often around great men and women, before important battles and ascensions, for an order which is said to mandate a life of ascetic seclusion and quiet study. To observant (or paranoid) scholars, their appearance in so many footnotes is a pattern, a little piece of a grand conspiracy. And there are the whispers of magic, powerful yet anonymous monastic wizards, working their spells towards some obscure end. Setting aside all speculation and theory, the informed outsider can establish three facts with certainty: They are a holy order which accepts both men and women, officially established in 392 by order of the Emperor Orlam the Pious. They study the magical writings of Aelika and her disciples just as closely as their theological works; perhaps they make no distinction between the two. They guard their secrets well. The Keepers of the Harmony The organization of the monastery. A history obscured. The garden of the Black Lotus. Game Rules Restrictions: Intelligence is your spellcasting ability. You are bound by the three sacred vows of the Order: ??? Proficiencies: Class Skills: Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Lore, Search, Sense Motive, Profession, Spellcraft.Background Skills: Choose any 2. Skill Points at 1st Level: (6+Int Modifier)*4Skill Points at Later Levels: 6+Int modifier Equipment: Elicine Monks are proficient with the club and the dagger. They are not proficient with any type of shield or with armor other than the leather coat. Initiate Bonus: Elicine Chant As a minor action, you can focus your mind on the sacred Song of St Aelika. You perceive the harmony of reality itself, and the song bolsters you. So long as you focus on the chant, you are highly resistant to mind-affecting magic and you gain a bonus on death saves. This save bonus is equal to the highest tier of spell you are able to learn. As a major action, you can turn the chant outward, granting the mental resistance to all within 10 ft; those uninitiated in the mysteries of your order only gain half the bonus on saves, however. This is much more difficult than simply perceiving the chant for yourself. With the help of other monks, the outward-chant can be maintained for hours; alone, you can only keep the chant true for 1 minute/level, +1d6 rounds. Once the flow of a chant is broken (by distraction or once you can no longer maintain it), you cannot chant again until you have taken a brief rest and steadied your mind. Master Bonus: Reweaving The Word of Reweaving is among the greatest secrets of the Elicines. It is a phrase of the high-speech, a fragment of a forgotten spell, a shift in the harmony of creation. The speaker literally turns back time, reversing everything but their own memory. The word can be spoken as a major action, but only once in 24 hours, for this is the time it takes to fully integrate the changes brought on by the word. Fortunately, this work is far less taxing--the monk need only be conscious and able to focus to complete the change. If he is somehow unable to complete the reweaving, damage to the harmony is likely to result. The Monks wield this greatest weapon only in defense of reality itself. The Word is limited in its power, but spoken recklessly it can cause immense damage to the harmony. It is generally considered safe to make a single reversion of a single moment—reverting only the last roll or action. It is far more risky to revert an entire round; a reversion of a minute or more is dangerous almost beyond comprehension. Tradition Spells The Monastery is a treasure-trove of ancient lore. Mendicants are expected to master a number of difficult spells and techniques before they are dispatched as Peregrines. The monks are experts in illusion and divination. Uncommon spells which can deal with predicting the future can be added to this list. Spells marked with an asterisk are secret spells, invented by the Elicines and known only to them. Cantrips Daze - Target loses next action.Detect Magic - Touch an object or creature to detect magic on it.Discern North - You know which way is north.Ghost Sound - Create a phantom sound.Know Time - You know the time until sunrise or sunset.Light - Creates a lasting light.Mage Hand - Weak telekinesis.Mending - Makes minor repairs on an object.Minor Illusion - Create very minor illusions.Minor Ward - Ward an object against dirt and water.Muffle - Targets are muffled to others, and all other sound is muffled to them.Peaceful Sleep - Creature sleeps peacefully.Sense Life - Know how close a creature is to death.Vision - Willing target sees brief vision. Tier 1 Alarm - Wards an area for 2 hours/level.Burst of Sparks - 10 ft radius burst blinds for 1 round, disorients for 1 round/level.Charm - One person treats you well.Close Wounds - Roll a check to stop touched creature from bleeding out.Create Image - Creates an illusory construct of your design.Detect Secret Doors - Reveals hidden doors within 60 ft.Detect Undead - Talisman detects undead.Distract - Target is momentarily distracted.Erase - Writing vanishes.False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.Hold Portal - Holds door shut.Magic Missile - Strikes unerringly for 1d4+1 damage.Mask - You appear beautiful.Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam.Reveal Poison - Causes poisons to emit stinking vapor.Sign - You gain a bonus on your next initiative check.Sleep - Creatures with up to 4d6 HP fall unconscious.True Strike - Gain a +20 bonus on your next attack roll.Veil of Shadows - Shadows conceal subjects.Chord of Truth - [1 round charm followed by amnesia] Tier 2 Alter Magic Aura - Conceals or changes an item’s magical aura.Anticipate Attack -15 penalty.Arcane Lock - Magically locks a portal or container.Blast of Force - 1d6 force damage, and target is forced back.Blur - You gain concealment.Counterspell - Negates spells as they are cast.Darkness - Lights with a large area are snuffed out or suppressed.Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.Entice Gift - Subject gives you what it is holding.Feather Fall - Reduce a speeding target’s momentum.Figment - You cause a creature to see an illusion of your design.Glamer - Changes an object’s appearance.Heal - Heal a wound, at the risk of permanent scarring.Invigorate - Target can immediately roll a recovery.Locate Object - Senses direction to an object (specific or type).Malevolent Miasma - 15 ft radius cloud deals 3d4 nonlethal damage, disorients victims.Mark of Truth - Marked creature cannot lie.Mirror Image - Illusory duplicates deceive attacks.Nondetection - Protects a creature or object from divinations.Rebuke - Subject is dazed and then shaken, and has trouble casting spells.Stay the Hand - Causes an attacker to hesitate. Tier 3 Arcane Sight - You see magical auras within 120 feet.Clairvoyance - See or hear at a distance.Detect Thoughts - Listen to surface thoughts.Dismissal - Outsider is banished to its own dimension.Dispel Magic - Negates ongoing magical effects and spells.Displacement - Attacks miss subject 50%.Greater Vision - Subject receives vision, regardless of distance.Heroism - Subject gains +2 morale bonus on attacks, saves, and checks.Hold Person - Humanoid is paralyzed for 1 round/level.Magic Circle - Circle traps or wards off fey, outsiders, and undead.Minor Creation - Create an object from nothing.Sensory Deprivation - Subject’s senses fail for 1 round/level.Silence - Subject cannot be heard for 1 minute/level.Suggestion - Compels subject to follow stated course of action.Theft - Small, nearby object is teleported into your hands. Tier 4 Alter MemoryInvisibilityIndex: Spells Absorb Strength Necromancy (White)Tier: 1Components: Verbal, SomaticCasting Time: 1 major actionRange: TouchTarget: Dying creature touchedDuration: 10 minutes per HD of subject; see textSaving Throw: Death partial; see textThe man grows still, and you grow stronger. Your touch drains away the last of a creature’s life force, fuelling your own power. The creature must make a Death save or die. If the creature dies, you gain 1d8 temporary hit points and a +2 bonus to Strength. This effect lasts for 10 minutes per HD of the subject. If the creature succeeds on its save, the spell does not kill it, but it must make a new save each round for as long as you choose to concentrate on the spell. Augmentation:If you cast this as a tier 2 spell, you also regain 1 recovery die when you kill the target.Acid Arrow Evocation [water]Tier: 2Components: Verbal, SomaticCasting Time: 1 major actionRange: 360 ftEffect: One magic arrowDuration: 1 round + 1 roundSaving Throw: NoneYou cast a blurred green arrow towards your foe. The bolt turns to clinging, hissing acid as it strikes him. A magical bolt of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. On the next round, the acid deals an additional 2d4 points of damage unless it is somehow neutralized. Augmentation:For each extra spell point you invest, the acid lasts for one more round (up to a maximum total of [½ caster level] rounds).Alarm Abjuration (Ward)Tier: 1 Components: Verbal, Somatic Casting Time: 1 round Ritual Casting Time: 10 minutes Range: Touch, see text Area: See text Duration: 2 hours/level Saving Throw: None From behind you, you hear a terrible shriek. It seems your escape will not be so easy after all. When you cast this spell, you ward an area or object. If you ward an object you need only touch the object while you cast the spell. If you ward an area, you must pace out the perimeter as you cast the spell. The warded perimeter may be as long as 150 ft + 10 ft per caster level. Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches or opens (you decide if one or both of these trigger the alarm) the warded object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. Mental AlarmA mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. Audible AlarmA deafening clamor, and anyone within 120 feet of the warded area can hear it clearly. The sound lasts for 1 round. Augmentation:If you cast this as a tier 2 spell, the creature who triggers the alarm and all others within 10 ft must make a Spell save or be stunned for 1 round.Alter Magic Aura IllusionTier: 2 Components: Verbal, Somatic Casting Time: 1 full round Range: Touch Target: One touched object weighing up to 5 lb/level Duration: 1 day/level (D) Saving Throw: NoneYou work quietly, carefully concealing the magic of the orb. Your deception will be revealed when they touch it, but by then it will be too late. You alter an item’s aura so that it appears to magical examination as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.Higher tier divination spells can see through alter magic aura.If the targeted item’s own aura is exceptionally powerful, alter magic aura doesn’t work.Animate Dead Necromancy (Black) Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: 40 ft Targets: One or more corpses Duration: Instantaneous Saving Throw: None It begins with a twitch, and then a dozen dead eyes snap open. This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. With each casting of this spell, you can create 1 HD of undead per caster level. These undead count against the number of HD of undead you can control (normally 2 HD per caster level). If you ever exceed this limit, the undead farthest from you slip out from your control until you no longer exceed your limit. Unlike more powerful necromancy spells, Animate Dead does not create truly independent undead. The skeletons or zombies created by this spell are sustained by your magic, and collapse back into death if you cut off that magic. When you cast this spell, the spell points you spend in the casting are divided among the undead you create (Example: if you create 5 skeletons, a spell point is invested in each one). These spell points cannot be recovered by resting or any other means while the undead remain--your spell point maximum is lowered. As your undead minions are destroyed, your maximum increases and you may again recover the spent spell points. If you spend a major action to dismiss the spell, you can cut off your creations, instantly destroying all the undead you have created with this spell, and increasing your spell point maximum back to normal. If you create less than the maximum HD of undead you can create with a casting of this spell, you should still divide the casting cost of this spell among the maximum HD you could have created to learn how many spell points are invested in each creature. Any undead you create with this spell are destroyed if you die or lose your ability to cast spells.Anticipate Attack Divination Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Self Duration: 1 round/level Saving Throw: none As you complete the spell, a vision of your own death flashes through your mind. You peer moments into the future, gaining a warning of a coming attack. The first time you are attacked during the duration of this spell, the attack suffers a -15 luck penalty. After the first attack, the spell ends.Arc of Vengeance Evocation [electricity] Tier: 2 Components: Verbal, Somatic Casting Time: 1 reaction or 1 major action Range: Touch, see text Target: Creature or object touched Duration: Instantaneous Saving Throw: Reflex half You punish your assailant, blasting her before she can get out of reach. You can cast this spell as a reaction when an enemy strikes you in melee. You may immediately make a melee touch attack against your attacker; if the attack hits, the spell deals 3d8 points of electricity damage. Alternately, this spell can be used on your turn as a touch spell, dealing its damage with a successful melee touch attack. Augmentation:For each extra spell point you invest, you can increase the damage by 1d8 (up to a maximum total of [caster level] d8).Arcane Mark Universal Tier: 0 Components: Somatic Casting Time: 1 major action Range: Touch Effect: One personal rune or mark, all of which must fit within 1 sq. ft. Duration: Permanent Saving Throw: None As you touch the door, your sigil flows out from your finger, burning into the ancient wood. This spell allows you to inscribe your personal rune or mark. The sigil can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material on which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible. See invisibility, true seeing, and similar effects also allow a user to see an invisible arcane mark. The mark can be dispelled or removed by an erase spell, or at will by the caster. If an arcane mark is placed upon a living being, normal wear gradually causes it to fade in about a month.Arcane Lock Abjuration (Ward) Tier: 2 Components: Verbal, Somatic, Material Casting Time: 1 major action Ritual Casting Time: 10 minutes Range: Touch Target: The door, chest, or portal touched, up to 30 sq. ft./level in size Duration: Permanent Saving Throw: None The mark burns upon the chest, and then fades. You do not bother with the old brass lock. An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock with a touch; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.) Material ComponentGold dust worth 2 gp, used in markings upon the door. Ordinary chalk can be substituted, but the spell lasts for only 1 minute per caster level.Arcane Sight Divination Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: You Duration: 1 min/level (D) As you complete the spell, runes bloom in the air before you, a deadly barrier made visible. This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. If you focus on a particular aura (as a major action, or more for more complex magic), you may use the Spellcraft skill to try to determine the rough function of an aura (make one check per aura, DC 15 + spell tier). If you attempt to analyze an overwhelming aura, a Spell save may be called for to avoid stunning or worse. If you concentrate on a specific creature within 120 feet of you as a major action, you can determine whether it has any spellcasting or spell-like abilities, and the strength of the most powerful spell or spell-like ability the creature currently has available for use.Arrow Deflection Abjuration (Ward) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: You Duration: 1 min/level (D) With a wave of your hand, the air before you shimmers, and the poisoned arrow is diverted from its lethal course. This spell wards the caster against projectiles. When you would be struck by a ranged weapon, you can use a reaction to make a Reflex save with a DC equal to the attack roll. You gain a bonus on this save equal to your caster level. If you succeed, the projectile is harmlessly deflected. You must be aware of the incoming attack to deflect it. Augmentation:If you cast this spell as a tier 3 spell, any arrows you deflect are instead reflected back at the attacker. A reflected arrow targets the character who originally made the attack, and uses their attack roll.Blast of Force Evocation [force] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 60 ft Effect: One invisible blast of force Duration: Instantaneous Saving Throw: None The spell throws the creature backwards, smashing him into the wall. This spell creates an invisible (save for dust and debris disturbed by its passage) blast of magical force, which flies from your hand as a ray. If you strike a creature with a ranged touch attack, the ray deals 1d6+1 points of damage and may force the target back (or break through a door or other obstacle). Roll a Strength check for the spell with a bonus of +8, opposed as normal for a bull rush. If the spell is used against an object, to can break the object (use the same Strength bonus). A light, poorly secured object is more likely to be sent flying. Augment:For each additional spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [½ caster level] d6). For each extra d6, the spell gains an additional +2 bonus on the Strength check.Blindness Necromancy (White) Tier: 2 Components: V Casting Time: 1 major action Range: 40 ft Target: One living creature Duration: Permanent (D)Saving Throw: Spell Negates You speak the ancient word, and your foe screams as his eyes are clouded. The dark energies of this spell damage the subject's eyes, potentially blinding them. The effects of this spell vary slightly depending on the strength of the victim: 20 HP or less: The creature is blinded. 20 HP or more: The creature's vision is severely weakened. The target is disoriented, and takes a -6 penalty on any checks that rely on sight; beyond 30 ft, they are almost totally blind. If the target's vision is already weakened, a failed save blinds them (even if they have more than 20 HP).Blur Illusion (Glamer) Tier: 2 Components: Verbal Casting Time: 1 major action Range: Touch Target: Creature touched Duration: 1 min/level (D) Saving Throw: Spell negates (harmless) As you touch your companion, their outline blurs into the shadows, concealing them. The subject’s outline blurs and wavers. The subject gains concealment (20% miss chance, may attempt to hide) if they do not already have it, or doubles the effect to 40% if they already have concealment. In areas where the subject already had concealment, they also gain a +5 bonus on stealth checks. This spell grants no benefit in areas of bright light.Burning Hands Evocation [fire] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 20 ft Area: 20 ft by 10 ft rectangle Duration: Instantaneous Saving Throw: Reflex half A sheet of flame pours from your fingertips. A cone of searing flame shoots from your hands. Any creature in the area of the flames takes 2d4 points of fire damage and flammable materials may be set on fire. Augment:For each extra spell point you invest, you can increase the damage by 1d4 (up to a maximum total of [caster level] d4).Burst of Frost Evocation [cold] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Area: 10 ft radius cylinder, 5 ft high. Duration: Instantaneous Saving Throw: Reflex half The reavers stumble, their crude hide armor half-shredded by the flurry of ice. A disc-shaped blast of whirling snow and ice shards explodes in the target area, dealing 3d4 cold damage. Creatures who fail their Reflex save are also blinded for 1 round. Augment:For each extra spell point you invest, you can increase the damage by 1d4 (up to a maximum total of [caster level] d4).Burst of Sparks Conjuration [electricity] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Area: 10 ft radius burst Duration: 1 round/level; see text Saving Throw: Reflex partial; see text The cyclops smashes its club into the ground beside you, clumsily batting at the sparks with its left hand. Blinding white sparks explode into the target area, sticking to surfaces and creatures. Creatures within the area of the spell are blinded for 1 round, and then disoriented for 1 round per level. A creature who succeeds on a reflex save is not blinded, but is still disoriented. The sparks radiate bright light out to 30 ft, and dimly illuminate for another 30 ft beyond that.Charm Enchantment Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One humanoid creature Duration: 10 minutes/level Saving Throw: Charm negates The guard’s confusion turns to drugged compliance as you mutter the last word of the spell. This charm makes a humanoid creature regard you as a trusted friend or ally. If the creature is currently being threatened or attacked by you or your allies it receives a +10 bonus on its saving throw. You do not control the target, but they perceive your words and actions in the most favorable way. You must win an opposed Charisma check (or otherwise convince the target) to get them to do something they normally wouldn’t do. Any threatening act by you or your apparent allies breaks the spell. When the spell ends, the target knows it has been charmed. Augment:If you cast this spell as a tier 4 spell, it is not restricted by creature type and size OR the duration increases to 1 day/level.Clairvoyance Divination (Perception) Tier: 3 Components: Verbal, Somatic, Focus Casting Time: 1 minute Range: 600 ft Effect: Magical Sensor Duration: 1 minute/level (D) Saving Throw: None Bit by bit, you cast your mind from your body, forcing your consciousness farther and farther. Slowly, your third eye opens, and you can see the Duke’s study. Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying. Focus:A small crystal.Clinging Lightning Evocation [air] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: Conductive object of up to large size, or 20 ft radius spread of a conductive surface. Duration: 3 rounds Saving Throw: None, see text. The orc thrashes and screams, tearing at his crude mail, trying to escape the lightning. This spell charges a conductive object or surface with magical power, causing it to deal 1d6 electricity damage to creatures physically touching the target. This spell can target objects in a creature’s possession, but the creature is entitled to a Spell save to negate the effect. Augmentation:For each extra spell point you invest, you can increase the duration by one round (up to a maximum total of [caster level] rounds).Close Wounds Necromancy (White) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: touch Target: One dying creature Duration: Instantaneous Saving Throw: Spell negates (harmless) The flow of blood slows. His pulse is weak, but steady. This spell can stabilize a dying creature by stopping the loss of blood. Roll a special check with a +4 bonus against the wound DC. If you succeed, the target becomes stable. Augmentation:For each extra spell point you invest, you can increase the bonus on the check by one (up to a maximum bonus of your caster level).Command Enchantment Tier: 1 Components: Verbal Casting Time: 1 major action Range: 40 ft Target: One living creature per 2 caster levels (minimum 1) Duration: 1 round Saving Throw: Charm negates You focus your power into a single word, a command. The target is compelled to obey your one-word command. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.Answer: The target answers a previously posed question to the best of its ability. In a single round, it can give only a very short answer. Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.Drop: The target drops whatever it is holding and then ends its turn.Flee: The target spends its turn moving away from you by the fastest available means.Grovel: The target falls prone and then ends its turn.Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. Augmentation:If you cast this as a tier 2 spell, the spell has a duration of concentration. You need not speak again after the first command, only maintain focus on the subject(s). Subjects are entitled to a new save to break free of the effect each turn.Command Undead Necromancy (Black) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One undead creature with Int 6 or less. Duration: One day/level Saving Throw: None The animated corpse stops its stumbling movement toward you, standing idle as it awaits your command. Your spell binds the will of an undead creature to your own, compelling it to obey your orders. Creatures inclined to disobey an order (such as a wight ordered away from a body) may attempt an opposed Charisma check to resist, but you may give the order again without penalty. Nonintelligent undead creatures can understand only basic commands. They won’t usually resist suicidal or obviously harmful orders. These undead count against the total HD of undead you are able to control (normally 2 HD per caster level). If you ever exceed this limit, the undead farthest from you slip out from your control until you no longer exceed your limit. Augmentation: If you cast this as a tier 3 spell, you can target multiple creatures.Conjure Ice Conjuration [cold] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Effect: Ice Duration: Concentration, up to 5 rounds Saving Throw: None Ice creeps from your fingertip, filling the inside of the lock and jamming the door shut. Ice spreads from your fingertips. In one round, you can cover one adjacent 5 ft square with a thin layer of ice. You can only spread ice about a foot from your touch. The ice spreads too slowly to trap creatures. This ice spreads over objects and surfaces, so it is difficult to shape or sculpt as you produce it. Characters must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks increases by +5. After one minute per caster level, the summoned ice disappears.Continual Flame Alteration [fire][light] Tier: 2 Components: Verbal, Somatic, Material Casting Time: 1 round Range: Touch Effect: Magical, heatless flame Duration: Permanent Saving Throw: None You uncover the gem, and the room fills with a ghostly light. This spell enchants a gem to emit a magical flame. The flame is similar in brightness and appearance to a torch, but creates no heat and consumes no oxygen. A continual flame can be covered and hidden, but not smothered or quenched; it even works under water. When you cast this spell, you can specify a command word which turns the flame on and off. Material Component:The gem to be enchanted, a ruby worth at least 30 gp. Larger and finer rubies are said to produce better flames.Counterspell Abjuration (Negation) Tier: 2 Components: Verbal, Somatic Casting Time: 1 reaction or 1 major action Range: 120 ft Duration: Instantaneous Saving Throw: None Before the necromancer’s curse can strike down your ally, your word undoes his spell. You cast this spell as a reaction, triggered when you notice someone casting a spell. Counterspell interferes with their spell, causing spells of a lower tier to fail automatically. Spells of the same tier only fail if you succeed on a caster level check (DC equals 10+target’s CL). Counterspell never works on higher tier spells. You can even cast counterspell on your turn, as a reaction to an enemy countering your spell; if you counter the enemy’s counter, your original spell succeeds. You cannot counterspell twice in the same "exchange" of spells and counterspells, even if you have more than one reaction. Augmentation:You can cast this spell as a Tier 3 or Tier 4 spell, allowing it to counter spells of those tiers.Create Image Illusion (Glamer) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Effect: Illusory construct which fits in one 10 ft cube/level Duration: Concentration (see text) Saving Throw: See text From the corner of your eye, you see the hired thug moving quickly towards you, table-leg in hand. Perhaps a detachment of the king’s bodyguard will deter him. You create an illusory magical construct which takes the form of a number of objects, creatures, or some other phenomena that fit within the spell’s area. You design the exact appearance and behavior of the apparitions. The image appears at a spot that you can see within range and lasts for the duration. As long as you are within range of the illusion, you can use a minor action to redirect the spell, altering the image. You can’t change what the image appears to be, but you can change what it is doing. Alternately, you can cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. The image lacks substance, and objects pass through it effortlessly. Small objects passing through an image cause it to waver and shift; objects larger than a human will destroy the image completely. A creature who sees an image disrupted is likely to recognize it as unreal. A creature that uses a minor action to examine the image can determine that it is an illusion with a successful Perception check against your spell save DC. Even if a creature discerns the illusion for what it is, the image remains in place. If a creature points out to others that an image is unreal, they immediately receive another save with a +4 bonus. Augmentation:Normally, this image is purely visual, but when cast as a higher tier spell, it can fool more senses: Cast as a tier 2 spell, it can produce sound. It also lasts for 1 round after you stop concentrating. Cast as a tier 3 spell, it can produce smell. It also lasts for 2 rounds after you stop concentrating. Cast as a tier 4 spell, it can produce thermal sensations. It also lasts for 3 rounds after you stop concentrating.Curse of Weakness Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One creature Duration: 1 minute/level Saving Throw: Spell negates As you complete the spell, the target struggles to escape his attackers, swinging his mace feebly as the corpses surround him. This spell weakens and slows an enemy. Their speed is reduced by 10 ft (to a minimum of 15 ft) and they take a -2 penalty on attack rolls and saving throws. Augmentation:If you cast this as a tier 3 spell, it affects every living creature in a 15 ft radius burst.Daylight Evocation [light] Tier: 3 Components: Verbal, Somatic, Material Casting Time: 1 major action Range: 60 ft Area: 60 ft radius burst, centered on you Duration: Concentration, see text Saving Throw: None You open your hand, and pure white light spills forth. A brilliant light, like a miniature sun, appears in your hand. It sheds bright light in a 60 ft radius, and dim light for another 60 feet beyond that. Creatures which take penalties in bright light also take them while within the radius of this magical light. Undead creatures take 5d4 damage as long as they remain within the inner circle of light; most undead flee the light in terror. Any fear effects caused by undead are likely to be ended when the spell is cast. Daylight overcomes darkness spells of a lower tier, struggles against darkness of the same tier, and fails against higher tier darkness effects. This spell is difficult to maintain. You can maintain this spell for a number of rounds equal to your caster level without expending any additional energy, but after that point, you must spend spell points as if you were casting this spell again (which renews the duration of the spell). Augmentation:For each extra spell point you invest, you can increase the damage by 1d4 (up to a maximum total of [caster level] d4). Material Component:A flame or spark, which you take into your hand as you cast the spell.Dancing Lights Evocation [light] Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Effect: 1d4+1 lights, all within a 10 ft radius area Duration: 1 minute (D) Saving Throw: None Four spheres of light drift up from your palm, rising to illuminate the ceiling of the ancient temple. You create 1d4+1 glowing spheres of light, which illuminate as torches. The lights must stay within a 20 ft radius area in relation to each other, but otherwise move as you desire (no concentration required). The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spells range. The lights have no mass, and dissolve into a puff of mist if struck. You can use these lights to disorient an opponent by striking them, but it requires a major action and consumes all remaining lights.Darkness Alteration Tier: 2 Components: Somatic Casting Time: 1 major action Range: 360 ft Area: 60 ft radius sphere Duration: 1 minute/level With a whispered word, the torches lining the long hall go out one by one, plunging the passage into darkness. Light sources within the area of the spell are snuffed out. Torches and the like are put out, and magical lights are suppressed for the duration of the spell. Especially large sources of light (bonfires, etc.) have their radius of illumination halved.Daze Enchantment Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One creature of 4 HD or less Duration: 1 round Saving Throw: Charm negates Just as he raises his axe to finish your ally, the orc pauses, confused. This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. Augmentation:If you cast this as a tier 2 spell, it can affect creatures of any type with 6 or fewer HD.Death Armor Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: You Duration: 1 minute/level As your foe strikes you, a gout of black flames hisses along his blade. He screams as it reaches his hand. When you are struck by a nonmagical weapon, this spell has a 20% chance to harmlessly deflect the blow. Any creature which strikes you with a natural weapon or melee weapon without reach takes 1d6+1 points of damage. Note that miss chances (like those granted by concealment or blur) are not rolled separately, but stack with each other (up to a maximum of 50%). Augmentation:For each extra spell point you invest, you can increase the damage by 1 (up to a maximum total of 1d6 + [½ caster level]).Deflect Abjuration (Ward) Tier: 1 Components: Verbal, Somatic Casting Time: 1 reaction or 1 major action Range: Personal Target: You Duration: Instantaneous With a shout and a desperate gesture, you deflect the blow in a shower of blue sparks. This spell grants you a +4 shield bonus to AC against a single attack (which must by incoming when you cast the spell). You can cast this spell as a reaction when an enemy attacks you in melee. Alternately, this spell can be used as a major action (usually to be readied against a ranged attack). Augmentation:For each extra spell point you invest, you can increase the AC bonus by 1 (up to a maximum total of 3 + [½ caster level]) If you cast this as a tier 4 spell, the attacker’s weapon shatters if the attack fails to hit your AC. Magic weapons are not subject to this effect, and creatures attacking with natural weapons instead take 2d6 sonic damage.Despair Enchantment [fear] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One creature/level Duration: 1 round/level Saving Throw: Fear negates The champion’s expression of resolve slips, hope replaced with despair. Affected creatures are shaken, and can only take a single minor action or major action each turn, but not both (nor may they take full-round actions). Additionally, they take a -2 morale penalty to AC. Augmentation:If you cast this as a Tier 4 spell, it affects everyone within range (except you) and lasts for 1 minute/level.Detect Magic Divination Tier: 0 Components: Somatic Casting Time: 1 round Range: Touch Target: Creature or object touched Duration: Concentration Saving Throw: None You close your eyes, reaching out with your mind to feel the winding patterns of magic which resonate within the staff. You detect magical auras. The amount of information revealed depends on how long you study a particular subject. Many effects (magically charged areas, carefully designed illusions, etc.) may interfere with spell or give the caster inaccurate information. 1st RoundYou feel the presence or absence of magical auras. 2nd RoundYou know the number of different magical auras and the power of the most potent aura. If the most potent aura is overwhelming, a Spell save may be called for to avoid stunning or worse. 3rd RoundYou know the strength of each aura. You may use the Spellcraft skill to try to determine the rough function of an aura (make one check per aura, DC 15 + spell tier). The following table provides a guide to the power of different auras. Moderate and strong magic can leave behind lingering auras, which remain detectable as normal (but obviously nonfunctional) for hours, days, or even weeks. Overwhelming auras can linger for centuries. Aura Power Faint Moderate Strong Overwhelming Tier 0 or 1 Tier 2 or 3 Tier 4 Tier 4+ Detect Metal Divination Tier: 3 Components: Verbal, Somatic, Focus Casting Time: 1 major action Range: 120 ft. Effect: Cone-shaped emanation Duration: Concentration, up to 1 minute/level Saving Throw: None You scan about with the rod, feeling it pull gently towards the hidden cache. You can detect large accumulations of metals, whether worked or unworked. The spell will detect everything from a vein of iron ore to a pile of gold coins, even through solid stone or other barriers. When you cast this spell, you must concentrate on a small sample of the metal you're searching for. If an accumulation of that metal 10 pounds or larger is within the spell area, you will unerringly sense it (most coins are 50 to the pound). Each round you can turn to detect things in a new area. The amount of information revealed depends on how long you study a particular area: 1st RoundPresence or absence of the particular metal. 2nd RoundApproximate weight of the metal. 3rd RoundDistance and direction (measured in a straight line) to the metal or mineral. As long as the spell is active, you can change the metal you're trying to detect by simply concentrating on a different sample (it takes a major action to refocus on the new sample). If you stop concentrating on a sample, the spell ends. If your sample is unworked, you will detect only unworked accumulations of the metal, such as ore deposits and mineral veins. You will only detect worked metal, such as gold coins or mithral armor, if your sample is likewise refined. Focuses: A small sample of the metal to be detected.A dowsing rod (a forked, Y-shaped branch or device, which is held in both hands and used to scan about).Detect Secret Doors Divination Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 60 ft. Effect: Cone-shaped emanation Duration: Concentration, up to 1 minute/level Saving Throw: None You close your eyes as you mutter the ancient word. When you open them again, blue white flames now outline the old portrait of the duke. This spell reveals hidden doors, compartments, and caches. All concealed passages, doors, or openings are detected by this spell; even sealed passages may be highlighted so long as some trace remains. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The amount of information revealed depends on how long you study a particular area. 1st RoundYou know the presence or absence of passages.2nd RoundPassages within range are outlined with a pale fire (actually a purely visual effect).Detect Thoughts Divination (Perception) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 60 ft. Area: 60 ft emanation centered on you. Duration: Concentration, up to 1 minute/level Saving Throw: Spell negates, see text You close your eyes, and reach out with your mind. This spell allows you to detect the presence of thinking creatures, and even read their surface thoughts. The amount of information depends on how long you study a particular area or subject. 1st RoundYou discern presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd RoundYou can distinguish the individual thinking minds in the area. You can determine the number of minds (or the rough number, if the area is crowded). At the same time, you can determine the intelligence score of each mind. This spell gives you only an extremely rough idea of the location of other minds relative to you; nearer minds seem somehow louder, and more distant minds quieter, but it is hard to tell more than this. 3rd RoundYou can enter the mind of a creature within the area and listen to its surface thoughts. If a target succeeds on its Spell save you cannot read its thoughts, and you must cast this spell again to have another chance. While reading a creature’s thoughts, you focus on them so that you lose the ability to distinguish any other minds in the area. If you cease reading a creature’s thoughts, you must spend a round picking out the minds in the area again before focusing on another.Detect Undead Divination Tier: 1 Components: Verbal, Somatic, Material Casting Time: 1 full round action Range: Touch Target: Specially prepared sensor Duration: Permanent Saving Throw: None The amulet smolders in your hand. From behind, you hear a low moan. You enchant a specially prepared talisman to sense the taint of undead creatures. The charm reacts differently depending on the strength of the foul auras: If undead have been present in the general area (about a mile, more if the wind is right), the bone slowly blackens, as if burned. Because the blackening is slow and uneven, it is possible to roughly surmise the direction of the undead. If undead are near (within about 300 feet), the bone blackens quickly, and is totally consumed in about 10 minutes. If the bone is touched to an undead creature, it instantly catches fire and burns to ash in moments. Particularly powerful undead may have unusually strong auras, and undead sealed away beneath the earth may not be detectable at all. Material Component:A bit of bone, at least the size of a child’s knuckle. The charm must be carefully inscribed with runes using a silver stylus (worth 2 sp), which is then driven through the center of the bone. Discern North Divination Tier: 0 Components: Verbal, Focus Casting Time: 1 major action Range: Personal Target: You Duration: Instantaneous You feel a twinge of pain somewhere behind your eye, and then the pull of the bear-star. You instantly know the direction of north from your current position. Focus:A bit of ferrous metal.Dismissal Abjuration Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: 40 ft Target: One extraplanar creature Duration: Instantaneous Saving Throw: Spell negates "Begone, daemon!" This spell banishes extraplanar creatures. The creature must return to its home plane if it fails a special Spell save. DC = spell’s save DC + your caster level - creature’s HD If you know a creature’s true name, it receives no save.Dispel Magic Abjuration (Negation) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One creature, object, or magical effect Duration: Instantaneous Saving Throw: None A word and a wave of your hand, and her control over the elemental is broken. It appears to be more than a little resentful. This spell undoes spells on the target, ending ongoing spell effects. Lower tier spells are ended automatically. Spells of an equal or higher tier are ended if you succeed on a caster level check (DC 11 + their spell’s caster level + number of tiers their spell is above yours). Roll once for each spell which could be affected.Displacement Illusion (Glamer) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Spell negates (harmless) His form flickers and wavers, and your sword passes harmlessly through empty air. The sorcerer laughs. The subject of this spell appears to be around 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. Note that miss chances (like those granted by concealment or blur) are not rolled separately, but stack with each other (up to a maximum of 50%).Distract Enchantment Tier: 1 Components: Somatic Casting Time: 1 major action Range: 40 ft Target: One creature Duration: 1 round Saving Throw: Charm negates "Huh? What was that?" The creature looks away for a moment, distracted by the subtle magic of your spell. A creature affected by this spell is off-guard until the beginning of its next turn. This diversion is sufficient for you (or anyone else) to attempt a Stealth check or the like.Embrittle Alteration Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Ritual Casting Time: 5 minutes Range: 40 ft Target: One metal object (or part of a larger object) of up to small size. Duration: 2 rounds/level Saving Throw: Spell negates (object) The hinge resists no longer, its shards scattering across the floor as the door falls inwards. The target object becomes brittle, reducing its hardness by 5 for the duration of the spell, thereby making the object easier to damage. Rolling a natural 1 on an attack with a weapon subject to this spell causes it to take damage equal to the amount it would have dealt on a hit.Energy Shield Abjuration (Ward) Tier: 3 Components: Verbal Casting Time: 1 reaction or 1 major action Range: 40 ft Target: One creature Duration: Instantaneous Saving Throw: Spell negates (harmless) The blast of flame streaks towards your ally, but you stop it inches from his skin. When you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic). Against the next attack with this energy type that would damage the subject, it gains resistance 20. You can cast this spell as a reaction when a creature within range would take damage from energy. Alternately, this spell can be used as a major action. Augmentation:If you cast this as a tier 4 spell, it grants resistance 25.Enlarge Item Alteration Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: Touch Target: 1 touched object of up to 2 lb/level Duration: One minute/level; see text Saving Throw: Spell negates (object) You speak the words, and the coin grows, and grows, until it is a golden disc the size of a dinner plate. You are able to enlarge one nonmagical item (of medium size or smaller) to 16 times its normal size in each dimension (to about 4,000 times the original volume and mass). This change effectively increases the object’s size by four categories. If solid objects block the subject’s expansion, its growth ceases. Objects changed by an enlarge item spell can be returned to normal size merely by a word of command from the original caster. Restoring the enlarged object to its normal size ends the spell.Enthrall Enchantment Tier: 2 Components: Verbal, Somatic Casting Time: 1 round Range: 120 ft Targets: Any number of creatures Duration: Up to 1 hour Saving Throw: Charm negates; see text The tavern is totally focused on your performance now. You smile as you notice your companions moving among them, relieving them of their purses. If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a faction unfriendly to you gets a +4 bonus on the saving throw.A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d6 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d6-round delay still applies) if you lose concentration or do anything other than speak or sing.If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.Erase Alteration Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One scroll or two pages Duration: Instantaneous Saving Throw: See text Finishing the missive, you erase the page with a word, leaving nothing for prying eyes to find. Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15.Entice Gift Enchantment Tier: 2 Components: Verbal Casting Time: 1 major action Range: 40 ft Target: One creature Duration: 1 round Saving Throw: Charm negates Your words seem to resonate with power, washing over the vagabond’s mind. He hands you the amulet, his expression blank. The target feels suddenly compelled to give you what it is holding when you cast this spell. On the creature's next action, it moves as close to you as it can get in a single round and offers you the object as a major action. If the subject is attacked during its movement, its spell ends. If the subject is unable to comply, the spell may have no effect.Explosive Runes Abjuration [force] Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: Touch Target: One touched object weighing no more than 10 lb. Duration: Permanent until discharged (D) Saving Throw: See text You find the boy’s body in the morning, the black book still open to the first page. Curiosity is an asset in an apprentice, of course, but only when tempered by caution. You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.False Life Necromancy (White) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: creature touched Duration: 10 minutes/level Saving Throw: None The pain of your wounds vanishes, and you rise again to face your foes. The touched creature no longer feels its wounds. It gains 1d10+1 temporary hp, and takes no penalties from being bloodied or wounded. If the subject becomes staggered, it requires a DC 10 Wisdom check to realize the severity of its wounds. A creature who fails to notice is likely to attempt a strenuous action and collapse from the strain.Feather Fall Evocation (Force) Tier: 2 Components: Verbal, Somatic Casting Time: 1 reaction or 1 major action Range: 40 ft Targets: 1 medium sized creature or object Duration: Instantaneous Saving Throw: Spell negates (harmless) You force yourself to keep your eyes open as the hard ground hurtles toward you, half-screaming the spell just before impact. This spell greatly reduces the momentum of fast-moving creatures and objects. If cast on a falling target just before it hits the ground, the target takes half normal fall damage. Such a maneuver takes close timing, however; the caster must succeed on a DC 10 Reflex save to cast the spell just before impact. A failure means the spell saps less momentum. You can cast this spell as a reaction when you see something about to impact, or as a major action on your turn. This spell is too slow, and the effect too minor, to be of much use against attacks. Augmentation: For each extra spell point you invest, you can target an additional creature or object (up to a maximum total of [caster level] targets). All of the targets must impact within one round to be affected, and you must roll the seperately for each target.Figment Illusion (Figment) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One creature Duration: 10 minutes/level Saving Throw: Charm negates or disbelief, see text As the guard chases down the “thief” you smile to yourself and slip through the door You insert a hallucination into the target’s psyche, which takes the form of a number of objects, creatures or other phenomena. Because this spell is powered by the target’s own subconscious, it can fool all of the target’s senses. You specify what the figment is, and what it is doing (behavior must be fairly simple, but can be reactive). Unlike an image, you do not control the details of the figment’s appearance and behavior; these are supplied by the subconscious of the target. You can create a number of things equivalent to one large object. At the GM’s discretion, far off objects should count as much smaller objects. For the purposes of this spell, the following are equivalent: ¼ colossal = ⅓ gargantuan = ½ huge = 1 large = 2 medium = 3 small = 4 tiny When you cast the spell on the target, it is entitled to a save to negate the effect. The target receives an additional save each time its belief is stretched by some impossible happening (such as: the creature not being hit by an attack which should have landed, others failing to see the figment, the figment failing to respond believably to its environment); if it fails, the target has somehow rationalized or imagined away the inconsistency. If the target succeeds on their save, the spell ends instantly and the figment vanishes. Augmentation:For each extra spell point you invest, you can create another large object (up to a maximum total of [caster level] - 2 objects) If you cast this as a tier 4 spell, it can affect a number of creatures up to your caster level, who all see slight variations on the same figment.Fireball Evocation [fire] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 360 ft Area: 20 ft radius spread Duration: Instantaneous Saving Throw: Reflex half The little ember lands in the midst of the charging orcs. The fiery explosion briefly silhouettes those at the head of the charge before they too are devoured by the flames. You launch a tiny, smoking ember from your hand. It lands within one square of the target (Roll 1d20 to determine precise location. On a roll of 1-8, the projectile scatters to a square adjacent to the target. On a roll of 9-20, it lands on the target square.) The moment it impacts, it detonates, dealing 5d6 points of fire damage to everything within the area. If the fireball does enough damage to a barrier, it can break through to the other side. Augmentation:For each extra spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [caster level] d6). If you cast this as a tier 4 spell, creatures that take any damage from the spell must make a Strength check against the spell’s save DC. If they fail, they are knocked back 10 ft from the fireball’s origin and fall prone. A target which is forced into an obstacle takes 1d6 points of damage. If you cast the spell in this way, the spell’s scatter is now rolled on a d12. On a roll of 12, roll again on a d8; the fireball scatters 1 square farther from the center.Fireburst Evocation [fire] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 30 ft Area: 30 ft burst centered on you Duration: Instantaneous Saving Throw: Reflex half; see text A last-ditch effort. But then, that always has the best result. When you cast this spell, a torrent of flames pours out from you in all directions, dealing 3d8 fire damage to all creatures within 30 ft. You take half damage, but receive no save. Augmentation:For each extra spell point you invest, you can increase the damage by 1d8 (up to a maximum total of [caster level] d8). If you cast this as a tier 3 spell, it affects a 40 ft radius. If you cast this as a tier 4 spell, it affects a 60 ft radius.Gentle Repose Necromancy (Black) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Corpse touched Duration: 1 day/level Saving Throw: None Don’t worry. We’ll get help. You preserve the remains of a dead creature so that they do not decay.  The spell also works on severed body parts and the like. Augmentation:If you cast this as a tier 4 spell, the effect is permanent. This application requires the use of a quantity of gold dust worth 5 gp.Ghost Sound Illusion (Figment) Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Effect: Illusory sounds Duration: 1 round/level Saving Throw: None You close your eyes and recall the sound of armor clanking, then gesture to the end of the hallway in front of you. A loud clatter reverberates off the stones and allows you to quietly make your escape. Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.Ghoul Touch Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Living creature touched Duration: 1d6+2 rounds Saving Throw: Death negates You feel the chill of death flow from you hand into your enemy. His flesh grows pale, a choked scream escaping his lips as he falls to the ground, paralyzed. This spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Constitution negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.Glamer Illusion (Glamer) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One object, see text Duration: 1 hour/level Saving Throw: None, see text You pass your hand over the cluttered desk and watch as the books and papers turn to dust and cobwebbed debris. This spell alters the appearance of the target object, which can be no larger than small size (or a small section of a larger object). When you change the appearance of the target object, you can also change the appearance of things within a 5 ft radius (this volume is roughly shapeable: you could completely change something 10 ft tall as long as it was quite thin). The target object acts as a kind of “keystone” for the glamer; any other glamered objects which leave the 5 ft radius are no longer affected by the spell. When you cast this spell, you determine how the target object and anything within its area are changed. The illusions can move in simple, believable ways (like a clock ticking, or leaves waving in the wind). You could make a bare wall appear to be covered in paintings, an empty dish appear to be full of food, a dead plant appear to be alive, or a body appear to be a pile of stones. You can only alter a thing’s apparent size by about ten percent. This spell can’t produce illusions of extreme detail (like changing the text on every page of a book to the text of a different book); as a general rule, it can produce anything you can visualize in the casting time of the spell (such as a book with the same word written on every page). Once you have finished casting the spell, you can’t change the appearance of the primary target or anything within its area without casting this spell again. The changes made by this spell are so perfect that they are usually impossible to detect without physically interacting with the object. If a creature interacts with an object in a way which might give away its nature (such as wielding a sword which has been made to appear rusty and damaged), they are entitled to a perception check against your spell save DC. If they interact with an object in such a way that it is obvious it cannot be what it appears to be (such as finding a stone to weigh just ounces, or trying to drink from an empty fountain) the spell immediately ends for that object, and the creature is entitled to a Spell save to end the entire illusion. Augmentation: If you cast this as a tier 3 spell, the radius within which you can designate secondary objects is increased to 15 ft. If you cast this as a tier 4 spell, the radius within which you can designate secondary objects is increased to 20 ft. Additionally, the spell can target a willing creature, and affect other willing creatures as secondary targets.Glyph of Warding Abjuration (Ward) Tier: 3 Components: Verbal, Somatic Casting Time: 10 minutes Range: Touch Target or Area: Object touched or up to 5 square ft./level Duration: Permanent until discharged (D) Saving Throw: See text X marks the spot. And just to be safe, so do a pile of corpses. This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Polymorph and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t.Depending on the version selected, a glyph either blasts the intruder or activates a spell. Blast GlyphA blast glyph deals 3d8 points of damage to the intruder and to all within 5 feet of them. This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.Spell GlyphYou can store any harmful spell of Tier 3 or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws operate as normal, except that the DC is based on the level of the spell stored in the glyph. Augmentation:For each extra spell point you invest, you can increase the damage of a blast glyph by 1d8 (up to a maximum total of [½ caster level] d8). The spell stored in a spell glyph can be augmented normally when it is stored.Greater Vision Enchantment Tier: 3 Components: Verbal, Somatic Casting Time: 1 minute Range: See text Target: Creature known to you Duration: 1 round Saving Throw: Spell negates Focusing your will on the distant merchant, you send her the warning: fire, blood in the dust, and the rider with the eyeless helm. This spell forces upon the target a brief vision of your design. The images, sights, and sounds last for about 6 seconds, but much can be conveyed in this time. This vision replaces the target’s own senses for as long as the vision lasts (the target is dazed while receiving the vision. A creature who succeeds on its save is not dazed, and receives only a fleeting glimpse of the intended vision. This spell can target a creature at any distance, and even on a different plane. You must have some sort of connection with the target for this spell to work. The difficulty of the save depends on how well you know the subject and what sort of physical connection you have to that creature. Knowledge Save Modifier None (you must have some connection) +10 Secondhand (you have heard of the subject) +5 Firsthand (you have met the subject) +0 Familiar (you know the subject well) -5 Connection Save Modifier Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, etc. OR arcane mark placed on subject -10 Hailstorm Evocation [cold] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 60 ft Effect: Cone of ice Duration: Instantaneous Saving Throw: Reflex half The fearsome blast of ice and snow drops most of the goblins, and the last few collapse after a few shivering steps. This spell launches a blast of ice shards and freezing cold from your hand. The blast deals 4d6 damage to creatures caught within it. Creatures who fail their reflex save take an additional 2d6 on their next turn. Augmentation:For each extra spell point you invest, you can increase the secondary damage by 1d6. You can increase the secondary damage of the spell until the total damage of the spell equals [caster level + 1] d6. If you cast this as a tier 4 spell, creatures who fail an additional fortitude save are fatigued.Heal Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 10 minutes Range: touch Target: Wounded, diseased, or poisoned creature Duration: Instantaneous Saving Throw: Spell negates (harmless) As you chant, the gash knits. The arm will be a little stiff, but it will function. This spell accelerates the healing process, allowing the body to recover more quickly. You must make a heal check to tend to the subject while you cast this spell. A character suffering from poison or disease can immediately roll three times to reduce the effects of the affliction. They gain a bonus on these saves based on your heal check: Heal Check Result Save Modifier Failure -2 Success +0 Success by 5 or more +2 per 5 over the DC Alternately, the spell can be used to heal one of a creature’s wounds. The target rolls a number of Con checks equal to the wound points of the wound, removing one point for each success. No tending is possible during this process, so only the creature’s Constitution modifier will apply to these checks. If no wound points remain, then the injury is fully healed. If any wound points remain, they are removed, but the injury still lingers as if it had healed badly.Heroism Enchantment Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Spell negates (harmless) Sometimes, you only need a little push to be a hero. This spell imbues a single creature with great bravery and morale in battle. The target is immune to fear, and gains a +2 morale bonus on attack rolls, saves, and skill checks.Hold Person Enchantment Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One humanoid creature Duration: 5 rounds (D); see text Saving Throw: Spell negates; see text Instantly, the intruder freezes where he stands, his face full of rage and fear. The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke reaction attacks.)A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.Hold Portal Abjuration (Ward) Tier: 1 Components: Verbal Casting Time: 1 major action Range: 120 ft Target: One portal, up to 20 square feet/level) Duration: 1 minute/level Saving Throw: None The door slams shut behind you, cutting off your pursuers. A moment later, you hear their banging on the door, but it hardly shudders. This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked.  A successful dispel magic spell can negate a hold portal spell.For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.Ice Dagger Evocation [cold] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Effect: Shard of ice Duration: Instantaneous Saving Throw: None You throw out your hand and a shard of ice flies towards your enemies. The ice shard created by this spell launches itself at a target. Treat the attack as a thrown splash weapon that requires a ranged touch attack to hit. The ice dagger deals 1d4 points of cold damage to the target, and 1 point of splash damage to adjacent creatures. Augment:For each extra spell point you invest, you can increase the direct damage by 1d4 and the splash damage by 1(up to a maximum total of [caster level]d4 direct damage and [caster level] splash damage).Inescapable Swarm Illusion [fear] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One living creature Duration: 1 round/level Saving Throw: Charm Negates, see text Bugs. Swarming over them. Into their eyes. Their mouth. Devouring them. Hundreds of illusory insects (of your imagining) swarm over the target. The subject of this spell can see and even feel the swarm of insects, but no one else can see them. Each round, the creature must make a Fear save or be debilitated for 1 round. Any living creature other than you who touches, or is touched by, the subject of this spell is also subject to its effects for the remainder of its duration if they fail a Charm save. These secondary targets can also spread the spell.Instant Summons Apportation Tier: 3 Components: Verbal, Somatic, Material Casting Time: 1 minute Ritual Casting Time: 10 minutes Range: Touch Target: Touched item weighing 10 lb or less Duration: Permanent, until discharged Saving Throw: Spell negates, see text The sapphire crushes easily in your hand, turning to dust with a squeeze. Instantly, the grimoire is in your hand. You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the same mark on the sapphire you use as the material component. At any time thereafter, you can use a major action to complete the spell and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, the creature receives a saving throw to negate the effect. If the creature succeeds, the spell doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Material Component:A flawless sapphire.Invigorate Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: One living creature Duration: Instantaneous Saving Throw: Spell negates (harmless) Your aches disappear, and you shake your head to clear it as you resume your fighting stance. Your touch restores the target’s vitality. The target may roll one of their recovery dice. If the target has no recovery dice remaining, the spell has no effect. Augment:For each extra spell point you invest, you can increase the number of recovery dice they may roll by one (up to a maximum total of [½ caster level] dice).Know Time Divination Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: You Duration: Instantaneous Without bothering to turn and face the window, you mutter the words of the spell, and know that it will not be light for another hour. You instantly know the number of hours until sunrise or sunset.Levitate Evocation [force] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal or 40 ft Target: You or one willing creature or one object (total weight up to 100 lb/level) Duration: 1 min/level (D) Saving Throw: None You speak the last word of the spell, and begin to rise into the air. Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a minor action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.Light Alteration [light] Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target/Effect: See text Duration: 10 minutes/level Saving Throw: None You clasp the head of your staff between your hands. After a moment, light begins to spill between your fingers. When you remove your hands, your surroundings are illuminated. This spell creates a light, either in your hand, or in a specially prepared item. The light shines like a torch, shedding bright light in a 20 ft radius and dim light for an additional 20 ft. This effect is cancelled by darkness spells of a higher tier. Material Component: A specially prepared crystal, infused with sunlight and set in brass. Many wizards set such crystals atop their staves.Lightning Bolt Evocation [electricity] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Effect: 120 ft line Duration: Instantaneous Saving Throw: Reflex half With a rolling crack of thunder, the bolt streaks through the ranks of your enemy. You release a powerful stroke of electrical energy that deals 5d6 points of electricity damage. The bolt begins at your fingertips.The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Augmentation:For each extra spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [caster level] d6). If you cast this as a tier 4 spell, the spell no longer affects an area, but instead affects up to 1 target per caster level. Select the targets in the order they are to be affected. Each target must be within 30 feet of the previous target (the first can be anywhere within the spell’s range).Locate Object Divination Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Ritual Casting Time: 10 minutes Range: Long (600 ft + 60 ft/level) Area: Circle, centered on you, with a radius of 600 ft + 60 ft/level Duration: 1 minute/level Saving Throw: None Hm… Where did I put that magic sword? Let’s see... You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell.Mage Hand Evocation [force] Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One unattended object weighing up to 5 lb. Duration: Concentration Saving Throw: None The key rises into the air and begins to drift towards the little window of your cell. You point your finger at an object and can lift it and move it at will from a distance. As a minor action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. Because the lifting force is somewhat amorphous, this spell can even lift liquids (though it usually spills some). Augmentation: If you cast this as a tier 1 spell, you can lift an object or creature of up to 40 lb, but unwilling creatures are entitled to a spell save to negate the effect.Magic Circle Abjuration (Ward) Tier: 3 Components: Verbal, Somatic, Material Casting Time: 1 minute Range: Touch Effect: Cylindrical ward with a radius of up to 5 ft. Duration: 10 minutes/level Saving Throw: No The demon prowls beyond the circle. You huddle within it, terrified of what you’ve summoned. At least you’re safe. For now. When you cast this spell, you trace out a continuous circle of silver salts. Invested with magic, this circle is a magical barrier against the unnatural. Magic Circles are commonly used both defensively (to keep creatures out) and to trap creatures inside. Fey, outsiders and undead are unable to physically move across the boundary of the spell; such creatures who unknowingly attempt to cross the barrier take 1d6 damage per 2 caster levels. The boundary also stops these creatures from using mind affecting magic on targets across the barrier. They are not prevented from using ranged attacks and magic, or even melee attacks if an enemy should stray close enough. If the circle of silver is broken, even slightly, the ward is rendered ineffective. The trapped creature can do nothing to disturb the circle, but to everyone else the circle is nothing but powdered silver. You can cast this spell on an existing circle to renew its duration. Over time, powerful creatures will corrode the silver if it is not replaced, making long-term containment difficult. Material ComponentSilver salts, for the drawing of the circle. Salt can be used as an alternative, but a creature can test the barrier by making a Spell Save against the barrier as a full round action. If they succeed, the spell ends.Magic Missile Evocation [force] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Targets: Up to five creatures, no two of which can be more than 15 ft apart Duration: Instantaneous Saving Throw: None The shimmering bolt strikes the goblin, exploding into a shower of blue sparks. A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Augmentation:For each extra spell point you invest, you can launch an additional missile (up to a maximum total of [½ caster level] missiles). If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you roll damage.Malevolent Miasma Conjuration (creation) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Area: 15 ft radius burst Duration: Instantaneous Saving Throw: Constitution half You finish the spell, and a burst of fog appears among your enemies. Tendrils of the gas seem to cling to them and seek out their mouths and nostrils. The spell produces a toxic fog that deals 3d4 points of nonlethal damage. Creatures in the area that hold their breath are still subject to the effect. Creatures that are immune to poison are not affected by this spell. Any creature which takes damage is disoriented for 1 round. Augmentation:For each extra spell point you invest, you can increase the damage by 1d4 (up to a maximum total of [caster level] d4).Manipulate Fire Alteration [fire] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: Small flames Duration: Concentration Saving Throw: None The torch in the guard’s hand begins to burn even more brightly, quickly consuming the head of the torch and causing him to shout in alarm. You can manipulate small flames (about torch-sized, or smaller) in slight ways. You can make a flame burn twice as fast (and twice as bright) or half as fast (and half as bright). You can cause a flame to burn so slowly that it goes out, or burn so quickly that burns out in a flash of light (disorienting adjacent creatures for 1 round). Augmentation:If you cast this as a tier 2 spell, you can affect fires as large as a 5 ft square (or 5 ft sections of even larger fires). When you cause a fire of this size to burn faster, it deals double damage to anyone in its square. A fire made to burn slower deals half damage.Marking Ward Abjuration (Ward) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Ritual Casting Time: 10 minutes Range: Touch Target: Touched object of up to large size Duration: 2 hours/level or until discharged Saving Throw: None It won’t come off. He’ll find you. Why did you steal from that mage? Why won’t it come off? Keep scrubbing... The warded object stains those who touch it. Anyone who touches the warded object is instantly marked. The nature of the mark is up to you: it can be a personal rune or mark, or a stain of blood or ink. The mark lasts for 1 week per caster level. The mark penetrates clothing and even armor, appearing on the flesh beneath. It cannot be removed by any means short of a successful dispel magic, or the removal of a marked limb or body part. You can remove the mark simply by willing it to fade. Augmentation:If you cast this as a tier 3 spell, it lasts for 1 day per caster level. If you cast this as a tier 4 spell, it lasts for 1 week per caster level, and the mark is permanent.Mark of Truth Enchantment Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: 40 ft Target: One creature Duration: 1 minute/level Saving Throw: Spell negates Your captive flinches as the mark appears on his forehead. You begin by asking his name. This spell places a mark upon a creature which compels it to tell the truth. Only you can see the mark. While this spell is in effect, the subject cannot knowingly lie. This spell does not compel a creature to speak, but a character who attempts to lie will always tell the truth. A creature can still mislead you by omitting facts.Mask Illusion (Glamer) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: Self Duration: 1 hour/level You watch in the mirror as the spell erases the signs of aging, leaving you youthful and handsome once more. This spell causes the caster to appear as a beautiful version of themselves. It can also cause the caster to appear younger. Mending Alteration Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: 10 ft Target: 1 object of up to 1 lb Duration: Instantaneous You run a finger along the tear in your cloak, and the threads close up behind it. Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. Augmentation:If you cast this as a tier 2 spell, it can completely repair an object of up to 10 cubic ft/level. It still can’t repair an object which has been totally destroyed (burned, melted, etc.) or one which has been warped rather than broken.Minor Creation Conjuration Tier: 3 Components: Verbal, Somatic, Material Casting Time: 10 minutes Range: 0 ft. Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level Duration: 1 hour/level Saving Throw: None You watch the ship retreat in the distance. No matter. A matter of minutes and you’re sitting in your own boat, waiting for rescue. You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.Material ComponentA tiny piece of matter of the same sort of item you plan to create with minor creation.Minor Illusion Illusion (Glamer) Tier: 0 Components: Somatic Casting Time: 1 major action Range: 5 ft Effect: Minor illusions Duration: Concentration Saving Throw: None The shadows cast by your hands twist and dance impossibly. This spell creates very minor visual illusions. It can alter the appearance of some existing things, but not create illusions from nothing. This spell can make images appear in flames, change the shape of shadows, and make pictures (small paintings, tattoos, drawings) move. Other effects (of an equal scale) are also possible.Minor Ward Abjuration (Ward) Tier: 0 Components: Verbal, Somatic Casting Time: 1 round Range: Touch Target: Touched object of less than 10 lb Duration: 8 hours + 1 hour/level Saving Throw: Spell negates (object, harmless) Hah. Rain. You used to hate rain, but no longer. This spell wards an object against dirt and water. For the duration of the spell, the garment resists soiling: mud and water simply slide off the object. Papers can survive full immersion in water without damage. Sealed containers are made impermeable to water, and protect their contents so long as the seal is effective. Augmentation:If you cast this as a tier 1 spell, it can now target you.Mirror Image Illusion Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action (see text) Range: 40 ft Effect: 1d4 + 1 illusory duplicates Duration: Concentration Saving Throw: No You, and three other yous, step out from behind the pillar. You all smile as the assassin guesses wrong. A number of illusory duplicates of you pop into existence around you. Because they appear instantly and practically on top of you, it is nearly impossible for onlookers to keep track of the real you. An image which takes any damage instantly vanishes (as does an image which leaves the spell’s range). The images move at your speed, perfectly imitating your actions except for the direction they move. For example, if you cast this spell and then ran into cover, you could direct the images to follow or to run to cover of their own. If you turned and shouted at a guard, the images would turn and shout as well (even making noise as you do). Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or an illusion. Any successful attack against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Augmentation:For each extra spell point you invest, you can create an additional duplicate (up to a maximum total of 1d4 + [⅓ caster level] images).Muffle Illusion Tier: 0 Components: Verbal, Somatic Casting Time: 1 round Range: 5 ft Area: 5 ft radius emanation centered on you Duration: 10 minutes; see text The noise of the busy street fades, leaving you to focus on your work. This spell acts a barrier to sound, muffling sounds which cross its boundary. Sounds inside the area are quieter and indistinct to those outside, and vice versa. The spell ends if anyone inside moves or acts quickly. Nondetection Abjuration (Negation) Tier: 2 Components: Verbal, Somatic Casting Time: 10 minutes Range: Touch Target: Creature or object touched Duration: 2 hours/level Saving Throw: None You renew the spell once more, dedicating a fragment of your power to conceal yourself. The spell must not slip, not even for a moment. The warded creature or object is protected from divinations. Divinations of a lower tier fail to detect the subject. A creature attempting a divination of an equal tier to this spell must succeed on a caster level check against DC 15 + your caster level. Higher tier divinations succeed automatically. Augmentation:You can cast this as a higher tier spell to thwart more powerful divinations.Obscuring Mist Conjuration [water or fire] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 20 ft Effect: 20 ft radius cloud, 20 ft high Duration: 1 minute/level Saving Throw: Constitution negates, see text Mist rolls out from your hands, giving you cover from the goblin archers. This spell conjures a cloud of mist, smoke or steam, centered on you, or adjacent to you (your choice). The gas obscures all sight beyond five feet. A creature five feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). If you conjure mist, it spreads beyond the original area of the spell, creeping over the ground at a rate of five feet per round. If you conjure smoke, creatures are sickened while inside the cloud (constitution negates, roll each time a creature enters the cloud). If you conjure steam, the cloud disorients and deals one point of damage to those inside it during the round it appears (no save) A moderate wind (11+ mph) disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. Peaceful Sleep Enchantment Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Willing creature touched Duration: 8 hours Saving Throw: None With a touch, he stops his thrashing, his nightmare ended. The target’s sleep is deep, dreamless, and untroubled for the duration of the spell.Prestidigitation Universal Tier: 0 Components: Somatic Casting Time: 1 major action Range: 10 ft Target, Effect, or Area: Duration: 1 minute Saving Throw: See text Without thought or effort, you produce a small flame to light your pipe. Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 minute. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can produce a spark or flame sufficient to light tinder. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 minute.Protection from Energy Abjuration (Ward) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Spell negates (harmless) The dragon unleashes a storm of fire, and you pray the spell holds. This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points. The spell protects the recipient’s equipment as well.The spell only absorbs damage. The subject could still suffer unfortunate side effects.Augmentation:If you cast protection from energy as a tier 3 spell, it grants immunity to the chosen energy type until it has absorbed 12 points per caster level, at which point it is discharged.Rage Enchantment Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: 1 living creature Duration: 1 round/levelSaving Throw: Charm negates With a roar of incoherent rage, the sorcerer launches a ray of flame, and then another. The subject of this spell is filled with an overwhelming urge to kill and destroy everyone around them. The subject attacks targets indiscriminately, prioritizing creatures they normally resent and those that currently threaten them. They can take no action which requires careful thought and focus, and they gain a +4 morale bonus to Strength and Constitution, a +5 bonus on Charm and Fear saves, and take a -2 penalty to AC. When the subject takes damage, they can immediately spend a reaction to make a swift attack against the creature which damaged them, if they are able. Alternatively, if it is the most efficient means of dealing death, they may cast spells. While affected by this spell, all spells trigger resonance, but they also deal an extra 1d12 damage (whether or not the caster takes any damage from resonance). For spells which affect multiple targets, divide the damage evenly between all the targets.Rebuke Enchantment Tier: 2 Components: Verbal Casting Time: 1 major action Range: 40 ft Target: 1 living creature Duration: 1 round/level Saving Throw: Spell negates Your word holds power, and the subject stumbles backwards with the force of it. When the spell is cast, the subject is dazed for 1 round and shaken for the duration of the spell. Furthermore, a spellcaster targeted by rebuke must make a successful Concentration check (DC equal to the save DC for this spell + the level of the spell being cast) to cast spells while under its effect.Resistance Abjuration (Ward) Tier: 0 Components: Verbal Casting Time: 1 major action Range: Touch Target: Creature touched Duration: Concentration, until discharged Saving Throw: Spell negates (harmless) You focus your power, warding and bolstering your companion. This spell grants a +1 resistance bonus on all saving throws. The spell ends when the target makes a saving throw. Augmentation:For each extra spell point you invest, you can increase the bonus by 1 (up to a maximum total of [½ caster level +1]).Rust Ray Alteration [earth] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Effect: Ray Duration: Instantaneous Saving Throw: None Her broadsword dissolves into a pile of dust and flakes with a wave of your hand. This spell produces a ray of red light which corrodes iron objects (iron alloys are also affected). This spell deals 2d6 points of damage +1 per two caster levels, ignoring hardness. You can target wielded weapons and worn armor with this spell (a weapon’s touch AC equals the wielder’s, adjusted by the weapon’s size). Armor damaged by this spell loses 1d4 points of armor class due to corrosion. A weapon which is reduced to half HP takes a -1 penalty on attack and damage. Magic items often prove highly resistant to this spell.Scorching Ray Evocation [fire] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Effect: Ray Duration: Instantaneous Saving Throw: See text Another orc falls, still burning. You blast your enemy with a fiery ray. If you hit the target with a ranged touch attack, the ray deals 3d6 damage. A creature who takes this damage must make a reflex save or take 1d6 next round. Augmentation:For each extra spell point you invest, you can increase the initial damage by 1d6 (up to a maximum total of [caster level] d6).Sense Life Divination Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None You pause, touching the warrior’s limp hand, before moving on to one you can still help. You determine if the creature touched is alive, dead, or undead. If the creature is alive, you also determine whether it is healthy, wounded, staggered, stable, or dying. If the creature is stable, you learn the result of their next death save (roll the save in advance, but do not apply the effects immediately). If the creature is dying, you learn the results of their next three death saves.Sensory Deprivation Illusion (Figment) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One living creature Duration: Concentration, up to 1 round/level Saving Throw: Spell negates; see text The man screams, blindly flailing out. This spell creates the illusion of absolute nothingness. The subject perceives little more than its own heartbeat. The subject is blinded and deafened; it even loses its sense of smell. They are also shaken for the duration of the spell. It receives a save each round to negate the effect. Even once the spell ends, the target is shaken for one minute (no save).Shape Metal Alteration [earth] Tier: 4 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Metal or metal object touched, up to 5 cu. ft. + 1 cu. ft./level Duration: Instantaneous Saving Throw: No You run your finger along the iron door, opening a view port.. You can form an existing piece of metal into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work. This spell cannot affect some rare and magical metals.Shape Stone Alteration [earth] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Stone or stone object touched, up to 5 cu. ft. + 1 cu. ft./level Duration: Instantaneous Saving Throw: No The throne isn’t comfortable, but it is impressive. You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.Shatter Evocation [force] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Area or Target: 5 ft radius spread; or one solid object or crystalline creature Duration: Instantaneous Saving Throw: Spell negates or Spell half The sword shatters, its sparkling shards tinkling on the flagstones. Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 2d8 points of sonic damage per caster level, with a Spell save for half damage.Shelter Abjuration (Ward) Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Ritual Casting Time: 10 minutes Range: 10 ft Effect: 10 ft radius sphere centered on your location Duration: 2 hours/level (D) Saving Throw: None You speak the last syllable, and the storm is reduced to a quiet blur beyond the warmth of your shelter. You create an unmoving, opaque sphere of force around yourself. The sphere appears as a shimmering distortion in the air. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. Creatures can freely pass into an out of the shelter without harming it, as long as they do so carefully. Any object or creature violently moving through the barrier has a 50% chance of ending the spell. If you remove yourself from the shelter, the spell ends.The temperature inside the shelter is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The shelter also provides protection against the elements, such as rain, dust, and sandstorms. The spell withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the shelter is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the shelter (and have a 50% chance of destroying it), although the occupants cannot be seen from outside the shelter (they have total concealment). If you cast Invisibility on the shelter, the spell renders the shelter and all those within it invisible to those outside. The shelter is still opaque to those within.Shocking Grasp Evocation [electricity] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature or Object touched Duration: Instantaneous Saving Throw: None Your hand crackles with power, and the goblins scramble backwards. Your successful melee touch attack deals 1d6 points of electricity damage. If the target is wet, wearing metal armor, or otherwise especially conductive, the spell deals 6 damage instead of 1d6. Augmentation:For each extra spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [caster level] d6).Shrink Item Alteration Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: Touch Target: 1 touched object of up to 2 lb/level Duration: One day/level; see text Saving Throw: Spell negates (object) With a word, you restore the minute knife to its full size, and set to work cutting yourself free. You are able to shrink one nonmagical item (of medium size or smaller) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Objects changed by a shrink item spell can be returned to normal size merely by tossing them onto any solid surface or by a word of command from the original caster. Restoring the shrunken object to its normal size ends the spell.Silence Illusion (Glamer) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One creature or object Duration: 1 minute/level Saving Throw: Spell partial The guard’s eyes widen, and he yells for help—uselessly. The subject cannot be heard by anyone else for the duration of the spell. This only affects noises directly created by the subject, such as speaking or striking something with a held object. Thrown objects and other “secondary” noises can still be heard;  a sorcerer could cast a fireball silently, but the explosion would be fully audible. On a successful save, the effect lasts for only 1d4+1 rounds.Sleep Enchantment Tier: 1 Components: Somatic, Verbal Casting Time: 1 round Range: 120 ft Area: 10 ft radius burst Duration: 1 minute/level Saving Throw: Spell partial The diplomats slump in their seats, sleeping. This spell causes a magical slumber to come upon a number of living creatures. Roll 4d6; the total is how many hit points of creatures this spell can affect. Creatures within the spell’s area are affected in ascending order of their current hit points (ignoring unconscious creatures). An affected creature is entitled to a save; if they succeed they are dazed for one round instead. A dazed creature nods off for a moment, and might not realize it was affected by a spell.Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a major action (an application of the aid another action). Augmentation:For each extra spell point you invest, you can roll an extra d6 (up to a maximum total of [caster level] d6). If you cast this as a tier 2 spell, it lasts for 1 hour per caster level.Sleet Storm Evocation [cold] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 360 ft Area: Cylinder (40 ft radius, 20 ft high) Duration: 1 round/level Saving Throw: None A blizzard springs up from nowhere. Where is everything? Where is anything? Driving sleet blocks all sight within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).The sleet extinguishes torches and small fires.Stay the Hand Enchantment Tier: 2 Components: Verbal Casting Time: 1 reaction or 1 major action Range: 120 ft Target: One humanoid Duration: Instantaneous Saving Throw: Charm negates The orc hesitates, and you run for it. Your words invoke compassion and mercy in the merciless. You can cast this spell as a reaction to a creature attacking you or targeting you with a spell. If the target creature fails its save against this spell, it refrains from attacking you or targeting you with spells for the remainder of the current round. If the opponent becomes subject to this spell, it can still choose a new target to attack. Alternately, you can cast this spell as a major action (the effect is the same).Steeldance Alteration Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: 40 ft Targets: Five unattended melee weapons or shields Duration: 1 round/level Saving Throw: Spell negates (object) The blades rise into the air around you, their points turning towards your foe. This spell enchants one unattended weapon or shield per caster level so that they fly around you in a close orbit, moving as you move. Any combination of shields and weapons is possible, but two handed weapons count double, and reach weapons are simply to unwieldy for the spell to use. Each turn, as a minor action, you can launch a weapon at an enemy. Your attack bonus is equal to your Caster Level + your casting ability modifier. The weapons deal their normal damage + your ability modifier. The weapons fly along a flat trajectory to a maximum range of 60 ft. When you launch a weapon in this way, the spell is ended for it. When an enemy attacks you, you can use a reaction to potentially negate the attack. After you see the attack roll (but before you take damage), you can reduce the attack roll by the AC value of a shield. As one reaction, you can use multiple shields against an attack. When you use a shield in this way, the spell is ended for it. If you cast this spell again before the first casting has ended, it refreshes the existing duration and allows you to gain more weapons and shields, but not over the limit set by the spell. Augmentation:For each extra spell point you invest, you can target an additional weapon or shield (up to a maximum total of [caster level] objects).Stolen Breath Necromancy (white)Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One living creature that breathes air Duration: Instantaneous Saving Throw: None Your opponent falls to his knees, gasping for breath. With this spell, you steal all the air from the subject's lungs, causing it to suffer a momentary respiratory crisis. It can take shallow breaths and act normally but is considered sickened for 1 minute. A creature suffering from the effects of this spell struggles to speak above a whisper. At any time during this minute, the subject can take a full-round action to get its wind back, ending the condition.Stoneskin AlterationTier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature Touched Duration: 1 hour/level (D)Saving Throw: Spell negates (harmless)You laugh as the blade sparks harmlessly off your arm. You harden your skin against blades, granting you a +4 natural armor bonus to AC. Because this is a natural armor bonus, it does not stack with existing natural armor, or regular armor--you only get the better bonus. Augmentation:For each extra spell point you invest, you can increase the AC bonus by 1 (up to a maximum total of [CL-1]).Suggestion Enchantment Tier: 3 Components: Verbal Casting Time: 1 major action Range: 40 ft Target: One living creature Duration: 1 hour/level or until completed Saving Throw: Charm negates The lone guard strides off, in search of his overdue relief. How convenient. You weave magical power into your words, influencing the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).Summon Elemental Summoning [air, earth, fire or water] Tier: 1 Components: Verbal, Somatic, Material Casting Time: 1 round Range: 40 ft Effect: One summoned elemental Duration: 2 rounds, +1 round/level Saving Throw: None You drop the torch, and it bursts into life. A man-sized whirlwind of fire and smoke surges forward, the grass smoldering under its feet. This spell summons a Lesser Elemental of a type you choose. It appears where you designate and acts immediately, on your turn. You cannot summon an elemental into an environment which cannot support it (non-flying elementals cannot be summoned in midair, fire elementals cannot be summoned into water, etc). The spell compels the elemental to serve you for its duration. It attacks creatures which threaten you to the best of its ability; if you can communicate with it, it will obey your instructions (most summoners learn at least a few words of the primordial languages, such as “attack” or “stop”). Instead of summoning an elemental with this spell, you can cast it on any elemental you know how to summon, gaining control over the target for the duration of the spell. If another caster with control tries to command the same elemental, you must make opposed charisma checks. If neither of you hit DC 10, the elemental goes berserk. Dispel magic ends your control over the conjured elemental, but does not banish it. Augmentation:If you cast this as a tier 2 spell, you can summon or command one Common Elemental, or 1d2+1 Lesser Elementals. If you cast this as a tier 3 spell, you can summon or command one Greater Elemental, 1d2+1 Common Elementals, or 1d4+1 Lesser Elementals. If you cast this as a tier 4 spell, you can summon or command one Elder Elemental, 1d2+1 Greater Elementals, or 1d4+1 Common Elementals. Material Component:A tiny amount of the element to be summoned (a pebble, a drop of water, etc).Summon Daemon Summoning Tier: 2 Components: Verbal, Somatic Casting Time: 1 round Range: See text Effect: One summoned daemon Duration: See text Saving Throw: None The name chills your tongue, and you feel the thing behind you. This spell summons a Lesser Daemon, a spirit from somewhere outside reality. When you cast this spell, you speak the name of the Daemon you wish to summon; without a name, the spell has no effect. The daemon you name appears before you (how exactly this happens varies by the particular daemon); this is all the spell accomplishes. Many daemons will provide a service for a price; others never serve unless forced. Most daemons vanish if reduced to 0 hp, but take no permanent harm. Augmentation:If you cast this as a tier 3 spell, you can summon a Daemon instead of a Lesser Daemon. If you cast this as a tier 4 spell, you can summon a Greater Daemon.Summon Elemental Sprite Summoning [fire or cold] Tier: 0 Components: Verbal, Somatic Casting Time: 1 round Range: 5 ft Effect: One summoned elemental Duration: 10 minutes/level (D) Saving Throw: None Your pot bubbles away on the rock as you read, your servitor stirring it steadily. This spell draws forth a minor, non-intelligent elemental from one of the elemental planes. When you cast this spell, you can choose to summon a fire elemental or an ice elemental (other sprites are possible, but far less common). A sprite is destroyed if it takes any damage. A fire sprite appears as a floating sphere of whirling sparks the size of a small coin. Handled quickly, it will not burn. These sprites are most commonly used to heat liquids (they can bring 2 gallons of water to boil in about 5 minutes before they are exhausted), but they can can also ignite flammable materials and heat metal. An ice sprite appears as a constantly shifting crystalline shard of ice the size of a small coin. These sprites can render 2 gallons of water ice cold in about 5 minutes, but they usually vanish before more than a thin layer of ice has formed over the surface. Augmentation:If you cast this as a tier 1 spell, you can summon 3d6 sprites of the same type.Summon Servitor Summoning Tier: 0 Components: Verbal, Somatic Casting Time: 1 round Range: 5 ft Effect: One summoned spirit Duration: 8 hours (D) Saving Throw: None Your hat and cloak float from the rack and on to your head and shoulders This spell draws forth a minor spirit from the void. It appears as a barely visible ripple in the air, smaller than a fist. The spirits conjured by this spell are simple and very weak; once summoned they can be assigned a simple task. They perform this task for the duration of the spell, or until it is complete, at which point they slip back out of reality. Common tasks include stirring a pot, copying a text, or taking dictation (though its skills in the second two tasks leave much to be desired). The servitor can lift nothing much heavier than a pen, and it vanishes if it ever takes any damage. Augmentation:If you cast this as a tier 1 spell, you can summon 3d6 servitors.Telekinesis Evocation [force] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target or Targets: See text Duration: Concentration (up to 1 round/level); see text Saving Throw: No, see text The stone rises into the air, and then hurtles toward the giant. You exert force at a distance, moving objects or creatures by concentrating on them. You can manipulate objects as if with one hand (pulling levers, turning keys, etc). Complex activities (like untying a knot) may call for caster level checks. You can use a sustained force to move an object weighing no more than 30 pounds per caster level up to 20 ft per round in any direction. This use can also affect creatures so long as they do not resist (combat maneuvers are useful against hostile creatures, however). You can use this spell to perform combat maneuvers (bull rush, disarm, grapple, or trip). You use your caster level in place of your BCB, and your casting ability modifier instead of your strength or dexterity modifier. You can choose to create a violent blast of force, but doing so ends the spell. You can hurl a single creature or object 5 ft per caster level, and they land prone and take 1d6 damage/2 caster levels on impact. Huge creatures/objects are merely shoved, and even larger creatures are unaffected. If you launch the creature or object at a target, the target takes the damage as well, but is entitled to a reflex save to avoid the attack.Theft Apportation Tier: 3 Components: Somatic Casting Time: 1 major action Range: 40 ft Target: One object weighing 5 lb or less Duration: Instantaneous Saving Throw: Spell negates (object) Silently, you complete the spell, and the key appears in your hand. This spell teleports a small object into the palm of your hand.Tireless Vigil Necromancy (White) Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: Personal Target: Self Duration: 24 hours Your reflection is pale and skeletally thin. You can rest when you have won. When you cast this spell, you take 1 point of constitution damage, which can only be recovered by resting naturally. While this spell lasts, you feel no need for food, water, or rest, and take no penalties for dehydration, starvation, or exhaustion. You cannot rest normally while under the effects of this spell, but you do regain recovery dice at a rate of one every six hours. You regain spell points constantly throughout the day (divide your spell point maximum by 24 for the points regained per hour).Touch of Fatigue Necromancy (White) Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Fortitude negates You feel the orc weaken beneath your fingers. Your touch scratches at a creature’s life-force, fatiguing the target. You must succeed on a touch attack to strike a target.The subject is immediately fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.Touch of Peace Necromancy (White) Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Touched stable or dying creature Duration: Instantaneous Saving Throw: None The poor man shudders, and then grows still. This spell quietly pushes a weakened target closer to death. A stable creature instantly becomes dying. A dying creature dies. This spell has no effect on creatures with any hp.Touch of Rust Alteration [earth] Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Ferrous object touch Duration: Concentration Saving Throw: Spell negates (object) You scrape the rust from the door, and then drag your finger across the spot again. Every day the steel is thinner. A thin layer of rust spreads from your fingertip, covering about 4 square inches per round. This rust can jam hinges and mechanisms, but doesn’t do substantial damage to the metal itself.Tremor Evocation [earth] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Area: 40 ft radius spread Duration: Instantaneous Saving Throw: Reflex negates You touch the ground, and speak the words. The others scream as dust and stones rain from the ceiling. Stone shifts and shakes in the target area. Each creature in the area must make a Reflex save or be knocked prone. Structures, trees, and other natural formations may be damaged by this spell, depending on how stable they are: Unstable structures are very likely to collapse. Stable structures will take damage, but will probably remain standing. Very stable structures will definitely survive, but may suffer some damage. This spell works by manipulating stone in the target area; it is ineffective where there is no underlying stone, or structures made of stone.True Strike Divination Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: You Duration: See text You see the hidden gap between its scales. You open your eyes, and nock your arrow. You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.Unseen Servant Abjuration Tier: 2 Components: Verbal, Somatic, Material Casting Time: 3 rounds Range: 40 ft Target: One daemon or elemental Duration: Permanent Saving Throw: Spell negates You speak the word, and feel the old ring warm. The broom begins to sweep the floor. This ritual traps a summoned spirit in an item and forces it to serve the item’s owner. Beginning this spell will break your control over summoned elementals, and daemons are likely to turn on you if they know what you are doing. If the spirit fails its save, it vanishes into the item you have prepared. By willing it to appear, any creature who possesses the item can call forth the servant. The servant follows your instructions to the best of its ability, but its power is very limited. An unseen servant is completely invisible. It has an effective strength score of 2 (so it can lift 20 pounds or drag 100 pounds), and flies at a speed of 15 ft. The servant cannot attack, or perform any task that requires a skill check with a DC higher than 10. The servant cannot move beyond range of the item; if it is ever beyond this range, it instantly returns to the item. The above information describes a servant made with a trapped elemental or lesser daemon. More powerful spirits produce more powerful (and more dangerous) servants. Material ComponentAn amulet, ring, or other item, magically treated in a process that takes 24 hours of work and 12 spell points.Vampiric Touch Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Living creature touched Duration: Instantaneous/1 hour Saving Throw: None You feel the old man weaken, and you grow stronger. You must succeed on a melee touch attack. Your touch deals 3d4 points of damage. If the target is bloodied after it takes the damage, you gain temporary hit points equal to the damage you deal. The temporary hit points disappear 1 hour later. Augmentation:For each extra spell point you invest, you can increase the damage by 1d4 (up to a maximum total of [caster level] d4).Veil of Shadows Illusion (Glamer)Tier: 1Components: Verbal, SomaticCasting Time: 1 major actionRange: 40 ftTarget: One willing creature/levelDuration: 10 minutes/levelSaving Throw: NoYou creep through the trees, ever closer to the campfire. Their lookout sees nothing but shadows. This spell causes shadows to hide its subjects. While the spell is in effect, its recipients gain a +10 bonus on stealth checks while in shadow.Vision Enchantment Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Willing humanoid Duration: Instantaneous Saving Throw: None You show her the path, and the girl takes off running towards the distant exit. This spell grants the target a brief vision of your design. The images, sights, and sounds last for only about 3 seconds, but much can be conveyed in this time. An unwilling target receives only a fragmentary glimpse of the intended vision. This vision replaces the target’s own senses for as long as the vision lasts. Warp Alteration Tier: 1 Components: Verbal, Somatic Casting Time: 3 rounds Range: Touch Target: 6 inch square of an object or surface. Duration: Instantaneous Saving Throw: Spell negates (object)The lock droops slightly as if half melted. The affected matter is slightly warped; sections expand and contract slightly, sagging and bulging. This spell ruins mechanisms and fuses affected matter into a block. The material shifts slightly in the first two rounds you cast this spell, but most of the warping occurs in the final round. Augmentation:If you cast this as a tier 3 spell, it can affect a 5 foot square. If you cast this as a tier 4 spell, it can affect a 10 foot square.Water Breathing Alteration Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: Touch Effect: Living creatures touched Duration: 2 hours/level, see text Saving Throw: Spell negates (harmless) You breathe deeply. The water is cool in your chest. The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. When this spell’s duration ends, its subjects do not instantly lose its benefits. Instead, the ability to breathe water lingers for 1d6 minutes (roll secretly for each subject). The spell does not make creatures unable to breathe air. Augmentation:If you cast this as a tier 4 spell, its duration is doubled.Weaken Necromancy (White) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One living creature Duration: 1 minute/level Saving Throw: Spell negates He swings at you again, but the dwarf is pale and his hands shake. Your spell weakens the target. The subject takes a penalty to Strength equal to 1d6 + 1. The subject’s Strength score cannot drop below 1. Augmentation:For each extra spell point you invest, you can increase the penalty by 1 (up to a maximum total of 1d6 + [⅓ caster level]).Wind Wall Conjuration [air] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Effect: Wall up to 10 ft/level long and 5 ft/level high (S) Duration: 1 round/level Saving Throw: None; see text The spears and arrows are blasted skyward, clattering to the ground behind you. An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. Ice Blade Conjuration [cold]Tier: 1Components: Verbal, SomaticCasting Time: 1 major actionRange: 0 ftEffect: One sword of iceDuration: 1 minute/level (D)Saving Throw: NoneA thin vapor trails behind the blade. A sword of magical ice appears in your hand. You can wield this weapon as if it were an arming sword, except it crits on a 19 or a 20. The sword deals piercing or slashing damage equal 1d8 plus your strength bonus. It also deals one point of cold damage with each hit. If you roll a natural 1 on an attack with the sword, it shatters. It also dissolves in 1d3 rounds if it leaves your hand. Augmentation:For each extra spell point you invest, the sword deals one additional point of cold damage (up to a maximum total of [+½ caster level] cold damage).Shardstorm Evocation [cold]Tier: 2Components: VerbalCasting Time: 1 reaction or 1 major actionRange: 60 ftTarget: Your Ice BladeDuration: InstantaneousSaving Throw: Reflex partialThe word chill the airs as it leaves your mouth, and minute cracks run down the length of your blade. Then it explodes. You charge your Ice Blade with raw elemental fury. The blade detonates in an explosion of razor shards, dealing 1d6/level slashing damage to everyone within 10 ft. A creature which succeeds on a Reflex save takes half damage. Unlike most reaction spells, you don't need a specific event to react and cast this spell; if you have this spell prepared, you can shatter your blade at any time, or in response to any occurence.Heartfreeze Necromancy (White) [cold]Tier: 3Components: VerbalCasting Time: 1 reactionRange: 5 ftTarget: Creature struck by your Ice BladeDuration: InstantaneousSaving Throw: Death partialThe warrior slumps, her lips blue, the wound frozen and bloodless. You can cast this spell when you critically hit an enemy with your Ice Blade. If the target fails its save, its heart freezes and it dies almost instantly. On a successful save, the target survives but is stunned for 1 round and shaken for 10 minutes. Seekers Only: This spell counts as tier 2 instead of tier 3 for the purposes of spell mastery.Presence of Arnis EnchantmentTier: 1Components: NoneCasting Time: 1 major actionRange: PersonalTarget: SelfDuration: Three roundsSaving Throw: NoneYou feel the power rising in you, and you project it outwards. You channel your power outwards, affecting the minds of those around you (as well as your own confidence). You seem impressive and imposing, and you gain a +4 bonus to Charisma. Creatures used to wielding magic will recognize the effects of this spell.Oath of Arnis DivinationTier: 2Components: NoneCasting Time: 1 major actionRange: touchTarget: creature touchedDuration: Permanent until discharged (D)Saving Throw: NoneYou smile as you seal the deal. You will not be cheated. You can cast this spell when you make any formal deal or agreement with a creature. You know instantly if the target ever breaks its word. Additionally, a visible mark of your own design appears on the target wherever you touched them to deliver the spell. The spell is traditionally delivered with a handshake, or by touching the forehead of a kneeling creature. This spell is tied to your magical power: the oath reduces your spell point maximum by 1 as long as it persists, and the spell ends if you die.Chamber Ward Abjuration (Ward)Tier: 3Components: Verbal, Somatic, MaterialCasting Time: 8 hoursRange: 0 ftArea: One single room, up to 2500 square feetDuration: 1 year/level (D)Saving Throw: None.The glamer melts away, and the intruder stands before you, exposed and vulnerable. This potent ward strips away deceptions and keeps out dangerous creatures. Any illusion or enchantment effect entering the area of the spell is attacked, as if you had attempted to dispel it (using the tier of this spell). Any illusion or enchantment effects cast within the area are counterspelled in the same way. Apportation effects fail automatically if they try to move anything into or out of the warded area. Additionally, elementals, undead, and all but the most powerful daemons are barred from entering (and even these are likely to suffer greatly) This ward is uniquely tied to your magical power. The ward reduces your spell point maximum by 3 as long as it exists. You can only have one chamber ward at a time, and the spell ends if you die. You can ignore all the spellcasting limitations of the ward, and your caster level rises by one within its area. Material ComponentThe eye of a dragon, burned as the spell is cast. Silver salts mixed with moonflower petals to form the boundary.Rune of Forgefire Evocation [fire]Tier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: One metal object marked with the runeDuration: 5 roundsSaving Throw: NoneThe rune flares to life at your touch, and your blade glows red with heat. You empower the rune to radiate extreme heat when it is wakened. With gloves, a metal weapon can be wielded safely and deals +1d4 fire damage on each hit. If the rune is placed on a creature's equipment, it can cause terrible burns: A small worn metal object deals 1d4 damage per round; a suit of armor deals 4d4. Runic Power:You roll twice for this spell's damage.Rune of Sealing Abjuration (Ward)Tier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: One closed door, window, or container marked with the runeDuration: Permanent until breachedSaving Throw: NoneThe door holds as if barred, barely shuddering under the assault. This rune magically seals a door, gate, window, container, or the like. The sealed door is effectively stuck shut; it can be broken open with a DC 25 strength check (unless the Break DC is higher than 25) or simply dealt damage until it is breached. A sealed door resists Knock, but not Dispel Magic. Runic Power:The break DC is increased to 30 Rune of Protection Abjuration (Ward)Tier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: One amulet or suit of armor marked with the runeDuration: Permanent until dischargedSaving Throw: NoneThe amulet pulses with a blue light, and the blade glances off . . . something. You're bleeding, but you still have your head. This rune automatically negates the first critical hit dealt to its bearer, turning it into a normal hit. Once it has negated one critical hit, the rune is expended. Runic Power:You also take half damage from the attack.Rune of Darkness AlterationTier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: Any solid surface bearing the runeDuration: 1 hourSaving Throw: NoneThe shadows around the tree darken, hiding you and your companions. This rune darkens a 20' radius around itself: bright areas become shadowy, and shadowy areas become dark. This spell is ineffective in very well lit areas (broad daylight with no shade, close to a massive bonfire). Mundane light sources which enter the area are extinguished. Magical light sources are dispelled, unless they are of a higher tier. Runic Power:The spell affects a 40' radius.Rune of Light EvocationTier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: Any surface or item bearing the runeDuration: 1 hourSaving Throw: NoneThe rune flares with a brilliant, blinding light. When wakened, this rune glows with a steady white light. It produces bright light in a 40' radius, and shadowy illumination out to 80'. Creatures looking directly towards the rune (for example, to attack the bearer or defend against the bearer's attacks) are disoriented. Light sensitive creatures and those adjusted to darkness are blinded for one round. Runic Power:All creatures within 40' are disoriented, regardless of where they look.Rune of Destruction AlterationTier: 2Components: RuneCasting Time: 1 minuteRange: TouchTarget: Object or surface bearing the runeDuration: InstantaneousSaving Throw: Spell negates (object)The rune wakens under your finger, and the door splinters violently. When wakened, this rune cracks, splinters, corrodes, or otherwise deals major damage to the object on which it was scribed. It only affects material within about 3 ft. Wooden objects and walls (such as a door, or the hull of a ship) are very likely to be breached. A 1' thick stone wall will be very badly damaged, and possibly breached. An iron wall or door, or a thick stone wall, will be seriously weakened. Runic Power:The rune affects material within 5 ft.Rune of True Striking EvocationTier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: Any weapon bearing the runeDuration: 1 round or until dischargedSaving Throw: NoneYou speak the word, and time seems to slow as you loose the arrow. When wakened, this rune guides your weapon to strike true. You gain a +5 bonus on the next attack you make with this weapon. This bonus is lost if it is not used within the duration of the spell. Runic Power:You gain a +10 bonus on the attack, instead of +5.Rune of Deflection Abjuration (Ward)Tier: 2Components: RuneCasting Time: 1 minuteRange: TouchTarget: Armor, shield, or amulet bearing the runeDuration: 5 roundsSaving Throw: Reflex negates, see textThe axe bounces aside in a shower of sparks an instant before it would have taken off your arm. When wakened, this rune protects you from physical attacks. Each attack against you has a 20% chance to be deflected. When you are struck, the protective aura emits a blinding flash of light, blinding all creatures (except the bearer) within 5 ft unless they succeed on a Reflex save. Runic Power:The rune grants you a 40% miss chance.Master Rune of Sealing Abjuration (Ward)Tier: 2Components: RuneCasting Time: 1 minuteRange: TouchTarget: One closed door, window, or container marked with the runeDuration: Permanent until breachedSaving Throw: NoneThe abomination recoils in pain, its claw-like hands scorched by white fire. This rune magically seals a door, gate, window, container, or the like. The sealed door is effectively stuck shut; it can be broken open with a DC 25 strength check (unless the Break DC is higher than 25) or simply dealt damage until it is breached. Additionally, any daemon or undead creature which touches the door takes 1d6 damage per caster level. A sealed door resists Knock and counts as a tier 4 spell for the purposes of Dispel Magic. Runic Power:The break DC is increased to 30 and the damage is doubled.Rune of Blasting Evocation [force]Tier: 2Components: RuneCasting Time: 1 minuteRange: TouchTarget: Object or surface bearing the runeDuration: Permanent until dischargedSaving Throw: Reflex halfYou speak the word, and hurl the little stone down the hallway, shielding your eyes from the blast. Once wakened, this rune explodes when it takes damage or suffers a hard impact. The explosion deals 3d6 bludgeoning damage and takes the shape of a 10' cube. If the blast is centered on a square (and not an intersection), roll 1d4 to see which way the blast radiates. If a target takes damage from multiple blast runes simultaneously, each rune after the first only deals 1d6 damage (no save). If you take damage while holding a wakened blast rune, it has a 50% chance to detonate. Dwarf war wizards often mark their crossbow bolts with blast runes. Runic Power:The explosion deals 6d6 damage, and the rune is even more sensitive. An overcharged blast rune will detonate immediately if fired from a bow or crossbow, dropped from waist height, or if you pat your pocket a little too hard.Rune of Binding UniversalTier: 2Components: RuneCasting Time: 1 minuteRange: TouchTarget: Object or surface bearing the runeDuration: See textSaving Throw: Reflex halfYou finish the rune, and then set to work on the ward. Once wakened, you can bind another spell to this rune. The duration of a bound spell is doubled. The spell and rune must be placed on the same target to be effective. For example, you could etch the rune into the target's armor, and then bind Protection from Energy to the rune. Runic Power:The duration of the bound spell is tripled.Master Rune of Destruction AlterationTier: 3Components: RuneCasting Time: 1 minuteRange: TouchTarget: Object or surface bearing the runeDuration: InstantaneousSaving Throw: Spell negates (object)Cracks spread outward from the rune, and around them the wall turns to fine ash. When wakened, this rune instantly cracks, splinters, corrodes, or otherwise deals major damage to the object on which it was scribed. Then, over the course of about a second, the seriously damaged material dissolves into ash. It only affects material within about 2.5 ft. Sturdier materials are still more resistant, so this spell will create a smaller breach in a wall of iron than in a wall of stone. Runic Power:The rune affects material within 5 ft.Rune of Fury Evocation [force]Tier: 3Components: RuneCasting Time: 1 minuteRange: TouchTarget: Melee weapon bearing the runeDuration: 1 round or until dischargedSaving Throw: NoneYou feel your weapon hum with power, and you unleash it in a flurry of rapid blows. When wakened, this rune imbues your weapon with a force all its own. As a major action, you can make one melee attack against each adjacent enemy. This bonus is lost if it is not used within the duration of the spell. Runic Power:You gain a +2 bonus on each attack.Master Rune of Wrath Evocation [force]Tier: 3Components: RuneCasting Time: 1 minuteRange: TouchTarget: Melee bludgeoning weapon bearing the runeDuration: 1 round or until dischargedSaving Throw: Reflex partial; see textYour hammer strikes the ground with impossible force, and shards of stone explode all around you. When wakened, this rune empowers your weapon with raw explosive force. Your next attack against deals +3d6 damage. If you strike solid ground, the force breaks and shatters the surface. You deal 3d6 damage to all creatures (except you) within 10', and each creature that takes damage falls prone unless they succeed on a Reflex save. This bonus is lost if it is not used within the duration of the spell. Runic Power:The damage increases to 6d6.Master Rune of Negation Abjuration (Negation)Tier: 3Components: RuneCasting Time: 1 minuteRange: TouchTarget: Any object or surface bearing the runeDuration: 5 roundsSaving Throw: NoneThe shadows around the tree darken, hiding you and your companions. This rune suppresses all magic within 10' of itself. This negates the direct effects of spells, but not the indirect effects. For example, the explosion of a fireball (a direct effect) would vanish where it flowed into the area, but any fires started by a spell (indirect effects) would still spread normally. A summoned creature could not appear within the area (because summoning the creature is a direct effect), but it could walk into area (though doing so would remove any magical control the caster might have had over it). Runic Power:The spell affects a 20' radius.Disguise Self [WIP] Tier 3, 1 hr/level Does not effect clothing Almost perfectly mimics (just details you don't notice).Entangle Wild Magic Tier: 1 Components: VerbalCasting Time: 1 major actionRange: 120 ftArea: Plants in a 30 ft radius spread Duration: 1 minute (D)Saving Throw: Reflex partial (see text) The vines respond instantly to the ancient word. Your pursuer falls, his leg snared by a coil of greenery. Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become held. A creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.Wind Guided Arrows Wild MagicTier: 2Components: SomaticCasting Time: 1 minor actionRange: PersonalTarget: SelfDuration: 1 roundYour arrow flies true, piercing the howling gale as if it were nothing. Your next ranged attack gains a +4 bonus to hit, provided it is made within the duration of the spell. This attack also ignores any penalties caused by wind.Blizzard Strike Conjuration [air, cold]Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Your Ice Blade Duration: 1 minute, or until dischargedSaving Throw: None A whirlwind of ice and freezing snow forms around your blade, waiting to be unleashed. You bind a freezing windstorm to your blade, and unleash it with a strike. The spell is discharged the next time you hit a target with your iceblade, dealing 1d6 cold damage. Additionally, the blizzard pushes both of you back with great force. You are automatically pushed back 10 ft and the target is subject to a bull rush attempt (the spell has a +8 bonus on this check). Your movement occurs first and does not provoke reaction attacks. Augment:For each additional spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [½ caster level] d6). For each extra d6, the spell gains an additional +2 bonus on the Strength check.Soulfrost Necromancy (White) [cold]Tier: 1Components: Verbal, SomaticCasting Time: 1 major actionRange: 15 ftArea: 15 ft cone originating from your handDuration: InstantaneousSaving Throw: Death partial; see textHis face grows pale, and he stumbles backwards, his breathing heavy and ragged. A deathly chill emanates from your fingertips, leaving your foes weakened and vulnerable. Creatures in the area take 1d6 damage; additionally, creatures which take damage are rendered off-guard until their next turn and disoriented for three rounds. A successful save negates the disorientation and halves the damage. Augmentation:For each extra spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [½  caster level] d6).Claws of Arrak AlterationTier: 1Components: VerbalCasting Time: 1 major actionRange: PersonalTarget: SelfDuration: 10 min/level (D)Saving Throw: NoneYour hands twist and warp, and from your fingers grow vicious claws. You transform your hands into deadly claws. Your unarmed strikes deal 1d6 damage (instead of 1d3).Transfusion Necromancy (White)Tier: 2Components: VerbalCasting Time: 1 major actionRange: TouchTarget: Creature touchedDuration: 10 min/level (D)Saving Throw: Death negates (harmless)You feel your life-energy flow into your ally, invigorating him. You transfer your own vitality to the target. Roll a recovery die; the target receives the result as healing. You must spend HP to cast this spell; it cannot be cast using spell points. Augment:For each extra hitpoint you invest, you can increase the number of recovery dice you roll by one (up to a maximum total of [½ caster level] dice).Weapons of the Beast AlterationTier: 2Components: VerbalCasting Time: 1 major actionRange: PersonalTarget: SelfDuration: 10 min/level (D)Saving Throw: NoneThe pain in your arms fades, and is replaced with a sensation of primal power. You transform your body and mind, gaining the use of powerful natural weapons, and the ability to fight like a wild animal. Select one of the following options: Raking strikes: This weapon bloodies any creature it hits. Bloodied creatures are dealt bleeding injuries and take 1d6 damage one round later. Ferocious Charge: When you charge, this weapon deals extra damage equal to your strength bonus. Additionally, whenever you deal damage with a charge attack, you can roll a free trip attempt. This attempt does not provoke reaction attacks, but you can still be tripped yourself if you fail. Gripping Maw: When you hit a target with this weapon, you can spend a reaction to immediately grapple the target. You also gain a +4 bonus on grapple checks. Stalking Strike: This weapon deals an extra 1d6 damage against off-guard targets. You also gain a +4 bonus on intimidate checks. Each weapon deals 1d6 base damage. You can have multiple weapons at the same time, but you must choose which to use for each attack.Aspect of the Beast AlterationTier: 3Components: VerbalCasting Time: 1 major actionRange: PersonalTarget: SelfDuration: 1 min/level (D)Saving Throw: NoneYour hide thickens, and black fur races across your back as you drop to all fours. You adopt a powerful, animalistic form. Pick two of the following aspects: Aquatic Adaptation: You gain a swim speed of 40 ft, and a +8 bonus on swim checks. Water Breathing: You can breath water as if it were air. Thick Hide: Your hide thickens, or you grow thick fur or scales. You gain Resistance 3 to piercing, slashing, and bludgeoning damage. Bestial Stride: You drop to all fours, and your base speed increases to 50 ft. This speed increase grants you a +8 bonus on jump checks. Deadly Weapons: You gain a natural weapon, as if you had cast Weapon of the Beast. Senses of the Hunter: You gain low-light vision and an inhumanly keen sense of smell. You also gain a +8 bonus on perception checks. You gain the benefits of your chosen aspects for the duration of the spell. You can cast this spell multiple times to gain even more aspects, and the durations add together instead of overlapping. It is, however, very dangerous to give over so much control to the beast. Augmentation:If you cast this as a tier 4 spell, you gain Massive Wings as an aspect option. The wings replace your arms, but grant a 60 ft fly speed.Index: Skills Acrobatics Dexterity, Armor Check Penalty applies You can tumble past your enemies, land softly after a fall, and balance on precarious surfaces. Task Acrobatics DC Traverse a narrow surface (2-6 inches) 15 Traverse a very narrow surface (less than 2 inches) 20 Traverse a steeply sloped floor 10 Traverse a very slippery floor (smooth ice) 10 Run/charge across a slippery floor (wet stone) 10 Run/charge across an uneven or sloped floor 15 Tumble past an enemy Special Tumble through an enemy's space 20 Treat a fall as 10 ft shorter 15 Treat a fall as 20 ft shorter 25 Entertain an Audience Special Balancing You can walk on a precarious surface. A successful check lets you move at half your speed along the surface for 1 round. A failure by 4 or less means you can’t move for 1 round. A failure by 5 or more means you fall. The difficulty varies with the surface, as follows: Being Attacked while Balancing: You are considered off-guard while balancing, since you can’t move to avoid a blow. If you have 5 or more ranks in Acrobatics, you aren’t considered off-guard while balancing. If you take damage while balancing, you must make another Acrobatics check against the same DC to remain standing. Accelerated Movement: You can try to walk across a precarious surface more quickly than normal. If you accept a –5 penalty, you can move your full speed as a minor action. You may also accept this penalty in order to charge across a precarious surface. Tumbling If you have 4 or more ranks in Acrobatics, you can tumble past enemies to make yourself harder to hit. You can’t tumble if your speed has been reduced by encumbrance and difficult terrain can make tumbling much harder. Tumble Past an Enemy: You can tumble at half speed as part of your movement, nimbly dodging reaction attacks while doing so. You gain your Acrobatics Bonus (including all other modifiers from armor, rough terrain, etc.) to AC during your movement. This helps you avoid any reaction attacks your movement might provoke. If you use this ability while tumbling through an enemy (see below), your bonus is reduced by 5. Tumble Through an Enemy's Space: If you succeed on a DC 20 Acrobatics check, you can move through an enemy's space. This movement still provokes reaction attacks normally. Landing after a Fall You can treat a fall (see ???) as if it were 10 feet shorter if you succeed on a DC 15 Acrobatics Check. If you succeed on a DC 25 check, you can treat the fall as if it were 20 feet shorter. Entertaining an Audience You can use the Acrobatics skill to amuse an audience, as though using the Perform skill. Appraise Intelligence You can tell an antique from old junk, a sword that’s old and fancy from an elven heirloom, and high-quality jewelry from cheap stuff made to look good. Common Items You can appraise common or well-known objects with a DC 12 Appraise check. Failure means that you estimate the value at 50% to 150%. Rare and Exotic Items Appraising a rare or exotic item requires a successful check against DC 15, 20, or higher. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item’s value.Bluff Charisma You can make the outrageous or the untrue seem plausible, or use doublespeak or innuendo to deliver a secret message to another character. The skill encompasses acting, conning, fast talking, misdirection, prevarication, and misleading body language. Use a bluff to sow temporary confusion, get someone to turn and look where you point, or simply look innocuous. Deception A Bluff check is opposed by the target’s Sense Motive check. See the accompanying table for examples of different kinds of bluffs and the modifier to the target’s Sense Motive check for each one. Example Circumstances Sense Motive Modifier The target wants to believe you. “These emeralds aren’t stolen. I’m just desperate for coin right now, so I’m offering them to you cheap.” -5 The bluff is believable and doesn’t affect the target much. “I don’t know what you’re talking about, sir. I’m just a simple peasant girl here for the fair.” +0 The bluff is a little hard to believe or puts the target at some risk. “You orcs want to fight? I’ll take you all on myself. I don’t need my friends’ help. Just don’t get your blood all over my new surcoat.” +5 The bluff is hard to believe or puts the target at significant risk. “This diadem doesn’t belong to the duchess. It just looks like hers. Trust me, I wouldn’t sell you jewelry that would get you hanged, would I?” +10 The bluff is way out there; it’s almost too incredible to consider. “You might find this hard to believe, but I’m actually a lammasu who’s been polymorphed into human form by an evil sorcerer. You know we lammasu are trustworthy, so you can believe me.” +20 Feinting in Combat You can also use Bluff to mislead an opponent in melee combat (so that it can’t dodge your next attack effectively). See "Feint". Climb Strength, Armor Check Penalty applies You can scale a cliff, to get to the window on the second story of a wizard’s tower, or to climb out of a pit after falling through a trapdoor. Climbing is part of movement, so it’s generally part of a move action (and may be combined with other types of movement in a move action). With a successful Climb check, you can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one-quarter your normal speed. A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained. The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC. While climbing, you count as off-guard. Surface or Activity Climb DC A slope too steep to walk up, or a knotted rope with a wall to brace against. 0 A rope with a wall to brace against or a knotted rope. 5 A surface with ledges to hold on to and stand on, such as a very rough wall. 10 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands. 15 An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins. 20 A rough surface, such as a natural rock wall or a brick wall. 25 An overhang or ceiling with handholds but no footholds. 25 Catching Yourself When Falling: It’s practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = wall’s DC + 20) to do so. It’s much easier to catch yourself on a slope (DC = slope’s DC + 10). Catching a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if they are within your reach. Doing so requires a successful DC 10 Reflex save. If you succeed, you must immediately attempt a Climb check (DC = wall’s DC + 10). Success indicates that you catch the falling character, but their total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.Concentration You can focus your mind on a task, despite serious distractions. You must make a Concentration check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. Such actions include casting a spell, concentrating on an active spell, or using a skill that would provoke a reaction attack (such as Heal, and Tamper, among others). In general, if an action wouldn’t normally provoke a reaction attack, you need not make a Concentration check to avoid being distracted. If the Concentration check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is lost (see Cast a Spell, ???). If you were concentrating on an active spell, the spell ends as if you had ceased concentrating on it. If you were directing a spell, the direction fails but the spell remains active. A skill use also fails, and in some cases a failed skill check may have other ramifications as well. The table below summarizes various types of distractions that cause you to make a Concentration check. If the distraction occurs while you are trying to cast a spell, you must add the tier of the spell you are trying to cast to the appropriate Concentration DC (See Concentration, page ???, for more information). If more than one type of distraction is present, make a check for each one; any failed Concentration check indicates that the task is not completed. Distraction Concentration DC Damaged during the action 10 + damage dealt Distracted by a nondamaging spell Spell's save DC Vigorous motion (a moving mount, or a small boat in rough water) 10 Violent motion (a galloping horse, or a storm-tossed ship) 15 Extraordinarily violent motion (an earthquake, a collapsing building) 20 Grappled or held ??? ??? Bad weather (high wind an blinding rain or sleet) 5 Wind driven hail, dust, or debris 10 Casting Defensively You can use Concentration to cast a spell defensively, so as to avoid reaction attacks altogether. This doesn’t apply to other actions that might provoke reaction attacks (such as movement or loading a crossbow). See Casting on the Defensive.Craft Decipher Script Intelligence, Trained Only Use this skill to piece together the meaning of ancient runes carved into the wall of an abandoned temple, to get the gist of an intercepted letter written in the Infernal language, to follow the directions on a treasure map written in a forgotten alphabet, or to interpret the mysterious glyphs painted on a cave wall. You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, the GM makes a DC 5 Wisdom check for your to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.) The GM secretly makes both the Decipher Script check and (if necessary) the Wisdom check, so that you can’t tell whether the conclusion you draw is true or false.Diplomacy Disguise Escape Artist Fly Forgery Gather Information Handle Animal Heal Aiding the Dying As a full round  action, roll heal vs wound save DC+5. If you succeed, you negate a failed death save this round. Tending to the Wounded Someone with the heal skill can grant them a +2 bonus with a DC 10 check, or a +4 bonus with a DC 20 check. Such tending applies to all their rolls this week. Long-term Care Someone with the heal skill can grant them a +2 bonus with a DC 10 check, or a +4 bonus with a DC 20 check. Such tending applies to all their rolls this week. A character can tend to themselves, but they only gain half the bonus.Intimidate Lore Perception Perform Profession Ride Search Sense Motive Sleight of Hand Spellcraft learning spells--you get a +5 bonus if the spell is traditional overreachingStealth [add rules for group stealth--1 roll for the whole team]Survival Swim Tamper