MINOR MAGICKS

Small-Scale Spells & Items

Author: Carrie Schutrick Contributing Author: Ian Johnston Cover Design: Ian Johnston Interior Art: V. Shane Editor: Charles Greathouse Proofreader & d20 Rules Wrangler: John Cooper Layout & Product Developer : Ian Johnston Layout Elements: Cari Buziak Product Download Password: Vordin Use this code to download additional web enhancements for this product from www.silverthornegames.com! This product requires the use of the Dungeons & Dragons®, Third Edition Core Books, and may require use of the Psionics Handbook, published by Wizards of the Coast®. Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc., and are used with permission. This product utilizes updated material from the v.3.5 revision. “d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, Inc., and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Some material herein is reprinted with permission from the December 11, 2002, issue of d20 Weekly and is copyright 2002 Steve Jackson Games (see Licenses & Legal appendix for a list of specific items). All other material is Copyright 2005 Silverthorne Games. Silverthorne Games, the Silverthorne logo, the shield and rose graphic are trademarks of Silverthorne Games. All rights reserved. Unauthorized duplication, use, or re-transmission of the contents of this work, either in whole or in part, is strictly prohibited without written authorization from Silverthorne Games. This is a work of fiction and any resemblance to actual persons living or dead is purely coincidental.

Products Beyond Imagination™

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TABLE OF CONTENTS

Introduction (page 4) Spells (page 4) Magic Items (page 18) Appendix I: Spell Lists (page 29) Appendix II: Licenses & Legal (page 32)

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Introduction/Spells
For adventurers, magic is often literally a matter of life and death. The adventuring wizard’s ability to cast powerful spells, both offensive and defensive, can tip the balance of a fight in favor of her party; if that fails, the cleric can restore wounded and even dead comrades to health. But there are more spellcasters in the world than those who go out and adventure. From apprentices or novices just beginning to learn the craft, through the druid who has been content to stay peacefully in her forest, to a retired paladin who no longer seeks out evil to defeat, there are spellcasters everywhere who just don’t cast fireball or holy smite—such things tend to lower property values and annoy the neighbors. But that doesn’t mean that there’s no market for their services; there will always be those who can’t cast spells themselves, but who can both benefit from and pay for magic. Wealthy nobles and merchants are likely to have very little interest in magic that increases their attack bonus or ups their AC. It’s far more useful, from their point of view, to enchant their shoes to resist mud or make it harder for a thief to steal their jewels. They want magic that eases the problems of day-to-day living, displays their wealth, and feeds their vanity. And there are all those non-adventuring spellcasters around who are more than happy to supply what the wealthy want…for a price. There are also those magic users who, for whatever reason, have not yet achieved a high enough level to cast the really world-shaking spells. But a low-powered spell caster who has carefully chosen her spells can be a true asset even to a party of relatively high-level characters; at the very least, she can give warning of approaching dangers and provide distractions. Besides, if you’ve got to nickel-and-dime the dragon to death, you need all the nickels and dimes you can get. There are hundreds of small problems that are far more easily solved with magic than with technology. Granted, not everyone can use magic—but that’s what magic items are for. The important thing to remember is that magic works even when you’re not adventuring. On days when you don’t feel up to seeking out evil, keep in mind that you can use magic to make your living instead.

Introduction

Spells

Not every spellcaster, PC or otherwise, will have access to every spell on this list. In many cases the spells were developed as part of an apprenticeship; only the developing character, her teacher, and anyone she chose to teach the spell to will know it. Many of the remaining spells just aren’t useful to a spellcaster whose goal is to go out and adventure. Alter Creature Transmutation Level: Clr 3, Drd 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You make a small, permanent change to a creature that will be passed to its offspring. You cannot change the creature’s basic form, type, or attributes with alter creature, nor may you add abilities it does not have or take away those it does. Things that can be altered include fur length or color, eye color, ear shape, and so forth. You may also make the creature slightly (up to 5%) smaller or larger. Once a given attribute has been changed with alter creature, that attribute may not be changed again except to return it to its original state. In addition to the save to avoid the effects of the spell, the creature must also succeed at a second Fortitude save or take 2 points of temporary Constitution damage. Material Component: A mixture of rare herbs worth at least 100 gp. Alter Plant Transmutation Level: Clr 3, Drd 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Living plant touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes As alter creature, save that the spell affects plants and plant creatures. Animate Toy Transmutation Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 1 hour/level Saving Throw: None Spell Resistance: No You grant motion and the semblance of life to a toy. The object must be no larger than Tiny, and must be in the shape of a living creature of some sort. As part of the casting, you designate a living being to be the object’s master. The object behaves in most ways as if it were a creature of the type it mimics. However, it will not purposely injure any living

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Spells
creature, nor will it willingly venture more than 10 feet from its master. If it is taken out of that radius, it turns inert until it is within 10 feet again. Though it gains the physical abilities of the appropriate type of creature—a wooden bird can fly and a cloth fish can swim—it has no real intelligence or will; a model of an intelligent creature cannot talk or really understand speech. Any animated toy can obey simple commands from its master, along the lines of “sit down” or “come here,” however. Focus: A gem worth at least 10 gp that is firmly attached to the object before casting begins. Anosmia Illusion (Glamer) Level: Brd 2, Clr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Long Area: 15-ft.-radius emanation centered on a creature, object, or point in space Duration: 1 minute/level Saving Throw: Will negates or none (object) Spell Resistance: Yes or no (object) For the duration of the spell, no scent of any kind enters or emerges from the affected area. While anosmia lasts, no creature within its area leaves a scent trail, foiling trackers who use that method. The effect is immobile but may be cast on a mobile object (like a stone). Material Component: A flower with no scent. Appraisal Transmutation Level: Brd 1, Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes You grant the target a +4 enhancement bonus to all Appraise checks. Focus: A tiny model scale. Blood Tell Divination Level: Clr 2, Drd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close Target: 1 creature/level, all of which must be within 15 feet of one another Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes You learn some specific information about the target creatures’ genetics or heredity, such as whether any of them has a disease that they will pass to their offspring. You know whether any of them are related to each other, and if so in what degree; you may also determine whether they are related to a specific other creature which is not included in the spell, but only if you have some part of that other creature, such as a hair or drop of blood. Illusions do not fool blood tell, but a polymorph does. Calculation Divination Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: 1 creature/level Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes Popular with merchants, bankers, and engineers, calculation grants its target the ability to do arithmetic and simple math without the possibility of error. At the DM’s option, calculation may add a circumstance bonus of +2 to checks for such skills as Profession (architect) or the more math-intensive versions of astrology. Focus: A miniature abacus. Capture Image Illusion Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: See text Target: See text Duration: Permanent (D) You capture an image that you can see in the metal frame that is the focus of the spell. The image may be anything you can see, whether with your own eyes or through the use of such spells as clairvoyance. The image will be whatever is enclosed in the frame at the time of casting, as seen from your point of view. If you have low-light vision or darkvision, the image includes those things that normal sight cannot see—and if it was taken in total darkness, anyone who has normal vision sees only solid black filling the frame. The image is opaque, but insubstantial; objects may pass through it without disrupting it. The frame may be used as many times as you like, but each new image replaces the one already there. Focus: A metal frame worth at least 1 gp that can be held in one hand. Capture Sound Illusion Level: Brd 1, Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: See text Target: See text Duration: Permanent (D) You record the sounds that you can hear, whether through your own ears or the use of remote-sensing spells such as clairaudience. You may capture sound for as long as you concentrate, for up to 1 minute per level. If you can hear more than one thing and wish to capture only one, you may make a Concentration check at a DC of 10+5 per sound to be ignored; if you fail, everything you can hear is recorded. You must make this check once for every minute you record. Once a sound has been recorded, it can be played back at will by any creature that holds the focus. The sound plays at the volume at which it was recorded. You may replace the

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Spells
recorded sound on the focus at will, but doing so completely erases whatever was there originally. At the DM’s option, bards may use capture sound to make a sort of audible scroll. If this is allowed, the rules regarding time, expense, and XP cost should be the same as a paper scroll. Triggering the stored spell then destroys the focus. Sorcerers and wizards cannot store a spell in this fashion. Focus: A hand-held model drum worth at least 1 gp. Cat’s Balance Transmutation Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes You grant the target a +4 enhancement bonus to all Balance and Tumble checks. Material Component: A pinch of cat’s fur. Chill Water Evocation [Cold] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close Target: 1 gallon of water Duration: See text Saving Throw: None (object) Spell Resistance: No You cause water to become colder at a rate of 1 degree per round. It will continue to chill as long as you concentrate or until it freezes. When you cease concentration, the spell ends immediately and the water will warm up again at whatever rate the environment dictates. This spell can be used to inflict 1d3 points of cold damage to creatures with the water subtype. Clean Wound Conjuration (Healing) Level: Clr 1, Drd 1, Pal 1, Rgr 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: No You clean a wound so that its bearer is less likely to get an infection. Dirt and foreign matter are painlessly removed, and the subject gains a +5 circumstance bonus on his next roll to resist the effects of diseases caused by attacks, e.g. filth fever or mummy rot (see the DMG for more information on diseases). If clean wound is cast within 10 rounds of when the wound was received, the subject gets an extra saving throw to avoid contracting the disease in the first place. Material Component: An ounce of clean water. Clear Skin Conjuration (Healing) Level: Clr 0 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 day/level Saving Throw: Fortitude negates (harmless) Spell Resistance: No You remove minor blemishes and imperfections from a creature’s skin, and prevent it from developing any more until the spell’s duration ends. Clear skin can handle acne, smallpox scarring, small birthmarks, and so forth, but large scars or birthmarks require stronger measures. Discolored skin caused by actual damage such as sunburn or the growth of tumors is also unaffected. Focus: A piece of smooth quartz. Clever Hands Transmutation Level: Brd 2, Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 creature/level Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes You grant the target creatures a +4 competence bonus to all Craft checks for the duration of the spell. Material Component: A miniature set of appropriate tools. Confetti Conjuration Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Close Area: 10-ft radius emanation centered on a point in space Duration: Instantaneous Saving Throw: None Spell Resistance: No You fill the air with multicolored confetti, which flutters to the ground over the course of about three rounds. In still air the drifting confetti provides partial cover (10% miss chance) during the round in which it appears. Unlike prestidigitation, confetti creates real, solid slips of paper that do not fade away. They can even be gathered and used as material components for further castings. Material Component: A few pieces of confetti that are thrown into the air as the final action of casting the spell. Cook Evocation Level: Brd 0, Clr 0, Sor/Wiz 0 Components: V, S Casting Time: See text Range: Touch Target: The contents of a container of no more than one cubic foot capacity

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Spells
Duration: Instantaneous Saving Throw: None (object) Spell Resistance: No You cause the contents of a container to cook according to a recipe you recite as part of the casting. A simple recipe (“heat three eggs until cooked, while stirring”) will of course take considerably less time than a complex one. Regardless of how long it would take normally, the spell completes the cooking in the length of time it takes to recite the recipe. You must put all the relevant ingredients in your container before you begin to cast the spell. If any ingredients mentioned in the recipe are not present, the spell fails. It is likewise ineffective if you attempt to use it to prepare anything but food; you cannot brew a potion using cook. Note that the spell functions even if the container you are using is not suitable for the finished product--you can cook soup in a porous container, but you may regret it afterwards. Copy Universal Level: Clr 1 (or Clr 0, see text), Sor/Wiz 1 Components: V, S, M Casting Time: 1 round/page or see text Range: Touch Target: 2 pages/level Effect: Copies a text Duration: Permanent Saving Throw: None (harmless) Spell Resistance: No Copy allows you to exactly duplicate as many pages of text as your level permits. The pages may be no larger than two feet on a side, and you must provide the blank parchment or paper upon which you wish to copy. (Objects other than pieces of paper may be used, but if they are not roughly flat, or are thicker than ½ inch, the spell fails.) You may also copy illustrations, but the spell produces a monochrome rendering rather than a full-color picture. Thus, sketches, line drawings, and other black-and-white images are the best candidates. To copy a page, you must lay the original flat, face up, and cover it with the blank sheet. The triggering word may be spoken as many times as your level permits, copying onto a fresh sheet each time; you may also change originals. The extended casting time is a result of having to move your originals and blanks. While you may use copy on spells written in spellbooks or on scrolls, many of the limitations on pp 178-179 of the PH still apply. The process still costs 100 gp per page, though it takes only half as long (12 hours, instead of the normal 24). If the pages are disturbed while the spell is at work, the process is disrupted and must begin again. Casting copy on a scroll transfers the text from the original to the new page, leaving the original blank. Material Component: A pinch of charcoal (or other powdered pigment) or a drop of ink. The color of the pigment determines the color of the copy. Note: Clerics whose god grants the Knowledge domain have access to this spell as an orison. Count Divination Level: Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Medium Area: Up to 100 sq ft/level Duration: Instantaneous Saving Throw: None Spell Resistance: No You specify a type of creature or object, such as “horses” or “sacks of grain.” Upon casting the spell, you know how many of that type of thing there are within the target area. The spell functions only on external appearance, so a dragon under an illusion that made it appear to be a horse would be counted as a horse. Detect Cheating Divination Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close Target or Area: See text Duration: See text Saving Throw: Will negates (harmless) Spell Resistance: No You enchant creatures, areas, or gaming equipment so that games in which they are involved are harder to cheat at. This spell comes in several versions, depending on what is to be enchanted. Creatures: In this case, the targets are up to 4 creatures per level. They must all be within 15 feet of each other when the spell is cast, though they may move apart afterwards. If any creature resists the effects, the caster will know. Any of the creatures affected may then begin playing a game. If any participant performs an action that is not allowed by the rules, all targeted creatures are immediately aware of the infraction’s nature and who committed it. This can be anything from changing the position of a piece in chess to an illegal blow in trial combat. At least one of the target creatures must have a thorough knowledge of the rules of the game. Detect cheating lasts until the game is finished or 1 hour per level, whichever comes first. The spell also keeps score. Area: Detect cheating may be cast on a playing field of up to 100 square feet per caster level. Anyone using the field is subject to the spell’s effects. Duration and effect are as above. Object: When cast upon gaming equipment, detect cheating affects one “set” per level, where a set is enough equipment to play a standard game, e.g. a chess board and all the pieces, a ball and goal markers, etc. Though the duration and effect are standard, the spell’s duration does not take effect until someone starts playing. This version can be cast at any time; it remains quiescent until players begin using the equipment. If the equipment itself is dishonest—weighted dice, for example—the spell fails, and the caster will know why.

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Spells
Detect Contagion Divination Level: Clr 0, Drd 0, Pal 1, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close Target or Area: One creature, one object, or a 5-ft. cube Duration: Instantaneous Saving Throw: None Spell Resistance: No You determine whether a creature, object, or area is diseased or carries disease. You may make a Wisdom check (DC 20) to determine the exact disease or diseases, and another to discover the method of disease transmission (see the DMG for more information on diseases). Detect Friends and Enemies Divination [Mind-Affecting] Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level You gain a +10 enhancement bonus to any Sense Motive checks made to discover the attitude held by other creatures towards you. Detect Lies Divination [Mind-Affecting] [Language-dependent] Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level For the duration of the spell, you gain a +10 enhancement bonus to Sense Motive checks to determine the truth of statements you hear. You must understand the language in which a statement is made in order to judge its truth. Detect lies will not help you tell whether a statement is complete, only whether it is true; a thief who says that the door opened, but does not add that he picked the lock, will still pass the spell’s test. You must use your unmodified skill to determine such lies of omission. Furthermore, if the speaker believes his statement to be true, detect lies will not reveal that he is mistaken. Detect Outsiders Divination Level: Clr 1, Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: 60 ft. Area: Quarter circle emanating from you to the extreme of the range Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Spell Resistance: No You sense the subtle disturbances of the fabric of existence caused by the presence of a creature not native to the plane. Detect outsiders functions similarly to detect undead. Note that you will detect yourself if you cast the spell on a plane to which you are not native. Focus: An item that has spent at least one day on another plane or in the possession of an extraplanar creature. Dry Transmutation Level: Brd 1, Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close Target: 1 cubic foot/level of nonliving matter Duration: Instantaneous Saving Throw: None (object) Spell Resistance: No You remove excess water from nonliving matter. The usual use of this spell is to preserve meat or herbs for long-term storage, but in a pinch it could be used to dry a character’s clothing, gear, and hair. Though it removes moisture from a character’s skin, dry will not harm most living creatures in any way. It deals 1 point of damage to water-based creatures such as water elementals. Material Component: A pinch of salt. Elemental Rune Abjuration [see text] Level: Clr 1, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Object touched, weighing no more than 10 lbs. Duration: Permanent until discharged (D) Saving Throw: Reflex half Spell Resistance: No You trace a magic rune on an object. Thereafter, the first creature to touch that object takes 1d4 elemental damage of a type determined by you at the time of casting. Even you cannot touch the object safely unless you first dismiss the spell. Elemental rune is a Fire spell if cast to do fire damage, a Water spell if cast to do water damage, etc. Focus: A pen made from an eagle’s feather. Elfsight Transmutation Level: Clr 1, Drd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close Target: 1 living creature/level Duration: 1 minute/level For the duration of the spell, the target creatures gain low-light vision. Material Component: An elf ’s eyelash. Empty Hat Illusion Level: Brd 0, Clr 0 (see text), Sor/Wiz 0 Components: V, S Casting Time: 1 standard action

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Spells
Range: Touch Target: A nonmagical container of no more than 1 cubic foot capacity Duration: 1 hour Saving Throw: None Spell Resistance: No Beloved of poor performers everywhere, empty hat causes a small container to appear empty, no matter what is actually in it. It therefore allows the classic “watch me pull a rabbit out of my hat” trick, among many others. As the name suggests, the usual target is the performer’s hat, but it also works on small boxes, bags, or pockets. Note: Clerics whose god grants the Trickery domain have access to this spell as an orison. Fasten Universal Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 object/level Duration: See text Saving Throw: None (harmless) (object) Spell Resistance: No Objects targeted become slightly sticky to the touch, as if coated in a thin layer of glue. One minute (10 rounds) after fasten is cast, the affected objects bond permanently to whatever non-living objects they are touching. The bond has approximately the strength of normal wood glue, though it is waterproof and will not weaken with time. If its strength is exceeded, the bonded objects separate without damage; another casting of fasten is necessary to attach them again. Living and undead creatures are not affected: they cannot be made sticky, nor may objects be stuck to them. When determining what a tacky object bonds to, treat it as if it really were coated in glue; for example, something sitting on the ground at the crucial moment may get a crust of dirt on one side of it. A potion of fasten can be fabricated, which acts like glue (the number of applications is determined by the brewer’s level). Each application coats an area approximately 6 inches on a side. It begins to harden on exposure to air. Material Component: A small piece of hide, horn, or hoof. Find Break Divination Level: Clr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close Target: 1 object Duration: Instantaneous Saving Throw: None (harmless) (object) Spell Resistance: No You become aware of the most significant malfunction in an object. You may attempt to exclude known problems, but doing so requires a Concentration check at a DC of 5+2 per break to be ignored. Find break does not give any information about how to repair or remedy the malfunction. Material Component: A pinch of sand. Fitted Garment Transmutation Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Close Target: 1 garment/level Duration: Permanent Saving Throw: None (object) Spell Resistance: No You ensorcel a garment so that it automatically adjusts itself to fit any creature that dons it. The fit becomes as flattering as possible, as if tailored for the creature, but a design that is inappropriate for the creature’s build will still look bad. The garment must be made in the largest size it will fit, and cannot adjust itself more than one size category down; a Large dress will not fit a Small creature. The garment resizes itself every time it is donned by a different creature. The magic fails if a creature that is not vaguely humanoid attempts to don the garment—extra limbs or a tail will also defeat it. Focus: A measuring tool. Float Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close Target: 1 non-living object/level Duration: 1 hour/level (D) Saving Throw: None (object) Spell Resistance: No You enchant small objects to float close to an object, creature or point that is their anchor. No individual object may weigh more than ½ lb. A floating object may be ordered to orbit its anchor at the time of casting, but once determined its orbit cannot be changed. In no case may a floating object move more than 10 feet from its anchor; if it is removed from that radius, the spell is broken and any remaining duration is lost. If the anchor is a point in space, the floating object hovers or orbits in a fixed position, but it remains stable relative to a moving creature or object. Material Component: A length of very fine thread. Glowing Page Evocation [Light] Level: Clr 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Touch Target: One book, page, or scroll Duration: 1 hour Saving Throw: None (harmless) Spell Resistance: No You enchant a book so that its pages glow enough to be read in near or total darkness. You may also target a single page or scroll. The glow of the pages does not cast significant light; it is the bare minimum that allows you to read the text given the ambient light in the area.

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Spells
Glowskin Evocation [Light] Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 Medium or smaller creature/level Duration: 1 hour/level (D) Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes You cause the target creature’s skin to glow softly. You may choose whatever colors and patterns you wish. The glow is not very bright; an affected creature with its entire skin exposed provides only half as much illumination as a torch. Material Component: Powdered crystal or gemstone worth at least 1 gp. Hair Color Transmutation Level: Clr 1, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature Effect: Creature’s hair changes color Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes The target creature’s hair (or fur) changes color to whatever you specify. This is not limited to solid or natural colors; aqua and pink zebra stripes are perfectly allowable. The creature’s hair grows out in its natural color. All of the creature’s hair is affected, including that on its face, arms, and legs. For humanoids, application of this spell adds a +2 circumstance bonus to Disguise checks, or removes half the penalty for working without a disguise kit. Animals can have their appearance so completely changed that only someone who knows the creature very well will be able to recognize it at all. Material Component: A drop of lemon juice or vinegar. Hair Color, Greater Transmutation Level: Clr 2, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes As hair color, save that the creature’s hair will also grow out in the new color. Material Component: A drop of lemon juice or vinegar and a pinch of powdered herbs. Hair Growth Transmutation Level: Clr 1, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes You cause the target to grow hair over a portion of his body of up to 1 square foot. The hair is of whatever color and texture is appropriate to the being in question. Though the spell energy lasts for only an instant, the effects are not visible immediately; after about an hour there will be noticeable growth, leading to hair about an inch long one day later. After that the growth slows to the normal rate for the affected being. Note that this spell can be applied to parts of the body that do not normally have significant hair, allowing for bearded women and the like. Material Component: Powdered charcoal, which is brushed over the area to be affected. Halt Labor Abjuration Level: Clr 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: See text (D) Saving Throw: Fortitude negates Spell Resistance: Yes You halt the labor of a female creature in the process of giving birth. If more than one hour has passed since labor began, you must make a Spellcraft check at a DC of 5+5 per elapsed hour. If you fail the check, the spell does not function and is wasted. Halt labor lasts for one hour per level or until the target engages in strenuous physical activity such as running or combat. She may cast spells and use all mental skills without fear of restarting labor. Halt labor counters and dispels induce labor. Material Component: A cord tied in a knot. Heat Water Evocation [Fire] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close Target: 1 gallon of water Duration: Concentration Saving Throw: None (object) Spell Resistance: No You cause water to become warmer at a rate of 1 degree per round. It continues to heat as long as you concentrate or until it boils. Once you cease to concentrate, the water cools again at whatever rate the environment dictates. You can maintain it at boiling in order to use it to cook. Heighten Sensation Transmutation Level: Clr 1, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Touch

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Spells
Target: 1 creature/level Duration: 10 minutes/level Saving Throw: Fortitude negates Spell Resistance: Yes This spell heightens creatures’ sensations of pleasure and pain. Evil creatures have been known to cast it on captives during torture to add an extra measure of suffering to the proceedings. Creatures affected by heighten sensation suffer a –5 circumstance penalty to Will saves. Heighten sensation counters and dispels relieve pain. Induce Labor Conjuration Level: Clr 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes When cast on a pregnant female, induce labor causes her to begin the process of giving birth. In addition to failing if she makes her Fortitude save, induce labor also fails if the infant is too immature to easily survive the outside world. Induce labor counters and dispels halt labor. Material Component: Yarrow flowers. Infertility Transmutation Level: Clr 3, Drd 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: 1 year Saving Throw: Fortitude negates Spell Resistance: Yes The target becomes unable to sire (male) or bear (female) children. In addition to the save to avoid the effects of the spell, the target must make a second Fortitude save at the spell’s DC or take 1 point of temporary Constitution damage. Insect Ward Abjuration Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Touch Target or Area: 1 creature/level or 1 10-ft. cube/level Duration: 1 hour/level Saving Throw: None (harmless) Spell Resistance: No Normal insects such as mosquitoes or houseflies are unable to enter the warded area or approach closer than 1 foot to a warded creature. This spell has no effect on magically summoned insects, such as those created by summon swarm. Material Component: A piece of rind from a citrus fruit. Itch Transmutation Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Close Target: 1 living creature Duration: 1 minute/level Saving Throw: None (but see text) Spell Resistance: Yes The target of itch is afflicted with a maddening sensation that persists as long as the spell does. You may designate a part of the target’s body to be affected, or the itch may move about at random; in neither case will scratching or any other conventional remedy help. The target ceases to itch if he moves into an area of no magic, such as an antimagic field. Characters unexpectedly affected by itch while attempting to do something else (cast spells, fire ranged weapons, use Dexterity based skills, etc.) should make a Concentration check or Will save to avoid unfortunate effects. Material Component: A leaf from a poison ivy or poison oak plant. Jack of All Trades Transmutation Level: Clr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: 1 hour/level or until discharged Saving Throw: Will negates Spell Resistance: Yes This spell remains quiescent for 1 hour per level, or until the target needs to use a skill in which he has no ranks. At that point the spell’s energies are activated. The target may act as if he had 2d4 ranks in the skill for one minute per caster level. If the skill is exclusive to a class in which the target has no levels, he gains only 1d4 effective ranks. Material Component: A gem worth at least 10 gp. Know Age Divination Level: Clr 1, Drd 2 Components: V, S, F Casting Time: 1 standard action Range: Close Target: 1 creature/level, all of whom must be within a 15-foot radius of each other Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: No You know the ages of the target creatures, both absolutely and in relation to each other. Your knowledge is based on the calendar with which you are familiar. Focus: An appropriate divination tool, such as cards, coins, runestones, etc.

11

Spells
Know Dominant Alignment Divination Level: Clr 1, Sor/Wiz 2 Components: V, S, F/DF Casting Time: 1 standard action Range: Personal Target: You Duration: See text You become aware of the alignment traits, if any, of the area immediately surrounding you. If you cast the spell in an area that has no alignment traits, it remains quiescent until you enter an area that does, or for 1 hour/level, whichever comes first. You know both the direction and the strength of any traits that are present; in a lawful good plane, for example, you would be aware of both the mildly law-aligned and mildly good-aligned nature of the plane. Arcane Focus: A small metal disk inscribed with symbols for Good, Evil, Chaos, and Law, worth at least 10 gp. Know Dominant Element Divination Level: Clr 2, Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: Instantaneous As know dominant alignment, save that you are aware of the elemental and energy traits of the area. Focus: A set of small pieces of glass, crystal, or gemstone, worth at least 10 gp, in colors corresponding to the possible elemental and energy traits. Know Gravity Divination Level: Clr 1, Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Close Target: 15-ft. radius emanation centered on a creature, object, or point in space Duration: 1 minute/level (D) Saving Throw: Will negates or none (object) Spell Resistance: Yes or no (object) You become aware of the direction and approximate strength of all gravity fields in the target area. For as long as the spell’s duration lasts, you are also aware if any of the fields change for any reason including your movement. The effect is immobile but may be cast on a mobile object such as a stone. Focus: A pendulum with a weight in the shape of a fruit. Know Time Divination Level: Rgr 1, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: See text (D) Depending on the version you choose, you gain knowledge of the passage of time in one of three ways. Absolute: You know what time it is. Your knowledge is precise at the moment at which it is granted, but unless you have a timepiece of some sort you will begin to lose track again immediately. Your knowledge is based on any clock system with which you are familiar, and its precision is limited by that system. Therefore, the same time might be rendered as anything from “halfway between sunrise and noon on the third day of the first moon of summer,” through “morning prayer on the fifteenth day of Cancer in the 1835th year of the Age of Capricorn,” to “8:30:48 am July 6th 1854,” depending on your background and preferences. The spell keeps track of time for you personally, which may cause problems when adventuring on planes with differing time flow (see MotP for more information on this). If you cast the spell on a plane where seconds pass for each year on the Material Plane, you might be very surprised when you return to your home! However, this also means that it continues to function on planes such as the Astral, where the passage of time has very different effects. Countdown: You pick a specific time in the future such as “sunset,” “three hours from now,” or “when fly ends.” This time may be up to one day in the future per level. You may not pick an event whose time you do not know—unless you are aware that the ritual begins at midnight precisely, it cannot be used as a referent. Thereafter, at any time as a free action you can know how much time remains until the duration elapses. If you concentrate on a given action (e.g. traveling a set distance, using a skill, etc) for one round, you can determine whether you have enough time to complete it. The spell takes into account only those factors that you know of, such as how fast you can run, how many ranks you have in a skill, or any magic items you have which might speed the process. Elapsed: You know how much time has elapsed since you cast the spell. This effect lasts for one day per level. Lengthy Tresses Transmutation Level: Clr 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: 1 minute/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes You cause the hair on the targeted creature’s head to grow at a rate of 1 inch per minute for the duration of the spell. The subject’s entire head is affected, causing male humans to grow beards. (Eyebrows and eyelashes have a natural maximum length which they only slightly exceed before the spell ceases to work on them.) Lengthy tresses does not restore lost hair nor cause it to grow anywhere it wouldn’t naturally. Material Component: A length of thread, longer than the subject’s current hair. Lover’s Eye Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Sor/Wiz 3 Components: V, S, M, F Casting Time: 1 standard action Range: Close Target: 1 living creature

12

Spells
Duration: 1 day/level (D) Saving Throw: Will negates Spell Resistance: Yes The target reacts more positively towards one other creature, which you designate when you cast the spell. Her attitude shifts towards being more favorable by 1d4 levels (see NPC Attitudes in the DMG). This spell may also be cast without designating a creature to be liked. In that case, the target feels more favorable towards the first creature, living or undead, that she sees after the spell is cast. Lover’s eye counters and dispels lovesbane. Material Component: A spoonful of honey. Focus: An item intimately connected to the creature to be liked, such as a hair or favorite possession (the material component is only required for the specific target option). Lovesbane Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Sor/Wiz 3 Components: V, S, M, F Casting Time: 1 standard action Range: Close Target: 1 living creature Duration: 1 day/level (D) Saving Throw: Will negates Spell Resistance: Yes The target reacts negatively towards one other creature, who you designate when casting the spell. His attitude shifts towards being less favorable by 1d4 levels (see NPC Attitudes in the DMG). This spell may also be cast without designating a creature to be disliked. In that case, the target feels less favorable towards the first creature, living or undead, that he sees after the spell is cast. Lovesbane counters and dispels lover’s eye. Material Component: A small piece of wormwood. Focus: An item intimately connected to the creature to be disliked, such as a hair or favorite possession (the material component is only required for the specific target option). Luster Illusion Level: Brd 0, Clr 0 (see text), Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Gems (see text) Duration: Permanent (D) Saving Throw: None (harmless) Spell Resistance: No You cause gems to appear more valuable. The effect may take a number of forms, from hiding flaws to causing a gem to appear to be of a different sort entirely—a ruby instead of a garnet, for example. You may add up to 50 gp of apparent value per level, spread among as many gems as you wish. An Appraise check at the spell’s DC reveals the true value of the gems. Note: Clerics whose god grants the Trickery domain have access to this spell as an orison. Focus: A piece of iron pyrite that is touched to the gems. Match Color Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close Target or Area: 1 cubic foot/level or 5 square feet/level Duration: Instantaneous Saving Throw: Fortitude negates or none (object) Spell Resistance: Yes or no (object) You color an object so that it exactly matches a sample you provide. You may use match color on liquids, which produces dye, or on the surface of objects or creatures’ skin. The color is permanent on non-living things; a creature fades back to its normal skin tone over the course of one month. Material Component: A sample of the color to be matched. Measure Divination Level: Clr 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Personal or 10 miles/level Target: You Duration: Instantaneous You may choose any one measurement of a single object, such as its height, weight, volume, or area. Upon casting the spell, you know that measurement in any measuring system with which you are familiar. Your knowledge is limited by the precision of that system—if the smallest unit of length is the width of a barleycorn, you cannot measure anything smaller than that. Alternatively, you may designate a specific point such as “the center of the next town.” Provided that point is within ten miles per level, you know how far it is from you. You may not specify a creature, living or otherwise, as the focus of the spell. Mordant Abjuration Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close Target: 10 lbs/level of cloth Duration: 1 month/level Saving Throw: None (harmless) (object) Spell Resistance: No You fix the color of freshly dyed cloth so that it will not fade with time. The color of cloth affected by mordant stays bright until the spell’s duration ends, whereupon it begins to fade normally. The cloth may be cut and sewn with no ill effects on the spell; clothing made from it will not rub dye off on its wearer until mordant has expired. Material Component: A pinch of salt. Mute Transmutation Level: Brd 2, Clr 3, Sor/Wiz 2 Components: V, S

13

Spells
Casting Time: 1 standard action Range: Medium Target: One living creature Duration: Permanent (D) Saving Throw: Fortitude negates Spell Resistance: Yes The subject becomes unable to speak, sing, or otherwise communicate verbally. Her lips and tongue still move, but no sound emerges; others may use the Read Lips function of the Spot skill to try to discern what she is “saying.” She may not cast spells with verbal components. She can still read, write, and understand the speech of others. A restore voice or heal spell returns the creature’s vocal abilities. Nature’s Message Illusion [Language-dependent] Level: Drd 2, Rgr 3 Components: V, S Casting Time: 1 standard action Range: Close Target: 1 living creature/level Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes As nature’s voice, but the affected creatures may also speak to one another. Those not included in the spell hear only animal noises. No one creature may exceed 25 words over the duration of the spell; beyond that limit, they must speak in their normal voices to be understood. Nature’s message does not translate languages that the hearers do not understand. Nature’s Voice Illusion Level: Drd 1, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Close Target: 1 living creature/level Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes For the duration of the spell, the target creatures can perfectly mimic the cries of wild and domestic animals. The targets may switch animals once per round, or may choose to speak in their normal voices. Nose of the Hound Transmutation Level: Drd 2, Rgr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close Target: One living creature Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes You grant your target the ability to track by smell, as if he had the Track feat and Scent special ability (see PH and DMG). Material Component: A tuft of fur from a canine. Pack Divination Level: Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Close Target: See text Duration: Instantaneous Saving Throw: None (harmless) (object) Spell Resistance: No Upon casting pack, you become aware of the most efficient way of arranging the objects you designate inside a container you are touching. Unfortunately, the spell does not take into account such factors as the size of the container’s opening or the fact that objects may have to pass through each other to achieve the desired arrangement. If a given object is too large to be enclosed in the container, pack ignores it; if there is too much material to fit, the spell works on that which is closest to you. Material Component: A short, flat piece of wood suitable for use as a lever. Pleasant Dreams Enchantment [Mind-Affecting] Level: Clr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 creature/level Duration: See text Saving Throw: Will negates Spell Resistance: Yes Pleasant dreams produces no effect unless the target goes to sleep within one hour per level of the time it was cast. If so, the target has unusually interesting and vivid dreams that are very restful, reducing his normal required amount of sleep by one hour plus one additional hour per three caster levels (maximum 5 hours). However, while sleeping, he is so caught up in his dreams that he is difficult to awaken early from this slumber; normal noise or even the sounds of combat will not awaken him, though shaking, slapping, or injuring him will. Pleasant dreams does not affect beings of races that do not sleep, such as elves. Material Component: Rose petals. Reduce Fever Conjuration (Healing) Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes You reduce the fever caused by a disease, removing all fever-related effects and conditions. You may choose whether to drop the creature’s temperature to normal, or to just reduce it enough that it is no longer dangerous. Reduce fever provides no protection against fire damage. It can be used to lower the temperature of a creature suffering from heat stroke, but unless the environment is cooled in some way it will be a temporary solution at best.

14

Spells
Relieve Minor Condition Conjuration (Healing) Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 day/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) You relieve the subject of the uncomfortable effects of a minor disease or condition such as the common cold or allergies. For the duration of the spell, she will not suffer from coughing, fatigue, shortness of breath, or whatever other discomforts the condition causes. Note, however, that if she has a disease she is still contagious and remains so for the normal length of time. If the condition is dangerous, the patient still suffers from it, and must make the normal saves to avoid harm, but she will be more comfortable. Relieve Pain Conjuration (Healing) Level: Clr 0, Drd 0, Pal 1, Rgr 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level You relieve the target creature of physical pain. The spell completely negates the effects of pain as severe as that of a sprained ankle, while decreasing the intensity of anything more severe. The target creature gains a +5 circumstance bonus to Will saves made to prevent giving information to questioners using torture. Relieve pain counters and dispels any additional pain suffered via a heighten sensation spell. Material Component: Powdered willow bark. Resist Dirt Abjuration Level: Brd 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 object/level Duration: 1 day/level (D) Saving Throw: None (harmless) (object) Spell Resistance: No An object affected by resist dirt will not become dirty or soiled even if doused in mud. Note that ink, paint, and dye count as “dirt” for the spell’s purposes. Material Component: A scrap of white cloth. Restore Voice Transmutation Level: Brd 2, Clr 3, Sor/Wiz 2 Components: S, M Casting Time: 1 standard action Range: Medium Target: One living creature Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes You restore the power of speech to a creature affected by mute. Material Component: A spoonful of honey. Settle Stomach Conjuration (Healing) Level: Clr 1 Components: V, S Casting Time: 1 standard action Range: Close Target: 1 living creature/level Duration: See text Saving Throw: Fortitude negates (harmless) Spell Resistance: No You relieve the subjects of the effects of nausea, heartburn, and other upsets of the stomach. Certain effects, such as a troglodyte’s stench, are simply removed and the target regains the ability to function normally. Ongoing effects, such as seasickness or disease, are relieved for one hour per level. Sharpen Transmutation Level: Brd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 item/level Duration: Instantaneous Saving Throw: None Spell Resistance: No You restore the keen edge to a dulled cutting implement. Normally used on shears, knives, and other everyday tools, sharpen may also be cast on edged weapons, i.e. those that do slashing or piercing damage. However, the harsh conditions of combat rapidly reduce its effect. The first successful attack made with a sharpened weapon after the spell is cast deals +1 damage. If the attack misses by 5 or less, the fine edge is ruined by contact with armor and the bonus is lost. Sharpened missiles that miss their target and are retrieved later have a 20% chance of retaining their edge if they hit something resilient such as mud or soft earth. Shave Transmutation Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: 1 creature/level Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: No Popular with male spellcasters, shave instantly and painlessly removes hair from part of the target creature’s body. Commonly treated areas include the face, legs, and underarms. Focus: A charm-sized model razor that is touched to the area to be affected.

15

Spells
Skill Transference Transmutation Level: Sor/Wiz 2 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creatures touched (see text) Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: Yes You take one creature’s skill and transfer it to another. For the duration of the spell, the recipient may act as if he had as many ranks in the skill as the donor has, ignoring level restrictions on skill ranks. The recipient uses his own ability and miscellaneous modifiers, however. For example, a halfling with a 14 Dex who was borrowing 4 ranks in Move Silently would have a total of 8: 4 ranks, +2 Dex modifier, and +2 halfling racial bonus. While her skill is being borrowed, the donor acts as if she were untrained, which may mean she is unable to use the skill at all. If the skill being transferred is exclusive to a class in which the recipient has no levels, he gains only one half of the donor’s ranks. Both the donor and the recipient may make Will saves to avoid the effects of the spell; if either succeeds, the spell fails. Focus: A small vial worth at least 10 gp. Skin Color Transmutation Level: Clr 1, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes The target’s skin changes to whatever color you designate. This is not limited to natural or solid colors; you may apply a black and white checkerboard if you so desire. The creature’s skin fades back to its natural color over the course of about a month. For most humanoids, application of this spell adds a +2 circumstance bonus to Disguise checks, or removes half the penalty for working without a disguise kit. Creatures mostly covered in hair or fur are more or less affected depending on how much of their skin is visible. Material Component: Powdered herbs that are sprinkled on the target. Sneeze Enchantment (Compulsion) Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Close Target: 1 living creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The two apprentices of a wizard with severe allergies and a bad temper developed this spell as a means of distracting him. When one apprentice was being berated, the other would cast sneeze on their master, interrupting his train of thought and usually ending the lecture. Since the wizard often sneezed on his own due to dust and pollen in the air, he didn’t catch on until after the two had left him. A spellcaster affected by sneeze while casting a spell with a verbal component must make a Concentration check to avoid losing the spell (see the PH). The DM may rule that sneeze has a chance to spoil the aim of characters using ranged weapons. Material Component: A pinch of pepper or dust. Sort Universal Level: Clr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: See text Target: Up to 100 items/level Duration: See text Saving Throw: None (harmless) Spell Resistance: No The objects you designate are put into order according to the criteria you desire. The objects must fall into some sort of logical group, e.g. “the papers on my desk,” “the books in this room,” or even “the kittens in the box.” All the objects must have whatever quality is used to order them; any that do not are ignored. For example, if you want all the books in the room ordered by title, any which do not have an obvious title are overlooked. You may use any order that you personally understand: alphabetical order for any language you can read, level of the spells on scrolls, age of living beings, etc. You cannot sort based on information unavailable to you--people whose names you do not know cannot be put into alphabetical order unless they are wearing nametags, for example. If the objects are nonliving and weigh less than half a pound apiece, they are physically reordered. This takes approximately one round per 10 objects. Living creatures and heavy objects cause a different manifestation of the spell’s energies. The first item in the order glows slightly to your eyes until you touch it, whereupon the second begins to glow instead, and so forth. This effect lasts until all the items have been ordered, or for 1 hour per level. Stone Nails Transmutation Level: Clr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: 1 day/level (D) Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes Developed by a hapless court wizard to appease a vain and spoiled princess, stone nails causes the target’s fingernails to become hard and strong enough to be considered natural weapons. The target’s unarmed damage is considered lethal and inflicts an additional point of damage. Creatures that already have natural weapons (such as claw attacks) only gain the additional damage. Also, until the nails grow out (about two weeks), they will not chip, split, or break, and the target will indeed find it difficult to cut them on purpose. Material Component: Powdered stone.

16

Spells
Thief ’s Touch Transmutation Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes You grant the target a +4 enhancement bonus to all Escape Artist and Open Lock checks. Material Component: A drop of oil. Transparency Transmutation Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close Area: 5 sq ft/level Duration: 1 minute/level Saving Throw: None (harmless) (object) Spell Resistance: No You render the target material as clear as glass. The effect covers the area you designate, but if the targeted material is more than one inch thick, you will only be able to see part of the way through it. The transparency cannot be one-way; anyone on the other side of an affected barrier will be able to see you as easily as you can see them. Material Component: A small piece of clear glass or crystal. Treat Conjuration Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Personal Duration: Instantaneous You produce a morsel of food of any type you like, one piece per level. Typically, this spell is used to produce candies for children or rewards for animals. The created food appears in your hands or in a container you are holding. Umbrella Abjuration Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Close Target: 1 creature/level Duration: 1 hour/level Saving Throw: None (harmless) Spell Resistance: No You summon a field of energy above the heads of the target creatures that blocks the passage of water and other normal liquids. It is also proof against holy or unholy water, but liquids that deal damage, such as acid or alchemist’s fire, destroy the shield almost instantly (it can only block 1d6-1 points of damage before collapsing). Flasks used as grenadelike weapons go right through the shield and hit the creature beneath. Characters under the protection of an umbrella spell can absorb 1 point of damage per caster level (maximum 5) from water-based attacks or creatures with the water subtype. Focus: A tiny model umbrella. Unwrinkle Transmutation Level: Brd 0, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: 1 garment/level Duration: Instantaneous Saving Throw: None (harmless) (object) Spell Resistance: No You remove the wrinkles from crumpled fabric permanently. While unwrinkle is intended for use on clothing, it can also be used on draperies, crumpled parchments, and other nonmagical fabrics if the caster desires. Each garment affected by an unwrinkle spell cannot be wrinkled again by normal means for as long as the garment exists. Focus: A flat, palm-sized piece of metal. Waterproofing Abjuration Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 object/level Duration: 1 day/level (D) Saving Throw: None (harmless) (object) Spell Resistance: No You treat the targeted object so that water will not penetrate or damage it, instead running off as if the object were completely frictionless. Liquids such as ale or fruit juice are also affected. The effect works both from the outside in and the inside out; you could carry water in a fabric sack if it had been waterproofed. Material Component: A small amount of oil or grease. Whisper Illusion (Glamer) Level: Brd 1, Clr 1, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Medium Area: 15-ft radius emanation centered on a creature, object, or point in space Duration: 1 minute/level Saving Throw: Will negates or none (object) Spell Resistance: Yes or no (object) Like the closely-related silence spell, whisper affects the production of sound in its area. All sounds that originate in, pass through, or enter the emanation become no louder than a whisper—generally, undetectable from more than 10 ft. away, and unintelligible at a distance of more than 5 ft. Spells with verbal components suffer a 50% chance of failure, while saving throws vs. sonic or language-based effects gain a +5 bonus. Move Silently checks made by creatures within the emanation gain a +5 circumstance bonus.

17

Magic Items
Magic Items
Everyone loves a +1 flaming sword, right? Well, at least everyone whose goal is to risk life and limb in search of treasure, glory, or whatever excitement the day may bring. For those of a more homebound persuasion, magic items should be of a more practical nature. There’s not much use in a sword that’s been enchanted to +5 versus orcs if the closest an orc ever comes to your home is the fresco in the town square recounting ancient deeds of long-dead heroes. It would be far more useful to have a pot that cooks the evening stew. There’s also the matter of price. Spellcasters creating items with little utility to the adventuring crowd often find that people just aren’t willing to pay their asking prices: it’s much easier to convince a person to spend thousands of gold pieces on a sword that may save his life than on a glorified writing pen, no matter how many substances it can write on. The following can therefore be deduced: there is a need and market for simple magic items that do little more than make daily life a bit easier. None of them require a creator of higher than 3rd level. Those that are activated by a command word generally have it written on them somewhere prominently; otherwise, the seller reveals it at the time of purchase. Alchemist’s Gloves: Made of thin leather, alchemist’s gloves look like normal, if highly decorated, hand wear. However, they have been enchanted to resist the corrosive effects of the chemicals an alchemist works with. While they are worn, the user can plunge his hand into a bowl of acid with no ill effects—as long as the level of the liquid doesn’t go above the cuff of the glove. Thus, most pairs of alchemist’s gloves extend to at least the wearer’s mid-forearm. Elemental damage other than acid damages the gloves normally. They provide no bonus to AC against such effects as a green dragon’s breath weapon or acid arrow spells. Faint abjuration; CL 3rd; Craft Wondrous Item, resist energy; Price 18,000 gp/pair; Weight 1 lb/pair. Amulet of Amplification: More like a collar than a pendant, the amulet of amplification sits snugly against the base of its wearer’s throat. While worn, it amplifies the wearer’s voice enough that he can be heard up to 500 feet away. Everyone within range hears him at a normal volume; those standing close are not deafened. Faint illusion; CL 3rd; Craft Wondrous Item, ventriloquism; Price 2,000 gp; Weight --. Amulet of Beauty: This item projects a subtle illusion that slightly improves the wearer’s appearance. The wearer gains a +2 effective increase in Charisma when dealing with any character who finds his or her race and gender attractive. This is not necessarily an unmixed blessing, as the wearer may also find it increasingly necessary to fend off unwanted advances from drunks and lechers. Faint transmutation; CL 3rd; Craft Wondrous Item, alter self; Price 2,000 gp; Weight --. Amulet of Commerce: Unscrupulous merchants have been known to invest in an item called an amulet of commerce. This unobtrusive pendant improves the final terms of any business deal by 10% in the wearer’s favor—a seller gets a higher price, a buyer pays a lower one, and so forth. In a shop, a merchant may either haggle or just set slightly higher prices, which most people will simply pay. A successful Will save (against the amulet’s creator’s DC for a spell of that level) allows the opposing party to avoid the effects. If she rolls a 20, she avoids the effects and may roll again; if the second roll would have saved successfully, she realizes what the amulet does. In any case, she may make a new save for every transaction she conducts with the amulet’s wearer. Two opposed amulets of commerce cancel out and have no effect whatsoever. Faint enchantment; CL 3rd; Craft Wondrous Item, charm person; Price 2,000 gp; Weight --. Amulet of Infertility: While worn, this item prevents its user from being able to sire or bear children. It lasts for a year of continuous wear before becoming useless. Each time it is donned, the user must make a Fortitude save or take 1 point of temporary Constitution damage. Faint transmutation; CL 3rd; Craft Wondrous Item, infertility; Price 6,000 gp; Weight --. Amulet of King’s Armor: This unobtrusive amulet renders the wearer immune to critical hits and the extra damage from a rogue’s sneak attacks, even when flanked or denied his Dexterity bonus. This effect does not function if the user is wearing any armor that provides more than a +1 bonus to AC, but spells that provide an AC bonus do not affect the function of the amulet. Faint conjuration; CL 3rd; Craft Wondrous Item, mage armor; Price 2,000 gp; Weight --. Animated Laces: Lengths of cord that have been enchanted to tie themselves, animated laces have many uses. Most commonly they are found lacing boots or the backs of noble ladies’ dresses. When commanded to do so by a user holding them, animated laces thread themselves through eyelets or grommets and tie themselves into firm knots. They can be unlaced by a similar voice command, but only from the wearer of the garment they fasten. If used to bind a creature, animated laces add +10 to the DC of Escape Artist checks. However, they are only as strong as normal cord; if they are broken, their magic is ruined. Faint transmutation; CL 3rd; Craft Wondrous Item, animate rope; Price 1,800 gp; Weight --. Antinausea Pendant: An antinausea pendant protects its wearer from the effects of motion sickness, and adds +5 to the results of Fortitude saves made to resist other types of nausea. Faint conjuration; CL 3rd; Craft Wondrous Item, settle stomach; Price 2,000 gp; Weight --. Arch of Revealing: Intended as a permanent installation, the arch of revealing is most commonly built into the main door of a temple or palace. Worked into the stone are the magical forces of one or more detection spells such as detect undead or detect good. When a being or item with the relevant attribute passes through the arch, the stone indicates its presence in some way—usually, it glows, but audible and mental indicators are also possible. The arch may have more than one spell, in which case the indicator is usually different for each; each extra spell adds 2,000 gp to the price. Faint divination; CL 3rd; Craft Wondrous Item, the relevant detect spell(s); Price 2,000 gp; Weight --.

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Augur Stone: Once per day, the user may consult the augur stone as to the outcome of an action. See augury in the PH for the limitations on the stone’s answer. While the most common form of this item is a small stone that changes color, other, more elaborate forms may be available at higher prices. Faint divination; CL 3rd; Craft Wondrous Item, augury; Price 12,000 gp; Weight --. Bells of Alarm: This set of four small bells must be placed, touching the outer wall, at the corners of a rectangular structure, or equidistantly around the perimeter of a circular one. No two adjacent bells may be more than 50 feet apart. A set of bells protects an area of up to 50 feet per side and 50 feet in height, which covers as much area as they can enclose—this means that towers and other tall buildings may require more than one set to be completely protected. To be used for structural purposes, the bells must be permanently attached to the building in question; once installed, removing them renders their magic useless. The bells of alarm function as the alarm spell, save that the creator decides whether a given set produces a mental or an audible alarm. Bells that produce an audible alarm can be rendered ineffective if all four bells comprising a single set are placed within the area of a silence spell, but can otherwise be heard by anyone within 60 feet of the structure. Faint divination; CL 3rd; Craft Wondrous Item, alarm; Price 2,000 gp; Weight 2 lbs (all four bells). Belt of Slimness: Donning this belt has no immediately noticeable effect, but the user begins to lose weight at a rate of 2 lbs per day until he has lost 10% of his starting weight. If he continues to wear the belt thereafter, he will not gain any weight, no matter how much he eats. If he removes it and puts it back on, however, he will lose another 10%. Any wearer who goes below his minimum racial base weight (see PH) begins to suffer the effects of starvation. Faint transmutation; CL 3rd; Craft Wondrous Item, reduce; Price 2,000 gp; Weight 1 lb. Breakfinder: When touched to an object, the breakfinder begins to pull gently in the direction of that object’s most significant flaw or malfunction. It only indicates the most important malfunction, and will not detect anything that does not actually cause the target object to cease to work—it does not warn of incipient breakage, only actual breaks. Faint divination; CL 3rd; Craft Wondrous Item, find break; Price 2,000 gp; Weight --. Bugball: This small metal sphere glows with an eerie blue light that attracts normal insects and kills them when they touch it. It lasts for about a month of normal use; throwing it into a thick concentration of insects, such as a beehive or anthill, will burn it out in just a few minutes. Once created, the bugball can be recharged by any caster who knows the correct spell, even if he does not have the Craft Wondrous Item feat. Faint necromancy; CL 3rd; Craft Wondrous Item, chill touch; Price 1,000 gp; Weight 1 lb. Calcoran’s Calculator: Calcoran’s calculator performs simple arithmetical functions. Its most common form is a thin metal plate, about a foot on one side and 8 to 10 inches on the other. The user “writes” on the plate’s surface, entering the mathematical equations to be solved, and the calculator displays the answer—generally in the user’s own handwriting, which can be disconcerting. Faint divination; CL 3rd; Craft Wondrous Item, calculation; Price 2,000 gp; Weight 1 lb. Calcoran’s Clever Cleaners: One of the many uses of prestidigitation is to clean things. The wizard Calcoran knew this effect could be bound into a small item, which is then activated either by use or by command word. Pebbles and small rocks are often used as bases, if only because the caster can get them for free. The most common types are Calcoran’s tooth cleaner, Calcoran’s clothes cleaner, and Calcoran’s room cleaner. A tooth cleaner brushes the user’s teeth, taking about 30 seconds, upon being placed in the mouth. A clothes cleaner removes dirt from a character and his clothing and gear over the course of about a minute when the stone is held and a command word spoken. A room cleaner, which also requires a command word, takes an hour to complete its task in a 30-by-30 room, and only performs the equivalent of dusting, washing the floor, and so forth; it will not put anything away or take the dishes back to the kitchen! Faint universal; CL 3rd; Craft Wondrous Item, prestidigitation,; Price tooth cleaner 1,000 gp, clothes cleaner 900 gp, room cleaner 900 gp; Weight up to ½ lb for a room cleaner. Carpet of Revealing: This large (5 foot by 10 foot) carpet is woven in elaborate patterns. When unrolled and laid flat, the carpet reveals invisible creatures standing on it or flying within five feet above it. It does nothing but show the locations of invisible creatures. The carpet does not function unless its bottom surface is in contact with something fairly flat; it will not work when carried, even if there is someone at each corner to hold it taut. Faint conjuration or evocation; CL 3rd; Craft Wondrous Item, faerie fire or glitterdust; Price 2,000 gp; Weight 15 lbs. Cheater’s Cards: In some places, the mere possession of a deck of cheater’s cards can get the owner thrown out, banned, or even beaten. They look like a normal deck of cards, but contain an extra, blank card. The possessor of this extra card can concentrate as a standard action to change the values of any cards he is touching. Whatever cards he “discards” in this manner swap places randomly with the cards that have the values he desires. He cannot control where his “discards” go, so he may inadvertently improve an opponent’s hand as well as his own. Detect cheating reveals a deck of cheater’s cards for what they are. Faint illusion; CL 3rd; Craft Wondrous Item, silent image; Price 2,000 gp; Weight --.

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Cheater’s Dice: Like cheater’s cards, cheater’s dice are severely frowned upon in almost any gambling establishment. They come in sets of three. When two of the dice are rolled, the character possessing the third die may make a Dex check at a DC of 10. If he succeeds, he can control how the dice land. He must also make an opposed Bluff check lest his fellow players notice what he is doing; users of cheater’s dice tend to develop flamboyant styles as camouflage. If any of the three dice are lost or destroyed, the magic ceases to function. Faint transmutation; CL 3rd; Craft Wondrous Item, mage hand; Price 1,000 gp; Weight --. Childfinder: Each childfinder is a pair of metal tokens, one slightly larger than the other but otherwise identical. The tokens may be worn as pendants, sewn into clothing, or simply carried. As a standard action, the possessor of the larger token can concentrate to discover the location and direction of movement of the smaller one. A creator who can cast cure or inflict spells may also add the ability to know the general state of health of any individual holding or wearing the smaller token, i.e. healthy, injured, etc. This doubles the price. Neither property functions if either token is encased in lead. Faint divination; CL 3rd; Craft Wondrous Item, locate object, any cure or inflict spell; Price 12,000 gp or 24,000 gp; Weight --. Circlet of Color: These items vary from simple metal hoops to elaborate pieces of jewelry in their own right—the price given is for the simple model. When the circlet is worn and its command word spoken, it changes the wearer’s hair color to whatever color is desired. The color is permanent, but the wearer’s hair grows out in its natural color unless the circlet is worn continuously. Similar items are available that incorporate the effects of skin color, though they are more often amulets or necklaces. Faint transmutation; CL 3rd; Craft Wondrous Item, hair color; Price 1,800 gp; Weight --. Circlet of Enemy Detection: The wearer of the circlet may use the effects of detect friends and enemies for up to one hour per day. This time may be continuous or broken into several smaller periods of time that equal one hour. Faint divination; CL 3rd; Craft Wondrous Item, detect friends and enemies; Price 10,000 gp; Weight --. Circlet of Intelligent Thought: For up to 10 minutes per day, the wearer of the circlet of intelligent thought is aware of the location of any intelligent beings (Int 3 or greater) within 50 feet of him. The circlet’s effect is blocked by 3 feet of earth, 2 feet of wood, 1 foot of stone, 1 inch of most metals or a thin sheet of lead. A creature wearing a lead-coated helmet is also undetectable. The circlet’s wearer cannot read the beings’ thoughts or intentions. Faint divination; CL 3rd; Craft Wondrous Item, detect thoughts; Price 8,000 gp; Weight --. Circlet of Sleep: When worn, a circlet of sleep causes its user to do just that. Before it is donned, the wearer may specify a time at which she wishes to awaken, or a trigger that will cause her to do so. Such a trigger must be visual or audible. In the absence of the trigger, she continues to sleep as long as she wears the circlet. The item is not cursed; it can be removed normally, and may even fall off if the wearer is a vigorous sleeper. In addition, if the sleeper takes even 1 hp of damage, she wakes up immediately. Faint enchantment; CL 3rd; Craft Wondrous Item, sleep; Price 2,000 gp; Weight --. Cloth of Blindness/Cloth of Deafness: A creature wearing a cloth of blindness over the eyes or cloth of deafness over the ears is affected as if targeted by a blindness/deafness spell. The creature is not restrained in any way and may remove the item by whatever means it would normally use; a character could untie a cloth of blindness, while an animal might simply shake its head until a cloth of deafness fell off. Once the item is removed, the creature’s affected senses return to normal. For double the price, a self-securing hood of blindness and deafness, that affects both sight and hearing, can be obtained. Faint necromancy; CL 3rd; Craft Wondrous Item, blindness/ deafness; Price 12,000 gp; Weight --. Cold Box: This wooden box, two feet on a side, keeps items placed within it at a temperature just below freezing, regardless of the outside temperature. The effect functions only on items completely enclosed in the box; the contents begin to thaw at a normal rate when the box is open. Living creatures small enough to be enclosed in the box suffer the normal effects of low temperatures rather than being instantly frozen stiff. Faint evocation; CL 3rd; Craft Wondrous Item, any spell with the Cold descriptor; Price 1,000 gp; Weight 10 lbs. Cold Goblets: Popular in hot climates, cold goblets lower the temperature of liquids placed within them to just above freezing. There are also hot goblets, which raise the temperature of their contents. For double the price, goblets with both spells are available; the user must specify whether a given liquid is to be kept hot or cold. Faint evocation; CL 3rd; Craft Wondrous Item, chill water and/or heat water; Price 1,000 gp (just hot or cold) or 2,000 gp (both hot and cold); Weight ½ lb. Coldproof Bracelets: Usually made of silver, the coldproof bracelets allow their wearer manual dexterity in even the coldest weather. While worn, they protect the wearer’s hands—and only his hands— from cold. The bracelets provide no protection against cold-based attacks and do not keep the rest of the wearer’s body warm. The same creature need not wear both bracelets, but only the hand with the bracelet is protected. Faint abjuration; CL 3rd; Craft Wondrous Item, resist energy; Price 3,000 gp; Weight --. Collar of Calming: An animal wearing this collar is affected as if by a calm animals spell. For twice the price, riding gear is available which also gives a +2 circumstance bonus to any Ride checks made by the animal’s rider in circumstances where the animal has been spooked or frightened. Faint enchantment; CL 3rd; Craft Wondrous Item, calm animals; Price 2,000 gp or 4,000 gp; Weight --.

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Collar of Holding: When placed on an animal, the collar of holding subjects the creature to the effects of a hold animal spell. The animal may make a Will save every hour to throw off the effect. Faint enchantment; CL 3rd; Craft Wondrous Item, hold animal; Price 48,000 gp; Weight ½ lb. Cooking Pots of Ease: Available in a number of varieties, cook pots have been enchanted to cook their contents without the usual heat sources and human intervention. In general, the user must put the appropriate ingredients into the pot, then speak the command word and recite the recipe to be prepared. A user who knows how to cook may also teach the pot recipes by using it as a normal utensil. The same recipe must be prepared at least once a day for five successive days in order for the pot to “learn” it and each recipe must be given a distinctive name, to be spoken along with the command word. Although the general cooking pot is the most common type to be enchanted in this way, in larger towns and cities one can often find specialized cookware, such as pie tins or bread pans. In addition, some pots are sold having already been taught a few simple recipes. Each recipe a pot knows adds 5 gp to the market price. The pot may also have been enchanted with create water, in which case it provides its own when needed, and purify food and drink. Each of these options adds 500 gp to the price. Faint evocation; CL 3rd; Craft Wondrous Item, cook; Price 1,000 gp, 1,500 gp, or 2,000 gp; Weight varies by type. Copying Plate: The copying plate is a flat sheet of metal, about 2 ½ feet on a side, which can be used to duplicate the effects of the copy spell up to 10 times per day. The sheet to be copied and the blank must be laid on the plate and the command word spoken. Faint universal; CL 3rd; Craft Wondrous Item, copy; Price 1,800 gp; Weight 5 lbs. Crafter’s Tools: These magical tools, of the appropriate type for the craft in question, add a +4 circumstance bonus to all Craft checks made using them. Such items are available for most crafts; the creator of the item must have at least 2 ranks in the appropriate skill. Faint transmutation; CL 3rd; Craft Wondrous Item, clever hands, 2 ranks in appropriate Craft skill; Price 1,655 gp; Cost to Create 855 gp; Weight as appropriate tools. Dinnivun’s Loom: This large floor loom warps itself and weaves cloth with no intervention, as long as it is provided with yarn or thread. It can perform a simple weave on command, but complex ones such as brocades require a pattern for it to follow. It can also be used as a normal loom (it functions as a masterwork tool), though it performs its tasks in approximately one-tenth the time it would take a skilled character. The loom is activated by a simple command word. Faint conjuration; CL 3rd; Craft Wondrous Item, unseen servant, 2 ranks in Craft (weaving); Price 1,800 gp; Weight 100 lbs. Dinnivun’s Spindle: When placed upon a pile of raw fiber, Dinnivun’s spindle can be commanded to spin it. The user may specify the weight of the finished cord, from fine thread to heavy yarn. Made of exotic wood and carefully balanced, the spindle counts as a masterwork tool if used normally, though it spins about 10 times faster than a skilled character can. Faint conjuration; CL 3rd; Craft Wondrous Item, unseen servant, 2 ranks in Craft (spinning); Price 1,800 gp; Weight ½ lb. Empty Safe: This large metal box has a built-in lock and appears to be quite ordinary in every respect. However, an empty safe seemingly causes all objects placed within it to vanish so that the safe appears to be totally empty no matter what is in it. An empty safe can make up to twenty items disappear in this manner (provided they fit within the volume of the box). If the safe’s capacity is exceeded, the magic temporarily fails and its contents are rendered visible until the excess items are removed. Faint illusion; CL 3rd; Craft Wondrous Item, empty hat; Price 1,000 gp plus the cost of the lock; Weight 50 lbs. Enhanced Jewelry: Jewelry that has been affected by the spell luster appears to cost more than it does, allowing people to wear impressive items on a limited budget. Note that the spell can only affect items that incorporate gems, and does nothing for shoddy workmanship or poor materials in the setting. Unscrupulous shopkeepers may attempt to pass off enhanced items as more valuable than they are, but honest ones charge the price listed below. Faint illusion; CL 3rd; Craft Wondrous Item, luster; Price 1,000 gp plus the cost of the jewelry; Weight varies, but is generally negligible. Everlight: An item which has had continual flame cast on it has a permanent glow equivalent to a torch. People fed up with buying candles and torches might have a small item enchanted in order to have a light source that never needs refueling. In a large city, there might even be everlight street lamps; inns and taverns might provide lighting for their patrons. A special case is the adventurer’s light, based on a burnt-out ioun stone. Circling a character’s head at just above eye level, the stone provides a hands-free, fuelless light source which furthermore does not consume oxygen, and which can be “turned off” by the simple expedient of snatching it out of the air and putting it in a lightproof container. The DM may rule that a circling adventurer’s light causes a penalty when a PC attempts delicate work such as lock picking or the exercise of Craft skills, and any prolonged attempt to read by the moving light may necessitate a Fortitude save to avoid a bad headache (-1 to Will saves and mental skills for 1d6 hours). Faint evocation; CL 3rd; continual flame; Price 60 gp plus the cost of the item to be enchanted (torch- or candle-sized wooden dowel, free; metal rod, 1 gp; ioun stone, 25 gp); Cost to Create 30 gp plus the cost of the item to be enchanted; Weight up to 1 lb for a metal rod. Everwarm Platters: Large, metal serving plates suitable for banquets, everwarm platters keep food placed upon them at the proper temperature. A simple command word activates them for a period of twelve hours, after which the plates return to room temperature until activated again. One can also find everchilled platters that keep foods cold and fresh for the same period of time. Faint transmutation; CL 3rd; Craft Wondrous Item, heat metal or chill metal; Price 12,000 gp; Weight 1 lb. Festival Lights: There are many types of festival lights, from a length of cord that glows along its length to cascades of beads,

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each with its own differently colored flame. Though not very bright in themselves—it takes 5 lengths of festival lights to equal the illumination of a torch—en masse the lights can produce a very impressive effect. Temples and governmental buildings use them to decorate for major holidays; a sufficiently rich private citizen might do the same. The lights cannot be turned off, and are sometimes used for illumination in storage areas when they are not in use. Faint evocation; CL 3rd; Craft Wondrous Item, continual flame, dancing lights, or light; Price 1,000 gp; Weight 5 lbs. Fingernail Hardener: Rather than being meant to be drunk, fingernail hardener is a salve or oil rubbed on the user’s fingernails. Until they grow out, the user’s nails become resistant to breakage and chipping, and she finds it difficult to cut them. For higher prices, fingernail hardener is available that also colors the nails. Each vial contains enough to treat 10 fingernails. If ingested, the imbiber suffers 1d3 points of temporary Intelligence damage (no save). Faint transmutation; CL 3rd; Brew Potion, stone nails (and prestidigitation for colored nails); Price 25 gp (clear); 50 gp (colored); Weight --. Firestarter: This wooden dowel, about the size and shape of a pencil, produces upon command a small flame from one end, equivalent to that of a candle. The flame is completely normal in all respects save that it will not go out in heavy wind or even under water. It persists for up to one minute, then goes out. While a firestarter could be used as a light source, it has only 50 charges before becoming useless. Attempts to use one in melee are at the same penalties as any other improvised weapon. Any spellcaster who can cast a spell with the Fire descriptor may create a firestarter, provided she has the Craft Wondrous Item feat. Temples to fire deities often sell firestarters for minimal profit or even at cost. While a firestarter costs much more than 50 tindertwigs, it has a number of advantages: it takes up less room, does not become useless if wetted, produces a longer-lasting flame, and will not go out when one is trying to start a fire in the rain. Faint evocation; CL 3rd; Craft Wondrous Item, any spell with the Fire descriptor; Price 750 gp; Weight --. Fire Ward: Available in many forms, the fire ward is a small figurine that warns of and guards against unexpected fires. It ignores fires in protected spots, such as fireplaces or candleholders, and any flame source a character is touching; any other fire within 50 feet of it causes the fire ward to emit a piercing screech that wakes even the deepest sleeper. It continues to give its alarm until a creature touching it speaks the command word. For double price, one can obtain a fire ward that actually douses small fires before they can spread. It is incapable of extinguishing a flame larger than that of a candle. Faint abjuration (and faint conjuration for the upgraded version); CL 3rd; Craft Wondrous Item, alarm (and create water for the upgraded version); Price 2,000 gp or 4,000 gp; Weight ½ lb. Fireworks: Fireworks come in a number of varieties, but they all share one common characteristic: when ignited, they produce colored flames or sparks. The flames last for up to 5 minutes, and may produce patterns rather than simple bursts of color; the more complex type is naturally more expensive. Some fireworks have also been enchanted to float into the air before exploding, which lessens the risk of setting fire to something on the ground. Faint transmutation; CL 3rd; Craft Wondrous Item, pyrotechnics (and levitate if desired); Price 300 gp (600 gp for levitating fireworks); Weight up to ½ lb. Flask of Acid: Though the most common form of this item is a glass flask such as acid is usually bought in, other types of container are possible. The item changes any liquid placed within it into acid. This process takes one day per pint of liquid (sixteen ounces in a pint, two pints in a quart, four quarts in a gallon). If the liquid is poured out before the transformation is complete, it takes on the approximate acidity of lemon juice but is otherwise unaffected. Potions, magical liquids such as holy water, and liquids that do damage have their properties destroyed by a completed transformation. The appearance of the liquid changes only slightly; a character who does not suspect what has happened requires a Spot check with a DC of 15 to notice the skin of green iridescence. The creation of a flask of acid consumes alchemical components worth 100 gp per pint of the container’s capacity, or 10 gp for a one-ounce vial. The container is impervious to the effects of the acid it produces, allowing waterskins of acid and the like. Faint conjuration; CL 3rd; Craft Wondrous Item, any spell with the Acid descriptor, two ranks of Craft (alchemy); Price 210 gp (one-ounce vial), 300 gp (one-pint flask), 400 gp (quart bottle), 600 gp (half-gallon waterskin), 1,000 gp (gallon jug); Weight up to 1 lb for a jug. Fleabane Amulet: When worn, a fleabane amulet creates a magical field that extends about 1 foot from the wearer. Normal vermin cannot enter this space, and flee if brought within it. A slightly larger version, the fleabane medallion, is activated by command word and protects a 10-ft. cube. Both are good for a month of continuous use before they must be recharged. Any spellcaster knowing the appropriate spell may recharge a fleabane amulet or medallion, whether she has the Craft Wondrous Item feat or not. Faint abjuration; CL 3rd; Craft Wondrous Item, insect ward; Price 1,000 gp (amulet); 900 gp (medallion); Weight --. Freidoc’s Branding Iron: Those who own large numbers of livestock (or slaves) may also have a Freidoc’s branding iron. This item, the first of which was created by the infamous slave lord, Freidoc the Cruel, produces a mark on the skin of a living creature, which does not fade with time. Paradoxically, for having been invented by such a foul-tempered and sadistic man, the branding iron is painless to apply. The mark may be erased, and may eventually be negated over the course of a month spent in a non-magical area, such as an antimagic field. The mark is rendered unrecognizable if the area on which it is branded takes 1 hp of damage, and can be removed entirely with 2 hp of damage. However, natural healing leaves scars that clearly indicate that the mark was there. Faint universal; CL 3rd; Craft Wondrous Item, arcane mark; Price 1,000 gp; Weight --.

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Gag of Muting: These items usually appear as mere strips of cloth, but any shape that can cover the victim’s mouth when worn is possible. A gag of muting not only deprives its wearer of the power of speech, it also inhibits any other vocal sound, including clearing of the throat or grunting. Those wearing the gag are not necessarily restrained in any other way; a humanoid whose hands were free could simply remove it. Faint transmutation; CL 3rd; Craft Wondrous Item, mute; Price 12,000 gp; Weight --. Gamefinder Amulet: When worn, this amulet grants the wearer knowledge of the location of the closest game animal of whatever type he chooses, provided there are any within one mile. He may change the type of animal it detects by concentrating as a standard action. Faint divination; CL 3rd; Craft Wondrous Item, detect animals or plants; Price 2,000 gp; Weight --. Gaming Table of Honesty: Made of wood, a gaming table of honesty is inlaid with thin lines of metal which bind the magical energies of detect cheating to its surface. The players of any game that uses the table as a base are subject to that spell’s effect. The game must be one primarily played on a table, such as a card or dice game. Faint divination; CL 3rd; Craft Wondrous Item, detect cheating; Price 1,000 gp per 100 square feet of surface; Weight 15 lbs and up. Gloves of Smithing: These thin leather gloves have been embroidered with magical symbols. The wearer is granted a +2 competence bonus to all smithing-related Craft skill checks (or a +8 competence bonus to a single smithing skill), as well as the ability to resist extreme heat. When worn, the user can pick up white-hot metal, smoldering embers, or reach into a fire with no ill effects. The gloves of smithing provide no protection against any other type of elemental damage; while the wearer could reach into a forge, cold, acid, and electricity damage the gloves and their wearer normally. Gloves of smithing do not increase the wearer’s AC, as they protect only the hands and forearms from fire. Faint abjuration; CL 3rd; Craft Wondrous Item, resist energy; Price 12,000 gp/pair; Weight 1 lb/pair. Glowing Book: This is a book enchanted with glowing page, such that it can be read even in total darkness. The base book may be on any topic, but it must be finely made and incorporate materials worth at least 25 gp above and beyond the normal price for a book of its type. One can occasionally find blank glowing books suitable for use as wizards’ spellbooks. Faint evocation; CL 3rd; Craft Wondrous Item, glowing page; Price 1,000 gp plus the price of the book; Cost to Create: 500 gp plus the price of the book; Weight up to 2 lbs. Grates of Odor Suppression: Large and wealthy cities often have sewers that run beneath the streets. On hot summer days, the vile and noxious odors associated with this fact can become both unavoidable and highly offensive. These magical grates were created as a solution to the problem, especially in wealthy cities where the budget could accommodate their creation. Grates of odor suppression are enchanted to prevent the nauseating smells of the undercity from rising. The grates allow rainwater and sewage to drain normally, but still protect the noses of the city’s inhabitants. Faint illusion; CL 3rd; Craft Wondrous Item, anosmia; Price 12,000 gp; Weight 25 lbs. Hairdresser’s Comb: Thrice per day as a standard action, the user of a hairdresser’s comb may command it to untangle and dress her hair. The untangling of the hair is always painless. For a similar price, one may also purchase hairdresser’s shears, which cut hair in the style specified by the user. Faint conjuration; CL 3rd; Craft Wondrous Item, unseen servant; Price 1,800 gp; Weight --. Harvester’s Scythe: Favored by those with large fields and few workers, the harvester’s scythe can be activated to cut and bind a bushel of grain in approximately half the time it would take a person to do so. While animated, the scythe cannot strike any living creature and will cease functioning until creatures in the area have moved at least 10 feet away from it. Though it is a masterwork tool, the harvester’s scythe offers no bonus when used as a weapon; in fact, due to its unique balance, a character must have exotic weapon proficiency to use it as a weapon without incurring a penalty. Faint conjuration; CL 3rd; Craft Wondrous Item, unseen servant; Price 2,318 gp; Weight 2 lbs. Hold Trap: Designed to look like a harmless objet d’art or part of a larger item such as a doorknob, a hold trap subjects anyone who touches it to the effects of hold person spell. In addition to the save when he initially touches the trap, the victim may make a new Will save every hour to throw off the effect. The creature is held until it no longer touches the hold trap; due to the nature of the spell, the trap will most likely have to be knocked away by another. This must be done with a tool of some sort, as anyone else who touches the trap or the currently held creature(s) is held himself. Once the hold trap has been triggered and its victim freed, it is rendered inert and must be reset by a caster who knows hold person. He need not have the Craft Wondrous Item feat, however. The hold trap may be touched safely (deactivated) if a predetermined password is spoken first. Faint enchantment; CL 3rd; Craft Wondrous Item, hold person; Price 1,200 gp; Weight 1 lb. Hypnotic Trap: When a creature touches the hypnotic trap without first speaking the command word, it triggers the effect of the spell stored within. If it fails its Will save, it is fascinated as if by a hypnotic pattern spell. It may make a new save every hour until it throws off the effect or is found and awakened. A caster who knows hypnotism may make a hypnotic trap that instead gives its victim a single, reasonable suggestion, such as “Wait here.” Faint enchantment or illusion; CL 3rd; Craft Wondrous Item, hypnotism or hypnotic pattern; Price 1,800 gp (hypnotism), 10,800 gp (hypnotic pattern); Weight 2 lbs. Inkwell of Disappearance: When ink is placed in the inkwell of disappearance, it seems to vanish. However, it is still there and can be used to write normally. The text so produced is invisible, and remains so until a creature touches the object upon which it is written and speaks a command word, which is unique to each inkwell. The text also becomes visible if taken into an antimagic field. Once it has been revealed, the

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text cannot be made to vanish again. Wary spies write their invisible messages in the margins of a normal one to allay suspicion. Faint illusion; CL 3rd; Craft Wondrous Item, invisibility; Price 10,800 gp; Weight --. Inkwell of Many Colors: This small glass inkwell changes the color of the ink it holds when the command word is spoken and a color named. It cannot change anything other than the color of ink; specifying “lapis lazuli” causes it to produce ink of a deep turquoise blue that does not actually contain the precious stone. The user must supply the ink. If the ink is applied to a quill or spilled, the color cannot be subsequently changed. However, any ink that remains in the inkwell can be altered normally. Faint transmutation; CL 3rd; Craft Wondrous Item, match color or prestidigitation; Price 1,000 gp; Weight --. Invisibility Box: A small wooden box with metal fittings, the invisibility box can render small items invisible 5 times per day. It has a capacity of about ½ cubic foot; the spell can only be triggered when the lid is closed. The items stay invisible for 24 hours. If more than one item is in the box when the command word is spoken, each item counts as a separate use; if there are more objects than daily uses remaining, items are chosen at random until no daily uses remain. Faint illusion; CL 3rd; Craft Wondrous Item, invisibility; Price 10,800 gp; Weight 1 lb. Iron of Smoothing: This simple item is small metal disk that removes all the wrinkles from up to 20 articles of clothing per day. It is activated by touching the material of the garment to be smoothed, so the user must be careful not to let her own clothing brush against it lest she waste a daily usage. An iron of smoothing generates no heat, even when active. Faint transmutation; CL 3rd; Craft Wondrous Item, unwrinkle; Price: 1,000 gp; Weight --. Lie Detector: This item is actually a pair of linked amulets, one of silver and one of gold. The wearer of the gold amulet automatically knows whether any statement made by the wearer of the silver amulet is the truth to the best of that creature’s knowledge. The wearer of the silver amulet can make a Bluff check at DC 30 to avoid this effect; he must make a new check each time he utters a lie. He is also immune if under the influence of any effect concealing his thoughts. In large cities, one may be able to find versions of the lie detector which function only if the wearer of the silver amulet has not yet reached her race’s age of adulthood (see PH). Faint divination; CL 3rd; Craft Wondrous Item, detect lies; Price 12,000 gp; Weight --. Lucky Token: These innocuous-looking items come in many forms, from metal talismans bearing the symbols of various gods to rabbits’ feet. Once per day, the user of a lucky token may activate the item, granting her a +1 luck bonus to a single attack roll, saving throw, or skill check. Faint divination; CL 3rd; Craft Wondrous Item, guidance; Price 400 gp; Weight --. Lure Pipe: Favored by hunters, the lure pipe mimics the call of a specific animal when the user blows into it. The type of animal mimicked by a given lure pipe is determined at the time of creation and cannot be changed afterwards. Lure pipes cannot function within a silence spell. Faint illusion; CL 3rd; Craft Wondrous Item, nature’s voice; Price 2,000 gp; Weight --. Magic Detector: This is a small item enchanted to alert its user to the presence of magic. Common forms include a semi-precious gem that glows, a small bell that rings softly, or a mechanical contraption that emits clicks. The item normally responds to the general level of magic in an area; as a standard action the user may concentrate to change exactly what it senses. General: The item responds to the general level of magic within 60 feet of it, ignoring its user, his equipment, and that of any creatures touching him. If it is not moved for 5 rounds, the indicator changes to indicate the strength of the aura (a glow gets brighter, ringing gets louder, clicks speed up, etc.). After 10 rounds, it indicates the school of magic that is most predominant (the glow changes color, the ringing becomes a distinct melody, clicks come in rhythm, etc.). If the user ignores the item for 5 minutes, it reverts to this mode. Note that it cannot be turned off, which can be a hazard for users attempting to be stealthy. Closest: The item now reacts to the source of magic closest to it, assuming there are any within its range. If focused on the same source for two or more rounds, it begins to pull slightly in that direction. It gives more detailed information the longer it is concentrated on one source. If focused on the same aura for 2 minutes (20 rounds), the user may make a Spellcraft check to determine the exact spell in use, as detect magic. Strongest: The item reacts to the strongest source of magic within 60 feet. As above, the indicator gives the user information about the location and nature of the magic if kept focused on one source. Most spellcasters prefer not to make magic detectors, as they remove one of the great advantages casters have over those who cannot use magic. However, a caster might make herself one in order to avoid having to regularly cast detect magic, or for use by her followers against rivals; such items may find their way onto the open market or be found in treasure hoards. The item to be enchanted must be worth at least 50 gp, and the creation of the magic detector consumes spell components worth a further 25 gp. Faint divination; CL 3rd; Craft Wondrous Item, detect magic; Price 1,025 gp; Cost to Create 525 gp; Weight --. Majara’s Needle: The user of a Majara’s needle must provide cloth or leather, suitable thread, and the pattern to be followed, which may be marked directly on the cloth or drawn on a sheet of paper or parchment. All these items must be touching each other when the needle is activated. When the command word is spoken, the needle embroiders the cloth in approximately one-tenth the time it would take a character to do so. If it runs out of thread, it stops working until more is provided. It will not do structural sewing of any sort, though it will embroider on an already completed garment or other item. It follows the pattern exactly; any mistakes in the drafting are duplicated. A Majara’s needle may also be taught patterns by a user who has ranks in Craft (embroidery). She must physically use the needle for at least three hours or one repeat of the pattern, whichever takes longer. Each pattern the needle learns must be given a distinctive

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name, to be spoken along with the command word. Similar items exist for sewing, which does the structural sewing necessary to construct a garment from cut pieces of cloth or leather, and other crafts such as knitting. In all cases, creation of such items requires 2 ranks in the appropriate skill. Faint conjuration; CL 3rd; Craft Wondrous Item, unseen servant, 2 ranks in Craft (embroidery); Price 1,800 gp; Weight --. Mending Box: A wooden box, usually about a foot on a side, the mending box affects objects placed within it as mending spell. The lid must be closed and the command word spoken for the effect to function. For over ten times the price, mending boxes are available that have been enchanted with make whole instead; see the PH for the limitations of that spell. Larger boxes cost the base price for each cubic foot of capacity. Faint transmutation; CL 3rd; Craft Wondrous Item, mending or make whole; Price 900 gp or 10,800 gp per cubic foot; Weight ½ lb. Message Box: A small, hinged wooden box secured with leather straps, a message box compels any Tiny animal to which it is affixed as a animal messenger spell. The box will not, however, summon an animal; the user must supply his own. The character retrieving the message, and no other, may use the same message box again to send a reply, after which the item becomes useless. The animal returns to the spot from which it was originally dispatched and waits there until the message is retrieved or the second spell’s duration expires. Faint enchantment; CL 3rd; Craft Wondrous Item, animal messenger; Price 300 gp; Weight --. Message Stone: Made of some semiprecious gem, a message stone can record up to 1 minute of speech per level of its creator. Once it has been recorded on, the stone’s contents cannot be changed. Thereafter, any character who holds the stone in her hand and concentrates can retrieve the message. The message plays back at the volume at which it was recorded, and can be listened to as many times as desired. Faint illusion or transmutation; CL 3rd; Craft Wondrous Item, capture sound or message; Price 1,000 gp; Weight --. Murgan’s Mystical Mothballs: These marble-sized balls, carved of aromatic wood, have been enchanted to keep moths and other such destructive vermin out of stored clothing and food. For the listed price the purchaser gets one dozen mothballs, each of which keeps up to 10 cubic feet of space free of insects for up to a year. The mystical mothballs must be used in an enclosed container such as a drawer or closet; a mothball in a space too big for it is useless. A chest with a capacity of 15 cubic feet, for example, would need 2 of Murgan’s mystical mothballs for useful protection. Faint abjuration; CL 3rd; Craft Wondrous Item, insect ward; Price 1,000 gp; Weight --. Notetaker: Notetakers are wooden blocks about 6 inches on a side and 1 inch thick. When the user speaks the command word, she can write on the surface of the wood with any implement that comes to a relatively sharp point; even the edge of a fingernail will work. She may also erase previous writing by scratching it out. Most notetakers only hold as much writing as will fit on their top surface, but the user may buy extra “pages” of capacity at 50 gp each. The notetaker becomes inert if its command word is spoken again, or if it is not written on for 5 minutes. Faint universal and transmutation; CL 3rd; Craft Wondrous Item, arcane mark, erase; Price 3,600 gp; Weight --. Pendant of Odor Suppression: While worn, this ordinarylooking pendant has the beneficial magical effect of preventing the wearer’s body odor from becoming offensive to humanoid senses. Additionally, the pendant of odor suppression adds +2 to the DC to track the user by scent and grants a +2 circumstance bonus to Diplomacy checks involving humanoids. Faint illusion; CL 3rd; Craft Wondrous Item, anosmia; Price: 400 gp; Weight --. Pillow of Dreaming: This item grants its user the benefits and drawbacks of pleasant dreams. Faint enchantment; CL 3rd; Craft Wondrous Item, pleasant dreams; Price 2,000 gp; Weight 1 lb. Planting Sack: The fabric of which the planting sack is made must be fine, despite its pedestrian task. On command, a sack filled with grain animates and moves about on its own. The sack can sow a field in half the time it would take a skilled character to do so. Faint conjuration; CL 3rd; Craft Wondrous Item, unseen servant; Price 1,800 gp; Weight 1 lb. Plate of Cookery: This flat disc or square of metal has a backing of wood or pottery. When the command word is spoken, the metal surface of the plate quickly heats up enough to be used as a cooking surface. It produces no light—and careless cooks may learn the hard way that a heated plate of cookery looks exactly like a cold one! Some plates of cookery have several possible cooking temperatures, such as “simmer,” “sauté,” and “boil.” The heat does not radiate, affecting only objects that are touching the metal surface, so a plate of cookery has little utility as an emergency heat source. Faint transmutation; CL 3rd; Craft Wondrous Item, heat metal; Price 10,800 gp; Weight 2 lbs. Purifying Dish: A purifying dish is always made of metal, and is usually elaborately decorated. When the command word is spoken, the dish alerts its user, usually by glowing, if any poison is present. The user may then speak a second command word, causing the dish to purify its contents (up to one cubic foot of food) and render them fit for consumption. There are also purifying goblets and even serving platters, though each cubic foot of capacity adds 1,800 gp to the price. Faint divination and transmutation; CL 3rd; Craft Wondrous Item, detect poison, purify food and drink; Price 1,800 gp; Weight ½ lb. Purse of Alarm: Popular with those who must carry their cash and valuables on their persons, a purse of alarm warns its owner if someone tries to pick his pocket. The purse recognizes its owner; if anyone else touches it, it begins to shriek. Until its owner speaks a command word while touching it, the purse announces loudly in whatever language its creator chose that it is being stolen. Its voice has the volume of an alarm spell. As carrying vessels, purses of alarm have a capacity of ½ cubic foot. One might also find a chest

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of alarm, which is activated if anyone but its owner opens or moves it. Such an item has a capacity of about 5 cubic feet. Items such as these might also be set to raise the alarm if a creature with a given quality (evil alignment, undead, etc) touches them; in that case, the price is doubled and the creator must know the relevant detect spell(s). Faint abjuration; CL 3rd; Craft Wondrous Item, alarm, magic mouth, relevant detect spell(s); Price 1,800 gp (standard), 3,600 gp (with detect spell); Weight ½ lb. Quiet Pillow: A creature whose head rests upon a quiet pillow finds his sense of hearing dulled. Even the loudest noises are no more intrusive than a conversation in the next room, allowing him to sleep peacefully even if sounding brass instruments pass under his bedroom window. Faint necromancy; CL 3rd; Craft Wondrous Item, blindness/deafness; Price 12,000 gp; Weight 1 lb. Radnall’s Eraser: A Radnall’s eraser is a small wooden cube measuring a single square inch per side with an unadorned metal disk set into one face. Three times per day, the user can cover the disk with a finger and rub the eraser over a selection of text or an illustration he wishes to eradicate. Only non-magical writing is affected in this manner – a Radnall’s eraser has no effect whatsoever on spells written in a wizard’s spellbook or on a scroll. Faint transmutation; CL 3rd; Craft Wondrous Item, erase; Price 2,000 gp; Weight --. Radnall’s Reading Lenses: Small pieces of clear crystal, Radnall’s reading lenses allow the user to see and understand text she otherwise could not. The lenses must be placed upon the text to be read, and it only reveals or translates the text it covers. If any of the text is a triggered spell such as a glyph of warding or sepia snake sigil, the spell goes off and anyone within range is affected accordingly. There is a 10% chance that the reading lens is destroyed by such an event. Faint divination; CL 3rd; Craft Wondrous Item, any of comprehend languages, read magic, or see invisibility; Price: 1,000 gp (read magic), 2,000 gp (comprehend languages), 12,000 gp (see invisibility); Weight --. Ring of Marking: This appears as a normal signet ring, save that the stone has been enchanted to produce its mark whenever held against a nonliving object and the command word is spoken. As arcane mark, the mark created does not harm the marked object in any way and may be either visible or invisible as the owner of the ring desires. The design may be anything that can be carved on a flat surface of a ring. A ring of marking has three uses per day. Faint universal; CL 3rd; Craft Wondrous Item, arcane mark; Price 900 gp; Weight --. Rope of Balance: This otherwise ordinary 50-foot length of silk rope has been enchanted such that the DC to use it as a tightrope is reduced to 10. The rope may be slanted at up to a 30-degree angle without increasing the DC. If the slope is more than 30 degrees but less than 45, the DC increases to 20. Above 45 degrees of slope, the user is no longer walking but climbing, and the rope’s magic fails. At least a foot of the rope’s length must be used at each end to secure it, so one rope may be used to span a gap a maximum of 48 feet wide. The rope of balance is completely normal in terms of durability and carrying capacity. If it breaks or is severed, its enchantment is lost, leaving two shorter pieces of normal silk rope. Faint transmutation; CL 3rd; Craft Wondrous Item, cat’s balance or cat’s grace; Price 10,000 gp; Weight 5 lbs. Rope of Binding: Thinner than the rope usually used for climbing, the silk rope of binding holds only half as much weight before breaking. However, it adds +10 to the DC of Escape Artist checks made by a creature struggling to escape it. Faint transmutation; CL 3rd; Craft Wondrous Item, animate rope; Price: 10,000 gp; Weight 5 lbs. Sarwit’s Savory Seasoning: Sold in one-ounce bags, Sarwit’s savory seasoning can be added to a serving-sized quantity of raw, prepared, or even spoiled food to enhance and improve its flavor. It will not make raw or spoiled food healthy, just palatable. One bag of seasoning contains about 50 uses. Faint universal; CL 3rd; Brew Potion prestidigitation; Price 375 gp; Weight --. Scrivener’s Pen: A scrivener’s pen is a small metal rod, about the size of a pencil. It produces indelible marks on any nonliving substance unless the marks are subjected to an erase spell. Marks can be made on a living creature, but they will fade over the course of a month or so. The creator decides what color the marks are, the most common being black, white, and very occasionally red. Most scrivener’s pens come to a point, but some have flat tips to produce broad lines. Note that the scrivener’s pen may be used as an impromptu weapon (at the same penalty as any other such) or as a tent stake or climbing spike, but breaking it ruins its magic permanently. Faint universal; CL 3rd; Craft Wondrous Item, arcane mark; Price 1,000 gp; Weight --. Shroud of Repose: Made of fine linen or silk, the shroud of repose preserves a corpse as gentle repose spell. The corpse is preserved as long as it is wrapped in the shroud. For each size category smaller than Medium, double the number of creatures that can be wrapped in a given shroud; for each size larger, halve it. Thus, two halfling corpses may be preserved by one shroud, but a Large creature requires two shrouds. Faint necromancy; CL 3rd; Craft Wondrous Item, gentle repose; Price 12,000 gp; Weight 5 lbs. Sleeping Powder: Sleeping powder resembles nothing so much as fine sand. It is usually sold in parchment packets of 10 doses. When ingested, it allows the user to fall asleep even under adverse circumstances; adventuring spellcasters occasionally carry a few doses to be sure of being able to rest and regain spells in the field. The powder allows sleep rather than compelling it; only characters who have missed at least the previous two nights’ rest need make a Fortitude save to resist its effects. In addition, the sleep granted is completely normal; the user has no extra difficulty awakening. Faint enchantment; CL 3rd; Brew Potion, sleep; Price 15 gp/ dose; Weight --.

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Solomon’s Scarecrow: Most Solomon’s scarecrows are stuffed humanoid effigies, but they can be made in any shape the creator desires as long as they incorporate at least 1 lb of matter taken from a creature that eats meat—hide, hair, bone, etc. Intended to be a permanent ward for a given location, Solomon’s scarecrow grows more effective the longer it remains in one place. A scarecrow placed within the previous week will not keep away anything larger or smarter than a beetle, but one that has been in the same field for 5 years deters even a deer. Affected animals do not willingly enter a protected field, and attempt to leave it as quickly as possible if placed there. Pollinating insects and carnivores are unaffected, as are any creatures with an Intelligence of 3 or greater. A single Solomon’s scarecrow can protect a field of up to 10,000 square feet, whose boundaries must be defined when the scarecrow is placed; redefining the boundaries afterwards counts as moving the scarecrow. Faint necromancy; CL 3rd; Craft Wondrous Item, scare; Price: 12,000 gp; Weight up to 10 lbs for a human-sized dummy. Speaking Stones: The two speaking stones of a pair transmit sound between them at a range of up to 100 feet. Sets of more than two stones are available, but each extra stone doubles the price, and there is no way to direct the sounds; any sound heard by one stone is transmitted to all other matched stones that are within range. Encasing a speaking stone in lead prevents its magic from working entirely. If any stone of a set is destroyed, the set’s magic fails. Faint illusion or transmutation; CL 3rd; Craft Wondrous Item, message or ventriloquism; Price 1,000 gp/pair; Weight --. Stall Mucker: Looking much like an ordinary pitchfork, the stall mucker keeps the pens of livestock clear of waste. Activated by simple command word, a single stall mucker can clear up to 2,500 square feet of space—enough for approximately 20 horse-sized stalls. Faint conjuration; CL 3rd; Craft Wondrous Item, unseen servant; Price 1,800 gp; Weight ½ lb. Statue of Entangling: Favored by nobles for protecting their gardens, the statue of entangling is a metal or stone figure, normally of a humanoid. When the command word is spoken, the statue affects an area within 50 feet of it in a manner similar to an entangle spell. For twice the price, the creator may include alarm. In that case, speaking the command word prepares the statue to create its effect, but it does not do so until a creature enters the area it affects without speaking the password—which is not the same as the command word. A statue of entangling is a permanent installation; once placed and activated, it cannot be moved without disrupting its magical energies. It takes a week for the statue to settle into a new place, during which time none of its abilities function. Anyone knowing the command word may change the password. Faint transmutation (and abjuration); CL 3rd; Craft Wondrous Item, entangle, (and alarm for the upgraded version); Price 1,800 gp or 3,600 gp; Weight 30 lbs. Steadfast Compass: This hand-held item looks and functions exactly like a normal compass, containing a needle that always points north. The only visible difference is that the needle is steadier than that in a magnetic compass, as the magic holds it straight north at all times. Faint divination; CL 3rd; Craft Wondrous Item, know direction; Price 1,000 gp; Weight --. Talking Collar: This set of items includes a leather collar and small pendant of stone or metal in the shape of an animal. A character wearing the pendant may communicate with the animal wearing the collar as if using a speak with animals spell. The pendant determines the class of animal that can wear the collar—a pendant in the shape of a cat is useless if its corresponding collar is placed on a canine. Rich people and nobles have been known to use these items to communicate with favorite pets. Faint divination; CL 3rd; Craft Wondrous Item, speak with animals; Price 4,000 gp; Weight --. Timekeeper: The recent development of the know time spell has led to the availability of small, portable devices which tell time in a fashion much more accurate than a water clock. They are still limited almost entirely to the wealthy, though some military organizations have begun to realize how useful it could be to have a simple method of coordinating multiple groups of combatants. A timekeeper is usually a disk of metal about 3 inches in diameter, with a face like that of a water clock. Though it easily accounts for such things as regular leap years, after creation its timekeeping system cannot be changed, nor can it be reset to account for arbitrary, one-time calendar adjustments. If the king decides to skip two weeks because the calendar has drifted, a new timekeeper will be needed. Faint divination; CL 3rd; Craft Wondrous Item, know time; Price 1,000 gp; Weight --. Trackless Shoes: When worn, these soft leather shoes obscure the user’s footprints, adding +10 to the DC of any attempt to track him by sight. Tracking attempts using scent or other senses are unaffected. Both shoes must be worn by one being for the magic to be effective. There are also trackless horseshoes, sets of four that confer the same benefit on a horse, for an equal price. Faint transmutation; CL 3rd; Craft Wondrous Item, pass without trace; Price 2,000 gp; Weight 1 lb. Translation Pendant: A translation pendant grants its wearer the ability to speak and understand a single language. She does not gain the ability to read or write the language in question unless already familiar with the alphabet it uses. (See the PH for more information about the alphabets used by various languages.) An effort to read or write can be made even without this knowledge, but such endeavors will be far from accurate. The language to which the pendant is keyed is chosen by its creator and cannot afterwards be changed. The creator must either speak the granted language himself or have an assistant who does. In the latter case, the assistant must be present during the entire creation process. Faint divination; CL 3rd; Craft Wondrous Item, comprehend languages or tongues; Price 2,000 gp; Weight --. Tray of the Spectral Servant: Usually wooden in construction, the tray of the spectral servant has been enchanted to follow simple directions from a user who speaks its command word. It can “follow,” “stay,” or “go” to a specific location it has visited before. It may also be commanded to “search” for a creature it has encountered before, though it

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only does so for ten minutes per creator’s level and cannot leave areas with which it is familiar. The tray of the spectral servant can carry up to 18 lbs; if this capacity is exceeded, it falls to the ground and does not move until enough weight is removed for it to continue. It has a maximum speed of 15 feet. Faint conjuration; CL 3rd; Craft Wondrous Item, unseen servant; Price 1,800 gp; Weight 2 lbs. Vordin’s Universal Opener: This ingenious device was created by an obscure alchemist named Vordin several hundred years ago. Having grown tired of manually opening the sundry containers in his laboratory over and over again, he ensorcelled a small, lightweight metal disc to do the job for him. Since that time, many alchemists, wizards, and others have seen the utility of the device. Simply touching Vordin’s universal opener to the stopper of a bottle, jar, scroll case, chest lid, or similar container opens it. The item can also be used to open doors and gates so long as they are not magically locked. A popular use for this device is removing the corks of wine bottles, to avoid getting powdered cork in the wine. Vordin’s universal opener can also close or re-seal any container or door that it has been used to open. Faint transmutation; CL 3rd; Craft Wondrous Item, open/ close; Price 1,000 gp; Weight --. Vordin’s Wondrous Window Frame: The only other invention directly attributable to the alchemist Vordin besides Vordin’s universal opener (see above), this finely-crafted, wooden window frame can be easily unfolded and placed within a normal window frame of any size, where it will automatically adjust its dimensions to fit perfectly when the command word is spoken. The frame allows the window to be open, admitting fresh air from the outside without letting in unwanted bugs, noise, or bad smells. These items are popular among wealthy citizens of large cities and sprawling rural estates. If the command word is spoken a second time, Vordin’s wondrous window frame reverts to its normal size. Faint illusion and/or abjuration; CL 3rd; Craft Wondrous Item, anosmia, insect ward, and/or silence or whisper; Price 12,000 gp/10 sq ft (anosmia), 1,000 gp/sq ft (insect ward), 12,000 gp/10 sq ft (silence), 2,000 gp/sq ft (whisper); Weight 10 lbs/10 sq ft. Whistle of Wonder: The whistle of wonder can duplicate up to one dozen different birdcalls and animal cries, allowing its user and his friends to assign different meanings to each call. The user may change the type of cry once per round as a free action. Faint illusion; CL 3rd; Craft Wondrous Item, nature’s voice; Price 2,000 gp; Weight --. Wizard’s Key: An elaborate metal skeleton key engraved with magical runes, the wizard’s key unlocks any non-magical lock into which it is inserted. It does not open portals that are stuck or secured with a physical barrier, arcane lock, or hold portal, nor does it disarm any traps or even warn of their presence. A wizard’s key opens a keyed wizard’s lock (see below), but not one that only opens for a specific individual. Faint transmutation; CL 3rd; Craft Wondrous Item, knock; Price 12,000 gp; Weight --. Wizard’s Lock: This is a high-quality lock with the arcane lock spell added to it. The purchaser can choose to have the lock open only for him, or with a key. If he chooses the key, a thief of sufficient skill may pick the lock, but the enchantment adds +10 to the DC. Since the spell can only be cast on a lock of good or amazing quality, the minimum DC to pick a keyed wizard’s lock is 40; this will deter all but the most skillful and determined thieves. The wizard’s lock also adds +10 to the DC to break open the item it locks, as the spell. Faint abjuration; CL 3rd; Craft Wondrous Item, arcane lock; Price 12,380 gp (good lock), 12,450 gp (amazing lock); Cost to Create 6,380 gp (good lock), 6,450 gp (amazing lock); Weight 1 lb.

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APPENDIX I: SPELL LISTS
The new spells presented in this volume are categorized by class and level on the following lists. An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.

Bard
The following spells supplement the bard spell list found in the Player’s Handbook.

0-Level Bard Spells (Orisons)
Confetti: Creates a burst of real paper particles that provide partial cover. Cook: Perfectly cooks a quantity of food within a single container. Detect Cheating: Reveals cheating by specific individuals, within an area, or with a certain object. Empty Hat: Makes one small container appear empty, even if full. Insect Ward: Non-magical insects are repelled for 1 hour/level. Itch: Afflicts target with distracting itching sensations. Luster: Gems appear to be more valuable. Sharpen: Restores keen edges to blunt or dull blades or tools. Shave: Instantly and painlessly removes hair from part of the target creature’s body. Sneeze: Causes target to instantly sneeze. Treat: Produces a morsel of food of the caster’s choosing. Umbrella: Shields targets from normal liquids. Unwrinkle: Permanently removes wrinkles from fabric, other materials. Waterproofing: Wards one object from liquid damage and penetration.

Detect Contagion: Reveals whether an object or creature is afflicted with a disease. Glowing Page: Enables a page, scroll, or single book to be read in near or total darkness. Insect Ward: Non-magical insects are repelled for 1 hour/level. Itch: Afflicts target with distracting itching sensations. Lengthy Tresses: The hair or fur of the target creature’s head grows at a rate of 1 inch per minute. Measure: You discern a single measurement of a given object: height, weight, volume, or area Relieve Pain: Reduces or eliminates the sensation of pain in the target creature. Shave: Instantly and painlessly removes hair from part of the target creature’s body. Sneeze: Causes target to instantly sneeze. Umbrella: Shields targets from normal liquids. Waterproofing: Wards one object from liquid damage and penetration.

1st-Level Cleric Spells
Clean Wound: Removes dirt and infection from wounds, provides +5 bonus to saves. Copy: Creates exact duplicates of a number of pages of text. Detect Outsiders: Reveals presence or nature of creatures not native to the caster’s plane. Elemental Rune F: Wards an object with elemental energy of the caster’s choosing. Elfsight: Temporarily imbues the target(s) with low-light vision. Find Break: Detects the significant malfunctions within a device or object. Hair Color: Alters target’s hair or fur color to one specified by the caster. Hair Growth: Creates a patch of hair on the target up to 1 square foot in size. Heighten Sensation: Heightens a target’s sensations of pleasure and pain. Know Age F: The caster instantly knows the age(s) of the target creature(s). Know Dominant Alignment F: Discerns the primary alignment of an area. Know Gravity F: Discerns locations and strengths of gravity fields in an area. Pleasant Dreams: Reduces length of time target(s) must sleep to be fully rested. Reduce Fever: Can be used to lower the body temperature of a creature to its normal level. Relieve Minor Condition: Removes effects of a minor disease or physical condition. Resist Dirt: Wards object from dirt or becoming soiled. Settle Stomach: Relieves the subject of the effects of nausea, heartburn, and other upsets of the stomach. Skin Color: Target’s skin color temporarily changes to a color of the caster’s choice. Sort: Instantly categorizes or organizes 100 items/level according to the caster’s criteria. Stone Nails: Subject’s fingernails become hard and unbreakable, inflicting an additional point of damage in unarmed combat. Whisper: Reduces sound in an area to no more than a whisper.

1st-Level Bard Spells
Appraisal F: Grants +4 bonus to Appraise checks. Capture Sound F: Enables caster to store and recall sounds heard. Cat’s Balance: Grants +4 bonus to Balance and Tumble checks. Dry: Removes all excess liquid from nonliving matter. Reduce Fever: Can be used to lower the body temperature of a creature to its normal level. Relieve Minor Condition: Removes effects of a minor disease or physical condition. Resist Dirt: Wards object from dirt or becoming soiled. Thief ’s Touch: Grants +4 bonus to Escape Artist and Open Lock checks. Whisper: Reduces sound in an area to no more than a whisper.

2nd-Level Bard Spells
Anosmia: Eliminates odors within a 15-ft. radius. Clever Hands: Grants +4 bonus to all Craft checks. Detect Lies: Grants +10 enhancement bonus to Sense Motive checks to determine the truth of statements. Lover’s Eye F: Other creatures view the target more positively. Lovesbane F: Other creatures view the target more negatively. Mute: Renders target unable to use speech. Restore Voice: Enables mute targets to speak.

Cleric
The following spells supplement the cleric spell list found in the Player’s Handbook.

0-Level Cleric Spells (Orisons)
Clear Skin F: Removes minor blemishes and skin conditions from target. Cook: Perfectly cooks a quantity of food within a single container. Count: Determines the number of a specified type of object within the spell’s area.

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Appendix I: Spell Lists
2nd-Level Cleric Spells
Anosmia: Eliminates odors within a 15-ft. radius. Blood Tell: Reveals information about target creatures’ heredity and genetics. Clever Hands: Grants +4 bonus to all Craft checks. Detect Friends and Enemies: Grants +10 enhancement bonus to Sense Motive checks to determine friendliness of creatures. Detect Lies: Grants +10 enhancement bonus to Sense Motive checks to determine the truth of statements. Hair Color, Greater: As hair color, except the effects are permanent. Halt Labor: Temporarily suspends labor for female creatures. Induce Labor: Causes target to begin process of giving birth. Jack of All Trades M: Target gains 2d4 or 1d4 effective ranks in a given skill. Know Dominant Element F: Discerns the primary elemental trait of an area. breed true to succeeding generations. Blood Tell: Reveals information about target creatures’ heredity and genetics. Clever Hands: Grants +4 bonus to all Craft checks. Detect Friends and Enemies: Grants +10 enhancement bonus to Sense Motive checks to determine friendliness of creatures. Infertility: Target is unable to sire or bear children. Know Age: The caster instantly knows the age(s) of the target creature(s). Nature’s Message: Perfectly communicate using the sounds and calls of wild and domestic animals. Nose of the Hound: Target can temporarily track and locate via scent.

Paladin
The following spells supplement the paladin spell list found in the Player’s Handbook.

1st-Level Paladin Spells
Clean Wound: Removes dirt and infection from wounds, provides +5 bonus to saves. Detect Contagion: Reveals whether an object or creature is afflicted with a disease. Insect Ward: Non-magical insects are repelled for 1 hour/level. Reduce Fever: Can be used to lower the body temperature of a creature to its normal level. Relieve Minor Condition: Removes effects of a minor disease or physical condition. Relieve Pain: Reduces or eliminates the sensation of pain in the target creature. Resist Dirt: Wards object from dirt or becoming soiled. Sharpen: Restores keen edges to blunt or dull blades or tools. Waterproofing: Wards one object from liquid damage and penetration.

3rd-Level Cleric Spells
Alter Creature M: Make a minor but permanent change to a creature that will breed true to succeeding generations. Alter Plant M: Make a minor but permanent change to a plant that will breed true to succeeding generations. Infertility: Target is unable to sire or bear children. Mute: Renders target unable to use speech. Restore Voice: Enables mute targets to speak.

Druid
The following spells supplement the druid spell list found in the Player’s Handbook.

0-Level Druid Spells (Orisons)
Count: Determines the number of a specified type of object within the spell’s area. Detect Contagion: Reveals whether an object or creature is afflicted with a disease. Insect Ward: Non-magical insects are repelled for 1 hour/level. Itch: Afflicts target with distracting itching sensations. Relieve Pain: Reduces or eliminates the sensation of pain in the target creature. Shave: Instantly and painlessly removes hair from part of the target creature’s body. Sneeze: Causes target to instantly sneeze. Umbrella: Shields targets from normal liquids. Waterproofing: Wards one object from liquid damage and penetration.

2nd-Level Paladin Spells
Detect Friends and Enemies: Grants +10 enhancement bonus to Sense Motive checks to determine friendliness of creatures. Detect Lies: Grants +10 enhancement bonus to Sense Motive checks to determine the truth of statements.

Ranger
The following spells supplement the ranger spell list found in the Player’s Handbook.

1st-Level Ranger Spells
Clean Wound: Removes dirt and infection from wounds, provides +5 bonus to saves. Dry: Removes all excess liquid from nonliving matter. Insect Ward: Non-magical insects are repelled for 1 hour/level. Know Time: You gain knowledge of the passing of time in one of three ways. Reduce Fever: Can be used to lower the body temperature of a creature to its normal level. Relieve Minor Condition: Removes effects of a minor disease or physical condition. Relieve Pain: Reduces or eliminates the sensation of pain in the target creature. Resist Dirt: Wards object from dirt or becoming soiled. Sharpen: Restores keen edges to blunt or dull blades or tools. Waterproofing: Wards one object from liquid damage and penetration.

1st-Level Druid Spells
Clean Wound: Removes dirt and infection from wounds, provides +5 bonus to saves. Dry: Removes all excess liquid from nonliving matter. Elfsight: Temporarily imbues the target(s) with low-light vision. Nature’s Voice: Perfectly imitate the sounds and calls of wild and domestic animals. Reduce Fever: Can be used to lower the body temperature of a creature to its normal level. Relieve Minor Condition: Removes effects of a minor disease or physical condition. Resist Dirt: Wards object from dirt or becoming soiled.

2nd-Level Ranger Spells
Clever Hands: Grants +4 bonus to all Craft checks. Nature’s Voice: Perfectly imitate the sounds and calls of wild and domestic animals. Nose of the Hound: Target can temporarily track and locate via scent.

2nd-Level Druid Spells
Alter Creature M: Make a minor but permanent change to a creature that will breed true to succeeding generations. Alter Plant M: Make a minor but permanent change to a plant that will

3rd-Level Ranger Spells

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Nature’s Message: Perfectly communicate using the sounds and calls of wild and domestic animals.

Appendix I: Spell Lists
Sorcerer/Wizard
The following spells supplement the sorcerer/wizard spell list found in the Player’s Handbook. Illusion Capture Image F: Captures images the caster sees within a metal frame. Capture Sound F: Enables caster to store and recall sounds heard. Transmutation Animate Toy F: This spell gives semblance of life to a mundane toy of Tiny or smaller size. Appraisal F: Grants +4 bonus to Appraise checks. Cat’s Balance: Grants +4 bonus to Balance and Tumble checks. Dry: Removes all excess liquid from nonliving matter. Elfsight: Temporarily imbues the target(s) with low-light vision. Fitted Garment: Enables one garment to automatically re-size itself to perfectly fit whoever wears it. Float: One or more non-living objects float or orbit around a designated anchor point set by the caster. Match Color: Exactly matches the color of two objects. Stone Nails: Subject’s fingernails become hard and unbreakable, inflicting an additional point of damage in unarmed combat. Thief ’s Touch: Grants +4 bonus to Escape Artist and Open Lock checks. Universal Copy: Creates exact duplicates of a number of pages of text. Fasten: Creates a permanent adhesive bond between targeted objects. Sort: Instantly categorizes or organizes 100 items/level according to the caster’s criteria.

0-Level Sorcerer/Wizard Spells (Cantrips)
Abjuration Elemental Rune F: Wards an object with elemental energy of the caster’s choosing. Insect Ward: Non-magical insects are repelled for 1 hour/level. Umbrella: Shields targets from normal liquids. Waterproofing: Wards one object from liquid damage and penetration. Conjuration Confetti: Creates a burst of real paper particles that provide partial cover. Treat: Produces a morsel of food of the caster’s choosing. Divination Count: Determines the number of a specified type of object within the spell’s area. Detect Cheating: Reveals cheating by specific individuals, within an area, or within a certain object. Detect Contagion: Reveals whether an object or creature is afflicted with a disease. Know Time: You gain knowledge of the passing of time in one of three ways. Measure: You discern a single measurement of a given object: height, weight, volume, or area Pack: Reveals the most efficient way of placing objects within a container. Enchantment Sneeze: Causes target to instantly sneeze. Evocation Chill Water: Lowers the temperature of up to 1 gallon of water. Cook: Perfectly cooks a quantity of food within a single container. Glowing Page: Enables a page, scroll, or single book to be read in near or total darkness. Heat Water: Raises the temperature of up to 1 gallon of water. Illusion Empty Hat: Makes one small container appear empty, even if full. Luster: Gems appear to be more valuable. Transmutation Itch: Afflicts target with distracting itching sensations. Lengthy Tresses: The hair or fur of the target creature’s head grows at a rate of 1 inch per minute. Sharpen: Restores keen edges to blunt or dull blades or tools. Shave: Instantly and painlessly removes hair from part of the target creature’s body. Unwrinkle: Permanently removes wrinkles from fabric, other materials.

2nd-Level Sorcerer/Wizard Spells
Divination Blood Tell: Reveals information about target creatures’ heredity and genetics. Detect Friends and Enemies: Grants +10 enhancement bonus to Sense Motive checks to determine friendliness of creatures. Detect Lies: Grants +10 enhancement bonus to Sense Motive checks to determine the truth of statements. Know Dominant Alignment F: Discerns the primary alignment of an area. Illusion Anosmia: Eliminates odors within a 15-ft. radius. Whisper: Reduces sound in an area to no more than a whisper. Transmutation Clever Hands: Grants +4 bonus to all Craft checks. Hair Color: Alters target’s hair or fur color to one specified by the caster. Hair Growth: Creates a patch of hair on the target up to 1 square foot in size. Heighten Sensation: Heightens a target’s sensations of pleasure and pain. Jack of All TradesM: Target gains 2d4 or 1d4 effective ranks in a given skill. Mute: Renders target unable to use speech. Nose of the Hound: Target can temporarily track and locate via scent. Restore Voice: Enables mute targets to speak. Skill Transference: Temporarily transfers a skill possessed by one creature to another. Skin Color: Target’s skin color temporarily changes to a color of the caster’s choice. Transparency: Makes target material clear like glass.

1st-Level Sorcerer/Wizard Spells
Abjuration Mordant: Protects the colors of cloth from fading for 1 month/level. Resist Dirt: Wards object from dirt or becoming soiled. Divination Calculation F: Temporarily enables the target to do arithmetic and simple math without errors. Detect Outsiders: Reveals presence or nature of creatures not native to the caster’s plane. Find Break: Detects the significant malfunctions within a device or object. Know Dominant Element F: Discerns the primary elemental trait of an area. Know Gravity F: Discerns the locations and strengths of gravity fields in an area. Enchantment Pleasant Dreams: Reduces length of time target(s) must sleep to be fully rested. Evocation Glowskin M: The skin of the target creature glows in colors and patterns set by the caster.

3rd-Level Sorcerer/Wizard Spells
Enchantment Lover’s Eye F: Other creatures view the target more positively. Lovesbane F: Other creatures view the target more negatively. Transmutation Hair Color, Greater: As hair color, except the effects are permanent.

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APPENDIX II: LICENSES & LEGAL
D20 License “d20 System” and the “d20 System” logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 3.0. A copy of this License can be found at <www.wizards.com/d20>. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridDMent or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. d20 System rules and Content Copyright 2000, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, and Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Minor Magicks, Copyright 2005 Silverthorne Games; author Carrie Schutrick.

Designation of Open Game Content
This edition of Minor Magicks is produced under version 1.0, 1.0a, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate final versions of the license, guide, and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Silverthorne Games logos and identifying marks and trade dress, including all Silverthorne Games product and product line names including but not limited to Realms of Evernor, Murk & Shadows, Darkling Realms, Races of Evernor, The Book of Templates, Minor Magicks, Tainted Troves, The Kobold Hoard, Child of Destiny, Subjects of the Kingdom, any specific characters, monsters, creatures, and places; capitalized names and names of places, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, spells, and abilities; and any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, trade dress, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs; except such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are already OGC by virtue of appearing there. The above Product Identity is not Open Game Content. The following items originally appeared in the December 11, 2002, issue of d20 Weekly, and have been updated to the v.3.5 rules (new names as presented in this volume are noted in parentheses): Amulet of beauty, blindfold/mufflers (cloth of blindness/cloth of deafness), branding iron (Freidoc’s branding iron), bugball, childfinder, cleaners (Calcoran’s clever cleaners), cold box, compass (steadfast compass), embroidery needle (Majara’s needle), hot plate (plate of cookery), scarecrow (Solomon’s scarecrow), enchanted signet ring (ring of marking), sleeping powder, visibility carpet (carpet of revealing), wizard’s lock. All these items are Copyright 2002 Steve Jackson Games (www. d20weekly.com) and are reprinted here with permission. All other spells and items are Copyright 2005 Silverthorne Games. All rights reserved. Designation of Open Game Content: Subject to the Product Identity designation above, the entire contents of Minor Magicks are designated as Open Game Content. Some portions of this book which are OGC originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. The remainder of these OGC portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Minor Magicks, Copyright 2005 Silverthorne Games; author Carrie Schutrick.” This material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Silverthorne Games, except for purposes of review or use of OGC consistent with the OGL. The original purchaser may print copies of the .PDF version of this work for his or her own personal use only. No reproduction of the print version of this work is permitted. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

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