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Codex II
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com 2 . he wrote that it was found “On a lower plane” when he was very young. The Codex seems to contain an infinite number of spells. but in his own memoirs. Matt Morrow. Each day when the book is opened it contained twenty random spells.bloodstone-press. but it only reveals twenty of them at a time. Sometimes the spells it contains are mundane or commonplace. The Introduction Thaumaturgic It is not known exactly where Lord Glenshadow found the Thaumaturgic Codex. and power. worry. Bloodstone Press http://www. Ogre Graphic Design: Joel Grahn Art: William McAusland. When it is closed those spells vanish and the next day they are replaced with twenty other random spells. Shane. V. Marcio Fiorito and Gary Dupuis Copyright 2015. and that throughout his life it Codex II had been a source of frustration. Chronicles of the Sorcerer Lord. unusual secrets… Design and Development: Lahn J. Often the spells Credits revealed are already known. But occasionally the Codex reveals rare.

/level) Area cone shaped spread Area 20-ft.-radius Duration instantaneous Duration 1 round +1 round/three levels Saving Throw see text. causing another 3d4 Strength loss. ABYSSAL WIND ACID RAIN School Conjuration (Creation). Regardless of the caster’s save reduces this damage by half. S Components: V. S. Range long (400 ft. but it is partly composed caustic acid to rain down on the area. sorcerer/wizard School Conjuration (Creation) [Acid]. Any creatures in the of negative energy. This draft is not very strong. the acid Strength damage. Those who save are unaffected by the continues to burn for another round. targets must make a Reflex save or points of damage. summoner 4. Spell Resistance yes Description Description With this spell the caster projects a gust from the lower This devastating spell causes several inches of highly planes. suffer 1d4 points of damage per level of the caster (maximum at 9th-11th level. For every three caster levels (maximum 24). Additionally. Anyone struck by the abyssal wind must area must make a saving throw or suffer 3d4 points of acid make a Fortitude save or suffer 6 points of temporary damage. M (a vial of acid) Effect Effect Range 60 ft. At 7th-8th level. the acid only falls from the cloud for one round. + 40 ft. witch 4 Casting Casting Casting Time 1 standard action Casting Time: 1 standard action Components V. Succeeding at the Reflex maximum of 8 rounds at 24th level. 3 . Level magus 4. the acid lasts for 3 rounds. Spell Resistance yes Saving Throw Reflex half. to a of 15d4) from the negative energy. 7. the acid lasts for 2 rounds. level. witch 7 sorcerer/wizard 4. and so on. Level magus 7. summoner 7.

Any Furthermore. Spell Resistance yes Saving Throw Will negates. This period of blocked memory points of damage for that round. M (a vial of acid) Components V. S. Level sorcerer/wizard 6. ACID STORM AMNESIA School conjuration (creation) [acid]. A Detect thoughts has no chance of learning about the blocked creature that makes the saving throw suffers half damage in memories. summoner 6. from a minimum of one minute to a maximum of the acid persists for another round. may access the memories. the winds associated with this spell spray acid so experience points gained during the blocked time are lost. cannot be retrieved through any normal means./level) Range close (25 ft. witch 4 Casting Casting Casting Time 1 standard action Casting Time 1 standard action Components V.-radius spread Target one living creature Duration see text Duration instantaneous Saving Throw Reflex half. at 13th-15th level. witch 6 sorcerer/wizard 4. probe. such as mind subsequent rounds. S Effect Effect Range Long (400 ft./2 levels) Effect 30-ft. + 40 ft. causing another 4d4 one hour per caster level. although more powerful magic. School enchantment (compulsion) [mind-affecting]. profusely that it increases the saving throw DC by 2. Spell Resistance yes Description Description This spell uses powerful winds to spray an area with Subjects of this spell are unable to remember anything corrosive acid. For every three caster levels (maximum 30th) the caster. The blocked memories are still in the subject’s mind but and so on. the acid lasts for 4 rounds time. the acid begins at the moment of casting and extends backwards in lasts for 3 rounds. Level magus 6. +5 ft. Creatures in the area of effect suffer 4d4 points they have experienced during a period of time determined by of acid damage. At 11th – 12th level. to a maximum of 10 rounds at 30th level. 4 .

depending opponent per the aid another rules.-radius Target One living creature Target caster and see text Duration 1 round/level Duration 1 round/level Saving Throw Will negates. each round whether each shadow grants him a +2 circumstance bonus to attack or Armor Class. Level sorcerer/wizard 3. which The creeping shadows distract and interfere with the may lead to lashing out or fleeing at any moment. The caster can choose on a multitude of roleplaying options. urges the subject to make a fight or flight decision regarding Those who fail the saving throw believe the shadow is a real the target of its hatred. or they may try to hold their anger inside. witch 1 Casting Casting Casting Time 1 standard action Casting Time 1 standard action Components V. creature. Level School illusion [phantasm]. ANIMUS CREEPING SHADOWS School enchantment (compulsion) [mind-affecting]. Spell Resistance yes Saving Throw none and Will negates. Any living creature that makes a melee attack against behavior is dependent on the alignment and personality of the the caster suddenly perceives one or more shadowy figures subject and the nature of the encounter. or idea the interfere with the caster’s opponents and help the caster caster desires. His attitude is shifted to hostile. situation. Essentially the spell creeping in its peripheral vision and must make a Will save. see text Description Description This spell infects targets with a seething resentment and This spell creates one or more shadowy phantasms that hostility toward any single object. Each creeping 5 . group. S Effect Effect Range Close (25ft. Spell Resistance no and yes. The resulting fight. +5 ft/2 levels) Range personal and 20-ft. witch 3 sorcerer/wizard 1. S Components V. They may lash out. they may flee the threat and divert some of their attention to it.

witch 4 vision and dart out of sight. New opponents can be Saving Throw see text. but he will not succeed. In reality. Casting Time 1 standard action He can attempt to make opposed Sense Motive and Components V. they are only phantasms of his mind. those who saved are still unaffected and those blinds creatures. he finds his attack Range 30 ft. magus 4. Creatures in the area must also make a Reflex saving throw or be blinded for 1d4 rounds by grains of sand in their eyes. The shadows also seem to flit on the edge of the opponent’s sorcerer/wizard 4. Nonliving creatures such as golems and undead take no damage. Area cone shaped spread This spell creates one creeping shadow per three caster Duration instantaneous levels (maximum five shadows). Creatures with the aquatic or water subtype take 1d8 points of damage per caster level. as if using hide in plain sight. misses and he is still distracted. sandy gust that absorbs water and return later. If the Effect opponent attempts to ready an action to attack a creeping shadow before it interferes with him. Attacks always miss creeping shadows. M (a pinch of sand) Perception checks to see where the phantasms hide. 6 . S. Even if the shadows stop bothering the subject for a few rounds and This spell creates a dry. the mysterious figures seem to be making incredibly good stealth checks to Casting avoid being seen while they interfere with him. To the opponent. summoner 3. Level druid 3. They make touch attacks with the caster’s DESERT WIND attack bonus.shadow must make an attack roll against AC 10 to provide this bonus each round. Spell Resistance yes designated by the caster as a free action each round but only opponents that are in melee with the caster may be selected. Fortitude save or suffer 1d6 points of damage per caster level from dehydration (maximum 10d6). Anyone struck by the cone must make a who failed are still affected. Description Subjects only get one saving throw against this spell. School conjuring (creation).

spell. However. Spell Resistance yes Saving Throw none or Will negates (see text). according to the rules for magical item saving throws. only the damage die for the weapon is minimized. Magical weapons always receive a saving throw. S Components V. 7 . This effect persists for a maximum of 10 rounds. weapons that are in the possession of another creature receive a Will save (using the wielder’s Will bonus). Spell Resistance no Description Description Drowsy causes subjects to become extremely tired but does not cause them to sleep. Weapons that are unattended receive no saving throw. and saves applied./level Duration 1 round/level Saving Throw Will negates. although they may choose to do so. Additional subject’s attack rolls and a –2 to their Dexterity ability score damage from Strength or other factors is not affected by this with all relevant effects to AC. +5 ft/2 levels) Range touch Target one living creature Target weapon touched Duration 1 min. Level magus 3. sorcerer/wizard 3. DROWSY IMPOTENT WEAPON School enchantment (compulsion) [mind-affecting]. This spell causes any single weapon touched by the caster to The lethargy induced by this spell causes a –1 penalty to the inflict minimum damage every time it strikes. S Effect Effect Range close (25ft. witch sorcerer/wizard 1. Level School transmutation. skills. witch 1 3 Casting Casting Casting Time 1 standard action Casting Time 1 standard action Components V.

witch 2 sorcerer/wizard 1. The subject is also components. When cannot eat or drink while the spell is in effect. requiring immune to sleep and any similar spells. +5 ft/2 levels) Target one creature Target one living creature Duration 1 round/level (D) Duration 1d6 hours +1 hour/level Saving Throw Fortitude negates. Lastly. Level sorcerer/wizard 2./2 levels) Range close (25ft. See the Book of Broken Dreams for more on sleep disorders. Spell Resistance yes Description Description This spell causes the subject’s lips to be magically held This spell renders victims unable to sleep for the duration of shut. they become exhausted. It also stops the subject from speaking. Spell Resistance yes Saving Throw Will negates. Even subjects with narcolepsy and other the subject’s attempts at communication. INSOMNIA Lip Lock School enchantment (compulsion) [mind-affecting]. S Effect Effect Range close (25 ft. 8 . witch 1 Casting Casting Casting Time 1 standard action Casting Time 1 standard action Components V. The Subject also sleep disorders cannot fall asleep while under this spell. those the spell ends the subject is fatigued. If the subject was affected by this spell also cannot make bite attacks. S Components V. poisons. + 5 ft. and abilities others to make Sense Motive checks (DC 10) to understand that induce sleep. Level School transmutation. This stops the subject from casting any spells with verbal the spell (maximum 1d6+10 hours). already fatigued.

Rather than blocking scry and detection attempts. Only powerful spells such as MASQUERADE disjunction. Subjects of Range close (25 ft. For example. Duration 1 hour/level Saving Throw Will negates. appearing completely non-magical./2 levels) this spell cannot be targeted by a true strike effect. Subjects are also concealed from detect magic spells. anyone attempting to scry the subject might see them sitting at home reading a book. divination and detection by this spell. appearance. a Casting heavily armored character could be made to look. masquerade provides diviners with false images and information. and tactile aspects can be altered with this spell. Those who interact with Description the subjects can attempt Will disbelief saves to see through the illusion. and identity to be concealed behind a powerful illusion. actually out adventuring. miracle and wish can break the concealment of masquerade. Level sorcerer/wizard 9 masquerade. Alignments can also be masked with this Effect spell. and feel as though he were wearing plain clothes. For example. This spell causes the subjects’ thoughts. sound. trueseeing. The subjects’ appearance. The subjects’ true identities are protected from all forms of scrying. as can “surface thoughts” detected by such spells as detect thoughts. Masquerade affects one subject per caster level (maximum 25). alignments. as determined by the caster of masquerade. nor can Target one creature/level they be studied via legend lore. see text Spell Resistance yes. but spell resistance doesn’t help. Antimagic fields will also suppress a School illusion [Glamer]. auditory aspects. see Unwilling targets can negate the spell’s effect by making a text saving throw or with spell resistance.+5 ft. The subjects’ Casting Time 1 standard action size can be made to appear one category larger or smaller Components V. when the subject is 9 . S than it actually is. granting them a new appearance and a new profile as detected by several divination spells. magical auras.

cure the minimum three levels the caster has beyond 3rd (maximum +9). Saving throws and opposed rolls (such as with dispel magic) are not affected. S. as appropriate. point of damage per caster level (up to 10 points of damage). SPELL SHACKLE SORCERY SHIELD School transmutation. 10 . Spells deal minimum damage. example. Level magus 3. and all other suppresses any and all spells and spell-like abilities originating spells of the evocation school with an instantaneous duration. a minimized fireball deals 1 resistance bonus against instantaneous evocations. from the subject. M (a metal bracelet worth 50 gp) Effect Effect Range touch Range touch Target creature touched Target creature touched Duration 10 min. affect the minimum number of targets. lightning bolt. Spell Resistance yes (harmless) Saving Throw Fortitude negates./level Saving Throw none../level (D) Duration 1 min. sorcerer/wizard 3 3 Casting Casting Casting Time 1 standard action Casting Time 1 standard action Components V. S Components V. Level cleric 3. For number of hit points. sorcerer/wizard 3. All spells and spell-like abilities cast by the This spell grants the subject a +4 resistance bonus on all saving subject function at their nadir. All numeric effects are throws against such spells. This bonus increases by 1 for every minimized. a 9th level caster (6 levels above 3rd) gains a +2 etc. Spell Resistance yes Description Description Sorcery shield protects the subject from instantaneous Spell shackle surrounds the subject with a magical aura that evocation magic such as fireball. For example. witch School abjuration.

-radius burst. S. Spell Resistance no Saving Throw Fortitude negates. dogs and the like). If used to hide from a creature using the Scent ability to track (i. ranger 2. whether the noxious extremely sensitive to sunlight. and checks can foil animals that track with scent and even discourage while in brightly lit conditions such as sunlight or a daylight such animals from entering a certain area. AF (an atomizer) Casting Time 1 standard action Components V. cube/level Area 50-ft. 11 . centered on the caster Duration 1 round/level (D) Duration 1 min.e. witch 2 Casting Casting Casting Time 1 standard action Components V. witch 1 School transmutation. Level druid 2. Spell Resistance yes Description Description This spell simulates any one scent the caster desires. cubes + one 10-ft./level Saving Throw Will disbelief./level) Effect odorous figment which cannot extend beyond four 10. the tracker’s Survival check DC to follow the masked trail is increased by +20. Conversely the spell. sorcerer/wizard 2. Any The flesh of creatures affected by this spell becomes smell can be simulated with this spell. S. Level sorcerer/wizard 1. Range 50 ft. This spell circumstance penalty to all attack rolls. SPECTRAL AROMA SUN BURN School illusion (Figment). These creatures suffer a –2 stench of rotting flesh or the sweet aroma of lilacs. saves. caster could choose to create an aroma of fresh blood or meat to distract or even attract hunting animals and monsters. + 40 ft. ft. M (a drop of vampire blood) Effect Effect Range long (400 ft.

sorcerer/wizard 3. If the spell effect on either the subject or the caster is broken. the caster looks. The subject must be the same creature type as the caster (humanoid. Spell Resistance yes Saving Throw Will negates and see text. Both subject and caster gain a +20 bonus on any Disguise checks made to impersonate the person they look like. 12 . aberration. and vice versa. sorcerer/wizard School illusion (glamer). the entire spell ends. and feels just like the subject. Range personal and touch Area 30-ft.-radius burst. An unwilling subject gets a saving throw and dazzled while in brightly lit conditions such as sunlight or a may apply any spell resistance they might have. Level bard 3. Once the spell daylight spell. etc. via dispel magic or other means. witch 2 3. S Effect Effect Range 30 ft. Spell Resistance yes Description Description The eyes of creatures affected by this spell become This spell switches the caster’s appearance with that of a extremely sensitive to sunlight. Domain trickery 3 Casting Casting Casting Time 1 standard action Casting Time 1 Standard action Components V.) and within one size category. S. witch 1. M (a drop of mole blood) Component V. SUN SENSITIVITY TRADING FACES School transmutation. Level druid 1. centered on the caster Area caster and 1 subject Duration 1 min. ranger 1. dragon./level Duration 1 hour/level (D) Saving Throw Fortitude negates. smells. sounds. These creatures are effectively willing subject. is in place.

transferring it to the damage +1 point per three caster levels (maximum of +15). Spell Resistance yes Saving Throw Fortitude negates. Furthermore. typically 1 point per day per caster level. The caster’s extra Strength fades in a number of rounds original age. Level magus 5. but the change for the caster only persists for one the normal rate for ability score damage. caster as temporary vitality. M (a gem worth 200 gp) Effect Effect Range touch Range touch Target one living creature Target living creature touched Duration see text Duration see text Saving Throw Fortitude negates. The target’s Strength returns at permanent. The change for the victim is he drained from the target. witch 5 School necromancy. For every year the subject is aged. S. Level sorcerer/wizard 5. S. equal to his caster level. the caster gains a temporary bonus to his the caster’s age is reduced by an equal number of years (up to inherent Strength score equal to half the amount of strength 1 year per caster level). witch 5 Casting Casting Casting Time 1 standard action Casting Time 10 minutes Components V. 13 . M (a drop of blood infected with vampirism) Components V. Spell Resistance yes Description Description Targets affected by this spell suffer 1d6 points of Strength This spell steals the subject’s youth. VAMPIRIC STRENGTH VAMPIRIC YOUTH School necromancy. after which time the caster reverts to his day. sorcerer/wizard 5.

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