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Fizban's Tweaks and Brew

Table of Contents (Or just Ctrl+F)


• Introduction • Feats
• How to Use This Book ◦ Feat tweaks
• What Books and Why? ◦ New Feats
◦ Core and 3.0 through Completes ▪ Experimental Feats
◦ Settings: FR, Eberron, Dragonlance ◦ Spell-like and Bloodline Feats
◦ Nomicons through X Outside • Classes
◦ Spell Compendium through Races ◦ List of Classes by Role
◦ Late Completes • Class tweaks, Core List
◦ MM3-5 and FC 1-2 • Class tweaks, Extended List
◦ Exemplars, Evils, and Misc ◦ Hexblade
• Bans, nerfs, changes, and clarifications ▪ Hexblade Spell List
◦ Initial Bans ◦ Sohei
◦ Spell Bans and Changes ▪ Sohei Spell List
▪ Polymorph ◦ Paladin
▪ Summoning and Calling ◦ Warmage
▪ Animate and Control Undead ◦ Duskblade and Spell List
▪ Illusions ◦ Healer
▪ Dominate and Compulsions ▪ Healer Spell List
▪ Remaining Spell Misc ◦ Devout (New Class)
▪ Magic Items ◦ Free Mage (New Class)
• Other Clarifications and Misc. ◦ Soulknife
• NPCs, Animals, and Monsters ◦ Incarnum
◦ Grappling notes ▪ Incarnum Feats
• Character Creation • Prestige Classes
• Mundane Item Overview ◦ DMG
◦ Carrying, Armor, and Weapons ◦ OA Shapeshifter
◦ Special Materials and Superior Items ◦ Complete Warrior
◦ Lances and Chopping ◦ Complete Arcane
◦ Magical Convenience Items ◦ Gnomish Artificer (Magic of Faerun)
◦ Spells vs Objects ◦ Sky Cavalier
• Supplementary Rules ◦ True General
◦ Revive Spell Overhaul • Magic
◦ Mages and Squishiness ◦ Traditional Energy Spells
◦ Rite of Spell Replacement ◦ Expanded Permanency List
◦ Material Components ◦ New Summoning Lists
◦ Staves of Substance • Spells
◦ Spell Duration Grid ◦ New Spells by Core Class
◦ Dueling ▪ New Spell Descriptions
◦ Playing Dead • A, Ca, Cr, D, F, H, L
◦ Mass Battles • Mi, R, Sh, W
• Skills, Master List?
◦ Skill Tricks, Spellcraft
◦ Knowledge
◦ Search, Spot, Disguise
◦ Social Skills
• Invocations
◦ Invocation Changes
◦ New Invocations
◦ Main Invocation List
• Notes
◦ Vael+D1 Invocation List
▪ Vael+D1 Invocation Changes
• Soulmelds
◦ Notes
• Items
◦ Superior Items and Materials
◦ Weapons
◦ Potions
▪ Restored Brew Potion examples.
◦ Rings and Wondrous Items
◦ Wondrous Architecture
• New Race: Manaketes
◦ Manakete Feats and ACFs
◦ Dragonstones
• Appendix
◦ Weapons
▪ Reduced Proficiencies
▪ Additional Weapons
▪ Mods and Materials
◦ Armor Overview
▪ Armor Tables
▪ Armor Descriptions
▪ Armor Materials
◦ Firearms
◦ More ACFs and Variants
◦ Domains
◦ Misc. Personalized Tweaks
• Monsters
◦ Goo (monster) stats
◦ Fixed Bears
◦ Huge Ankheg
◦ Huge Winter Wolf
◦ Huge Hippogriff
◦ Gargantuan Constrictor
Introduction

Well, now I know how all the people who've written their own "3.my name" projects feel. At over
200 pages, I can't really say this isn't a book by now. With changes to almost every base class and
many prestige classes, removals and changes to dozens of feats and spells, additions of new feats
and spells meant to re-define expectations, pages of added clarifications on existing rules and re-
writes of bad rules, this is indeed for all practical purposes as much of a new edition as 3.5 was to
3.0. If not more so. I'm not going to call it "3.fiz" though, or claim that it's a whole new game or
something, that just seems pretentious (but I will use Fiz for marking spells).

This is a book of changes that are specifically meant to be minor, to fix problems while keeping the
spirit of the game as it was back in the earlier half of 3.x. It's not a new game- it's how to make the
newer books fit with the old game. The one I found a home in, which drifted away over time at the
hands of new writers and their books- and shall we say, the cultural shifts surrounding them.

What is a Ban?
The word is problematic, since it implies a level of legitimate use, that the DM is taking something
away, when in fact the DM has taken nothing away unless it was already being used in a game. A
"ban" in that sense is an admission that the DM screwed up and allowed something they shouldn't
have, but that's not how most people see it, or really how I'm using it here.

When I use the word "ban" here it means something is not only disallowed, but removed with
prejudice, meaning that there is some underlying critical problem with the published version and
even if I were to allow something similar, it should be distanced in some way from the baggage of
being associated with the well-known version, or requires a hefty exchange or shift to make it
feasible at all, etc. If something is banned, do not expect to get it back in just by asking.

In either definition, a ban is only ever reversed after a significant period of time and shift of the
game to the point where the banned element is no longer critically flawed. But since the whole point
of writing all this is re-centering the game to the points where those bans are in effect, it should be
rather obvious that if I need to un-ban something, the game has drifted far away from my target.

Power Levels
I do not and never would attempt to claim that my tweaks and brew, nor anyone's attempt at a 3.x
overhaul, could actually create a "perfectly balanced" game with even power levels. A major part of
what makes 3.x good is that is supports such a huge range through its multiple parallel advancement
paths. Following this book to the letter will not magically absolve the DM of their job: the DM must
still be aware of what all the PCs and their players are doing and capable of, and take any required
actions to nudge things down or up or sideways. Spellcasters in particular, depending on what fixes
are being used, can alter what changes may need to happen to other spellcasters by setting the bar at
X or Y (see Character Creation). And just as I can explicitly take multiple stances on the exact
power of spellcasters, I can support a range anywhere from "I'm just taking passive feats" to "Okay
but I can still ubercharge this much, right?" As long as the whole group can handle the target.

The important part is that the entire party functions together, and the DM and the players work
together to make that happen. Trying to tie things down to exactly one acceptable "power level"
instead leaves no room to play around, and takes the game far away from what I want it to be.
Rather than keeping as much of the existing game books as possible, those sorts of fixes tend to
rewrite literally everything- Large rewrite, small target. But I want small fixes, medium target.
How to Use This Book

-Well, you could just skip to "What's In This Book?," on the next page, but for new players that's
still about the same as jumping into the deep end, or a waste of time for readers who will disagree
on main principles So-

Initial Bans and Changes: Everyone should start here. This is the list of immediate answers to "Well
what about X?", the most important obvious problems with the quickest solutions. A quick skim of
this effectively single-column list should tell you whether it's worth continuing:
• If you disagree, then you will probably not like many of the tweaks- but may still find
interest in some of the standalone brews (which should be as cherry-pickable as any other
book), rules rewrites such as for Social Skills, and some of the lists in the appendix.
• If you agree with the initial bans, then by all means continue reading. I hope you find my
many tweaks and supplemental brews helpful in making your own game more enjoyable.

If you barely recognize anything on the banlist, you're probably playing in my game and don't have
the sort of background in DnD 3.x that needs banlists- and that's totally fine. You do not need to
read an entire book! What you should do is check on things here while making your character, in
sort of the same way you would the Player's Handbook.
◦ All players should jump to Character Creation before getting started.
◦ When picking a character class, check the Classes section to see what classes are
supported and their changes. All the core classes are mentioned on one page, and the
non-core classes are on a second, and most classes only have a few lines. Or if you
already know what class you want you can skip directly there. You'll still need to look up
the class in its original book.
▪ If looking for prestige classes to take your character into or to help you pick your
starting class, that is also a natural section to check.
◦ I would suggest reading the feat and skill sections for everyone, since there are some
new feats and feat changes people should be aware of at character creation (such as
Weapon Finesse or Overwhelming Defense), and any character interested in Social
Skills of Knowledge Skills will want to know how those work. I expect players
interested in new spells have already jumped down there.
◦ All players should check the Mundane Item Overview which describes some of the
major armor and weapon changes, as well as my views on carrying stuff. Anyone
wearing armor will need to head down to the appendix for the new Armor Table and may
wish to read the descriptions, martial characters should check the Additional Weapons
table, and the lists of various non-magical items should be useful for everyone.
▪ Finally, Other Clarifications and Changes is a 1 page list with some underlying game
changes that everyone should probably read.
◦ When in doubt, Ctr+F to search the text.

Once you know how deep you want to dive in, proceed to-
What's In This Book?

Note: A number of sections throughout the document which could be more long-winded have been
kept intentionally short down to 1-2 pages, for ease of printing and reference.

What Books and Why? A short discussion of what books I feel make up the heart of 3.x, the stuff
that my tweaks and brew are supposed to harmonize with and stand alongside. And the books which
start going off the rails more and more. And by short, I mean 8 pages, with nearly every book.

Initial Bans and Changes progresses from simple one-word banlists to sentence long individual
changes, clusters of sentences, and then even full paragraphs on major magic like polymorph or
calling creatures or illusions, with a final series on misc spells. No banlist can ever be fully
comprehensive, and I will not claim this is, because it is not- but it should be more than enough to
get the point across.

Other Clarifications and Changes is another 1 page section of collected changes that everyone
should check- splitting them up would just make them harder to find.

NPCs, Animals, and Monsters is a quick 2 pages of stuff that most people won't need to reference,
but includes some general grappling notes and may affect your choice of familiar or animal
companion.

Character Creation is a 1-2 page list of character creation info just like it sounds, including the
allowed ability score arrays, expected party roles, and a couple notes about feats. Followed by 2
pages of standard Medium/Small race options and commentary.

Mundane Item Overview 2 pages higlighting major weapon and armor changes and realism
rulings, 1 page on changes to magical convenience items, and some tables attempting to make it
easier to tell at a glance what objects will survive area spells.

Supplemental Rules includes several new rules for: overhauling ressurection spells, a block of
changes if globally squishy mages are needed, changing spells known between levels, how material
components work, standardizing spell durations, dueling, playing dead, and "mass" battles.

Skills includes better defined Knowledge checks, clarifications on Spot and how long it takes to
actually Search something, and and the new Social Skill rules.

Feats begins with the list of feat tweaks which despite changes to many core feats is not very long
(the line breaks make it look longer), and does not re-list the removed feats in Initial Bans (but it
should have all the tweaks re-listed). The new feats are split into the main section, and the
experimental section, with the latter simply being feats with more potential to end up needing nerfs
or removal- due to damage multiplying, buffing summons, Factotum variants, caster feats, etc.
• Finally there is a section on SLA-granting bloodline feats, which is sort of half reference,
half ready to be built out if and when inspiration strikes. If you read this section and think
you have a cool idea for a bloodline you'd like to have, ask!

Classes By Role is just what it says, a 1 page list of classes organized by their role to make picking
classes easier, with a second page telling why X class isn't suitable or irks me. As such it also
functions as a sort of allowed classes list, though most of those I dislike can still be allowed.

Classes (Core) is a list of all* the core class general tweaks, all in just one (1) page. *Only Paladins
have an extended section, for their newer Celestial Host and "no ACF" alternate class features.
Classes (Extended) is the same thing for all the non-core classes, however-
• The Shadowcaster and Binder need a little more room so they're on the next page, but are
still just sets of a few quick one-line changes.
While several classes have more extensive rewrites-
• Hexblade, Sohei, Warmage, Duskblade and Healer were a major part of why I started this
whole document. While each class fix is still a collection of effectively single-line changes
well under a page, each also includes 1-3 page spell lists with major splatbook support.
• Paladin has earned a big enough pair of new ACFs to get an extra page for itself.
• Incarnum classes have their own section at the end which is only 2 pages- I was originally
expecting to go over all the soulmelds to make a change list (warranting a couple pages of
its own), but when looking again, everything seemed either too minor, or like I was thinking
I should re-write all the soulmelds from scratch. So no meld changelist yet.
• Soulknife is one of the newest additions, and the longest- conceptually it's still just a cluster
of one line changes, but as new features with strange possible interactions, it's best to write
them out fully. Still only a couple of pages of meat, with another page or so of notes and
commentary.
And most recently, I've added two New Base Classes under construction that I'd been stuck on for a
while: the Devout, and the Free Mage. Both are spontaneous spellcasters, the former a Cleric by
way of Spirit Shaman (able to change its daily spell list), and the latter a 1-7 casting "Bard"
replacement with an exhaustive spell list. I don't really feel like they belong before or after the other
classes, so they're just kinda jammed in for now.
-Still works in progress, dunno how fancy I'll want to get filling out the text.

Prestige Classes has those PrCs I have written tweaks for, followed by two Fire Emblem inspired
entries (one mine, one not). I particularly like my changes to the Shapeshifter (which can serve as a
Druid fix on its own), Blood Magus, Mystic Theurge, and Alienist, though Alienist may be a bit too
clever for its own good.
• Note that these are not "complete" lists, in the sense that I've made changes to every class I
could or would change- I have a couple more Complete Arcane PrC changes to add before
"finishing" that book, and I had multiple to address in the DMG and Complete Warrior, but
ultimately there are too many prestige classes for me to ever want to deal with all of them,
particularly when there are so many I just don't care for (I just happen to want to fix a lot of
Tome and Blood/Complete Arcane). Keeping those I have done grouped together by book
makes bookmarking easier.
◦ The ruling remains that PrCs don't need a huge list because only a few are ever in use
and they're easy to address individually as needed.

Magic, including:
• Traditional Energy Spells gives changes to a number of popular (and not so popular) energy
spells, as well as some additions, and discusses the way the game links energy types to the
designs of the spells that use them.
• Expanded Permanency List is self-explanatory, and includes its reasoning.
• New Summoning Lists is also self-explanatory, and includes a reminder of some changes.

And Spells:
• New Spell Notes is a place to put some commentary on various new spells (some more and
some less important), to keep it out of the spell descriptions lest they become impossibly
cluttered. Putting the notes first is meant to let a reader hear about some significant spells
without needing to guess where to start from the class lists or read everything at once.
• Spell Lists and Spell Descriptions still self-explanatory.
The Invocations section begins with a list of tweaks and clarifications of published invocations,
which like Feat Tweaks above looks a lot longer than it really is. It is followed by New Invocations,
notes regarding those invocations, and then a compiled list of the published and new invocations.
The Warlock is one of my favorite classes, a pillar of simplicity and potential for expression, and
this is another area I'm quite proud of.
• And then further, a list of Vael's very good invocations on GitP, and a list of tweaks to
reconcile the differences. There are a few things I didn't bother writing because Vael already
did. Vael specifically requests that no one re-print their work, so their invocations will need
to be referenced outside of this doc.

Soulmelds is a fairly small number (though still in full long format with flavor text) of soulmelds
meant to support people who want to focus on. . . using soulmelds with their meldshaper, rather
than trying to support a weapon or using natural weapons. As mentioned in the afternotes, they're all
intentionally a little bit more powerful and the Totemist does clearly remain superior.

Items begins with a list of some superior items made by applying certain spells or special materials,
followed by major changes to Adamantine and the new Orihalcum material, before going on to a
few magic weapons, restored and tweaked potions, new rings and wondrous items, and new
wondrous architecture. There are a few items inspired by various video games, but overall not too
many new items- it takes a very specific need or desire to get me to write an entirely new item.
-The items section is one that is liable to have under construction bits lying around in perpetuity.

The Appendix: Manaketes (LA +1 humanoid/dragon shapeshifters), Expanded Weapons, and


Weapon Materials, a massively reworked Armor Table which I consider central, and Armor
Materials, Lists of Alchemical and Superior Items, and Other Mundane Items, and Mounts and Gear
(including prices for several un-priced mounts), Firearms (as presented in Sorcery and Steam),
some More ACFs and Variants, new Domains, and Misc Personalized Tweaks.

And finally, the Post-Preface. This includes the previous pretentious preface, then a long discussion
of the true party roles, non-roles, and the roles of the DM. Followed by various essays and stubs on
aspects of the game- most of which I've discussed on the GitP forum many times. Some are
rehashed, not neccesarily in their best form, some still come off as fairly aggressive rants (having
been written while annoyed), and many are simply one-line references- things I haven't re-hashed
an entire essay for but still felt should be stated here somewhere.
• This section isn't very pretty, and probably never will be. Actually "finishing" it would be
the equivalent of, well, dragging up every major forum post I've ever written and then re-
hashing them into dozens of self-contained blog-style essays. But I think it's important to
leave in. This whole document, close enough to another .5 update, still can't be run without a
DM. A lot of my stuff here is predicated on trying to understand what the writers were
originally going for and sometimes whether or not they hit it, whether I choose to depart
from it or not. My work is based on my understanding of the game (and of course, what I
want the game to be), and anyone looking to use my work should be as informed as
possible. So I've written an Intro, a How to Use, What Books and Why, and left in plenty of
notes and essays to make that easier. But these bits that aren't directly notes on a thing also
go at the end, where they're less likely to immediately offend and turn someone off from
reading the standalone material, since plenty of stuff here is perfectly usable even if you run
a game I would hate, and obviously if I'm putting this out there I want people to read it.
◦ And if the answer isn't somewhere here in sufficient detail, hopefully there's enough of a
hint you can dig up an old GitP thread to find the posts (use the "search for posts by
name" feature) to read my explanation or argument there. Dig being the operative word,
through walls and mountains of text at times.
• It's also gathering scraps from when I trim stuff in other areas and don't want to delete them
entirely.

And even more finally, statblocks for some Advanced Monsters used in spells or PrCs. Because I
should have put them before the post-preface but then I wouldn't have room to easily expand the
bookmark list as I add more. This could expand into a minor bestiary if I start making extra
standalone monsters, templates, and corrected statblocks.
What Books and Why?

Book lists, as most people seem to use them, do not work. They are an abdication of responsibility:
blanket allowing anything from X book while denying anything from Y, simply means that you're
allowing all the broken things in X, while refusing to use what is reasonable from Y. Furthermore,
there is a maximum limit on what the players can actually cram into their builds which can never
actually use all of the dozens of feats and classes found in even in many single books, whle the DM
is at liberty to use or make up anything they want or change the "book list" at any time.

However, there is much to be said about the relevance of each book. Some books have more content
actively used, or are considered a significant unerlying body of stuff that the rest of the world uses
and sets the player/DM's expectations of the game, even if no PC is actually using such at the time.
Each person will have a group of books that match or support the feel of the game they prefer. And
the books absolutely change in power and tone over time.

-The reader may find it ironic that some major bans aren't found in the books listed below, but
there's over a hundred and some of them are minor setting books, come on.

Chunks and individuals in roughly chronological order with varying levels of commentary:

DMG, PHB, MM1: Obviously the core books are the core books. MM1 is the backbone of the
entire CR system, and from there the WBL guidelines and evaluation of characters, because it is the
original main body of monsters which form the challenges that the characters are supposed to
overcome. Some interesting insights can be gained by comparing the 3.5 and 3.0 DMGs in their
rearrangement and editing of certain sections, as well as from the changes in the PHBs and their
reasoning (or lack thereof).

3.0 splats (Tome and Blood, Sword and Fist, Song and Silence, Masters of the Wild, Defenders of
the Faith, Stronghold Builder's Guidebook): I'm a caster at heart, and Tome and Blood was the very
first DnD book I owned, so naturally it sets a lot of my tone, but most of the content in these books
was put in the Complete series in 3.5. Some things here and there weren't updated (and may be
asked for and possibly updated), but mostly these books aren't used, though analyzing the 3.0/3.5
changes can again be revealing.
-The exception is Stronghold Builder's Guidebook, another of my earliest books, and one which has
never been updated. SBG is the example, root, or authority on all things stronghold.

3.0 DM Stuff (Deities and Demigods, Manual of the Planes): I will draw from the stated powers of
deities such as knowing events around their portfolio before they happen, or use or adapt some
weird planes if I want, which is DM stuff anyway- but that doesn't mean you can actually kill a god
or use X published plane to cheese something. Mechanically these are "old" books with many
things either updated or in need of one- though as always this also provides a look into those
updates, such as the MoP to MM3 Nycaloth BS. But in any case these are considered "main" books,
where and when they matter.

3.0-ish Monster Manuals: MM2 and Fiend Folio are not quite as bad as they're usually painted, but
do still usually warrant a second look at any given piece of material. Aside from the monsters with
very obvious high level SLAs on much lower CRs than should have them, there are also monsters
with full or higher spellcasting levels than their CR, even with multiple spells per round (on the
other hand note old 3.0 haste) or free metamagic. But there are also monsters that are just kinda
empty and weak for their given CR, with just bad hit points or lame attacks. And at least one pulled
from an adventure and "fixed" into being massively overpowered with a one-line change in its
grappling ability. So, use these books reponsibly.
Savage Species: This 3.0 book gets a special award for "possibly largest concentration of terrible
ideas." The book is a mess, and anything from here definitely requires advance notice and
inspection. Feats are mostly okay but definitely not all of them, many but not all spells and magic
items are reprinted/updated/changed in other books (some of which are blatantly overpowered
and/or will be banned), and stuff like Anthropomorphic Bat is quite right out. The monster-y PrCs
are interesting but not always suitable for PCs, and the "Monster Class" progressions are fine in
concept, aside from making many monsters look more playable at their written LA than they really
are and must be immediately thrown out of the DM changes the LA. So bottom line, if you want
anything from Savage Species, ask first. Savage Species, despite ostensibly being player-oriented, is
best used as an "old book" resource for the DM.

Half-Settings (Oriental Adventures and Ghostwalk): As one-book settings, most of the stuff here is
pluckable but never in wholesale use, and as 3.0 books some of it has been updated or reprinted. OA
has some things I consider often- I've got a whole Sohei fix and expanded Shapeshifter, Hengeyokai
are awesome, it has a Monk PrC that never got updated, Samurai of course, some obvious spells
never printed elsewhere, etc etc. There is a 3.5 update in Dragon Mag that actually just adds a
bunch of new feats for the backgrounds, some of them very interesting. Ghostwalk has very few
things to really consult, a couple spells and items mostly, and even the main ghosting rules would
need some monkeying if I were to run them (however the web enhancement is quite interesting). I
consider both familiar, but only OA has some "main" use.

3.5 Completes (Complete Warrior, Divine, Arcane, and Adventurer, in order, Dec '03 to Jan '05):
These books form much of the backbone of what I consider the extended original 3.x game. They're
built significantly out of updated 3.0 classes, including many from the Forgotten Realms books, and
generally make a point of playing it safe- melee classes being mostly mundane, and yes, caster PrCs
often gaining tons of stuff for free because the ideas of what should and shouldn't remove casting
levels were uneven at best. Bans and nerfs found in here are often for disabling combos or adding
costs to freebies, rather than just inherently bad ideas. These are the books where I'm usually more
likely to make an effort to fix and keep something, rather than just disregard it entirely.

Book of Vile Darkness/Exalted Deeds: Generally most of these books aren't used, but some specific
elements are considered significant, mostly from BoED, and plenty is appropriately useable. I'm not
really interested in running a game with truly Vile foes, nor making an effort to support an Exalted
level of conduct, but there are some spells, feats, PrCs, and some monsters that I will use
foundationally without a second thought.

Forgotten Realms: As setting books, the setting elements are not generally used unless the setting is
actually being used, but stuff can often be plucked from them. A lot of 3.0 stuff is scooped and
updated eleswhere, but checking the original versions can be very interesting. Notables include:
Champions of Ruin (a "bad guy" book with some severe bans but also tweaked spells that greatly
support Ranger and Sohei), Dragons of Faerun, Faiths and Pantheons (PrCs all feel very old and are
either updated or need it), and Serpent Kingdoms (another "bad guy" book with notorious
elements). Magic of Faerun has most of its spells poached by Spell Compendium but several need
un-updates, including several [deity] spells which lost their deity restrictions (from MoF and other
books), and deity restricted spells are a bad way to do things in the first place so all such spells are
suspect. MoF also has some busted stuff like Gem Magic and is very FR-magic-lore heavy, so most
of it can be assumed not in use, while Races of Faerun is mostly about level adjusted races I'm
either not using or disagree on. Shining South, Silver Marches, Unapproachable East, Underdark,
and Player's Guide to Faerun all have various elements such as feats, spells, or PrCs of significant
interest (or overlap with other versions), so I might respond to a request for X with an immediate
reference to one of those, but aside from those elements they won't be very important.
-As always, the rule for any thing from any book is "ask and I'll take a look," and the DM can
already use whatever from wherever whenever.

Eberron: Similarly, a lot of Eberron stuff can be pulled without actually embracing the setting-
which to my eyes has some clever foundational shortcuts but also relies on some inecusable levels
of unpriced or arbitrary fiat. The focus shown to the player/mechanically minded person seems to
be "houses and guilds" due to the constant hammering of house this guild that, but these houses and
guilds have no means of credible interaction: they are literally just a backdrop.
• Artificers should not be assumed available. While my analysis of the class does inform some
of my own stuff (including the Free Mage and MoF Gnome Artificer changes), as written
the Artificer just gets too much free stuff, too spontaneously, and invites too much
expectation of "oh I craft so I should have double normal magic items!" (no you shouldn't).
An Eberron Artificer as written requires a certain type of player, in a certain type of party
with a certain power level.
• Dragonmarks push support and can be used as framework for more SLA feats.
• Prices for dinosaur and exotic mounts (similar to some other 3rd party exotic mounts).
• Some nifty weapon special abililties not reprinted elsewhere, for some reason.
• Their airships are naturally part of my airship comparisons and analysis.
• The Mastery of Day and Night feat (maximizing cure and inflict spells) is taken into
account, such as in my Healer changes.
• Occasional random spells like Summon Marked Homunculus (support for longer duration
minion summoning), Clothier's Closet (need to make my own summon clothing spell),
Whispering Candle (more entries for long-distance communication), etc.
A lot of stuff from eberron is really specific, such as the massive shifter/lycanthrope/druid chunk,
basically anything related to warforged, anything that involves action points, etc. Just like FR lots of
Eberron stuff is allowable, but most of it should not be thought of as widely in use.

Dragonlance: Very little here would ever be in use. I have no need for the Mystic, the other base
classes are terrible, most of the spells and items are busted one way or the other, I'm not running the
setting so the setting-specific PrCs don't matter, I don't really like Draconians and Spawn of Tiamat
basically duplicated them minus the squick/plus extra monsterness, and no I won't allow the wacky
cheese templates. Just a few feats and PrCs come to mind immediately, Heroic Surge (quoted
below), Mighty Steed (lets a mount carry a rider of same size), Dragon Rider (if I'm allowing such),
and Legendary Tactician- and the latter isn't as good at WotBS Commander.

Draconomicon (Nov '03): The first dedicated monster type book, many spells here are updated or
"updated" in SpC and magic items in MiC, but that still leaves all the rest of this "main" book. It
should be noted that I find the scintillating scales spell a rather gross violation of mechanics:
Natural armor is natural armor for a reason. Similarly, I'm not likely to use the uber-dragon-PrCs.
Players should also never assume that "DM content" such as spells/feats/items for dragons are
available, though they are free to ask (I've already relaxed restrictions on Rapidstrike, for example).
Dragoncraft items are liable to be removed entirely. The PrCs are weirdly specific, mediocre, or
both, and the dragon cohort rules are not in play by default. So mostly Draconomicon is referenced
for some of its added dragons and other monsters, a pile of pre-made dragon statblocks, hilariously
broken dragon ecology, and the occasional spell or feat.

Planar Handbook (July '04): Most notable for mechanus gear armor, this also has some ACFs
(substitution levels), races ranging from gimmick to actually kinda busted, some ultra-meh PrCs
(that do make for good inspiration), some more mundane gear, many spells and items rehashed in
SpC and MiC, and some monsters ranging from meh to holy crap. Energons should not be
summonable at the level given considering the damage they deal on full attacks. The concept of
planar breaches and spells creating them seems huge at first, but with zero control and even so-
called "complete" breaches being non-permanent, they become much less so. A few more mentions
of planar metropoli to add to those given in the 3.5 DMG are important, unless they aren't. Possibly
the most significant but also least used mechanic is Planar Touchstones- as using the feat
immediately suggests a whole pile of encounter sites that ought to exist, and depending on player
buy-in the DM could provide all sorts of cool powers to trade in and out (though Sandstorm takes
the cake with a site that gives zero-gp Raise Dead, though this value varies wildly with any changes
to death penalties and raising spells). There's also the potentially busted Planar Bubble spell, which
is often cited as potentail access to abusable planar traits.
-So Planar Handboook is a main book that most people won't have reason to reference, but with
mechanus gear on the main armor table, the planar sorc always in the back of my head, and being
the origin of most of the easy planar adventuring spells (for better or worse), it is very relevant.

It's X Outside (Frostburn, Sandstorm, Stormwrack, Cityscape, Dungeonscape): These books are
standard "mostly fine with occasional busted," considered part of the main stuff- being main sources
of their environment rules after all. Frost and Sand are Sept '04 and Mar '05. Stormwrack in Aug '05
has some PrCs even more noticably pushing the line. Dungeonscape is later still in Feb '07, and I've
given it some very noticable bans (and it's mostly DM stuff anyway), but also has the Factotum
class which should be a great tool for certain common type of player.
-The exception is Cityscape- I have several competing ideas and sources for building cities, my own
criteria for generating and statting NPCs, and several of their mechanics are suspect or delberately
not used- I'm more likely to reference the Cityscape Web Enhancement than the actual book.

Libris Mortis, Lords of Madness (Oct '04, Apr '05): Full of updates and changes to old PrCs and
monsters, these are "main" books strongly in the middle range. They have both normal and
significantly more powerful than normal monsters, some spells and items rehashed in SpC and MiC
and some not, feats and PrCs supporting things that may or may not be okay, and a whole lot of
monster fluff which may or may not be in use. Madness in particular has some items in the monster
sections that people like to assume are freely available, which are not, and likely don't even exist. In
general the player sections of the books are available (on the other hand minionmancy might be
overall disallowed) and the monster sections aren't so chock full of problems as to make me rage.
Even so, these books are definitely creeping up on the power scale: where problems in the
Completes and early books are more likely to need buffs or simple tweaks, at this point in the canon
it becomes more likely that a given element will need nerfs, or a monster be too inherently strong
across the board to bring in line with anything less than a complete CR re-assignment.

DMG2 (Jun '05): Mostly DM advice, but several significant mechanics and variants.
-Notable for finally and explicitly defining the standard party instead of dancing around it.
-I don't find much of the "guild" system very appealing- the feat provides a bonus which overlaps
with standard items, the contacts have laughably limited "favor" allowances, the dues and taxes
aren't worth paying (unless you're required to be a member to operate at all), I find the universal
barracks and food questionable, and I don't think DnD should ever involve tracking loans. That
said, some of the "fringe" benefits are worthwhile, and the Guildmaster feat letting you switch
cohorts is certainly significant. There is some potential there.
-Specialist hiring: their reckoning of skill bonuses has the right idea, but they seem to have tried to
line up certain minimum totals (25/30/40) with arbitrary levels and then linked them to price hikes-
and then +29 isn't lined up right. The flimsiness is immediately revealed when their table of
example prices has only four entries using those boosted +500/+1.000 prices: two 1,000's for
"diplomats" modifying attitude, and the 500's for Gather Info (probably foiled by their own table at
DC 30) and pick amazing lock (a task which does not require taking 10).
-The Apprentice and Mentor feats are generally just solid, a bit involved but no major problems.
-The Business rules, as much as I would like to like them, are too full of problems. They absolutely
do work as a simplifying system you can slap in for anything, just like how basic Profession rolls
do, but the events and piles of money out of nowhere just don't work.
-Teamwork benefits are an okay idea if the group is into them, but the companion spirits just suck.
-Magic Item Bonding Rituals are great, but magical locations either have a specific one or two show
up in cheese builds or have effects which wear off over time and yet count as "treasure," pretending
to be permanent when they're actually consumed- the Touchstone feat/sites is a much better system.
-Most magic items are updated/reprinted in MiC, but the damage surges were fine how they were
(MiC even adds a bunch of swift damage boost items while removing these simpler and more
approrpiate weapon effects).
-Weapon and armor templates are great ways to customize armor without losing expected special
material benefits or using janky piecemeal armor systems.

Magic of Incarnum (Sept '05): A very cool idea with some basic problems, MoI tries to be very
conservative- as it rightly should be, giving out an array of at-will effects one might compare to a
Warlock, but changeable every day and accessable to anyone with a feat. One of its main problems
is frontloading: due to the desire/need for both a minimum effect and a 1 point investment at 1st, as
well as feats and features allowing yet more, the linear increments need to stay very small because
you quickly get 2-3. Then after that initial frontloading wears off the slow base scaling and small
increments mean you simply fall behind. While a second main problem is the Incarnate just
sucking, while the Totemist has all the easiest and most powerful abilities by stealing directly from
the list of published monsters. Overall, Magic of Incarnum is a "main" book- I have class fixes for
Incarnate and Soulborn below, and a few soulmelds- but actually using it may be tricky. Much like
Tome of Magic and Tome of Battle, it stands mostly alone, in use or not.
-Note that any fixes to MoI short of fundamental and sweeping rewrites, can never be more than
patches. The lopsided foundation combined with all choices being available and exchangeable from
1st level means that it just can't be fixed as simply as discrete spells, feats, and class features can.

Mini's, Heroes of Battle, Horror (Oct '03, May '05, Oct '05): These books are even more situational
than the environment books (and could also be considered half-settings in their own right), but are
all familiar and "main" to some extent. Mini's is 3.0 and brings the first Warmage, but more
importantly a number of spell changes and new spells that become very significant to the game
(uber Orbs, Close Wounds, Panacea, Revivify, etc)- but those spells are also changed multiple times
and so are referenced via later books (also some items). Healer is one of my major overhauls and
there are a few feats and PrCs I consider, but most of Mini's is old book. Heroes of Battle has mass
battle rules, most of which I immediately throw out or change, but again some number of feats,
spells, etc which I consider wide-ranging. And Heroes of Horror even without Taint or horror
elements still begets the popular Archivist and Dread Necromancer, which I begrudgingly
acknowledge- but HoH stuff is much like the Later Completes: it gets a twice-over before any use.

Spell Compendium (Dec '05): Is usually hailed as a must-have book full of needed updates, but my
research and experience differs. I often find when building a character that SpC doesn't have many
hugely important spells, and I've found that many spells have updates which blatantly ignore what
were obvious, intentional choices in their original design (see Traditional Energy Spells). I would
hazard that maybe 1/3 of SpC spells got positive updates, 1/3 are fine, and 1/3 were actually made
worse by my standards. Still, it is a convenient reference for many spells from many books, so when
referencing a spell found in SpC, it gets the nod. One day I might even do a spell-by-spell writeup.
-Naturally, there are no spells from later books found in SpC, but there are also of course plenty of
pre-SpC spells it does not contain either, particularly little setting Significant spells like D's Heat or
Cold, but even a spells from the early completes can be found missing.
-In fact, the source list at the end of the book shows how some spells appearing to be from books
such as Frostburn, Sandstorm, or Ghostwalk, were actually drawn from web articles originally: SpC
looks weird for not including many spells from those books, but only because they both took some
spells from the same source (and were likely written at the same time so Frost/Sand couldn't be
referenced).

Races of (Destiny, Stone, Wild, Dragon- Dec '04, Aug '04, Feb '05, Jan '06): Yet again, the dates tell
the story. Destiny is major with a cool race, PrCs, and some spells I consider often. Stone is mostly
fine, its main problems being the basic concept of PCs above Medium size vis a vis Powerful Build.
Wild introduces HD-based gradual flight which I adopt in my own Manaketes, but has some feats
and PrCs that start getting out of hand, particularly the Ruathar- full-caster/no-penalties and ripe for
cheese, where the stone-race version kept a penalty in. And Races of the Dragon is full of cool stuff,
but also busted stuff that looks like no one even thought about it. There are few spells in these
books (aside from RoDr), and only maybe one or two are found in SpC.

Tome of Magic (Mar '06): Often known as the book of deliberately underpowered magic, this is
considered a "main" book. To the extent that its content is actually useful. Truenaming is too
complicated, limited, and busted to bother fixing. Binder and Shadowcaster have fixes below, but I
find Binders fairly weak and pointless, while Shadocasters are indeed simply full casters but with a
shorter list and more hoops to jump through: So if the party has a Binder, the other PCs can't be too
powerful, while if they have a Shadowcaster, other caster buffs might not be implemented and/or
those casters might be kept on a tighter leash (or if the rest of the party is already at that higher
mark, the ToM class may instead not be allowed at all).

Player's Handbook 2 (May '06): This book in particular illustrates the big pivot, the dividing line
upon which it splits itself both ways. It simultaneously includes things such as a much needed
Weapon Mastery feat that finally lets plain Fighter match plain Barbarian and feats for high level
Fighters, with a Dragon Shaman that seems to be getting the worst of both worlds in its
comparisons to Paladin and Bard, and a number of spells that are much more tightly controlled and
limited than in previous books- but also things like a Knight class with "aggro control' abilities the
game never expected or needed (but people wanted), a full BAB class that also gets spellcasting at
1st level, and a full caster with a built in list of the most open-ended spells and also all the Rogue's
trapfinding and skills because screw party roles amirite? PHB2 is very much a main book, but it
also has some conspicuous changes needed for. . . all, of its base classes, and at least one busted
ACF.

Late Completes (Mage, Scoundrel, Champion- Oct '06, Jan '07, May '07): These later books are
very much not central to my vision of 3.x. Bans, changes, or just plain "no" become more frequent,
as evidenced in the Initial Bans and Changes section. The absence of a "Warrior 2" entry also makes
it clear a focus has shifted from martial characters (though see Tome of Battle). The credits show a
clear shift in writers (as does SpC), and the balance is all over the place, with spells even more
reigned in than some PHB2 entries alongside newer, broken-er spells in the same book, ACFs that
overturn foundational PHB basics, and caster PrCs basically just not caring anymore give them
whatever they want. Again as always, consult these books as you will, but don't be surprised if you
find something I haven't already mentioned which gets added to the changelist.

Tome of Battle (Aug '06): Which might be considered the pre-answer to the late Completes, Tome
of Battle does commit a few "eh, who cares" offenses- but barely a few, amongst its massive new
system. ToB is a main book that is great for character expression, though not a required one.
Maneuvers are generally self-contained and extremely easy to evaluate in effect, and thus easy to
balance, and the book actually does so. It makes a point of ensuring that each marial adept has gaps-
and if you look, you can even find a hidden limit of only one "block attack" maneuver per class, for
example. The list of changes I would make is actually short enough I could probably give the book
its own section, and subtle enough that they don't need big entries in the Initial Bans list.

Dragon Magic (Sept '06): Kinda starts turning a corner back- much of its focus is on the Dragonfire
Adept, which is even more tightly controlled than the Warlock, as well as gimmicky spells, a bit of
support for Binders and Incarnum, and an attempted stealth Sorcerer fix. Its magic items start
leaning in the direction of MiC, but not as far overboard. The entire point of the book is kinda . . .
why? It's the third "dragon" book, I suppose it's kinda "Complete Dragon-Stuff" in that it adds a
dragon-warlock, some attempts at more interesting Draconic feats, and ACFs and such. The usual:
some usable, some not, some insignificant, some dependant on party power level.

Magic Item Compendium (Mar '07): The book of arbitrarily reduced and broken prices, MiC is a
main book much like SpC. A minefield of easy references, good and bad updates, some stuff that's
just fine, and some stuff that's just lol-broken. Many items simply had their prices slashed in the
name of getting people to buy them (which the book admits itself)- and some of those prices had
already been slashed in previous rewrites, to give an idea. Bottom line is there's lots of good stuff in
here, but also lots of bad, and it runs on a skewed perception of the game which flat out contradicts
mine (and most previous material!) over and over and over. Use it, but if I have not yet supplied an
item-by-item list, don't be surprised if something is veto'd or changed.

Drow of the Underdark (May '07): Funny that I generally think of this as a Forgotten Realms book
because zomgDrow, but it's actually not. DotU is actually a heck of a lot more relevant than it really
should be- I've given it several explicit bans and don't really want to deal with Drow as PCs, but it
also has super important feats like Constant and Dutiful Guardian (non-"MMO aggro" tanking
support in a style present all the way back in Sword and Fist, made easily available to Fighters, 3.x
finally getting back on track), feats with potential like Tormtor School, surprisingly reasonable
vermin training rules (linked to a feat rather than their own skill as they should be), some supremely
reasonable/stolen for other uses spells and invocation, actual non-Hellfire Warlock support for the
warlock, Drow House Insignia being full 1st party any spell 1/day items (and thus showing how
easily abused/useful for world-building such items are) spider monsters in a book where I'm not
annoyed reading more spider monsters, and wacky superpowered "underdark" lizards.

Some of this stuff needed to be printed waaaaay sooner, but instead it's here, in one of the last
possible books- not too little, but definitely too late. The Guardian feats needed to be in PHB2, or
even CW. If Demonbinder had shown up before Hellfire Warlock, maybe Warlocks wouldn't have
been toxified so much (in fact it looks suspiciously like it may have been cut from FC1, while
Hellfire is FC2, so yeah). Even just trying to make a non-garbage Ooze Domain is so much easier
with engulfing terror.
-Only the most Drow of Drow requirements will actually be used here: There is no reason for
Demonbinder to be drow-only, and indeed its own fluff text suggests that it was not originally
drow-only. Dread Fang and Eye of Lolth are racial deity PrCs and Kinslayer is "drow hate other
elves," but Insidious Corruptor has nothing to do with Drow-ness. Feats, spells, etc, if it's not
actually drow, it's not restricted to drow. This rule can be applied to most racial prerequisites
throughout the game.
-That said, the book is still very hit or miss and aside from the specifically mentioned stuff, much of
it I expect unlikely to even be asked for.

Expanded Psionics Handbook: Psionics are much lauded as being better balanced than spell-slot
magic, which is true- if you're ignoring the fact that the game is designed for spell-slot magic.
Psionics is, obviously, more powerful than normal PHB casters. They are Sorcerers, with no level
delay. Many of their spells known are actually several spells known all at once and/or over multiple
levels. They can choose to forgo their low level spells in favor of more castings of high level spells,
when normal casters have an absolute cap on how many times they can use the best effects, on how
many times they can use any particular utility, etc. And that's before psionics simply ignoring the
whole concept of the Arcanist not wearing armor, being noisy, and often being visually distinctive-
with their complete lack of somatic, verbal, or material components. Psions are, by any objective
definition, more powerful.
-Perhaps the most telling thing is that XPH is here, near the end of the list, rather than up top where
it should belong chronologically. It can simply be done completely without, well silo'd away much
like the other alternative magic systems, though much more thoroughly supported by other books.
-All of that said, obviously XPH is a "main" book. There's a whole set of Soulknife tweaks down
below and plenty of things use or reference XPH, including the basic Sorcerer parity fix. Psionic
classes are allowed, I'll just keep an eye on them, as I already am for everyone in the party anyway.
Note that many psionic items are present in MiC (with all that implies), but with the psionics filed
off, making it less obvious where they came from.
-Complete Psionic also comes along, but has all sorts of changes and no I'll ignore it and I don't
even remember what that was etc. It mostly lacks the power problems of the late completes (instead
being most notorious for a number of major nerfs, making it more like ToM than Complete Mage),
but is also not a significant foundation like the early completes. CPsi is taken into account in things
such as leaving Soulbow to the PrC rather than incorporating it into the base class, acknowledging
the existence of certain classes, and critical feats for fixing the Wilder such as Delay Ennervation,
but holds no greater sway.

MM3-5 and FC 1-2


Monster Manual 3 (Aug '04): If I hadn't just read that date, I'd want to swear this book was from
'06, because it's nuts. The book of char-op'd and overpowered monsters.
• Such entries as the Drowned (150 hit points, fast heal 5, and forces a Con check every round
to not die [not a Fort save, flat Con check!] at CR 8 vs the CR 8 Bodak with 58hp, Fort
death gaze you can close your eyes to, and sunlight vulnerability), the Fleshraker (like a
Leopard, but tougher and it also trips and has 3 poison attacks! Given to Druids at the same
Leopard cost!), the Ephemeral Swarm (normal Shadows not lethal enough? Give them 90
hit points, cut all weapon damage that hits in half, and let them hit an area with no attack
roll, at CR 5!), the War Troll (take a perfectly super-tough version of a troll and add DC 25
daze to every attack! And make sure it's in range for polymorph!), and my favorite, the
Nycaloth (add 3 outsider HD, +6 AC, a +2 weapon, a bunch of two-handed Power Attack,
and reduce the CR by 2 while you're at it!).
• MM 3 includes some Eberron monsters, and this is telling. Eberron was developed from a
contest winner, an action that shows quite clearly the increase in attention WotC was paying
to, well, the internet. Previous monster manuals wrote monsters in a more traditional style,
and much like player materials can easily be grouped into "possibly too conservative" and
"they didn't realize how strong this was." Many MM3 monsters reek of either big "too cool
for school" energy like the Battletitan, blatant player power-ups like the Fleshraker, flat-out
ignoring all precedents such as the Drowned's 20HD medium undead and the creation of the
"Unholy Toughness" ability (blatantly removing a core drawback of the undead type), or the
just plain old DM vs player "char-op" of monsters that have apparently "crammed" all the
perfect feats and abilities in- except CR is based on other monsters, not a formula you can
cram things into, and they also blatantly threw more on after that.
• MM 3 is the dividing line on the monster side of things. When people whine that "X can't
even fight normal monsters," they're usually not talking about normal monsters- but if they
are, it's almost certainly an MM3 or later monster. When people need monsters to fight
overpowered parties, they either cherry pick the most broken older monster they can find,
leverage the Monster Advancement rules to generate "formula CR" threats more powerful
than normal, or they pile on the MM3+ monsters. When the mid-late modules have wildly
inconsistent difficulty, it's because they're using monsters from books with wildly different
power levels all the way from the weakest of MM2 to the most ridiculous of MM3 (and their
own inconsistently built classed NPCs thrown in for good measure).
• Bottom line: MM3 has some good and cool monsters in it. But it also has a bunch of Grade
A-BS, and if you're taking MM3 as your expected power level, you will be disppointed in
normal power characters. Because normal power characters are based on the PHB and early
splats vs MM1 monsters, and MM3 is blatantly higher power than that. Which doesn't mean
that I can't use it of course, CR requires nigh-zero effort to change- or if the group is on the
higher end of my acceptable power levels, I will naturally also need to use monsters from
the more powerful end, which may even include MM3.

Monster Manual 4 (Jul '06): The book of Monster Families. It also includes a bunch of classed
NPCs which annoyed some people, and since classed NPCs are not the point of the game at all and
won't match my expectations, I don't care for them much either. Since most of the monsters are in
families it feels like there are fewer than there really are, and while they aren't quite as agressively
powered, they're still often pretty strong. The big thing of course is the pile of Spawn of Tiamat,
which of feature prominently in Red Hand of Doom, a module I'm totally cool with. MM4 is
decent, but with so many other monsters in previous books and so few unique entries here, it's more
a book you turn to when you can't find that thing you know is from somewhere but can't find where.

Monster Manual 5 (Jul '07): The book of self-defeating mechanics? Fitting of a book leading into an
edition change, MM5 has a bunch of gimmicky monsters trying out new mechanics. Boss-in-a-can,
structured village devouring ecology, dies and spawns a zombie, abilities that cost hp to use, etc,
with the Thoon monsters being the big flagship family. Just like MM4, MM5 is a book you open
either because you already know the thing is there, or because you're scraping every book trying to
find something that will do.

-And with those thoughts in mind, it becomes easy to see why MM3 takes over so much in people's
minds. If MM1 is "underpowered," MM2/FF are "broken," and MM4/5 are "boring," what monster
manuals are left? There are plenty of fine monsters in other books, but the only pure monster book
left is MM3, and someone who has decided MM1 is underpowered (because their desired characters
are above normal power ratings) will naturally latch on to MM3 as the "correct" power level.

Fiendish Codex (1 Jun '06): The book of demon support. Monsters with nigh-irremovable on-sight
madness effects, plane shift stealing party members, the most efficient world destroying spawn
creator ever printed, and a gaze monster specifically designed to screw you if you dare decide to
avoid the gaze (guess what MM1 does not do?). The so-called "Dark Chaos Shuffle" is beneath
acknowledgement. The rules for demonic enhancement of objects are interesting, but either useless
or abused (and thus banned) for players and just a big pile of effort as a DM tool. So in the end,
there isn't very much to be going on with here: Monsters I won't use as default and stuff players
mostly shouldn't be useing bar maybe a spell or two. Fluff for various abyssal layers for inspiration
or use, sure, but basically a book I'll only use if necessary.

Fiendish Codex 2 (Dec '07): The book of devil support, this time with a whole bunch more player
targeted stuff. Devil pacts for free stuff: no. Devil feats: probably not, allowed one of these once
and the simple problem is that it's for Evil or "totally not completely Evil" characters, and saying
these feats are allowed just invites said characters. Hellbred: fine I guess. Hellfire Warlock is not the
expected damage output for Warlocks and has/will be nerfed as much as needed. And yet more
powerful monsters to be brought out as needed or ignored if not. FC2 is a lot more of a "main" book
pretty much entirely due to the Hellfire Warlock needing to be addressed (maybe with a side of
Hellreaver to support some ideas), but otherwise it's not any more important than the other monster
type books.

Exemplars of Evil (Sept '07), Elder Evils *(Dec '07)


-These two books are so late and so DM-focused, I'm still frankly amazed people can say with a
straight face that they're relevant for player use. Exemplars of Evil is where you'll find the ultra-
busted Uncanny Forethought feat for example, which lets Wizards just cast spontaneously- because
it's for DMs that can't build Wizards. Which means it didn't need to be a feat, and indeed, I've read a
sidebar in a 1st party book that suggests the DM just leave some spells open and handwave that their
BBEG just happened to prepare the right spell, which is far more appropriate and less disruptive to
The GameTM. And the rest of the book is a bunch of pre-made NPCs. So no, I don't much care about
anything in that book, it not assumed available for player or NPC use, and only if a player
specifically asks me for something and I deem it reasonable would it even matter.
-Elder Evils is a big book of campaign end scenarios. The stats will either work with your party, in
which case the book is good, or they won't, in which case the book is bad. Your players have either
not read the bosses and thus they will be fun, or they have and they already know the gimmicks.
The scenarios are usually interesting but some have glaring, obvious inaccuracies (adamantine does
not ignore all hardness, nice job breaking your central plot point!). The system of signs is
interesting, though the DCs for knowledge will again either match your group or not. But overall, I
don't want to play or run a game where 90% of the population is going to die no matter what anyone
does. Thus, Elder Evils run as written is not for me, though I could of course use it without the
apocalypse problems if I wanted.

Weapons of Legacy: They suck, basically no one cares. The PrCs are most often mentioned for
cheesing Hellfire Warlock damage or similar. There is almost no reason to even notice this book
except as a cautionary tale of how not to try directly tying magic item power to character level.

War of the Burning Sky: This campaign is mentioned because I like it's Commander class, and it's a
game I'd consider running, but that doesn't mean I'm cool with all of its added content (or heavy use
of classed humanoid enemies).

Various Module BS
No, I don't care if Expedition to Castle Ravenloft says you can make a non-magical whatever of a
magic spell because blah blah blah. Yes, I do find the Jaunter PrC from Expedition to the
Demonweb Pits reasonable. No, that "raven cleric" one is completely bogus.
-It should not require directly stating that modules are even less relevant than splatbooks to overall
game expectations unless the module itself is actually being used, but here it is. Like anything you
can show me and ask and I'll allow it within reason, but come on. No one should seriously consider
random stuff made up for individual dungeons widely relevant.

Various Modules in General


I would prefer to run or at least evaluate and adapt from a well-regarded existing module, because
level design is hard. That said, if you think I've got Strong Opinions on MM3 up there, well just let
me get started on how the published adventures change over time. In short- in addition to using
monsters with wildly different power levels at written CR, formula CR for advanced monsters (and
getting those formulas wrong) and templates with broken results that anyone should have caught in
playtesting, and of course blatantly ignoring the DMG's statements about encounter difficulty by
labeling adventures for characters of level X while supplying encounters that are always higher
than X, yeah the published modules can have problems. I particularly like how it's impossible to tell
if a major dungeon of Anauroch: Empire of Shade is actually in the null-magic zone. Not that the
earlier 3.0 adventures are pristine either- making up rules that don't work that way, killing PCs for
not having balance ranks if they step in the wrong spot, waves after waves after waves of
humanoids, etc. No module is perfect, but that doesn't mean some aren't pretty good and I've gotta
start from somewhere. So, shockingly enough, I will use modules just as the game expects: after
reading them through and being ready to make changes to fit my actual game.
ACFs and "bans." No "ban"list is ever free from further additions as required, but you get the idea.

Complete Champion
• 1st level pounce from Spirit Lion Totem Barbarian is banned, other spirit totems may be
negotiable.
• Spontaneous Divination and Domain Granted Power for Wizards are banned.
• Travel Devotion gives you one move as a swift action, not ten of them.
• Ring of the Beast is banned.
• Spells, items, etc that allow changing of domains are banned.
Complete Mage
• Arcane Hunter is banned.
• Focused Specialist is banned.
• Arcane Fusion errata is ignored (you cannot metamagic spells within the fusion)
Dragon Magic
• Dragonscale Husk is a normal armor bonus, can be targeted as armor.
• Taking a Drakkensteed does not remove access to other mounts.
Drow of the Underdark
• Hit and Run Tactics Fighter is banned.
• Ring of Anticipation is banned.
• Shadow Cloak is banned.
Dungeonscape
• Dungeoncrasher is banned.
• Paladin's Spirit of Healing is equal to their Lay on Hands pool rather than double (since Lay
on Hands has been upgraded)
• Penetrating Strike is banned.
Other
Whirling Frenzy is banned.
Cloistered Cleric is banned.
Improved Trip does not give you a free attack.
Knock-Down is banned.
Tripping now includes BAB on both sides of the check
Shocktrooper (heedless charge) provokes an AoO from target (compare Power Lunge feat).
Leap Attack applies only on the first attack.
Abrupt Jaunt is now Abrupt Blink (50% miss chance as Blink against one attack/effect, still huge)
Uncanny Forethought is banned.
Craven is banned.
Splitting is banned.
Valorous is a +3 enhancement that applies only on the first attack/you give up all other attacks.
-Any other charge multipliers I haven't caught below also apply only on first attack.
Magebane is banned.
Wraithstrike is banned.
Heartseeker Amulet is banned.
Anklets of Translocation (and essentially all teleportation items less than 10,000gp) are banned.
Belt of Battle is banned.
Nerveskitter is banned.
Massive initiative bonus items (say, anything higher than +2, no stacking) are banned.
Crafted Contingent Spells are banned.
Spell Engine and Spell Matrix are banned.
Restful armor and Restful armor crystals are banned.
Animated shields are banned.
Bead of Karma is banned.
Metamagic Rods are on thin ice.
Sculpt Spell (clarification): must choose area mode on preparation.
Wand Chambers: banned.

Banned Prestige Classes: Incantatrix, Spelldancer (no ridiculous free metamagic), Shadowcraft
Mage, Shadowcrafter, and the other one (no shadow illusion boosting).
-Abjurant Champion
-Most prestige classes can be fixed easily. For example, Initiate of the Sevenfold Veil would lose
casting levels, while a Blood Magus would gain some back, and Green Star Adepts could take full
BAB and a rebuilt capstone. Even Spelldancer's free metamagic could be properly capped. A
growing list of detailed fixes can be found later.

Metamagic Reduction: applies to the final total, not per feat. Arcane Thesis or Sanctum Spell can
reduce a spell to its original level, but not below, and without one of those a total spell level
adjustment of +1 or higher cannot be reduced below +1.
-Persistent Spell, if allowed, cannot be reduced, but is probably not allowed.
Caster Level Bonuses: may be capped to +5 if necessary.

Cloistered Cleric is banned.


Spells, items, etc that allow changing of domains are banned.

Darkstalker: banned.

Hellfire Warlock's Hellfire takes a swift action- this prevents it from stacking with the MiC items.

Entangling Exhalation: banned. I do not care enough to want to use this myself, nor to fix it when
its only use is turning simple at-will low damage effects from a couple specific sources into no-save
AoE control effects.
-Exhaled Barrier could be re-worked into a proper metabreath feat. Exhaled Immunity is stupid and
banned.

Surrogate Spellasting: banned.


Natural Spell: Should probably be banned. If you want to cast in Wild Shape, Still+Silent will
already do that, at a reasonable cost (and interesting opportunities for primates, parrots, etc). Even if
Natural Spell is increased to +2 to match the total, saving a feat for merely doing the main power
combo you want is more of a freebie than a trade.

Reserve Feats: are no longer "reserve." Instead you sacrifice a prepared spell or slot, which powers
the feat until the next time you recover spell slots. Rationing is how the game is already supposed to
work, so holding off on casting a spell is not a tradeoff at all.

Greater Manyshot: Banned. It makes no sense and serves no purpose in its book, only ever comes
up as pressure on Scout builds.

Healing Belts: banned. Yes, you heard me. They greviously violate all pricing guidelines, are so
good that they effectively become mandatory for every character, displacing all other healing items,
pushing the "1 hour adventuring day" even harder, and normalizing the idea that you should never
use consumables when treasure progression and the base game itself (as well as the desired
aesthetic) expect some amount of actual consumable usage.
-Note: Cure potions have been reduced in price to match wand charges, to encourage use even at the
lowest levels.
Necropolitans are banned. I think they're dumb and too easy, immortality via undeath is supposed to
be costly and significant, not a 3rd level "template" that leaves your personality intact and has a
whole "city" of them laying around. (move to a playable races section)

MM2 "Warbeast" Template pricing: Mega-banned. A tiny linear HD-only scaling cost for any
animal? Ridiculous. The template itself is iffy, being based on the difference between comm work
and specially bred war horses making it a clear DM world-building tool, and the pricing is no. I've
assigned prices to a number of un-priced common fantasy mounts based on warhorse and elephant
pricing, on the Mounts and Gear table below.
---
Spells
Identify is 10gp+1 hour, per item, up to 1/level.
Alter Self uses 3.0 version (disguises w/poor quality wings/gills only, can alter clothing).
Gaseous Form grants DR 10/- rather than 10/magic.
Assay Spell Resistance is reduced to +5, standard action cast.
Wraithstrike is banned
Conviction is banned.
Benediction is banned.
Divine Insight is banned.
Owl's Insight is banned.
Nerveskitter is banned.
Fearsome Grapple is banned.
Inspirational Boost is 3rd level (but base Inspire Courage progression has increased).
Enhance Wild Shape can only grant extraordinary senses or boost an ability score.
Greater Blink is 7th level Sor/Wiz (6th for Bards)
Greater and Superior Resistance have 10 min/level durations.
Mass Resist Energy is 4th level.
Greater Mighty Wallop is banned.
Fell the Greatest Foe is banned.

Mage Armor and Mage Shield are reduced to +3 each.


-Or, Mage Shield goes to +2, and Greater Mage Shield at 5th for 1 round/level can have +4. (And
Mage Armor is still +3). --And while we're at it, maybe a shield sized floating disk of force prevents
you from wielding two-handed weapons as much as it should, as in, you can't.

Enlarge and Reduce 3.0 versions are available (10%/caster level up to 50%, +1/-1 str at 20% and
40%), standard action cast, and at 30/50% they also give +1/-1 and then +2/-2 on weapon damage
(could be restricted to creature-only, but leaving that alone for now -also thinking that damage
change was a bad idea since it's still no-brainer all-stacking damage at 1st).
-Enlarge Person is renamed Gigantize and is pushed back to 3rd level, does not stack with Enlarge.
-Reduce Person is renamed Shrinkify, is also pushed back to 3rd, and does not stack with Reduce.

Web is 1 round/level, once free speed is reduced only by 1/2 (as creatures are still entangled within).
Glitterdust blinds for 1 round, dusting remains for 1 round/level.
Stinking Cloud only forces one save, lasts 1 round after leaving.
Entangle affects a 10' radius.
Greater versions of Web, Glitterdust, Stinking Cloud, and Entangle are available at 4th, 4th, 5th, and
3rd levels with their original effects.
-Glitterdust and Stinking Cloud are an inch from being returned to SR: Yes, as per their original 3.0
versions, but the 1 round nerfs should be enough. The more magically powerful and continual
"greater" effects should allow SR, and/or have 1 round casting times.

Cloud of Bewilderment is banned.


Nauseating Breath and Love's Lament are reduced to 1d2 rounds.

Black Tentacles: Is a mess between the 3.0 and 3.5 versions and the practical results, what do?

Rope Trick is 3rd level, lasts 10 min/level, does not protect against divinations or count as a different
plane, and a new spell Hidden Chamber is added at 5th (see New Spell Descriptions below).

Magnificent Mansion does not create food. That is not within the purview of the main Sor/Wiz list,
nor is it the primary effect, and the mansion is only one level higher than Heroes' Feast.
-M's Capable Caravel will also lose the food, and probably most or all of its full Mansion effect,
because it already creates a mobile fortification as a massive magically animated ship.
To-do: writeup cube-stacking fortress spell.

These immediate actions spells are banned (unless or until I see proof or decide that they are
appropriate for the party and needed for the PCs to succeed), but for completeness I would make the
following minimum changes:
-Wings of Cover is 4th level, and you lose your next turn.
--Alt: Wings of Cover is 4th, and provides only +8 AC and +4 reflex.
-Lesser Celerity is 4th level and you lose your next turn.
-Celerity is 8th level and you lose your next turn.

Ray of Stupidity is banned.


Ray of Dizziness is banned.
Ray of Exhaustion should probably be banned.
Blinding Spittle could be fixed, but the concept is wrong (aberration based druid spell), so banned.
Shivering Touch could maybe be fixed, but I'd rather just ban it.
Apparently Blood to Water was basically Mass Destruction, so now it's single-target.

Scholar's Touch is banned.


Amanuensis should probably be re-increased in level (to-do: a 2nd-ish level "scribe" spell)

A growing list of buffed spells in Spell Compendium shall be un-buffed.


-And apparently, a growing list of 3.5 PHB changes shall be un-changed.
• Heroism and Greater Heroism are removed.
◦ Potion of Heroism (900gp, +2 competence, 1 hour) is back in.
• Glibness is removed.
◦ Potion of Glibness (1,000gp, +10 competence, foil truth magic, 1 hour) is in.
• Haste is single target, and Mass Haste is back in (Bard/Sor/Wiz 6).
◦ Experimental 1, "the refund": Mass Haste becomes Greater Haste. While under the
effects of a greater haste spell you may choose at any point to cast a single spell as a
swift action. Doing so immediately ends the duration of every greater haste effect upon
you. This option is only available for the normal spell, cast by a creature or charged
(scroll, wand, etc) item using an action.
▪ Superior Haste (Sor/Wiz 9) might exist, allowing two swift spells.
◦ Experimental 2 ,"spell split": While under the effects of a greater haste spell, any turn
during which you cast a spell as a standard action you may cast a second spell as a swift
action, within certain limits. The combined level of the two spells, including adjustments
for metamagic, must be no higher than the highest level of spell you are normally
capable of casting.
• Temporal Stasis: If the target makes their save, the caster may continue concentrating on the
spell until the save is failed. The target is held in stasis by the spell while the caster is
concentrating and must succeed at a new save every round to prevent the spell from
becoming permanent, but the spell does not stop until it either becomes permanent or the
caster loses concentration. Abilities such as Mettle do not end the spell, the caster may not
transfer or substitute their concentration via spells, features, etc (they must use a standard
action every round), and the target cannot do or affect anything other than roll their save
each round while concentration continues.
• Bards lost a number of spells for no discernable reason, killing "gish" ability despite their
3/4 BAB and the increased focus on bardic music, the weapon buff. They can have these
spells back if they want.
◦ That said, I'm more inclined to create a new 7th level casting class with its own spell list
with the "3.0 Bard" spirit in mind and no massive "music" based buffs, leaving troop
inspiration entirely to the Commander. And for those most interested in a "jack of all
trades," direct them to the Factotum, which can actually improvise any skill and has no
limited list of spells known.

Many spells which grant blindsense, blindsight, and burrow speeds are awaiting roundup for the
chopping block. PCs are not meant to perfectly ignore stealth with ease any more than they are
meant to have perfect stealth, nor has anything ever been written assuming they can just walk
through earth. Some will remain, but only at 4th+ levels.

Blasting Spells: see Traditional Energy Spells below for changes to many popular (and unpopular)
blasting spells, including the Orbs, Scorching Ray, Combust, Chain Lightning, and Freezing Sphere.
-Melf's Unicorn Arrow (PHB2) is banned.
-Ray of Frost, Acid Splash, and similar 0th level damage rays are 1d6.

Weapon Buff Spells (clean-up):


-Greater Mighty Wallop and Fell the Greatest Foe are still banned.
-Sonic Weapon (SpC) is removed.
-Burning Sword (SpC) is removed.
-Frost Weapon (Frostburn) is removed, so Clerics and Druids do not have this spell.
--There is a cycle of separate 2nd level Acid/Fire/Frost/Shock Weapon spells lasting 1 min/level, for
Sor/Wiz and other appropriate classes, including Frostburn PrCs. They do not stack with one
another. They are Caustic/Firey/Icy/Lightning Weapon, to avoid overlap with magic weapon
properties (see Spell Descriptions)
-Flame of Faith (SpC) is the Cleric's energized weapon buff, and deities with a particular affinity for
cold, electricity, or ooze/acid, grant their corresponding damage type instead of fire.

No Shillelagh/Spikes/Brambles shenanigans, it is both too much and too toxic of a waste of time.
-Brambles is the Druid equivalent of Flame of Faith, adding +1 enhancement and +1d6 piercing
with +1d10 burst to a non-magical wooden weapon for 1 round/level, as a 3rd level spell, not
available to Clerics. It functions on ironwood objects, but will suppress a shillelagh spell.
--Spikes is a 5th level version that gives +2 enhancement and adds Impact/Keen.
---Give Clerics a similar Greater Flame of Faith?

Cantrips and Orisons


-Bonus spells: Add the same number of bonus slots for ability score that you get for 1st level spells,
to your 0th level spells.
-Light lasts 1 hour, Candlelight lasts 2 hours/level
-Ray of Frost et al deal 1d6. Note that Disrupt Undead, being positive energy, is "ghost touch."
-Guidance is a +2 bonus (used within 1 hour), but only works if you're 4 HD or less.
-Mending affects objects only up to 5lbs.
-Virtue is 2hp.
-Flare suddenly illuminates a 60'/60' radius for less than a second, which can dazzle one creature on
a failed save if you target them directly, though doing so allows SR to negate the spell. A creature
with Light Blindness which fails its save suffers that effect, but no others within the radius do.
Creatures hidden only by the concealment of shadows or darkness have their positions revealed if
within the central 60' of bright light (or must make Hide checks if within the shadowy 60').
-Amanuensis and Launch Item are not cantrips.
-See below for several new cantrips.

-Prestidigitation only manifests one effect per casting. Yeah that's right, I'm even nerfing the Big P.
The available effects of prestidigitation will also be limited: if a dedicated cantrip exists,
prestidigitation must be weaker than the actual spell. In particular the cleaning effect probably
needs to shrink, 'cause that's good enough to be its own spell. If enough effects are given their own
spells, prestidigitation will be given a revised list.

Other spell tweaks: I'm moving towards three main chunks in sort of reverse order: Class spell lists
generally have a list for PHB/brew spells, SpC spells, and then spells not in SpC which are usually
from later. A full doc of SpC and post-SpC spell bans/changes, and a second doc with bans/changes
for the other (pre-SpC) books (which might also want a list with all such spells including those not
altered) could be a goal. Class spell lists which are strict enough might have their "early" splat
spells added to the main lists instead. Forgotten Realms could use a doc with all its spells as well-
PgtF has all the spells from before itself, but that's pre-SpC and there's more books after. Eberron
has no SpC problems and just needs its own list, which probably exists.

Polymorph is not banned, but may also be restricted by HD of target, only allows the given creature
types regardless of the target's type (being an outsider does not let you turn into outsiders, etc),
forms may be vetoed individually at any time, and further restrictions may apply if needed (such as
single-brained creatures being un-able to use multiple Hydra heads or Octopus limbs, restoring the
old disorientation save vs penalty (or applying a -2 to limbs you don't normally have), lists of what
forms you are familiar with, strength of new form limited to +X above original, etc.). Polymorphing
is cool, but I will adjust or prohibt as needed to account for how monsters are not written for
polymorph and make the power of the spell match the group. If you just want one specific form,
consider asking for a dedicated spell. If you want Polymorph then like most things, you should ask
about any given form in advance if you want know beforehand if it will work (responses may
include "yes but not perfectly, you'll find out if you try").

-No, the Pathfinder version is not the solution. A list of buffs and a disguise bonus is not
Polymorph. Polymorph turns you into something, and if that doesn't involve a massive replacement
of stats, it's not Polymorph.
-If I ever accumulate a list of pre-ruled on forms, it could eventually become a list spell just like
Summon Monster X.

Unspecified shapechanging magics such as Polymorph and Wild Shape draw upon the truth of the
world. You do not need to make a knowledge check or perform some arbitrary amount of study of a
creature to become it, but you must legitimately know what that creature is, whether by experience
or cultural osmosis and accurate description. Something you've only read about would require very
detailed pictures and descriptions of abilities and behavior, while a person who grew up in bullette
country might become a landshark even if they've never actually seen one.

You cannot use Polymorph, Wild Shape, or other unspecified transformation effects to turn into
something that doesn't have a standard average statblock. This is somewhat of a "no unique
creatures" clause. Primarily it removes True Dragons, but there are a few other monsters with
similar creation tables rather than standard statblocks. The exception is that 1 HD Humanoids are
not removed, because that would be silly- the ability scores of a 1 HD Hummanoid form gained via
Polymorph use base 11/11/11 before racial modifiers.

The original rules for Polymorph were quite clear about what items remained usable and when: all
items were usable for monsters that use equipment, and none for those that don't, with many types
specifically mentioned as never or always, though these would logically be overridden by any
individual statblocks- and since the spell explicitly transformed your equipment to match, there was
no confusion.
-It should thus follow, that the standard expectation for shapeshifting magic is not that you carry
around a set of barding that someone else puts on you after you transform. It's ridiculous, it's not
what shapeshifters are supposed to do, no. Regardless of what changes I might make to barding
itself to make mounts and companions manageable: Barding is now its own set of proficiencies, so
training with humanoid armor does not transfer (the above ridiculous tactic is not "banned," but you
can pay the price or eat the penalty).
--Armor with magical properties that lets it shift with you works as normal: it has a price, is magic,
and does not produce the same ridiculous scenario.

Polymorph Any Object works as follows: it can duplicate the spells given in the PHB, as well as
appropriate spells from other books such as fuse or transmute sand<->stone/glass and flesh<->ice. It
can instantaneously transmute objects as Fabricate, or temporarily turn an object or creature into an
object within the parameters of Major Creation. It may also duplicate material alteration spells of
lower level such as Trobriand's Glasse or Ironwood. If used to duplicate Polymorph, the duration
increases to 1 hour/level. Spell might be renamed to Greater Polymorph.
-Hmm, Greater Polymorph sounds more like a 7th level hour/level version.
-Turning an object into a creature might allow duplicating a lower level summoning spell but
without templates and only certain creature types, but that might be getting too broad? 8th?
-PAO (experimental): more powerful and instantaneous transformations such as lead into gold,
turning an object into a creature, or changing a creature's race, might be possible with an xp cost.
I'm thinking xp cost= gp cost of desired result as a safe minimum. This fixes a number of entries
that seem to think the spell could already do this sort of instantaneous transfiguration, and putting
them here makes it more obvious that some things are absolutely within range of wish and other
non-epic (but still high level) magic. Note that this is the same cost as True Creation- some limits on
relation between the target and the end result must be maintained and this would obviously rely on
DM adjudication unlike True Creation's plain pay xp-> get stuff.

Shapechange on the other hand is probably banned, it's just too ridiculous, particularly if there are
actual shapeshifting based characters in play (who by definition use class features that are not as
strong as Shapechange). Shapchange's multiple form shifting seems to come from 3.0 Polymorph
Self, which lost that ability even in the base 3.5 update: Therefore at minimum Shapechange should
be into a single form with no re-shifts.
-With the level of possible abuse, Shapechange is begging for a very specific and short list of forms,
but as a 9th level spell it should be open- and being already the highest level spell, there's no way its
mechanics can foul something higher up. This makes it a good candiate for an expensive, time
consuming, skill check involing, research system, which can be part of the spell description itself
(where the one spell allows to to choose any form you've aquired for it).
-Edit: not sure why I'm saying this is good, or why I had a note that said a research system in the
spell would put the blame on the DM. Should re-check the thread I was reading at the time.

Summon Spells: The summon X lines may be cast as a standard action by anyone without any
special features, in which case the creature(s) will appear immediately and be vulnerable to attack,
but are unable to act until the start of your next turn. Rapid Summoning can be taken as a feat by
anyone with an appropriate spell, allowing them to cast those spells as standard action and have the
summoned creatures take one standard action on the same turn.
• This is mostly to reconcile the existence of such features and items, which are weirdly
restricted but also widely assumed. Rather than try to make a dozen ACFs just to let
characters who wants summon spells function at full speed do it, a basic tradeoff added to
the spells themselves and a general feat seem much more effective. Anyone can cast the
spell without being interrupted, but doing so means their summons can potentially be blown
away before they have a chance to act.
I've rewritten the Summon Monster list based on the 3.0 and 3.5 lists and the changes made.
Summon Nature's Ally will use the same list for natural creatures, but without templates, and needs
to have some fey/plants/beasts added.
• Summon Monster and Summon Nature's Ally are standardized so that creatures which
appear on both lists appear at the same levels, and many thoughtless 3.5 changes have been
reversed (mostly the blatant power increase across all of Summon Nature's Ally). Lower
level summons are roughly considered as battlefield control spells due to their lack of effect
against more significant foes, while higher level summons are often more akin to continual
damage spells due to their repeatable spell-like and supernatural abilities (though they can
also just be big hp tanks).
◦ I'm actually thinking a template for SNA creatures is even better, but I stalled out before
making a list of all the environments to see if they had a suitable spread for determining
energy resistance and smite targets. The template would let the shared list be fully equal
on the main creatures so the fey/plants/etc can stand on their own merits across from the
outsiders and such on the SM list.

Summoned Creature Effects: The general rule about cast spells ending when the summon ends is
extended to include all abilities. Anything that is not damage ends when the summoned creature
disappears, whether by duration or being "slain": no spawn are created, no diseases persist, poison
effects expire and secondary damage becomes moot, conjured objects or altered terrain disappear or
return to their original forms, etc. Further, no travel abilities beyond movement function for anyone
or anything other than the summon itself: they cannot carry your objects via teleport, turn their rider
ethereal, magically create passages, etc.

Gate: All creatures are unique creatures, boom done.

Planar Binding only allows you to bargain, bound creatures will never work for free. If a bargain is
not made they may automatically return to their home plane once free of the binding regardless of
effects or local conditions that would attempt to retain or compel them. If a bargain is made, the
payment is bound to the agreement and returns to the creature's home plane with the same guarantee
even if they are slain, or possibly immediately (at their option). Bargains for non-immediate or non-
material rewards are enforced upon the caster directly- such as transporting the caster or their soul
to a desired point on the creature's home plane, the transferal of magic or ability, etc. Payment may
only be extracted in this way from the caster, or possibly children sired after the deal is made if the
DM finds this appropriate for the campaign (in both tone and "actual" cost). Any equipment carried
by the called creature may be designated "bound" (as DMG2 bonding rituals) by the DM, making it
useless to anyone but the called creature itself.
• While you can only bargain, the spell remains risky because plenty of creatures would rather
break out and do as they please anyway, as well as subverting your orders out of petty spite
or simply to put in less effort. While a "Planar Bargain" variant initially seems reasonable,
the lack of risk and reliable bargaining is why Planar Ally has an xp cost in the first place
(and the further deity restricted lists in the second place). No xp cost, no guarantees.
• Defeating a creature you oringally called (or created, summoned, etc.) never earns you xp in
any way, in case you had to ask.
• The corpse of a called creature may be deemed unsuitable for other purposes. A core part of
the calling descriptor's optics is that the body remains, the same as if they had planeshifted
or travelled in some other way, but I could just as easily make a blanket ruling that
elementals, outsiders, spirits, etc. slain on the material plane are always rendered useless by
the act no matter how they got there.

Planar Ally typically calls only a specific type of creature per spell depending on the caster's god
(see Complete Divine), and casters whose gods aren't represented there or elsewhere can submit a
list for DM approval. The DM may alter the default creatures to create unique individuals and/or
substitute another creature if it seems appropriate, including instances where the caster has made an
attempt to request a different creature by some means even if they don't have a specific name, or
any other reason. As with Planar Binding, any payment offered is bound to the agreement and
disappears even if the called creature is slain, and the creature's own equipment may not be
transferable.

Price for Calling Services: The fair price for a service may be determined in a number of ways.
Using a spell or spell-like ability on your behalf may be the same as hiring it from any other caster,
as might be a similar sort of "single-action" service. Creating a magic item already has a market
price, as do many items supposedly sourced from various creatures, while acting as a go-between to
an extraplanar market would incurr a reasonable finder's fee. Planar Ally gives prices for service
based on certain durations, or values based on the treasure expected for the creature's CR or ECL
might be used. Trading for knowledge can range from free (the better to tempt you) to exorbitant
prices ("oh you need to know, well then. . . "), or be again rendered as a spell or brief service.
-A sort of retainer payment system might be used, where you pay an amount up front and the
creature serves as direted until the combined cost of its contributions exhaust the retainer (with a
maximum limit on time of course). This could represent legalistic bargaining or chaotic whims but
is ultimately priced and tracked by the DM regardless.

Negotiating with a Called Creature: Unless you have a special feature, at best this will function as
the diplomacy system, below. But since random un-named outsiders drawn from wherever usually
don't work as mercenaries or sell their services, and the more powerful an individual the more
annoyed they're going to be if yanked out of what they're doing by some rando, and many Outsiders
have massive Sense Motive and Diplomacy skills due to their overflowing skill points. . . Attempted
use of Diplomacy to negotiate could very well result in zero chance of success.
-Though with that system, compilation and analysis of the stated goals, desires, and preferences of
various published monsters as well as their statistics, and the availability of names of individuals
that do regular business, one could flesh out exactly why corrupting demons are so successful when
you could theorhetically just call an angel instead.

Bluffing a Called Creature: Look, the spells are supposed to incur costs. If you bluff or otherwise
use an advantage of information and/or wording that "should" outwit an outsider into performing a
greater service than what you're paying for, those services must be equivalent to or less than the
value of the spell you spent to call them. Otherwise it just doesn't work, call it an unavoidable
failure in the magic due to the caster's inherent cognition of the situation or something. A corollary
of this should probably be that any task which does not explicity specify the means by which the
creature will accomplish the task, must therefore be considered open-ended and incur a fee
appropriate to general service for a pre-specified duration.

Animate Dead: The 3rd and 4th level versions of the spell use the 3.0 skeleton and zombie statistics
and spell details (but using 3.5's DR), with Greater versions at 6th/7th for the 3.5 templates and spell
details (IIRC, 3.5 massively increased HD cap- the overall gp cost may have gone up a bit though).
In some ways I would quite like to see these 3.0 versions in action.
• The DM may make adjustments to the 3.0 statistics as neccesary, such as changing claws to
hooves for a horse skeleton, allowing an alternate weapon such as a scorpion with a single
more powerful stinger instead of claws, or altering movement modes. In rare cases this
might include a direct upgrade such as an extra natural weapon, natural armor or statistic
increase, or retained special ability, if and only if the DM feels they are neccesary to capture
the feel of a high quality animated corpse and do not create an overpowered result. You are
not a bloodthirsty pokemon trainer, you animate minions and occasionaly get a better one.
• The Greater versions may be removed or restricted if they still prove too problematic even at
the increased level.
• The base learning of the spell may provide only a 1 HD/level control pool, requiring a feat
to increase it.

Command Undead: Duration reduced to 1 hour/level, targets gain +4 on saves if already threatened
by the caster or their allies, and the spell always allows a save, as it is effectively "Charm Undead."
• Alternatively, a game could be declared as a no-undead/minons zone and the spell removed
entirely along with the animation spells and long-term mind control.
• As interesting as it might seem to make mindless undead so "vulnerable" to control, in
practice this means that (one, poorly considered) spell screws over of a foundational type of
foe for the DM. Command Undead is, surprise surprise, not a 3.0 PHB spell, and thus was
no part of any of the main testing of such foes. It appeared in 3.0 Tome and Blood
(alongside two necromancer classes)- so, any testing it did undergo was most likely with the
far weaker and standardized skeletons and zombies of 3.0, and none of the additional and
more powerful mindless undead added in later MMs or using the 3.5 templates.
◦ This does posit the possibility of a Control Skeleton/Zombie spell that does have no
save, in a game where skele/zombie are only the 3.0 fixed HD versions.

Mirror Image (clarification): If you don't spread out your images, people can just swing blindly at
you for 50% miss chance, no special rulings needed. If you do, they can make educated guesses
about which one is you. A typical response would be to ready an action to attack whichever image
launches a spell, projectile, or successful attack, or to attack whichever image is shown to be solid
by an ally's action. A phrasing of "attack the real one" is actually pretty straightforward.

Illusions (clarification/ruling): The reason illusions are usually accurate, despite the fuzziness of
detail that people can actually hold or fashion simultaneously in their mind's eye in an instant, is
because they aren't created by visualization. Illusion [figment] spells draw from your subconcious
memory, your ability to recognize, which is why even un-artistic casters can use them. Quite
literally the opposite of [phantasm]s, which draw from the target's subconcious.
• This means that in order to create an illusion which does not automatically arouse suspicion,
as is usually the goal, you must have seen (heard, felt, smelled, etc) whatever it is you're
trying to make an image of, in person. This is also what grants the common +10 bonus on
Disguise checks from using illusion magic.
◦ However, Illusion spells do not grant perfect memory recall: if the caster remembers
something incorrectly, the illusion supplies what they think they saw, drawn from their
subconcious as normal. Ex: If you didn't pay attention but think the thief had green eyes,
your illusionary depiction will have green eyes, even if they were actually blue.
▪ This is a border area where the DM's level of description and players' note-taking
cannot be used aggressively against them. PCs who should notice details, should get
those details right (possibly with a retroactive skill check if deemed neccesary), and
players who asked questions don't suddenly forget without good reason. These are
basic good-play practices.
• If you are attempting to create an illusion of something you have not personally sensed,
those viewing it may instantly disbelieve, with the precise mechanic yet unchosen-
possibilities include:
◦ All viewers recieve an immediate Spot check vs Disguise, caster level, or some other
roll.
◦ Anyone who saves against the illusion gains a bonus on their save (which could be a
fixed number such as +4, or a granular scale chosen by the DM based on how much you
needed to fudge), and may or may not instantly get a save even without interacting.
▪ From here the "illusion contest" is a simple extension, creating images of things that
don't exist, and thus the better illusion holds up against the most people.

Illusions (clarification): Spells which create an illusion of "an object, creature, or force," create the
illusion of an object, creature, or force, singular.
• A cloud of mist/smoke/dust/etc is not an object- it is a cloud of uncountable smaller objects.
Nor is a bunch of objects "connected by thin/invisible wires" a single object.
• A creature plus "its summons or spawn" is not a single cretaure, nor is something that shoots
projectiles. Even a creature that "breathes fire" is shaky unless it's nearly continuous.
• A "force" is poorly defined: Let us say that you may impose an illusion of the effects of a
force on a creature, object, or area, so long as those effects would not result in it or
something within it changing position.
◦ For example, you could make an object or creature seem to be on fire, though a creature
will quickly recieve have proof it is unreal due to their not taking damage. Or make an
area look windswept, as long as there are no significant loose objects.
• A fire, or body or stream of water, will be considered an object for these purposes.

Illusions (clarification): (thresholds of interaction)

Dominate (clarification/houserule): subsequent saves do not currently end the spell, because that
would make it impossible to dominate anyone with half a spine, making it rather useless and non-
scary for long-term compulsion. However, anyone with half a spine has plenty of room to resist and
subvert orders, and as a spell that requires a move action directive to change orders, you can be
under only one set of orders at a time- so making that save to resist a subersive order means you're
free. Until they issue a new order that sticks (and there are plenty that won't trigger that extra save).
Intelligently worded orders require an intelligent being, while an emotionally agitated fool might
give easily subverted orders. A DM should consider a variety of orders based on the situation and
what opportunities are meant to be available, before a session where they actually use this spell on a
player character.
• The irony of how long-term Domination is horrifying, but only because I've made a ruling to
make it match the knee-jerk horror which the spell as written doesn't actually do, is not lost
on me. This houserule is actually what the higher "true dominate" or "thrall" versions of the
spell in various books do.
• The 2-3 strikes rule I've used in the lock memory spell below could also be used for a middle
ground in defeating dominate person.

Charms (clarification/ruling): Despite many monster entries' claims to the contrary, charm effects
are not sufficient to enslave someone. They technically do not even make the target "helpful," but
merely a "trusted friend and ally" with an attitude of Friendly, and the ability to give them orders
with an opposed Charisma check. If the target has someone else they regard more highly than
Friendly, threatening that person allows an immediate new save to break the charm, and even if not
broken, any attempts to give orders that would harm someone more important than you
automatically fail.

Suggestion (clarification/ruling): Despite the suggestion of the title and need to make it "sound
reasonable," mental gymnastics and ignoring the obvious do not make your orders more reasonable.
This will be interpreted harshly: suggest-ing a foe who knows they are outmatched should flee will
in fact gain the save penalty, but trying to pretend a pool of acid is a "nice refreshing dip" fails
miserably to no effect unless the target happens to also be immune to acid. Telling a creature to
stand down and let you loot its belongings or kill its allies is never reasonable, unless you have
proven that resisting would be worse. Suggest-ing they fight/kill a certain member of your party
first, fight at range, fight in melee, refrain from or use only magic, retreat to or not leave a certain
room, are potentially possible. The attitudes of creatures towards each other and their dedication to
fighting the PCs, as well as the threat that the PCs represent, are all critical to the success of this
spell, and such evaluations are entirely within the purview of the DM. The knowledge or perception
of the target may or may not apply at the DM's option (if you know X is hazardous then it is less
reasonable, if they know you have magic then anything could be a threat, etc). The sentence or two
of a suggestion has a limit of around 25 words.

Sending (clarification/ruling): While the response must be made immediately, the recieved message
lingers and is easily recalled for several minutes (so it can be commited to memory or written
down). Because while it would make narrative sense in a book for something to hinge on a failure
to immediately write down a sending, for practical use and actual play standards it's better to be
clear that the recipient has every opportunity to commit the information.

Line Areas (clarification): As per Rules Compendium p135, when a line goes through an exact
intersection, it hits all squares around that point. Thus a 5' wide line can always be aimed such that
it will hit a given 10' square- just look at the diagram. Furthermore, because you can fire a line at
any angle you want, you can always avoid hitting people at the "end" of a line, by angling it up or
down so that it grounds out in front of or flies over a certain square.

Disguise Magic and Skills (clarification): Successful spot checks inform the user that the target is
disguised, ex: "Something seems off, you think that X is not what it seems (under some sort of
disguise)."
-People who don't know anything about the sort of creature you are disguised as take a -10 penalty
on their spot checks.

Phantom Steed: should probably be nerfed into submission. It grants scaling speed into flight which
might have been less ridiculous when fly was 90' Good at 3rd and flight items were wrong decimal
place cheap, but not now. Also, particularly with the increased X Mount spells, shouldn't a conjured
mount be a creature and not an arbitrary scaling spell effect? Phantom Steed is a lot like Mage's
Sword, and hell it would give Evocation some "utility."

Mage's Hound: and with that previous note, these would change into evocation as well.

Minor Creation: reduce level to 3rd for spacing vs Major? And no "lol black lotus extract," which
should be obvious. Note that 1 cu. ft./level is a smidge less than one 5' square of 1" thick, per level.
Move Earth: reduce level to 5th. Calculate wall volumes?

Flesh to Stone (and similar) -need to actually make a choice here: This family of spells might
require some rewrites regarding the status of items worn and/or carried by the target. The classic
petrification shtick of "incredibly lifelike statues," obviously has an expectation that the target's
clothing and gear must transform with them to create the proper image. But 3.x relies heavily on the
magic item system, where the PCs are expected to loot their foes' equipment. Thus, the PCs cannot
actually use any petrify effects without causing an even worse version of the prisoner problem,
needing to un-petrify and deal with the "defeated" foe in order to get the loot. This can be viewed as
a "balancing" factor of such spells (and the freezing of gear an effective complication when it
happens to PCs), but it simply clashes too much with gameflow, pacing, and the existence of flat-
out kill spells at the same levels. Furthermore, well-known "exploits" found in the lack of real
defintion or limitation on things like: petrifying someone, turning the statue to mud or dust, and
purifying the mud/dust out of existence, potentially leaving them and everything they carried not-
dead and not-destroyed but impossible to un-petrify, well that's the heck of a dumb loophole to have
in the rules of the universe.
Potential fixes:
-Non-magical gear is always petrified, magical gear is not.
-Petrified items on a creature can be targeted and restored individually.
-The caster may choose to affect only the creature and not their gear, or everything.
-A petrified creature or item is never treated as stone for any other effects: even a stone to flesh spell
only affects them because they are a petrified creature.
-Destroying or rendering incapable of de-petrification any of a creature's life-critical organs, a full
cross-section of an item, or more than 50% of the original statue regardless of shaping, kills the
creature or destroys the object. The soul departs, the magic of an item is lost, and effects which
attempt to locate them work only as they would for a dead or destroyed target, because the target
was in fact killed or destroyed, even while petrified.

Necrotic Cyst spells: they're squicky and are constantly trotted out as being super powerful for this
or that, I don't like them by concept or mechanics, they're so out it's taken years for me to even
notice how not-allowed I've been taking them without actually stating it. So: no.

Raise Dead and Ressurection spells: see Miscellaneous Supplemental Rules for raise/ressurect spell
changes.

PHB list of 1 round casting time spells: antilife shell, call lightning, changestaff, creeping doom,
deep slumber, dominate animal/person, enlarge person, enthrall, fire storm, lesser geas,
hypnotism, insect plague, modify memory (1 round+), mount, reduce person, sleep, statue, storm
of vengeance, summon X, zone of silence. Similar spells could have their casting times adjusted at
any time (though overall that would be a large project), and many items ought to as well.
-Also: bardic Inspire Heroics. None of the other songs for whatever reason, just this one.

1 round casting time spells in items that don't inherit casting times: Mostly this is calling out
Potions of Enlarge Person, normally a super cheap and super powerful buff. With the nerfs applied
above, those versions of Enlarge/Reduce are fine acting at potion speed, but a potion of Gigantize
should not take effect until the start of your next turn (still effectively granting you an un-
interruptible casting benefit). Other items have often had their cost, trigger, and duration heavily
modified, and so should be ruled individually.
-Items that produce sleep, or use prices based on sleep items, need to have this accounted for, and is
another reason "drow knockout poison" and "alchemical sleep gas" are super-busted.

List of other spells that ought to have 1 round casting times?


-Since the expectation is standard action, and many of the spells which ought to have the 1 full
round nerf have themselves already been nerfed into forms more suitable for standard actions, that
would be rather at cross-purposes. It's easier to nerf spells as they appear than to comb all the books
and increase the casting time on everything, and so the same standard action tunnel vision applies. A
project for another time.

Magic Items
• Identifying magic items should take some effort, but not too much.
◦ The arcane material component cost for identify is reduced to 10gp per item, with a
casting time of 1 hour per item, up to a limit of one item per caster level. The divine
version remains 2nd level with no gp cost.
◦ Scrolls remain easily identified by read magic, potions can be identified via Alchemy
skill (DC 25, 1gp per roll or 20gp to take 20) and are consistent so characters auto-
identify potions they are familiar with by sight and taste.
◦ With the cost reduction, items such as the Artificer's Monocle are less ridiculous.
◦ A middle-grade spell could be created between identify and analyze dweomer if desired.
• The pricing of magic items defaults to whatever class I find to be the most appropriate to be
crafting the item such that you can actually buy it. This starts with the lowest level among
Cleric, Druid, and Sor/Wiz main spell lists. If the spell is only found on the main list of
another core class such as Paladin or Ranger or Bard, or an "alternate" or "setting" core class
such as OA Shaman, those levels are used, as long as the spell/item is found to be
appropriate for general sale in the game.
◦ There is no designation of "common" or "rare" spells, because making the list would be
a giant pain only cause immedate problems with X spell being walled off and what
people should have to do to learn it etc.
◦ Spells which happen to be found at a lower level on some other base class do not use
that level for standard pricing. Healers get a bunch of Cleric healing spells early. This
does not retroactively change the standard pricing of items based on those spells, which
used Cleric levels to set the expectations of the game, to which the Healer was added.
This is called access to a spell at reduced level.
▪ A character with access to a spell at reduced level does reduce the price they pay to
personally craft charged formula items such as scrolls, potions, or wands. They do
not change the price of permanent items they might craft. If they sell a charged item
it has market price based on their calculation, not the more common market price
based on the standard higher level version: having a spell at reduced level does
generate instant profit. The person you're selling to has as much or more access to
identy magic as you, they know what you spent and what it does and what they're
willing to pay.
◦ If a spell is found only on a specific domain or prestige class list, it is likely not available
for purchase at all. If a city's NPCs are detailed, a given city may not even be capable of
crafting certain "common" DMG items, if they lack access to the required spells.
▪ The reverse is also true, so if an NPC with a certain rare spell is available, then they
can potentially contribute that spell.
▪ A city with multiple dedicated higher level crafters can be presumed to be capable of
creating almost anything, as long as the PCs have not offended them in some way.
◦ Consumables may be ruled to be perishable within some amount of time, such that they
are usually un-saleable. This allows the DM to place consumables that must be used
within X adventure/s, without disrupting later adventures, and removes all sorts of
consumbable assignment, budget, and hoarding problems.
• My magic item bans and alterations notes are much older than the rest, so some entries will
need to be revisited. But more importantly I only got through the DMG and about half of
MiC, with a few extras.
◦ Which means I don't have explicit notes on Complete Mage and Complete Champion,
but many of their items are most definitely getting whacked.
Other clarifications and changes.
• Magic Immunity does not care about SR and blocks any spell, save those the DM decides
are sufficiently indirect. Supernatural abilities will be ruled case by case.
• LA buyoff is backwards and does not exist. If a level adjustment is assigned, then it stays
until/unless it is compensated for, more likely with an ad-hoc gp value.
• Undefined NPC attitudes are a Cha+circumstances check, not Diplomacy.
• Bluff and Diplomacy (Negotiate) have been rebuilt to work more like Intimidate.
• Standing orders for mindless creatures start at max 25 words, may be reduced further.
• Potions worth 100gp or less may be brewed in 1 hour.
◦ Potions of Cure spells use 15gp instead of 50gp to determine their price (compare
wands), though almost no other spells are appropriate for this change.
◦ Brew Potion governs all elixers, unguents, salves, ointments, glues, pigments, perfumes,
dusts, powders, slingy stones, etc. Any of these is a specific "potion."
• Scrolls worth 100gp or less may also be scribed in 1 hour (per spell).
• Staves must have a minimum of two spells and one of them must cost 1 charge per use.
• Scepters (LEoF) are allowed to have a single spell, and at 2 charges per use if desired.
◦ Scepters have min CL 6th, and otherwise use staff pricing.
• Characters can designate what materials they make magic items with (see feat tweaks).
• Unconcious creatures and saving throws/willingness are determined by the DM based on the
creature's best interest/desire regardless of subterfuge. Hostile intent is hostile.
• If the party faces only one (possibly even two) encounters in a day, that xp may be given a
favorable circumstances reduction due to lack of threat, unless the encounter is sufficiently
deadly and/or the party maintained readiness for further encounters. Or in layman's terms,
going nova on fights when you don't need to means you get less xp.

Negative hit points increased to -10-1/2 level? Or, is -10-full level so bad? I would rather have a
change not based on fine level, but bigger jumps at thresholds don't work any better (and stat based
scaling is quite right out). Or maybe leaving it at the fixed -10 to create the high level "fighting at
the edge of death" effect is better.

A character may only wield as many weapons or "weapons" as they normally have hands. Some
creatures have fewer slots for other magic items due to physiology, and the majority of humanoids
only have two "slots" that can activate weapon properties.
• Thus, holding a weapon in the same hand as a gauntlet suppresses any weapon properties of
that gauntlet (passive properties in particular). Actively wielding armor or shield spikes or a
hidden blade, will suppress a held weapon (while applying those of the new weapon),
though if wielding two weapons you may choose which to retain and which to suppress (as
you are now wielding a body blade and a weapon, one primary and one "off-hand").
◦ This still isn't enough to fix the ridiculous initiative bonus items mind you, those are still
banned.

Tiger Claw maneuvers which give attacks "for each wielded weapon" work for a maximum of two
weapons, even if you have more than two hands (for balance purposes, I will all but guarantee those
were never actually tested with 4+ armed characters or polymorphing into such). Manuevers which
allow you to attack with "both" or "each weapon" allow you to replace one or both weapons with
any natural weapon you have two or more of (such as most claws). You may also use a slam, if the
slam is from a smaller limb (not a full body, tail, or similar), or a bite.
• The goal here obviously being that you can actually use Tiger Claw with claws, as well as
racial features such as the Darfellan bite or the Warforged slam, or natural weapons gained
through other means. Having a discipline about acting like a beast which doesn't actually
work for any beast features is ridiculous.
NPCs, Animals, and Monsters.
• Commoners and Experts may have proficiency with any one weapon they own, even if it's
not Simple.
• Adepts add a single domain to their spell list.
• Hirelings (clarification): You must equip, feed, etc your hirelings in addition their wages.
• Black Bears gain +1 hit die (hp 26) and climb 20'.
• Brown Bear stats reduced to AC 14, Str 23, and d6/d8 claws and bite [2 claws +9 (1d6+6),
bite +4 (1d8+3)], with no Improved Grab. They are on the smaller end of Large, with a
weight of 250-800lbs, a height of around 7.5', and their CR is reduced to 3. These are actual
brown/grizzly bears.
◦ "Brown Bear" original stats are renamed to Cave Bears. As a base statblock in MM1
they can't be entirely removed, but they're not available for companions or shapeshifting
and I'm trying to jigger them out of the summon lists too.
• A Kodiac Bear uses Polar bear stats wth brown fur.
• Seals and Sea Lions (Stormwrack) also need to be researched and re-calibrated.
• Tiny Housecats can attack with either all their claws (similar to a hawk's talons), or their
bite, but not both. Either option deals 1d3 base damage (1d3-4 total). They have CR 1/5
◦ Egregiously large/heavy cats might have higher Str of 5-7 and attack with both, one
primary and one secondary. These are not selectable as normal familiars, but are fairly
common in the world. They have CR 1/4.
• Small cats have claws (1d4) and bite (1d4), with Strength scores ranging from 7 to 12, and a
full 1d8 hit die. They are CR 1/3-1/2, and up to Str 9 are suitable as a standard 1st level
Animal Companion (comparable to a Small Dog).
• The Serval (Sandstorm) has weirdly high damage for a CR 1 creature. Possible fixes include
flopping to bite primary or removing the rakes.
• Note that the Tiny Rat in the MM is a full foot long minimum, not counting the tail, and is
the same size rating as a housecat. These are particularly large, and thus pack a bite that can
deal damage.
◦ A Diminutive rat would still be a full six inches long from nose to rump, but this might
be small enough to reduce their bite to no combat damage aside from potential disease.
▪ In general, Tiny or smaller creatures are limited to one natural attack, if any, and
manufactured weapons for creatures of that size may begin failing to damage larger
creatures if not large enough. Few, if any, creatures should need these rulings.

Monsters with nerfed spells reserve the right to use the un-nerfed spells, if the DM decides the
monster was calibrated correctly for the original effect. Otherwise they use the same as everyone
else.

Grappling: Creatures more than three sizes larger than their grappling target could be forced to take
the -20 for holding on with only the one appendage, or an ad hoc -10 for two hands, when it is
physiologically preposterous that trying to hold onto something that small could give them the full
grapple penalties (a human trying to hold a rat does not loose leg function, etc). Unless those
grapple penalites are ruled to be "concentration," as a human trying to hold onto a rat probably does
stop moving at full speed or paying full attention to their surroundings, else they lose the rat.

Gaze Attacks: Creatures with gaze attacks may choose to face in one direction at the end of their
turn, exempting all creatures on one side of them from the gaze, at the cost of blinding them against
anyone on their blind side. Similarly, a creature may react to a gaze attack by turning their back at
the start of their turn, at the same cost. These are extensions of the way gaze attacks already
function- actual Gaze attacks have never been instant single-glimpse gotchas, though some "on-
sight" abilities are.
Birds of Prey and Realism: In real life the vision of birds of prey, such as the hawks and owls easily
available as familiars and animal companions, is ridiculously good- anyone who's read Animorphs
has had this drilled into their head repeatedly. However in DnD, Spot checks don't work that way,
and the cost of a hawk familiar + speak with animals (or just speak with master) is quite low for the
amount of information that would be suggested. So something's gotta give, and this time it's
realism:
• Real life animals such as hawks and owls that have extremely powerful eyesight cannot
relay that extra information via speech, telepathy, magic that allows sharing of sight, or any
other method, even if they are granted human intelligence. They recieve the listed Spot
bonus and use the skill like any other character*. The ability to sense a mouse in a field
thousands of yards away allows them to hunt for said creatures in general where a human
would fail (falconry!), but no more. In effect, their predator super senses only "kick in"
when they decide to hunt, and only ever help them perform their natural survival functions.
They can see/relate prey, predators, mates, shelter, etc, but that's it.
◦ *If neccesary, raptors might double or quadruple the distance required for Spot penalties
to give some greater oomph. But even if they simply ignored them altogether, that
benefit would still not allow them to sense prey so easily (mice have far greater Hide
modifiers), so ignoring them cannot even be claimed as an easy fix. While completely
ignoring the penalties would still be too much to allow them as aerial scouts by making
distance a complete non-issue. Thus, at best they get x2 or x4 distance per Spot penalty.
• Note that encounter/maximum spotting distance for being airborne is already huge, and only
creatures attempting to hide or deemed sufficiently obscured even require Spot checks.

Grappling notes and clarifications (apparently I don't have a main grappling notes doc):
• Constrict/armor spikes deal damage in addition to the unarmed damage of a grapple check.
◦ This includes the roll to grab on with Improved Grab+Constrict.
▪ These creatures (apparently) deal two attacks worth of damage if they grab, and then
also two attacks worth of damage for every iterative grapple check later. I'm not
convinced this Rules Compendium ruling is right.
◦ Constrict often applies on any grapple check even though it's not in the main definition
(due to the wording in monster entries), will be enforced/waived at DM's discretion.
▪ The classic advice "don't struggle it will crush you faster" matches with this reading,
and allows some nice extra constrict damage on top of the initial grab, but without
spamming double-hit like the RC ruling. It also allows creatures with a single
iterative to pin while still dealing damage.
• Improved Grab upgrades your grapple check damage from unarmed to match the natural
weapon you grab with.
◦ Creatures that Improved Grab early in their attack routines can use the -20 option to
keep the rest of their body un-grappled and finish their full attack or just let go now.
◦ The Snatch feat deals automatic squeze damage only to creatures 3 sizes smaller, but the
Improved Grab effect still works against creatures only 1 size smaller.
▪ However, Snatch does not upgrade your grapple check damage to match your natural
weapon.
• Multiple natrual weapons never convert into grapple checks, only BAB and haste do.
• Pinning an opponent only lasts for one round and must be repeated every round to maintain.
This means creatures without high BAB, automatic damage, rakes, or the right type of
constrict wording have trouble finishing off people they've pinned.
◦ Being pinned gives you Dex 0 regarding AC for a -5 modifier (as Rules Compendium),
an additional -4 AC against people outside the grapple, and continues to deny you your
dex bonus (lose dodge and get sneak attacked, etc) against those outside the grapple.
Character Creation

Fractional BAB and Saves: BAB and saving throws for multiclass characters are fractional (that's
+1/2 levels if high or +1/3 if low, for saves, and +1, +3/4, or +1/2 for base attack bonus), and you
only get the base +2 for a high save once per save. Ex: a Clr 1/Wiz 1 has a base Will save of +3,
which is +2.5 from Clr 1, and +0.5 from another level in high Will save, while their total BAB is
+1.25 which rounds down to +1.

Ability Scores: The game does not seriously expect starting 18s. Standard point buy is 25 points
but still allows starting 18s, so to avoid guilt trips ability scores use
- the Elite Array: 15/14/13/12/10/8
-New array; Specialized: 17/14/11/10/9/8. This allows a higher primary stat, but nearly all other
modifiers fall. One of the negatives can be easily removed by bumping the 9 to a 10 later if desired.
-New array; No Weaknesses: 13/13/12/12/11/11. This is actually 26 points, and by having no stats
higher than 13 would normally allow a reroll. However the lack of any penalty stats, and the
flexibility of having four stats that are just one point away from bonus increases, could be useful.
-The single-word answer to what "Charisma" means, is Assertiveness.

Hit Points: Max at 1st level (as normal), then average. Average alternates between the lower and
higher middle results on the die, ex: average for d10 is 5hp at 2nd, 6hp at 3rd, 5hp at 4th, etc.

Starting gold for 1st level characters: roll one die, take average on the rest.
-Animal companions and familiars are worth a loss of starting gold appropriate to the creature. The
iconic Wolf is worth 150gp (beyond the Druid's starting gold unless all characters are granted
extra), birds of prey such as Hawks and Owls are worth 50gp. Uncommon animals may cost 10-15,
and common animals can be found for free. Familiar bonding remains 100gp.

If you want to avoid ability score prerequisites for a combat feat, the answer is either the Monk or
Ranger class, with a new fighting style.

Elven generalists are only acceptable if all other wizards are specialists (and if so, they probably
wouldn't need to be "elven" anymore), and even then it's sketchy. Wizards being specialists is only
acceptable if sorcerers are being tuned up.
-That said, if Sorcerers are using the Psion-equivalent upgrade, they have equivalent power to
specialist Wizards and Clerics that make good use of their domain slots. Compared to that upgrade,
Wizards would expect to acquire additional spells for their books, since the Sorcerer starts with just
as many and no restrictions.

If the lack of level-based prerequisites on metamagic feats is abused (to frontload multiple feats that
can't actually be used at low levels), prerequisites will be added.

The standard party has one cleric and one wizard. These are not absolutely required, but parties
should not have more than two full casters, and parties which have middle-grade casters (5th-6th
level spells which start at 1st level) should probably replace the full casters at 2:1 (so you can have
two middles and a full, or a whole party of middles). Of course, this applies mostly to a full group
of four players where each is willing to accept a standard party role.

The standard party has a meatshield and a Cleric. This means that by default there are supposed to
be two characters with heavy armor and shield: the party should probably have two tough
characters.

The standard party includes a trapfinder, and this character is expected to not be as good at direct
combat, nor have powerful spellcasting, but instead be more situational. Even if they don't have
trapfinding, the "fourth wheel" is expected to conform to this: just as the party should not have a
third full caster, nor should they have a second full bruiser, or some non-existent "uber-buffer" or
"face" role.
Alignment
-You can be Good, or Neutral. If you think you can play an Evil character in a way that doesn't
screw with the game, your alignment is "to be determined" and I will assign/reveal it only if it
becomes relevant, assuming you manage to keep the character in the game. If it turns out your
"neutral" character is in fact Evil, this is not a problem unless it's a problem.
-Chaotic Stupid is not allowed.
-Paladins do not fall because someone tries to give them a moral dilemma: they are Paladins
because their judgement is trusted, and "testing" a Paladin tends to end with either a martyr or a
foot of steel through your gut.
-Be advised that I will not be hoodwinked into some bogus reading that says X is totally okay:
Selflessness is Good, harming others that aren't harming you is Evil, dogma and obligations Lawful,
and the rejection of dogma and obligation is Chaotic. A "personal code" that says to follow your
desire or which you ignore when convenient is not a code, it's Neutral. If a person who is so without
laws or rules that they can honestly say they never follow any, refuse all commitment, and demand
that you simply trust them to always react correctly sounds unsettling, it should be: just as
unsettling as someone who follows their rules so strongly that they have no ability to compromise
or go off-script (as of course are the Greater Good/self-sacrifice zealots and zero-empathy
psychopaths).

Gender and Ability Scores: In case it for some reason needs to be stated, no, DnD does not care
about gender when generating ability scores (except for MM1 Drow, which can be removed if
neccesary). If the world does have a trend of one gender having a higher stat, it is due to not-so-
random assignment of scores to abilities in the general NPC population. But at the end of the day
while there may not be as many female humans with 18 Str, they definitely exist and with no greater
effort, because that's how the game is fair (if anything, there might be a higher ratio of female to
male at the top rather than the middle: a near equal number of elite women and men attaning/taking
top Str, but more men on average taking mid-high Str to match their desired/expected roles). This is
known and accepted by people with sufficient worldly knowledge.

Child Characters: There are no standard rules for child characters. I could make some, but would
inevitably think of more approrpiate penalties down the line- smaller size and ability penalties sure,
but what about circumstance on social situations because adults don't care? Etc. If you want to play
a Small comic relief character, there are small races, many of which seem designed for comic relief.
If you want to play a child-like character, such as how manaketes are often treated in Fire Emblem-
well I do have stats for manaketes. If you want a character who is treated like a child despite being
physiologically grown, that's how elves under 100 are supposed to be portrayed at home, though
I've never heard from anyone actually making a point of that roleplaying aspect.

If you want a game about concepts of adulthood and loss of innocence and coming of age and
whatnot, that's probably a lot more role-play-y than I would expect my game to get, and likely to hit
immediate problems in any published module. Sure I can totally see a DnD setting where an
advanced society has led to the modern upbringing and moral expectations that feeds into those
tropes while also mechanically supporting magical girls or other such characters fighting DnD
monsters. But it also tends to require a much more personally focused story, rather than one where
the protagonist runs off to some random ruin to stumble into a save the world quest that has nothing
to do with them. I'm not putting in that sort of investment until I know I've got a group that will
actually finish year+ campaigns.
Medium Races
-These are tweaks I am definitely making to basic options, but part of starting a game should be a
discussion on what races people want to have around. If there has been no list or discussion yet, feel
free to bring up whatever you like. Even more than most things, wacky races are easily asked for,
and usually easily granted (pre-game) and fixed (if required). As long as the party isn't too bizarre
on the street, I am all for interesting race picks. Be an orca-man with bite attack and hold breath, a
human that can turn into a teeny animal, a sand-swimmer, a dragon-shifter, a fey, a primitive, a
planetouched, etc. Just no monkeys.

Racial Requirements: Unless such a requirement has a damn good reason for existing, they don't.
PrCs linked to racial traits or deities, sure, but there's plenty of perfecly agnostic content with racial
tags stuck on for no reason. Let me know what you're looking for and I'll either waive it or allow
some sort of alternate entry.

Dwarves
Replace -2 Cha with -2 Dex, no bonus on saves vs spells, reduce AC bonus vs Giants to +2.

Elves
Yeah all the colors of the rainbow, sure, as long as their stats are suitable, including Grey and Sun.
Drow will require a discussion of what Drow are going to be and what stats should be used, and I'm
generally not amused by lol bad guy races.
-Will be adding a proper high (arcane) elf with innate magic for LA +0.

Half-Elves
Gain +2 Survival, Half-Human (DMG p101) also available.

Half-Orcs
Gain +2 Intimidate, Gather Information, and Survival (courtesy of Frank and K's Races of War)

Hobgoblins and Orcs


Normally designated bad guy races, if someone wants to play an orc or hobgoblin, a discussion of
what they actually are will need to be had- and whatever they are in the world, the statistics will be
changed if a player is using them.

Planetouched
Many LA +1 planetouched have abilities which can be easily valued to around say, 10,000gp, and
can begin without or remove their LA if their WBL is adjusted accordingly (by starting with less or
a DM approved loss of treasure- such as a ritual, donation, ooze attack, etc).
-There's also a far-realm planetouched in the saved folder (the Alloprax), or a template with traits
for any plane to any base, some Dragon Mag options, I could make the genasi more interesting, etc.

Warforged
In principle, sure, but I don't like the way the composite plating/warforged feats system forces a
mandatory 1st level feat pick which then either gives you nothing or several thousand gp worth of
free armor.

Necropolitans
Are banned. I think they're dumb and too easy, immortality via undead is supposed to be costly and
significant, not a 3rd level "template" that leaves your personality fully intact and has a whole "city"
of them laying around. These have less world-building consideration than an anime I saw once, and
at least the anime had some emotion to it.
Small Races
• Most Small races don't really seem to have much of a point, almost universally being "X,
but smaller and funnier," gaining a bunch of free size benefits for any non-martial (and
Medium mount shenanigans for martials), and I'm pretty sure a higher tendency of busted
no-LA extra abilities in subraces than usual. Kobolds in particular get a net +3 AC and are
somehow "bad?" Small core races are traditional, and mostly background to me.
◦ The "comic relief" problem is actually less of a problem when the Small "race" is not
trying to pretend to be an actually functional part of a normal society.
• A major part of this is verisimilitude: Creatures of Small size can have strength much greater
than a human child and threaten human adults just fine, but this requires a significant change
in physiology, where Small player races are usually still in human proportions and thus
should be much closer to human children. Kobolds shouldn't be able to mine through stone
at all really, without writer fiat. And by slashing the resources and space needed to survive
while keeping all crafting and credible combat ability, Small creatures should out-compete
Medium creatures on the macro scale anywhere that Mediums don't have a special
advantage.
◦ Ruling: Small creatures on a societal scale must trade with larger creatures for most of
their metals, and rely heavily on beasts of burden to make their own farms work, or are
entirely hunter/gatherer/herding nomads.
◦ Another solution is to make core "Small" races into Medium, but with the "Slight Build"
trait: this gives them the hiding and sqeezing bonuses, but otherwise keeps them
mechanically equally capable (and eating the same amount of food).
• But on the flipside, Small creatures which are "designed" for combat and resource efficiency
such as robots, spawned minions, etc, those seem less weird. Kobolds kinda fit in there
being reptillain egg-layers that are written as low-level canon fodder (though their RoDr
ecology is still absurd).
• And of course, magical/non-humanoid races such as Midgard Dwarves can flout this just
fine.

Gnomes and Halflings


Gnomes reduce AC vs Giants to +2.
-Multiple published sub-races are busted (no telepathy, no unlimited pass without trace, no trading
one bonus for a whole extra bonus feat), and in general I don't like the million little bonuses. Still,
they're core races and I'm not banning them. If any Small races are to be a thing, there need to be a
couple that are widely socially accepted, and here they are.

Goblins
More designated bad guy races, but small! In the Warcraft setting, goblins are basically just green
gnomes. In a setting such as Goblin Slayer, they're agressively spawning monsters. MM1 goblins
are halflings with more focused bonuses and a speed boost offset by a Cha penalty- so their role in
the world must be decided on just like hobs and orcs, even if their stats remain the same.

Kobolds
Rite of Draconic Passage (pay 1hp and 100gp to gain a 1st level spell of your choice 1/day) is
available. "Dragonwrought Kobold" feat is ultra-banned.
-More designated bad guy races, but small! I am very much not amused by the kobold-dragon-
gasm, and if you think you'd get "+1 sorcerer level" or "true dragon" cheese, you haven't been
paying attention. That said, the ability mentioned above is a nice little refund/world building tool
for the severity of their penalties, while the net +3 AC at 1st does eventually fade to merely +2 the
same way halflings fade to +1 for martial characters (when the Dex bonus runs into armor).
Mundane Items

Realistic limits on the size of carried weapons will be observed. The biggest weapon you can wear
on your belt is a Bastard Sword, and you can have at most one one-handed and one-light weapon on
each hip. A two-handed non-reach weapon such as a spear, halberd, or longbow can have a nib that
allows it to be hung on the back from a baldric, but this will likely preclude a full-size backpack and
stick up over your shoulder to potentially get caught on things. A shortbow can be cased or hung
next to the quiver (which also typically goes on the hip). Kite and tower sized shields must be
carried or stowed on a pack animal. Bucklers (real not dnd) can be worn at the belt (hanging from
your swordhilt), and light or heavy shields can be strapped over a pack. A crossbow can be strapped
over a pack instead of a shield. Wearing heavy armor for the entire day will fatigue you even
without going to sleep in it, say, 4+Con hour limit, another +4 with Endurance feat.

Many armor stats and prices are modified to encourage different types of armor (make Medium
armor and shields relevant again), make crafting times more realistic, and/or be more historically
accurate (see table/descriptions for full details, including how big a shield is if you're wondering):
• 3/4 plate uses the stats of great armor.
• The original half-plate is renamed plate and mail, and breastplate is renamed to half-plate.
• Brigandine and chain shirt take the stats of studded leather, which no longer exists.
• Breastplate takes the stats of the old chain shirt more or less.
• The top medium armors are +6, cheap heavy armors +7, and plate and mail is +8.
• Kite shields have +3 AC/-4 ACP/ 25% ASF and are used with normal shield proficiency.
• Heavy shields have 20% ACF and tower shields only give a -1 penalty on attacks.
• Light weapons ignore the attack penalty from tower shields.
• DnD Bucklers are actually Targes, while actual Bucklers can be readied faster. Feat text
below currently still references "bucklers." Light shields are still +1 with no extra benefit
besides price.
• Armor non-proficiency: The minimum penalty for any armor heavier than gambeson or
leather is -2. Armors with a greater than -2 ACP use that instead. This is for game
mechanics, not realism.
• Medium and heavy composite armors somewhat model historical layering and cover the
brigandine/lamellar/laminar/scale/splint/mail combinations.
• Certain armors can be layered or stripped down for fluff, but lose their masterwork and
magical properties if doing so (Planar Handbook's Sectioned Armor works as normal)
• Barding may be restricted in armor type, or just unavailable for some companions/creatures.
• Barding is not humanoid armor and does not share proficiency feats.
Weapon changes and additions:
• Two-handed melee weapons can club with the butt or hilt at 1d6/x2, x3 for crossguards.
• Greatclub is now a simple weapon.
• Warmace is a simple two handed 1d10/x3, exotic one handed (with str 13)
• Crossbows threaten within your reach and don't provoke for firing (but still do for loading).
• Repeating and hand crossbows are simple weapons (double are simple/exotic as normal).
• Aquatic crossbows and longbows are simple and martial weapons.
• Staff slings are available (two-handed, double range and d6 damage).
• Broadblade heads/specialized bullets can increase bow/crossbow/sling damage at cost of
accuracy and range (price +1gp per +1/-1/-10' per batch, can't go below half base range).
• Naginata, stilleto, and kau sin ke have been added for more 18-20 weapons.
• Shortspears and quarterstaves can be finessed.
• Lances only double damage on the first attack of the charge.
• Light lances are available (d6 one-handed, finessable, normal melee reach).
My list of Alchemical and Superior Items includes mounts and related gear with prices for a number
of "exotic" mounts that ought to be regularly trained, and also some not so superior items like ropes
and storage containers which aren't properly collected elsewhere. It's not 100% exhaustive, but
missing items are either too weak or I figured if someone wants them they'll ask for them- this list
should be sufficient for most purposes.

Special Materials
• Adamantine now increases AC based on category, while DR/- is a feature of Orihalcum.
• Dragonhide/craft are removed.
• Pearlsteel armor reduces swim penalties to normal ACP.
• Riverine does not exist (and is dumb).
• Pandemonic Silver and Thinaun might exist if the DM places them, but probably not.
• Serren bows do not transfer the property to projectiles (why would they?), but you can buy
or make clubs (+4,000gp), staves (+8,000gp), or arrows (80gp each).
◦ Should I allow serren shield?
• One-handed Feycraft weapons count as light for both finesse and dual-wielding.
• Kaorti Resin does not exist (and is dumb). Also Kaorti don't exist and are dumb.

See Items section below, as well as the tables in the appendix.

Realism and Lances: I suppose the fix for lances getting stuck in people is just that magic lances
never get stuck, the same way all non-armor magic items resize, and weapons never dull from
trying to chop through doors or stone walls. If you actually do run them through (which requires the
target to have hit negative hp and thus actually be dying), then as you ride past, any effort to free the
lance just works. Visually this probably means the target is forcibly rotated in place as you pass,
until you're holding the lance behind you pointing backwards, at which point it pulls free and you
can swing it back to position.
-Note also that jousting lances are designed to break on purpose, to show that the hit did not glance
off- and thus if it was pointed, would have gone through. A real lance either goes through or glances
off (either can cause hp damage), unless you charge a wall or something. Feats and features that say
your lance should take damage or break are just wrong, unless applied to all weapons.

Realism and Chopping Through Doors or Stone Walls: Wait, no, that's stupid. All combat weapons
deal 1/2 damage at best to large innanimate objects, doors, and walls. Piercing weapons may deal
1/4 or simply be wholly innefective. If it would be unreasonable for a blow to do nothing at all, then
it may be ruled to deal a flat 1 point of damage. Arrows for example, if fired with enough force
(1d8+4 str, rolling 12) should be able to pierce a wooden shield, which is indeed realistic, but the
functional damage to the shield is little (though the encumbrance of the arrows sticking out would
realistically be worse).
Magical Convenience Items
• As above, Restful armor and Restful armor crystals are banned, as are Animated shields.
• The arcane material component cost for identify is reduced to 10gp per item, with a casting
time of 1 hour per item, up to a limit of one item per caster level. The divine version remains
2nd level with no gp cost.
◦ With the cost reduction, items such as the Artificer's Monocle are less ridiculous.
◦ A middle-grade spell could be created between identify and analyze dweomer if desired.
• Scrolls remain easily identified by read magic, potions can be identified via Alchemy skill
(DC 25, 1gp per roll or 20gp to take 20) and are consistent so characters auto-identify
potions they are familiar with by sight and taste.
◦ The consistency and ease in identification are major reasons that potions and scrolls are
such popular consumable formats: buyers know, trust, and like them.
• Sending Stones can use whispering candle, whispering sand, or forest voice as their
prerequisite (maybe even whispering wind), and no longer function accross planes. They
still use a single message and response of 25 words, because they're cheap- and while this
does encourage obsessive word counting, it avoids the drawbacks of timing a normal
conversation., particularly if the DM has to suddenly make up what someone knows.
• Bags of Holding, Handy Haversacks, Efficient Quivers, and similar all use shrink item as
their default prerequisite. Rupturing the bag causes all items to spill out, rather than being
permanently lost in a method more powerful than anything short of a 9th level spell.
◦ Being in the "extradimensional space" of one of these, or any similarly priced storage
item, or any spell of similar effect, does not count as being on another plane and thereby
does not prevent various effects from functioning due to a planar boundary: Anything in
your cheap storage item is just as detectable as if it was in a normal bag on your person.
◦ Additionally, such a storage item cannot be itself lined with lead or a similar detection
blocking substance, though it can be stored in a lead-lined box without trouble.
◦ True extradimensional spaces may still have the interactions described in the DMG, but
attempting to place a shrink based item within another such item only causes the
contents of both to immediately spill out, with no other ill effects. True extradimensional
spaces require spells of at least 5th level.
• "Changeling" (sizing) weapons (MiC) can also be hammers and axes, because why not?

-some weird bullet spacing going on this page, need fix? Can't fix, don't know why.
Spells and Breaking Objects
• There is often confusion about how easily what sort of spell can damage what sort of object.
This section is meant to learn how to describe "at a glance" what happens if AoE spell.
◦ The tables supply the damage numbers, so results of any effect with a damage total can
still be quickly compared.
• Objects take half damage from fire or electricity, 1/4 damage from cold, and full damage
from acid or sonic- after which they then subtract their hardness.
◦ However, many objects have hardness of only 1 or 0, and hit points of 1 or 2, while other
objects may have hardness 10 or more with 20 or more hit points.
• Unattended objects within the area of a spell all take damage, unless they have full cover
from another object which is not destroyed. Objects which are not destroyed (including
magic items) can be repaired with a Craft check and 1/5 the item's original price, or possibly
with mending or make whole.
• Note that while average damage may leave an object intact, that is on average, while the
actual roll for a given spell may leave it unharmed due to hardness if low, or after breaking
through hardness blow right through the remaining hit points with ease on a high roll.
◦ Little objects only ever have 1-2 hit points, and thus past a certain point AoE spells will
always destroy them even at minimum damage, unless made of serious materials.
◦ This includes coins- but destroyed does not neccesarily mean liquified or fused.
• Mithral adds +5 hardness, while adamantine adds +10 and +1/3 of base hit points. Magical
arms and armor add +2 hardness and +10hp per point point of enhancement bonus*.
◦ Thus, most magic items are in great danger, but arms and armor less so.
*In 3.0 it was +1/+1, but you could not harm an item at all unless you had enhancement equal to or
greater than the target.

Paper: At hardness 0 and 1hp, a sheet of paper is always destroyed by any damage.
Cloth and Leather: Usually not inches thick, cloth will have 1hp and leather 2hp.
-Books/Scrolls: A leather-bound book or a scrollcase protects the paper within, but if the paper is
damaged, a similar percentage of writing is irrevocably lost.
Glass: Also rarely multiple inches thick, and thus 1hp.
Armor: uses a different hit point calculation of AC*5
-Clothing: could use "AC 1/2", which would result in 1hp cloth or 2hp leather, no change.

Common Energy Spells vs. Common Items (non-magical), (-X hp damage/Y total hp)
Fire or Cloth Glass Rope Leather Club Spear Dagger Sword Mace/ Greatsword/
Electric Shield Heavy
die~avg. Shield
1d4~2* break - - - - - - - - -
1d8~4 break break break - - - - - - -
5d6~ break break break break -3/5 -3/10 - - - -
17*
7d6~24 break break break break break break break -2/5 -2/10 -2/20
10d6~35 break break break break break break break break -7/10 -7/20
12d6~42 break break break break break break break break break -11/20
15d6~52 break break break break break break break break break -16/20
60 break break break break break break break break break break
*Spells such as burning hands or fireball may ignite a flammable object, but the spell must state it
specifically. Scorching ray or lesser orb will not, for example.
Cold Cloth Glass Rope Leather Club Spear Dagger Sword Mace/ Greatsword/
die~avg. Shield Heavy
Shield
1d8~4 break - -1/2 - - - - - - -
2d8~9 break break break - - - - - - -
5d6~ 17 break break break break - - - - - -
7d6~24 break break break break -1/5 -1/10 - - - -
10d6~35 break break break break -3/5 -3/10 - - - -
12d6~42 break break break break break -5/10 - - - -
15d6~52 break break break break break -8/10 break -3/5 -3/10 -3/20
60 break break break break break break break break -5/10 -5/20
90 break break break break break break break break break -12/20

Acid or Cloth Glass Rope Leather Club Spear Dagger Sword Mace/ Greatsword/
Sonic* Shield Heavy
die~avg. Shield
1d4~2 break break - - - - - - - -
1d6~3 break break break -1/2 - - - - - -
2d4~5 break break break break - - - - - -
5d4~10 break break break break break - - - - -
7d4~17 break break break break break break break break -7/10
7d6~24 break break break break break break break break break -14/20
10d6~35 break break break break break break break break break break
14d6~49 break break break break break break break break break break^
*Includes shout vs brittle/crystalline objects (note: iron is crystalline), but shout does not ignore
hardness.
*Breaks even adamantine heavy shield (hardness 20, 26hp)

-alternate table setup: damage type across, items down, damage to break in cells? Can then place
stuff like enhancement as separate +X damage cells, or just a few common examples in the main
item column.
--this is less useful for DMs at a glance for recognizing spell minimums, but more compact and
useful for using as an active reference.
Miscellaneous Supplemental Rules

Death and Dying: The Ressurection Overhaul


or
Less Lethal Death so Players Learn to Fear it

Spell Changes
• Delay Death and Revenance: removed.
• Vivify: 4th, usable within 1 min/level, return at -1hp as raise dead but with no penalties,
500gp. Most things that reference the revivify (SpC) spell instead now use vivify.
• Raise Dead: 5th, as normal (within 1 day/level) but 1,500gp, and instead of losing a level
you gain a negative level that sticks until you level up.
• Revive: 6th, as vivify but target returns at 1/2 of their full hit points (still 500gp).
• Resurrection: 7th, as normal but 3,000gp and instead of losing a level you gain a negative
level that sticks until you level up.
• True Resurrection: 9th, as normal but 5,000gp.
Notes: 3.0 had raise gp costs that meant death was most annoying for the level loss and the fact that
each death brought you closer to TPK. 3.5 changed xp so that characters who fall behind will catch
up over the next three levels or so making occasional death fine, but increased the gp costs so much
that you literally can't afford it, so the xp change doesn't even matter- just a single death has a
significant lasting WBL penalty, even without TPKs (originally you ended up over-geared for your
level, now it's under-geared). The later added Revivify makes things worse instead of better by
wasting an action and creating a liability in a combat you were already losing while pressuring its
immediate use, else the dead character lose both that level and a giant pile of gp- but the
combination of Revivify with Delay Death or Revenance shows what is actually needed: a spell that
lets you revive people after combat. Just like every other rpg.

If you want to have a long-running game, you need to run a long-running game, and that means
when characters die or become slightly inconvenient they aren't just immediately replaced by fresh
full-power characters. That means gp costs which are actually feasible to pay, in addition to the self-
correcting xp system- and any potential replacement characters must always enter a full level lower
than the rest of the party, so that not sticking with your character does incur a penalty (or rather, so
that there's no incentive to pull a new one out of thin air).

Furthermore, you can't expect players to learn how to recognize when their characters are about to
die or respect the fact that they can die, if they never actually die. Death that can be reversed allows
the players to actually learn their limits and respect the power of their foes, lets the DM actually
strike to kill. And then because the players know how easily their characters can die, they should
"TPK" less often, since the rules don't cripple the party with only a couple deaths, and they get to
learn how to play the game both in general and with their particular soon-raised characters.

This set of changes does shift game expectations significantly. Once 4th level spells are available a
prepared party does not fail unless they TPK, and the DM should probably aim to kill at least one
PC every level, if not all of them (and not just in telegraphed boss battles) to keep that threat visible.
Revive has an additional hidden action cost in that the target is almost certainly prone, though a
dramatic free no-AoO stand-up could be added if this is a problem (for simplicity they should
probably either stay at the same initiative, or change it to right after their reviver's action).

-The negative level until you level up penalty is convenient, but lacks any stacking. This creates a
situtation where once you've died once, as long as you've got the cash there's less reason to put
effort into avoiding further deaths. If this is expected to be a problem, simply make it stack.
Mages and Squishiness

The standard party has a massive range of expected armor class values. The sor/wiz is supposed to
have no armor or shield, and thus a base AC bonus of +0. The meatshield is expected to seek out
armor and shield, with their base AC bonus quickly reaching the expected soft cap of +10. With a
10 point difference in AC, a foe can threaten the squishy mage while barely being able to hit the
meatshield, creating a dynamic combat scenario that makes positioning and threat assessment
important. Even the 4 point difference betwen a light armored rougish type and a proper unarmored
arcanist is significant.

This is not a rule I intend to use by default but consider:

Squishy Mages
• The mage armor and shield spells are removed entirely.
◦ Any similar or derived spell which provides an armor or shield bonus is removed.
• The Armored Mage ability is removed from all full casting base classes.
◦ This includes (but is not limited to): Warmage, Beguiler, Dread Necromancer, and
Shadowcaster.
▪ Homebrew classes may be brought in or written which have Armored Mage in
games which don't use this fix, and such classes still lose Armored Mage.
◦ Mage warriors (typically 6th level or lower spells), may retain this ability.
▪ Including but not limited to the Bard, Hexblade, Warlock, Duskblade and Free Mage.
• Divine full casters are still secondary tanks, but should be secondary.
◦ Clerics and derivative classes (such as the Devout) with Heavy armor proficiency are
reduced to Medium. They may still increase their armor proficiency as normal, and cast
spells in armor just fine.
• Psions, Wilders, Ardents, and any other class that gains powers above 6th level, all suffer
from arcane spell failure chance.
◦ Psychic Warriors, Divine Minds, Lurks, etc, have "Armored Mage" for their base armor.

Notes: Overall the effect on the game here is either huge, or inconsequential. Either it prevents the
problem from occuring, or the problem was never going to occur in the first place and the fix wasn't
needed.

This fix still relies on the arcane spell failure system as its deterrent, so if easy removal of ASF is
allowed, then this fix won't matter when those methods are used. If available reductions are
calculated so that ASF can be partially but not wholly ignored, then the penalty will remain at
whatever amount is allowed, which players may or may not be afraid of. My own armor and
material tables below currently still allow +3 worth of armor and shield with a mere 5% spell
failure- but that 3-10 gap is much bigger than 8-10 ( or even 6-10 with my nerfed +3/+3 mage
armor/shield), and it does have that tiny failure chance which actually compares to rolled attacks.

It is possible that my minor buffs to armor/AC and nerfs to those spells (+1 effective to medium
armor, +1 to big shields, -2 to the spell combo) were enough to close that 4 point light/mage armor
gap before, and that with this larger fix in place the gap could become too wide. But for a group that
needs this nerf, I expect the caster would quickly sus out the available armor anyway and reclaim 3
of those points, putting them just about where Armored Mage (Light) would have put them anyway-
but with no upgrade feat, and tied to their specific items (making those items matter), in an overall
scenario where mages in general are still squishy even if this one is slightly less so. In sum: if you
run your game so there's no built-in AC gap, you should not be surprised when mages fail to be
squishy.
Rites of Spell Replacement

A spontaneous spellcaster may change a known spell by performing a ritual which takes 8 hours,
requires a written copy of the spell they wish to learn* (typically a scroll or spellbook page), and
consumes materials worth 100gp multplied by the spell level squared**. There are no rolls required
other than whatever may have been used to understand the written spell, and the user chooses one of
their existing spells of the same level which is forgotten in order to make room. The ritual may not
be performed again until the character levels up or a month has passed, whichever comes sooner.

This option is only available to standard spontaneous spellcasters who do not know their entire class
spell list, such as Sorcerers and Bards. Classes such as Warmage which do know their entire spell
list, have no use for it. The spell to be learned must be one the caster could choose normallly upon
leveling up, this is not some new loophole excuse for ignoring class spell lists.

Notes: This is just a simple addition to allow fixing a minor mistake or change in priorities between
level ups, even if there are no "retraining" rules in play, without involving the potentially
problematic psychic reformation power. The cost is far less than "spell known items" but still high
enough to cause pause, and the use limit prevents high level characters from swapping spells willy
nilly, particularly if they want to keep this option open for response to an adventure they're poorly
suited to.
-Further, the Apprentice feat (DMG2)- though it costs a feat, is restricted to 1st level characters, and
requires a matching NPC; allows the swapping of a spell with no level limit for free at every level
(and an extra 1st level spell). This is a much better overall fix if a player is expected to need more
swaps, but still doesn't help if they need to do so between level-ups, or for those who started
without it.

*Actually this written copy is quite a large extra cost. Maybe replace with simply being unable to
ever learn the lost spell again (or at least until several levels have passed, or wish/limited)? This
fluff can include that the rapid re-burning of whatever the known spell is, scars it permanently.
Double scroll price goes from 50-7,650 with a curvier curve, a very clear comparison vs just buying
a couple scrolls, and could even be a "potion" brewed by the user, or someone else: a "Potion of
Spell Burning."
• If this was made a flat-out magic item where the spell is chosen by the brewer (not requring
them to know the spell), that would be an alternate 1 hour to 8 day time cost, with half price
if you spend a feat on Brew Potion. Could include an onset delay and/or disabling or other
penalties to prevent switching mid-adventure, or not, as desired.
**I also have in my notes that the spell research rules (1,000gp and 1 week/level +Spellcraft check)
could be appropriate for changing out spells. This is more expensive at all levels- far more at low,
until eventually it's only 900gp more for 9th level spells (8,100 vs 9,000). This could also be the
required cost for re-enabling a spell you "permanently" burnt out.

Material Components

Material and focus components vary depending on the person, and are always things they have or
had reasonably and readily available in their environment when learning the spell. As most spells
come to mind or are worked out in study, the practitioner chooses material components and/or foci
to match them, selecting things that are familiar, cheap or easy to find, and for materials easy to
replace. Pinches of dust, dirt, powder, drops of water or other liquids, unspecified or general animal
hairs or feathers, common plants, rocks and minerals in varying shapes, simply shaped bits of metal
or wood, etc. Anything which they would naturally be familiar with and has a thematic link, as a
spell comes to mind and demands some sort of component, they could use. Expensive components
retain their cost and their usual form, unless a change is granted to rectify a clash in character theme
with the published description.

Many published spells have the same components as others, sometimes even when the spells have
little to do with each other, and furthermore many have a series of alternate components such as
multiple dead bugs instead of a live one, pitch instead of oil or charcoal, etc.

Therefore, each individual's spell component pouch contains maybe a dozen assorted foci and/or
material components, which in various combinations will serve multiple spells. Said items could
serve for maybe up to twice as many spells at once, more if the individual follows a fairly narrow
theme (such as having mostly ice spells, or fire spells, or animal related spells, etc).

A player can choose components and foci for their spells (say half or so at least should use materials
rather than foci). Published components can be used wholesale or for inspiration, but those which
are clearly not readily available to a given person are always replaced with something more
appropriate. If the group does not find this interesting it can be safely ignored without impacting
normal gameplay, since in the end it all goes into one (or two, three at most) spell component
pouches anyway and most games just write "pouch" and call it good. However, without a list of
defined components, a spellcaster cannot hide, stockpile, or replace an individual component: they
must abide by any ruling the DM makes on their supplies running dry, and if their spell component
pouch is lost, are not allowed to cast any spells until it is entirely replaced.

Exception: Cantrips would grossly inflate the count, and as such are "free" in this system. They
either have no components, or are assumed to always piggyback on those of more powerful spells
without impacting them. A higher level spellcaster might have so many spells ready that they should
carry two pouches, maybe even three for an eclectic wizard at the far end, but the long list of free
minor effects given to all casters is not meant to require an entire separate bag.

All arcane spells should have material components unless a special exception applies, such as a
character class which uses no material components, or a spell which is designed to avoid them.
Most spells which have only verbal components (such as shout and teleport), as well as several that
are meant to be used in conjunction with weapons (such as blades of fire), or the rare somatic-only
(such as mesmerizing glare) can remain material-less.

Magical Staves- available at 1st level, actually doing staff things.

Imbue Spellstaff [Item Creation]


Prerequisites: Ability to prepare spells, caster level 1st
Benefit: You may store spells in a staff or rod for later use. These are spell completion items that
follow the same creation and activation rules as scriolls, but in a different medium. Stored spells
add visual clues that the staff is special in some way (carved or painted runes, scripts, or symbols
are common, as are added gems or totems). These markers fade after their spell is consumed, either
as soon as a new spell is added, or naturally over time if not.

You may store a spell or spells in any sort of staff, club, or rod, so long as it weighs at least 3lbs and
does not function as another type of weapon, even if it is already magical in some other way. When
the spells are used up, the staff remains. You may add further spells later as desired. You may
remove an unwanted spell and reclaim half of the gp cost you spent to create it, which can only be
used for placing a new spell. Recycling an unwanted spell takes as long as it would to craft it, but
can be done at the same time as storing a new spell or spells. Finally, you may transfer all of the
stored spells from one spellstaff to a new receptacle which is not already a spellstaff (usually
because you have gained a more durable or useful item you wish to use). Transferring spells takes
the usual crafting time of one day per 1,000gp total of stored spells and requires you to re-pay only
the base xp cost in order to move them: the base gp cost, and any xp or gp component costs of the
stored spells have already been paid and are retained. The spells stored do not count towards the
item's value if sold.

The spells stored in a staff cannot be easily accessed or passed around. The creator may of course
access any spells they have added with no difficulty. A read magic spell will identify the spells as
with a scroll, but a Spellcraft check alone cannot do so. In order to access the spells, a new owner
must master the staff in the same way as one would master a captured spellbook (Complete Arcane
p141), requiring a Spellcraft check at DC 25+ the level of the highest spell in the staff, made after a
week plus one day per spell stored in the staff. Thus, while the spells stored in a staff cannot be
easily sold or passed to allies, they are also cannot be simply disarmed and turned against their
creator.

A stored spell may be prepared from a spellstaff, moving it to the mind and wiping it from the item,
but spells may not be "copied" from a spellstaff to a spellbook. They are stored energy, not written
instructions.
Special: If you also have the Craft Wand feat, you may craft or add functionality as a wand to a
staff or rod even though wands are normally small sticks. If the item's only function is as a wand, it
remains usable normally by anyone and can be sold, but other combinations can change this at the
DM's discretion. This may also apply to Craft Scepter or Craft Staff. In general, the permanent base
properties of an item should always be available to any wielder, while more limited personalized
effects can be harder to access. A spellstaff that has been owned for a long time and slowly built up
with stored spells and wand or scepter effects might be completely nonfunctional for anyone but the
creator, but if it suddenly has the full powers of a staff of fire or staff of necromancy added, those
functions will be "unsecure," as they fall outside the personalized part of the spellstaff. Spell trigger
charges cannot be tranferred to a new receptacle.

Any base class which prepares spells and gains Scribe Scroll as a bonus feat may choose to take
Imbue Spellstaff instead.

Improvise Channelstaff [Item Creation]


Prerequisites: Ability to cast spells spontaneously, caster level 1st.
Benefit: You may turn a simple staff or rod into a powerful focus for your magic. To design a
channelstaff, pick one or more existing magic items that allow the user to apply a metamagic feat or
feats to their spells, or otherwise modify the effects of spells or their casting. If the item allows use
of a metamagic feat without spell level adjustments then you must know the feat yourself, but
otherwise you do not need to meet prerequisites. You may improve or add more functions to the
item later, as normal, but you must meet the normal prerequisites of any effects that do not pertain
to the modification of spells or spellcasting.

As with all magic items the DM must approve your choices, including any changes that are being
made to form, function, occupied body slots, etc. The DM may also choose to add a caster level
requirement to an effect if they feel it is not appropriate until a certain level.

You may only have one channelstaff, and it functions only for you (no, not even then).
Special: The DM may also allow you to add magic item functions that let you cast, or spend spell
slots to power, spells that you don't know, with or without some recorded copy of the spell.

Note: DMs are advised to consider carefully the expected numbers of spells known- those granted
by the base class, and those available via items, as well as the value of zero-adjustment metamagic.
Are the prices given for such items truly reflective of their value? Should characters be effective
with only their base spells, base spells with some normal metamagic feats, or are they expected to
spend heavily on spells known and metamagic items the same way a Fighter does on their weapons
and armor? And if the latter, how does the resulting increase in expected power and change in item
flexibility affect the rest of the game?

The point of this feat is to support the trope of magic users that can make items which improve their
power as a mostly inherent feature. There are a slew of caster items that everyone wants to buy but
require very specific expectations to craft (must have the desired feat and be 9th level with Craft
Rod, etc) in 3.x, this feat supports the mechanical effect of those items while allowing them to be
removed from the "magic mart," without suddenly having enemy casters carrying exactly what you
wanted (just as bad as them having the Fighter's exact exotic weapon).
Spell Duration Grid

This is not a nerf/change I'm currently planning on using, but is does address a serious problem I
have with the system: All minute/level, 10 minute/level, and hour/level duration spells are broken.
Rather than actual reliable duration factors, they create a mess of variable minimum durations based
on spell level, high level "shorter" duration spells that still last for ages, and low level spells that
literally increase by an order of magnitude to eclipse the expected duration of "longer" spells cast at
minimum level. It's a disgusting mess, and one of the biggest problems with figuring out how many
buffs should factor into encounters (and thus how powerful characters should even be) is how the
durations are all over the damn place.

The fix for this is to replace nearly all scaling spell durations with flat durations that are actually
usable. Thus, the Spell Duration Grid, a simple visual reference for converting any spell of Y level
with X original duration.
• Spells that already have fixed durations are of course unchanged by the grid, though they are
also few enough that if any are brought up they can simply be checked. Same for the shorter
1 round/X levels. Spells with non-standard variable durations like gaseous form's 2
min/level are even rarer, and again can be evaluated individually (flat 10 min in this case).
• The grid can also include spell duration nerfs, or buffs, by simply putting them on the grid.

1 round/level 1 min/level 10 min/level 1 hour/level


1st 1+1/level (max 10) 1 minute 10 minutes 1 hour
2nd 1+1/level (max 10) 3 minutes 30 minutes 2 hours
3rd 1+1/level (max 10) 3 minutes 1 hour 6 hours
4th 1 minute 10 minutes 1 hour 6 hours
5th 1 minute 10 minutes 1 hour 6 hours
6th 1 minute 10 minutes 2 hours 12 hours
7th 3 minutes 10 minutes 2 hours 12 hours
8th 3 minutes 10 minutes 2 hours 12 hours
9th 3 minutes 30 minutes 2 hours 24 hours

Notes:
• As can be seen, I've slightly buffed low level round/level spells to make them more usable,
and then at 7th level, jumped them up to 3 minutes- this is primarly thinking of stuff like
Summon Monster where eventually the "expectation" is that your caster level is so high you
could maybe actually use it for more than just a minute, as well as just generally reducing
pressure to track durations when combat could be involving a lot of weird stuff, 30 rounds
ought to remove those from the need for tracking. And since 7th level spells are still major
effects for 20th level characters, where "round/level" duration hits a base of 2 minutes,
keeping 7th+ limited to 1 minute would be a significant downgrade.
◦ It is entirely possible that there are high level round/level duration spells that are
unsuitable for such a change, which would require walking it back, or changing the
duration of those particular spells to a flat 1 minute. No general change can ever be
perfect for all printed spells.
rd
• 3 level min/level spells are getting a short shrift down to 3 minutes, but I feel that most of
such buffs aren't seriously written for multiple combats yet.
◦ Any amount of serious searching or looting takes a minimum of 2-3 minutes (see Skills,
below), and thus a 3 minute duration still only lasts for one fight unless the players stay
in full round-by-round. A 10 minute duration spell should be good for two combats,
possibly three. Thus, any 3rd level min/level spells can be further evaluated and have
their final durations ticked up to 10 min if the DM finds that appropriate.
◦ One could also adopt a 5 min per combat assumption, but this is long enough it opens
the room for a lot more arguing, since "50 rounds to blitz a dungeon" is a lot harder to
casually shoot down, compared to "any amount of searching takes basically 2-3
minutes" which is already part of the rules, easy to understand, and can be lined up
nicely. If your "1 combat" duration can be easily argued as several combats, it's a lot
harder to count the next increment as the "2 combat" duration. Thus, I have selected 3
minutes as the "guaranteed 1 combat" duration, with 10 min as the "potentially the
whole dungeon but definitely not all day" duration.
• 2nd level hour/level spells are odd. I liked the progression of 1/3/6, but it does clash with the
10 min spells capping at 2 hours, so I made them 2 hours.
Dueling
During a duel, as long as no outsiders interfere, both combatants will roll initiative every round to
see who goes first. While this doesn't change who wins the first roll and both combatants still only
get one turn per round, it means that there's a chance someone's turn might double up if they lost
initiative on the first round, and later their foe might double up if they start losing initiative again.

Since the only turn that matters is the last turn when someone drops, rolling every round ensures
that initiatve matters even when combatants are aware of each other. Someone with high initiative is
more likely to ensure that if their foe is one round from dead at the start of the turn, they'll act first
and finish the fight without taking another hit, while at the same time someone with poor initiative
who usually goes last can get lucky and get one more hit in before dropping, and if both sides are
close to death it's all rather tense.

Usually neither duelist is flat-footed at the start of the fight, and rolling to see who goes first each
round doesn't make you become flat-footed again: losing just makes you go second that round. In
detail:
• Abilities that only work if their target is flat-footed can still be used: at the start of the duel,
each combatant chooses weather to take a defensive stance or an open stance.
• Taking a defensive stance allows you to fight defensively, use Combat Expertise, declare
Dodge, and so on before your turn starts: you've already begun combat and are not flat-
footed.
• If one combatant takes an open stance and the other defensive, the only change is that the
open combatant forfeits their option to fight defensively/dodge/etc, but they are not flat-
footed. The "defensive"stanced combatant may still attack first if they win initiative, but if
they refuse to attack first they effecively delay their first round until the open stanced
combatant gives up and attacks.
• If both combatants choose an open stance, they've effectively entered a sort of iajutsu duel.
They roll initiative for the first round and whoever loses is flat-footed until they take their
turn, just as if they had both become aware of each other at the same time. The duel
proceeds as normal, rolling initiative to see who goes first each turn without returning to a
flat-footed state unless both combatants choose to do so by starting a "new" duel.
◦ Proper Iajutsu Duels are in Oriental Adventures p81.
• If an outsider interferes, they go first as the start of the next round as a newcomer who is
aware of both sides. The duelists roll initiative for that round and the newcomer's initiative is
set to 1 higher than the high roll*. From this point on the fight is no longer a duel and the
last initiative roll stands.
• Summoning a creature also ends the duel. Familiars count as an extenion of their master and
act on the same turn if participating. Mounts do the same even if they are intelligent, but
independant companion creatures count as outside interference if they take any actions other
than acting as a mount.
• Any other aspects of the duel are up to the duelists and have no special enforcement. If they
agree to stay in a certain area for example, leaving that area doesn't cancel the duel, nor does
pulling a weapon or continuing to fight after first blood or somesuch. By agreeing to the
duel you've opted for dramatic tension in this fight and it stays until someone interferes.

*Multiple newcomers roll off, because just going in dex order is silly and ignores any of their own
initiative powers.
Playing Dead
Normally when you drop in combat due to running out of hit points, it represents the fact that
you've run out of heroic stamina and a blow has finally struck through your defenses well enough to
drop you (lethally or non-lethally).

In order to play dead you need to be struck by a blow that your opponent thinks could have
suddenly penetrated your defenses, even though they haven't. A confirmed critical hit is one such
type of blow, as is a sneak attack, since both represent attacks upon vital spots and both the attacker
knows they've made one and target knows when they've been hit by one. A martial strike with
significant bonus damage is another, and can be recognized by a knowledge check. Power Attack
and other feats could work, but unless they specifically tell the target what's about to happen you
have to make a guess and hope you're right, otherwise they automatically see through your bluff.
Spells can qualify if you fail the save, while no-save spells can qualify if they crit.

Once you're struck by an appropriate blow you simply drop prone and close your eyes as a free
action (out of turn) and roll a Bluff check, with circumstances modifiers as determined by the DM*.
The DM assigns mofidiers based on how likely the attack actually was to kill you: if it could have
actually killed you on an average roll, it's straight Bluff vs Sense Motive+HD. If it would have
killed you if you didn't have some hidden ability that kept you alive, you get an advantage, but if
your foe knows you have such abilities or has seen you pull this trick before they get a hefty
advantage. If you can convincingly make yourself look closer to death you gain an advantage, but if
they know their attack doesn't deal very much damage they get an advantage.

If the check succeeds, your foe thinks you're at -X and bleeding out (or unconcious if they struck
non-lethally), and if you succeed by 10 or more they think you're completely dead unless it was a
non-lethal attack. Anyone examining your body automatically realizes you're not dead, but they
need a DC 10 Heal check to realize you won't bleed out either, and they must examine your body
specifically as a separate action from searching you for loot.

Taking any sort of visible action immediately reveals the ruse and makes it impossible, but you can
position yourself during the fall such that you can make a Sleight of Hand to palm an item that's not
well-secured and either on your body or in your space. You gain no special advantages for suddenly
acting after playing dead. Because your eyes are closed you can't tell when foes might be looking in
order to make any other sort of stealth or sleight of hand checks (corpses don't blink or twitch their
eyes, so you must close them): unless you have some other method of knowing when to move/not
move, you simply can't suprise a combatant without a special ability that enables it.

If you have some other ability with mechanics for playing dead it still follows its own rules and
gives its own benefits, but if a foe has seen you use one type of play dead then they're just as
suspicious no matter what mechanic you use and count as having seen all of them.

*While this might make it sound like you could just assign the same modifiers based on any normal
attack, this simply makes it too easy to play dead, which is supposed to be a rare dramatic thing.

You may not drop prone out of turn for other reasons- attempting to "play dead" just to avoid
attacks by conveniently falling behind cover or penalize ranged attacks will result in penalties up to
and including removal of the option.
"Mass Battles"

Rather than some template or mob statblock or entirely different system that fails to mesh with
actual DnD combat, here's a set of modifiers/abilities/whatever that can be applied to speed up
combat with large numbers of weak foes:

• Not just any band of cutthroats: These rules are only used for proper groups with martial
unity. They need not be suicidal fanatics, nor cowardly conscripts, but they do need to see
themselves as part of the same whole. A military, miltia, tribe, or something similar, where
the individuals know and trust each other, even if they don't actively practice advanced
combat tactics. The primary features of these rules are simply deciding not to bother rolling
for Aid Another checks, and the assumption that the individuals will arrange themselves in
the best formation to benefit the group. Bad guys that would gladly stab each other in the
back, are working under duress, etc, are not suitable for "mass battle" rules.
• Morale: most masses of troops are subject to morale checks as Heroes of Battle. This
generally means that eliminating half or more of their number has a high chance of causing a
rout of those left alive.
• Fodder: foes do not automatically miss on a natural 1, so a sufficient attack bonus cannot
miss. Rolling to check for crits may still be significant, for the morale effects of instant kills,
or more monstrous troops.
• Unit Movement: take their turns all as one or in groups as desired by the DM, subject to
any initial group initiative rolls. Their movement happens simultaneously and allows them
to place all individuals wherever they are most advantageous without "sequencing"
problems as long as the individual has enough speed, but their attacks must also be taken
simultaneously before or after movement. Thus, they gain no extra attacks beyond what the
available positions would normally allow. They trigger attacks of opportunity normally.
• Group Tactics: always succeed at Aid Another checks for each other, and usually focus all
their effort on a single attack, resulting in one attack per round with +2 per additional body
in melee range. This bonus cannot exceed +18, but units with reach weapons and a sufficient
surround can split their bonus between two attacks as desired. Flanking bonuses still apply.
• Defense! Defense!: Some or all of the individuals threatening a foe can choose to Aid
defense instead, for an automatic +2 AC per body, but this lasts only for a single attack and
gives up their main advantage. The bonus may be applied to whichever individual is
attacked first, or to someone specific. Neither case affects the group's effective initiative.
• No AoOs/Braced Only for Charge: Group coordination prevents them from taking attacks
of opportunity (to reduce rolling). However, the group is always considered braced against a
charge attack and can make this attack with their Group Tactics bonus. A group which
makes a braced for charge attack gives up their attack (or defense option) on their next turn.
• Best of the Rest: negative effects that don't affect the whole group are greatly mitigated,
because those individuals still succeed at Aid Another automatically, while individuals
without penalties make the attacks. Similarly, positive effects which don't affect the whole
group are still useful as those individuals become the tip of the spear, making the main
attack while the others Aid. Track the position of individuals with such effects, positive or
negative, so that they can be ignored, targeted, or held in reserve as desired.
• A Champion: for the same reasons, individuals with better armor or weapons, officers with
a few extra hit dice, or even just the one guy with a higher base hit point roll, may be present
as part of the unit and used as desired.
• Volley Fire: The primary use of large contiguous archer groups is to negate the chance of
missing at long range due to range penalty, but an arrow is just as deadly when it comes
down as when first fired, and a major purpose of armor is protecting against arrows. Change
volley of arrows rules: a contiguous archer unit can be as large as desired, and the leader
directs them by rolling an attack at their full bonus against a target square (AC 5), with
range penalties. Creatures within in the area of a volley attack, whether successful or splash
deviated, are subject to a single attack per square they occupy, no more and no less. This
attack is made at a base of +0, modified only by weapon properties carried by the whole
unit, and is not subject to miss chance or increased damage from feats or features. There are
no reflex saves, and armor is not ignored. Dexterity and Dodge bonuses mostly apply as
long as the targets are aware, but bonuses from fighting defensively or using the Combat
Expertise feat or similar abilities, do not.
• Concentrated Fire: as with Group Tactics, a group of archers firing on a single target
instead make a single attack with a +2 bonus for each additional body, to a maximum of
+18. Abilities such as Deflect or Block Arrows instead reduce this bonus by half?
Restored and Tweaked Skills
• Okay, this would really be an entire project of its own, since it would inevitably expand into
a catalogue of any allowed skill use (and specifically disallowed skill uses) not already in
Rules Compendium. Getting around to that is gonna take a long time.
• Note in particular that Sword and Fist and Complete Adventurer have some nifty uses for
Sense Motive, which have resulted in Fighters getting it as a class skill below.

Skill Tricks?
• Skill Tricks (Complete Scoundrel) are an interesting little system, and I have an extensive
list of hombrew tricks culled and awaiting proper formatting, if needed.
• But they are also everyone in, or everyone out. By design the skill point costs are just
enough to make them maybe not no-brainers, but also always low enough that if you really
want it, you can get it, and extra abilities are extra abilities, period.
◦ So characters that use skill tricks, just like those with "traits" or "flaws" or "LA buyoff"
or "affiliation/organization benefits" or "roleplaying rewards," or any other thing that is
not in use by everyone, have an advantage over anyone who isn't using it.
▪ Therefore, unless every player is willing and interested in picking out and using Skill
Tricks, they are not allowed for any character. And if they are desired, I'll add more.
Knowledge
• Knowledge skills can be rolled against monsters as normal, but if you want a particular
piece of information you might be better off just rolling for common/specialized/esoteric
knowledge at DC 10/15/20 etc (from Tome and Blood). Particularly if this information is
needed out of context (such as while planning or buying gear) or when you think you know
what you're fighting but failed or don't wish to roll the direct check.
• General knowledge checks are more appropriate if the player wishes to roll and/or use
allowed roll altering abilities. The DM should roll direct creature knowledge in secret, and
may do so "passively" on sight so that a scene can be described appropriately to the viewer.
◦ When calling for a direct creature Knowledge check, the player should state their
primary concern, if any, such as if they can affect it with a certain spell or if it has X
special attack to worry about.
▪ The basic success provides name, creature type, and whatever piece of information
the DM finds most important, the kind of thing that anyone who can recognize the
creature would always remember first.
• This may include any DC10 common knowledge for free. Basic visual data on
physical properties such as size, reach, ability to swallow whole, obvious
grabbers, presence of armor/weapons, relative movement speed, etc, is not a
knowledge check.
▪ Each +5 of success provides one more piece of relevant information, starting with
the player's question if it was not already answered, followed by details chosen by
the DM. What is relevant could vary depending on what the party is capable of.
◦ Knowledge: Architecture and Engineering does not let you ignore hardness.
• Know What You Don't Know: Some things are simply not known to the wider knowledge
base of libraries and oral traditions which beget the Knowledge skills. If you make a DC 20
or higher check about something that can only be learned via limited means which lay
outside a simple check, you know that your knowledge skill will not suffice. When you read
a lore entry that says "no one really knows X," this is the roll that makes you remember it.
• Remember it Later: If a PC is under a temporary penalty or likely to gain a bonus later, the
DM may wish to make note of the result of any knowledge checks, so that when the PC's
bonus passes the threshold they can remember it later. This might even be usable to great
effect on passive DM rolls while the player is clearly focusing on something else, thus
earning a -4 penalty for being distracted.
Notes: Having both HD based creature knowledge and the DM assigning DCs for any knowledge
suggests/is a two tiered system, where a player could ask questions about a monster they've already
identified- and can actually be fine, since the DCs for those questions are set by the DM and thus
can be as easy or difficult as desired to allow or prevent the PCs "knowing the statblock." A further
limit of no more than one question per round is easy and obvious, and results in the generally
desired effect of letting the player rely on their skill as a first line of defense to prevent bad actions.
Meanwhile the HD based identification serves as a gateway which allows (but may not be entirely
required for) further questions, and can immediately grant important information without needing to
ask the right question.
• If spells and abilities that boost "all skill checks" are allowed to apply to knowledge checks,
as well as dedicated magic items, and many "library" and "research" systems that simply
provide arbirary large bonuses rather than actual information, these all need to be taken into
account for knowledge DCs (which is one of the reasons for lazy shortcuts like the 10+HD
rule's easy scaling). On the other hand books such as Elder Evils give massive DCs up to the
40s which are required to progress, seeming to rely on such bonuses being available.

Search and Spot, reminders/clarifications


• Spot and Listen checks come in two forms: passive, and active.
◦ Passive checks are rolled by the DM as part of the opposed roll for somethig else that is
Hidden or Moving Silently.
◦ A player can use a move action to call for an active check (see skill descriptions), but
these are still rolled by the DM to prevent "oh I rolled low/high" metagaming of hidden
information. If there is something like an obvious foe you're searching for and the active
spot becomes more of an opposed combat action where the player knowing how well
they rolled seems appropriate, the roll may shift to the player.
• Searching a 5' cube is a full round action with a range of 10'.
◦ Thus, moving to a position and searching takes two rounds.
▪ Taking 20 on a single square/cube is a full 2 minutes.
• Searching the perimeter walls of a 20'x20' square room takes approximately 2-3
minutes: 16 rounds for the wall length itself, plus 4-12 rounds on movement
depending on how far you stay away from the walls.
◦ While "searching a 5' cube of goods" is a full round action, actually removing a pouch,
bag, or item from a body is usually a move action (even longer for worn articles of
clothing/armor), which may in turn mean that actually searching everything "on" a
person requires multiple layers of removal and searching.
◦ This does not mean I will require accounting for every action and dozens of search rolls
per room and body regardless of what there is to find, that would be dumb.
• The final takeaway is that if searching just the perimeter of what is a small room combat-
wise takes 2 or more full minutes, and searching even one door/chest/whatever properly also
takes 2 minutes, and stripping even one body can be measured at 2 or more minutes:
◦ Unless the party is explicitly skipping all of these things and staying in a combat time
rush from room to room, it will be assumed that a bare minimum of 2-3 minutes passes
for any amount of searching or looting.
▪ Thus, any spells or effects with durations of 3 minutes or less will expire.
▪ And if the group spends say, 5 minutes talking in addition to that, or makes any
exhaustive searches, or talks for flat out more than 10 minutes, then naturally any 10
minute or less durations will also expire.
▪ This is not a punishment or an incentive for rushing: it is how the rules work and
thus the normal expectation of how the game plays. Spell durations measured in
minutes are not supposed to last for an entire dungeon, maybe a room or two at most.
Spellcraft
• Spellcraft really deserves being split up, but for practical purposes is being left alone,
because I don't intend to push game aspects where the division would be important anyway.
The expected number of casters is two, and you need more than that for fractured spellcraft
to shine.
◦ That said a simple divine/arcane split would be reasonable even base game, so that
traditional arcanists don't have all the answers.

Disguise Magic and Skills (clarification): Successful Spot checks inform the user that the target is
disguised, ex: "Something seems off, you think that X is under some sort of disguise."
-(Ruling): People who don't know anything about the sort of creature you are disguised as take a -10
penalty on their Spot checks.

Disguises and Clothing: The Disguise skill is vague about just what you're disguising, being treated
both as either trying to body-double someone, or simply not be recognized as yourself, depending
on the writer and context. This is why the only usable response is that "something is off/they're
hiding something/etc." With no information on the subject I must assume that Disguise neither
specifically includes nor discludes clothing either, and shift the job to the Spot check:
• A viewer who recognizes your clothing as belonging to you, or as something the person
you're impersonating would not wear, gains a bonus on their spot check. The bonus can
range from +2 for a mundane but mildly distinctive piece of clothing, to +10 for an item the
wearer knows is unique or is otherwise extremely distinctive.

Move Silently: The penalty for moving faster than half your speed but not more than double your
speed is -10. The bonus for remaining still, if needed, might be +10 (say for invisible creatures).
Since you normally only roll for movement (in 5' or greater increments) this isn't likely to come up,
and could increase for holding your breath or not apply at all if you're moving too much in your
space while "standing still."

Hide in Plain Sight abilities: Is a "shadow" shadowy illumination, or is it the presence of literally
any object or creature other than yourself within an area of light and 10' of you? Which is probably
the direction I came from on this topic: It allows you to hide if there is a shadow within 10', areas of
shadowy illumination already allow you to hide, therefore the ability is simply letting you hide
while observed but you still require shadowy illumination (or other cover or concealment) within
10'. Then, since it would be absurd for a thin "shadow" to let you "hide in plain sight" into an
unrelated bush or fogbank, the type of "shadow" required must be shadowy illumination, which is
why regardless of wording that might suggest you can vanish within a near empty room because
light creates shadow, this seems the only reasonable interpretation to me. The fact that you can use
it from outside of the area of shadow does not contradict this, as updated versions of the Hide skill
allow some movement between cover, and this magical ability is often found on classes with
magical movement options.
• Hide in Plain Sight abilities which mention shadow require the specific "shadowy
illumination" light level which grants concealment in order to function.
Social Skills

Social skills function around the NPC attitude table as found in the Diplomacy skill description. An
NPC's starting attitude may already be determined, or may be influencable from its starting position
by a Charisma check. Circumstance modifiers may apply on this check, such as shared or opposing
interests or values, reputation, current events, etc. Attempting an initial attiude adjustment takes
anywhere from a minute to an hour or more, depending on the person and the interaction.
• Generally, this check only includes permanent bonuses: if a temporary or instant effect is
allowed to give a bonus on the roll, the result lasts only as long as the effect does, after
which the effective result and the NPC's attitude fall to whatever they would have been
without the bonus.
• While it can be difficult to give someone a good impression, it is all too easy to give a bad
one. Remember that the wrong words or actions can cause attitudes to drop a step, or even
go straight to Unfriendly or Hostile, even without rolling. Think before you open your
mouth. That said, speaking in character is not meant to be punished: stating your intent will
always cover an honest mistake in wording (though not intentional buffoonery).
• Befriending: A character (or NPC) may attempt to further improve someone's attitude
towards them, but this takes further time and Charisma checks. Each attempt to befriend
someone takes a least a couple of hours, cannot involve any transactions, and can only be
retried as often as the person is receptive to it: this could be per week, month, or even year
for long-lived races, and is never more than once per day. Note that even a hostile target can
be improved to Unfriendly with a result of 20 or higher: barring poor charisma or
cirumstance modifiers, a genuine offer of friendship made with enough persistance can
almost always get through. That said, Unfriendly and Hostile targets will naturally avoid
contact with people they don't like, so opportunities to spend time with them may not be
available.
◦ A dishonest offer of "friendship" is actually a Bluff to get them to do something. If
successful, the target is not aware of the difference, but a failure causes their attitude to
drop by one or more steps.

Regardless of charisma or skill rolls and rather than assigning impossibly high circumstance
modifiers, the DM may choose to have certain NPCs simply be too firm in their beliefs to socially
influence without some major event changing their minds, in the same way the PCs are only
"influenced" by their players' direction. The DM owns their characters, though they are obliged to
make sure a PC's social skills are appropriately useful even if some NPCs are "immune."

Bluff allows you to lie convincingly in social situations.


• Simply telling a lie without seeming suspicious is Bluff check opposed by listeners' Sense
Motive checks. Failure does not indicate the truth, but those with successful Sense Motive
checks are sure that you're being dishonest in some way.
• You can also Bluff to improve someone's initial attitude towards you, such as by claiming
your deeds, ability, or connections are greater than they are. This Bluff check is opposed by
the target's combined Sense Motive+Level check. A successful Bluff results in a synergy
bonus of +2 on the Charisma check for initial attitude improvement . Suceeding by 10 or
more results in an extra +1 per 10 by which you exceeded. A failed check results in a penalty
of equal value instead.
• Finally, you can try to bluff someone into doing something for you more immediately. This
option would be used for say, pretending the guards are right around the corner, telling a
guard the captain already cleared you to pass, or seducing someone. This is also a Bluff
check opposed by a Sense Motive+Level check. Success means the target believes you
enough to take action based on what you have told them, within the general guidelines for
Friendly NPCs: the muggers retreat, the guard lets you talk to the prisoner, and the interested
party follows you back to your room or does a little favor.

In any case, when the target realizes the truth, their attiude is reduced based on the severity of the
Bluff and the actions they took because of it.
• Being discovered in a lie has effects entirely based on the details of the situation: people
who expected you to lie, would tell the same lie themselves, or simply find such a lie
perfectly acceptable, will likely have no change in attitude at all. However, someone who
believed you and took extensive action and planning based on your lie, might disregard all
charisma and skill rolls from now on, having fully made up their mind after your betrayal.
• If you fail a Bluff to make yourself look better by 4 or less, the target does not believe you,
but you are able to laugh it off as a joke or otherwise save face. If you fail by 5 or more you
fail to dissemble, the bonus you would have gained on that attitude roll becomes a penalty,
and you may have additional consequences based on the lie itself and the person you made it
to.
• If you Bluff someone specifically into doing something, then the moment they discover the
lie they become disenfranchised and their attitude drops at least one step, though the nature
of the lie and their personality could have greater consequences.

Remember that in all cases, bluffing can be risky. People don't like being made fools of, and even
foes who didn't have a particular grudge might gain one if they realize they've been had.

Diplomacy, or rather negotiation, allows you convince someone to make a deal. While this can be
used to swindle a bit of extra money out of them, it is most useful for getting people to the
bargaining table despite their reluctance.
• A negotiation check uses your Diplomacy skill*. The target can oppose it by keeping their
own interests firmly in mind and rolling Sense Motive+Level, or can counter-negotiate with
their own Diplomacy skill. Success allows you to treat them as one step friendlier than they
actually are on the attitude table, which in turn determines whether they are willing to make
a deal. Success by 10 or more gives an extra effective step for each 10 by which you
succeeded. Failure means their effective attitude is decreased by one, and if they're still
willing to sell you may need to pay a higher price as they've gained the advantage in
negotiations. These results stand until circumstances have sufficiently changed or enough
time has passed for the target to feel like re-negotiating.
• An honest merchant will always make a fair deal when they are Indifferent, but they may
overcharge if Unfriendly, point you to a better value or offer more stock at Friendly, or may
cut a one-time discount at Helpful. Merchants with more exclusive or shady clientele
mightly only sell to people they are Friendly with in the first place, and people who don't
usually sell things at all might need to be Helpful just to get them interested in a deal even at
a fair price.
• As long as you follow through on a fair deal, you take no penalties for having negotiated it
with your skill. If you take advantage of your negotiation check, such as by getting a
"Helpful" merchant to give you a discount or accept a trade they can't immediately sell, their
attitude is decreased by one step in the future. This penalty can be removed by making up
the difference in a future exchange, but you may need to "pay back" more than you gained.
• Negotiation can apply to more situations than buying and selling items. In those cases the
DM decides what attutide is required to get the other party to deal and what exchanges are
considered fair. Kidnappers are likely to accept ransom from someone they're Indifferent to,
but monsters taking slaves might require Helpful to consider selling them back for mere
cash. Convincing someone who doesn't normally trade in favors or services might require an
effective attitude of Friendly in order to get them to cast a spell for you, or to accept the
duke's favor as compensation.
• Note that for best results you want to already be on the best terms possible before opening
negotiations, and many dungeon negotiations are stark enough that there is little need for
rolling dice. However, there is no guarantee you'll be able to butter up someone before
negotiating (see changing attitudes above). Attempting to call a cease-fire during combat is
too subject to circumstances to be a simple check, but if both sides abide then you may
begin negotiations regarding what to do next.

*Diplomacy skill, because changing the name in dozens of books is impossible, it's just what the
skill is called now.

Intimidate functions as normal- the above changes to Bluff and Diplomacy were inspired by the
simplicity of Intimidate and the seduction use of Bluff found in Sword and Fist.
• Intimidate is opposed by the target's Level+Wis+any modifiers on saves against fear, and
success makes them respond as if Friendly (though their true attitude remains the same).
This lasts until 1d6x10 minutes after you leave, at which point their attitude becomes
Unfriendly or Hostile, and if you fail by 5 or more they string you along with false
information or other hindrances instead of cooperating.

the idea that commoners or non-magicals should be afraid of magic on general principle, is a
circumstance modifier that you'd put somewhere in the diplomancy/intimidate/bluff? skills, or
magic section, or general setting info.
something like +5 for each tier of magic that you demonstrate, with first tier being single target,
second tier being mass target (3rd levels, fireball), and third tier being army/existential crisis
(control weather, flashflood, calling a major demon). but, for each tier they possess or are
completely inured to, they negate a tier of bonus.
--the same modifier applies to anyone trying to convince someone you're dangerous (based on the
convincee's fear of magic), and for rousing a mob against you. (can't seem to find the DC to rouse a
mob, not in City or RoD so -?)
Feat tweaks.
Note: Remember to check the Initial Bans list, as those removed feats are not listed again here.

Arcane Preparation
-Remove "arcane" requirement, change name to Learned Spell Prep
-You may also use this to prepare a spell from a scroll. The spell is still expended from the scroll as
normal, but you get to use your own caster level, feats, etc, for the single casting prepared.

Armor Specialization
-Stacks with similar damage reduction from other sources, typically armor materials and class
features.

Augment Healing
-Unless otherwise specified, the bonus healing for this spell happens once per target, the first time
they are healed by the spell.

Augment Summoning
-It has come to my attention that +4 str and +4 con is the same bonuses as rage, and stacks with
everything, without even a rage penalty, on every cast. This might need a nerf, or use limit, or
indicate that summons need a buff (and then the feat is nerfed or limited).

Battle Jump
-Dragoons are cool and monster race regional feats are dumb, so people can take this. Damage is
doubled only on the first attack of the charge.

Blind Fight
-Miss chances less than 20% are ignored. Standard 20% miss chances, often referred to as
"concealment," are converted to a -1 attack penalty to reduce rolling. Higher miss chances are rolled
twice, as normal (or converted to a single roll, 50%x50%= 25%)

Craft (Magic Item)


-Characters with Item Creation feats may designate what type of materials they primarily use for
item creation: gems, rare metals, rare plants, animal and monster bits, art objects, frilly ribbons,
goop infusions, etc. Generally this should not restrict any item creation in a city, but may allow you
to create items in the field without a vendor to buy "crafting components" from, as well as defining
a general theme for the visuals of anything you craft. It's much easier for the DM to place naturally
described non-intrusive crafting components with a theme, and the theme is up to the player.

Extra Spell
-Can take one spell of your highest level, or two spells of any lower level (still doesn't let you
choose from outside your class list).

Deadly Defense
-When used with Combat Expertise, add another 1d6 for each additional -2 taken.

Diehard
-Nonlethal damage does not knock you unconcious until it exceeds your hit points +10.

Diving Charge
-Can be taken by non-flyers and used with a flying mount.

Dodge
-Increase bonus to +2. Feats which require both Dodge and Mobility but don't actually make use of
the "choose an opponent" mechanic no longer require Dodge.

Einhander
-Apply dodge bonus when using Combat Expertise for -2 or more.

Heroic Destiny
-Die may be used after seeing results of roll.

Improved Trip
-No longer grants a free attack if you succeed. Note that trip checks now add BAB on both sides.

Leadership
-Cohort level limit is equal to your full level instead of level-2, but cohorts can only have NPC base
classes, one prestige class, and a second prestige class after finishing the first (all subject to DM
approval, as always). You may take Leadership multiple times for extra cohorts if it is appropriate
for the campaign, but note that each cohort's 1/2 share of treasure is reducing the treasure of all PCs,
even though they do not reduce the XP of PCs.
-Followers are effectively loyal hirelings. If their Leader is present they will work without pay for
some time if neccesary as long as their other needs are met, but eventually they do expect to be
paid/require support, and if Leader and pay are both absent, will eventually desert.

Leap Attack
-Only applies on the first attack of the charge even if you have multiple attacks.

Manyshot
-Can also be taken as a thrown variant, used with shuriken, darts, and daggers.

Melee//Ranged Weapon Mastery


-Change BAB +8, to Fighter 8th or BAB +10 (as WotBS's version).

Mobility
-No longer requires Dodge. Feats which require both Dodge and Mobility but don't actually make
use of the Dodge mechanic no longer require Dodge.

Monkey Grip
-Penalty for one-handed weapons is reduced to -1, and light weapons take no penalty (two-handed
weapons retain the full -2).

Multiattack
-No longer requires three natural weapons.

Natural Spell
-Is now a metamagic feat with a +2 adjustment.

Piercing Cold
-Remove the line regarding the [cold] subtype: a percing cold spell deals half its cold damage to
such creatures (updating to match the Searing Spell feat, which was printed second).

Protected Destiny
-Usable on any failed save.
Quick Draw
-You may also stow one item within easy reach as a free action each turn, as long as it's not
something you drew on this turn.

Ranged Spell Specialization


-Applies to multiple ranged touch attacks resulting from a single spell, up to a maximum of once
per level of the spell. No range limit.

Rapidstrike (and Improved)


-Remove creature type restrictions. Spending multiple high level feats on extra attacks with lighter
natural weapons is the same as TWF, and if the DM wants to modify a monster they just can.

Reserve Feats (all)


-Are no longer "reserve." Instead you expend the appropriate spell to power the feat, and it then
functions until you next ready your spells.

Sculpt Spell
-(Clarification): You must choose the area when you prepare the spell.

Shocktrooper
-Heedless charge option provokes an AoO from your target.

Spring Attack (and dependant feats)


-No longer requires Dodge.

Telling Blow
-Also works with Sudden Strike.

Toughness
-Gives 2hp +1/level. Improved Toughness is removed, prerequisites altered accordingly, etc. If you
wish to take Toughness multiple times, see Masters of the Wild.
-Familiars which grant Toughness instead grant +3hp (which stacks with Toughness), as normal.

Two-Weapon Defense
-Add half the weapon's enhancement bonus to the shield bonus.

Touch Spell Specialization


-Does apply to each touch in a multi-touch spell (such as chill touch), as well as each melee touch
made with an effect that allows you to strike using multiple touch attacks within a duration rather
than a discharge (such as flame blade).

Weapon Finesse
-If you have no Strength penalty, you may add 1/2 your Dexterity modifier instead of your Strength
modifier for damage rolls. If you have a Strength penalty, subtract it from 1/2 your Dexterity
modifier instead. Ignore the line about shield penalties.

Weapon Focus
-Also gives +1 damage when applied to simple weapons.

Winter's Blast
-1d6 per spell level.
New feats

Block Ray ?

Dragoon Leap [General]


Prerequisites: Jump 8 ranks.
Benefit: The maximum height attained when you jump is equal to the jump check result. If you end
your turn in the air, at the start of your next action you may turn up to 90 degrees and land at any
point within your remaining jump distance; A jumping creature ends their turn in midair if they
exhaust all movement without reaching the distance they attempted to jump, and must normally
continue taking movement actions until reaching the determined endpoint. If you jumped straight
up, the jump distance remaining is equal to the remaining height, and you may turn to face any
direction. If you move or fall at least 10', you may charge.
Normal: The maximum height attained when jumping is equal to 1/4 of the jump check result, for
both long and high jumps- this feat effectively quadruples your jump height. You cannot normally
turn in midair or end your jump prematurely.
Notes: A dragoon who wants to catch air but can't jump more than double their move speed can
simply use their standard action before jumping, which will earn them hang time if the jump is
greater than a single move. Armor reduces move speed, but you take a -6 on jump checks for every
10' below the 30' standard, and with only a 20' speed you have no room left to jump after a running
start- which means you'll be in hang time immediately.

Draw Casting Circle


Prerequisites: Craft (Calligraphy)* 8 Ranks, Spellcraft 8 ranks
Benefit: As a full round action, you may draw a Casting Circle 5 feet in diameter. As long as you
stand within the circle, your caster level is increased by 1.
-D1's Feats, *changed from Decipher Script

Exalted Arcana [Exalted]


Prerequisites: Spontaneous arcane or divine caster.
Benefit: If you have access to a Sanctified spell in written form (spellbook, scroll, or similar), you
can prepare it in the same way a wizard or cleric would. The spell remains in your mind and
occupies one of your daily spell slots until you cast it or change it. These spells do not count against
your spells known in any way.
Special: Scrolls are not consumed when used to prepare spells with this feat.

Exotic Weapon Proficiency (Weapon Tether) [General, Fighter]


Prerequisites: BAB +1
Benefit: Wielders proficient in tethered weapons ignore the usual -1 penalty on attacks and can
retrieve a dropped tethered weapon as a free action.

Fierce Attack [General, Fighter]


Prerequisite: Dex 13.
Benefit: On your action, before making attack rolls for a round, you may trade some or all of your
dexterity bonus to armor class for a bonus on all melee damage rolls, reducing your armor class
accordingly. If you are wielding a shield, you may also trade some or all of your shield bonus. The
amount of armor class traded may not exceed your base attack bonus. The reduction in armor class
and bonus on damage apply until your next turn.
Fierce Attack cannot be used in conjuction with Power Attack.
Special: If you attack with a light or finessable weapon and your off hand (or hands) are empty,
instead add twice the amount by which you reduced your AC. Attacking with more than one natrual
weapon also negates this benefit. You cannot add the bonus from Fierce Attack to the damage dealt
with a two-handed weapon unless it is also a finessable weapon, even though the reduction in armor
class still applies.

God Speed [General]


Benefit: Once per day per four levels you have attained, rounded up (to a maximum of 5/day at 17th
level), you can push yourself beyond mortal limits to take that one extra step, make that one extra
strike. At any time during your turn you may make an extra attack (at your full bonus), or take an
extra move action. You may not use this ability more than once each turn. God Speed does not take
an action to activate or count as an extra attack granted by haste- you simply

Overwhelming Defense [General, Fighter]


Prerequisite: BAB +2, shield proficiency.
Benefit: When wielding a weapon and a shield, you can pressure foes who fail to put enough
pressure on you first. If a foe misses you with a melee attack, or chooses not to attack you even
though you were within their threatened area at the beginning or end of their turn, you gain either
+2 attack or +4 damage on each attack with your weapon against that foe on your next turn (choose
which bonus before rolling your first attack).
Special: If you successfully shield bash a foe, you can activate Overwhelming Defense for the rest
of your turn against that foe anyway. You can attempt this with either the shield bash or your
weapon as your primary attack (which gains more attacks with high BAB), as the two weapon
fighting rules allow you to choose wether the "main" or "off-hand" strikes first, regardless of which
is the primary.

Polearm Finesse [General, Fighter]


Prerequites: BAB +1
Benefit: This feat functions as Weapon Finesse, except it applies to two-handed spears and
polearms only.

Powerful Athlete [General]


Prerequisites: Climb, Jump, and Swim 5 ranks each.
Beneft: You move at 1/2 your speed when making climb or swim checks (or your full speed if you
take a -5 penalty), and you always count as running for the purposes of jump checks.
Normal: You move at 1/4 your speed with climb or swim checks, and the DC for any jump check is
doubled if you do not get a running start.
Special: If you have both Leap of the Heavens and Powerful Athlete, you always gain the +5
competence bonus on jump checks from Leap of the Heavens since you count as running. Powerful
Athlete may be used in place of similar feats or abilities for prerequisites at DM's discretion.

Practiced Invoker [General]


Prerequisites: One Lesser invocation.
Benefit: Choose an invoking class for which you know at least one Lesser grade invocation. Your
caster level for that class increases by 4, as does your effective level for determining the damage of
your Eldritch Blast, Dragon Breath, or similar ability granted by your invoking class. This benefit
cannot increase your caster level or effective class level beyond your Hit Dice.
Special: You may select this feat multiple times. If you do, you must choose a different class each
time.
Notes: While dipping a spellcaster level and then taking Practiced Spellcaster still leaves you with
very few spell slots, invokers don't have this limit, so I placed an effective 6th level requirement to
prevent dipping and keep Eldritch Blast dice as a valid prerequisite for other game elements.

Sky Knight [General]


Prerequisites: Cha 13, Ride 8 ranks.
Benefit: You gain the service of a Giant Eagle, Giant Owl, or Pegasus as a steed. It serves loyally as
long as you treat it fairly, much like a cohort.
Special: If you have a special mount (such as from the paladin class feature) you may call this
creature from the celestial realms in place of your previous special mount, without reducing your
effective paladin level for determining bonuses.

Notes: If the DM would allow this benefit without spending a feat, they should notify the player. If
the DM or campaign eventually rewards all PCs with similar steeds, a PC who invested in Sky
Knight (or Dragon Steed) should be compensated, unless or until those steeds are lost and the feat is
providing a significant benefit once again. Typically this would take the form of a replacement feat
(if the mounts' value cannot be assessed or is campaign critical and thus non-valued), or additional
treasure (if the feat is also a required prerequisite for something else).

Threatening Blade [General, Fighter]


Prerequisites: Combat Reflexes, Combat Expertise
Benefit: When wielding nothing but a single weapon, in one hand, you may make attacks of
opportunity against foes who enter your threatened range, in addition to those who leave it. Since
foes provoke both for entering and leaving your threatened space, this means you may get two
attacks of opportunity if they attempt to pass you by.

Spell Series [General, Sorcerer]


Prerequisite: Caster level 1st, must know at least one spell
Benefit: Pick two spells of any level that are related to one of your known spells and can be viewed
as a series or group. You learn these spells immediately if they are of a level you can cast, or if one
or both are of a level you cannot currently cast you instead learn them automatically once you are
able to cast spells of the appropriate level. If you already know all the spells on your class list you
may choose spells from outside it, otherwise you may only learn spells on your class list.
Special: Spells chosen for this feat are subject to DM approval.
• All three spells should usually be of a different level, but some swift or specialized spells
may be allowed at the same level.
• If both spells chosen are the same level, they should be of a level you can already cast when
you take the feat.
• If neither of the spells is a level you can cast right now, then one of them should probably be
available on your next spell level (abusive backloading of spells will be dealt with the same
as frontloading of metamagic, by removing the option altogether).
Notes: This feat is meant to bridge the lack of "augmentable" effects in the spell system when
comparing sorcerers to psions and reward characters who want to make consistent picks. It can also
allow some variation in fixed-list casters. Doing so as a feat with strict guidelines rather than a
broad rule applying to inconsitent published material actually involves less DM adjudication, and
more player freedom at point of use.

Example Series:
Ice Dagger, Ice Knife, Icelance
Fireball, Lingering Flames, Meteor Swarm
Dispel Ward, Dispel Magic, Greater Dispel Magic
Shield of Faith, Shield Other, Mass Shield of Faith
Swift Invisibility, Invisibility, Greater Invisibility

Versatile Reach [General, Fighter]


Prerequisite: Proficiency with appropriate weapon, BAB +1
Benefit: Choose either piercing or slashing. When wielding a spear or polearm of the chosen type
which has reach, you may make attacks against adjacent foes as if it did not have reach. Piercing
polearms from the Player's Handbook include the Longspear and Ransuer, while slashing polearms
include the Glaive and Guisarme.
Normal: You can hit adjacent foes with the back end of a spear or polearm (dealing the same
damage as a quarterstaff), but such attacks gain no benefit from combat techniques (such as Weapon
Focus) or magical enhancements that affect the weapon's intended use.
Special: You may take this feat a second time to gain its benefit with the damage type not chosen
initially.

Way of the General [General, Fighter]


Prerequisites: BAB +1, heavy armor proficiency.
Benefit: The way of the general is to trust in their armor. At any time during your turn before,
between, or after taking your actions, you may choose to trade up to half your armor bonus to armor
class to gain DR X/- equal to the amount of armor bonus lost. The amount traded may not exceed
your base attack bonus. The reduction in armor class and damage reduction gained apply until your
next turn.
Special: Unlike most sources of damage reduction this feat stacks with DR of the same type gained
from other sources, however it does not apply against damage from swarm attacks.

Weave Bender
Prerequisites: Improved Unarmed Strike, Still Mind, Eldritch Blast 2d6
Benefit: Your innate magic is guided by martial arts. If you have levels in monk and warlock, those
levels stack for determining your unarmed strike damage, eldritch blast damage, and caster level for
eldritch blasts and invocations, and you add half your warlock levels to your monk levels when
determining your AC bonus. If you would normally add your Wisdom bonus to AC, you may use
your Charisma bonus instead.
Special: If monk fix is not in play, add your full warlock level when determining your monk AC
bonus.
Class Feats

These feats can be found with their respective classes below, but are also collected here for
reference and visibility, since people usually plan their feats with feat lists.

Extra Curses [Hexblade]


Prerequisites: Hexblade's Curse ability
Benefit: You may use your Hexblade's Curse two additional times per day.
Special: You may take this feat more than once, its effects stack.

Forsaken Invoker [Hexblade]


Prerequisite: Hexblade's Curse, Arcane Resistance, Eldritch Blast 2d6
Benefit: You add your warlock levels to your hexblade levels when determining the number of
uses, DC, and strength of your Hexblade's Curse. Add your hexblade levels to your warlock levels
for determining the damage of your eldritch blast. Your caster level for both hexblade spells and
invocations is the sum of your hexblade and warlock caster levels, and you may use invocations in
medium armor.

Adept of Fortifications [Warmage]


Prerequisites: Warmage 1st.
Benefit: Add the following spells to your Warmage spell list; Alarm, Greater Alarm (SpC), Nature's
Rampart (SpC), Secure Shelter (SpC), and Move Earth.

Master of Fortifications [Warmage]


Prequisites: Warmage 1st, Adept of Fortifications, able to cast 6th level spells.
Benefit: Add the following spells to your Warmage spell list; Mage's Magnificent Mansion, Energy
Transformation Field (SpC, 8th level), and Undermaster.

Adept of Communications [Warmage]


Prerequisites: Warmage 1st.
Benefit: Add the following spells to your Warmage spell list: Animal Messenger, Whispering Wind,
Whispering Sand (Sandstorm), Sending (4th level), and Telepathic Bond.

Adept of Territory Control [Warmage]


Prerequisites: Warmage 1st.
Benefit: Add the following spells to your Warmage spell list; Create Trap (Races of the Dragon),
Icicle Trap (Frostburn), Spike Growth, Spike Stones, Mage's Faithful Hound, Guards and Wards.

Adept of Conjuring [Warmage]


Prerequisites: Warmage 1st.
Benefit: Add the following spells to your Warmage spell list; Mount, Unseen Servant, Regal
Procession (SpC), Servant Horde (SpC), Phantom Stag (SpC).

Emergency Defenses [Warmage]


Prerequisites: Warmage 1st.
Benefit: Add the following spells to your Warmage spell list; Feather Fall, Deep Breath (SpC),
Stand (PHB2), Energy Aegis (PHB2), and Mystic Aegis (PHB2).

Practiced Soulknife [Soulknife]


Prerequisite: Mind Blade
Benefit: Your effective level for determining the enchancement bonus and special abilities of your
mind blade counts as four higher, up to a maximum of your Hit Dice.

Improved Mind Shield [Soulknife]


Prerequisite: Mind Blade +2
Benefit: When your mind blade is split into a shield and weapon, the shield no longer has a reduced
enhancement bonus. You may shape a kite shield, or tower shield if you are proficient. Your mind
shield gains special abilities at the same rate as your mind blade, from the following table:

Shield Ability Bonus


Arrow Catching +1
Bashing +1
Light Fortification +1
Anchoring (MiC) +1
Arrow Deflection +2
Energy Resistance (10) +2*
Power Resistance (13) +2
Anchoring, Greater (MiC) +2
Ghost Touch +3
Moderate Fortification +3
Power Resistance (15) +3
Power Resistance (17) +4

*Bonus cost for Soulknife only, choose one energy type.


-fix crappy shield list
-would add Buffering (AaEG) but it also has a thing where it adds saves to enemy abilities that don't
have them
-Ocular? Champions of ruin, +2, all around vision and +4 spot/search. Fine enough to add, but
seems way too cheap, so. . .

Improved Special Mind Blade [Soulknife]


Prerequisites: Special Mind Blade +1, Mind Blade +2
Benefit: When assigning your mind blade's special abilities, you may choose to forgo some or all of
the bonus value in order to increase the basic enhancement bonus of your mind blade (up to a
maximum +5 enhancement bonus, as normal). You also gain access to the following additional
options for your mind blade's special abilties:

-gonna just keep spamming on here with ?'s and trim later

Weapon Ability Bonus


Earthbound (ECS 266) +1
Waterborn (ECS 266) +1
Bloodthirsty (Und 68)? +1
Drowcraft (Und 69)? +1
Sure Striking (PGtF 120) +1
Impaling (MiC)? +1
Precise (MiC) +1
Revealing (MiC) +1
Weakening (MiC) +1
Doom Burst (MiC) +2
Metalline (MiC) +2
Vampiric (MiC) +2
Implacable (MiC) +3
Shadow Striking (ToM) -? +3
Splitting* (

Your mind blade's starting bonus and your total special ability bonus are not increased- this feat
only grants you more options.

-build out improved list


-Doom Burst for debuff is like, sure, hell yeah, but just seems not great. Maybe it should be +1?
-Impailing is not technically banned since min cost 8k and piercing limitations, works as a stealth
buff here, even compares directly to Shadow Sentinel. But still, touch attacks.
-Sure+Metalline= all standard DR. Transmuting doesn't feel right, but the way Shadow Striking
mentions the blade "remembering" up to X foes feels strong. Still, Sure+Metalline does the whole
job, so any more is just clutter.
-Stalactite or Tentacle from Und for crit=save or die? But crit build is already most supported.
Petrify could be into crystal though.
-Drowcraft and bloodthirsty continue earth/water cycle of situational more +.

Improved Psychic Strike [Soulknife]


Prerequisites: Psychic Strike, Special Mind Blade +1
Benefit: Your Psychic Strike deals +1d8 points of damage, as long as you only have only one
Psychic Strike charged at a time. Charging a second strike reduces the damage to your normal
amount.

Mind Blade Adjustment, Fast [Soulknife]


Prerequisite: Special Mind Blade +1
Benefit: You may change the assigned special abilities of your mind blade with only 10 minutes of
concentration. If your mind blade has a special ability with limited daily uses, those uses are not
recovered until 24 hours pass or you get 8 hours of rest, whichever comes first.

Mind Blade Adjustment, Focused [Soulknife, Psionic]


Prerequisites: Concentration 12 ranks, Special Mind Blade +1, Fast Mind Blade Adjustment
Benefit: You may change the assigned special abilities of your mind blade as a full round action by
expending your psionic focus.

Multi-Throw Mind Blade [Soulknife]


Prerequisites: Mind Daggers
Benefit: Each time you throw your mind blade, it reforms immediately in your hand. This allows
you to make as many throw mind blade attacks as you wish. As with a normal thrown mind blade
(but not a mind dagger), a missed attack does not expend a Psychic Strike charge, and the
enhancement bonus does not decrease for successive attacks.
Note: You may still only manifest your mind blade once per round- the feat provides only an instant
"return" for thrown attacks.

Razor Sharp Mind Blades [Soulknife]


Prerequisites: Shape Mind Blade
Benefit: You may shape your mind blade into forms functioning as a scimitar and kukri (1d6 and
1d4 slashing damage with 18-20/x2 crit range), in place of your longsword and short sword forms.
When you gain the ability to shape mind daggers, you may instead create shuriken (1d2, 18-20/x2,
10', piercing), and when you gain the abilty to shape mind bolts your heavy bolts are equivalent to a
great crossbow (2d8, 18-20/x2, 120', piercing).

Soulspark Companion
Prequisite: Able to shape Soulspark Familiar.
Benefit: Choose a class that allows you to shape Soulspark Familiar. When shaped, it gains the
following benefits based on your level in that class.

Class Level Bonus HD Special


1st-2nd +0 Companion Range 10'/level
3rd-5th +1
6th-8th +2 Multiblast
9th-11th +3 Rapid Shot
12th-14th +4 Shape Soulmeld
15th-17th +5 Bind Least Chakras
18th-20th +6 Bind Lesser Chakras

• Companion Range: Your soulspark may end its turn up to 10'/level away from you without
unshaping the soulmeld.
• Multiblast: Allows the soulspark to make full attacks with its soul blast attack, gaining extra
attacks from BAB and other sources as if it were a ranged weapon.
• Rapid Shot: As a bonus feat.
• Shape Soulmeld: You may shape one of your soulmelds onto your soulspark directly,
allowing it to use the meld. When you invest essentia into your soulspark, you can choose to
invest it in the granted soulmeld instead of the usual options.
• Bind Least Chakras: You can bind the soulmeld shaped on your soulspark to one of the least
chakras (crown, feet, hands).
• Bind Lesser Charkas: You can bind the soulmelds shaped on your soulspark to one of the
lesser chakras (arms, brow, shoulders)

Dark Souls [Incarnum]


Prerequisites: Con 13, Int 11, Wis 11
Benefit: You may infuse a soulmeld with the dark, weighty essence of humanity. At the beginning
of the day, you can invest essentia into this feat. For each point of essentia invested, choose either a
base soulmeld effect or a chakra bind effect of a soulmeld you have shaped. Energy damage dealt
by the chosen effects loses its type and is no longer reduced or multiplied by energy resistance,
immunity, or vulnerability. You also gain a +1 bonus on meldshaper level checks to bypass spell
resistance per point of essentia invested in the soulmeld, which applies even if the chosen effect
doesn't normally deal energy damage. Once the amount of essentia invested in this feat is chosen, it
cannot be altered and remains invested for 24 hours.
Experimental Feats and Tweaks

Feats found here may be a bit unstable or potentially overpowered. Which does not mean they can't
be taken, just that the user should be more aware they could be nerfed if neccesary. Some of the
names also also pretty bleh, simply because the better names have already been taken or associated
with other material I don't want to get confused with.

The first sets, One Weapon Fighting, Crossbow, and Feint, were made under certain concepts of
when double damage becomes appropriate.
• By around BAB +6 you have the second iterative attack, lance charging (or Spirited Charge
with any weapon), and more esoteric stuff like Battle Jump available. As long as you're only
dealing x2 damage, and the character has to jump through sufficient hoops, you're probably
fine. ToB makes it easy with Ruby Nightmare Blade at ECL 7 (but being a full classed ToB
character using Diamond Mind maneuvers is itself a set of hoops)
• Similarly, at BAB +11 there is a third iterative attack, and the game is progressing into the
next tier of threats. At -10, this attack does not suggest x3 damage on its own. However, the
progression of attack bonus does mean that the first two hits should be much more likely,
and characters have more build resources to jump through hoops. Special Mounts and haste
effects are much more widely available. If carefully measured so that it can't stack with
other multipliers, a net x3 or so attack is probably fine. The combination of Battle Jump and
Ride the Wind is predicated on this, though available a bit earlier.
• Finally, there are also TWF and Rapid Shot. These can grant that "x2" via an extra attack
even at 1st level- but they also come with significant damage restrictions (when compared to
options that work with two-handed weapons). Feats with similar weapon restrictions may be
similarly advanced.

Strong Arm is just appeasement for devoties of "2x Power Attack or Nothing" philosophy (which is
so deeply ingrained that even I go around in circles about Fierce Attack, originally designed as 1:1
only, but then I added a 2:1 for a style no one uses, which then gets stuck in my head as the "main"
use). It guarantees that getting 2x PA and a shield is better and easier with an actual shield, rather
than a two-handed weapon with 'Improved "Buckler" Defense' and that farce (a hand manipulating
a sword is not manipulating a shield, duh). But ideally, Fierce Attack and Overwhelming Defense
should have already provided a rhythm-based offensive option for sword and board with no attack
penalties and a completely different style.

One Weapon Fighting [General, Fighter]


Prerequisite: Dex 15
Benefit: Once per round when you successfully make an attack with a manufactured weapon
wielded in one hand, you gain an extra attack at the same attack bonus. You may not use your other
hand (or hands, or natural weapons) to make attacks, use a shield (including animated shields), or
operate a projectile weapon that requires two hands to fire (such as a bow) in the same round that
you use this feat.
Special: If you have Improved Buckler Defense, you may use a buckler in conjunction with this
feat. This feat may not be used in conjunction with Strike manuevers that allow only a single attack.

One Weapon Fighting, Improved [General, Fighter]


Prerequisites: Dex 17, One Weapon Fighting, BAB +6
Benefit: You may gain a second extra attack each round from your One Weapon Fighting feat.

One Weapon Fighting, Greater [General, Fighter]


Prerequisites: Dex 19, One Weapon Fighting, Improved One Weapon Fighting, BAB +11
Benefit: You may gain a third extra attack each round from your One Weapon Fighting feat.
One Weapon Fighting, Perfect [Epic]
Prerequisites: Dex 25, One Weapon Fighting, Improved One Weapon Fighting, Greater One
Weapon Fighting
Benefit: You may use your One Weapon Fighting feat as many times per round as you have attacks
(Ex: On a full attack you have 4 attacks from BAB +20 and 1 attack from a Haste spell, so you gain
up to 5 extra attacks from your One Weapon Fighting feat). Each extra attack still requires you to
meet the requirements for One Weapon Fighting before you can use it.

Strong Arm [General, Fighter]


Prerequisites: Str 15, Power Attack
Benefit: When attacking with a weapon wielded in one hand and using your Power Attack feat, you
deal extra damage from Power Attack as if you were wielding the weapon in two hands. This
benefit applies only to one weapon you wield at a time.
Adaptation: A variant for Dex 15 and Fierce Attack might also be appropriate.

Crossbow, Critical [General, Fighter]


Prerequisites: Dex 13, Weapon Focus [any crossbow]
Benefit: When wielding a crossbow for which you have the Weapon Focus feat, you may make
your first attack in a round especially deadly. When you take your first attack, instead of rolling
once you may roll twice. If both rolls are high enough to hit, the attack counts as a critical hit with a
x2 modifier regardless of the weapon's normal threat range and multiplier. If one roll hits, the attack
is resolved as normal (and may still threaten a critical hit). If both rolls miss, then the attack misses
as normal.
Special: Some effects that trigger on a critical hit may not trigger by use of this feat or its later
versions, at DM's discretion. Basic damage effects including Burst weapons and the Telling Blow
feat are intended to trigger by default.
Adaptation: The thrown weapon version of this feat works the same, but works only with weapons
you throw in one hand, and when using the feat you do not add Strength bonus to damage. A
firearm version may also be appropriate.

Crossbow, Deadly [General, Fighter]


Prerequisites: Dex 15, Weapon Focus [any crossbow], Critical Crossbow, BAB +6
Benefit: When using the Critical Crossbow feat, you may now roll three attacks in place of your
first attack. If all three attacks hit, then the attack counts as a critical hit with a x3 modifier,
otherwise it functions as the previous feat.

Crossbow, Lethal [General, Fighter]


Prerequisites: Dex 17, Weapon Focus [any crossbow], Critical Crossbow, Deadly Crossbow, BAB
+11
Benefit: You make four rolls when using Critical Crossbow. If all four rolls hit, the attack is a
critical hit with a x4 modifier, otherwise it functions as the previous feats.

Feint, Critical [General, Fighter]


Prerequisites: Bluff 8 ranks
Benefit: In addition to the normal effects of a feint, your attack also automatically threatens a
critical hit. This ability does not work with weapons that have a critical multiplier greater than x2.
You still must roll high enough to hit your opponent's armor class, and then confirm the critical hit
as normal.
Special: Some effects that trigger on a critical hit or threat may not trigger by use of this feat or its
later versions, at DM's discretion. Basic damage effects including Burst weapons and Telling Blow
are intended to trigger by default.

Feint, Deadly [General, Fighter]


Prerequisites: Bluff 12 ranks, Critical Feint
Benefit: Your feint allows an automatic threat with weapons up to a x3 critical multiplier.
Special: This feat does not work in conjunction with effects that reduce your action for feinting
below a swift action. If you feint as a free action due to another ability, you can only use x2 crit
weapons.

Feint, Lethal [General, Fighter]


Prerequisites: Bluff 15 ranks, Critical Feint, Deadly Feint
Benefit: Your feint allows automatic threats with weapons up to a x4 critical multiplier.
Special: This feat does not work with effects that reduce your feint action below a move action. If
you feint as a swift action you may only use x3 weapons, and with a free action you may only use
x2 weapons.
Notes: The lack of interesting x4 crit weapons is as much a restriction as anything else, it's what,
picks and scythe (which the game thinks of as a pick with an edge)? Might need some unique
weapons or materials to keep this on-theme, or also use a a multiplier override like in the crossbow
feats.

Frenzied Attack [General, Fighter]


Prerequisites: Str 13 and Power Attack, or Dex 13 and Fierce Attack; BAB +6
Benefit: When you make a full attack action, you may take an additional attack at your highest base
attack bonus. This additional attack and all others suffer a -4 penalty until your next turn.
(Adapted from Feats by Alderac Entertainment Group).
Notes: If actually applied to all the monsters which could use it, this represents a massive change in
game balance. Used sparingly, it can be a useful tool for both DMs and players in adjusting
monsters or companions to suit the game.

Martial Study
-Characters with Martial Study gain a recovery method. They can recover a single maneuver as a
full round action, like a Swordsage, or they can use random granted maneuvers similar to a
Crusader, chosen upon first taking the feat. Random recovery starts with one granted maneuver
chosen from a pool of two "blank" maneuvers plus their readied maneuvers from martial study and
prestige classes, and each new readied manuever from prestige classes increases their granted
maneuver count as normal.
-Upon entering an initiating class a character may choose to keep their Martial Study maneuvers
separate, or add them to the initiating class as if they had taken the initator levels first.

Ride the Wind [General]


Prerequisites: Jump 12 ranks, Ride 12 ranks.
Benefit: You may ride the wind. When traveling through the air as a result of a jump, you count as
mounted. Primarily this allows you to deal double damage with a lance while charging with a jump,
but you can also:
-Mount or fast mount, allowing you make a jump that you can finish without spending further
actions.
-Claim the high ground bonus for being mounted against creatures your size or smaller.
-Take cover, and fast remount after taking cover.
-Dismount or fast dismount, allowing you to fall immediately without completing your jump.
-Shoot while moving, at a -4 penalty if you jump more than your speed, or -8 if you jump more than
twice your speed (attacks taken at the midpoint, penalties reduced by Mounted Archery)
-Cast while moving, with concentration checks (10+spell level up to twice speed, 15+spell level for
more).
-Make an overrun attempt as if you were one size larger, which if you have the Trample feat cannot
be avoided and grants you a free attack if the opponent is knocked prone.
Special: If a prospective DM determines this feat isn't useful, they can have the mount/fast mount
option allow further jumps in mid-air, which with +19 ride skill effectively becomes air walk+.

Notes: Yeah, this is super complex in a lot of ways, but I still think it's more interesting than just
writing a point to point movement feat that lets you hang in the air for a round. Basically the main
body lets you use ride DC20 to move or double move in a straight line as a free action by forfeiting
melee full attacks (without certain PrC abilities) and accepting the mounted penalty on ranged
attacks if you double moved. You get some spare move actions, or a limited shot on the run. The
actual speed you can do it at is still limited by your jump checks, which I just kinda assume you'll
get high enough since there's ways. Damage-wise you can combine it with Battle Jump for x3
charge, and combined with the other jumpy feats you can get a lot more vertical.

Of course as mentioned in the feat, the expected reason to take it is being able to lance charge
without a mount, at a level where mounts are starting to become fragile and multiple attacks or a
bigger single multiplier are starting to become expected. But the rest of those abilities are actually
quite strong on their own.

Ranged or Touch Spell Mastery ?


Prerequisite: Weapon Focus, Ranged or Touch Spell Specialization, Caster level 8th.
Benefit: You gain a further +2 attack and +2 damage with the chosen type of spells, subject to the
same limits as the previous feat.

Advanced Dilettante
Prerequisite: Arcane Dilettante 3 spells.
Benefit: You may ready up to two spells of your highest available level with Arcane Dilettante, but
doing so costs an additional spell, reducing your overall total by one when you do so.

Eclectic Dilettante
Prerequisite: Arcane Dilettante 2 spells.
Benefit: Choose a spellcasting base class. You may select spells from that class for Arcane
Dilettante, but they count as one level higher than normal.

See it Again
Prerequisite: Arcane Dilettante 4 spells.
Benefit: You can expend one of your spells readied with Arcane Dilettante in order to mimic a spell
that you used earlier. The repeated spell cannot be of your highest available level, must be one that
you used normally (not one that you expended to power this or another feat), and the inspiration
cost goes up by 1 each time you repeat it.

The First Circle


(Original feats credit to The Demented One on GitP)
Prerequisite: Knowledge (The Planes) 8 ranks, matching alignment (see text)
Benefit: You are well studied in the ways of a particular category of outsider, and have learned the
first reliable long term contracting ritual to summon them (one which many practitioners skip
altogether). You gain a +2 bonus on charisma related checks made to influence the chosen group,
and those you summon or call gain a +4 bonus to Strength, Constitution, and Charisma for the
duration of the effect. Further, you may conduct a 1 hour ritual requring 100gp of expensive
material components, which summons a servitor that obeys you for a number of hours equal to half
your Knowledge (The Planes) check, made at the height of the ritual.

Alignment Type Bonus Servitor


Chaotic Evil Demons Profane Quasit
Lawful Evil Devils Profane Imp
Neutral Evil Yugoloth Profane Lesser Varoguille (DaSK)^^
Lawful Good Archons Sacred Lantern Archon
Neutral Good Guardinals Sacred Musteval (BoED)
Chaotic Good Eladrin Sacred Coure (BoED)
Chaotic Neutral Slaadi Anarchic Yellow Slaad (Brew)^^
Lawful Neutral Modron Axiomatic Tridrone^ (MoP Web)
True Neutral Elementals Enhancement Small Elemental

Additionally, there is one final circle known to those aware of the Far Realm. The Far Realm is a
place of alien madness not concerned with alignment, but studying its methods still precludes one
from learning a traditional circle.

Alignment Type Bonus Servitor


Any Far Realm* Strange Thought Eater (XPH)**

*Far Realm associated creatures include anything with the Pseudonatural (CA) or Half-Farspawn
(LoM) templates, as well as many Aberrations and Oozes. These are not found on normal summon
or calling lists, but certain people such as Alienists, Cerebrants, or those with knoweldge of suitable
individuals they could Call, can all make use of the bonus from this feat (in addition to the servitor
ritual of course).

**This ritual summons a more coherent form than many other Far Realm creatures, suitable for
more than just messy devouring. It takes the statistics of a Thought Eater, an only mildly terrifying
translucent fleshed feline/bird amalgam which consumes intellect and evaporates if exposed to the
material plane for too long (spending most of its time ethereal avoids this).

Notes: This is the only way to directly buff Planar Ally (and Exchange) effects, which is the
primary point, along with the ritual. Though many of the options also have use with Summon
Monster, which help further boost the specific outsiders which are usually smaller and less punchy
than big elementals or animals, my consolodated summon lists do not include any of the splatbook
outsiders either. Elementals have an enhancement bonus which therefore won't stack with Augment
Summoning- but Elementals were already the best summons, this feat is easier to get, and they
already had a feat for free Small Elementals, and there's still a second Eberron feat that stacks for
them anyway. I've added the Far Realm option for Alienists and fun, which naturally has some
adjudication requirements (and was really the main reason I wanted to make this entry). And as
noted above, since Augment Summoning needs to be re-evaluated, the buffs from this feat would be
similarly changed to match.

^Not sure why D1 went with Monodrones compared to all the rest, 'cause Monodrones are almost
completely useless. All the other options are Improved Familiar quality, with intelligence and
special abilities, while Monodrones can't even target attacks properly, have no abilities, and require
a special language. Tridrones are a bit bigger at Medium but have a similar CR of 2, no special
abilities besides their immunities, all around vision, and three arms, and can speak "the trade tongue
of the planes." Best I can think of is lack of fly speed- if that's the point, then give them anything
from Mono to Tri, and the explicit ability to communicate with them.

^^Yellow Slaad is in the old internet saved folder. Lesser Varoguille is found in the short web
adventure A Dark and Stormy Knight, and is far more appropriate than the normal Varoguille.

Initiate of Dragon's Blood


Prerequiste: Spontaneous arcane spellcaster 1st
Benefit: You gain the [dragonblood] subtype if you do not already have it, and access to a spell
known chosen from the following list, of a level up to your normal maximum. Each day when you
ready your spells you may change the spell gained from this another you qualify for.

1st- aspect of the crested felldrake (Fiz), 2nd- manifest dragon heritage, lesser (Fiz), 3rd- least
dragonshape (Dragon Magic), 4th- hoard life (Races of the Dragon), 5th- manifest dragon heritage
(Races of the Dragon), 6th- lesser dragonshape (DrMa), 7th- aspect of the platinum dragon
(DrMa), 8th- manifest dragon heritage, greater (Races of the Dragon), 9th- dragonshape (PHB2).

Special: Because trying to force a bunch of dragon statblocks to align is a pain, characters with a
known draconic heritage do not change the "red" dragon statistics given in dragonshape by default.
Instead they simply change the energy types to match. If your heritage is of a more esoteric dragon,
the DM may assign an energy type or approve alternate abilties, at their option.

Shape Soulmeld: Soulbound Companion


Prerequisites: none? (check feat)
Benefit: You can shape the soulmeld, which means your chosen pet of medium or smaller size,
limited HD, and benefitting from no other feats or features?, cannot be killed under most
circumstances. Its hit points cannot be reduced below -9, and effects which would normally kill it
leave it alive at -9 hit points. No matter how severe the attack, it turns out they were merely
battered, and spring up again with sufficient healing. This protection does not function if the
soulmeld is suppressed by a targeted dispel or antimagic field, and disintegrate effects will still
destroy it if reduced below zero. The DM may make any rulings required on long-term digestion of
a swallowed companion.
-Can't be restricted to no feats or features, since half the point is insurance for people who want to
use Small Dog (or Wolf) companions long-term. Use phrasing of "the death of which has no
mechanical effect on you (so familiars are not eligible)"
-could use base HD=base essentia capacity, and for each body destroying effect take 1 essentia burn
until the feat is empty and fails.

-still haven't got around to finishing this, bit of a kludge. Could go even further on the pet angle and
just say "you have a pet that can't die," but that's hardly worth a a feat and comes into immediate
question if the dog attacks something.
Spell-like Ability and Bloodline Feats

The originals:

Fey Heritage: Non-lawful, +3 Will vs enchantment


• Fey Skin: DR 1+X/cold iron, X= number of feats that require Fey Heritage (total DR=total
fey feats)
• Fey Power: +1 CL, +1 DC on warlock invocations and enchantment spells
• Fey Presence: 6th level, use Disguise Self, Deep Slumber, and Charm Monster 1/day each
• Fey Legacy: 9th level, use Confusion, Dimension Door, and SNA5 1/day each
• bonus
• Fey Trickery: 1+ derived feats bonus on Bluff, Disguise, and Sleight of Hand

Fiendish Heritage: Non-good, +4 Fort vs poison, +1 saves vs good creatures


• Fiendish Resistance: Resist acid and fire 3X, X=number of feats that require Fiendish
Heritage
• Fiendish Power: +1CL, +1DC on warlock invocations and evil spells
• Fiendish Presence: 6th level, use Cause Fear, Detect Thoughts, and Suggestion 1/day each
• Fiendish Legacy: 9th level, use Unholy Blight, SM5, and Teleport 1/day each
• bonus
• Fiendish Cunning: 1+derived feats bonus on Bluff, Forgery, and Intimidate checks

(Caster level= Character level)


Evidently the Fiendish Heritage from CM is the same as the one from Planar Handbook, hence why
Zaydos mentioned it as the source for Celestial Heritage. Note that while I don't agree with their
electricity-only resistance, the printed fiendish version doesn't match Tieflings either. I'll skip
resistance here, and am altering some of them as well.

Celestial Heritage: Non-evil, +4 Fort vs disease, +1 saves vs evil creatures


• Celestial Armor: +1 AC, +1/2 the number of feats you have that require Celestial Heritage
• Celestial Power: +1CL, +1 DC with invocations and good spells
• Celestial Presence: 6th level, use Remove Fear, Calm Emotions, and Magic Circle 1/day
each
• Celestial Legacy: 9th level, use Holy Smite, SM5, and Teleport 1/day each
New feats:
• Celestial Meditation: 1+ derived feats bonus on Diplomacy, Gather Info, and Sense Motive
checks
• Celestial Cleansing: 6th level, use Remove Blind/Deaf, Remove Disease, and Neutralize
Poison 1/day each
• Celestial Purge: 9th level, use Panacea, Break Enchantment, and Dismissal 1/day each.

-Get some Good Hope in there to keep cheesing off/replacing bardsong.


-Celestial Cleansing presents another avenue by which one might attempt replacing the Cleric's
status removal role via feats and features.
--Aside from it being pretty terrible, since a single Panacea covers all of those at 4th level, which is
the level of Neutralize Poison, which seems to have been fudged in at druid level so the feat is
almost useful. And since I've added a Lesser Break Enchantment at 3rd, that might want in as well.
---A 9th level feat with Panacea, Break Enchantment, and another 5th (or just no-gp Restoration)
would be much more useful, though obviously much more delayed. Or maybe Dismissal. The
Neutralize Poison of cleansing remains useful as an immunity buff, but the other two are kinda
subsumed by Panacea. The Finger of Life spell's "any 3rd or lower," below, could also be useful.
Could make some widely applicable feats too:

Outsider Sight

Unearthly Flight

Complete Arcane SLA feats (each spell 1/day)


Feat Spells Source
Communicator arcane mark, message, comprehend languages CA
Insightful detect magic, detect secret doors, read magic CA
Necropolis Born cause fear, ghost sound, touch of fatigue CA
Night Haunt dancing lights, prestidigitation, unseen servant CA
Soul of the North chill touch, ray of frost, resistance CA
Spell Hand mage hand, open/close, floating disk CA
Gift of Xoriat daze, lesser confusion, lullaby Dr 332

Patterns:
CA feats: 0/0/1, no prereqs
Presence: 1/2/3, 6th and entry feat
Legacy: 4/5/5, 9th and entry feat
List of Classes by Role
Meatshield Lurk* (CP)
Barbarian Trapfinder -partial/ACF/in-class options
Fighter Barbarian (Dung, moving mechanical only)
Monk Cleric (Kobold or Trap domain)
Paladin Ranger (Dung ACF [now main fixes])
Ranger Incarnate (MoI, soulmeld bind)
Binder (ToM, one specific vestige)
Soulknife (XPH) Beguiler* (PHB2, full arcane infringing on role)
Swashbuckler* (CW)
Samurai (OA) Scoundrel -"trapfinders" without trapfinding
Hexblade (CW) Bard
Sohei (OA) Monk
Psychic Warrior (XPH) Ranger? Swashbuckler?
Knight (PHB2)
Duskblade (PHB2) Binder (ToM)
Dragon Shaman (PHB2) Incarnate (MoI)
Divine Mind (CP) -Notes: If someone else has trapfinding, or the
Commander (WotBS) party accepts the consequences of lacking it, then
Totemist (MoI) the 4th role can be a "scoundrel." These are
typically light armored, possibly ranged, like
Crusader, Swordsage, Warblade (ToB) having skills, and must have less direct combat
and casting ability than the Meatshield, Cleric,
Cleric and Wizard. "Skirmishers," "skillmonkeys," and
Cleric "jacks of all trades." Members of trapfinding
Druid (actually lacks a few spells) classes that refuse to trapfind are "Scoundrels."

Shaman (OA) Arcanist


Spirit Shaman (CD) (see druid) Sorcerer
Healer (Mini's [heavily modified]) Wizard
Devout (New Class)
Psion (XPH)
Cleric- deficient/partial Wilder (XPH)
Paladin (no-ACF, see below) Ardent* (CP)
Favored Soul (CD) Wu-Jen* (CA)
Shugenja* (CD) Shugenja* (CD)
Psion, Wilder, Ardent* (XPH/CP) Shadowcaster (ToM)
Archivist (HoH)
-Notes: deficient/partial clerics either have Warlock (CA)
limited spells known, and therefore must lack Dragonfire Adept (DrMa)
some Cleric spells even if they're "available" and
thus potentially fail at a critical juncture- or for Warmage (CA)
the Paladin have been given special abilities to Beguiler* (PHB2)
partially cover the role. Dread Necromancer* (HoH)
-Notes: Arcanists have the most significant range
Trapfinder in offensive ability, from generalists that change
Rogue spells every day, to focused high power blasters,
to unstoppable low-damage endurance, to the
Ninja (CAd) partial casting of the Bard, and including
Scout (CAd) "divine" classes that can/will fail to meet Cleric
Spellthief* (CAd) standards and thus must actually be counted for
Factotum (Dung) their partial magical offense.
*No-love (not really interested in further will have to be dealt with as they happen. If you
expanding, fixing or seeing, or got a grudge: want a rougish sort that can occasionaly cast a
you're on your own/evaluation only) spell, Factotum does that without help from the
Bard rest of the party.
Swashbuckler (CW) Wu-Jen: a wizard variant with partial splat
Samurai (CW) support for their spell list, that I don't feel like
Ardent (CP) filling out the rest of the way.
Lurk (CP) Shugenja: even more restricted than Favored
Spellthief (CAd) Soul and thus incapable of being the "cleric," it
Wu-Jen (CA) therefore must be a very restricted sorcerer, with
Shugenja (CD) no splat support. The class requires fine lines to
Beguiler (PHB2) be drawn on element spells even if no new
orders are created, a ton of work that would only
Bard: the more I investigate, the more obvious be of interest if I wanted to run an Oriental
the problems with Inspire Courage become, and Campaign, which I don't. Anything more than
the worse their spell list gets. For jack-of-all- the "spellbook" possible change listed below, or
trades, consider Factotum, or my Free Mage maybe checking a specific spell for element fit,
(WIP). For caster with so-called-songs, consider is more than I want to do at this time.
various PrCs, possibly including Prestige Bard. -The Devout could have an "order" list instead of
Swash: concept is supported by feats and PrCs, domains and take over here as well.
does not require its own class, and said class is Beguiler: the Beguiler offends me with its list of
underwhelming, and I even wrote a light basically all the (extremly broad use) mind
armored Knight ACF. control and illusions, plus dispelling and backup
Samurai: has a perfectly fine "fighter variant" in haste/slow/solid fog/etc that the Warmage wasn't
OA. given, plus Int casting with the Rogue's skill
Ardent: defined almost entirely by restrictive points and Trapfinding. My changes below make
power selection tied to not-domains, plus heavy the Warmage list better and yank the Beguiler's
armor because philosphical motivation= heavy skill points back down to 2+Int and available
armor to some writer. Can be used just fine, but I skills to a "street mage" level without the
don't care to. coveted Spellcraft, Know: Arcana, and UMD. Is
Lurk: wonky partial manifester/sneak this enough to abate my grudge? We'll see.
attacker/special ability menu I don't really feel Dread Necromancer: chock full of in-built
like dealing with unless someone's already in "minionmancy," which is a problem when the
love. game has no such expectation and minimal
Spellthief: a rogue/"paladin" partial caster with tolerance (and not enough non-minon
the ability to steal spells and greatly reduced necromancy for a dedicated class). Some
sneak attack and abilities, this class is usually minions are okay, but not as a primary focus,
regarded as either bad, or perfectly fine if used which is what most people go here for.
correctly by someone who knows what they're
doing. The latter opinion may include published
material I've removed, or depend on gamestyles
or party combinations that are not present. So,
while spellthieves are welcome, any problems
Classes
• Barbarian: Damage Reduction is increased to 2/- at 7th, 4/- at 10th, etc.
• Bard: Inspire Courage progression is at 1/5/10/15/20th.
◦ Alternative classes: For inspiring, WotBS Commander; For jack of all trades and random
lore, Factotum; Or for arcane/divine unique list up to 7ths, Free Mage (below).
• Cleric: Domains are lost (or not gained) if the cleric fails to maintain at least 1/2 of their
classed levels in cleric casting levels, regained once they're properly devoted again- this
prevents dipping for double feats/unique features.
• Druid: Must choose between Animal Companion (medium or smaller only) or Wild Shape
(one small/medium up to 2HD and 1/day at 1st, as normal at 5th), Animal Companion table
is slightly buffed to make earlier companions age better (see next page). Some spells are
added to the Druid spell list (-tbd)
◦ New ACF: Spell-Focused Druid -Lose Wild Shape, count as 1/2 level for Animal
Companion or replace it with Summon Familiar, gain +1 spell per day at each spell
level. Unlike Domain slots, these can be filled with any of your Druid spells.
▪ The Natural Bond feat does not allow them to exceed 1/2 their character level in
companion features.
• Fighter: ACFs that replace feats can be taken as feats later if desired. If a feat you want isn't
on the fighter list, it may be added upon request. Add Sense Motive to class skill list.
◦ If buffs are needed, add a list of defensive feats at 5/9/13/17.
• Monk: AC bonus is 2+1/2 level, monk's Flurry of Blows (or PHB2 Decisve Strike) can be
used on standard action attacks, Slow Fall includes Wall Walker and Water Step (from
Dungeonscape and Stormwrack) for free, Wholeness of Body is equal to your full normal hit
point total. Add bonus feats at 10th, 14th, and 18th, Abundant Step can be divided into 40'
increments. Quivering Palm is usable 1/day. All Monk bonus feats can be chosen from any
feat associated with the class or otherwise deemed reasonable. Monks can use gauntlets or
handwraps enhanced as weapons, and either Bracers of Armor or robes/martial arts uniforms
enhanced as armor.
◦ Feats which allow Monk AC progression via other classes may be nerfed.
• Paladin: Lay on Hands is equal to your full normal hit point total. Items that increase Cha
for Lay on Hands instead add +1hp/level for each effective +2 Cha.
◦ New ACF: Celestial Host, available below, swap mount for long term summons.
◦ New ACF, "No ACF Paladin" available below, expand healing abilities.
• Ranger: Gain Trapfinding as Rogue and Disable Device as a class skill. Animal Companion
is set to level-3 instead of 1/2 level, but Rangers are still allowed large+ companions. New
fighting styles may be created on request.
• Rogue: no base class changes.
• Sorcerer: Add a bonus feat at 1st and 5/10/15/20th. This can be a metamagic feat, a reserve
feat, a bloodline or other heritage feat, Extra Spell, or Spell Series. Most allowed Wizard
ACFs could be made Sorcerer-available on request.
◦ Sorcerer (parity): Change sorcerer spells known progression to Psion; start with three 1st
level spells, learn two spells at each level after that, gain access to new levels of spells at
(spell level)*2-1 (as wizard/psion) with 2 spells known of their highest level when first
gained and 2 spell slots for that level. Cantrips: 4+1/2 levels, no cap.
• Wizard: Add Extra Slot to the list of bonus feats. Wizards may trade Scribe Scroll for Imbue
Spellstaff at 1st level (see Feats, above)
◦ Specialists may be required to use the original banned school table, rather than simply
choosing whatever they were already planning to not use.
Animal Companion Table:
Class Level Bonus HD NA Adj. Str/Dex Adj. Bonus Tricks Special
1st-2nd +0 +0 +0 1 Link, share spells
3rd-5th +2 +2 +2 2 Evasion
6th-8th +4 +4 +4 3 Multiattack
9th-11th +6 +6 +6 4 Devotion
12th-14th +8 +8 +8 5 Blood Bond
15th-17th +10 +10 +10 6 Improved evasion
18th-20th +12 +12 +12 7 Eternal

• Multiattack: As normal (as abonus feat, or extra attack at -5 for single weapon creatures)
• Devotion: As normal (+4 will vs enchantment)
• Blood Bond: As Blackguard (+2 attack, damage, and saves if it sees master threatened or
harmed)
• Eternal: Companion can be reincarnated by the spell at no material component cost or level
loss, and master can choose what they become from their available companion list.
Classes pt 2:
• Archivist: none (note that arbitrary scrolls are under DM authority).
• Ardent: none (but see Mind's Eye article for adjusting mantle powers).
• Beguiler: reduce skill points to 2+int, remove Spellcraft, Know: Arcana, and UMD.
• Divine Mind: Full BAB, double aura radius (including the +5' from the Enhanced
Beneficence feat, if you take it).
• Dragon Shaman: Full BAB, all martial weapons, all armor, Draconic as free language, 4+int
skills, add Knowledge (Arcana) to skill list, +1 natural armor at 2nd, breath weapon (1d6) at
2nd, Touch of Vitality is Con based.
• Dragonfire Adept: might access some Warlock invocations upon request. No breath feats.
• Dread Necromancer: none
• Factotum: No Iajutsu Focus, Font of Inspiration feat can only be taken once for +1, scales to
+2 at 10th. See above for new feats.
• Favored Soul: removed. See new class the Devout, below.
• Knight: Fort save is now High, gain tower shield proficiency, Call to Battle overturns fear
save automatically and grants a new save against another ongoing effect if any, Daunting
Challenge frightens on failed/shaken on successful save (lasts 5+cha rounds). Shield Ally
works on spells and other effects at 10th, Improved Shield Ally does the same immediately.
• Lurk: none, I guess?
• Marshal: use the Commander class (War of the Burning Sky) instead, with Leadership
Performance bonus adjusted to match new Bard progression (1+1/5 levels).
◦ Or consider the Legendary Tactician PrC (Dragonlance Campaign Setting)
• Ninja: unarmored bonus as Monk (see above, 2+1/2 level+wis).
• Psion: none (though some Mind's Eye ACFs might be adjusted if needed)
• Psychic Warrior: none (both Mind's Eye ACFs pre-approved).
• Samurai (CW): unadvised, unless those really are the specific features you want.
• Samurai (OA): as with all bonus feat lists, appropriate feats from later books (nearly all
books are later than OA) are available on request.
• Scout: Skirmish can be used while mounted.
• Shaman (OA): Animal Companion as Druid (see above, small-medium only), bonus feats
from either OA or 3.5 update list (still with prerequisites). -add an updated spell list
• Shugenja: Add bonus feats as Sorcerer, above.
◦ Shugenja (experimental): A Shugenja can add more spells to their ofudas in the same
way a wizard can add more spells to their spellbook. When readying their spells for the
day they can spend an hour in preparation to change their spells known, as long as they
have the desired spells on their ofudas. They remain subject to all Shugenja restrictions
on order and element spells when doing so and cannot expand their spells known.
• Spellthief: none
• Spirit Shaman: spellcasting is all Wis-based, see additions to Druid spell list.
• Swashbuckler: none, but unadvised just like CW Samurai 'cause it's borked.
◦ See also: Riposte Scout (City WE), Dashing Chevalier Knight (More ACFs, below)
• Warlock: No alignment restrictions. AmberVael's ACFs and Invocations pre-approved (see
invocation lists below for full list and adjustments), same for Xefas's baptism feats, and any
other invocations will be considered on request. See also new invocations below, and new
ACFs further below. Eldritch Blast is +1d6 every odd level, no gaps.
• Wilder: Mind's Eye ACFs; Educated Wilder is encouraged, Mantled Wilder only requires
you to take 1/2 the mantle's powers.

-Hexblade, Sohei, Warmage, Duskblade, Healer, Soulknife and Incarnum: See individual sections.
Shadowcaster
• d8 HD, 3/4 BAB, proficiency and cast in light armor, +1 mystery known at every even level.
Spell-like and Supernatural mysteries recover automatically each day without rest or
preparation, and use a DC of 10+1/2 level+ ability modifier.
• A shadowcaster requires both Int and Cha, but the lines blur between them. One score is
used to determine the highest level of mysteries they can learn (or use), and the other is used
to determine their saving throw DCs, but they can choose which is which each time they
ready their spells, allowing them to utilize different items or mitigate penalties.
• Their bonus feat list now includes all available magic item crafting feats.
• Shadowcasters qualify for PrCs that require arcane spells, because they cast arcane spells.
• Mysteries have full transparency with equivalent arcane items: Pearls of Power and Orbs of
Shadow are interchangable, items that trigger or expend arcane spells function with
mysteries, etc.
◦ Homebrew mystery sources are welcome: just like Warlocks and their invocations, there
is little 1st party but much room for addition. I have a couple bookmarked, but won't be
going through them one by one. This is an "ask for it" class.

Binder
• Increase armor proficiency to medium.
• Binders are able to bind multiple vestiges earlier: two at 6th level, three at 12th, and four at
18th.
• The Improved Binding feat only allows you to bind one vestige which is above your
normally allowed level.
• All Pact Augmentation values are doubled.

Shaman
• Add the 7th level spells Righteous Smite (BoED), and Anarch Hammer, Maelific Blight, and
Order's Judgement (Fiz), to their spell list.
• Add all Power Word spells.
Paladin, Hexblade, and Sohei

The Hexblade and Sohei are both based on the Paladin/Ranger setup, but lack analogues for many
of their class features, let alone the massive breadth of ACFs that can trade those for better features.
Sohei abilities are updated to better reflect those they were based on (which also subsumes the 3.5
changes in dragon mag pretty much automatically), and both have been improved and updated to
match ACF heavy builds. If used in the same game as a Paladin then naturally the Paladin should be
allowed fairly free access to the ACFs and substitution levels of their choice, or given a similar
general upgrade in place of those options.

Hexblade
• Fort save is now Good.
• Add one spell per day at each available level, as a result bonus slots from Charisma are no
longer required to unlock spells at levels previously marked "0."
• Proficient in all armor and all shields except tower shields.
• Cast in medium armor and light/heavy shields without penalty.
• Hexblade's Curse can be used no more than 1/round. Targets become immune to further
attempts for 24 hours regardless of save, but no uses are expended on a successful save.
• Hexblade's Curse improves to Dire at 13th, and to Lethal (-8 to affected numbers) at 19th.
• Add "Arcane Attunement," as Duskblade (PHB2)
• Spite: Hexblades use their full level when rolling to defeat Spell Resistance, and when
determining the bonus used by dispel magic and similar spells.
• Familiar uses 3/4 hp instead of 1/2.
• A hexblade may imbue their familiar with a use of Hexblade's Curse by touching it as a
standard action, which then functions as normal save that it originates from and is
activated by the familiar (at normal range). A hexblade's familiar can hold the charge of
both Hexblade's Curse and a touch spell simultaneously.
• ACF: Dark Companion (PHB 2); if dispelled you can reform it by spending a Curse.
• ACF: Lonesome Magician- lose Familiar, gain +2 caster level and an additional +1 spell
per day of each level you can cast.
• Bonus feat list: Ability Focus (Hexblade's Curse), Battle Caster, Combat Casting, Spell
Focus (or Greater), Spell Penetration (or Greater), any [Hexblade] feat, or any [Fighter] feat.
• Aura of Unluck is still gained at 12th, extra uses are at 14/16/18/20th.

Hexblade feats:

Extra Curses [Hexblade]


Prerequisites: Hexblade's Curse ability
Benefit: You may use your Hexblade's Curse two additional times per day.
Special: You may take this feat more than once, its effects stack.

Forsaken Invoker [Hexblade]


Prerequisite: Hexblade's Curse, Arcane Resistance, Eldritch Blast 2d6
Benefit: You add your warlock levels to your hexblade levels when determining the number of
uses, DC, and strength of your Hexblade's Curse. Add your hexblade levels to your warlock levels
for determining the damage of your eldritch blast. Your caster level for both hexblade spells and
invocations is the sum of your hexblade and warlock caster levels, and you may use invocations in
medium armor.
Hexblade Spell List
PHB/Complete Warrior Hound of Doom (CW)
1st Invisibility Sphere
Alarm Nondetection
Augment Familiar (CW/SpC) Phantom Steed
Cause Fear Poison
Charm Person Protection from Energy
Disguise Self Remove Curse*
Entropic Shield Repel Vermin
Expeditious Retreat Slow
Grease* Stinking Cloud
Hideous Laughter Vampirirc Touch
Identify Wind Wall
Magic Aura
Magic Weapon 4th
Mount Baelful Polymorph
Phantom Threat (CW/SpC) Break Enchantment
Protection from Alignment Contact Other Plane
Sleep Cursed Blade (SpC)
Undetectable Alignment Detect Scrying
Unseen Servant Dimension Door
Dominate Person
2nd Enervation
Alter Self Fear
Blindness/Deafness Greater Invisibility
Bull's Strength Phantasmal Killer
Darkness Polymorph
Eagle's Splendor Scrying
Enthrall Sending
False Life Solid Fog
Glitterdust
Invisibility *Additional PHB spell
Mirror Image
Protection From Arrows
Pyrotechnics
Rage
Resist Energy
See Invisibility
Spider Climb
Suggestion
Summon Swarm
Touch of Idiocy

3rd
Arcane Sight
Charm Monster
Confusion
Deep Slumber
Dispel Magic
Greater Magic Weapon
Spell Compendium
1st 3rd
Augment Familiar Anticipate Teleportation
Backbiter Blacklight
Blood Wind Corpse Candle
Critical Strike Know Opponent
Cheat Love's Lament
Distract Assailant Mass Curse of Impending Blades
Distort Speech Mind Poison
Know Greatest Enemy Puppeteer
Net of Shadows Regal Procession
Phantom Threat Reverse Arrows
Shadow Mask Servant Horde
Swift Expeditious Retreat Shadow Binding
Swift Invisibility Shadow Cache
Weapon Shift Spider Poison
Wings of the Sea Spectral Weapon

2nd 4th
Bladeweave Cursed Blade
Cloud of Bewilderment* Corporeal Instability
Curse of Impending Blades Draconic Might
Earthbind Forceward
Entice Gift Ray Deflection
Enhance Familiar Ruin Delver's Fortune
Fortify Familiar Sensory Deprivation
Death Armor
Know Vulnerabilities *Wraithstrike is banned above, but present here
Greater Alarm for completeness, as it is wholly appropriate to
Mesmerizing Glare the Hexblade's dirty-fighting magic warrior
Mindless Rage design. Games which allow Wraithstrike should
Miser's Envy add it to the Hexblade list.
Nightmare Lullaby *Cloud of Bewilderment also banned.
Phantasmal Assailants
Phantom Foe
Reflective Disguise Races of the Dragon
Shadow Spray 1st Power Word: Fatigue
Slapping Hand 2nd Power Word: Sicken
Surefooted Stride 3rd Power Word :Deafen
Wall of Gloom 4th Power Word: Distract
Wraithstrike*
Whirling Blade Fiz
3rd Power Word: Sleep

Notes: Found the PHB2/CM (actually RoDr?)


notes on possible spells (it was the post where I
shared the list), copied to 1441 for review.
Sohei
• Add one spell per day at each available level, as a result bonus slots from wisdom are no
longer required to unlock spells at levels previously marked "0."
• Sohei spellcasting never requires material components or foci.
• Ki Frenzy can initially be used 1/day, and gains an extra use at 4th level and every 4 levels
afterward. While in a frenzy the Sohei cannot use any charisma or intelligence based skills
or activate command word, spell trigger, or spell completion items, with the exception of the
Iajutsu Focus skill and their prepared Sohei spells which may be used normally. They are
not restricted to melee attacks with their flurry of blows.
• At 5th level the penalty on attacks during a flurry of blows lessens to -1
• At 9th level the penalty on attacks is removed entirely
• At 11th level the bonuses to Strength and Dexterity rise to +4, and the speed bonus rises
to +20'
• At 14th level she gains two extra attacks at her full bonus when making a flurry of blows
• At 17th level she is no longer fatigued when the frenzy ends
• At 18th level the bonuses to rise to +6 and +30'
• Other bonus feats and misc features are shifted slightly:
• Deflect Arrows is a bonus feat at 2nd level.
• Diehard is a bonus feat at 3rd level (overwrites the outdated Remain Concious)
• Strength of Mind is unaltered and remains at 5th.
• Defensive Strike (OA) is a bonus feat at 6th level.
• Damage Reduction as Barbarian: 1/- at 7th, 2/- at 10th, 3/- at 13th, 4/- at 16th, 5/- at 19th,
and 10/- at 20th.
• Mettle is unchanged at 9th.

Adjusted Table
Lv. Special Lv. Special
1st Ki Frenzy 1/day (-2), Weapon Focus 11th Greater Frenzy
2nd Deflect Arrows 12th Ki Frenzy 4/day
3rd Diehard 13th Damage Reduction 3/-
4th Ki Frenzy 2/day 14th Ki Frenzy (2 attacks)
5th Strength of Mind, Ki Frenzy (-1) 15th
6th Defensive Strike 16th Damage Reduction 4/-, Ki Frenzy 5/day
th th
7 Damage Reduction 1/- 17 Tireless Frenzy
8th Ki Frenzy 3/day 18th Whirlwind Frenzy
9th Mettle, Ki Frenzy (-0) 19th Damage Reduction 5/-
10th Damage Reduction 2/- 20th Damage Reduction 10/-, Ki Frenzy 6/day
Sohei Spell List
^: swift or immediate action spells, noted for convenience
PHB/Oriental Adventures Other:
1st 1st
Attraction (OA) Blade of Blood^ (PHB2)
Bane Stand^ (PHB2)
Bless Vigilant Slumber (CM)
Delay Poison Ease of Breath (Frost)
Detect Chaos/Law Sunstroke (Sand)
Divine Favor Raptor's Sight (RotW)
Doom Ease Pain (BoED)
Endure Elements Eyes of the Avoral (BoED)
Lesser Restoration Silvered Weapon (BoED)
Magic Weapon Doublestrike Arrow^ (CoR)*
Protection from Chaos Spellslayer Arrow^ (CoR)*
Resistance Woodwisp Arrow^ (CoR)*
Resist Energy
Shield of Faith 2nd
Virtue Animalistic Power (PHB2)
Weapon Bless (OA) Near Horizon (CM)
Freedom of Breath (Sand)
2nd Returning Weapon (RotW)
Animal Messenger Brilliant Energy Arrow^ (CoR)*
Bull's Strength Darkflame Arrow^ (CoR)*
Cat's Grace
Delay Poison 3rd
Discern Shapechanger (SpC) Earth Hammer^ (RoS)
Protection from Energy Redirect Spell (South)
Remove Paralysis Arrowsplit^ (CoR)*
Shield Other Shadow Arrow^ (CoR)*
Warning (OA)
4th
3rd Chasing Perfection (PHB2)
Discern Lies Bloodfreeze Arrow^ (CoR)*
Dispel Magic
Greater Magic Weapon *Several CoR arrow spells have been re-leveled
Magic Circle against Chaos to match their effects. These changes apply to
Mental Strength (OA) anyone using them.
Prayer

4th
Castigate (SpC)
Death Ward
Dispel Chaos
Divine Power
Freedom of Movement
Neutralize Poison
Order's Wrath
Remove Fatigue (OA)
Restoration (no material component)
Spell Immunity
Sustain (OA/BoED)
Spell Compendium:
1st 3rd
Arrow Mind^ Arrow Storm^
Blessed Aim Axiomatic Storm (no material component)
Clear Mind Blade Storm^
Dawn^ Blade Thirst^
Deep Breath^ Curse of Impending Blades, Mass
Divine Sacrifice Find the Gap
Guided Shot^ Mantle of Law
Hawkeye Resurgence, Mass
Hunter's Mercy Righteous Fury
Incite^
Inhibit 4th
Know Greatest Enemy Castigate
Lightfoot^ Delay Death^
Lionheart Favor of the Martyr
Low-Light Vision Lawful Sword
Resurgence Panacea
Ram's Might Rebuke, Greater
Rhino's Rush^ Revivify (no material component)
Second Wind
Strategic Charge^
Surefooted Stride

2nd
Awaken Sin (vs chaos)
Burning Sword
Checkmate's Light
Cloak of Bravery
Curse of Impending Blades
Discern Shapechanger
Divine Protection
Fell the Greatest Foe
Knight's Move^
Lion's Charge^
Loyal Vassal
Quick March^
Rebuke
Stabilize^
Strength of Stone^
Tremorsense
Whirling Blade
Zeal^
Paladin
• Lay on Hands is equal to your full normal hit point total. Items that increase Cha for Lay on
Hands instead add +1hp/level for each effective +2 Cha.
◦ And that's it. The power of Special Mount, which can be swapped from a horse to more
powerful creatures at higher levels as per DMG (rules originally from Defenders of the
Faith, based on CR, and giving new and more powerful options as early as 6th and
expandable as far as the DM will allow), the utility of spells added to the Paladin list
over time (swift action combat tricks, hp for damage, touch attacks, big mount healing,
big personal buffs, etc), Divine feats, and their existing published ACFs and Substitution
levels which can be mixed and matched, all improve the full BAB/"half" caster Paladin,
which the Hexblade and Sohei have been buffed to stand alongside.
▪ Remove Disease (clarification/ruling): Each use recovers one week after being used,
forming a "charge pool" rather than a once-weekly turnover.
• Celestial Host (New ACF): Instead of Call Mount, gain a Summon Monster effect- 1/day
you may summon one or more Good-aligned creatures from the Summon Monster list,
which remain for up to 1 hour per paladin level. The highest level list available is 1/2 your
Paladin level rounded down, and the number of creatures is based on the list chosen: 1, 2, 4,
or 8, at full, -1, -2, or -3 levels from your highest available. The creatues summoned must all
be of the same type, and may appear with basic saddles and tack if you wish as long as they
are suitable for riding. If you summon multiple creatures, you may choose to split them up
into multiple uses rather than summoning them all at once. If someone attempts to dispel
one of these celestials the DC is based on your Paladin level +5. Creatures summoned by
this ability cannot wield, wear, or activate items that they do not appear with.
• For simplicity, the Paladin may give up access to all other ACFs and Substitution levels to
gain the following:
◦ Add one spell per day at each available level, as a result bonus slots from wisdom are no
longer required to unlock spells at levels previously marked "0."
◦ When they use Remove Disease, they may instead choose any effect from the following
list, as long as they meet the level requirement. Their caster level for this ability is equal
to their full Paladin level, rather than half as it is for spells.
▪ At 6th: Lesser restoration, remove blindness/deafness, remove curse, remove
disease, remove fear, remove paralysis.
▪ At 7th: Restore four points of temporary ability damage, two points of ability drain,
two negative levels, or remove any single condition listed under panacea (SpC).
▪ At 10th: Break enchantment, or with an appropriate diamond to use as a material
component, raise dead or revivify (SpC).
▪ At 13th: Regenerate, or remove all effects listed or covered by the heal spell.
▪ At 16th: With an appropriate diamond for the material component, resurrection.

Notes: As with some other changes, this expansion to the Paladin's Remove Disease ability is meant
to allow partial replacement of the Cleric role, but it must walk a fine line to do so. As an X/week
ability they can "nova" it, and this is actually very good for taking on that role, but it also means
that any hit point recovery must be limited lest the Paladin become even more personally tanky than
I've already made it by expanding Lay on Hands. If they simply gained all the higher level spells, an
actual Cleric in the party would find their own role significantly infringed, with the Paladin gaining
a pile of high level spells. Especially if they ignored all the gp components- which is actually a
special thing the Sohei does! (via their spell slots at higher levels). Thus, aside from the raise
abilities which are limted by level loss and hefty gp costs, these options all stay around the 4th-5th
level range. Unlike the Paladin's normal delayed spellcasting these effects are extra and limited to
healing only, while their spells have offensive options and healing must be planned for and comes at
the cost of offense.
This "No-ACF Paladin" should not be as powerful as one with the various splatbook ACFs as it
simply lacks any extra offensive abilities and uses a per week recovery (eventually almost reaching
1/day), but has its own very clearly boosted support role and still gains one of the most visible
blanket buffs I gave to the Hexblade and Sohei in the increase to base spells per day, which then can
be flexed into offensive options depending on use. Hopefully I've kept it reigned in enough that this
version is not itself a no-brainer, while still having a clear power that Hexblade and Sohei don't
have access to.
-I specifically remember deciding this should not be compatible with the Dungeonscape Spirit of
Healing, but it does still allow normal mounts (and thus the DMG expanded mounts up to at least
griffon), and it feels like it should go just fine with the Celestial Host. But then I lose the elegance
and original point of "give up all other ACFs and substitutions."
Warmage and Duskblade

The Warmage has a perfectly usable main spell list, but is always compared to Beguiler and Dread
Necro- which were just made better, with more powerful archetypes, longer spell lists, and better
features. Spell Compendium can easily fill the holes in its themes and fill out the numbers, with a
few extra PHB spells for parity. If Beguilers/Dread Necros aren't around, the spell list upgrade is
sufficient on its own. The Duskblade class is fine, but the spell list seems to be missing a few spells
for no good reason and it wants splat support as much as anyone else. Much like the Hexblade,
limited spells known mean it can only do so much and thus can afford a (very) modest expansion.

However, the Duskblade does have one problem: Arcane Channeling. This feature drives attention
away from the class's actual spellcasting, encourages tripling down on this one specific tactic, and
the improved version at 13th is unclear and full of problems- nevermind how they barely even have
any spells that qualify. The first is simple enough to fix by prohibiting any other spell effects while
channeling, and the second was going to be solved by expanding the list anyway.

Warmage
• Advanced Learning is gained at 5th and every odd level afterwards.
• The original progression of Sudden metamagic feats is removed, instead:
• Gain a bonus feat at 4th, 8th, 12th, 16th, and 20th, which can be any Sudden metamagic feat,
Tactical feat that affects spellcasting, Reserve feat, or [Warmage] feat.
• Armored Mage (Medium) is moved to 6th level.
• Warmage spell list is expanded:

Warmage Spell List (expansions only)


Spell Compendium +*PHB
1st 5th
Blades of Fire Earth Reaver
Corrosive Grasp Vitriolic Sphere
Ice Dagger Waves of Fatigue*
Scatterspray
Wall of Smoke 6th
Acid Storm
2nd Greater Dispel Magic*
Flame Blade*
Scorch 7th
Snowball Swarm Radiant Assault
Snake's Swiftness
8th
3rd Avasculate (replaces Polar Ray)
Acid Breath Bombardment (replaces Incendiary Cloud)
Chain Missile
Icelance 9th
Rust Ray Black Blade of Disaster

4th
Defenestrating Sphere
Dispel Magic*
Divine Power*
Warmage Feats
Adept of Fortifications [Warmage]
Prerequisites: Warmage 1st.
Benefit: Add the following spells to your Warmage spell list; Alarm, Greater Alarm (SpC), Nature's
Rampart (SpC), Secure Shelter (SpC), and Move Earth.

Master of Fortifications [Warmage]


Prequisites: Warmage 1st, Adept of Fortifications, able to cast 6th level spells.
Benefit: Add the following spells to your Warmage spell list; Mage's Magnificent Mansion, Energy
Transformation Field (SpC, 8th level), and Undermaster.

Adept of Communications [Warmage]


Prerequisites: Warmage 1st.
Benefit: Add the following spells to your Warmage spell list: Animal Messenger, Whispering Wind,
Whispering Sand (Sandstorm), Sending (4th level), and Telepathic Bond.

Adept of Territory Control [Warmage]


Prerequisites: Warmage 1st.
Benefit: Add the following spells to your Warmage spell list; Create Trap (Races of the Dragon),
Icicle Trap (Frostburn), Spike Growth, Spike Stones, Mage's Faithful Hound, Guards and Wards.

Adept of Conjuring [Warmage]


Prerequisites: Warmage 1st.
Benefit: Add the following spells to your Warmage spell list; Mount, Unseen Servant, Regal
Procession (SpC), Servant Horde (SpC), Phantom Stag (SpC).

Emergency Defenses [Warmage]


Prerequisites: Warmage 1st.
Benefit: Add the following spells to your Warmage spell list; Feather Fall, Deep Breath (SpC),
Stand (PHB2), Energy Aegis (PHB2), and Mystic Aegis (PHB2).
Duskblade
• Arcane Channeling interferes with any other spells you might release during the attack (such
as from Spell Storing or Smiting Spell)- you make the attack and the channeled spell only.
◦ (Clarification): at 13th, the channeled spell may only affect each target once.
PHB/PHB 2: Swift Invisibility^
0th Touch of Idiocy
Acid Splash
Disrupt Undead 3rd
Ray of Frost Arcane Sight*
Touch of Fatigue Contagion*
Crown of Might^
1st Crown of Protecton^
Bigby's Tripping Hand^ Dispelling Touch^
Blade of Blood^ Dispel Magic**
Burning Hands Doom Scarabs^
Cause Fear Energy Aegis^
Chill Touch Energy Surge^
Color Spray Greater Magic Weapon
Expeditious Retreat* Halt^
Feather Fall* Keen Edge
Jump Protection from Energy
Kelgore's Fire Bolt^ Ray of Exhaustion
Lesser Deflect^ Regroup^
Magic Weapon Vampiric Touch
Obscuring Mist
Ray of Enfeeblement 4th
Resist Energy Blight*
Rouse^ Channeled Pyroburst^
Shocking Grasp Dimension Door
Stand^ Ennervation
Swift Expeditious Retreat^ Fire Shield
True Strike Interposing Hand
Phantasmal Killer
2nd Shout
Acid Arrow Slashing Dispel^**
Animalistic Power^ Sonic Shield^**
Bear's Endurance Toxic Weapon^**
Bigby's Striking Fist^
Cat's Grace 5th
Darkvision Chain Lightning
Deflect^ Clenched Fist
Dimension Hop^ Disintegrate
False Life* Etherealness, Swift^
Ghoul Touch Hold Monster
Spectral Hand* Polar Ray
Scorching Ray Slashing Dispel^
See Invisibility Waves of Fatigue
Seeking Ray^
Spider Climb *Additional PHB spell
Stretch Weapon^ ^PHB2 spell
Sure Strike^ **Reduced from original level
Swift Fly^ ^^Increased from normal level
Spell Compendium:
0th 5th
Electric Jolt Acid Sheath
Launch Bolt Dragonsight
Launch Item Fireburst, Greater
Moonbow
1st Night's Caress
Benign Transposition Prismatic Ray
Blades of Fire Ray Deflection
Buzzing Bee Reciprocal Gyre
Corrosive Grasp
Deep Breath **Reduced from original level
Dispel Ward ^^Increased from original level
Fist of Stone
Hail of Stone +Belker Claws and Combust are a special case:
Ice Dagger delaying them until 3rd means they don't show up
Incite until they have almost maximum damage, but
Inhibit adding them at all represents a significant
Low-Light Vision increase in damage potential compared to the
Ray of Clumbsiness original list (which only has Shocking Grasp and
Ray of Flame Vampiric Touch for flat touch damage). Best
Spell Flower practice is to either not allow them at all, or add
Wings of the Sea them at 2nd, so for completeness they are listed
here at 2nd.
T
2nd The original MoF Combust listed under
Baleful Transposition Traditional Energy Spells is suitable at 2nd
Battering Ram normally.
Body of the Sun
Belker Claws+ Complete Mage
Combust+T 1st
Daggerspell Stance Bloodletting
Death Armor Dawnburst
Fireburst Death's Call
Rainbow Beam Jet of Steam
Ray of Ice Vigilant Slumber
Scorch
Weapon of Energy** 2nd
Arcane Turmoil
3rd Boiling Blood
Disrupt Undead, Greater
False Gravity 3rd
Hailstones Ghost Lantern
Sound Lance
Weapon of Impact 4th
Finger of Agony
4th
Corporeal Instability 5th
Rainbow Blast^^ Channeled Lifetheft
Ray of Deanimation Channeled Sonic Blast
Cryptwarden's Grasp
Dimension Jumper
Lightning Leap
Healer
• Add Ride to skill list.
• Add Wis to AC when wearing light non-metal or no armor and no shield.
• Spell access, bonus slots, and save DCs are all based on Wisdom.
• Gain Spontaneous Cure Spells as Cleric.
• Unicorn Companion changed to Celestial Companion, uses Paladin's Special Mount table
but replacing Command with Devotion, and Healers use an alternate companion list.
• Added and rearranged class features:

Lv. Special Lv.


1st Healing Hands, Skill Focus (Heal) 11th Maximized Cure Spells
nd th
2 Augment Healing, Cleanse Fear 12 Ranged Healing 60', New Limb
rd th
3 Cleanse Paralysis 13
4th Bolster Healing, Cleanse Disease 14th Cleanse Death
5th Celestial Companion, Cleanse Blind 15th
6th Ranged Healing 30', Cleanse Poison 16th Reverse Death
7th Effortless Healing, Cleanse Curse 17th
8th Cleanse Conditions 18th Ranged Healing 120'
th th
9 Cleanse Petrification 19
th
10 Cleanse Spirit 20th New Life

-Augment Healing: at 1st level a healer gains Augment Healing (Complete Divine) as a bonus feat.
-Bolster Healing: at 4th level a healer's spells are further augmented. Any Conjuration [Healing]
spell she casts also grants the targets 1 temporary hit point per caster level, which last for up to 1
minute.
-Celestial Companion: Healer companions are always highly magical, with multiple spell-like
abilities or even their own innate casting. The Healer's first companion is usually a Celestial
Swiftmane (Ghostwalk WE), with bonuses at her full Healer level. Alternative companions include:
• 7th: Celestial Unicorn (Level-2)
• 8th: Celestial Pegasus (Level-3)
• 11th: Lammasu, Gynosphyinx, Water Naga, Leskylor (BoED) (Level -6)
• 15th: Androsphynx, Coutal, Moon Dog (BoED), (level -10)
DMs interested in allowing more aggresive, combat focused, or peculiar companions might also
allow:
• 13th: 9HD large Ravid (MM), Crypt Warden (BoED) (Level -8),
• 14th: Three-Headed Leskylor (BoED) (Level -9)

-Ranged Healing: at 6th level a healer's Conjuration [Healing] spells with a range of touch can
instead be cast with a range of 30' on willing targets, or as a 30' ray against unwilling targets. At
11th level the range increases to 60', and at 17th it increases to 120'.
-Effortless Healing: as normal.
-Cleanse Curse, Cleanse Conditions (Su): as Remove Curse and Panacea (SpC).
-Maximized Cure Spells: all Cure spells are Maximized as the feat at no cost.
-Cleanse Death (Su): as Revivify (SpC). Upgrades to Resurrection with Reverse Death at 16th, and
finally to True Resurrection with New Life at 20th. The healer can use an earlier version if desired,
but only has one use per day regardless of the number of options.
Healer Spell List
Note: the Healer spell list includes many spells at a lower level than normal. This does not affect
standard item pricing. (Some spells are also later than normal, but these are not marked)

Original/PHB List:
0th 4th
Create Water Cure Critical Wounds
Cure Minor Wounds Control Water^^
Deathwatch* Death Ward
Detect Poison Dismissal^^
Light Freedom of Movement
Mending Mass Cure Light Wounds*
Purify Food and Drink Panacea^
Read Magic
5th
st
1 Atonement
Bless Water Break Enchantment
Cure Light Wounds Dispel Evil^^
Goodberry Hallow^^
Obscuring Mist^^ Mass Cure Moderate Wounds*
Protection From Evil Raise Dead
Remove Fear Revivify
Remove Paralysis* Stone to Flesh
Sanctuary True Seeing
Speak With Animals
6th
nd
2 Banishment^^
Calm Emotions Greater Restoration*
Close Wounds^ Heal
Cure Moderate Wounds Heroes' Feast
Delay Poison Mass Cure Serious Wounds*
Gentle Repose Regenerate*
Gust of Wind^^
Lesser Restoration 7th
Remove Blindness/Deafness Mass Cure Critical Wounds*
Remove Disease* Repulsion
Shield Other^^ Resurrection
Status
8th
3rd Antimagic Field^^
Create Food and Water Discern Location
Cure Serious Wounds Holy Aura
Daylight^^ Mass Heal*
Magic Circle Against Evil^^
Neutralize Poison* 9th
Remove Curse Foresight
Restoration* Gate
Water Breathing^^ True Resurrection

*reduced level
^from original list, use SpC versions.
^^additional PHB spell
New Healer Spells:
Spell Compendium
0th 7th
Dawn Fortunate Fate
Naturewatch Greater Planar Exchange*
Holy Star
1st Renewal Pact
Delay Disease
Healthful Rest 8th
Lesser Vigor Death Pact
Resurgence Mass Death Ward
Summon Elysian Thrush
Wall of Smoke 9th
Wood Wose Heavenly Host

2nd
Cloudburst *reduced level
Golden Barding
Healing Lorecall
Spawn Screen
Stabilize

3rd
Capricious Zephyr
Circle Dance
Lesser Planar Exchange*
Mass Resurgence
Mass Lesser Vigor
Vigor

4th
Delay Death
Favor of the Martyr
Holy Storm
Positive Energy Aura
Revenance
Sheltered Vitality

5th
Mass Sanctuary
Planar Exchange*
Rejuvenation Cocoon
Triadspell
Wall of Water

6th
Greater Vigor
Revive Outsider
Rejection
Vigorous Circle
Other
0th 4th
Candlelight (Ghostwalk WE) Celestial Brilliance (BoED)
Detect Disease (OA) Greater Status (BoED)
Sustain (OA/BoED)
1st Channeled Divine Health (PHB2)
Invest Light Protection (PHB2) Healing Spirit (PHB2)
Healer's Vision (CSc) Seed of Life (CCh)
Ease of Breath (Frost)
Cloak of Shade (Sand) 5th
Locate Water (Sand) Invest Heavy Protection (PHB2)
Peacebond (City) Magic Convalescence (PHB2)
Renewed Vigor (PHB2)
2nd Darts of Life (CCh)
Ease Pain (BoED) Healing Circle (CCh)
Estanna's Stew (BoED) Hibernate (Frost)
Remove Nausea (BoED)*
Body Ward (CCh) 6th
Soul Ward (CCh)
Freedom of Breath (Sand)
Hydrate (Sand) 7th
Bastion of Good (BoED)
3rd Rejuvenating Light (CCh)
Heart's Ease (BoED)
Refreshment (BoED) 8th
Invest Moderate Protection (PHB2) Spread of Contentment (BoED)
Forest Voice (CCh) Flashflood (Sand)
Soul of Light (DrMa) Surelife (Sand)
Regroup (PHB2) Summon Aspect of Bahamut (RoDr)
Renewed Vigor (PHB2)*
Insignia of Healing (RoDe) 9th
Control Sand (Sand) Sublime Revelry (BoED)
Storm Mote (Sand)
Air Breathing (Storm) *reduced level

Notes:
The original Healer spell list is extremely short, with the mass cures and many status removal spells
a level early, but hardly anything at high levels and no "offense" to speak of aside from cure/heal
against undead, and it was missing a few PHB spells that should have been there.

The expanded healer list gives them access to essentially all of the healing, status removal, and
status prevention spells, with only a couple exceptions. Healers now command some of the gentler
wind, water, and sand spells, culminating in their most powerful direct attack with Flashflood. Most
uniquely they gain early access to the Planar Exchange line, which allows them to call an avatar of
good to take their place- however, when using Planar Exchange many of the healer's most important
spells (such as Close Wounds, Delay Death, and Revivify) cannot possibly be delivered in time, so
it must be used judiciously.

The new healer is closer to a Dragon Quest cleric/Final Fantasy white mage/summoner, focusing on
hp and status effects but also with a number of odd, specific, or restricted offensive options and
summoning effects.
New Class
Favored Soul/Spirit Shaman/Cleric based, spontaneous replacement for Cleric role
-Then, possibly a squishier version (Sage?) which swaps the fixed spells for a Wizardly School, if I
ever manage to write some that feel sufficiently representative and equal.
--Main conceit could also work for fixing the Shugenja with orders instead of domains.

Devout

The devout is the cleric's more active mirror ready to rush in and rely on the power of faith, when a
cleric might be better served biding their time until they know just what to pray for. Make no
mistake however, the devout is no stranger to prayer. When the devout prays they ask not for an
exact allotment of spells, but instead a narrower number of boons to call upon at their discretion.
Thus the devout is able to adapt to new situations over time or solve yesterday's problems, but also
retains some flexibility in the face of the unexpected, since any spell they have asked for can be cast
until they run out of spell slots. Each devout has two primary principles which they can always fall
back upon and these color their intereactions greatly, but not to the exclusion of all other needs.

Hit Die: d8
BAB: 3/4
High Saves: Fort and Will
Low Save: Ref

Lv. Special Lv.


st
1 Aura, Domain, Aspect, Spellstaff 11th
2nd 12th Expanded Aspect
3rd 13th
4th Energy Resist 10 14th
5th 15th
6th 16th Energy Resist 10
th th
7 17
8th 18th
9th 19th
10th Energy Resist 10 20th

Class Skills:
Concentration, Craft, Diplomacy, Heal, Knowledge (Religion), Profession, Spellcraft
Skill Points: 2+Int

Class Features
Weapon and Armor Proficiency: All simple weapons, all armor, and all shields except tower shields.

Aura, [Aligned] Spells, and Bonus Languages: As Cleric.

Spellcasting: As Spirit Shaman (Complete Divine p15-16), with the following changes: Charisma is
used for determining highest level of castable spells, bonus spell slots, and saving throw DCs, spells
are retrieved from the Cleric list, and metamagic is applied spontaneously (as Sorcerer) rather than
during spell retrieval.
Domain: You have one domain, which must be among those offered by your deity if you worship
one. You gain your domain's granted power and may spontaneously cast any of its spells up to your
normal maximum level. Unlike a cleric, you have no domain slots and may use as many of your
normal spell slots to cast domain spells as you wish. Domain spells do not count against your spells
retrieved.
-If a prestige class grants you access to an additional domain, those spells are all available to you in
the same way for all additional domains.

Preserver/Destroyer Aspect: You may spontaneously cast any cure spell if you are Good, or any
inflict spell if you are Evil. If you are neutral with respect to Good/Evil, this choice is made by the
alignment of your deity. If both you and your deity are neutral, you choose at 1st level whether to
cast cure or inflict spells, and this choice cannot later be changed (unless your alignment naturally
becomes Good or Evil, in which case your spells change to match). These spells do not count
against your normal spells retrieved.

Spellstaff: At 1st level you gain Imbue Spellstaff as a bonus feat. A spellstaff is sturdier than a sheaf
of scrolls, more easily accessed, and harder to turn against its owner. The tradition of imbuing spells
into a personalized staff is very useful for the devout, letting them keep certain spells around for
emergency use even their prayers for today are focused elsewhere.

Energy Resistance: At 4th, 10th, and 16th, gain resist 10 against an energy type of your choice.
-or Bonus Feat: At 5th, 10th, 15th, and 20th level, gain a bonus feat from (list)?
--that's the squishy mage bonus feat progression though

Expanded Preserver/Destroyer: At 12th, you gain access to a second version of your aspect, and can
choose from either each time you retrieve spells.
• Preserver: ResurgenceSpC, shield other, cure serious wounds, panaceaSpC, mass sanctuarySpC,
heal, mass restorationSpC, mass death wardSpC, mass heal
• Destroyer: Deathwatch, death knell, slashing darknessSpC, sound lanceSpC, slay living, harm,
destruction, fire storm, mass harm*
SpC
: Spell Compendium
*: See mass heal.

ACF- Gateway?: Instead of of cure or inflict spells, a devout may choose to spontaneously cast
summon monster spells, subject to the normal resrictions for alignment.
Expanded Gateway: (the higher level spells on this list might be a set of new concentration
summons, the lowers probably planar survival?)

Notes: Favored Soul has Jump for whatever reason, Cleric does not have Sense Motive. As a rare
skill added to Fighters, Sense Motive probably should not be here despite it being on the FS list.
Clerics have a weirdly high number of knowledge skills I haven't added. Result is a very short base
skill list indeed so I should probably add some.

Favored Soul's energy resistance is waaay better than Warlock's (5 vs two at 10th, 10 vs two at 20th,
and that's it), so while I like it as something that isn't just bonus feats on 5s, putting that much on a
non-hamstrung full caster is kindof a slap to one of my main babies, while itself generally being
underwhelming by most measures when you could just cast resist energy. But of course, several
choosable bonus feats is that much more spell power.
The "Aspect" is, obviously, a carryover of spontaneous cure/inflict/SNA, keeping the effective
number of daily "spells known" up but even more restricted in options. One could simply give two
domains, but that would let the class drift further away from its intended role while allowing
significantly more power/cherry-picking, as well as giving an extra domain ability. It is difficult to
split the difference and obfuscate what is essentially "the DM picks part of the spell list," but the
existing spontaneous cure system is basically that already, so it should work (aside from these notes
being perfectly visible to the players- hi!). We can then allow one or two very tightly controlled
alternate options, which always greatly expand the feeling of choice even when only one can be
taken (see also: the entire feat and spell systems).

The Expanded Aspect at 12th is a pretty blatant but hopefully still effective incentive to stay single
classed, effectively a whole new "domain" of spells intentionally picked to be much more powerful
at high levels, swooping in to replace the boring cures. A PrC'd Devout thus gives up some effective
spells known- without this cost, there would be no question of PrCs with bonus domains needing to
be relegated to no effect, but with the tradeoff in place it should work, probably (spontaneous heal
is very important for anyone, so freeing up a retrieved slot is always worth). Note that the number
of allowed bonus domain PrCs should be monitored. The preserver/destroyer lists could, naturally,
go a couple slightly different ways, and if a player really wanted the class but with such a tweak,
then as with any list it should be at least considered.
• Destroyer was harder than expected: I decided mass harm should exist, but Cleric offense is
heavily clustered and barely anything suitable at 1st and 8th.
• Probably the way I would make an alternate is ask the player for the main change they want,
shift the rest around it accordingly, and hopefully this would make a satisfying take/leave
choice.
Not new, but the addition of spontaneous casters that use domains means a split between domains
that support Cleric with spells you'll not want more than 1 cast/day and some scrolls, and
spammable spells a Cleric would be annoyed with but the Devout craves.

ACF- SNA version: Problem here is that the expanded version with druid spells like changestaff
would actually be less usful, since high level SNA are the punchy elementals and the long duration
druidy stuff is slower and weaker. There are some concentration summons including the spirit
animals, but I think they cluster at certain levels. Other infringing stuff like Phantom Stag would
certainly draw notice.

ACF- Repair version? The problem here is that despite, or in spite, of the idea of supporting
construct characters, that construct type's inability to use healing spells normally (or living construct
healing spell penalty) is supposed to have that drawback, they are supposed to bring up the "wait so
maybe our arcanist should get some cures?" question and maybe mess with the load bearing split
between classes. This would just make it that much easier to whole-construct party and then
proceed completely as normal, plus a bunch of immunities. While the expanded version would I
guess bring in a bunch of artificer spells. It's essentially the Warforged domain and substitution
levels: these things that are supposed to be new and have interesting gaps and interactions, instead
are just handed custom versions of everything that make it easier and push the whole party to be the
same thing. That's not very interesting, now is it? So no repair version (unless there's a domain for
it, and obviously I'd be removing such a domain anyway).
New Class 2
Replacement for Bard using 1-7 spell levels and no music, instead other class features including the
ability to ignore lost spellcasting levels in PrCs (because it already "loses" some). Primary feature is
to be its own spell list more like the 3.0/Dragonlance/Red Mage concepts of the Bard, less "nothing
but sound and mind magic" and more "not the best attacks or heals but lots of the rest."

Free Mage

The free mage, is free. Free to learn magic across the supposed arcane and divne gap. Free to keep
up their magic even when others would fall behind. Free to learn any technique they wish. Free to
not be stabbed in the back or laid low by a blast they knew was coming. For some, even the
freedom to call upon any spell at all, just by seeing it.

Free mages are more the rougish sort, not in terms of skill points, but in how they make their way
with a bit of cunning here and combining this and that for greater effect there. While their spells are
a bit lower in level and lack the signature spells of other casters, they have a larger bag of tricks
overall with a wider array of options to leverage. A free mage does not simply select their highest
level blasting spell and hammer away- they prepare themselves or the environment, soften a foe up
with one spell before striking home with another, and may even bring more martial abilities into
play.

In some cities, free mages advertise and flaunt their unique abilities with fasionable red clothing and
feathered hats almost as a sort of guild. In others they may be no more distinctive than any other
mage, or their differences go completely unnoticed when taking the roles one might expect of
another class- yet also dabbling in whatever they wish, functioning as a sort of "generic spellcaster."
Some free mages might not even identify themselves in any such way, simply learning what they
need to learn and later thinking of themselves only by the title of their prestige class.

-Hit Die: d6
Class Skills: Appraise, Concentration, Climb, Craft, Decipher Script, Handle Animal, Heal, Jump,
Knowledge (any), Perform, Profession, Ride, Spellcraft, and Swim.
Skill points: 2+Int modifer.
Table: The
Base Spells per Day
Fort Ref Will
Level Attack Special
Save Save Save 0th 1st 2nd 3rd 4th 5th 6th 7th
Bonus
1st +0 +0 +2 +2 Lore 3 1 --- --- --- --- --- ---
2nd +1 +0 +3 +3 Prestige Specialist 3 2 --- --- --- --- --- ---
3rd +2 +1 +3 +3 3 2 1 --- --- --- --- ---
4th +3 +1 +4 +4 Uncanny Dodge 4 3 2 --- --- --- --- ---
5th +3 +1 +4 +4 Bonus Feat 4 3 2 --- --- --- --- ---
6th +4 +2 +5 +5 4 3 3 1 --- --- --- ---
7th +5 +2 +5 +5 Evasion 4 4 3 2 --- --- --- ---
8th +6/+1 +2 +6 +6 Improved Uncanny Dodge 4 4 3 2 --- --- --- ---
9th +6/+1 +3 +6 +6 4 4 4 3 1 --- --- ---
10th +7/+2 +3 +7 +7 Bonus Feat 4 4 4 3 2 --- --- ---
11th +8/+3 +3 +7 +7 Improved Evasion 4 4 4 3 2 --- --- ---
12th +9/+4 +4 +8 +8 4 4 4 4 3 1 --- ---
13th +9/+4 +4 +8 +8 Spell Mimic 1/day 4 4 4 4 3 2 --- ---
14th +10/+5 +4 +9 +9 4 4 4 4 3 2 --- ---
Base Fort Ref Will Spells per Day
Level Attack Special
Save Save Save 0th 1st 2nd 3rd 4th 5th 6th 7th
Bonus
15th +11/+6/+1 +5 +9 +9 Bonus Feat 4 4 4 4 4 3 1 ---
16th +12/+7/+2 +5 +10 +10 Spell Mimic 2/day 4 4 4 4 4 3 2 ---
17th +12/+7/+2 +5 +10 +10 4 4 4 4 4 3 2 ---
18th +13/+8/+3 +6 +11 +11 4 4 4 4 4 4 3 1
19th +14/+9/+4 +6 +11 +11 Spell Mimic 3/day 4 4 4 4 4 4 3 2
20th +15/+10/+5 +6 +12 +12 Bonus Feat 4 4 4 4 4 4 4 4

Weapon and Armor Proficiency: Simple weapons, one-handed and smaller martial weapons,
shortbows, light armor, light and heavy shields.
Spellcasting: Arcane spells, five 0th and three 1st level spells known, +2 spells known at each level
up, +1 cantrip every even level, from the Free Mage list. No ASF in light armor.
-Free mages are particularly good at changing their spells known and may swap a known spell for
one of equal level like a sorcerer or bard, but may do so at every level. They may still only swap
spells that are below the highest level they can cast.

--Apparently I never wrote whether I was thinking Int or Cha?


---Cha to split with Lore seems most likely (did start as a bard replacement), or Int and add access
to Cha skills?

Warning: The Free Mage full spell list is huge, and in some ways could be described as "all spells
not sufficiently tied to some other archetype," but still has too many exceptions to actually write it
in that way. . . I think. Players that don't already recognize nearly every 3.x DnD spell by name may
need help digging through the list, and DMs are encouraged be be extra lenient if a newer player
makes a poor spell choice.
-Maybe I could write a more newbie-friendly truncated list, which could express the desired theme
better, while still keeping the extended list around -? The whole project was so exhausting it's put
me quite a bit off even though I'd just got to the more fun books.
--And of course said shorter list could be made an official ACF, say for d8 hit die.

Lore: As bardic knowledge.

Prestige Specialist: Prestige classes that progress spellcasting but do not do so at every level, do so
at every level for a Free Mage, but only for Free Mage spellcasting* Possibly qualify for divine
classes and ignore prepared or "specialist" requirements.
*No, this does not mean that PrCs which advance two classes advance Free Mage twice, obviously.

Uncanny Dodge, Improved, Evasion, Improved: As the Rogue abilities.

Bonus Feat: Any feat you qualify for.


-At 10th, alternate options a la Rogue's special abilities?

-Spell Mimic: Any spell you've seen, up to one less than twice your level (level*2-1), must supply
xp, gp, and focus components, in addition to verbal and somatic, but may ignore inexpensive
material components. Spell Mimic is more powerful if you watched the spell being cast within the
last round, in which case you may usually ignore gp and focus components (DM may rule that some
components are too significant to ignore).

ACFs: Lore for Trapfinding +search and disable, Lore for Street mage (Urban Tracking +gather info
and -know local?), spell mimic for free metamagic (default quicken, can pay for other known feats
or be extra uses of known Suddens),
Notes: Class ability progression based on analysis of feats (very) roughly equaling features roughly
equaling lost casting levels in many PrCs, base casters with roughly 1+5, plus 5 lost from 5/10
casting "PrC," equals ~1+10 features (see also Artificer, before the pile of frontloaded bonus feats,
their casting is exactly wizard into 5/10 PrC and then cut off early). Uncanny dodge and evasion as
the base because no rougish theurge grants them for some reason. Spell mimic as the unique base-
class only feature, capable of duping higher level spells than you cast yourself and very worth
staying single-classed for. If they enter a 5/10 PrC sure they "lose" no spellcasting, but they lose the
progression and access to their higher level unique abilities which should compare (a sight more
than most 10/10 casting PrCs "lose").

Spells per day are based on Wizard, which means they're actually a bit better than Bard, but still
much lower than the usual sorcerer spontaneous. Might increase this since they're supposed to be
caster focused, rather than bard's 6+ skills and backup music (spell slots vs pile of extra skills, room
for yet another ACF)

Kinda want to slap Perform back on there, even if I'm still deliberately leaving out all the social
skills. This is a spellcaster, not a "face" (there is no face). But perform would let them get into
various bard PrCs (including Prestige Bard). Might cross-check the list of PrCs I made that Prestige
Specialist affects in particular, make sure they just happen to get all the right skills. And of course
Perform access could be a swap for the lore ability, since nothing about music actually causes you
to Know: Everything.

Would prefer not to include UMD since whenever it shows up it's considered mandatory rather than
a nice option. Sure, it is a nice option to have a character that can activate anything. But I find its
presence in the game toxified.

The Free Mage spell list of course starts with Bard, minus a couple spells that are problematic or
overly bard-y, and adding Cleric, Druid, and Sor/Wiz spells that don't scream healer or top blaster or
plants. They're keeping some animal manipulation, I specifically want some energy attacks but not
the best- but standardized damage means that not the best is more a declaration of range and area.

Spells are usually added at the lower level available, unless I feel like the lowest level was granted
due to particular bard-y, druid-y, or cleric-y 'ness, in which case it goes to the next available or the
sor/wiz level. Some sor/wiz spells particularly discounted to get them to bards "on-time" have been
placed the middle.

Can't say I'm super happy with how the spell list is pulling together yet, feels a little too Bard. But
there are tons of self-similar enchantments and illusions in PHB (despite them also being so general
you only need a few) but very few evocations, most of which are the best at their job. So maybe this
will change when I start adding more books, particularly if I make a single mega-list: stripping the
most powerful evocations and BFCs means there is very little to balance out the bard-ness. A mega-
list is terrible for actually checking in books though, so that would be a whole separate version
taking up several more pages.
-Through SpC it of course still looks very bard, but going to Sandstorm suddenly looks very Cleric,
of course.

There's also the problem where these no-short-description lists are very newbie/lazy-unfriendly. As
much as I'd like to blame that on the user, the fact is that only someone waaaay deep in 3.x will
recognize most of the spells by sight on name only, and anyone else reading a name-only list
probably will not want to look them up. This avoids the problem where people don't know basic
rules of their spell because they only read the short description, but it also means that lots of people
would either ignore the class, or pick spells by title without reading them at all, which is even
worse. This class isn't really supposed to be newbie friendly, but it shouldn't be more hostile than a
sorcerer. But adding short descriptions takes as much or more extra time and space.
-The solution to both of these is to finish and pack away the extended list, then cut it down to a
shorter and more focused list that feels better and includes short descriptions.
-Or I could get really wierd and present it by function: "gish"y and combat spells, enchantments and
illusions, and summoning and transmutation, plus whatever's left, might split into four more
readable lists.
Free Mage Spell List
PHB/Main/(See Below)
0th Detect Secret Doors Animal Messenger
Ablate EnergyFiz Dispel Magic, LeastFiz Animal Trance
Acid Splash Disguise Self Arcane LockM
Arcane Mark Douse^ AuguryMF
Bounce the Baby^ Endure Elements Bear/Bull/Cat/Eagle/Fox/Owl's
Conjure Rope Enlarge/Reduce Ability
Dancing Lights Erase Blindness/Deafness
Daze Expeditious Retreat Blur
Detect Magic Faerie Fire Break Enchantment, LesserFiz+
Detect Poison Feather Fall Calm Emotions
Disrupt Undead Floating Disk Cart^
Flare Goo Pile Caustic/Firey/Icy/Lightning
Ghost Sound Grease WeaponFiz
Guidance Hide from Animals Chill Metal
Keep Dry^ Hide from Undead Command Undead
Keep Fresh^ Hold Portal Continual Flame
Know Direction Hypnotism Cure/Inflict Moderate Wounds
Light Iced Fire^ Death Knell
Long Flame^ IdentifyM Darkness
Lullaby Jump Darkvision
Mage Hand Longstrider Daylight1++
Mending Mage's LanternFiz Daze Monster
Message Magic Aura Delay Poison
Minor Ward^ Magic Stone Detect thoughts
Open/Close Magic Weapon Elemental DartFiz
Prestidigitation Mount Enthrall
Purify Food and Drink Ninja BarrierFiz False Life
Ray of Frost Obscuring Mist Flaming Sphere
Read Magic Obscure Object+ Fog Cloud
Resistance Produce Flame Forget^+
Sharpening Protection from Gentle Repose
Train Object Chaos/Evil/Good/Law Glitterdust
Remove Fear Goo StreamFiz
1st Resist Scrying^ Gust of Wind
Alarm Sanctuary Heat Metal
Animate Object, Small+Fiz Shocking Grasp Hideous Laughter
Arcane PetFiz Silent Image Hold Person+
Animate Rope Sleep Hypnotic Pattern
Bless/Curse Water Summon Monster 1 Invisibility
Burning Hands Undetectable Alignment Knock
Calm Animals Unseen Servant Levitate
Cause Fear Ventriloquism Locate Object
Charm Person WatchdogFiz Magic MouthM
Color Spray True Strike Make Whole
Command Minor Image
Compelling Question^ 2nd Mirror Image
Comprehend Languages Aid Misdirection
Confusion, Lesser Acid Arrow Mount, AquaticFiz
Cure/Inflict Light Wounds Align Weapon Phantom Trap
Detect Undead Alter Self Protection from Arrows
2nd (cont.) Glibness Dimensional Anchor
Pyrotechnics Good Hope Discern Lies
Rage+ Haste Dismissial
Remove Paralysis Healing WindFiz DivinationM
Resist Energy Illusory ScriptM Dominate Person+
Restoration, Lesser Invisibility Sphere Fire Shield
Rope Trick Keen Edge/Weapon of ImpactSpC Freedom of Movement
Scare Magic Circle against Giant Vermin
Scrytalk^ Chaos/Evil/Good/Law Globe of Invulnerability, Lesser
See Invisibility Magic Vestment Hallucinatory Terrain
Shatter Magic Weapon, Greater Hold Monster+
Silence Major Image Illusory Wall
Sound Burst Minor Creation Insect Plague++
Speak with Animals2 Missive Token^ Invisibility, Greater
Spider Climb Mount, UnderdarkFiz Locate Creature
Status Phantom Steed Maug Ally, LieutenantXp, Fiz
Suggestion+ Power Word: SleepFiz Modify Memory
Summon Monster 2 Protection from Energy Neutralize Poison
Summon Swarm Remove Blindness/Deafness Phantasmal Killer
Tongues+ Remove Curse Planar Ally, LesserXp
Touch of Idiocy Remove Disease Planar Binding, Lesser++
Train Object, GreaterFiz ScryingF+ Polymorph
Whispering Wind Scry Retaliation^ Rainbow Pattern
Sculpt Sound RestorationM
3rd Secret Page Repel Vermin
Acid BreathSpC Sepia Snake SigilM Secure Shelter
Animal Messenger, GreaterFiz Shadow Sight^ Sending
Arcane Pet, GreaterFiz Shout3++ Solid Fog
Arcane Sight Shrink Item Spell Immunity
Bestow Curse Sleet Storm Spike Stones
Blade of Winter's ChillFiz Slow Shadow Sight^
Blink Soldiers of AcheronM, Fiz Speak with Plants
Clairaudience/Clairvoyance Speak with Dead StoneskinM
Charm Monster+ Stone Shape Summon Monster 4
Confusion+ Summon Monster 3 Wall of Fire
Contagion Tiny Hut Wall of Ice
Crushing Despair+ Undaunted Fixture^ Zone of Silence
Cure/Inflict Serious Wounds Vampiric Touch
Deep Slumber Water Breathing 5th
Deeper Darkness Water Walk Animate Objects++
Dispel Magic Wind wall Baelful Polymorph
Displacement Call AlienM, Fiz
Dominate Animal 4th Bear/Bull/Cat/Eagle/Fox/Owl's
Fear+ Air Walk Ability, Mass
Flame Arrow Animal Growth++ Caustic/Firey/Icy/Lightning
Flesh MendingFiz Arcane Eye AuraFiz
Fly Blast of FlameSpC Command, Greater
Freeze ArrowFiz Break Enchantment CommuneXp
Gaseous Form Cure/Inflict Critical Wounds Cone of Cold
Gaseous Form, SwiftFiz Death Ward Contact Other Plane
Geas, Lesser+ Detect Scrying Control Winds
Gigantize/Shrinkify* Dimension Door Cure/Inflict Light Wounds, Mass
Dispel Magic, Greater 6th Limited WishXp
Disrupting Weapon Acid Fog Mage's Magnificent Mansion
5th (cont.) Analyze DweomerF Mind Blank+
Dream Antimagic Field Prismatic Spray
Eternal Lantern^M Banishment Protection from SpellsM, F
Fabricate Charm Monster, Mass Regenerate
False VisionF ContingencyF Repulsion
Feeblemind Cure/Inflict Mod. Wounds, Mass Restoration, GreaterXp
Finger of Life^ Eyebite* Reverse Gravity
Healing StreamFiz Find the Path Scintillating Pattern+
Hidden ChamberFiz Flesh to Stone Screen+
Legend LoreM, F, 4 Geas/Quest Sequester
Lock Memory^ Halo of Shelter^ Spell Immunity, Greater
Mage's Private Sanctum Harm Spell Turning
Major Creation Heal Summon Monster 7
Mark of Justice Permanent Image Sunbeam
Mind Fog Planar AllyXp Teleport, Greater+
Mirage Arcana Planar Binding Temporal StasisM
Mislead Programmed ImageM VisionM, Xp
Move Earth Project Image
Nightmare Scrying, Greater+ Spell/spell: these are always
Overland Flight Shout, Greater separate spells, formatting to
Passwall Summon Monster 6 conserve space.
PermanencyXp Sympathetic Vibration *: PHB spell, modified, see
Persistent Image Stone to Flesh below
Plane Shift TransformationM ^: 3rd party spell or based on
Prying Eyes Quintelemental Blast^ one, see below
RevivifySpC Veil +: At reduced Bard level, some
Scry Reversal^ Wall of IronM might bump to normal? Might
Seeming Wind Walk have missed some, check 3.5
Secret ChestF booklet for reversions. Also
Shadow Walk 7th some non-bard spells reduced,
Slay Living Arcane Sight, Greater and some 8ths that bards should
Spell Resistance Blasphemy/Holy Word have at -1 if they got 7ths.
Song of Discord -Dictum/Word of Chaos ++: At newly reduced level
Suggestion, Mass+ Control Weather -: At newly increased level
Summon Monster 5 Cure/Inflic Ser. Wounds, Mass 1: Reduced Daylight level to 3.0
Telekinesis Creeping Doom norm, fairly exclusive benefit.
Telepathic Bond Destroy Memory^ 2: Moved Speak with Animals
Teleport Destruction to 2nd between druid and bard.
Transmute Mud to Rock Dimensional Lock+ 3: Reduced Shout to 3rd?
Transmute Rock to Mud Ethereal Jaunt 4: Legend Lore in-between bard
True SeeingM Finger of Death and sor/wiz
Wall of Force Fire Seeds- 5: Irresistable Dance also in-
Wall of Stone Hold Person, Mass between
Wall of Wood Insanity
Word of Recall++ Instant SummonsM
Irresistable Dance5
Spell Compendium
0th Instant Search Combust
Caltrops Invisibility, Swift+ Creeping ColdF
Dawn Insightful Feint Cure of Ill Fortune
Electric Jolt Ironguts Cures of Impending Blades
Launch Bolt Ironthunder Horn+ Daggerspell Stance
Launch Item Low-Light Vision Dark Way
Minor Disguise Mage Hand, Greater Death ArmorF
Repair Minor Damage Master's Touch Decomposition
Silent Portal Net of Shadows Dessicating Bubble
Sonic Snap Nightshield Delusions of Grandeur
Stick Omen of PerilF Discern ShapechangerM
Phantom Threat Discolor Pool
1st Portal Beacon Disquietude
Accelerated Movement Raging Flame Dissonant Chant
Anarchic/Axiomatic Water Ray of Flame Earth LockM
Animate Fire/Water/Wood Remove Scent Earthbind
Appraising Touch Repair Light Damage Earthen Grasp
Arrow Mind Resurgence Ectoplasmic Feedback
Aspect of the Wolf Scatterspray Electric Loop
Backbiter Shock and Awe Energized Shield, Lesser
Beastland Ferocity Snper's Shot Entice Gift
Benign Transposition Spontaneous Search Ethereal Chamber
Blades of Fire Sign (Mini's version) Extend Tentacles
Buoyant Lifting Slide Fins to Feet
Buzzing Bee Slow Burn Fireburst
Cheat Snowshoes* Flame Dagger
Climb Walls Traveler's Mount Fly, Swift
Cold Fire Vigor, Lesser Force Ladder
Corrosive Grasp Wall of Smoke Ghost Touch Armor
Crabwalk Weapon Shift Grace+
Critical Strike Wings of the Sea Healing Lorecall
Dead End Healing Sting
Deep Breath 2nd Heroics
Delay Disease Alarm, Greater Hurl
Dispel Ward Aiming at the Target Infernal Wound
Distort Speech Augment Familiar Inky Cloud
Distract Assailant Avoid Planar Effects Iron Silence
Ebon Eyes Baelful Tansposition Know Vulnerabilities
Ectoplasmic Armor Balancing Lorecall Lively Step
Expeditious Retreat, Swift Battering Ram Living Undeath
Familiar Pocket Binding Winds Listening Lorecall
Foundation of Stone Bladeweave Malevolent Miasma
Golem/Grave/Vine Strike Blood Frenzy Mark of the Outcast
Guided Shot Body Blades Marked Object
Hawkeye Body of the Sun Mesmerizing Glare
Healthful Rest Chain of Eyes Mindless Rage
Horrible Taste Circle Dance Miser's Envy
Ice Dagger* Cloak Pool Mountain Stance
Ice Gauntlet Close Wounds Nightmare Lullaby
Incite Cloud Wings Phantasmal Assailants
Inhibit Countermoon Phantom Foe
Portal Alarm Blacklight Ring of Blades
Protection from Neg. Energy Blade of Pain and Fear Safety
Protection from Pos. Energy Bottle of SmokeF Servant Horde
Quick March Capricious Zephyr Shadow Binding
Ray of Ice Chain of Eyes Shadow Cache
Rebuke Claws of Darkness Shadow Phase
Reflective Disguise Cloak of Bravery Sign of SealingM
Repair Mod. Damage Cone of Dimness Sink
Reveille Corona of Cold Skull Watch
Scent Corpse Candle Snake's Swiftness, Mass
Shadow Mask Curse of Impending Blades, Snowshoes, Mass
Shadow Radiance Mass Spectral Weapon
Shadow Spray Darkfire Speechlink
Share Husk Deeper Darkvision Standing Wave
Snake's Swiftness Demon Dirge Steeldance* (tbd)
Shroud of Undeath Devil Blight Stony Grasp
Slapping Hand DiamondsteelM Suppress Breath Weapon
Slide, Greater Disrupt Undead, Greater Suppress Glyph
Sonic Whip Dolorous Blow Suspended SilenceM
Sonorous Hum Earthen Grace Telepathic Bond, Lesser
Spawn Screen Energized Shield Thornskin
Speak to Allies Energy Vortex Treasure Scent
Spell Immunity, Lesser Enhance Familiar Tremor
Splinterbolt False Gravity Unluck
Stabilize Favorable SacrificeM Vigor
Sting Ray* Fortify Familiar Vigor, Mass Lesser
Summon Elysian Thrush Fell the Greatest Foe (banned) Vipergout
Surefooted Stride Fire Wings Wall of Light
Swim Flame of Faith Weapon of Energy
Tactical Precision Flashburst Weapon of Impact
Train Animal G'elsewhere Chant Weather Eye
Veil of Shadow Ghost Touch Weapon Wounding Whispers
Wall of Gloom (CA version) Giant's Wrath
War Cry Girallon's Blessing* 4th
Wave of Grief Glowing OrbF Assay Spell Resistance*
Whirling Blade Hamatula Barbs Backlash (MoF)
Wings of Air Ice Axe Blast of Flame
Winter's Embrace Knight's Move Bloodstar
Wracking Touch Know Opponent Blistering Radiance
Wraitstrike (banned) Know Vulnerabilities Celebration
Lion's Charge Contingent Energy Resistance
3rd Listening Coin Corporeal Instability
Acid Breath Mage Armor, Greater Creeping Cold, Greater
Aid, Mass Mage Armor, Mass Darkvision, Mass
Air Breathing Nature's Balance Defenestrating Sphere
Align Weapon, Mass Nature's RampartF Delay Death
Allegro Nauseating Breath* Dispelling Screen
Amorphous Form Primal Form Displacer Form
Analyze Portal Puppeteer Dragon Breath
Anticipate TeleportationF Repair Serious Damage Energy Spheres
Antidragon AuraM Resurgence, Mass Ethereal Mount
Attune Form Reverse Arrows Explosive Cascade
Fire Stride Ball of Lightning* Drown
Flame Whips Call ZelekhutXp Energy Immunity
Flight of the Dragon Cold Snap Extract Water Elemental
Floating Disk, Greater Cloak of the Sea Fire Shield, Mass*
Force Chest Crawling Darkness Fire Spiders
Forceward Curse of Ill Fortune, Mass Fires of Purity
Forcewave Dance of the Unicorn (CDiv) Freeze
Jaws of the WolfF Death Throes Freezing Fog
Know Vulnerabilities Dimension Door, Greater Ghost Trap
Lay of the Land Divine Agility (Cdiv) HardeningM
Life Ward Draconic Might Heat Wave?
Make Manifest Dragon Ally, LesserXp Hide the PathF
Ray Deflection Dragonsight (Drac) Illusory Pit*
Panacea Duelward Imbue Familiar with Spell
Perinarch Echo Skull Ability
Phantasmal Disorientation+ Enlarge/Reduce Person, Imperious Glare*
Planar Tolerance Greater* Interpalnar Telepathic Bond
Portal Alarm, Improved Fireburst, Greater Lucent Lance
Raise from the Deep Fly, Mass Make Manifest, Mass
Ray of Deanimation Heal Animal Companion/Mount Nixie's Grace
Rebuke, Greater Hidden Lodge Opalescent Glare
Repair Critical Damage Hide from Dragons Probe Thoughts
Resist Energy, Mass* Life's Grace Ray of Entropy
Resistance, Greater* Nightstalker's TransformationM Ray of Light
Ruin Delver's Fortune Oooze Puppet (DotU) Rejection
Saltray* Reflective Disguise, Mass Resistance, Superior*
Scramble Portal Rejuvination Coccoon Ruby Ray of ReversalF
Sensory Deprivation Revivify Sarcophagus of Stone (errata)
Sheltered Vitality Sanctuary, Mass Seal PortalM
Sirine's Grace Shadow Form Shroud of Flame-
Spell Enhancer Shadow Hand Sign of Sealing, GreaterM
Spell Vulnerability Shadowfade Stone Body
Stone Sphere* Shard Storm Vigorous Circle
Sudden Stalagmite* Spiritwall
Summon Elementite Swarm Stone Shape, Greater 7th
Swim, Mass* Surefooted Stride, Mass Antimagic RayM
Thunderlance Swamp Stride Arrow of BoneM
Translocation Trick Triadspell Aura of Vitality*
Voice of the Dragon Vigor, Greater Avasculate
Wall of Chaos/Evil/Good/Law Zone of Respite Bestow Curse, Greater
Wall of Sand^ Zone of Revelation* Blood to Water*
Wall of Water^ Wall of Dispel Magic Blink, Greater*
Wind at Back Xorn Movement Body of War
Wingbind (Drac version) Brain Spider
Wings of Air, Greater 6th Call KolyarutXp
Anger of the Noonday Sun Death Dragon
5th Animate Snow Death Ward, Mass+
Acid SheathF Anticipate Teleportation, Dispelling Screen, Greater
Anticold Sphere GreaterF Dragon Ally
Antifire Sphere (Sand) Blood Sirocco (removed*) Elemental Body
Arc of Lightning Brilliant Blade Evil Glare
Aura of EvaionF Cold Snap Fortunate Fate
Glass Strike Spell Resistance, Mass *: See bans, changes, or SpC
Hiss of Sleep Stun Ray fixes list
Planar Bubble Submerge Ship +: Reduced level
Plane Shift, Greater Transfix -: Increased level
Rebuke, Final Wall of Dispel Magic, Greater+ -haven't kicked any bard spells
Renewal PactM Word of Balance back yet
Restoration, MassM ^Some wall spells have major
Slime Wave changes that I need to decide
Solipism what versions to use
"Outside" Books
0th Detect Ship (Wrack)
Haboob (Sand) 6th
st
1 Ice Shape (Frost) Animate Show (Frost)
Cloak of Shade (Sand) Protection From Dessication Blackwater Taint (Wrack)
Crunchy Snow (Frost) (Sand) Death Hail (Frost)
Detect Fire (Frost) Siren's Call+ (Wrack) EntombM (Frost)
Ease of Breath (Frost) Storm Mote (Sand) Frostburn, Mass (Frost)
Glaze Lock (Frost) Tormenting Thirst (Sand) Heartfreeze (Frost)
Impede Sun's Brilliance* (Sand) Whispering Sand (Sand) Mudslide (Wrack)
Kuo-Toa Skin (Wrack) Sandstorm (Sand)
Locate Water (Sand) 4th Scalding Mud (Sand)
Snowdrift (Frost) Aboleth Curse (Wrack) Dessicate, Mass (Sand)
Waste Strider (Sand) Blast of Sand (Sand) Mephit Mob* (Sand)
Wave Blessing (Wrack) Desert Diversion (Sand) Mummify (Sand)
Webfoot (Wrack) Disguise Ship (Wrack) Stormwalk (Wrack)
Favorable Wind (Wrack)
2nd Flowsight+ (Wrack) 7th
Ashstar (Sand) Freeze Armor* (Frost) Aura of Cold, Greater (Frost)
Brumal Stiffening (Frost) Frostburn (Frost) Flashflood (Sand)
Dessicate (Sand) Frostfell Slide (Frost) Ice Castle (Frost)
Flash-Freeze (Frost) Fuse Sand (Sand) M's Capable Caravel* (Wrack)
Fins to Feet (Wrack) Ice Ship (Frost) Vitrify (Sand)
Frostburn, Lesser (Frost) Mindfrost (Frost)
Freedom of Breath (Sand) Sandform (Sand) *Have not made all changes
Heat Leech (Frost) Searing Exposure (Sand) yet, see notes.
Hydrate (Sand) Thalassemia* (Wrack) +Reduced Bard level
Jig of the Waves (Wrack) Wall of Salt (Sand) Stormwrack=Wrack rather than
L's Tiny Igloo (Frost) Wither (Sand) the usual Storm, for faster
Numbing Sphere* (Frost) reading.
Quickswim (Wrack) 5th
Scimitar of Sand (Sand) Airy Water (Wrack) Note: Triple column fits all on
Sink (Wrack) Blackwater Tentacle (Wrack) one page. Could include
Stormrunner's Ward (Wrack) Choking Sands* (Sand) Underdark/Planar survival
Swim (Wrack) Control Currents (Wrack) spells, but most of those are
Tern's Persistance (Wrack) Dispel/Destroy Water (Sand) already in SpC. But not all. The
Thaw (Frost) Flaywind Burst (Sand) Frost/Sand list looked pretty
Tojanida Sight (Wrack) Flesh to Ice (Frost) clean, but adding 'Wrack makes
Turbidity (Wrack) Flesh to Salt (Sand) it long enough that the wide
Zone of Glacial Cold (Frost) Hibernate (Frost) (source) tags start turning into
Ice to Flesh (Frost) wall of text, so try superscript i
rd
3 Pass Through Ice (Frost) guess? The many similar names
Air Breathing (Wrack) Storm Mote (Sand) with same or wildly different
Arctice Haze (Frost) Transmute Sand to Glass (Sand) functions also don't help. Three
Aura of Cold, Lesser (Frost) Transmute Sand to Stone (Sand) columns for three books?- no,
Body Blaze (Sand) Transmute Stone to Sand (Sand) repetition of line breaks for
Control Sand (Sand) Transformation of the Depths levels would eat it all up.
Control Snow* (Frost) (Wrack)
Control Temperature (Frost) Unearthly Heat* (Sand)
M
Crack Ice (Frost) Wall of Magma (Sand)
Soulknife
• Increase armor proficiency to Medium.
• Mind's Eye "ACF": Wild Talent becomes Hidden Talent (XPH p67), giving a 1st level power
which can be manifested at 1st level from your 2 power points.
◦ New ACF, Burnout Focus: You may choose to keep the basic Wild Talent, which only
provides 2pp with no active use, and instead gain the ability to recover power points
when you have none. If you have zero power points remaining, you may take 1 point of
ability burn to any abilty score of your choice in order to regain 1 power point, as a
move action. Once you use Burnout Focus, you cannot manifest powers or spend pp on
anything until you rest for 8 hours. This allows you to face foes who can directly drain
your meagre power point total without fully losing access to Psionic feats that require a
psionic focus, and thus require a minimum of 1pp at all times.
• Mind Blades and Spells/Powers: Spells and powers can target a mind blade as if it were a
real weapon. If the mind blade dissipates, any effects continue tracking their durations as
normal and when re-materialized those effects are restored, unless the Soulknife chooses to
discard them intentionally (if they do so, all effects are discarded together). If a mind blade
carrying a temporary effect is destroyed or reshaped, however, all temporary effects are lost.
• Shape Mind Blade is moved to 3rd level. Once you choose the primary shape of your mind
blade, it stays that way each time you create it until changed with a new full-round action.
◦ Add heavy shield+short sword split to shape mind blade, with the shield applying its
enhancement to AC, and both taking -1, just like the twin short swords.
• Psychic Strike: Unlike temporary spells and powers, a charged Psychic Strike is not lost
when you re-shape a mind blade, and after splitting you may store one in each (as FAQ and
CPsi).
• Mind's Eye ACF, Bonus Feats: You may choose to give up the Psychic Strike ability entirely,
in exchange for a bonus feat at each level it would normally be gained (3/7/11/15/19),
choosing any feat designed for Soulknifes or which can be used with your mind blade as
long as you meet all prerequisites.
• Free Draw is moved to 4th level.
◦ Note the 1/round limit on materializing your mind blade. It can be released at any time
as a free action, and now drawn as a free action, but if you release it on the same turn
after drawing, you cannot draw again until next turn.
• Mind Daggers: At 5th level you may shape mind daggers as a free action as many times per
round as needed to attack and fill your hands, using the statistics of daggers for your size.
Each mind dagger you shape after the first has an enhancement bonus one lower than the
previous, losing all properties once they hit +0. A mind dagger can be held in place of the
basic short sword mind blade without unshaping a shield or a second short blade, at the
same enhancement bonus, but not alongside any larger blades (though you may drop and
thus release a larger blade as a free action at any time). Unlike other mind blades, a Psychic
Strike stored in a mind dagger is lost if it dissipates. You may shape a mind dagger with a
Psychic Strike into a mind blade as a full-round action (preserving the charge) if you have
no mind blade active, but cannot later return it to dagger form.
• Special Mind Blade: At 6th level and every four levels after, you gain +1 bonus worth of
special abilities, as normal.
◦ Note: Published material calls this "mind blade enhancement," but your mind blade
already has an innate +1/4 level enhancement bonus, hence the name change.
◦ Vicious is banned. Add Brilliant Energy* (+4), Distance (+1), Ghost Touch (+1),
Merciful (+1), and Speed (+3) to the standard list. *Unlike most Brilliant Energy
weapons, a Soulknife may activate or deactivate the effect as a standard action.
▪ Add Dispelling (MiC, +1) [Supression is as Greater Dispelling (MiC)]
• Shape Mind Bolts: At 6th level you may shape a short mind blade into a mind bolt as a move
or full-round action. A mind bolt is fired and deals damage as a light crossbow if shaped
with a move action, or as a heavy crossbow if shaped with a full-round action, and transfers
the bonus and abilities it had in short sword form including any Psychic Strike charge. You
cannot shape a heavy bolt while maintaining a shield. Once shaped, you may retain a mind
bolt in place of a short blade (including in combination with a shield), but you take the
standard penalties if you fire the bolt one-handed (-2 for light, -4 and weapon counts as one-
handed for heavy).
◦ Remember the 1/round limit on materializing your mind blade, and the full round action
required to change the form it appears in when you do so. If your mind blade is shaped
into a form that does not include a short blade, you cannot shape a mind bolt.
• Fighting Qualifications: At 8th level you qualify to take Weapon Specialization (Mind Blade)
as though you were a Fighter of 4th level.
◦ If you later take the Melee or Ranged Weapon Mastery feats, you must still choose a
damage type: You cannot choose "Mind Blade" Mastery.
• Bladewind: If you use Bladewind while you have a Psychic Strike (or Knife to the Soul)
charged, it affects all targets of the Bladewind.
• Multiple Throw: is now the feat Multi-Throw Mindblade.
◦ At 17th, add a bonus feat.
One more bonus might be nice, placement- four or eight before 17 lands on knife to the soul or
bladewind, neither of which I neccesarily want to remove from main, particularly when there's
already a trade of psychic strike for 5 feats. 10 is kinda in the middle, but 9 is now a priority crunch
i don't want to get rid of with an easy 8 or 10 feat. Speed of thought at 6 is not changing, a reward
or counterbalance for going light vs using the new medium armor prof.

Soulknife Feats
-Note: Mind blades are not flexible, multi-part objects, nor do they have much of any mass. They
should never duplicate weapons with chains or moving parts, and should generally be restricted to
piercing and slashing forms (Improved Mind Shield into Bashing is notable for getting around this
limitation).

feat ideas: reach mind blade? Should there be full d8 one-hand with shield? -make that part of
improved shield?

Mind Cleave [Soulknife]


-CPsi p56, no changes.

Mind "Endowment," Swift and Focused Mind Strike, all CPsi shape feats
-Removed.

Practiced Soulknife [Soulknife]


Prerequisite: Mind Blade
Benefit: Your effective level for determining the enchancement bonus and special abilities of your
mind blade counts as four higher, up to a maximum of your Hit Dice.

Improved Mind Shield [Soulknife]


Prerequisite: Mind Blade +2
Benefit: When your mind blade is split into a shield and weapon, the shield no longer has a reduced
enhancement bonus. You may shape a kite shield, or tower shield if you are proficient. Your mind
shield gains special abilities at the same rate as your mind blade, from the following table:

Shield Ability Bonus


Arrow Catching +1
Bashing +1
Light Fortification +1
Anchoring (MiC) +1
Arrow Deflection +2
Energy Resistance (10) +2*
Power Resistance (13) +2
Anchoring, Greater (MiC) +2
Ghost Touch +3
Moderate Fortification +3
Power Resistance (15) +3
Power Resistance (17) +4

*Bonus cost for Soulknife only, choose one energy type.


-fix crappy shield list
-would add Buffering (AaEG) but it also has a thing where it adds saves to enemy abilities that don't
have them
-Ocular? Champions of ruin, +2, all around vision and +4 spot/search. Fine enough to add, but
seems way too cheap, so. . .

Improved Special Mind Blade [Soulknife]


Prerequisites: Special Mind Blade +1, Mind Blade +2
Benefit: When assigning your mind blade's special abilities, you may choose to forgo some or all of
the bonus value in order to increase the basic enhancement bonus of your mind blade (up to a
maximum +5 enhancement bonus, as normal). You also gain access to the following additional
options for your mind blade's special abilties:

-gonna just keep spamming on here with ?'s and trim later

Weapon Ability Bonus


Earthbound (ECS 266) +1
Waterborn (ECS 266) +1
Bloodthirsty (Und 68)? +1
Drowcraft (Und 69)? +1
Sure Striking (PGtF 120) +1
Impaling (MiC)? +1
Precise (MiC) +1
Revealing (MiC) +1
Weakening (MiC) +1
Doom Burst (MiC) +2
Metalline (MiC) +2
Vampiric (MiC) +2
Implacable (MiC) +3
Shadow Striking (ToM) -? +3
Splitting* (

Your mind blade's starting bonus and your total special ability bonus are not increased- this feat
only grants you more options.

-build out improved list


-Doom Burst for debuff is like, sure, hell yeah, but just seems not great. Maybe it should be +1?
-Impailing is not technically banned since min cost 8k and piercing limitations, works as a stealth
buff here, even compares directly to Shadow Sentinel. But still, touch attacks.
-Sure+Metalline= all standard DR. Transmuting doesn't feel right, but the way Shadow Striking
mentions the blade "remembering" up to X foes feels strong. Still, Sure+Metalline does the whole
job, so any more is just clutter.
-Stalactite or Tentacle from Und for crit=save or die? But crit build is already most supported.
Petrify could be into crystal though.
-Drowcraft and bloodthirsty continue earth/water cycle of situational more +.

Improved Psychic Strike [Soulknife]


Prerequisites: Psychic Strike, Special Mind Blade +1
Benefit: Your Psychic Strike deals +1d8 points of damage, as long as you only have only one
Psychic Strike charged at a time. Charging a second strike reduces the damage to your normal
amount.

Mind Blade Adjustment, Fast [Soulknife]


Prerequisite: Special Mind Blade +1
Benefit: You may change the assigned special abilities of your mind blade with only 10 minutes of
concentration. If your mind blade has a special ability with limited daily uses, those uses are not
recovered until 24 hours pass or you get 8 hours of rest, whichever comes first.

Mind Blade Adjustment, Focused [Soulknife, Psionic]


Prerequisites: Concentration 12 ranks, Special Mind Blade +1, Fast Mind Blade Adjustment
Benefit: You may change the assigned special abilities of your mind blade as a full round action by
expending your psionic focus.

Multi-Throw Mind Blade [Soulknife]


Prerequisites: Mind Daggers
Benefit: Each time you throw your mind blade, it reforms immediately in your hand. This allows
you to make as many throw mind blade attacks as you wish. As with a normal thrown mind blade
(but not a mind dagger), a missed attack does not expend a Psychic Strike charge, and the
enhancement bonus does not decrease for successive attacks.
Note: You may still only manifest your mind blade once per round- the feat provides only an instant
"return" for thrown attacks.

Razor Sharp Mind Blades [Soulknife]


Prerequisites: Shape Mind Blade
Benefit: You may shape your mind blade into forms functioning as a scimitar and kukri (1d6 and
1d4 slashing damage with 18-20/x2 crit range), in place of your longsword and short sword forms.
When you gain the ability to shape mind daggers, you may instead create shuriken (1d2, 18-20/x2,
10', piercing), and when you gain the abilty to shape mind bolts your heavy bolts are equivalent to a
great crossbow (2d8, 18-20/x2, 120', piercing).
Notes:
The Soulknife is much maligned for "only" having a free weapon and not even full BAB. But as a
supernatural martial artist, it is most directly compared with the Monk or even Bard, neither of
whom has full BAB. Additionally, consider the Kensei- a prestige class that gains a free weapon,
but over the course of its 10 levels effectively loses 5 bonus feats compared to a Fighter, as well as
3 points of BAB. At a similar level, the Soulknife is down 8-9 feats and 4 points of BAB, but also
gains a larger number of class features which include several feats. And while the Soulknife's
weapon is not as powerful, they can change its properties, reform it immediately if destroyed, and
even use in in antimagic fields, where the Kensei cannot.

The Soulknife's main problem is that of the Monk, which is being a class unavoidably tied to melee
combat and thus the Meatshield role, but also denied the heavy armor and shield that the Meatshield
role requires. However, where the Monk can buy items to enhance their fists as perfectly servicable
weapons and compensate for lower BAB and thus only needs their AC fixed, the Soulknife gets a
free weapon and thus thousands of gp of extra money which ought to allow them to fix their AC on
their own. But in practice, that would probably require many small bonuses of nonstandard types
from far reaching splatbooks and custom items (and definitely not natural treasure), with the result
being a character loaded up on cheesy defense items that have nothing to do with their actual main
ability.

Actually encouraging that when we could just give them medium armor and a shield, is silly.
Additionally, the restrictions on their mind blade will also require a certain amount of gear to
compensate, and investment in gear that benefits their main ability is what people want to do. So the
Soulknife has a free weapon, but it's a bit weaker than they might want, and some of their extra
money has to be spent on special stuff to go with it and boost their defenses a bit (and they have
some supernatural stuff that reduces their BAB), much better.

Furthermore, the Soulknife simply has no significant splat support, the main thing which elevates
all other classes and allows fine adjustment of power level. Where most classes should be getting a
big "wow" inccrease in capability around 5th-6th, the ability to shape your mind blade into basic
weapons you could have bought as 2nd or even 1st level is what they get. Easy, simple fixes.

Damage Reduction: Soulknives have a particular weakness against DR bypassed by materials, and
this is not neccesarily a huge problem, as it is a very class specific weakness that is appropriate
considering their main feature. If the DM is using a significant amount of such foes, the Soulknife
should of course be allowed to compensate. Adding anti-DR options to the main Special Mind
Blade table and/or access to published or homebrew magic items are therefore obvious, however,
there is no need to make such abilities "free" or "always on" any more (or less) than there is for
other characters.

Spells/Powers and Shaping: If the party needs the synergy, the clause that removes temporary
effects if the mind blade is reshaped, may be removed, or changed so it only ends effects which
would no longer apply to the new form. Mostly this is there so that a single long-term weapon buff
doesn't get spread over all the possible shapes. The Soulknife's big thing is having one weapon
which is actually a bunch of weapons, but weapon buff spells are only supposed to affect one
weapon, hence the combo limitation. No unfair inability to accept buffs, no unfair multiplication of
buffs. It may be a little confusing, but even with my cleanup of weapon buffs I would rather keep
them under control. Unless, as stated, the party needs that synergy to hit their goals.
-On the other hand, the simplification would be significant, since right now psychic strikes and
active spells are just different enough to be a problem. It could be the power boost is worth the ease
of use.

Updated Abilities: MiC has versions of many of the weapon properties from XPH-
Bodyfeeder only gives 1/2 the damage dealt.
Mindcrusher explicitly works on non-psionics and Wis damage is flat 1.
Mindfeeder only gives 1/5 of the damage dealt and is +1.
Soulbreaker is now Ennervating (+2) and then Soulbreaker (+1 "synergy").
Sundering adds an extra +1d6 to sunder attacks.
Suppression appears to be Greater Dispelling (total +2), suggesting Dispelling (+1).
-Vampiric is not an XPH property, but is much easier and more predictable than Bodyfeeder, but is
also bonus damage, so should that be base list or improved list?

-add Distance to main list? -done

shields
-Arrow Deflection is kinda terrible at +2 and requring a DC 20 save

there are apparently barely any shield abilities that have + values (almost everything is either armor,
or flat gp costs), having to dredge all over.
-could just slam energy resist on there at + values anyway, 3.0 had them
Focused (Cad): +10 vs feint and +1 AC if threatened only by one, quite strong
Nacreous (Storm): dat +2 vs piercing, shield-capable
-also, the improved weapon abilities feat lets you push enhancment, the shield should do the same,
even if it feels weird since it also added the abilities and refunded a point to begin with. This would
also help cover the lack of abilities.

-i've got an inconsistency in the soulknife mind daggers, saying that you can shape one with a
temporary effect into a bigger blade, but shaping always removes temporary effects. so with this
note made, i'll remove that bit.
-i suspect i very intentionally left no two-handed-only option on the 18-20 feats
Incarnum

Base Mechanics
• Bound soulmelds no longer prevent you from using magic items, but you must shape the
meld "around" an item you're already wearing. No magic item but the one worn when you
bound the meld will work when worn in that slot until you unbind the meld.
• Incarnum Focii no longer exist.
◦ Incarnates get an additional +1 capacity to all soulmelds at 9th for a total of +2, up to +3
at 15th.
◦ Soulborn get +1 capacity to soulmelds at 9th.
• Some soulmelds are adjusted (see below)

Incarnum Classes
• Incarnate: Now has 3/4 BAB; Incarnum Radiance, Share Incarnum Radiance, Chakra Binds
(arms, brow, shoulders), and Chakra Binds (throat, waist) are all gained one level earlier.
◦ Note that remaining "dead" levels still fall on extra binds or HD-based capacity
upgrades.
◦ The Incarnate's Expanded Soulmeld Capacity bonus does not stack with the Totemist's
Totem Chakra Bind bonus.
• Soulborn: Increase Will save to high, meldshaper level to full, and add another bonus feat at
15th level. At 2nd level add Lay on Hands (as Paladin, total=max hp, see above) for good
Soulborn, or Deadly Touch (as UA variant paladins, total=max hp) for evil.
• Totemist: none.

Adjusted Incarnate Table


Lv. Special Lv. Special
st th
1 Aura, Detect Opposition 11 Rapid Meldshaping 2/day
nd th
2 Chakra Bind (crown), Radiance 1/day 12 Incarnum Radiance 3/day
3rd Expanded Soulmeld Capacity +1 13th Chakra Binds (throat, waist)
4th Chakra Binds (feet, hands) 14th
5th Rapid Meldshaping 1/day 15th Expanded Soulmeld Capacity +3
6th Share Incarnum Radiance 16th Chakra Bind (heart), S.I.R (no fatigue)
th th
7 Incarnum Radiance 2/day 17 Rapid Meldshaping 3/day, Radiance 4/day
th th
8 Chakra Binds (arms, brow, shoulders) 18
9th Expanded Soulmeld Capacity +2 19th Chakra Bind (soul)
10th 20th Perfect Meldshaper, True Incarnation

-Possible changes to crushing negative level penalties?


-Possible changes to meldshaper level vs targeted dispels/suppression for multiclass/ feat dabblers?
Incarnum Feats

Soulspark Companion
Prequisite: Able to shape Soulspark Familiar.
Benefit: Choose a class that allows you to shape Soulspark Familiar. When shaped, it gains the
following benefits based on your level in that class.

Class Level Bonus HD Special


1st-2nd +0 Companion Range 10'/level
3rd-5th +1
6th-8th +2 Multiblast
9th-11th +3 Rapid Shot
12th-14th +4 Shape Soulmeld
15th-17th +5 Bind Least Chakras
18th-20th +6 Bind Lesser Chakras

• Companion Range: Your soulspark may end its turn up to 10'/level away from you without
unshaping the soulmeld.
• Multiblast: Allows the soulspark to make full attacks with its soul blast attack, gaining extra
attacks from BAB and other sources as if it were a ranged weapon.
• Rapid Shot: As a bonus feat.
• Shape Soulmeld: You may shape one of your soulmelds onto your soulspark directly,
allowing it to use the meld. When you invest essentia into your soulspark, you can choose to
invest it in the granted soulmeld instead of the usual options.
• Bind Least Chakras: You can bind the soulmeld shaped on your soulspark to one of the least
chakras (crown, feet, hands).
• Bind Lesser Charkas: You can bind the soulmelds shaped on your soulspark to one of the
lesser chakras (arms, brow, shoulders)

Dark Souls [Incarnum]


Prerequisites: Con 13, Int 11, Wis 11
Benefit: You may infuse a soulmeld with the dark, weighty essence of humanity. At the beginning
of the day, you can invest essentia into this feat. For each point of essentia invested, choose either a
base soulmeld effect or a chakra bind effect of a soulmeld you have shaped. Energy damage dealt
by the chosen effects loses its type and is no longer reduced or multiplied by energy resistance,
immunity, or vulnerability. You also gain a +1 bonus on meldshaper level checks to bypass spell
resistance per point of essentia invested in the soulmeld, which applies even if the chosen effect
doesn't normally deal energy damage. Once the amount of essentia invested in this feat is chosen, it
cannot be altered and remains invested for 24 hours.
Soulmeld Tweaks
-I don't think these will be nearly as extensive as I did originally (before/while finilizing the
incarnum section), I still haven't got around to actually going through one by one.
Prestige Classes

DMG

Assassin
Apparently assassins don't have gaserous form on their spell list? Now they do. And I might want to
go over the list and see if anything else ought to be added.

Blackguard
It may be assumed until I do a detailed rewrite, that any non-PHB spell found on the Paladin list
which does not violate the Blackguard's fluff, is also added to the Blackguard's list (flipped to Evil
if necessary), even if the Blackguard has a list in the same book which fails to include said spell.
There is no reason Blackguards should lack the same "combat maneuver" and other stealth-class-fix
spells printed for the Paladin, when the whole point is that they're evil-not-Paladins.
• The biggest example being knight's move, a spell which sets up a flank and thus combines
directly with the Blackguard's sneak attack, making it far more appropriate for them, and yet
it's on the Paladin and even Cleric lists but not the Blackguard. Idiots. Maybe this is a relic
of how many of those spells were written before the Assassin and Blackguard lists were
regularly included, and thus the great and perfect Spell Compendium failed to update them?

Duelist
-Swap Elaborate Parry with Enhanced Mobility at 3rd. Elaborate Parry also functions if you take -2
or greater with Combat Expertise. Elaborate Parry does not function when wearing armor or using a
shield.

Dwarven Defender
Notable as one of the first race-locked options that has no reason to be race-locked. In fact, with all
dwarves now taking a Dex penalty, they're much less likely to qualify for the required Dodge feat.
Maybe make it "etiher Dodge feat, or a racial Stability ability."

Mystic Theurge
The Mystic Theurge gains the following class features:
-Blended Talents: While some may have an equal talent for any type of magic, most do not. It only
takes a little talent to learn a second path and become a Mystic Theurge, at which point the extra
effort pays off as the mysteries of magic begin to reveal themselves. At 1st level a Mystic Theurge
may choose to use the average of the two ability scores they use for their divine and arcane
spellcasting classes, rather than the normal scores. For example, if a cleric/wizard had 17 wisdom
and 11 intelligence, they could instead use 14 as the relevant score for both classes. This choice can
be changed whenever the Mystic Theurge readies spells for both classes back-to-back.
-Reach for the Stars: The Mystic Theurge's advanced studies bear early fruit. At 1st level, they gain
one spell slot of 3rd level that can be used for either class, even if they wouldn't normally be able to
cast 3rd level spells yet. This slot is lost when their effective casting level is high enough to cast 3rd
level spells in both of their classes. The slot gained with Reach for the Stars also allows the Mystic
Theurge to pick their spells known or add spells to their spellbook early in order to use it, but those
picks stand when they gain their full casting of 3rd level spells (Reach for the Stars does not result in
any extra spell slots, known, or added, just ealier use of them for the druation of Mystic Theurge 1).

Red Wizard
-Is a Faerun prestige class with a ridiculous caster level bonus and Circle Magic, so it's probably not
allowed.
Oriental Adventures
Shapeshifter
Prerequisites
BAB 3+
Concentration 8 ranks
Special: Natural shapeshifting ability, a shapeshifting invocation of lesser grade or higher, or ability
to cast alter self from a spellcasting class which also has polymorph on its class list (or polymorph
itself).

Spellcasting/Bonus Feats: Gain +1 spellcasting of an existing class at every even level, or a bonus
Wild Shape or Wild feat at every fourth level.

Level Special Level Special


1st Wild Shape 2/day, More Shifting 8th Wild Shape 5/day
2nd Wild Shape 3/day 9th Wild Shape (Huge)
3rd Wild Shape (Large) 10th Wild Shape (Elemental) 1/day
4th Wild Shape 4/day 11th Wild Shape (Diminutive)
5th Wild Shape (Tiny) 12th Wild Shape (Elemental) 2/day
6th Thousand Faces 13th Wild Shape (Gargantuan)
7th Wild Shape (Plant) - -

-Wild Shape: Your hit die limit is equal to your own hit dice. Duration is unchanged (1 hour per
class level).
-More Shifting: Depending on which ability was used to meet the special requirement- natural
shapeshifters with limited use (such as Hengeyokai) gain +1 use per day per level, while alter self
or invocations with limited duration instead have their durations doubled.
-Wild Shape (Dire): no longer exists, dire animals are just big animals.
-Wild Shape (Plant): replaces dire.
-Wild Shape (Elemental): may also turn into Nature Spirits (OA p177), gaining the supernatural and
spell-like abilities and feats as they do with Elementals, with the exceptions of alternate form and
the Large spirit's shapechange and ambiguous wu jen elemental SLAs.
-Wild Shape (Diminutive): as the name.
-Wild Shape (Gargantuan): The Shapeshifter may also take the form of creatures advanced to
Gargantuan, if they have sufficient hit dice, even though this is not normally allowed. The changes
for Huge to Gargantuan aside from natural weapon damage dice are +8 Str, +4 Con, +4 natual
armor, and a further -2 Attack and AC.

Notes: Entry changed to allow alter self as I always remember it. BAB requirement was
superfluous, but now forces 1/2 BAB characters to wait an extra level. Changed initial wild shape
uses so they still match druid, but moving the entry actually meant there was no need to change the
rest of the progression. Adding the Nature Spirits (similar to Dryads) comes from the Dragon Mag
3.5 update and is a good move, but the Large entry is broken (CR 5 with "all" Wu jen spells of
associated element, ha).
-Extending the class to effective 18th level gives room to add the last two sizes found on Master of
Many Forms, but this remains a solid partial caster hitting 6th level spells at 18th level, and 7th at 20th.
Or for the non-casting option, allows a round total of 3 bonus feats. Since there aren't many
Gargantuan options in core of the appropriate type and hit dice (rocs, big whales), but most of the
plants (and some animals) do at 17HD, advancement is an easy solution to the lack of forms.
-There is a case to be made for adding Vermin to the standard list, but that would be the limit. I'm
not interested in re-creating or upgrading the Shifter/Master of Many Forms entirely.
-When it comes to "familiarity," for "Wild Shape" abilities that have a limit to certain types of
natural seeming forms, I would actually tend to be more permissive. You can only turn into things
that exist, but the magic clearly knows what exists, so if you've got a close enough idea of big bitey
swallowy thing, maybe it just gets you the rest of the way to T-Rex without needing a special field
trip. MoMF or Polymorph users on the other hand, have to be more specific.
Complete Warrior
Exotic Weapon Master
The central problem is that this will always either be too weak or too strong. If it's good enough to
justify pushing an exotic weapon, it's good enough to punish you for not using one. And if it's not
good enough to justify the weapon, why does it exist? As a shortcut to watered down versions of
feats that you don't want to meet the full prerequisites for?
--So maybe the point sould be exotic-ifying things more, like enchained weapon? Try to keep the
feats equivalent rather than watered down, but ultimately just versions of other feats, but tied to
exotic. Of course, we could also lose the exotic requirement and let things like double weapon work
with quarterstaves.

Existing:
Double Weapon Defense: Change to 1+enhancement of off hand weapon.
Exotic Reach: AoO through cover -which normally prevents AoOs, so actually important.
Exotic Sunder: Change to Sundering Cleave, see Combat Brute feat.
Twin Exotic Weapon Fighting: Penalty drops to -1 if you already have or gain Two Weapon
Fighting, can be used with double weapons.
Trip Attack: trip with 1-2 handed weapon, +2 if it already did that

New:
Enchained Weapon: You treat tethered weapons as though they had reach, without losing the
ability to attack adjacent foes.
Rip Out: After lodging an exotic weapon such as a harpoon or ritik in an opponent, you can use a
move action to rip the weapon back out. Your foe can oppose this with a strength check.
Riccochet: When you strike a foe with a curved exotic throwing weapon such as a boomerang or
chakram, you can immediately make an attack roll gainst an adjacent target using the same bonus
with a -2 penalty.

Master Thrower
-Weak Spot is a standard action single attack, but has no level restriction.

Order of the Bow Initiate


-Remove Rapid Shot from the list of prerequisites (Precision Shot cannot be used on multiple
attacks, so this prerequisite makes no sense).
-Move Extended Precision (60') to 4th.
-At 6th, add to Sharp-Shooting: "If the initiate meets or later meets the prerequisites for it, they
instead gain Improved Precise Shot. If circumstances cause them to lose those prerequisites, they
gain the use of Sharp-Shooting until they again meet the requirements for Improved Precise Shot."
-At 8th, add Weapon Specialization, again ignoring the Fighter level requirement. If the initiate
already has Weapon Specialization, they instead gain Greater Weapon Specialization.
-At 10th, add Extended Precision (90').

Clarification: Precision Shot very clearly says that it should work as Sneak Attack in "all other
aspects," and thus is usable with the Telling Blow (PHB2) feat, on any attack when firing a bow
with weapon focus.
-While Precison Shot cannot be used on multiple attacks, most OotBIs will likely take Rapid Shot
and Manyshot regardless, for situations where Precision Shot is ineffective.
-Two expected entries are via Fighter with Weapon Specialization, and via Scout. The Fighter entry
will likely have Manyshot and be capable of multiplying Weapon Spec/Mastery/Greater, while the
Scout will have 2d6 or more Skirmish.
--Thus, while one could allow the standard action single attack of Precision Shot to also be a
Manyshot, this should not be neccesary. It is an option if the class requires further buffs, and if
done, this would still not allow Improved Manyshot to multiply Precision Shot (because the
improved version of the feat involves multiple attack rolls).

Complete Arcane
Acolyte of the Skin
-concept mostly done

Alienist
New/Experimental/Advanced:
-Prerequisites: Augment Summoning or The First Circle (Far Realm)

-Remove Metamagic Secret at 3rd and 7th levels.


-Move Mad Certainty to 3rd.
-At 4th, gain Minds That Think Alike: As the Thaumaturgist's Improved Ally ability, but applying
to called creatures of alien, aberrant, Far Realm, or similar natures. Add call alien to class spell list.
-At 6th, gain Insane Certainty only (move Extra Summoning back)
-At 7th, gain They're Always Watching: As the Thaumaturgist's Contingent Summoning abilty.
-At 8th, gain Extra Summoning.

-Clarification: The Alienist may consider the Pseudonatural template replacement to happen as a
root part of the spell, before making monster choice. Thus, a Cleric could sumon a templated
creature normally against their alignment, because now it's all just Pseudonatural (they still lose the
ability to summon non-templated creatures). [This is not relevant with my summon lists, but is for
the standard PHB lists.]
-Planar Ally: Because a Cleric of any alignment could take this class, while still worshipping their
original god, and yet summon nothing but Far Realm creatures which have nothing to do with their
god, it would be approrpriate to similarly "redirect/replace" their normal Planar Ally options. This
should be more fun on a case-to-case basis rather than simply making a single Far Realm Ally list,
should anyone actually run such a character.

-Pseudonatural Template: An Alienist may summon their creatures already in Alternate Form, and
indeed, most usually do so.
-Clarification: It takes no time for a Pseudonatural creature to use its True Strike ability, which
clearly replaces the non-action Smite abilities of Celestial/Fiendish creatures.

Notes:
Adding the Thaumaturgist's two most important abilities without removing something would
require some loss of spellcasting, which then weakens the summoning, so instead we have to at
least give up the metamagic feats. Extra Summoning may seem a bit underwhelming to have at such
a late level after the two big abilities, but Thaumaturgist gained them much ealier, and indeed we
want them available for that important 10-12 range where many games conclude or begin. And an
extra slot at your highest level should never be anything to sneeze at, particularly when standard
Elite ability scores will likely have stopped supplying a bonus slot at your highest level by then. My
improvements to high level templated summon options should keep the Alienist's signature abilty
relevant even at the highest levels, as long as summoned creatures in general remain relevant.

Blood Magus
Increase prerequisite to Arcane Caster Level 6th.
Special: When creating characters above 1st level, a character may begin with 2,500gp less in
equipment and with 3,000xp less than originally allotted, representing a previous death and return
to life qualifying them to become a blood magus. This may be reduced to 1,000gp and no change in
xp, if and only if the character is affiliated with an organization or church present within the
campaign which specifically sponsors the induction of blood magi, with the ability to use revivify.
-These costs (and the main death+revival wording) are based on the standard PHB/SpC revival
spells, and should be adjusted to match any changes to revival spells.

Level Special Spellcasting


1 Blood component, durable +1 arcane
casting, scarification
2 Blood draught, staunch +1 arcane
3 Homunculi -
4 Death knell 3/day +1 arcane
5 Blood of life or death +1 arcane
bloodseeking spell, true blood
component

Durable Casting: Increase the ignored damage to twice your class level (maximum 10)

Homunculi: You may have up to one homunculus at 3rd, three at 4th, and finally five at 5th level.
Each homunculus costs you 1 permanent hit point and has the normal 2 HD, but you may grant any
or all of them up to one additional HD per class level (maximum +5 HD) when created. Each
additional hit die given to a homunculus costs you one additional hit point. If a homunculus is
destroyed, you recover the lost hit points over the course of a week. A limited wish or greater
restoration can restore the lost hit points immediately.

You may also recover the hit points invested immediately if you personally destroy and subsume the
remains of a homunculus with an hour long ritual. Using the ritual also means that if you create a
new homunculous using at least as much blood, you can restore any unique memories and
personality of the homunculous you previously subsumed to the new body.

True Blood Component: You may draw more blood and substitute it for more expensive material
components, by dealing more damage to yourself during the casting. The spell must have a duration
of less than a day, and attempts to make a spell cast this way permanent or to use the casting to
create a magic item, fail. The cost is 1 point of damage per 3gp of component ignored (up to a
maximum of your full normal hit points), and you are not required to make a concentration check
for damage taken from this ability.

Blood of Life or Death: Choose either life, or death.


• If you choose life, you gain the ability to brew potions of revivify with your blood draught
ability. These potions only work on living creatures with blood and can only be used on
others, so they do not function as insurance against being struck down yourself.
• If you choose death, you add slay living to the class spell list of your arcane spellcasting class
(if your class does not automatically know all spells on its list, you must still learn the spell
normally). This version of slay living only functions on living creatures with blood.

Warlock Blood Magi:


-All abilities that apply to spells also apply to invocations (if they have both, they can use these
abilities with both). If the character has multiple sources of arcane casting and/or invoking, they
only advance one at each spellcasting level, but they may choose which to advance each time.
-Death knell also increases eldritch blast damage by +1d6 while in effect.
-Gain Imbue Blood at 1st level. This functions as the Warlock's 12th level Imbue Item ability, but
only applies to the Scarification and Blood Draught abilities of the Blood Magus.
-The Warlock Blood Magus gains significant new abilities at 1st level, so their lost casting level
moves from 3rd down to 1st instead, to give an immediate drawback (they still recieve 4/5 overall).

Notes:
-If the Ressurection Overhaul is in effect, Blood of Life brews potions of vivify instead (despite
being lower level this is actually and upgrade, and the blood restriction on slay living means it's not
quite as good as the 5th level version it looks like either).
-This Blood Magus has death knell appearing what seems to be weirdly late, but consider: blood
draught is bad/requires assistance to be of any real use and thus should not fill premium levels,
while death knell 3/day is three uses of a Cleric-only spell worth a convenient +2 caster level when
used aggressively. Such as by simple animal sacrifice, something that will make Blood Magi seem
much squickier, regardless of how benign it may be.
-Staunch is moved back a level to reduce frontloading and make 2nd less lame for people who won't
be using blood draught at all.
-Doubling the damage ignored by durable casting allows it to reach the original 10 cap, or 4 with no
casting loss even. The big significance of this ability is the chance to completely ignore the call for
a concentration check- even 10 points won't do much against higher level foes, but it is enough to
give good odds against 2d6 cloud spells at least.
-The old blood component table (from Tome and Blood) sure looked like potion costs, even though
they didn't line up quite right on hp. I came up with this table-
6 points: 2-25gp
15 points: 21-200gp
24 points: 200-400gp
which is based on wand charge costs, rounded to nicer values that align more with costly
components. However, this still presumes a burst heal is required. The actual cost must be 1 hit
point per 3gp, based on 5hp/15gp charges of cure light. At that point, stoneskin costs 34 hp (actually
84, as I was misremembering it at 100gp instead of 250), and true seeing 84 hp. The latter is enough
that healing the damage costs more than the Cleric casting it themselves, though a sufficiently tough
blood mage could possibly convert a single heal into components for multiple spells. Fixing the
possibility of free boosts to Permanent stuff is easy by adding an exception. And even at a not-
broken exchange rate, it should provide some wow factor for that last level even if bloodseeking
spell might otherwise be underwhelming. Naturally it would have a lot more wow factor if more
spells involved fairly low gp costs (which would also make material components matter a lot more
in general, but require an entire separate overhaul).
-The costs for pre-qualifying are simply half the gp comonent and level loss cost of a 6th level
character dying and being raised with raise dead. This reflects the idea that the character has
"caught up" some (due to the self-correcting xp system and a presumed heal-burden-sharing wealth
distribution), fudging the fact that a 6th level party can't cast raise dead themselves and the cost is
exorbitantly high, but still leaves the character with some significant costs. A higher level character
feels these costs less, but at 3rd they lose that caster level anyway. If revival costs are changed this
should change with them, if it's even still needed.
-Speaking of raise dead, I could see giving them a special inclusion of revivify and/or last breath,
though at 1hp/3gp only an extremely high level hp-boosted caster could actually cast even the
500gp of last breath via true blood component. Letting them brew it via blood draught on the other
hand- that would make them self-sufficient as an "order," while also still being plenty appropriate
even for loners as an extension of the class's required return from death. It could also be optional,
with the alternate being the old blood exploding touch attack, but that's bigger than I want so soon,
so maybe slay living instead? -added
-With the blood of life ability positing a possible no-penalty auto-res, we have a decent candidate
for extending the class if desired, even up to an ability like the Sand Shaper allowing you to
regenerate from almost nothing, eg: "even a trace of your blood still existing, be it drops on the
ground, dried on a foe's weapon, or coursing through the veins of a recipient of one of your blood
draughts, is enough to call you back into existence."
-The Warlock version has little use for True Blood Component, and the lost invoking level and hp
cost mean their +2d6 available blast damage is less than perfect. This is a perfect place to allow
"early" crafting then, as part of their specific bloodcrafting abilities.

Fatespinner
-Loses its caster level at 2nd, alongside the ability to force another creature to reroll and 2 available
spin. It is now effectively an all-in class, since one point of spin is a waste of effort, but at zero
significant prerequisites and the extremely rare and powerful ability to force an enemy reroll, the
casting loss had to be moved earlier. For comparison, that ability is listed as a 3rd level spell with a
200xp cost per casting in PHB2.
-Possibly allow Seal Fate to work based on CR, or at least on creatures up to +2 HD above your
own, so that the cheaty fate altering powers aren't as "fair" (and so you get up to two daily abilities
in exchange for that lost casting).

Green Star Adept


-BAB is full.
-At 10th level, you gain bonus hit points as normal for a construct of your size, and additional hit
points equal to the base constitution score that you lose by becoming a construct. If your size is
temporarily increased or decreased by some effect, your hit points change accordingly, which can
destroy you if your total damage exceeds your current maximum (the same way a reduced Con
score affects living creatures) [note that as a Construct you are now immune to enlarge/reduce
person].
-You may convert all future hit dice from class levels that are less than d10's into d10's.

Initiate of the Sevenfold Veil


-Lose all class features except the veils. Each veil can be used no more than 1/day- this may extend
to each veil being usable 1/day, for more total uses but retaining the limit on each individual effect.

Mindbender
-Removed. The telepathy is too easy and too early, while the main benefit is simply getting some
main spells as SLAs instead of just casting them.

Sublime Chord
-Bard PrC is Bard only, and I don't particularly like the goal of this class, or the 3.5 Bard itself.

Wild Mage
-Could become a 5 level Chaotician class.

Other
Visionary Seeker (Planar Handbook)
-Switch Spell Mimic 2/day with Bend Fate, possibly replace Bend Fate with rerolls from
Fatespinner or luck feats.
--If scrapping bards into red mages, could give them a reprieve on the casting loss in this and
similar PrCs. (This is a base class feature of an in-development 1-7 caster, the "free mage").
Gnomish Artificer (Magic of Faerun)

The Gnomish Artificer has a couple of distinct advantages that, while they may not outweigh the
restrictions for some, are still advantages. The main problem is simply that there have since been
abilities and classes printed which make people better at using wands which the Gnomish Artificer
cannot duplicate, espeically not when it's already its own prestige class. Tweaking the class to add
these abilities however, is quite simple. Expanding the device powers list is a little tricky -there are
a few spells from MoF itself missing for no reason I can tell, but it's a very tightly themed list to
work from.

Prerequisites: Increase Craft: Alchemy requirement to 8 ranks, in order to reflect the number of
touch range buffs that the class does not mechanically limit to the user of the device, as well as an
increase in cold and fire effects. Knowledge (Archictecture and Engineering) became a single skill
which reduces the overall skill cost by 4, so the net cost is about the same.

Class Features

Gnome Artificer Device Powers: Access to new levels of device powers is the same as normal (at
level*2-1), but add 5th level power availability at 9th and remove the previous powers known
progression. The artificer instead starts with six 0th level and two 1st level device powers known of
their choice, gaining two free device powers of a level they are able to use at each new artificer
level. An artificer can obtain more device powers from the list by spending extra time and money to
design them, which costs as much as a scroll of the equivalent spell level and takes as long as
crafting a normal 50 charge version of the device would take. Alternatively one can learn device
powers from other artificers, if they can be persuaded to give up their secrets.

Device Construction: Add "handheld" to the list of available item slots (basic devices still require
two slots).

Device Mastery: While a Gnomish Artificer's devices will function for anyone, the artificer knows
how to get the most out of them. Add +1 caster level and +1 DC to devices they activate for each
odd level (max +5), starting at 1st.

Device Tuning: By adjusting flow rates, dosages, firing speeds, capacitor loads, and so on and so
forth, an artificer can make a device more powerful at the cost of efficiency (in the form of
charges). A device can be set to double its effect duration by increasing the cost to two charges,
increase its variable effects by 50% for three charges, or maximize variables for four charges (only
one option can be in effect at a time). Modifying a device in this way takes a full minute, and can
only be undone by another gnomish artificer re-tuning the device. If a tuned device doesn't have
enough charges remaining to pay its cost, the activation fails and all remaining charges are wasted.

Shadow Power (Su): Before learning to create devices that can produce quasi-magical effects, the
Gnomish Artificer first learns how to power up their existing devices with shadowstuff. This ability
can be used in one of two ways: it can generate 5 temporary charges worth of ammunition which
last for up to 1 hour per artificer level, or cause every activation of the device for the next minute to
be doubled by adding a shadow copy of the effect. Shadow Power can be triggered instantly while
activating a device, and being supernatural it does not function in areas of antimagic. This ability
can be used 1/day at 1st level, with additional uses at 4th, 7th, and 10th.

Eternal Artifice: A gnomish artificer of 10th level has mastered their craft. From now on they can
create devies with effective caster levels up to their hit dice or character level rather than their class
level, though they must still pay all normal costs to do so.
Device Power List, (updated) PHB+ (updated) MoF
0th Malevolent Miasma*
Acid Splash Scorch*
Detect Poison Scorching Ray*
Electric Jolt See Invisibility
Launch Bolt Shatter
Launch Item Spider Climb
Light Snowball Swarm*
Ray of Frost Wings of the Sea
Sonic Snap
3rd
st
1 Acid Breath*
Burning Hands Fly^
Detect Secret Doors* Haste^
Detect Undead Lightning Bolt
Corrosive Grasp Shatterfloor
Endure Elements Sleet Storm^
Expeditious Retreat Stinking Cloud
Grease Water Breathing
Ice Dagger*
Low-Light Vision 4th
Nerveskitter Blight*
Obscuring Mist Ice Storm^
Sonic Blast Quench
Shocking Grasp Rusting Grasp
Shout
2nd Solid Fog
Acid Arrow Wall of Fire^
Battering Ram Wall of Ice^
Bull's Strength
Cat's Grace 5th
Combust* Cloudkill*
Darkvision Firebrand*
Flame Dagger Overland Flight*^
Fog Cloud Sonic Rumble*
Glitterdust Wall of Force*^
Gust of Wind
*additional spell
^requires Shadow Effect
Cut: Mage Hand- unless this is star trek, that's magical dude.

Device Power List (additional SpC)


0th 2nd
Stick Cloud of Bewilderment
Burning Sword
1st Inky Cloud
Blades of Fire Ray of Ice
Deep Breath Splinterbolt
Lesser Orb of Energy Swift Flight^
Ray of Flame
Swift Expeditious Retreat 3rd
Air Breathing
Bands of Steel Explosive Cascade^
Deeper Darkvision Flight of the Dragon
Great Thunderclap Orb of Energy
Hailstones*
Nauseating Breath 5th
Resonating Bolt Cacophonic Burst
Sound Lance Cyclonic Blast
Tremorsense Earth Reaver^
Wall of Light^ Lucent Lance
Moonbow
4th Ray of Light
Arc of Lightning^ Shroud of Flame^
Blistering Radiance^ Viscid Glob

*original, not the revamped version below

Device Power List (other)


0th Sun Bolt (Shining South)

1st 3rd
Glaze Lock (Frost) Caustic Smoke (CM)
Kelgore's Firebolt (PHB2)
Jet of Steam (CM) 4th
Resinous Tar (CM) Lightning Fog^ (Shining South)
Slumber Arrows (CM)
2nd
Electric Vengeance (PHB2) 5th
Ice Darts (Frost) Acid Rain^ (Heroes of Battle)
Incendiary Slime (CM) Boreal Wind (Frost)
Seeking Ray (PHB2) Greater Electric Vengeance (PHB2)
Pgtf, ss, hob, phb2, SpC, CM, Dragon Magic, Sand, Storm, Frost, RotW, RotS -done
Sky Cavalier

Hit Die: d10


Requirements
To qualify to become a Sky Cavalier, a character must fulfill all of the following criteria.
Base Attack Bonus: +5
Skills: Handle Animal 4 ranks, Ride 9 ranks.
Feats: Mounted Combat, Ride by Attack, and either Sky Knight or Dragon Steed

Class Skills
The Sky Cavalier's class skills are: Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate,
Jump, Knowledge (Nobility and Royalty), Profession, Ride, and Sense Motive
Skill points at Each Level: 2+int modifier.

Level BAB Fort Ref Will Special


1st +1 +0 +2 +0 Bonded Mount, Saddle Bonus
2nd +2 +0 +3 +0 Bonus Feat
3rd +3 +1 +3 +1 Mount Skill 1
4th +4 +1 +4 +1 Relentless Shield
5th +5 +1 +4 +1 Trample
6th +6 +2 +5 +2 Mount Skill 2
7th +7 +2 +5 +2 Bonus Feat
8th +8 +2 +6 +2 Spirited Charge
9th +9 +3 +6 +3 Mount Skill 3
10th +10 +3 +7 +3 Mount Specialization

Class Features

Bonded Mount (Ex): You have the service of a loyal mount. When you first enter the class this is
the same mount you gained from Sky Knight or Dragon Steed. If this mount is lost or dismissed,
you may replace it by recruiting a new mount available from either of those feats. As you progress
through the class you have the option of bonding more powerful mounts, though you must dismiss
your current mount, if any, in order to recruit a new one. Most Sky Cavaliers are from knightly
orders that specialize in certain groups of mounts, from which they can readily recruit.Your bonded
mount is tougher and stronger than normal, gaining benefits based on your Sky Cavalier level

Table: Bonded Mount


Sky Cavalier Bonus HD Natural Strength and
Level Armor Bonus Dexterity Bonus
1st-2nd +2 +4 +1
3rd-4th +4 +6 +2
5th-6th +6 +8 +3
7th-8th +8 +10 +4
9th-10th +10 +12 +5
Paladin Special Mounts: If you are a Paladin with the Special Mount ability, you may add those
bonuses to that of your Bonded Mount. Note that while Sky Knight and Dragon Steed allow you to
call those mounts from the celestial realms, the more powerful Sky Cavalier mounts must still be
recruited locally- they cannot be banished or called and you must care for them as a normal mount.

Saddle Bonus (Ex): You gain a competence bonus equal to your class level on all Handle Animal
and Ride checks with your bonded mount while you are mounted.

Bonus Feat: At 2nd and 7th level you can choose a bonus feat from the list of Fighter bonus feats.

Mount Skill (Ex): At 3rd, 6th, and 9th level, you gain a new special ability based on your bonded
mount, in the order presented. If your bonded mount changes, you lose your old abilities and gain
those associated with your new mount. Some mounts are more powerful than others: these mounts
require a certain level, reducing your effective level for determining the bonuses from Bonded
Mount and gaining fewer Mount Skills.

Table: Mount Skills


Mount Type 1st Skill 2nd Skill 3rd Skill
Giant Eagle/Giant Owl Improved Aerial Full Mounted Attack Improved Dive
Evasion
Pegasus Mounted Evasion Full Mounted Attack Improved Mounted
Evasion
Dragonnel Mounted Evasion Savage Blow Savage Whirlwind
Griffon (5th, -4 levels) - Aerial Evasion Full Mounted Attack
Huge Hippogriff - Mounted Evasion Savage Blow
(7HD) (6th, -5 levels)
Wyvern (7th, -6 levels) - Savage Blow Heightened Sting

Mount Skill Descriptions


• Aerial Evasion (and Improved): Both the mount and rider gain these while the Sky Cavalier
is mounted and their bonded mount is in flight, as the Rogue abilities of the same name
• Mounted Evasion (and Improved): Both mount and rider gain these while the Sky Cavalier
is mounted, even when not in flight, as the Rogue abilities of the same name.
• Full Mounted Attack: You may make a full attack even after your bonded mount has moved
more than 5', but no more than its speed. This cannot be a charge attack.
• Improved Dive: Your bonded mount deals triple damage on dive attacks instead of double.
• Savage Blow: Once per round, if your bonded mount moves no more than its speed and
strikes a foe with a melee attack, that foe provokes an attack of opportunity from you.
Savage Blow cannot be used if either you or your mount make a charge attack.
• Savage Whirlwind: When your mount activates Savage Blow, the foe provokes attacks of
opportunity from all your allies.
• Heighten Sting: You can induce your mount to make a more powerful sting attack than
normal. It makes the attack using your base attack bonus, and the poison DC is equal to
10+1/2 your character level+ your mount's Con modifier. The ability can be used no more
than once per round, and can be used a maximum number of times per day equal to your
class level.

Relentless Shield (Ex): At 4th level and higher, you can use your Mounted Combat feat to attempt
to negate attacks against your bonded mount any number of times per round.
Trample (Ex): At 5th level you gain Trample as a bonus feat, and your bonded mount may make a
claw or talon attack if it does not have hooves. If you already have the Trample feat (or gain it later)
the effect is improved, so that foes knocked down by you and your bonded mount must spend a full-
round action to stand up from prone.

Spirited Charge (Ex): At 8th level you gain Spirited Charge as a bonus feat. If you already have the
Spirited Charge feat (or gain it later), you instead deal an extra 1d6 points of damage (or 2d6 with a
lance) when charging.

Mount Specialization (Ex): At 10th level, you may specialize in a type of mount, choosing one type
of mount you've previously ridden to gain an extra tier of bonded mount benefits (+2 HD, +2
natural armor, +1 strength and dexterity).

Alternatively you may choose to master the mightiest of raptors and gain the ability to bond a Roc.
A bonded Roc only gains the benefits of a 1st level Sky Cavalier and is an animal rather than a
magical beast or dragon, but they are unmatched in sheer size and presence on the battlefield.

Notes: I've combed through the lists for appropriate entries and that's pretty much it for suitable
magical beasts and dragons. The Leskylor is pretty cool, but has too many magical abilties making
it more suited for the Healer's companion, not Fire Emblem style mounted warriors. This class is
heavily based on the Ashworm Dragoon for the core mounted abilities, with a side of Beast Heart
Adept for the idea of using AoOs as an alternative to mounted full attack and suggesting advanced
monsters as base choices. Or the other way around: Beast Heart Adept gets the mount in line and
has interesting team up abilities, but doesn't feel like a mounted class, so we graft on Ashworm
Dragoon. The Huge Hippogriff is actually from Warhammer, they definitely seem bigger than
horses there and it makes a nice fit between griffons and wyverns. And obviously the mount skills
are based on Fire Emblem skills, drawn from the various mounted PrCs and assigned appropriately.

Entry however, is one later than most. This lines up with the effective 6th level requirement on
Dragon Steed/Sky Cavalier being a general feat demanding 8 ranks-I've given the PrC a 9 rank
requirement so there's no "early entry"/penalty around Human Paragon or something. I was
originally planning on making it BAB +6 as well, but I'm leaving it at +5 for now. This makes room
for all sorts of builds with 2-4 levels of reduced BAB, but once you hit Sky Cavalier it should pretty
well overshadow them. SC is all mount all the time, the very mount feats required to enter make it
so dipping is not required just to guarantee a flying mount, and the feat costs eat into how much you
could do spamming dips. Even entering with a weird build you're still headed for the same place.

Note that the standard Fire Emblem wyvern rider is riding what for DnD stats, is a Dragonnel:
presumably stronger than a pegasus, but no poisonous tail attack or flurry of extra natural weapons.
Peg knights are encouraged to have 18 dex by their Evasion abilities which require light armor, can
take better advantage of bonus attacks (from haste, Speed weapons, or other abilities) with their
Full Mounted Attack, and with a higher flight speed they can use readied actions and ride-by-attacks
to land their own charge attacks without ever exposing themselves to charges or full attacks by a
slower flier. Conversely, wyvern knights have the advantage in defending a point or attacking a
ground target where the pegs are forced to engage them without delay. They'd likely favor
longspears, guisarmes, or halberds for bracing against the charge or trip-stalling, if they think they
can afford the lack of shield AC. Either could use bows but in turn be countered by Shield Block
and possibly readied movement.
True General
-Credit to original creator on wizard's boards whose name I don't have. I've trimmed and edited
some language to match my style and cut the tower shield feats, but that's about it.

Hit Die: d12


Requirements
To qualify to become a True General, a character must fulfill all of the following criteria.
Base Attack Bonus: +7
Skills: Craft (Armosmithing, Blacksmithing, or Weaponsmithing) 5 ranks, Knowledge (Tactics and
War) 5 ranks.
Feats: Endurance, Heavy Armor Optimization, Toughness

Class Skills
The Sky Cavalier's class skills are: Climb, Craft, Diplomacy, Intimidate, Jump, Knowledge
(Geography), Knowledge (History), Knowledge (Nobility and Royalty), Knowledge (Tactics and
War), Profession, and Sense Motive
Skill points at Each Level: 2+int modifier.

Level BAB Fort Ref Will Special


1st +1 +2 +0 +0 Perfect Defense 1/day, Steadfast
2nd +2 +3 +0 +0 Damage Reduction 1/-, Improved Endurance
3rd +3 +3 +1 +1 Bonus Feat
4th +4 +4 +1 +1 Damage Reduction 2/-, Perfect Defense 2/day
5th +5 +4 +1 +1 Enchained Weapon
6th +6 +5 +2 +2 Damage Reduction 3/-, Bonus Feat
7th +7 +5 +2 +2 Perfect Defense 3/day
8th +8 +6 +2 +2 Damage Reduction 4/-, Wield Oversized Weapon
9th +9 +6 +3 +3 Bonus Feat
10th +10 +7 +3 +3 Damage Reduction 5/-, Perfect Defense 4/day

Class Features

Perfect Defense (Ex): A general is less a soldier than a walking fortress. Once per day as an
immediate action, he can attain a state of near-invincibility. For a number of rounds equal to his
class level he can apply his armor bonus to his touch AC, and he becomes immune to critical hits,
ability damage, ability drain, energy drain, death effects, and fear effects, nor can he be dazed,
stunned, sickened, nauseated, fatigued, or exhausted while this ability is active. At 4th level and
every three levels thereafter, the general gains an additional use of this ability per day.

Steadfast (Ex): A general is too skilled, too stubborn, and usually too heavily armored (and just
plain too heavy) to stop. He adds his class level as a bonus on all checks and rolls to resist bull rush,
disarm, grapple, overrun, sunder, and trip attempts against him.

Damage Reduction (Ex): At 2nd level a general gains damage reduction 1/–. This damage
reduction increases by 1 every two levels thereafter, to 5/– at 10th level. The damage reduction
granted by this ability stacks with any similar kind of damage reduction, such as that provided by
adamantine armor.
Improved Endurance (Ex): Beginning at 2nd level a general can sleep even in heavy armor
without becoming fatigued the next day, and he automatically succeeds on Constitution checks
made to avoid nonlethal damage from a forced march. Also, any armor the general wears counts as
only one-tenth its normal weight against his carrying capacity. He still suffers from the normal
armor check penalties (if any) associated with his armor, and medium and heavy armor still reduce
his speed, but it is much more difficult to encumber or immobilize a general with the weight of his
own armor, should his Strength score be greatly reduced due to ability damage, drain, or penalty.

Bonus Feats: At 3rd level and every three levels thereafter, a general gains a bonus feat from the
following list: Combat Expertize, Diehard, Improved Shield Bash, and Power Attack (PHB), Shield
Charge and Shield Slam (Complete Warrior), Armor Specialization, Shield Specialization, Shield
Ward, and Steadfast Determination (PHB2), Exotic Armor Proficiency, Exotic Shield Proficiency,
Greater Heavy Armor Optimization, and Knockback (Races of Stone), and Way of the General
(feats section above). A general must still meet all prerequisites for a feat, including ability score
and base attack bonus.

Enchained Weapon (Ex): At 5th level, a general learns how to make his body, armor, and weapon
as one, both metaphorically and literally. By spending an hour to make a DC 15 Craft check, a
general can use a length of chain to connect a melee weapon to his armor. This increases his reach
with the weapon by 5 feet; for example he would threaten spaces and be able to attack enemies 5 to
10 feet away with an enchained greataxe, and he would threaten spaces and be able to attack
enemies 10 to 15 feet away (but not adjacent enemies) with an enchained ranseur. Additionally, if
the general ever drops or is disarmed of an enchained weapon, recovering it is considered drawing a
weapon rather than picking up an item, so he does not provoke attacks of opportunity for doing so,
and he can recover it as a free action either as part of a regular move action or by using the Quick
Draw feat if he has it.

An enchained weapon can be disconnected by the general as a full-round action that provokes
attacks of opportunity. He, or any opponent, can also try to sunder or break the chain. The chain is
treated as a light weapon for the purposes of being targeted for a sunder attempt To pull the chain
apart rather than sunder it, an opponent who successfully grapples the general can choose to attempt
a Break check instead of dealing normal unarmed damage.

Table: Chains
Type Cost Weight Hardness Hit points Break DC
Iron/Steel 30gp 2 lbs 10 5 26
Mw Iron/Steel 100gp 2 lbs 10 5 28
Mithral 500gp 1 lb 15 5 30
Adamantine 900gp 2 lbs 20 6 32

Flails, spiked chains, whips, and other weapons that already incorporate rope-like, chain-like, or
whip-like devices cannot be connected to a general's armor with this ability. For someone without
this class ability, an enchained weapon provides no extra reach or other abilities and instead
functions as an extra heavy weapon tether with an unavoidable -4 attack penalty.

Wield Oversized Weapon: A general is a giant among men. At 8th level, he gains Wield Oversized
Weapon (ELH) as a bonus feat, even if he does not have the normal prerequisites for it.
Studied Sorcerer

The Mage of the Arcane Order is a solution for a problem that isn't really a problem: "lets give
Wizards the ability to have literally any spell whenever they want it, because their two primary
balancing features were having a specific list of spells to learn and having to pick exactly how many
copies to prepare each day, haha."

Similarly, the Studied Sorcerer is an overly complex "elegant" solution to the problem of Sorcerers
being intentionally given a garbage spells known table. The correct and easy fix is already
mentioned above: you just make their spells known the same as Wizards and Psions, it's that easy.
Takes one sentence, two if you want to be wordy about it. There isn't even any competition in a
normal party: One arcanist who only has to match the rest of the party, Sorcerer vs Wizard is itself
an entirely misplaced argument.

But the official Sorcerer Spells Known table is still sitting there, mocking, and being enshrined and
deferred to in every book that so much as mentions the class, and many that have new classes taking
cues from the hamstrung Sorcerer. Being in the PHB has made it as much of a fundamental part of
the game as Bards and weird delayed partial casting Paladins and Monks punching things (as
changeable as all of those are). And the Wizard-centric Mage of the Arcane Order, though enterable
for Sorcerers, using a feat I've even buffed for them, well it just cries out for a Sorcerous answer.
--This class would center around building a second list of spells that take full-round actions to cast,
which can be swapped out if you've visited the order recently.

Hit Die: d4
Requirements
To qualify to become a Studied Sorcerer, a character must fulfill all of the following criteria.

Skills:
Feats:

Class Skills

Skill points at Each Level: 2+int modifier.

Level BAB Fort Ref Will Special


1st +1 +0 +0 +2
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3
4th +2 +1 +1 +4
5th +3 +1 +1 +4
6th +3 +2 +2 +5
7th +4 +2 +2 +5
8th +4 +2 +2 +6
9th +5 +3 +3 +6
10th +5 +3 +3 +7

Class Features
Traditional Energy Spells

The core books, and even most splatbooks to a certain extent, clearly have a separation between the
various energy types on what they can do in terms of area, targeting, duration, and other effects.
This makes Energy Substitution and Sculpt Spell extremely valuable, not for bypassing resistance
(which can be done with many other feats and effects), but for letting you do things you just can't
normally do with a given energy type or spell shape.

Unfortunately some spells were printed, and more were updated (I'm looking at you SpC), in ways
that blatantly ignore this dynamic or simply pushed the edge a bit too far. Additionally some classic
spells just aren't great, and others lost old functions that were quite good, so we're gonna need to do
some revisions:

• Ray of Frost et al: 1d6 damage.


• Scorching Ray: -2 on the attack for second ray, -4 on third ray.
• Chain Lightning: Two casting modes, chain and arc, see below.
• Freezing Sphere: Combines 3.5 and 3.0 modes, see below.
◦ New Spell: Greater Ice Storm (7th), see below. (10d6)
• Polar Ray: (update to be done, looking at extra absolute damage or slow effect)
• Lesser Orb of [Energy]: allows SR.
• Orb of [Energy](SpC): allows SR and loses all status effects.
• Orb of [Energy] (Tome and Blood): Renamed to [Energy-y] Salvo and reinstated separately.
• Combust (SpC): reverts to Magic of Faerun version (2d6+cl max +10, save vs on-fire).
• Orb of Force (SpC): banned.
• Field of Icy Razors (SpC): Clarify that the speed reduction is magically enforced until the
end of the spell, then ends after recieving at least 1 point of healing, and spell is renamed to
"Swarm of Icy Blades, Niramizaj's."
• Field of Icy Razors, Zajimarin's (Magic of Faerun): Is reinstated (a combined horizontal
wall of frost and spike stones-like effect that damages for every 5' moved).
• Frost Breath (SpC): banned, every version is too powerful.
• Hailstones (SS->SpC): Capped at 15d6 (and is currently gaining a special exemption to do
so solely to compete with scorching ray and orb of X).
◦ New Spell: Freeze Arrow, based on 3.0 and 3.5 versions of flame arrow, and others.
• Ice Dagger (SpC): 1 point of splash damage for each die.
• Scintillating Sphere (SpC): banned.
◦ New Spell: Sheet Lightning (4th), see below.
• Ball Lightning (SpC): Increased to 7th level.
• Cacophonic Burst (SpC): removed, see Shrieking Blast (Heroes of Battle) instead (8d6, 40'
radius in Medium, Fort half, deaf on failed save).
• Frostfell (Frostburn): Loses the Flesh to Ice effect, Fort save is now for half damage, reduce
level to Druid 8, Sor/Wiz 8.
• Burst of Glacial Wrath (Dragon Magic): Always deals full 1d6/level damage; Caster can
choose between Flesh to Ice (Frostburn) on failed Fort save before damage (making the
spell Fort partial), or to freeze targets automatically at -1, or both, or neither.
The energy archetypes are:
• Fire is the most common, easiest, or if two spells have different damage fire will probably
have the higher. It gets the longest range and biggest area earliest, and with Scorching Ray
so dug into 3.5, it also gets full strength scaling no-save damage soonest. Fire should have
no business imparting "status effects," unless that status effect is more fire damage over
time. People designing fire spells need to keep it in their pants: too many fire spells with too
many shapes, and everything else starts to feel like a bad energy swap copy even if the fire
spells were written later (or even as fire swaps of originally non-fire spells).
• Electricity is rarer and more difficult, and narrow, but can be "anchored" or "arced" to
targets: lightning bolt has a thin line where fireball has a long range ball, and chain
lightning lets you just target specific enemies directly. Electric spells should never simply be
fire spells with a type swap, and if similar in area, should be a higher level, lower range, etc.
• Cold is versatile and potentially lasting: it can have spells which also deal non-cold damage
(such as blunt with ice storm), or multiple functions (such as freezing sphere, which did
have both the ray and a weaker burst in its 3.0 version), and can be associated with slowing,
interfering with movement through ice buildup, cooling bodily functions, or having a more
solid impact, and flat out creating barriers even within Evocation. Cold spells can have long
range and/or wide areas, but should still feel different from fire for obvious reasons, and
should never fully equal fire in similar spells. A major exception is cone of cold, which as
the only real PHB cone spell (aside from shout), sets the bar for all other cone spells, and no
5th level fire cone has been printed to compete with it: cold somehow has a monopoly on
middle tier energy cones.
◦ This latter note can be expanded upon, in that the many "gaps" between energy spells are
often "filled" by other energy spells: taken as a whole, there are plenty of shapes to
attack with, but the energy type may depend on the whim of whoever "got there first."
This is part of what makes energy substitutions valuable, and why flooding the lists with
every combination immediately looks wrong, because the lists were never supposed to
have every energy type in every shape. The shape of a spell is far more flexible and thus
the more unique part of it, and having to live with the designer's version (or pay to
modify it) is part of being a spellcaster.
• Acid is the runt, with really only acid arrow in the PHB. This gives it a starting point of
"hard to resist with no save or SR but over time and slow scaling" Non-core spells pop up
generally as Conjuration: while it's easier to visualize evoking cold so hard that ice forms
out of nothing or "nothing," "acid" does not share this perception. As Conjurations written
during a certain time period, these splat spells almost universally ignore SR, but this is not a
requirement as I see it- and in fact, an obvious example of acid storm in Spell Compendium
originally came from Magic of Faerun, where it was an SR: Yes Evocation, which may
explain why so many "conjuratons" leave less physical evidence than ice storm (which itself
remains Evocation). Acid is often considered a rarer resistance and thus better, but its main
restrictions are not stepping on the toes of fire, cold, or electricity, and still feeling like
"acid."
◦ Spells which conjure acid is an easily valid theme to have expanded on, and by dealing a
resisted energy type rather than general spell damage, they get to have better damage
than they otherwise might have. The main weirdness is that DnD 3.x's paradigm of five
energy types and lower damage or caps on spells which don't use those types, elevates
"acid" to a primary position: leaving the classical elements of earth, air, and water (as
well as true "sound" or physical manipulation spells) by the wayside, and with players
and designers favoring high damage spells, it's energy or nothing. A better term for a
non-fire/cold/electric "energy" type would have been "corrosive," and it's not like the
word is any longer than electric or electricity. But acid is the word used.
• Sonic is also barely in the PHB with shout, and greater shout brought into 3.5. Sonic is
considered one step below untyped [force] in reliable damage, but retains all the advantages
of being eligible for Energy Substitution/Admixture and mingling with other energy
boosting effects. Sonic spells should also deal less damage (often by reducing die size or 1
die/2 levels), and/or be higher level, and tightly controlled.
◦ "Spells which deal (the least commonly resisted) sonic damage," is not really a valid
theme to expand on, but with a couple of such blatantly motivated spells allowed
anyway, combined with other reasonably themed sound spells, the energy type is visible
enough. Same as "acid," the mere fact of it being an energy type that is not fire/cold
attracts people to write "new" damage spells just to gain access to a less resisted type but
with better damage, shape, or both. Sonic also has a few spells essentially printed
multiple times with slightly different versions from different writers, but pruning these
doesn't seem worth the effort, as the only notable effect is that a particular PrC is more
powerful using the spell versions found in other books, making it a PrC issue.
• One spell, multiple versions: The "orb" line is of course graded as it is and was clearly
designed, as its own thing that happens to have a version for each damage type, same as how
there are six different spells for +4 ability score. These do not justify any other spell
breaking the expectations for energy types, unless that spell is also a one spell/multiple
versions design, and actually manages to feel not contrived to meet this very exception
(writing "five" new spells just so you can pretend the sonic version isn't the only one you
really wanted isn't going to fly).

add updated, sor/wiz versions of the "ice knife/sword" die+level cold spells from defenders of the
faith?
Fire: fatigue exhaust, cold: sleep and ? daze, acid sicken naus, elec stun and ? entangle

(new section/notes idea: list of recommended/approved un-updated 3.0 spells that one would
otherwise have to look for?, not gonna be that many but all the more useful because of it)

Chain Lightning
Evocation [Electricity]
Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400' +40'/level)
Targets: One primary target creature or object, plus up to one secondary target per caster level.
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell creates an electrical dishcarge that begins as a single stroke commencing from your
fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then travels
to other targets, without striking anything you do not choose to affect. Chain Lightning can be used
in one of two ways: for either version the initial bolt deals 1d6 points of electricity damage per
caster level (maximum 20d6) to the primary target, with a reflex save for half.

Chain: After the initial bolt strikes, the caster chooses secondary targets it will chain to in order.
Each secondary target must be within 30' of the last. Secondary targets take damage equal to the
amount rolled for the initial bolt -6 for each target that has been struck (including the initial target),
with a reflex save for half damage. The chain ends when damage reaches zero or the caster reaches
their limit of secondary targets, whichever comes first.

Arc: After the initial bolt strikes, it arcs to all secondary targets chosen by the caster simultaneously.
Each secondary target must be within 30' of the primary target, and they take damage equal to half
the roll for the primary target, with a reflex save to reduce the damage by a further half.

Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your
caster levels.

Freeze Arrow
Evocation [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels) or Medium (100'+10/level)
Target: Up to 20 pieces of ammunition or one creature
Duration: 1 minute/level or instantaneous
Saving Throw: None or Reflex half
Spell Resistance: Yes (see text)

Casting freeze arrow allows you to create icy projectiles, either by coating normal ammunition
(such as arrows, crossbow bolts, sling stones, or shuriken) in frost, or firing a blast of razor sharp
cold energy as a direct attack.

Freezing Volley: If you choose to create freezing ammunition, the spell has a range of Close and
targets up to 20 pieces of ammunition, all of which must be in contact with each other at time of
casting, and lasts for 1 minute per level. Each piece of ammunition is coated in frost which deals an
extra 1d6 points cold damage to any target it hits. No saving throws or Spell Resistance apply to
this version of the spell.

Arrow of Ice: If you choose to strike a creature directly, the spell has a range of Medium and targets
a single creature. The energy begins unfocused, allowing it to travel around and through gaps in
obstacles while picking up speed, until it solidifies just before striking the target. The blast deals
1d6 damage per caster level (maximum 10d6) with a Reflex save for half, the damage is half cold,
half slashing, and Spell Resistance applies.

Material Component: A few shards of crystal or glass.

Freezing Sphere
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S, F
Range: See text
Target, Effect, or Area; see text
Duration: Instantaneous or 1 round/level; see text
Saving Throw: Reflex half; see text
Spell Resistance: Yes

Freezing sphere is a multipurpose spell that can be cast in one of the following three versions:

Cold Ray: A ray of cold springs from your hand out to Close range (25' +5'/2 levels). You must
succeed at a ranged touch attack to hit your target. The ray instantaneously deals 1d6 cold damage
per caster level (maximum 20d6).
Focus: A small, white, ceramic cone or prism.

Frigid Sphere: A tiny sphere of freezing matter streaks from your fingertips out to Medium range
(100' +10'/level), to strike a body of water or liquid which is principally water. When it strikes such
a target, it freezes the liquid to a depth of 6 inches in an area equal to 100 square feet (a 10' square)
per caster level (maximum 1,500 square feet), but the sphere has no effect if it strikes a creature
(even a water based creature). The ice lasts for 1 round per caster level, and creatures that were
swimming on the surface become trapped in the ice. Attempting to break free is a full round action,
and the creature must succeed at a DC 25 Strength or Escape Artist check to do so.
Focus: A thin sheet of crystal about 1 inch square.

Globe of Cold: A fist-sized globe of cold energy flies from your hand to the location you select
within Long range (400' +40'/level), where it explodes in a 10' radius burst, dealing 1d6 points of
cold damage per caster level (maximum 15d6) to each creature in the area. Affected creatures
recieve a Reflex save for half damage. Alternatively you can refrain from firing the globe: instead it
becomes solid for up to 1 round/level, cool to the touch but not harmful, and can be fired from a
sling or thrown with a range increment of 20' as a grenadelike weapon which bursts upon impact.
This reduces the damage to 6d6 regardless of caster level, and the globe bursts automatically when
the duration is up (a creature holding the globe recieves no save when this happens). You can
choose for the globe to burst earlier if you wish, but the time cannot be changed once set (though it
still bursts on impact after being hurled).
Focus: A small crystal sphere.

Ice Storm, Greater


Evocation [Cold]
Level: Sor/Wiz 7

This spell functions as ice storm, except it deals 6d6 points of bludgeoning damage and 4d6 points
of cold damage.

Sheet Lightning
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100' +10'/level)
Area: Up to one 20' square (5' high), +1/3 levels beyond 7th (see text)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Crackling electricity shoots through the area in horizontal sheets, dealing 1d6 electricity damage per
caster level (maximum 10d6). The sheets must be arranged evenly into a continuous line, column,
or square. You may create a smaller number of 20' squares than your maximum, if you choose.

Focus: A small sheet of glass and some rabbit fur.


Expanded Permanency List
(All SpC unless marked)

Self only
-Spell Min. CL Xp Cost
Low-Light Vision 9th 500xp
Shadow Mask 10th 1,000xp
Deeper Darkvision 11th 1,500xp

Target
-Spell Min. CL XP Cost
Enhance Familiar 11th 1,500xp
Fortify Familiar 11th 1,500xp

Object/Area
-Spell Min. CL XP Cost
Silent Portal 9th 500xp
Darsson's Cooling Breeze* 9th 500xp
Familiar Pocket 9th 500xp
Wall of Smoke 9th 500xp
Alarm, Greater 10th 1,000xp
Dark Way 10th 1,000xp
Darsson's Chilling Chamber*10th 1,000xp
Darsson's Firey Furnace* 10th 1,000xp
Portal Alarm 10th 1,000xp
Contagious Fog 11th 1,500xp
Fire Trap^ 11th 1,500xp
Shadow Cache 11th 1,500xp
Dispelling Screen 12th 2,000xp
Wall of [Alignment] 12th 2,000xp
Shadowfade 13th 2,500xp
Spiritwall 13th 2,500xp
Dispelling Screen, Greater 15th 3,500xp

*Shining South
^PHB

The Savage Species list is disregarded, though a couple are subsumed here, and all of Tome and
Blood's list is subsumed either here or by the 3.5 PHB. As for other books, there simply are almost
no other spells that are appropriate.
-Control Temperature (Frostburn) would be, as a larger temperature effect, except its area entry has
errors and seems to move with the caster.

Incidentally, the criteria based on PHB are: limited sensory buffs on self-only and only minor bodily
alteration on others. Savage Species apparently added "monster creation," except that doesn't even
mesh with the monster rules in the book, and is so easily abused it's laughable, so no. For objects
and areas you have wards, object manipulation, "creep" defenses, and manifestations of energy.
Critically, areas do not harm creatures, and walls can either block or harm them, but not both (I
made a small exception for Contagious Fog, a harmful area that can only harm you once). And
Teleportation Circle, which is either a ward or its own thing.

Of the above spells, the Shadow entries are the weirdest. Shadow Mask is amusing if you can't take
it off, while Shadow Cache and Shadowfade are roughly parallel to Phase Door, and maybe a little
Teleportation Circle with Shadowfade as well. And I've added Fire Trap because it doesn't seem any
worse than Wall of Fire, and you can make permanent Symbol traps, so why not this basic one? The
assigned costs are for 3rd, between the bizzarely split Druid 2 and Sor/Wiz 4 levels.
New Summoning Lists

Summon Monster I Viper, hugeT


BadgerT Xorn, small
Dire RatT Yeth Hound
DogT
Fire BeetleT Summon Monster V
HawkT Archon, Hound
OctopusT Arrowhawk, medium
OwlT Crocodile, giantT
MonkeyT Devil, Bearded
Viper, smallT Devil, Imp
Demon, Quasit
Summon Monster II Dire ApeT
Bombadier BeetleT Dire BoarT
Demon, Lemure Dire WolverineT
EagleT Genie, Janni
Giant BeeT Giant Stag BeetleT
Shark, mediumT GriffonT
Triton Grizzly BearT
Viper, mediumT Salamander, medium (6 iron javelins)
WolfT Sea CatT
Shadow Mastiff
Summon Monster III Shark, hugeT
ApeT TigerT
Azer Tojanida, medium
Black BearT Winter WolfT
BisonT
Constrictor SnakeT Summon Monster VI
CrocodileT Achaerai
Dire BatT Ankheg, hugeT (8d4, 60' line)
Dire WeaselT Belker
Hell Hound Celestial Unicorn
HippogriffT Chaos Beast
LeopardT Constrictor Snake, giantT
Salamander, small (6 iron javelins) Devil, Chain
Viper, largeT Dire LionT
Eladrin, Bralani
Summon Monster IV Hippogriff, HugeT
Archon, Lantern Nightmare?
Arrowhawk, small Fiendish Ogre Mage (revised article)
AnkhegT OrcaT
Dire WolfT Polar/Kodiac BearT
Fiendish Ogre (Oni) (6 javelins) Rast
Giant Eagle or OwlT Slaad, Red
Giant MantisT Xill
Howler Xorn, medium
LionT
Magmin
Mephit, Fire or Ice
Shark, largeT
Tojanida, small (continued;)
Summon Monster VII
Arrowhawk, large (errata: 3d6 ray, 10' reach) Summon Monster IX
Cachalot WhaleT Demon, Bebilith
Demon, Babau Demon, Hezrou
Devil, Hellcat Devil, Barbed
ElephantT Guardinal, Leonal
GirallonT Slaad, Grey
Invisible Stalker
Octopus, giantT Dire Bear, HugeT*
Slaad, Blue (no passwall) Dire Shark, GargantuanT
Tojanida, large Giant Squid, GargantuanT
Winter Wolf, HugeT (8d6, 30' cone) Roc, ColossalT
Triceratops, GargantuanT
Summon Monster VIII Tyrannosaurus, GargantuanT
Demon, Succubus
Demon, Vrock *Or Dire Polar BearT (Frostburn)
Devil, Bone
T
Devil, Erinyes : Non-outsider/non-elementals always have a
Dire BearT template. The caster chooses either Celestial or
Dire SharkT Fiendish when they first learn a Summon
Dire TigerT Monster spell, which applies to all versions of
Guardinal, Avoral Summon Monster they learn.
Night Hag
RocT Huge Ankheg, Winter Wolf, and Hippogriff can
Salamander, large (6 iron javelins) be found in the appendix here.
Slaad, Green
Squid, giantT
TriceratopsT
TryannosaurusT

Summon Spells: The summon X lines may be cast as a standard action by anyone without any
special features, in which case the creature(s) will appear immediately and be vulnerable to attack,
but are unable to act until the start of your next turn. Rapid Summoning can be taken as a feat by
anyone with an appropriate spell, allowing them to cast those spells as standard action and have the
summoned creatures take one standard action on the same turn.

Summoned Creature Effects: The general rule about cast spells ending when the summon ends is
extended to include all abilities. Anything that is not damage ends when the summoned creature
disappears, whether by duration or being "slain": no spawn are created, no diseases persist, poison
effects expire and secondary damage becomes moot, conjured objects or altered terrain disappear or
return to their original forms, etc. Further, no travel abilities beyond movement function for anyone
or anything other than the summon itself: they cannot carry your objects via teleport, turn their rider
ethereal, magically create passages, etc.
Notes on some new spells:

Ablate Energy
-This, plus buffing the 0th level rays to 1d6 and making guidance +2, is part of a move to make 0th
level spells actually matter. Which in turn, makes 1st level spellcasters much more caster-y.

Break Enchantment, Lesser


-This is part of an attempt to allow condensing, sharing, or shifting of some of the Cleric's status
removal role, as well as a fix for the existence of petrification attacks on monsters far below the
level it can be removed. In particular the Cockatrice, which one cannot simply close their eyes
against, but also the Basilisk, Medusa, etc. It also serves as some insurance against rare attacks that
can be countered by other level appropriate spells, but also be lethal in under a day. The caster level
check drawback quite nicely balances this versatility, and makes it so even though the bard and
paladin levels are quite low, the price of reliable consumable items does not drop.

Call Alien
-Between this, Planar Ally and Binding, Spirit Binding, Animate and Create Undead, Craft
Construct, and further animation and creation spells here (Arcane Pet, Create Ooze), that's just
about all the creature types where "A Wizard Did It," are now actually do-able by a wizard. Not
every individual creature, but enough to justify the concept, directly suggesting the possibilities
even if the given (player-usable) spells only go so far. Except for the hybrid chimeric magical
beasts, which never actually had a justification and that was weirdly fine. Though a GitP'er wrote
Incantations for creating chimeric and multi-headed creatures, which I have saved, and there's a
whole 3rd party sourcebook for doing that sort of thing, so I have two sets of rules for them. This
one actually took quite a while to get around to, but I'm quite proud of the results.

Caustic/Firey/Icy/Lightning Weapon
-There were too many differing versions covering not enough energy types, so I standardized these
along with the removal of certain spells in the weapon buff cleanup.

Create Coure Eladrin and Musteval Guardinal, Create Minor Elemental and Mephit
-I see no reason why these shouldn't be just as create-able as Lantern Archons (or if Create Lantern
Archon is not allowed, these aren't either). And if we're creating Familiar-tier creatures, why not the
elementals too? The opportunity for involving Grues was too perfect. That said, just as I don't
actually expect use of Create Lantern Archon, I wouldn't expect actual use of these, except as a
method for generating familiar candidates. There were added early on when the doc was mostly
building out "wizard did it" creature creation spells.

Create Ooze
-Now it's actually possible to put an ooze in a dungeon. One of the projects that made me start this
proper doc, as it expanded from basic research to fully detailed spells.

Channeled Bearform
-I couldn't choose whether a fixed-stat polymorph subschool, or character ability preserving
traditional polymorph, was more appropriate for my demand for a 3rd level bear spell. So I smashed
them both together. Might need higher level versions for better bears of course, brown and
kodiak/polar.

Compelling Question (and Forget)


-These spells are part of the fix for all the problems that overly broad mind-control and prisoners
bring: if what the players actually want out of charm person is information, then just have a 1st level
spell that compels people to divulge information. If they want a witness to not narc on them for a
while, make a spell for a short recent memory lock.
--That said, the problem cannot truly be solved without dealing with the command issue: Command
is the 1st level single-word short compulsion, an obvious precursor to something like suggestion, but
command is Cleric-only!. And so is the greater version (and this is in both 3.0 and 3.5), which is
functionally much like a mass hold person (but less deadly). Clerics also get hold person a level
early, but then fail to gain any of the higher level versions. So sould they have more holds, or none,
should Sor/Wiz add command, or is it really meant to be a special excluseive "divine power" thing?
Is command supposed to focus more on the power of the word and not really the fact that it's an
enchantment (of course the power words were also moved to enchantment, from conjuration of all
things)?

Destroy (and Lock) Memory


-I'm not neccesarily comfortable with this tier of memory manipulation in the game, as while it is a
trope of some very effective stories, those stories are often deeply disturbing. But there are two (2!)
versions of 9th level full reprogramming for Sor/Wiz in 3.x, with not a single spell suggesting even
the possibility of it before then. Except for modify memory, on the Bard list (at 4th). So, with forget
to make an easier "jedi mind trick," filling in more powerful versions in-between 3rd and 9th to create
a progression just seems appropriate, and Quintissential Sorcerer had a good phrasing for targeting
a memory to borrow here- even if I changed most of the rest, split it into suppress and destroy, and
made it more narratively recoverable.

Disintegrate, Greater and Ice Storm, Greater


-High level no-save/decent effect even on save damage options, filling dead space in the PHB lists.

Dispel Magic, Least


-Detect magic at 0th means that long duration and permanent duration magic is extremely cheap and
easy to detect, but removing even a normal spell is a minimum 3rd level spell, same as a full-on
"hard to remove" curse. There are some specialized 2nd level dispels, and adding a proper 1st level
dispel fills out the progression and allows for the removal of persistent effects- in particular, the
likes of forget, or even a sufficiently low-level dominate person. Any class that gains dispel magic
should gain dispel magic, least.

Ease Burden's Beast


-It turns out that elephants are very poorly suited for carrying things on their back, and so are
basically any other big mammal or dinosaur: putting weight on top of those spine ridges is bad.
Aside from a giant turtle (which instead has problems with leg alignment). So, druids should have a
spell to deal with it, 'cause people will do it anyway. It's basically just a fluffy world-building spell
you'd never need if you didn't know there was a problem. One which I've never finished because the
more I think about it, the more I kinda wish I'd just never dug up the problem.

Elemental Dart
-A try at adding an elemental spell including non-energy elements and taking up this simple and
evocative name, which is otherwise tied to a mess of a spell in the Dragonlance setting book.

Eyebite
-The 3.0 PHB suggested a whole range of cool multifunction spells with entries such as flame
arrow, freezing sphere, eyebite, emotion, and symbol. The 3.5 PHB hacked them apart, and I'm
putting at least some of them back.

Freeze Arrow
-A throwback/fix to the 3.0 flame arrow, which ends up drawing from sound lance, and brings
another multi-function spell to the table.
Guidance
-Increase the bonus to a +2 so it's actually worth remembering and using, with a HD limit so it
doesn't stick around all game. With guidance non-terrible, there's a proper low-level spell for
fortune tellers and diviners.

Hidden Chamber
-Rope Trick is not and never was supposed to be an overnight resting spell. The effect people want,
is 5th level, so here's a 5th level spell that does the thing.

Mage's Lantern
-Seriously, standard light spells are absurd: it's 10 minutes, or 50gp and infinite, 20' or 60', 0th level
or 2nd+. It's ridiculous I've never even seen this spell in one of dozens of 3rd party books. Add this
spell, plus candlelight from the Ghostwalk WE, and wow basic light spells actually exist in the full
range any 1st level caster would expect.

New Spells to-do:


-Cycle of Righteous Smite equiv 7ths: Order's Judgement, Anarch Hammer, unholy/something or
something/blight. Order maybe 1d3 round daze, evil 1d4 round naus curse or 1d6 round sicken,
chaos either 1 min slow or needs an effect upgrade.
New Spells Listed by Core Class

Unlisted Cleric
7th 0th
Anarch Hammer Ablate Energy
Maleific Blight Guidance*
Order's Judgement Keep Dry^
Keep Fresh^
Adept Minor Ward^
0th
Ablate Energy 1st
Conjure Rope Dispel Magic, Least
Guidance* Mage's Lantern
Keep Dry^ Resist Scrying^
Keep Fresh^
Long Flame^ 3rd
Minor Ward^ Break Enchantment, Lesser
Sharpening Flame of Faith1 (SpC)
-Any expansions to Adept list beyond this should Healing Wind
be very careful and limited. That said, I do feel Missive Token^
like I should expand the base list with some splat.
5th
Bard Eternal Lantern^M
0th Finger of Life^
Conjure Rope Healing Stream
Keep Dry^
Keep Fresh^ 6th
Halo of Shelter^
1st
Dispel Magic, Least Ooze Domain
Mage's Lantern Power: Rebuke/command oozes.
1- Goo PileFiz
2nd 2- Goo StreamFiz
Break Enchantment, Lesser 3- Engulfing Terror (DotU)
Forget^ 4- Create OozeFiz
5- Oozepuppet (DotU)
rd
3 6- Create Greater OozeFiz
Animal Messenger, Greater 7- Slime Wave (SpC)
Gaseous Form, Swift 8- Create Superior OozeFiz
Healing Wind 9- Doom of the DungeonXp*
Power Word: Sleep *As doom of the seas (Storm), but an unmodified
Shadow Sight^ elder black pudding instead.

4th Trap Domain


Lock Memory^ Power: Gain trapfinding (as Rogue), add Search
and Disable Device to cleric's class skill list.
5th 1- Create Trap (RoDr)
Healing Stream 2- Fire TrapM
3- Icicle (Frost)
6th 4- Stone Sphere (SpC)
Destroy Memory^ 5- Transmute Rock to Mud
Eyebite 6- ContingencyF
7- Phase Door Duskblade
8- Flashflood (Sand) 3rd
9- Transmute Rock to Lava (SpC) Blade of Winter's Chill
Note : Inspired by Kobold domain from the RoDr Cacophonic Touch
WE, but heavily altered. Dispel Magic, Least

Druid
0th Paladin
Ablate Energy 1st
Guidance* Armor Contingency^
Conjure Rope Dispel Magic, Least
Keep Dry^
Keep Fresh^ 2nd
Sharpening Break Enchantment, Lesser
Flame of Faith1
1st
Douse^ Ranger
Ease Burden's Beast (1st or 2nd?) 1st
Mage's Lantern Ease Burden's Beast (1st or 2nd?)
Watchdog
3rd
2nd Animal Messenger, Greater
Dispel Magic, Least

3rd Sorcerer
Animal Messenger, Greater 2nd
Brambles1 Manifest Dragon Heritage, Lesser
Healing Wind
Sorcerer/Wizard
th
5 0th
Finger of Life^ Ablate Energy
Healing Stream Bounce the Baby^
Sheet Lightning Conjure Rope
Wall of Wood Keep Dry^
Keep Fresh^
7th Long Flame^
Ice Storm, Greater Minor Ward^
Sharpening
Train Object
Sanctified
3rd 1st
Create Coure EladrinSac Animate Object, Small+
Create Musteval GuardinalSac Arcane Pet
Compelling Question^
Dispel Magic, Least
Assassin Douse^
1st Enlarge*
Forget^ Goo Pile
Iced Fire^ Iced Fire^
Ninja Barrier Ninja Barrier
Reduce*
Resist Scrying^
Watchdog Shadow Sight^
Wind Cutter Sheet Lightning

2nd 5th
Alter Self* Call AlienM
Cart^ Caustic/Firey/Icy/Lightning Aura
Caustic/Firey/Icy/Lightning Weapon Eternal Lantern
Elemental Dart Hidden Chamber
Goo Stream Lock Memory^
Mount, Aquatic Quintelemental Blast^
Scrytalk^ Scry Reversal^
Train Object, Greater Wall of Wood
Wind Cutter Spray
6th
3rd Chain Lightning*
Arcane Pet, Greater Create Greater OozeM
Blade of Winter's Chill Freezing Sphere*
Break Enchantment, Lesser
Cacophonic Touch 7th
Create MephitSac Destroy Memory^
Create Minor ElementalM Eyebite*
Forget^ Ice Storm, Greater
Freeze Arrow Liquid GuardianXp
Gaseous Form, Swift
Missive Token^ 8th
Mount, Underdark Create Superior OozeM
Power Word: Sleep Disintegrate, Greater
Scry Retaliation^ Pure Sight^
Soldiers of AcheronM Temporal Stasis*
Undaunted Fixture^
Wind Cutter Storm 9th
Ragna BladeF, Xp
4th
Create OozeM *: Core spell, buffed or modified
Flesh Mending ^: Third party spell, OGC, possibly altered
Maug Ally, LieutenantXp 1: Non-core spells, part of weapon buff cleanup.
ScarecrowsM
New Spell Descriptions

Ablate Energy
Abjuration
Level: Adp 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as protection from energy, except it prevents only 5 points of damage from the
chosen energy type before dissipating. If both spells are active for the same energy on the same
creature, the protection effect is used first, followed by the ablate.

Alter Self
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 sandard action
Range: Personal
Target: You
Duration: 10 min/level (D)

You can alter your appearance and form, including clothing and equipment, to appear taller or
shorter, thin, fat, or in between- anywhere within the given range for your size category. Your body
can undergo a limited physical transmutation, including adding or subtracting one or two limbs, and
your weight can be changed by up to half. If the form selected has wings, you can fly at a speed of
30' with poor maneuverability. If the form has gills, you can breathe underwater. You may reshape
your locomotive limbs, exchanging some or all of your land speed for an equal amount of swim
speed with an appropriate form. Otherwise the extent of the change is up to you, you could add or
change a minor feature or take the shape of an entirely different person or race that shares your
general form.

Your attack rolls, natural armor bonus, and saves do not change. The spell does not confer special
abilities, attack forms, defenses, ability scores, or mannerisms of the chosen form. Once the new
form is chosen, it remains for the duration of the spell. If you are slain, you automatically return to
your normal form.

If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

Notes: This is the 3.0 version of alter self, with some language adapted from disguise self and
referencing size categories. Removed line regarding incorporeality as superfluous. Added ability to
gain swim speeds.

Anarch Hammer
Level: Chaos 7, Shaman 7

As chaos hammer, except anarch hammer deals 1d6 damage per caster level (maximum 20d6) to
lawful creatures, 1d8/level to lawful outsiders, and lawful creatures are slowed for 2d6 rounds on a
failed save.

Animal Messenger, Greater


Level: Animal 3, Bard 3, Drd 3, Rgr 3

As animal messenger, except as above and as follows. With this improved version of the spell you
may give the target animal up to three tasks to be performed sequentially. These tasks may be
performed in response to simple and obvious events and you may instruct the animal to not allow
others (or anyone except yourself) to approach it while waiting, or to deliberately make noise or
seek attention from creatures at its destination or in response to an event.

Greater animal messenger can send a messenger which will wait for a response and then return and
deliver it only to you, or take the response to somewhere you intend to be later, carry a message to
multiple destinations, along a complex route via multiple landmarks, or by stowing away on a ship
for part of the journey, set a watch over an area and return when something happens, or even set a
watch over your camp and make noise at you if something enters.

Animate Object, Small


Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25' +5'/2 levels)
Target: One object of up to small size
Duration: 1 round/level (D)
Saving Throw: Yes (object)
Spell Resistance: No

You animate a single object of no greater than small size, with the statistics of an animated object,
which then immediately attacks whomever or whatever you initially designate. You may change the
designated target as a move action, as directing an active spell.

The target object must have a hardness no greater than your caster level and must either be
unattended or in your posession. Animated weapons may substitute their weapon entry in place of
the usual slam attack, while animated armor or shields may instead add their AC bonus to the
creature entry (weapons are objects two sizes categories smaller than their intended wielder, while
armor is of the same size as its intended wearer). The animated object fights until the spell ends or
its hit points reach zero, at which point the spell ends.

When the spell ends, any damage taken by the animated object is transferred directly to the original
object's hit points. Thus, an object with fewer hit points than its animated form may be destroyed
when the spell ends, while a sturdy object with more hit points than its animated form could survive
multiple "deaths" in battle.

More powerful versions of this spell exist. Animate Object, Medium is 2nd level, Large is at 3rd,
Huge at 4th, and finally Gargantuan at 5th. Each spell must be learned separately.

Arcane Pet
Transmutation
Level: Sor/Wiz 1
Components: V, S, M (see text)
Duration: 24 hours (see text)

This spell functions similarly to train object, except as above and as follows: Arcane pet instills the
target with the ability to perform three tricks instead of one, but it does not stick after repeated
castings. Instead, arcane pet has an optional material component which simply renders the spell
instantaneous. Customers looking for a particular trained object usually have someone cast this
spell over whatever they want animated.
Material Component (optional): Gem dust, witch's brew, or another appropriate substance worth
50gp.

Arcane Pet, Greater


Level: Sor/Wiz 3

This spell fucntions as arcane pet does, but with respect to greater trained object.
Material Component (optional): Gem dust, witch's brew, or another appropriate substance worth
100gp.

Armor Contingency
Conjuration (Calling)
Level: Pal 1
Component: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One suit of armor
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You enspell your armor so that if a pre-determined event takes place during the druation, the armor
appears upon you, fully donned and ready. Such an event can include a specific word or gesture you
make as a free action, something as obvious as "If I am attacked," or something more specific. The
armor must be within one mile per level for this spell to function, and the spell affects only the
armor itself, nor may you cast the spell on a shield or weapon.
Material Copmonent: A few drops of scented oil.
Book of Hallowed Might

Blade of Winter's Chill


Evocation [Cold]
Level: Sor/Wiz 3, Dusk 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
An intangible blade of cold energy envelops your hand and is delivered with a touch attack. The
touched target takes 2d6 points of cold damage +2 per caster level (maximum +20) with no saving
throw. A creature who takes damage from the spell becomes sluggish from the cold for 1 round,
taking a -2 penalty on attacks, saves, and checks.

Bounce the Baby


Transmutation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You reduce but do not eliminate falling damage. Instead of suffering 1d6 points of damage per 10'
fallen, you minimize the damage to 1 point per die. This benefit comes from a magical bounce that
occurs when you hit the ground. A successful Jump check (DC 10+2 per 10' fallen) allows you to
control the direction of the bounce, otherwise it is determined randomly. The distance bounced is 2'
per 10' fallen, and if it is interrupted by collding with a wall, object, or creature, you suffer 1d6
points of damage from the impact and fall prone.
Book of Rougish Luck

Brambles
As flame of faith (Spell Compendium p95: a non-magical weapon becomes +1 flaming burst for 1
round/level), but the weapon must be made of wood and instead of fire damage, brambles adds
piercing damage. The spell functions normally if cast on an item affected by ironwood, or other
exotic woods, but brambles is not compatible with shillelah; whichever spell is cast second, fails.

Break Enchantment, Lesser


Abjuration
Level: Brd 2, Clr 3, Pal 2, Sor/Wiz 3
Range: Touch
Target: One creature

This spell functions as break enchantment, except as noted above.

Call Alien
Conjuration [Calling]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 hour
Range: Close (25' +5'/2 levels)
Target: One aberrant alien
Saving Throw: Will negates; see text
Spell Resistance: No

By means of the call alien spell, you may pull beings of madness into the material realm. Whether
these are true Far Realm terrors that threaten reality itself, strange outsiders adapting themselves to
just barely fit into our world, or merely twisted beasts that simply inspire fear of the unknown, who
is to say? Casting the spell sends out a call, luring the desired creature in with the material
component as bait. If the target fails a Will save, the spell successfully manages to call it to you,
otherwise the creature manages to snatch the bait without manifesting and the spell fails. The
creatures you can attempt to call, and the caster level requirements to call them, are as follows:

Name Will Save Int 3+? Caster Level


Anguillan (Storm p136) +3 Yes 9th or lower
Thought Eater (XPH p211) +4 Yes 9th or lower
Mad Slasher (Mini's p64) +4 Yes 9th or lower
Nothic (Mini's p65) +7 Yes 9th or lower
Grick (MM p139) +5 Yes 9th or lower
Carrion Crawler (MM p30) +5 No 10th-12th
Gibbering Mouther (MMp125) +5 Yes 10th-12th
Wyste (MM p200) +4 No 10th-12th
Pseudonatural SM3* (CA p160) Varies Varies 10th-12th
Foulwing (LEoF p172) +5 Yes 13th or higher
Pseudonatural SM4* (CA p160) Varies Varies 13th or higher

*A creature from the Summon Monster X or lower lists, with the Pseudonatural template applied.
Outsiders with [Alignment] subtypes cannot be chosen.

Once the target has failed their save, the caster may keep a tiny hole open to its place of origin to
help tether and bind it to a temporary service, or simply allow the spell to end.

If the caster allows the spell to end, the creature's connection to its place of origin snaps, along with
the connection that allows any bonuses from feats or class features, and the unnatural creature
cannot reconcile the differences of its new reality. It acts on instinct and with its own, alien goals (if
it has any beyond eating), impossible to bargain or reason with, and furthermore completely
innoculated to any attempt by the caster to control it via magic or other abilities in the future.

If the caster chooses to keep the way open, the creature is of sufficient intelligence, and the caster
has a means of communication (most likely a tongues spell or some form of non-language
telepathy), then the creature can be bargained with as lesser planar binding. If it does not possess
sufficient intelligence, the caster will need something like a druid's Wild Empathy ability or a speak
with animals spell, but functional upon aberrations, in order to communicate.

While call alien does not require a calling diagram and magic circle, the first part of the spell is still
a trap, and a subject will still gladly take advantage of poor orders to do as they wish or claim
payment under the letter. The creature's "tether" cannot be targeted or affected in any way, and
simply allows it to return home when its task is complete, as normal for lesser planar binding.

Call alien does, however, have its own mystical diagram. With 10 minutes and a DC 20 Spellcraft
check the prospective caster can draw a communication diagram. The diagram can hold a
comprehend languages, tongues, or telepathic bond (or its lesser variant) spell cast upon the
drawing, which will then automatically affect the target if the caster uses the bargaining version.
Material Component: Bait worth 50gp per Hit Die of the creature called. This typically takes the
form of rare occult paraphanalia involving strange symbols and made from various expensive
materials, created for this very purpose, which are stolen away into the void. But in a pinch for
some of the more bestial targets, a bloody sacrifice improvised with more common (but still
valuable) components can entice a creature to come devour them.

Cacophonic Touch
Evocation [Sonic]
Level: Sor/Wiz 3, Dusk 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creatures or objects touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your hand is enveloped by a faintly buzzing distortion of sonic energy which deals 3d4 points of
sonic damage. You can use this melee touch attack up to one time per level.

Cart
Conjuration (Summoning)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 full round
Range: Close (25' +5'/2 levels)
Effect: One cart and horse
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No

You summon a small cart and light horse to serve as a means of transportation for up to four
Medium or Small humanoid creatures (one driver and three passengers). The horse is hitched to the
cart with all neccesary tack.
Material Component: A bit of wood wrapped in horsehair.
Sorcery and Steam

Caustic Weapon
Transmutation [Acid]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One weapon touched
Duration: 1 minute/level (D)
Saving Throw: None (see text)
Spell Resistance: No
The touched weapon becomes coated in a sheath of acid. While the spell is in effect, the weapon
deals 1d6 points of acid damage with every hit. This energy does not harm the wielder or their
equipment, and projectile weapons pass the energy on to their ammunition. The damage from
caustic weapon stacks with that of the corrosive magical weapon property, but not with itself.

You cannot cast caustic weapon upon an item held by an unwilling target.

Variants: Firey, Icy, and Lightning versions of this spell exist, with the appropriate energy
descriptors and damage types, stacking with their respective weapon properties. Each spell must be
learned separately, and only one spell of the group can be active upon a weapon at a given time.

Caustic Aura
Transmutation [Acid, Earth]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: 40'
Area: 40' radius emanation centered on you
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

All weapons wielded by you and your allies within the area of the spell are sheathed in acid, as
caustic weapon. Additionally, all weapons wielded by your enemies within the area have their
energies bound: any attacks which would add one or more dice of electricity damage have that
electricity damage reduced by one die.

Variants: as with caustic weapon, there are versions of the spell for fire, cold, and electricty damage.
Lightning Aura has the [Air, Electricity] descriptors, while firey and icy have only [Fire] and [Cold].

Note: As written this does not apply to natural weapons, making it very niche as a debuff- changing
it to apply to natural weapons, particularly since that should make it apply to allied natural weapons
as well, would increase the level to 6th (would be 7th but the debuff does still require the enemy to be
using energy damage on attacks).

Chain Lightning
Evocation [Electricity]
Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400' +40'/level)
Targets: One primary target creature or object, plus up to one secondary target per caster level.
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell creates an electrical dishcarge that begins as a single stroke commencing from your
fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then travels
to other targets, without striking anything you do not choose to affect. Chain Lightning can be used
in one of two ways: for either version the initial bolt deals 1d6 points of electricity damage per
caster level (maximum 20d6) to the primary target, with a reflex save for half.

Chain: After the initial bolt strikes, the caster chooses secondary targets it will chain to in order.
Each secondary target must be within 30' of the last. Secondary targets take damage equal to the
amount rolled for the initial bolt -6 for each target that has been struck (including the initial target),
with a reflex save for half damage. The chain ends when damage reaches zero or the caster reaches
their limit of secondary targets, whichever comes first.

Arc: After the initial bolt strikes, it arcs to all secondary targets chosen by the caster simultaneously.
Each secondary target must be within 30' of the primary target, and they take damage equal to half
the roll for the primary target, with a reflex save to reduce the damage by a further half.

Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your
caster levels.

Channeled Bearform
Transmutation [Polymorph, see text]
Level: Sor/Wiz 3
Components: V, S
Casting Time: See text
Range: Personal
Target: Self
Duration: See text
Saving Throw: None
SR: No

This spell allows you to become a bear, with how much bear determined by how long you spend
casting the spell.
• If you cast the spell as a swift action, you assume the exact form and statistics of a black
bear (MM p269), as a [polymorph] subschool spell (PHB2 p95). This version of the spell
lasts 1 round/level.
• If you cast the spell as a standard action, you also gain 10 temporary hit points.
• If you cast the spell as a full round action, you take the form and abilities of a black bear
while retaining some of your own statistics, as polymorph, but only into a black bear. This
version lasts for 1 minute/level, as polymorph.
• If you spend two full rounds casting the spell, it functions as polymorph into a black bear,
but lasts for 10 minutes per level.
You do not need to declare ahead of time how long you want to spend casting the spell. After you
begin casting the spell, you decide that you are finished casting when the appropriate time has
passed.

Compelling Question
Enchantment (Compulsion) [Language Dependant, Mind Affecting]
Level: Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Close (25' +5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You ask another creature one simple question that it can answer with a single word. On the subject's
turn, as a free action, it answers you as truthfully as possible. The target may gain a bonus on the
save based on how important the information is: a closely guarded secret held by someone with
tight lips might earn a +4 bonus.
Book of Rougish Luck

Conjure Rope
Conjuration [Creation]
Level: Adp 0, Brd 0, Drd 0, Sor/Wiz 0
Components: V, S, M
Range: 0'
Effect: One conjured rope
Duration: 1 hour
Saving Throw: None
Spell Resistance: Yes

You create an average hempen rope with length of up to 50'+5'level that lasts for the duration. You
cannot shape the rope around or through other objects when the spell is cast, so making special use
of it requires a Use Rope check, animate rope spell, or other capable assisstant. Once conjured it
may be cut or spliced normally, though anything it is attached to is left loose when the rope
disappears.

Create Coure Eladrin


Conjuration [Creation, Good]

As create lantern archon (Champions of Valor 54), except as noted here, and that you create a coure
eladrin (Book of Exalted Deeds 168) instead.

Create Mephit
Conuration [Creation, see text]
Level: Sor/Wiz 3
Components: V, S, Sacrifice
Casting Time: 1 hour
Range: Close (25' +5'/2 levels)
Effect: One mephit
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You convert some of your life force into a new mephit. The type of mephit created is semi-random:
you choose the subtype of the desired mephit, but otherwise have no control over what appears. The
mephit is not under your control but is friendly to you. It willingly performs one nonhazardous task
of your choice taking up to 1 hour without requiring payment. Alternatively you can negotiate for a
more hazardous or longer task as with the lesser planar ally spell, or command or otherwise recruit
it via other methods. Upon completion of the task, the mephit is magically transported to the
corresponding elemental plane.
This spell must be cast in an environment appropriate to the designated subtype: an area of extreme
heat, extreme cold, high winds, a body of water, or an underground cavern. The spell's descriptor
matches the chosen subtype.
Sacrifice: 1d2 points of permanent con drain.

Create Minor Elemental


Conuration [Creation, see text]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 hour
Range: Close (25' +5'/2 levels)
Effect: One small elemental or grue
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You imbue raw element with energy and create a new small elemental. The spell shares the
elemental descriptor of the elemental created. Alternatively, you may create an elemental grue
(Complete Arcane 153), but doing so adds the [evil] descriptor to the spell. If you have the [psionic]
subtype, you may instead create an elemental steward (Compete Psionic 130).

The created elemental is not under your control, but is friendly to you, unless it is a grue. A small
elemental or elemental steward will willingly perform one task of your choice taking up to 1 hour
without requiring any payment, but a grue may require more convincing. Alternatively you can
request that it perform a hazardous or longer task, but in this case payment is required as lesser
planar ally, or you can command or recruit in by some other method. Upon completion of the task,
the elemental is magically transported to the corresponding elemental plane, with the exception of
grues which remain on the material plane to wreak havoc unless otherwise dealt with.
Material Component: A quanity of air, earth, fire, or water of Small size, and an appropriate gem
worth 200gp for a small elemental, crystals worth 200gp for an elemental steward, or a scroll of an
appropriate spell for an elemental grue (see grue descriptions).

Create Musteval Guardinal


Conjuration [Creation, Good]

As create lantern archon (Champions of Valor 54), except as noted here and that you create a
musteval guardinal (Book of Exalted Deeds 174).

Create Ooze
Transmutation
Level: Ooze 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 hour
Range: Close (25' +5'/2 levels)
Target: A mass of organic material
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A favorite of dungeon builders since time immemorial, this spell allows you to turn a pile of refuse
or other organic material into a blob of voracious itinerant slime. The type or types of ooze you can
create is based on your caster level, as shown on the table below.

You may create less powerful ooze than your level would allow, if you choose. Created oozes are
not automatically under the control of their creator (indeed it is rare for anyone to control an ooze),
but if you have the ability you may attempt to command or oherwise control the ooze as it forms.

This spell must be cast underground, or in another area which has not seen sunlight for at least three
days.

Caster Level Ooze Created


7th Flotsam Ooze (Fiend Folio)
8th Gray Ooze
11th Gelatinous Cube
th
16 Ochre Jelly

Material Component
The spell must be cast on a mass of organic material of the same size category as the created ooze,
with enough water to make up the difference in weight between the organic material and the final
result. You must seed the mass with compounds and extracts worth 50gp per hit die of the created
ooze, from which it sprouts, consuming the component. A different formula is required for each
type of ooze.

Create Greater Ooze


Transmutation
Level: Ooze 6, Sor/Wiz 6

This spell functions like create ooze, except that you can create oozes adapted to other climates or
with more powerful and esoteric abilities. The type or types of ooze you can create is based on your
caster level, as shown on the table below.

Caster Level Ooze Created


11th Bloodbloater (Fiend Folio), Aballin (Monsters of Faerun)
12th Shadow Jelly (Planar Handbook)
th
15 Lava Ooze (Sandstorm), Reekmurk (Fiend Folio)
th
17 Snowflake Ooze (MM3)

Create Superior Ooze


Transmutation
Level: Ooze 8, Sor/Wiz 8

This spell functions like create ooze, except that you can create more resilient and powerful
creatures than even create greater ooze. The type or types of ooze you can create is based on your
caster level, as shown on the table below.
Caster Level Ooze Created
15th Black Pudding, White Pudding (Frostburn), Brine Ooze (Sandstorm)
16th Void Ooze (Planar Handbook)
18th Conflagration Ooze (MM3)
th
20 Venom Ooze (Drow of the Underdark)

Special: to create a Brine Ooze, the spell must be cast in an arid enivornment when the sun is high,
rather than the usual sunless location.

Destroy Memory
Enchantment (Compusion) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 round
Range: Close (25' +5'/2 levels)
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

As lock memory, but the effect is instantaneous and cannot be ended by further saves. The memory
is gone, and even a successful save to prevent acting against their previous nature does not help-
they still take action appropriate to their new (lack of) memory. Only after two successful saves in a
row, or three total, does the victim realize they have forgotten something. At this point they may
attempt to piece together clues or context about what they have lost, seek healing, or even simply
dismiss the phenomenon as unimportant, depending on their temperament.

The destroyed memory can be restored with limited wish, greater restoration, or more powerful
magic, but not heal or any lesser magic.

Disintegrate, Greater
Transmutation
Level: Sor/Wiz 8
Saving Throw: Fortitude partial

As disintegrate, but the greater version deals 10d6 damage on a successful Fortitude save.

Dispel Magic, Least


Abjuration
Level: Brd 1, Clr 1, Drd 2, Pal 1, Sor/Wiz 1
Casting Time: 1 full round
Range: Touch
Target: Creature or object touched

As dispel magic except as above, your bonus on the check is limited to +5, and you cannot use the
area version. Least dispel magic is typically used on allies, captives, or non-hazardous effects.
Douse
Transmutation
Level: Drd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25' +5'/2 levels)
Area: One light/level in a 20' radius
Duration: Instantaneous
Saving Throw: Reflex negates (object)
Spell Resistance: Yes (object)

You douse a number of small light sources, such as candles, lanterns, or torches. You can extinguish
multiple fires at the same time, as long as they are all within the spell's area. Larger flames such as
hearthfires, campfires, bonfires, braizers, and magical fires are unaffected.
Book of Rougish Luck

Ease Burden's Beast


Transmutation

Elemental Dart
Evocation [see text]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25' +5'/2 levels)
Target: Up to five creatures or objects, no two of which can be more than 30' apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Elemental Dart allows you to fire a volley of elemental energies of your choice, including elements
not often found in direct spells. You fire one dart, plus one dart per caster level above 1st, to a
maximum of five darts at 9th level, and each dart deals 1d6 damage. The darts require a ranged
touch attack to hit for each target, but multiple darts fired at the same target all use the same attack
roll. Despite this, each dart still counts as a separate hit.

All darts fired are of the same type. Choices include the energy descriptors of acid, cold, electricity,
and fire, as well as the elemental descriptors air, earth, and water, and the spell gains the descriptor
of the energy or element chosen.

Energy darts are subject to resistance per dart. Elemental darts are not subject to energy resistance
(or damage reduction), but if employed against a creature with the opposed elemental subtype they
deal +2 damage, for a total of 1d6+2 per dart (air vs earth, earth vs air, or water vs fire). Fire darts
are always energy, affected by energy defenses, and deal no extra damage against water creatures
unless the creature already has fire vulnerability.

Enlarge
Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25' +5'/2 levels)
Target: One creature, or one object of up to 10 cu. ft./level in volume.
Duration: 1 minute/level
Saving Throw: Fortitide negates
Spell Resistance: Yes

This spell causes instant growth of a creature or object, increasing both size and weight. The subject
grows by up to 10% per caster level, increasing by this amount in height, width, and depth (to a
maximum of 50%). Weight increases by approximately the cube of the size increase as follows:

Increase Weight
+10% +30%
+20% +70%
+30% +120%
+40% +170%
+50% +240%

All equipment worn or carried by a creature is enlarged by the spell. Any enlarged equipment that
leaves an enlarged creature's posession (including projectiles or thrown weapons) instantly returns
to its original size. If insufficient room is available for the desired growth, the creature or object
attains the maximum possible size, and may make a Strength check to burst any enclosures in the
process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be
used to crush the subject by increasing their size.

The size category of a creature does not change, even if its new height or weight would otherwise
suggest it should. At 20% and again at 40% an affected creature gains a +1 increase to Strength,
while at 30% and again at 50% the damage of an affected creature's weapons gain +1 damage
(maximum total +2 Str and +2 damage at 5th caster level).

Multiple magical effects that increase size do not stack.

Enlarge counters and dispels reduce.


Material Component: A pinch of powdered iron.

Notes: As the 3.0 version of the spell, plus a flat change to weapon damage.

Eternal Lantern
Evocation [Light]
Level: Clr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: A glowing, stationary lantern
Duration: Permanent (D)
Saving Throw: No
Spell Resistance: No
You create a magical glowing lantern. Its eternal light is equal to that of a normal lantern (30' radius
bright, 60' shadowy). The lantern can float in midair or rest upon a surface, but once created it does
not move. It is not a physical object, just a manifestation of light and energy. As such, it cannot be
damaged, although it can be extinguished. The caster (and those who learn the specific command
word designated at casting) can douse the light with a word, returning it upon command whenever
desired.
Material Component: A sprinkle of ruby dust worth 150gp.
Book of Hallowed Might (heavily modified).

Eyebite
Transmutation/(see text) [see text]
Level: Brd 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25' +5'/2 levels)
Target: One living creature per round
Duration: 1 round/3 levels (see text)
Saving Throw: See text
Spell Resistance: Yes (see text)

You can merely meet the gaze of a creature to inflict your power upon them as one of four magical
effects: charm, fear, nausea, or sleep. You select one of these four possible gaze-like attacks when
casting the spell. You retain the gaze power for 1 round for every three caster levels, and directing it
is a free action you may take once each turn. You may target the same creature on multiple rounds,
but once a creature succeeds on a save against a particular casting of eyebite, they are immune to it.

These effects to not work on undead or construct creatures, or extend beyond the plane you
currently occupy. If a targeted creature has spell resistance, you must beat their spell resistance in
order to affect that creature- failure to do so means that creature is immune to this casting of
eyebite, but the spell continues. If your gaze is reflected back upon you, you are subject to its
effects, but are allowed the normal saving throw (and spell resistance, if you have it). A reflected
charm gaze affects you as a hold monster spell.

The four versions of the spell are as follows:


Charm: Equivalent to a charm monster spell, but with the DC based on eyebite's level. This version
of eyebite is a transmutation/enchantment, [compulsion, mind affecting] spell.
Fear: The subject panics for 1d4 rounds, after which it refuses to face you for 10 minutes per caster
level. If you confront them during this time, they either cower or flee for cover (50% chance of
either). This version is a transmutation/necromancy, [fear, mind affecting] spell and is negated by a
Will save.
Nausea: Sudden and crippling pain and fever sweeps over the subject's body, leaving them
nauseated for 10 minutes per caster level. This version is a transmutation/necromancy spell, and is
negated by a Fortitude save.
Sleep: The subject falls asleep for 10 minutes per caster level, though they can be wakened
prematurely by damage or an aid another action (a standard action). This version is a
transmutation/enchantment [compulsion, mind affecting] spell, and is negated by a Will save.

As a gaze-like effect, eybite does not affect the subjects immediately- it affects them at the start of
their turn, and they have the option to attempt to avoid it. Creatures can avert their eyes, which
grants them a 50% chance to avoid the gaze, but also grants the gaze wielder concealment (20%
miss chance) with regards to that creature. Creatures can also close their eyes or turn away entirely,
but this means they are effectively blinded (50% miss chance and other penalties) with regards to
the attacker and anyone on that side of the room.

Finger of Life
Conjuration [Healing]
Level: Clr 5, Drd 5
Components: V, S, see text
Casting Time: 1 action
Range: Close (25'+5'/2 levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text

By means of this remarkable spell, you can produce a variety of healing magicks, and deliver them
to any creature within range. Finger of life duplicates the effects of any [Healing] spell of 3rd level
or lower from your class list, using finger of life's range, casting time, target, and level. The chosen
spell must have a duration of instantaneous and be able to affect targets other than the caster.
Spells and Spellcraft

Firey Weapon
See caustic weapon, above.

Flame of Faith
As Spell Compendium p95 (a non-magical weapon becomes +1 flaming burst for 1 round/level),
but if the spellcaster's domains or their deity have a special affinity for cold, electricity, or
ooze/acid, the "flame" is of that energy type (and only ever that type), instead.

Flesh Mending
Tramsumutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 3 rounds/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The assertion that "arcane" magic cannot perform basic healing is false: even without bardic cure
spells, sorcerers and wizards can accomplish the goal in multiple ways, albeit less directly and
efficiently. The subject of this spell gains fast healing 1 for the duration. If the subject already has
fast healing, it increases by 1 for the duration instead.
Material Component: a small piece of a creature or plant with remarkable healing abilities, such as
a troll or tendriculous, or even the common salamander or starfish.

Forget
Enchantment (Compulsion) [Mind Affecting]
Level: Asn 1, Brd 2, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 full round
Range: Close (25' +5'/2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You make the subject lose all memory of the last minute. On a failed will save, they do not
remember what they have seen, heard, or otherwise experienced during that time. This does not
prevent them from noticing any lingering effects of those events, or from noticing that their memory
suddenly cuts off if something interesting was happening more than one minute ago, or from
noticing the sudden appearance of someone right in front of them. They may react to or dismiss
such oddities according to their knowledge and personality. The caster (and only the caster) has a
grace period and will be forgotten if they can break line of sight before the end of their turn, on the
turn the spell is completed. As a Permanent spell, forget is easily noticed by detect magic and can be
dispelled.
Book of Roguish Luck (modified)

Freeze Arrow
Evocation [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels) or Medium (100'+10/level)
Target: Up to 20 pieces of ammunition or one creature
Duration: 1 minute/level or instantaneous
Saving Throw: None or Reflex half
Spell Resistance: Yes (see text)

Casting freeze arrow allows you to create icy projectiles, either by coating normal ammunition
(such as arrows, crossbow bolts, sling stones, or shuriken) in frost, or firing a blast of razor sharp
cold energy as a direct attack.

Freezing Volley: If you choose to create freezing ammunition, the spell has a range of Close and
targets up to 20 pieces of ammunition, all of which must be in contact with each other at time of
casting, and lasts for 1 minute per level. Each piece of ammunition is coated in frost which deals an
extra 1d6 points of cold damage to any target it hits. No saving throws or Spell Resistance apply to
this version of the spell.

Arrow of Ice: If you choose to strike a creature directly, the spell has a range of Medium and targets
a single creature. The energy begins unfocused, allowing it to travel around and through gaps in
obstacles while picking up speed, until it solidifies just before striking the target. The blast deals
1d6 damage per caster level (maximum 10d6) with a Reflex save for half, the damage is half cold
and half slashing, and Spell Resistance applies.

Material Component: A few shards of crystal or glass.


Freezing Sphere
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S, F
Range: See text
Target, Effect, or Area; see text
Duration: Instantaneous or 1 round/level; see text
Saving Throw: Reflex half; see text
Spell Resistance: Yes

Freezing sphere is a multipurpose spell that can be cast in one of the following three versions:

Cold Ray: A ray of cold springs from your hand out to Close range (25' +5'/2 levels). You must
succeed at a ranged touch attack to hit your target. The ray instantaneously deals 1d6 cold damage
per caster level (maximum 20d6).
Focus: A small, white, ceramic cone or prism.

Frigid Sphere: A tiny sphere of freezing matter streaks from your fingertips out to Medium range
(100' +10'/level), to strike a body of water or liquid which is principally water. When it strikes such
a target, it freezes the liquid to a depth of 6 inches in an area equal to 100 square feet (a 10' square)
per caster level (maximum 1,500 square feet), but the sphere has no effect if it strikes a creature
(even a water based creature). The ice lasts for 1 round per caster level, and creatures that were
swimming on the surface become trapped in the ice. Attempting to break free is a full round action,
and the creature must succeed at a DC 25 Strength or Escape Artist check to do so.
Focus: A thin sheet of crystal about 1 inch square.

Globe of Cold: A fist-sized globe of cold energy flies from your hand to the location you select
within Long range (400' +40'/level), where it explodes in a 10' radius burst, dealing 1d6 points of
cold damage per caster level (maximum 15d6) to each creature in the area. Affected creatures
recieve a Reflex save for half damage. Alternatively you can refrain from firing the globe: instead it
becomes solid for up to 1 round/level, cool to the touch but not harmful, and can be fired from a
sling or thrown with a range increment of 20' as a grenadelike weapon which bursts upon impact.
This reduces the damage to 6d6 regardless of caster level, and the globe bursts automatically when
the duration is up (a creature holding the globe recieves no save when this happens). You can
choose for the globe to burst earlier if you wish, but the time cannot be changed once set (though it
still bursts on impact after being hurled).
Focus: A small crystal sphere.

Gaseous Form, Swift


Transmutation
Level: Brd 3, Sor/Wiz 3
Components: S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

This spell functions as gaseous form, except as above (1 round durations end at the start of your
next turn).
Goo Pile
Conjuration [Creation]
Level: Ooze 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25' +5'/2 levels)
Effect: Up to one goo/level (maximum 5), no two of which can be more than 30' apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell temporarily conjures ooze from thin air and rolls it into harmless goo balls to attack your
enemies. You can create up to one tiny goo per caster level (maximum 5), and combine any or all of
them into larger goos if desired: two tiny goos become a small goo, and two small goos become a
medium goo. The goos attack your apparent foes to the best of their ability. You may direct them to
attack, not attack, attack particular foes, or move. Goos are more intellegent than most oozes and
can perform more complicated tricks if you use the Handle Animal skill (choose their purpose upon
casting).
Material Component
Rice mashed to a rubbery paste and rolled into a blob.

Goo, Tiny Armor Class: 14 (+3 Dex, +1 size), touch 14,


Tiny Ooze flatfooted 11
Hit Dice: 1/2d10+2 (4 hp) BAB / Grapple: +0 / -3
Initiative: +4 Attack: Slam +2 (1d3+1)
Speed: 15 feet (3 squares) Full Attack: Slam +2 (1d3+1)
Armor Class: 16 (+4 Dex, +2 size), touch 16, Space / Reach: 5 ft / 5 ft
flatfooted 12 Special Qualities: Darkvision 60 ft, ooze traits
BAB / Grapple: +0 / -9 Saves: Fort +3, Ref +3, Will +1
Attack: Slam +1 (1d2-1) Abilities: Str 12, Dex 17, Con 17, Int 2, Wis 12,
Full Attack: Slam +1 (1) Cha 5
Space / Reach: 2.5 ft / 0 ft Skills: Hide +7, Listen +5, Move Silently +3,
Special Qualities: Darkvision 60 ft, ooze traits Spot +5
Saves: Fort +2, Ref +4, Will +1 Feats: Alertness
Abilities: Str 8, Dex 19, Con 15, Int 2, Wis 12, Environment: Any
Cha 5 Organisation: Domesticated, solitary, pair, pack
Skills: Hide +12, Listen +4, Move Silently +4, (3-4)
Spot +4 Challenge Rating: 1/2
Feats: Alertness Treasure: None
Environment: Any Alignment: Always neutral
Organisation: Domesticated Advancement: --
Challenge Rating: 1/4 Level Adjustment: --
Treasure: None
Alignment: Always neutral Goo, Medium
Advancement: -- Medium Ooze
Level Adjustment: -- Hit Dice: 2d10+8 (19 hp)
Initiative: +2
Goo, Small Speed: 30 feet (6 squares)
Small Ooze Armor Class: 12 (+2 Dex), touch 12, flatfooted
Hit Dice: 1d10+3 (6 hp) 10
Initiative: +3 BAB / Grapple: +1 / +4
Speed: 20 feet (4 squares) Attack: Slam +4 (1d4+3)
Full Attack: Slam +4 (1d4+3) Feats: Alertness
Space / Reach: 5 ft / 5 ft Environment: Any
Special Qualities: Darkvision 60 ft, ooze traits Organisation: Domesticated, solitary, pair
Saves: Fort +4, Ref +2, Will +1 Challenge Rating: 1
Abilities: Str 16, Dex 15, Con 19, Int 2, Wis 12, Treasure: None
Cha 5 Alignment: Always neutral
Skills: Hide +2, Listen +5, Move Silently +2, Advancement: --
Spot +6 Level Adjustment: --

Ooze Traits -- All goos have the following ooze traits:


• Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
• Not subject to critical hits.

Goos are not blind, having a pair of eyes that usually reside somewhere near the top edge of their
body. They lack the usual blindsight of most oozes, and as they are not mindless they are not
immune to mind-affecting effects.

Credit for the original Goo statblocks goes to Stathfolos on GitP. The original thread seems to have
been lost, however.

Goo Stream
Conjuration [Summoning]
Level: Sor/Wiz 2

This spell functions as summon swarm, except it can summon only one thing: a swarm of goo balls.
While they lack teeth, the hundreds of aggressively bouncing blobs can still overwhelm a target if
not taken seriously, and their jellied mass is much harder to damage and disperse than one might
expect.

Swarm of Goo Skills:* Hide +12, Listen +4, Move Silently +4,
Tiny Ooze [Swarm] Spot +4
Hit Dice: 4d10+8 (30 hp) Feats: Alertness, ?
Initiative: +4 Environment: Any
Speed: 15 feet (3 squares) Organisation: Stream, Torrent, Goonami
Armor Class: 16 (+4 Dex, +2 size), touch 16, Challenge Rating: 2
flatfooted 12 Treasure: None
BAB / Grapple: +3 / - Alignment: Always neutral
Attack: Swarm 1d6 (nonlethal) Advancement: --
Space / Reach: 10 ft / 0 ft Level Adjustment: --
Special Qualities: Darkvision 60 ft, ooze traits,
swarm traits Distraction (Ex): Any living creature that begins
Saves: Fort +3, Ref +5, Will +2 its turn with a swarm in its square must succeed
Abilities: Str 8, Dex 19, Con 15, Int 2, Wis 12, on a DC 14 Fortitude save or be nauseated for 1
Cha 5 round. The save DC is Constitution based.

Guidance
Divination
Level: Adp 0, Clr 0, Drd 0
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell gives a glimpse into the subject's future. The target recieves a +2 insight bonus on a
single attack roll, saving throw, or skill check made within the next hour. It must choose to use the
bonus before making the roll, and a person can't have more than one guidance effect at a time
(further castings merely reset the duration). The more powerful someone becomes the harder it is to
predict their future with these basic techniques. As such, guidance does not affect creatures with
more than 4 HD.
Focus: A set of marked sticks, bones, cards, or similar tokens, or a holy symbol.

Halo of Shelter
Abjuration [Good]
Level: Clr 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One non-evil creature
Duration: 1 mintue/level (D)

You create a halo around a subject that can sustain 5 hit points of damage per caster level
(maximum 75). All incoming hit point damage, lethal or nonlethal, is subtracted from the halo
before any of it reaches the target; as long as the halo has any hit points left, it absorbs the entire
attack. The halo also blocks any effect accompanying an attack that requires damage to be inflicted,
such as poison. The target glows with divine energy (particularly around the head) that illuminates a
5' radius. Damage from artifacts, spells of 7th level or higher, and +5 or higher weapons bypass the
halo.
Material Component: Four vials of holy water (total 100gp).
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Healing Stream
Conjuration [Healing, Earth]
Level: Brd 5, Clr 5, Drd 5
Effect: 20' radius circle of healing energy

This spell functions as healing wind, except as above and as follows. Instead of a sphere of wind,
healing stream's circle of healing energy wells up from the ground or floor to affect allies within 5'
of the surface, and the amount healed is 1d8 +1/2 caster levels (maximum +7).

Healing Wind
Conjuration [Healing, Air]
Level: Brd 3, Clr 3, Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25' +5'/2 levels)
Effect: 15' radius spread of healing wind
Duration: 1 round
Saving Throw: Will half (harmless)
Spell Resistance: Yes

Healing winds swirl through the area of the spell, glowing with positive energy and air magic. Any
allies within the area are healed 1d4+1/3 caster levels (max +3) points of damage multiple times:
immediately on your turn as you finish casting the spell, at the beginning of their turn, and at the
beginning of your turn (just before the spell ends). Any bonus healing from other effects is divided
by 3, before applying it to each trigger. The effect is stationary, so allies that leave the area before it
concludes or who enter after it begins are affected accordingly.

Hidden Chamber
Conjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: 0'
Effect: One extradimensional chamber
Duration: 1 hour/level (D)
Saving Throw: Reflex negates (see text)
Spell Resistance: No

You create an invisible portal that leads to an extradimensional room, extending from the same
plane. The portal can be of any dimensions and shape up to a 3'x5' rectangle, placed at any desired
angle or position (including mid-air), entering at any desired point on the walls of the interior. The
room itself can be a 10' radius sphere, a 15' cube, or a 20'x20'x10' rectangular prism.

If you create the portal beneath a creature or one stumbles into it unintentionally, they may avoid
this fate with a successful Reflex saving throw. The maximum possible falling damage allowed by
the standard dimensions is 2d6. The 'walls' of the space are rough (Climb DC 25), with no
protruding handholds, but cannot be damaged so many types of climbing aid and methods of
affixing things to walls are innefective.

No spells or attacks may pass the edge of the portal but those within can see out as through a
window, creatures with see invisibility can see in, and sounds and scents pass through freely. The
portal can be revealed and this view obscured by unattended objects including powders or liquids as
as if it were an invisible plane of glass. Creatures with blindsense or blindsight can detect the portal
but their sense is obscured by its width, marking it as an obviously unnatural phenomenon.
Material Component: Powdered corn extract and a twisted loop of parchment.

Iced Fire
Conjuration (Creation)
Level: Asn 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: A small chunk of ice
Duration: Up to 1 hour/level
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates a chunk of ice about the size of a human fist with a red, glowing center. Over the
course of the duration, the ice melts. You determine the spell's exact duration when you cast it, but it
can be no longer than one hour per caster level and no shorter than one minute. When the duration
expires, the ice finishes melting, and the exposed center bursts with heat and flame, inflicting 2d6
points of fire damage to all within 5'. Heat can alter the duration set by the caster: every point of fire
damage applied to the ice chunk reduces the spell's duration by 10 minutes. If the duration falls to 0
or below, the ice's core detonates.
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Icy Weapon
See caustic weapon, above.

Ice Storm, Greater


Evocation [Cold]
Level: Drd 7, Sor/Wiz 7

This spell functions as ice storm, except it deals 6d6 points of bludgeoning damage and 4d6 points
of cold damage.

Keep Dry
Abjuration
Level: Adp 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One object
Duration: Eight hours (D)
Saving Throw: None
Spell Resistance: No

You magically protect one object from getting wet. Even if submerged underwater, the object
remains dry. Objects that normally would absorb water (cloth, paper, a sponge) under the influence
of this spell do not.
Material Component: A pinch of dust.
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Keep Fresh
Abjuration
Level: Adp 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1lb of food
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No

Food under the effect of this spell does not spoil, rot, or decay in any way. It doesn't even change
temperature (hot food stays hot, cold food stays cold), remaining as fresh at the end of the duration
as it was at the begining. Note that the spell fails if used on more than 1lb of food, so the caster may
need to separate the desired portion first.
Material Component: A pinch of salt.
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Lightning Weapon
See caustic weapon, above.

Liquid Guardian
Transmutation
Level: Sor/Wiz 7
Components: V, S, XP
Casting Time: 24 hours
Range: Close (25' +5'/2 levels)
Target: One ooze
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

You awaken a mindless ooze to humanlike intelligence, applying the sentry ooze template
(Dungeonscape 115). You may determine the general assignment of skills and feats but all choices
must be approved by the DM. The new sentry ooze is friendly toward you. You have no special
connection or empathy with it, but the new sentry ooze will typically accept a simple task or
endeavor such as guarding an area, as long as it knows its needs will be met and the task does not
incur undue risk.
XP Cost: 250xp.

Lock Memory
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes

This insidious spell permemanently locks a single memory out of the victim's mind, with such
precision and thoroughness the victim has no idea something has been taken from them. The spell
can erease either the memory of one event, or one person, object, or idea. For example, you could
erase the victim's memory of a specific battle, or a childhood friend, or their prized sword.

In order to cast this spell, you must have some knowledge of the memory to be erased, from
firsthand experience, an account given to you by someone with first hand knowledge, or from a
written account, tapestry, legend, or song.

Though the victim has no idea of what has happened, their mind naturally resists this control, and
the resistance is greater the more central the memory is to their identity. Much like dominate
person, if the lack of the locked memory would cause the victim to act against their original nature,
the victim recieves a new saving throw with a +2 bonus. Success means the victim does not take
that action, but instead acts as they would if the memory were not locked, though they do not know
why. If the victim succeeds on two of these saving throws in a row, or upon the third total
successful save regardless of other failures, the spell is broken.
Material Component: A bit of paper upon which is written a description of the memory to be
ereased. The scrap must be folded and devoured at the conclusion of casting.
Adapted from Quintissential Sorcerer (originally destroy memory).

Notes: Usable in-combat deep memory "erasure," but essentially no worse than dominate, and
without the ability to plant false memories it should compare okay against the slower casting
modify memory.

Long Flame
Transmutation
Level: Adp 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One candle, lantern, or torch
Duration: See text
Saving Throw: None
Spell Resistance: No

You take one lit candle, torch, or lantern, and increase the amount of time it will burn, multiplying
by a factor of 1+ your caster level. Thus, a 1st level caster allows a torch to last for two hours rather
than one, while a 3rd level caster could stretch a single pint of oil over 24 hours in a lantern.
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Mage's Lantern
Evocation
Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
Duration: 1 hour/level (D)

As the light spell, except as above and as follows: mage's lantern generates an even glow with a
radius of 30', similar to that of a hooded lantern rather than a torch, and you may concentrate on the
spell with a move action to douse or relight the effect.

Maleific Blight
Level: Evil 7, Shaman 7

As unholy blight, except maleific blight deals deals 1d6 damage per caster level (maximum 20d6) to
good creatures, 1d8/level to good outsiders, and good creatures are nauseated for 1d4 rounds on a
failed save. As with unholy blight, this nausea cannot be removed by healing magic, but remove
curse is effective.
Manifest Dragon Heritage, Lesser
Conjuration [Creation]
Level: Sor 2
Components: V, S
Casting Time: 1 full round
Range: Close (25' +5'/2 levels)
Effect: One crested felldrake
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

As manifest dragon heritage (Races of the Dragon p114), except that you create a crested felldrake
(MM2 p98), and if it is killed the caster takes only 1d6 points of damage.

Maug Ally, Lieutenant


Conjuration [Calling]
Level: Sor/Wiz 4
Components: V, S, XP
Casting Time: 10 minutes
Range: Close (25' +5'/2 levels)
Effect: One called maug
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By casting this spell you request the services of a 4th level maug lieutenant. If you know the name of
a specific maug of 4th level or lower, you may request that individual by speaking their name during
the spell (though you might get a different creature anyway).

The maug requires payment for its services, paid up front in rare ores (including coinage) or magic
items. A task requiring up to 1 minute per caster level requires a payment worth 600gp, up to 1 hour
per caster level is 3,000gp, and a long-term task of up to one day per level is 6,000gp. A task the
maug deems nonhazardous might reduce the payment by as much as half, while an extremely
dangerous or suicidal task requires a minimum payment of 12,000gp regardless of duration.

At the end of its task or when the duration bargained for expires, the creature returns to its home
plane with its payment (after reporting back to you, if appropriate and possible). If destroyed, the
given payment retruns to the Thulkarr instead and the body remains (as normal for calling spells).
Attempts to swindle the maug fail, as it is linked to its masters while bargaining and they do not fail
to accurately evaluate the proferred payement.

A maug lieutenant may have any sort of class levels as determined by the DM. Maugs of this level
are usually equipped with grafts (Fiend Folio 213) and enhanced weapons and armor. The DM may
choose from the table below, roll randomly, or design their own list. As with any NPC, the maug
should be equipped with gear that matches its capabilities and vice/versa, and as with any called
creature the DM may designate their magic items as "bound."

d20 Grafts
Items
1-8 1 Locking Hand, Shoving Arm, or Stone Spitter
+1/+1 Two-bladed sword, +1 full plate
9-12 1 Locking Hand, Shoving Arm, or Stone Spitter
+1 Composite longbow (matches str) and 100 arrows, +1 buckler, +1 full plate
13-15 2 Locking Hands, Spike Stones
+1 full plate
15-17 Shudder Plate
mwk full plate, choice of mwk weapon and/or shield and/or bow
18-20 Rollers
mwk full plate, choice of mwk weapon and/or shield and/or bow

Maug Builds
To determine what sort of build is appropriate, look at what sort of monsters you might allow with a
Planar Ally spell. Maugs have higher base AC and damage than some 6HD outsiders, but no
damage reduction, energy resistance, or inherent magical abilities, and lieutenants have a maximum
of one iterative attack with no access to BAB 6+ feats. An unmodified warrior 4 is fine for an
unoptimized game, while an elite crusader or warblade 4 might be required to compete with bralani
eladrin, steel devils, or more.

Almost all maugs will start with Two-Weapon Fighting. They can make good use of many PHB
feats, including Power Attack -> Cleave/Improved Sunder, Point Blank Shot-> Rapid Shot/Precise
Shot, Combat Expertise-> Improved Disarm/Trip, Improved Unarmed Strike-> Improved
Grapple/Deflect Arrows, and Weapon Focus-> Weapon Specialization.

The simplest/most versatile option is unmodified fighter 4, which gives +4d10hp (avg +22), +4
BAB (total BAB +5), five feats, 12 skill points, and +1 to one ability score. Possible core feat
builds:

-Twinblade: Power Attack, Cleave, Improved Sunder, Weapon Focus, Weapon Specialization
-Archer: Point Blank Shot, Rapid Shot, Precise Shot, Weapon Focus, Weapon Specialization.
-Shredder: Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Combat Expertise,
Improved Trip
-Guard: Combat Reflexes (replace TWF), Blind Fight, Combat Expertise, Improved Trip, Point
Blank Shot, Rapid Shot

Other possible feats might inlcude Monkey Grip (for 3d6/3d6 huge two bladed sword), Exotic
Weapon Proficiency: Fullblade (3d8), Brutal Throw, Ability Focus (Rollers), Defensive Throw,
Hold the Line, Ranged Pin/Sunder, Healing Devotion, Leap Attack, Powerful Charge, Hurling
Charge, Shield Charge, Coordinated Shot, Guerilla Scout, Boomerang Daze, Exotic: Heavy
Poleaxe, Exotic: Sugliin, Exotic: Bone Bow, and so on.

Minor Ward
Abjuration
Level: Adp 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target or Area: Object touched or up to 20 sq. ft.
Duration: One day/level
Saving Throw: See text
Spell Resistance: Yes (object)

This spell is similar to glyph of warding, except as follows: Minor ward cannot trigger based on
alignment or religion. Multiple minor wards cannot function within 30' of each other. When casting
this spell you mark a clear design in paint, chalk, blood, scratch marks, or by some other means, and
when the spell is completed the ward and its boundaries remain quite obvious.

Blast Ward: A blast deals 1d4 points of damage to one target, with a Reflex save for half. This
damage can be acid, cold, electricity, fire, or sonic (your choice, made at time of casting).

Spell Ward: You can store any harmful 0-level spell that you know. The spell targets or is centered
on the intruder and operates based on your level at time of casting, with saving throws based on the
level of minor ward.

Material Component: You trace the ward with paint, chalk, or some other appropriate substance.
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Missive Token
Transmutation [Language-Dependant]
Level: Clr 3, Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 standard action
Range: Touch
Effect: A magical token
Duration: Until used
Saving Throw: None
Spell Resistance: Yes

You imbue a nonmagical object of Tiny size or smaller with a special communication magic.
Anyone possessing this token can contact you telepathically and send you a message up to 25 words
long as long as you're on the same plane; you are aware of the sender's identity. This spell does not
give you the power to respond, nor does the possessor of the token know your location or any detail
about you (even wheather you are on the same plane or alive to recieve the message). Once used,
the object retains no special value.

Material Component: A pinch of platinum dust worth at least 25gp, sprinkled on the token.
Focus: The object to be used as the token.
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Mount, Aquatic
Conjuration [Summoning]
Level: Sor/Wiz 2

As mount, but you summon a hippocampus (Stormwrack, p153) instead of a horse or pony. While
suited for bearing a rider across water directly, this spell is particularly useful for pulling small
boats with the proper gear- replacing the need for dedicated aquatic stables and exotic mounts with
a simple spell.

A hippocampus's swim speed is 50', carrying capacity light 230lbs, heavy 461-690lbs.
Adaptation: alternatively, the spell could summon a specially adapted horse (Amphibious+Water
Heritage feat), or a custom aquatic mount from the setting.

Mount, Underdark
Conjuration [Summoning]
Level: Sor/Wiz 3

As mount, but you summon a riding lizard (Arms and Equipment Guide p82) instead of a horse or
pony. While slower than horses, these riding lizards have a continuous spider climb ability which is
quite useful in great underdark caverns.

Riding lizard speed is 40', carrying capacity light 300lbs, heavy 601-900lbs.

Ninja Barrier
Illusion (Figment)
Level: Sor/Wiz 1, Assassin 1
Components: V, S
Casting Time: 1 swift action
Range: 0'
Effect: One 5' square vertical illusion
Duration: 1 round (see text)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

Developed by those of the ninjastic persuasion before the ghost step ability, ninja barrier creates an
illusion that lasts just long enough to obscure what the caster is doing. The illusion must fit within a
5'x5' square, be placed vertically adjacent to the caster, and include some sort of movement
(common choices include an unfurled fluttering scroll or an impossible waterfall). The result is
obviously fake, but no less effective at blocking line of sight than other figments. The spell ends at
the end of the caster's turn, rather than the start of the next turn as is normal for 1 round spells,
making it unlikely foes will even have a chance to interact with (and thus have an opportunity to
disbelieve and see through) the illusion. But that matters little to the caster, who likely hid, turned
invisible, teleported, or even just ducked around a corner, before the end of their turn and the spell.

Ninja barrier is fragile and sensative to the caster's state of mind: any attempt by the caster to attack
through the barrier (including any effect that would end invisibility), even with a ranged weapon,
causes it to disappear as soon as the action begins- leaving the caster fully visible while taking the
action. Regardless of who does so, any attack or creature moving through the barrier will also cause
it to disappear.

Order's Judgement
Level: Law 7, Shaman 7

As order's wrath, except order's judgement deals deals 1d6 damage per caster level (maximum
20d6) to chaotic creatures, 1d8/level to chaotic outsiders, and chaotic creatures are dazed for 1d4
rounds on a failed save.
Power Word: Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Close (25' +5'/2 levels)
Target: One living creature with 15 hp or less, or one or more living creatures within a 15' radius
sphere with 3 hp or less each
Duration: 1 minute
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instantly puts your foes to sleep, whether they can hear the
word or not. Unlike a sleep spell, those affected cannot be awoken early by mundane means or even
damage, though dispelling the effect wakes them instantly.

If power word: sleep is cast at a single creature, that creature falls asleep if it has 15 or fewer hit
points. If power word: sleep is cast as an area spell, it affects creatures in a 15' radius sphere that
have 3 or fewer hit points, and only up to a total of 30 hit points of such creatures. The spell affects
creatures with the lowest hit point totals first, until the next creature would put the total over the
limit of 30. Creatures with negative hit points count as having 0 hit points.

Any creature that currently has 16 or more hit points is unnafected by the spell, and any creature
that currently has 4 or more hit points is unaffected if the area version is cast.

Pure Sight
Divination
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: Self
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: No

Pure sight duplicates the effects of several lesser divinations. While the spell lasts, the caster can
change its effect as a free action on their turn once per round, choosing from the following effects:
arcane eye, arcane sight, detect alignment (any), detect poison, detect scrying, detect secret doors,
detect undead, or see invisibility. While this spell is in effect, a pale, magical light surrounds the
caster's eyes, granting darkvision 60'. Any saving throws are based on pure sight's level.

In addition, as long as at least one hour remains in pure sight's duration, the caster can change its
detection ability to duplicate the effects of true seeing. This effect will last for one hour, cannot be
changed once selected, and ends the pure sight spell immediately after the hour has elapsed.
Encylopaedia Arcane: Divination

Quintelemental Blast
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: 30'
Area: 30' cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A blast of quintelemental energy shoots forth from your fingertips in a cone, inflicting 1d6 points of
damage per caster level (maximum 15d6). This energy affects creatures as the energy type to which
they are most vulnerable, if applicable. Even if a creature has both protection and a vulnerability to
one energy type, this spell bypasses the protction and still affects the vulnerability: a white dragon
with protection from energy (fire) would still take 150% damage. Creatures with a resistance or
immunity to all energy types have an appropriate protection against the damage this spell inflicts,
based on whichever resistance is lowest.
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Reduce
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25' +5'/2 levels)
Target: One creature, or one object of up to 10 cu. ft./level in volume.
Duration: 1 minute/level
Saving Throw: Fortitide negates
Spell Resistance: Yes

This spell causes instant diminution of a creature or object, reducing both size and weight. The
subject shrinks by up to 10% per caster level in height, width, and depth (to a maximum of 50%).
The reduced weight is proportional to the cube of the new height, as follows:

Decrease Weight
-10% -30%
-20% -50%
-30% -60%
-40% -80%
-50% -90%

All equipment worn or carried by a creature is reduced by the spell. Any reduced equipment that
leaves a reduced creature's posession (including projectiles or thrown weapons) instantly returns to
its original size. A shrinking object may damage weaker materials affixed to it, but a reduced object
shrinks only as long as the target itself is not damaged.

The size category of a creature does not change, even if its new height or weight would otherwise
suggest it should. At 20% and again at 40% an affected creature takes a -1 penalty to Strength,
while at 30% and again at 50% the damage of an affected creature's weapons take a -1 penalty
(maximum total -2 Str and -2 damage at 5th caster level).
Multiple magical effects that reduce size do not stack.

Reduce counters and dispels enlarge.


Material Component: A pinch of powdered iron.

Notes: As the 3.0 version of the spell, plus a flat change to weapon damage.

Resist Scrying
Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You add +5 to the target's saving throws against scrying spells.


Material Component: A 3-ounce piece of lead.
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Ragna Blade
Evocation
Level: Sor/Wiz 9
Components: V, S, F, XP
Casting Time: 1 action
Range: 0'
Effect: Sword-like beam
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You form a violent, barely controlled beam of power into a blade blacker than the night. Capable of
destroying nearly anything, a ragna blade starts with 1d6 damage per level per level (1d6*level^2)
of stored energy and strikes as a melee touch attack. Against an object or magical effect, ragna
blade simply expends a number of dice equal to the caster level of the standard effect required to
destroy it, typically 11d6 for objects of up to a 10' cube in size (from disintegrate*), 17d6 for
magical effects (from disjunction*), or 21d6 for effects that normally require the Epic Dispel seed.
If you must have a certain caster level to remove an effect it costs at least that many dice instead,
but your own caster level and any dispel or percentile checks are ignored: If ragna blade has
enough power, the effect is destroyed. Against creatures, ragna blade expends a base 1d6/level on
each hit, with an extra 1d6 per -1 penalty taken on the attack roll, up to a maximum of 2d6/level on
a given hit.
*The DM may rule that smaller objects or weaker spells require less power, such as only 3d6 for
non-magical objects up to 30 lbs from shatter (at +1d6 per 10lbs up to 10d6 if maximum granularity
is required), or 6d6 for a clump of spells whose caster level you exceed by 11 or more (dispelling
them even on a 1 with a single targeted greater dispel magic), or even allow the destruction of
larger "objects" with an appropriate number of dice.
Focus: A suitably powerful artifact.
XP Cost: 1,000xp.

Scarecrows
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more harvest symbols touched (see text)
Duration: Instantaneous
Saving Throw: None
SR: No

This witch's spell allows you to animate symbols of the harvest (typically scarecrows) to serve you.
If cast on a sufficiently large pile of appropriate materials such as sticks, cloth, hay, etc, rather than
a prepared item, the scarecrows will assemble themselves over the next round. They remain
animated until destroyed (after which they cannot be re-animated), following your commands. All
creatures animated by the spell have the construct type, modifying their statistics as appropriate,
except they do not gain bonus hit points based on size. Some example creatures include:
• Scarecrows: as a skeleton of any humanoid or giant. The default is a human warrior which
can be assembled out of loose materials, while any other type must first be constructed at a
cost of 25gp per hit die. You cannot create a scarecrow of this type with more HD than your
caster level.
• Beast Totem: the effigy of a quadrupedal beast, equivalent to a boar or basic equine skeleton
can be assembled from loose materials. A fine totem that mimics a war-equine or bison
skeleton can be made at the cost of 25gp per hit die. All bites are replaced with gores.
• Squashes and Gourds: a speedy rolling gourd acts as an animated object of the same size
with wheeled movement, but no hardness or other abilities.
• Squash vines: as an assassin vine, but cannot use entangle.
• Carts and Wagons: as an animated object of the same size with multilegged movement
(since they are normally pulled), and hardness 5.
You can control up to 4 HD of scarecrows per caster level, though the spell normally animates no
more than half that per casting. If you create more scarecrows than you can control, you choose
which become uncontrolled- these fall apart immediately as if destroyed. When cast within a proper
field with at least enough crops to feed a Medium adult for a season, you may instead animate the
full 4 HD per level in a single casting, and the scarecrows gain +1hp per hit die. If the field carries a
blessing (which could be anything from a plant growth spell to a local harvest festival), they instead
gain +2 hp per hit die. Finally, the scarecrows enjoy a +1 on attacks, damage, and saves within a
field, or +2 within a blessed field.
Material Component: A witch's brew worth 25gp per HD of the scarecrows to be animated,
sprinkled over them before casting.

Special: Scarecrows might take the place of animate dead on the lists of Clerics or Adepts of
appropriately inclined patrons.

Scry Retaliation
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: A creature scrying you
Duration: Intantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

If you become aware that you are being scried, either through a Will save, intelligence check, or a
detect scrying spell, you can immediately cast this spell to channel a blast of destructive energy at
the scrier. The energy inflicts 1d6 points of damage per caster level (10d6 maximum). This spell
does not provide any information about the scrier. The damage harms only the scrier, and not the
means of scrying (the spell focus or magic item such as a crytal ball). It does not disrupt the scrying
attempt, unless of course the scrier is killed or knocked unconcious.

Alternatively, you can channel a single-target spell of 3rd level or lower which you have ready to
cast. Spells of touch range or requiring an attack roll cannot be channeled.
Complete Book of Eldritch Might

Scry Reversal
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: See text
Target: A magical scrying sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

If you become aware that you are being scried, either through a Will save, intelligence check, or
detect scrying spell, you can immediately cast this spell to scry your scrier. The spell functions as if
you had successfully cast scrying to find them, and you can continue to scry them even if they end
their own scry. This reversal does not end the original scry, however.
Material Component: A small silver mirror worth at least 50gp.
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Scrytalk
Divination
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

Once you have successfully found a subject with a scrying spell or effect, this spell allows you to
set up direct verbal communication with that subject through the scrying sensor. For the duration,
the subject hears everything you say (you can already hear the subject through the scrying effect).
The spell ends if the scrying link is broken. Note that the message spell can also be used to
communicate through scrying- scrytalk is simply more reliable and secure.
Complete Book of Eldritch Might

Shadow Sight
Divination
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 min/level

This spell allows the caster to look into a shallow version of the plane of shadow, and see the
shadow images of those on their current plane. By doing so, the caster may detect invisible foes and
ignore the miss chances caused by spells such as blur and displacement.
Spells and Spellcraft (modified)

Sharpening
Transmutation
Level: Adp 0, Drd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One edged weapon, projectile, or tool
Duration: 1 hour or until discharged
Saving Throw: None
Spell Resistance: No

With a little bit of magical help, you put a wondrously sharp edge on a slashing or piercing weapon
or projectile. The next successful attack made with the weapon gains a +2 enhancement bonus on
the damage roll (only the damage roll, overlapping with other enhancement bonuses as normal).
The next successful attack after that gains a +1 enhancement bonus to damage, after which the spell
ends. At the DM's discretion, casting this spell on a tool rather than a weapon may instead give a
bonus on an appropriate skill check, in which case it provides a +2 circumstance bonus which does
not stack with that of an already masterwork tool (followed by a +1 if used a second time, ending
the spell).

Focus: A whetstone.

Sheet Lightning
Evocation [Electricity]
Level: Drd 5, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100' +10'/level)
Area: Up to one 20' square (5' high), +1/3 levels beyond 7th (see text)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Crackling electricity shoots through the area in horizontal sheets, dealing 1d6 electricity damage per
caster level (maximum 10d6). The sheets must be arranged evenly into a continuous line, column,
or square. You may choose to create a smaller number of 20' squares than your maximum.

Focus: A small sheet of glass and some rabbit fur.

Slay Illusion
Illusion [Figment]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100'+10'/level)
Effect: One illusory creature
Duration: 1 round/level (D)
Saving Throw: Will negates (if interacted with)
Spell Resistance: None

You create an illusion of a horrible creature of Large size that you choose (or design). The illusion
has both visual and audible components. This illusion moves at a speed of 40' towards the nearest
illusion within rage, detecting it without possibility of error. Your illusion can double move or
charge, but not run, and its movement requires no action on your part.

As soon as it reaches the other illusion, it destroys it in a visual display of illusory obliteration. The
remants of the destroyed illusion fade out of existence. The next round, your illusion moves again to
the nearest illusion within range and does the same thing, continuing in this manner until the spell
ends. If there are no illusions within range, the illusory creature disappears in a blast of illusory fire.

Like all illusions, interacting with the illusory creature allows other creatuers a saving throw,
although their belief or disbelief in the illusion has no effect on its ability to seek and destroy other
illusions.
Complete Book of Eldritch Might

Soldiers of Acheron
Conjuration [Summoning]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25' +5'/2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30' apart.
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: Yes

You contact Thuldanin, second layer of Acheron, and summon steel-clad stone mercenaries to
battle. This spell summons one maug (Fiend Folio 121), plus an additional maug for every three
levels beyond 5th. They appear where you designate and act immediately, on your turn, attacking
your opponents to the best of their ability unless otherwise ordered. Maugs speak common,
draconic, and giant, and the only order they will refuse is to fight another maug- otherwise they
obey you without question.
Material Component: The Thulkarr charge their usual daily rate of 5gp per maug summoned,
payable in rare ores including silver or better standard coinage.
-This spell is in a bit of limbo as I further assess summon and not-summon spells.

Temporal Stasis
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Permanent (see text)
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

With a successful melee touch attack (and SR check if applicable) and failed save, you place the
subject into a state of suspended animation. For the creature, time ceases to flow and its condition
becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or
effect can harm it. It cannot affect or act upon the world in any way, nor is it aware of anything, or
even capable of thought. This state persists until the magic is removed, such as by a successful
dispel magic or freedom spel).

On a successful save, however, the spell is not immediately negated. If the target makes their save,
the caster may continue concentrating on the spell until the save is failed. The target is held in stasis
by the spell while the caster is concentrating and must succeed at a new save every round to prevent
the spell from becoming permanent for that round- but the spell does not stop until it either becomes
permanent or the caster loses concentration. Abilities such as Mettle do not negate temporal stasis.
The caster may not transfer or substitute their concentration on temporal stasis via spells, features,
or other effects: they must use their own standard action every round or the spell ends.

Note that because the spell only has a range of touch, the caster must also maintain physical contact
to continue it. Because the subject is held in stasis, the caster may grab on without fail and at no
further action cost. The magic of the spell allows the caster to resist forcible removal with an
effective grapple modifier equal to their caster level plus their spellcasting ability modifier, if they
wish.

Temporal stasis is a powerful and frightening spell, as once the spell has made contact and beaten
SR, the only thing that can save the subject is outside intervention. Even creatures that one cannot
kill or destroy can be sealed away, until they can be dealt with- or forgotten and then unleashed
upon an unsuspecting world centuries or millenia later.

Material Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a
total value of at least 5,000gp.

Train Object
Transmutation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 Tiny or smaller object (see text)
Duration: 1 hour (see text)
Saving Throw: None
SR: None

Inkwells that shuffle across the desk when needed, notes that fly through the building, dancing
featherdusters, bells that chime a tune, teapots that prepare their own tea, or just little toys that
move, many of the minor wonders found in a mage's home can be attributed to this early spell.
Train Object animates an object of Tiny or smaller size and instills it with a tiny bit of
programming. A trained object knows one trick as if it were a trained animal, with some exceptions:
it will generally come when called at no trick cost and if it has a function of some sort the trick can
be to perform that function on command, but as an object it doesn't automatically know how to
"play" unless a trick is spent to teach it how. A trained object cannot be Pushed to perform a trick it
does not know, but it also does not need to know the Work trick (as it cannot become tired).

A trained object cannot attack unless it is given the Attack trick. They have the construct type, Con
-, Int -, Wis 1, and Cha 1, and if capable of attacking gain the Weapon Finesse feat. Their remaining
parameters are similar to those of tiny and smaller animals:

Fine: hp 1, Str 1, Dex 11, speed 15'| or 10' and choice of climb or swim 10', 1d2*, AC 18
Diminutive: hp 1 Str 2, Dex 15, speed 20'| or 15' and climb or swim 10', 1d3, AC 16
Diminutive (flying): hp1 Str 1, Dex 15, speed 10' and fly 40' (average), 1d2, AC 16
Tiny: hp 2, Str 3, Dex 15, speed 30'| or 20' and climb or swim 20', 1d4, AC 14
Tiny (versatile): hp 1 Str 2, Dex 15, speed 15' and both climb and swim 15', 1d3, AC 14
Tiny (flying): hp 1, Str 1, Dex 15, speed 10' and fly 40' (average), 1d2, AC 14
*Trained objects of all sizes have enough strength penalty that total damage will always be 1
without some other effect to increase it. Note also that as Tiny and smaller creatures they must enter
a foe's space to attack, which provokes an attack of opporunity.

A trained object gains no benefit of the hardness (or lack thereof) it had before becoming a creature.
If an attack would destroy a trained object, the magic has been beat out of it: it returns to being a
normal object and any remaining damage from the attack is applied to the item. The now non-
magical item uses its full hardness and hit points againt this remainder damage, and assuming it
survives, can be repaired and even re-trained later.

Finally, and most importantly, casting Trained Object on the same target repeatedly over time
eventually causes the magic to stick. Each day you cast the spell in a row the duration stacks (2
hours on day two, 3 hours on day three, etc), until the duration reaches 24 hours, at which point the
target becomes a construct permanently with no further need of the spell (though it forgets the trick
when the spell wears off and can only come when called). Then, for each week you continue casting
the spell on every day (on the same target for the same trick), you may roll a check of d20 +caster
level+ spellcasting modifier vs the Handle Animal DC of the trick, in order to teach it the trick
permanently. A trained object can learn up to three tricks.

Trained objects are usually not produced on commission via this cantrip (see arcane pet), but with it
even the poorest and most isolated dilettante might surround themselves with curiosities over time.
A DM might consider adding it to the Adept or even Druid lists to represent minor spirits inhabiting
objects (with flavor restrictions if desired).

A character capable of summoning a familiar may choose a trained object (self-made or


comissioned). They grant no special benefits and can never speak with animals of their own kind,
but instead the object's wisdom and charisma are increased to 10 upon binding- gaining intelligence
makes them much more perceptive and lifelike.

Train Object, Greater


Level: Sor/Wiz 2
Target: 1 Small or smaller object (see text)

This spell functions as train object, except as above and as follows. Greater train object can affect
objects of Small size. These take on the statistics of a Small Animated Object, but without the
normal bonus hit points for being a construct (1d10 hp) and having no hardness or special abilities
other than an appropriate movement speed. However, an object specifically built for animation (at a
cost of +50gp above normal) gains +1 attack, +1 damage, and hardness 1 as a benefit. If the trained
object's hit points were rolled and it later has the magic beat out of it, it will have the same roll upon
being re-trained. Small trained objects are not eligible Familiars, unless one has the Improved
Familiar feat.

Undaunted Fixture
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Two objects
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

A far more powerful variant on the Stick cantrip. You touch two objects together, one of which can
be no larger than Medium size, and the spell binds the objects together with a magical force over
the next round. If separated before then, the spell fails to take hold. Breaking the bond once it is
complete requires a strength check (DC 30). Depending on the material of the objects involved, the
objects themselves may break first.
Complete Book of Eldritch Might (modified)

Wall of Wood
Conjuration [Creation]
Level: Druid 5, Sor/Wiz 5

This spell functions as wall of stone, except it can be placed on any solid surface capable of stabily
supporting its weight (rather than requiring solid stone to merge with and support it as would wall
of stone), and the wall or structure is made of wood planks shaped, jointed, pegged, pitched, and
otherwise naturally joined together, with hardness 5 and 10 hit points per inch of thickness.

While it does not magically merge with its surroundings, the wall or structure must be designed
with sufficient stability that to knock it over would require its destruction. Enclosed structures are
usually stable with a sufficiently wide base, while a freestanding wall will have diagonal supports or
at least a 60 degree bend, or a blocked passage will buttress itself against the surrounding structure.

Watchdog
Conjuration [Summoning]
Level: Drd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 full round
Range: Close (25' +5'/2 levels); see text
Effect: One summoned dog
Duration: 8 hours (see text)
Saving Throw: None
Spell Resistance: Yes

You sumon a watchdog to guard an area for you. The dog has average statistics for its kind (MM
271) and will perform the tricks down, guard, and warn for you without fail. It cannot perform any
other tricks, or attack except in self-defense. The guard dog remains even if you leave the range of
the spell, but is itself unable to move out of Close range from the point where it was summoned.

Alternatively, you may cast the bloodhound version of the spell to summon a tracking dog, with the
tricks heel, seek, and track. Dogs track by scent with a +5 Survival bonus (+1 Wisdom, +4 racial).
This version of the spell lasts for 1 hour/level and is not tied to a point, but the dog still cannot
perform other tricks or attack except in self-defense.

Material Component: A bit of dog hair or a leather collar.

Wind Cutter
Evocation [Air]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100' +10'/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
SR: Yes

A blade of solid air flies out from your hand before turning and striking your target. The blade
requires a ranged touch attack to hit, and deals 1d6 points of slashing damage, +2 per level above
1st (max +20).

Wind Cutter Spray


Evocation [Air]
Level: Sor/Wiz 2
Target: up to 3 creatures, none of which can be more than 30' apart

As Wind Cutter except you create three blades of air, and each blade deals 1d6 damage + 1/level
above above 3rd (max +10). The blades may be fired at the same or different targets, but they all
must be aimed at targets within 30' of each other and fired simultaneously.
Wind Cutter Storm
Evocation [Air]
Level: Sor/Wiz 3
Target: up to 6 creatures, none of which can be more than 30' apart

As Wind Cutter except you create six blades of air, and each blade deals 1d6 damage +1/2 levels
above 5th (max +10). The blades may be fired at the same or different targets, but they all must be
aimed at targets within 30' of each other and fired simultaneously.
Invocation Tweaks

(Complete Arcane)
Breath of the Night
-Unchanged, but you should be able to take proper fog cloud as a Least if you want.

Chilling Tentacles
-You may only have one instance of the tentacles active at a time, each time you use the invocation
it immediately ends the duration of the previous effect.

Curse of Despair
-Increase attack penalty on successful save to -2 so it's worth tracking.

Dark Discorporation
-As a corporeal swarm you have no reason to lose natural armor, so you don't. You retain the
benefits of all active magic items so you're not a sitting duck, but cannot activate or access
individual powers. You can end the effect as a move action.

Enervating Shadow
-Clarification: while it reads similar to Hellcat stealth, not working in "brightly lit" areas means this
currently only works in areas of shadowy illumination (which does match "shadow" better).

Hideous Blow
-Delete "melee" from the description, allowing it to be used with ranged weapons.

Hungry Darkness
-This effect now produces complete darkness, effectively blinding those within. Creating a new
swarm immediately ends the duration of the previous one, if it was still active.
--If this is too strong, force it to be centered on self as blacklight.

Noxious Blast
-Reduced to 1 round, there is no reason why this should have such a massive duration when it's
even more effective than confusion.

Repelling Blast
-

Tenacious Plague
-You may direct the swarms as a move action, and they will pursue fleeing creatures unless
otherwise directed. Note that other options at the same grade deal more damage, but cannot pursue
targets.

Wall of Gloom
-Is based on the Complete Arcane version of the spell, which does a bunch of things the Spell
Compendium "update" removed. Grade is currently reduced to Least, because I thought it was
already.

(Complete Mage)
Baneful Blast
-Reduced to Least
Cold Comfort
-Reduced to Least

Disembodied Hand
-Reduced to Least

Hammer Blast
-Increase to double damage vs objects.

Hindering Blast
-Works on any creature type. The only point of a slow effect here is because all the other higher tier
essences fail against non-living targets.

Mask of Flesh
-Reduced to Least

Soulreaving Aura
-Is invoked as a swift action (because that's the whole point of the spell but doesn't carry over
automatically), and the bonus hp on death is an additional passive ability that triggers for any death
rather than just those from the effect.

Steal Summoning
-Reduced to Greater, the concentration requirement makes this too niche for Dark, possibly at all.

Witchwood Step
-Reduced to Least

Note: Painful Slumber of the Ages is based on endless slumber, which is actually not endless, and
Swimming the Styx does not in any way protect you from the effects of the River Styx.

(Cityscape)
Coccoon of Refuse
-Delete urban environment restriction, works on any sort of refuse.

Note: Thieve's Bane doesn't actually stop thieves? But the power of what it does is appropriate for
the given grade, if for some reason a person took it.

(Magic of Incarnum)
Incarnum Shroud
-Grants 4 points of essentia (yeah, four, because one point at 16th is nothing). Additionally, if you
have not chosen investment for incarnum feats in the last 24 hours, you may do so with any or all of
your essentia immediately upon invoking.

(Dragon Magic)
Deteriorating Blast
-No saving throw.

Dragonward
-Remove dragon type restriction.
Dread Seizure
-If the duration was one round, this could be an essence.

Eldritch Glaive
-Banned. Yeah, that's right. Eff this stupid shape.

Penetrating Blast
-No saving throw.

Weighty Utterance
-With this little effect, it should probably be an essence. Either increase range and grounding
duration, or change to an essence.

Dragonfire Adept Invocations


-Add Chilling Fog, Humanoid Shape, and Perilous Veil to the Warlock list.

Notes: Chilling Fog is just another Greater area control, Humanoid Shape is something a bunch of
demons and devils (and fey and celestials and so on) do, moreso than dragon power ought to turn a
human into other humans, and Perilous Veil is directly aping the other Warlock penalty on save
invocations. None of them are particularly draconic (not even the ice fog when DFA lacks
icewalking or cloudwalking).

Invocation using classes should not all use the same list. However, the Warlock is such a mutable
concept that any new invocation should probably be available to them, and the combination of what
invocations you choose is what indicates your "heritage," if any. So, what gives, that doesn't make
sense.

Well the DFA is barely an invocation using class, so really there is only one "invocation using
class": the Warlock. All other well-written invocation using classes, even both homebrew and DFA,
have much shorter lists and almost always have some new invocations writen just for them. This is
how "non-warlock" invocations are presented: as exclusive effects found only by reading the entry
for something that grants them. Any invocation written as first as an invocation, is by definition
Warlock, otherwise it would be part of a unique class/PrC/something else. And if you're getting
invocations from something that's not-Warlock, you can still ask to take an appropriate Warlock
invocation instead, just like anything else.
New Invocations

Animate Elements (Least, 1st)


You gain the ability to create and control Elementals for as long as you concentrate. You may
animate a Small Elemental from a corresponding portion of element, which takes one round to form
and begins taking actions at the start of your next turn. The elemental acts as you direct it, and if
destroyed you must wait one full round before creating another from a new batch of material. An
Air Elemental requires an empty space twice its dimensions in order to form (so a Medium
elemental requires an empty 10' cube), Earth requires an unworked patch of both earth and stone,
Fire requires a fire of equal size, and Water requires a volume of water of equal size (and thus
weight) to the resulting elemental. As you gain access to higher grades of invocations you can
animate stronger elementals: Medium with Lesser, Large with Greater, and Huge with Dark.

If you cease concentrating the element behaves naturally: a fire without fuel goes out, earth falls
into a heap, and water spreads all over unless it lands in a container. Water and earth elementals lose
substance as they take damage, scattering earth and water and shattering stones,, and a slain
elemental simply leaves behind less than it took to create it. Reforming an elemental from such
remains requires an added amount of unspoiled element as determined by the DM.

Basic Energy Blast (Least, 1st, Eldritch Essence)


Choose an energy type (fire, cold, electricity, acid, or sonic) when you take this invocation. This
eldritch essence invocation turns your eldritch blast into a basic [energy] blast of the type chosen.
Similar to brimstone blast and coldfire blast, a basic [energy] blast deals damage of the chosen
type, and targets who fail a Reflex save may take further damage, though naturally this Least
version is much weaker. Targets who fail a Reflex save take only 1d6 damage during the next round
(at the start of your next turn), which can be prevented by taking a move action to brush or shake
off the clinging energy. If you later learn an eldritch essence invocation which deals the same type
of damage you chose here, you may immediately replace basic [energy] blast with a different Least
invocation of your choice (this does not count against your normal limit on swapping invocations).

Black Rider (Lesser, 4th)


The black rider arrives on a fell steed; this invocation allows you to bless your mount with dark
power so it will not fall. You may only have one fell steed. The blessing grants +10 hp, +1 AC, +1/2
bonus on all saving throws, +1/2 attack bonus, and +1/3 damage bonus, per caster level, but your
final caster level for this effect is reduced by the mount's Challenge Rating. Additionally, you are
treated as having the Mounted Combat feat when riding your fell steed, and gain a bonus on ride
checks equal to your caster level plus your charisma bonus. The chosen mount cannot already be a
bonded companion, familiar, special mount, or similar class feature, nor have class levels of its
own, though it can be an intelligent creature that serves you willingly such as by the Dragon Steed
or Sky Knight feats (or more in-character reasons).

Once granted the blessing is non-magical and remains until you revoke it or the creature dies. If the
creature dies while your blessing is in effect, you gain a negative level that lasts for a day before
dissipating harmlessly. Revoking the blessing has no adverse effects upon you, but suddenly
reducing a creature's hit points while it is damaged may have adverse effects upon your former
mount.

Coldfire Blast (Lesser, 3rd, Eldritch Essence )


This eldritch essence invocation allows you to change your eldritch blast into a coldfire blast. A
coldfire blast deals cold damage. Any creature struck by a coldfire blast must succeed on a reflex
save to prevent the coldfire (Frostburn p17) from clinging to them, dealing 2d6 points of cold
damage per round until they take a full-round action to remove it, or the duration expires. The
coldfire damage persists for 1 round per 5 class levels you have. A creature never takes more than
2d6 damage per round from this effect, even if it has been hit by multiple coldfire blasts.

Command Dark Spirits (Least, 2nd)


For 24 hours you are accompanied by a number of dark spirits equal to your caster level plus your
Charisma modifier (if positive, maximum two per level). Each spirit acts as an unseen servant,
except they match any movment speeds and modes you are using, and they can perform minor tasks
using your craft or profession bonuses (remember their effective strength of 2 and light load 6 lbs).
You can instead set your spirits to craft an item together: doing so means you cannot dismiss or
replace them until either you return or they are destroyed, and together they can make one craft
check (at your bonus). Finally, you can rile the spirits to attack by directing them with a move
action: this causes the spirits to become briefly visible as they move towards their targets at full
speed (choose their appearance upon learning this invocation). Each spirit strikes unerringly for one
point of damage before dissipating (spell resistance applies).

Cycling Blast (Lesser, 3rd, Blast Shape)


Much like many creatures that have breath weapons, you have an extra reserve of eldritch power
you may employ at need, but it takes time to recharge. A cycling blast deals an extra 1d6 damage
per four caster levels, but you must wait 1d4 rounds before you may use it again (note that 1 round
ends at the start of your next turn). However, unlike most breath weapons, a cycling blast has no
energy type- it is the same raw power as your unmodified eldritch blast, unless modified further by
another effect.

Dancing Chains (Greater, 4th)


You gain the ability to control chains for 24 hours, as the dancing chains spell (Book of Vile
Darkness p90). This allows you to control up to one chain per caster level in Close (25'+ 5'/2 levels)
range, extending them up to 15', giving them 2d4 piercing damage, each attacking or grappling with
your ranged attack bonus, and commanding them all as a standard action. Additionally, your
command is so great that you can combine your chain attacks to make them more effective: for each
chain that aids instead of attacking on its own, you may add a +2 bonus to another chain.

Eldritch Chain, Greater (Dark, 6th, Blast Shape)


As eldritch chain, but secondary targets take full damage.

Eldritch Strike (Lesser, 3rd, Blast Shape)


With a flourish your weapon is sheathed in eldritch energy- invoking an eldritch strike is a swift
action which can be done with a hand that is wielding a weapon. One melee weapon (or one end of
a double weapon) you hold is charged until it strikes a target, who is then affected by the eldritch
strike. At higher levels you gain more charges, to a total of 1 charge per 5 caster levels (minimum
1). The charges dissipate if the weapon leaves your hand, at the start of your next turn, or if you
activate eldritch blast again before using them.

Eldritch Swathe (Lesser, 2nd, Blast Shape)


You raise your hand and invoke a burst of energy within or near arm's reach. This invocation
changes your eldritch blast into a 5' radius burst centered at any point within 5' per die of damage.
All targets within the area area are struck, and recieve a reflex save for half damage.

Eldritch Weapon (Greater, 6th, Blast Shape)


The natural extension of eldritch strike, eldritch weapon functions the same except that the energy
does not dissipate after striking, instead lasting through every hit until the start of your next turn.

Fangs of the Vampire (Least, 2nd)


You grow a set of blood-draining fangs, which last for 24 hours. These fangs allow you to make a
bite attack which deals 1d6 points of damage, and can also be used in place of your unarmed
damage when grappling. Living creatures with blood take and additional 1 point of Con damage
from each bite, and you regain up to 5 hit points each time you drain blood.

Flowstone (Greater, 6th)


This invocation allows you to warp stone and mud to your liking. If used on mud, quicksand, or
similar, this functions as transmute mud to rock with a duration of 24 hours (D). If used on
unworked stone it functions as transmute rock to mud or greater stone shape with the same duration
(you can also shape rock solidified by the first function). Finally, you can reset the duration of these
effects to maintain them. If you don't refresh an effect at least once per day the material returns to
its original form.
-This might make more sense as sand, but sand doesn't move like flowstone. The sand versions of
the spells are also notably weaker.

Guardinal's Grace (Dark, 8th)


You take on the form and statistics of a Leonal Guardinal (MM 142) for a number of rounds equal
to half your caster level. Your Roar and Lay on Hands abilities in this form always come from the
same pools (which refresh each day) and you do not gain the leonal's spell-like abilities, but you do
retain the ability to use your own invocations. Otherwise, this acts as a Polymorph Subschool effect.
If reduced to zero hit points in leonal form, you can't use this invocation again for 1 hour.

Guardinal's Guile (Lesser, 3rd)


You take on the form of a Musteval Guardinal, a badger-like celestial infiltrator. This functions as
the Change Shape ability (you lose your natural weapons, natural Ex attacks, and movement modes,
gaining tiny size and a 10' burrow speed), except that you also gain the musteval's Focused
Movement ability and +4 racial bonus on Climb and Listen checks. Mustevals are bipedal and have
human-like hands, so you retain your ability to use invocations, but any gear that doesn't magically
resize falls off during the transformation. You may remain in musteval form as long as you wish.

Harvest Dance (Lesser, 4th)


You can turn symbols of the harvest into animated servants (as the scarecrows spell). Unless you
include the normal material component (a witch's brew worth 25gp per hit die to be animated) as
part of the process, the scarecrows crumble as if destroyed after 1 minute per caster level. If you do,
you can also repair damage with access to more materials and witch's brew, at a rate of 1 minute and
5gp per hit point.

Holy Blast (Greater, 6th, Eldritch Essence)


This eldritch essence invocation allows you to turn your eldritch blast into a holy blast. A holy blast
deals full damage to evil creatures and blinds them for 1 round on a failed Will save, but only deals
half damage to neutral creatures and no damage to good creatures (neither of which are blinded).
Evil outsiders take more damage, increasing the die from d6 to d8, and you may add your Charisma
bonus on checks to beat their Spell Resistance. Finally, damage from a holy blast is treated as a holy
weapon for bypassing regeneration.

Packlord's Howl (Lesser, 4th)


You unleash a supernatural howl, terrifying friend and foe alike. Anyone within 300' who hears it is
affected, unless they are an Outsider with a subtype which matches your alignment. Targets with
fewer hit dice than your caster level are panicked for 4d6 rounds on a failed Will save, which is
reduced to shaken on a successful save. Those with hit dice equal to or greater than your caster level
are instead shaken for 4d6 rounds on a failed save, and reduce that duration to 1 round on a
successful save. Whether a creature makes the save or not, afterward they are immune to your
packlord's howl until 24 hours have passed. This a sonic and mind-affecting ability.

Puppetwright (Lesser, 5th)


With this invocation you gain the knowledge of crafting exquisite puppets, dolls, and mannequins,
and the ability to animate them to serve you. Crafting a puppet takes one day and costs 500gp in
materials per HD, but requires little actual skill. The result is a tiny object. You may duplicate the
statistsics of Elementals, Astral Constructs, or simple Animated Objects if you so choose, and may
add extra hit dice and determine the visual form as you wish (subject to your own artistic ability).
Animating a puppet requires a full round action during which it grows to match its intended size,
taking action at the start of your next turn, and you may have HD equal to your caster level active at
any time. Dismissing (or dispelling) the effect causes the doll to shrink back to its normal size and
leaves it unharmed so long as it is not destroyed while in animate form, but if detstroyed in either
form the puppet is lost. A puppet recovers one hit point per hit die per hour spent in doll form, but
once it shrinks it cannot grow again until at least one hour has passed. Spell-like, Supernatural, and
other abilities recover at their normal rate in either form.

Special: You can also use puppetwright to mimic some outsiders with elemental subtypes, such as
Arrowhawks, Hellhounds, Mephits, Salamanders, Tojanida, and Xorn. Puppetwright cannot
duplicate any of the particular elementals found in MM2, Frostburn, or Stormwrack, nor can you
make a puppet of an Invisible Stalker or other permanently invisible creature. The DM may allow
other changes such as swapping energy types or allowing new creatures, at their discretion.

Spirits of Sand and Snow (Least, 1st)


The elemental spirits you command clear a path and steady your stride when traveling through areas
of loose material. For 24 hours you ignore the movement and skill penalties for sand, snow, dust,
and any similar type of terrain you travel through. Additionally, the spirits let you know when they
find something interesting just beneath the surface: When standing on the ground you are treated as
always having the first round of Detect Magic active with regards to the square below your feet, and
recieve an automatic search check as if you were actively looking for anything hidden.
-Note that these abilities do not protect you from traps underfoot, since by the time you can sense
the trigger, you've already stepped into or onto it. This information might prevent you from being
caught flat-footed though, or help you decide if you should activate an Immediate action magic item
or ability, for example.

Stygian Maze (Greater, 5th)


You can conjure a wall of ice as the spell with this invocation, as well as dismiss any or all of those
you have created as a standard action. Half the cold damage dealt to those who pass through a
shattered portion results from supernatural power and is not reduced by resistance or immunity to
cold. As long as you leave at least a 5' gap between one full edge (the top and bottom don't count, it
must be along a side) of your wall of ice and adjacent walls or terrain, you may continue conjuring
new walls. If you close an area off entirely or create a hemisphere, then you cannot create more
until a gap is opened.

Unholy Blast (Greater, 6th, Eldritch Essence)


This functions as holy blast, except it harms good instead of evil, and sickens for 1d4 rounds instead
of blinding. The sickening effect cannot be removed early by normal healing, but remove curse is
effective.

Wall of the Damned (Greater, 5th)


You may use spiritwall as the spell, with the following changes. If you create overlapping zones of
fear, affected creatures must make only a single saving throw against the fear effect, but otherwise
creatures are affected by multiple walls as normal. Furthermore, undead are not immune to the
effects of your wall, instead taking 1d10 damage when touching or passing through it, as the jealous
spirits claw even at mere unlife.

Warlock Punch (Least, 2nd, Blast Shape)


The "warlock punch" manifests in different forms for different users. Some cause a burst of energy
from their palm, others might briefly create an immaterial blade, but one of the most common is
simply the invoker's fist surrounded by visible power. By focusing all your power at point-blank
range, you make a melee touch attack which deals twice your normal eldritch blast damage.

Wings of the Night King (Lesser, 4th)


The vampire can fly with the wings of a bat, and so can you. Using this invocation transforms you
into a bat (MM 268) or dire bat (MM 62).
-As a bat, your type changes to Animal, you become Tiny with speed 5' and fly 40' (good), you have
low-light vision and blindsense 20', your base natural armor is +0 (usual AC 14), and your physical
ability scores are Str 1, Dex 15, Con 10 (do not adjust maximum hit points). You have a racial +4 on
spot and listen checks as long as your blindsight functions.
-As a dire bat, your type changes to Animal, you become Large with speed 20' and fly 40' (good),
you have blindsense 40', your base natural armor is +5 (usual AC 20), you have a bite with 1d8
damage (+1.5*str), and your physical ability scores are Str 17, Dex 22, Con 17 (do not adjust hit
points). You have a racial +4 on spot and listen checks as long as your blindsight functions.

In either form you retain abilities from class levels except for invocations and eldritch blast, but you
lose extraordinary abilities from your natural form (such as claws or darkvision) and cannot speak
or form somatic components. You retain your mental abilites skills, languages, etc. Equipment that
cannot be used by a bat merges into your form and becomes non-functional. This invocation lasts
until dispelled or dismissed (a standard action). While you cannot activate invocations, any that you
already had active remain so when you transform.

Wolfen (Least, 1st)


Some legends ascribe more than just shapeshifting powers to the werewolf- whether this is due to
warlocks who learn this invocation, or if this invocation springs from those powers, who can say?
You transform into a wolf (MM 283); Your creature type changes to Animal, your size is Medium,
your base land speed is 50', you have a bite attack (1d6+ 1.5*str) and a wolf's Trip ability (allowing
you to make a free trip check if you hit with a bite), and your base natural armor is +2. You retain
abilities from class levels except for eldritch blast, and may use other invocations in wolf form, but
you lose extraordinary abilities from your natural form (such as wings or darkvision) and cannot
speak or form other somatic components. You retain your mental abilities, skills, languages, etc.
Equipment that cannot be used by a wolf merges into your form and becomes non-fuctional. This
invocation lasts until dispelled or dismissed (a standard action)

When you first take this invocation, you choose whether to become an average wolf, or add the
wolf's strength to your own. Once made, this choice cannot be changed.
-If you become an average wolf, you can choose your appearance each time you transform, and
even attempt to disguise yourself as a particular wolf if you desire. Your physical abilitiy scores
become Str 13, Dex 15, Con 15 (do not adjust maximum hit points), you gain low-light vision,
scent, the Track feat, and a +4 racial bonus when tracking by scent.
-If you add the wolf's strength to your own, you gain +2 Str, +4 Dex, and +4 Con when in wolf
form, as well as low-light vision and scent, but do not gain the Track feat or the bonus on tracking.

Upon taking this invocation, you may choose to have any DR/cold iron you have or later gain as a
class feature become DR/silver instead. This choice cannot be reversed.
Notes on companion and summoning/animating abilities.

Black Rider: As a fairly high powered companion ability, the DM may choose to disallow
summoned creatures, controlled undead, bargained outsiders, created or controlled constructs, other
creatures gained by player abilities, etc. This invocation is meant to allow a Warlock to keep a
mount alive and ride in style rather than just having everyone default to Fell Flight, not double dip
by pumping up a full-power non-standard companion. At the same time it is absolutely meant to
keep cool mounts gained by esoteric means alive (even if it's just an exotic mount emporium), as
long as the DM agrees it's not too powerful- which is why the ability includes a CR-based
calculation to start.
-You can kill a suficiently damaged mount by revoking the blessing, and the blessing remains even
if you die. Free-willed creatures may be interested in backstabbing, or vulnerable to backstabbing.

Harvest Dance: As a variant on The Dead Walk, using a spell based on Animate Dead, any limits on
minionmancy apply to this invocation the same way they would the spells. In the scarecrows spell,
the extra limit on giant scarecrows is there so that you can't immediately animate a pair of "fire
giants" long before you'd ever see any, let alone beat them in a fair fight, and the spell is generally
intended to be more reliable but also more limited and costly.

Puppetwright: As a fairly high powered companion ability, the DM may disallow additional
monsters or apply virtual HD penalties as needed to adjust the balance for a given game, as they
should for any high powered companion ability.
Warlock Invocations

Least
All-Seeing EyesCM: Gain +6 search and spot, and comprehend written languages.
Animate ElementsFiz: Concentrate to create and control elementals.
Baleful Utterance: Shatter objects and disorient the wielder.
Baneful Blast (Essence)*CM: Deals +2d6 damage against favored enemy.
Basic Energy Blast (Essence)Fiz: Learn a specific energy blast which may deal +1d6 damage.
Beguiling Influence: Gain +6 bonus on bluff, diplomacy, and intimidate checks.
Breath of the Night: 20' radius mist provides concealment on your position.
Call of the BeastCM: Gain Wild Empathy and speak with animals.
Coccoon of Refuse*City: Entangle 1 round/level on failed Reflex save, limit Large size.
Cold Comfort*CM: Self and allies in 30' endure hot and cold as endure elements.
Command Dark SpiritsFiz: Control one unseen servant per level, focus to expend them and attack.
Dark One's Own Luck: Add charisma bonus to your lowest save.
Darkness: Use darkness as the spell.
Devil's Sight: See 30' in darkness and magical darkness.
Disembodied Hand*CM: Detach your hand to use it at range (move action to fly 30')
Drain IncarnumMoI: Deal 1 point of essentia or wisdom damage to a target in 30'.
Earthen Grasp: An earthen hand springs from earth (not stone) to grab foes.
Eldritch Spear (Shape): Blast range increases to 250'.
Entropic Warding: Gain 20% miss chance against ranged, and pass without trace.
Fangs of the VampireFiz: Grow fangs that deal 1d6 damage and drain blood.
Fog CloudFiz: Create a 20' radius fog cloud as the spell, no more than one at a time.
Frightful Blast (Essence): Shakened 1 round on failed Will save.
Hammer Blast (Essence)*CM: Blast deals double damage to objects instead of half.
Hideous Blow (Shape)*: Add Eldritch Blast to a melee or ranged attack.
Leaps and Bounds: Gain +6 bonus on balance, jump, and tumble checks.
Mask of Flesh*CM: Disguise as touched creature on failed save, and reduce Cha.
Miasmic Cloud: 10' radius fog around self grants concealment, fatigues foes.
Otherworldly WhispersCM: Gain +6 knowledge arcana, religion, and planes.
See the Unseen: Gain see invisibility and darkvision 60'.
Serpent's TongueCM: Gain the scent ability and +5 on saves against poison.
Sickening Blast (Essence): Sickened 1 round on failed Fort save.
Soulreaving Aura*CM: Swiftly cause 1 damage in 10', gain temp hp when creatures die in range.
Spiderwalk: Gain spider climb as the spell.
Spirits of Sand and SnowFiz: Ignore movement penalties, sense magic and search underfoot.
Summon Swarm: Use summon swarm as the spell, but ends when you stop concentrating.
Swimming the StyxCM: Swim at land speed and breathe underwater.
Wall of Gloom*: Wall of Gloom, as the spell (CA version)- obscures sight and holds weak-willed
creatures at bay.
Wall of SmokeFiz: Wall of Smoke, as the spell (SpC)- obscures sight and briefly nauseates passers
through.
Warlock Punch (Shape)Fiz: Blast becomes a melee touch attack, deals double damage.
Witchwood Step*CM: Move through undergrowth, rubble, and water walk at full speed.
WolfenFiz: Become a wolf.

Lesser
Beshadowed Blast (Essence): Blind 1 round on failed Fort save.
Black RiderFiz: Invoke a blessing upon your mount- or revoke it.
Brimstone Blast (Essence): Blast deals fire damage, burn for 2d6 on failed Ref save for 1 round/5
levels.
Charm: As charm monster with range 60', no more than one charm at a time.
Coldfire Blast (Essence)Fiz: As brimstone blast, but cold damage from clinging coldfire instead.
Crawling EyeCM: Detach your eye to use at range (move action to crawl 20')
Curse of Despair*: As bestow curse, but foes who make the save take -2 on attacks for 1 minute.
Cycling Blast (Shape)Fiz: Add +1d6/4 levels to blast, but only every 1d4 rounds.
Dread SeizureDM: Cripple foe for 3 rounds, halving speed and penalizing reach and ranged attacks.
The Dead Walk: Animate skeletons or zombies, temporarily or permanently.
Deteriorating Blast (Essence)*DM: Reduce target's damage reduction.
Eldritch Chain (Shape): Blast jumps to extra targets (1/5 levels) in 30' for half damage.
Eldritch Strike (Shape): A swift action charges your blade with a blast for one strike within one
round.
Eldritch Swathe (Shape)Fiz: Blast becomes a 5' burst within 5' range per die.
Fell Flight: Fly at your land speed with good maneuverability.
Flee the Scene: Use Short range dimension door, and leave behind a major image.
Guardinal's GuileFiz: Take the shape of a musteval guardinal, gain Focused Movement.
Harvest DanceFiz: Animate scarecrows and harvest symbols, temporarily or permanently.
Hellrime Blast (Essence): Blast deals cold damage, failed Fort save gives -4 dex for 10 minutes.
Humanoid ShapeDM: Assume humanoid forms for 24 hours, as the Change Shape ability.
Hungry Darkness: Create a swarm of bats and blinding darkness for concentration +2 rounds.
Ignore the PyreDM: Gain energy resistance equal to caster level against one type of energy.
Packlord's HowlFiz: Howl terrifies all within 300' the first time they hear it.
PuppetwrightFiz: Craft and animate more intricate pocket companions, 500gp per hit die.
Relentless DispellingCM: Use a targeted dispel magic, and it repeats next turn.
Spider-ShapeDotU: Transform into a monstrous spider for 1 hour/level.
Steal IncarnumMoI: Steal essentia on failed Fort save, 1 point/5 levels.
Stony Grasp: A stony hand springs from earth or stone to grab foes.
Sudden Swarm DotU: Enhanced spider swarm erupts from foe when slain.
Thieves' BaneCity: As hold portal, and deals 5d6 in 20' burst if forced open.
Voidsense: Gain blindsense 30'.
Voracious Dispelling: Use dispel magic as the spell, and deal damage to creatures that lose effects.
Walk Unseen: Use invisibility on self only at will, with 24 hour duration.
Weighty Utterance*DM: Flier within 60' falls 5'/level on a failed Will save, grounded 1 round.
Wings of the Night KingFiz: Become a bat or dire bat.

Greater
Betwitching Blast (Essence): Confuse 1 round on failed Will save.
Caustic MireCM: Create one caustic mire at a time.
Chilling FogDM: Create solid fog, which also deals 2d6 cold per round, limit one at a time.
Chilling Tentacles: Create black tentacles which grapple and deal 1d6 cold, but only one patch.
Dancing ChainsFiz: Control up to 1 chain/level as a standard action.
Devil's WhispersCity: Use suggestion, up to Cha active effects, subjects likely to forget you.
Devour Magic: Use targeted greater dispel magic at touch range, gain temp hp on dispel.
Eldritch Cone (Shape): Blast becomes a 30' cone.
Eldritch Line (Shape)DM: Blast becomes a 60' line.
Eldritch Weapon (Shape)Fiz: As eldritch strike, but charge remains through multiple hits.
Enervating Shadow: Gain total concealment in dark areas for 5 rounds, weaken adjacent creatures.
FlowstoneFiz: Warp stone, mud, and sand to your liking with 24 hour duration.
Hellspawned GraceCM: Transform into a hellcat for 1 round/2 levels.
Hindering Blast (Essence)*CM: Slow for 1 round on failed Will save.
Holy Blast (Essence)Fiz: Blast won't harm good creatures, blinds evil, more effective vs fiends.
Incarnum Blast (Essence)MoI: Daze 1 round on failed fort save for opposed alignments, +1d6
damage per invested essentia.
Nightmares Made RealCM: One patch of illusory terrain lets you hide and damages foes.
Noxious Blast (Essence)*: Nasueate 1 round on failed Fort save.
Painful Slumber of AgesCM: Target sleeps for 24 hours or more, takes damage if forced awake.
Penetrating Blast (Essence)DM: Gain +4 to beat spell resistance, reduce it by -5 if you suceed.
Repelling Blast (Essence): Failed Ref save sends foe flying 1d6x5', landing prone.
Steal Summoning*CM: Ready action to steal a summon as it's cast, with a cl check and
concentration.
Stygian MazeFiz: Use wall of ice repeatedly, stop if you don't leave a path out
Tenacious Plague*: Create a magical insect plague which can pursue targets.
Unholy Blast (Essence)Fiz: Blast won't harm evil creatures, sickens good, better vs celestials.
Vitriolic Blast (Essence): Blast ignores SR, deals acid damage, and 2d6 for 1 round/5 levels.
Wall of Perilous Flame: As wall of fire, but half the damage can't be reduced, and incinerates
bodies.
Wall of the DamnedFiz: Create spritiwalls as the spell, but undead also take damage.
Warlock's Call: Send messages as sending, but a Will save can deal 1d10 back to you.

Dark
Binding Blast (Essence)CM: Stun 1 round on failed Will save (mind affecting).
Caster's LamentCM: Break Enchantment on touch or counterspell 7th or lower as greater dispel.
Dark Discorporation*: Become a swarm of batlike shadows.
Dark Foresight: Use foresight at will, and gain limited telepathy with the targets.
Eldritch Chain, GreaterFiz: As eldritch chain, but secondary targets take full damage.
Eldritch Doom (Shape): Blast affects all enemies in 20' radius.
Guardinal's GraceFiz: Transform into a leonal for 1 round/2 levels, gain Roar and Lay on Hands.
Impenetrable BarrierDM: Create a single black wall of force, take 1d10 damage if destroyed.
Incarnum Shround*MoI: Gain concealment and 4 points of essentia, invest essentia immediately.
Path of Shadow: Use shadow walk as the spell, heal faster within.
Perilous VeilDM: Disguise a group as the veil spell, creatures that disbelive take 5d6 damage.
Retributive Invisibility: Use greater invisibility on self only, deals 4d6 and stuns in 20' if
dispelled.
Utterdark Blast (Essence): Blast deals negative energy damage, Fort save vs 2 negative levels for
1 hour.
Word of Changing: As baleful polymorph, but subject gets one extra chance to escape.

*: See changes above.

CM: Complete Mage


DM: Dragon Magic
City: Cityscape
MoI: Magic of Incarnum
DotU: Drow of the Underdark
Fiz: Fizban's brew, see above.
Vael's Invocation List, plus some of D1's, and tweaks.

Least
Black Omen AegisU: Summon weightless magical armor which can be enhanced as normal.
Cheetah's SprintG: Gain +30' speed, +4 vs AoOs, and expend them to sprint for a round.
Cloak of NightS: Become impossible to identify by sight, foil special senses.
Crypt Blast*U: Blast heals undead.
Death MaskU: Slightly alter body to create disguise, as either living or dead.
Eldritch Affliction (Shape)U: Replace ranged touch attack with Will save to strike without fail.
Friendship Blast (Essence)*M: Spare the target's life, gain +4 on checks to befriend them.
Hammer SpaceM: Store objects you can lift in an extradimensional space.
Hawk's EyeG: Gain low-light vision, +6 spot, and see five times as far as normal.
Metabolic FireW: Eat almost anything, remove fatigue with a full meal.
Miser's Trove*H: Summon food, clothes, gear, or even a horse.
Personal AuroraS: Emit bright light, control its shape and color.
PoltergeistU: Create lights and sounds, heat and cold, and move lightweight objects.
Predatory PerceptionU: Smell whether creatures are alive, dead, or undead, and their hit points.
Radiant Blast (Essence)*A: Illuminate target and dispel darkness, harmlessly or with bonus
damage.
Riverflow Blast (Essence)E: Creates water and ignores spell resistance, but not damage reduction.
Valiant MartyrA: Survive past -10hp, and gain +4 on attacks, saves, and AC when below 0.
Vivacious Blast (Essence)A: Heal living creatures to half hp, bonus damage vs undead.
Storm MantleE: Deflect one ranged weapon per round and improve existing flight.
Transformation SequenceM: Change weapons, clothing, disguise, and buff up as a swift action.
Ward Torch*E: Create floating flames which you can burst into light or smoke.
Wyrmling WingsW: Glide on weak wings, gain poor flight at 6th level.

Lesser
Assumption of the Humble CreaturesG: Become a variety of small animals.
Circle of PeaceA: As long as you don't attack, foes must make a Will save to harm you.
Discerning SightA: Pierce concealment and challenge illusions on sight.
Ectoplasmic Blast (Essence)U: Ectoplasm may reduce speed, hits ghosts without fail.
Eldritch Lash (Shape)*W: Shape your blast into a physical tail attack, use alongside weapons.
Eldritch Wings (Shape)*W: Strike two cones with your blast as a physical attack.
Guiding Spirits*A: Recieve guidance as divination, failure increases by 20% with each use per day.
Hands of the Healer*A: Heal various conditions and use caster level for heal checks.
Hoard EnergyH: Store energy while being slothful, trade it to power blasts or defenses.
Hoard SenseW: Appraise, identify, and learn more about items you hold. Locate them after a day.
Hungry Spirit (Shape)*U: Creat spirits which last 1 round+1/5 levels, direct them to attack.
One with Earth*E: Burrow tunnels through earth and gain 15' tremorsense.
Planar AttunementS: Ignore many environmental problems and planar dangers.
Protective ShellG: Moving bulwark provides cover bonuses.
Radiant HeartM: Endure heat and cold, emit light, and shrug off conditions each battle.
Sandstorm Blast (Essence)*E: Deal 1 con damage on failed Fort save, ignore SR but not DR.
Sparkle FieldM: Reveal creatures in a 30' radius, concentrate to blind foes.
Transcendent LanguageA: Gain tongues, concentrate to detect lies on a failed Will save.
Vampiric Blast (Essence)U: Heal yourself some of the damage dealt.
Wild SummonsG: Call an Animal Companion with a 1 hour ritual.
Wind Force*E: Create a wind blast strong enough to knock down medium creatures.
Work the WatersE: Move and shape water from a distance, and use it to grab foes.
Greater
Anchor Blast (Essence)*S: Entangles and drops speed to zero on failed Ref save.
Bonerip Blast (Essence)*U: Target may take extra damage as bones twist, animate as skeleton.
Breath of LifeM: Stop people from dying, within limits.
Castigating Blast (Essence)A: Blast deals nonlethal damage and target may cower in fear.
Eldritch Bloat (Shape)U: Blast become 10' radius burst, chains through corpses.
Eldritch Charge (Shape)G: Move and touch all foes in a line up to 60' for blast damage.
Eldritch Ghoul (Shape)*U: Shape your blast into claws and fangs.
Eldritch Retribution (Shape)A: Make an immediate blast against foes who attack you within 60'.
Infinite ArmoryM: Summon enhanced weapons.
Layered ScalesW: Gain armor, magic, energy resistance- multiple benefits weigh you down.
Leaping HareG: Jump into and out of danger quickly.
PlanewalkS: Travel to other planes in a minute, land perfectly with a high cl check.
Prismatic Blast (Essence)*M: Mutlicolored blast with seven random effects.
Roaring Blast (Essence)*W: Convert blast to sonic damage and command the target.
Ruinous Blast (Essence)H: Blast smashes objects, shreds regeneration, and destroys force.
Shield of the DepthsE: A regenerating shield of water grants you temporary hp.
Singularity Chamber*S: Access your pocket dimension.
Venom Blast (Essence)G: Blast carries an accelerated 1d6 con poison.
Wearying Blast (Essence)U: Failed fort saves fatigue, exhaust, and put the target to sleep.
Wraith ShroudU: Become less substantial, passing through gaps and even solid objects.

Dark
Annihilating Blast (Essence)D: Deal double damage on failed Fort save.
Dragonfire Blast (Essence)W: Fire pierces defense, incinerates objects and even force effects.
Eldritch Beam (Shape)M: Fire a huge beam, or focus it down to deal more damage.
Eldritch Starfall (Shape)S: Shoot a meteor at a target, which then explodes.
Eldritch Wrath (Shape)A: Blast becomes nine 5' radius pillars.
ExorcismA: Banish extraplanar creatures or mental influences from 1 creature/5 levels.
Externalize Soul*M: While your soul resides in an object your body refuses to die.
Facets of NatureG: Become large or small, strong or swift, and take bestial form.
Fusion HeartS: Use limitless energy to move, recover, or deal damage.
Light Leap*S: Move anywhere you can see with a move action.
Lord of the Deep (Shape)*G: Attack each target up to three times, up to eight attacks.
Master of Earth and StoneE: Shape stone, clay, and earth with impunity.
Pawns of XorvintaalW: Designate creatures as pawns to gain telepathy and special actions.
Sing the WindsE: Use control weather anywhere within 10 miles, ignoring even the season.
Six-Winged SeraphM: Six wings grant perfect flight and absorb harm each battle.
Storm Blast (Essence)E: Deal electricity damage and chance to paralyze, sonic damage next round.
Unbroken Tyrant Crown*H: Protect your thoughts, prevent eavesdropping, be kingly.

*: See changes below


A
: Angelic set
E
: Elemental set
G
: Gaia set
H
: Hells (Sin) set
M
: Magical Girl set
S
: Space set
U
: Undead set
W
: Wyrm set
D
: Demented One's list
Vael and D1 Invocation Changes

Radiant Blast and other +cha damage essences: these have more scaling potential and cha
dependance than I like in the warlock, which I read as intentionally low on ability dependance (and
one of the most balanced classes in part because of it). When Brimstone requires a failed save to do
~7 at Lesser, a Least that just gives you +2-10 as long as you pump Cha seems off. Making it +1 per
die removes the frontloading and ability, but not the scaling problem. How about-

-Radiant Blast: Remove cha bonus to damage, instead deals +1 per die to foes who are within a
darkness effect or are made of darkness (and ignores the concealment from magical darkness, only).
-Vivacious Blast: Change bonus to +1 per die against undead only (main benefit is healing).

Undecided: Swallowing "Blast,"

Anchor Blast: Duration reduced to 1 round, same as Noxious Blast. Save changed to Reflex,
because why Fort? And Reflex generally more reliable. Might also need a name change due to
dimensional anchor- or just add a dimensional anchor effect as well (being dim anchor'd roughly
equivalent to not being able to activate most planar travel due to no standard actions, when added to
the rest).

Bonerip Blast: The secondary damage may be reduced to 2d6 (note that normally it will be 3d6
when first gained) instead of half the first roll, if the limitations are being easily gamed around. If
the user already has The Dead Walk, then no changes to Bonerip.

Bronze Blast: Removed- I like the idea of essences with the metallic breath effects, but super
knockback is no, and also that's not how bronze dragon repulsion breath works, and this is the only
"metallic breath" so there's no cycle to preserve.

Crypt Blast: No +cha to damage. Don't really have anything to replace it, this pretty much just
exists to heal minions.

Eldritch Ghoul: Increased to Greater, grants bite primary and two secondary claws and that's it.
Invoking is a standard action which does not include attacks that turn. The original is basically
mimicing mostly full BAB, starting at a two attack bite/single claw at 6th, reaching the actual
standard bite/claw/claw at 12th, and then adding another claw at 18th. Looks bad, scales too far,
changed. Note that while I'm allowing full round weapon boost with Eldritch Weapon at this tier,
and that stacks with a proper weapon- instead the Ghoul gets more attacks until BAB catches up, a
truncated "iterative" penalty, and costs no swift action, even though the very next entry on this list
says everything should always take a swift action. Also note that Eldritch Ghoul already specifies
that it ends if you choose a different blast shape, which means firing a blast without it ends the
effect.

Eldritch Lash: Increased to Lesser, and creating the tail is a swift action. Every blast shape that can
be combined with other attacks should always require a swift action to prevent over-stacking.

Eldritch Well: Removed, creating pits at will is Greater on its own even without adding blast
damage for multiple rounds.

Eldritch Wings: Clarify to non-touch attack.

Externalize Soul: Suffocation also sets nonlethal damage to full+10. Beheading might cause you to
regenerate from the head, or regrow from the largest chunk of body.
Friendship Blast: Bonus applies to whatever sort of check is used to improve attitude, as determined
by DM. Dunno about +Cha damage.
-A flat +1d6 as merciful would be appropriate except that's 2d6 ranged at-will at 1st, so delay/scale
it? Or increase die size or +1 per die?

Guiding Spirits: Upgraded to divination, as augury is useless with the penalty and the level given is
for divination. Still has effective limit of only a few uses per day.

Guardian Shield: Removed, too problematic. Animated shields are banned, and the wall function is
poorly defined.

Gravity Blast: Removed, more easy forced movement. Might be reinstated as a mirror of repelling
blast, since I've left the original repelling alone.

Hands of the Healer: Reduced a grade, as the given statuses either include damage or immediate
combat consequences you can't heal, while not including the 11th+ level effects a Greater
invocation should address.

Hungry Spirit: Might be reduced to 1 round/5 levels. The intent seems to be that you stack up
before kicking in the door, but being able to go around corners is already pretty strong if you make
use of it.

Infinite Armory: Could be reduced to Lesser if given a specific list of +1 abilities (preventing Bane
spam in particular). Remove the second part where you can add your blast damage to the weapons,
because I've made that its own Greater invocation, rather than Least where Vael had it.

Light Leap: This invocation cannot be interrupted by readied or immediate actions, contingency and
similar effects cannot respond to it, and you suffer no AoOs when moving with it.

Lord of the Deep: As the strongest shape, granting x2 and/or x3 damage to multiple targets with no
friendly fire, this might be a bit much. If neccesary, the cost for each strike against a given target
becomes cumulative: so two hits cost a total of three of the eight(allowing 2/2/1/1) or three hits cost
a total of six (allowing 3/1/1)- still leaving plenty of room for multiple target value while forcing a
choice. Each further coil of the deep must slip around those already present to find purchase.

Miser's Trove: The strict one at a time restriction produces some sily results. The self only and
instant vanish ought to be enough, when mechanically this really is just a small pile of gp. It seems
to me like the point is to "live like a king" at 1st level when everyone else is scrabbling in the muck,
so it should do that.

One with Earth: Taking the entire party through stone is more than Lesser, so earth only.

Orbit: removed, animated shields are banned and this much floating stuff is pretty ridiculous.

Prismatic Blast: This has a lot of rolling and while some foes will be immune to a couple colors,
most of the time it will land and be bigger than other blasts. Effects may be reduced to half cl, cl,
and twice cl (with no saves), and one round for all durations.

Roaring Blast: Removing the Ref vs slow effect, because greater doesn't need two save or
suck/stuck in a single essence. Command is actually a pretty decent effect.
Sandstorm Blast: Dunno if this was originally intended to ignore SR, but it does now. A chance of 1
con damage isn't very much, but being blocked by DR is a lot. It's fairly academic though, when so
many (but not all) things with SR have DR as well- it's mostly stuff like Drow and some rare
assorted outsiders that these are good for.

Searing Blast: Removed. Only exists for +Cha damage.

Singularity Chamber: Increased to Greater, as it is effectively both a super safe rest ability and an
oversized Portable Hole, the latter of which is an item you can't afford until Greater tier anyway.

Thieving Fetch: Removed. While it's not actually that good at thieving aside from perfect silence,
it's still a "create a free rogue" spell, which I think are dumb and shouldn't exist.

Unbroken Tyrant Crown: Add the ability to prevent scrying on anything or anyone within 30', if you
wish it.

Ward Torch: Pyrotechnics effect requires a standard action.

Wind Force: Clarify, I'm reading this as no more than windstorm force for now, but I'll allow it to
stack with prevailing winds up to hurricane in that direction.

Wordless Allure: Removed. Rushed diplomacy with no words is a cute way to parse a "seduction"
roll, but rushed diplomacy mechanics is half of the problem with mechanical diplomacy (the other
half being a failure to recognize the DM's right to the control of their own characters, tied to flat
DCs).
New Soulmelds

Body of Thunder
Descriptors: Electricity, Sonic
Classes: Totemist
Chakra: Heart, Soul (Totem)
Saving Throw: See Text
You spin incarnum into a thunderstorm and wrap it around your body like a shroud. Lightning
dances through the roiling clouds endlessly.
The power of a thunderstorm is incredible, and totemists have found that the living storms scholars
call Thunder Worms are an excellent model for their meldshaping.
-Any creature striking you with it's body or a handheld melee weapon risks the arcing electricty that
flows through your soulmeld. Such an attacker must succeed on a reflex save or take 1d6 points of
damage.
-Essentia: the electricty damage increases by 1d6 for each point of essentia invested.

Chakra Bind (Heart)


Thunder joins the lightning swirling about in your personal thunderhead
-As a standard action you may unleash a clap of thunder once every 1d4 rounds. Every creature
within 30' of you must make a reflex save or else take 2d6 sonic damage, plus 2d6 per point of
invested essentia.

Chakra Bind (Soul)


Incarnum washes through your form and joins it to the storm, allowing you to become
insubstantial.
-You may become incorporeal at will, changing forms as a standard action. While incorporeal you
retain the benefit of all your soulmelds aside from those that require physical contact (such as
attacking with a natural weapon).

Chakra Bind (Totem)


You reach out with your hand and it phases through the target, delivering a nasty shock and nastier
shockwave.
-As a standard action you may dematerialize your hand long enough to make an incorporeal touch
attack. This attack deals 1d6 damage plus 1d6 for every point of essentia you have invested, half of
which is electricty and half of which is sonic.

Corollax Cloak
Descriptors: Mind Affecting
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: See Text
You shape a magnificent cloak of bright red feathers suited to a tropical forest, buzzing with barely
restrained curiosity and ready to erupt into chaos at the drop of a hat.
The tiny Corollax is a social bird with a flashy defense mechanism and a surprisingly tough hide.
Such varied qualities make this soulmeld useful in multiple situations: some use it to emulate the
dexterity of the beast and others for its durability, but by far it is most popular for its ability to
emulate the Corollax's signature attack.
-You gain the benefits of the Weapon Finesse feat for as long as you have your Crollax Cloak
shaped.
-Essentia: for each point of invested essentia you gain a +1 competence bonus on spot and listen
checks.
Chakra Bind (Shoulders)
The feathers that make up your cloak harden against all but the most mercurial blades, and you feel
the same durability infusing your own form.
-You gain DR 1/silver, which increases by the amount of invested essentia.

Chakra Bind (Totem)


A faint glow can be seen between the feathers of your cloak, which flaps more lightly in the breeze.
When you sweep it a spray of light and color flashes before you.
-You gain the ability to spray forth a cone of clashing colors as a standard action. Creatures within a
15' cone who fail a will save are affected: those with hit dice equal to or greater than yours are
blinded for 1 round, those with no more than four fewer hit dice than yours are blinded for 1d4
rounds, and those with 5 or more fewer hit dice than yours are blinded and stunned for 1d4 rounds.
After using this ability you must wait 1d4 rounds before using it again.

Digester Helm
Descriptors: Acid
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: See Text
Molded incarnum drapes over the top of your head and down your face, forming a nodule on your
forehead and somewhat grotesque ganglia about your mouth. The tannish hide has darker tiger-like
stripes down the back.
Digesters are fast, bipedal beasts with an aptitude for bounding about and hiding on the plains, but
that's mostly secondary compared to the powerful digestive acid they spew out of their head tubes
to liquify prey.
-The Digester Helm provides a +2 competence bonus on hide and jump checks.
-Essentia: each point of essentia increases the hide and jump bonuses by 2.

Chakra Bind (Brow)


The meld fuses to your head and a hole opens in the nodule forming a tube from which a faint scent
of bile can be traced.
-Binding this soulmeld to your brow chakra allows you to spray a 20' cone of acid as a standard
action, dealing 1d8 points of damage plus an extra 1d8 per point of essentia invested, with a reflex
save for half damage. After using this ability you must wait 1d4 rounds before using it again.

Chakra Bind (Totem)


The acid nozzle on your face widens in exhange for losing it's propulsive power.
-As a melee touch attack you may dump acid upon your foe, dealing a base 1d6 points of damage
plus an extra 1d6 per point of invested essentia.

Phargion Blades
Descriptors: None
Classes: Totemist
Chakra: Feet (totem)
Saving Throw: None
Drawing upon the soul of an odd and innefectual beast, you shape your incarnum into a the
perfected vision it was meant to be. A pair of dark chitinous plates arise on either arm and
alongside both your feet, more substantial than most soulmelds.
Scholars have deduced the tactics that the strange beasts called Phargions attempt to employ: rolling
up into a wheel shape for speed and using their armblades for both attack and defense in melee.
Sadly the creatures themselves are very poor at this tactic, but by drawing on souls not yet born
totemists can embody what the creatures might yet become.
-Your arms are covered by a pair of chitinous blades that prevent you from properly seating a
shield, but either can provide a +1 shield bonus of its own with no penalties. Like a buckler, you
lose this shield bonus if you attack with both of your arms.
-Essentia: you gain a +1 enhancement to the shield bonus of your armblades for each point of
essentia invested in this soulmeld.

Chakra Bind (Feet)


Your feet, legs, and entire body feel more flexible and you can somehow curl yourself into a round
shape. By tensing your body and trusting the soulmeld to guide your limbs you can propel yourself
along at great speed.
-As a free action you may enter your "wheel form," gaining a +10' bonus to land speed and a +1
bonus to AC for each point of invested essentia. While in wheel form you cannot attack or take any
actions that are not purely movement or mental. Exiting wheel form requires a move action but does
not provoke attacks of opportunity.

Chakra Bind (Totem)


The blades on your arms elongate and sharpen to a razor's edge, making them fully adequate
weapons.
-You gain a pair of "armblade" natural weapon attacks that deal 1d6 damage plus your strength
modifier. You use your armblades without losing the shield bonus from this soulmeld but gain no
other exceptions, and using an armblade precludes the use of a claw or weapon for that arm . Each
point of essentia invested in your Phargion Blades provides the armblades with a +1 enhancement
bonus on attack and damage rolls.

Pyromancer's Flame
Descriptors: Fire
Classes: Incarnate
Chakra: Hands, Arms
Saving Throw: Reflex Half.
A tiny spark of the first flame coaxes to life in your hand and ignites the incarnum shaped to fuel it.
Often called the "pyro glove" due to its popular hand bind, this soulmeld actually manifests as a
small flame in the palm of either hand. It is no stronger than a candle and appears or disappears as
quickly as thought.
-With a standard action you can stoke the flame to combust your enemies, filling a 5' cube in your
reach with fire that deals 1d6 damage with a reflex save for half.
-Essentia: each point of essentia increases the damage by 1d6.

Chakra Bind (Hands)


The flame grows stronger and brighter.
As a standard action you can throw a ball of fire somewhere within 30'. You make a ranged touch
attack to hit the target intersection, and if you miss the ball deviates as a splash weapon. Wherever it
impacts it explodes in a 5' radius burst dealing 1d6 fire damage, reflex half.
-Essentia: each point of essentia increases the damage by 1d6.

Chakra Bind (Arms)


A roiling chaos can be seen if you gaze deep within the flame.
You can unshape the soulmeld to launch a wide area fireball as a standard action. It explodes in a
20' radius spread at any point within 100', dealing 3d6 fire damage, reflex half.
-Essentia: each point of essentia increases the damage by 3d6.

Shocker Lizard Gloves


Descriptors: Electricity
Classes: Totemist
Chakra: Arms (Totem)
Saving Throw: See Text
You shape incarnum into a pair of long gloves that cover your arms, resembling the hide of a blue-
black lizard.
Shocker Lizards inhabit swamps and hunt prey by zapping it with electricity.
(While they are known for being able to devastate larger creatures by combining their electric
shocks, lone totemists can also benefit from the advantages in navigating swampy terrain.)- did I
delete a foot bind?
-As a standard action you may deliver a stunning shock to any creature within 5'. This deals 1d8
nonlethal damage and requires no attack roll, but the target does get a reflex save for half damage.
-Essentia: for each point of essentia invested your stunning shock damage increases by 1d8.

Chakra Bind (Arms)


Binding the gloves further onto your chakra causes them to sprout a pair of spikes at each wrist.
Electricity occasionally arcs between them.
-You may create a burst of electricity centered on yourself, which deals 1d8 damage per point of
essentia invested to all creatures within 20' as a standard action. Additionally, if you have any allies
with Shocker Lizard Gloves shaped within the burst area they may join in, adding an extra 1d8 per
ally to the burst's damage and taking none themselves (this takes no action).

Snow Mittens
Descriptors: Cold
Classes: Incarnate
Chakra: Hands, Arms, Soul
Saving Throw: See text
Drawing upon millenia of children's snowball fights, you shape incarnum into what looks like a
pair of warm gloves.
Tired of the Dissolving Spittle meld's horrible aftertaste and connection to terrible people, one
incarnate searched for something better. He shaped the laughter of children and the quiet deaths of
those lost to the cold into a weapon with more potential.
-Snow Mittens let you throw a ball of cold energy as a ranged touch attack (max 30', no increment),
dealing 1d3 points of cold damage. You can throw as many as you want from either hand as part of
a full attack, and you provoke attacks of opportunity as normal.
-Essentia: investing essentia increases the damage to 1d6 per point of essentia.

Charka Bind (Hands)


The insubstantial gloves solidify over your hands, keeping them warm and dry.
Binding Snow Mittens to your hands unlocks the second attack of the snow-warrior: dumping it
right down your opponent's shirt. As a standard action you can make a touch attack to deal 1d6
points of cold damage. Targets struck must then make a fortitude save or take an additional 1d6.
-Essentia: damage for the initial attack and failed fort save increases by 1d6 per point of essentia.

Chakra Bind (Arms)


Long gloves cover your arms to the elbow allowing you to wrap your arms around bigger and
bigger snowballs. . . You place the last ball of powdered incarnum up on top and your creation
springs to life, ready to defend you.
While shaping your melds for the day you may also create a snowman. It has the statistics of a
Large Animated Object with with no legs or hardness, it can Blind people in its snowy embrace and
Trample them with its compacted bottom, and while vulnerable to fire it is immune to cold and
instead heals 1 point of damage for every 3 points of cold damage it ignores. You can command
your snowman as long as you are within 60' and it can see and hear you, otherwise it continues
following your last orders. If the snowman is destroyed you can make a new one with 10 minutes
and a sufficient pile of snow, otherwise you must wait until the next time you shape soulmelds.
-Essentia: each point of essentia adds 1d6 cold damage to the snowman's attacks (including
Trample).

Chakra Bind (Soul)


The shaped incarnum crystallizes into a humanoid scultpure, joints cracking as it begins to move.
The soul bind functions as the arms, except instead of a snowman you create a full fledged Ice
Golem (Frostburn).
-Essentia: each point of essentia adds 1d6 cold damage to the Ice Golem's slam atacks and Ice
Shards ability and increases the save DC of Ice Shards by 1.

Tongue of Fire
Descriptors: Fire
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See Text
The incarnum changes color from blue to red as you shape it, becoming a band of dark red scales
around your throat. You can feel the heat collecting on your tongue and can spit it forth on
command.
Totemists shape the Tongue of Fire for one reason, and one reason only: to cut a burning swath
through whatever stands in their way. The Flame Snake from which it draws energy and inspiration
ranges in size from tiny to huge, and likewise are the flames manifested.
-As a standard action, you may spit a glob of fire at a target within 30'. This requires a ranged touch
attack to hit and deals 1d6 fire damage.
-Essentia: each point of essentia you invest in Tongue of Fire increases the flame spit damage by
1d6 points.

Chakra Bind (Throat)


The band of scales widens to cover your whole neck and ignites a great furnace within you, as if
you were massive forge bellows.
-You can the ability to breath a great cone of dark fire. As a standard action once every 1d4 rounds
you may breath a cone with a length of 10' plus 10' per point of invested essentia, dealing 2d6
damage plus 2d6 per point of essentia. Half the damage is fire and the other half is raw destructive
power that ignores energy resistance, and targets may make a reflex save for half damage.

Chakra Bind (Totem)


You grow set of snake fangs to go with your now forked tongue, and fire courses through the hollow
needles of your new teeth.
-You gain a bite attack dealing 1d4 points of damage that also injects a firey poison. If the target
fails an initial fortitude save it takes fire damage equal to the amount of essentia you have invested
every round for as long as the poison remains in its system (normally 10 rounds). Every point of
essentia you have invested also grants you a +1 enhancement bonus on the attack roll.

Soulmeld Notes: While I'm quite proud of the quality of the Totemist melds they were made a long
time ago, and are basically all a bit better than those in MoI, which means the already stronger
Totemist gets even stronger still. The Incarnate melds were made much later, and while again being
deliberately more useful than the Incarnate's existing options, are not even attempting to close the
gap between the classes. So if it looks like the two sets are at different power levels, that's because
they are.
Alchemical Items

Hoardgum: This rubbery, pink paste is normally sold in small kegs to those who wish to ensure
that their belongings are protected. After one hour of exposure to air, this paste solidifies into a
strong rubbery substance. If wrapped around one or more objects, the paste forms a shell of sorts
around them, and many objects can be clumped together in a single shell. Once hardened, hoardgum
possesses 5 hardness and 10 hit points per inch of thickness. Objects completely covered are
protected from water or other liquids, as well as exposure to air or other gasses. Furthermore,
Hoardgum adheres to objects it dried in contact with and a DC 12 Strength check is required to pull
it free of an object or visa versa. Strong alcohol dissolves hoardgum over the course of 1 round. A
single keg of Hoardgum can form a 1-inch coat over up to 5 cubic feet of material.
Weight 5 lbs; Price 50 gp
by Realms of Chaos (edited wording but main effects unchanged).

Superior Items

Animated object, permanent


-Large, commonly animated*: +5,490gp
Arcane Pet, tiny: +60gp
Arcane Pet, small: +250gp
-purpose built +50gp
Blue Ice flask or mug (1 pint): 100gp
-urn (1/5 cu. ft.): 200gp
-coffer (1/4 cu. ft.): 408gp
-bucket (1 cu. ft.): 800gp
Everburning Torch of Pelor (double radius): 300gp
Glasse item (11 cu. ft.): +660gp
Glowing Orb: 200gp
Hardened item, mineral (1 cu. ft.): +710gp
Hardened item, other (10 cu. ft): +710gp
Shrunk item (10 cu. ft, 5 days): 150gp

*Caster must use standard permanency in batches of three at the customary caster level-
circumstances may require a commissioner to pay the full cost if there are insuficient saleable
targets to animate, or insufficient demand for them to sell the remainder within a reasonable time.

Special Materials
Adamantine
Armor crafted from this ultra-hard green-black metal deflects blows, increasing the base armor class
depending on weight category: Light +1, Medium +2, Heavy +3. This is not an enhancement (or
deflection) bonus, so it stacks with the enhancement of magic armor (and Rings of Protection).
Shields do not increase their AC, but still benefit directly from the increased hardness and hit points
against sundering attacks. Weapons forged of Adamantine ignore hardness of 19 or less and
penetrate the damage reduction of certain monsters and spells. Adamantine has hardness 20 and
40hp per inch of thickness (1/3 more than steel). Items made from Adamantine are always
masterwork at no additional cost.
Market Price: Light Armor +2,000gp, Medium Armor +5,000gp, Heavy Armor +10,000gp, Shield
+3,000gp, Weapon +3,000gp.

Orihalcum
When alloyed with steel this kingly gold-tinged metal adapts itself to the purpose for which it is
forged, absorbing blows, striking true, or becoming impenetrable. Orihalcum armor grants the
wearer DR 1/- if light, 2/- if medium, or 3/- if heavy. Orihalcum shields apply their AC bonus even
against touch attacks. Orihalcum weapons bypass DR as if they were both cold iron and silver, and
count as magical even when they are not. Furthermore an Orihalcum weapon is treated as whatever
physical damage type (bludgeoning, slashing, or piercing) would be most effective against the
target, unless the wielder deliberately chooses to forgo this effect. This allows the weapon to bypass
damage reduction based on those attributes, as well as trigger or avoid triggering certain
weakenesses and defenses automatically. Orihalcum has hardness 20, 40hp per inch of thickness
(1/3 more than steel), and is immune to corrosion and damage from acid and rusting effects. Items
made from Orihalcum are always masterwork, at no additional cost.
Market Price: Light Armor +5,000gp, Medium Armor +10,000gp, Heavy Armor +15,000gp, Shield
+10,000gp, Weapon +10,000gp,

Magic Weapons
Crowd-Striking (Weapon)
This property may only be applied to boomerangs, chakrams, and similar exotic throwing wepaons
not suited for melee. As a standard action the wielder may attack all enemies in a 60' line. Make a
single attack against each foe in the weapon's path at full bonus, ignoring the usual effects of soft
cover and shooting into melee. The weapon deals damage as if you had thrown it normally, except
that you may use your dexterity modifer in place of strength for determining damage. Precision
damage (such as Sneak Attack) applies only on the first attack, but you can choose which creature is
hit first by exempting all targets between you and your desired first target. After making the last of
its attacks the weapon returns immediately and unerringly to its owner's hand, regardless of hits or
misses.
Prerequisites: Craft Magic Arms and Armor, CL 3rd, whirling blade (CA/SpC).
Market Price: +4,500gp.

Variant: Crowd-Striking whips might also exist, which would function the same aside from the
whip remaining in hand instead of being thrown and the line being limited to the range of the whip.
-Or maybe not and the whip just gets longer? Cone, L-shape, something?

Disintegrating (Weapon)
Upon command, a disintegrating weapon is sheathed in a pale green light matching the disintegrate
spell. This effect continues until the weapon is commanded to stop, dealing an additional 2d6
damage on each successful hit. Creatures or objects reduced to zero or fewer hit points by a strike
from a disintegrating weapon leave nothing but a trace of fine dust, but [force] effects and other
such things that are normally only affected by the disintegrate spell are unaffected by this weapon
property.

The disintegrating property interferes with other non-enhancement properties that increase damage,
such as bane, flaming, holy, or collision: A weapon can only have a maximum +2 bonus in such
additional properties when it is also disintegrating.
Prerequisites: Craft Magic Arms and Armor, CL 11th, disintegrate.
Market Price: +3 bonus.

Einhander (Weapon)

Paired (Weapon)
A weapon with the paired property has a twin, meant to be wielded in the off hand. The twin shares
all properties with the primary (same bonus, limited use abilities from the same pool, etc), but
neither weapon functions if used alone: without both twins in hand, either is only a masterwork
weapon. Only light category weapons may be paired, and they must both be made of the same
material.
Prerequisites: Craft Magic Arms and Armor, CL 5th, blink or displacement.
Market Price: Cost of the second masterwork weapon, +6,000gp.

Variant: A double weapon can't be twinned, but obviously it wouldn't be fair to allow this effective
price reduction for Two Weapon Fighting only for separate weapons. Because double weapons are
harder to disarm and have more base damage than light weapons, a unified double weapon has a
cost of +9,000gp.

Notes/Variant: While I find it wholly appropriate to limit this to identical paired weapons, it was
designed for a player who asked about Bloodborne claw weapons, and Dark Souls 3 continued with
a number of mixed pair combinations such as sword and dagger. As exceptions to the normal
function, these could be Specific weapons.

Nightblade of Arvandor (revised from BoED)


This +2 longsword appears to be made of black steel. Within the blade, one can see miniscule
twinkling stars, and with a flick it launches starlike pulses of light. Each round the nightbade can
fire a single star as a swift action, or instead launch three stars as a standard action. Each star
requires its own ranged touch attack roll to hit, with range of 40'. A nonevil creature struck by a star
takes 1d8 points of nonlethal damage, while evil creatures take 1d8 points of lethal damage. The
stars are a magical force effect, not weapons, so they ignore damage reduction and incorporeality.
Prerequisites: Craft Magic Arms and Armor, CL 6th, stars of arvandor (BoED/CoV), creator must
be good.
Market Price: 26,315gp

Reduced Cost/Modified Potions


Potion of Cure Wounds
Market Price: Light 15gp, Moderate 90gp, Serious 225gp

Potion of Glibness
Drinker recieves a +10 competence bonus on Bluff checks made to convince others of falsehoods
for 1 hour. Additionally, any attempts to magically divine or force the truth from the imbiber, fail to
detect their lies or force them to speak the truth.
Prerequisites: Brew Potion, CL 5th, glibness, or nondetection and either charm person or suggestion.
Market Price: 1,000gp

Elixer of Fire Breath


Remove the saving throw (leaving a ranged touch attack in 25' for 4d6 fire damage) and reduce
price to 90gp.

Potion of Faith Healing


Sometimes known as a "fool's" potion, a potion of the faith healing spell is useless to anyone who
doesn't worship the same deity as the potion's creator, but heals a flat 9 points if used by someone
who does.When examined a DC 15 Spot or Search check is required to tell them apart from a
Potion of Cure Light Wounds if the examiner is not familiar with the difference. Potions of faith
healing are usually only sold by churches directly to their faithful, and are often favored by
crusading types heading into enemy territory.
Market Price: 15gp

potion of herosim- copy from 3.0 DMG

Potion of Vigor
Also known as a "slow potion," a vigor potion heals more than cure wounds but takes more than a
full minute to do so. The lesser version is generally used outside of combat, while the full version is
used for endurance during long battles of attrition.
Market Price: Lesser Vigor 15gp (11hp over 11 rounds), Vigor 225gp (30hp over 15 rounds)

Examples of some items which are now crafted with Brew Potion rather than Craft Wondrous Item:
• (DMG) Dust of Appearance and Disappearance, Elixers of Hiding, Love, Sneaking,
Swimming, Truth, and Vision, Marvelous Pigments, Restorative Ointment, Salve of
Slipperiness, Silversheen, Sovereign Glue, Stone Salve, Unguent of Timelessness, and
Universal Solvent.
• (Magic Item Compendium): Aroma of Curdled Death, Aroma of Dreams, Camoflauge Paint,
Beetle Elixer, Blight Stone, Daylight Pellet, Domain Draught, Dust of Dispersion, Dragon's
Draught, Electric Eel Elixer, Elixers of Adamantine Blood and Flaming Fists, Glitter Stone,
Healing Salve, Incense of Concentration, Porcupine Elixer, Powder of the Black Veil, Rhino
Elixer, Salve of Minor Spell Resistance, Slashing Sand, and Stench Stone.
• (Sandstorm): Sand Painting, Slashing Sand, Thirsty Sand.
• (Arms and Equipment Guide): Elixers of Animal Senses (new price: 350gp), and Watery
Breath (change price?).

Elixers of Hiding, Sneaking, Swimming, Truth, and Vision require no spells to create: instead they
require caster level 6th, or 8th for the Elixer of Truth, as the 3.0 versions. More similarly "universal"
potions will be added if/when I have ideas for them.

Elixers of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma may be brewed:
these grant a 1d4+1 enhancement bonus to the appropriate score for 1 hour, require caster level 4th,
and have a market price of 600gp (modified from the 3.0 versions, experimental).

Rings
Lightwalker's Ring
This ring of purest silver improves your healing spells. You must wear the ring for at least 24
consecutive hours in order for it to function. Once active it adds +2 per spell level to the healing of
any conjuration [healing] spell you cast, at your option, up to a maximum of three times per day.
This benefit does not stack with soul of light or similar spells.
Prerequisites: Forge Ring, CL 5th, soul of light (Dragon Magic), creator must be good.
Market Price: 5,000gp

Ring of Prone Recovery


This variant on the Ring of Feather Falling is adorned with tiny tumbling stick figures instead of
feathers, and gets you back up off the ground instead of slowing your descent. On command, as an
immediate mental action, the ring will sweep the wearer's body up off the ground and into a
standing position without provoking attacks of opportunity.
Prerequisites: Forge Ring, CL 1st, stand (PHB2).
Market Price: 2,200gp

Wondrous Items
Alchemist's Potion Flask
This wondrous flask is capable of storing multiple magical potions (or alchemical concoctions of
similar volume), up to a dozen, keeping them separate and safe within and functioning as an
organizer of sorts. A stored liquid only exits the bottle if the holder deliberately thinks about one as
part of a standard action to drink, allowing them to choose which potion to drink and preventing
accidental spills. If the contents are unknown the bottle can be commanded to empty, disgorging
one potion at a time. The flask itself has hardness 10 and 10 hit points, ignores corrosion and rust,
and takes no extra damage from effects such as shout that specially affect crystalline objects.

In spite of all that, the most wondrous feature of the flask is its ability to allow the drinker to
consume two potions in one turn. Once per day the flask's storage magic can safely deliver two
potions in rapid succession, picking two of the stored potions and drinking both as a full round
action, gaining their effects in the desired order immediately.
Prerequisites: Brew Potion, Craft Wondrous Item, CL 7th, ?
Market Price: 3,000gp

Bag of Holding Food


-price for adding a food preserving effect, could be very expensive given the spell levels and
volumes involved, or possibly less if it's just refridgerated with a fraction of an area spell.

Cape of the Viper Variants


Just as the original these items all have 3 charges/day, allowing you to turn into an animal or other
creature for up to 7 rounds with a swift command word, though many only have two forms. When
only two choices are listed, the first costs 1 charge and the second costs 3 charges, while those with
three forms cost 1, 2, and 3 charges. As a polymorph subschool effect you replace all your statistics
and abilities with those of your new form, except for alignment, hit points, hit dice, ability to
understand language, and all worn and carried gear melds into your new form and is nonfunctional
(as you remain in control of your actions, you must also retain sufficient memory and ability to
function as you normally do, though your recall may be limited by changes in available skills).

Name Animals Market Price


Cloak of the Raven Raven, Giant Raven (Frost) 3,000gp
Mantle of the Omnivore Badger, Black Bear 3,000gp
Cloak of the Reptile Lizard, Crocodile 3,000gp
Canine Cape Dog, Wolf, Dire Jackal (Sand) 3,000gp
Kitty Cloak Cat, Serval (Sand), Leopard 3,000gp
Cloak of the Sealion Otter, Seal, Sea Lion (Storm) 2,000gp
Sharkskin Mantle Small*, Medium, Large Shark 2,000gp
Un-lucky Cape Albatross (Storm) 2,000gp
Carrion Mantle Vulture (Sand) 2,000gp
Industrious Mantle Termite Worker, Soldier (Sand) 2,500gp
Cape of the Rodent Dire Rat, Horrid Dire Rat (ECS) 3,000gp
*Use the small dog statistics but aquatic, swimming, and shark special qualities.

These capes, as well as the original cape of the viper, have already had all their minor physical
features such as exact height, weight, eye color, etc, chosen by the original creator. There is no
requirement that the given form have a blatantly distinguising mark (though some crafters will be
dramatic on purpose), however you do assume the same form each time, and an observer or trained
individual can learn to recognize it even if the crafter tried to envision the most blandly average
specimen they could.

Greater Capes: For an extra +5,000gp, the least form can be assumed indefinitely at no cost in
charges, and all forms are enhanced. The least forms gain a +5 competence bonus on either climb,
spot, or survival as appropriate to their skills, while the larger forms gain a +4 enhancement bonus
to strength. The daily charges and costs do not change so you can still only assume a larger form
1/day, but you can choose between the largest and mid-size forms if the cloak has both (and be left
with a spare charge at the end of the day after using a mid-size form).

Chain of Durability
This thick iron chain is worn by wrapping it around the torso or waist and locking it into place. It
provides no benefit to living creatures, but for a construct that gains bonus hit points based on size it
is a great boon. While wearing the chain, a construct is treated as one or more sizes larger for
determining its bonus hit points (to a maximum of colossal). For example, a Maug wearing the +1
size chain would count as huge size instead of large, increasing its bonus hit points from 30 to 40.
Prerequisites: Craft Wondrous Item, CL 8th, make whole or major creation or fabricate.
Market Price: 5,000gp (+1 size), 20,000gp (+2 size), 45,000gp (+3 size)

Cloak of Safe Rest


Whenever the wearer is asleep or resting in a suitably relaxed position, this traveling cloak alerts
them to the arrival of nearby creatures with a continuous (mental) alarm effect, centered on the user.
Creatures within the area when the alarm is activated may leave and return without triggering it.
The cloak can also transform into a blanket in the style of the wearer's choosing, if they they wish it
to do so. The alarm effect (and any of the cloak's other properties) continue to function in either
form, and sweeping the blanket aside will cause it to conveniently return to cloak form and
placement with no action required.
Prerequisites: Craft Wondrous Item, CL 1st, alarm.
Market Price: 2,100gp.

Notes: version with discretionary alarm, either in uses per day or divisible hours per day (cl and
daily charge increases are same cost, but more cl would resist dispels- also knowledge of them
being dispelled would be useful). Magic Mouth super cheap at cl 2 bard 1 (+500gp flat in
components for daily charges), with 1/2 cost if it's continuous/non spam by only functioning on the
cloak.

Firebrand of Pest Control


proper hot torch that needs no fuel and lights on command, can be used as normal for 1d3 fire vs
swarm, and burning hands 1/day or 2/day for say 2d4 or 4d4, or 2d4 but swarms take special
+100% instead of +50%, for 4d4.
-this was originally a concept for a deliberately low-level magic item. I now find it rather too
forced.

Ghost Bag
not a ghost touch bag as one might expect, but a pouch that produces X lbs of ectoplasm (p30) each
day (as 1st level spell, even 2lbs starts costing), establish this as enough to wet five pairs of hands,
coat one two-handed weapon, doubled for each size reduction, or 50 arrows, evaporates after 10
minutes, +2 climb or +2 move silent but slippery, ghost touch but half damage. Note ectoplasmic
stabilizer is a 5gp alchemical (p44), and even if it takes 50gp to find some where it's rare, that's still
far cheaper than other sources of ghost touch, and lasts 10 days.
Greater bag at +1,000 that holds up to "around" 8lbs (1 gallon?) but still generating at 1 lb per night,
let it fudge that the whole bag can coat a medium creature, allow half the bag to coat one 5' square
as grease (the feat says that 1lb can cover 5' in a thin film, but i say that's too thin and takes a long
time to paint), or as difficult terrain (made that one up)
create ectoplasm p50
-and this one is basically "hey did you know create ectoplasm is a spell?", the item.

Horn of Hope
This trumpet calls forth the will to fight, producing good hope when sounded up to 1/day. It affects
up to seven creatures for seven minutes, targeted as the spell.
Prerequisites: Craft Wondrous Item, CL7th, good hope.
Market Price: 7,000gp

Icon of the Healing Circle


These icons can take many forms and symbols such as an amulet, crested helm, or statuette,
evoking a hearth or bonfire, a circle of resting warriors, or any benevolent deity's holy symbol, and
are usually art objects worth 150gp or more in their own right. Whatever its form, the icon is of
most benefit to small, skilled fighting groups, where hit point and damage totals can vary between
members.
Every other day an icon of the healing circle can be activated to produce a healing circle effect
(CCham, p122), which is summarized as follows: The effect lasts for 10 minutes, during which time
both the user and any allies within 30' can use a standard action to tap the healing circle. The first
activation heals 4d8+10 points of damage, the next 3d8+10, then 2d8+10, 1d8+5, and the last heals
exactly 5 points. There is no limit to how many times someone can benefit, but the circle can only
be tapped once per round. The icon then lies dormant for a full day, and is usable again upon the
second sunrise.
Prerequisites: Craft Wondrous Item, CL10th, healing circle (Ccham p122).
Market Price: 8,250gp.

greater magic weapon (cl5) 1/day: 6,000gp. build as a glove, give a discount for only working on
shuriken, make it work as they're thrown rather than a pre-buff

glove that gives +1 enhancement to up to 50 shuriken/day, 4,000 or 4,500, cost of 100 normal.

could then stack these linearly for more daily uses, doing both enhancement and flame arrow would
kick in the 50% markup reaching close to a +2 weapon. the bonus cost also scales linearly based on
caster level, cl 8 not quite twice the price for the next bonus. thing is, more attacks want more shots
so people will make their own exponential progression based on how well they can ration/how
much they want to go ape.
-though really, if we can massage the numbers so close to normal weapon formula, it begs the
question of why not to just make it one.

main thing to note is that we want to keep this shuriken-only. arrows should stay expensive/not have
this sort of item, since bows already have double stacking the bow+separate arrows, +weapon
crystal, +energy quiver. which is basically what we're doing here, inventing prices for a shuriken
quiver, with a daily limit since we derived it from spells with a limit.

Paired Journals
Just make the damn paired journals already

-a quick search says conversation is 120-150, radio and auidobooks at 150, sounds like 150/min is
our target (focused presenters can go to 200, but that's not what we're looking for).
--thus, a 5 min duration is 750 words, a nice number.
--but, whispering sand is 10/level, and candle is 8 hours flat within the day/level
---the same first page result says an A4 page at 11 point font takes 4.5 minutes at 130 (which is
apparently 585 words).
---dnd never mentions page size, and spells which reference pages can themselves target "pages,"
specify a size, or just an object. But we could specify that a page is 500 words if desired.
-googling that says that actually 500 handwritten words should be 2-4 pages, with the top entry
saying 4 for 1,000 (so 2 for 500, or 250 per page).
-though if we were going to use 2nd level pre-linked version, that's cl 3, so only 4,500 words in 10
min, or 18 handwritten pages (which can then be "cheesed" by the users learning to write smaller
and/or the allowance of pictures). A 1/day page that wipes itself every day does get around the
utility of the auto-record- though if page copying is cheap via SpC, might as well allow the record.
Otherwise, a setup where the message is recieved on the inside of the front cover and wipes every
day, but can be transcribed (or auto-transcribed) to the normal pages across from it, could be a nice
composite.
-at 15gp wand-scaled potion price, cl 5 whispering wind is 225gp, or 750 potion price. That's 30
pages: compare a typical spiral notebook at 70 sheets (140 pages), and a "spellbook" at 100.
-if 2nd level, then 18 pages for 150gp.

-so the big question is: wand-scaled price (this is an effect people would want available in quantity
for emergencies, and hell we could even make it * alchemical * if we really wanted), potion price,
or daily item, or permanent item. Or all three of consumable, daily, and continuous.
-there's no real justification for using the reduced price except that the cheaper it is, the easier i can
justify it crushing stupid eberron crap and being in wide use. And since i'll be allowing "creative"
use of the given area, that further lends itself to the full cost, rather than blessed for cheap spam
cost.

-the candle at 1/2 continuous would be 6,000gp. Ironically, this is much more expensive than
limited word use-activated journals, and yet if we allowed the massive 8 hour use time of the candle
to be doled out over any period, would probably drive the cost down to nil

-for maximum transparency, it can be noted that the core continuous talks are scrying+message (4th,
1 min/level), and telepathic bond (multiple targets, hour/level). But the former also gives you sight,
and the latter has a lesser version in xph which is 3rd and is still 10 min/level.
--the big clash then is lesser bond, which requires meeting, vs whispering sand which does not,
suggesting the later is stronger. But telepathy with no sand requirement beats explicitly
eavesdroppable with potentially obvious focus, so it pays for the link. A journal is super
eavesdroppable and requires the meetup, so 2nd should still be fine.

Which means the consumable journal can be 100 pages for 835+15= 850gp. Though the real kicker
would be dividing the 18 pages of a 1/day item to drop it down: 2,400/18= 133, which is just
ludicrously low (1/30 of 3rd 1/day is 200). We actually need a minimum of like 10 pages per day to
keep the "slow" "daily" item more expensive than the consumable, a stronger case for the 3rd level
than anything else.

And note that if divided to a single page 150/18= less than 10gp per page (8.33). when viewed that
way, less than the given price of one bottle of wine, that's practically chump change.

A sending stone only does 25 words per day, 1/20 of one 500 word page. At 1,400gp vs even 10gp
per page, that's 140*20= 7.77 years for a sending stone to break even. And that's with the cost
rounded up to 10gp instead of 8.5 or 8.3.

even if you doubled the price by requiring a second 2nd level spell to "transcribe" the "spoken"
conversation, it's still crushing.

in dnd, commoners are assumed to read and write, thus, unseen servant is already a scribe that can
copy or take dictation. or if it's not, unseen crafter or a similar 2nd level variant should be. and i was
already thinking of 2nd as an appropriate level for a scribing spell. amanuensis copies 250wpm for
10 min/level, or 2 pages per level.
Constructs?

-Spellsong Nightingale (from Clockwork Wonders article) adapted into houmnculus? that stores and
activates specially prepared scrolls

-references and adjustments to various constructs (dragon mag in particular)?


Wondrous Architecture

Bellows of Pure Flame


The most basic form of this item is a relatively small handheld bellows, which can be inserted or
attached to various installations designed for it. Once per day a person can begin pumping the
bellows, which will generate a cubic wall of fire effect at the tip of the bellows, with the radiant heat
focused inward. The cube of fire moves with the item, and continues for as long as someone
continues pumping it as a standard action every round. If a creature is within the area when the cube
of fire forms, they may make a Reflex save to exit the area immediately, as normal. If the cube is
moved into someone, it deals no damage until the start of their turn, and they may avoid damage
without a Reflex save if they exit that square at the start of their turn.

For the basic version even a single round without operation causes the flame to go out, and once
extinguished it cannot be re-lit for 24 hours. More expensive versions can be crafted with the ability
to re-light themselves, multiplying the base price by the maximum number of activations in a 24
hour period. Another variant is capable of functioning in water without a spellcraft check, allowing
it to create steam directly.

A basic bellows of pure flame is not quite capable of melting iron directly, but can produce more
than enough steam to run a locomotive or other device. If somewhere had developed that
technology. It has a 25% chance to deal 1 damage to stone per minute of operation.

A greater bellows of pure flame is Empowered as the feat and is capable of melting steel, but not
mithral. It is far too small to support industrial steel production.

Prerequisites (normal): Craft Wondrous Item, CL 7th, wall of fire.


Prerequisites (greater): Craft Wondrous Item, Empower Spell, CL 11th, wall of fire.
Market Price: 700gp (basic), 1,050gp (direct steam), 1,650gp (greater).
-check notes for exactly how large that cube was

Everfull Basin
-Reduce price to 450gp, as a bulky object with CL 1 create water. The total volume of the basin is
not as important as how much one can remove safely in a given action: A gallon jug can be filled
easily from the standard basin, or a two gallon bucket if one goes all the way to the bottom. A larger
basin has a proportionately higher cost. The effective fragility of the item if tipped over will not
grant a further discount, since as a bulky non-combat item it has little reason to expect such an
occurance, and can be secured to prevent such an accident.
-Note that while potential contaminants should be a concern, aside from simply scooping over and
over until any residue is diluted, anyone who can buy a basin likely has access to purify food and
drink to directly clean it if needed.

Everfull Larder
-As the spell has a 10 minute casting time, the larder does not refill until the door has been closed
for at least 10 minutes. Unlimited food creation magics are obviously Significant, and if a setting
has been crafted with sufficiently widespread magic that they should exist, but apparently do not,
then one must obviously assume that they do not because they cannot.

Location-Bound Construct
While golems and other constructs can make fantastic guardians, the simple fact of the matter is that
creating a fully independant magical automaton of significant combat capability is hideously
expensive. And yet, somehow they are often found guarding locations or relics of little interest or
power compared to themselves. The answer to this riddle lies in the same techniques used in
magical traps and wondrous architecture: by tying the magic to a location, the overall cost can be
greatly reduced. The resulting construct can guard one or at best roam a handful of rooms, but this
is often sufficient.

The DM is free to determine that any given construct was already priced accordingly for a
sendentary nature, or that some constructs cannot have their price reduced in this way.

Prerequisites: As normal for the construct, plus Craft Wondrous Item.


Market Price: 1/4 normal cost if bound to a single stronghold space, or 1/2 normal cost for the
ability to roam up to one continguous stronghold space per hit die.

Room of Whispering Sand


This room always contains a font of sand, be it large sand garden or an inches thick layer across the
entire floor, or just a basin on a pedastal. By focusing on a creature you know and speaking the
command word, you may communicate with them at any distance on the same plane, so long as
they are also near enough sand, ash, or dust. The grit whispers your messages back and forth with
the sound of wind on sand. If removed, the room becomes non-functional until a suitable amount of
filler is brought in to replace what was lost.

Variants: Because ash is a suitable focus, some people prefer a fireplace full of ash. Another odd but
functional choice might be a storeroom or old library with thick layers of dust, with no real visible
sign of the magical usage.
Prerequisites: Craft Wondrous Item, CL 5th, whispering sand (Sandstorm 128).
Market Price: 6,750gp (fixed room or fireplace), 13,500gp (moveable stove, sand garden, etc).

Spell-Storing Ward
A staple of the defense and utility of many magical homes and fortifications, the spell-storing ward
functions much like a ring of spell storing. Anyone attuned to the wards (methods vary) may
activate spells stored within or a store a spell in the ward (spells which trigger themselves fall under
the purview of traps and other items). Spells cast from a spell-storing ward only function within one
mile of the ward itself, the magic having become part of the ward cannot fully leave it.

The major draw, aside from the reduced price of spell storage, is that multiple contiguous wards
may be combined even if they are of different strengths. Any spell stored in one room of a
combined ward can be released in any of the others, as long as the point of release is of sufficient
strength for the spell. Spells must still be cast in a room of appropriate strength in order to be stored,
and smaller slots cannot be comined to hold larger spells. The link means that stored spells aren't
tied to a particular location- the ward just has a number of spell pools that can be filled or accessed
from appropriate points.

For example, a combined ward with a Greater and three Minor wards would have a spell pool of
10/3/3/3, with one location that can recieve and release spells of up to 9th level, and three additional
locations that can recieve and release spells of only 3rd or lower level.

If part of a combined ward is destroyed, such as by a disjunction spell or catastrophic structural


damage, some spells may be lost. If the remaining capacity cannot hold all the stored spells, pick at
random starting from the lowest level of spells stored to determine which spells are lost, until the
remaining stored spells fall under the new limit.

Attempting to link wards over a large area can be prohibitively expensive. In order to allow access
at a further distance, bridge rooms can be created with 0 levels of spell access, serving only as a link
between points.
Prerequisites: Craft Wondrous Item, CL 17th, imbue with spell ability or limited wish.
Market Price: 1,000gp (bridge) 4,500gp (minor, 3rd), 12,500gp (medium, 6th), 50,000gp (major,
9th)

"Runestaff" rooms, knowstone, pearl of power (wasn't there a druid menhir [3rd party] grove thing
that was just pearls?)
-careful on that pearl room, it only takes one 5th level to get back there, so a 5,125gp surcharge to
make everything else 1/4. might need "spell ends if you leave the room" or "must be used within 1
mile" or somesuch.

Notes regarding 200,000gp non-epic limit (check 3.0, ELH, 3.5, MiC), and how cumbersome and
stationary discounts are useful, as well as how much more durable large objects are against and
compared to even adamantine items.
Manaketes

Religion: Manaketes refer to Bahamut as Naga, and Tiamat as the Shadow Dragon. According to
their history, rather than creating the chromatic dragons, the Shadow Dragon was the ruler of a
dragon tribe that made war on humans and other tribes that sympathized with them. Naga bestowed
power upon the humans to give them a fighting chance at survival, and sent his descendants -the
Divine dragons, to aid them. The Shadow Dragon was resurrected and rose from defeat several
times, until the accumulated power and worship of millennia allowed it ascend into godhood.
Unfortunately for the Shadow Dragon, it turned out that godhood came with restrictions and now
Naga can keep the Shadow Dragon in check with his power alone. And so Bahamut and Tiamat
have their proxy wars between the Metallic and Chromatic dragons and their servants and spawn,
while the manaketes and humans live relatively peaceful lives-barring other interference.

Aging: A manakete reaches full ability scores and becomes playable at the Human rate (by 15 or 20
years), but does not reach full height and weight until some time after. Manaketes remain childlike
in temperament until at least 100 years of age, and in manakete society they are allowed to remain
children until that time. Despite this they do have their full mental abilities and, similar to the
ancestral memory of true dragons, inherit a certain amount of instinctual wisdom and worldliness
that allows them to act "grown-up" if needed. Even as their companions are exasperated by childish
antics, a childlike manakete knows how to respond in an emergency and will occasionally say
something profound that sets their "elders" at ease (or possibly unnerves them further), even if they
haven't been forced to actually grow up yet. Some make a point of running around and goofing off,
boosting morale in times of strife, while others can be moody and withdrawn as they try to
reconcile the differences between themeslves and the humanoids they live with.

Once matured a manakete will live as long as a true dragon, gaining no modifiers for aging and
reaching 1,200 years with ease but with final age maximums largely dependent on the individual.
Few manaketes may have even reached such ages depending on how recently the race came into
being and how turbulent their history has been (in the source material, most surviving dragons are
mad beasts or mindless clones, while manaketes are nigh extinct and live in hiding).

Manakete Racial Traits


• -2 Wisdom: Manaketes can sometimes be brash or foolhardy, and while this new form could
withstand the madness that afflicted them, maintaining draconic abilities made it imperfect.
• Humanoid (Dragonblood): Manaketes have taken human as their primary form, losing many
dragon traits and becoming susceptible to spells that affect humanoids, but retain a
connection to their dragonform at all times.
• Dragonblood Feats: A manakete who has feats with a (Dragonblood) prerequisite such as
Dragon Wings or Dragon Tail expresses those feats both in Humanoid form and in
dragonform.
• Manaketes are Medium size and have a base land speed of 30'.
• Darkvision 60' and Low-light Vision: Manaketes retain some of their draconic senses,
though not at their original strength.
• Dragonform (Su): At will, a manakete can assume their dragonform. The action required and
maximum duration improve as they gain hit dice and each type has unique abilities. All
dragonform choices must be made during character creation and cannot later be changed.
Assuming dragonform is similiar to the Alternate Form special ability; True Seeing reveals
both forms, if killed they revert to humanoid form, and they gain a +10 bonus on disguise
checks for fooling those who don't recognize their dragonform's unique appearance. Most
worn or carried gear melds into the new form and becomes nonfunctional, though the
manakete may choose to retain held items and up to one worn magic item upon beginning
the shift (as long as that item can be worn in their new shape). When in dragonform a
manakete is unable to speak normally (managing short single words at best, with some
practice), nor wield weapons or form somatic components for spells except Invocations.

At 1st level shifting requires a standard action and lasts for a maximum number of rounds
equal to the manakete's Constitution modifier (minimum 1). Once ended they must wait at
least 1 round (from start to end of turn) before shifting again.
At 5th level shifting requires only a Swift action.
At 10th level shifting can be done as an Immediate action, and the maximum duration
increases: They may maintain dragonform for up to 10 minutes per point of Constitution
modifier, but doing so increases the delay between shifts to 10 minutes as well (if returning
to humanoid form within [Con mod] rounds they need only wait 1 round between shifts, as
before).
At 15th level a manakete can maintain their dragonform indefinitely until they choose to
revert.

Using dragonform is tiring. Manaketes spend most of their lives in humanoid form, the feat
their ancestors originally reshaped themselves to accomplish. Manaketes require an
additional amount of sleep or rest each day equivalent to the amount of time spent in
dragonform. This is why most manaketes do not make constant use of their ability, and why
even the most powerful tend not to remain shifted for more than necessary. A manakete of
15th or greater level who does not return to humanoid form soon enters a state of
hibernation, waking only for brief periods until they return to humanoid form (after which
they must rest for a few days before they can reactivate dragonform).

All dragonforms share the following benefits:


• +4 Strength, +4 Natural Armor
• Shifting Scales: Dragonform scales are somewhat malleable and can emerge thicker and
stronger for those accustomed to wearing armor in humanoid form. A manakete in
dragonform gains an additional bonus to armor class depending on their armor proficiency,
with light +4, medium +6, or heavy +8. This does not stack with the armor bonus granted by
armor, barding, or spells such as Mage Armor, but magic items based on the enhancement
bonus formula (primarily Bracers of Armor) apply as normal, if functioning. Shifting Scales
restrict abilities as if wearing armor of the appropriate category.
• Natural Weapons: 2 Claws (1d6) and Bite (1d8), with Claws as the primary weapon.
• Breath Weapon: A 30' cone or 60' line of acid, cold, fire, or electricity, both aspects chosen at
creation. A manakete's breath weapon deals 1d8+1d8/3 HD damage, the save DC is
10+1/2HD+Con, and it is usable every 1d4 rounds. Changing forms does not affect the
cooldown.
• Wings: While not capable of flight or gliding, a dragonform's wings still grant a +10 racial
bonus on jump checks.
Additionally, choose one of the types below:
• Wings
At 1st level your wings give you the ability to Glide with a speed of 60' (average) for 30' of
travel per 5' of descent, and reducing fall damage to 1d6 when in dragonform.
At 5th level you gain a fly speed of 60' (average)
At 10th level your fly speed increases to 120' (average)
At 15th level your fly speed reaches 200' (average)

Special: Fliers who take the Hover feat may begin hovering as part of the action used to
assume dragonform, allowing them to transition seamlessly into precision aerial maneuvers.
• Breath
At 1st level your breath weapon recharge is reduced to 1 round, allowing you to breathe
every round.
At 5th level you choose a second energy type, and may pick either type when using your
breath weapon.
At 10th level you choose a third energy type, and half the damage of your breath weapon
ignores resistances and immunities.
At 15th level you can use any of the four energy types, and your breath ignores all
resistances and immunities.

Special: Breathers who take the Dragonfire Adept or Warlock classes have access to an
alternate class feature that uses their dragonform breath weapon.
• Strength
At 1st level your Strength bonus increases to +6 and your natural weapons bypass DR/magic
At 5th level you become large (long), Strength increases to +8, and Dexterity decreases to -2
At 10th level you gain a pair of wing attacks (1d6 at large size)
At 15th level you may use a standard action to assume a huge (long) dragonform, which
gains +12 Strength and -4 Dexterity. This otherwise functions just as your normal
dragonform, and you may still assume your large form as an immediate action from
humanoid form.
Languages and Level Adjustment
• Automatic Languages: Common, Draconic. Bonus Languages: Celestial, Elven, Dwarven,
Halfling, Infernal, and Sylvan. The Divine heritage and Infernal influence on their history
resulted in many manaketes learning the those outer planar languages. Manaketes also learn
the languages of the civilized races, especially the long-lived, and similarly fey creatures
attract their attention- but dealings with the less civilized tribes are almost unheard of.
• Level Adjustment: +1. A manakete's natural abilities are formidable compared to those of a
1st level character, but also restrict their ability to use weapons, spells, and magic items so
they cannot always take full advantage of their options in the same manner as other
adventurers.

Manakete Feats:
Divine Dragon
Prerequisite: Manakete, 1st level
Benefit: You are a Divine Dragon, decendent of Naga, capable of harming the Shadow Dragon as
well as his servants. Your natural weapons have the Bane (Dragon) property, and your breath
weapon deals double damage against the same. The dragonforms of Divine Dragons have features
such as feathered wings or an ethereal radiance, which make them stand out among their fellows.
Special: As a heritage feat, this feat may only be taken at 1st level. You're either born a Divine
Dragon or not.

Dragonshape Vocal Training


Prerequisite: Manakete
Benefit: Though it took many hours of disjointed practice, you've learned to speak fluently with the
altered vocal chords of your dragonform. Additionally your draconic voice lends power to spells
you cast with a vocal component while in dragonform. This effect gives you +2 caster level with
such spells, though you remain unable to form somatic components.
Normal: Most manaketes spend very little time in dragonform, let alone practicing speech while
shifted, and thus cannot speak effectively in dragonform.
Extend Dragonform
Prerequisite: Manakete
Benefit: Add +2 to your constitution modifier when determining the duration increments of your
dragonform, to a minimum of 3.

Manakete Item Channeling


Prerequisite: Manakete
Benefit: In addition to the one worn item and any handheld items you may already choose to
exclude from merging when you use dragonform, you may also retain the benefits of any number of
continuous worn magic items that do merge with you. Merged items cannot be activated for specific
effects: you retain only the continuous benefits.
Normal: You lose the effects of all gear that merges into your dragonform.

Manakete Weapon Channeling


Prerequisite: Manakete
Benefit: When you use dragonform, you may choose one held weapon that is merging with your
form for use with this feat, and up to one natural weapon you have while in dragonform for each
attack you are granted by your BAB. Those natural weapons gain the enhancement and abilities of
the chosen weapon, including limited use abilities, which remain expended when you exit
dragonform and the weapon returns to normal.
Channeling a weapon suppresses the effect any other magic items that would enhance the chosen
natural weapons, such as a Necklace of Natrual Attacks or Dragonstone, but those items remain in
effect for any remaining natural weapons.
Finally, instead of natural weapons you may choose your breath weapon only. Passive benefits
(such as Flaming or Collision) generally carry over to your breath weapon's damage, but triggered
abilities function only at the DM's discretion. Your natural weapons gain no benefit in this mode.
Normal: Weapons merged when you enter dragonform do not give any benefit.

Reactive Dragonform
Prerequisite: Manakete
Benefit: You may shift into your dragonform as an immediate action, but doing so causes you to
lose your next standard action. When your shifting improves to a swift action, you may instead do
so as an immediate action (and the previous penalty no longer applies). When it would normally be
an immediate action, you may do so as a non-action outside of initiative even if you are flat-footed.
Normal: Dragonform normally becomes an immediate action at 10 hit dice.

Alternate Class Feature:


Breath Channeling
Prerequisite: Dragonfire Adept or Warlock 1st, Manakete
Replaces: Breath Weapon or Eldritch Blast
Benefit: You may modify your dragonform's breath weapon with the Breath Effects gained from
Dragonfire Adept, or Eldritch Essences learned as a Warlock.

New Invocation:
Draconic Blast (Lesser, Dragonfire Adept and Warlock)
You may focus a damaging breath weapon into an Eldritch Blast, similar to that of a Warlock. Your
breath weapon becomes a 60' ray requiring a ranged touch attack to hit, and the target struck
recieves no save against damage. Saves against non-damage effects remain as normal, and the blast
unravels and is negated by spell resistance if you fail your caster level check. Draconic Blast can be
modified by Blast Shape and Eldritch Essence invocations, as well as Breath Effects, but not by
other feats or abilities that modify breath weapons. Firing a Draconic Blast counts as a use of the
breath weapon for cooldowns and limited uses accordingly.

New Magic Item:


Dragonstones
A Dragonstone is a fist sized gem within which a faint glimmer or swirling of energy can usually be
seen, a magic item which carries some number of properties that enhance a manakete's dragonform.
Activation is simple: You may choose a Dragonstone held in your hand when you shift into
dragonform which then melds into your new form (as do most other items), becoming functional
until you leave dragonform (unlike most items unless you have the Manakete Item Channeling
feat). Only one Dragonstone can be used at a time. Creating a Dragonstone requires the Craft
Wondrous Item feat as well as any other appropriate spells, feats, etc.

The most common Dragonstones are those that improve natural or breath weapons. These are priced
and generally function as magic weapons, or as Necklaces of Natural Weapons or Amulets of
Mighty Fists (depending on the number of attacks enhanced), save for the change in the item's form
and method of use. Improving breath weapons may be based on magic weapon property formulae
or the Chasuble of Fell Power prices, and/or mimicking other Warlock or spell boosting items if
desired. A Dragonstone could also provide other bonuses such as enhancements to ability scores,
armor class or save bonuses, or basically any other effect that makes sense or at least doesn't make
un-sense. Pricing stacks as normal for putting multiple properties on a single item: new abilities
beyond the first cost +50% more than their standalone base price, so a Dragonstone cannot take the
place of every item a character would normally use without reducing the quality of those items to
compensate for the increased cost.
Equipment

Weapons

-While I may mention proper historical names (arming swords and falcions are one-handed swords,
while longswords (and scimitars?) are the two-handed), I'm not actually changing those names,
they're just too deeply ingrained.

Reduced proficiency: The exotic crossbows and aquatic variants return to their normal proficiency
(simple for crossbows, martial for longbows), but otherwise are unchanged. Table below for
convenience. Great crossbows, bone bows, and the elven double bow remain exotic.

Alchemy Blades (Magic of Eberron) use normal short sword proficiency, as they are no better than
alchemical weapon capsules from Complete Adventurer.

Simple Ranged
Cost Damage Crit Range Weight Type
C.bow, aquatic* 250gp 1d8 19-20 40' 4 lb Piercing
C.bow, double* x2 * * * x1.5 *
C.bow, hand 100gp 1d4 19-20 40' 2 lb Piercing
RC.bow, light 250gp 1d8 19-20 80' 6 lb Piercing
RC.bow, heavy 400gp 1d10 19-20 120' 12 lb Piercing

Martial Ranged
L.bow, aquatic* 400gp 1d8 x3 60'/10' 3 lb Piercing

Crossbows: Aquatic, double, and hand crossbows are all simple weapons. EWP (double crossbow)
lets you fire both bolts in a single attack at -2, otherwise you can simply have two bolts loaded and
ready to fire.

Additional Weapons: Most mundane splatbook weapons are allowable, though possibly rare. The
following weapons are also available, some modifying or replacing their original versions.

Simple Melee
Cost Damage Crit Range Weight Type
One Handed
Shortspear^ 1gp 1d6 x2 20' 3lbs Piercing
Two Handed
Goedendag 4gp 1d8 x3 - 7lbs Bludgeoning
or Piercing
Greatclub - 1d10 x2 - 8lbs Bludgeoning
Warmace* 30gp 1d10 x3 - 12lbs Bludgeoning
Haft Strike - 1d6 x2* - - Bludgeoning

Simple Ranged
Cost Damage Crit Range Weight Type
Staff Sling - 1d6 x2 100' 4 lbs Bludgeoning

Martial Melee
Cost Damage Crit Range Weight Type
Light
Stiletto 10gp 1d4 18-20 - 1lb Piercing
One Handed
Light Lance 6gp 1d6 x3 - 5lbs Piercing
Two Handed
Bastard Sword^ 35gp 1d10 19-20 - 6lbs Slashing
Naginata 12gp 1d8 18-20 Reach 12lbs Slashing

Exotic Melee
Cost Damage Crit Range Weight Type
One Handed
Bastard Sword^ 35gp 1d10 19-20 - 6lbs Slashing
Kau sin ke 15gp 1d8 18-20 - 4lbs Bludgeoning
Warmace* 30gp 1d10 x3 - 12lbs Bludgeoning

Exotic Ranged
Cost Damage Crit Range Weight Type
Shuriken 1gp 1d2 18-20 10' 1/2lb Piercing

Ammunition
Cost Damage Crit Range Weight Type
Pile shafts* +Xgp +X - -10x' - Piercing

*See Text
^Base stats unchanged, but see text

Descriptions
• Bastard Sword: as PHB. Note that the Bastard Sword (historically the longsword) is the
longest sword one can feasibly wear at the hip in a normal sheathe. Larger swords and other
two-handed weapons must usually be carried. If stored in a less convenient manner, they
must be retrieved as a stored item rather than the draw a weapon action, and two large
weapons trapped to or hung off a pack will severely limit how much storage one can
feasibly carry.
• Bullets, sling: small, dense, and difficult to see in a fight, lead sling bullets are only 1-2
inches across depending on shape.
• Crossbows: aquatic, double, and hand crossbows are all simple weapons. EWP (double
crossbow) lets you fire both in a single attack at -2.
• Goedendag: this weapon is somewhere between a club, a mace, and a spear. It has a much
thicker and heavier shaft than a normal spear, and its spearhead includes a metal cap over
the end of the wood. This design makes it suitable for heavy blunt strikes in addition to
thrusts, but makes it unsuitable for throwing. Other versions might have a thinner shaft but
instead use a more mace-like head beneath the spear.
• Greatclub: heavier two-handed clubs are too big to balance for throwing, but finding a
suitable branch requires only a little more work.
• Haft strike: Any two-handed melee weapon can be wielded as a bludgeon against adjacent
foes in lieu of its normal attack. Most weapons have a critical modifier of x2 when wielded
this way, but Greatswords and Bastard Swords have hilts like little hammers designed for
the job with x3 instead. Since it is not a weapon, a haft strike cannot be masterwork or
magical.
• Kau sin ke: also called a whipping chain, the four to six iron bars connected by lengths of
chain that make up this weapon provide multiple points of impact, dramatically increasing
the threat range compared to most bludgeons.
• Light Lance: A light lance deals double damage when used from the back of a charging
mount. You can use the Weapon Finesse feat to apply your Dexterity modifier in place of
your Strength modifier to attack rolls with a light lance sized for you, even though it isn't a
light weapon for you. You cannot wield a light lance in two hands to apply 1-1/2 times your
strength bonus to damage.
• Longbow, aquatic: is a now martial weapon, otherwise as Stormwrack.
• Naginata: a polearm with a curved blade for long slashes rather than chopping thrusts.
• Pile shafts: extra broad, heavy, barbed, or otherwise deadly versions of arrows or bolts. For
each +1 damage the wielder takes a -1 on attacks, the base range increment decreases by 10',
and the gp cost for a batch increases by +1gp. A weapon cannot fire pile shafts that would
reduce its base range below half. Ex: A composite longbow can fire up to +5 pile shafts,
which give a -5 penalty on attacks, reduce the range increment to 60', and cost 6gp per 20
arrows.
• Stiletto: a dagger with a long thin blade, requiring a bit more skill than a stouter knife but
able to slip through armor like a rapier.
• Shortspear: you can use the Weapon Finesse feat to apply your Dexterity modifier in place
of your Strength modifier to attack rolls with a shortspear sized for you, even though it isn't
a light weapon for you. You can't wield a shortspear in two hands to apply 1-1/2 times your
strength bonus to damage.
• Shuriken: note that the threat range has increased, otherwise see PHB.
• Staff Sling: attaching a sling to a staff gives it a longer arm for more power and range.
• Warmace: similar to a Bastard Sword, a Warmace may be wielded in two hands by anyone
with simple weapon proficiency or in one hand for a skilled wielder with exotic weapon
proficiency (requires str 13).
Weapon Modifications
Most "modifications" must be built into the weapon during it's initial creation. Only the most
obvious of custom weapons will ever be available off the shelf: functional demo pieces. Any buyer
wanting two or more mods will have to custom order it from a master weaponsmith.

Mod Price Source Function


Elvencraft Bow +300gp (Races of the Wild) Bow strikes as a quarterstaff
Blade, Close +100gp (Races of the Wild) Retractable blade for use in grapple
Dwarvencraft +300gp (Races of Stone) Increased hardness and hit points
Hilt Hollow +200gp (Dungeonscape) DC 30 to find, swift action to eject
Oil Chamber +1,000gp (Dungeonscape) Applies contents as swift action
Wand Chamber +100gp (Dungeonscape) Wielder can activate stored wand
Weapon Tether +1gp (Bastion Arms and Armor) -1 atk, retrieve w/o AoO, aftermarket

Bayonets and Hidden Blades


See Complete Scoundrel page 109. Note that hidden blades have a -2 on attacks and take time to
draw, so unless you have some special ability with them (such as Yuki Akuma's surprise weapon
feats), they aren't really suitable as main weapons.

Weapon Materials
Many materials have extraplanar sources and may be extremely rare, requiring a Large City or
Metropolis for purchase, and even the less exotic require a Small City. Most materials also adjust
the hardness and hp of the item, while only the standouts are mentioned here. This is not an
exhaustive list: other materials may still be available, these are just some of the most significant.

Some materials always count as masterwork and include the cost, some do not, see sourcebooks for
details.

Decriptions/Notes
Material Price Source Effect
Abyssal Bloodiron 10,000 Planar as cold iron, +4 to confirm crits
Adamantine 3,000 DMG ignore hardness <20, bypass DR/adamantine
Alchemical Silver 2-180 DMG -1 damage, bypass DR/silver
Aurorum 4,000 BoED if destroyed can be reassembled without loss, and quickly
Baatorian Greensteel 2,000 AaEG +1 enhancement to damage, slashing/piercing only
Blue Ice 500 Frost +1 enhancement to damage, slashing only, 1/2 weight, cold
Bronzewood 500/lb AaEG can take the place of steel, non-metallic
Cold Iron x2 DMG bypass DR/cold iron, +2,000 cost to enchant
Darkwood mw+10/lb DMG 1/2 weight
Crystal, Deep 1,000 XPH free action and 2pp to add 2d6 on your next hit
Crystal, Mundane - XPH not affected by metal spells
Frystalline 2,000 BoED bypass DR/good
Gehen. Morguth Iron 4,000 AaEG -1 atk/-1 dmg, poison DC 12 (1 dex/1d4 dex)
Mithril 500/lb DMG 1/2 weight, hardness 15
Orihalcum 10,000 - bypass various defenses and resist corrosion
Pearlsteel 1,500 Storm reduced underwater penalties, 3/4 weight
Serren 4,000 BoED non-magical ghost-touch
Silver, Hardened 1,000 MoF no penalty to damage, +1 damage vs DR/silver
Solarian Truesteel* 10,000 BoED as siilver, no penalty, +4 to confirm crits
-Removed: Pandemonic Silver, Thinaun, Stygian Ice

• Abyssal Bloodiron (Planar Handbook): As normal. It's extremely expensive but I could see
someone wanting it and I don't think it's a problem.
• Adamantine: As normal. No reason to muck with this.
• Alchemical Silver: As normal, price is based on weapon size: +20 light, +90 one handed,
+180 two handed, and +2 per piece of ammunition.
• Aurorum (Book of Exalted Deeds): As normal. This metal is a godsend for anyone who
might expect sundering, and as such makes for a great building material for anyone not min-
maxing to the hilt.
• Baatorian Greensteel (Arms and Equipment Guide): As normal. Since it does not stack with
the required minimum +1 enhancement bonus this material is not common, but for those
intrested in weapons with just a little extra edge for special no-magic situations, it can be
found.
• Blue Ice (Frostburn): As normak, a much cheaper alternative to greensteel but it'll nigh
freeze your had off. Same weight and price as Mithral.
• Bronzewood: As normal (Eberron/AaEG), if you need it for some reason.
• Cold Iron: As normal, and clarify- the increase for adding magic is only paid once so further
improvements are at normal price.
• Crystal, Deep (Expanded Psionics Handbook): As normal, though I'd point out that as a
magic weapon this would cost quite a bit.
• Crystal, Mundane (Expanded Psionics Handbook): Says it's "considered to be made out of
metal" for druids, but to give it an actual effect it could count as non-metal for metal spells,
while it counts as crystal for other spells.
• Darkwood: As normal, useful in weapons for people with very low carrying capacity.
• Frystalline (Book of Exalted Deeds): As normal. While you'll still need both metal and
alignment for the powerful outsiders, this material is good for the weaker foes that have
have "or" instead of "and". It's cheaper and more reliable than any magic solution and will
hit both demons and devils (of the lesser varieties), as well as some cleric spells that grant
DR.
• Gehennan Morguth Iron (Arms and Equipment Guide): As normal. Not very effective but
extremely cool, and weapons of poisonous metal are a classic trope. Effects which increase
the DC of poisons may apply, at DM's discretion.
• Mithral: As normal, useful in weapons for resisting sunder attempts and those with low carry
capacity.
• Orihalcum (New): When alloyed with steel this kingly gold-tinged metal adapts itself to the
purpose for which it is forged, absorbing blows, striking true, or forming mighty bulwarks.
Orihalcum weapons bypass DR as if they were both cold iron and silver, as well as magic
even if not enchanted. Furthermore, an Orihalcum weapon is treated as whatever physical
damage type (bludgeoning, slashing, or piercing) would be most effective against the target,
unless the wielder deliberately chooses to forgo this effect. This allows them to bypass DR
based on those attributes, as well as trigger or avoid triggering certain weakenesses and
defenses automatically. Orihalcum has hardness 20, 40hp per inch of thickness, and is
immune to corrosion and damage from acid and rusting effects. Items made from Orihalcum
are always masterwork, at no further increase in cost.
• Pandemonic Silver (Complete Warrior): Even with just Gust of Wind this has the potential
to be extremely unbalanced, so as interesting that might be, it's removed.
• Pearlsteel: as normal (Stormwrack). Reduces attack and damage penalties on slashing
weapons from -2/half to -1/-2, and to -2/-2 for bludgeoning (piercing weapons take no
penalty underwater). I really like having a way to make swords and other weapons that work
underwater without needing freedom of movement on everyone.
• Serren (Book of Exalted Deeds): As normal, except bows/crossbows do not bestow the
effect on their ammunition, and you can also use it to fashion clubs and quarterstaves for the
same price. Shields would be nice, but the fluff only allows branches and I'm going to stick
with it. -Binding the branches around and into a shield should work, but a flat price for ghost
touch is still a bit iffy.
• Solarian Truesteel (BoED): boosted to match Abyssal Bloodiron.
• Stygian Ice (Frostburn): The low cost comes from the fragility and drawbacks, but I don't
want the hassle of dealing them, too finicky.
• Thinaun (Complete Warrior): DM's discretion. While quite useful for decreasing the cost of
resurrection and protecting your own soul, making soul trapping so easy rather devalues the
shock factor of what is supposed to require high level spells. The appearance of such a
material should be a shocking and potentially pivotal campaign development I think.

Weapon Templates (DMG2)

The total price of a templated weapon is multiplied by 10 to determine it's availability. Even more
so than most items, templated weapons will have to be custom ordered or sought in non-ordinary
places, except for the absolutely most common and effective versions (such as a fey shortsword,
pitspawned scimitar or scythe, or soulforged longspear or halberd).

• Feycraft: As normal. You basically pay 1,500gp and a point of damage for free weapon
finesse or for one handed power finesse. One of those things that is a really bad idea to
depend on.
◦ Note that Weapon Finesse has been modified to add 1/2 Dex to damage, making this
significantly more powerful, though still worse than properly having the feat.
• Fireshaped: Unavailable. To weak and too specific for anyone to bother.
• Githcraft: As normal. Psionics are broad enough that this is available for weapons, unlike
fireshaped.
• Gloryborn: As normal, far more useful than most of the other weapon templates.
• Hellforged: As normal, as useable as gloryborn.
• Pitspawned: As normal. Does not stack with Abyssal Bloodiron or Solarian Truesteel.
• Soulforged: As normal. Very specific, but there are a few combat feats that give you lots of
opportunity to make use of it.
Armor

Armor Overview: Medium and low heavy armors have been mechanically buffed and various
armors have been added, modified, and re-priced in order to fill out the progressions, aiming to give
people a reason to consider a variety of armor types. Breastplate was renamed to Half-Plate because
it's half-plate, single breastplate is available as light armor, and the old Half-Plate was removed- the
resulting descriptions should make more sense and reflect more accurate crafting times for what
they are (not like super accurate, but better).

Furthermore, armor proficiency has been increased for some classes. Dragon Shaman has heavy,
Hexblade has heavy but casts in medium, and Soulknife has medium. These are in addition to
Barbarian, Druid, FS Replacement, OA Samurai, Warblade, Warmage and Duskblade (after a few
levels), and Rangers (if they give up Combat Style) who all use medium armor.

Shields: Light and heavy shields originally were given +1 each, but further research on sizes
indicated that "light" and "heavy" shields needed to be heavier- or rather, that the PHB's "light"
shield is a buckler-class shield. So what was actually missing from the PHB was kite class shields,
while Races of Stone has +3 shields with appropriate weight increases (and inane proficiency
requirements). Since the cheaper wooden buckler sized shield should still exist, I moved "heavy"
shield back to +2, and added kite shields at +3.

Banned Magic: Shields are not meant to be used with a greatswords, and you aren't supposed to be
able to sleep in heavy armor. Thus, animated shields and all versions of "restful" armor have been
banned above. Characters that want to use a two handed and shield style simultaneously will have
to invest in the proper feats, and only the right combinations of classes and feats will let you wear
your armor 24/7.

Light armors: It is now no longer possible to gain more than +3 AC from armor and materials
without an attack penalty unless you have proficiency, because I say so (even mage armor has been
reduced to +3, and shield as well). The AC benchmark for light armor proficiency remains at +4.

Armor Availability: Most of the top-tier heavy armors, in addition to being extremely expensive,
must be built tailored for the wearer. This means they must be made on comission, so you usually
won't be able to buy anything better than the cheapest heavy armor off the shelf (though some can
be re-sized if captured). Regardless, the expected AC for melee characters should still based on Full
Plate and Heavy Shield.

Non-proficiency Penalties: The minimum non-proficiency penalty for any armor heavier than
Leather is -2. Armors with a greater than -2 Armor Check Penalty use that instead. This is required
simply because ACPs need to be low enough to allow some skill use, but there are so many ACP
reducers that it is too easy to ignore them without proficiency. I could ban ACP reduction, but that
doesn't address the root problem, so a minimum non-proficiency penalty it is. Why not just remove
armor proficiency for realism? Because fantasy demands low-armored characters be feasible, to
actually have some sort of tradeoff or even advantage, which means there must be mechanical
penalties for high armor to create a divide.

Acrane Spell Failure: Is and always has been a problem. Most people treat it as all-or-nothing,
refusing to ever wear armor unless they can stack enough reductions to remove the ASF entirely,
while most non-Sor/Wiz classes flat out ignore ASF entirely in favor of weight category based safe
casting (which can then be boosted by a feat), which they again treat as all-or-nothing. But making
basic Sor/Wiz (and over-category others) completely incapable of casting in armor doesn't make
sense, while giving them an easy way to get light armor casting annihilates traditional general
arcane= No Armor, which I value, and even the minimum non-proficiency penalty will only do so
much. So no, I don't have a good fix, ASF just stays there, and lots of newfangled arcanists just
ignore it except when they don't because reasons. ASF is the functional middle ground we have.
-The only middle of middle ground option I've ever hear would be to allow slower casting to ignore
some amount of ASF, allowing a traditional caster in armor to cast out of combat and/or give up
movement, but still hastily cast in emergencies with a chance of failure.
--I suppose there could be a further alternative in some sort of caster level penalty?

Heat Dangers: By default all armor gives penalties in Hot or hotter conditions, but no benefits in
cold conditions or penalties in warm conditions. It may be determined that wearing certain armor or
clothing at the higher end of Warm conditions could push a character into making rolls for heat
exhaustion when people in normal clothing are not, or grant some more room for cold tolerance.

Upgrade note: Realistically, many heavy armors are just extra layers and accessories added to
lighter armors. Normal armors can be upgraded and combined as appropriate (noted in their
descriptions), but masterwork armors have specially matched pieces. Upgraded lighter armors lose
their masterwork bonus until stripped to their original form, while heavier masterwork armors worn
in a stripped down form similiarly lose their masterwork bonus until re-assembled. Modified chain
armors cannot be recovered at all, as they have had chain added or removed to fit their new role (the
chain shirt under medium composite is not modified). In any case, magic armor not worn in its
intended configuration grants no magical benefits to the wearer.

Crafting note: Plate armor cannot be assisted by more than three Aid Another checks. Chain and
banded armor take longer to make (about the same as each other in the end), but can shift that labor
to others, as noted in their descriptions.

NPC note: Many NPC warrior statblocks use scale mail for their default AC. Med Composite has
the sameACP with +1 AC, but is a little more expensive. Med Leather will have the same AC as the
original entry for a similar price, but will give an effective +2 on ACP skills. Unless they are a +4
Dex race or super low Str race, the other changes don't matter.
Armor
Light Armor
Cost AC Dex ACP ASF Speed Weight
Wicker 1gp +1 +5 0 10% 30' 5lb
Arming Doublet 5gp +1 +8 0 5% 30' 10lb
Bark 5gp +2 +5 -2 10% 30' 15lb
Cord 5gp +2 +5 -1 15% 30' 15lb
Gambeson 10gp +2 +6 0 10% 30' 15lb
Leather 10gp +2 +6 0 10% 30' 15lb
Chain Shirt 25gp +3 +5 -1 15% 30' 25lb
-Brigandine^ 50gp ^ ^ ^ ^ ^ ^
Breastplate 100gp +4 +4 -2 20% 30' 25lb
Sectioned Light* - +3 +3 -2 20% 30' 25lb

Medium Armor
Cost AC Dex ACP ASF Speed Weight
Med Leather 40gp +4 +4 -2 20% 20' 20lbs
Med Composite^ 75gp +5 +3 -4 25% 20' 30lbs
Chain Hauberk 150gp +6 +2 -5 30% 20' 40lbs
Banded Armor^ 200gp +6 +2 -4 30% 20' 35lbs
Half-Plate 400gp +6 +3 -4 25% 20' 35lbs
Sectioned Med* - +5 +2 -3 30% 20' 40lb

Heavy Armor-
Cost AC Dex ACP ASF Speed Weight
Heavy Leather 100gp +6 +0 -7 40% 20'x3 40lb
Full Mail 225gp +7 +0 -7 40% 20'x3 50lb
Heavy Composite^ 250gp +7 +1 -6 35% 20'x3 45lb
Great Armor^ 1,000gp +7 +2 -5 40% 20'x3 45lb
-3/4 Plate ^ ^ ^ ^ ^ ^ ^
Plate and Mail 600gp +8 +0 -7 40% 20'x3 50lb
Full-Plate 1,500gp +8 +1 -6 35% 20'x3 50lb
Dwarven Stone 1,750gp +9 +0 -7 40% 20'x3 80lb
Mechanus Gear* 1,750gp +10 +0 -10 50% 15'x3 75lb
Heavy Plate 2,000gp +9 +0 -8 40% 20'x3 65lb
Dentritic* 2,000gp +9 +1 -8 40% 20'x3 60lb
Sectioned Full* 3,000gp +8 +1 -5 35% 20'x3 60lb
Shields
Cost AC Dex ACP ASF Speed Weight
Buckler/Targe 15gp +1 - -1 5% - 5lb
Light Shield 3/9gp +1 - -1 10% - 5/6lb
Heavy Shield 7/20gp +2 - -3 20% - 10/15lb
Kite Shield 10/30gp +3 - -4 25% - 15/25lb
Tower* 30/75gp +4 +2 -10 50% - 45/100lb

*See Description
^Includes european brigandine, asian lamellar, roman segmentata, and various scaled and laminar
armor styles.

Extras
Cost (source)
Armor Razors +50gp (Underdark)
Armor Spikes +50gp
Camouflage +300gp (Underdark)
Dastana 25gp (Oriental Adventures*)
Dwarvencraft +300 (Races of Stone)
Fast Donning +150 (Races of Stone)
Heat Fins +50gp (Sandstorm)
Keel +50gp (Stormwrack)
Locked Gauntlet 8gp
Netcutter +200gp (Races of the Wild)
Oil Chamber +1,000gp (Dungeonscape)
Riding Straps +200gp (Races of Stone)
Sanctified +50gp (Dungeonscape)
Shield Razors +10gp (Underdark)
Shield Sheath +25gp (Races of Stone)
Shield Spikes +10gp
Signature Crest +50gp (Races of Stone)
Tinted Metal +10-25% (Races of the Dragon)
Thistledown +250gp (Races of the Wild)
Wand Chamber +100gp (Dungeonscape)
Weapon Tether +1gp (Bastion Arms and Armor)
Quick Release +300gp (Arms and Equipment Guide)
*See description
Descriptions
• Arming Doublet: a lighter form of padding than gambeson, this is the padding that comes
with most heavy armors. They sometimes have metal rings or ventilation holes to reinforce
areas, aid in the securing of outer armor, or reduce heat. Wearing an arming doublet instead
of a gambeson under breastplate, brigandine, chain shirt, or medium composite armor
reduces the weight by 5 lbs but also reduces the AC bonus by 1, due to the thinner protection
on the arms.
• Banded Armor: made of overlapping bands of metal covering the torso, arms, and legs, this
armor could be brigandine and splint, lamellar metal, scaled, or the lorica segmentata that is
associated with many images of roman legionaries. The key difference between this and
heavy composite or great armor is that it still has gaps between banded sections. Upgrading
from brigandine or lamellar metal costs 150gp (though historically the areas with brigandine
would cover the arms and legs with mail, skipping straight to composite heavy armor).
• Bark, Cord, and Wicker: these armors are never a first pick, but people who lack the
materials or expertise to craft more advanced armors will still use the best they have.
• Breastplate: just the front and back breastplates and a helmet, worn over a full gambeson.
Plate armor crafting cannot be assisted by more than three Aid Another checks.
• Brigandine: a brigandine is shell made up of overlapping metal plates riveted to the inside of
a facing of textile or leather, producing the "studded leather" look, and is worn over a full
gambeson (included). Once donned the armor fits snugly and gives slightly better mobility
than a solid breastplate, with the obvious drawback of not being a single solid plate. A coat
of plates is essentially the same thing, an earlier version in the style of a reinforced surcoat
rather than a doublet.
◦ The same statistics can also be used for lamellar metal, which is made up of plates
stitched together at the sides in a similarly time consuming process. The metal could be
steel or hardened iron, and coated with tin or laquer to prevent rust. Both brigandine and
lamellar are considered much more stylish than a simple chain shirt, and are parts of
heavier suits of armor the same way a breasplate is. Ashigaru and Great Armor (Oriental
Adventures) are japenese lamellar styles.
◦ Finally, the same statistics can also be used for scale armor, which is made up of
overlapping scale-like plates held together with chain or some other backing. While the
visual suggests an "upward thrust" problem, proper scale armor affixes the plates on all
sides rather than letting them hang loose, and combined with the practical effects of not
sitting still there is no major issue. In a world with mighty scaled beasts, the visual effect
of scale armor might exude an even greater sense of power, and become popular as a
fashion statement similar to brigandine in real life.
• Buckler/Targe: a wood or metal shield about a foot across, essentially the most well crafted
versions of the light shield. Both are held far from the body, allowing them to cover a larger
effective area.
◦ A Targe straps to your arm and leaves your hand capable of light manipulation. You take
no attack penalty when firing a two-handed projectile weapon, but wielding a two-
handed melee weapon (or one-handed ranged weapon) imposes a -1 penalty on attacks
and prevents you from gaining the targe's AC bonus until your next turn. A targe requires
a move action to ready like a normal shield, and when your hand is full the grip isn't
tight enough for a bash.
◦ A Buckler has a bossed center grip, allowing it to bash effectively but fully occupying
your hand. Bucklers can be hung easily off a belt hook or scabbard, which allows you to
ready the buckler as part of the same action that you use to draw a weapon.
• Chain Shirt: a lighter short-sleeved shirt of riveted mail over a full gambeson, without
accesories. Due to the time involved, it takes four times as long to craft a chain shirt than it
would a different type of armor at the same price- however most of this is labor that can be
easily shifted to assistants (no restrictions on Aid Another bonuses) so production can be
quite cheap. Layering breastplate, brigandine, or lamellar metal over a chain shirt results in
medium composite armor. A long-sleeved shirt of mail is considered a medium Chain
Hauberk here.
• Chain Hauberk: a longer sleeved reinforced shirt of riveted mail that extends nearly to the
knees, with padding and a helmet.
• Composite, Medium: this armor is a combination of chain shirt over gambeson with an outer
layer of plating, typically brigandine or lamellar metal. The gambeson covers the arms and
hips, the chain shirt covers the shoulders and provides an extra layer beneath the plates, and
the plates cover the most vital areas. Using a breasplate instead provides no additional bonus
at this level of coverage.
◦ Thanks to the mail middle layer, this armor can function just as well even when the outer
plates are of a weaker material, such as bronze, bone, or shell, with a bit of maintenance.
• Composite, Heavy: this armor is brigandine, lamellar metal, or scaled metal on the torso,
with similar banded or splint style coverings for the arms and legs, a helmet, and mail
covering all the gaps in between. It still isn't quite as sturdy as plate and mail, but it is much
cheaper. As with medium composite a breatplate can be used, but with no mechanical effect.
◦ You can upgrade from breastplate or brigandine to heavy composite at a cost of 200gp,
from medium to heavy composite for 175gp, or an armorer can combine and upgrade a
chain hauberk and an appropriate light armor at a cost of 100gp. The same conversion
can be done with banded armor and a chain hauberk at a cost of 50gp. Layering banded
armor or half-plate over a chain hauberk does not produce heavy composite due to the
lack of chain on the legs- the conversion cost covers both additional leg mail and
removal of excess upper body mail where appropriate.
◦ The same statistics can be used for Plated Mail, in which metal plates on the front, sides,
and back are linked into the mail for less weight, instead of being layered over it.
◦ And as with the medium version, this armor can function with plates of bronze, bone, or
shell instead, as long it retains the steel mail and full underlayers.
• Dastana: these arm guards can be worn with breastplate, brigandine, chain shirt, or medium
composite armor. They offset the penalty for wearing an arming doublet instead of a full
gambeson under the main armor. Dastana have no effect when worn alone, though a pair of
magical bracer wondrous items could also be dastana.
• Dentritic: see Arms and Equipment guide. Note that since damaged and destroyed objects do
not normally disintegrate, destroyed dentritic armor will regenerate.
◦ By growing the crystals in a special mineral solution, Dentritic armor can gain the
benefits of special metals. This costs the same amount as it would for crafting a suit of
normal heavy armor, and must be done during the initial creation.
◦ While it must be grown tailored to the initial wearer, a process has been developed that
can suit the armor of a defeated foe to a new owner. The armor must be broken off piece
by piece, until only one easily removed section remains. The final piece is then removed
without breaking, and coaxing it to grow over a new wearer costs 2d4x200gp.
• Dwarven Stone: from Arms and Equipment guide. This armor reaches its protective value
despite inferior hardness with sheer bulk of layers. In addition to dwarven fasion, it is useful
for druids with low or negative dexterity who want maximum protection.
• Full Mail: this is full body suit of chain from head to toe, with extra layers reinforcing
critical areas. It is extremely heavy, but still cheap to produce. Note that adding a breasplate,
brigandine, or lamellar to this does not produce an upgraded armor the way it does with
chain shirt- heavy composite actually has less chain beneath its plated sections and thus
more mobility, while plate and mail has more than just a breasplate over the mail.
• Full Plate: as PHB.
• Gambeson: the classic medieval padded armor, up to 30 quilted layers of flax or linen are
more than capable of stopping many cuts and stabs, even if a well placed and well sharpened
blade can still get through. A gambeson is a heavy jacket closing in the front which covers
the torso, arms, and possibly as far down as the thigh. As metal armor became more
common, gambesons meant to be standalone armor became known as padded jacks, while
those meant to go beneath heavier armor became arming doublets. A full gambeson is so
thick that when worn with normal clothes it effectively counts as a cold weather outfit (and
conveys appropriate penalties in hot environments), and is often worn day to day the same
way one might wear a stylish but functional heavy jacket.
• Great Armor: the armor most visually associated with samurai, this is a full body suit of high
quality laminar (banded) metal construction, with sections of fine lamellar plates covering
the joints. Laquering of the metal plates against corrosion produces an artful appearance. It
must be sized to fit its wearer, though the cost is slightly less than that of full plate at 2d4 x
75gp.
◦ The same statistics can be used for 3/4 plate, which is essentially full plate minus a few
smaller and more difficult pieces. A high quality heavy armor version of the roman
lorica segmentata would also use these statistics, as would a full and lavish suit of
quality scale based armor such as one might expect from the Dragonlance setting.
• Half-Plate: a breasplate with a helmet and multiple arm and leg pieces, half-plate is halfway
between the breasplate alone and the full suit of plate, just as the name implies. This entry
lacks any covering mail between pieces, but the plates are lighter and stronger than those
found in "banded" armor. Upgrading from breasplate is 300gp.
• Heavy Plate: While technically inferior to dentritic or mechanus gear, this reinforced plate
remains popular with those who have poor dexterity, but still want to don and doff their
armor normally while moving just a bit faster than a snail.
• Leather: either a single hardened cuirass or layered scale plates, leather armor includes the
torso and light arm and leg guards, but doesn't cover all the gaps or the head.
• Leather, Medium: more coverage, more weight, just like it says.
◦ The same statistics can be used for a medium suit of lamellar leather, which is made of
pieces stitched at the sides instead of directly to a backing, or for a scaled style.
• Leather, Heavy: with a body of great curved hide plates this armor looks more like a
portable tower than what most people think of when they hear "leather" armor. But when
metal is unavailable or money is scarce, more leather is still more protection.
◦ The same statistics can be used for a heavy suit of layered lamellar or scaled leather.
• Mechanus Gear: thanks to its interlocking gear plates, this armor is so restrictive it reduces
your move speed by 1/2 instead of the usual 1/3 (Planar Handbook).
◦ While methods have been developed to capture Dentritic armor, there is simply no
feasible way to re-size and re-sculpt the interlocking plates of Mechanus gear. Only the
person for whom it was made or someone uncannily similar, can wear it, unless a limited
wish spell or similar magic is used to resize it.
• Plate and Mail: a combination of breast and other reinforcing plates over a suit of mail gives
a great level of protection at the cost of great restriction in movement. Wearing half-plate
over full mail results in an extra heavy suit of plate and mail. Alternatively, an armorer can
combine a suit of half-plate, and either a chain hauberk or suit of full mail, into a suit of
plate and mail by adding or removing the right parts. This costs 100gp for either
combination.
• Sectioned Armor: this masterwork full plate can be stripped down into lighter
configurations. While many suits of armor include pieces that are effectively worn on their
own as lighter armor, this suit is specifically designed to strip down in order, and a magical
suit retains all properties in its ligher configurations.
• Shield, Heavy: a larger shield about 2-3' across for a medium wielder, which can be single
gripped or strapped. A single grip occupies your hand at all times, while a strapped shield
will let you grasp or manipulate a small item (such as the reins of your horse). A strapped
shield always takes a full move action to ready or remove, and when you're holding
something other than the shield grip you cannot bash.
• Shield, Kite: a long shield that tapers to a point at the bottom to balance leg protection and
weight, usually around 3 feet wide and up to five feet long for a medium wielder. A kite
shield occupies your hand and has the same bash damage as a heavy shield.
◦ Kite shields are large enough that they must be carried or stored on a beast of burden,
like many two-handed weapons.
◦ If not specified, any class proficient with heavy shields and medium armor also gain kite
shields, while classes with only light armor proficiency do not.
• Shield, Light: a wooden or metal shield about 1-2' across for medium wielders, which can be
single gripped or strapped. A single grip occupies your hand at all times, while a strapped
shield will let you grasp or manipulate a small item (such as the reins of your horse). A
strapped shield always takes a full move action to ready or remove, and when you're holding
something other than the shield grip you cannot bash.
• Shield, Tower: you now take only a -1 penalty on attacks when using this shield
(compensating for the addition of kite shields). Light weapons ignore this penalty. Special
materials that use a flat cost (such as mithril) rather than a multiplier or weight function
(such as chitin, darkwood, or wildwood) cannot be used with tower shields. A tower shield
has about the same dimensions as a kite shield but is thicker and lacks the weight reducing
taper so the bottom is quite wide. It occupies your hand and is too unwieldly to make precise
bash attacks.
◦ Tower shields are large enough that they must be carried or stored on a beast of burden,
like many two-handed weapons.
• Weapon Tether: a small chain that connects your weapon to your armor such that it remains
within arm's reach if you drop it. You take a -1 penalty on attacks with a tethered weapon,
and you can't attach more than 2 weapons at a time. If you take Exotic Weapon Proficiency
(Tether), you ignore the penalty and may retrieve a tethered weapon as a free action.
(Bastion's Arms and Armor, modified)
Armor Materials

Some materials have been altered, others will not be available, and still others are setting specific or
made obsolete by another already in use. Riverine and Obdurium are specifically banned because
they are dumb. Blended Quartz is banned for reducing ASF too much. Bluewood is just too
inexpensive. The goal here is the same as with the armor table itself: to make sure all materials have
some worth without making any the obvious winner every time. Extra considerations made below.

Most materials will alter hardness and hit points, sometimes as their major feature, which are not
mentioned on this table. Most materials replace metal, though some replace cloth or leather, and one
is added to chain. Some materials always count as masterwork and include the cost, some do not.
Refer to sourcebooks for full details.

Unlike most sections, this list is semi-exclusive: Materials not listed here have a high chance of
having being rejected for a reason. But that doesn't mean you shouldn't ask to be sure if you're
interested in something not present.

Armor Materials

Material AC Dex ACP ASF Weight Light Medium Heavy Shield^


Bronze, -1 +1 - - - - - - -
Bone, Shell
Adamantine +1/2/3 - - - - 2,000 5,000 10,000 3,000
Aurorum - - - - - 3,000* 4,000 6,000* 4,000
Blue Ice - +2 +2 -* x1/2 750 3,000 7,000 750
Bronzewood - - - - x9/10 1,000 4,000 9,000 1,000
Darkwood - - +2 - x1/2 Mw+ Mw+ Mw+ Mw+
10/lb 10/lb 10/lb 10/lb
Entropium - +2 +/- 2* +10%* +2-10* 750 2,000 6,000 750
Leafweave - +1 +2 -5% - 750 750 750 -
Living Metal - +1* +1* +5%* - 700 2,000 4,500 100/lb
Mithral - +2 +3 +10% x1/2 1,000 4,000 9,000 1,000
Orihalcum - - - - - 5,000 10,000 15,000 10,000
Pearlsteel - - -* - x3/4 500 1,000 1,500 500
Shadow Silk - +2 +2 -15%* x1/4 * * - -
Wildwood -1 +1 +1 +5% x3/4 Mw*2 Mw*2 Mw*2 Mw*2
Ysgardian - - - - - 1,500 1,500 1,500 -
Heartwire

*See Text
^Shield prices are for buckler through heavy shield sizes. Kite shields may cost double, and tower
shields may have their own special pricing.

Descriptions/Notes
• Adamantine: Modified. Armor crafted from Adamantine is so hard it is simply in a class of
its own when it comes to stopping blows, increasing the base armor class of the armor by +1
if light, +2 if medium, or +3 if heavy. This is not an enhancement or deflection bonus, so it
stacks with the enhancement of magic armor and rings of protection. Shield AC does not
increase, instead benefiting directly from the increased hardness and hit points against
sundering attacks.
• Aurorum (Book of Exalted Deeds): As normal. If destroyed, reassembling the gathered
pieces as a full round action completely restores the item. This metal is a godsend for
anyone who might expect or as mere insurance against sundering, and as such makes it a
great material for anyone not min-maxing to the hilt. The light and heavy prices have been
modified because a flat price for all doesn't make sense.
• Blue Ice (Frostburn): Cold spells suffer no arcane spell failure, users without cold endurance
take a -1 penalty on reflex saves. Effectively a cheaper version of mithral, less powerful and
with a bit of a drawback. Blue Ice is forged as metal and thus cannot be worn by druids.
Most significant as non-magical continuous refridgeration.
• Bronze, Bone, and Shell: In areas where steel plate armor is not available, these materials
might be used. They apply-1 AC and +1 max Dex when used in place of metal for most
armors. When used as the outer layer of composite armor that has steel mail, there is no
change. The cost for these materials is the same as steel- they are either all that is available,
or seldom used and not any less expensive.
• Bronzewood (Arms and Equipment Guide): As hard as steel, plated armors only. Normally a
Druid armor quality tax and is therefore obsoleted by cheaper options, but can be useful if
you want a unique weapon or stronger shield or for worldbuilding. It also obsoletes the
ironwood spell, which is less desireable.
• Darkwood: As normal.
• Entropium (Arms and Equipment Guide): Weight +2lbs for light, +5lbs medium, +10lbs
heavy. ACP is -2 worse for str skill and +2 better for dex skills. ASF -10% but minimum
5%, max dex increases by +2, and category is a step heavier. The heavy armor price is
reduced to 6,000. Entropium is a good choice for high str, high dex people that don't care
about mobility, or for people that just want a really weird material.
• Leafweave (Races of the Wild): Applies to leather armors. Medium leafweave has a
distinction of being a 0 ACP medium armor, there's some use for heavy armor druids with an
armor option that isn't quite so heavy or expensive.
• Living Metal (Magic of Faerun): A flexible metal that repairs itself at a rate of 1hp per
minute, and after being worn for a week grants the listed benefits. I quite like this for
worldbuilding, an obvious including in living constructs and such. More practical repair
speed than Wildwood, which seems to have it mostly for fluff.
• Mithral: As normal. Changes to adamantine have made mithral no longer the perfect and
only choice for AC.
• Orihalcum: (New): When alloyed with steel this kingly gold-tinged metal adapts itself to the
purpose for which it is forged, absorbing blows, striking true, or forming mighty bulwarks.
Orihalcum armor grants the wearer DR 1/- if light, 2/- if medium, or 3/- if heavy, while
shields apply their AC bonus even against touch attacks. Orihalcum has hardness 20, 40hp
per inch of thickness, and is immune to corrosion and damage from acid and rusting effects.
Items made from Orihalcum are always masterwork, at no further increase in cost.
• Pearlsteel (Stormwrack): Weapons as normal, armor only provides its normal penalty on
swim checks instead of double. Compare price to MiC's version of Bouyant, which
completely removes the penalty and gives a bonus for 4,000gp. It's also nice to have a way
to use a weapon underwater without freedom of movement.
• Shadow Silk (Tome of Magic): As normal. +2 Hide and Move Silently in shadows, -15%
ASF in shadows, item repairs in shadow 1hp/round unless destroyed. Only three armor
types: Padded, Leather/Gambeson, and Medium Leather replaces Hide. Prices are 1,500gp,
1,750gp, and 2,500gp. -add a heavy version?
• Wildwood (Races of the Wild): Recovers 1hp/day or 5/8 hours if soaked in water as long as
it's not destroyed. Metallic plated armors only. The "standard" druid tax was dragonhide,
which has a ridiculous unfeasably low price and is removed. Wildwood uses the same price
while being more unique and actually feasible.
• Ysgardian Heartwire (Book of Exalted Deeds): As normal, in case someone wants it. +2 AC
when an enemy rolls to confirm a critical hit. Can be added to any armor that incorporates
chain mail in its construction, including heavy steel armors.

Composite armors and sub-steel materials: Use the same rules as bronze, etc, for any such materials
that find their way into the outer layer of a composite armor. Wildwood, stone, etc.

Armor Templates (DMG2)

Armor templates are a great idea for customizing armor beyond mere materials, without just
declaring a certain suit of armor to look like X. Tying trope-based not-really-magical but also very-
not-realism effects to a mundane item forged by more than mundane crafters just works. This is
already used in other places such as "elven" rope and "dwarvencraft" items. And by separating these
side benefits from those of the core functionality of AC, max Dex, ACP, category, and durability
that define choice of material, people can have "competitive" armors that are innately different.
-So long as these side benefits are kept in line, of course.

The total price of a templated armor is multiplied by 10 to determine its availability. Even more so
than most items, templated armors will have to be custom ordered or sought in non-ordinary places,
except for the absolutely most common and effective versions (such as a fey light shield).

• Feycraft: As normal. Despite lack of drawbacks, I still prefer this over thistledown.
• Fireshaped: As normal.
• Githcraft: Under review. It's just more expensive feycraft with no downsides, but gith-gasms
bug me as much as elves, and ASF is still a problem. Price multiplier does mean that it's
only available in the largest towns or cities.
• Gloryborn: As normal. Much hilarity ensues.
• Hellforged: As normal. Very niche, but could be put to good use by an army with vast funds
and a penchant for masses of troops in heavy armor. Such as a legion of hell.
• Pitspawned: As normal. Much like gloryborn's fluff, this template blurs the line between
mundane and magic, but it has uses that should keep it around.
• Soulforged: As normal. Definitely an ability that people won't want to go without once they
have it, and the oddly specificness goes well with the celestial metals.

-should review armor templates, maybe make some more, particularly if I axe a lot of them.
Alchemical, Superior, and other Item Lists
tems not listed may still be available on request, altered or specifically banned items will be listed below.

*: item has been modified

Alchemical Items
Item Price Weight Source Description
Acid 10 gp 1 lb PHB 1d6 acid
Acid Neutralizer 50 gp 1 lb Dung weaken 10 cu ft of acid or protect from ongoing
Acidic Fire 30 gp 1 lb ECS 1d4 acid and fire, save or catch fire
Alchemical Sleep Gas 30 gp 1 lb FRCS 1 target, poison DC 15 sleep 1 round/1d4 min
Alchemist's Fire 20 gp 1 lb PHB 1d6 fire, full round DC15 ref or 1d6 more, 1 splash
Alchemist's Frost * 30 gp 1 lb RtEE 1d6 cold, 1d6 next round, cannot extinguish
Alchemist's Spark 20 gp 1 lb ECS 1d8 electricity
Alkali Flask 15 gp 1 lb PFSRD acid vs most, double vs ooze/acid based
Antitoxin 50 gp - PHB +5 on saves against poison for 1 hour
Antitrait Grease 50 gp - PlH protects from planar alignment traits, 1 hour
Armor Insulation 50 gp 2 lb Frost +5 fort against cold weather for 24 hours
Armor Lubricant 40 gp 1 lb RoF reduces ACP of metal armor by one for 1d4 hours
Armorbright 50 gp 1 lb Sand +2 fort and heat prot. +1 vs. sun, 24 hours
Auran Mask 60 gp - CM +5 vs. inhaled 1 hour or water breathing 10 min
Bile Droppings 50 gp 1 lb DrUnd 1d6 acid for two rounds, sicken 1 rnd DC17+13 in 5'
Bitterleaf Oil 25 gp - RoD stops shedding, increases resting hp gain, 10 uses
Blackroot Oil 20 gp 1/2 lb SXen negates light blind/sensitive for 1 hour, 8 uses
Bladefire* 20 gp 1 lb AaEG full round to apply, +1d3 fire for 1d6 rounds
Blasting Pellets 50 gp 2 lb RoS when layed, makes DC 15 reflex trap for 1d6 sonic
Blend Cream* 20 gp 1 lb CAv +1 on hide checks for 1 hour
Blister Oil 15 gp 1/2 lb RoS deals damage and penalty on contact with skin
Bottled Air 50 gp 1 lb Dung clears gas from 5' square for 2d4 rounds
Bomb* 45 gp 1 lb DMG 2d6 fire in 10' burst, DC15 reflex half
Clearbreath 50 gp - AaEG +4 fort vs. odors for 1 hour
Candlerod 1 gp 1 lb PFSRD 5' dim light for 12 hours
Clearwater Tablets 1 gp - CSc makes 1 gallon of water safe to drink, tarry
Candle, Focusing* 25 gp 1 lb AaEG +2 alch/appraise/decipher/forge/search for 1 hour
Candle, Restful 100 gp 1 lb AaEG doubles natural healing rate for 8 hours, 20' rad
Crackle Powder 30 gp - CM 5' radius gives -10 move silently for 1 hour
Darkvision Powder 10 gp - DrUnd visible to darkvision but hard to see without
Darkhidden Paint 20 gp 1/2 lb Und visible in light but invisible to darkvision
Daystrider Capsule 10 gp - CCs allows a humaoid to walk 10 hours in one day
Ditherbomb (weak) 100 gp 1/2 lb RoD 1d6 acid in 5' burst, DC10 reflex half, melts stone
Ditherbomb (strong) 300 gp 1/2 lb RoD 1d4x1d6 acid in 10' burst, DC12 reflex half
Ditherbomb (wyrm) 1,000 gp1 lb RoD 1d6x1d8 acid in 15' burst, DC15 reflex half
Dwarfblind Stone 50 gp 1 lb DrUnd blinds darkvision in 10' radius, ref DC 15 negates
Endurance Elixer 25 gp - CSc +4 ability/saves/skills vs natural enviro, 12 hours
Farflame Oil 2 gp 1 lb AaEG burns 1/3 brighter, 1/2 as long, blue (40' lantern)
Fast Torch 5 gp 1/2 lb CM swift 30' light for 10 min, wind/water don't snuff
Ferrous Aqua 20 gp - CSc 1d6+sicken 1 round DC12 vs. cold iron DR, 5' throw
Fire Beetle Lamp 10 gp 1 lb RoD 15'/30' heatless lamp lasts 6 days after creation
Firestone 50 gp 1 lb DrCom deals 1d6 fire in 5' burst, ignites objects
Firmament Stone 110 gp 1/2 lb Dung alchemical pocket watch
Flash Powder 20 gp - DrCom causes -5 spot 5 rounds, distracts for hide check
Flashpellet* 25 gp - CAv blind 1+dazzle 1, 5' range/rad, DC15 fort neg
Fleetfoot 50 gp - AaEG run at x5 for ~1 min, stacks with run feat
Forger's Paper 10 gp - CSc turns transparent for 1 hour if heated, +2 forgery
Freeze Powder* 50 gp 1 lb Frost freezes 1 cubic foot/10' square of water/wet floor
Frostfire* 30 gp 1 lb SeSo 1d6 cold, full round DC15 ref or 1d6 more
Ghostoil 50 gp 1 lb LM ignore incorporeal miss chance for two rounds
Ghostwall Shellac 150 gp 1 lb Dung prevents etheal movement for 4d6 hours once dry
Glowpowder 50 gp - ToBl +2 search/spot, pinpoint invisible, 10' cone/5 squ
Hearthfire (12 pack) 10 gp 2 lb RoS 20'/40' light for 24 hours per block, divideable
Hearthfire Lantern 7 gp 2 lb RoS lantern lets you control light w/o extinguishing
Healing Salve* 20 gp - ToBl full round action heals 1d8 damage
Herb, Cassil (1 dose) 1 gp - FRCS after 1 hour, male hummanoid infertile for 3d4 days
Herb, Narraroot (1 dose) 2 sp - FRCS female humanoid infertile d4+2 or 2d4+2 days
Hoardgum 50gp 5 lb (above) covers 5 cu. ft. goods in hard rubber
Holdfast 50 gp 4 lb DrCom sticks rope to wall, 200 lbs for 1d4+3 rounds
Ice Chalk 20 gp - Frost waxy chalk that can write on ice
Ice Crystal 5 gp - DrCom becomes ice cold in liqiud
Impact Foam 25 gp 1 lb PFSRD 5'-10' radius, fall damage -1d6 and 1d6->subdual
Ink, disappearing 5 gp - ToBl dissapears in one hour, reppears with heat
Ink, phantom 10 gp - ToBl ink can only be read under specific type of light
Ink, waterproof 6 gp - PlH (non-alchemical)
Insect Repellant 5 gp 1 lb DrCom repels tiny vermin for 4 hours, will DC12 if larger
Instant Rope 25 gp 1 lb AaEG dries in 2 rounds to 30' "hemp" rope, lasts 1 hour
Ironthorn Extract 25 gp 1 lb Sand waterproofs, clothes get +1 armor, +1 hard, 1 week
Lava Stone 24 gp - Dung creates a 2' diameter step for 3d8 minutes
Lava Stone, Greater 114 gp 1 lb Dung creates a 6' diameter step for 3d8 minutes
Liquid Embers* 90 gp 1 lb PlH 3d6 fire, ref DC 17 or 3d6 next round, splash 1d6
Liquid Ice 30 gp 1 lb DrCom 1d6 cold/1 splash, extinguish/freeze 10' square
Liquid Salt* 100 gp 1 lb Sand 2d6 dessication, splash 1d4 (hard to heal)
Liquid Smoke 20 gp 1 lb OA 20' cloud of smoke for 1 round on impact
Liquid Sunlight 20 gp - CSc dazzle light sensitive 1 rn, 1d6 if harmed by light
Lockslick 180 gp 1/2 lb Dung +2 disable device until wiped off, 10 uses
Lodret Leaf 75 gp - PgtE +5 vs natural disease for 1 hour
Melt Powder 25 gp 1 lb Frost melts 1 cubic foot/10' square 1 inch deep of ice
Mineral Acid 20 gp 1 lb Und 1d6 to earth elementals, 1d6 for 3 rounds to stone
Nerv 25 gp - CSc +2 on saves against fear for 1 hour
Noxious Smokestick 80 gp 1 lb ECS 10' cube of smoke nauseates 1 round, DC15 fort neg
Ocanthus Knife 450 gp 1 lb PlH ice dagger deals 2d6 damage, then melts
Oleum 30 gp 1 lb Sand crude oil: -4 to put out, heavy smoke, grease 5'
Panther Tears 30 gp 1/10 lb SXen low light vision and sensitive for 1 hour
Polar Skin 25 gp 1 lb Frost lasts one hour, prevents 5 points of cold damage
Powdered Silver 20 gp - CCs 1d6+sicken 1 round DC12 vs silver DR, 5' throw
Red Tidewater* 75 gp 1 lb PlH blind 2d4 ref 15 neg/splash 1 ref 10, sickness
Razor Ice Powder 50 gp 1 lb Frost turns 5' square of ice into crippling hazard
Rust Cube 100 gp - CSc deals 1d6/round for 3 rounds to metal, no hardness
Scentbreaker 5 gp - ToBl creature loses scent ability, DC18/15 fort negates
Screaming Flask 40 gp 1 lb CM 15' cone, 1d8 sonic, deaf 1 min DC15 fort neg
Shapesand 100 gp 12 lb Sand shape into other objects, DC16 wisdom check, reuse
Shriekpaste 50 gp 1 lb Und one shriek when exposed to bright light, DC-10
Signal Torch 1 gp 1 lb AaEG torches that burn in a variety of colors
Slimebane 15 gp 1 lb DrCom deals 1d6/1 to oozes, fort DC15 or 1d6 next round
Slippery Oil 50 gp 1 lb DrCom +5 escape artist for 1 hour/until alcohol wash
Slumber Sand 50 gp 1 lb Sand 1 target, fort DC15 sleep 1 minute
Smokestick 20 gp 1 lb PHB 10' cube of smoke, dissipates "naturally"
Smoke Bomb 70 gp 1 lb DMG 20' radius of smoke
Softfoot* 20 gp - CAv +1 move silently for 1 hour
Sparkstone* 25 gp 1 lb AaEG deals 1d6, arcs to random target in 5' for half
Spelunker's Oil 15 gp 1 lb DrUnd +2 escape artist/-5 climb until washed off
Stinkpot 50 gp 1 lb Storm 10' cube smoke 3 rounds, fort 15 sicken 1d4+1
Stoneburner Acid 10 gp 1 lb DrUnd fuels stoneburners for 200' of climbing
Sunrod 2 gp 1 lb PHB 30' light for 6 hours
Suregrip 20 gp - ToBl +2 on cimb/grapple or rope or balance for 10 min
Tanglefoot Bag 50 gp 4 lb PHB entangles and halts movement
Thunderstone 30 gp 1 lb PHB deafens 10' burst for 1 hour
Tindertwig 1 gp - PHB standard action ignition
Trail Bar 1 gp - CSc 4 inch bar provides a full day's food
Trollbane 90 gp - Dung ignore regeneration for one slash/pierce attack
Troll Oil 50 gp 1 lb PFSRD 1 hour, auto-stabilize and 50%/round bleed stop
Toxic Tooth 30 gp - CSc can crack to spit poison 5'
Vermin Ointment 20 gp 1 lb SXen repels/sickens vermin for 8 hours, washes easily
Verminbane 20 gp 1 lb AaEG vermin must will save DC15 to enter 5' cube, 1 min
Viscious Bleeder 50 gp 1 lb AaEG full rnd on/1 min, hits bleed 1 point for 2 rounds
Weeping Flask 50 gp - CM empty waterskin fills over 8 hours after opening
Whale Grease 75 gp 2 lb Frost complete hypothermia protection for 1 hour
Alchemial Capsules
Item Price Weight Source Description
Alchemical Tooth 300 gp - CAv holds capsule or poison, DC 30 search to find
Capsule Retainer 100 gp - CAv holds an alchemical capsule ready (swift to use)
-Antitoxin 15 gp - CAv +1 fort vs. poison for 1 minute
-Ironman 15 gp - CAv ignore staggered for 1 round (still take damage)
-Leap 15 gp - CAv +4 on jump checks for 1 round
-Stability 15 gp - CAv +4 on balance checks for 1 round
-Strongarm* 125 gp - CAv +2 str for 2 rounds, fatigued after
-Swiftstride 15 gp - CAv +5 move speed for 1 round, fatigued after
Weapon Retainer 100 gp - CAv holds one capsule or poison ready (swift to use)
Weapon Retainer, Triple 450 gp - CAv holds three weapon capsules (use 1-3 at once)
-Ghostblight 100 gp - CAv ignore incorporeal miss chance for 3 rounds
-Quickflame 25 gp - CAv +1d6 fire damage for one round, always overlaps
-Quickfrost 25 gp - CAv +1d6 cold damage for one round, always overlaps
-Quickspark 25 gp - CAv +1d6 elec damage for one round, always overlaps
-Quicksilver 25 gp - CAv weapon is silvered for 3 rounds (-1 damage)

Superior Items
Item Price Weight Source Description
Air Plant 25 gp - Storm gives med creature 5 min of air then dies
Alchemy Blade* 310 gp 2 lb MEb short sword with alchemical enhancement
Aspergillum 5 gp 3 lb FRCS holds 3 pints of liquid for 5' range without AoO
Aspergillum, heavy 100 gp 12 lb RoF wield as heavy mace, dispense with attack
Breathing Hood 70 gp 5 lb DrUnd gives +8 against inhaled poison
Chaos Flask 100 gp 1/2 lb PlH transforms into temporary diminutive object
Cinnabar Eye Cusps 50 gp - DrUnd see in magically infused underdark areas
Desk Clock 25 gp 8 lb Ghost keeps time within a few minutes, worse if moved
Distillation Kit 50 gp 20 lb Sand purifies 1 gallon of water per day
Everburning Torch 110 gp 1 lb PHB has Continual Flame cast on it
Filter Mask 1 gp - Sand +2 saves vs. gas+ignore dust/sand for 4 hours
Finder's Chalk 5 gp - Dung fades in 1 min, DC 25/40 to see w/o finder's glass
Finder's Glass 400 gp - Dung +30 to see finder's chalk, +20 in bullseye lantern
Fireproof Clothing +50 gp varies PlH does not itself catch fire (but you still can)
Fireproof Spellbook 50 gp 3 lb PlH self explanitory
Floatation Bladder 2 gp 2 lb Dung full round to inflate, +4 swim to avoid sinking
Float Bladder 10 gp 3 lb Storm float without fail, -2 swim if punctured
Dwarvencraft Armor +300 gp - RoS masterwork item has +2 hard/+10 hp/+2 saves
Dwarvencraft Weapon +600 gp - RoS masterwork item has +2 hard/+10 hp/+2 saves
Gut Mites 50 gp 1 lb CSc forces creature to vomit you up, 1 week shelf life
Heatsuit Outfit 20 gp 15 lb Sand fire resist 3 against environmental only
Holy Water 25 gp 1 lb PHB 2d4 against undead or evil outsiders
Hidden Spaces varies - CSc see Complete Scoundrel
Hilt Hollow 200 gp - Dung DC 30 search, retrieve as swift action
Hydration Suit 1,000 gp 10 lb Sand ignore dehydration, 2 levels of heat protection
Instant Campfire 50 gp 10 lb RoF starts in one round even in moderate rain
Instrument, Masterwork 100 gp 3 lb CAv alters bardic music (price/weight from PHB)
Jabberweed 60 gp 1 lb CSc hissing plant, -4 listen within 100' lasts 1 week
Manacles, Adamantine 2,000 gp 5 lb Dung mwk manacles with hardness 20, 15hp, DC52 break
Music Box 35 gp - AaEG plays one song
Oil Chamber 1,000 gp - Dung sprays alch/oil on weapon/armor/shield, swift
Periscope 50 gp 2 lb Dung +7 hide around corner, -8 spot outside of cone
Potion Bladder 25 gp 1/2 lb DrUnd holds one potion ready, no AoO, use underwater
Potion Bracer 100 gp 1 1/2 lb Sharn holds three potions ready, no AoO, easy to hit
Rope Climber 15 gp 3 lb RoF +5 climb on rope, one way only at half speed
-Ascender/Slider 20 gp 1 lb AaEG +1 climb, controlled fall str DC15
Rubbing Kit 5 gp 1 lb Dung 1' by 20' long, 1 minute/foot, +10 DC if rushed
Snow Goggles 5 gp - Frost +2 on saves vs. blindness, -4 on spot checks
Spellshard, Wizard's 3 gp 1/2 lb ECS holds 20 pages of spells
Springwall 60 gp 1 lb AaEG pops into 10' wide trap/spot DC20/ref DC15 entangle
Spyglass 1,000 gp 1 lb PHB halves spot DC of distant objects/doubles vision
Stoneburners 5 gp 1 lb DrUnd +2 climb, leaves tracks, uses stoneburner acid
Sundark Goggles 10 gp - RoD negates light sens. dazzling, +2 vs gaze, -2 spot
Sun Lenses 10 gp - Sand negates dazzling, no other effects
Swimming Goggles 15 gp 1/2 lb Storm see 6d8x10' in clear water, no benefit in murky
Torch Bug Paste 25 gp - CSc 1 hour 20' light, paint 10' sq, faerie fire thrown
Wand Chamber 100gp - Dung stores wand in weapon/shield, counts as in hand
Waterproof Spellbook 30 gp 3 lb PlH self explanitory

Mundane Items
Item Price Weight Source Description
Animal Call 20 gp - AaEG sounds like an animal, +1 survival hunting
Barbed Wire, 50' 75 gp 35 lb AaEG 1d3 and trip, ref DC10 negates
Bell 1 gp - PHB make it ring
Bolt Cutters 6 gp 5 lb AaEG deals 15+str/round, max 1" thick
Crowbar 2 gp 5 lb PHB +2 str checks for prying
Drill, iron 10 gp 1 lb Dung 1"x1" hole, hard 10, 1rnd 20 rnds max, 1 gp/bit
Glass Cutter 2 gp 1 lb AaEG cut glass silently instead of smashing
Hacksaw, common 5 gp 1 lb Dung 10 damage over 20 rounds to iron or less
Listening Cone 8 sp 1 lb Dung listen DC -3 through doors or -10 through walls
Periscope 50 gp 2 lb Dung +7 hide around corner, -8 spot outside of cone
Saw, folding 2 gp 2 lb AaEG cut wood all day, 4"/2" per round
Slate Board 5 gp 1 lb AaEG add chalk, still cheaper than ink
Tongs, Metal 3 gp 4 lb AaEG keeps your hands safer

Bargain Items (<1gp and rules for common uses)


Item Price Weight Source Description
Candle 1 cp - PHB 5' shadowy light, 1 hour
Candle, Insectbane 1 sp - AaEG repels mundane vermin, 5' radius for 1 hour
Chalk 1 cp - PHB mark stuff up
Fishhook 1 sp - PHG hook shit
Flour Pouch 1 sp - Dung dusts invisible creature on hit, locates on splash
Iron Spike 1 sp 1 lb Dung full round pound, 1= stuck, 2=locked for breaking
Lard 2 sp 10 lb Dung grease area 1 hour/+5 esc artist+resist grap 10 min
Marbles 2 sp 2 lb AaEG no-damage caltrops: balance DC15 or halt movement
Listening Cone 8 sp 1 lb Dung listen DC -3 through doors or -10 through walls
Oil 1 sp 1 lb PHB deals 1d3 for 2 rounds on ground or see PHB
Signal Whistle 8 sp - PHB blow louder
Twine, 50' ball 1 sp - Dung smaller than rope, same hp if wrapped
Wick, candle 2 sp - AaEG 50', fuse burns 30 seconds/1"

Misc Mundane Equipment of note (mostly no special benefits)


Item Price Weight Source Description
Bandoleer 5 sp 1/2 lb FRCS holds 8 items within reach
Bandoleer, masterwork 5 gp 1/2 lb FRCS holds 12 items within reach
Portable Writing Desk 30 gp 8 lb ToBl has short fold-out legs and drawers
Potion Belt 1 gp 1 lb FRCS holds 6 potions within reach
Potion Belt, masterwork 60 gp 1 lb FRCS holds 10 potions within reach
Sashling 10 gp 1 lb RoTW belt with 10 pocket folds, 1/4 lb each, +2 SoH
Scroll Organizer 5 gp 1/2 lb ToBl holds and protects 15 scrolls within reach
Table Case, folding 5 gp 5 lb AaEG 2'x2' suitcase/folding table
Weapon Harness 5 gp 5 lb PotS holds 2 two hand, 3 one hand, and 6 daggers

Spell-Altered Items
Animated object, permanent
-Large, commonly animated*: +5,490gp Everburning Torch: 90gp
Arcane Pet, tiny: +60gp Everburning Torch of Pelor (double radius): 300gp
Arcane Pet, small: +250gp Glasse item (11 cu. ft.): +660gp
-purpose built +50gp Glowing Orb: 200gp
Blue Ice flask or mug (1 pint): 100gp Hardened item, mineral (1 cu. ft.): +710gp
-urn (1/5 cu. ft.): 200gp Hardened item, other (10 cu. ft): +710gp
-coffer (1/4 cu. ft.): 408gp Shrunk item (10 cu. ft, 5 days): 150gp
-bucket (1 cu. ft.): 800gp
*See Items chapter, above
Camping Items
Item Price Weight Source Description
Bedroll 1 sp 5 lb PHB mat and thin blanket
Blanket, winter 5 sp 3 lb PHB thick blanket
Canvas (sq. yd.) 1 sp 1 lb PHB does what canvas does
Campchair, cloth 2 gp 2 lb Merc a chair of cloth
Campchair, wooden 6 gp 3 lb Merc a chair of wood
Camptable 20 gp 15 lb Merc seats six
Hammock 5 gp 1 lb AaEG suspend off ground to sleep
Mess Kit 6 sp 1 lb AaEG bowl, plate, fork, spoon, cup, all metal
Percolator 1 gp 1 lb AaEG for brewing teas and coffees
Portable Writing Desk 30 gp 8 lb ToBL has short legs and drawers
Table Case, folding 5 gp 5 lb AaEG 2'x2' suitcase/folding table
Tarp, 10' square 5 gp 30 lb AaEG
-Tent, 1 person 5 gp 10 lb AaEG
-Tent, 2 person 10 gp 20 lb PHB
-Tent, 4 person 20 gp 40 lb AaEG
*Tent, pavillion 250 gp 100 lb Merc 3 man hours set up, holds 30 men
*Tent, pavillion 100 gp 300 lb AaEG hold 20 men

Honey Leather - - RoTW waterproof light canvas, snags easily


-small tarpaulin 15 gp 1/4 lb +1 survival vs weather (+2 no moving), small size
-big tarpaulin 40 gp 2 lb medium and large creatures
-pup tent, small 30 gp 2 lb +4 survival vs weather, 1 small creature
-pup tent, medium 60 gp 5 lb 1 medium creature
-tent, 10' square 120 gp 20 lb 5' tall, 4 medium creatures
-tent, 20' square 240 gp 40 lb 10' tall, 8 medium or 4 large creatures

Storage Items (volumes taken from Mercanaries)


Item Price Weight Source Description
-Dry
Backpack 2 gp 2 lb PHB 1 cu. ft.
Backpack, framed* 50 gp 3 lb AaEG 3 cu. ft. -10% weight, slow open
Backpack, waterproof 25 gp 3 lb Merc 1 cu. ft.
Barrel 2 gp 30 lb PHB 10 cu. ft.
Basket 4 sp 1 lb PHB 2 cu. ft.
Bucket 5 sp 2 lb PHB 1 cu. ft.
Case, map/scroll 1 gp 1/2 lb PHB keeps papers safe
Case, waterproof 20 gp 1 lb Merc keeps papers safe-from water
Chest 2 gp 25 lb PHB 2 cu. ft.
Coffer - 1 lb Merc 1/4 cu. ft.
-wooden 1 gp
-iron 8 gp
-gold 75 gp
Pouch, Belt 1 gp 1/2 lb PHB 1/5 cu. ft.
Sack 1 sp 1/2 lb PHB 1 cu. ft.
Saddlebags 4 gp 8 lb PHB 5 cu. ft.
Urn, bronze 8 sp 1/2 lb Merc 1/5 cu. ft.
-Liquid
Bottle, glass wine 2 gp - PHB 1.5 pints, 1.5 lb ful
Flask 3 cp - PHB 1 pint, 1lb full
Jug, clay 3 cp 1 lb PHB 1 gallon, 9lb full
Picther, clay 2 cp 1 lb PHB 1/2 gallon, 5lb full
Pony Keg 1 sp 1 lb? Merc 7.5 gallons, ~43lb full
Vial 1 gp - PHB 1 ounce
Waterskin 1 gp - PHB 1/2 gallon, 4lb full
Ropes, Chains, and Restraints
Item Price Weight Source Description
Rope, hemp 50' 1 gp 10 lb PHB 2hp, str DC23
Rope, silk 50' 10 gp 5 lb PHB 4hp, str DC24, +2 use rope
Rope, elven 20' 50 gp 5 lb AaEG 4hp, str DC25, +3 use rope, sold in 20's

Pulley 5 gp 1 lb AaEG wood pulley/metal hook, eye holds 750 lbs


Block and tackle 5 gp 5 lb PHB divide weight by multiplying length
Winch, portable - - AaEG hand crank, bolt/nail down, incl. 50' hemp/wire
-lift/drag 600 lb 20 gp 20 lb
-lift/drag 800 lb 40 gp 40 gp
-lift/drag 1,040 lb80 gp 80 gp
Crane, portable - - AaEG break down/reassemble, bolt in place
-lift/drag 1,040 lb30 gp 75 lb
-lift/drag 1,400 lb60 gp 120 lb
-lift/drag 2,400 lb120 gp 250 lb

Grappling Hook 1 gp 4 lb PHB use DC 10+2/10' (max 50')


Grap. Hook, collapse 3 gp 2 lb AaEG +4 search DC to find
Grappling Hook, mithral 1,000 gp 2 lb Dung w/silk, use DC 10+1/20' (max 200')
Grappling Ladder, 10' 40 gp 8 lb Dung use DC 15+3/10' (max 50' or 10'?)
-extension +10' 35 gp 6 lb
Grap Ladder, silk/mith 650 gp 4 lb Dung use DC 13+2/10' (max 200' or 30'?)
-extension +10' 150 gp 3 lb

Chain, 10' 30 gp 2 lb PHB hard 10/5hp, str DC26


Chain, 50' 150 gp 10 lb PHB note: same weight as hemp rope
Manacles, medium 15 gp 2 lb PHB hard 10/hp10, escape DC30, str DC26, +lock price
Manacles, masterwork 50 gp 2 lb PHB escape DC35, str DC26
Manacles, adamantine 2,000 gp 5 lb Dung hard 20/15hp, str DC52, escape DC35
-small creature x1
-large creature x10
-huge creature x100
Lock, simple 20 gp 1 lb PHB open DC20, break as material (iron 26)
-average 40 gp 1 lb PHB open DC25
-good 80 gp 1 lb PHB open DC30
-amazing 150 gp 1 lb PHB open DC40
Piton 1 sp 1/2 lb PHB for climbing, has eyehole, remove DC unknown
Iron Spike 1 sp 1 lb Dung for crude anchoring

Cage - - AaEG iron, no lock, -3 sizes need narrower bars


-diminutive 10 gp 13 lb hard 10/hp10
-tiny 15 gp 25 lb hard 10/hp15
-small 25 gp 75 lb hard 10/hp 30
-medium 50 gp 100 lb hard 10/hp 30
-large 75 gp 200 lb hard 10/hp 30

Poles (every book is wildly different)


Item Price Weight Source Description
Pole, 10' 2 sp 8 lb PHB presumably wooden, no stats
Collapsible Pole 20 gp 8 lb Dung wooden, 2' to 12', full round change
Expandable Pole 5 gp 1 lb Song bamboo, 1' to 11', move per end, length/weight
5'/150lb, 7'/120lb, 9'/100lb, 11'/50lb
Mounts and Gear
Item Price Weight Source Description
Archelon* 2,000 gp Storm huge turtle, noncombat, 10/20', 2400lb light
Ashworm 200 gp Sand speed/burrow 30', no poison, noncombat, 500lb light
Barding, medium x2 x1 PHB armor for unusual creature
Barding, large x4 x2 PHB armor for large unusual creature
Barding, huge x8 x4 PHB armor for huge unusual creature
Bit and bridle 2 gp 1 lb PHB standard riding gear
Camels
-Dromedary 75 gp Sand 50', noncombat, 300 lb light
-Two-humped 100 gp Sand 40', noncombat, 300 lb light, +2 con
-War Camel 450 gp Sand 50', 300 lb light
Carriage 100 gp 600 lb PHB two beasts pull two drivers and four passengers
Cart 15 gp 200 lb PHB two wheels, pulled by one beast, 1/2 ton (merc)
Clockwork Steed 2,150gp MM4 400lb light, only functions with rider, upgrades
Dire Wolf* 900 gp MM 50', 798 lb light, trip
Dog, guard 25 gp PHB small dog trained for guarding or hunting
Dog, riding 150 gp PHB medium dog for combat riding, 40'/100 lb light load
Donkey or Mule 8 gp PHB slow, inexpensive beast of burden
Feed (per day), grain 5 cp 10 lb PHB feed for herbivores
Feed (per day), meat * * * *
Carver 400 gp ECS un-errata'd deinonychus, war-mount, 232 lb light
Clawfoot 150 gp ECS medium raptor for small riders, war-mount, 86 lb
Dire Eagle* 1,600 gp RoS flying war-mount, 399 lb light load
Elephant 2,000 gp OA 40', noncombat, 3,200 lb light load
Elephant, War 4,000 gp OA slam and 2 stamps or gore, trampling
Fastieth 50 gp ECS bipedal dino for small riders, no combat, 66 lb
Glidewing 800 gp ECS pteranodon, flying mount, 300 lb light load
Hippogriff* 1,000 gp DMG eagle/horse, flying mount, 300 lb light load
Horses
-Horse, Heavy 200 gp PHB 50' speed, 200 lb light load
-Horse, Light 75 gp PHB 60' speed, 150 lb light load
-Pony 30 gp PHB 40' speed, 75 lb light load
-Warhorse, Heavy 400 gp PHB 50' speed, 300 lb light load
-Warhorse, Light 150 gp PHB 60' speed, 230 lb light load
-Warpony 100 gp PHB 40' speed, 100 lb light load
Howdah 200 gp 100 lb AaEG fits 4 medium creatures with 1/2 cover, huge mount
Lizard, uber*
-Footpad 2,000 gp DotU 30', climb 30', 798 lb light, blindsense/reach/grap
-Quicksilver 800 gp DotU 40', climb 40', 230 lb, blindsense/scent/sprint
-Subterranean 2,500 gp DotU 40', climb 40', 300lb light, regen/tongue/poison MB
Magebred Animal x2 ECS applies template to animal type creature
Megaloceros* 800 gp Frost 40', 400 lb light, horns grapple and toss
Rhinocerous* 1,000 gp MM 30', noncombat, 918 lb light
Rhinocerous, War* 2,000 gp MM powerful charge for double damage
Saddle
-Military 20gp 30 lb PHB +2 on ride to stay in saddle, 75% when unconcious
-Pack 5 gp 20 lb PHB pack saddle for large mounts
-Riding 10 gp 30 lb PHB normal saddle for large mounts
Saddle, Burrower's
-Pack 20 gp 12 lb RoS pack saddle for large burrowing mounts
-Riding 40 gp 25 lb RoS normal riding saddle for large burrowing mounts
Saddle, Flyer's
-Military 70 gp 25 lb RoS combat saddle for large flying mounts
-Pack 18 gp 12 lb RoS pack saddle for large flying mounts
-Riding 25 gp 25 lb RoS normal riding saddle for large flying mounts
Saddlebags 4 gp 8 lb PHB holds extra gear on mount
Sidecar Saddle 60 gp 40 lb AaEG mount must be two sizes larger, see AaEG
Sled 20 gp 300 lb PHB 2 horses or 8 dogs, 40' ice or snow, 1 ton cargo
Sledge 15 gp 500 lb Sand pile up to 2 tons of cargo and pull
Stabling (per day) 5 sp PHB normal horse or riding dog
Stabling, exotic (per day) x2+ AaEG price increases for exotic and/or oversized mounts
Travois 2 gp 10 lb Merc triangular frame dragged on point, 300lb cargo
Wagon 25 gp 400 lb PHB four wheels, pulled by two beasts, 2 tons (merc)

Mount pricing assumes creatures are domesticated and readily available, otherwise they are likely five or ten times the
cost.

Banned or Removed Items


Item Price Weight Source Description
Atramen Oil - - PlH banned, massive no-save fort penalty
Comp. Adventurer Alch - - CAv those not mentioned are dropped for weakness
Bloodspikes - - MEb banned, alchemy does not wait until triggered
Dehydrated Food - - AaEG sadly, outclassed by trail bars, should fix
Dragonblood Elixer - - Drac banned, one does not simply buy dragon blood
Earthsilk Jersey - - RoD banned, permanent DR is too far without armor
Gravebane - - AaEG removed, less than 50% effective, useless
Liquid Night - - LM restricted to plot, makes vamps too easy
Longbreath - - AaEG unavailable, outclassed by multiple items
Pure Element - - PlH banned, too weak or too strong
Sleep-smoke - - CoS:W banned, ridiculously powerful
Spiderlilly Essence - - RoS unavailable, outclassed by vermin ointment
True Holy/Unh Symbol - - PlH banned, way too powerful
Wand Bracer - - DunS patently silly, does not exist

Booby Traps
See DMG2 page 41.

Hidden Spaces
See Complete Scoundrel page 107.

Poisons
See DMG page 287 and Dungeonscape page 129, primarily.

Drugs
See BoVD page 42 and Lords of Darkness page 182, primarily.
Firearms
If the existing setting uses them or they're asked for, firearms can be available- but unless there's a
very good reason, these stats take precedence over any referenced in another book. If no one is
interested in firearms at the start but asks for them later, they can be added to a remote corner and
ammo will be annoying to find. Or the game could pivot to a location/bring in NPCs that use them,
or something.

Characters that have full simple weapon proficiency are also granted full firearm proficiency if
native to an appropriate area, or can pick up the trait with some practice, but note that firearms
require both a Rapid Reload (Firearms) feat and a Munitions skill check for maximum reload speed.
The Musketeer class is allowed (though not advised for a full build as written).
• Ghostly Reload can be used on matchlock and flintlock firearms, at 1 shot/2 levels. Instead
of pulling the crossbow lever, it lines up the catridges to be fired along the barrel of the gun.
After each shot the next cartridge unravels, powder and ball magically zipping around the
lip and down the barrel, tamping themselves in place.
• Quick Loading can be applied to firearms, but costs +1 per component stored. Powder or
ball by itself reduces you to a flat move action, both get you to free and zero-hand reloads
unless the weapon uses percussion caps, and a full +3 will make even a percussion cap
weapon instantly reload hands-free.

Firearms (as Sorcery and Steam)

Weapon Cost Damage Critical Range Weight Type


-Light - - - - - -
Matchlock pistol, light 80 gp 1d10 x3 50' 4 lb P
Matchlock pistol, heavy 120 gp 2d6 x3 50' 6 lb P
Flintlock pistol, light 90 gp 1d10 x3 60' 6 lb P
Percussion cap pistol, holdout 90 gp 1d8 x3 20' 3 lb P
Percussion cap pistol, light 120 gp 1d10 x3 50' 4 lb P
-One-handed - - - - - -
Flintlock Pistol, heavy 130 gp 2d6 x3 60' 6 lb P
Flintlock pistol, double-barrel 200 gp 1d10 x3 60' 8 lb P
Percussion cap pistol, medium 180 gp 2d6 x3 60' 5 lb P
Percussion cap pistol, heavy 220 gp 2d8 x3 60' 6lb P
Percussion cap pistol, double-barrel 250 gp 1d10 x3 50' 6 lb P
Percussion cap pistol, revolver 500 gp 1d10 x3 50' 6 lb P
Dwarven tunnel gun (flintlock) 100 gp 2d8 x3 20' 6 lb P
-Two-handed - - - - - -
Flintlock musket 180 gp 2d8 x3 100' 15 lb P
Flintlock musket, double-barrel 350 gp 2d8 x3 100' 18 lb P
Percussion cap musket 250 gp 2d10 x3 75' 12 lb P
Percussion cap musket, double-barrel 450 gp 2d10 x3 75' 15 lb P
Reloading

Reload Time Rapid Reload or Rapid Reload and Munitions check


Munitions check munitions check DC
Matchlock 2 full rounds* Full-round action Standard action 15
Flintlock 1 full round* Standard action Move action 20
Percussion cap Full-round action Move action Free action 25
*ready at start of
next round or
round after next

Firearm accessories

Item Cost Weight


Apostle 2 sp -
Bandoleer 5 sp 1 lb
Bullets (20) 5 sp 2 lb
Cartridge box 8 sp 1 lb
Percussion cap 1 sp -
Powder horn 1 gp 1/2 lb
Ramrod, iron 1 sp 3 lb
Ramrod, wooden 5 cp 1 lb
More Alternate Class Features and Variants

Dashing Chevalier (Knight)


Some knights wear not a bulwark of armor, but instead rely on quick feet and quicker wits. They
retain all features of the class except as follows:
-Fort save: Low
-Reflex save: High
-Skills: 4+int per level
-Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Intimidate,
Jump, Knowledge (Nobility and Royalty), Profession, Ride, Sense Motive, Swim, and Tumble.
-Armor Proficiency: Light armor, bucklers, and light shields.
-Class Features: Replace all versions of Armor Mastery. Instead, the dashing chevalier gains a
bonus feat from the following list at 1st, 4th and 9th levels: Combat Expertise, Combat Panache
(PHB2), Deadly Defense (Complete Scoundrel), Einhander (PHB2), Fierce Attack (see above),
Improved Buckler Defense, or Overwhelming Defense (see above). You must still meet any
prerequisites for these feats.

Emblem Mage
Class: Warlock, 1st
Modifies: Eldritch Blast
Benefit: Your first invocation must be an eldritch essence. You must use a spell tome to fire your
eldritch blast, which also means that you cannot use your eldritch blast without adding an essence.
You gain the spirits of sand and snow invocation as a bonus at 1st level.

Spell Tomes:
Not to be confused with a wizard's spellbook, an emblem mage uses spell tomes when firing an
eldritch blast. A spell tome is a book containing details and instructions on the use of a particular
type of blast, though the mage will have long since memorized them: once a mage has learned
Eldritch Blast the book functions as a source of ammunition, drawn and held in the hand as a
weapon and used as a focus when invoking the blast. A basic spell tome costs 15gp, starts with 50
pages, and for each blast fired one page is destroyed until none remain and the book is consumed.
Each spell tome corresponds to an eldritch essence and can only be used to fire blasts of that type,
so the mage must switch tomes if they wish to switch essences.

In exchange for these restrictions, the emblem mage gains the ability to use more powerful spell
tomes. Like a weapon a spell tome can be masterwork, and even magically enhanced as
ammunition. (At the DM's discretion, it may be possible to make an enhanced tome with more or
fewer than 50 uses).

Emblem Staff Wielder


Class: Warlock, 4th
Replaces: Decieve Item
Benefit: You may activate any spell trigger type item without fail (usually wands, staves, or
scepters), as if you had any spell on your class list.

Warriorlock
Class: Warlock, 1st
Modifies: Hit die, elritch blast, invocations.
Benefit: Your hit die increases to d10, but you lose access to normal eldritch blast and blast shape
invocations, as well as all other warlock class features except invoking, and can never learn or use
eldritch spear. You may take eldritch blast as a Least invocation, which can then be used as normal
(including the learning of other blast shapes). Otherwise you may only use eldritch blast by taking
and using a blast shape from the following list: eldritch strike, eldritch weapon, hideous blow, and
warlock punch.

-Not actually convinced I want this around. It's currently set such that a fighter dip+Battle Caster
feat is the most efficient way to go, which allows a you to just Warlock Punch until the end of time.
This might work compared to a Duskblade, might not. Of course you're actually giving up qute a bit
for what amounts to just some hp, as any warlock could already dip (or feat) and feat for more
armor, while keeping the DR, energy resistance, item activation, and mild fast healing abilities. But
any line that includes "just some hp" is automatically suspect.

Witch of the Enchanted Forest


Class: Warlock, 1st
Modifies: Eldritch blast, invocations, damage reduction, fiendish resilience, imbue item.
Benefit: You do not gain damage reduction or fiendish resilience, and you cannot use eldritch blast
or other invocations without the aid of tools. At 1st level you gain Summon Familiar (as a Sorcerer
or Wizard). At 3rd level you gain Brew Potion as a bonus feat, as well as the Imbue Item ability, but
you may only use Imbue Item to create items with limited uses or charges.

-Alt: You gain Brew Potion as a bonus feat, as well a number of spells which you may emulate for
the purposes of creating and activating items with limited uses or charges such as potions, scrolls, or
wands. You recieve two "spells" per Warlock level, retroactively, so you begin with six and gain two
for each further level. Your personal research covers many subjects simultaneously, so you need
only choose those spells neccesary for an item you are creating, when you create it (though once
made those choices are final), or by spending an hour working with an item you merely wish to
activate. Until then, you simply have a number of potential "spells." You may also learn additional
"spells" by studying a spellbook, studying and consuming a scroll, or performing additional
research, the latter of which costs 100gp and one week per spell level. This knowledge resides
entirely sithin your memory, unlike a wizard's spellbook. You must still have the required caster
level to cast a spell in order to create an item.

Invocations you know which have a duration of 24 hours are tied to an item, such as a lucky charm
for Dark One's Own Luck, or a broomstick for Fell Flight, and function for anyone who uses or
carries the item (they do not occupy item slots). You can only have one such item for each
invocation (or each instance the invocation allows) and the duration becomes permanent, lasting
until it is dispelled or you revoke the effect by creating a new item. Invocations with shorter or
instantaneous durations require a focus, which must be brandished as part of the somatic
component.

Creating a focus for or imbuing an item with your invocations requires witchy materials worth
1d4*10gp per grade, which you can prepare in advance of gaining the ability. The time required to
finish the job also increases by grade, at 1 minute, 10 minutes, 1 hour, or 1 day.

-Forgot I'd also been thinking about stuff like Candle Caster, which would need full Imbue Item
earlier
--Could also just give all potions no rolling, but then harder to also give Imbue Item early to allow
Candle Caster.
---Maybe phrase it as consumable/charged items only?
---The tool restriction and cost are a significant downside, but I suppose that's to account for being
able to hand them to people and play artificer, even if the artificer class thinks crafting anything
should be cheap.
Domains

Illusion Domain
Power: +1 caster level with Illusion spells
1- Silent Image
2- Blur*
3- Major Image*
4- Phantasmal Killer
5- Programmed Image
6- Permanent Image*
7- Project Image
8- Screen
9- Weird
*Changes to SpC version.

Ooze Domain
Power: Rebuke/command oozes.
1- Goo Pile
2- Goo Stream
3- Engulfing Terror (DotU)
4- Create Ooze
5- Oozepuppet (DotU)
6- Create Greater Ooze
7- Slime Wave (SpC)
8- Create Superior Ooze
9- Doom of the DungeonXp*
*As doom of the seas (Storm), but an elder black pudding instead (no tempate).

Trap Domain
Power: Gain trapfinding (as Rogue), add Search and Disable Device to cleric's class skill list.
1- Create Trap (RoDr)
2- Fire TrapM
3- Icicle (Frost)
4- Stone Sphere (SpC)
5- Transmute Rock to Mud
6- ContingencyF
7- Phase Door
8- Flashflood (Sand)
9- Transmute Rock to Lava (SpC)
Note : Inspired by Kobold domain from RoDr WE, heavily altered.
PHB+SpC only version could have explosive runes and spontaneous search, and. . . deadfall?
Dunno what I was thinking with this note.
Energy Domains
The standard elemental domains aren't very blasty: if somone was looking for fireball in the Fire
Domain, they're going to be disappointed by protection from fire and produce flame, but there's no
reason we can't write alternate domains. These domains should be considered somewhat more
powerful than normal Cleric domains, since they eschew the practice of pushing some spells up a
level and have a tight focus rather than scattered effects: the best instantaneous AoE blasting spells
of the energy type available at each level as if they were sor/wiz. As with everything, standard
domains might also be modified on request if there's just one or two spells to change.
-Taking one of these Energy Domains precludes the standard version. You give up the usual fire,
cold, or storm domain completely and cannot take both in order to stack the caster level bonuses.
It's either a hopefully interesting elemental mix (alterations possible), or straight blasty.

Flame Domain
Granted Power: +1 caster level with [fire] spells.
1 Burning Hands
2 Scorch (SpC)
3 Fireball
4 Blast of Flame (SpC)
5 Firebrand (MoF version)
6 Lingering Flames (CM)
7 Delayed Blast Fireball
8 Fire Storm
9 Meteor Swarm

Ice Domain
Granted Power: +1 caster level with [cold] spells
1 Ice Dagger (SpC)
2 Snowball Swarm (SpC)
3 Ice Burst (Tome and Blood)
4 Ice Storm
5 Cone of Cold
6 Freezing Sphere (updated)
7 Greater Ice Storm (see below)
8 "Chilling Shards" (as SpC's "Field" of Icy Razors, see below)
9 Iceburg (Frostburn)

Lightning Domain
Granted Power: +1 caster level with [electricity] spells
1 Shocking Grasp
2 Electric Loop (SpC)
3 Lightning Bolt
4 Sheet Lightning (see below)
5 Arc of Lightning
6 Chain Lightning (updated)
7 Stored Lightning Bolt (Secrets of Sarlona)
8 Lightning Ring (SpC)
9 (Placeholder: "Thunderswarm," as Meteor [there's a published Thunderswarm but it's basically a
deliberately worse adaptation already)

Acid and Sonic: these energy types simply don't have significant spells of 7th-9th level, so they
clearly aren't specialties that require their own [energy] domains. Traditional composite domains
could be crafted or modified to include more of these spells.
Miscellaneous Personalized Tweaks

-These are the sort of little tweaks you might use to make a certain character work. For example, in
brainstorming the "Weird Girls" party of aberrant/far realm/etc associated characters, I decided on a
few changes for things such as Multiattack and Rapidstrike that went into the main doc. But some
little tweaks based on a combination or refluffing a spell, don't really belong up there, even if they'd
be allowed for any appropriate character. Any similar personalized tweaks made for other characters
may be collected here.

Inhuman Reach- Can be applied to the tentacles from Deepspawn and remove the-1 penalty, but it
only applies to the tentacles.

Deepspawn- Take multiple times for +1 tentacle each time? See Illithid Grapple, which does this
but also has Improved Grab on the tentacles.
-Grabbing Tentacles: gain Improved Grab with tentacles from Deepspawn.

Girallon's Blessing- Variant that creates tentacles instead of clawed arms (losing the rend and/or
reducing duration to 1 min/level as required to nerf or create a drawback for the spell [it's not yet
banned but does need a nerf]).

Yolchol's Blessing- Variant with no Drow requirement or alignment descriptors, but provides only
the tentacle attacks (no deflection, energy resistance, or type change). Unless the base spell has
already had the "drow" component removed, though a demon-agnostic version is still nice.

Lycanthropes- Have been allowed in the past to level up with animal hit dice and progress their
original animal into its Dire version. Though nowadays I would rather get a character into animal
form in some other way.
Post-Preface: We Hold These Truths to be Self-Evident.

Or rather, very often directly stated by the texts themselves, and if not, then so strongly alluded to
and clear from context that if you disagree with them, you're probably going to hate everything
from here on out.

DnD 3.5 was built around the standard party of Cleric, Fighter, Rogue, Wizard. It usually takes
place in "dungeons," which are enclosed environments with rooms, doorways, and corridors, and
the party fights against monsters, which are replaced by more powerful monsters as the characters
level up. While some monsters may be better defended against certain party members, no member
is ever considered useless, nor is anoyone ever expected to "solo" anything. It is a team game,
where the players are expected to make characters that coexist and work together, and the players
will take effective actions in pursuit of victory. It is run by a DM, who is responsible for making
sure the game works and the players (and the DM) are all having fun, which explicitly includes
ignoring or changing rules and content whenever required. It grew from previous editions, and was
designed and playtested by people who played those editions, who played the game the way they
expected it to be played, and this means they didn't catch all the problems that would inevitably rise.
But that's okay.

The game generally works when these roles and expectations are followed, and deviating from
them, while explicitly allowed and even encouraged by even the mere existence of more than four
classes, means that any changes are on the heads of the group, not some fundamental problem with
"the game." Particularly when one has a goal which is fundamentally broken, such as being able to
"solo" any level appropriate enemy, or fulfill multiple party roles without impacting their primary
role.

Warranty void if tampered with.

• I am here, because I like the game as presented. I played the 3.0 Starter Set, read the PHB,
the DMG, read what splats I could long before I'd heard the term "splat," and the game
presented therein is the game I want to play. Yes, optimization is fun, and encouraged to a
reasonable degree. But no, I am not slave to a philosophy that demands I as DM (or player)
treat the game differently than it was designed to work, than how I want to play it.
• I am not a slave to the idea that with dozens of writers printing more than a hundred books
over a decade, never allowed to actually delete or substantially alter anything once
published, returning to some elements multiple times and others not at all, with some books
even at obvious cross-purposes, that I should allow each and every bit of "published first
party material" as sacred canon, that anyone ever thought it would all work together "as
written."
• I am a person, not a robot, playing with people, not robots. The game, the rules themselves
explicitly require a person to be in charge. You cannot "win" the game, and such a mindset is
antithetical to the game. I am here to have fun playing (or running) the game that I like.
• I can see when an individual element is a problem, and ignore or change that element.

I don't want to play rocket tag. I want fights that last a few rounds, or several, maybe more, fighters
that take hits (or fail to get hit thanks to armor class!) and swing back (and not just lol charge and
one-shot things), making choices on whether to move or hold poisition, casters that ration their
spells and protect allies (rather than putting a dozen I Win buffs on themselves and expecting the
adventure to revolve around their schedule and the rest of the party to fend for themselves), use
those spells at the right time to save the day or fail because they ran out, sneak attacks that are sneak
attacks (and not taken for granted every round TWF flank food processors) which creatures with no
beating heart are immune to (rather than a dozen ways to sneak attack anything), roleplay that might
be enhanced but certainly is not dictated by points in official Social Skills. I want to use my
knowledge of the rules to succeed and create, within the rules and their spirit, to add content both
new and inspired by other things I love, to fix or enhance, without making a goddamn mess of the
place.

I want to play DnD.


The roles can be more directly stated as:
• Meatshield- capable of surviving attacks from monsters, and usually making their own
weapon attacks, which have no use limit. Someone's got to be able to take a hit eventually,
and this is that position.
◦ Contrary to some people's expectations, the meatshield should in fact be carrying a
ranged weapon, and this is expected by the game. This is not a video game that lets you
pick one weapon and never touch anything else, even the oft-mocked starting packages
and NPC examples are never stupid enough to forget that. Shooting is not being useless,
and flying foes do not invalidate your character.
◦ The game does not expect "aggro control" abilties, and they are not required, nor indeed
are there even any in the PHB. Which should serve as the first hint.
◦ The game expects Full Plate and a Heavy Shield, period. If you think AC is useless
because you're not using a shield, possibly raging, with no Dex, and thus your AC is 2-
10 or more points lower than it should be, this is your own fault. That said, the tiny
margins experienced at first level don't make a good first impression (nor does the poor
Monk), so some minor buffs are clearly in order. Characters with lower AC are still
allowed, obviously, but should not be surprised that they are worse at their role and
cause a greater burden on other resources to compensate.
▪ The lack of support for shield use in actual feats to take is obvious, which I've
addressed. Though greater is the lack of control placed on ever more multiplying
two-handed damage. Yeah, that's right, I'll say it: the biggest problem with shields is
that THF is broken. Gotta fix that before you can fix the rest.
• Arcanist- capable of affecting groups of foes and ignoring mundane defenses, but with a
daily limit, and requiring daily rest.
◦ Despite popular expectation the Arcanist, with their limited spells known, is not
expected by the game to supply the "utility" spells required, though they can often share
the load.
◦ It is well known that the person who wrote the Sorcerer self-sabotaged it, but this does
not hugely hinder their filling of the Arcanist role, especially if certain common though
demonstrably overpowered spells are used, as they most certainly were in the original
testing. It takes only a handful of spells to reliably do the job, though the Sorcerer is left
with little else to play around or over-optimize with. Any expansion to their spells
known is more fun for that player, but also an incontrovertable increase in power that
they don't technically need (though nerfing enough of the right spells might change that),
and as such should be done with at least some mind for limits.
▪ Indeed, a study of the "iconic" test character statblocks in Enemies and Allies shows
that every single arcane caster has haste, the non-Bards also having mass haste, and
the Sorcerer having a perfectly sufficient set of offense and little else.
◦ What people less understand is that the Wizard actually doesn't have unlimited spells
known either. The PHB's entry on buying spells is far short of a guarantee, and any DM
who actually renders the high level NPCs in a city in any amount of detail will have a
very specific list of available spells held by people who might have no reason to sell to
you (or ability to craft the bespoke items you want). The Wizard's great advantage is
merely that the Sorcerer is unfairly delayed and empty of features, gaining roughly the
same number known at each level, but forced to spend half of them on lower level
spells, and also just flat a level behind on access. The Psion is spontaneous, but gains
powers at exactly the same rate and level as the wizard, without burden of the "sorcerer
spells known" table. In a world where the Sorcerer was written like the Psion, a very
different narrative may have developed.
▪ What the Wizard does bring as a particular advantage, is not being tied to their spell
choices. Where a Sorcerer who chooses a bad spell is screwed, a Wizard can not only
seek out new spells on their own, but the DM can actually dump new spells in their
lap on purpose to fix the problem, without it even seeming pushy.
◦ The Arcanist is the role with the most range of power and effect, and thus has the most
need to tune itself to the rest of the party. Unfortunately their defining feature of "all the
non-Cleric magic," means this is often the first role to be pounced upon, with that player
wanting to do what they want to do, forcing the rest of the party to match them instead.
▪ Almost all char-op justifications for other classes being able to do some super-
powerful thing X can be traced back to the fact that they have centered their game
balance upon a certain magnitude of Arcanist offensive power (the level that they
want to play themselves), and anything even slightly less than that is therefore totally
acceptable and even neccesary.
◦ The Arcanist is also expected to be squishy, with an AC at least several points lower than
the Meatshield, or even the Trapfinder. The prevalence of classes and spells which make
this easier and easier to undo at no cost to casting ability (including a 3.5 change to the
shield spell), is half of what makes the AC system seem to stop working. Without that
AC gap, the party's defenses become more homogenous, reducing tactical variety and
devaluing one of the primary roles.
• Trapfinder- capable of dealing with the only two skills that the game ever requires, Search
and Disable Device, with the Trapfinding class ability added, though usually also Open
Lock.
◦ Absolutely no other skills are required. Locks and doors can be smashed and traps
often bypassed, but there are occasions in published modules with traps that can kill the
entire party without fail if there is no one with sufficient Trapfinding ability, and deadly
room traps are a part of the dungeon feel. Thus those are the only required skills. Social
skills in particular, are never required to progress, in any module I have ever read, or by
any DM, because barring progress based on a particular skill is obviously stupid.
▪ The fact that certain spells can allow survival of such traps does not change this,
obviously, because there is no guarantee you have that spell when it happens.
◦ The Trapfinder is the thinnest role, though its requirements are in some ways the most
strict as only a few classes have them (though there are fewer Cleric-capable classes than
Trapfinders). It is a victim of the Rogue's own "success," being granted so many skill
points to guarantee the minimum means that people think the game and role require
more skills than it actually does, while the exclusivity of the trapfinding ability and
disable skill is treated as more important than it really is by the writers. But without that
forced exclusivity, the game which is balanced for the standard four suddenly looks like
it should work with only three- a workable but significant decrease in party power.
▪ The Rogue itself has this thing with lower attack bonus and sneak attack, which
makes it conditionally powerful- the game does not expect the Rogue to sneak attack
at all times, or multiple times per round reliably. But as part of the standard party, the
Rogue's sneak attack can be considered an expected response to certain monsters, the
lack of which might cause a fight to go differently.
▪ If a character of one of the other three roles also has trapfinding, then the trapfinder
becomes the "scoundrel"- a character who is expected to have less armor, direct
combat ability, and little or no spellcasting, but is still useful in the right conditions.
This is where "jack of all trades" characters show up, and indeed, members of
trapfinding classes that refuse to trapfind.
• Cleric- capable of removing the many status conditions monsters inflict (which usually
cannot be dealt with any other way), as well as providing resistance or immunity to effects
which could otherwise one-shot the party, guaranteeing access to every "utility" effect that
the game might require such as bypassing doors, "flight," fast travel, and planar travel, and
even (especially so in 3.0) mitigating bad equipment choices or rolls.
◦ The Cleric is the safety valve of the game, the stroke of genius that allows the rest of the
party to be so variable, the DM and published modules to use a wide variety of
monsters, obstacles, and situations without special preparation, that allows the one
player best able to manage these logistics to do so while other players who might drop
the ball do not, to be the master of a wide-ranging pile of mechanics without "hogging
the spotlight." They even have increased the hit points, attack, and armor since previous
editions, to make them more appealing and serve as a secondary meatshield. As long as
one player will play it and the party is not deliberately prevented from escape (a
condition that clearly increases difficulty beyond the norm), the Cleric is meant to
guarantee that if the party runs away to come back tomorrow, they can handle any
appropriate challenge. It is not overpowered in this sense- it is exactly as powered as the
game wants it to be.
▪ And it is the curse of the game, the one base class, role, fundamental element that
cannot be changed without causing a cascade of further changes to account for it, as
certain monsters go from tedious to deadly, equipment from nice to neccesary, and
utilities from guaranteed to defining features or failures. If no one wants to play the
Cleric, then the entire party must play as their own clerics, or the DM must
micromanage and bend the game to account for the lack. Its spell list of "all Cleric
spells" meant as a safety, helps set the "all everything" expectation that is the very
underlying problem behind so many others, including the Sorcerer/Wizard list of
"any magic too cool for Clerics." The Cleric class and role is the best and worst of
the game, right up front.
• All of that said, it's not that hard to deal with Cleric substitution, and in fact a lot
of it is stuff you should already be monitoring. Making sure the party has
appropriate gear and that they can recover from the effects of monsters you
throw at them is basic- but with no Cleric, there will be more cases where a stock
situation requires DM intervention. The trick is that if you want to run stuff more
out-of-the-box, then you need to always remember that the box assumed you
would have a Cleric. And the players need to know that if no one does it, they all
have to do it, and plan accordingly.
• Meanwhile the reverse is, of course, that if you're managing the game to cover
weaknesses of the party due to their lack of Cleric, you have silently made all
non-Cleric classes more powerful, taken a party that should have a higher chance
of catastrophic failure and wrapped them in safety measures. This might not be
bad for an individual game, but the same way it can be bad to present a weaker
version of a powerful monster, presenting the game as less chaotically dangerous
may set a precedent of a false sense of security if the group say, changes DMs.

There is no DPS role. No, I don't care if you think of yourself as DPS, that's not a role.
Every party member is expected to contribute towards defeating the enemy.
Every player likes dealing damage.
If your self-described role is "deal so much damage that no one else's damage is needed,"
You are a problem.

A character can be built to deal more damage. It is the DM's job to make sure they are not dealing
too much damage compared to the rest of the party. The other players' inputs will likely be required
for this, because it is subjective to each peson how valuable they feel. The player who wants to deal
more damage is also part of this discussion. Attempting to increase other characters' damage is a
valid response, up to a point, but soon the DM must consider whether the party is then dealing too
much damage overall, even if those players don't resent being told they need more damage. The
DM's monsters dying instantly is not fun for the DM either. Nor is it fun for the DM if they are
forced to use monsters so powerful that the party members can die instantly.
There is no Face role. Social skills are not mind control. The DM should ensure that social skills
have a use, if a party member has them with the impression that they will have a use. But DnD is
about dungeoneering combat, and the game as a whole does not care. Yes, Bard is a class, which
many people like. No, the game mechanics of DnD 3.5 do not actually support a collection of social
skill niches that would facilitate a "face" role (because if one character gets a social face role, the
other characters should also have social X roles, and that requires a whole social skill system that
just does not exist).

There is no Skill Monkey role. DnD is about dungeoneering combat, and the only skill required is
one person who is always able to make sure you don't die to a room-sized trap. If the DM is
incorporating skill checks for various extra rewards, and you have all the skills, you are a problem.
Other people should have some of those skills, and you should not have all of them. Yes, this means
your character can be too skilled, the same way they could deal too much damage, or have too many
spells. Speaking of which-

There is no Wizard role, or Spellcaster role, or Utility role. If you are capable of "fixing" or
"solving" every "problem" that requires magic at any time (and especially if this extends to
problems which don't actually require magic and are not meant for you), then you are probably a
problem. Even if some of that capability came from magic items you bought*. The Cleric role
includes all the required utility as a safety net, but does not have it all available all the time, and if
another character has part of it to contribute, the Cleric can simply step aside, letting the other
character do their job, while the Cleric focuses on what the others cannot do.
-Only at high levels is the party expected to have nearly any solution available, and even then this is
across the whole party and their assembled magic items, not neccesarily one person.
*If it came from items the DM assigned, then those items were meant to compensate or ensure
against a potential lacking of the party, and should be probably be counted as party items, not
against any one character.

There are no Healer or Divine Caster roles. Non-Clerics can try to fill the Cleric role, wich involves
but is broader than healing, but they will need help filling that role. Or in more practical terms,
anything a Cleric has which a comparable class does not, might or will need to be accounted for by
other party members or the DM. Healers lack utility and offensive options, Druids lack certain other
effects, and any "divine" caster with a short spells known list will be missing dozens of spells that a
module might expect the Cleric to have tomorrow.
-The very question of whether the party has a Cleric, or something else, re-defines the roles and
equipment goals of the rest of the party by adding new requirements. Unless these added
capabilities are evenly distributed and/or slowly accessed (as a Cleric would be preparing it
tomorrow), this redistribution can itself cause friction. Many so-called "neccesary" item lists, are
actually things that are not always neccesary, and are supposed to come from the Cleric on the
occasions that they do briefly become neccesary (using such expectations when there is a Cleric
makes them obviously overpowered, effectively subsidized at the others' expense).
-The creation of a class that can fill the "Cleric" role, without feeling like the same thing, is a lofty
ambition and difficult needle to thread. I'm not sure if it's even possible without sub-dividing the
role and spreading the bits among every class with enough overlap that most parties would naturally
have it.

The party is not in competition with each other. The party is expected to work together. Your spells
and hit points are "yours," but you belong to the party. Not all of those spell slots are for your
personal enjoyment. Your positioning on the battlefield is not all about your personal enjoyment.
Yes, your character is yours and no one gets to dictate your actions. But if you screw the team more
than the team likes being screwed, you don't get to come back, whether it's by hoarding spells,
charging into the middle of the room, or other sorts of anti-cooperative play.

Another quick way to check if you're overpowered, consider-


• You are separated from the rest of the party.
◦ Are you;
▪ A: Worried?
▪ or B: Not worried?
• If the answer is not A, then you might be overpowered. DnD is a team game, level
appropriate monsters are built to fight a team, characters are expected to function as part of a
team, and without the rest of the team you should not be confident in succeeding. Some
specific matchups you might be sure about, particularly if you're just running away, but the
thought of an unknown monster meant for the whole party finding you alone should always
be worrying, always feel like a threat, be a threat.

Mechanical Balance exists. It is not some arbitrary quality assigned to certain game elements based
on their optimization power, though it is easy to see how some elements are more disruptive than
others. Balance is subjective, based on the party and their adventures.
• There is balance of the party vs their foes, which is quantified in the Encounter rules, where
if the party is regularly defeating foes while expending fewer resources than expected, they
are by definition overpowered.
• And there is balance of the "party," which is the subjective feeling of each player that their
character is important, which is a vital component of the fun of the game, and rooted in each
character's mechanics. This is sometimes called "spotlight," but I find that term misleading.
A player might be satisfied playing a subtle part of the game with little fanfare (and when
they're gone, the other players might not realize how screwed they are), while plenty of
people manage to "hog the spotlight" of the session without actually contributing
mechanically at all (running around making a mess while failing to do their job). And even a
"subtle" character can make the rest of the party feel underpowered if they know that their
success hinges entirely on one particular member because they could never win without all
those buffs/debuffs/battlefield control/obstacle removals/whatever.
◦ Note that while the Cleric is meant to handle all status effects, which are often crippling
and/or fight ending, removing or preventing such effects has no effect on the damage or
other offensive abilities of the other party members: The Cleric deals with one part of the
obstacle, but still depends on the other characters to be good enough to pull their own
weight. Thus, this aspect of the Cleric role is not as party-disruptive as it might sound on
paper. Being immune to X is at best only half of beating X.
• Invading another character's role more than they like means you are unbalanced, even if it's
"their fault" for not making a character that can invade other people's roles the way you are:
It is you who made an unbalanced character by infringing too much.
• While being too effective in combat or solving too many non-combat problems means you
are unbalanced even if you fancy yourself a damage dealer or problem solver, because all
players expect their characters to participate in combat and solve problems. Regardless of
whether it involves skills or not, the DM should ensure all characters can participate in non-
combat activivites.

The role of the DM is not that of a robot. The DM cannot simply plug monsters of CR X into room
Y and expect a good game (especially not if they think they can char-op their monsters "within" a
certain CR/"treasure"/etc limit). In addition to running the game, the DM also performs the role of
level designer.

One of the many differences between asset flip trash and an actual video game, is level design.
Before modern graphics, nearly the entirety of video games (aside from the actual coding) was level
design: a few basic mechanics, and building rooms and corridors and placing enemies and elements
in a way that became a satisfying game rather than just pushing the button to continue. Doom,
Mario, Zelda, all live by their level design. Char-op is not a substitute for level design- making all
monsters/situations as powerful, deadly, or difficult as they can be within some "budget," or directly
building them to oppose the party, both are bad level design. Doing so itermittently without purpose
is still bad level design, just random noise. Choice and placement of loot, ordering of rooms both
explicitly and suggsted to the party by events and information, choice and placement of foes in
those rooms in those orders, placement and description of fluffy "italicized/box text" stuff, all parts
of level design. Actually designing an adventure that doesn't suck takes effort, and a good one is
difficult. Even running a pre-made adventure requires the DM to understand how their party will
interact with it, and even how long certain things will take in-session (and how long and how often
those sessions will be) in order to avoid ending mid-combat, having important moments sidelined or
overwhelmed by filler or forgotten between sessions, and so on.

But wait, the DM is also performing a further role as the rules designer. Every piece of content,
from splat books and even core books, is something the DM is expected to understand and allow (or
disallow) based on how it will affect the game. A DM who thinks they know everything and just
says "any official first party," or "books x/y/z," has merely kicked the can down to the point where
they are expected to know the PCs capabilities and ensure the party is going to work. A DM who
doesn't even do that, has completely adbicated their responsibility and should not be surprised when
their game turns into an unbalanced broken mess, even moreso if they fail to take responsibility for
the monsters and situations they use and modifications made to them. Whining that "the game" is
broken when you refused to do any of your part as DM, is pathetic. A DM who refuses to change or
allow new rules (from books "not on the list" or homebrew) simply because "RAW" rather than any
real reason, is also no fit designer for the game.

The DM is not a robot: they are level designer and rules designer, even without any question of
narrative or roleplaying. If you can't handle the idea of changing the rules or designing levels, you
probably shouldn't be the DM.

The Encounter Level and Challenge Rating systems have nothing to do with PCs or NPCs , and a
challenge is never supposed to be a challenge (because the PCs are only supposed to use 20% of
their resources to win).

The secret of monsters- not actually designed to kill you: the wizard won't die even if they "just
walk past."

NPCs are not monsters, PvP is not balanced, PC classes are for fighting monsters, why the hell
aren't you fighting monsters?

A character that beats things without help, or below the expected resource use, or both, is by
definition overpowered.

Also, don't forget that circumstances which make a battle easier or harder, matter. The DMG
explicitly says if you give the foes a tactical advantage, the battle is worth more xp. If your foes
need those advantaages just to have a chance, the PCs are overpowered, or you if you like them that
way, you need to power up your foes.

But for the standard zero-op party? Even if they can't win, they're supposed to be able to run away,
because being unable to flee is a difficultly increase! And then they can come back tomorrow with
the right spells courtesy of the Cleric. If the party is fighting foes they can't escape, that battle is
either one of the 1-2 per level that are supposed to be beyond "challenging" but using normal CR
foes with a tactical advantage (instead of just an over-CR foe), or this inescapable encounter should
be below the party level.

However, don't let this eclipse the fact that monsters are supposed to do their thing. The expectation
of an ambush monster is not that they force all PCs to have max ranks in Spot. The expectation of
an ambush monster is that the party is ambushed. Charge monsters charge, flying monsters fly, you
should get the idea. This is why you might notice that charging and ambushing monsters in MM1
are generally incapable of killing the wizard on turn one: they're supposed to hit someone hard and
scare the party, but not actually gank anybody.

25 Point Buy and the Elite Array: It is difficult to overstate how much of a problem random ability
score generation, wacky powerful races, and the godforsaken concept of "LA buyoff" wreck balance
in ways that char-op refuses to care about. All the underlying assumptions, math, monsters, and
playtesting of 3.0 and thus 3.5, are based on the elite array. Its is used in the DMG's generic NPC
table, it is used in the DMG for elite monsters, it is used for NPCs in almost every published book
and adventure, it is used in suggestions for quickly building characters, it is what is used by the
known playtest characters, it is the standard. End of story.

People who whine about spellcasters having too many slots and too high of DCs and think gishes
are just as good at fighting as fighters, are often assuming massive point buys, or "random" rolling
that guarantees stats equivalent to massive point buys, or free/"bought off" LA races with +4 or
higher ability bonuses, or all three at once. Meanwhile a non-magical character with a slew of
massive ability scores can't even use them.

Ability scores matter. Split ability casting (where allowed spell level and bonus spells are based on
a different score than DC) is often considered both an "unfair" and an "effective" spellcasting nerf-
effective because it forces a choice, and "unfair" because it forces a choice.

But 25 point buy already forces a choice. Taking a starting 18 means you flat-out can't afford to
have a bunch of +2 modifiers in other stats. On 25 point buy if you start with an 18, you can have
one 14 with a +2 bonus, one 11 with a +0, and then all three of your remaining stats are at 8 with -1
modifiers: you suck at a lot of things. If you "gish", you will suck at it. If you use the Elite Array,
you get a 15, 14, 13, and 12, which means you have two +2s and two +1s: if you focus on
spellcasting and a side of combat, your combat stats will start lower and fall further behind over
time. If you want starting +2s in combat stats, you have to pay for it with a mere 13 in your
spellcasting stat. Playing a non-magical character is a choice, playing a magical character is a
choice, and where your ability scores go is a choice.

But char-op almost always assumes 18 in the casting stat, plus +2 base modifiers for any other
desired stat, or even double 18s (while disregarding any "theorhetical" disadvantages of
low/penalized stats of course, often by presuming perfectly optimized and somehow always active
limited use MiC defensive items), letting them be perfect with magic and also great at non-magic,
while a non-magical character gains only a few skill points or save bonuses. These ability scores are
possible with 30+ point buys, rolling methods that include many rerolls and dropped dice, or races
with many and/or large bonuses. All of which are nonstandard increases in power level. It should
be mind-numbingly obvious that characters whos basic ability scores are defined as high power by
the DMG, are high power, not normal- and yet, hilariously, this power is lost on characters that
aren't over-optimized to match.

As such when reading any class changes above, it should be remembered that I use standard ability
scores. No "30 is just a little higher," or "32 is the real statistical average" or "oh that was a bad roll
just go again" or "oh it's just +2 to a couple of unimportant stats", or "LA buyoff." Rather than
argue about starting 18s there are exactly three available arrays based on 25 points: Elite array,
Specialized array (with a starting 17), and "No-Weaknesses" array which is mostly a gimmick that
happens to total 26 points.

So if you read something and think "the removal of split ability casting is a huge buff" or "none of
this matters because a gish/etc is better," well even before the fact that I've probably adressed
whatever bogus PrC or ability you're thinking of or would do so immediately upon reading it, take a
moment to recalculate your expectations based on what an actual character, with standard ability
scores and a standard race would have. It's probably 2-4 points of ability modifier lower in all
regions than whatever you're expecting.

Because the easiest way to standardize power levels is to make standard characters, instead of high
powered characters with piles of free bonuses that also don't apply to common characters.

-And related, this is why "level adjustment buyoff" doesn't work. Even if the payments are actually
made during play and thus have the supposed cost of level delays, and even if the entire party uses it
so it's not just one person getting what will eventually be free power once their xp catches up: The
ability score bonuses are still there.

The party still ends up at level X, with treasure appropriate for level X (or even more, since the xp
costs put them under level for a time), and fighting monsters of level X. The rubber band xp
formula, which LA buyoff explicitly takes advantage of in its own description, guarantees this. The
party will be level X with gear of X or more, but their ability scores are better than level X
characters, even with the tamer LA races. "LA buyoff", if allowed, is a 100% DM sanctioned run-
around for producing more powerful characters, end of story. If you allow LA buyoff, your game is
not "balanced," it is one again by definition higher powered. So no, if I assign LA, it's not just going
to go away, and if it does go away the results will be deducted from WBL to account for the increase
in power relative to an LA 0 character of the same level.

Oh, and no Orcs are not LA 0. Not with MM1's +4 Str. Which does not mean they are LA +1 either.
It was a whole rage-inducing thread, the point being that you fix the orc, not pretend the stats
designed for an enemy (which is blatantly under CR'd as well) are actually appropriate for a PC.

Wizards, clerics, and druids: specialists, domains, and -?


The base number of spells per day given by these classes is far more significant than is often
presented: supposedly it's "sufficient" to blah blah, but what is it really? The base spells per day for
your highest level when you gain it is. . . 1. With "4 encounter day," that 1 is stretched pretty damn
thin, so of course lower level spells are supposed to scale and be useful. But of course it's not
actually 1: it's 1+ bonus spells, so it's usually 2, though at higher levels standard elite scores fail to
keep up eventually. But that's still 2/4, which isn't great, and the only way to beat that is with
Sorcerer (even with their bogus level delay they start 1 higher), Cleric, or Specialist Wizard. The
Sorcerer is given only 1 spell, so that extra slot comes at a massive specialiation penalty. The Cleric
only has two options for that domain slot, again a massive specialization penalty. And the wizard,
who supposedly has a massive list of options, has to cut 2 schools- which was originally a massive
reduction in options with no replacements.

The druid has neither domain nor specialization, and even assuming the bonus spell for high ability
score, has only 2-3 of that top level vs 3-4 of the specalized, stretching fewer resources over the
same expected encounters (even before their many delayed spells). And that, is why the druid is
allowed all those class features, the companion and wild shape (of dubious or known to be poor
testing). They're running at -1 spell per spell level per day, the same as the oft-suggested gish in a
can Battle Sorcerer variant.

And back to that specialist wizard- so, 3.5 lets you pick any 2 schools you want, because looking up
a table is hard, apparently, or people just didn't like it. But the schools are well known for not being
"balanced" against each other- so, how is letting people pick whichever two they like, supposed to
be an improvement? Originally if you wanted that bonus spell to be one of the good ones, you had
to give up access to some of the other good ones. Now they say just ban enchantment and
necromancy because undead are immune- or indeed, enchantment and illusion because the DM
doesn't want to deal with them, allowing you to pick whatever supersaturated power school you
want for that bonus. Whle the Cleric has 2 options per spell level. No, this is bogus. Wizards that
pick their own custom banned schools are, obviously, more powerful than those who are forced to
pick something specific which may (and is supposed to) hit spells they would have rather kept
around. This is not rocket science. The 3.0 restrictions can be returned if needed.

Speaking of Wizards- they do perform a special stealth role: Letting the DM upgrade the party
without it being obvious. All Wizards will greedily gobble up even the tiniest chance to get a new
spell, so all the DM has to do to give the party a new ability and highlight it is drop a scroll or a
spellbook, and the Wizard will voluntarily eat the spell and look for ways to start aggressively
deploying it. If the DM keeps control of what spells are available, they get to tailor the party's
abilities to what the game needs, rather than the player trying to break things, by using the player's
own drive.

DnD has a nuanced and robust system of tactical positioning and priority advantages you're
ignoring: full attacks require standing in place for a reason, and forced movement is bad. Hey, this
could include a reference to that Dark Souls vid about poise and who hits first. The point, is that
choosing when to strike first but weakly, and when to accept a hit and strike back harder, is an
interesting choice.

The Haste-ephant in the Room: they nerfed haste, but just as the 3.5 monsters are 95% the same as
their 3.0 versions, I have a sneaking suspicion that the bonus haste attack was expected at 10th+ and
this never changed (and you might even use it to justify moving double attacks if you so thought).
But further, the whole thing with too many spell slots and too weak blasting at high levels? Sure
does sound like two spells per round would just happen to negate that problem, eh?

Making 3rd level haste into Mass Haste simultaneously removes any amount of tactical choice, and
marks one of the most powerful damage buffs in the game at merely third level with no room to
grow. In fact, the loss of two spells per round, while on the surface seeming an obviously good fix
to a bad problem of too many spells, means that damage spells past 10th or so are actually working
at half the DPR they would have originally had, at half the slot cost- making higher die progressions
for higher level spells, and reduced high level spell slots, into potentially unrecognized
requirements to compensate. I've already started incorporating some higher die progression
concepts into some 9th level spells, while Moonbow already does this in MoF/SpC, or Lingering
Flames in CM, (and lower level spells already progress from 1/2 levels to 1/level) and it would be
simple enough to say, give -1 spell per day at each spell level above 5th, and see how that goes (but
that is very theorhetical at this point).
-Some experimental Haste changes have been added.

Temporal Stasis went from an expensive to cast dangerously touch-range 9th level no-save "sealing"
spell, like you'd use to "defeat" something you couldn't actually kill (assuming you did beat SR), to
a ludicrously overpriced 8th level spell that you can simply save against.
-Temporal Stasis has been made effectively "no-save," but successful saves buy time for other
creatures to disrupt the caster.

Range is important: The base/core/default game takes place in "dungeons" where range is often
contricted, but that doesn't mean range is free. The base game also expects encounters to happen
during overland travel, modules will have event triggers that happen in the open on the surface,
entire dungeons (called "castles") can be open topped, people like airships and want flying things to
fly around, anything at sea it completely open-air, and even underground adventures can have giant
caves. Even the most strident of char-op will admit that when you want the most range, fireball is
one of the benchmark spells: they don't respect damage, but they do understand range. And so
naturally, as power creep creeps, SpC goes and removes the range difference that marked out
scintillating sphere from fireball, puts radiant assault on the Cleric list, etc.
-It should be obvious that if range is important, Speed is also important. This is why you can't just
give out unlimited expeditious retreat items.

Here is what seems to me a decent and correct rough progression of status effects: 1st level can hit
one person with a penalty or disable within certain limits, 2nd and 3rd can disable a single target
within certain limits or hit multiple for 1 round, 4th can begin to disable multiple targets with certain
limits, 5th to 7th can start dealing damage with possible extra effects, 7th can kill a single target at
range, and of course 9th can kill multiple or kill one and deal "full" damage even on a sucessful
save.

But what about sleep? And circle of death? The answer is obvious: HD caps (and also a hefty gp
cost on CoD). Spells with HD caps are allowed to do more, because unlike other spells, monsters
eventually become completely immune to them, or can even start out completely immune to them
as CoD arrives at ECL 11 but only affects HD 9 or less. The problem with most of the OP disabling
spells isn't that they disable, but that they disable things of any level, so that a 2nd level spell wrecks
an entire group of foes just as well at 15th level as it did at 3rd (they also often last far too long). But
barely any spells are given HD limits to begin with, and naturally no one writing a new spell wants
their spell to only work in a specific level range so why even consider it? The funny part of course
is that later books pull way back on the disabling spells, but they can't erase those already printed so
it doesn't matter to "The GameTM," and then they also add plenty of buff spells that just break things
a different way.

Since it doesn't make sense for supposedly "conjured" materials to have HD functions, they need
their durations reduced so that low level spells don't win entire fights for the entire rest of the game.
Sleep and deep slumber get to keep doing their thing. Color spray is lauded as so great for not
having a HD cap, but it has a 15' range and 1 round effect if it works so by all means take the risk
then.

And of course there are several different "tiers" of disabling effect. Things that affect undead and
constructs which are normally immune to mind and body effects are obviously more powerful.
Blinding for extended periods is far worse than blinding for a single round, turns on sneak attack
but some monsters take it as only a penalty thanks to the Blind Fight feat and/or blindsense.
Unconciousness is better than "sleep," since some things are immune to "sleep." Daze works on
pretty much anything but only causes action loss, while stun turns on sneak attack and also drops
held items, but again dragons just happen to be immune (and hardly anything causes stun), and
paralysis is a coup de grace enabler but again has some things immune. These differences can all
mix with slight changes in level, range, targeting, HD limits, etc.

Bards, Good Hope, and the Inspire Courage Problem: Turns out a class whose entire shtick is
basically just a single scaling buff spell that no one else happens to have, which is not accounted for
in the expected maths of the rest of the game, doesn't work so well. Especially when their non-
combat "role" doesn't actually exist, and their magic is deliberately weakened and themed to have
gaps. Solution: stealth banish the class and replace it with the spell? Or at least use a class that
actually focuses on main ability. The Commander takes the Meatshield role while buffing itself and
the party- but since it is not itself a full BAB+feats combat class or spellcaster, is not pushing the
limit on double duty.

What is the expected amount of straight damage temporary buffing? Well, for the standard party,
none. Even if 3.0's Potion of Heroism (made no-gp spammable as a spell and further doubled with a
Greater version in 3.5) is part of expected high level attack bonus calculations, it provides no
damage, nor do any other spells or items except through weapon properties on equipment or stat
increases. Anything that directly increases all attack damage is a significant paradigm shift- and
while quantifying the Bard is a problem, at least the Bard does explicitly give up a lot of stuff to be
that problem. It's impossible to judge the correct amount of stacking to expect for attack and
damage buffs from easily avaiable spells and added features (and thus how many spells should do
it/how many bonus types to allow), because the baseline is zero, so any at all means you're
operating above baseline.
-Size increase is just about the only comparison. But 3.0 Enlarge/Reduce didn't even change sizes:
1st level weapon die increase and reach was another trademark 3.5 "fix."
-Note that 1d6 energy properties, though sometimes assumed as infallible because you should only
buy those you (somehow) know will always work, are an automatically scaled-out bonus: high level
monsters either have so many hit points the +1d6 is fine and expected, or multiple energy
resistances that are likely to negate the bonus entirely. Thus, simple +1d6 energy damage on mid-
level spells should be perfectly fine.

Healing Builds and Augment Healing: the feat was written with nothing but the simplest
instantaneous single target Cure spells in mind, but then they printed [healing] spells that don't
function that way. What happens is the DM's responsibility.

The point of Turn Undead, or, why I hate Divine feats: turn undead is a safety/thematic feature.
Anyone who's examined the monsters knows that turning is less effective on more powerful
monsters, until it requires significant investment to work at all. Gee, I wonder if this thing that had
to have been intentional was intentional? It's supposed to be an early game safety (it's not great, but
if you keep rolling you've got a shot to turn a Shadow, and you can't fail to prepare it) and crush all
the weak animated minions (particularly with 3.0's original static low HD skeletons and zombies,
rather than the template scaling it changed to) ability, and while Paladins have a penalty, they can
still use it for those things.

So naturally someone decided that the way to "fix" this "problem" of an ability with less power as
you level up, was to make a line of power feats that just get more powerful as you level up, and
justify themselves by costing turn undead uses. Because giving up something that's not actually
very strong while pretending that giving it up means you deserve compensation, is how you power
creep.

The Rogue's Combat Role: Shooting things is fine if they won't turn their back. But learning How to
Hide and Shoot is also nice (you can sneak attack 1/round with a corner or fog). Or don't play a
Rogue if you're never going to use sneak attack, 'cause there's at least 3 more easy to use
Trapfinders.

Big Scary Grappling Monsters: Yeah, so about the monster grab rules and sneak attack dice (and
fighters being prepared), and how any time a monster is grappling you it's either open to sneak
attack (rom outside (or inside if you're swallowed), or taking a -20 on those checks. Also, grappling
works if you take the care to follow the steps every time, and dumbing it down just removes a
unique part of the system to trade for some generic replacement that will inevitably have a hole
poked in it (the same way combining Listen+Spot and Hide+Move Silently always will).

Initiative: No, teleport ganking doesn't work (without extra initiative cheese)

Disguises, illusions, and "stealth" enchantment: how disguise detection must work, figments work
one way but a primary example (Illusory Wall) works differently, and sorry but saves are saves and
creatures know when they roll saves.

Search times: yeah, the game already says how long this takes. You're probably going either way
too fast, or way too slow.

Efficiency: how fighters and AC amplify the value of spell slots, if you actually goddamn use them.
People eventually realize that using a spell to buff a mere weapon user can be worth more damage
over time. Healing spells keep the fighter up and dealing damage. Guess what AC does? It makes
the fighter take less damage over time, costing fewer spells to heal. The exact numbers will vary,
but when a proper AC build can take 1/2 to 1/4 the hits, well that's double or more of the damage
over time, isn't it? Gee, maybe healing wouldn't be a waste of spells if you weren't dumping AC?

Available spells: No, seriously, you're the DM and you don't have to allow literally everything ever.
In fact, the most powerful tool for defining spellcasters in the world is the spell list they have, and
what they were supposed to be defined by in the first place. Adding piles of extra class features on
top of spellcasting (whether on base or prestige classes) in an attempt to differentiate classes or
characters that "must" all have access to the same huge list of spells, is another prime example of
power creep. The Cleric has all spells because they're the safety. The Druid has all Druid spells
because they're meant as a sort of alternative Cleric. But they have different spell lists, and even
without the bloat of class features, the Druid would still be a different class.

Domains, Initiate feats, and spells that say they can only be used by Clerics of X deity, all try to
take back the concept of different spell lists. And to be clear, since the Cleric is meant to have all the
safety spells, customizing their PHB list by adding a few more based on each character is correct-
it's just that their "literally all the books" base list is so large that these options become more about
cherry picking domain features or one specific overpowered spell, rather than a signifcant change to
the character's spell list. Specialized Wizards shouldn't need exlusive high powered bonuses to be
different, because their spell lists are already different. Sorcerers have lists so short (with standard
spells known) they run the opposite risk of all being the same because they must choose the same
spells- so it's no surprise that many attempts to fix them look almost exactly like Cleric domains,
attempting to force differences between characters that have to use the same base list.

But the most powerful, most effective way of designing your own spellcasters for a world, to make
them feel unique, is to give them unique spell lists. None of this only 2.5 spell lists (Cleric,
Sor/Wiz, Druid) nonsense. Each class has a list, there might be some overlap, but if you design each
one to be different, then they will actually be different. This is a giant pain to reconcile with monster
and adventure design that expects the whole Cleric list tomorrow, but it should be possible.

Demographics and you: turns out that dungeon your lazy DM filled with X level fighters was not
only ridiculously easy and lazy, but also the entire high level population of a major city. Also there's
only a couple wizards, who have certain spellbooks, and really shouldn't care about selling you
spells but hey.

Evaluating monsters: just because I said X is borked or not borked doesn't mean it's not your job to
verify.

Religions, knightly orders, tradecraft orders, churches, polytheism, etc

How 3.5 is already the best magitech system, if you get over yourself and DM it.

Animate Dead and the stealth change from disposable minions comparable to Leadership followers
or Animal Friendship, to bloodthirsty pokemon trainer (and how you can just undo that if you
want).

Command Undead being effectively Charm Undead, but with no save and none of the charm
restrictions ("Charm Persoon, but it works on undead" is a fully valid reason to push the spell to 2nd
level on its own.). Because nobody complains about commandeering a pile of mindless undead
abominations, no comparison is ever made to the fact that those using Charm Person in the same
way would be gutted morally for enslaving a bunch of people (assuming a Charm was sufficient to
do so), and have a harder time doing it. Alternatively, a game could be declared as a no-
undead/minons zone and the spell removed entirely.

As interesting as it might seem to make mindless undead so "vulnerable" to control, in practice this
means that one, poorly considered spell, screws over of a foundational type of foe for the DM.
Command Undead is, surprise surprise, not a 3.0 PHB spell, and thus was no part of any of the main
testing of such foes. It appeared in 3.0 Tome and Blood (alongside two necromancer classes)- so,
any testing it did undergo was most likely with the far weaker and standardized skeletons and
zombies of 3.0, and none of the additional and more powerful mindless undead added in later MMs
or built by applying the 3.5 templates to monsters. A situation where dedicated "minonmancers" are
much less of a problem.

I want people to actually follow some of the rules they conveniently forget, like determining
initiative (did you know that teleport-ganking is actually against the rules?), and sneaking (did you
know that you can actually sneak attack every round just by using the hiding rules, without "hide in
plain sight" crap?), or that neither the PHB nor DMG actually guarantee you can buy literally
anything you want out of any book?, or that based on the standard city demographics that squad of
"8th level fighter guards" your DM casually threw at you was nearly the entire population of skilled
fighters from a city of tens of thousands? Are you aware that though it's barely even used in the
PHB itself, there are still a bunch of benchmark spells that use 1 round casting times, meaning they
don't take effect until your next turn and can be easily interrupted?
Extended MiC: A ton of MiC's prices are completely arbitrary, not just ignoring the item creation
guidelines, but introducing entirely new abilities the writers decided were okay, at prices they
decided were fine, in complete ignorance or more likely defiance of all previous material and game
expectations (Anklets of Translocation gtfo). Prices based on what a char-op'ing late 3.5 player who
thinks nothing should ever inconvenience them and everyone should be a full caster is willing to
pay, are not balanced prices. If you let PCs buy MiC items as written without any restrictions, you
fundamentally change how the game works- and I want the game to work the way it already
worked, not one completely dominated by the concept of "everyone must own x/y/z daily charge
items for immunity to X, and items to ignore immunity to X, and short teleports to get out of X, and
daily healing items because wands are icky, and. . . " Though there are plenty of good items the
book, it is also the perfect example of the decay of later 3.5: all guidelines and previous limitations
completely ignored in favor of supporting a new, skewed set of expectations, which is then taken by
the RAW is God crowd and twisted back over the entire history of the game, as if this 11th hour
madness had anything to do with the previous game, as if capitulation to their demands is proof of
their claims, rather than the capitulation it truly is.
-I did say some of these were aggressivley rant-ish.

Notable Cleric spells which the Druid lacks


1: bless water, comprehend languages, detect alignment, hide from undead, magic weapon (but
magic stone and sillelagh), protection from alignment, remove fear
2: align weapon, augury, consecrate, gentle repose, make whole, remove paralysis
3: dispel magic (drd 4), invsisibility purge, magic circle (unless SNA 4 busted reduced unicorn?),
magic vestment, remove blindness/deafness, remove curse, speak with dead, water walk? (wtf)
4: death ward (drd 5), dim anchor, divination, GMW, restoration, spell immunity, tongues
5: break enchantment, commune, plane shift, spell resistance, true seeing (drd 7)
6: forbiddence, heal (drd 7), heroes' feast, wind walk (drd 7), word of recall (drd 8)
7: alignment word (but word of balance), ethereal jaunt, greater restoration, regenerate (drd 9)
resurrection
8: antimagic field, dim lock, discern location, greater spell immunity
9: astral projection, etherealness, gate, mass heal, miracle, true res

Some spells are only a level late (dispel and death ward), while others are missing and could be
added in a level late. True seeing, word of recall and regenerate are 2 level delayed for whatever
reason

It seems to me that claims that X is the wizard's job and SpC is super important, may be based on
people using the (notoriously OP) Druid as their "divine" caster. Where it turns out that druid
benefits massively from additions such as, rejuvination coccoon, master earth, word of balance. Not
so much for Clr or Sor/Wiz, but Druid gets waaay more useful when SpC directly buffs Wild Shape
even further, gives them an effective heal substitute a level early, a bunch more BFC effects,
stacking buffs, teleport substitute, holy word that works on any non-neutral, etc, etc.

The bolded entries are what I would consider the absolute minimum additions to make the druid
fully suitable to fill the Cleric role. The status removal spells are required to fight many standard
foes all the way up to miracle vs certain afflictions or to make them stay dead, align weapon is a
critical part of the 3.5 DR system, magic circle is required for fighting foes with mind control, and
either spell immunity or at least spell resistance is required against high level threats such as
blasphemy or power word. Mass heal was pushed to Clr 9 and thus should not be on the druid list
after a 1 level delay, but monsters of that level can hit the whole party with damage that requires
mass heal to realistically recover from.
Further while not bolded, plane shift is still a required ability in the face of foes that can offensively
plane shift. Foes with at-will teleportation or planar travel might not have problem status effects,
but require a dim lock effect to pin down and prevent the party being harried to death.

Cleric vs OA Shaman
0: create water (but create srping at 2nd), light
1: comprehend languages, magic weapon, remove fear
2: align weapon (but honorable), consecrate, gentle repose, make whole, resist energy
3: daylight, invisibility purge, (protection from energy present), water breathing
4: death ward, dim anchor, GMW
5: plane shift (sham 6), hallow, spell resistance
6: forbiddence, heroes' feast*, word of recall
Note added 3.5 spells in dragon mag update, including an honorable weapon spell that in a normal
game would obviously be align weapon instead, and dim lock even though they don't have dm
anchor. Also no mention of animal companion.

Shaman has sunbeam, but a curious lack of sunburst, daylight, or even basic light spells. High level
shaman is basically cleric list minus the offense, but they could likely soak up some splat spells just
fine (they have OA rebuke, compare SpC/greater), maybe power words, add and expand righteous
smite into full alignment cycle (order's judgement, -? -?). Main critical problem is a mysterious lack
of death ward.

The Truth of the World: Any character can level into any class at any time, as long as it's not found
to be inappropriate. Characters only level up after overcoming sufficient challenges, and challenges
are only worth xp if they include sufficient risk. Clerics continue to carry their spellcasting even
into other worlds unless the world explicitly says Clerics don't work, usually due to their deity
having no influence there- but they in fact do not even require a deity at all. Clerics can worship
demigods and outsider lords that have little or no magic of their own at all, and thus exceed the
magic of their supposed source. Warlocks are supposedly made by pacts with magical creatures,
sorcerers by bloodline intermixing, but neither of these is actually required, and once again the
character can completely eclipse their supposed source.

Because the truth of the world is that power does not come from these sources: it comes from
within. As long as one has the desire, belief, basic ability, will, effort, and in the end earns the xp
required to level up, they can take any level of any class. The Wizard class requires that you be able
to have a spellbook, if Druids must know druidic then you must learn it from somewhere, but most
stuff? No reason that can't happen spontaneously. All creatures and magic descend from the creation
of the world, all creatures can claim a "magical ancestry."

The reason most Clerics have deities and Warlocks are known for patrons and Sorcerers go on about
bloodlines, is because those make it easier and more likely that someone will level up in a certain
class. It is easier to believe that a God will grant your prayers than some cosmic force, and that's
easier to believe than it coming from your mundane self. It's easier to believe that magic comes
from pacts or bloodlines of magical creatures, than the fact that anyone could do it- if they faced life
threatening danger over and over and over instead of peacefully farming.

A patron, be it deity or outsider or even just a particular classed character, simply unlocks the power
found within the disciple, attunes it to the desired form. Deities know the truth of this, but they gain
power from worshippers (and their flock benefits from this unity), so they hedge even if directly
confronted. Outsiders and magical creatures may or may not know this, just as they may or may not
know other cosmic facts such as what happens to souls and how the blood war and other planar
conflicts work. Bloodlines and pacts can directly transfer power, when there is a transfer- a loss of
something on one side for a gain on the other.

The best way to make pacty-magicky stuff work is as a way to cheaply and instantly rebuild some
or even all of a character. With some nominal cost (fluffy or gp/xp based on some retraining
formula, whatever), a magical creature or even character might have the ability to let you trade out
your existing levels for Warlock, or convert your Sor/Wiz levels into Shadowcaster. Or the levels of
a chohort, or NPC, or to justify the class of an apprentice, etc.

A spellcaster guild (or naturally, the Clerics of a church) with sufficient higher level characters
lasting for a long enough time will inevitably notice the facts of spell levels and the stagnation or
extremely rapid advancement of that ability based on overcoming life-threatening danger, and thus
the need to send people who are just high enough level to accomplish a task if they wish to increase
their overall power. As well as the need to operate in teams of diverse ability, always sending their
members with guards, mercenaries, adventurers, etc.

They may also be aware of the exponential regression where over time only 1/4 of people (50% of
50%) that do regularly court such danger actually survive long enough to reach that next tier of
spells (based on characters facing one "50/50" overleveled encounter per level), despite their efforts
to assign jobs effectively- though this can be attributed to bad luck or their own failure rather than
revealing the DM's encounter planning. Those who do survive again and again perhaps
unsurprisingly are those with the most money (PCs have nearly triple NPC gear), though again this
could be luck, favourable patrons, or simply good sense in taking jobs.

And of course, your power is your own. No matter what supposed influences there are, without a
mechanical thing saying you do X, they're just fluff. Corrupt or squicky madness, it's all just flavors
of power, your power, and you come from the world. There are rituals to change your "draconic
affinity," there's no reason any set of "bloodline" abilities can't be expanded beyond whatever's
written (and can really be taken by basically anyone)- power is power.

Summon List changes: The thing about summoning, like most things, it it's either fine or it's pushed
way too far. The original summon lists definitely had a bunch of powerful outsiders on there that
flat-out should not have been- quite possibly based on a CR range, as there's mention in a Dragon
Mag of making new summon lists with a table of CR ranges (also emphasizing that you need to
check all actual statistics and abilities against the existing list).

3.5 removed a bunch of those, but you still hear about the same monsters over and over, and they all
share one of two things: either they're splatbook monsters added to the list, or they're monsters
which 3.5 reduced the level of. And if so many of their moves down immediately became the new
best of the bunch, that suggests a serious need for an audit.

Especially when compounded with the third obvious problem: elementals. If we take it as given that
the standard Summon Monster spell is supposed to have usable bruisers, then the best bruisers on
there are probably the best you're supposed to get on such a list spell. Elementals of Large+ size are
recognized as the best bruisers for all SM 6+, and 3.5 did not change their level on the SM list. But
it did change their level on the SNA list. Druids originally had elementals, the best summoned
bruisers, at the same level. Arguments can be made that the non-templated animals druids summon
are significantly weaker due to their lack of DR and energy resistance and thus should be reduced in
level, but elementals don't have that problem. They were fine. But 3.5 blatantly powers up the druid
list not just by moving some particular animals down a level, where they instantly become the most
powerful, but also by moving all their elementals down a level.

Clearly some bs is going on. Most of Summon Monster is left alone while Summon Nature's Ally is
ludicruosly buffed because poor druids I guess? (Actually the way the playtesters were using them
and with core-only, yeah 3.0 "druids" probably did suck and need the crutch).

So I went through and checked all the changes made to both summon lists (2nd printing 3.0 PHB
which says some changes were already made). Some Summon Monsters were reduced in level,
some were pushed back, and some stayed the same. The lower levels were left mostly alone while
higher levels had more removals and pushbacks. The blanket addition of the entire monstrous
vermin lines, as well as a number of monsters that are only minor steps up and thus must go on a
higher list but will never be worth it, form a bunch of cruft that make the power disparities look
larger than they should. But overall, the Summon Monster list clearly had thought put into it. And
the 3.0 SNA list matches many of its entries.

The SNA list, clearly did not. Someone obviously took nearly the entire first half of the list and
shoved them all down a step- and if you're trying to justify this by their lack of DR, that's funny,
because that's the lowest DR band and half of them don't even qualify. Dire bear is left alone
leaving it two levels below SM, unicorns are reduced two levels to the point where their SLAs
match the level of spell summoning them, but meh salamanders get pushed back. Druids keep and
add a bunch of elemental Outsiders- but genies and 3-armed/4 winged/etc aliens are not "elements
of nature." And of course all the elementals except Elder are yanked down as well. Oh and the
plants are removed, because apparently druids not plants now?

It reads almost like dire bear was used as a central point- but where SM kicked it back and generally
smoothed out, SNA decided it was perfect and everything else was underpowered.

So anyway. Remove the blatant ridiculousness of the Druid list. Check all the monsters at each level
against each other for rough numbers, special attacks, magic, etc. Classify lower level summons as
roughly BFC due to taking up space, with highers often being continuous damage spells via SLA
spam. Establish guideline that as a spell duplicating other spells, SLAs should probably be -2 levels
lower than the summon spell at least (pushing a number of monsters higher). Removed vermin
family spam, added more ranged and magical beasts including advanced versions to fill out higher
levels without leaving MM1 (and some of the other removed outsiders, with restrictions). Give SM
back the elemental Outsiders, but despite Elementals being a benchmark, reserve true Elementals
for SNA. Remove deinonychus/megaraptor due to forked size expectations (pre/post errata), leaing
only t-rex and trike for endgame (and easily removed if desired).

To-do: Well I still need to do the druid list- check/move the fey and available plants (possibly with
animated trees if needed?), decide how much energy AoE they should have. If lack of template is
too bad, could make a druid summon template (same DR, resist based on environment entry, smite
extraplanar creatures

stacking buffs/penalties: since the game only expects a very small amount, but the expectation and
desire upon reading one is that it will stack with everything, said spells need to be designed in one
of two ways"
-either it's obvious it overlaps and thus only replaces missing gear or buffs minions/allies that have
no such gear, or gives a minor benefit for a short duration above gear you should have.
-or it stacks, and the level is chosen with the assumption that some amount of lower level stacking
*will* be active.
thus it should be that that extra +2 whatever to attacks or -2 natural armor or whatever, should
actually be a very high level spell, because there are already lower level spells that give different
and thus stacking +2 or -2s. (in fact for best balance, a list of such spells should be compiled and cut
down to set the true tolerance of the game, and no new spells allowed which violate it).
-this can also lead to NWN1 style buffs that provide a bunch of different smaller buffs, for a large
benefit with no gear or a smaller benefit with: this is already found in spells like draconic might and
dragonsight (and tenser's trans), and as a result of spells that may scale faster than equipment by a
point or two such as shield of faith.

Mass versions of spells seem simple, but they aren't. It's not a flat +1, or +3, or +1- all three of these
appear commonly. The three types of mass spell are: the average, the power play, and the
weak/outdated or expected. A weak, outdate, or expected spell is one such as Aid or Bless Weapon
The actual hit point value of Aid is equal to a 1st level spell and the side benefit is also a 1st level
spell, so its Mass version being only +1 to 3rd level(and thus alongside/still behind main AoE spells)
is fine.
Align Weapon is an expected workaround for the DR system which can completely shut down
characters who need but don't have it, while normally only two and at most three party members
actually need it (so the "mass" is actually just +1-2 targets), so it being +1 to 3rd is also fine.
A power spell is one such as Shield of Faith, which provides a massive scaling bonus to AC
(regardless of its potential overlap) that benefits the entire party- quite capable of turning the tide of
battle. So the mass version is +3 levels to 4th, and that's good. 3.0 took one of the most powerful
buffs, Haste, and made its mass version +3 levels to 6th. Chain Spell costs +3 (Twin +4), and thre
are published "Mass" spell metamagics at +3.
And then plenty of spells in the middle. Mass Resist Energy is honestly probably worth 5th, but
making/keeping it 4th lets it play off against the bottleneck of immunity and mass buffs landing
there as well.

-(shield of faith scales to 18th with a 1st level spell? Yeah that's wack)

Mages and Squishiness

DnD 3.x has a problem, and that problem is how squishy mages are supposed to be. Sor/Wiz are
supposedly no-armor, but then they have the mage armor and shield spells, and then special
materials and adjustments are printed to let them use armor anyway. As base classes are added to
the game, spell-centered arcanists which get "Armored Mage" abilities equal and then outnumber
those who don't, and they can take the Battle Caster feat to improve this ability (though only once).
Arcansists then, are actually less worried about armor than Rangers and Rogues, who have class
features (Combat Style and Evasion) that are locked to Light armor with no exceptions.

Some people will shout that "it's just AC!", usually followed by "AC is useless use X/Y/Z instead!"
But AC stacks with all of those other defenses, and crucially, the rest of the party doesn't just get
those defenses for free. And why is AC useless? Let's look at what happens:

The standard party has a massive range of expected armor class values. The sor/wiz is supposed to
have no armor or shield, and thus a base AC bonus of +0. The meatshield is expected to seek out
armor and shield, with their base AC bonus quickly reaching the expected soft cap of +10. That's a
10 point range. That's huge. With a 10 point difference in AC, a foe can threaten the squishy mage,
while barely being able to hit the meatshield. This creates a dynamic combat scenario where weaker
foes can threaten some of the party but not others, making positioning and threat assessment
important. Even the 4 point difference betwen a light armored rougish type and a properly
unarmored arcanist is significant.
Putting Armored Mage (Light) on everything means that the standard AC range is no longer 0-10. It
is now 4-10, a gap of only 6 points (for only a +/- 30% change in accuracy, rather than +/- 50%).
Giving mages all-day mage armor spells means this applies even without that ability. Giving them
easily extended and/or spammed shield spells that give +4 more AC means that the gap is now 8-10,
only 2 points. If those shield spells are available to the rest of the party because fairness and item
creation, the entire party now simply has the same base AC of +8 whether they two-hand or not,
though making the shield spell available to everyone at least lets the gap get back to the 4 points
between light/mage armor and full plate. (And yes, magic armor will eventually exceed 1st level
mage armor, but there are more powerful versions of the spell and those items cost money, so this
does not happen until the mid or late game, if at all).

And if the party all has the same AC, that means that every foe's attack bonus is funneled into a
binary result. Not the binary result of hit or miss, but the binary situation of either the foe has a
credible chance of hitting any member of the party, or none of them. When the party has a 10 point
range of standard AC values, a level appropriate martial foe can range from a lowish chance of say
40% against the meatshield, all the way to a 90% chance to hit the squishy mage. That foe is always
a threat to someone, and the combat can, depending on planning and skill and luck etc, have that foe
handled without risk, or have that foe maim or kill one of the party. Pushing the minimum AC up by
+X means that the minimum attack bonus of foes must also go up to maintain threat against the
"squishy" party members, but this means that now the tough party members are actually behind by
-X, with no way to make up the difference. Except of course by bringing in spells to fix it.

When the entire party has the same AC, there is no difference between them. A foe is either a dire
threat, or a low threat, or a medium threat against which luck will be the deciding factor, no matter
who it can reach. Positioning only matters in terms of who has more hit points to spare, not actual
likelihood of being hit (and thus hit points become more important, and more people take damage,
and recovering that damage becomes even more necessary). Extra magical defenses like miss
chance and DR from spells are the only major difference between characters' toughness, and the
arcanists have them innately while the rest of the party doesn't.

Thus: AC "doesn't matter"- because foes must have enough attack to hit someone, and the whole
party has the same base AC, so everyone can always be hit. Thus: Cheap miss chance items are
"required" because AC no longer works, and the classes which were supposed to have AC instead of
defensive spells now need both AC and defensive spells.

In short: Allowing arcanists to have easy AC makes the whole rest of the party worse by
fundamentally breaking the game's base combat mechanic expectations.

So why is this essay here in the Bonus Rules section? Because while I've made some extremely
minor nerfs to mage armor and shield, I've also been allowing Armored Mage casters and
improving medium armor (and thus the Battle Caster feat), while generally grappling with the
concept of squishy mages and how to keep that trope and its possible attendant gameplay
expectations alive without rocking the boat on too much published material.

And the answer is simple: I can't. It doesn't work.

There is a fundamental problem with Armored Mage and mage armor that cannot be removed. If
mages are supposed to have lower AC, you can't give them more AC. You can give them non-AC
defenses that are useful, which are even more useful when applied to people that also have AC. You
can give them small AC buffs which work on everyone and overlap with expected items over time.
But if you raise the bottom end of the party's armor class it cannot avoid reducing the size of the
available game space and make things worse for the rest of the party.

Thus, the point of this section. Much like the Spell Duration Grid below, this is not something I'm
necessarily implementing as a default in all games, but it needs to be addressed in some way.
Increased AC must come at a central character cost. Note also that if the party sacrifices overall
arcane magic for AC, they should not be punished for it: the DM should, if they can, attempt to use,
find, or create some foes for which the party's lack of top level offensive spells is a weakness, the
same way a normal party's arcanist being vulnerable to attack rolls is a weakness.

Raise Dead Edition Problems

In 3.0, the gp cost was high enough you didn't want to cast it every day (double Stoneskin), but
really quite manageable: 500 raise, 500 rez- only 5x the cost of Restoration, with the higher rez
actually the same cost just better at dealing with high level kill methods, and all of them absolutely
purchasable by a 5th level or even lower party out of WBL. The level loss was really the only
reason to fear death, but it was so easy to come back that there was no reason to assume a death was
a character loss at all, and of course the rubber banding xp would catch you up eventually. If the
players play perfectly and never die/win first time every time, they're a level ahead in some fights,
but eventually they'll get unlucky. At high levels where instant death saves can be rolled multiple
times per round, True Rez was only 5,000gp, the penalty simply being out of the fight and a bit of
cash- and at mid levels people could pay their way out of the xp loss if it grated on them.

In 3.0, death was part of the game, and the main danger was not you dying, but the party wiping,
which your death contributes to. A team game where you don't want to fail the team. I believe
there's even a recommendation somewhere that a new character should be brought in one level
lower than the rest of the party, to discourage merely swapping out for a new character (which
would not only reduce your level, but your WBL, since your old character would be rezed with all
their gear). The level loss isn't bad when you know it's going to happen to everyone eventually (and
if it doesn't, that character has rightfully been lucky and/or skillfully played enough to deserve it).
The only problem occurs if the DM has made a status quo campaign with only exactly enough XP
to reach the required level and refuses to adjust anything, allowing the PCs to death spiral. Or if one
player is truly being such a coward that they screw over the party to save their own skin, which is a
bigger problem of its own.

In 3.5, the gp costs were massively increased to 5,000gp, 10,000gp, and 25,000gp. Obviously
someone thought death wasn't meaningful enough. The costs are now so high that low-level
characters should just stay dead, characters that can cast Raise Dead can maybe start to afford one
or two raises in the party before they start to tank their WBL, and even high level characters can't
actually afford to True Rez very often. The higher level Resurrection is no longer just a change to
support monsters that destroy more of the body, but actually penalizes you an extra 5,000 on top of
the initial 5,000 for daring to fail such a saving throw.

Further, these prices are so high that unless you have a specially prepared "party rez fund," they've
got to come out of someone's cash, and that means the rest of the party doesn't even want to pay to
get you back. Not when thoughts on character level have progressed to the point that a new
character must be the same level as the rest of the party- mostly because the rest of the party is
assumed to never lose levels or WBL, thus bringing in a new character at a lower level or getting
raised means you will always be behind. Getting raised in 3.5 tanks your level and your WBL, so
there's no incentive not to just make a new character, even if you are bringing in new characters a
level lower: even with no level loss you could very clearly count the number of Raise/Rez/True Rez
it takes before your character is trash. This means that in order to have any amount of raising the
DM often has to explicitly throw in freebies just to avoid characters being thrown out, a hilarious
reversal of the classic "DM tears up your character sheet" fear: in 3.5, it is the DM who fears you
tearing up your own sheet.

I think it's telling that 3.5 makes this huge change for the "better," and yet people immediately laud
Revivify as a critical spell which makes the game better. Revivify reduces the cost to a mere double
that of 3.0 res costs, if you immediately drop what you're doing in the middle of combat to cast it.
Doing so means not only is one character out of the fight, but another must now waste a turn doing
"in-combat healing," and now you've got someone sitting there at-1hp: not even conscious, and the
"healer" just spent their turn. You've lost two actions and created a massive liability, which means
you've drastically decreased your chances of winning the combat you were apparently already not
doing so well in. This is. . . a terrible system. It sounds good at first, that you can "die" in combat
without being hugely penalized (just ya know, still double the 3.0 gp cost), but it only actually
protects against a sudden death just before an enemy was already going to be defeated, and in any
other situation presents a massive trap that people will feel compelled to enter because they don't
want to let someone's character die and suffer the oh-so-terrible penalties.

Revivify only works with two other spells that immediately circumvent its own 1 round restriction:
Revenance, and Delay Death. Delay Death prevents a creature from dying for a while (as a pre-buff,
later changed to an immediate action), giving you the time to actually finish the fight and use
Revivify properly (if you don't have sufficient other healing). And Revenance happens to create a
loophole where it says the creatures come back to life and die again, effectively giving you a new
window to cast Revivify. Both effectively extend the ridiculous 1 round window into minutes. A
pair of bad patches needed to fix a bad patch to a change to a system that I'm pretty dang sure was
working just fine, exactly as designed, before the change.

So, what is the actual goal supposed to be for death and rez spells? I think everyone agrees that
death shouldn't be a huge penalty, at least in a game where you're expected to die. . . which is DnD
3.x by any honest reading of the mechancis. And everyone agrees that having to get to someone
within a time limit seems a reasonable restriction. The funny part is that the existing res spells
already have such restrictions, with the 1 day/level of Raise Dead being just a hair more than a
week for you to drag the corpse "back to town." Except both Raise and Teleport are 5th level spells,
which means you have to drag them back to a city, within the overland travel rules, (and with your
reduced party count), if you can't cast it yourself.

That's. . . a pretty fine restriction right there. If you, ya know, actually follow the rules instead of
ignoring "inconvenient bookkeeping" because it's "not important/bad/unfun/etc." Turns out ignoring
a bunch of rules breaks things, who'da thunk? And for higher level characters that can Raise or
Teleport themselves, they can continue playing even after failing a save-or-die, as long as they don't
do it too often: hey look level appropriate characters can handle level appropriate challenges. And
for high level characters that don't have room or time to "grind" because saving the world won't
wait, they can True Rez back at no penalty. The system works. Or rather worked, until a supposedly
obviously good 3.5 change screwed it up. Even the level loss isn't a problem when it happens to
everyone eventually.

If you do think death should be a huge penalty, then you can't play 3.x DnD mostly as written- you
need to massively overhaul the basic death and dying rules and the mechanics of every save-or-die
spell. If you're going to make rez effects super rare, you need to make the game less lethal first. And
super rare should not mean super expensive, because WBL is for monster fighting gear- so the
number of raises effectively becomes "=plot," where the PCs must work with individual NPCs in
order to get a limited per campaign number of fixes.

If you want to get rid of level loss by having windows shorter than a week but longer than "screw
yourself over in the middle of combat," change the window sizes and gp costs. "Revivify" works
within say 1 min/level: long enough that you can definitely finish a combat, or even retreat,
regroup, and retrieve if you move fast, but not long enough for you to even Teleport back to town
unless you can go to the exact building (or even room) of the person you need who you already
know has the spell prepped, and it costs say 500gp (enough that maybe you should Stoneskin
instead, not enough that your WBL falls apart). Then Raise is say, 1,500gp (in 1 day/level, no level
loss): enough that you would really, really rather Revivify, but it still won't annihilate WBL if you
fail, and a time constraint that means people without access to Teleport who die too far from a
Cleric still stay dead. Rez can be 3,000gp (for a new body and full heal) and anywhere from 1 week
to 1 year/level depending on taste, remembering that the main limit on access is the number of
people who can cast 7th level spells.

And these can be combined with the other common death penalty suggestion (a negative level that
doesn't go away until you level up), if the idea of low level aristocrats just being raised over and
over out of their plot-tier funding needs a limit. They do bring the question of what/if should be
True Rez, but the latter is already provided for: True Rez reaches back a ridiculous amount of time,
10 years/level, and lets you target people for whom no trace of their body even remains. That's
literally enough for a plot on its own, digging up the information and spell required to bring back a
lost hero who knows what/has the unique abilities needed to deal with a problem from generations
ago. Only if you write your campaign setting on the scale of millenia (admittedly quite common,
and maybe even appropriate for races like Elves), does the reach of True Rez seem small- and
expanding that range to 100 years/level would make it a spell capable of truly epic feats.

Making it so combat includes a certain amount of quickly reversable death again means they can
fail, even intentionally within certain limits, and the game continues. With those characters, because
you stop jumping to new games just because one of them died. And with those consequences of
starting and losing stupid fights.

If you want to have a long-running game, you need to run a long-running game. Though if such
changes still have the party attempting mass suicide or wanting to make a new party every 5 levels,
then at that point you've got nothing else but accept these players won't play a game that runs for
more than 5 levels (at whatever session rate it is that's getting you there of course). Make your plots
complete satisfactorily within that time frame.
Advanced and Other Monsters

Bear, Black

Size/Type: Medium Animal


Hit Dice: 4d8+8 (26hp)
Initiative: +1
Speed: 40', climb 20'
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
BAB/Grapple: +3/+7
Attack: Claw +7 melee (1d4+4)
Full Attack: 2 claws +7 melee (1d4+4) and bite +1 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Spec. Atk: ---
Spec. Qual: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +12, Listen +4, Spot +4, Swim +8
Feats: Endurance, Run
Environment: Temperate forests
Organization: Solitary or pair
CR: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-5 HD (Medium)

The common black bear.

-Added +1 HD and climb 20'.


--Did not realize at the time this would also give +1 on all attacks and main saves. Could give free
Toughness instead if that's a problem.

Bear, Grizzly

Size/Type: Large Animal


Hit Dice: 6d8+24 (51hp)
Initiative: +1
Speed: 40'
Armor Class: 14 (-1 size, +1 dex, +4 natural), touch 10, flat-footed 14
BAB/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Spec. Atk: ---
Spec. Qual: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 23, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12
Feats: Endurance, Run, Track
Environment: Cold forests
Organization: Solitary or pair
CR: 3
Treasure: None
Alignment: Always Neutral
Advancement: 4-5 HD (Medium)

The less common but still wide-ranging brown/grizzly bear. They are on the smaller end of Large
with a weight of 250-800lbs and a height of around 7.5'.

-Natural armor, Strength, and natural weapon die sizes reduced, removed Improved Grab, reduced
CR to 3. These are now between Black and Polar/Kodiak Bears.

Huge Ankheg

Size/Type: Huge Magical Beast


Hit Dice: 5d10+25 (55 hp)
Initiative: -1
Speed: 30', burrow 20'
Armor Class: 18 (-2 size, -1 Dex, +11 natural), touch 9, flat-footed 17
BAB/Grapple: +5/+22
Attack: Bite +12 melee (3d6+13 plus 1d6 acid)
Full Attack: Bite +12 melee (3d6+13 plus 1d6 acid)
Space/Reach: 15 ft./10 ft.
Spec. Atk: Improved Grab, spit acid
Spec. Qual: Darkvision 60', low-light vision, tremorsense 60'
Saves: Fort +9, Ref +3, Will +2
Abilities: Str 29, Dex 8, Con 21, Int 1, Wis 13, Cha 10
Skills: Climb +13, Listen +7, Spot +3
Feats: Alertness, Toughness*
Environment: Cold forests
Organization: Solitary, pair, or pack (3-5)
CR: 4 or 5
Treasure: None
Alignment: Always Neutral
Advancement: 4 HD (Large); 5-9 HD (Huge)

Improved Grab: as Ankheg

Spit Acid (Su): 60' line, once every 6 hours, damage 8d4 acid, Reflex DC 17 half, and after spitting
acid the Ankheg's bite attack stops dealing acid damage until Spit Acid is ready again. The save DC
is Constitution based.

*Toughness original +3 here, add another +4hp if applying my Toughness tweak.


-Added 1 rank each to Climb and Listen, no new feats. Formula CR is 4 but it feels like a squishier
CR 5.

Huge Winter Wolf

Size/Type: Huge Magical Beast (Cold)


Hit Dice: 10d10+50 (105 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 15 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
BAB/Grapple: +10/+26
Attack: Bite +16 melee (2d6+12 plus 1d6 cold)
Full Attack: Bite +16 melee (2d6+12 plus 1d6 cold)
Space/Reach: 15 ft./10 ft.
Spec. Atk: Breath weapon, freezing bite, trip
Spec. Qual: Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire
Saves: Fort +12, Ref +8, Will +4
Abilities: Str 26, Dex 13, Con 20, Int 9, Wis 13, Cha 10
Skills: Hide -1*, Listen +6, Move Silently +7, Spot +6, Survival +1*
Feats: Ability Focus (Breath Weapon), Alertness, Improved Initiative, Track
Environment: Cold forests
Organization: Solitary, pair, or pack (3-5)
CR: 7
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral evil
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Level Adj: +3 (cohort)

Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, damage 8d6 cold, Reflex DC 22 half.
The save DC is Constitution-based and includes +2 from the Ability Focus feat.

Trip (Ex): +12 check modifier.

Skills: additional +7 Hide in areas of snow and ice, +4 Survival when tracking by scent (other racial
modifiers already included above)

-Added 4 ranks to Hide and Ability Focus (Breath Weapon) feat.

Notes: Could have gone 6d6 for +1/2 HD or overall 2/3 HD, but double dice and area seemed best
for desired effect.
-Could also increase the frost bite to 1d8, like the Nessian Warhound, but I generally find a fistful of
d6's much more convenient. Could re-check vs CR 7s and see if a flat bump to 2d6 would work, but
that seems a little high.
-Combat Reflexes is potentially useful for a pack, or Iron Will to shore up Will save, or Lightning
Reflexes to improve survivability vs enemy AoEs (since this statblock is for Summon Monster 7).
But really you're going to summon them for the breath so obvious is easiest. Blind-Fight one of the
only things with just no prerequisites, but again these have breath weapons.

Huge Hippogriff

Huge Magical Beast


Hit Dice: 7d10+35 (73 hp)
Initiative: +1
Speed: 50', fly 100' average
Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
BAB/Grapple: +7/+23
Attack: Claw +13 melee (1d6+8)
Full Attack: 2 Claws +13 (1d6+8), and Bite +8 (2d6+4)
Space/Reach: 15 ft./10 ft.
Spec. Atk: —
Spec. Qual: Darkvision 60', low-light vision, scent
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 26, Dex 13, Con 20, Int 2, Wis 13, Cha 8
Skills: Listen +4, Spot +12
Feats: Dodge, Wingover, Power ClimbDrac
Environment: Temparate hills
Organization: Solitary, pair, or flight (7-12)
CR: 4?
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)

Simple huge hippogriff for Sky Cavalier or other use. Note that claw primary works very well with
the Str bonus from size and dive attack multiplier.

• For monster use it might be more appropriate to go with the full 9HD, though it doesn't
change much: +2 attack, +1 feat, (+20hp), +1 CR. If this 7HD is a bit strong at 4, then the
full 9 HD at CR 5 is preferable.
• For summon use, it should probably have Flyby Attack, replacing Dodge to simplify (or in
place of Power Climb, including if Draconomicon is not available).

Gargantuan Constrictor Snake

Huge Animal
Hit Dice: 17d8+54 (113hp)
Initiative: +3
Speed: 20', climb 20', swim 20'
Armor Class: 18 (-4 size, +3 dex, +8 natural), touch 9, flat-footed 15)
BAB/Grapple: +12/+35
Attack: Bite +19 melee (2d6+16)
Full Attack: Bite +19 melee (2d6+16)
Space/Reach: 20 ft./15 ft.
Spec. Atk: Constrict 2d6+16, improved grab
Spec. Qual: Scent
Saves: Fort +13, Ref +13, Will +6
Abilities: Str 33, Dex 17, Con 17, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +21, Hide +12, Listen +9, Spot +9, Swim +20
Feats: Alertness, Endurance, Skill Focus (Hide), Toughness*
Environment: Warm forests
Organization: Solitary
CR: 8?
Treasure: None
Alignment: Always Neutral
Advancement: 4-5 HD (Medium)

+6 skill points (all Hide), +2 feats


*Toughness original +3 here, add another +16hp if applying my Toughness tweak.

doubled would be 22
need to check vs summons and true CR
-also a good time to check grapple/constrict rulings vs normal full attackers
feat picks remain a problem, INA seems too strong but remains the most obvious pick for any
advancing monster.
-weapon focus to a nice round +20 though. Blind-fight might actually make sense for ambush
predator (better to strike at prey also in concealment)
When a druid or other spellcaster casts Summon Nature's Ally, they don't just summon up some
poor random animal. They summon animals with a larger than life, idealized aspect, much the same
as Celestial and Fiendish creatures.

Template Name?

Is an inherited template that can be added to any animal. Do not recalculate the creature's Hit Dice,
base attack bonus, saves, or skill points.

Size and Type: Change to magical beast.


Special Attacks: Gain a Smite attack. 1/day the creature can make a normal melee attack to deal
extra damage equal to its hit dice against a foe.

Energy resist: warm/cold obvious and keep fire/cold common but then temperate is screwed, and
also take all the bite out of environments like desert. Marsh/forest for acid works, plains/hills for
lightning. Not much seems to use mountain (though roc). But more important is the spread or
probable lack thereof? in available environments.
-What if instead we just go by body type: feline, canine, ursine, avian, etc? More controlled spread,
could still allow choice out of two for each, or a dual "type" of one energy for the environment and
one for the body.

smite: undead for all. Aquatic and underground for aberration, though i don't think there's any
underground.

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