TEXT: Part Four
  Part Four
  Yugman’s Guide to Ghelspad
  Yugman’s Guide to Ghelspad
  
  Yugman’s Guide to Ghelspad
  2
  Credits
  Developer: Travis Legge 
  Authors: Chris Bissette, Oliver Clegg, Celeste Conowitch, Beatriz 
  T. Dias, Lewis Harris, Jeremy Hochhalter, Megan Mackie, Jessica 
  Ross, Christopher Walz 
  Editor: Brian Johnson
  Art Direction and Design: Mike Chaney
  Cover: Shen Fei
  Interior Art: Brian Leblanc, Bryan Syme, Michele Giorgi, 
  Aaron Riley, Claudio Pozas
  Creative Director: Richard Thomas
  Special Thanks
  TheConri and the crew of Devil’s Luck Gaming for playtesting 
  and feedback.
  Scott Holden for indispensable wisdom, insight, and math.
   
  Yugman’s Guide to Ghelspad is © 2020 Onyx Path, LLC. All rights reserved. Reference to other copyrighted material in no way 
  constitutes a challenge to the respective copyright holders of that material. Scarred Lands, Onyx Path, and their associated logos are 
  trademarks of Onyx Path.
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  This printing of Yugman’s Guide to Ghelspad is done under Version 1.0a of the Open Gaming License, and the System Reference 
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  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) 
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  Designation of Open Content: The Open Content in this issue includes the new creatures, new class archetypes, new feats and traits, new spells, 
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  COPYRIGHT NOTICE “YUGMAN’S GUIDE TO GHELSPAD” copyright © 2020 Onyx Path, LLC, all rights reserved, visit www.theonyxpath.com”.
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  Table of Contents
  3
  Table of ConTenTs
  Note One:  
  Social Backgrounds 
   
   
  4
  Devotional Societies 
   
   
  5
  Adamantine Church 
   
   
  5
  New Social Background: Minister  
  5
  Cult of the Forge 
   
   
  5
  New Social Background: 
  Community Crafter 
   
   
  5
  Defender’s Faith  
   
   
  6
  New Social Background:  
  Roguish Rebel 
   
   
   
  6
  Political Societies  
   
   
  7
  Courtesans of Idra 
   
   
  7
  New Social Background:  
  Idraic Courtesan  
   
   
  7
  Nalthalites 
   
   
   
  8
  New Social Background: Nalthalian 
  8
  Shadow Walkers 
   
   
  9
  New Social Background:  
  Shadow of Drendari 
   
   
  9
  Note Two: Classes  
   
   
  10
  Paladin 
   
   
   
   
  10
  Oath of the Thorned Purifier  
  10
  Oath Spells 
   
   
   
  10
  Channel Divinity  
   
   
  10
  Rending of Roses  
   
   
  11
  Share the Pain 
   
   
   
  11
  Return to the Halls of Dominion 
   
  11
  Rogue 
   
   
   
   
  12
  Roguish Archetype: Envoy 
   
  12
  Scoundrel’s Luck  
   
   
  12
  Close the Sale 
   
   
   
  12
  Inscrutable 
   
   
   
  12
  Charming Personality 
   
   
  12
  Friend of A Friend  
   
   
  12
  Note Three: New Equipment  
  and Magic Items 
   
   
  13
  Equipment 
   
   
   
  13
  Hook Crossbow   
   
   
  13
  Itching Powder 
   
   
   
  13
  Lock Gum  
   
   
   
  13
  Magic Items 
   
   
   
  13
  Blood Compass  
   
   
  13
  Bone Dagger 
   
   
   
  13
  Chest Bellows  
   
   
   
  14
  Dead Tongue 
   
   
   
  14
  Enkili’s Blessing 
   
   
   
  14
  Enkili’s Knucklebones 
   
   
  14
  Forsaken Elf Blade  
   
   
  14
  Mandolin of Manipulation 
   
  14
  Mark of the Fish  
   
   
  15
  Spice of Poison Revelation 
   
  15
  Seriden Shield 
   
   
   
  15
  Tar Dragon Tattoo 
   
   
  15
  Note Four: New Spells 
   
  16
  Blood Water 
   
   
   
  16
  Dying Breath 
   
   
   
  16
  Fountain of Blood  
   
   
  16
  Halting the Wayward Tongue 
   
  16
  Magic Fang 
   
   
   
  17
  Meld Object 
   
   
   
  17
  Riddle-speak 
   
   
   
  17
  Shade’s Sight 
   
   
   
  17
  Soul Effigy  
   
   
   
  17
  
  Yugman’s Guide to Ghelspad
  4
  noTe one:  
  noTe one:  
  soCial baCkgrounds
  soCial baCkgrounds
  A
  dventurers are not born in a vacuum. There are a number of societies on Ghelspad that provide training and 
  motivation for adventurers. The following Social Background options may be added to those presented in the 
  Scarred Lands Player’s Guide, Chapter Four.  
  The devotional societies can come across as overzealous to anyone unfamiliar with them. While they certainly have their place 
  in Ghelspad, there are some that cause more trouble than they really should. 
  While some devotional groups attempt to serve the deities by spreading their influence through conversation and conversion, 
  others take a more violent and overzealous approach. There are many who see any involved in a devotional organization as 
  foolhardy and gullible, but there are many groups who attempt to do right by their members.
  
  Social Backgrounds
  5
  devoTional soCieTies
  devoTional soCieTies
  adamanTine ChurCh
  T
  he Adamantine Church boasts an old and “traditional” 
  cause: the eradication of evil in all forms. To the clerics, 
  paladins, and cavaliers of the church, this means titans and 
  their spawn; many of the more conservative members use 
  this cause to justify their prejudice for even the Redeemed. 
  The church comprises the largest group of Corean devotees 
  on Ghelspad, and some of the new, more progressive 
  members wish to open membership to Corean devotees of 
  Redeemed races.
  new soCial baCkground: minisTer
  As part of the Adamantine Church, you’ve spent the 
  past several years spreading your devotion to Corean and 
  recruiting more members to the church. You know there is 
  evil in this world in the form titans and their spawn, and 
  you want to convince as many as possible to join you in the 
  fight against them. The Adamantine church has much to 
  offer, especially in the way of training paladins to join the 
  fight against evil. You have a way with words, and you’ve 
  made many contacts in your time proselytizing — though 
  not all of these contacts enjoy your company. 
  Skill Proficiencies: Choose one from among History, 
  Persuasion, or Religion
  Tool Proficiencies or Languages: Choose alchemist’s 
  supplies, calligrapher’s supplies, or carpenter’s tools
  Equipment: An alms box, 2 blocks of incense, vestments, 
  and a set of posters advertising the church
  Feature: The Devil You Know
  The Adamantine Church is the largest group of Corean 
  devotees on Ghelspad, and they are a relatively well-known 
  group. While there may be many who don’t trust the church, 
  especially among the Redeemed races, any who see you know 
  what to expect from you. As an emissary of the Adamantine 
  Church, they’re familiar with your beliefs and traditions, 
  and those who trust the church will be much more likely 
  to approach or speak with you. There are even some who, 
  despite their dislike for the Adamantine Church in general, 
  have enough respect to speak with you and form an opinion 
  based on your interaction. They may not know you, but 
  they’re willing to hear you out. 
  If someone who doesn’t trust the church is in a bind, they 
  may still be willing to approach if you’re the only nearby 
  option. They know that some younger, more progressive 
  members of the church don’t have the prejudice toward 
  the Redeemed races the older generations do, but even if 
  they’re not sure about you, sometimes they’d rather face 
  the devil they know.
  Suggested Characteristics
  Many members of the Adamantine Church are obsessive 
  in their quests to root out and destroy evil, which others 
  can find off-putting. When you find a cause, you stick to it 
  until the end. Your dedication and loyalty make you an ideal 
  companion for those whose goals align with yours but make 
  you a dangerous risk for those who may get in your way. 
  CulT of The forge
  The Cult of the Forge restarted when Corean relit the 
  stars. This cult maintains that since Golthagga needed the 
  forge to create and Corean needed it to restart the world, 
  Forge Zme-dah deserves worship over the deities who used 
  it. Through their worship of the forge, cultists also worship 
  Golthagga and Corean, but most members of Coreanic 
  churches see this cult as heretical and seek to convert or 
  excommunicate these cult members. Though the Cult of the 
  Forge is a relatively minor faction, they are old and storied: 
  most current teachings are based on older Golthagga cults 
  with newer ideas centering around Golthagga’s Forge.
  new soCial baCkground: CommuniTy 
  CrafTer
  Many of the cult’s members are smiths and creators of 
  some sort, and cult communities often only contain a hand-
  ful of worshipers. You grew up as part of the cult, so you’ve 
  been smithing or crafting your entire life. You also grew up 
  Though no one wants to own up 
  to it, rumors about the church 
  have been circulating recently. 
  They built their identity on 
  despising titans and their spawn 
  — even going so far as to 
  reject the Redeemed. But lately, 
  there have been whispers of orcs 
  joining the church and attempting 
  to revolutionize it from within. 
   
   
   
   
  -Zarra
  
  Yugman’s Guide to Ghelspad
  6
  in a small community and were one of very few smiths in 
  your area, so you had to learn to make many things. Your 
  adaptability made you approachable when your cult affilia-
  tion was off-putting, and you’ve had the benefit of making 
  friends (or at least friendly conversation) with many of the 
  people in your small community. 
  Now that you’re on the road as an adventurer, much has 
  changed for you. Large cities have wide varieties of smiths and 
  crafters who are able to specialize in one particular aspect of 
  their trade and perfect it, and now you seek to do the same.
  Skill Proficiencies: Choose one from among Performance, 
  Religion, or Sleight of Hand
  Tool Proficiencies or Languages: Choose one from ma-
  son’s tools, smith’s tools, or tinker’s tools
  Equipment: Members of the Cult of the Forge all carry a 
  hammer; you also have 10 iron spikes, a flask of alchemist’s 
  fire, and a journal with drawings and descriptions of all of 
  your creations
  Feature: Crafty Cultist
  Members of the Cult of the Forge value metalworking and 
  artistic pursuits, and since you were raised in the cult, you 
  value these things as well. Though you spent most of your 
  early life learning generalized skills to be the community 
  crafter, now as an adventurer, you have the opportunity to 
  find your passion and perfect it. During your search, you 
  find you pick up new artistic and smithing pursuits easily. 
  You can spend hours metalworking, and you can create just 
  about anything nonmagical provided you have access to a 
  forge, materials, time, and an example to work from.
  Suggested Characteristics
  You desire to perfect your craft and thereby perfect your-
  self. Your desire for perfection can make you seem rude or 
  judgmental to some, but you like what you like, and you see 
  no reason to cut corners in any aspect of your life. 
  You are open to new experiences and learning all you 
  can, which can make you come off as either eager or naive, 
  but you have little trouble making friends with those who 
  would share their knowledge with you, and even better if 
  they want to trade skills. 
  You have yet to decide what to do once you feel you’ve 
  perfected your craft, and you sometimes lie awake at night, 
  staring at the stars wondering what you’ll do. Will you return 
  to your community with your newly earned skill? Or perhaps 
  find a new community in which to settle and introduce an 
  entirely new group to your skill and faith? You don’t need 
  to decide yet; you’re not perfect yet. 
  defender’s faiTh
  The demigod Hwyrdd the Rogue, known to halflings as 
  the Great Defender, inspired the creation of the Circle of 
  the Defender’s Faith. Members of the Circle honor Hwyrdd 
  by seeking freedom for all halflings, and this religion is 
  particularly popular among halflings in the Heteronomy 
  of Virduk. Circle members invoke the name of their hero 
  Hwyrdd as a rallying cry to inspire rebellions and lead their 
  people to freedom.
  new soCial baCkground: roguish rebel
  You know the importance of freedom, and you do what 
  you can to ensure all taste the freedom that has meant so 
  much to you. You might attempt to lead a strike against an 
  unfair employer, or you may incite a rebellion against an 
  oppressive regime. No matter the scale, you value justice 
  and equity for all, and you won’t stop until everyone is free. 
  And then, you’ll likely find another group who needs a quiet 
  push in the right direction or a loud chant encouraging them 
  forward to continue your fight for liberty.
  Skill Proficiencies: Choose one from among Insight, 
  Sleight of Hand, or Persuasion
  Tool Proficiencies or Languages: Choose one from cal-
  ligrapher’s supplies, disguise kit, or forgery kit
  Equipment: A burglar’s pack
  While the cult’s desire for perfection is admirable, they 
  sometimes become obsessive in the pursuit of their crafts. 
  This can come in handy when you need a particularly 
  unique item or piece of armor made — in that case, 
  a metalworker from the Cult of the Forge will create 
  something for you more wonderful than you ever could 
  have imagined.
  There are none more dedicated to rebellion and freedom 
  than the halflings of the Defender’s Faith. After 
  overthrowing their own oppressors and tasting freedom, 
  this group banded together to seek justice and freedom 
  for others. Occasionally, their eyes are bigger than 
  their stomachs, and they trap themselves in impossible 
  situations, but these rebels can quickly rally a team to 
  their aid and build up a full-blown rebellion from even a 
  few mistreated workers. 
  Supposedly, the Defenders have started infiltrating 
  the parts of the Calastian Hegemony where the Defender’s 
  Faith is banned, in an attempt to root out any unjust 
  treatment of halflings and free the remaining slaves. 
  This would be an incredibly foolish endeavor, and though 
  the Defenders are indeed brave rebels, they aren’t so 
  foolish as to risk drawing the ire of Calastia. At least, 
  not without a very good plan.
  
  Social Backgrounds
  7
  Feature: Convince Me
  You know how to talk to people. More than that: you know 
  how to listen to people. You can talk to anyone, anywhere, 
  and learn what’s keeping them from achieving their goals, 
  and you can help them overcome that. You can make friends 
  with anyone being oppressed, and you can help them see the 
  best way to overthrow their oppressor. If you’re in a group, 
  you have no problem rallying them to fight back against an 
  opposing force, and because you’re so dedicated to freedom, 
  you make sure no one fights their battles alone. You may 
  claim advantage on Charisma (Persuasion) checks made to 
  coordinate groups of five or more people.
  Suggested Characteristics
  Your rebellious nature can sometimes come off as being 
  a contrarian, and sometimes you do like to disagree simply 
  for the sake of disagreement. But when it matters, you’re 
  on the side of freedom, and your drive to free everyone 
  from their oppressors makes you an honorable and loyal 
  companion. It also makes you an inconvenience to anyone 
  trying to infringe on someone else’s freedoms because when 
  you set your sights on a tyrant, you don’t stop until they’re 
  brought to justice.
  PoliTiCal soCieTies
  PoliTiCal soCieTies
  CourTesans of idra
  T
  he Courtesans of Idra are far more than mere women of 
  pleasure (for one, not all are female). Many Ghelspadians 
  are unaware of the group’s existence, and most of those who 
  do know that the Courtesans are real believe it to be a simple 
  sex cult or sex-worker guild.
  To a Courtesan of Idra, performance, seduction and love-
  making are art forms. And a true artist’s talents are sought 
  after by many. Because the powerful and wealthy often solicit 
  the services of the Courtesans, they often find themselves 
  in a position to learn valuable information. Some believe 
  the purpose of the cult is not merely to perform more plea-
  surable duties, but to gather information and uncover the 
  secrets of the powerful.
  new soCial baCkground: idraiC CourTesan
  You’re a member of a holy order, and you deserve the 
  respect that affords. You’re not necessarily wholly unaware 
  of how your worship is sometimes perceived — but at the 
  same time, the common-folk’s fixation on those skills allow 
  you to perform your other functions in tandem. No one 
  can deny your charms, for when the need arises, you are the 
  picture of elegance and grace. Few attempt slander; some 
  say because doing so often seems to mar the reputation of 
  the debaser, others say none dare for fear of the secrets the 
  Courtesans can expose.
  hwyrdd
  Title: The Rogue 
  Strong-spirited in the face of adversity, Hwyrdd the 
  halfling god is said to have been instrumental in 
  leading Kadum into the waiting blades of Vangal, 
  Chardun, and Belsameth during the Divine War. 
  Hwyrdd calls on his followers to remain mischie-
  vous in the darkest of times and never lose their lust 
  for life. It is this verve that often drives Hwyrdd’s 
  followers when hope falters and the oppression of 
  Calastian nobility weighs heavy on the small shoul-
  ders of the halflings.
  The fire of these people! To fight alongside the halflings of the 
  Defender’s Faith is to know true heroism. Titanspawn are not the only 
  villains to crawl these healing lands, we also face men who would take 
  advantage of a broken world. Yet to see these rebels, fighting with both 
  pen and sword, fills my heart with the certainty that balance will again 
  prevail. 
   
   
   
   
   
   
   
   
   
   
   
  -Zarra
  
  Yugman’s Guide to Ghelspad
  8
  Skill Proficiencies: Deception and one of the following: 
  Investigation, Perception
  Tool Proficiencies or Languages: Albadian Language, 
  disguise kit
  Equipment: Disguise kit, a set of fine clothes, and a belt 
  pouch containing 10 gp worth of mixed coins
  Feature: Tender Network
  You have strong connections to the other Courtesans of 
  Idra, who in turn have uncovered many secrets. You can 
  communicate with your contacts, gaining information at 
  the GM’s discretion. Any and all communication is carefully 
  encoded in a wide variety of clever ways, some of which the 
  Vigils have now adopted as being more efficient than their 
  previous methods.
  Feature: Courtesans of Idra Spells
  Prerequisite: Spellcasting or Pact Magic class feature
  Spells on the Courtesans of Idra Spells table are added to 
  the spell list of your spellcasting class (if you are a multiclass 
  character with multiple spell lists, these spells are added to 
  all of them).
  SPELL LEVEL
  SPELL
  Cantrip
  friends
  1st level 
  riddle-speak* 
  2nd level
  halting the wayward 
  tongue*
  3rd level
  tongues
  4th level
  arcane eye
  5th  level
  modify memory
  *see Note Four: Spells
  Suggested Characteristics
  Those chosen by the Courtesans are invariably beautiful 
  or charming and highly intelligent, and they usually have 
  some important skill or connection that the Courtesans can 
  use, such as magic, family ties, or experience in information 
  gathering. All Courtesans are neutral in some way, and one 
  rumor holds that their purpose is the balance of power 
  between the gods of Scarn. 
  nalThaliTes
  The cult of Nalthalos, or Nalthalites, are followers of their 
  god who believe that he has achieved true transcendence. 
  These elves work to modify their bodies, slowly encasing 
  themselves within metal or rock until they resemble go-
  lems themselves. While this practice is officially frowned 
  upon, no elf doubts the combat efficacy of these seemingly 
  super-intelligent golems.
  new soCial baCkground: nalThalian
  Our god’s “condition” has opened our eyes to a wondrous 
  possibility. Nalthalos will eventually depart for his home 
  plane, and when he does, the example of his divinity shall 
  remain with us. Like his priesthood, we shall bear his symbol 
  among the masses; not merely around our necks, but with 
  our very bodies.
  Skill Proficiencies: Arcana
  Tool Proficiencies or Languages: Mason’s tools, smith’s 
  tools, or tinker’s tools
  Equipment: A set of tools (choose one from mason’s 
  tools, smith’s tools, or tinker’s tools), a small satchel of 
  miscellaneous pieces of metal, a set of traveler’s clothes, 
  and a pouch containing 10 gp
  Feature: Begrudging Respect
  Among the dark elves of Dier Drendal, the Nalthalites 
  are viewed either with uncertainty or wonder. The clergy of 
  Nalthalos and the majority of mages view the bordering-on-un-
  natural modifications the Nalthalites willingly perform on 
  themselves as cause for concern. On the flipside of that coin, 
  some priests consider the alterations just another form of 
  devotion to their god and look upon that mimicry as literally 
  “divinely inspired,” while more open-minded mages marvel 
  at their feats of dweomercraft.
  Feature: Nalthalite Spells
  Prerequisite: Spellcasting or Pact Magic class feature
  Spells on the Nalthalite Spells table are added to the spell 
  list of your spellcasting class (if you are a multiclass character 
  with multiple spell lists, these spells are added to all of them).
  SPELL LEVEL
  SPELL
  Cantrip
  friends
  1st level 
  magic fang* 
  2nd level
  soul effigy*
  3rd level
  meld object*
  4th level
  fabricate
  5th  level
  animate objects
  *see Note Four: Spells
  Suggested Characteristics
  While not necessarily a member of his priesthood, you 
  are an extension of the divine; a walking symbol of your 
  idra
  Title: The Lover, The Passionate 
  Idra is the goddess of love, sex, sex workers, and se-
  crets. Unlike her mother, Tanil, Idra has a deep love 
  of civilization, enjoying time among the people of 
  Ghelspad. She rarely has much interest in nature out-
  side of fertility rites. Idra is a proponent of free love, 
  but also a patron for illicit lovers who seek to hide 
  their affairs in secret. This penchant for secrecy and 
  scandal fuels her followers among the Courtesans of 
  Idra, for whom collecting secrets is not merely an ex-
  ercise of political power but also a holy sacrament.
  
  Social Backgrounds
  9
  god’s majesty. The power of this new form you’re taking is 
  so clearly predestined, as it will prove of the utmost value in 
  the battles to come. Others may not see what you’re doing 
  as “appropriate,” but they simply lack your vision.
  shadow walkers
  Shadow Walkers, as they are called, are for the most part 
  descended from Drendari’s Faithful (those who helped the 
  demigoddess of shadow to gather intelligence for the gods 
  during the Divine War) and are really barely organized at 
  all. But while they travel the world — alone and in small 
  bands, thieving here and freelancing there — they stay in 
  loose communication with one another, ever seeking out 
  Drendari’s enemies and slowly hunting them down.
  new soCial baCkground: shadow of 
  drendari
  Shadows exist everywhere. And the enemies of the demi-
  goddess live in shadow. As one of Drendari’s Faithful, you 
  also delve into, face, and use the shadow. You follow your 
  own path but forever keep your eyes on the darkness.
  Skill Proficiencies: Choose Stealth or Perception
  Tool Proficiencies or Languages: Hedraic Language plus 
  one other
  Equipment: a set of traveler’s clothes, and a pouch con-
  taining 5 gp and a gem worth 10 gp
  Feature: Shadow of Grace
  Drendari occasionally grants blessings or sends messages 
  at opportune times, particularly when you act according to 
  her dogma. In times of need, your divinity may show you a 
  direct sign to help you in your endeavors or travels. These 
  signs are always somewhat vague and open to interpretation. 
  However, if you commit a sin with respect to Drendari’s 
  tenets, she won’t help you again until you properly repent 
  and atone.
  Feature: Shadow Walker Spells
  Prerequisite: Spellcasting or Pact Magic class feature
  Spells on the Shadow Walker Spells table are added to 
  the spell list of your spellcasting class (if you are a multiclass 
  character with multiple spell lists, these spells are added to 
  all of them).
  SPELL LEVEL
  SPELL
  Cantrip
  chill touch
  1st level 
  disguise self 
  2nd level
  banish shadow†
  3rd level
  major image
  4th level
  shade’s sight*
  5th  level
  mislead
  †see Scarred Lands Player’s Guide, Chapter Six: Spells
  *see Note Four: Spells
  Suggested Characteristics
  You are part of Drendari’s hodgepodge shadow network 
  of rogues, sorcerers, warlocks, and other devotees of the 
  marriage of light and dark, to work her will and seek the 
  end of penumbral magic. Dedication to the cause is the only 
  defining characteristic of the Shadow Walkers. However, this 
  dedication requires a particular philosophical and moral 
  outlook. Those who stray too far from Drendari’s own 
  outlook both lose her favor and cease to feel connected to 
  the cause. No one expels them, but they inevitably leave by 
  their own accord.
  nalThalos
  Title: Lord of the Dark Elves 
  Nalthalos is a rarity among the demigods, as he lives 
  among his followers in Dier Drendal, where he rules 
  them directly. Once a staunch ally of the dwarven 
  god Goran, Nalthalos now holds a burning hatred 
  for the Kelder dwarves and their god. During the ti-
  tanswar, the drendali were abandoned at the Bridge 
  of Betrayal by their dwarven allies. The battle against 
  Chern nearly killed Nalthalos. To save their god, the 
  drendali clerics crafted an iron golem and bound 
  Nalthalos within that form. Nalthalos is now bound 
  to the material plane thanks to his iron body, an 
  insult that drives his zealous war against the dwarves 
  of Burok Torn.
  drendari
  Title: Mistress of Shadow 
  Born of a union between Enkili and a siren, the Mis-
  tress of Shadows is the patroness of rogues, spies, 
  thieves and others who ply their trades under the cov-
  er of shadow. In her youth, Drendari was kidnapped 
  by Slarecians who pried the rudimentary secrets of 
  shadow magic from her. Though Enkili and Tanil 
  rescued Drendari from the Slarecians, her hatred for 
  the otherworldly beings was cemented by her time 
  in captivity. When the gods and titans destroyed the 
  Slarecians, Drendari was among the most ruthless 
  attackers, twisting the shadows to aid her in ending 
  the monstrous creatures. During the titanswar, she 
  led her faithful as spies, reconnaissance agents and 
  ambush assassins. When the gods stood victorious, 
  Drendari encouraged her followers to continue their 
  work, focusing their collective ire on the Penumbral 
  Pentagon and other vestiges of the Slarecian legacy.
  
  Yugman’s Guide to Ghelspad
  10
  noTe Two: Classes 
  noTe Two: Classes 
  T
  his list of class archetypes expands on those presented in chapter three of the Scarred Lands Player’s Guide (SLPG). 
  Paladin
  T
  hough rare and wildly different than traditional paladins 
  of Ghelspad, those who swear the following oath are 
  no less devoted.  
  oaTh of The Thorned Purifier
  This oath began among devout followers of Chardun but 
  has grown beyond those who worship the Overlord. Paladins 
  outside the auspices of Chardun’s worship who follow this 
  oath focus their attentions on learning control of the body, 
  seeking mastery of pain and pleasure, with a strong focus 
  on the consent and safety that are required to push the 
  boundaries of sensation. Paladins of this oath who follow 
  the Slaver believe that strength is found through enduring 
  suffering and dominating not just the world but one’s self. 
  The weak, soft, and corrupt are subjected to torture to 
  remove their weakness, sometimes permanently, from the 
  world as Chardun demands. Interestingly, some Chardun 
  worshipers who follow this oath eventually leave the Great 
  General’s faith, finding the Slaver’s teachings incompatible 
  with some of the tenets of this oath.
  every Chain ThaT binds, Can also hold 
  and suPPorT
  To the Thorned, pain is a great gift. These paladins test 
  their techniques on themselves and each other in an elabo-
  rate system of submissive/dominant relationships. The sub 
  is referred to as a Rose and their dom is the Thorn. These 
  relationships are consensual and are signified by wearing 
  matching chains, adorned with a unique emblem chosen by 
  the participants. This relationship is often, but not always, 
  independent of romantic relationships the paladins may 
  have. Consent is paramount in these relationships, and 
  paladins who violate it can expect the indignity of a swift 
  death (see Sexual Violence in Ghelspad).
  Tenets of the Thorned Purifier 
  Know Your Weakness. Pain is not something to be feared, 
  but a weapon to be harnessed. Do not cower from it but 
  run to meet it.
  Delight in the Flesh. Know your pleasures as deeply as 
  your pains. They are the opposite sides of the same coin 
  that can purchase your soul. 
  There is Only You. Anything that is owned can be taken. 
  Do not become attached to possessions or they will possess 
  you. This only leads to weakness.
  Your Rules are Sacred. The good do not need rules. The 
  wicked are animals without them. Choose them as you 
  need, inscribe them on your flesh, answer to Chardun if 
  you break them.
  oaTh sPells
  You gain oath spells at the paladin levels listed.
  PALADIN LEVEL
  SPELLS
  3rd level
  flash, inflict wounds
  5th level 
  halting the wayward tongue*, 
  rend the sovereign soul†
  9th level
  dying breath*, fountain of 
  blood*
  13th level
  blood water*, inflict susceptibil-
  ity†
  17th level
  aura of death†, modify memory
  †see Scarred Lands Player’s Guide, Chapter Six: Spells
  *see Note Four: Spells
  Channel diviniTy
  When you take this oath at 3rd level, you gain the following 
  two Channel Divinity options.
  These paladins of Chardun are quite unlike any warriors I have ever 
  met. I learned a great deal about sacrifice while in their company, but 
  ultimately declined further education. I cannot condone any god that 
  binds their children with chains.
   
   
   
   
   
   
   
   
   
   
   
   
  -Zarra
  
  Classes
  11
  Rebuke. When you cast inflict wounds on another creature 
  or yourself, after you have rolled damage, you may roll the 
  same number of dice again immediately after and double the 
  result to recover that many hit points. If you do, the target 
  must make a Constitution saving throw; on a failed save, they 
  suffer an additional 1d4 necrotic damage due to blood loss 
  each round for a number of rounds equal to your Strength 
  modifier. You have advantage on Constitution saves called 
  for by this ability.
  Aura of Penance. Forced to face their own personal 
  demons, all creatures within 30 feet of you must make a 
  Wisdom saving throw. Those that fail suffer disadvantage on 
  all Attack rolls and cannot take opportunity attacks against 
  you for a number of rounds equal to your Charisma modifier 
  as they are plagued by visions of their past that most shame 
  or scare them.  
  rending of roses
  At 6th level, you may choose a creature within 30 feet of 
  you. The target must make a Wisdom saving throw against 
  your spell save DC. If the target fails, you gain advantage 
  on all Charisma Ability checks against your target as you 
  project an air of dominance to them 
  which lasts until you leave their 
  presence or for an hour, 
  whichever is shorter. 
  This ability allows you 
  to glean basic infor-
  mation about your 
  target’s relationships, 
  including whether they are 
  owned by another according to 
  Chardun’s law, and if so whether their master has mistreated 
  them in Chardun’s eyes. Once you use this ability you may 
  not do so again until you have completed a long rest. 
  At 10th level, you may use this ability twice between long 
  rests.
  share The Pain
  Starting at 15th level, when you take damage you may use 
  your reaction to transfer that damage to a creature of your 
  choice within 30 feet. If you do, you suffer no damage and 
  the target may make a Constitution saving throw against 
  your spell save DC. On a failed save the target suffers the 
  full damage of the initial attack. On a successful save the 
  target suffers half the damage you transfer and the rest is 
  negated. Once you use this ability, you cannot do so again 
  until you complete a short or long rest.
  reTurn To The halls of dominion
  At 20th level, you may send a victim to the Overlord’s 
  hellish demesne. This ability emulates the effects of the 
  power word kill spell. At the GM’s discretion, certain creatures 
  killed in this manner may return as Chardun-slain (see 
  Creature Collection p. 38) after one year. Once you 
  use this feature, you cannot use it again until 
  you have completed a long rest.
  sexual violenCe  
  in ghelsPad
  The world of the Scarred Lands is heavily in-
  spired by Greek mythology. In drawing from that 
  inspiration, some of the problematic and potentially 
  triggering aspects of those stories have made their 
  way into the mythology of Scarn, specifically with 
  regard to the issues of sexual violence and the gods. 
  In-world, this has had the effect that religions of all 
  alignments generally view sexual violence as blas-
  phemous and worthy of the harshest punishments for 
  the perpetrator. In the real world, however, consent, 
  awareness, and discussion of boundaries in relation 
  to players’ triggers is essential to developing a posi-
  tive gaming experience. It is important that you as a 
  storyteller have a frank discussion with your players 
  and ask if they are comfortable with the subject of 
  sexual violence being discussed in your game. If they 
  are not, do not include it. Some incredible resourc-
  es can be found online that discuss strategies and 
  methods geared toward creating a safe game table, 
  and we encourage you to check them out. Lastly, we 
  can’t always tell if someone’s life has been touched 
  by sexual violence. We must exercise constant care, 
  concern, and respect.
  
  Yugman’s Guide to Ghelspad
  12
  rogue
  I
  n a climate still in chaos, those who are cunning and 
  capable stand to gain the most. The challenges facing 
  Ghelspad, be they environmental, political, or war driven, 
  have given rise to a variety of specialized rogues.
  roguish arCheTyPe: envoy
  Ghelspad is a continent rife with infighting. Bickering 
  nobles squabble over territory rights, criminal organizations 
  terrorize the cities, and many countries perpetually seem 
  days away from declaring war. This tumultuous climate has 
  given rise to a new brand of rogue known as an envoy. En-
  voys make the business of others their own. An envoy uses 
  their many connections to serve as a middleman between all 
  societies, be they mercantile, criminal, or otherwise. Need a 
  bully turned in a different direction? An envoy can put you 
  in touch with the right specialist. Need to find a buyer for a 
  wagon full of “liberated” silk? An envoy can help you. Does 
  the local baron have an unhealthy interest in you all of a 
  sudden? An envoy can arrange to smuggle you to a different 
  nation, or even to a different continent.
  Envoys are the fixers, fences, and influence mongers of 
  Ghelspad. While a lone envoy may not be able to personally 
  solve your problem, for the right price they can certainly 
  find someone who will. With connections more numerous 
  than the population of many small villages, the envoys are 
  practically aristocrats in their own right, albeit on the wrong 
  side of the law.
  sCoundrel’s luCk
  Starting at 3rd level you become touched by luck. When 
  you roll a 1 on the d20 for an attack roll, ability check, or 
  saving throw, you can reroll the die and must use the new 
  roll. If this ability is used in tandem with another source of 
  luck, you make the reroll with advantage.
  Close The sale
  When you choose this archetype at 3rd level, you gain 
  proficiency in the Persuasion and Insight skills if you don’t 
  already have it. Your proficiency bonus is doubled for any 
  ability check you make that uses either of those proficiencies.
  insCruTable
  Starting at 9th level, you are constantly under the effects 
  of the nondetection spell. You also gain advantage on any 
  Charisma (Deception) checks made to conceal your activities 
  or identity.
  Charming PersonaliTy
  At 13th level, you gain the ability to cast the charm person 
  spell a number of times equal to your Charisma modifier 
  without the need for components. Your spellcasting ability 
  for this spell is Charisma. You regain all expended uses of 
  this feature when you complete a long rest.
  friend of a friend
  At 17th level you always know the right person for a job. 
  You can call upon your contacts to complete a task for you. 
  This task must be physically achievable, cannot exceed a cost 
  of 5,000 gp, and must be completable in a span of three days.
  Some example tasks include finding a magic item, booking 
  your party passage on a ship, arranging to smuggle you a 
  delivery or goods, or arranging an assassination. 
  You can have only one such favor active at one time and 
  your Game Master has final say on whether or not your 
  favor is achievable.
  
  Equipment and Magic Items
  13
  noTe Three: new equiPmenT 
  noTe Three: new equiPmenT 
  and magiC iTems
  and magiC iTems
  T
  he following equipment expands on gear presented 
  in chapter five of the Scarred Lands Player’s Guide 
  (SLPG) as well as magic items presented in chapter seven 
  of the Scarred Lands Player’s Guide (SLPG).
  equiPmenT
  Adventurers on Ghelspad rely on a host of tools, technol-
  ogies, and objects of power to contend with threats from 
  rivals and titanspawn. The following items are available for 
  use in your Scarred Lands adventures.
  hook Crossbow 
  This small device appears very similar to a hand crossbow 
  but bears a 30-foot coil of thin rope attached to a grappling 
  hook. The hook can be fired from the crossbow as an action 
  at any overhang, ledge or load bearing support within 30 feet. 
  A character holding the crossbow can use a bonus action 
  to release a hidden mechanism, which causes the rope 
  to quickly wind itself back onto the coil, catapulting the 
  crossbow (and its holder) off the ground 30 feet towards the 
  hook. A character using this feature must succeed on a DC 
  10 Dexterity saving throw or lose their grip on the crossbow 
  as it jerks from their grasp, causing the user to fall prone. 
  The rope has a high tensile strength and can carry up to 
  300 pounds. It can carry multiple creatures as long as their 
  weight does not exceed the limit.
  iTChing Powder
  Contact with a dose of itching powder causes the skin 
  to break out in angry hives and causes the target to suffer 
  disadvantage on ability checks as they struggle to focus. 
  A spellcaster concentrating on a spell who is subjected to 
  itching powder must make a DC 10 Constitution saving 
  throw at the start of each turn they are afflicted by itching 
  powder in order to maintain concentration. Itching powder 
  continues to affect a target for 2d6 hours, or until they are 
  cleaned. One gallon of water is sufficient to wash off 1 dose 
  of itching powder. As itching powder gets directly on the 
  target’s skin, prestidigitation is ineffective at removing the 
  substance from a person.
  In combat, itching powder can be used as an improvised 
  thrown weapon. On a hit, the target must succeed on a DC 
  10 Dexterity saving throw or be blinded for 1 minute, in 
  addition to the effects mentioned above. 
  loCk gum
  Lock gum is a thieves’ tool that makes it easier to pick locks. 
  If applied judiciously to lockpicks, it makes manipulating 
  the lock interior easier, while also muffling the noise made 
  in doing so. Practically speaking, 1 dose of lock gum gives 
  advantage to a character making an ability check using thieves’ 
  tools to open a lock or tinker with a mechanism. Each time 
  a dose of lock gum is applied to tools, the character must 
  succeed on a DC 10 Dexterity (Arcana) check, or have their 
  tools catch fire, warping the tools beyond use and dealing 
  1 fire damage to the holder. In addition, when the gum is 
  used to open a lock, the lock remains sticky for 1d4 hours 
  afterwards, during which time no key will open it.
  magiC iTems
  Divination dice, poison-detecting spices, fish tattoos: 
  Ghelspad is the home of a variety of magic items, blessed 
  by titans, gods, or exceptional artisans. Some of these items 
  have been around for centuries, perhaps even before the 
  Titanswar, while others were created due to the events of the 
  war and the changes that it brought to the world. A sharp 
  sword is of no use to someone becalmed in the Blood Sea, 
  so variety is advised to adventurers hoping to traverse the 
  most dangerous regions of Ghelspad. In this section you 
  can find a description of some of these particular items and 
  what they can be used for.
  blood ComPass
  Wondrous item, uncommon (requires attunement)
  Created by the artificer Morgo, so he would always know 
  where his daughter, an adventurer, was, this compass is 
  actually more commonly used by assassins due to its abil-
  ities. The compass can be filled with blood of a creature, 
  and after doing so the compass points toward whoever the 
  blood belongs to as long as they are on the same plane of 
  existence. If the creature is on another plane, the compass 
  simply spins slowly, not locking onto a single direction. The 
  compass can be emptied out and filled with water, in which 
  case it points toward the nearest living creature, besides the 
  one who’s attuned to it.
  bone dagger
  Weapon (dagger), very rare
  This potent weapon consists of a shard of bone crudely 
  fixed into an ivory hilt. It is almost always found sheathed, 
  
  Yugman’s Guide to Ghelspad
  14
  often in human or humanoid skin. In truth, it’s a weapon 
  made from the femur of a long-dead necromancer, and those 
  vile enough to use it gain power over the undead.
  The bone dagger is a +2 dagger. On a successful strike, the 
  dagger may inflict one level of exhaustion upon a target. The 
  victim must make a successful DC 18 Constitution saving 
  throw to resist. If the blade is unsheathed and an exhaustion 
  level is not inflicted within 10 rounds, the wielder automat-
  ically suffers one level of exhaustion and continues to do so 
  for each 10 rounds thereafter in which the weapon remains 
  drawn and in their possession unless a level of exhaustion 
  is inflicted upon a target. Placing the bone dagger in a sheath 
  requires a successful DC 18 Strength saving throw unless 
  the dagger has inflicted a level of exhaustion since it was 
  last sheathed. 
  A bone dagger that has been drawn may be abandoned be-
  fore its wielder suffers exhaustion. If the blade is discarded, 
  the next person to touch the weapon must make a DC 18 
  Constitution saving throw or gain one level of exhaustion. 
  Wherever the bone dagger goes, the area around the dagger 
  is treated as though it is desecrated via a hallow spell with 
  the Extradimensional Interference effect, with the dagger 
  at the center of the effect.
  ChesT bellows 
  Magic tattoo, uncommon
  This tattoo is always inked on the character’s chest. It is 
  intended to help sailors whose ships are becalmed, and while 
  it is always helpful to have some crew members with chest 
  bellows, some over-cautious sailors demand that everyone in 
  the crew have this particular tattoo. Some prolific captains 
  even have their own personal versions of chest bellows, making 
  members of their crew easy to identify.
  As an action, the tattoo can be activated to allow the wearer 
  to cast gust of wind, but after doing so the wearer gains one 
  level of exhaustion for 1 hour. Once you activate the tattoo 
  it cannot be activated again until you finish a long rest.
  dead Tongue
  Magic tattoo, rare
  Drawn as a stylized wisp of smoke on the tongue, the 
  wearer can activate this tattoo to cast dying breath (see Note 
  Four: New Spells) as a bonus action. The tattoo can only 
  be activated again after completing a long rest.
  enkili’s blessing
  Magic tattoo, rare
  This tattoo is unique for each wearer. It’s composed of a 
  personal symbol of luck, inked into the forehead. Just like 
  Enkili, the tattoo may favor or curse its user; it’s all a matter 
  of luck. After making any attack roll, ability check, or saving 
  throw, you can activate the tattoo. You roll 1d20, and if the 
  result is an odd number, you subtract it from your original 
  roll. If it is an even number, you add it to your original 
  roll. The tattoo cannot be activated again until you have 
  completed a long rest.
  enkili’s knuCklebones
  Wondrous item, very rare
  Enkili’s knucklebones are a pair of magic dice carved from 
  bone. They may have any number of sides, but the faces 
  don’t have numbers or marks and instead appear completely 
  blank. They are divination dice but have an ill reputation. 
  For those who know of them the dice are believed to only 
  foretell bad fortune, and several people prefer to not use 
  them at all. However, that particular ability is of use to some 
  people, and the dice are fairly accurate, so they prove useful 
  in avoiding or planning against dangerous situations.
  Roll the dice and ask a question. The dice continue rolling 
  until the query has been completed, or for 10 minutes if 
  the roller asks nothing. As soon as the question has been 
  asked, the dice stop rolling and the character receives an 
  accurate, two-word answer to the inquiry, with each word 
  appearing on one die. The answers won’t always be helpful, 
  and if the question or answer doesn’t relate to a future or 
  present danger or problem, the dice don’t respond at all. 
  Once you have used these dice you may not use them 
  again until the following dawn.
  Example: Ms. Hatch is wondering if the merchant she 
  tricked yesterday is concocting any sort of revenge. She rolls 
  the dice and asks, and the dice stop, displaying the words 
  “Planning” and “Murder.” Ms. Hatch wastes no time in 
  going to the merchant and killing them first.
  forsaken elf blade 
  Weapon (rapier), legendary
  The elves of Termana are the only race of mortal beings 
  to defeat a titan without divine intervention. In their fight 
  against Chern, the elves’ blades gained new powers; no one 
  knows how. These blades have become increasingly rare 
  over the years.
  A true forsaken elf blade is a +2 rapier with the unique power 
  to ignore the damage resistance and damage immunities of 
  any titan or titanspawn. Against a titan or titan-worshiper, 
  the rapier also has advantage on attack rolls and inflicts 2d6 
  points of additional radiant damage on a successful strike.
  mandolin of maniPulaTion
  Wondrous item, legendary
  Long before the Titanswar, when Tanil was young and 
  naive, she watched the titans create things, beautiful things. 
  She decided to do so as well, joining her love of song and 
  mischief to create the Mandolins of Grace, hoping her 
  followers would use them to share beautiful songs all over 
  the world. Though her intentions were good, Tanil was still 
  
  Equipment and Magic Items
  15
  young, as far as deities can be, and did not think mortals 
  could misuse the gifts that she gave them. Yet when she saw 
  her followers using her gifts for personal gain, she grew trou-
  bled. At first, the goddess would simply reprimand those who 
  used one of the mandolins’ abilities for reasons she found 
  unworthy or unsavory. Usually a brief word from Tanil was 
  enough to sort out any problems, but after Hrinruuk the 
  Hunter assaulted her, Tanil realized half measures were not 
  enough, and she placed a powerful curse on her instruments 
  to ensure they would never be used to do to another what 
  had been done to her. However, that didn’t help change the 
  reputation of the artifacts, now known collectively as the 
  Mandolins of Manipulation.
  There are at least three known Mandolins of Manipulation. 
  Each is a beautiful instrument, made of the finest woods 
  and inlaid with mother-of-pearl and gold filigree. The 
  possessor of one of these masterpieces gains a +2 bonus to 
  their Charisma score and advantage on all Charisma-based 
  checks. Additionally, the mandolins allow their owners to 
  cast the following spells:
  3/day: charm person (save DC 18)
  1/day: enthrall (save DC 20), suggestion (save DC 20)
  1/week: dominate person (save DC 24), mass suggestion (save 
  DC 24)
  Tanil cursed these instruments so they might never be 
  misused. If a Mandolin of Manipulation is used to curtail 
  another being’s freedom or to make someone act against 
  their will, it ceases to function for one full month, and its 
  possessor automatically fails their next five Charisma-based 
  skill checks. If the owner ever commits — whether through 
  blackmail, force, magic, or any other means — any form of 
  sexual violence, regardless of whether the mandolin is used in 
  the coercion, Tanil’s wrath is terrible indeed. The mandolin 
  never again functions for that being, and no test proves that 
  it is anything more than a well-crafted mandolin until it is 
  sold as such or discarded. The possessor’s Charisma score 
  is reduced to 1 and the accursed suffers disadvantage on all 
  Charisma ability checks and saving throws. Nothing short 
  of a wish spell can remove this curse once Tanil has placed 
  it unless she chooses to permit it, an unlikely scenario.
  mark of The fish
  Magic tattoo, rare
  This tattoo is drawn as two stylized fish swimming along 
  the shoulders. It is a favorite of those who want to brave 
  the seas of Scarn while still being able to communicate with 
  whatever intelligent sea life they may find. As an action the 
  tattoo can be activated, granting the wearer a swim speed 
  of 30 feet and the ability to speak the Aquan language. The 
  activation only lasts one hour, and the tattoo cannot be 
  activated again until you have completed a long rest.
  sPiCe of Poison revelaTion
  Wondrous item, common
  Poison is one of the most common ways of neutralizing 
  an enemy, rival or annoying neighbor, and having someone 
  test food and drinks is not always an ideal solution. Luckily 
  there is a particular item that can help this situation, the 
  spice of poison revelation. Any ordinary spice can be turned 
  into a spice of poison revelation, so popular spices like pepper 
  and clove most commonly undergo the transformation.
  When sprinkled over food or drink, spice of poison revelation 
  acts as a normal spice, unless it enters contact with poison. 
  When that happens the spice of poison revelation turns bright 
  green and changes its taste to become terribly bitter. An 
  ordinary jar of spice of poison revelation contains 50 doses.
  seriden shield
  Armor (shield), rare
  These shields are fashioned from immense seashells found 
  only in the deepest parts of the oceans. Considered to be 
  some of the most beautiful and exotic shields in all the lands, 
  the majority of seriden shields are large shields, though a few 
  buckler-size pieces have been found. These shields are very 
  special for tritons, due to the sacred method of making them, 
  so they aren’t too keen on strangers stealing and using these 
  shields. However, due to their unmatched beauty, several 
  nobles and rich merchants enjoy having them as decoration.
  A seriden shield is a +1 shield that grants +2 AC against 
  melee attacks while underwater. 
  Tar dragon TaTToo
  Magic tattoo, very rare
  Incredibly rare, there are only a few known copies of this 
  tattoo ever inked. Covering both the back and shoulders of 
  the wearer with black tar-like wings, this tattoo is rumored 
  to be a creation of a mysterious wrack dragon; what isn’t a 
  rumor is the power this tattoo can give.
  When activated, the bearer of the tattoo gains the effects of 
  enhance ability with the Bull’s Strength effect and resistance to 
  non-magical piercing, slashing and bludgeoning damage. In 
  addition, as an action the bearer can vomit a sticky substance 
  from their mouth in a 20-foot cone. Creatures within the 
  cone must make a DC 15 Dexterity save or have their speed 
  reduced to 0 and all speed bonus effects nullified; this effect 
  lasts for 30 minutes. The vomit attack can be used twice 
  while the tattoo is active. The tattoo remains activated for 
  1 hour or until the wearer deactivates it. Once the tattoo 
  is deactivated, the wearer gains one level of exhaustion for 
  a period of time equal to the duration of the tattoo’s prior 
  activation. The tattoo can only be activated again after a 
  long rest.
  
  Yugman’s Guide to Ghelspad
  16
  noTe four: new sPells
  noTe four: new sPells
  The following spells expand on those presented in chapter 
  six of the Scarred Lands Player’s Guide (SLPG).
  blood waTer
  4th-level transmutation
  Followers of Vangal desire their weapons to make the 
  weak bleed as much as possible, so this spell is a favored 
  blessing to them. It is unknown who first used the spell, but 
  it is common knowledge how effective it was in the Battle 
  of the Red Sands, where blood flowed like water and is still 
  found deep underneath the sands of the Ukrudan Desert.
  Casting time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 10 minutes
  You target a living creature in range. If the creature fails 
  a Constitution saving throw their blood becomes thinner 
  and less viscous. The creature notices no difference, but any 
  piercing or slashing attack that hits the creature deals an 
  extra 2d6 damage of the same type. This spell has no effect 
  on undead or constructs.
  At Higher Levels. When this spell is cast using a spell 
  slot of 5th level or higher the extra damage from piercing or 
  slashing attacks increases by 1d6 for each slot level above 4th.
  dying breaTh
  3rd-level necromancy
  This spell originated with the necromancers of Hollow-
  faust, who used it to good effect against their foes during 
  the many sieges of that city. There is a popular beverage of 
  the same name in the Calastian Hegemony; apparently the 
  halitosis it causes is almost as terrible as this spell.
  Casting time: 1 action
  Range: 15 feet
  Components: V, S
  Duration: Instantaneous
  Upon casting this spell, you exhale toward a target, 
  sweeping it with a gust of foul-smelling wind and draining 
  the strength from its limbs. Each time the target fails a Con-
  stitution saving throw while under this effect, they gain a 
  level of exhaustion. This effect remains for 1 hour or until 
  the target rests.
  founTain of blood
  3rd-level evocation
  Clerics of Vangal revere their god’s destructive fury and 
  the rivers of blood that mark his passing. No one survives 
  a confrontation with Vangal himself, and slain foes’ souls 
  and rotting bodies are often reanimated in Vangal’s service 
  as eternal punishment for their arrogance. The blood and 
  hatred of these defeated souls can be called upon by those 
  who know the secret, spraying forth from the very ground 
  and burning those on whom it falls with unleashed fury.
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of blood)
  Duration: Concentration, up to 10 minutes
  Casting this spell causes a geyser of blood to erupt from 
  the ground, spraying all within a 20- foot by 20-foot area. 
  The blood causes 4d4 acid damage to anyone that starts 
  their turn in the area.
  halTing The wayward Tongue
  2nd-level enchantment
  When faced with the possibility of a secret being revealed, 
  even unintentionally, some spellcasters prefer to take matters 
  into their own hands. After all, a subtle enchantment on a 
  loved one or friend is better than murdering them in their 
  sleep. Most of the time.
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 day
  Targeting one creature within range that you can see, you 
  name one subject, secret, or truth, and cause the target to 
  make a Charisma saving throw. On a failure, the creature 
  stutters uncontrollably and is unable to communicate when-
  ever they attempt to reveal information pertaining to the 
  forbidden topic for the duration of the spell. This includes 
  talking about the subject, making gestures that would affirm 
  information about it, such as nodding or hand signals, and 
  even writing it down.
  At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the duration increases by 1 day 
  for each slot level above 2nd. 
  
  New Spells
  17
  magiC fang
  1st-level transmutation
  Used by druids and rangers to enhance their beastly com-
  panions in battle, this is a fairly common spell in the Scarred 
  Lands, especially favored by the owners of beast fighting pits.
  Casting time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: 5 minutes
  Magic fang gives one natural weapon of the target a +1 
  bonus on attack and damage rolls. The spell can affect a slam 
  attack, fist, bite, or any other natural weapon. Damage dealt 
  by the ensorcelled weapon is considered magical.
  meld objeCT
  3rd-level transmutation
  Hide an object on your person, or rather, in your person.
  Casting time: 1 hour
  Range: Touch
  Components: V, S, M (a drop of the host’s blood)
  Duration: Until dispelled
  When this spell is cast, a small object — up to a pound in 
  weight — sinks harmlessly into the flesh of a host creature, 
  to be hidden from sight. As it drifts into the target’s soft 
  tissue, the object develops a magical aura that protects both 
  the object and the host from possible harmful effects that 
  would result otherwise. The long casting time allows the 
  melded item to retain the ability to perform any magical 
  functions. In this way, a magic ring, amulet or other small 
  item can be secured within a host, while still being utilized.
  Items secured within a host are detectable as a faint magical 
  aura and by a warping of the flesh at the location at which 
  the item is merged in the body. The spell maintains the 
  melding without disturbing the host’s biological functions, 
  making the spell’s duration the life span of the recipient. 
  The melded object can be removed forcibly from its host by 
  injuring the area where the object was inserted.
  Only one object can be stored in this manner inside a 
  host at any given time.
  riddle-sPeak
  1st-level enchantment
  Popular amongst courtesans, merchants, and entertainers, 
  this spell causes those who would listen in on a conversation 
  to perceive something that is completely mundane, cryptic, 
  or entertaining, as determined by the caster. This has allowed 
  spies and conspirators to exchange information in broad 
  daylight, standing in the middle of a crowd, with no one 
  the wiser as to their true intentions.
  Casting Time: 1 action
  Range: Touch
  Components: V
  Duration: 1 minute
  Choose a willing creature you can touch. You and the 
  target can then talk freely with one another. Anyone other 
  than the two of you hear only a dramatic performance, 
  bawdy jokes, or even a completely normal conversation, as 
  chosen by you. You and your target understand the true 
  meaning of what is being said, and you may even speak with 
  people outside of the conversation without ruining the spell 
  or allowing them to understand the true meaning of your 
  exchange with the target. 
  Tongues allows a third party to listen in and glean the true 
  nature of your conversation, but they are unable to participate.
  At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the duration increases by 1 minute 
  for each slot level above 1st.
  shade’s sighT
  3rd-level divination
  The very shadows become your tools for spying in dark 
  corners. 
  Casting time: 1 action
  Range: Self
  Components: S, M (a smudge of tar)
  Duration: 10 minutes
  This spell allows you to look into any shadows within 100 
  feet of you and peer out of the same shadows as if you were 
  standing in them looking in any direction you chose. While 
  under the effects of the spell, you can shift back and forth 
  between your normal vision and shade’s sight as a free action.
  soul effigy
  2nd-level necromancy
  You craft a doll infused with a small piece of your soul. In 
  case of emergency, the doll will die instead of you.
  Casting time: 10 minutes
  Range: Self
  Components: V, S, M (a doll worth at least 10 gold pieces 
  which is consumed on casting)
  Duration: Until used
  This spell allows you to imbue a small piece of your life 
  force inside a doll. Upon creation, you reduce your maximum 
  hit points by 1. This reduction is not regained until the doll 
  is destroyed. The doll is then imbued with life. If you drop 
  to 0 hit points or below, you instead return to 10 hit points. 
  The doll is destroyed when this happens.
  
  18
  18
  Open Game License
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  15. Copyright Notice
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Original Spell Name Compendium © 2002 Necromancer Games, Inc.; 
  based on spells from the Player’s Handbook that were renamed in the System 
  Reference Document, found on the legal page of www.necromancergames.com.
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
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  Townshend, based on original material by E. Gary Gygax and Dave Arneson.
  Blood Bayou. © 2003 Onyx Path Publishing
  Burok Torn: City Under Siege. © 2002 Onyx Path Publishing
  Calastia: Throne of the Black Dragon. © 2002 Onyx Path Publishing
  Creature Collection. © 2000, Onyx Path Publishing. 
  Creature Collection 2: Dark Menagerie. © 2001 Onyx Path Publishing
  Creature Collection III: Savage Bestiary. © 2003 Onyx Path Publishing
  Creature Collection Revised. © 2003 Onyx Path Publishing
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  Hornsaw: Forest of Blood. © 2003 Onyx Path Publishing
  Mithril: City of the Golem. © 2001 Onyx Path Publishing
  Player’s Guide to Clerics and Druids. © 2003 Onyx Path Publishing
  Player’s Guide to Fighters and Barbarians. © 2003 Onyx Path Publishing
  Player’s Guide to Monks and Paladins. © 2003 Onyx Path Publishing
  Player’s Guide to Rangers and Rogues. © 2003 Onyx Path Publishing
  Player’s Guide to Wizards, Bards and Sorcerers. © 2003 Onyx Path 
  Publishing
  Relics & Rituals. © 2001, Onyx Path Publishing
  Relics and Rituals 2: Lost Lore. © 2002 Onyx Path Publishing
  Scarred Lands Campaign Setting: Ghelspad. © 2002 Onyx Path Publishing
  Scarred Lands Gazetteer:  Ghelspad. © 2001 Onyx Path Publishing
  Secrets & Societies. © 2002 Onyx Path Publishing
  Serpent in the Fold: Serpent Amphora Cycle, Book I. © 2002 Onyx 
  Path Publishing
  Scarred Lands Gazetteer: Termana. © 2002, Onyx Path Publishing
  The Serpent and the Scepter: Serpent Amphora Cycle, Book II. © 
  2002, Onyx Path Publishing
  The Serpent Citadel: Serpent Amphora Cycle, Book III. © 2003 Onyx 
  Path Publishing
  Shelzar: City of Sins. © 2003 Onyx Path Publishing
  Strange Lands: Lost Tribes of the Scarred Lands. © 2004 Onyx Path 
  Publishing
  Seas of Blood. © 2001 Mongoose Publishing
  Fading Suns: d20. © 2001 Holistic Design, Inc.
  Skull & Bones. © 2003 Green Ronin, Green Ronin Publishing; Authors Ian 
  Sturrock, T.S. Luikart, and Gareth-Michael Skarka
  Blood Sea: The Crimson Abyss. © 2004, Onyx Path Publishing
  The Divine and the Defeated. © 2001 Onyx Path Publishing
  The Penumbral Pentagon. © 2003 Onyx Path Publishing
  The Wise and the Wicked. © 2001 Onyx Path Publishing
  Vigil Watch: Secrets of the Asaatthi. © 2003 Onyx Path Publishing
  Vigil Watch: Warrens of the Ratmen. © 2002 Onyx Path Publishing
  Gauntlet of Spiragos. © 2014, Onyx Path and Nocturnal Media.
  Scarred Lands Player’s Guide. © 2016, Onyx Path and Nocturnal Media. 
  Blood & Ink: Tattoo Magic © 2018, Travis Legge. 
  Blood Sea: The Crimson Abyss 5e © 2019 Onyx Path Publishing
  Yugman’s Guide to Ghelspad: Part  Four © 2020 Onyx Path, LLC.
  
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