TEXT: ®
  
  By Monte Cook
  Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc.
  This book utilizes updated material from the v. 3.5 revision.
  Additional Credits
  Editing and Production:Sue Weinlein Cook
  Cover Illustration: Kieran Yanner
  Interior Illustrations:Kev Crossley, Eric Lofgren,Jennifer Meyer,
  Scott Purdy, Arne Swekel, Tyler Walpole, and Kieran Yanner
  Cover Design: Peter Whitley and Caroline McKee  • Interior Page Design: Peter Whitley
  Playtesters: Sue Cook, Matt Filla, Mark Karau, Jacquelynn Karau, Tod Gagliano,
  Sarah Schneider, Keith Strohm, and Kent Wayson
  For supplemental material, visit Monte Cook’s Website: <www.montecook.com>
  “d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of
  the d20 System License version 6.0. A copy of this License can be found at <www.wizards.com/d20>. Dungeons & Dragons®, D&D®, and Wizards of
  the Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission. Malhavoc is a registered
  trademark and Eldritch Might is a trademark owned by Monte J. Cook. All rights reserved. All other content ©2008 Monte J. Cook. All rights reserved.
  The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. 
  This edition of The Book of Experimental Might is produced under version 1.0a, 6.0, 5.0, and/or draft versions of the Open Game License, d20 System License and
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  The Complete Book of Eldritch Might, The Book of Hallowed Might, and Monte Cook’s Arcana Evolved; any specific characters, monsters, creatures, and places; capital-
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  and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, like-
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  Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.
  Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of The Book of Experimental Might are designated as
  Open Game Content: the class tables and “Class Features” sections in Chapter One; the feats in their entirety in Chapter Three; the names, spell parameters (range,
  duration, etc.), and game mechanics of the spells in Chapter Five; the magic items in their entirety in Chapter Five; and anything else contained herein which is already
  Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source.
  Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2008 Wizards of the Coast, Inc. The
  remainder of these Open Game Content portions of this book is hereby added to Open Game Content and, if so used, should bear the COPYRIGHT NOTICE “The Book of
  Experimental Might ©2008 Monte J. Cook.” This material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or
  unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Monte Cook, except for purposes of review or
  use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.
  This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
  ®
  BOOK
  EXPERIMENTAL
  MIGHT
  A sourcebook by your request
  THE
  OF
  
  Introduction: ONE MORE TIME
  Overview ...........................................................3
  Using This Book ...............................................3
  Chapter One: CLASSES
  Clerics, Druids, and Wizards ........................5
  Sidebar: Twenty Levels of Spells .....................................6
  Spells per Level...............................................................6
  Design Decisions: New Spell Progression .........................6
  Cleric Disciplines..........................................................6
  Design Decisions: Divine Presence ......................................7
  Design Decisions: Healing ...................................................8
  Design Decisions: Turn Undead ...........................................8
  Druid Disciplines................................................................9
  Design Decisions: Druid Disciplines .................................11
  Wizard Disciplines ............................................................12
  Design Decisions: Familiars ................................................15
  Paladins and Rangers....................................17
  Paladin Disciplines.......................................................17
  Ranger Disciplines .......................................................18
  Bards and Sorcerers ....................................21
  Runeblade........................................................21
  Design Decisions: The Runeblade ......................................22
  Design Decisions: Runeblades in Play ..............................26
  Chapter Two: SKILLS
  Background Skills........................................27
  Identifying Magic Items...............................27
  New Versions of Old Skills.........................27
  Concentration..............................................................27
  Design Decisions: Concentration .....................................27
  Intimidate......................................................................28
  Tumble............................................................................29
  Move Silently and Hide................................29
  Sneak ..............................................................................29
  Chapter Three: FEATS
  Gaining Feats.................................................30
  Swapping Feats...............................................30
  Design Decisions: A Feat Every Level ................................30
  Feat List ..........................................................30
  Feat Descriptions..........................................30
  Design Decisions: Metamagic .............................................32
  Chapter Four: PLAYING THE GAME
  Hit Points ........................................................33
  Why Grace and Health?................................................33
  Design Decisions: More Hit Points ....................................33
  Disabled, Dying, and Dead ..........................................34
  Magical Healing ...........................................................34
  Design Decisions: Magical Healing ..................................34
  Shielding Others .........................................................34
  Poison..............................................................34
  Actions in Combat .........................................35
  Drawing an Item............................................................35
  Readying/Delaying........................................................35
  Standing Up....................................................................35
  Taking a Breather .........................................................35
  Design Decisions: Breathers ..............................................35
  Chapter Five: MAGIC
  Magic Item Pricing and Spellcasting
  Costs................................................................36
  Spell Lists .......................................................36
  Cleric Spells .................................................................36
  Design Decisions: Virtually No “Save or Die” ..................37
  Design Decisions: Missing Spells .....................................40
  Druid Spells...................................................................41
  Wizard Spells ................................................................44
  Spell Descriptions........................................50
  Design Decisions: Arcane Lock and Knock.......................52
  Design Decisions: The Stat-Boosting Spells ...................55
  Design Decisions: No Raise Dead .......................................72
  Design Decisions: Animal and Monster Form Spells .....76
  Magic Items ....................................................82
  Healing Potions ...........................................................82
  Design Decisions: Healing Potions ..................................82
  Potion and Wand Levels..............................................82
  New Items.......................................................................82
  Appendix
  Open Game License........................................84
  Table of Contents
  The Book of Experimental Might
  2
  
  Introduction 3
  One More Time 
  I had thought I was done.I had righted the wrongs done to me,achieved the victories I strove for,
  bested those foes that deserved it,and in the end spared a few that seemed worthy of such consideration.
  Some thought I had grown soft by that time.But my adventures were complete.My traveling days were done.I had
  accomplished more than any mortal dared dream.I had held the very stars in my hands and crushed empires beneath my
  heel.I had forgotten more magical lore than most arcanists had ever contemplated.Although lesser,unenlightened folk
  thought me arrogant,surely I had earned a respite from petty struggles and the conflicts of younger mages—had I not?
  Yet I found that even I was not entirely master of the Fates—no,not even lord of my own.I discovered that
  I must take up my shadowstaff and leave my otherworldly island home one last time.
  The multiverse would experience the might of its most terrible son once more.
  —Malhavoc
  I
  simply cannot stop tinkering. I suppose it’s in my
  nature. Even when the rules work just fine, I like to
  experiment with them and see what other options are
  available. It’s fun. The Book of Experimental Might is the
  result of that tinkering. To tell you the truth, I never
  intended these rules to be published. They were created for
  my own games. But I did discuss them in my online jour-
  nal at <www.montecook.com> and on the message boards
  there, and a lot of readers told me they were interested in
  learning more. In fact, the response overwhelmed me. So I
  compiled this book by putting together the new stuff I had
  created with some stuff from my previous products that is
  very important in my current campaigns.
  One of the main concepts explored throughout the
  material in this book is the idea that the game’s magic sys-
  tem embraces twenty levels of spells, not just nine. This is
  an old idea, stemming from conversations during the 3rd
  Edition design process about the many meanings of the
  word “level” in the game. Really, it just makes sense to
  offer magic-using characters twenty levels of spells—it’s
  easier to remember that a 13th-level character can cast up
  to 13th-level spells, not 7th. You’ll see that the material in
  several chapters of this book speaks to this idea.
  More than any of my previous roleplaying books, this
  one is very conversational in tone and relaxed in nature. It
  comes purely from my own games that I run for fun, not for
  playtesting or any work-related endeavor. This is really just
  one gamer talking to another here, nothing more.
  Overview
  This book is basically a collection of house rules that follows
  the general structure of the 3rd Edition Player’s Handbook
  and other variants like Arcana Evolved and other Books of
  Might from Malhavoc Press. Here’s a chapter-by-chapter
  rundown of the contents:
  Chapter One: Classes—This chapter presents a new class,
  the runeblade,and modified versions of the other core spell-
  casting classes.The modifications in large part take advantage
  of new aspects of the game presented in this book,such as
  the twenty levels of spells described in Chapter Five.
  Chapter Two:Skills—Here you will see a few skill-related
  rules alterations, such as background skills and techniques
  for identifying magic items. This chapter also introduces
  variant versions of a few existing skills.
  Chapter Three:Feats—This chapter offers a new, more
  generous method for gaining feats, in addition to a number
  of new feats and updated versions of core feats.
  Chapter Four:Playing the Game—This section includes
  new rules and alterations that affect the play of the game,
  mainly related to health and combat.
  Chapter Five:Magic—The largest chapter in the book
  offers new rules for magic, in particular material to help flesh
  out the concept of offering twenty levels of spells rather than
  nine. Many spells presented here originally appeared in
  Monte Cook’s Arcana Evolved, The Complete Book of Eldritch
  Might, or The Book of Hallowed Might. Others are modified
  forms of spells from the Core Rules.
  Throughout The Book of Experimental Might, all references
  to spells, feats, and other rules not in this book come from
  the v. 3.5 revision of the three Core Rulebooks: the Player’s
  Handbook, DMG, and MM. This sourcebook is protected
  content except for items specifically called out as Open
  Gaming Content on the title page. For full details, please
  turn to the Appendix on page 84. Open content is not other-
  wise marked in the text of this book.
  Using This Book
  Even though this book may seem like a hodge-podge of vari-
  ous rules, I encourage you to use its contents as a cohesive
  whole in your games, as much of it interrelates. For example,
  
  the disciplines in Chapter One rely on the idea that all characters
  get a new feat each level, as described in Chapter Three. The new
  metamagic feats in Chapter Three depend on the twenty-level
  spell progression to function. And so on. So, if you decide to pick
  and choose rules from this book to use, do so carefully.
  Because this is a book of my own house rules,I’ve annotated it
  heavily—much more than I usually do—to show you not only
  what rules I have changed,but why.You’ll find numerous asides,
  many of them set apart as sidebars,that explain why I use a partic-
  ular new rule or suggest some things to consider if you’re thinking
  about using it.
  In retrospect,maybe I should have done more of this in my pre-
  vious books.On some level,I suppose I always thought it was fun
  for readers to look at a rule and figure out on their own why it was
  (or maybe wasn’t) a good idea.Lots of author notes and commen-
  tary can get heavy handed.In fact,as strange as it may sound,I
  loathe reading most designer’s/author’s notes or behind-the-scenes
  commentary.In many cases,these notes become a self-aggrandizing
  opportunity to bash existing rules,and nobody wants that.Mostly,
  though, I never wanted my designer’s blather to get in the way of
  the actual rules. I write sourcebooks, rulebooks, and adventures to
  be used, not just read, and when you’re trying to reference a rule or
  an encounter, a lot of talk muddles things up.
  Talking here about what this book is reminds me of what it is
  not. It is not an indictment on the existing rules at all. There is no
  presumption here that these changes are better than the Core
  Rules. They merely exist as an alternative—a change of pace. An
  experiment. Something for you to play around with, particularly if
  your group has been using the existing rules for a long time and
  you feel like mixing things up a bit.
  In many ways,the rules here are very generous and make charac-
  ters more powerful across the board.Of course,what’s good for the
  PCs is good for the NPCs,too.As I’ve pointed out to my players
  numerous times,I love making NPCs with all the extra feats (see
  Chapter Three).The goal,however,is simply to make things more
  fun.These rules and changes address what the game has become
  after so many years of play,and—just as importantly—what we’ve all
  become:players and DMs who have lots of experience with the rules.
  Monte Cook
  February 2008
  The Book of Experimental Might
  4
  About the Author
  Monte Cook has worked professionally in the game industry since 1988 for companies including Iron Crown Enterprises, TSR Inc.,
  and Wizards of the Coast. He is a codesigner of Dungeons & Dragons® 3rd Edition and author of the Dungeon Master’s Guide. He
  has designed dozens of popular roleplaying books through his own company Malhavoc Press and also has authored miniatures
  games, novels, comic books, and short stories. 
  About the Illustrators
  Born and raised in the Australian coastal city of Darwin, cover illustrator Kieran Yanner came to the U.S. at the age of twenty to pur-
  sue his dreams. With some hard work and many a sleepless night he has amassed a broad client base from around the world and
  has produced creative works for a number of leading entertainment companies. See more of his work at <www.kieranyanner.com>.
  Leeds, England, illustrator Kev Crossley learned early on that a monster lived in the abandoned house down the street—after that, he
  saw monsters everywhere. He drew them all the way through school but in art college and university he was told to stop. After getting a
  job in computer games, however, people started paying him to draw monsters. Moral? Art college and university were a waste of time. 
  A native of Western Canada, Eric Lofgren lives there still. The road to his commercial illustration career has been long and varied,
  including two years in a commercial sign shop, ten years running his own sign business, and several years working as a tattoo artist
  and digital retoucher of photographs. He has been a full-time illustrator for six years. See more of his work at <www.ericlofgren.com>.
  Illustrator Jennifer Meyer, sometimes considered a wanderer, currently resides in Massachusetts. A freelance illustrator for more than
  seven years, she has published with Malhavoc Press, Green Ronin, Sovereign Press, Hidden City Games, the Bradford Exchange, and
  Goodman Games, among other clients. Check out her work for children and adults at <www.jennifer-meyer.com>. 
  Scott Purdy, a UK-based illustrator, has a great love of horror, evil, and all things tentacular. He wills clients his way if they have
  need of nasty critters to bring to life. You can see more of Scott’s work at <www.scottpurdy.net>.
  Arne Swekel is well known to game fans for his stunning work in the Magic: the Gathering and Harry Potter trading card games,
  computer game titles from Raven Software, and, of course, his genre-defining work for the 3rd Edition Core Rulebooks and many
  other titles for the world’s most popular roleplaying game.
  Tyler Walpole’s teachers used to scold him for drawing when he should have been paying attention in class. Today, many of those
  same teachers are happy that the self-taught illustrator is able to pursue his illustration career full time. He lives in Des Moines, Iowa,
  with his wife Petra and sons Keegan and Kaiden, and co-owns a comic book store. Check out his site <www.tylerwalpole.com>.
  Malhavoc Press
  Malhavoc Press is Monte Cook’s d20 System imprint devoted to the publication of evocative game elements that go beyond tradi-
  tional fantasy. Malhavoc products such as Ptolus, Monte Cook’s Arcana Evolved, and The Complete Book of Eldritch Might exhibit a
  mastery of the d20 System rules that only one of its original designers can offer. Current titles are available to purchase in print or
  electronic (PDF) format at <www.montecook.com>.
  Contributors to The Book of Experimental Might
  
  T
  his chapter presents some exciting new options for
  various magic-using core classes. Traditional clerics,
  druids, and wizards have been heavily modified to 
  utilize twenty levels of spells rather than just nine.In addition,
  these classes—as well as the paladin and ranger—have been
  adjusted to allow for the introduction of magical disciplines.
  You won’t find full versions of any of these classes in this
  chapter,but instead you’ll see guidelines for revising each one
  in play.Consider this chapter more of a guide to changing the
  core classes for your own games the way I have in mine.
  The changes to these classes form the crux of much of the
  material in this book. The fact that the alternate cleric, druid,
  and wizard use twenty levels of spells affects many other
  aspects of the game, so all the material presented in later
  chapters stems from the assumption that the twenty-level
  spell progression is in place.
  Please note that the class revisions offered here are
  designed to replace the core versions of those classes. They
  do not supplement them, nor should they be used in addi-
  tion to the core versions.
  In addition to the modifications to various core classes,
  this chapter contains one new class in its entirety: the
  runeblade. This nonspellcasting class is designed for you to
  add to any campaign.
  Clerics, Druids,
  and Wizards 
  This section describes a new way of handling the major spell-
  casting classes in the game:clerics,druids,and wizards.The
  flavor and basic mechanics (Hit Dice,saving throws,base
  attack bonuses,etc.) do not change from what you see in the
  Core Rules.Everything that does change is described here.
  • Clerics, druids, and wizards can cast spells of level 1 to
  20. The spell levels correspond exactly to their experi-
  ence level. Spell lists and descriptions appear in
  Chapter Five: Magic.
  • These classes also gain special magical abilities called disci-
  plines.Disciplines—abilities spellcasters can use whenever
  they wish—replace all level-based abilities the classes
  normally would gain.Thus,clerics do not gain the Turn or
  Rebuke Undead ability,although they can choose the Turn
  Undead discipline instead.Druids gain disciplines instead
  of class abilities like Animal Companion,Nature Sense,
  Wild Empathy,Woodland Stride,Trackless Step,Resist
  Nature’s Lure,Wild Shape,Venom Immunity,A Thousand
  Faces,or Timeless Body.Wizards gain disciplines instead
  of Summon Familiar or bonus feats, including Scribe
  Scroll.Disciplines are detailed starting on the next page.
  • There are no 0-level spells.
  • There are no specialist wizards.
  • Clerics still get domain spells and abilities as described
  in the Core Rules. They receive domain spells at odd-
  numbered levels; for instance, at 1st level, a cleric gains
  a domain spell that appears in the Core Rules as 1st
  level, as normal. Then he gains the Core Rules 2nd-level
  domain spell at 3rd level, the Core Rules 3rd-level
  domain spell at 5th level, and so on through 17th level.
  • To learn,prepare,or cast a spell,the caster must have a key
  ability score (Wisdom for clerics and druids,Intelligence
  for wizards) of 10 + half the level of the spell,rounded up.
  • The saving throw DCs to resist spells are 10 + half spell
  level (rounded up) + key ability modifier (Wisdom for
  clerics and druids, Intelligence for wizards).
  Classes
  Anyone with experience in esoteric matters knows that the practice of magic takes many forms.Spells are only the
  most obvious and straightforward way to harness arcane and divine power.Runes,disciplines,magic items,rituals,
  skills,and inherent abilities are other ways—each with its own set of attendant strengths and weaknesses.
  —Malhavoc
  Chapter One 5
  The various components of the twenty-level spell pro-
  gression are found throughout this book. For more
  details, reference these sections and page numbers:
  Cleric disciplines  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  Druid disciplines  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
  Wizard disciplines  . . . . . . . . . . . . . . . . . . . . . . . . . . .12
  Paladin disciplines . . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Ranger disciplines  . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Bards and sorcerers  . . . . . . . . . . . . . . . . . . . . . . . . . .21
  Metamagic  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
  Magic item pricing . . . . . . . . . . . . . . . . . . . . . . . . . . .36
  Cleric spell list  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
  Druid spell list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
  Wizard spell list  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
  Spell descriptions  . . . . . . . . . . . . . . . . . . . . . . . . . . .50
  Magic items  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
  Twenty Levels of Spells 
  
  Spells per Level
  Clerics, druids, and wizards have a new spell level progression,
  based on the assumption that they can cast spells of level 1 to 20,
  rather than levels 1 to 9.
  Bonus spells from high ability scores remain unchanged. That
  means a wizard with Intelligence 17 gains bonus spells of levels
  1, 2, and 3, even though those levels represent very different spells
  in this alternate system. (This fact decreases the emphasis of
  high ability scores in the game.) 
  Cleric Disciplines
  Disciplines are abilities that clerics can use as often as they wish.
  Their effects are spell-like abilities, which means they can be dis-
  pelled or suppressed. Some discipline effects must be activated as
  described below, while others—such as Godhammer—function
  all the time.
  Activating a discipline provokes attacks of opportunity.
  However, some disciplines, like Debilitating Touch, count as
  armed attacks and thus do not provoke attacks of opportunity
  when used. Should a discipline effect that normally requires no
  activation be dispelled, it must be activated using a full-round
  action to resume functioning.
  A cleric chooses one discipline at 1st level; at all even-numbered
  levels thereafter, instead of gaining a feat at that level, he or she
  may choose a new discipline or an enhancement to an existing one.
  (Note that all characters using this book gain a feat each level; see
  Chapter Three.) Each discipline enhancement has a minimum level
  requirement as described below.
  Debilitating Touch
  Using a free action and at least one free hand, you arm yourself
  with harmful magical energies. Your next touch inflicts 1d6 points
  of negative energy damage + 1d6 points per three caster levels.
  Further, targets who fail a Fortitude saving throw (DC 10 + half
  your level + your Wisdom bonus) become fatigued. The damage
  heals undead creatures, although in a given day you can use it to
  The Book of Experimental Might
  6
  CASTER
  SPELL LEVEL
  LEVEL
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  2
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  3
  1
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  4
  1
  1
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  5
  1
  1
  1
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  6
  2
  1
  1
  1
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  7
  2
  2
  1
  1
  1
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  8
  2
  2
  2
  1
  1
  1
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  9
  2
  2
  2
  2
  1
  1
  1
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  10
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  11
  2
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  12
  2
  2
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  —
  —
  —
  —
  —
  —
  —
  —
  13
  3
  2
  2
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  —
  —
  —
  —
  —
  —
  —
  14
  3
  3
  2
  2
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  —
  —
  —
  —
  —
  —
  15
  3
  3
  3
  2
  2
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  —
  —
  —
  —
  —
  16
  3
  3
  3
  3
  2
  2
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  —
  —
  —
  —
  17
  3
  3
  3
  3
  3
  2
  2
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  —
  —
  —
  18
  3
  3
  3
  3
  3
  3
  2
  2
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  —
  —
  19
  3
  3
  3
  3
  3
  3
  3
  2
  2
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  —
  20
  3
  3
  3
  3
  3
  3
  3
  3
  2
  2
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  SPELLS BY LEVEL
  This new spell progression plays with the power level of spell-
  casters a bit. Overall, they end up with more spells once they
  get to the middle experience levels. Coupled with disciplines,
  this certainly makes them more powerful than the original
  versions. However, because they operate with twenty levels of
  spells, they always acquire their most powerful spells a full
  level later than previously. Wizards don’t get fireball until 6th
  level, rather than at 5th level like they used to. 
  While this fact might seem to make spellcasters less powerful
  than before, it more than evens out in the end. Real game-
  play impact manifests itself not in the amount of power a
  character can wield at one time, but in how long the character
  is able to keep functioning as a viable spellcaster over the
  course of the day. And, ultimately, it’s more fun to keep the
  game going rather than force it to stop while the casters rest
  to regain their spells.
  Design Decisions: New Spell Progression
  
  heal only a number of different undead individuals equal to 1 + your
  Wisdom modifier + your level.
  You may enhance Debilitating Touch as follows:
  Level
  Enhancement
  4th
  Exhaustion: The target is exhausted rather than fatigued.
  6th
  Enhanced potency: The Fortitude DC is +3 higher than
  normal.
  10th
  Greater damage*: The target suffers an additional 1d6
  points of damage (total damage dice cannot exceed 1d6 per
  two caster levels).
  12th
  Stun: If the saving throw fails, the target is stunned 1 round
  in addition to other effects.
  *
  You may select this enhancement more than once; its effects stack.
  Divine Inspiration
  Using a standard action, you grant all allies within 30 feet a +1 luck
  bonus to the following:
  • attack and damage rolls; or 
  • saving throws, ability checks, and skill checks; or
  • Armor Class
  This bonus increases by +1 every five levels. The effect lasts for 
  1 round per level before it must be renewed.
  You may enhance Divine Inspiration as follows:
  Level
  Enhancement
  4th
  Continuous: Although the bonus is only half normal, put-
  ting it into effect requires no action. Designating which
  bonus to grant is a free action that can be performed once
  each round.
  8th
  Two choices: The luck bonus applies to two of the three
  choices listed above.
  14th
  All choices: The luck bonus applies to all three choices.
  Divine Presence
  When allies touch you, or even the hem of your clothing, they are
  blessed with healing. This requires no action on your part but calls
  for a standard action on their part. Affected allies gain 1d6 hit points
  + 1 point per cleric level. While there is no limit to the number of
  times each day you can heal in this fashion, in a given day you can
  use this discipline to heal only a number of different individuals
  equal to 1 + your Charisma modifier + your level (see “Healing”
  sidebar, next page).
  You may enhance Divine Presence as follows:
  Level
  Enhancement
  2nd
  Holy water: With a touch requiring a full-round action, you
  transform one ounce of water into holy (or unholy) water.
  4th
  Greater healing*: You add 1d6 points of healing to each
  touch (total healing dice cannot exceed 1d6 per two caster
  levels).
  *
  You may select this enhancement more than once; its effects stack.
  Divine Senses
  You sense moderate or stronger magical auras on creatures and
  objects within 60 feet that you can see. This is not an action. You
  can feel dim (lingering) or stronger magical auras on creatures and
  objects you touch using a standard action.
  Magical areas, multiple types of magic, or strong local magical
  emanations may distort or conceal weaker auras. Enchantments and
  illusions cannot be seen or felt in this way. Nyst’s magic aura often
  hides magical traps.
  You may enhance Divine Senses as follows:
  Level
  Enhancement
  2nd
  Detection: Using a standard action, you can detect magical
  auras through barriers: up to 1 foot of stone, 1 inch of com-
  mon metal, a thin sheet of lead, or 3 feet of wood or dirt.
  2nd
  Reading: You can automatically read all scrolls or other
  common magical writings.
  4th
  Enhanced aura vision: You can sense faint or stronger mag-
  ical auras.
  6th
  Enchantment sight: You can sense enchantment auras.
  12th
  Illusion sight: You can sense illusion auras.
  Aura Strength: An aura’s power depends on a spell’s functioning
  spell level or an item’s caster level as follows:
  5th or lower
  Faint aura
  6th–11th
  Moderate aura
  12th–20th
  Strong aura
  21st+ (artifact or deity level)
  Overwhelming aura
  If an aura falls into more than one category, Divine Senses indi-
  cates the stronger of the two.
  Lingering Aura:A magical aura lingers after its original source
  dissipates (in the case of a spell) or is destroyed (in the case of a
  magic item). A lingering aura has an aura strength of dim (even
  weaker than a faint aura). How long the aura lingers at this dim level
  depends on its original power:
  Faint
  lingers 1d6 rounds
  Moderate
  lingers 1d6 minutes
  Strong 
  lingers 1d6 × 10 minutes
  Overwhelming
  lingers 1d6 days
  Chapter One: Classes 7
  This is a pretty interesting way to handle healing. Now, not
  only does it cost the cleric no resources to heal his friends, it
  costs him no actions either. The cleric can cast whatever spells
  he wishes or bash people with his mace all day long and not
  even pay attention as his friends use his presence to heal
  themselves.
  Design Decisions: Divine Presence 
  
  Godhammer
  Once per round, a melee weapon sacred to your deity inflicts +1
  point of damage + 1 point per three levels in your hands. This effect
  applies to your first attack with the weapon in the round.
  You may enhance Godhammer as follows:
  Level
  Enhancement
  6th
  Ranged attacks: The damage bonus applies to ranged
  attacks as well as melee attacks.
  10th
  Weapon empowerment: The damage bonus applies to all
  attacks made with the weapon in a round.
  Healing Touch
  Using a standard action and at least one free hand, you heal anoth-
  er living creature 1d8 points + 1 point per level. While there is no
  limit to the number of times each day you can use this ability, in a
  given day you can use it to heal only a number of different individ-
  uals equal to 1 + your Wisdom modifier + your level.
  You may enhance Healing Touch as follows:
  Level
  Enhancement
  2nd
  Harm undead: You can use this ability to harm undead,
  inflicting with a touch attack the amount of damage you
  normally would heal.
  4th
  Greater healing*: You add 1d8 points of healing to each
  touch (total healing dice cannot exceed 1d8 per two caster
  levels).
  4th
  Experienced use: Using this discipline does not provoke
  an attack of opportunity.
  8th
  Healing link: Rather than convey this effect by touch, you
  heal at a range of up to 25 feet + 5 feet per two levels.
  *
  You may select this enhancement more than once; its effects stack.
  Turn Undead
  Using a standard action and at least one free hand, you force one
  undead target to flee. The undead creature’s total Hit Dice cannot
  be more than 2 HD higher than your own. This creature is fright-
  ened and forced to flee for 1 round + 1 round per three caster levels.
  No attack roll is necessary, but the target may attempt a Will saving
  throw to negate the attack (DC 10 + half your level + your
  Charisma bonus). The range of the turning is 25 feet + 5 feet 
  per two levels.
  You may enhance Turn Undead as follows:
  Level
  Enhancement
  2nd
  Damage: Rather than fleeing, the target suffers 1d6 points
  of damage + 1d6 points per two caster levels.
  4th
  Medium range: The range of the turning increases to 
  100 feet + 10 feet per caster level.
  4th
  Immobility: The target is held motionless rather than
  afraid; the effect lasts as long as you concentrate plus 
  1 round.
  The Book of Experimental Might
  8
  Another of the big changes running throughout the rules in this book concerns healing. Basically, clerics don’t have to use spells to
  heal their allies (or themselves, for that matter). They aren’t even restricted to a certain number of total healings in a day. Their only
  limitation is how many different individuals they can heal in a day—and that number gets big fast. The only reason that limit is there
  at all is to prevent one cleric from healing whole armies.
  A cleric can heal an unlimited number of times per day, but a character can receive only a finite number of daily healings (see “Magical
  Healing” in Chapter Four: Playing the Game). Recipients of clerical healing (through Healing Touch, Divine Presence, etc.) must keep
  track of their total healings each day. This means that the healed, rather than the healer, dictates how much the cleric uses these 
  disciplines.
  It’s important to note that any other type of magical healing—any method other than rest—also counts toward the total number of
  times a character can be healed in a day, as described in Chapter Four. So downing one draught of a potion takes the place of one
  opportunity for a character to receive magical healing from a cleric that day.
  But as one gains levels, a character’s healing limit (level + Constitution modifier) allows for a lot of magical healing. Inherent within all
  the rule changes in this book is the idea that characters should be able to keep adventuring longer. Disciplines, more ample healing,
  and the like help bring down the barriers—casters running low on spells, everyone running low on hit points—that traditionally make
  adventuring parties stop to rest before they really want to. 
  More healing does not necessarily mean the absence of any real threat of death or failure. My own campaigns that use these rules see
  the characters seriously challenged over and over again. And because of these rules, they’re able to take on more of these challenges
  in a given day.
  Design Decisions: Healing 
  I like the way undead turning works in the Core Rules, but I’ve
  always wanted to see how it would work as a more standard
  ability, with the undead making saves rather than the cleric
  making turn checks. But for this alternate approach, because
  the Turn Undead discipline has unlimited uses, I had to make
  it target only one undead at a time. This alteration changes
  undead encounters pretty drastically. However, undead
  Challenge Ratings in the Core Rules work on the assumption
  that no cleric is there to turn them, so no CR modification
  should be necessary. 
  Undead creatures with Turn Resistance should use their bonus
  against standard turning as a bonus to their saving throws.
  Design Decisions: Turn Undead
  
  4th
  Experienced use: Using this discipline does not provoke an
  attack of opportunity.
  6th
  Enhanced potency*: The Will save DC is +2 higher than
  normal.
  8th
  Any target: You can affect any undead regardless of Hit
  Dice.
  10th
  Demons: You can affect evil outsiders as well as undead
  with this discipline.
  14th
  Evil casters: You can affect evil divine spellcasters with this
  discipline.
  *
  You may select this enhancement more than once; its effects stack.
  Druid Disciplines
  Disciplines are abilities that druids can use as often as they wish.
  Their effects are spell-like abilities, which means they can be dis-
  pelled or suppressed. Some discipline effects must be activated as
  described below, while others—such as Animal Companion—
  function all the time.
  Activating a discipline provokes attacks of opportunity. However,
  some disciplines, like Debilitating Touch, count as armed attacks
  and thus do not provoke attacks of opportunity when used. Should
  a discipline effect that normally requires no activation be dispelled,
  it must be activated using a full-round action to resume its func-
  tioning.
  Druids begin the game with the Animal Companion discipline,
  and at 2nd level they automatically gain the Nature’s Affinity disci-
  pline for free. They also choose one other discipline at 1st level; at
  every even-numbered level thereafter, instead of gaining a feat at that
  level, they may choose a new discipline or an enhancement to an
  existing one. (Note that all characters using this book gain a feat
  each level; see Chapter Three.) Each discipline enhancement has a
  minimum level requirement as described below.
  Animal Companion
  You may select an animal companion from the following list:* 
  • Badger
  • Camel
  • Dire rat
  • Dog or riding dog
  • Eagle
  • Hawk
  • Horse (light or heavy)
  • Owl
  • Pony
  • Snake (Small or Medium viper)
  • Wolf
  *
  If the campaign takes place wholly or partly in an aquatic environment,
  the DM may add the following creatures to the druid’s options: crocodile,
  porpoise, Medium shark, and squid.
  This animal is a loyal companion that accompanies you on your
  adventures as appropriate for its kind. Your companion is completely
  typical for its kind, gaining one additional Hit Die and a +1 bonus 
  to natural armor for every druid level above 1st. At every even-
  numbered level, you can teach the animal companion an additional
  trick, as described in the Handle Animal skill description in Chapter
  Four of the Player’s Handbook.
  You can handle your animal companion as a free action or push it
  as a move action, even if you don’t have any ranks in the Handle
  Animal skill.
  At your option, any spell (but not any spell-like ability) you cast
  upon yourself may also affect your animal companion. The animal
  companion must be within 5 feet of you at the time of casting to
  receive the benefit. Spells or effects with a duration other than
  Instantaneous stop affecting the animal companion if it moves far-
  ther than 5 feet away. They will not affect the animal again, even if it
  returns to you before the duration expires. Additionally, you may cast
  a spell with a target of “You” on your animal companion (as a Touch
  range spell) instead of on yourself. You and your animal companion
  can share spells even if the spells normally do not affect creatures of
  the companion’s type (animal).
  If you release your companion from service, you may gain a new
  one by performing a ceremony requiring twenty-four hours of unin-
  terrupted prayer. This ceremony also can replace an animal compan-
  ion that has perished.
  When you reach 4th level or higher, you may select a companion
  from the alternate lists of animals below. Should you select from
  one of these alternate lists, the animal gains additional Hit Dice
  and natural armor bonuses as if your druid level were lower than 
  it actually is. Subtract the value indicated in the appropriate list’s
  header from your druid level. (If this adjustment would reduce 
  your effective level to 0 or lower, you can’t take that animal as a
  companion.)
  4th Level or Higher (Level –3)
  MM Section
  Ape
  Animal
  Bear, black 
  Animal
  Bison 
  Animal
  Boar 
  Animal
  Cheetah 
  Animal
  Crocodile*
  Animal
  Dire badger
  Dire animal
  Dire bat 
  Dire animal
  Dire weasel 
  Dire animal
  Leopard 
  Animal
  Lizard, monitor 
  Animal
  Shark, Large* 
  Animal
  Snake, constrictor 
  Animal
  Snake, Large viper 
  Animal
  Wolverine 
  Animal
  7th Level or Higher (Level –6) 
  MM Section
  Bear, brown 
  Animal
  Crocodile, giant 
  Animal
  Deinonychus 
  Dinosaur
  Dire ape 
  Dire animal
  Dire boar 
  Dire animal
  Chapter One: Classes 9
  
  Dire wolf
  Dire animal
  Dire wolverine 
  Dire animal
  Elasmosaurus* 
  Dinosaur
  Lion 
  Animal
  Rhinoceros 
  Animal
  Snake, Huge viper 
  Animal
  Tiger 
  Animal
  10th Level or Higher (Level –9) 
  MM Section
  Bear, polar 
  Animal
  Dire lion 
  Dire animal
  Megaraptor 
  Dinosaur
  Shark, Huge* 
  Animal
  Snake, giant constrictor 
  Animal
  Whale, orca* 
  Animal
  13th Level or Higher (Level –12) 
  MM Section
  Dire bear 
  Dire animal
  Elephant 
  Animal
  Octopus, giant* 
  Animal
  16th Level or Higher (Level –15) 
  MM Section
  Dire shark* 
  Animal
  Dire tiger 
  Dire animal
  Squid, giant* 
  Animal
  Triceratops 
  Dinosaur
  Tyrannosaurus 
  Dinosaur
  * Available only in aquatic environments.
  You may enhance Animal Companion as follows:
  Level
  Enhancement
  2nd
  Ability score boost*: The animal’s Strength, Constitution, and
  Dexterity increase by +2.
  4th
  Evasion: The animal companion gains the Evasion ability.
  8th
  Damage reduction: The animal companion has DR 5/silver.
  10th
  Second companion: You gain an additional companion appropriate for
  your level. You cannot have more than two.
  12th
  Spell resistance: The animal companion has SR equal to 11 + your
  druid level.
  18th
  Third companion: If you chose the second companion enhancement,
  you may have a third companion. You cannot have more than three.
  *
  You may select this enhancement more than once; its effects stack.
  Debilitating Touch
  Using a free action and at least one free hand, you arm yourself with harmful
  magical energies. Your next touch inflicts 1d6 points of negative energy damage
  + 1d6 points per three caster levels. Further, targets who fail a Fortitude saving
  throw (DC 10 + half your level + your Wisdom bonus) become fatigued. The
  damage heals undead creatures, although in a given day you can use it to heal
  only a number of different undead individuals equal to 1 + your Wisdom 
  modifier + your level.
  You may enhance Debilitating Touch as follows:
  The Book of Experimental Might
  10
  
  Level
  Enhancement
  4th
  Exhaustion: Target is exhausted rather than fatigued.
  6th
  Enhanced potency: DC is +3 higher than normal.
  10th
  Greater damage*: Target suffers an additional 1d6 points
  of damage (total damage dice cannot exceed 1d6 per two
  caster levels).
  12th
  Stun: If saving throw fails, target is stunned for 1 round in
  addition to other effects
  *
  You may select this enhancement more than once; its effects stack.
  Healing Touch
  Using a standard action and at least one free hand, you heal another
  living creature 1d8 points + 1 point per level. While there is no limit
  to the number of times each day you can use this ability, in a given
  day you can use it to heal only a number of different individuals
  equal to 1 + your Wisdom modifier + your level.
  You may enhance Healing Touch as follows:
  Level
  Enhancement
  2nd
  Harm undead: You can use this ability to harm undead,
  inflicting with a touch attack the amount of damage you
  would normally heal.
  4th
  Experienced use: Using this discipline does not provoke an
  attack of opportunity.
  6th
  Greater healing*: You add 1d8 points of healing to each
  touch (total healing dice cannot exceed 1d8 per two caster
  levels).
  8th
  Healing link: Rather than convey this effect by touch, you
  heal at range up to 25 feet + 5 feet per two levels.
  *
  You may select this enhancement more than once; 
  its effects stack.
  Magic Senses
  You sense moderate or stronger magical auras on creatures and
  objects you can see within 60 feet. This is not an action. You can feel
  dim (lingering) or stronger magical auras on creatures and objects
  you touch using a standard action. Magical areas, multiple types of
  magic, or strong local magical emanations may distort or conceal
  weaker auras. Enchantments and illusions cannot be seen or felt in
  this way. Nyst’s magic aura often hides magical traps.
  You may enhance Magic Senses as follows:
  Level
  Enhancement
  2nd
  Detection: Using a standard action, you can detect magical
  auras through barriers: up to 1 foot of stone, 1 inch of com-
  mon metal, a thin sheet of lead, or 3 feet of wood or dirt.
  2nd
  Reading: You can automatically read all scrolls or other
  common magical writings.
  4th
  Enhanced aura vision: You can sense faint or stronger 
  magical auras.
  6th
  Enchantment sight: You can sense enchantment auras.
  12th
  Illusion sight: You can sense illusion auras.
  Aura Strength: An aura’s power depends on a spell’s functioning
  spell level or an item’s caster level as follows:
  5th or lower
  Faint aura
  6th–11th
  Moderate aura
  12th–20th
  Strong aura
  21st+ (artifact or deity level)
  Overwhelming aura
  If an aura falls into more than one category, Magic Senses indi-
  cates the stronger of the two.
  Lingering Aura: A magical aura lingers after its original source
  dissipates (in the case of a spell) or is destroyed (in the case of a
  magic item). A lingering aura has an aura strength of dim (even
  weaker than a faint aura). How long the aura lingers at this dim level
  depends on its original power:
  Faint
  lingers 1d6 rounds
  Moderate
  lingers 1d6 minutes
  Strong 
  lingers 1d6 × 10 minutes
  Overwhelming
  lingers 1d6 days
  Nature’s Affinity
  You have a particular affinity with nature, which grants you a +2
  bonus to Knowledge (nature) and Survival checks and a +4 bonus
  on saving throws against the spell-like abilities of fey (such as
  dryads, pixies, and sprites).
  Further, you can use body language, vocalizations, and
  demeanor to improve the attitude of an animal (such as a bear or
  monitor lizard). This ability functions just like a Diplomacy check
  made to improve the attitude of a person; roll 1d20 and add your
  druid level + your Charisma modifier. The typical domestic animal
  has a starting attitude of indifferent, while wild animals are usual-
  ly unfriendly.
  To use this ability, you and the animal must be able to study each
  other, which means that you must be within 30 feet of one another
  under normal conditions. Generally, influencing an animal in this
  way takes one minute but, as with influencing people, it might take
  more or less time, depending on the situation.
  Chapter One: Classes 11
  Disciplines for the druid are different than those for the cleric
  and wizard. The druid’s disciplines mostly replace her class-
  based abilities rather than replacing her spells. This may seem
  like a net loss for the class, but some of the discipline effects
  are markedly more potent than the abilities they replace. First
  and foremost, the druid’s Wild Shape discipline is a constant
  effect; a druid who starts with this discipline at 1st level
  becomes a major shapeshifter-style class—even more than the
  class already was. It’s very potent. DMs probably should not
  allow multiclass character to take only one level of druid just to
  get access to this ability.
  Lastly, druids get more disciplines than clerics or wizards,
  mainly because their spells are slightly inferior. However, they
  still have to give up feats to gain new disciplines or enhance-
  ments, so it is unlikely that this factor will be unbalancing.
  Design Decisions: Druid Disciplines 
  
  You can also use this ability to improve the attitude of a magical
  beast with an Intelligence score of 1 or 2 (such as a basilisk or giral-
  lon), but you suffer a –4 penalty on the check.
  You may enhance Nature’s Affinity as follows:
  Level
  Enhancement
  2nd
  Woodland stride: You may move through any sort of
  undergrowth (such as natural thorns, briars, overgrown
  areas, and similar terrain) at your normal speed and
  without taking damage or suffering any other impair-
  ment. However, thorns, briars, and overgrown areas that
  have been magically manipulated to impede motion still
  affect you. You leave no trail in natural surroundings and
  cannot be tracked. (You may choose to leave a trail if so
  desired.)
  2nd
  Greater influence*: You gain a +2 bonus to checks to
  improve the attitude of animals and magical beasts.
  4th
  Mending: You can repair small breaks or tears in objects
  made from organic materials or stone, but not metal.
  Using mending, ceramic or wooden objects with multiple
  breaks can be invisibly rejoined to be as strong as new. A
  hole in a leather sack or a wineskin is completely healed
  over. You can repair a magic item, but the mending does
  not restore the item’s magical abilities. You cannot affect
  creatures (including constructs) or mend warps, such as
  those caused by a warp wood spell. Mending takes a half
  hour.
  4th
  Speak with animals: You can communicate with animals.
  6th
  Speak with plants: You can communicate with plants,
  including plant creatures.
  8th
  Immunity to venom: You are immune to poison.
  10th
  Elemental resistance: You gain cold resistance 10, electrici-
  ty resistance 10, and fire resistance 10.
  *
  You may select this enhancement more than once; its effects stack.
  .
  Wild Shape
  You can turn yourself into any Small or Medium animal and back
  again. Your options for new forms include all creatures with the
  animal type (see the MM), but the new form’s Hit Dice can’t exceed
  your druid level. Once you choose a particular form for the day, you
  can shift back and forth between that form and your own, but you
  can assume no other forms that day. For example, if you choose to
  become a lion in the morning, you cannot become a hawk later in
  the day.
  You gain the Strength, Dexterity, and Constitution scores of the
  new form but retain your own Intelligence, Wisdom, and Charisma
  scores. You also gain all the animal’s extraordinary special attacks
  (such as constrict, improved grab, and poison) but not its extra-
  ordinary special qualities (such as blindsense, fast healing, and
  scent). You gain the animal’s feats and racial skill bonuses, but not
  its skill ranks. Changing form (to animal or back) is a standard
  action that doesn’t provoke an attack of opportunity. The chosen
  form must be that of an animal you are familiar with. For example,
  if you have never been outside a temperate forest, you could not
  become a polar bear.
  You lose your ability to speak while in animal form because you
  are limited to the sounds that a normal, untrained animal can
  make. However, you can communicate normally with other animals
  of the same general grouping as the new form; for example, if you
  take on the shape of a bird, you can talk with all other birds. (Note
  that a wild parrot’s normal sound is a squawk, so changing to this
  form does not permit speech.) While in animal form, you cannot
  cast spells or use disciplines other than this one, Animal
  Companion, and Nature’s Affinity.
  You may enhance Wild Shape as follows:
  Level
  Enhancement
  4th
  Speech: You can speak, cast spells, and use disciplines
  normally while in animal form.
  6th
  Additional form*: You can take an additional animal
  shape in a given day.
  8th
  Large and Tiny: You can take on the shape of Large and
  Tiny creatures, although this discipline’s other limitations
  still apply.
  12th
  Plants: You can take the shape of plant creatures.
  14th
  A thousand faces: You can change your appearance as the
  spell alter self at will, but only in your normal form.
  16th
  Elementals: You can take the shape of elementals (and
  gain all their extraordinary, supernatural and spell-like
  abilities while in that form).
  20th
  Huge: You can take on the shape of Huge creatures,
  although this discipline’s other limitations still apply.
  *
  You may select this enhancement more than once; its effects stack.
  Wizard Disciplines
  Disciplines are abilities that wizards can use as often as they wish.
  Their effects are spell-like abilities, which means they can be dis-
  pelled or suppressed. Some discipline effects must be activated as
  described below, while others—such as Shield of the Seraphim—
  function all the time.
  Activating a discipline provokes attacks of opportunity.
  However, some disciplines, like Debilitating Touch, count as
  armed attacks and thus do not provoke attacks of opportunity
  when used. Should a discipline effect that normally requires no
  activation be dispelled, it must be activated using a full-round
  action to resume functioning.
  Wizards begin the game with the Arcanist discipline. They also
  choose one other discipline at 1st level; at every even-numbered
  level thereafter, instead of gaining a feat at that level, they may
  choose a new discipline or an enhancement to an existing one.
  (Note that all characters using this book gain a feat each level; see
  Chapter Three.) Each discipline enhancement has a minimum level
  requirement as described below.
  The Book of Experimental Might
  12
  
  Arcanist
  You sense moderate or stronger magical auras on creatures and objects within 
  60 feet that you can see. This is not an action. You can feel dim (lingering) or
  stronger magical auras on creatures and objects you touch using a standard
  action. Magical areas, multiple types of magic, or strong local magical emanations
  may distort or conceal weaker auras. Enchantments and illusions cannot be seen
  or felt in this way. Nyst’s magic aura often hides magical traps.
  Further, using a standard action, you can create a personal arcane mark, either
  visible or invisible. If an invisible mark is made, a mage using this discipline can
  still see it, though not necessarily understand it. See invisibility, true seeing, a gem of
  seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. The
  mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
  If an arcane mark is placed on a living being, normal wear gradually causes the
  effect to fade in about a month.
  You may enhance Arcanist as follows:
  Level
  Enhancement
  2nd
  Detection: Using a standard action, you can detect magical auras 
  through barriers: up to 1 foot of stone, 1 inch of common metal,
  a thin sheet of lead, or 3 feet of wood or dirt.
  2nd
  Reading: You can automatically read all scrolls or other common 
  magical writings.
  4th
  Enhanced aura vision:You can sense faint or stronger magical auras.
  6th
  Enchantment sight: You can sense enchantment auras.
  12th
  Illusion sight: You can sense illusion auras.
  Aura Strength: An aura’s power depends on a spell’s functioning spell level or
  an item’s caster level as follows:
  5th or lower
  Faint aura
  6th–11th
  Moderate aura
  12th–20th
  Strong aura
  21st+ (artifact or deity level)
  Overwhelming aura
  If an aura falls into more than one category, Arcanist indicates the stronger of
  the two.
  Lingering Aura:A magical aura lingers after its original source dissipates (in
  the case of a spell) or is destroyed (in the case of a magic item). A lingering aura
  has an aura strength of dim (even weaker than a faint aura). How long the aura
  lingers at this dim level depends on its original power:
  Faint
  lingers 1d6 rounds
  Moderate
  lingers 1d6 minutes
  Strong 
  lingers 1d6 × 10 minutes
  Overwhelming
  lingers 1d6 days
  Bolt of Bedevilment
  Using a standard action and at least one free hand, you blast a bolt of magical
  energy that envelops one living target. The target’s total Hit Dice cannot be more
  than 2 HD higher than your own. The creature is dazed for 1 round + 1 round per
  three caster levels. No attack roll is necessary, but the target may attempt a Will
  saving throw to negate the attack (DC 10 + half your level + your Intelligence
  bonus). The bolt’s range is 25 feet + 5 feet per two levels.
  You may enhance Bolt of Bedevilment as follows:
  Chapter One: Classes 13
  
  Level
  Enhancement
  2nd
  Fascination: The target becomes fascinated rather than
  dazed. The effect lasts for as long as you concentrate 
  + 1 round.
  2nd
  Medium range: The range of the bolt increases to 100 feet
  + 10 feet per caster level.
  4th
  Experienced use: Using this discipline does not provoke
  an attack of opportunity.
  6th
  Enhanced potency: The Will save DC is +2 higher than
  normal.
  8th
  Any target: There is no Hit Dice limit to your potential
  targets.
  8th
  Multiple targets: The bolt blasts up to one target per two
  levels. No two targets may be more than 20 feet apart.
  10th
  Stun: The target is stunned rather than dazed.
  12th
  Enhanced duration: The target is dazed for 1 round per
  two levels.
  Debilitating Touch
  Using a free action and at least one free hand, you arm yourself
  with harmful magical energies. Your next touch inflicts 1d6 points
  of negative energy damage + 1d6 points per three caster levels.
  Further, targets who fail a Fortitude saving throw (DC 10 + half
  your level + your Intelligence bonus) become fatigued. The damage
  heals undead creatures, although in a given day you can use it to
  heal only a number of different undead individuals equal to 1 +
  your Intelligence modifier + your level.
  You may enhance Debilitating Touch as follows:
  Level
  Enhancement
  4th
  Exhaustion: The target is exhausted rather than fatigued.
  6th
  Enhanced potency: The Fortitude DC is +3 higher than
  normal.
  10th
  Greater damage*: The target suffers an additional 1d6
  points of damage (total damage dice cannot exceed 1d6
  per two caster levels).
  12th
  Stun: If the saving throw fails, the target is stunned for 
  1 round in addition to other effects.
  *
  You may select this enhancement more than once; its effects stack.
  Eldritch Bolt
  Using a standard action and at least one free hand, you blast a bolt
  of magical energy that inflicts 1d6 points of force damage + 1d6
  points of force damage per three caster levels. To use this discipline,
  you must succeed at a ranged touch attack. The bolt’s range is 25
  feet + 5 feet per two levels.
  You may enhance Eldritch Bolt as follows:
  Level
  Enhancement
  2nd
  Attack bonus: You gain a +2 bonus on your ranged touch
  attack for the bolt.
  2nd
  Long range: The bolt’s range increases to 400 feet + 40
  feet per caster level.
  4th
  Experienced use: Using this discipline does not provoke
  an attack of opportunity.
  8th
  Chosen energy: You can choose for the bolt to inflict ener-
  gy damage rather than force damage.
  10th
  Greater damage*: Target suffers an additional 1d6 points
  of damage (total damage dice cannot exceed 1d6 per two
  caster levels).
  14th
  Eye bolts: The bolt no longer requires a free hand but
  instead comes from your eyes. Further, you can fire a half-
  strength bolt (half damage, half range, –4 attack penalty)
  as a free action every other round when you don’t fire a
  normal bolt.
  *
  You may select this enhancement more than once; its effects stack.
  Familiar
  A familiar is an extension of your own soul given a quasi-real sub-
  stance in the world. Often, your familiar is not visible to the other
  characters—it is little more than a voice in your head, keeping you
  company (after a fashion) and helping you remember things you
  might otherwise forget. As such, taking an extra round to consult
  your familiar grants you a +1 bonus to any Intelligence-based skill
  check.
  When you take a standard action to focus upon your familiar,you
  can make it manifest as any Tiny animal you wish.It is important to
  note that the familiar is not an animal,but a spiritual creation—it is
  not a true “creature” in the most basic sense,so it is not subject to
  spells and attacks that target creatures.The familiar cannot move
  from a space that is not adjacent to you (i.e.,the space you occupy).
  A manifested familiar can speak to you aloud. It can watch your
  back, granting you a +2 bonus to Spot and Listen checks. It can
  also help remember important parts of spells for you, allowing you
  to cast all spells with a +1 bonus to caster level.
  If any other creature (ally or otherwise) touches a manifested
  familiar, the familiar disappears for 1d10 rounds. During this peri-
  od you suffer a –1 penalty to caster level. Familiars use your Armor
  Class and cannot be touched by accident—only by intentional
  choice. (Doing so is considered the height of rudeness, but it can
  be a useful tactic in a fight.) Ranged attacks targeting a familiar
  always miss. Area of effect attacks do not harm them—other than
  being dispelled by the touch of someone other than you, a familiar
  cannot be harmed or affected in any way. Likewise, the manifested
  familiar cannot attack, nor can it manipulate objects, other than
  very minor changes to your gear: It can crawl into your pocket, hide
  up your sleeve, and so forth.
  A familiar that you ignore even for a moment stops manifesting.
  Mainly, this occurrence is up to the DM’s discretion. A player can-
  not say, “I keep my familiar manifested all the time,” because no
  one can maintain that kind of concentration and hope to accom-
  plish anything else. As a rule of thumb, assume that if you manifest
  your familiar, it remains for 10 rounds or the duration of an
  encounter, whichever is longer. The familiar of a sleeping, stunned,
  or unconscious wizard always stops manifesting.
  You may enhance Familiar as follows:
  The Book of Experimental Might
  14
  
  Level
  Enhancement
  4th
  Extended range: Your manifested familiar can move up to 
  5 feet per level away from you, allowing it to scout or spy for
  you. It cannot communicate with you unless it is adjacent
  to you, however, or unless you have the extended link
  enhancement.
  6th
  Extended link: A familiar that has moved away from you
  can still communicate with you mentally.
  6th
  Aligned form: Henceforth, your familiar takes on the
  appearance of a Tiny humanoid creature that suits your
  alignment: a little angelic being if you are good, and a tiny
  devil if you are evil. A manifested familiar in this form
  increases by +1 the save DC of spells cast against targets of
  the opposing alignment (evil targets if you are good, good
  targets if you are evil). If you are neither good nor evil, you
  cannot use this enhancement.
  8th
  Otherplanar spirit: The familiar is imbued with an other-
  dimensional spirit of the same alignment as your own.
  Henceforth, it can offer insights beyond your own knowl-
  edge, adding an additional +2 bonus to Intelligence-based
  checks. The DM can choose occasionally to play the famil-
  iar as an NPC offering advice or instruction.
  10th
  Elemental form: Henceforth, your familiar takes on the
  appearance of a Tiny humanoid creature composed of one
  of the four elements. Once per day, for 1 round per level, it
  can take the form of a Medium version of the elemental in
  question. The elemental acts as you decide (but cannot
  move from you without the extended range enhancement).
  In this fully functional material form, the familiar can affect
  objects and even fight. Others can touch it without dis-
  pelling it, but spells and ranged attacks can target it just
  like any elemental. If it is slain, the familiar becomes dor-
  mant for twenty-four hours, offering you no benefits.
  10th
  Greater aligned form:If you have adopted the (evil) aligned
  form enhancement,your familiar can take the form of an
  imp (if you are lawful),a quasit (if you are chaotic) or either
  (if you are neutral).You can activate this effect once per day;
  it lasts 1 round per level.The fiend acts as you decide (but
  cannot move from you without the extended range enhance-
  ment).In this fully functional material form,the familiar
  can affect objects and even fight.Others can touch it with-
  out dispelling it,but spells and ranged attacks can target it
  just like any outsider.If it is slain,the familiar becomes dor-
  mant for twenty-four hours,offering you no benefits.
  If you are good, the familiar takes the form of a small
  winged angelic being of lawful good or chaotic good align-
  ment. This being has the same statistics as an imp (if you
  are lawful), a quasit, (if you are chaotic), or either one (if
  you are neutral). If you are neither good nor evil, you can-
  not use this enhancement.
  12th
  Large elemental form: If you have adopted the elemental
  form enhancement, your elemental familiar can take the
  form of a Large elemental instead of Medium once per day.
  14th
  Greater range: Your manifested familiar can move up to 50
  feet per level away from you, allowing it to scout or spy for
  you. It cannot communicate with you unless it is adjacent,
  however, or unless you have the extended link enhance-
  ment.
  16th
  Greater elemental form: If you have adopted the elemental
  form enhancement, your elemental familiar can take the
  form of a greater elemental.
  18th
  Elder elemental form: If you have adopted the elemental
  form enhancement, your elemental familiar can take the
  form of an elder elemental.
  Gifts of Magic
  Using a standard action, you can perform minor tricks. The effects
  are minimal and have severe limitations. Below are examples of what
  you can accomplish with this discipline:
  • You can slowly lift 1 lb. of material.
  • You can color, clean, or soil items in a 1-foot cube each round.
  • You can chill, warm, or flavor 1 lb. of nonliving material.
  • You can create a volume of sound that rises,recedes,approach-
  es,or remains at a fixed place.You can produce as much noise as
  one normal human per caster level.Thus,you can use this disci-
  pline to create talking,singing,shouting,walking,marching,or
  running sounds.The noise can be virtually any type of sound
  within the volume limit.A horde of rats running and squeaking
  is about the same volume as eight humans running and shout-
  ing.A roaring lion is equal to the noise of sixteen humans,while
  a roaring dire tiger is equal to the noise of twenty humans.
  • You can create small objects, but they look crude and artificial.
  The materials are extremely fragile and cannot be used as tools,
  weapons, or spell components.
  Chapter One: Classes 15
  My problem with familiars has little to do with the rules and
  everything to do with how they end up getting used. Basically,
  nine out of ten casters forget they’ve got a little ferret or toad
  or whatever with them nine out of every ten sessions. “Oh
  yeah,” they’ll say. “I forgot about my little snake familiar. He
  probably should have died when I fell into that pit of acid three
  sessions back.” 
  So, with a slight tip of the hat to the daemons of the His Dark
  Materials books by Philip Pullman, I have re-envisioned famil-
  iars as mostly immaterial creatures that hang around when you
  remember them and kind of fade away when you don’t. Thus,
  these familiars fit however the wizard wants to use them.
  I also like the fact that not all wizards will have familiars. I
  think they should be somewhat rare, actually. Only a certain
  sort of spellcaster will want one. 
  Players who are used to conventional familiars may need some
  time to wrap their heads around the idea that these new famil-
  iars are (at least at first) just extensions of themselves, and
  don’t know anything that they don’t know. Likewise, they will
  have to adjust to the fact that these familiars are spiritual—not
  physical—beings, in no way tied to the form of just one animal
  when they do make an appearance.
  Design Decisions: Familiars 
  
  You cannot use Gifts of Magic to deal damage or affect the con-
  centration of spellcasters. The discipline’s effects lack the power to
  duplicate any other spell effects. Any actual change to an object
  (beyond just moving, cleaning, or soiling it) persists only one hour.
  Common tricks include producing ethereal music,brightening
  faded flowers,creating glowing balls that float over your hand,gener-
  ating puffs of wind to flicker candles,spicing up aromas and flavors of
  bland food,and making little whirlwinds to sweep dust under rugs.
  You may enhance Gifts of Magic as follows:
  Level
  Enhancement
  4th
  Mending: You can repair small breaks or tears in objects.
  Using mending, you can weld a broken metallic object
  such as a ring, chain link, medallion, or slender dagger,
  providing only one break exists. Ceramic or wooden
  objects with multiple breaks can be invisibly rejoined to be
  as strong as new. A hole in a leather sack or a wineskin is
  completely healed over. You can repair a magic item, but
  the mending does not restore the item’s magical abilities.
  You cannot affect creatures (including constructs) or
  mend warps, such as those caused by a warp wood spell.
  Mending takes a half hour.
  Shield of the Seraphim
  An invisible field of magical force constantly protects you. You gain
  an armor bonus to Armor Class of +2 plus 1 additional point per
  four caster levels.
  You may enhance Shield of the Seraphim as follows:
  Level
  Enhancement
  2nd
  Hardened shield*: You enjoy an additional +1 bonus (but
  may not total more than +1 per two levels).
  6th
  Thickened shield: You gain damage reduction 2/magic.
  8th
  Energy shield*: You gain resistance 10 to one energy type
  of your choosing (once you choose the energy type, it can-
  not change).
  8th
  Shared protection*: You can extend the shield to any one
  adjacent creature.
  16th
  Insight: Rather than a shield of force, the armor bonus to
  Armor Class changes to an insight bonus. This shift
  reflects your growing supernatural awareness.
  *
  You may select this enhancement more than once; its effects stack.
  Telekinesis
  Using a standard action and at least one free hand, you may move
  an object of up to 5 lbs. per level from a distance of 25 feet + 5 feet
  per two levels. The object moves up to 20 feet per round. As long as
  you concentrate, and the object remains within range, you can con-
  tinue moving it. You cannot use fine manipulation, however—you
  can move a backpack, but you can’t undo the clasp and open it. You
  cannot move an object with such force that it harms another crea-
  ture or object, or itself.
  You may enhance Telekinesis as follows:
  Level
  Enhancement
  4th
  Unseen servant: The telekinetic effect can act independ-
  ently of you, exactly as described in the unseen servant spell
  in the Core Rules. You cannot use this effect while using
  the base Telekinesis discipline effect.
  4th
  Experienced use: Using this discipline does not provoke
  an attack of opportunity.
  6th
  Fine manipulation: You can manipulate objects as if you
  were using one hand. This allows you to untie knots, open
  jars, and so forth. You can even write with a quill, albeit
  crudely.
  6th
  Medium range: The range of the telekinesis increases to
  100 feet + 10 feet per caster level.
  8th
  Creatures: You can affect creatures as well as objects.
  10th
  Greater capacity: The effect’s weight limit increases by
  100 lbs.
  12th
  Violent thrust: You use telekinesis to hurl an object at
  another object within 20 feet. To hit the target object, you
  must succeed on an attack roll using your base attack
  bonus  + your Intelligence modifier. Weapons cause stan-
  dard damage (with no Strength bonus; note that arrows
  or bolts deal damage as daggers of their size when used in
  this manner). Other objects cause damage ranging from 
  1 point per 25 lbs. (for less dangerous objects such as bar-
  rels) to 1d6 points per 25 lbs. (for hard, dense objects
  such as boulders), up to a maximum of 10d6 points of
  damage total.
  10th
  Extra fine manipulation: You can manipulate objects as if
  you were using two hands. This allows you to tie knots
  and perform similarly intricate actions.
  16th
  Maximum capacity: The effect’s weight limit increases by
  500 lbs.
  Telepathy
  You can carry on a mental conversation with a single intelligent
  target at a distance of 100 feet per level. Using this discipline
  requires a standard action to establish the connection; thereafter
  no action is required for one minute per wizard level; at that point,
  it must be reestablished. Unwilling targets may attempt a Will sav-
  ing throw to resist (DC 10 + half your level + your Intelligence
  bonus). This discipline is language dependent.
  You may enhance Telepathy as follows:
  Level
  Enhancement
  2nd
  Telepathic network: You can communicate with one per-
  son per level simultaneously.
  8th
  Language independent: You can use telepathy regardless
  of any language barrier.
  10th
  Increased range: The range becomes 100 miles per level.
  16th
  Unlimited range: The range has no limit; the telepathy
  works even across planes.
  The Book of Experimental Might
  16
  
  Paladins and Rangers
  As with the classes described earlier in this chapter, the flavor and
  basic mechanics of paladins and rangers (Hit Dice, saving throws,
  base attack bonuses, etc.) do not change from what you see in the
  Core Rules. Everything that does change is described here.
  Paladins and rangers do not cast spells. Instead, they use disci-
  plines as described below.
  Unlike the previously described classes, paladins and rangers do
  not give up all of their level-based class abilities. Paladins lose only
  Lay on Hands and Turn Undead. Rangers lose only Animal
  Companion and Woodland Stride. Of course, they can still choose
  these abilities as disciplines or discipline enhancements,if they wish.
  Paladin Disciplines
  Disciplines are abilities that paladins can use as often as they wish.
  Their effects are spell-like abilities, which means they can be dis-
  pelled or suppressed. Some discipline effects must be activated as
  described below, while others—such as Godhammer—function all
  the time.
  Activating a discipline provokes attacks of opportunity. Should a
  discipline effect that normally requires no activation be dispelled, it
  must be activated using a full-round action to resume functioning.
  A paladin chooses one discipline at 1st level; at every third level
  thereafter (3rd, 6th, 9th, etc.), instead of gaining a feat, she may
  choose a new discipline or an enhancement to an existing one.
  (Note that all characters using this book gain a feat each level; see
  Chapter Three.) Each discipline enhancement has a minimum level
  requirement as described below.
  Divine Inspiration
  Using a standard action, you grant all allies within 30 feet a +1 luck
  bonus to the following:
  • attack and damage rolls; or 
  • saving throws, ability checks, and skill checks; or
  • Armor Class
  This bonus increases by +1 every five levels. The effect lasts for 
  1 round per level before it must be renewed.
  You may enhance Divine Inspiration as follows:
  Level
  Enhancement
  4th
  Continuous: Although the bonus is only half normal, put-
  ting it into effect requires no action. Designating which
  bonus to grant is a free action that can be performed once
  each round.
  8th
  Two choices: The luck bonus applies to two of the three
  choices listed above.
  14th
  All choices: The luck bonus applies to all three choices.
  Divine Presence
  When allies touch you, or even the hem of your clothing, they are
  blessed with healing. This requires no action on your part but calls
  for a standard action on their part. Affected allies gain 1d6 hit points
  + 1 point per paladin level. While there is no limit to the number of
  times each day you can heal in this fashion, in a given day you can
  use this discipline to heal only a number of different individuals
  equal to 1 + your Charisma modifier + your level (see “Healing”
  sidebar, page 8).
  You may enhance Divine Presence as follows:
  Level
  Enhancement
  2nd
  Holy water: With a touch requiring a full-round action, you
  transform one ounce of water into holy water.
  4th
  Greater healing*: You add 1d6 points of healing to each
  touch (total healing dice cannot exceed 1d6 per two caster
  levels).
  *
  You may select this enhancement more than once; its effects stack.
  Godhammer
  Once per round, a melee weapon sacred to your deity (if applicable)
  inflicts +1 point of damage + 1 point per three levels in your hands.
  This effect applies to your first attack with the weapon in the round.
  You may enhance Godhammer as follows:
  Level
  Enhancement
  6th
  Ranged attacks: The damage bonus applies to ranged
  attacks as well as melee attacks.
  10th
  Weapon empowerment: The damage bonus applies to all
  attacks made with the weapon in a round.
  Chapter One: Classes 17
  
  Healing Touch
  Using a standard action and at least one free hand, you heal anoth-
  er living creature 1d8 points + 1 point per level. While there is no
  limit to the number of times each day you can use this ability, in a
  given day you can use it to heal only a number of different individ-
  uals equal to 1 + your Wisdom modifier + your level (see “Healing”
  sidebar, page 8).
  You may enhance Healing Touch as follows:
  Level
  Enhancement
  2nd
  Harm undead: You can use this ability to harm undead,
  inflicting with a touch attack the amount of damage you
  would normally heal.
  4th
  Greater healing*: You add 1d8 points of healing to each
  touch (total healing dice cannot exceed 1d8 per two caster
  levels).
  4th
  Experienced use: Using this discipline does not provoke
  an attack of opportunity.
  8th
  Healing link: Rather than convey this effect by touch, you
  heal at a range of up to 25 feet + 5 feet per two levels.
  *
  You may select this enhancement more than once; its effects stack.
  Holy Aura
  A faint halo of divine power surrounds you. You gain a deflection
  bonus to Armor Class of +1 plus 1 additional point per five levels.
  You may enhance Holy Aura as follows:
  Level
  Enhancement
  2nd
  Greater halo*: You enjoy an additional +1 bonus (but may
  not total more than +1 per four levels).
  6th
  Mighty halo: You gain damage reduction 2/magic.
  8th
  Energy protection*: You gain resistance 10 to one energy
  type of your choosing (once you choose the energy type,
  it cannot change).
  8th
  Shared protection*: You can extend the Holy Aura to any
  one adjacent creature.
  *
  You may select this enhancement more than once; its effects stack.
  Holy Weapon
  Any weapon in your hands is considered good, with regard to the
  type of damage it inflicts.
  You may enhance Holy Weapon as follows:
  Level
  Enhancement
  2nd
  Confirmed criticals: All critical strikes against evil foes are
  automatically confirmed.
  8th
  Holy damage: If the weapon in your hands is not already
  holy, it gains that weapon quality.
  Turn Undead
  Using a standard action and at least one free hand, you force one
  undead target to flee. The undead creature’s total Hit Dice must be
  equal to or less than your own. This creature is frightened and
  forced to flee for 1 round + 1 round per three caster levels. No attack
  roll is necessary, but the target may attempt a Will saving throw to
  negate the attack (DC 10 + half your level + your Charisma bonus).
  The range of the turning is 25 feet + 5 feet per two levels. For more
  on turning, see the sidebar on page 8.
  You may enhance Turn Undead as follows:
  Level
  Enhancement
  2nd
  Damage: Rather than fleeing, the target suffers 1d6 points
  of damage plus 1d6 points per two caster levels.
  4th
  Medium range: The range of the turning increases to 100
  feet + 10 feet per caster level.
  4th
  Immobility: The target is held motionless rather than
  afraid; the effect lasts as long as you concentrate, plus 
  1 additional round.
  4th
  Experienced use: Using this discipline does not provoke
  an attack of opportunity.
  6th
  Enhanced potency*: The Will save DC is +2 higher than
  normal.
  8th
  Any target: You can affect any undead creature regardless
  of Hit Dice.
  10th
  Demons: You can affect evil outsiders as well as undead
  with this discipline.
  14th
  Evil casters: You can affect evil divine spellcasters with
  this discipline.
  *
  You may select this enhancement more than once; its effects stack.
  Ranger Disciplines
  Disciplines are abilities that rangers can use as often as they wish.
  Their effects are spell-like abilities, which means they can be dis-
  pelled or suppressed. Some discipline effects must be activated as
  described below, while others—such as Animal Companion—are
  always functioning.
  Activating a discipline provokes attacks of opportunity. Should a
  discipline effect that normally requires no activation be dispelled, it
  must be activated using a full-round action to resume functioning.
  A ranger chooses one discipline at 1st level; at every third level
  thereafter (3rd, 6th, 9th, etc.), instead of gaining a feat, he may
  choose a new discipline or an enhancement to an existing one.
  (Note that all characters using this book gain a feat each level; see
  Chapter Three.) Each discipline enhancement has a minimum level
  requirement as described below.
  Animal Companion
  You may select an animal companion from the following list:* 
  • Badger
  • Camel
  • Dire rat
  • Dog or riding dog
  • Eagle
  The Book of Experimental Might
  18
  
  • Hawk
  • Horse (light or heavy)
  • Owl
  • Pony
  • Snake (Small or Medium viper)
  • Wolf
  *
  If the campaign takes place wholly or partly in an aquatic environment, the DM
  may add the following creatures to the ranger’s options: crocodile, porpoise,
  Medium shark, and squid.
  This animal is a loyal companion that accompanies you
  on your adventures as appropriate for its kind. Your
  companion is completely typical for its kind, gaining
  one additional Hit Die and a +1 bonus to natural armor
  for every ranger level above 1st. At every even-numbered
  level, you can teach the animal companion an addition-
  al trick, as described in the Handle Animal skill descrip-
  tion in Chapter Four of the Player’s Handbook.
  You can handle your animal companion as a free
  action or push it as a move action, even if you don’t have
  any ranks in the Handle Animal skill.
  If you release your companion from service, you may
  gain a new one by performing a ceremony requiring twenty-
  four hours of uninterrupted meditation. This ceremony also
  can replace an animal companion that has perished.
  When you reach 8th level or higher, you may select a compan-
  ion from the alternate lists of animals below. Should you select
  from one of these alternate lists, the animal gains additional Hit Dice
  and natural armor bonuses as if your ranger level were lower than it
  actually is. Subtract the value indicated in the appropriate list’s header
  from your ranger level. (If this adjustment would reduce your effective level
  to 0 or lower, you can’t take that animal as a companion.)
  8th Level or Higher (Level –7)
  MM Section
  Ape
  Animal
  Bear, black 
  Animal
  Bison 
  Animal
  Boar 
  Animal
  Cheetah 
  Animal
  Crocodile*
  Animal
  Dire badger
  Dire animal
  Dire bat 
  Dire animal
  Dire weasel 
  Dire animal
  Leopard 
  Animal
  Lizard, monitor 
  Animal
  Shark, Large* 
  Animal
  Snake, constrictor 
  Animal
  Snake, Large viper 
  Animal
  Wolverine 
  Animal
  19
  
  14th Level or Higher (Level –12) 
  MM Section
  Bear, brown 
  Animal
  Crocodile, giant 
  Animal
  Deinonychus 
  Dinosaur
  Dire ape 
  Dire animal
  Dire boar 
  Dire animal
  Dire wolf
  Dire animal
  Dire wolverine 
  Dire animal
  Elasmosaurus* 
  Dinosaur
  Lion 
  Animal
  Rhinoceros 
  Animal
  Snake, Huge viper 
  Animal
  Tiger 
  Animal
  20th Level or Higher (Level –18) MM Section
  Bear, polar 
  Animal
  Dire lion 
  Dire animal
  Megaraptor 
  Dinosaur
  Shark, Huge* 
  Animal
  Snake, giant constrictor 
  Animal
  Whale, orca* 
  Animal
  * Available only in aquatic environments.
  You may enhance Animal Companion as follows:
  Level
  Enhancement
  2nd
  Ability score boost*: The animal’s Strength, Constitution,
  and Dexterity increase by +2.
  4th
  Evasion: The animal companion gains the Evasion ability
  8th
  Damage reduction:The animal companion has DR 5/silver.
  10th
  Second companion: You gain an additional companion
  appropriate for your level. You cannot have more than
  two.
  12th
  Spell resistance: The animal companion has SR equal to
  11 + your ranger level.
  18th
  Third companion: If you chose the second companion
  enhancement, you may have a third companion. You can-
  not have more than three.
  *
  You may select this enhancement more than once; its effects stack.
  Nature’s Affinity
  You have a particular affinity with nature, which grants you a +2
  bonus to Knowledge (nature) and Survival checks and a +4 bonus
  on saving throws against the spell-like abilities of fey (such as
  dryads, pixies, and sprites).
  Further, you can use body language, vocalizations, and demeanor
  to improve the attitude of an animal (such as a bear or monitor
  lizard). This ability functions just like a Diplomacy check made to
  improve the attitude of a person; roll 1d20 and add your ranger
  level + your Charisma modifier. The typical domestic animal has a
  starting attitude of indifferent, while wild animals are usually
  unfriendly.
  To use this ability, you and the animal must be able to study each
  other, which means that you must be within 30 feet of one another
  under normal conditions. Generally, influencing an animal in this
  way takes one minute but, as with influencing people, it might take
  more or less time.
  You can also use this ability to improve the attitude of a magical
  beast with an Intelligence score of 1 or 2 (such as a basilisk or giral-
  lon), but you suffer a –4 penalty on the check.
  You may enhance Nature’s Affinity as follows:
  Level
  Enhancement
  2nd
  Woodland stride: You may move through any sort of
  undergrowth (such as natural thorns, briars, overgrown
  areas, and similar terrain) at your normal speed and with-
  out taking damage or suffering any other impairment.
  However, thorns, briars, and overgrown areas that have
  been magically manipulated to impede motion still affect
  you. You leave no trail in natural surroundings and cannot
  be tracked. (You may choose to leave a trail if so desired.)
  2nd
  Greater influence*: You gain a +2 bonus to checks to
  improve the attitude of animals and magical beasts.
  4th
  Speak with animals: You can communicate with animals.
  6th
  Speak with plants: You can communicate with plants,
  including plant creatures.
  8th
  Immunity to venom: You are immune to poison.
  10th
  Elemental resistance: You gain cold resistance 10, electrici-
  ty resistance 10, and fire resistance 10.
  *
  You may select this enhancement more than once; its effects stack.
  Nature’s Movement
  You enjoy a +10 bonus to your speed and gain an additional +10
  bonus to your speed every five levels (at 5th, 10th, etc.). Further,
  you add half your ranger level (rounded up) as a bonus to your
  Balance, Climb, and Jump skill checks.
  You may enhance Nature’s Movement as follows:
  Level
  Enhancement
  8th
  Water walk: You can walk or run on water as if it were
  solid.
  Nature’s Protection
  You gain a +1 natural armor bonus to your Armor Class and enjoy
  an additional +1 natural armor bonus to your Armor Class every
  five levels (at 5th, 10th, etc.).
  You may enhance Nature’s Protection as follows:
  Level
  Enhancement
  4th
  Woodland stealth: You gain a bonus to your Sneak*
  checks in natural surroundings. This bonus is equal to
  half your ranger level (rounded up).
  10th
  Elemental resistance: You gain cold resistance 10, electrici-
  ty resistance 10, and fire resistance 10.
  *
  See Chapter Two: Skills.
  The Book of Experimental Might
  20
  
  Nature’s Senses
  You sense moderate or stronger magical auras on creatures and
  objects you can see within 60 feet. This is not an action. You can feel
  dim (lingering) or stronger magical auras on creatures and objects
  you touch using a standard action. Magical areas, multiple types of
  magic, or strong local magical emanations may distort or conceal
  weaker auras. Enchantments and illusions cannot be seen or felt in
  this way. Nyst’s magic aura often hides magical traps.
  You may enhance Nature’s Senses as follows:
  Level
  Enhancement
  2nd
  Detection: Using a standard action, you can detect magical
  auras through barriers: up to 1 foot of stone, 1 inch of
  common metal, a thin sheet of lead, or 3 feet of wood or
  dirt.
  4th
  Enhanced aura vision: You can sense faint or stronger
  magical auras.
  6th
  Enchantment sight: You can sense enchantment auras.
  12th
  Illusion sight: You can sense illusion auras.
  Aura Strength: An aura’s power depends on a spell’s functioning
  spell level or an item’s caster level as follows:
  5th or lower
  Faint aura
  6th–11th
  Moderate aura
  12th–20th
  Strong aura
  21st+ (artifact or deity level)
  Overwhelming aura
  If an aura falls into more than one category, Nature’s Senses indi-
  cates the stronger of the two.
  Lingering Aura: A magical aura lingers after its original source
  dissipates (in the case of a spell) or is destroyed (in the case of a
  magic item). A lingering aura has an aura strength of dim (even
  weaker than a faint aura). How long the aura lingers at this dim level
  depends on its original power:
  Faint
  lingers 1d6 rounds
  Moderate
  lingers 1d6 minutes
  Strong 
  lingers 1d6 × 10 minutes
  Overwhelming
  lingers 1d6 days
  Bards and Sorcerers
  This book does not include alterations to either the bard or the
  sorcerer class. You can play the bard as found in the Core Rules or
  use the spellsong-based bard from The Complete Book of Eldritch
  Might.
  Sorcerers likely prove unnecessary to your game with the new
  rules provided in this book—giving wizards disciplines makes
  them more like sorcerers. If you still want to have sorcerers in your
  campaign, however, offer them the wizard spell list presented in
  Chapter Five: Magic.
  Runeblade
  This class is inspired by the mage blade and runethane classes from Monte
  Cook’s Arcana Evolved. It is designed to be used with standard d20 games.
  Runeblades wield arcane magic, but unlike wizards they do not
  use spells. They create runes—visual symbols that possess magical
  might—to enhance their weapon, their armor, and themselves to
  make them better in the art of martial combat.
  Runeblades often put nonmagical runes on their weapons, armor,
  gear, and even on themselves (as tattoos), because the runes carry
  meaning important to them and make them appear more powerful.
  As they train to create physical manifestations of magic,
  runeblades gain an affinity for physical devices of all sorts: traps,
  locks, wheels, clocks, and so on. Still, their primary focus lies in mar-
  tial arts and practice with their runic weapons.
  Adventurers: Runeblades seek adventure with gusto, brandishing
  their usually very visual power to impress others. They are always
  seeking new runes and ways to challenge themselves. They are not
  afraid of risks, knowing their physical might coupled with their
  magic can protect them and get them out of almost any jam. But
  nevertheless, they are quick to create a protective or warding rune to
  help keep themselves safe. Runeblades like to be prepared.
  Background: A runeblade is far more likely to have been taught by
  a learned mentor than by an academy or guild.The runeblade’s art is
  very personalized,with each individual learning and mastering differ-
  ent magical symbols.Runeblades typically are very physical,yet con-
  templative.They are both physically skilled and extremely intelligent.
  When recognized as such,a child might be brought in to work with a
  tutor to learn runes and their application.The close bond between
  the runeblade and his tutor often remains throughout their lives.
  Races: Human runeblades normally come from isolated cultures
  where runes are an important part of magical lore. Elf and half-orc
  runeblades enjoy covering themselves with tattoos and body art and
  often are artists themselves. Dwarf runeblades are quite common, far
  more so than dwarf wizards. Halfling runeblades exist as well,
  though they prove less showy than those of other races.
  Other Classes:Runeblades prefer the company of wizards and can
  hold their own in conversations regarding magical theory and lore.At
  the same time,they are just as comfortable in the company of more
  physical characters—fighters,rangers,paladins,and barbarians—and
  appreciate worthy allies to spar with. Runeblades often spend little
  time dwelling on religion or nature, so clerics and druids can strike
  them as occasionally odd. Because their magic lies in the creation
  and enhancement of physical objects, they seem wary around rogues.
  Characters who distrust magic usually find the company of a
  runeblade more tolerable than that of a wizard.
  Game Rule Information
  Runeblades have the following game statistics.
  Abilities: While the runeblade’s runic abilities require a good
  Intelligence score, their focus on fighting skills suggests that a good
  Strength or Dexterity is also essential.
  Alignment:Often lawful or at least nonchaotic
  Hit Die:d8
  Chapter One: Classes 21
  
  Class Skills 
  The runeblade’s class skills (and the key ability for each) are
  Appraise (Int), Concentration (Con), Craft (Int), Decipher Script
  (Int), Disable Device (Int), Forgery (Int), Gather Information
  (Cha), Knowledge (all skills, taken individually) (Int), Open Lock
  (Dex), Spellcraft (Int), and Spot (Wis). See the Player’s Handbook,
  Chapter Four, for skill descriptions.
  Skill Points at 1st Level: (2 + Intelligence modifier) ×4
  Skill Points at Levels Above 1st: 4 + Intelligence modifier
  Class Features 
  All of the following are class features of the runeblade.
  Weapon and Armor Proficiency: Runeblades are proficient with
  all simple and martial weapons and light armor and shields.
  Runes (Sp):Runes resemble arcane symbols. They are usually
  meaningless to anyone without the Knowledge (arcana) skill.Rune-
  blades apply runes by magically drawing a symbol on an object,a
  surface,or a creature.No rune can be used more than once per hour.
  There are three kinds of runes: touch-trigger runes, applied
  runes, and enchanted object runes.
  • A touch-trigger rune is placed upon an object, a surface, or even
  a creature. Basically, a rune can cover a surface as small as 1
  inch square and as large as 10 feet square; multiple runes can
  cover a much larger area. The first creature that touches the
  object, surface, or creature bearing the rune triggers the effect
  immediately. Touch-trigger runes last until triggered, dis-
  pelled, or erased by the runeblade. If circumstances result in a
  creature triggering more than one touch-trigger rune at once,
  only the most powerful one takes effect. The others are trig-
  gered but have no effect. A runeblade can choose to create a
  touch-trigger rune as a visible rune or as invisible.
  • Applied runes require the runeblade to apply the rune to
  immediately activate its effects—usually related to the object,
  surface, or creature the rune is placed upon. Applied runes
  last only as long as their effects.
  • Enchanted object runes require the runeblade to apply the rune
  to an object no larger than himself. These imbue the item
  bearing the rune with a magical ability. Enchanted object
  runes last for one day per runeblade level.
  Triggering identical runes at the exact same time negates both
  runes. For example, while two different doors can bear a rune of
  conjuring, if one door has two runes of conjuring on it, neither rune
  functions unless they are placed so that there is no way someone
  could trigger both of them at once. Likewise, a runic weapon can-
  not have two lesser elemental runes on it.
  Each rune is worth 1 point or more; a runeblade may have only a
  certain number of points worth of runes in effect at any given time.
  That number is called his total rune value. A character’s total rune
  value is equal to his level + Intelligence modifier (minimum 2).
  Runes come in varying power levels, each with its own associated
  value: Lesser runes each have a value of 1, which counts against this
  total. Advanced runes each have a value of 2, greater runes a value
  of 3, and runes of power a value of 4.
  Anyone looking upon a visible rune can determine what it does
  by making a Knowledge (arcana) check. The check’s Difficulty Class
  is 15 for lesser runes, 18 for advanced runes, 21 for greater runes,
  25 for runes of power, and 30 to identify the ultimate rune and
  what it does.
  Lesser Runes:Each time the runeblade gains this ability (at 1st
  through 5th levels), he learns a new lesser rune from the list below.
  At 1st level, the runeblade starts with two runes. Each lesser rune
  he creates counts as 1 point toward his total rune value. Creating a
  lesser rune is a full-round action.
  Rune of Affliction: This touch-trigger rune blasts the target for 1d6
  points of elemental damage + 1 point per runeblade level. A Reflex
  saving throw (DC 10 + half runeblade’s level + Intelligence bonus)
  reduces the damage by half. The runeblade chooses the element
  when creating the rune.
  Rune of Armor: Anyone affected by this applied rune gains a +4
  armor bonus to Armor Class or a +1 enhancement bonus to the AC
  provided by existing armor. This effect lasts for one hour per
  runeblade level.
  Rune of Conjuring: When touched, this touch-trigger rune sum-
  mons a monster from the summon monster II list, chosen by the
  runeblade at the time of creation. The monster attacks the creature
  that triggered the rune for 1 round per runeblade level (or until
  destroyed). If the runeblade triggers the rune, he can command the
  summoned creature and it automatically obeys, even if it does not
  understand the character’s language. A runeblade using the invest-
  ed rune ability (see page 24) can choose the monster from the sum-
  mon monster III list instead of doubling the effect’s duration.
  Lesser Elemental Rune: Applied to the runeblade’s runic weapon
  (see next page), this enchanted object rune inflicts 1d6 points of
  additional elemental damage on a successful strike. It is usable
  once per level during the duration; the runeblade decides whether
  to use it at the beginning of his turn (although the rune is not used
  until he successfully strikes with the weapon). It functions only on
  the runeblade’s runic weapon and no others. The runeblade choos-
  es the element when creating the rune.
  The Book of Experimental Might
  22
  The runeblade is an amalgam of two classes from Monte
  Cook’s Arcana Evolved, the runethane and the mage blade. It
  exists because I am forever seeking the perfect synthesis of
  magic and martial arts. That makes it the latest in a long line
  of similar classes I’ve designed, including the (in my opinion
  overlooked) eldritch warrior*, the warrior of darkness**, the
  mage blade, and to some extent the ritual warrior†.
  With the runeblade, I wanted to create a class that used
  magic to enhance its combat abilities but didn’t cast spells at
  all. The runeblade character in my current campaign, Aesa,
  has a very Viking feel to her. The player even has little rune-
  stones she uses to keep track of her runes.
  *
  See The Complete Book of Eldritch Might.
  ** See The Book of Vile Darkness.
  †
  See Monte Cook’s Arcana Evolved.
  Design Decisions: The Runeblade
  
  Rune of Locking: This is an enchanted object rune. It seals a door,
  lid, or other portal like an arcane lock spell (see Chapter Five: Magic).
  Rune of Protection: Applied to the runeblade’s armor, this enchant-
  ed object rune adds a +1 luck bonus to his Armor Class. It must be
  applied to armor, and only to the runeblade’s armor. Like all
  enchanted object runes, it lasts one day per class level.
  Rune of Rest: Anyone affected by this applied rune heals at double
  the rate she normally would. This effect lasts for twenty-four hours
  while the subject rests.
  Rune of Sleep: This touch-trigger rune requires one who touches it
  to succeed at a Will save (DC 10 + half runeblade’s level + Intelligence
  bonus) or fall asleep for 1d4 rounds.The target must have Hit Dice
  equal to or fewer than the runeblade’s;otherwise she merely becomes
  dazed for 1d4 rounds.This is an enchantment (compulsion) effect.
  Rune of Warding: This touch-trigger rune has two different powers.
  If placed upon an object, it is a trap that forces the victim to drop the
  object and not touch it again for one day per class level, unless she
  succeeds at a Will saving throw (DC 10 + half runeblade’s level +
  Intelligence bonus). If the rune is placed upon a surface, the victim
  instead refuses to cross over or come within 10 feet of the surface for
  one day per class level, unless successful in the saving throw. This is
  an enchantment (compulsion) effect as well as a fear effect.
  Erase Rune (Sp): A runeblade can attempt to erase the runes he
  encounters. He can always erase his own runes without fail. If the
  rune was created by another runeblade, he can make a caster level
  check (DC 10 + creator’s level) to erase it. An advanced rune adds +4
  to this Difficulty Class, a greater rune adds +6, a rune of power adds
  +8, and the ultimate rune adds +10. A runeblade must know a rune’s
  location to erase it. Erasing a rune you created is a standard action;
  otherwise, it takes a full minute.
  Runic Weapon (Su):The runeblade selects a bladed weapon that
  he is proficient with and inscribes it with personal runes to make it
  his runic weapon. A runeblade can have only one such weapon, and
  it must be a physical weapon (not the creation of a spell), although 
  it can be enhanced with magic already. The weapon enjoys a +1
  enhancement bonus in the runeblade’s hands only. At 4th level, and
  at every four runeblade levels afterward, this bonus increases by +1
  (to a maximum of +5). The weapon does not have to be masterwork
  to use it as a runic weapon, but if the runeblade ever wants to
  enhance it with weapon special abilities, such as keen or dancing, it
  must be masterwork. The runic weapon ability provides enough of
  an enhancement bonus to give the blade special abilities without
  first giving it at least a +1 enhancement bonus using the normal item
  creation rules.
  The runic weapon gains a small modicum of sentience via the
  runes.It has a very basic empathic link with the runeblade,so the
  character always knows where the weapon is (distance and direction).
  A runeblade can create a new runic weapon, but this results in the
  destruction of the previous one, if it still exists.
  Starting at 6th level, the runic weapon—unless the runeblade
  mentally commands it not to—strikes at anyone other than the
  runeblade who picks it up or attempts to use it. The weapon strikes
  once per round until dropped, using the runeblade’s attack bonuses.
  Resolve the attack as if the runeblade were wielding the weapon.
  Chapter One: Classes 23
  Class
  Base Attack
  Fortitude
  Reflex
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1
  +1
  +0
  +0
  +2
  Two lesser runes, erase rune, runic weapon
  2
  +2
  +0
  +0
  +3
  Lesser rune
  3
  +3
  +1
  +1
  +3
  Lesser rune, sense rune
  4
  +4
  +1
  +1
  +4
  Lesser rune, shimmering shield
  5
  +5
  +1
  +1
  +4
  Lesser rune, invested rune
  6
  +6/+1
  +2
  +2
  +5
  Advanced rune, runic weapon defense
  7
  +7/+2
  +2
  +2
  +5
  Advanced rune
  8
  +8/+3
  +2
  +2
  +6
  Advanced rune
  9
  +9/+4
  +3
  +3
  +6
  Advanced rune, summon runic weapon (standard action)
  10
  +10/+5
  +3
  +3
  +7
  Advanced rune, password
  11
  +11+6/+1
  +3
  +3
  +7
  Greater rune, slice through wardings
  12
  +12/+7/+2
  +4
  +4
  +8
  Greater rune, familiarity with magic
  13
  +13/+8/+3
  +4
  +4
  +8
  Greater rune
  14
  +14/+9/+4
  +4
  +4
  +9
  Greater rune, summon runic weapon (free action)
  15
  +15/+10/+5
  +5
  +5
  +9
  Greater rune, inscribe rune
  16
  +16/+11/+6/+1
  +5
  +5
  +10
  Rune of power, spell parry
  17
  +17/+12/+7/+2
  +5
  +5
  +10
  Rune of power
  18
  +18/+13/+8/+3
  +6
  +6
  +11
  Rune of power, slice through spells
  19
  +19/+14/+9/+4
  +6
  +6
  +11
  Rune of power
  20
  +20/+15/+10/+5
  +6
  +6
  +12
  Ultimate rune
  THE RUNEBLADE
  
  Beginning at 9th level, the runeblade can summon his runic
  weapon to his hand as a standard action. The weapon can be up to
  10 miles away per class level, although if it is in someone else’s pos-
  session or in a locked room, the runeblade must make a caster level
  check (DC 25) to summon it. Starting at 14th level, this summons
  becomes a free action, usable once per round.
  Sense Rune (Su): A 3rd-level and higher runeblade can make a
  check (d20 + runeblade’s level + Intelligence modifier) to sense
  whether an invisible or otherwise hidden rune lies within 10 feet of
  him. The Difficulty Class for the check is 11 + the creator’s level. It
  takes a standard action to sense a rune. After a round of sensing,
  the runeblade can sense the direction of the closest unknown rune.
  A runeblade who spends another round sensing can determine the
  rune’s strength (lesser, advanced, etc.) This ability also works with
  runic spells, such as glyph of warding or symbol spell, in which case
  the runeblade learns the spell level in place of rune strength.
  Shimmering Shield (Sp): The 4th-level runeblade can call upon
  a magical shield to surround him like a shimmering aura. This
  shield provides a +2 deflection bonus to Armor Class per four class
  levels and does not require the runeblade to wield it as a shield (he
  keeps both hands free). The shimmering shield can be called upon,
  as a standard action, once per day for 1 round per level.
  Invested Rune (Su): The 5th-level and higher runeblade can
  create a rune that doubles the duration, damage, or healing of a
  rune he already knows. Some runes, such as a rune of communica-
  tion, gain no benefit from being invested. An invested rune counts
  double toward the runeblade’s total rune value.
  Advanced Runes: Each time the runeblade gains this ability (at
  6th through 10th level),he learns a new advanced rune from the list
  below.Each advanced rune he creates counts as 2 points toward his
  total rune value.It is a full-round action to create an advanced rune.
  Hand Rune: With this enchanted object rune,the runeblade can
  summon an object from any distance as a standard action.The object
  teleports to the runeblade’s hands.The object must weigh no more
  than the runeblade can lift over his head.This is a teleportation effect.
  Rune of Advanced Conjuring: When touched, this touch-trigger
  rune summons a monster from the summon monster IV list, chosen
  by the runeblade at the time of creation. The monster attacks the
  creature that triggered the rune for 1 round per runeblade level (or
  until destroyed). If the runeblade triggers the rune, he can com-
  mand the summoned creature and it automatically obeys, even if it
  does not understand the character’s language. A runeblade using
  the invested rune ability can choose the monster from the summon
  monster V list instead of doubling the effect’s duration.
  Rune of Augmentation: This applied rune grants a creature a +2
  enhancement bonus on an ability score of the runeblade’s choos-
  ing. The bonus lasts for ten minutes per runeblade level.
  Rune of Blasting: If touched, this touch-trigger rune explodes
  with elemental fury, inflicting 1d6 points of damage per runeblade
  level (10d6 maximum) to all within 10 feet. A successful Reflex sav-
  ing throw (DC 10 + half runeblade’s level + Intelligence bonus)
  reduces the damage by half. The runeblade chooses the element
  when creating the rune.
  Rune of Charming: Anyone touching this touch-trigger rune must
  attempt a Will saving throw (DC 10 + half runeblade’s level +
  Intelligence bonus).If unsuccessful,the target reacts to the runeblade
  for one minute per class level as if the runeblade’s Charisma score
  had a +10 bonus. If the runeblade is not within sight of the target
  creature, there is no effect. This is an enchantment (charm) effect.
  Rune of Communication: Two or more of these enchanted object
  runes must exist for any of them to function. Anyone holding an
  object bearing this rune can communicate telepathically with anyone
  else with one of these runes within 1 mile.The runes must all be cre-
  ated by the same runeblade in order for any of them to function.
  Rune of Enrichment: This enchanted object rune grants a +1 luck
  bonus to the runeblade’s runic weapon or his armor or shield. This
  luck bonus works like an enhancement bonus, except that it stacks
  with enhancement bonuses and it functions only on the rune-
  blade’s gear.
  Rune of Fear: Anyone touching this touch-trigger rune must
  succeed at a Will saving throw (DC 10 + half runeblade’s level +
  Intelligence bonus) or drop what she is holding and flee for 1
  round per runeblade level. She then acts as though affected by a
  rune of warding for one day per runeblade level. This is an enchant-
  ment (compulsion) effect as well as a mind-affecting fear effect.
  Rune of Healing: Anyone touching this touch-trigger rune is filled
  with positive energy that heals 1d6 points of damage + 1 point per
  runeblade level. Undead that touch the rune suffer 1d6 points of
  damage. A single creature cannot be healed more than once per day
  by a rune of healing.
  Rune of Slicing: This enchanted object rune grants a runeblade’s
  runic weapon the keen special weapon quality. It functions only on
  the runeblade’s runic weapon and no others.
  Password (Su): The 10th-level runeblade and beyond develops a
  special password for his runes. Now, he can touch a touch-trigger
  rune without triggering it. This means, for example, that a rune-
  blade could create a rune of affliction on his runic weapon and then
  pick it up safely, allowing him to strike a foe and also affect the foe
  with the rune of affliction. The runeblade may choose to have a dif-
  ferent password for different runes or allow them all to use the
  same one. He can give the passwords to others; however the only
  weapon he can mark with password-protected  runes is his own
  runic weapon. Also, the password does not render the runeblade or
  anyone else who knows the password immune to the effects of the
  rune once triggered. If the runeblade stands within the area of a
  rune of blasting triggered by someone else, he still suffers damage.
  Slice Through Wardings (Su):Once per day per class level,
  starting at 11th level, the runeblade can make a single attack with
  his runic weapon that ignores all a foe’s magic-based protections
  (Armor Class bonuses, stoneskin, and so on). The runeblade cannot
  use this ability to ignore spells or effects that take affect when a foe
  is attacked, like fire shield. The character must declare his use of this
  ability before making the attack.
  Familiarity With Magic (Ex): The 12th-level and higher
  runeblade gains a +2 competence bonus to all saving throws
  against spells and spell-like and supernatural abilities (including
  The Book of Experimental Might
  24
  
  disciplines and magic items). Further, he gains a +2 competence
  bonus to Armor Class against spells with attack rolls.
  Greater Runes: Each time the runeblade gains this ability (at 11th
  through 15th level) he learns a new greater rune from the list below.
  Each greater rune counts as 3 points toward his total rune value. It
  takes one minute to create a greater rune.
  Elemental Rune: This enchanted object rune can be placed on either
  a runeblade’s runic weapon or his armor.If on a weapon,the weapon
  inflicts an extra 1d6 points of elemental damage each time it strikes.If
  on armor,the rune gives the armor and its wearer 10 points of elemen-
  tal resistance.In either case,the runeblade chooses the element when
  he creates the rune.This rune functions only on the runeblade’s gear.
  Rune of Confusion: This touch-trigger rune affects not only the per-
  son touching it but all within 10 feet of that person. Everyone in
  range must succeed at a Will saving throw (DC 10 + half runeblade’s
  level + Intelligence bonus) or stand dazed for 1d10 rounds, unable to
  act except to defend themselves.
  Rune of Dominion: This applied rune is placed upon a living
  humanoid creature. After it is placed, the creature must succeed at a
  Will saving throw (DC 10 + half runeblade’s level + Intelligence
  bonus) or he is dominated (as the spell) for one hour per runeblade
  level. This is an enchantment (compulsion) and mind-affecting
  effect. This rune is used to best effect on an unconscious, incapaci-
  tated, or duped target.
  Rune of Durability: This enchanted object rune adds 10 to the
  hardness of the object that bears it. The rune can be made invisible.
  Rune of Ghosts: This enchanted object rune grants a runeblade’s
  runic weapon the ghost touch special weapon quality. It functions
  only on the runeblade’s runic weapon and no others.
  Rune of Greater Conjuring: When touched, this touch-trigger rune
  summons a monster from the summon monster VI list, chosen by the
  runeblade at the time of creation. The monster attacks the creature
  that triggered the rune for 1 round per runeblade level (or until
  destroyed). If the runeblade triggers the rune, he can command the
  summoned creature and it automatically obeys, even if it does not
  understand the character’s language. A runeblade using the invested
  rune ability can choose the monster from the summon monster VII list
  instead of doubling the effect’s duration.
  Rune of Resistance: The creature or object upon which this applied
  rune is placed gains DR 20/magic for one minute per runeblade level.
  Rune of Understanding: This enchanted object rune allows all those
  hearing the words of the object’s wielder to understand them as if
  the words were spoken in their native tongue.
  Inscribe Rune (Su): A runeblade can make one of his own runes
  permanent.Creating an inscribed rune requires one hundred times the
  normal amount of time.In addition,it calls for 1,000 gp worth of valu-
  able inks or materials for a lesser rune,4,000 gp for an advanced rune,
  10,000 gp for a greater rune,22,000 gp for a rune of power,and
  50,000 gp for the ultimate rune.The rune can still be erased,but other-
  wise it never fades.Thus,a touch-trigger rune triggers every time some-
  one touches it (no more than once per round),and an enchanted object
  rune never loses its enchantment.Applied runes cannot be inscribed.
  Inscribed runes still count toward the runeblade’s total rune value.
  Runes of Power: Each time the runeblade gains this ability (at
  16th through 19th level), he learns a new rune of power from the list
  below. Each rune of power counts as 4 points toward his total rune
  value. It takes one minute to create a rune of power.
  Rune of Cheating Death: This applied rune,placed upon any living
  creature,lasts until triggered.When that creature is affected by some-
  thing (a spell or attack) that normally would kill it,the rune has a
  chance of storing the creature’s soul safely.This effect keeps the body in
  a coma when it would have died,allowing it to “come back to life” (with
  Chapter One: Classes 25
  
  no level loss) upon receiving magical healing.The chance of function-
  ing is equal to double the runeblade’s level on a roll of percentile dice.
  Rune of Dancing: This enchanted object rune grants a runeblade’s
  runic weapon the dancing special weapon quality. It functions only
  on the runeblade’s runic weapon and no others.
  Rune of Devastation: If touched, this touch-trigger rune explodes
  with elemental fury, inflicting 1d6 points of damage per class level
  (20d6 maximum) to all within 20 feet. A successful Reflex saving
  throw (DC 10 + half runeblade’s level + Intelligence bonus) reduces
  the damage by half. The runeblade chooses the element when creat-
  ing the rune.
  Rune of Energy: This enchanted object rune grants a runeblade’s
  runic weapon the brilliant energy special weapon quality. It func-
  tions only on the runeblade’s runic weapon and no others.
  Rune of Transformation: This applied rune can be placed only
  upon a willing creature. The subject transforms into a creature
  found on any summon monster list below VII and remains in that
  form for 1 round per runeblade level.
  Rune of Transport: When this applied rune is completed,the creature
  or object that bears it vanishes,teleporting instantly and safely to a loca-
  tion known to the runeblade (one that he has physically visited him-
  self) within 10 miles per class level.Unwilling creatures can attempt
  a Will saving throw (DC 10 + half runeblade’s level + Intelligence
  bonus) to resist the transport.This is a teleportation effect.
  Rune of True Conjuring: When touched, this touch-trigger rune
  summons a monster from the summon monster VIII list, chosen by
  the runeblade at the time of creation. The monster attacks the crea-
  ture that triggered the rune for 1 round per runeblade level (or until
  destroyed). If the runeblade triggers the rune, he can command the
  summoned creature and it automatically obeys, even if it does not
  understand the character’s language. A runeblade using the invest-
  ed rune ability can choose a monster from the summon monster IX
  list instead of doubling the effect’s duration.
  Spell Parry (Su): A 16th-level and higher runeblade gains the
  ability to parry spells (and spell-like effects) with his runic weapon
  in hand.Only spells targeting the runeblade alone can be parried—
  not area spells or spells targeted elsewhere. To parry, the runeblade
  makes an attack roll opposed by the spellcaster’s caster level check.If
  the runeblade’s roll is higher, the spell fails to affect him at all. The
  runeblade can parry only spells he is aware of; spells from invisible
  casters or those using mental-action-only casting cannot be parried.
  A runeblade can parry no more than one spell in a round.
  Slice Through Spells (Su):Once per day beginning at 18th level,
  the runeblade can strike a non-Instantaneous spell effect or cre-
  ation (a summoned monster, a wall of fire, an illusion, an area of
  obscuring mist, and so on) with his runic weapon and dispel it as if
  he had cast dispel magic using his class level as the caster level. A
  runeblade cannot dispel effects on a creature (like charm person or
  alter self), only “stand-alone” effects. Even spells not normally sub-
  ject to dispel magic can be affected.
  Ultimate Rune: The ultimate rune does not count against a char-
  acter’s total rune value.It takes ten minutes to create the ultimate
  rune.This touch-trigger rune,once trigged,can replicate the effects
  of any spell of 15th level or below,with the same duration,area,
  range,and so forth.It can also duplicate any spell with the word
  “rune,” “glyph,” “mark,” or “symbol” in the title.The runeblade can
  have only one ultimate rune in existence at a time.The ultimate rune
  cannot be invested,but it can be inscribed and given a password.
  The Book of Experimental Might
  26
  Runeblades are tricky to play. They require a lot of forethought and planning. They’re better on their own turf than on someone else’s,
  although a canny player will make an opponent’s territory into his own with a couple of carefully placed touch-trigger runes. 
  Basically, to begin with, the runeblade is a good warrior-type that might have a few traplike tricks up his sleeve. Eventually (at about
  10th level), the runeblade really shines, however, thanks to the Password class ability. The capacity to smack a foe with a runic
  weapon bearing a touch-trigger rune makes the runeblade really powerful. Tricky players will put runes of conjuring on their weapons
  and then go into a fight. After one hit, the enemy suddenly has a conjured monster to deal with as well.
  A balancing factor is that most of the runes the runeblade can put on weapons or armor affect only his own gear. He can’t provide an
  arsenal for his whole party—just himself.
  Note that runeblades can spend a feat slot to gain an extra rune; see feat description, page 31.
  The Runeblade in Arcana Evolved
  Obviously, DMs using Monte Cook’s Arcana Evolved will find the runeblade easy to incorporate into their campaigns. In fact, they’ll
  find the class very familiar, since its design comes from a synthesis of the runethane and mage blade classes in that book. However,
  the runeblade has one significant difference: He casts no spells. For that reason, he’s been given more runes than a runethane.
  As I considered this, I wondered if perhaps the runethane himself should have access to more runes. The runethane has a total rune
  value equal only to his level, not his level + Intelligence modifier. While I changed this rule for the runeblade to compensate for his
  lack of spells, it somehow feels wrong that the runeblade should ultimately be better with runes than the runethane. If you use both
  classes, you may consider increasing the number of runes a runethane can use at any one time. However, like Malhavoc himself, I may
  just be getting soft in my old age—that change might make runethanes too powerful. Consider the question carefully. Certainly, the
  new runes presented here (lesser elemental rune, rune of slicing, etc.) could be offered to the runethane as well, and without the
  restriction on which weapons they can be placed upon.
  In all ways, however, the runeblade fits well into the Arcana Evolved milieu. The same races that embrace the runethane would likely
  become runeblades as well. Where needed, substitute Arcana Evolved spells for core d20 spell effects (conjure energy creature for
  summon monster, for example).
  Design Decisions: Runeblades in Play 
  
  Skills
  I once met a woman who claimed that she “did not need magic.” She relied solely on her skills and wits.
  To be sure,I would never denigrate those who prefer the trained,skilled approach over a more 
  clumsy or ignorant one.I said as much at her funeral.
  —Malhavoc.
  T
  his chapter presents a few skill-related rules alter-
  ations as well as some variant versions of existing
  skills. Like much of the material in this book, these
  rules are designed to be used along with the twenty-level
  spell progression system.
  Background Skills
  Characters start out with an extra 3 ranks of any single
  Knowledge, Craft, or Profession skill, or 2 ranks of any two
  such skills, if desired. These extra allocations work with the
  character’s background to help flesh out the PC.
  Identifying Magic Items
  It would be fun if player characters tried to use magic items
  that they hadn’t identified and, over the course of an adven-
  ture or two, they figured out what the items were for. But
  they don’t.
  Generally, when PCs find a new magic item, it goes into a
  bag until they know exactly what it does. I imagine this
  comes from the historical threat of cursed items running
  through the game, and because parties want to make sure
  they divvy up loot appropriately. It’s messy when the fighter
  discovers the ring he’s been wearing would really be better
  in the hands of a wizard, but the treasure’s already been
  divided up.
  This situation is frustrating on many levels, because
  sometimes it would be darned handy to be able to use a 
  crucial item right now—if only you knew it was crucial. DMs
  could work items into their plots, and PCs would not have to
  carry around a lot of miscellaneous stuff until the adventure
  ends and they have time to cast identify.
  The solution, I think, is to make it much easier to identify
  items “in the field.” To that end, use these changes to the
  existing rules:
  Characters can use Craft (alchemy) to identify potions
  at no cost: just a taste. The Difficulty Class is 15 + half
  spell level.
  PCs can try to identify any magic item with Knowledge
  (arcana). The Difficulty Class is 20 + the item’s caster level.
  This formula, however, is subject to the approval of the
  DM—he may rule that some items are easier or harder to
  identify than others. A ring might have secret sigils inscribed
  on the interior of the band that hint at its true nature, if
  only you could find them. A +1 sword might be the simplest
  thing in the world to spot. A staff of power might hide its
  nature until certain conditions are met.
  Standard retries of both the Craft and Knowledge checks
  are not allowed. However, a character who devotes a full day
  to examining an item may take 20 on the check.
  New Versions 
  of Old Skills
  Three skills have entirely new versions, presented here to
  replace the versions found in the Core Rules. They are
  Concentration, Intimidate, and Tumble.
  Concentration (Con)
  A character can use this skill to maintain concentration in
  the face of distractions.
  The table on the next page summarizes some distractions
  that cause a character to have to make a Concentration check
  while casting a spell. If the Concentration check fails to beat
  the attack roll in the opposed check, it doesn’t mean that the
  opponent succeeded in an attack—just that she foiled the
  character’s attempt to concentrate. Subsequent attacks
  require new attack rolls from the opponent.
  Chapter Two 27
  This version of Concentration has two important differ-
  ences from the one in the Core Rules. 
  First, it uses half spell level rather than spell level to
  help determine DCs, because there are twenty levels of
  spells in this book rather than nine. This is a general
  rule across the board. Calculations that originally used
  spell level need to use half spell level. 
  Like the new version of Tumble presented here,
  Concentration is a check opposed by an opponent’s
  attack roll. Simply put, it’s harder to cast defensively
  while fighting (or tumbling past) a 20th-level fighter as
  opposed to a kobold. These opposed rolls mean that
  characters who consider these vital skills must keep
  putting points in them. If they were not opposed, even
  a fairly low-level PC would reach a point where he
  couldn’t fail at static-DC Concentration checks.
  Design Decisions: Concentration
  
  The Book of Experimental Might
  28
  “Half spell level” in the table above refers to the level of the spell
  the character is trying to cast, divided by two and rounded up.
  “Opponent’s attack bonus” is the attack bonus of any foe threat-
  ening the caster; if the foe’s attack bonus is less than 10, use 10
  instead.
  “Opponent’s grapple check” refers to an opposed roll made by
  a foe.
  Retry:Retries are allowed, though a success doesn’t cancel the
  effects of a previous failure.
  Intimidate (Cha)
  A character can change others’ behavior with a successful Intimidate
  check.The Difficulty Class typically is 10 + the target’s Hit Dice,
  although the DM can modify it according to the situation.Some
  common skill check modifiers might include the following:
  Intimidate Situation 
  Modifier
  Intimidating character is larger than target creature
  +2
  Intimidating character is smaller than target creature
  –5
  Target creature is below half its total hit points
  +2
  Target creature is superior to intimidating creature
  –10
  Intimidating creature is superior to target creature
  +2
  Target creature could easily escape if it wished
  –5
  Target creature could not escape (it’s bound or trapped)
  +2
  Target creature is easily cowed (up to DM)
  +2
  Target creature has a firm resolve (up to DM)
  –1 to –10
  Change in behavior is antithetical to target creature
  –1 to –20
  Any bonuses a target may have on saving throws against fear
  also increase the Difficulty Class of an Intimidate check.
  To make a check,a character must be able to interact with the tar-
  get creature for a full round,doing nothing else.If they do not share
  a language,a PC can only make the creature flee or cower,nothing
  else.Characters can try to intimidate more than one creature with a
  single attempt,but the Difficulty Class increases by an amount
  equal to the Hit Dice of each additional creature;any circumstance
  penalties the DM assigns are cumulative for each creature.
  Basically, Intimidate can get a target to do something she nor-
  mally would not do. This change in behavior lasts for 1 round.
  Subsequent Intimidate checks after one success carry a +2 circum-
  stance bonus, and the change in behavior lasts up to 10 rounds fol-
  lowing these later checks.
  For example, a barbarian intimidates a 1 HD goblin to try to get
  it to run away. The goblin is one of a troop of six and feels some-
  what confident. The DM assigns a +2 circumstance modifier to the
  Difficulty Class, for a total of 13 (10 + 1 HD + 2 circumstance). The
  barbarian succeeds, causing the goblin to retreat. After 1 round, the
  goblin returns, but the barbarian takes the time to intimidate it
  again, successfully. Now the goblin flees for 10 rounds, and the DM
  rules that he just keeps going, even after those 10 rounds are up.
  If the barbarian spoke Goblin,he could have tried to get the crea-
  ture to drop its weapon and surrender. The Difficulty Class would
  have been the same,but after 1 round,the goblin might have chosen
  to grab its weapon again if the circumstances hadn’t changed.If the
  barbarian had tried to get all six goblins to surrender,the Difficulty
  Distraction
  Check DC
  Injured or failed a saving throw during spellcasting (for spells with
  DC 10 + damage dealt + half spell level
  a casting time of 1 full round or more) or injured by an attack of 
  opportunity or readied attack made in response to the spell being 
  cast (for spells with a casting time of one standard action)
  Suffered automatic continuous damage
  DC 10 + half of continuous damage + half spell level
  Damaged by spell
  DC 10 + damage dealt + half spell level
  Distracted by nondamaging spell
  Distracting spell’s save DC + half spell level (if the spell 
  allows no save, use the DC it would have if it did allow one)
  Grappling or pinned (can only cast spells without somatic 
  Opponent’s grapple check + half spell level
  components and whose material component is in hand)
  Vigorous motion (on a moving mount, bouncy wagon ride, small 
  DC 10 + half spell level
  boat in rough water, belowdecks on a storm-tossed ship)
  Violent motion (galloping horse, very rough wagon ride, small boat 
  DC 15 + half spell level
  in rapids, on deck of storm-tossed ship)
  Affected by a whirlwind spell
  DC 20 + half spell level
  Weather involves a high wind carrying blinding rain or sleet
  DC 5 + half spell level
  Weather involves wind-driven hail, dust, or debris
  DC 10 + half spell level
  Weather caused by a spell such as control weather
  Spell’s save DC + half spell level
  Casting defensively (so as not to provoke attacks of opportunity)
  Opponent’s attack bonus (minimum 10) + half spell level
  Caster entangled
  DC 15
  SITUATIONS REQUIRING A CONCENTRATION CHECK
  
  Chapter Two: Skills 29
  Class would have been 28 (10 + 3 for each goblin).If the Goblin-
  speaking barbarian had attempted to get a goblin to switch sides,the
  DM would have assigned a much higher circumstance modifier to the
  Difficulty Class (say,about +10),and even then the creature would
  reconsider after 1 round.
  Retry:Retries work only if the previous attempt succeeded. If the
  initial check failed, the target creature has become more firmly
  resolved to resist the intimidator, and a retry is futile.
  Special: Characters with 5 or more ranks in Bluff get a +2 synergy
  bonus on Intimidate checks.
  Tumble (Dex; Trained Only; Armor Check Penalty)
  A character can use acrobatics and somersaults to move past
  opponents or to land safely. The character can’t use
  this skill if his speed has been reduced by armor,
  excess equipment, or loot.
  Creatures larger or smaller than Medium
  get size bonuses or penalties to Tumble
  checks as follows: Fine +16, Diminutive +12,
  Tiny +8, Small +4, Large –4, Huge –8,
  Gargantuan –12, Colossal –16.
  A character can land softly when he falls or
  tumbles past opponents.He also can tumble
  to entertain an audience (as with the Perform
  skill).
  DC
  Tumble Task
  15
  Treat a fall as if it were 10 feet shorter than its actual 
  height when determining damage.
  Opponent’s
  Tumble up to 20 feet (as part of normal movement),
  attack roll
  suffering no attacks of opportunity while doing so.
  Failure means the character tumbles 20 feet but 
  suffers attacks of opportunity normally.
  Opponent’s
  Tumble up to 20 feet (as part of normal movement),
  attack roll +5
  suffering no attacks of opportunity while doing so
  and moving through areas occupied by enemies (over,
  under, or around them). Failure means the character 
  tumbles 20 feet and can move through enemy-
  occupied areas but suffers attacks of opportunity 
  normally.
  “Opponent’s attack roll” in the table above refers to an opposed
  roll made by a foe. In these scenarios, a character tumbles past a foe,
  attempting to avoid an attack of opportunity. His foe makes an attack
  roll for the opposed Tumble check. If the Tumble attempt fails, the
  foe gets an attack of opportunity and makes a new attack roll.
  Retry: Once it has judged a tumbler as uninteresting, an audience
  is not receptive to repeat performances. A character can try to reduce
  damage from a fall as an instant reaction only once per fall. The char-
  acter can attempt to tumble as part of a move action once per round.
  Special:A character with 5 or more ranks in Tumble gains a +3
  dodge bonus to Armor Class instead of a +2 bonus when executing
  the fight defensively action as a standard or full-round action.
  A character with 5 or more ranks in Tumble gains a +6 dodge
  bonus to Armor Class instead of a +4 bonus when executing the
  total defense standard action.
  Characters with 5 or more ranks in Jump get a +2 synergy bonus
  on Tumble checks. Likewise, someone with 5 or more ranks in
  Tumble gets a +2 synergy bonus on Jump checks. Those with 5 or
  more ranks in Tumble enjoy a +2 synergy bonus on Balance checks.
  Move Silently and Hide
  In these rules, Move Silently and Hide are combined into one skill,
  called Sneak. Why? Well, at least nine times out of ten, characters
  attempting a Move Silently must make a Hide check at the same time
  to avoid detection. It stands to reason that this should be just
  a single skill check.
  Sneak (Dex; Armor Check Penalty)
  Characters use the Sneak skill to tread softly
  and move silently. The character’s Sneak
  check is opposed by the Listen check of any-
  one who might hear him. He can move up to
  half his normal speed at no penalty. At more
  than one-half speed, and up to his full speed,
  he suffers a –5 penalty to Sneak checks. It’s
  practically impossible (–20 penalty) to sneak
  around while running or charging.
  Hiding: Characters can also use Sneak to hide. A
  character’s Sneak check is opposed by the Spot check of
  anyone who might see him. The character can move up to half
  normal speed and hide at no penalty. At more than one-half speed,
  and up to his full speed, he suffers a –5 penalty on the check. It’s
  practically impossible (–20 penalty) to hide while running or
  charging.
  Creatures larger or smaller than Medium get size bonuses or
  penalties to Sneak checks made to hide as follows: Fine +16,
  Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan
  –12, Colossal –16.
  If others are observing the character, even casually, he can’t hide.
  He can run around a corner to get out of sight and then hide, but the
  onlookers know at least where he went. However, if the onlookers are
  momentarily distracted (as by a Bluff check; see below), the character
  can attempt to hide. While the onlookers turn their attention from
  the character, he can attempt a Sneak check if he gets to a hiding
  place of some kind. (As a general guideline, the hiding place must be
  within 1 foot for every rank he has in Sneak.) However, the character
  makes this check at a –10 penalty, because he has to move fast.
  As mentioned above, a character can use Bluff to help him hide. A
  successful Bluff check can create the momentary diversion he needs
  to attempt a Sneak check to hide in the midst of people aware of his
  presence.
  Total Stealth:Characters trying to move silently and hide at the
  same time make only one Sneak check, which is opposed by either
  Spot or Listen.
  
  Feats
  Ascension toward true power can involve many different approaches.No one—not even a mage of my own knowledge and
  power—can truly master them all.I find that fact encouraging,rather than sad,for in my life I have accomplished many
  things that others have said no one could do.
  —Malhavoc
  T
  his chapter offers player characters a new and more 
  generous method for gaining feats. You’ll also find
  described here a number of new feats and some modi-
  fied versions of core feats.
  Gaining Feats
  All characters gain a new feat each level rather than at every
  third level. All prerequisites for feats, including level-based 
  prerequisites, remain unchanged.
  Spellcasters and other users of disciplines have the opportu-
  nity at certain levels to choose a new discipline or an enhance-
  ment to an existing discipline rather than select a new feat for
  that level. For details, refer back to Chapter One: Classes.
  Swapping Feats
  When they gain a level, characters can change a feat they have
  chosen previously if they have not used that feat during the
  preceding level. For example, if a character takes Weapon Focus
  (Greatsword) but finds a magical longsword she wants to use
  instead, she can stop using her greatsword for a level and
  change her feat to Weapon Focus (Longsword). In addition,
  she gains whatever new feats are due her for the new level.
  Feat List
  This chapter describes more than a dozen new feats, listed in
  brief in the table on the next page.
  Feat Descriptions
  Details on new and adjusted feats are provided in the feat
  descriptions below. The feats here are available to all characters
  who qualify. Many of them work with the new spell progression
  system described in this book.
  The metamagic feats detailed in this section are designed to
  replace their counterparts in the Core Rules. The other feats are
  intended to be used in addition to those offered in the Core
  Rules.
  Note that there is no Extra Turning feat when using the
  magical disciplines as described in Chapter One: Classes; turn-
  ing undead has become a discipline with unlimited uses.
  Doublefire Wand [General]
  Through experience, you learn to use two wands at once.
  Prerequisites:Craft Wand, Wand Mastery, caster level 15th
  Benefit:As a standard action, you can use two wands at
  once.
  Empower Discipline [General]
  You can make your disciplines more powerful.
  Prerequisite: Caster level 2nd
  Benefit: All variable,numeric effects of an empowered magical
  discipline increase by one-half.An empowered discipline’s effects
  deal half again as much damage as normal, cure half again as
  many hit points, affect half again as many targets, etc., as
  appropriate. Saving throws and opposed rolls go unaffected.
  Chapter Three
  Normally, a character gets six feats over the course of his career to 20th level (plus bonus feats, of course). Now he gets twenty—
  a dramatic increase. To many, it may seem that granting a feat every level is too generous. And, in truth, if you’re only using the
  Core Rules, it may be. But with all the many, many feats available now in various supplements (including this one!) it seems
  more reasonable. In fact, as I create characters using this new rule, I find myself wishing I had still more feat slots to fill. 
  In a small way, the “feat every level” rule diminishes the value of the fighter, for whom access to lots of feats is a major strength.
  Even though he enjoys a boost to his total feats just like everyone else, his value diminishes because now his number of feats is
  not quite as high proportionally compared to everyone else’s. In other words, at 20th level according to the Core Rules, a non-
  fighter got six feats and a fighter got seventeen; the fighter got 53 percent more feats than the nonfighter. In these new rules,
  the nonfighter gets twenty and the fighter gets thirty-one—that’s only 35 percent more than the nonfighter. 
  However, this rule is not so significant a change as to present a balance problem. If you disagree, consider giving the fighter
  more bonus feats—perhaps even one every level. If you make this revision, you’ll likely have to increase the feats available on
  the fighter’s bonus feat list. Fortunately, there are lots of feats in various supplements that fit that bill. In fact, many are already
  designated as appropriate bonus feats for fighters.
  And keep your eyes open for inadvertent changes this revision could create. Fighters might qualify for certain prestige classes
  more easily, for example. If such results occur, make sure they’re results you want. Otherwise, moderate them with level require-
  ments or a similar easy fix.
  Design Decisions: A Feat Every Level
  
  Chapter Three: Feats 31
  Name
  Type
  Prerequisites
  Benefit
  Doublefire Wand
  General
  Craft Wand, Wand Mastery, CL 15th
  Use two wands at once
  Empower Discipline
  General
  CL 2nd
  Discipline effects increase by 50%
  Extra Rune
  General
  Ability to create runes
  Gain one additional rune
  Power Patronage
  General
  CL 5th
  Increase ally’s effective caster level
  Quicken Discipline
  General
  CL 9th
  Using a discipline becomes a free action
  Wand Mastery
  General
  Craft Wand, CL 15th
  Use wand as a move action
  Empower Spell
  Metamagic
  —
  Spell effects increase by 50%
  Enlarge Spell
  Metamagic
  —
  Spell range doubles
  Extend Spell
  Metamagic
  —
  Spell duration doubles
  Heighten Spell
  Metamagic
  —
  Effective spell level increases 
  Maximize Spell
  Metamagic
  CL 7th
  Spell effects are at maximum
  Quicken Spell
  Metamagic
  CL 9th
  Casting a spell becomes a free action
  Silent Spell
  Metamagic
  —
  Casting a spell requires no verbal components
  Still Spell
  Metamagic
  —
  Casting a spell requires no somatic components
  NEW FEATS
  Disciplines without random variables are not affected.Using this
  feat requires you to expend a spell slot of 2nd level or higher.
  Empower Spell [Metamagic]
  You can make your spells more powerful.
  Benefit: All variable, numeric effects of an empowered spell
  increase by one-half. An empowered spell deals half again as
  much damage as normal, cures half again as many hit points,
  affects half again as many targets, etc., as appropriate. Saving
  throws and opposed rolls (such as the one you make upon cast-
  ing dispel magic) are not affected by this feat. Spells without ran-
  dom variables also go unaffected. You can use Empower Spell
  three times each day.
  Special:You may choose this feat multiple times. Each time
  you do, you gain three extra daily uses of its benefit.
  Enlarge Spell [Metamagic]
  You can increase the area of your spells’ effects.
  Benefit:An enlarged spell doubles the spell’s normal range.
  Spells that do not define their ranges by distance are unaffected
  by this feat. The dimensions of a spell’s area or effect increase
  proportionately with the range in spells whose range deter-
  mines the dimensions. You can use Enlarge Spell three times
  each day.
  Special:You may choose this feat multiple times. Each time
  you do, you gain three extra daily uses of its benefit.
  Extend Spell [Metamagic]
  You make your spells last longer.
  Benefit:An extended spell lasts twice as long as normal.
  Spells with durations of Concentration, Instantaneous, or
  Permanent are not affected by this feat. You can use Extend
  Spell three times each day.
  Special:You may choose this feat multiple times. Each time
  you do, you gain three extra daily uses of its benefit.
  Extra Rune [General]
  You know an additional rune that you can use.
  Prerequisite: The ability to create runes
  Benefit: You can select one rune of a power level you are able
  to use (lesser, advanced, greater, or rune of power) and add that
  rune to your list of known runes. This does not alter the total
  value of runes you may have in existence at one time.
  Special:You may choose this feat multiple times. Each time
  you do, select a different extra rune.
  Heighten Spell [Metamagic]
  You can cast your spells as though they were of a level greater
  than they actually are.
  Benefit: A heightened spell has a higher spell level than nor-
  mal (up to 20th level). Unlike other metamagic feats, Heighten
  Spell actually increases the level of the spell that it modifies. All
  effects dependent on spell level (such as saving throw DCs and
  ability to penetrate a minor globe of invulnerability) are calculated
  according to the heightened level.
  You may choose to heighten the spell to any level that you are
  normally able to cast.
  Maximize Spell [Metamagic]
  You can make your spells operate at their greatest capacity.
  Prerequisite:Caster level 7th
  Benefit:All variable, numeric effects of a maximized spell are
  at maximum. A maximized spell deals maximum damage, cures
  the maximum number of hit points, affects the maximum num-
  ber of targets, etc., as appropriate. Spells without random vari-
  ables are not affected by this feat. You can use Maximize Spell
  twice each day.
  Special:You may choose this feat multiple times. Each time
  you do, you gain two extra daily uses of its benefit.
  A maximized and empowered spell gains the separate bene-
  fits of each feat: the maximum result plus half again the nor-
  mally rolled result.
  
  Power Patronage [General]
  You can use your own mystical might to enhance the spells of
  others.
  Prerequisite: Caster level 5th
  Benefit:When an allied spellcaster whose level is lower than
  yours casts a spell or uses a magical discipline, you can expend a
  spell slot of your own to increase the other caster’s effective level
  with regard to that spell. The allied caster uses the level of the spell
  slot you expended as her caster level.
  For instance, if a 1st-level wizard uses her Eldritch Bolt disci-
  pline, and you expend a 6th-level spell slot, the Eldritch Bolt effect
  is resolved as if the wizard were 6th level; thus, the bolt inflicts
  more damage. All other aspects of the spell or discipline effect, such
  as base attack modifier, remain the same.
  You must be touching the allied spellcaster to use this feat.
  Quicken Discipline [General]
  You can use your disciplines very quickly.
  Prerequisite:Caster level 9th 
  Benefit:Using a quickened discipline becomes a free action. You
  can perform another action, even casting a spell, in the same round
  as you use a quickened discipline. You may use only one quickened
  discipline per round, however. A discipline that requires more than
  1 full round to use cannot be quickened. Using this feat requires
  you to expend a spell slot of 9th level or higher.
  Quicken Spell [Metamagic]
  You can cast your spells very quickly.
  Prerequisite:Caster level 9th
  Benefit: Casting a quickened spell is a free action. You can per-
  form another action, even casting another spell, in the same
  round as you cast a quickened spell. You may cast only one quick-
  ened spell per round, however. A spell whose casting time is more
  than 1 full round cannot be quickened. You can use this feat once
  each day.
  Special:You may choose this feat multiple times. Each time you
  do, you gain an extra daily use of its benefit.
  Silent Spell [Metamagic]
  You make no sound when you cast your spells.
  Benefit:A silent spell can be cast with no verbal components.
  Spells without verbal components are not affected by this feat. You
  can use Silent Spell three times each day.
  Special:You may choose Silent Spell multiple times. Each time
  you do, you gain three extra daily uses of its benefit.
  Bard spells cannot be enhanced by this metamagic feat.
  Still Spell [Metamagic]
  You use no gestures to cast your spells.
  Benefit:A still spell can be cast with no somatic components.
  Spells without somatic components are not affected by this feat.
  You can use Still Spell three times each day.
  Special:You may choose Still Spell multiple times. Each time you
  do, you gain three extra daily uses of its benefit.
  Wand Mastery [General]
  Through experience, you use wands more adeptly than others do.
  Prerequisites:Craft Wand, caster level 15th
  Benefit: When you use a wand, it is a move action rather than a
  standard action.
  The Book of Experimental Might
  32
  With twenty levels of spells, the existing metamagic feats just
  did not work as written. Rather than rebalancing how many
  levels higher than normal a spell must be to prepare it with a
  metamagic modification, I simply allowed the feats to func-
  tion only a certain number of times per day. This adjustment
  may lead to greater use of metamagic, but I don’t think that’s
  necessarily a bad thing.
  Design Decisions: Metamagic
  
  T
  his chapter includes new rules and rules changes
  that affect the overall play of the game. The main
  topics of discussion cover new options for combat
  actions, hit points, and healing.
  Hit Points
  All characters start with bonus hit points equal to their Con-
  stitution score. Giving 1st-level characters more hit points in
  this fashion allows them to face heftier foes at the outset of
  their adventuring careers while retaining a novice’s ability to
  succeed at attacks, checks, and saves.
  A PC’s hit points are divided into two categories: Grace
  and Health. The difference is mostly flavorful rather than
  mechanical—hit points have always been a mixture of
  abstract luck or skill and actual physical stamina and tough-
  ness. “Grace” and “Health” are just terms that help you 
  distinguish between the two types more concretely. Grace
  hit points represent luck and skill at avoiding serious
  wounds, while Health represents actual physical punish-
  ment you can sustain.
  Health is equal to the bonus hit points gained from
  Constitution + 1 per level. “Bonus hit points from
  Constitution” counts both the initial amount at 1st level
  equal to Constitution score as well as the extra hit points
  gained each level due to a Constitution bonus. The rest of a
  character’s hit points are considered Grace points. So a 4th-
  level character with a Constitution score of 15 and 40 total
  hit points has 27 points of Health (15 [Con] + 8 [+2 Con
  bonus each level] + + 4 [level]) and 13 points of Grace.
  When characters suffer hit point damage, they lose Grace
  points first.The only mechanical distinction to remember here
  is that Grace hit points heal at a rate of 1 per minute of rest,
  while Health hit points come back at a rate of 1 per day of rest.
  Magical healing works the same way for both hit point
  categories but always heals Grace hit points first.
  Why Grace and Health?
  Distinguishing between Grace and Health enables the DM to
  describe what’s happening in combat in such a way as to bet-
  ter convey game information to the players.If players hear the
  Playing the Game 
  ...and that was when I discovered that there was not just one dragon in those caverns,but two.Rather than battle
  them both,I tricked them into fighting each other,while I gathered the magical treasure I had come to find.Once I had
  secured it,I realized that the dragons continued to battle.I contemplated waiting to see which one emerged victorious,
  but I was on a tight schedule,so I merely brought the entire mountain above us down upon them as I teleported away.
  —Malhavoc
  Chapter Four 33
  Believing that 1st-level characters start with too few hit points, some DMs choose to start PCs at 2nd or even 3rd level. But
  giving more hit points to 1st-level characters (by adding their Constitution score to their total) makes them much more
  interesting in a way that simply starting them at 2nd or 3rd level does not. There’s a different dynamic to game play when
  the ability to stand toe to toe with a typical monster increases but the ability to resist harmful effects (through saving
  throws) stays the same, as does the ability to land successful blows or use skills. Coupled with a greater access to healing,
  this allows characters to worry less about getting taken out in one hit and worry more about more interesting threats: 
  ability score damage, spell effects, and so on.
  Think about this: Most CR 3, CR 4, or even CR 5 monsters that have interesting abilities requiring saving throws peg those
  save Difficulty Classes at 13 or 14. When the characters going up against these beasts are 3rd level or so, it’ll be the rare
  encounter in which the party experiences the effects of that ability. The characters are much more likely to make their
  saves. So it becomes a waste of a round to have, for example, a fire mephit use its heat metal ability against enemies
  appropriate to its Challenge Rating—it’s a foregone conclusion that its breath weapon will inflict only half damage.
  But with a simple addition of hit points, I could throw not one but two fire mephits at a party at 1st level. The saves versus
  the breath weapon will be interesting moments in the game, and someone’s armor or weapon is sure to be affected by
  heat metal. Even with the mephits’ damage reduction and fast healing, the PCs will be able to outlast them, when normal
  1st-level characters almost certainly could not. (I should point out that there are five characters in my group, not four,
  which also affects these estimations.) 
  This result is cool, because creatures like fire mephits are more interesting in small groups than singly. But at their
  Challenge Rating, by the time normal PCs would encounter a group of them, the mephits’ abilities would no longer be 
  very useful to them.
  Design Decisions: More Hit Points
  
  DM say that a blow seemed to really do some actual Health damage
  to a foe, they’ll know the foe is probably close to defeat.
  Of course, different types of creatures will have a different ratio
  of Grace to Health. For example, almost all of a giant’s hit points
  represent toughness, or Health.
  This small change reflects the way I’ve always looked at hit
  points—much the same way that I look at action in movies. The
  hero seems to take an absurd amount of punishment throughout
  the film and not be too affected by it. But right at the end, the
  abuse suddenly seems to matter a lot more. He’s lost all his Grace
  and he’s down to just Health. In other words, movie fights are
  based on the principle that you wear someone down until you can
  move in for the really cool finishing blow. This new distinction
  helps set up that parallel without changing much mechanically—
  because, mechanically, a hit point is still just a hit point.
  Being able to regain Grace more quickly allows characters to
  press on to more encounters in a single day. It also drastically
  decreases the need for a cleric. Not that clerics aren’t important
  anymore, but it is possible to have a group without one now. Lastly,
  it encourages the realistic practice of stopping to rest and catch
  one’s breath after a significant encounter. This last fact has its own
  effects on the game, however: Spells that last one minute per level
  generally will be good for only one encounter, even at high levels,
  because the durations will run out as everyone rests after a fight.
  Disabled, Dying, and Dead
  Characters no longer necessarily die at –10 hit points, as in the
  Core Rules, nor do they necessarily fall unconscious when they
  reach –1. Instead, they become disabled if they fall to a number 
  of hit points between 0 and their Constitution bonus (if any)
  expressed as a negative number; they go unconscious below that.
  So a character with a Constitution bonus of +2 is disabled at 0,
  –1 or –2 hit points, and falls unconscious when he reaches –3 hit
  points. At that point he begins dying.
  If the character’s hit points drop to a negative number lower
  than his Constitution score, the character is dead. A character also
  can die from taking massive damage or after suffering ability dam-
  age or drain that reduces his Constitution to 0.
  A character with no Constitution bonus or one with a Consti-
  tution penalty becomes disabled at 0 hit points and is dying at 
  –1 hit points.
  Magical Healing
  Characters can only receive magical healing a number of times in a
  given day equal to their level + their Constitution modifier, with a
  minimum of 2. The term “magical healing” means any application
  of curative magic, from a potion, to a special ability, to the disci-
  plines described in Chapter One: Classes.
  Note that it’s incumbent upon healed characters to keep track of
  how many applications of magical healing they receive each day;
  this bookkeeping is not the healer’s responsibility.
  Shielding Others
  A character adjacent to another character can take damage for that
  person once per round. In effect, the first character gets in the way
  and takes a hit for the other person. The character must declare his
  intention to shield the other person before the attack takes place.
  This decision means the attack automatically hits (or, if appropri-
  ate, the save automatically fails).
  This rule is incorporated to encourage the occasional bout of
  heroism. DMs who see it abused due to damage reduction or
  immunity should require the shielding character to ready an action
  in order to take damage for another.
  Poison
  I like the fact that poison typically inflicts ability score damage, but
  I always forget to ask the victims to make the second save one
  minute after the first save. Here is an alternate way of handling
  poison without altering the poisons themselves.
  Determine the maximum amount of damage that a given poison
  can inflict. For example, a poison that has primary damage of 1d4
  Strength and secondary damage of 1d6 Strength has a maximum
  damage of 10 Strength. The victim must attempt a saving throw
  each round after being subjected to the poison, suffering 1 point 
  of Strength damage each round, until she has either made a suc-
  cessful save or has suffered the maximum damage. One successful
  saving throw ends the poison’s effect.
  Existing poisons that do not inflict ability score damage deliver
  their effects as stated.For example,a poison with paralysis as its “dam-
  age” still paralyzes for 2d6 minutes on one missed save.A poison that
  inflicts 2d12 points of hit point damage as its primary effect and 1d6
  points of Constitution damage as its secondary effect must work a bit
  differently,as you can’t add the two types of damage together.In this
  case,treat the hit point damage as the first round’s worth of effect,
  and then handle the Constitution damage as described above.Thus,
  the poison inflicts 2d12 points of damage on the first round,and 1
  point of Constitution damage for up to 6 rounds after that (depend-
  ing on when—and if—the victim succeeds at the save).
  DMs could devise new poisons that inflict nonstandard damage
  (like paralysis, unconsciousness, a sickening effect, a daze effect,
  etc.) that last until the victim rolls a successful saving throw
  (attempted each round).
  It is easier to remember to make a save each round rather than
  one save now and one 10 rounds later. This very likely makes low
  save DC poisons less dangerous and very high save DC poisons
  The Book of Experimental Might
  34
  With the introduction of various clerical disciplines in Chapter
  One that allow lots and lots of healing, I decided to place the
  control not with the healer, but with the healed. In other
  words, a cleric might be able to heal a character all day long,
  but there is a limit on how many times in a day the healed
  character can actually benefit from magical healing. 
  The nice thing about this rule is that it costs the healer very
  little to heal his friends. He doesn’t give up anything except a
  round’s worth of action—and if he has Divine Presence, not
  even that (see Chapter One: Classes). 
  Design Decisions: Magical Healing
  
  more dangerous. It makes dealing with the poison (using a Heal check or neu-
  tralize poison spell) more urgent.
  Actions in Combat
  I suggest a few alterations to various combat actions. Many of these ideas are
  house rules I have used for years around my own gaming table.
  Drawing an Item
  Any character who can draw a weapon as a part of a move can draw anything
  reasonable (a wand, potion, etc.) as a part of move.
  Readying/Delaying
  Readying an action does not change a character’s initiative number. Instead,
  after taking a readied action, the character’s turn snaps back to its original posi-
  tion in the lineup. This method is actually more intuitive and easier to keep
  track of than the original—DMs and players alike often forget to change the
  readying character’s initiative number.
  This rule can lead to the rare occurrence of a PC getting to take two actions
  almost at once, but remember that he isn’t gaining an extra action—he gave up
  his earlier turn to ready an action in the first place.
  Delaying still changes a character’s position in the initiative order.
  Standing Up
  Standing up is a move action that does not provoke an attack of opportunity.
  Without this alternate approach, trip attacks may be too overpowered. This new
  rule may rob them of some power, but trip attacks are better too weak than too
  strong.
  Taking a Breather
  Breather moments give a PC a chance to gather himself—to mentally regroup,
  collect his thoughts, catch his breath, and take stock of the situation. Characters
  who use a standard action to take a breather can do one of the following:
  • Heal up to their level in (Grace point) damage
  • Gain a bonus to damage equal to +1 plus an additional +1 per four levels
  on the following round
  • Gain a bonus to one attack roll equal to +1 plus an additional +1 per four
  levels on the following round
  • Gain a +1 bonus to one spell save DC for a spell cast on the following round
  • Gain a chance to make another saving throw to shake off an unwanted
  condition with a duration measured in rounds (as opposed to minutes,
  hours, days, etc. or one with a duration of Instantaneous or Permanent)
  Because taking a breather is an action, conditions that prohibit actions—
  such as being stunned or held—prevent a character from taking a breather.
  A character can take a breather only once per encounter. A character cannot
  take one outside of an encounter involving a round-by-round initiative count.
  Chapter Four: Playing the Game 35
  Watch any action movie, read any book with action scenes, or participate
  in any kind of combat recreation (like paintball), and you’ll see people
  stopping for a moment to take stock of what’s going on. I wanted to
  encourage that in games now and again, rather than the constant “go-go-
  go” mentality driven by the six-second round. And the best way to get 
  characters to pause and take stock is to give them a good reason to do it.
  Design Decisions: Breathers
  
  Magic
  A new spell is like discovering a new delicacy.It should be approached with a slow,gentle demeanor,carefully
  savored and then devoured.Not all spells are worth keeping,but all are worth trying.
  —Malhavoc
  T
  his chapter offers new rules for magic, in particular
  new spells to help flesh out the twenty-level spell
  progression described earlier in this book. Many
  spells presented here originally appeared in Monte Cook’s
  Arcana Evolved, The Complete Book of Eldritch Might, or The
  Book of Hallowed Might. Spells in this chapter that originated
  in the Core Rules have been modified with minor changes
  (such as to duration) or alterations to eliminate “save or 
  die” spells.
  Magic Item Pricing and
  Spellcasting Costs
  When using spell level to determine magic item or spellcast-
  ing prices (or whenever using spell level in a formula) divide
  spell level in half, rounding up.
  Spell Lists
  One of the core concepts of the material in this book is that
  there are twenty levels of spells, not nine. This change, how-
  ever, is a difficult one to implement. To make twenty levels of
  spells, I had to flesh out the lists a lot, particularly since I
  eliminated a number of spells due to their duplication of dis-
  cipline effects. (You could, by the way, always restore those
  spells—magic missile, telekinesis, cure light wounds, and all the
  rest—and live with the redundancies. Redundancy is not
  always bad, but it will alter the player characters’ choices of
  disciplines.)
  Mostly, though, the spells are the same. I just turned all
  the original 1st-level spells into 1st- or 2nd-level spells, the
  old 2nd-level spells into 3rd- and 4th-level spells, and so on.
  I separated the levels based on power—which is just a 
  judgment call—while keeping the different levels as equal as
  I could. So, for example, lightning bolt becomes a 5th-level
  spell while fireball is 6th; that way, each of the two levels has
  a good area attack spell.
  If you want to add new spells into the lists, you’ll have to
  make those same kinds of judgment calls. Just take any exist-
  ing spell and determine what level caster could cast it as his
  highest level spell. Then, make it either that level or one level
  higher.
  As described in Chapter One: Classes, paladins and
  rangers no longer cast spells.
  Cleric Spells
  Spells in italics in the list below are described later in this
  chapter. Listed spells that do not appear in this chapter
  remain unchanged from the Core Rules,except for their level.
  1st-Level Cleric Spells
  Armor Contingency: Summons armor when conditions are met.
  Bane:Enemies take –1 penalty on attack rolls and saves
  against fear.
  Command:One subject obeys selected command for 
  1 round.
  Crystal Shard: Launches crystal that inflicts 1d8+2 points of
  damage.
  Detect Chaos/Evil/Good/Law:Reveals creatures, spells,
  or objects of selected alignment.
  Detect Undead:Reveals undead within 60 feet.
  Doom:One subject takes –2 penalty on attack rolls,
  damage rolls, saves, and checks.
  Endure Elements:Subject exists comfortably in hot or
  cold environments.
  Hide From Undead: Undead can’t perceive one
  subject/level.
  Inspired Initiative: Subjects gain +2 bonus on their next
  Initiative check.
  Light: Object shines like a torch.
  Magic Stone:Three stones gain +1 bonus on attack, deal
  1d6+1 points of damage.
  Magic Weapon: Weapon gains +1 bonus.
  Obscuring Mist:Fog surrounds you.
  Stand Against the Tide: Grants subjects +2 AC and +4 bonus
  to resist bull rush and trip attacks.
  Winged Arrows: Ranged weapon attacks ignore range
  penalties or gain +2 bonus.
  2nd-Level Cleric Spells
  Cause Fear:One creature of 5 HD or less flees for 1d4
  rounds.
  Comprehend Languages:You understand all spoken and
  written languages.
  Deathwatch:Reveals how close subjects within 30 feet are
  to death.
  Divine Favor: You gain +1 bonus/three levels on attack
  and damage rolls.
  Chapter Five
  
  Entropic Shield: Ranged attacks against you have 20 per-
  cent miss chance.
  Protection From Chaos/Evil/Good/Law: Protects subject
  from possession, hedges out elementals and outsiders.
  Remove Fear:Suppresses fear or grants +4 bonus on
  saves against fear for one subject + one/four levels.
  Resist Touch: Adds +2 luck bonus +1/three caster levels to
  touch AC.
  Sanctuary: Opponents can’t attack you, and you can’t
  attack.
  Second Chance: Grants subject a second chance at a saving
  throw.
  Shared Blessing: Subject gains +1 bonus to AC and +2 bonus
  to saves while within 10 feet of you.
  Shield of Faith: Aura grants +2 or higher deflection bonus.
  Summon Monster I:Calls extraplanar creature to fight
  for you.
  Water’s Blessing: Grants +5 or higher bonus to Swim checks.
  3rd-Level Cleric Spells
  Aid:Grants +1 bonus on attack rolls and saves against fear
  and offers 1d8 temporary hit points +1/level (max. +10).
  Align Weapon:Weapon becomes good, evil, lawful, or
  chaotic.
  AuguryMF:Shows whether an action will be good or bad.
  Bear’s Endurance: Grants subject +4 bonus to Constitution
  for ten minutes/level.
  Bull’s Strength: Grants subject +4 bonus to Strength for ten
  minutes/level.
  Calm Emotions:Calms creatures, negating emotion
  effects.
  Eagle’s Splendor: Grants subject +4 bonus to Charisma for
  ten minutes/level.
  Enthrall:Captivates all within 100 feet + 10 feet/level.
  Find Traps:Notice traps as a rogue does.
  Gentle Repose:Preserves one corpse.
  Hold Person:Paralyzes one humanoid for 1 round/level.
  Make Whole:Repairs an object.
  Owl’s Wisdom: Grants subject +4 bonus to Wisdom for ten
  minutes/level.
  Shield OtherF:You take half of subject’s damage.
  Spiritual Weapon:Magic weapon attacks on its own.
  Status:Monitors condition and position of allies.
  4th-Level Cleric Spells
  ConsecrateM:Fills area with positive energy, making
  undead weaker.
  Crystal of ReflectionM: Reflects ray attacks back at attacker.
  Darkness: Creates supernatural darkness in a 20-foot
  radius.
  Death Knell:Kills dying creature; you gain 1d8 temporary
  hit points, +2 bonus to Strength, and +1 level.
  DesecrateM:Fills area with negative energy, making
  undead stronger.
  Grant Quarter: Puts one helpless or willing creature/level in
  extradimensional prison.
  Incorporeal Defense: Grants +4 AC against incorporeal
  attacks
  Remove Paralysis:Frees one or more creatures from
  paralysis or slow effect.
  Resist Energy:Ignores 10 (or more) points of
  damage/attack from specified energy type.
  Restoration,Lesser:Dispels magical ability penalty or
  repairs 1d4 points of ability damage.
  Shatter:Sonic vibration damages objects or crystalline
  creatures.
  Silence: Negates sound in 15-foot radius.
  Sound Burst:Deals 1d8 points of sonic damage to sub-
  jects; may stun them.
  Summon Monster II: Calls extraplanar creature to fight
  for you.
  Undetectable Alignment:Conceals alignment for twenty-
  four hours.
  Zone of Truth:Subjects within range cannot lie.
  5th-Level Cleric Spells
  Bestow Curse:Inflicts –6 penalty to an ability score;
  –4 penalty on attack rolls, saves, and checks; or 50 percent
  chance of losing each action.
  Contagion: Infects subject with chosen disease.
  Continual FlameM:Makes a permanent, heatless torch.
  Daylight:Creates bright light in a 60-foot radius.
  Deeper Darkness:Object sheds supernatural shadow in
  60-foot radius.
  Chapter Five: Magic 37
  I’ve found “save or die” effects to be very excit-
  ing, but ultimately unsatisfying. I have taken
  steps to eliminate them from the vast majority of
  spells presented here, changing them to massive
  amounts of damage instead. While the huge
  amounts of damage the new versions of the
  spells inflict might still amount to “save or die,”
  at least they use a standardized concept (hit
  points) to determine whether a character dies. I
  would likewise advise eliminating other similar
  effects, such as the vorpal weapon quality.
  Note that some spells, like circle of death, are
  left as-is despite their “save or die” nature
  because of the Hit Dice limitations built into
  them. These, in effect, are just like spells that
  inflict lots of damage, as creatures with lots of hit
  points still enjoy an advantage.
  Design Decisions: Virtually No “Save or Die”
  
  Helping Hand: Ghostly hand leads subject to you.
  Locate Object:Sense direction toward object (specific 
  or type).
  Meld Into Stone:You and your gear merge with stone.
  Multidimensional Touch: Your Debilitating Touch discipline
  can affect incorporeal targets.
  Obscure Object:Masks object against scrying.
  Peaceful Weapon: Target weapon cannot inflict any damage.
  Prayer:Grants allies +1 bonus on most rolls; grants ene-
  mies –1 penalty.
  Protection From Energy: Absorb 12 points/level of
  damage from one kind of energy.
  Speak With Dead:Corpse answers one question/two 
  caster levels.
  Stone Shape: Sculpts stone into any shape.
  Water Breathing: Subjects can breathe underwater.
  Water Walk:Subject treads on water as if it were solid.
  Wind Wall:Deflects arrows, smaller creatures, and gases.
  6th-Level Cleric Spells
  Animate DeadM:Creates undead skeletons and zombies.
  Blast of Castigation: Energy attack inflicts 1d8 points of
  damage/three caster levels and continues to blast foe.
  Blindness/Deafness:Makes subject blinded or deafened.
  Create Food and Water:Feeds three humans (or one
  horse)/level.
  Dispel Magic:Cancels spells and magical effects.
  Glyph of WardingM: Inscription harms those who pass it.
  Godspeed: Speed increases to 60 feet and adds +2 bonus to AC.
  Invisibility Purge:Dispels invisibility within 5 feet/level.
  Magic Circle Against Chaos/Evil/Good/Law:As protec-
  tion spells, but 10-foot radius and ten minutes/level.
  Magic Vestment:Armor or shield gains +1 enhancement
  bonus/four levels.
  Remove Blindness/Deafness:Cures normal or magical
  conditions.
  Remove Curse:Frees object or person from curse.
  Remove Disease: Cures all diseases affecting subject.
  Searing Light:Ray deals 1d8 points of damage/two levels,
  more against undead.
  Summon Monster III:Calls extraplanar creature to fight
  for you.
  7th-Level Cleric Spells
  Aeonian Lantern: Magical nonmoving lantern inflicts a –2
  penalty to foes’ attacks, saves, and checks. 
  Control Water:Raises or lowers bodies of water.
  Dismissal:Forces a creature to return to native plane.
  DivinationM:Provides useful advice for specific proposed
  actions.
  Freedom of Movement:Subject moves normally despite
  impediments.
  Geas,Lesser:Commands subject of 7 HD or less.
  Giant Vermin:Turns centipedes, scorpions, or spiders
  into giant vermin.
  Imbue With Spell Ability:Transfer spells to subject.
  Magic Weapon,Greater:Grants +1 bonus/four levels
  (max. +5).
  Mighty Hammer: Your weapon from the Godhammer disci-
  pline gains +1d6 damage bonus.
  Poison:Touch deals 1d10 points of Constitution damage,
  repeats in one minute.
  Repel Vermin: Insects, spiders, and other vermin stay 10
  feet away.
  Sending:Delivers short message anywhere, instantly.
  Stalwart Soul: Subject gains immunity to ability damage and
  ability drain
  8th-Level Cleric Spells
  Air Walk: Subject treads on air as if it were solid (climb at
  45-degree angle).
  Assay Spell Resistance: Grants +10 bonus on caster level
  checks to defeat one creature’s SR.
  Death Ward:Grants immunity to death spells and nega-
  tive energy effects.
  Dimensional Anchor: Bars extradimensional movement.
  Discern Lies:Reveals deliberate falsehoods.
  Divine Power:You gain attack bonus, +6 bonus to
  Strength, and 1 hp/level.
  Halo of Protection: Allies gain +2 bonus to AC and saves.
  Neutralize Poison:Immunizes subject against poison,
  detoxifies venom in or on subject.
  Planar Ally,LesserX:Exchange services with a 6 HD extra-
  planar creature.
  RestorationM:Restores level and ability score drains.
  Spell Immunity: Subject is immune to one spell/four levels.
  Summon Monster IV:Calls extraplanar creature to fight
  for you.
  Tongues: Speak any language.
  9th-Level Cleric Spells
  AtonementF X:Removes burden of misdeeds from subject.
  Blazing Light: Ray inflicts 1d8 points of damage/caster level;
  undead suffer more.
  Break Enchantment:Frees subjects from enchantments,
  alterations, curses, and petrification.
  Castigate the Dead: Turning attempts also inflict damage.
  Command,Greater:As command, but affects one 
  subject/level.
  Cure Light Wounds,Mass:Cures 1d8 points of damage
  +1/level for many creatures.
  Curse of Wounding: 50 percent of attacks that target the
  subject now hit when they normally would miss.
  Disrupting Weapon:Melee weapon destroys undead.
  Inflict Light Wounds,Mass:Deals 1d8 points of damage
  +1/level to many creatures.
  The Book of Experimental Might
  38
  
  Insect Plague:Locust swarms attack creatures.
  Mark of Justice:Designates action that will trigger curse
  on subject.
  ScryingF:Spies on subject from a distance.
  Spell Resistance:Subject gains SR 12 + caster level.
  Symbol of SleepM:Triggered rune puts nearby creatures
  into catatonic slumber.
  10th-Level Cleric Spells
  CommuneX:Deity answers one yes-or-no question/level.
  Dispel Chaos/Evil/Good/Law:Grants +4 bonus to AC
  against attacks.
  Flame Strike:Smite foes with divine fire (1d6 points of
  damage/level).
  HallowM:Designates location as holy.
  Halo of ShelterM: Surrounds target with energy field that
  absorbs 5 points of damage/level
  Plane ShiftF:Up to eight subjects travel to another plane.
  RevivificationM: Restores life to subject who died very recently.
  Righteous Might:Your size increases, and you gain com-
  bat bonuses.
  Shield of Light: Grants +2 armor bonus/three caster levels
  and +1 enhancement bonus/three caster levels to AC; undead can-
  not attack.
  Slay Living: Touch attack inflicts on subject up to 12d6 points
  of damage + 1/caster level. 
  Summon Monster V:Calls extraplanar creature to fight
  for you.
  Symbol of PainM:Triggered rune wracks nearby creatures
  with pain.
  True SeeingM:Lets you see all things as they really are.
  UnhallowM:Designates location as unholy.
  Wall of Stone:Creates a stone wall that can be shaped.
  11th-Level Cleric Spells
  Animate Objects: Objects attack your foes.
  Antilife Shell:10-foot field hedges out living creatures.
  Banishment:Banishes 2 HD/level of extraplanar creatures.
  Bear’s Endurance,Mass:As bear’s endurance, but affects
  one subject/level.
  Bull’s Strength,Mass: As bull’s strength, but affects one
  subject/level.
  Cure Moderate Wounds,Mass:Cures 2d8 points of
  damage +1/level for many creatures.
  Eagle’s Splendor,Mass:As eagle’s splendor, but affects one
  subject/level.
  Fires of Hell: Light shines up through cracks in the ground,
  inflicting 3d8 points of damage to good creatures, more to good
  outsiders.
  ForbiddanceM:Blocks planar travel, damages creatures of
  different alignment.
  Glory of the Beast: Animal or magical beast gains celestial
  template, maximum hit points, and +2 bonus to all ability scores.
  Inflict Moderate Wounds,Mass:Deals 2d8 points of
  damage +1/level to many creatures.
  Light of the Earth: Light shines up through cracks in the
  ground, inflicting 3d8 points of damage to evil creatures, more
  to undead.
  Owl’s Wisdom,Mass: As owl’s wisdom, but affects one
  subject/level.
  Symbol of FearM:Triggered rune panics nearby creatures.
  Symbol of PersuasionM:Triggered rune charms nearby
  creatures.
  Undeath to DeathM:Destroys 1d4 HD/level of undead
  (max. 20d4).
  Wind Walk:You and your allies turn vaporous and travel
  fast.
  Word of Recall: Teleports you back to designated place.
  12th-Level Cleric Spells
  Angel’s Redoubt: Conjures a fortified dwelling.
  Blade Barrier:Wall of blades deals 1d6 points of
  damage/level.
  Coma: Subject cannot take actions for one hour/level.
  Create Undead:Create ghouls, ghasts, mummies, or
  mohrgs.
  Devil’s Tower: Conjures a fortified dwelling.
  Dispel Magic,Greater:As dispel magic, but up to +20
  bonus on check.
  Geas/Quest: As lesser geas, plus it affects any creature.
  Glyph of Warding,Greater: As glyph of warding, but up to
  10d8 points of damage or 6th-level spell.
  Harm: Deals 10 points of damage/level to target.
  Chapter Five: Magic 39
  
  Heal:Cures 10 points of damage/level, plus all diseases
  and mental conditions.
  Heroes’ Feast: Food for one creature/level cures and
  grants combat bonuses.
  Planar Ally X:As lesser planar ally, but up to 12 HD.
  Return and Avenge: Summoned celestial creature returns if
  destroyed and attacks slayer.
  Stone Body: Your body becomes living stone.
  Summon Monster VI:Calls extraplanar creature to fight
  for you.
  13th-Level Cleric Spells
  Control Weather:Changes weather in local area.
  Crystal EruptionM: Crystal shards burst from the ground,
  inflicting 1d6 points of damage/level and stunning.
  Cure Serious Wounds,Mass:Cures 3d8 points of damage
  +1/level for many creatures.
  Inflict Serious Wounds,Mass:Deals 3d8 points of
  damage +1/level to many creatures.
  RefugeM:Alters item to transport its possessor to you.
  Regenerate:Subject’s severed limbs grow back; cures 4d8
  points of damage +1/level (max. +35).
  Repulsion:Creatures can’t approach you.
  Scrying,Greater:As scrying, but faster and longer.
  Symbol of StunningM:Triggered rune stuns nearby 
  creatures.
  Symbol of Weakness M:Triggered rune weakens nearby
  creatures.
  Touch of the Gods: Your healing disciplines also transmit
  spells.
  14th-Level Cleric Spells
  Blasphemy:Kills, paralyzes, weakens, or dazes nonevil
  subjects.
  Destruction F: Inflicts on subject up to 10 points of
  damage/caster level and destroys the remains.
  Dictum: Kills, paralyzes, slows, or deafens nonlawful 
  subjects.
  Ethereal Jaunt:You become ethereal for 1 round/level.
  Holy Word:Kills, paralyzes, blinds, or deafens nongood
  subjects.
  Redemption From Evil Power: Undoes the effects of an evil
  spell cast within 1 round.
  Restoration,Greater X: As restoration, plus restores all lev-
  els and ability scores.
  Stabilize Soul M: A revivified character remains alive or an
  undead is put to rest.
  Summon Monster VII:Calls extraplanar creature to fight
  for you.
  Vengeful Spell Resistance: Grants SR 12 + caster level; enemy
  caster who resists spell suffers 2d6 points + level in damage.
  Waves of Darkness: Unholy energy inflicts 1d6 points of
  damage/two levels and other effects.
  Waves of Light: Holy energy inflicts 1d6 points of
  damage/two levels and other effects.
  Word of Chaos: Kills, confuses, stuns, or deafens non-
  chaotic subjects.
  15th-Level Cleric Spells
  Antimagic Field:Negates magic within 10 feet.
  Cloak of ChaosF:Grants +4 bonus to AC, +4 resistance
  bonus, and SR 25 against lawful spells.
  Cure Critical Wounds,Mass:Cures 4d8 points of dam-
  age +1/level for many creatures.
  Dimensional Lock:Blocks teleportation and interplanar
  travel for one day/level.
  Holy AuraF:Grants +4 bonus to AC, +4 resistance bonus,
  and SR 25 against evil spells.
  Holy Shout: Inflicts 1d8 points of sonic damage/two caster
  levels and other effects to evil creatures. 
  Inflict Critical Wounds,Mass: Deals 4d8 points of
  damage +1/level to many creatures.
  Shield of LawF: Grants +4 bonus to AC, +4 resistance
  bonus, and SR 25 against chaotic spells.
  Spell Immunity, Greater: As spell immunity, but up to
  15th-level spells.
  Symbol of Insanity M:Triggered rune renders nearby 
  creatures insane.
  Unholy AuraF:Grants +4 bonus to AC, +4 resistance
  bonus, and SR 25 against good spells.
  16th-Level Cleric Spells
  Create Greater UndeadM: Create shadows, wraiths,
  spectres, or devourers.
  Discern Location: Reveals exact location of creature or
  object.
  Earthquake: Intense tremor shakes a radius of
  5 feet/level.
  Fire Storm:Deals 1d6 points of fire damage/level.
  Planar Ally,Greater X: As lesser planar ally, but up to 
  18 HD.
  The Book of Experimental Might
  40
  Some spells just aren’t on these lists. A few of
  them were removed because they duplicated dis-
  cipline effects described in Chapter One. Delay
  poison, find the path, and perhaps a few other
  spells were removed mostly because I don’t care
  for them personally. 
  In my opinion, delay poison makes it too easy to
  completely remove the threat of poison early in
  the game, and find the path makes it too easy to
  overcome dungeon challenges. But if you have
  no problem with these issues, you can easily put
  them back in these lists.
  Design Decisions: Missing Spells
  
  Summon Monster VIII:Calls extraplanar creature to
  fight for you.
  Symbol of DeathM:Triggered rune slays nearby creatures.
  17th-Level Cleric Spells
  Aspect of the Divine: You become half-celestial or half-
  fiendish.
  Astral ProjectionM: Projects you and companions onto
  Astral Plane.
  Confutation of the Demon: Destroys evil outsider or inflicts
  10d6 points of damage.
  Destruction of the Angel: Destroys good outsider or inflicts
  10d6 points of damage.
  Energy Drain: Subject gains 2d4 negative levels.
  Master Hammer: Your weapon from the Godhammer disci-
  pline gains +6d6 damage bonus.
  Soul BindF:Traps newly dead soul to prevent resurrection.
  18th-Level Cleric Spells
  Etherealness: Travel to Ethereal Plane with companions.
  GateX:Connects two planes for travel or summoning.
  Gird Against the Enemy: Living creatures gain immunity to
  undead and vice versa.
  Summon Monster IX:Calls extraplanar creature to fight
  for you.
  Storm of Vengeance:Storm rains acid, lightning, and
  hail.
  19th-Level Cleric Spells
  Heal,Mass: As heal, but with several subjects.
  Immortality M: Target stops aging.
  Implosion: Inflicts on target up to 10 points of damage/caster
  level each round.
  One Step Beyond M: Subject is immune to divination.
  Protective Shell: Hemispheric shield moves with you, making
  those inside impervious to attacks.
  Raise the DeadM: Cast seven times over seven days, this spell
  fully restores dead subject.
  Sunfire Tomb: Imprisons target in the sun.
  20th-Level Cleric Spells
  Fiendish Horde: Inflicts 10d6 points of damage on all good
  creatures and summons one vrock or osyluth/four caster levels.
  MiracleX:Requests a deity’s intercession.
  Perfect Ward: Anyone touching target or warded area is 
  teleported away.
  Spirit of Triumph: Grants +10 luck bonus to attacks, 
  damage, AC, saves, and checks.
  Undo: You reverse one effect.
  Wellspring of Soul’s Light: Inflicts 10d6 points of damage
  on all evil creatures and summons one 10th-level paladin/four
  caster levels.
  Druid Spells
  Spells in italics in the list below are described later in this
  chapter. Listed spells that do not appear in this chapter
  remain unchanged from the Core Rules, except for their
  level.
  1st-Level Druid Spells
  Create Water:Creates two gallons/level of pure water.
  Detect Animals or Plants:Detects kinds of animals or
  plants.
  Detect Snares and Pits:Reveals natural or primitive traps.
  Faerie Fire:Outlines subjects with light, canceling blur,
  concealment, and the like.
  Guidance:Grants +1 bonus on one attack roll, saving
  throw, or skill check.
  Hide From Animals:Animals can’t perceive one
  subject/level.
  Jump:Subject gets bonus on Jump checks.
  Light:Object shines like a torch.
  Magic Stone:Three stones gain +1 bonus on attack rolls,
  deal 1d6+1 points of damage.
  Pass Without Trace:One subject/level leaves no tracks.
  Purify Food and Drink:Purifies 1 cubic foot/level of food
  or water.
  Resistance:Subject gains +1 bonus on saving throws.
  Winged Arrows: Ranged weapon attacks ignore range penal-
  ties or gain +2 bonus.
  2nd-Level Druid Spells
  Calm Animals: Calms animals with Hit Dice equal to 2d4
  + caster level.
  Charm Animal:Makes one animal your friend.
  Crystal Shard: Launches crystal that inflicts 1d8+2 points of
  damage.
  Endure Elements:Subject exists comfortably in hot or
  cold environments.
  Entangle:Plants entangle everyone in 40-foot radius.
  Goodberry: 2d4 berries each cures 1 point of damage
  (max. 8 points/day).
  Longstrider:Your speed increases by 10 feet.
  Magic Fang:One natural weapon of subject creature gets
  +1 bonus on attack and damage rolls.
  Obscuring Mist:Fog surrounds you.
  Produce Flame:Inflicts 1d6 points of damage +1/level,
  touch or thrown.
  Shillelagh:Cudgel or quarterstaff becomes +1 weapon
  (1d10 points of damage) for one minute/level.
  Stand Against the Tide: Grants +2 bonus to AC and +4
  bonus to resist bull rush and trip attacks.
  Summon Nature’s Ally I:Calls creature to fight.
  Chapter Five: Magic 41
  
  3rd-Level Druid Spells
  Animal Messenger:Sends a Tiny animal to a specific place.
  Bear’s Endurance: Subject gains +1d4 bonus to Constitution
  for ten minutes/level.
  Bull’s Strength: Subject gains +1d4 bonus to Strength for ten
  minutes/level.
  Cat’s Grace: Subject gains +1d4 bonus to Dexterity for ten
  minutes/level.
  Eagle’s Form: You take the form of an eagle.
  Fire TrapM:Opened object deals 1d4 points of damage
  +1/level.
  Flaming Sphere: Creates rolling ball of fire that deals 2d6
  points of damage, lasts 1 round/level.
  Gust of Wind:Blows away or knocks down smaller crea-
  tures.
  Owl’s Wisdom: Subject gains +1d4 bonus to Wisdom for ten
  minutes/level.
  Reduce Animal: Shrinks one willing animal.
  Soften Earth and Stone:Turns stone to clay or dirt to
  sand or mud.
  Spider Climb:Grants ability to walk on walls and ceilings.
  Tree Shape:You look exactly like a tree for one hour/level.
  Wolf’s Form: You take the form of a wolf. 
  Wood Shape: Rearranges wooden objects to suit you.
  4th-Level Druid Spells
  Animal Trance: Fascinates 2d6 HD of animals.
  Barkskin:Grants +2 (or higher) enhancement to natural
  armor.
  Chill Metal:Cold metal damages those who touch it.
  Flame Blade:Touch attack deals 1d8 points of damage
  +1/two levels.
  Fog Cloud:Fog obscures vision.
  Heat Metal:Makes metal so hot it damages those who
  touch it.
  Hold Animal:Paralyzes one animal for 1 round/level.
  Resist Energy:Ignores 10 (or more) points of
  damage/attack from specified energy type.
  Restoration,Lesser:Dispels magical ability penalty or
  repairs 1d4 points of ability damage.
  Shark’s Form: You take the form of a Medium shark.
  Summon Nature’s Ally II: Calls creature to fight.
  Summon Swarm:Summons swarm of bats,rats,or spiders.
  Warp Wood:Bends wood (shaft, handle, door, plank).
  5th-Level Druid Spells
  Contagion: Infects subject with chosen disease.
  Crystal of ReflectionM: Reflects ray attacks back at attacker.
  Daylight:Creates 60-foot radius of bright light.
  Diminish Plants:Reduces size or blights growth of
  normal plants.
  Peaceful Weapon: Target weapon cannot inflict any damage.
  Plant Growth:Grows vegetation, improves crops.
  Poison:Touch deals 1d10 points of Constitution damage,
  repeats in one minute.
  Quench:Extinguishes nonmagical fires or one magic item.
  Snare: Creates a magic booby trap.
  Spike Growth:Creatures in area take 1d4 points of dam-
  age, may be slowed.
  Stone Shape: Sculpts stone into any shape.
  Water Breathing:Subjects can breathe underwater.
  Wind Wall:Deflects arrows, smaller creatures, and gases.
  6th-Level Druid Spells
  Call Lightning:Calls down lightning bolts from sky (3d6
  points of damage/bolt).
  Dominate Animal:Subject animal obeys silent mental
  commands.
  Lion’s Form: You take the form of a dire lion.
  Magic Fang,Greater:One creature’s natural weapon gets
  +1 bonus/three levels on attack and damage rolls (max. +5).
  Meld Into Stone:You and your gear merge with stone.
  Neutralize Poison:Immunizes subject against poison,
  detoxifies venom in or on subject.
  Protection From Energy:Absorbs 12 points of
  damage/level from one kind of energy.
  Remove Disease:Cures all diseases affecting subject.
  Sleet Storm:Hampers vision and movement.
  Summon Nature’s Ally III:Calls creature to fight.
  7th-Level Druid Spells
  Air Walk: Subject treads on air as if it were solid (climb at
  45-degree angle).
  Antiplant Shell:Keeps animated plants at bay.
  Blight:Withers one plant or deals 1d6 points of
  damage/level to plant creature.
  Command Plants:You sway the actions of one or more
  plant creatures.
  Control Water:Raises or lowers bodies of water.
  Giant Vermin:Turns centipedes, scorpions, or spiders
  into giant vermin.
  Ogre’s Form: You take the form of an ogre.
  Repel Vermin:Insects, spiders, and other vermin stay
  10 feet away.
  Spike Stones: Creatures in area take 1d8 points of
  damage, may be slowed.
  8th-Level Druid Spells
  Dispel Magic:Cancels spells and magical effects.
  Flame Strike: Smite foes with divine fire (1d6 points of
  damage/level).
  Freedom of Movement: Subject moves normally despite
  impediments.
  Ice Storm: Hail deals 5d6 points of damage in cylinder
  40 feet across.
  Reincarnate:Brings dead subject back in a random body.
  The Book of Experimental Might
  42
  
  RestorationM:Restores level and ability score drains.
  Rusting Grasp:Your touch corrodes iron and alloys.
  ScryingF:Spies on subject from a distance.
  Summon Nature’s Ally IV: Calls creature to fight.
  9th-Level Druid Spells
  Animal Growth:One animal/two levels doubles in size.
  Atonement:Removes burden of misdeeds from subject.
  Commune With Nature:You learn about terrain for one
  mile/level.
  Control Winds: Changes wind direction and speed.
  Death Ward: Grants immunity to all death spells and
  negative energy effects.
  HallowM:Designates location as holy.
  Spider’s Form:You take the form of a Large monstrous spider.
  Tree Stride:Step from one tree to another far away.
  UnhallowM:Designates location as unholy.
  Wall of Thorns:Thorns damage anyone who tries to pass.
  10th-Level Druid Spells
  AwakenX:Animal or tree gains human intellect.
  Baleful Polymorph:Transforms subject into harmless
  animal.
  Call Lightning Storm: As call lightning, but each bolt deals
  5d6 points of damage.
  Giant’s Form: You take the form of a hill giant.
  Insect Plague:Locust swarms attack creatures.
  StoneskinM:Ignore 10 points of damage per attack.
  Summon Nature’s Ally V:Calls creature to fight.
  Transmute Mud to Rock: Transforms two 10-foot
  cubes/level.
  Transmute Rock to Mud:Transforms two 10-foot
  cubes/level.
  Wall of Fire: Deals 2d4 points of fire damage out to 10
  feet and 1d4 points out to 20 feet. Passing through wall deals
  2d6 points of damage +1/level.
  11th-Level Druid Spells
  Bear’s Endurance,Mass: As bear’s endurance, but affects
  one subject/level.
  Bull’s Strength,Mass: As bull’s strength, but affects one
  subject/level.
  Cat’s Grace,Mass:As cat’s grace,but affects one subject/level.
  Cure Light Wounds,Mass:Cures 1d8 points of damage
  +1/level for many creatures.
  Glory of the Beast: Animal or magical beast gains celestial
  template, maximum hit points, and +2 bonus to all ability scores.
  Ironwood:Magic wood is strong as steel.
  Move Earth:Digs trenches and builds hills.
  Owl’s Wisdom,Mass: As owl’s wisdom, but affects one
  subject/level.
  Repel Wood:Pushes away wooden objects.
  Spellstaff:Stores one spell in wooden quarterstaff.
  12th-Level Druid Spells
  Antilife Shell:10-foot-radius field hedges out living 
  creatures.
  Dispel Magic,Greater: As dispel magic, but +20 bonus on
  check.
  Fire Seeds: Acorns and berries become grenades and bombs.
  Liveoak:Oak becomes treant guardian.
  Stone Tell: Talk to natural or worked stone.
  Summon Nature’s Ally VI:Calls creature to fight.
  Transport via Plants:Move instantly from one plant to
  another of the same kind.
  Troll’s Form: You take the form of a troll.
  Wall of Stone: Creates a stone wall that can be shaped.
  13th-Level Druid Spells
  Animate Plants:One or more plants animate and fight
  for you.
  Creeping Doom:Swarms of centipedes attack at your
  command.
  Cure Moderate Wounds,Mass:Cures 2d8 points of
  damage +1/level for many creatures.
  Sunbeam: Beam blinds victims and deals 4d6 points of
  damage.
  Transmute Metal to Wood:Metal within 40 feet becomes
  wood.
  True SeeingM: Lets you see all things as they really are.
  Wind Walk: You and your allies turn vaporous and travel
  fast.
  14th-Level Druid Spells
  Changestaff:Your staff becomes a treant on command.
  Control Weather:Changes weather in local area.
  Crystal EruptionM: Crystal shards burst from the ground,
  inflicting 1d6 points of damage/level and stunning.
  Fire Storm: Deals 1d6 points/level in fire damage.
  Heal:Cures 10 points/level of damage, plus all diseases
  and mental conditions.
  Scrying,Greater:As scrying, but faster and longer.
  Summon Nature’s Ally VII: Calls creature to fight.
  15th-Level Druid Spells
  Animal Shapes:One ally/level polymorphs into chosen
  animal.
  Control Plants:You control actions of one or more plant
  creatures.
  Cure Serious Wounds,Mass:Cures 3d8 points of damage
  +1/level for many creatures.
  Primal Release: Subject gains bonuses to physical scores,
  penalties to mental scores, and more.
  Repel Metal or Stone:Pushes away metal and stone.
  Restoration,Greater X:As restoration, plus restores all 
  levels and ability scores.
  Word of Recall:Teleports you back to designated place.
  Chapter Five: Magic 43
  
  16th-Level Druid Spells
  Earthquake:Intense tremor shakes a radius of 5 feet/level.
  Finger of Death: Deals 10 points of damage/level to one 
  subject.
  Reverse Gravity: Objects and creatures fall upward.
  Summon Nature’s Ally VIII: Calls creature to fight.
  Sunburst:Blinds all within 10 feet, deals 6d6 points of
  damage.
  Whirlwind:Cyclone deals damage and can pick up 
  creatures.
  Wyvern’s Form: You take the form of a wyvern.
  17th-Level Druid Spells
  Antipathy: Object or location affected by spell repels 
  certain creatures.
  Cure Critical Wounds,Mass: Cures 4d8 points of damage
  +1/level for many creatures.
  Foresight:“Sixth sense” warns of impending danger.
  Regenerate: Subject’s severed limbs grow back; cures 4d8
  points of damage +1/level (max. +35).
  Roc’s Form: You take the form of a roc.
  SympathyM: Object or location attracts certain creatures.
  18th-Level Druid Spells
  Behir’s Form: You take the form of a behir.
  Gird Against the Enemy: Living creatures gain immunity to
  undead and vice versa.
  Horrid Wilting: Deals 1d6 points of damage/level within
  30 feet.
  Shambler: Summons 1d4+2 shambling mounds to fight
  for you.
  Storm of Vengeance:Storm rains acid,lightning,and hail.
  Summon Nature’s Ally IX: Calls creature to fight.
  19th-Level Druid Spells
  Elemental Swarm: Summons multiple elementals.
  Fist of the Elemental Lord: Inflicts 1d6 points of
  damage/caster level plus special effect.
  Meteor Swarm:Four exploding spheres each deals 6d6
  points of fire damage.
  Protective Shell: Hemispheric shield moves with you, making
  those inside impervious to attacks.
  Sunfire Tomb: Imprisons target in the sun.
  20th-Level Druid Spells
  Dragon’s Form: You take the form of a young adult red 
  dragon.
  Heal,Mass: As heal, but with several subjects.
  ImmortalityM: Target stops aging.
  Spirit of Triumph: Grants +10 luck bonus to attacks, dam-
  age, AC, saves, and checks.
  Undo: You reverse one effect.
  Wizard Spells
  Spells in italics in the list below are described later in this
  chapter. Listed spells that do not appear in this chapter
  remain unchanged from the Core Rules, except for their
  level.
  1st-Level Wizard Spells
  Alarm:Wards an area for two hours/level.
  Animate Rope:Makes a rope move at your command.
  Arrow Deflection: You make saves to deflect incoming ranged
  attacks.
  Burning Hands:Inflicts 1d4 points of fire damage/level
  (max. 5d4).
  Cause Fear:One creature of 5 HD or less flees for 1d4
  rounds.
  Color Spray:Knocks unconscious, blinds, and/or stuns
  1d6 weak creatures.
  Compelling Question: Target must answer simple 
  question.
  Detect Secret Doors:Reveals hidden doors within 60
  feet.
  Erase:Mundane or magical writing vanishes.
  Feather Fall: Objects or creatures fall slowly.
  Fey Storage: Creates an extradimensional space you can hide
  things in.
  Grease:Makes a 10-foot square area or one object 
  slippery.
  Hold Portal:Holds door shut.
  IdentifyM:Determines properties of magic item.
  Jump: Subject gets bonus on Jump checks.
  Light:Object shines like a torch.
  Magic Weapon:Weapon gains +1 bonus.
  Obscuring Mist: Fog surrounds you.
  Private Conversation: Allows subjects to speak without being
  overheard.
  Sleep:Puts 4 HD of creatures into magical slumber.
  Summon Monster I:Calls extraplanar creature to fight
  for you.
  Ten’s Floating Disk:Creates 3-foot-diameter horizontal
  disk that holds 100 lbs./level.
  Ventriloquism:You throw your voice for one minute/level.
  2nd-Level Wizard Spells
  Anavar’s Anticipated Attack: Next attack against you
  suffers a –20 penalty.
  Charm Person:Makes one person your friend.
  Chill Touch:One touch/level deals 1d6 points of damage
  and possibly 1 point of Strength damage.
  Comprehend Languages:You understand all spoken and
  written languages.
  Disdain the Divine: Grants +1 bonus/four levels to saves
  against divine spells.
  Disguise Self:Changes your appearance.
  The Book of Experimental Might
  44
  
  Endure Elements: Subject exists comfortably in hot or
  cold environments.
  Enlarge Person:Humanoid creature doubles in size.
  Expeditious Retreat:Your speed increases by 30 feet.
  Guide Craft: A ship, boat, cart, or wagon moves as you 
  command.
  Harassing Weapon: Weapon of force threatens target.
  Mount:Summons riding horse for two hours/level.
  Precise Vision: Grants +5 bonus to Spot and Search. 
  Protection From Chaos/Evil/Good/Law: Protects subject
  from possession, hedges out elementals and outsiders.
  Ray of Enfeeblement:Ray deals 1d6 points of Strength
  damage +1 point/two levels.
  Reduce Person:Humanoid creature halves in size.
  Shocking Grasp:Touch delivers 1d6 points of electricity
  damage/level (max. 5d6).
  Silent Image:Creates minor illusion of your design.
  Slip Between Sight: You gain +5 bonus to Sneak checks.
  True Strike: Gain +20 bonus on your next attack roll.
  Unhand: Disarms target.
  3rd-Level Wizard Spells
  Alter Self:You assume the form of a similar creature.
  Arcane LockM: Magically locks a portal or chest.
  Blindness/Deafness: Makes subject blinded or deafened.
  Command Undead:Undead creature obeys your 
  commands.
  Darkvision:See 60 feet in total darkness.
  Eagle’s Form: You take the form of an eagle.
  Energy Lash: Creates a whip of energy that inflicts 1d6 points
  of damage+1/two levels.
  False Life:Grants 1d10 temporary hit points +1/level
  (max. +10).
  Fog Cloud: Fog obscures vision.
  Gust of Wind:Blows away or knocks down smaller 
  creatures.
  Knock: Opens locked or magically sealed door.
  Leo’s TrapM: Makes item seem trapped.
  Magic MouthM:Speaks once when triggered.
  Misdirection:Misleads divinations for one creature or
  object.
  Obscure Object:Masks object against scrying.
  Protection From Arrows:Subject gains immunity to most
  ranged attacks.
  Pyrotechnics:Turns fire into blinding light or choking
  smoke.
  Resist Touch: Adds +2 luck bonus +1/three caster levels to
  touch AC.
  Rogue’s Stab: Target gains +1d6 points of sneak attack damage.
  Scare: Panics creatures of less than 6 HD.
  See Invisibility:Reveals invisible creatures or objects.
  Shatter:Sonic vibration damages objects or crystalline
  creatures.
  Shrapnel Globe: Creates sphere that explodes, inflicting 1d6
  points of damage/two levels.
  Spectral Hand:Creates disembodied glowing hand to
  deliver touch attacks.
  Spider Climb:Grants ability to walk on walls and ceilings.
  Summon Monster II:Calls extraplanar creature to fight
  for you.
  Summon Swarm:Summons swarm of bats, rats, or 
  spiders.
  Wolf’s Form: You take the form of a wolf. 
  4th-Level Wizard Spells
  Bear’s Endurance: Subject gains +1d4 bonus to Constitution
  for ten minutes/level.
  Blur:Attacks miss subject 20 percent of the time.
  Bull’s Strength: Subject gains +1d4 bonus to Strength for ten
  minutes/level.
  Cat’s Grace: Subject gains +1d4 bonus to Dexterity for ten
  minutes/level.
  Continual FlameM:Makes a permanent, heatless torch.
  Darkness: Creates a 20-foot radius of supernatural darkness.
  Detect Thoughts: Allows “listening” to surface thoughts.
  Eagle’s Splendor: Subject gains +1d4 bonus to Charisma for
  ten minutes/level.
  Flaming Sphere:Creates rolling ball of fire that deals 2d6
  points of damage, lasts 1 round/level.
  Fox’s Cunning: Subject gains +1d4 bonus to Intelligence for
  ten minutes/level.
  Ghoul Touch:Paralyzes one subject, which exudes stench
  that sickens those nearby.
  Glitterdust:Blinds creatures, outlines invisible creatures.
  Invisibility: Subject is invisible for ten minutes/level or until it
  attacks.
  Levitate:Subject moves up and down at your direction.
  Locate Object:You sense direction toward object (specific
  or type).
  Minor Image:As silent image, plus some sound.
  Mirror Image:Creates decoy duplicates of you (1d4
  +1/three levels, max. eight).
  Owl’s Wisdom: Subject gains +1d4 bonus to Wisdom for ten
  minutes/level.
  Power Craft: Provides source of locomotion to cart, wagon,
  boat, or ship.
  Resist Energy:Ignores first 10 (or more) points of damage
  /attack from specified energy type.
  Rope Trick:As many as eight creatures hide in extra-
  dimensional space.
  Shark’s Form: You take the form of a Medium shark. 
  Tash’s Hideous Laughter:Subject loses actions for 
  1 round/level.
  Web:Fills 20-foot-radius spread with sticky spiderwebs.
  Woven Bolt: Your Eldritch Bolts inflict +1d6 points of damage
  + 1d6 points/four levels.
  Chapter Five: Magic 45
  
  5th-Level Wizard Spells
  Arcane Sight:Magical auras become visible to you.
  Blink: You randomly vanish and reappear for 1 round/level.
  Compelling Question, Greater: Target must answer
  question.
  Daylight: Creates 60-foot radius of bright light.
  Deep Slumber:Puts 10 HD of creatures to sleep.
  Dispel Magic: Cancels magical spells and effects.
  Explosive Runes:Deals 6d6 points of damage when
  runes are read.
  Flame Arrow:Arrows deal +1d6 points of fire damage.
  Gentle Repose:Preserves one corpse.
  Halt Undead:Immobilizes undead for 1 round/level.
  Hold Person:Paralyzes one humanoid for 1 round/level.
  Illusory ScriptM: Only the intended reader can decipher
  this writing.
  Keen Edge:Doubles normal weapon’s threat range.
  Leo’s Tiny Hut: Creates shelter for ten creatures.
  Lightning Bolt:Electricity deals 1d6 points of
  damage/level.
  Multidimensional Touch: Your Debilitating Touch discipline
  can affect incorporeal targets.
  Phantom Steed: Magic horse appears for one hour/level.
  Rage: Subjects gains +2 bonus to Strength and
  Constitution, +1 bonus on Will saves, and –2 penalty to AC.
  Secret Page:Changes one page to hide its real content.
  Sepia Snake SigilM:Creates text symbol that immobilizes
  reader.
  Shrink Item:Object shrinks to one-sixteenth its size.
  Sleet Storm:Hampers vision and movement.
  Summon Monster III:Calls extraplanar creature to fight
  for you.
  Vampiric Touch:Touch deals 1d6 points of damage/two
  levels; you gain damage as hit points.
  Water Breathing:Subjects can breathe underwater.
  Wind Wall:Deflects arrows, smaller creatures, and gases.
  6th-Level Wizard Spells
  Arrow Reflection: Sends incoming ranged attacks back at
  attackers.
  Clairaudience/Clairvoyance:Hear or see at a distance for
  one minute/level.
  Displacement:Attacks miss subject 50 percent of the time.
  Fireball:Deals 1d6 points of damage/level in a 20-foot
  radius.
  Fly: Subject flies at speed of 60 feet.
  Gaseous Form:Subject becomes insubstantial and can fly
  slowly.
  Haste: One creature gains additional move action each round.
  Heroism: Gives +2 bonus on attack rolls, saves, and skill
  checks.
  Invisibility Sphere:Makes everyone within 10 feet invisible.
  Lion’s Form: You take the form of a dire lion. 
  Magic Circle Against Chaos/Evil/Good/Law:As protec-
  tion spells, but 10-foot radius and ten minutes/level.
  Magic Weapon,Greater: Grants weapon a +1 enhance-
  ment/four levels (max. +5).
  Major Image: As silent image, plus sound, smell, and
  thermal effects.
  NondetectionM:Hides subject from divination and scrying.
  Plunge Deep to the Core: Weapon bypasses +1 DR/five levels.
  Protection From Energy: Absorb 12 points of damage
  /level from one kind of energy.
  Slow:One subject/level takes only one action/round and
  suffers –2 penalty to AC and attack rolls.
  Stinking Cloud:Nauseating vapors last 1 round/level.
  Suggestion:Compels subject to follow stated course of
  action.
  Tongues:Speak any language.
  Wall of Force, Lesser: Wall has 10 points of damage/level.
  7th-Level Wizard Spells
  Arcane Eye: Invisible floating eye moves 30 feet/round.
  Bestow Curse: Inflicts –6 penalty to an ability score;
  –4 penalty on attack rolls, saves, and checks; or 50 percent
  chance of losing each action.
  Bind Item: Encases object in a globe of force.
  Contagion:Infects subject with chosen disease.
  Crushing Despair: Subjects take –2 penalty on attack
  rolls, damage rolls, saves, and checks.
  Detect Scrying:Alerts you to magical eavesdropping.
  Dimensional Anchor: Bars extradimensional movement.
  Enervation:Subject gains 1d4 negative levels.
  Fear:Subjects within cone flee for 1 round/level.
  Fire Shield:Creatures attacking you take fire damage;
  you’re protected from heat or cold.
  Fire TrapM: Opened object deals 1d4 points of damage
  +1/level.
  Geas,Lesser:Commands subject of 7 HD or less.
  Ice Storm:Hail deals 5d6 points of damage in cylinder 
  40 feet across.
  Illusory Wall:Wall, floor, or ceiling looks real, but any-
  thing can pass through.
  Leo’s Secure Shelter:Creates sturdy cottage.
  Minor Creation:Creates one cloth or wood object.
  Ogre’s Form: You take the form of an ogre.
  Ray’s Mnemonic EnhancerF:Prepare extra spells or retain
  one just cast.
  Shout:Deafens all within cone and deals 5d6 points of
  sonic damage.
  Solid Fog:Blocks vision and slows movement.
  Stone Shape:Sculpts stone into any shape.
  Summon Monster IV:Calls extraplanar creature to fight
  for you.
  Wall of Ice:Creates wall with 15 hp +1/level or hemisphere
  that can trap creatures inside.
  The Book of Experimental Might
  46
  
  8th-Level Wizard Spells
  Animate DeadM:Creates undead skeletons and zombies.
  Arrow Redirection: You make saves to redirect incoming
  ranged attacks to new targets.
  Charm Monster:Makes monster believe it is your ally.
  Confusion: Subjects behave oddly for 1 round/level.
  Dimension Door: Teleports you a short distance.
  Enlarge Person,Mass:Enlarges several creatures.
  Eva’s Black Tentacles:Tentacles grapple all within a
  15-foot spread.
  Globe of Invulnerability, Lesser: Stops 1st- through 5th-
  level spell effects.
  Invisibility,Greater: As invisibility, but subject can attack
  and stay invisible.
  Locate Creature: Indicates direction to familiar creature.
  Otil’s Resilient Sphere: Force globe protects but traps one
  subject.
  Punitive Telepathy: You can inflict damage with your
  Telepathy discipline.
  Reduce Person,Mass: Reduces several creatures.
  Remove Curse:Frees object or person from curse.
  ScryingF:Spies on subject from a distance.
  Slay Illusion: Creates illusion that destroys other illusions.
  StoneskinM:Ignore 10 points of damage/attack.
  Strength to Strike: You suffer 2 points of Strength damage,
  but your weapon inflicts +2d6 points of damage.
  Suppress Lesser: Lower-level wizard cannot cast spells.
  Wall of Fire:Deals 2d4 points of fire damage out to 10
  feet and 1d4 points out to 20 feet. Passing through wall deals
  2d6 points of damage +1/level.
  9th-Level Wizard Spells
  Animal Growth:One animal/two levels doubles in size.
  Big Interposing Hand:Hand provides cover against one
  opponent.
  Blight:Withers one plant or deals 1d6 points of damage/
  level to plant creature.
  Cone of Cold:Inflicts 1d6 points of cold damage/level.
  Dismissal:Forces a creature to return to its native plane.
  Dream:Sends message to anyone sleeping.
  Major Creation: As minor creation, plus stone and metal.
  Mord’s Faithful Hound:Phantom dog can guard and
  attack.
  Nightmare:Sends vision dealing 1d10 points of damage
  and fatigue.
  Overland Flight:You fly at a speed of 40 feet and can
  hustle over long distances.
  Phantom Foil: Creates phantasms that negate sneak
  attacks.
  Prying Eyes: 1d4 floating eyes +1 eye/level scout for you.
  Ray’s Telepathic Bond:Link lets allies communicate.
  Seeming: Changes appearance of one person/two levels.
  Chapter Five: Magic 47
  
  Sending:Delivers short message anywhere, instantly.
  Spider’s Form: You take the form of a Large monstrous
  spider.
  Summon Monster V:Calls extraplanar creature to fight
  for you.
  Symbol of SleepM:Triggered rune puts nearby creatures
  into catatonic slumber.
  Telekinesis:Moves object, attacks creature, or hurls object
  or creature.
  Transmute Mud to Rock:Transforms two 10-foot
  cubes/level.
  Transmute Rock to Mud:Transforms two 10-foot
  cubes/level.
  X-Ray Vision: You see through matter.
  Wall of Stone:Creates a stone wall that can be shaped.
  Waves of Fatigue:Several targets become fatigued.
  10th-Level Wizard Spells
  Baleful Polymorph:Transforms subject into a harmless
  animal.
  Break Enchantment: Frees subjects from enchantments,
  alterations, curses, and petrification.
  Cloudkill:Kills creatures with 3 HD or less; those with
  4–6 HD save or die, those with 6 HD or more take
  Constitution damage.
  Contact Other Plane: Lets you ask question of extra-
  planar entity.
  Dominate Person:Controls humanoid telepathically.
  Fabricate:Transforms raw materials into finished items.
  False VisionM:Fools scrying with an illusion.
  Feeblemind:Subject’s Intelligence and Charisma drop 
  to 1.
  Giant’s Form: You take the form of a hill giant.
  Hold Monster:As hold person, but any creature.
  Magic JarF:Enables possession of another creature.
  Mind Fog:Subjects in fog get –10 penalty to Wisdom and
  Will checks.
  Mord’s Private Sanctum:Prevents anyone from viewing
  or scrying an area for twenty-four hours.
  Overcome Force: Subject gains immunity to force damage
  and can walk through wall of force.
  Passwall:Creates passage through wood or stone wall.
  Permanency X:Makes certain spells permanent.
  Persistent Image:As major image, but no concentration
  required.
  Planar Binding,Lesser:Traps extraplanar creature of
  6 HD or less until it performs a task.
  Symbol of PainM:Triggered rune wracks nearby creatures
  with pain.
  Teleport:Instantly transports you as far as 100 miles
  /level.
  Wall of Force:Wall is immune to damage.
  11th-Level Wizard Spells
  Acid Fog: Fog deals acid damage.
  Analyze DweomerF:Reveals magical aspects of subject.
  Chain Lightning:Bolt inflicts 1d6 points of damage/level;
  one secondary bolt/level each deals half damage.
  Dispel Magic,Greater:As dispel magic, but +20 bonus on
  check.
  Eyebite:Target becomes panicked, sickened, and coma-
  tose.
  Geas/Quest:As lesser geas, plus it affects any creature.
  Guards and Wards: Array of magic effects protects area.
  Legend LoreMF:Lets you learn tales about a person, place,
  or thing.
  Mislead:Turns you invisible and creates illusory double.
  Mord’s Lucubration:Recall spell of 10th level or lower.
  Move Earth:Digs trenches and build hills.
  Oroster’s Revenge: Attackers suffer 2d6 points of damage
  +1/level for each attack.
  Otil’s Freezing Sphere:Freezes water or deals cold 
  damage.
  Programmed ImageM: As major image, plus triggered by
  event.
  Repulsion:Creatures can’t approach you.
  Shadow Walk:Step into shadow to travel rapidly.
  Stone to Flesh: Restores petrified creature.
  Summon Monster VI:Calls extraplanar creature to fight
  for you.
  Symbol of FearM: Triggered rune panics nearby creatures.
  Symbol of PersuasionM:Triggered rune charms nearby
  creatures.
  Teleport Tracer: Uncovers destination of teleport.
  Ten’s TransformationM:You gain combat bonuses.
  Undeath to DeathM:Destroys 1d4 HD/level of undead
  (max. 20d4).
  Veil:Changes appearance of group of creatures.
  Wall of IronM: Creates wall with 30 hp/four levels; can
  topple onto foes.
  12th-Level Wizard Spells
  Antimagic Field:Negates magic within 10 feet.
  Bear’s Endurance,Mass: As bear’s endurance, but affects
  one subject/level.
  Big Forceful Hand: Hand pushes creatures away.
  Brilliant Energy Weapon: Weapon gains brilliant energy
  quality.
  Bull’s Strength,Mass:As bull’s strength, but affects one
  subject/level.
  Cat’s Grace,Mass: As cat’s grace, but affects one
  subject/level.
  Circle of DeathM:Kills creatures equal to 1d4 HD/level.
  Conditional Spell: Designated spell triggers spell stored in
  object.
  ContingencyF:Sets trigger condition for another spell.
  The Book of Experimental Might
  48
  
  Create UndeadM:Creates ghouls, ghasts, mummies, or
  mohrgs.
  Disintegrate: Makes one creature or object vanish.
  Eagle’s Splendor,Mass:As eagle’s splendor, but affects one
  subject/level.
  Flesh to Stone: Turns subject creature into statue.
  Fox’s Cunning,Mass: As fox’s cunning, but affects one
  subject/level.
  Freezing Claw: Ranged touch attack inflicts 3d6 points of
  cold damage and freezes subject solid.
  Globe of Invulnerability: As lesser globe of invulnerabili-
  ty, plus up to 8th-level spell effects.
  Heroism,Greater:Gives +4 bonus on attack rolls, saves,
  and skill checks; immunity to fear; and temporary hit points.
  Nonesuch Spell: Prevents one 8th-level or lower spell from
  being cast within 50 feet of you.
  Owl’s Wisdom,Mass:As owl’s wisdom, but affects one
  subject/level.
  Permanent Image:Includes sight, sound, and smell.
  Planar Binding: As lesser planar binding, but affects up to
  12 HD.
  Suggestion,Mass:As suggestion, plus one subject/level.
  Troll’s Form: You take the form of a troll.
  True SeeingM: Lets you see all things as they really are.
  13th-Level Wizard Spells
  Arcane Sight,Greater: As arcane sight, but also reveals
  magic effects on creatures and objects.
  Banishment:Banishes 2 HD/level of extraplanar creatures.
  Control Undead:Undead don’t attack you while under
  your command.
  Delayed Blast Fireball:Inflicts 1d6 points of fire damage
  /level; you can postpone blast for 5 rounds.
  Draw’s Instant SummonsM:Prepared object appears in
  your hand.
  ForcecageM: Cube or cage of force imprisons all inside.
  Hold Person,Mass: As hold person, but all within 30 feet.
  Jevicca’s Fourfold Ostracism: Sends up to four targets to
  another plane temporarily.
  Mord’s SwordF:Floating magic blade strikes opponents.
  Phase Door:Creates an invisible passage through wood
  or stone.
  Reverse Gravity:Objects and creatures fall upward.
  Sequester:Subject is invisible to sight and scrying;
  renders creature comatose.
  SimulacrumMX:Creates partially real double of a creature.
  Summon Monster VII:Calls extraplanar creature to fight
  for you.
  Symbol of StunningM:Triggered rune stuns nearby
  creatures.
  Symbol of WeaknessM:Triggered rune weakens nearby
  creatures.
  Teleport Object: As teleport, but affects a touched object.
  VisionM X:As legend lore, but quicker and strenuous.
  Waves of Exhaustion:Several targets become exhausted.
  14th-Level Wizard Spells
  Big Grasping Hand:Hand provides cover, pushes, or
  grapples.
  Control Weather:Changes weather in local area.
  Ethereal Jaunt:You become ethereal for 1 round/level.
  Finger of Death: Deals 10 points of damage/level to one subject.
  Insanity:Subject suffers continuous confusion.
  Invisibility,Mass:As invisibility, but affects all in range.
  Limited WishX:Alters reality, within spell limits.
  Mord’s Magnificent MansionF:Door leads to extra-
  dimensional mansion.
  Plane ShiftF:Up to eight subjects travel to another plane.
  Power Word Blind:Blinds creature with 200 hp or less.
  Prismatic Spray:Rays hit subjects with variety of effects.
  Project Image:Illusory double can talk and cast spells.
  Scrying,Greater: As scrying, but faster and longer.
  Spell Turning:Reflects 1d4+6 spell levels back at their caster.
  Spellmaster: Increases range and duration of spells, delays
  effects, and shapes areas.
  Teleport,Greater:As teleport, but no range limit and no
  off-target arrival.
  15th-Level Wizard Spells
  Antipathy: Object or location affected by spell repels 
  certain creatures.
  Big Clenched Fist:Large hand provides cover, pushes, or
  attacks your foes.
  BindingM:Utilizes an array of techniques to imprison a
  creature.
  Dimensional Lock:Blocks teleportation and interplanar
  travel for one day/level.
  Incendiary Cloud:Cloud deals 4d6 points of fire 
  damage/round.
  Moment of Prescience: You gain insight bonus on single
  attack roll, check, or save.
  Otto’s Irresistible Dance:Forces subject to dance.
  Prohibit Kind M: Puts all creatures other than specified type
  into stasis.
  Protection from SpellsMF:Confers +8 resistance bonus.
  Prying Eyes,Greater: As prying eyes, but eyes have true 
  seeing.
  Scintillating Pattern: Twisting colors confuse, stun, or 
  render creatures unconscious.
  Screen:Illusion hides area from vision, scrying.
  Summon Monster VIII:Calls extraplanar creature to
  fight for you.
  Sunburst:Blinds all within 10 feet, deals 6d6 points of
  damage.
  Symbol of InsanityM:Triggered rune renders nearby 
  creatures insane.
  Chapter Five: Magic 49
  
  SympathyF: Object or location attracts certain creatures.
  Trap the SoulM F:Imprisons subject within gem.
  Wyvern’s Form: You take the form of a wyvern.
  16th-Level Wizard Spells
  Charm Monster,Mass:As charm monster, but all within
  30 feet.
  Clone M F:Duplicate awakens when original dies.
  Create Greater UndeadM: Create shadows, wraiths,
  spectres, or devourers.
  Demand: As sending, plus you can send suggestion.
  Discern Location:Reveals exact location of creature or
  object.
  Horrid Wilting:Deals 1d6 points of damage/level within
  30 feet.
  Iron Body: Your body becomes living iron.
  Maze:Traps subject in extradimensional maze.
  Mind Blank:Subject is immune to mental/emotional
  magic and scrying.
  Otil’s Telekinetic Sphere:As Otil’s resilient sphere, but you
  move sphere telekinetically.
  Planar Binding,Greater:As lesser planar binding, but up to
  18 HD.
  Power Word Stun: Stuns creature with 150 hp or less.
  Prismatic Wall:Wall’s colors have array of effects.
  Roc’s Form: You take the form of a roc.
  Shout,Greater:Devastating yell deals 10d6 points of
  sonic damage, stuns creatures, and damages objects.
  Symbol of DeathM:Triggered rune slays nearby creatures.
  Temporal StasisM:Puts subject into suspended animation.
  17th-Level Wizard Spells
  Astral ProjectionM:Projects you and companions onto
  Astral Plane.
  Behir’s Form: You take the form of a behir.
  Big Crushing Hand:Large hand provides cover, pushes,
  or crushes your foes.
  Energy Drain:Subject gains 2d4 negative levels.
  Foresight:“Sixth sense” warns of impending danger.
  Freedom:Releases creature from imprisonment.
  GateX:Connects two planes for travel or summoning.
  RefugeM:Alters item to transport its possessor to you.
  Soul BindF:Traps newly dead soul to prevent resurrection.
  Summon Monster IX: Calls extraplanar creature to fight
  for you.
  Teleportation CircleM:Circle teleports any creature inside
  to designated spot.
  18th-Level Wizard Spells
  Capture Soul F: Traps creature’s (living or dead) soul in
  object; you can force soul to answer questions.
  Counterspell Shield: Creates a floating shield that protects
  you and negates hostile magic.
  Dominate Monster:As dominate person, but any creature.
  Escape DeathM: Transport to a location of your choice with a
  chance to save your life.
  Etherealness:Travel to Ethereal Plane with companions.
  Hold Monster,Mass: As hold monster, but all within
  30 feet.
  Meteor Swarm: Four exploding spheres each deal 6d6
  points of fire damage.
  One Step Beyond M: Targets gain immunity to divination.
  Shifting Sanctum: Transfer a portion of one location to
  another location.
  19th-Level Wizard Spells
  Doorway to ElsewhereM: Creates a doorway to another
  location.
  ImmortalityM: Target stops aging.
  Imprisonment: Entombs subject beneath the earth.
  Magma Burst: Creates volcanic pit that inflicts 20d6 points
  of damage.
  Mord’s Disjunction:Dispels magic, disenchants magic
  items.
  Power Word Kill:Kills one creature with 100 hp or less.
  Prismatic Sphere: As prismatic wall, but surrounds on all
  sides.
  Wail of the Banshee: One creature/level suffers 10 points of
  damage/caster level.
  20th-Level Wizard Spells
  Arcana Form: You become pure energy that can power spells.
  Dragon’s Form:You take the form of a young adult red dragon.
  DuplicateM: Creates an exact duplicate of you that you control.
  Fist of the Elemental Lord: Inflicts 1d6 points of
  damage/caster level plus special effect.
  Perfect Ward: Anyone touching target or warded area is tele-
  ported away.
  Spirit of Triumph: Grants +10 luck bonus to attacks, 
  damage, AC, saves, and checks.
  Time Stop:You act freely for 1d4+1 rounds.
  True Telekinesis: You mentally move object or creature up to
  1,000 lbs./caster level.
  Undo: Reverses one effect
  WishX: As limited wish, but with fewer limits.
  Spell Descriptions
  It’s interesting to play characters who get a whole new selec-
  tion of spells every level. On the other hand, they have fewer
  slots for any particular level, so casters will end up with a
  greater variety of spells prepared. Further, because casters
  have disciplines to cover basic needs, like attack and defense,
  you may find these characters preparing a greater variety of
  utility spells. That’s interesting too.
  The Book of Experimental Might
  50
  
  Aeonian Lantern
  Conjuration (Creation)
  Level: Cleric 7
  Components: V, S
  Casting Time: One standard action
  Range: Touch
  Effect: A glowing, stationary lantern
  Duration: Permanent (D)
  Saving Throw:None
  Spell Resistance: No
  You create a magical glowing
  lantern. In its eternal light, which is
  equal to a that of a normal lantern (30-
  foot radius), all foes suffer a –2 morale
  penalty to attacks, saves, and checks.
  The lantern can float in mid-air 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 extin-
  guished.
  You—and those whom you teach the
  specific command word unique to the
  lantern—can douse the light with a
  word. The illumination returns upon
  command whenever desired.
  Many temples or frequent campsites
  in the wilderness are protected by one
  or more aeonian lanterns.
  Anavar’s Anticipated
  Attack
  Divination
  Level: Wizard 2
  Components: V, S
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You peer momentarily into the future,
  enough to be warned of a coming
  attack. The first time you are attacked
  within the spell’s duration, the attack
  suffers a –20 luck penalty.After the first
  attack,the spell’s effects disappear.
  Angel’s Redoubt
  Conjuration (Creation) [Good]
  Level: Cleric 12
  Components: V, S, M
  Casting Time: One minute
  Range: Medium (100 feet + 10 
  feet/level)
  Effect: A tower 20 feet square and
  30 feet tall
  Duration: Two hours/level
  Saving Throw:None
  Spell Resistance: No
  You conjure a fortified tower made
  of stone. There are two floors and a flat
  roof with battlements, all connected by
  narrow stairs on the interior. In all
  respects the structure resembles a nor-
  mal tower, with an iron door and three
  shuttered windows on the upper interi-
  or level (stairs lead from the ground
  level outside to the door), and a small
  fireplace.
  The shelter has a comfortable temper-
  ature and atmosphere no matter what
  the conditions are like outside. The
  tower provides considerable security—
  the walls are 4-foot-thick stone and the
  door is 2-inch-thick iron.The structure
  itself resists spells cast directly upon it
  as if it had SR 25.It is impervious to
  normal missiles,though not the sort
  cast by siege machinery or giants.
  The door,shutters,and even chimney
  remain secure against intrusion,the
  former two being arcane locked and the
  latter secured by an iron grate at the top
  of a narrow flue.Finally,the spell con-
  jures seven celestial dogs to watch over
  and protect the tower for its duration.
  The tower contains elegant furnish-
  ings:twelve bunks,a trestle table,eight
  chairs,two benches,and a writing desk.
  The interior is filled with reliefs and tap-
  estries depicting angels and holy beings.
  Material Component: A small block of
  granite and a white feather dipped in
  holy water.
  Arcana Form
  Transmutation
  Level: Wizard 20
  Components: V, S
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration: Ten minutes/level
  Saving Throw: None
  Spell Resistance: No
  You transform yourself into a being
  of pure magical energy. You are incor-
  poreal, immune to critical hits, and can
  fly with good maneuverability at a
  speed of 100.
  Because you can draw magical
  essence from your own form, you can
  use this energy to cast spells. At the
  cost of 5 hit points per spell level, you
  can cast spells with no loss of prepared
  spells or spell slots. You may cast only
  spells you know, or those you have pre-
  pared for that day, if you prepare spells.
  At the cost of 1 Constitution point
  (temporary damage), you can use a
  charged item and not expend a charge;
  2 Constitution points will save two
  charges, if needed.
  Should you enter an antimagic field,
  you cease to exist for the rest of the
  spell’s duration (or the antimagic’s
  duration, whichever is shorter).
  Chapter Five: Magic 51
  
  Arcane Lock
  Abjuration
  Level: Wizard 3
  Components: V, S, M
  Casting Time: One standard action
  Range:Touch
  Target: The door, chest, or portal 
  touched, up to 30 square feet/level 
  in size
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  An arcane lock spell cast upon a
  door, chest, or portal adds a magical
  lock to it with an Open Lock DC
  equal to 10 + caster level. You can
  freely pass your own arcane lock with-
  out affecting it. Add 10 to the normal
  Difficulty Class to break open a door
  or portal affected by this spell. (A
  knock spell does not remove an arcane
  lock; it only suppresses the effect for
  ten minutes.)
  If arcane lock is cast on a door that
  already has a conventional lock, add +5
  to the Open Lock DC of the existing
  lock or use the arcane lock Difficulty
  Class, whichever is higher.
  Material Component: Gold dust
  worth 25 gp.
  Armor Contingency
  Conjuration (Calling)
  Level: Cleric 1
  Components: V, S, M
  Casting Time: Ten minutes
  Range: Touch
  Effect: One suit of armor
  Duration: One hour/level
  Saving Throw: None
  Spell Resistance: No
  You set up a contingency with your
  armor, so that if a predetermined event
  (such as a specific word or gesture
  from you as a free action) takes place
  during the duration, the armor appears
  on you, fully donned and prepared. The
  armor must be within one mile per
  level for this spell to function, and it
  cannot bring anything else with it. For
  example, you cannot attach your
  weapon to your armor and expect that
  to appear with the armor. A shield can-
  not be prepared with this contingency,
  only a suit of armor.
  An obvious contingency event might
  be, “If I am attacked.”
  Material Component: A few drops of
  scented oil
  Arrow Deflection
  Transmutation
  Level: Wizard 1
  Components: V, S
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration: One minute/level
  Saving Throw: None
  Spell Resistance: No
  You can attempt to deflect one
  ranged physical (nonspell) attack per
  round as a free action with a Reflex
  saving throw (DC 20); if the ranged
  weapon has a magical bonus to attack,
  the Difficulty Class increases by that
  amount.
  Should you succeed at the save, you
  deflect the ranged weapon. You must
  be aware of the attack and not flat
  footed, however.
  Arrow Redirection
  Transmutation
  Level: Wizard 8
  Components: V, S
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration: One minute/level
  Saving Throw: None
  Spell Resistance: No
  As arrow reflection below, except that
  you may redirect the ranged attack at
  anyone of your choosing within the
  attack’s normal range. The attack
  retains its initial attack roll to deter-
  mine whether it hits the new target
  and inflicts damage normally.
  Thus, if an archer fires an arrow at
  you with an attack roll of +25, you
  direct it at another target, striking if
  the new target’s Armor Class is 25 or
  less. You can still redirect attacks back
  at the original attacker if you wish.
  Arrow Reflection
  Transmutation
  Level: Wizard 6
  Components: V, S
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration: One minute/level
  Saving Throw: None
  Spell Resistance: No
  You can force one ranged physical
  (nonspell) attack back at its source
  each round as a free action. The attack
  retains its initial attack roll to deter-
  mine whether it hits the source and
  inflicts damage normally.
  Thus, if an archer fires an arrow at
  you with an attack roll of +25, you
  reflect it back at the archer, striking if
  the archer’s Armor Class is 25 or less.
  You must be aware of the attack and
  not flat footed, however.
  Aspect of the Divine
  Transmutation [Evil or Good]
  Level: Cleric 17
  Components: V, S, DF
  Casting Time: One standard action
  Range: Personal
  The Book of Experimental Might
  52
  The game functions slightly better without absolutes. Arcane lock
  and knock, as presented in this chapter, work alongside the stan-
  dard Open Lock skill rules (see knock, page 66). 
  Thus, a spellcaster with knock might not be able to open every door.
  This allows DMs to include really difficult to open doors as impor-
  tant aspects to their adventures, without knock being the key that
  always works. Further, in this way, the spellcaster might not always
  outshine the lockpicking rogue. 
  Design Decisions: Arcane Lock and Knock
  
  Target: You
  Duration: 1 round/level
  You take on many qualities of a half-
  celestial or half-fiend, although your
  creature type does not change. Only
  clerics of good or evil alignment can
  use this spell.
  Good clerics become half-celestials
  as follows:
  •You grow feathered wings that allow
  you to fly at twice your normal
  speed (good maneuverability).
  •You gain +1 natural armor.
  •You gain low-light vision.
  •You gain resistance 10 to acid, cold,
  and electricity.
  •You gain immunity to disease.
  •You gain a +4 racial bonus on saving
  throws against poison.
  •You gain damage reduction
  10/magic.
  •You gain spell resistance 25.
  •You gain the following bonuses to
  your ability scores: +4 Strength,
  +2 Dexterity, +4 Constitution,
  +2 Intelligence, +4 Wisdom,
  +4 Charisma.
  Evil clerics become half-fiends as
  follows:
  •You grow batlike wings that allow
  you to fly at your normal speed
  (average maneuverability).
  •You gain +1 natural armor.
  •You gain bite and claw attacks.If you
  are size Medium or larger,your bite
  deals 1d6 points of damage and each
  claw attack deals 1d4 points of dam-
  age.If you are Small,your bite deals
  1d3 points of damage and each claw
  attack deals 1d3 points of damage.
  •You gain darkvision out to 60 feet.
  •You gain immunity to poison.
  •You gain resistance 10 to acid, cold,
  electricity, and fire.
  •You gain damage reduction
  10/magic.
  •You gain spell resistance 25.
  •You gain the following bonuses to
  your ability scores: +4 Strength,
  +4 Dexterity, +2 Constitution,
  +4 Intelligence, +0 Wisdom,
  +2 Charisma.
  Assay Spell Resistance
  Divination
  Level: Cleric 8
  Components: V, S
  Casting Time: One swift action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Your eyes glow with a pale blue radi-
  ance, and you understand how to over-
  come your foe’s resistance to your
  magic.
  This spell gives you a +10 bonus on
  caster level checks to overcome the
  spell resistance of a specific creature.
  Assay spell resistance is effective only
  against one specific creature per cast-
  ing, and you must be able to see the
  creature when you cast the spell.
  Bear’s Endurance
  Transmutation
  Level: Cleric 3, Wizard 4
  Components: V, S, M/DF
  Casting Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: One hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains greater endurance
  thanks to your spell. Bear’s endurance
  grants an enhancement bonus to
  Constitution of 1d4+1 points, adding
  the usual benefits to Fortitude saving
  throws, Constitution-related skill
  checks, etc.
  Arcane Material Component: A few
  hairs, or a pinch of dung, from a bear.
  Behir’s Form
  Transmutation 
  Level: Druid 18, Wizard 17
  Components:V, S, M
  Casting Time:One full round
  Range:Personal
  Target: You
  Duration:Ten minutes/level
  You change yourself into a behir.
  Your type changes to magical beast.
  Upon changing, you regain lost hit
  points as if you had rested for a night
  (though this healing does not restore
  temporary ability damage or provide
  other benefits of resting; changing
  back does not heal you further). If
  slain, you revert to your original form,
  though you remain dead.
  You gain the Strength, Dexterity,
  and Constitution scores of a behir but
  retain your own Intelligence, Wisdom,
  and Charisma scores. You retain your
  own base attack bonus, base saves,
  and hit points, but gain the behir’s
  bite damage, Armor Class, speed,
  breath weapon, constrict ability,
  improved grab, rake, swallow whole
  ability, immunity to trips, darkvision,
  immunity to electricity, low-light
  vision, and scent. You retain your own
  skills and feats and gain the behir’s
  feats and racial bonuses to skills (but
  not its skill ranks). You can speak,
  cast spells, and use disciplines in
  behir form.
  The equipment you wear is sub-
  sumed into the behir’s form, but it is
  nonfunctional.
  Material Component: A behir’s scale.
  Bind Item
  Evocation [Force]
  Level: Wizard 7
  Components: V, S
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two
  levels)
  Target: One object no larger than 3 feet 
  across
  Duration: Ten minutes/level
  Saving Throw: None
  Spell Resistance: No
  The subject of this spell is encased
  in a globe of force no larger than 3 feet
  in diameter. If a creature holds the tar-
  get object, the creature can make a
  Reflex saving throw to resist the
  effects of the spell. The globe remains
  impervious to harm, much like a wall
  of force. However, the globe is weight-
  less and can be moved (assuming
  enough force is available to move the
  weight of the object encased in the
  globe).
  This spell often proves useful in
  transporting dangerous substances.
  Chapter Five: Magic 53
  
  Blast of Castigation
  Evocation
  Level: Cleric 6
  Components: V, S, DF
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Target: One creature
  Duration: Concentration (up to 
  1 round/level)
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You hurl a ray of violet energy from
  your open palm. You must make a
  ranged attack roll against the target. A
  successful strike inflicts 1d8 points of
  damage for every three caster levels
  (maximum 5d8).
  You may then concentrate to keep
  blasting the target with a continuous
  beam of energy. Each round the target
  is blasted, the spell deals 1d8 points of
  damage for every three caster levels
  (maximum 5d8).
  If you or the target moves so as to
  break line of sight, even for a moment,
  the spell ends. You cannot switch the
  target of the spell once you have cast it.
  Blazing Light
  Evocation
  Level: Cleric 9
  Components: V, S, DF
  Casting Time: One standard action
  Range: Long (400 feet + 40 feet/level)
  Area: Line 10 feet wide
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Focusing holy power like a ray of
  sunlight, you project a beam of light
  from your hand. Creatures struck by
  this ray of light take 1d8 points of
  damage per caster level (maximum
  15d8).
  Undead creatures take an additional
  +2d8 points of damage; undead crea-
  tures that are particularly vulnerable 
  to sunlight, such as vampires, take an
  additional  +5d8 points of damage.
  Constructs and inanimate objects 
  suffer only 1d6 points of damage per
  caster level (maximum 15d6).
  Brilliant Energy
  Weapon
  Transmutation
  Level: Wizard 12
  Components: V, S
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two 
  levels)
  Target: One melee weapon
  Duration: Ten minutes/level
  Saving Throw: Will negates (harmless,
  object)
  Spell Resistance: Yes (harmless,
  object)
  You give a single melee weapon the
  brilliant energy quality.
  Bull’s Strength
  Transmutation
  Level: Cleric 3, Wizard 4
  Components: V, S, M/DF
  Casting Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: One hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject becomes stronger
  thanks to your spell. Bull’s strength
  grants an enhancement bonus to
  Strength of 1d4+1 points, adding the
  usual benefits to melee attack rolls,
  melee damage rolls, Strength-related
  skill checks, etc.
  Arcane Material Component: A few
  hairs, or a pinch of dung, from a bull.
  Capture Soul
  Necromancy
  Level:Wizard 18
  Components: V, S, F
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Target: One soul
  Duration: Instantaneous
  Saving Throw: Will negates (see text)
  Spell Resistance:Yes
  You trap a creature’s soul in an
  object. The creature can be alive or
  dead (dead souls have the same saving
  throw bonuses and spell resistance
  that they had in life). If the creature is
  alive, the soulless body falls to the
  ground, in a coma. If the soul belongs
  to a creature that died within 1 round
  per caster level, the saving throw
  Difficulty Class increases by +5.
  This spell functions against incorpo-
  real undead spirits. However, dead
  creatures whose souls are captured
  cannot be raised from the dead.
  Captured souls can take no actions.
  You can offer the captured soul as a
  reward to an outsider or force the soul
  to answer one question truthfully each
  day (the only possible answers are
  “yes,” “no,” and “I don’t know”).
  Focus: The object storing the soul
  may be no larger than you and must be
  worth at least 5,000 gp. You must
  have both it and the target in range
  while you cast the spell. Casting the
  spell does not consume the receptacle,
  but destroying the object sends the
  soul back to its rightful place—its
  body if it was a living soul, or the
  afterlife if it was dead.
  Castigate the Dead
  Transmutation
  Level: Cleric 9
  Components: V, S, DF
  Casting Time: One free action
  Range: Personal
  Target:You
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  When you use the Turn Undead dis-
  cipline, you also inflict upon the
  undead 1d6 points of damage + 1d6
  points for every two caster levels. If you
  already have the damage enhancement
  to the discipline (see Chapter One:
  Classes), then the undead flee as well
  as suffer damage.
  This spell is cast at the same time as
  you turn undead. It is a free action that
  can be used only on your turn, and
  never more than once per round. It
  cannot be used on the same round as
  a quickened spell or a quickened 
  discipline.
  The Book of Experimental Might
  54
  
  Cat’s Grace
  Transmutation
  Level: Wizard 4
  Components: V, S, M
  Casting Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: One hour/level
  Saving Throw: None
  Spell Resistance: Yes
  The transmuted creature becomes
  more graceful, agile, and coordinated
  thanks to your spell. Cat’s grace grants
  an enhancement bonus to Dexterity of
  1d4+1 points, adding the usual benefits
  to Armor Class, Reflex saves, Dexterity-
  based skills, etc.
  Material Component: A pinch of cat
  fur.
  Coma
  Enchantment (Compulsion) 
  [Mind-Affecting]
  Level: Cleric 12
  Components: S, M
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two
  levels)
  Target: One living creature
  Duration: One hour/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You put a living creature in a coma.
  The subject falls prone immediately—
  alive, but unable to take actions.
  Material Component: A mixture of
  ground spices.
  Compelling Question
  Enchantment (Compulsion)
  [Language-Dependent, Mind-
  Affecting]
  Level: Wizard 1
  Components: V, S
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two 
  levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You ask another creature a single,
  simple question that can be answered
  with one word. On the creature’s next
  turn, as a free action, it answers you as
  truthfully as possible. The DM may
  assign modifiers to the saving throw
  based on how important the target
  considers the answer. Asking someone
  whether she is the king’s murderer, for
  example, involves a closely guarded
  secret and may earn a trained assassin
  a +4 competence bonus to the save.
  Compelling Question,
  Greater
  Enchantment (Compulsion)
  [Language-Dependent, Mind-
  Affecting]
  Level: Wizard 5
  Components: V, S
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two
  levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance:Yes
  As compelling question, above, except
  that the answer may require up to
  twenty-five words. Answering the ques-
  tion remains a free action, and the
  details of the answer still modify the
  saving throw.
  Conditional Spell
  Evocation
  Level: Wizard 12
  Components: V, S
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two
  levels)
  Target: One creature or object
  Duration: Until discharged
  Saving Throw: Will negates
  Spell Resistance: Yes
  You cast this spell as well as another
  spell of 12th level or lower to be
  “stored.” When a specific spell you
  name (of any level) is cast upon the
  subject, the stored spell releases in a
  preset manner. The stored spell takes
  effect immediately after the target spell
  in the same round.
  For example, you store fireball within
  your friend the barbarian and desig-
  nate lightning bolt as the impetus spell.
  Now, when a lightning bolt is next cast,
  placing the barbarian in its area, a fire-
  ball is cast in the manner you chose
  when you cast conditional spell. You
  might have caused the spell to be cast
  “at the individual who cast lightning
  bolt,” or “100 feet straight ahead,” or
  “at the subject’s feet.” The barbarian
  still suffers damage from the lightning
  bolt normally.
  You could also designate a door as
  the subject, with an impetus spell of
  knock, and store the web spell,to be cast
  in the area around the door. Or, you
  could identify an impetus spell of charm
  person that,when cast upon a cohort (as
  the subject), releases the stored spell
  dispel magic, cast on the cohort.
  A target and his gear may have only
  one conditional spell active at a time,
  meaning you cannot cast this spell on
  both a barbarian and the barbarian’s
  axe. If the impetus spell does not affect
  the target because of a successful save
  or spell resistance, the conditional spell
  Chapter Five: Magic 55
  Okay, you caught me. I’ve just reinstated the original 3rd Edition
  versions of cat’s grace, bull’s strength, et. al., back into the game. I
  feel the much shorter versions of the spells in the revised Core Rules
  are harder to get a lot of use from. And it’s a pain to keep track of a
  lot of short durations—it’s hardly worth doing the math to refigure
  your stat for just a minute per level; the hourlong durations make
  for much easier bookkeeping. In fact, I’d almost be willing to make
  the whole thing even easier and say, “Wizard, give up a 4th-level
  spell slot and get a bonus to Dexterity for the whole day.” That
  would be really easy.
  Design Decisions: The Stat-Boosting Spells 
  
  still triggers. If the stored spell cannot
  be cast as you designated (due to
  range, line of sight, etc.), the stored
  spell has no effect and the conditional
  spell is lost.
  Confutation of the
  Demon
  Evocation [Good]
  Level: Cleric 17
  Components: V, S
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Target: One evil outsider/round
  Duration: 1 round/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  When you point your finger at an
  evil outsider and speak holy words
  whispered to you by servants of the
  divine, you consume the outsider
  utterly in an explosion of light and
  glory. Beings with less than 10 HD
  get no saving throw versus this effect.
  Those with 20 HD or more are not
  consumed but instead suffer 10d6
  points of holy damage if they fail
  their saving throw. Beings of godlike
  status are immune to the effects of
  this spell.
  Despite its name, this spell works
  equally well on devils, efreeti, and all
  evil outsiders. When an evil outsider is
  consumed, it is destroyed utterly and
  forever.
  Counterspell Shield
  Abjuration
  Level: Wizard 18
  Components: V, S
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two 
  levels)
  Effect: One magical shield
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You bring into existence a floating
  shield of semi-transparent energy. This
  shield protects you as if you wielded a
  heavy shield, giving you a +2 shield
  bonus to Armor Class, although you do
  not have to wield it.
  The shield can automatically counter
  any single-target spell or spell-like abil-
  ity, regardless of level, that has you as a
  target. Area spells and spells that do
  not actually have a target cannot be
  countered. Spells that you want to
  affect you bypass the shield. If the
  shield counters a number of spells
  equal to your caster level, it disappears,
  even if the duration has not yet
  expired.
  Crystal Eruption
  Conjuration (Creation)
  Level: Cleric 13, Druid 14
  Components: V, S, M
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Area: 50-foot-diameter circle on the 
  ground
  Duration: 1 round/level (D)
  Saving Throw: Reflex half and partial
  Spell Resistance: No
  The area quakes and rumbles, and
  the ground begins to burst forth with
  massive crystalline shards. The shards
  rise up to 20 feet high. Anyone or any-
  thing in the area must make a save
  each round. Failure indicates that the
  subject suffers 1d6 points of impact
  damage per level (maximum 20d6)
  and is stunned for 1 round and
  knocked prone. On a successful save,
  the subject suffers half damage and is
  not stunned or prone.
  Structures built upon the affected
  area likely are destroyed. If the spell is
  cast underground in a cave or cavern
  with a ceiling of less than 20 feet,
  there is a 50 percent chance that it
  completely collapses the area.
  After the duration expires, the crys-
  tal shards remain in the area where
  they rose up, but they crack and turn
  brown, making them worth practically
  nothing.
  Material Component: Crystal shard
  worth at least 50 gp.
  Crystal of Reflection
  Abjuration
  Level: Cleric 4, Druid 5
  Components: V, S, M
  Casting Time: One standard action
  Range: Touch
  Target: One crystal
  Duration: One minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You take a small crystal and imbue it
  with magical power so that it floats
  near you like an ioun stone. Any time
  you are the target of a ray attack, you
  gain a +6 deflection bonus to Armor
  Class thanks to the crystal. If the ray
  misses you, it reflects back at the
  attacker (using the normal attack roll
  bonus).
  Material Component: Crystal shard
  worth at least 10 gp.
  Crystal Shard
  Conjuration (Creation)
  Level: Cleric 1, Druid 2
  Components: V, S
  Casting Time: One standard action
  Range: Long (400 feet + 40 feet/level)
  Effect: Crystal shard
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a thin crystal shard that
  comes out of the tip of your finger and
  flies in the direction you point, like an
  arrow. Make a ranged attack roll. If it
  succeeds, the shard inflicts 1d8+2
  points of damage. After it strikes its
  target, the shard powders to dust.
  Crystal Shield
  Conjuration (Summoning)
  Level: Wizard 10
  Components: V, S
  Casting Time: One standard action
  Range: 0 feet
  Target: Your Shield of the Seraphim
  Duration: 1 round/level
  Saving Throw:None
  Spell Resistance: No
  This spell is cast upon a Shield of
  the Seraphim created by you (see the
  discipline in Chapter One: Classes).
  The Book of Experimental Might
  56
  
  You summon a mass of magical crystal
  that becomes a part of your Shield of
  the Seraphim, adding +2 to the Armor
  Class bonus that it provides.
  Further, the crystal shield reflects all
  Eldritch Bolts hurled at you back at the
  attacker, using the same attack roll and
  inflicting the same damage.
  Curse of Wounding
  Transmutation 
  Level: Cleric 9
  Components: V, S
  Casting Time: One standard action
  Range: Touch
  Target: One creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  The opponent you touch gains a 
  50 percent hit chance; in other words,
  50 percent of attacks targeting the
  creature that normally would miss now
  hit.This curse negates the effect of a
  normal miss chance,whether it be from
  incorporeality,concealment,displace-
  ment,or other condition.For such con-
  ditions,however,the effects of the curse
  are also negated.This curse can be
  removed with a remove curse spell.
  Darkness
  Evocation [Darkness]
  Level: Cleric 4, Wizard 4
  Components: V, M/DF
  Casting Time: One standard action
  Range: Touch
  Target: Object touched
  Duration: Ten minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell causes an object to radiate
  darkness.Not even creatures who nor-
  mally can see in the dark (such as with
  darkvision) can see in an area shrouded
  in darkness.Normal lights (torches,
  candles,lanterns,etc.) do not work,nor
  do light spells of low level (light, etc.).
  Darkness and daylight cancel each other
  out,leaving whatever light conditions
  normally prevail in the spells’ overlap-
  ping areas.Higher-level light spells take
  precedence over darkness.
  If the spell is cast on a small object
  that is then placed inside or under a
  lightproof covering, the spell’s effects
  remain blocked until the covering is
  removed.
  Darkness counters or dispels any
  light spell of equal or lower level.
  Arcane Material Components: A bit of
  bat fur and either a drop of pitch or a
  piece of coal.
  Destruction
  Necromancy [Death]
  Level: Cleric 14
  Components: V, S, F
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two
  levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  This awful spell instantly delivers 10
  points of damage per caster level. If the
  spell slays the target, it consumes the
  remains utterly in holy (or unholy) fire.
  If the target’s Fortitude saving throw
  succeeds, the creature instead suffers
  10d6 points of damage. It is virtually
  impossible to bring back a character
  slain by this spell.
  Focus: A special holy (or unholy)
  symbol of silver marked with verses of
  anathema (costs 500 gp).
  Destruction of the
  Angel
  Evocation [Evil]
  Level: Cleric 17
  Components: V, S
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Target: One good outsider/round
  Duration: 1 round/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  When you point your finger at a
  good outsider and speak unholy words
  Chapter Five: Magic 57
  
  whispered to you by servants of the
  divine, you consume the outsider utter-
  ly in an explosion of darkness and sin.
  Beings with less than 10 HD get no
  saving throw versus this effect. Those
  with 20 HD or more are not consumed
  but instead suffer 10d6 points of
  unholy damage if they fail their saving
  throw. Beings of godlike status are
  immune to the effects of this spell.
  Despite its name, this spell works
  equally well on archons, djinni, and all
  good outsiders. When a good outsider
  is consumed, it is destroyed utterly and
  forever.
  Devil’s Tower
  Conjuration (Creation) [Evil]
  Level: Cleric 12
  Components: V, S, M
  Casting Time: One minute
  Range: Medium (100 feet + 10
  feet/level)
  Effect: A tower 20 feet square and 
  30 feet tall
  Duration: Two hours/level
  Saving Throw: None
  Spell Resistance: No
  You conjure a fortified tower made
  of stone. There are two floors and a flat
  roof with battlements, all connected by
  narrow stairs on the interior. In all
  respects the structure resembles a nor-
  mal tower, with an iron door and three
  shuttered windows on the upper interi-
  or level (stairs lead from the ground
  level outside to the door), and a small
  fireplace.
  The shelter has a comfortable temper-
  ature and atmosphere no matter what
  the conditions are like outside. The
  tower provides considerable security—
  the walls are 4-foot-thick stone and the
  door is 2-inch-thick iron.The structure
  itself resists spells cast directly upon it
  as if it had SR 25.It is impervious to
  normal missiles,though not the sort
  cast by siege machinery or giants.
  The door,shutters,and even chimney
  remain secure against intrusion,the
  former two being arcane locked and the
  latter secured by an iron grate at the top
  of a narrow flue.Finally,the spell con-
  jures seven fiendish dogs to watch over
  and protect the tower for its duration.
  The tower contains elegant but
  gothic furnishings—twelve bunks, a
  trestle table, eight chairs, two benches,
  and a writing desk. The interior is filled
  with reliefs and tapestries depicting
  devils and graphically sinful acts.
  Material Component: A small block of
  granite and a black feather dipped in
  unholy water.
  Disdain the Divine
  Abjuration
  Level: Wizard 2
  Components: S, M
  Casting Time: One full round
  Range: Touch
  Target: One creature
  Duration: One minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The creature you touch gains a resist-
  ance bonus of +1,plus an additional +1
  for every four caster levels,to saves made
  against divine spells (maximum +5).
  Material Component: A broken holy
  symbol.
  Doorway to
  Elsewhere
  Transmutation
  Level: Wizard 19
  Components: V, S, M
  Casting Time: Six hours
  Range: See text
  Effect: A one-way magical doorway
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  This spell creates a doorway through
  which you view another location. The
  doorway is a 5-foot-by-8-foot, one-way
  magical opening that allows you or
  anyone else to step into the desired
  location. You cannot choose or change
  the position, orientation, or angle of
  the doorway. Any spell that protects an
  area from teleportation or scrying also
  prevents a doorway to elsewhere from
  opening into it.
  Any creature in the destination loca-
  tion with an Intelligence of 12 or high-
  er can notice the doorway by making
  an Intelligence check (DC 20). Even if
  the doorway is noticed, however, it
  remains one-way, and the creature
  cannot look or step in—she merely
  knows it is there.
  When creating the doorway, choose
  a place known to you that it will lead (a
  place you have been or a locale you
  have had described to you). It can even
  be on another plane. To determine if
  the doorway appears where you want it
  to, make a percentile roll on the table
  below. The paragraphs that follow
  explain the table’s terms.
  Familiarity:“Very familiar” refers to
  a place where you have been very often
  and where you feel at home. “Studied
  carefully” is a place you know well,
  either because you’ve been there often
  or because you have used other means
  (such as scrying) to study the place.
  “Seen casually” is a place you have seen
  more than once but with which you are
  not very familiar.“Viewed once” is a
  place you have seen once,possibly
  using magic.“Description” is a place
  whose location and appearance you
  The Book of Experimental Might
  58
  On
  Off 
  Similar
  Familiarity
  Target 
  Target 
  Area 
  Mishap
  Very familiar 
  01–97 
  98–99 
  100 
  —
  Studied carefully 
  01–94 
  95–97 
  98–99 
  100
  Seen casually 
  01–88 
  89–94 
  95–98 
  99–100
  Viewed once 
  01–76 
  77–88 
  89–96 
  97–100
  Description 
  01–52 
  53–76 
  77–92 
  93–100
  False destination 
  — 
  — 
  81–92 
  93–100
  (roll 1d20+80)
  
  know through someone else’s descrip-
  tion,perhaps even from a precise map.
  “False destination” is a place that does
  not exist,such as if you have mistrans-
  lated an ancient tome and tried to step
  into a nonexistent treasure vault that
  you believe you read about,or if a trai-
  torous guide has carefully described an
  enemy’s sanctum to you wholly inaccu-
  rately.When looking into a false desti-
  nation,roll 1d20+80 to obtain results
  on the table,rather than rolling per-
  centile dice,since there is no real loca-
  tion for you to hope to see or even be
  off target from.
  On Target: The doorway opens into
  the place you want.
  Off Target: The doorway opens into
  a location a random distance away
  from the desired location in a random
  direction. Distance off target meas-
  ures 1d10 × 1d10 percent of the dis-
  tance between you and the original
  location. If the door goes to another
  plane, the off-target location is anoth-
  er plane.
  Similar Area: The doorway opens
  into a location that’s visually or the-
  matically similar to the target area.
  Generally, you step into the closest
  similar place, but since the spell has
  no range limit, you could conceivably
  step somewhere else across the globe.
  Mishap: The doorway’s energy
  explodes around you, inflicting 3d6
  points of damage to you and all with-
  in 10 feet of you.
  Material Component: A 5-foot-by-7-
  foot pane of quality glass with a silver
  frame, worth at least 5,000 gp.
  Dragon’s Form
  Transmutation 
  Level: Druid 20, Wizard 20
  Components: V, S, M
  Casting Time: One full round
  Range:Personal
  Target:You
  Duration: Ten minutes/level
  You change yourself into a young
  adult red dragon. Your type changes to
  dragon. Upon changing, you regain
  lost hit points as if you had rested for a
  night (though this healing does not
  restore temporary ability damage or
  provide other benefits of resting;
  changing back does not heal you fur-
  ther). If slain, you revert to your origi-
  nal form, though you remain dead.
  You gain the Strength, Dexterity,
  and Constitution scores of a young
  adult red dragon but retain your own
  Intelligence, Wisdom, and Charisma
  scores. You retain your own base attack
  bonus, base saves, and hit points, but
  gain the young adult red dragon’s bite,
  claw, tail, wing and crush damage plus
  its Armor Class, speed, flying ability,
  breath weapon, frightful presence,
  spell-like abilities, damage reduction,
  immunity to fire, sleep, and paralysis,
  spell resistance, improved grab, blind-
  sense, keen senses, darkvision, low-
  light vision, and vulnerability to cold.
  You do not gain its spellcasting ability.
  You retain your own skills and feats
  and gain the dragon’s feats and racial
  bonuses to skills (but not its skill
  ranks). You can speak, cast spells, and
  use disciplines while in dragon form.
  The equipment you wear is sub-
  sumed into the dragon’s form, but it is
  nonfunctional.
  Material Component: A red dragon’s
  scale.
  Duplicate
  Necromancy
  Level: Wizard 20
  Components: V, S, M
  Casting Time: One full round
  Range: Personal
  Target: You
  Duration: 1 round/level
  Chapter Five: Magic 59
  
  You create a temporary duplicate of
  yourself and your gear. This is not a
  clone—you control the duplicate as
  surely as you control yourself, for you
  and it are one person: one mind with
  two bodies. Both you and the duplicate
  can do anything that you can do, inde-
  pendently. For example, if you are an
  18th-level wizard, so is the duplicate—
  you can both cast spells, communicate
  with your familiar, walk across the
  room, use items, and so on. In any
  given round of the duration, you can
  both take independent actions; thus
  the duplicate can cast a spell while you
  use a wand. You and the duplicate do
  not need to stay close to each other. If
  you create a duplicate, you can have it
  step through a magic gate to explore
  what lies beyond, while the “real you”
  stays safe on this side. You share the
  same thoughts—your thoughts are the
  duplicate’s. The duplicate is an exact
  replica of you as you are at the moment
  you cast the spell. If you are down 11
  hit points and 1 point of Constitution,
  so is the duplicate. If you are diseased,
  so is the duplicate. The duplicate does
  not carry lingering spell effects (neither
  beneficial ones, such as cat’s grace or
  stoneskin, nor harmful ones, such as
  slow or doom), even if you do when you
  cast the spell. After the duplicate is cre-
  ated, you can cast spell effects on it (or
  the duplicate can cast them), but even
  then, spell effects are not necessarily
  shared by both of you. The duplicate
  cannot be commanded to hurt you any
  more easily than you can be command-
  ed to harm yourself.
  Spells cast by either the duplicate or
  you come from your spell total. For
  example, if you have one lightning bolt
  spell prepared, when the duplicate
  casts the spell, it is no longer available
  to you. Charged items (or items or abil-
  ities with a number of available uses
  per day) that you or the duplicate use
  count against the total number of daily
  charges or uses.
  If the duplicate dies, the spell dura-
  tion ends. If you die, the duplicate
  becomes the permanent version of you,
  its gear becomes the “real gear,” and
  your gear disappears. You suffer an
  immediate loss of 2d4 × 1,000 XP as
  you transition your soul into the new
  form. The duplicate is now you (and
  can cast duplicate again).
  You cannot have more than one
  duplicate at a time (and a duplicate
  cannot have a duplicate). This spell
  cannot be made permanent, other than
  by your own death, as mentioned
  above.
  Material Component: Two perfectly
  matched diamonds, each worth at least
  1,000 gp.
  Eagle’s Form
  Transmutation 
  Level:Druid 3, Wizard 3
  Components:V, S, M
  Casting Time:One full round
  Range:Personal
  Target:You
  Duration:Ten minutes/level
  You change yourself into an eagle.
  Your type changes to animal.Upon
  changing,you regain lost hit points as
  if you had rested for a night (though
  this healing does not restore temporary
  ability damage or provide other benefits
  of resting;changing back does not heal
  you further).If slain,you revert to your
  original form,though you remain dead.
  You gain the Strength, Dexterity,
  and Constitution scores of an eagle but
  retain your own Intelligence, Wisdom,
  and Charisma scores. You retain your
  own base attack bonus, base saves, and
  hit points, but gain the eagle’s bite and
  talon damage, Armor Class, speed, fly-
  ing ability, and low-light vision. You
  retain your own skills and feats and
  gain the eagle’s feats and racial bonuses
  to skills (but not its skill ranks). You
  can speak and cast spells with only ver-
  bal components while in eagle form.
  You can use disciplines that do not
  require a free hand.
  The equipment you wear is sub-
  sumed into the eagle’s form, but it is
  nonfunctional.
  Material Component: A feather from
  an eagle.
  Eagle’s Splendor
  Transmutation
  Level: Cleric 3, Wizard 4
  Components:V, S, M
  Casting Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: One hour/level
  Saving Throw: None
  Spell Resistance: Yes
  The transmuted creature becomes
  more poised, articulate, and personally
  forceful. The spell grants an enhance-
  ment bonus to Charisma of 1d4+1
  points, adding the usual benefits to
  Charisma-based skills, etc.
  Arcane Material Component: A few
  feathers, or a pinch of droppings, from
  an eagle.
  Energy Lash
  Evocation [Force]
  Level: Wizard 3
  Components: V, S, M
  Casting Time: One standard action
  Range: Personal
  Effect: 10-foot-long whip
  Duration: One minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You create a whip made of energy
  that comes out of the palm of your
  hand. You can wield the whip as
  though you were proficient with it. The
  weapon has a 10-foot reach and inflicts
  1d6 points of force damage + 1 point
  for every two levels (maximum +10).
  You can also make grapple attacks with
  the weapon without provoking attacks
  of opportunity.
  Material Component: A 3-inch strip of
  leather.
  Escape Death
  Evocation
  Level: Wizard 18
  Components: V, S, M
  Casting Time: Ten minutes
  Range: Personal
  Target: You
  Duration: Until discharged
  When casting this spell, you must
  specify a locale that you have visited.
  The Book of Experimental Might
  60
  
  Henceforth, should you die, you and
  your gear are immediately transported
  to that location and you are alive and
  conscious for 1d4 rounds (during
  which time you or others may attempt
  to undo the cause of your demise)
  before you actually die.
  For example, if you have died from
  reaching a hit point total lower than
  your Constitution score expressed as a
  negative number (see Chapter Four:
  Playing the Game), healing in the
  form of hit points can restore you. If
  you have been decapitated, however,
  much more drastic measures are 
  needed.
  Utter destruction of your physical
  form, such as with a disintegrate spell
  or the crushing weight of a 100-ton
  stone block, likely prohibits any mean-
  ingful action on your part (subject to
  DM discretion) once this spell trans-
  ports you. It does not prohibit the
  assistance of others, although a wish or
  miracle likely is needed to bring you
  back.
  Material Component: A specially
  made jeweled orb that costs 5,000 gp.
  Fey Storage
  Transmutation
  Level: Wizard 1
  Components: V, S
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration: Twenty-four hours (D)
  Saving Throw: None
  Spell Resistance: No
  You create an extradimensional
  space hidden on your person that can
  store up to 5 lbs. per level of objects
  able to fit through a 6-inch-square
  opening. This space resembles a bag of
  holding in most ways. If this spell ends
  with objects stored, they fall to the
  ground at your feet.
  Although some say the spell gains
  its name from the fact that you could
  store a pixie in the space, it actually
  comes from the fact that it was creat-
  ed by a fey caster.
  Fiendish Horde
  Conjuration (Summoning) [Evil]
  Level: Cleric 20
  Components: V, S, DF
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Area: 20-foot-radius spread
  Duration: Instantaneous and one 
  hour/level
  Saving Throw: Reflex half and none
  Spell Resistance: No
  You call upon fiends, hungry for
  murder, to come forth and aid your
  cause. This spell conjures an area of
  reddish, unholy light that inflicts 10d6
  points of damage on all good creatures.
  Further, in the middle of the area, one
  vrock or osyluth for every four caster
  levels appears to serve you, as long as
  you command them to commit only
  evil acts. You can choose whether
  vrocks or osyluths appear, although
  normally it depends on your own
  alignment (chaotic vs. lawful).
  Finger of Death
  Necromancy [Death]
  Level: Druid 16, Wizard 14
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 feet + 5 feet/two levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: No
  This awful spell instantly delivers 10
  points of damage per caster level. A vic-
  tim who succeeds in a saving throw
  instead sustains 3d6 points of damage
  + 1 point per caster level. Of course, the
  victim might die from damage even
  after succeeding at the saving throw.
  Fires of Hell
  Evocation [Evil]
  Level: Cleric 11
  Components: V, S
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Area: 30-foot-radius spread on the 
  ground
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  When you cast this spell on an area
  of ground,the earth cracks and shud-
  ders.Fiery,wicked light and the smell of
  sulfur ooze out of the cracks and flicker
  upward 30 feet.Good creatures in the
  light suffer 3d8 points of damage.Good
  outsiders suffer 5d8 points of damage.
  Once the spell ends,the ground reseals
  and returns to its previous state.
  Fist of the Elemental
  Lord
  Conjuration (Summoning) [See Text]
  Level: Druid 19, Wizard 20
  Components: V, S
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Effect: A fist (size Large) made of
  seething elemental force
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: Yes
  You conjure a fist made of roaring fire,
  churning air,solid stone,or seething
  water.The fist has a diameter of 8 to 9
  feet.It flies through the air at a speed of
  90,as you direct (a free action in a given
  round).You can use the fist to attack a
  single target by making caster level
  checks as attack rolls.Attacking with the
  fist—as opposed to just directing it—
  is a move action.The fist inflicts 1d6
  points of impact damage per caster
  level  plus a special effect based on its
  element:
  •Air: Creatures struck, regardless of
  size, must make Fortitude saves or
  be knocked back 10 feet and prone.
  •Earth: Creatures struck that are
  smaller than Gargantuan must
  make Fortitude saves or be stunned
  for 1 round.
  •Fire: Flammable objects (including
  creatures) within 5 feet of the fist
  catch fire and suffer 1d6 points of
  fire damage per round until some-
  one uses a full-round action to put
  out the flames.
  Chapter Five: Magic 61
  
  •Water: Creatures struck that are
  smaller than Large must make
  Reflex saving throws or be absorbed
  into the fist. Those absorbed move
  with the fist and begin to drown.
  A successful Swim check (DC 20)
  frees a creature. The fist can hold
  two Medium, four Small, eight Tiny,
  or sixteen Fine creatures.
  The spell takes on the descriptor of
  the element chosen.
  If you wish it, the fist can attempt
  bull rush, charge, overrun, or sunder
  actions. It does not make attacks of
  opportunity.
  The fist inflicts full damage against
  inanimate objects regardless of element.
  Fox’s Cunning
  Transmutation
  Level: Wizard 4
  Components: V, S, M
  Casting Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: One hour/level
  Saving Throw: None
  Spell Resistance: Yes
  The transmuted creature becomes
  more intelligent through this spell.
  Fox’s cunning grants an enhancement
  bonus to Intelligence of 1d4+1 points,
  adding the usual set of benefits to
  Intelligence-based skills, etc. The sub-
  ject does not gain additional skill
  points.
  Material Component: A pinch of fox
  fur.
  Freezing Claw
  Conjuration (Creation) [Cold]
  Level: Wizard 12
  Components: V, S, M
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two
  levels)
  Effect: A small claw of ice
  Duration: 1 round/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You create a 2-foot-diameter ice-blue
  claw that floats in the air. You direct it
  to move anywhere within range and
  make one ranged touch attack each
  round with it, using your own attack
  bonus. Those the claw touches suffer
  3d6 points of cold damage and must
  make Fortitude saves. Failing the save
  freezes a victim solid. Frozen creatures
  remain alive but cannot take actions.
  They stay frozen until they suffer 20
  points of fire damage, after which
  point they are free (but sustain the 20
  points of damage). If the claw suffers
  10 points of fire damage, the spell
  ends. (The claw has AC 12.)
  Material Component: A chunk of ice.
  Giant’s Form
  Transmutation 
  Level:Druid 10, Wizard 10
  Components:V, S, M
  Casting Time:One full round
  Range:Personal
  Target:You
  Duration:Ten minutes/level
  You change yourself into a hill giant.
  Your type changes to giant. Upon
  changing, you regain lost hit points as
  if you had rested for a night (though
  this healing does not restore temporary
  ability damage or provide other bene-
  fits of resting; changing back does not
  heal you further). If slain, you revert to
  your original form, though you remain
  dead.
  You gain the Strength, Dexterity,
  and Constitution scores of a hill giant
  but retain your own Intelligence,
  Wisdom, and Charisma scores. You
  retain your own base attack bonus,
  base saves, and hit points, but gain the
  giant’s slam damage, Armor Class,
  speed, rock throwing ability, and low-
  light vision. You retain your own skills
  and feats and gain the giant’s feats
  and racial bonuses to skills (but not
  its skill ranks). You can speak, cast
  spells, and use disciplines in giant
  form.
  The equipment you wear is sub-
  sumed into the giant’s form, but it is
  nonfunctional.
  Material Component: A strand of a
  hill giant’s hair.
  Gird Against the
  Enemy
  Abjuration [Good or Evil]
  Level: Cleric 18, Druid 18
  Components:V, S, DF
  Casting Time: One full round
  Range: Touch
  Target: One living creature/five levels
  or one undead creature/five levels
  Duration: 1 round/level
  Saving Throw: None (harmless)
  Spell Resistance: Yes (harmless)
  You grant living creatures potency
  against the undead, or undead crea-
  tures potency against the living.
  All living subjects receive a death ward
  effect.The subjects also become immune
  to special attacks and abilities of undead
  that deal ability damage,ability drain,
  fear effects, disease,paralysis,or poison.
  The weapons and armor of living sub-
  jects gain the ghost touch ability.Cast in
  this way,this is a good spell.
  All undead subjects gain immunity
  to turning. They also become immune
  to any attack that specifically targets
  undead, including but not limited to
  holy water, the special damage that a
  searing light spell inflicts, or a weapon
  with the disruption quality. Other
  attacks that specifically target other
  aspects of the undead creature, such as
  a weapon with the holy quality affect-
  ing evil creatures, function normally.
  Cast in this way, this is an evil spell.
  Gird against the enemy cannot be cast
  in such a way as to affect both the liv-
  ing and the undead at the same time.
  Globe of Invulner-
  ability, Lesser
  Abjuration
  Level:Wizard 8
  Components: V, S, M
  Casting Time: One standard action
  Range: 10 feet
  Area: A 10-foot-radius spherical 
  emanation, centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  The Book of Experimental Might
  62
  
  An immobile, faintly shimmering
  magical sphere surrounds you and
  excludes all 1st- through 5th-level spell
  effects. The area or effect of any such
  spells does not include the area of the
  lesser globe of invulnerability. Such spells
  fail to affect any target or subject locat-
  ed within the globe. This includes
  spell-like abilities and spells or spell-
  like effects from devices or disciplines.
  However, any type of spell can be cast
  through or out of the magical globe.
  Spells of 6th level and higher go unaf-
  fected by the globe. The globe can be
  brought down by a targeted dispel magic
  spell, but not by an area dispel magic.
  You can leave and return to the globe
  without penalty.
  Note that spell effects are not dis-
  rupted unless their effects enter the
  globe, and even then they are merely
  suppressed, not dispelled. For example,
  creatures inside the globe would still
  see a mirror image created by a caster
  outside the globe. If that caster then
  entered the globe, the images would
  wink out, to reappear when the caster
  exited the globe. Likewise, a caster
  standing in the area of a light spell
  would still receive sufficient light for
  vision, even though that part of the
  light spell volume inside the globe
  would not be luminous.
  If a given spell’s level varies depend-
  ing on the character class casting it,
  use the level appropriate to the caster’s
  class to determine whether lesser globe
  of invulnerability stops it.
  Material Component: A bead made of
  glass or crystal that shatters at the
  spell’s expiration.
  Globe of
  Invulnerability
  Abjuration
  Level: Wizard 12
  As lesser globe of invulnerability,
  except that it also excludes 6th-, 7th-,
  and 8th-level spells and spell-like
  effects.
  Glory of the Beast
  Transmutation [Good or Evil]
  Level: Cleric 11, Druid 11
  Components: V, S, DF
  Casting Time: One standard action
  Range: Touch
  Target: One animal or beast
  Duration: One hour/level
  Saving Throw: None
  Spell Resistance: Yes
  You fill an animal or magical beast
  with holy or unholy power, allowing it
  to take on a glorious aspect or a wicked
  demeanor. The animal adopts the
  celestial or the fiendish template,
  enjoys maximum hit points, and gains
  a +2 enhancement bonus to all ability
  scores. For the duration, the creature
  adopts a good or evil alignment, as
  appropriate.
  Godspeed
  Transmutation 
  Level: Cleric 6
  Components: V, S, DF
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration: One minute/level
  You call upon divine energy to grant
  yourself great speed. Your speed
  becomes 60, regardless of size or
  encumbrance. Your movements appear
  to be almost a blur to onlookers. You
  also gain a +2 haste bonus to Armor
  Class thanks to this spell.
  Grant Quarter
  Transmutation
  Level: Cleric 4
  Components: V, S, M
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Target: One helpless or willing 
  creature/level (see text)
  Duration: One day/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create an extradimensional
  prison where you store captured foes in
  stasis. Those affected by the spell must
  be either helpless or willing (often,
  when granted the options of this type
  of imprisonment and death, a subject
  will submit to the spell and thus get no
  saving throw). Subjects must also be of
  5 HD or less.
  Chapter Five: Magic 63
  
  Using this spell, you place them in a
  state of suspended animation. For the
  creatures, time ceases to flow and their
  condition becomes fixed. They do not
  grow older. Their bodily functions vir-
  tually cease, and no force or effect can
  harm them.
  This spell is known to some as bonds
  of mercy.
  Material Component: Three 1-inch
  bars of iron.
  Guide Craft
  Transmutation
  Level: Wizard 1
  Components: V, S, M
  Casting Time: One standard action
  Range: Touch
  Target: See text
  Duration: One hour/level
  Saving Throw: None
  Spell Resistance: No
  A cart,wagon,boat,or ship moves as
  you command.The vehicle can be no
  larger than 10 feet long + 2 feet per
  level (thus,a 10th-level wizard can steer
  a 30-foot-long vessel).The craft must
  have its normal means of locomotion,
  or you may cast power craft (see page
  69). You do not need to concentrate to
  maintain this effect—so you could cast
  it on a horse-drawn wagon,command
  it to “go straight,” and take a nap.The
  horse will pull the wagon straight until
  you tell it otherwise or the duration
  ends.
  The spell does not imbue a craft (or
  the animals pulling it) with intelli-
  gence. It cannot avoid obstacles that
  you do not tell it to avoid. Nor can it
  follow a command that requires intelli-
  gence, such as, “Sail to the port city of
  Andrecon” or even, “Follow the road.”
  Only simple instructions work, such as
  “straight,” “left,” “right,” and so on.
  Material Component: An arrowhead.
  Halo of Protection
  Abjuration
  Level: Cleric 8
  Components: V, S, DF
  Casting Time: One standard action
  Range: 50 feet
  Area:50-foot spread, centered on you
  Duration: One minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You are surrounded by a visible halo
  of divine energy. All allies gain a +2
  deflection bonus to Armor Class and a
  +2 resistance bonus to saving throws
  as long as they remain in the halo.
  Halo of Shelter
  Abjuration
  Level: Cleric 10
  Components: V, S, M
  Casting Time: One standard action
  Range: Touch
  Target: One creature of a nonevil 
  alignment
  Duration: One minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  Around a subject you create a halo
  that can sustain 5 points of damage per
  caster level. All incoming damage (nor-
  mal or nonlethal hit point damage but
  not ability score damage) 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. Thus, if a 10th-level cleric casts
  halo of shelter upon a subject, the halo
  has 50 hp. If the subject is then struck
  by a sword for 18 points of damage, the
  halo has 32 hp left. If the target then
  falls into a pit and suffers 20 points of
  damage, he sustains no damage him-
  self and the halo has 10 hp left. If the
  subject then finds himself in the area
  of a fireball that inflicts 24 points of
  damage, the halo is destroyed, but he
  remains unscathed.
  The halo also blocks effects that
  accompany a damaging attack, such as
  a poisonous bite or the effects of an
  axe of wounding.
  The subject of the halo of shelter
  glows (particularly around the head)
  with divine energy that illuminates a 
  5-foot radius.
  Damage from artifacts, spells of 15th
  level or above, and +5 weapons bypass
  the halo. The halo does not protect
  against nondamaging attacks like cause
  fear, gaze attacks, or disintegrate
  (although it would absorb the damage
  inflicted by a disintegrate spell if the
  subject’s save succeeds).
  Material Component: Four vials of
  holy water.
  Harassing Weapon
  Evocation [Force]
  Level: Wizard 2
  Components: V, S
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Effect: A magical weapon of force
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A melee weapon of pure force
  springs into existence and attacks a
  designated opponent when he pro-
  vokes attacks of opportunity, dealing
  1d8 points of damage per hit with a
  critical threat range of 19–20/×2. The
  weapon is visible and takes the shape
  of any appropriately-sized simple or
  martial weapon you desire. It uses your
  base attack as its attack bonus. It
  strikes as a spell, not as a weapon, so,
  for example, it can strike incorporeal
  creatures.
  The weapon follows the foe you
  choose as long as he remains within
  range. Occupying the same area as the
  foe, it makes attacks of opportunity
  whenever that particular foe provokes
  them, but otherwise it takes no actions.
  Your feats (such as Weapon Focus) or
  combat actions (such as charge) do not
  affect the weapon. If the weapon goes
  beyond the spell’s range, the spell ends.
  Once you’ve designated a foe, you can-
  not choose a new opponent to harass
  with this spell. The harassing weapon
  cannot be attacked or damaged.
  If an attacked creature has spell
  resistance, check for resistance the first
  time the harassing weapon strikes.
  Successfully resisting the weapon dis-
  pels the spell. Otherwise, the weapon
  retains its normal full effect for the
  duration.
  The Book of Experimental Might
  64
  
  Haste
  Transmutation
  Level: Wizard 6
  Components: V, S, M
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two
  levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The transmuted creature moves and
  acts more quickly than normal. This
  extra speed has several effects.
  •Hasted creatures gain an additional
  move action each round.
  •Hasted creatures gain a +2 haste
  bonus to Armor Class. They lose
  this bonus whenever they would
  lose a dodge bonus.
  •A hasted creature can jump one and
  a half times as far as normal. This
  increase counts as an enhancement
  bonus.
  •Haste dispels and counters slow.
  Material Component: A shaving of
  licorice root.
  Holy Shout
  Evocation [Good, Sonic]
  Level: Cleric 15
  Components: V
  Casting Time: One standard action
  Range: 30 feet
  Target: Creatures in a 30-foot-radius 
  spread centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Letting loose with a holy shout has
  three effects. First, any evil creatures in
  the target area suffer 1d8 points of
  sonic damage for every two caster levels
  (maximum 10d8). Nongood, nonevil
  creatures suffer only half damage.
  Good creatures suffer no damage.
  Further, if you are on your home
  plane, the spell instantly banishes non-
  good extraplanar creatures within the
  target area back to their home planes.
  Creatures so banished cannot return
  for at least one day. This effect takes
  place regardless of whether the crea-
  tures hear the holy shout.
  Lastly, creatures native to your plane
  who hear the holy shout and are not
  good suffer the following cumulative ill
  effects:
  HD
  Effect
  14 or more
  Deafened
  Less than 14
  Blinded, deafened
  Less than 10
  Paralyzed, blinded,
  deafened
  Less than 6
  Killed, paralyzed,
  blinded, deafened
  Deafened: The creature is deafened
  (see blindness/deafness in the Core
  Rules) for 1d4 rounds.
  Blinded: The creature is blinded (see
  blindness/deafness in the Core Rules) for
  2d4 rounds.
  Paralyzed: The creature is paralyzed
  and helpless for 1d10 minutes, unable
  to move or act in any way.
  Killed: Living and unliving creatures
  suffer 15d6 points of damage.
  Immortality
  Abjuration
  Level: Cleric 19, Druid 20, Wizard 19
  Components: V, S, M
  Casting Time: Twenty-four hours
  Range: Touch
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates 
  (harmless)
  Spell Resistance: Yes
  The target stops aging. He continues
  to experience age effects but has no
  maximum age. When casting this spell,
  first make a check, adding your caster
  level plus your key ability modifier
  (Intelligence for wizards, Wisdom for
  clerics and druids); the Difficulty Class
  is 45. If you succeed, the target looks
  youthful and remains that way. If you
  do not succeed, he continues to look
  older and older as time passes, becom-
  ing a dreadful, shriveled husk.
  Material Component: A jewel worth at
  least 5,000 gp.
  Implosion
  Evocation
  Level: Cleric 19
  Components: V, S
  Casting Time: Up to 5 rounds (see text)
  Range: Close (25 feet + 5 feet/two
  levels)
  Target: One corporeal creature/round
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  By use of this spectacular spell,you
  create a destructive resonance in a cor-
  poreal creature’s body.Each round you
  spend casting this spell,you can cause
  one creature to collapse in on itself,
  inflicting 10 points of damage per cast-
  er level.(The first implosion happens 
  1 round after you begin casting the spell.)
  If you break your concentration dur-
  ing the casting, you lose the spell.
  However, any implosions that have
  already happened remain in effect.
  You can target a particular creature
  only once with each casting of the spell.
  Implosion has no effect on creatures
  in gaseous form or on incorporeal
  creatures.
  Incorporeal Defense
  Transmutation
  Level:Cleric 4
  Components: V, S, M
  Casting Time: One standard action
  Range: Touch
  Target: One creature
  Duration: One minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance:Yes (harmless)
  A nimbus of spectral light surrounds
  the subject. She gains a +4 bonus to
  Armor Class versus attacks from incor-
  poreal foes.
  Material Component: A silver-colored
  thread.
  Inspired Initiative
  Divination
  Level: Cleric 1
  Components:V, S
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two
  levels)
  Chapter Five: Magic 65
  
  Target: One creature/level
  Duration: Ten minutes/level or until 
  discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  Creatures affected by this spell gain
  momentary impressions of the future
  that grant them a +2 bonus on their
  next initiative check.
  Invisibility
  Illusion (Glamer)
  Level: Wizard 4
  Components:V, S, M
  Casting Time: One standard action
  Range: Personal or touch
  Target: You or a creature or object 
  weighing up to 100 lbs./level
  Duration: Ten minutes/level (D)
  Saving Throw: Will negates (harmless,
  object)
  Spell Resistance: Yes (harmless,
  object)
  The creature or object touched van-
  ishes from sight, even from darkvision.
  If the recipient is a creature, she
  becomes visible again if she attacks any
  other creature. If the subject is carrying
  gear, the gear vanishes, too. If you cast
  the spell on someone else, neither you
  nor your allies can see the subject,
  unless you can normally see invisible
  things or employ magic to do so.
  Items dropped or put down by an
  invisible creature become visible; items
  picked up disappear if tucked into the
  clothing or pouches worn by the crea-
  ture. Light never becomes invisible,
  although a source of light can (the
  effect is that of a light with no visible
  source). Any part of an item that the
  subject carries but that extends more
  than 10 feet from her becomes visible,
  such as a trailing rope.
  Of course, the subject is not magi-
  cally silenced, and certain other condi-
  tions can render her detectable (such
  as stepping in a puddle). The spell
  ends if the subject attacks any creature.
  For purposes of this spell, an “attack”
  includes any spell targeting a foe or
  whose area or effect includes a foe.
  (Exactly who is a foe depends on the
  invisible character’s perceptions.)
  Actions directed at unattended objects
  do not break the spell. Causing harm
  indirectly is not an attack. Thus, an
  invisible being can open doors, talk,
  eat, climb stairs, summon monsters
  and have them attack for her, cut the
  ropes holding a rope bridge while ene-
  mies are on the bridge, remotely trigger
  traps, open a portcullis to release attack
  dogs, and so on. If she attacks directly,
  however, she immediately becomes vis-
  ible along with all her gear. Note that
  spells that specifically affect allies but
  not foes are not attacks for this pur-
  pose, even when they include foes in
  their area.
  Material Components: An eyelash and
  a bit of gum arabic, the former encased
  in the latter.
  Jevicca’s Fourfold
  Ostracism
  Transmutation
  Level: Wizard 13
  Components: V, S, F
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two 
  levels)
  Target: One to four creatures or objects
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You send one to four creatures or
  objects into the Ethereal Plane for a
  very short time. At the end of the dura-
  tion, the subjects return to the exact
  location from which they left, unless
  that spot is no longer safe (it has been
  filled with stone, a fire has been set
  there, and so on); in that case, they
  appear in the nearest safe spot.
  During their time on the Ethereal,
  creatures can take whatever actions are
  available to them—if they have the
  power on their own, they can even
  return to the Material Plane. They can-
  not, however, move outside the range
  of the spell, nor can they see into the
  real world. Unless the creatures ostra-
  cized to the Ethereal take actions
  against each other, assume they stay
  safe on that plane for the duration. The
  point of the spell is simply to get rid of
  them for a short while, so that actions
  can take place in their absence.
  Unattended objects gain no saving
  throw unless they are magical. An
  object must be smaller than a 10-foot
  cube to be affected. Creatures, however,
  can be of any size. Due to the “four-
  fold” nature of this spell, if you choose
  to affect fewer than four targets, you
  can force one or more of them to make
  multiple saving throws. If any of the
  saves fail, the spell affects the subject.
  For example, if you affect three tar-
  gets, one (your choice) must make two
  saving throws while the others each
  make one, as normal. If the spell tar-
  gets two subjects, both must make two
  saves, or one must make three and the
  other just one. If this spell is cast upon
  one target, that creature or object must
  make four saving throws and succeed
  at all of them or suffer the spell’s effect.
  A creature with spell resistance must
  attempt an SR check for each save
  required of it. This spell has no effect if
  cast on the Ethereal Plane.
  Focus: A bit of copper wire bent four
  times into a square.
  Knock
  Transmutation
  Level: Wizard 3
  Components: V
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Target: One door, box, or chest with an 
  area of up to 10 square feet/level
  Duration: Instantaneous (see text)
  Saving Throw: None
  Spell Resistance: No
  The knock spell opens stuck, barred,
  locked, held, or arcane locked doors if
  you succeed at a caster level check to
  overcome the Open Lock DC of the
  lock or the Strength check DC of a
  stuck door. The spell opens secret
  doors,as well as locked or trick-opening
  boxes or chests. It also loosens welds,
  shackles, or chains (provided they
  serve to hold closures shut).
  The Book of Experimental Might
  66
  
  If used to open an arcane locked
  door, the spell does not remove the
  arcane lock but simply suspends its
  functioning for ten minutes. In all
  other cases, the door does not relock
  itself or become stuck again on its own.
  Knock does not raise barred gates or
  similar impediments (such as a
  portcullis), nor does it affect ropes,
  vines, and the like.
  Light of the Earth
  Evocation [Good]
  Level: Cleric 11
  Components: V, S
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Area: 30-foot-radius spread on the 
  ground
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  When you cast this spell on an area
  of the ground, the earth cracks and
  shudders. Holy light blazes out of the
  cracks and shines upward 30 feet. Evil
  creatures in the light suffer 3d8 points
  of damage. Undead suffer 5d8 points
  of damage. Once the spell ends, the
  ground reseals and returns to its previ-
  ous state.
  Lion’s Form
  Transmutation
  Level: Druid 6, Wizard 6
  Components:V, S, M
  Casting Time:One full round
  Range:Personal
  Target:You
  Duration:Ten minutes/level
  You change yourself into a dire lion.
  Your type changes to animal.Upon
  changing,you regain lost hit points as
  if you had rested for a night (though
  this healing does not restore temporary
  ability damage or provide other benefits
  of resting;changing back does not heal
  you further).If slain,you revert to your
  original form,though you remain dead.
  You gain the Strength, Dexterity,
  and Constitution scores of a dire lion
  but retain your own Intelligence,
  Wisdom, and Charisma scores. You
  retain your own base attack bonus,
  base saves, and hit points, but gain the
  dire lion’s bite and claw damage, Armor
  Class, speed, improved grab, pounce,
  rake, low-light vision, and scent. You
  retain your own skills and feats and
  gain the dire lion’s feats and racial
  bonuses to skills (but not its skill
  ranks). You can speak and cast spells
  with only verbal components. You can
  use disciplines that do not require a
  free hand.
  The equipment you wear is sub-
  sumed into the lion’s form, but it is
  nonfunctional.
  Material Component: Hair from a
  lion’s mane.
  Magma Burst
  Conjuration (Creation) [Fire]
  Level: Wizard 19
  Components: V, S
  Casting Time: One full round
  Range: Medium (100 feet + 10 
  feet/level)
  Area: 50-foot radius
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You cause the earth to explode like a
  volcano vent, spraying rock and magma
  and inflicting 20d6 points of damage
  to everything in the area (half of this is
  fire damage, the other half is impact
  damage). From that point on, the
  entire area remains a pool of lava that
  inflicts 20d6 points of fire damage 
  per round.
  Master Hammer
  Transmutation
  Level: Cleric 17
  Components: V, S, DF
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Your weapon, enhanced with the
  Godhammer discipline (see Chapter
  One: Classes), inflicts an additional
  6d6 points of damage.
  Mighty Hammer
  Transmutation
  Level: Cleric 7
  Components: V, S, DF
  Casting Time: One standard action
  Range: Personal
  Target:You
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Your weapon, enhanced with the
  Godhammer discipline (see Chapter
  One: Classes), inflicts an additional
  1d6 points of damage.
  Chapter Five: Magic 67
  
  Multidimensional
  Touch
  Transmutation
  Level: Cleric 5, Wizard 5
  Components: V, S
  Casting Time: One free action
  Range: Personal
  Target: You
  Duration: One minute/level
  You alter your Debilitating Touch
  discipline (see Chapter One: Classes)
  so that it affects ethereal and incorpo-
  real creatures.
  This spell is cast at the same time as
  you use your Debilitating Touch. It is a
  free action that can be used only on
  your turn, and never more than once
  per round. It cannot be used on the
  same round as a quickened spell or a
  quickened discipline.
  Nonesuch Spell
  Transmutation
  Level: Wizard 12
  Components: V, S
  Casting Time: One full round
  Range: Personal
  Area: 50-foot radius
  Duration: Ten minutes/level
  Saving Throw: None
  Spell Resistance: Yes
  You specify a spell that you can cast
  of 8th level or lower; for the duration,
  no one may successfully cast that spell
  in the area. Casters outside the area
  can still cast the spell normally, but all
  within the area remain immune to its
  effects. The effect is suppressed if it
  comes within the nonesuch spell’s area.
  For example, if a wizard casts nonesuch
  spell and specifies charm monster, no
  one may cast charm monster within 50
  feet of her, no creature within 50 feet
  of the wizard can be affected by charm
  monster, and any creature already under
  the compulsion of charm monster com-
  ing within 50 feet of the wizard can
  ignore the effects of the charm while
  remaining in the area.
  You may have only one nonesuch spell
  cast at any time.
  Ogre’s Form
  Transmutation 
  Level:Druid 7, Wizard 7
  Components:V, S, M
  Casting Time:One full round
  Range:Personal
  Target:You
  Duration:Ten minutes/level
  You change yourself into an ogre.
  Your type changes to giant. Upon
  changing, you regain lost hit points as
  if you had rested for a night (though
  this healing does not restore tempo-
  rary ability damage or provide other
  benefits of resting; changing back
  does not heal you further). If slain,
  you revert to your original form,
  though you remain dead.
  You gain the Strength, Dexterity,
  and Constitution scores of an ogre but
  retain your own Intelligence, Wisdom,
  and Charisma scores. You retain your
  own base attack bonus, base saves, and
  hit points, but gain the ogre’s Armor
  Class, speed, darkvision, and low-light
  vision. You retain your own skills and
  feats and gain the ogre’s feats and
  racial bonuses to skills (but not its skill
  ranks). You can speak, cast spells, and
  use disciplines.
  The equipment you wear is sub-
  sumed into the ogre’s form, but it is
  nonfunctional.
  Material Component: A tuft of ogre
  hair.
  One Step Beyond
  Abjuration
  Level: Cleric 19, Wizard 18
  Components: V, S, M
  Casting Time: Ten minutes
  Range: Touch
  Target: One creature per level
  Duration: One day/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Targets protected by this abjuration
  remain completely immune to divina-
  tion spells of any level, including dis-
  cern location and even a wish or miracle
  spell used as a divination. Similar to
  mind blank, this spell provides fool-
  proof protection against scrying and
  mind-reading attempts of any kind.
  The subjects cannot be seen with a
  spell like arcane eye.
  Material Component: Any gem worth
  at least 1,000 gp for each target.
  Oroster’s Revenge
  Abjuration [Force]
  Level: Wizard 11
  Components: V, S
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration: One minute/level (D)
  Any creature that attacks you suffers
  magical feedback that inflicts 2d6
  points of force energy damage + 1 addi-
  tional point per caster level. For the
  purposes of this spell, an attack is any
  action that requires an attack roll,
  whether or not the attack succeeds. If
  you willingly allow someone to touch
  you (such as a cleric casting a beneficial
  spell), no attack roll is needed, and
  thus the action does not trigger this
  spell’s effect.
  Overcome Force
  Abjuration
  Level: Wizard 10
  Components: V, S
  Casting Time:One standard action
  Range: Touch
  Target: Creature touched
  Duration: Ten minutes/level or until 
  discharged
  Saving Throw: None
  Spell Resistance: Yes
  This spell protects a creature from
  damage by force effects, such as
  Eldritch Bolts (see the discipline in
  Chapter One: Classes), in a manner
  similar to protection from energy.
  When the spell absorbs 12 points
  per caster level of force damage, over-
  come force ends.
  The spell also provides the creature
  touched with a special ability. The crea-
  ture can move through a wall of force
  once, ignoring it as if it were not there.
  If the creature uses this ability, the
  spell ends immediately afterward.
  Overcome force does not grant the 
  The Book of Experimental Might
  68
  
  creature the ability to make attacks
  through a wall of force, only to move
  through it.
  Owl’s Wisdom
  Transmutation
  Level: Cleric 3, Wizard 4
  Components: V, S, M
  Casting Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: One hour/level
  Saving Throw: None
  Spell Resistance: Yes
  The transmuted creature becomes
  wiser thanks to your spell. Owl’s wis-
  dom grants an enhancement bonus to
  Wisdom of 1d4+1 points, adding the
  usual benefits to Will saves, Wisdom-
  based skills, etc.
  Arcane Material Component: A few
  feathers, or a pinch of droppings, from
  an owl.
  Peaceful Weapon
  Evocation
  Level: Cleric 5, Druid 5
  Components: V, S, DF
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two
  levels)
  Target: One weapon
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You surround an item with a field of
  magical energy that makes it impossible
  for the weapon to inflict damage in any
  direct way.No matter who uses the
  weapon,or how it is used,it cannot
  hurt anyone or anything.Even drop-
  ping it from a great height or causing
  someone to fall upon it inflicts no dam-
  age.The weapon cannot hurt objects;
  thus a blade cannot sever a rope or fell a
  tree.It can’t even dig into the ground or
  be used to push an object.
  Perfect Ward
  Abjuration
  Level: Cleric 20, Wizard 20
  Components: V, S
  Casting Time: One full round
  Range: Touch
  Target: One creature or object, or one 
  10-foot cube/caster level
  Duration: Twenty-four hours, or one 
  day/level (see text) (D)
  Saving Throw: See text
  Spell Resistance:See text
  Any subject creature or object
  touched is protected with a magical
  ward for twenty-four hours. The ward
  transports any creature touching the
  subject 1d100 × 10 miles away instan-
  taneously in a random direction unless
  the creature succeeds at a Fortitude
  saving throw (spell resistance also
  applies). Even creatures who make
  their saves are transported away 1d20
  + 10 feet in a random direction. The
  creatures arrive safely in the new desti-
  nation and are never transported into a
  solid object or into mid-air (if these are
  the only options, the spell does not
  function). Even if a subject with this
  ward cast upon it wants to be touched,
  the spell’s effects remain the same.
  Creatures that touch the warded sub-
  ject multiple times must attempt a sav-
  ing throw each time.
  If cast on an area, the duration
  becomes one day per level instead of
  twenty-four hours, and the ward affects
  anyone entering the area.
  Phantom Foil
  Illusion (Phantasm)
  Level: Wizard 9
  Components: S
  Casting Time: One standard action
  Range: Personal
  Effect: One programmed illusion/level
  Duration: Ten minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell stores within you special
  programmed phantasms geared to
  protect you when you find yourself
  caught unprepared. When a foe
  attempts to make a sneak attack
  against you, or when anyone makes an
  attack against you while you are flat
  footed (even casts a spell with you as
  the target), a phantasm appears to dis-
  tract the foe. The phantasm is a dis-
  turbing image designed to momentari-
  ly surprise, confuse, or otherwise dis-
  tract the attacker. It could be an image
  of a wounded friend, a terrible mon-
  ster, a blast of fire, or anything else
  (the specifics are determined by the
  attacker’s subconscious, not by you).
  The phantasm appears instantly in
  front of the attacker. As it interacts
  with the attacker directly, the attacker
  makes an immediate Will saving
  throw. If successful, the attack pro-
  ceeds normally. If not successful, the
  attack is prevented.
  Plunge Deep to
  the Core
  Transmutation
  Level: Wizard 6
  Components: V, S
  Casting Time: One standard action
  Range: Touch
  Target: One weapon 
  Duration: One hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell allows a weapon to ignore
  damage reduction of a specific type
  (magic,good,etc.),which you choose 
  at the time of casting.
  Power Craft
  Transmutation
  Level: Wizard 4
  Components: V, S, M
  Casting Time: One standard action
  Range: Touch
  Target: See text
  Duration: Ten minutes/level
  Saving Throw: None
  Spell Resistance: No
  You provide a source of locomotion
  for a cart, wagon, boat, or ship. The
  vehicle can be no larger than 10 feet
  long + 2 feet per level (so a 5th-level
  wizard can power a 20-foot-long ves-
  sel). The vehicle can move at any speed
  up to its normal maximum speed as if
  it had a natural source of locomotion.
  Thus, a carriage could be made to move
  without a horse pulling it, up to the
  speed it could normally attain with a
  Chapter Five: Magic 69
  
  horse to pull it. Likewise, a sailing ship
  moves as if powered by a favorable
  wind. Prevailing conditions—wind,
  inclines, and so on—affect movement
  normally. Thus, this spell cannot move
  a sailing ship against a gale-force wind.
  Material Component: A white feather.
  Precise Vision
  Transmutation
  Level: Wizard 2
  Components: V, S, M
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration: Ten minutes/level
  Saving Throw: None
  Spell Resistance: No
  You can see details,either small or
  distant,much more clearly than nor-
  mal.In addition,you gain a +5 compe-
  tence bonus to Search and Spot checks.
  Material Component: An eagle feather.
  Primal Release
  Transmutation
  Level:Druid 15
  Casting Time:One standard action
  Components: V, S, M
  Range:Close (25 feet + 5 feet/two
  levels)
  Target:One living creature (not you)
  Duration:Ten minutes/level
  Saving Throw:Will negates
  Spell Resistance:Yes
  You release the primal savage within
  a single creature. The target grows
  more bestial and gains a +10 inherent
  bonus to Strength and Constitution,
  a +2 inherent bonus to Dexterity, and 
  a –6 penalty to Intelligence and
  Charisma, as well as a –2 penalty to
  Wisdom. The target cannot cast spells
  or use spell-like abilities for the dura-
  tion, but its base attack bonus increas-
  es to +1 per Hit Die (if its current base
  attack bonus is less than that). The
  creature can fight as though it had the
  Cleave feat (its normal and improved
  versions), the Power Attack feat, and
  the Improved Sunder feat.
  Material Component: The tooth of
  any wild beast.
  Private Conversation
  Transmutation
  Level: Wizard 1
  Components: V, S
  Casting Time: One standard action
  Range: Touch
  Target: Two creatures + one 
  creature/three levels
  Duration: Ten minutes/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  The targets can converse without
  anyone overhearing what they are say-
  ing. Characters who can read lips
  might still be able to determine what is
  said, but no Listen check can possibly
  allow one to overhear the conversation.
  While under the effect of this spell, a
  character can speak to someone not
  affected by this spell, but all can hear
  that conversation normally. Only when
  an affected character speaks to another
  affected character does the conversa-
  tion remain private.
  Prohibit Kind
  Transmutation
  Level: Wizard 15
  Components: V, S, M
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two levels)
  Area: 30-foot-radius spread
  Duration: 1 round/two levels
  Saving Throw: None
  Spell Resistance: Yes
  Developed by particularly haughty
  elves long ago (but usable by all races),
  this strange spell allows you to select 
  a specific race or humanoid subtype,
  such as human, dwarf, halfling, or 
  goblinoid (or in the case of nonhu-
  manoids, a type, such as dragon, giant,
  or fey). Within the bounds of the spell,
  only creatures of the specified race or
  type can take actions. All other crea-
  tures remain frozen within an energy
  field—held in a stasis that does not
  allow them to be harmed or affected in
  any way.
  Material Component: A piece of
  amber worth at least 50 gp.
  Protection From
  Chaos
  Abjuration
  Level: Cleric 2, Wizard 2
  As protection from evil, below, except
  that the deflection and resistance
  bonuses apply to attacks from chaotic
  creatures (not evil ones) and that law-
  ful outsiders and elementals (rather
  than good ones) can touch the target.
  Protection From Evil
  Abjuration
  Level: Cleric 2, Wizard 2
  Components: V, S, M/DF
  Casting Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: One minute/level (D)
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No (see text)
  This spell wards a creature from
  attacks by evil creatures, from mental
  control, and from outsiders and ele-
  mentals. It creates a magical barrier
  around the subject at a distance of
  1 foot. The barrier moves with the sub-
  ject and has two major effects:
  First, the barrier blocks any attempt
  to possess the warded creature (as by a
  magic jar attack); however, it does not
  block attempts to exercise mental con-
  trol over the creature, as by a vampire’s
  supernatural charm ability or a domina-
  tion spell. This effect works regardless
  of alignment.
  Second, the spell prevents bodily
  contact by elementals and outsiders
  (see the MM). The barrier causes the
  natural weapon attacks of such crea-
  tures to fail and the creatures to recoil
  if such attacks require touching the
  warded target. Creatures that have
  been summoned or conjured are like-
  wise hedged from the target. Good ele-
  mentals and outsiders are immune to
  this effect. The protection against con-
  tact from elementals and outsiders
  ends if the warded target makes an
  attack against a blocked creature or
  tries to force the barrier against a
  blocked creature. Spell resistance can
  The Book of Experimental Might
  70
  
  allow a creature to overcome this pro-
  tection and touch the warded target.
  Arcane Material Component: A little
  powdered silver with which you trace a
  3-foot-diameter circle on the floor (or
  ground) around the creature to be
  warded.
  Protection From
  Good
  Abjuration
  Level: Cleric 2, Wizard 2
  As protection from evil, except that the
  deflection and resistance bonuses
  apply to attacks from good creatures
  (not evil ones) and that evil outsiders
  and elementals (rather than good
  ones) can touch the target.
  Protection From Law
  Abjuration
  Level: Cleric 2, Wizard 2
  As protection from evil, except that the
  deflection and resistance bonuses
  apply to attacks from lawful creatures
  (not evil ones) and that chaotic out-
  siders and elementals (rather than
  good ones) can touch the target.
  Protective Shell
  Abjuration
  Level: Cleric 19, Druid 19
  Components: V, S, DF
  Casting Time:One standard action
  Range:0 feet
  Area:A hemisphere with a radius of up 
  to 10 feet/level centered on you
  Duration:One minute/level (D)
  Saving Throw:None
  Spell Resistance:No
  You create a translucent blue protec-
  tive shell around yourself and your sur-
  roundings.The hemispherical shell
  moves with you,and you can resize it as
  a free action every round,up to its max-
  imum size.Those within the shell
  remain impervious to all ranged
  attacks,whether physical (arrows,
  javelins,falling boulders) or magical
  (Eldritch Bolts,searing light,dragon
  breath,gaze attacks).Likewise,such
  attacks cannot be launched from within
  the confines of the shell at targets out-
  side its area.No creature can pass
  through the barrier,either way,without
  your conscious consent (although it is a
  free action for you to allow it),so melee
  attacks through the shell are impossible
  as well.(Creatures with your mental
  permission can move through the shell
  and make melee attacks,but then they
  are outside its confines.) Creatures can-
  not pass through the shell more than
  once per casting of the spell,even with
  your permission.You can never make
  attacks through the shell or move out-
  side it without ending the spell.
  Environmental threats,from poison gas
  to horrible cold or a raging fire,do not
  affect those within the area of the
  shell—the interior always stays safe
  and comfortable.
  Should you move,you do not “drag”
  creatures or objects with you.If your
  movement or reshaping of the shell
  would cause something to no longer be
  within its confines,the shell passes
  through it harmlessly.Thus,the shell
  can pass through walls or stationary
  objects without problem,and its size is
  not subject to the limits of the surround-
  ing area.Even magical movement—such
  as teleportation or creatures moving
  incorporeally—does not allow passage
  through the shell if you do no wish it.
  Likewise,conjured creatures,objects,or
  energies cannot appear within the area
  of the shell without your consent if the
  conjurer is outside it.
  Punitive Telepathy
  Transmutation
  Level: Wizard 8
  Components: V, S
  Casting Time: One standard action
  Range: Varies
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance:Yes
  When you communicate using the
  Telepathy discipline, you transmit a
  mental shock that inflicts 1d6 points of
  damage per caster level (maximum
  10d6) to the creature you are commu-
  nicating with. The telepathic link with
  the target must already be established,
  and the saving throw involved with
  this spell is in addition to any save
  required to resist the initial link.
  Raise the Dead
  Necromancy
  Level: Cleric 19
  Components: V, S, M
  Casting Time: Eight hours
  Range: Touch
  Target: One dead creature
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance:Yes (harmless)
  If you cast this spell seven times on
  seven consecutive days, you restore life
  to a deceased creature. You can raise
  only creatures who have been dead up
  to one day per caster level (measured
  from the first day’s casting of this
  spell). In addition, the subject’s soul
  must be free and willing to return. If
  the subject’s soul is not willing to
  return, the spell does not work; there-
  fore, subjects who want to return
  receive no saving throw.
  Raise the dead cures hit point damage
  up to a total of 1 hit point per Hit Die.
  Any ability scores damaged to 0 rise to
  1. All of the subject’s spell slots (if any)
  are considered used. Any spells active
  on the subject (other than harmful
  curses and so forth) are now gone—
  even permanent spells. Normal poison
  and normal disease are cured in the
  process of raising the subject, but the
  spell does not undo magical diseases
  and curses. While the spell closes mor-
  tal wounds and repairs lethal damage
  of most kinds, the subject’s body must
  be whole. Otherwise, missing parts
  remain missing when the subject
  returns to life. If so much of the body
  is missing that the subject could not
  survive (a missing head, heart, etc.),
  the subject dies again in 1d4 rounds.
  This spell does not affect the subject’s
  equipment or possessions in any way.
  Raise the dead cannot restore a subject
  that has been turned into an undead
  creature. Constructs, elementals,
  Chapter Five: Magic 71
  
  outsiders,and undead creatures can’t be
  raised.The spell cannot bring back a
  creature who has died of old age.
  Coming back from the dead is an
  ordeal. The subject of the spell loses
  one level when raised, just as if he or
  she had lost a level to an undead’s
  energy drain. This level loss cannot be
  repaired by any spell. Subjects who are
  only 1st level lose 1 point of
  Constitution instead.
  Material Component: Each casting of
  this spell consumes as a material com-
  ponent a pearl worth at least 500 gp.
  (So restoring someone to life requires
  seven pearls.)
  Redemption From
  Evil Power
  Transmutation [Good]
  Level: Cleric 14
  Components: V, S, DF
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One evil spell
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You undo the effects of a spell with
  the evil descriptor cast within 1 round.
  Thus, if someone casts a summon mon-
  ster V spell as an evil spell to summon a
  fiendish creature, you can make it so
  that the creature never appeared.
  Wounds inflicted by the summoned
  creature vanish. Likewise, you can
  undo the damage wrought by a blasphe-
  my spell or the protection offered by an
  unholy aura.
  This spell does not actually turn
  back time. The evil caster has still lost
  the spell slot or the prepared spell.
  Everyone involved remembers the spell
  being cast and its effects.
  Resist Touch
  Abjuration
  Level: Cleric 2, Wizard 3
  Components:V, S
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two 
  levels)
  Target: One creature
  Duration: Ten minutes/level
  Saving Throw: None
  Spell Resistance: No
  A subject that you designate gains a
  +2 luck bonus +1 per three caster levels
  (maximum +8) to his touch AC; note
  that this bonus cannot make the sub-
  ject’s touch AC higher than his normal
  Armor Class. Resist touch simply bends
  fate to make the subject harder to
  touch.
  It is said that dragons favor this
  spell.
  Return and Avenge
  Conjuration (Summoning) 
  Level: Cleric 12
  Components: V, S, DF
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two 
  levels)
  Target: One summoned outsider/five 
  levels
  Duration: 1 round/level or until 
  triggered
  Saving Throw: None
  Spell Resistance: No
  You cast this spell on summoned
  outsiders. If such an outsider is slain
  (and thus returns from whence it
  came), it instantly returns to the spot
  where it died. It is fully healed, as if
  freshly summoned, and it acts immedi-
  ately. The outsider remains for as long
  as it would stay if the original sum-
  moning spell were just cast upon it. It
  immediately attacks the creature that
  slew it and continues until one of them
  is dead. If it was not slain directly by a
  creature (for example, if it died as the
  result of a trap), or if its slayer is not
  within its perception, it acts normally
  upon its return.
  This spell does not work on called
  creatures or those that are physically
  present—only on summoned targets.
  Revivification
  Conjuration (Healing)
  Level: Cleric 10
  Components:V, S, M
  Casting Time: One standard action
  Range: Touch
  Target: Dead creature touched
  Duration: Instantaneous (see text)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Your hands glow with bright green
  energy, which you transfer to a corpse
  that you touch. The energy brings one
  dead creature immediately back to life.
  If the target has been dead less than 
  1 round, then it never truly died; it
  retains 1 hp per Hit Die. Any ability
  scores damaged to 0 increase to 1. Any
  spell slots available at the time of
  death are still available to the target
  now. Spells active on the target whose
  durations have not ended remain
  active. The process of revivifying the
  subject does not cure normal poison
  and normal disease, nor does it undo
  magical diseases and curses. While
  the spell closes mortal wounds and
  repairs lethal damage of most kinds,
  the body of the revivified creature
  must be whole. Otherwise, missing
  parts are still missing when the crea-
  ture comes back to life. This spell does
  not affect any of the dead creature’s
  equipment or possessions in any way.
  The Book of Experimental Might
  72
  Using these rules, it’s really hard to bring back the dead, and in par-
  ticular the long dead. This was an intentional choice on my part,
  simply because I saw how the raise dead spell cheapens the threat
  of death. More than that, though, it changes the campaign world. A
  setting where kings and the very wealthy simply won’t die except
  from extreme old age is really a very strange place. That’s going to
  completely shape the culture—not a bad thing, but something that
  I don’t want to deal with in most of my campaigns.
  Design Decisions: No Raise Dead
  
  If the target has been dead for more
  than a round but less than one minute
  per caster level, the target stays alive for
  one minute per level, after which time
  it dies again (regardless of any healing
  gained) unless someone casts the stabi-
  lize soul spell on the target (see page
  76). Revivification does not work on tar-
  gets who die a second time in this way.
  (If a creature returns from the dead
  thanks to raise the dead or is stabilized
  with stabilize soul, then dies again in
  different circumstances, revivification
  will work again.)
  Material Component: Diamonds
  worth at least 1,000 gp.
  Roc’s Form
  Transmutation
  Level: Druid 17, Wizard 16
  Components: V, S, M
  Casting Time: One full round
  Range: Personal
  Target: You
  Duration: Ten minutes/level
  You change yourself into a roc. Your
  type changes to animal. Upon chang-
  ing, you regain lost hit points as if you
  had rested for a night (though this
  healing does not restore temporary
  ability damage or provide other
  benefits of resting; changing
  back does not heal you fur-
  ther). If slain, you revert to
  your original form,
  though you remain
  dead.
  You gain the Strength, Dexterity,
  and Constitution scores of a roc but
  retain your own Intelligence, Wisdom,
  and Charisma scores. You retain your
  own base attack bonus, base saves, and
  hit points, but gain the roc’s bite and
  talon damage, Armor Class, speed, fly-
  ing ability, and low-light vision. You
  retain your own skills and feats and
  gain the roc’s feats and racial bonuses
  to skills (but not its skill ranks). You
  can speak and cast spells with only
  verbal components while in roc form.
  You can use disciplines that do not
  require a free hand.
  The equipment you wear is sub-
  sumed into the roc’s form, but it is non-
  functional.
  Material Component: A feather from
  a roc.
  Rogue’s Stab
  Transmutation
  Level: Wizard 3
  Components: V, S
  Casting Time: One standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  The target gains the ability to make
  sneak attacks as a rogue against oppo-
  nents denied their Dexterity bonus or
  against those that are flanked. The 
  target inflicts +1d6 points of damage
  when making such an attack. If the tar-
  get can already make sneak attacks, the
  damage she inflicts with her sneak
  attacks increases by +1d6.
  Second Chance
  Abjuration
  Level: Cleric 2
  Components: V, S, DF
  Casting Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject can attempt a new saving
  throw to shrug off one unwanted ongo-
  ing condition or effect. Second chance
  does not heal damage already suffered
  from an effect or condition, however.
  If an effect doesn’t allow a save,or
  if it has a duration of Instantaneous,
  then second chance has no effect.The
  Difficulty Class for the saving throw is
  the same as for the first saving throw.
  Effects with a Permanent duration add
  +2 to the DC of the second save.
  This spell can be cast only once per
  unwanted condition—if the second
  save fails, this spell cannot help.
  Shared Blessing
  Abjuration
  Level: Cleric 2
  Components:V, S, DF
  Casting Time: One standard action
  Range:Touch
  Target: Creature touched (not you)
  Duration: One minute/level (see text)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Calling upon divine forces,you grant
  the subject of the spell a +1 morale
  bonus to Armor Class and a +2 morale
  bonus to saving throws.However,if you
  and the subject move more than 10 feet
  apart at any time,the spell ends.
  You cannot cast this spell on yourself.
  Shark’s Form
  Transmutation 
  Level: Druid 4, Wizard 4 
  Components:V, S, M
  Casting Time:One full round
  Chapter Five: Magic 73
  
  Range: Personal
  Target:You
  Duration:Ten minutes/level
  You change yourself into a Medium
  shark. Your type changes to animal.
  Upon changing, you regain lost hit
  points as if you had rested for a night
  (though this healing does not restore
  temporary ability damage or provide
  other benefits of resting; changing
  back does not heal you further). If
  slain, you revert to your original form,
  though you remain dead.
  You gain the Strength, Dexterity,
  and Constitution scores of a shark
  but retain your own Intelligence,
  Wisdom, and Charisma scores. You
  retain your own base attack bonus,
  base saves, and hit points, but gain
  the shark’s bite damage, Armor Class,
  swim speed, ability to breathe under-
  water, blindsense, and keen scent. You
  lose the ability to breathe air. You
  retain your own skills and feats and
  gain the shark’s feats and racial
  bonuses to skills (but not its skill
  ranks). You cannot speak or cast
  spells unless they have no compo-
  nents (that is, modified with the
  proper metamagic feats). You can use
  disciplines that do not require a free
  hand or a spoken word.
  The equipment you wear is sub-
  sumed into the shark’s form, but it is
  nonfunctional.
  Material Component: A shark’s tooth.
  Shield of Light
  Abjuration
  Level: Cleric 10
  Components: V, S, DF
  Casting Time: One standard action
  Range: 0 feet
  Effect: One magical shield of light
  Duration: 1 round/level (D)
  Saving Throw: None and see below 
  Spell Resistance: No and Yes 
  You create a glowing shield of bril-
  liant daylight that you wield as you
  would a normal large shield. You can-
  not have this spell active while using a
  normal shield. The shield of light pro-
  vides illumination in a 30-foot radius.
  If the shield comes into an area of
  magical darkness, it temporarily
  negates the darkness so that the other-
  wise prevailing light conditions exist in
  the overlapping areas of effect.
  The shield offers a +2 armor bonus
  and a +1 enhancement bonus to Armor
  Class for every three caster levels (max-
  imum +5 enhancement bonus, for a
  total AC bonus of up to +7).
  Creatures that would be adversely
  affected by a daylight spell are likewise
  affected when within 5 feet of you and
  the shield. Whether affected by day-
  light or not, all undead who attempt a
  melee attack against you must first
  succeed at a Will saving throw or
  cower for the duration of the spell.
  Even those undead that succeed at the
  save suffer a –4 circumstance penalty
  to attack rolls when attacking you in
  melee. Undead attacking at range need
  not make saving throws but they do
  suffer the –4 penalty. This penalty is
  cumulative with any modifiers from
  the daylight effect.
  Shifting Sanctum
  Transmutation (Teleport) 
  Level: Wizard 17
  Components: V, S
  Casting Time: Twelve hours
  Range: 0 feet
  Area: Up to one 10-foot cube/level (S)
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance:No
  You transport yourself and an area
  you choose (along with everything in
  that area) to another location that you
  have physically visited. The destination
  must somehow befit the shifted locale.
  Thus, if a dragon’s lair is a system of
  caves built into a cliff side, you can
  shift the lair to another set of cliffs
  nearby, on another continent, or on
  another plane. The spell then creates
  the space needed for the shift, magical-
  ly and instantly digging out new caves
  in the new cliff wall that conform to
  the original caves. It also fills in the
  space left behind—the old caves at the
  original location are filled in with nat-
  ural stone. The lair conforms as well as
  possible to the new site. Conforming
  may include shifting the layout, size,
  and entrance of a location slightly
  (subject to DM adjudication).
  Using this spell, you could transport
  a whole building to a new location, if
  the building fit within the spell’s area.
  You could also move only a few rooms,
  making them into their own separate
  structure at the destination or attach-
  ing them onto an existing structure.
  They could even replace rooms in an
  extant structure.
  Within reason, the existing con-
  tents and environment of the moved
  location travel with it. However, some
  environmental conditions must con-
  form to the new locality. For example,
  moving a small keep underwater caus-
  es the keep to fill with water unless
  some other magic is at work to make
  the place watertight. Moving an area
  of the Elemental Plane of Fire to an icy
  plain will cause the heat of the fiery
  area to melt the ice and snow in the
  new locale, but fairly quickly the tem-
  perature of the transplanted area will
  lower and become consistent with the
  environment around it.
  Shrapnel Globe
  Conjuration (Creation)
  Level: Wizard 3
  Components: V, S, M
  Casting Time: One standard action
  Range: Touch
  Affect: One metal sphere
  Duration: 2 rounds/level
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You create a small metal sphere that
  exists for no longer than the duration.
  At any point during the duration, if
  you hurl or drop the globe, it deto-
  nates, spraying metal shards in all
  directions within 20 feet. The shrapnel
  inflicts 1d6 points of damage for every
  two caster levels, to a maximum of 5d6.
  Throwing or dropping the sphere
  where you want to requires a standard
  action, resolved as a grenadelike mis-
  sile. You can give the globe to another
  The Book of Experimental Might
  74
  
  creature to use, but it requires a stan-
  dard action to do so.
  Material Component: 1 ounce of steel.
  Slay Illusion
  Illusion [Figment]
  Level: Wizard 8
  Components: V, S
  Casting Time: Standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Effect: One illusory creature
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  (if interacted with)
  Spell Resistance: No
  You create an illusion of a horrible
  creature of Large size that you choose
  (or design). The illusion has both visu-
  al and audible components. This illu-
  sion moves at a speed of 40 to the
  nearest illusion within range, detecting
  it without possibility of error. Your illu-
  sion can charge and double move, but
  not run, and its movement requires no
  action on your part.
  As soon as it reaches the other illu-
  sion,it destroys it in a visual display of
  illusory obliteration.The remnants of
  the destroyed illusion fade.The next
  round,your illusion moves again to the
  nearest illusion within range and does
  the same thing,continuing the attacks
  until the spell ends.If there are no illu-
  sions within range,the illusory creature
  disappears in a blast of phantom fire.
  For example, say you cast this spell
  near an illusion of a dragon. You make
  your illusionary creature a troll. The
  “troll” moves to the illusion of the
  dragon and tears it apart, the bloody
  dragon bits fading after a moment. The
  next round, the “troll” moves across
  the room to an illusory wall (which you
  did not even know was an illusion) and
  destroys it, ripping the rocks and mor-
  tar apart. The rocks and mortar fade
  and, with no other illusions within
  range, the “troll” disappears.
  As with all illusions, interaction
  with the illusory creature allows other
  characters a saving throw, although
  their belief or disbelief in the illusion
  has no effect on its ability to seek out
  and destroy other illusions.
  Slay Living
  Necromancy [Death]
  Level: Cleric 10
  Components: V, S
  Casting Time: One standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You can attempt to slay any one liv-
  ing creature. You must succeed at a
  melee touch attack to touch the victim.
  The victim suffers 12d6 points of dam-
  age + 1 point per caster level. If she
  succeeds at the Fortitude save, she
  instead suffers 3d6 points of damage +
  1 point per caster level. (Of course, the
  victim might die from damage even if
  she succeeds at her save.)
  Slip Between Sight
  Illusion (Figment)
  Level: Wizard 2
  Components: V, S
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration:One minute/level
  This illusion obscures accurate
  vision. You gain a +5 bonus to Sneak
  and do not necessarily need something
  to hide behind (but you must be unob-
  served while initially hiding). This spell
  negates any size penalties as they apply
  to Sneak checks.
  Spell Immunity
  Abjuration
  Level: Cleric 8
  Components: V, S, DF
  Casting Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: Ten minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The warded creature is immune to
  the effects of one specified spell for
  every four levels you have. The spells
  must be of 8th level or lower. The
  warded creature effectively has unbeat-
  able spell resistance regarding the
  specified spell(s). Naturally, that
  immunity doesn’t protect a creature
  from spells for which spell resistance
  offers no protection.
  Spell immunity protects against
  spells, the spell-like effects of magic
  items, and innate spell-like abilities of
  creatures. It does not protect against
  supernatural or extraordinary abilities,
  such a breath weapons or gaze attacks.
  A target gains immunity only to a par-
  ticular spell, not a certain domain or
  school of spells or a group of spells
  with similar effects. Thus, a creature
  given immunity to lightning bolt
  remains vulnerable to shocking grasp
  and chain lightning.
  A creature can have only one spell
  immunity spell in effect on it at a time.
  Spell Immunity,
  Greater
  Abjuration
  Level: Cleric 15
  As spell immunity, except that it
  affects up to 15th-level spells.
  Spellmaster
  Transmutation
  Level: Wizard 14
  Components: V, S
  Casting Time: One full round
  Range: Personal
  Target: You
  Duration: 1 round/level
  You control your spells with delicacy
  and precision. With this spell active,
  the range and duration of the spells
  you cast can increase up to 50 percent
  (spells with range of Touch or
  Personal, or durations of Instant-
  aneous, go unaffected). Your spell
  effects can be delayed up to 3 rounds.
  You can shape spell areas (without
  changing their sizes) to the point of
  excluding single targets from bursts if
  you desire—in other words, creatures
  within spell areas are affected only if
  you want them to be.
  Chapter Five: Magic 75
  
  For example, a 15th-level wizard
  casts spellmaster, then fireball. He can
  increase the range up to an extra 500
  feet, but he cannot affect the Instan-
  taneous duration. He can delay the
  explosion of the fireball for up to 
  3 rounds (at which time, different 
  creatures might be in the area) and 
  can choose who in the area must make
  a saving throw, and who suffers no
  damage at all.
  Spider’s Form
  Transmutation 
  Level:Druid 9, Wizard 9 
  Components: V, S, M
  Casting Time: One full round
  Range:Personal
  Target:You
  Duration:Ten minutes/level
  You change yourself into a Large
  monstrous spider. Your type changes to
  vermin. Upon changing, you regain
  lost hit points as if you had rested for a
  night (though this healing does not
  restore temporary ability damage or
  provide other benefits of resting;
  changing back does not heal you fur-
  ther). If slain, you revert to your origi-
  nal form, though you remain dead.
  You gain the Strength, Dexterity,
  and Constitution scores of a Large
  monstrous spider but retain your own
  Intelligence, Wisdom, and Charisma
  scores. You retain your own base
  attack bonus, base saves, and hit
  points, but gain the spider’s bite dam-
  age, Armor Class, speed, climb ability,
  poison, webs, darkvision, and tremor-
  sense. You retain your own skills and
  feats and gain the spider’s racial
  bonuses to skills (but not its skill
  ranks). You can speak and cast spells
  with only verbal components. You can
  use disciplines that do not require a
  free hand.
  The equipment you wear is sub-
  sumed into the spider’s form, but it is
  nonfunctional.
  Material Component: A bit of spider
  web.
  Spirit of Triumph
  Transmutation
  Level: Cleric 20, Druid 20, Wizard 20
  Components: V, S
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration:1 round/level
  With this spell, you call upon power-
  ful spirits to inhabit your physical form
  and enhance it. You gain a +10 luck
  bonus to attack rolls, damage rolls, sav-
  ing throws, checks, and Armor Class.
  Stabilize Soul
  Transmutation
  Level:Cleric 14
  Components:V, S, M
  Casting Time:One minute
  Range:Touch
  Target:One creature or one corpse
  Duration:Instantaneous
  Saving Throw:Will negates (harmless)
  Spell Resistance:Yes (harmless)
  If you cast this spell upon a revivi-
  fied creature (see page 72), the creature
  remains alive even after the revivifica-
  tion spell ends, and suffers 1 point of
  Constitution drain rather than the loss
  of a level.
  If you cast this spell upon the corpse
  of a creature whose spirit is an incor-
  poreal undead, the target must make a
  successful save or be returned to the
  afterlife.
  Material Component: Silver dust
  worth at least 500 gp.
  Stalwart Soul
  Abjuration
  Level: Cleric 7
  Components: V, S, DF
  Casting Time: One standard action
  Range: Touch
  Target: Living creature touched
  Duration: Ten minutes/level
  Saving Throw: Fortitude negates 
  (harmless)
  Spell Resistance: Yes (harmless)
  The subject becomes immune to
  ability damage or drain from poisons,
  spells, spell-like or supernatural abili-
  ties, or any other source. This protec-
  tion includes temporary ability score
  penalties such as from a ray of enfeeble-
  ment or the exhausted condition.
  Stand Against the Tide
  Transmutation [Earth]
  Level: Cleric 1, Druid 2
  Components: V, S, DF
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One creature/level, no two of
  which can be more than 30 feet apart
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Creatures affected by this spell gain
  a +2 bonus to Armor Class and a +4
  The Book of Experimental Might
  76
  Polymorph spells are problematic simply because they grow more
  unbalanced as more creatures are introduced into the game. To
  solve this, you can either make the spells really hard to use and less
  satisfying in the abilities they provide, or you can standardize the
  forms a caster can change into. 
  I went with the latter solution, creating wolf’s form, spider’s form,
  troll’s form, and so on. Each is placed at a level appropriate to the
  benefits of the form. You could create many more such spells, but if
  you do, look at the creature’s ability scores and special abilities.
  Challenge Rating is a measure of how tough a creature is to fight,
  not a measure of how powerful it is to be. Plus, since these new
  spells don’t give you the creature’s Hit Dice, that’s not a factor,
  either. Thus, the way these spells work, it’s more beneficial to be
  a troll than a hill giant, even though hill giants are (rightly) rated
  with a higher Challenge Rating.
  Design Decisions: Animal and Monster Form Spells
  
  bonus on Strength checks made to
  resist being bull rushed or tripped as
  long as they remain in place, keep to
  their feet, and stand upon solid
  ground. If they move, they lose the
  bonus until they once again remain in
  place for a full round.
  Stone Body
  Transmutation
  Level: Cleric 12
  Components:V, S, M
  Casting Time: One standard action
  Range:Personal
  Target:You
  Duration:One minute/level (D)
  Your flesh stiffens and turns grey,
  gaining the rough texture and consis-
  tency of stone. This spell transforms
  your body into living stone, which
  grants you several powerful resistances
  and abilities.
  First you gain damage reduction 10
  /adamantine. You become immune to
  blindness, critical hits, ability score
  damage, deafness, disease, drowning,
  poison, stunning, and all spells or
  attacks that affect your physiology or
  respiration, because you have no physi-
  ology or respiration while this spell
  remains in effect. You gain a +4
  enhancement bonus to Strength, but
  you suffer a –4 penalty to Dexterity
  (minimum Dexterity 1). Your speed
  falls to one-half normal, and your
  weight increases by a factor of three.
  If you are targeted with transmute
  rock to mud, you are slowed for 2d6
  rounds with no saving throw. A trans-
  mute mud to rock heals you of all your
  lost hit points. A stone to flesh spell
  automatically ends this spell.
  Material Component: A small piece of
  stone that was once part of a stone
  golem, a greater earth elemental, or a
  castle’s outer wall.
  Strength to Strike
  Transmutation
  Level: Wizard 8
  Components: V, S, M
  Casting Time: One standard action
  Range: Touch
  Target: One weapon
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You devote 2 points of your own
  Strength (which you suffer as ability
  damage) to a weapon you touch. That
  weapon inflicts +2d6 points of damage
  for the duration of the spell.
  Note to DMs: This spell should not
  become the basis for a magic item, nor
  should it be made permanent with a
  permanency spell.
  Material Component: A needle.
  Sunfire Tomb
  Transmutation [Good]
  Level: Cleric 19. Druid 19
  Components: V, S, DF
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You transfer a target, body and soul,
  into the sun, where he is held
  entombed in stasis forever. For the
  subject, time ceases to flow and he
  does not grow older. His bodily func-
  tions virtually cease, and no force or
  effect can harm him. He is, however,
  aware of the heat and light around
  him—those sensations are all he 
  experiences while entombed in the
  sun. The subject remains there unless a
  freedom spell is cast at the locale where
  this spell was originally cast. Magical
  search by scrying or similar divination
  does not reveal the fact that the crea-
  ture is entombed, but discern location
  does. A wish or miracle spell does not
  free the subject but will reveal where he
  is entombed. The sunfire tomb spell
  functions only if you know the target’s
  name and some facts about his life.
  This spell is often used against crea-
  tures such as dark elves, vampires, or
  other beings that hate the light of day,
  as a fitting punishment for their mis-
  deeds.
  Suppress Lesser
  Enchantment (Compulsion) 
  [Mind-Affecting]
  Level: Wizard 8
  Components: V, S
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Target: One arcane spellcaster of a 
  level lower than you
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You cast this spell on another, lesser,
  arcane spellcaster (not just a creature
  with spell-like abilities) to keep her
  from casting spells. The affected target
  cannot cast spells or use spell comple-
  tion or spell-trigger magic items. She
  can use other magic items or spell-like
  abilities, however.
  Teleport Tracer
  Divination
  Level: Wizard 11
  Components: S
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Target: One teleportation spell
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You immediately know the destina-
  tion of the most recent spell with the
  teleportation subtype cast within the
  range. You know the location well
  enough to teleport to it immediately
  with no chance of error, although the
  spell confers no ability to teleport.
  Touch of the Gods
  Conjuration (Summoning)
  Level: Cleric 13
  Components: V, S
  Casting Time: One standard action
  Range: Personal
  Target: You 
  Duration: Ten minutes/level
  For the duration, you can choose to
  include prepared healing and restora-
  tive spells with uses of your Healing
  Touch or Divine Presence disciplines.
  Chapter Five: Magic 77
  
  For example, if you touch a creature
  and use Healing Touch, you can give
  that creature a lesser restoration spell at
  the same time, requiring no additional
  action on your part.
  Adding a spell to the Healing Touch
  or Divine Presence disciplines is your
  choice, despite the fact that it may not
  occur on your action. A spell added to
  one of these disciplines is expended as
  if you had cast it.
  The spells that can be laced in with
  the disciplines are as follows:
  •Break enchantment
  •Remove blindness/deafness
  •Remove curse
  •Remove disease
  •Remove paralysis
  •Restoration, lesser restoration, and
  greater restoration
  •Second chance
  •Undo
  Troll’s Form
  Transmutation 
  Level:Druid 12, Wizard 12
  Components:V, S, M
  Casting Time:One full round
  Range: Personal
  Target:You
  Duration: Ten minutes/level
  You change yourself into a troll. Your
  type changes to giant. Upon changing,
  you regain lost hit points as if you had
  rested for a night (though this healing
  does not restore temporary ability
  damage or provide other benefits of
  resting; changing back does not heal
  you further). If slain, you revert to your
  original form, though you remain dead.
  You gain the Strength, Dexterity,
  and Constitution scores of a troll but
  retain your own Intelligence, Wisdom,
  and Charisma scores. You retain your
  own base attack bonus, base saves, and
  hit points, but gain the troll’s bite and
  claw damage, Armor Class, speed, rend
  ability, regeneration, darkvision, low-
  light vision, and scent. You retain your
  own skills and feats and gain the troll’s
  feats and racial bonuses to skills (but
  not its skill ranks). You can speak, cast
  spells, and use disciplines.
  The equipment you wear is sub-
  sumed into the troll’s form, but it is
  nonfunctional.
  Material Component: A bit of dried
  trollflesh.
  True Telekinesis
  Transmutation
  Level: Wizard 20
  Components: S
  Casting Time: One standard action
  Range: Long (400 feet + 40 feet/level)
  Target:One creature or object weighing
  up to 1,000 lbs./caster level
  Duration:Concentration  
  (up to1 round/level)
  Saving Throw: Will negates (object)
  Spell Resistance:Yes (object)
  You move objects or creatures by
  concentrating on them. The true
  telekinesis spell provides a gentle, sus-
  tained force, moving a creature or
  object weighing up to 1,000 lbs. per
  caster level up to 100 feet per round. A
  creature can negate the effect against
  itself or against an object it possesses
  with a successful Will save or with spell
  resistance.
  Using true telekinesis, you can move
  the weight vertically, horizontally, or
  both. An object cannot be moved
  beyond the spell’s range. The spell ends
  if the target is forced beyond the range.
  If you cease concentration for any rea-
  son, the target falls or stops.
  You can telekinetically manipulate
  an object as if with one hand: You can
  pull levers or telekinetically manipulate
  a bucket to fill itself with water from a
  well. You might even be able to untie
  simple knots, though delicate activities
  such as these require Intelligence
  checks against a Difficulty Class set by
  the DM. The spell can be used to wield
  a weapon using a caster level check as
  the attack roll (ranged or melee), with a
  +15 bonus to the damage roll.
  Lastly,the spell can be used to exert a
  force,such as that needed to break open
  a barred door or keep it closed.In such
  cases,the telekinetic force has a Strength
  modifier equal to a quarter of your level
  + your Intelligence modifier.
  Undo
  Transmutation
  Level: Cleric 20, Druid 20, Wizard 20
  Components:V, S, DF
  Casting Time: One full round
  Range: Touch
  Target: One attack or effect
  Duration:Instantaneous
  Saving Throw: None
  Spell Resistance:No
  You specify a single effect that has
  occurred within the previous round
  and reverse it entirely. The effect can be
  a spell, a spell-like ability, a discipline
  effect, a supernatural ability, a physical
  attack, a poison, a disease, a trap, a
  rune, or anything similar. Damage
  inflicted by the effect is repaired or
  healed, slain victims are restored to life
  (to the condition they were in before
  the effect), a curse is lifted, and so
  on—whatever the effect did, this spell
  undoes it.
  Note that this spell does not make it
  so that the effect was never instigated;
  it only undoes its consequences. So if
  you cast this spell to undo the effects of
  a shocking grasp spell, the caster of the
  shocking grasp really did cast it (and
  used the spell slot), but the damage is
  all repaired.
  Effects from 15th-level or higher
  spells (or the equivalent) require that
  you make a caster level check to undo
  them. The Difficulty Class for the cast-
  er level check is 10 + spell level (or
  equivalent) + one-half of the caster
  level of the effect’s creator.
  Unhand
  Evocation [Force]
  Level: Wizard 2
  Components: S
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This spell allows you to attempt to
  disarm a creature with a blast of force.
  You and the defender make opposed
  The Book of Experimental Might
  78
  
  rolls. You make a caster level check
  adding both your Dexterity modifier
  and your Intelligence modifier (d20 +
  caster level + Dexterity modifier +
  Intelligence modifier). The defender
  uses his attack bonus with the weapon
  in question (if the object is not a
  weapon, use the defender’s base attack
  bonus plus Strength modifier). The
  size of the weapon or object is irrele-
  vant. If the defender uses his weapon
  in two hands, he gets an additional 
  +4 bonus.
  If you beat the defender’s check, the
  defender is disarmed. The object falls
  to the ground at the defender’s feet.
  Vengeful Spell
  Resistance
  Abjuration
  Level: Cleric 14
  Components: V, S, DF
  Casting Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: One minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance:Yes (harmless)
  The creature gains spell resistance
  equal to 12 + your level. If a caster can-
  not overcome the target’s spell resist-
  ance, that caster suffers 2d6 points
  plus your level in damage as magical
  feedback.
  As always,in order to affect a creature
  with SR with a spell, a spellcaster must
  roll the creature’s spell resistance or
  higher on 1d20 + caster level.A creature
  with spell resistance may voluntarily
  lower it in order to accept a spell.
  Wail of the Banshee
  Necromancy [Death, Sonic]
  Level: Wizard 19
  Components: V
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two 
  levels)
  Area: One living creature/level within 
  a 30-foot-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You emit a terrible scream that pos-
  sibly kills creatures who hear it (except
  for yourself). The spell affects up to
  one creature per caster level, inflicting
  10 points of damage per caster level.
  Creatures closest to the point of origin
  are affected first.
  Wall of Force, Lesser
  Evocation [Force]
  Level: Wizard 6
  Components: V, S, M
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two 
  levels)
  Effect: A wall whose area measures up 
  to one 10-foot square/level
  Duration: One minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You create an invisible wall of force.
  The lesser wall of force cannot move. It
  has no hardness but can absorb up to
  10 points of damage per caster level
  before being destroyed. Unlike greater
  versions of this spell, it does not prove
  immune to dispel magic. Disintegrate
  Chapter Five: Magic 79
  
  immediately destroys it, as does a rod
  of cancellation, a sphere of annihilation,
  or Mord’s disjunction. Spells and breath
  weapons cannot pass through the wall
  in either direction, but they may inflict
  damage normally upon the wall and
  can potentially destroy it as easily as
  physical attacks. Dimension door, tele-
  port, and similar effects can bypass the
  barrier. It blocks ethereal creatures as
  well as material creatures (though
  ethereal creatures usually can get
  around the wall by floating under or
  over it through material floors and
  ceilings).
  The lesser wall of force must be con-
  tinuous and unbroken when formed. If
  any object or creature breaks its sur-
  face, the spell fails.
  Material Component: A pinch of pow-
  dered glass
  Water’s Blessing
  Transmutation
  Level: Cleric 2
  Components: S, M
  Casting Time: One standard action
  Range: Close (25 feet + 5 feet/two
  levels)
  Target: One creature/level
  Duration: One minute/level
  Saving Throw: Fortitude negates 
  (harmless)
  Spell Resistance: Yes (harmless)
  This spell adds a +5 bonus to crea-
  tures’ Swim checks. Clerics of 10th
  level and higher can choose that bene-
  fit or instead may add +10 feet to the
  affected creatures’ speed while swim-
  ming.
  Material Component: A fish scale.
  Waves of Darkness
  Evocation [Darkness, Evil]
  Level: Cleric 14
  This spell functions like waves of
  light, below, except that it sends waves
  of darkness that affect only creatures of
  good alignment.
  Waves of Light
  Evocation [Good, Light]
  Level: Cleric 14
  Components: V, S, DF
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Area: Burst centered on you
  Duration: Instantaneous
  Saving Throw: Reflex half and partial
  Spell Resistance: Yes
  Waves of holy energy emanate from
  you.The energy affects only creatures of
  evil alignment,inflicting 1d6 points of
  damage for every two levels (max.10d6)
  and carries other effects based on the
  creatures’ level or Hit Dice as follows:
  Level/HD
  Secondary Effect
  Less than 4
  Knocks creatures 
  unconscious for 1d6 
  minutes
  4–8
  Stuns for 1d6+1 rounds
  8–12
  Stuns for 1d4 rounds
  More than 12 Stuns for 1 round
  The secondary effects are negated
  by a successful saving throw, but crea-
  tures that succeed at their save still
  suffer a –1 morale penalty on attack
  rolls, saving throws and checks for 
  1 round per level.
  Wellspring of Soul’s
  Light
  Conjuration (Summoning) [Good]
  Level: Cleric 20
  Components: V, S, DF
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level)
  Area: 20-foot-radius spread
  Duration: Instantaneous and one 
  hour/level
  Saving Throw: Reflex half and none
  Spell Resistance: No
  You call upon the honored dead who
  have fallen in the service of good to
  come forth and aid the cause of good
  once again. This spell conjures an area
  of holy light that inflicts 10d6 points
  of damage on all evil creatures or those
  particularly sensitive to light.
  Further,in the middle of the area,one
  10th-level paladin for every four caster
  levels appears to serve you, as long as
  you command them to commit only
  good acts. Each has typical gear and a
  warhorse.These spiritual paladins have
  corporeal form. They can be dispelled
  or banished. Treat them as typical
  10th-level paladins (as described in the
  DMG), except that they are outsiders.
  When they are slain or the duration
  ends,their gear disappears with them.
  Winged Arrows
  Divination
  Level: Cleric 1, Druid 1
  Components: V, S
  Casting Time: One standard action
  Range: Medium (100 feet + 10 
  feet/level) 
  Target: One creature/level
  Duration: One minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  Those affected by this spell ignore
  range penalties for their first two range
  increments on all ranged weapon
  attacks as barely perceptible wings
  carry aloft their loosed arrows, bolts,
  spears, and so forth. Attacks made
  The Book of Experimental Might
  80
  
  within the first range increment gain
  a +2 insight bonus.
  Wolf’s Form
  Transmutation 
  Level:Druid 3, Wizard 3 
  Components:V, S, M
  Casting Time:One full round
  Range: Personal
  Target:You
  Duration: Ten minutes/level
  You change yourself into a wolf.Your
  type changes to animal. Upon chang-
  ing, you regain lost hit points as if you
  had rested for a night (though this
  healing does not restore temporary abil-
  ity damage or provide other benefits of
  resting; changing back does not heal
  you further).If slain,you revert to your
  original form,though you remain dead.
  You gain the Strength, Dexterity,
  and Constitution scores of a wolf but
  retain your own Intelligence, Wisdom,
  and Charisma scores. You retain your
  own base attack bonus, base saves, and
  hit points, but gain the wolf’s bite and
  claw damage, Armor Class, speed, trip
  attack, low-light vision, and scent. You
  retain your own skills and feats and
  gain the wolf’s feats and racial bonuses
  to skills (but not its skill ranks). You
  can speak and cast spells with only ver-
  bal components. You can use disci-
  plines that do not require a free hand.
  The equipment you wear is sub-
  sumed into the wolf’s form, but it is
  nonfunctional.
  Material Component: A wolf’s tooth.
  Woven Bolt
  Conjuration (Summoning)
  Level: Wizard 4
  Components: V, S
  Casting Time: One free action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You summon an amount of elemen-
  tal energy and weave it into the blast
  from your Eldritch Bolt discipline. This
  attack inflicts +1d6 points of either fire
  damage (if fire) or impact damage (if
  air, earth, or water) plus an additional
  1d6 points of damage for every four
  caster levels.
  This spell is cast at the same time as
  you launch an Eldritch Bolt. It is a free
  action that can be used only on your
  turn, and never more than once per
  round. It cannot be used on the same
  round as a quickened spell or a quick-
  ened discipline.
  Wyvern’s Form
  Transmutation 
  Level:Druid 16, Wizard 15
  Components:V, S, M
  Casting Time:One full round
  Range:Personal
  Target:You
  Duration:Ten minutes/level
  You change yourself into a wyvern.
  Your type changes to dragon. Upon
  changing, you regain lost hit points as
  if you had rested for a night (though
  this healing does not restore tempo-
  rary ability damage or provide other
  benefits of resting; changing back does
  not heal you further). If slain, you
  revert to your original form, though
  you remain dead.
  You gain the Strength, Dexterity,
  and Constitution scores of a wyvern
  but retain your own Intelligence,
  Wisdom, and Charisma scores. You
  retain your own base attack bonus,
  base saves, and hit points, but gain the
  wyvern’s sting, bite and talon damage,
  Armor Class, speed, flying ability,
  improved grab, poison, darkvision,
  immunity to sleep and paralysis, low-
  light vision, and scent. You retain your
  own skills and feats and gain the
  wyvern’s feats and racial bonuses to
  skills (but not its skill ranks). You can
  speak, cast spells, and use disciplines.
  The equipment you wear is sub-
  sumed into the wyvern’s form, but it is
  nonfunctional.
  Material Component: A wyvern’s scale.
  X-Ray Vision
  Divination
  Level: Wizard 9
  Components: V, S, M
  Casting Time: One standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You can see into and through solid
  matter.At a range of 20 feet,you can see
  as if you were looking at something in
  normal light—even if there is none.For
  example,if you look into a locked chest,
  you can see inside even if there’s no light
  within.X-ray vision can penetrate matter
  based on the type of material and your
  caster level; see the table below.
  It’s possible to scan an area of up to
  100 square feet in 1 round.For example,
  during 1 round you could scan a stone
  wall 10 feet wide and 10 feet high.
  Alternatively, you could scan an area 
  5 feet wide and 20 feet high. You are
  90 percent likely to locate secret com-
  partments, drawers, recesses, and doors
  when scanning with X-ray vision.
  Note to DMs: This spell replaces true
  seeing as the prerequisite for the ring of
  X-ray vision.
  Material Component: A small piece of
  glass.
  Chapter Five: Magic 81
  Thickness*
  Maximum
  Substance
  Scanned Per Round
  Thickness
  Organic matter (animal)
  2 feet/ five levels
  2 feet/ level
  Organic matter (vegetable)
  1 foot/ five levels
  2 feet/ level
  Stone
  6 inches/ five levels
  1 foot/ level
  Iron, steel, and so on
  Half-inch/ five levels
  1 inch/ level
  Lead, gold, platinum
  Cannot penetrate
  N/A
  * Thickness penetrated per round of X-raying
  
  Magic Items
  This section provides additional rules for magic items as well
  as a small sampling of new items. Remember that with twen-
  ty levels of spells, calculations for magic item prices should
  use half spell level, rather than full spell level.
  Healing Potions
  Clerics with the Brew Potion feat can create healing potions
  as if the spells cure light wounds, cure moderate wounds, and
  cure serious wounds were on their spell list. In other words,
  cure light wounds potions still exist and are priced as in the
  Core Rules. Nothing changes. (You cannot make potions
  from disciplines.)
  Potion and Wand Levels
  Potions can hold any spell up to 6th level. Wands can cast
  any spell up to 8th level.
  New Items
  The following are new items, most of which supplement the
  new rules found elsewhere in this book.
  Beads of Turning:This small string of beads looks fairly
  innocuous. Wearing them around one’s neck (using the
  necklace slot) or around one’s wrist (using the bracer slot)
  raises the saving throw Difficulty Class of the wearer’s turn
  undead attempts by +2.
  Faint necromancy; CL 5th; Craft Wondrous Item, conse-
  crate; Price 8,000 gp.
  Belt of Animal Forms: This belt is made of patches of
  animal skin; tufts of various beasts’ fur and feathers from a
  number of birds dangle from it. The buckle is made of bone.
  Once each day, the wearer of this belt can use each of the fol-
  lowing spells: eagle’s form, lion’s form, shark’s form, and wolf’s
  form.
  Unlike other magical items, this one is not incorporated
  into the new form the wearer takes. Instead, it shrinks or
  grows to fit the wearer’s new form.
  Moderate transmutation; CL 6th; Craft Wondrous 
  Item, eagle’s form, lion’s form, shark’s form, wolf’s form; Price
  12,000 gp.
  Bracelet of the Seraphim: This silver bracelet is studded
  with blue star sapphires. Its wearer gains a +1 bonus to the
  Armor Class provided by the Shield of the Seraphim disci-
  pline, a Holy Aura discipline effect, or the shimmering shield
  runeblade ability.
  Faint abjuration; CL 4th; Craft Wondrous Item, shield of
  faith; Price 8,000 gp.
  Cloak of Grand Presence:This voluminous and billowy
  velvet cloak allows the wearer’s Divine Presence discipline to
  function at a range of 10 feet rather than touch. Characters
  wishing to be healed by the wearer need only come within 
  10 feet.
  Moderate transmutation; CL 10th; Craft Wondrous Item,
  mass cure light wounds; Price 22,000 gp.
  Headband of Telepathy: This thin silver headband grants
  the wearer the Telepathy discipline, even if the wearer is not
  a spellcaster. If the wearer already has the Telepathy disci-
  pline, he can choose one enhancement to that discipline that
  is of his level or lower.
  Faint divination; CL 5th; Craft Wondrous Item, detect
  thoughts; Price 10,000 gp.
  Ring of Blasting:A ring of blasting is a simple gold band
  without adornment. The wearer gains a bonus to attack rolls
  made using the Eldritch Bolt discipline. The bonus ranges
  from +1 to +5, depending on the ring’s potency.
  Faint enchantment; CL 4th; Forge Ring, cat’s grace; Price
  1,000 gp (+1), 2,000 gp (+2), 4,000 gp (+3), 8,000 gp (+4),
  16,000 gp (+5).
  Runestone:This small brown stone has been cut into a
  diamond shape. It fits easily into the palm of one’s hand. A
  character who creates runes (i.e., a runeblade) can apply to
  this stone one of the runes that normally could be placed
  only on his runic weapon or his armor or shield. Runes on
  the stone do not count toward the character’s total rune
  value. The creator or another character can attach the rune-
  stone magically to armor, a shield, or the hilt of a weapon,
  and the rune will function normally.
  The Book of Experimental Might
  82
  Healing potions are not nearly as important to
  character survival if you use the discipline sys-
  tem. A cleric with either of the healing disci-
  plines (Healing Touch and Divine Presence) like-
  ly provides much more healing than a cleric
  using healing spells. Even when that’s not the
  case, the limitation is on the character being
  healed, not on the healer. A character who can’t
  get further healing from a cleric can’t get more
  from a potion, either. Under these rules, potions
  don’t supplement what the cleric can give. They
  serve only as a means for a character to heal
  himself without waiting for the cleric to get to
  him. Which is to say, they’re still of some con-
  siderable use in a pitched battle. Of course, if
  there is no cleric at hand, healing potions are as
  important as ever.
  Design Decisions: Healing Potions
  
  Chapter Five: Magic 83
  Moderate evocation; CL 7th; Craft Wondrous Item, glyph of
  warding; Price 12,000 gp.
  Staff of the Disciplines: This item looks like a normal wooden
  staff that a wizard might carry,covered in arcane runes and capped
  with bands of iron on both ends.However,this device does not
  function like a standard staff at all.The powers it grants depend on
  the level of the wielder,as follows.
  Level
  Benefit
  1st
  +1 bonus to all Eldritch Bolt attack rolls
  3rd
  +1 to Armor Class provided by Shield of the 
  Seraphim
  5th
  +1 to the saving throw DC of the wielder’s Bolts
  of Bedevilment
  7th
  +100 lbs. to the wielder’s Telekinesis weight limit
  10th
  Doubles the range of the wielder’s Telepathy
  Moderate transmutation; CL 10th; Craft Wondrous Item,
  permanency; Price 27,000 gp.
  Twinblast Rod: This short, thin rod of black iron looks almost
  like a wand. Three times each day it allows the wielder to fire two
  Eldritch Bolts at once, if she has that discipline already. The bolts
  can cover two different targets or the same target; each is resolved
  normally.
  Moderate enchantment; CL 6th; Craft Rod, haste; Price 
  19,000 gp.
  Underdark's Blade: This +1 greatsword magically and instanta-
  neously shrinks or grows to fit the environment around it as
  needed to allow it to be used in even the smallest passages.
  Further, when in a natural cavern or passage, the wielder gains a
  +10 bonus to Balance checks and can make one change of direc-
  tion while running or charging (allowing him to run around 
  corners, for example).
  Moderate transmutation; CL 10th; Craft Magic Arms and
  Armor, expeditious retreat, cat's grace; Price 8,350 gp; Cost to Create
  4,350 gp + 320 XP.
  Winter's Eye:This +1 frost short sword has what appears to be a
  small whitish blue crystal  ball on the pommel.Each morning,the
  wielder can look into the sphere and get an insight into the for-
  tunes of the day ahead,and the sword grants bonuses based on
  what he likely needs.
  Roll 1d6:On a 1–2,the sword adds a +2 bonus to Initiative
  checks,on 3–4 it adds a +2 bonus to Armor Class,and on 5–6 it
  adds a +2 bonus to Reflex saves.The bonus lasts until the next
  morning,when a new benefit is determined.
  Strong evocation and divination; CL 15th; Craft Magic Arms 
  and Armor, chill metal, divination; Price 20,310 gp; Cost to Create
  10,310 gp + 800 XP.
  
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  d20 System Reference Document Copyright
  2000–2008,Wizards of the Coast,Inc.;authors
  Jonathan Tweet,Monte Cook,Skip Williams,Rich
  Baker,Andy Collins,David Noonan,Rich Redman,
  and Bruce R.Cordell,based on original material by
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  The Book of Experimental Might Copyright
  2008 Monte J.Cook.All rights reserved.
  Monte Cook’s Arcana Evolved Copyright 2005
  Monte J.Cook.All rights reserved.
  The Complete Book of Eldritch Might
  Copyright 2004 Monte J.Cook.All rights reserved.
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  2003–2004 Monte J.Cook.All rights reserved.
  The Book of Experimental Might
  84
  
  W
  W
  hat started out as just an experiment in Monte’s
  home campaigns has become the newest set of
  options designed to enhance the excitement of
  your d20 System games.This collection of Monte’s own
  house rules centers around an elegant new concept: a spell
  progression system that reflects character level advancement
  by ranking spells just like experience levels—from  1 to 20!
  This book also includes ...
  • New rules for healing and curative magic.
  • Powerful magical disciplines that allow wizards,clerics,
  druids,paladins,and rangers to have magic always active.
  • The runeblade,a base class that combines magic and
  martial skill without the need for spells.
  • Additional skills,feats,and combat rules.
  • Dozens of spells and magic items.
  Inherent within all the material in The Book of Experimental
  Might is the idea that characters should be able to keep on
  adventuring longer than the rules currently allow.Disciplines,
  more ample healing,and the other experiments in this book
  help break down the barriers—like casters running out of
  spells and PCs running low on hit points—that traditionally
  make parties stop to rest before they really want to.
  Start your own experiment now!
  Free bonus material at WWW.MONTECOOK.COM
  PDF Version 1
  February 2008
  ©2008 Monte J. Cook
  Requires use of the Dungeons & Dragons®
  Core Books, Third Edition, published
  by Wizards of the Coast®, Inc. 
  ®
  
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