TEXT: The Book of
  Alex Riggs, Joshua Zaback
  Forbidden Magic
  
  The Book of
  Forbidden Magic
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
   Table of Contents
  Introduction...........................................................................................................................................................4
  Forbidden Magic...................................................................................................................................................5
  Profane Points........................................................................................................................................................5
  Calamities...............................................................................................................................................................6
   
  Accidental Planar Rift..................................................................................................................................7
   
  Bodily Corruption.........................................................................................................................................8
   
  Magic Drain...................................................................................................................................................9
   
  Magical Backlash.........................................................................................................................................10
   
  Marked by Evil.............................................................................................................................................11
   
  Mental Corruption.......................................................................................................................................12
   
  Mental Intrusion..........................................................................................................................................14
  Spell Lists...............................................................................................................................................................16
  New Spells.............................................................................................................................................................19
  OGL.........................................................................................................................................................................30
  
  4
  Introduction
   
  The lure of powerful, forbidden magic is a strong one in fantasy settings, and a theme that is explored in many types 
  of fantasy media. While the specifics vary, the core principles generally remain the same: there are certain types of magic, 
  whether individual spells or entire schools, which are more powerful than the ordinary, every-day, run of the mill magic. This 
  more powerful magic, however, is both forbidden and dangerous. Sometimes it is forbidden simply because it is too powerful, 
  sort of like the fantasy equivalent of nuclear weapons. Other times, it is forbidden because it is inherently corruptive, 
  and makes those who wield it slowly become tainted and warped versions of their prior selves. In still other examples, 
  this powerful magic is forbidden because it is difficult to control, and can potentially have devastating and unforseen 
  consequences if used carelessly.
   
  In many ways, using magic and playing a spellcaster is a sort of power fantasy, granting us the ability to control the 
  very cosmos itself and bend reality to our whims. So, it’s not surprising that forbidden magic (a type of magic so potent and 
  powerful that it makes other sorts of magic seem mundane by comparison) would be so tantalizing to so many. What’s more, 
  it’s easy to imagine that even though everyone else has fallen prey to such magic’s corruptive influences, or has proven unable 
  to control it, that surely that wouldn’t happen to us, right? We’re special and different, and clearly we will be able to handle 
  everything that this penultimate magic can throw at us.
   
  Unfortunately for those of us who entertain such fancies, however, the Pathfinder Roleplaying Game, and its 
  predecessor, the 3.5 OGL, do not provide many options to dabble in things that really fit the mold outlined above. This is no 
  happenstance, of course: the very nature of forbidden magic makes it difficult to include within a game’s structure. For one 
  thing, the forbidden magic itself, almost by definition, needs to be more powerful than other forms of magic, something 
  which flies in the face of balanced game design. Why should a wizard ever bother with magic missile if he can be casting 
  forbidden magic missile, instead, and dealing 1d6+1 points of damage per missile, for example? In order for forbidden magic to 
  truly function in the game, it would need to both have more powerful effects than other spells, but also carry a real danger of 
  some kind of drawback.
   
  Of course, players are savvy, and most of you know how to evaluate the full value of a spell. If forbidden magic missile, 
  described above, were a 2nd-level spell, it would be much less appealing. If it inflicted Intelligence or Charisma damage on the 
  caster whenever it was cast, it would suddenly become much less palatable than a standard magic missile. The key to making 
  forbidden magic work at the table is to give it more power than other spells, so that players have a good reason to want to use 
  it, but carefully balance that against the potential risk (but not necessarily certainty) that something bad would happen. And 
  the way to keep this fun and interesting at the table, instead of an easily-solved equation of whether or not the risk was worth 
  the reward, was to make it hard to say for certain what sort of bad thing might happen.
   
  This turned out to be somewhat easier than we might have feared, due to the influence of another factor: while 
  forbidden magic, in fantasy media, is always forbidden for a reason, those reasons, and the various bad things that could 
  happen from meddling in magic beyond one’s ken, are myriad. And we wanted to capture them all. So rather than having 
  one bad thing that could happen, there are dozens, and they form a complex web of potential disasters, which vary from 
  minor nuisances to potentially deadly catastrophes, and everything in between. Further, the chance of facing such a disaster 
  starts out promisingly low, but grows with time the more that players rely on the forbidden magic, providing the tantalizing 
  promise that those who do use these spells responsibly and know where to draw the line may actually be able to avoid the 
  repurcussions, just as they told themselves they could, while GMs can rest assured that players who make consistent and 
  reckless use of overpowered spells will get what’s coming to them eventually.
   
  This book introduces a new spell descriptor, forbidden, which denotes powerful spells with potentially debilitating 
  drawbacks. It also presents comprehensive rules for tracking the corruption caused by such forbidden magic, and determining 
  what sorts of nasty side effects that dabbling in it can produce. Finally, the book includes over 50 new spells with the 
  forbidden descriptor, giving players (and GMs) plenty of forbidden magic to get them started on their long path to ruin.
  
  5
  Forbidden Magic
   
  The spells in this book all possess a new descriptor, 
  the forbidden descriptor. Spells with the forbidden descriptor 
  are diverse in nature and can do a wide variety of things, 
  but the one thing that they all share is that casting such 
  spells causes the caster to become tainted and corrupted by 
  the power of the forbidden magic, and invite the risk of a 
  calamitous side-effect.
   
  Spells with the forbidden descriptor have an 
  additional line in their spell’s description, after the 
  components entry, entitled profane points. This entry 
  indicates how many profane points the caster gains each 
  time he or she casts the spell. For most spells, this is 1, but 
  some particularly potent spells impose 2 or 3 profane points, 
  instead. See Profane Points for more information on how 
  profane points work.
   
  Additionally, whenever a character casts a spell 
  with the forbidden descriptor, there is a chance that a 
  calamity occurs. See Calamities for more information on how 
  calamities work.
  Profane Points
   
  Profane points are an abstract way of measuring 
  the taint and corruption that forbidden magic has on those 
  who wield it. Whenever a character casts a spell with the 
  forbidden descriptor, he immediately gains a number of 
  profane points, as described in the spell’s description.
  Profane Categories
   
  The more profane points a character gains, the 
  more they begin to affect him, and increase the chance that 
  something bad will happen. The number of profane points 
  that a character has determines which category he belongs 
  to. As a character gains more and more profane points, he 
  continues to climb through the profane categories. Similarly, 
  characters who work to lower the number of profane points 
  that they have can move down to the next-lowest category. 
  The various profane categories are summarized on Table 
  1-1: Profane Categories. An explanation of the table is given 
  below.
   
  Profane Points: This column indicates the range 
  of profane points that a character must have in order to fall 
  within a given profane category. As a character’s total number 
  of profane points changes, his profane category changes 
  accordingly.
   
  Category: This column provides a name for each of 
  the profane categories. This name has no mechanical effect, 
  and just serves to make it easier to identify given categories.
   
  Calamity Modifier: Each profane category has a 
  specific calamity modifier associated with it. This modifier 
  is applied to certain rolls related to calamities. The higher 
  a character’s profane category is, the higher the calamity 
  modifier becomes.
  Removing Profane Points
   
  Once a character has gained profane points, 
  removing them is a slow process. Each week that a character 
  goes without casting any spells with the forbidden descriptor, 
  he loses a single profane point. Additionally, if the character 
  is affected by an atonement spell, then instead of the normal 
  benefits of the spell, he can remove a number of profane 
  points equal to the spell’s caster level. A character can only 
  benefit from one atonement spell in this way per month, 
  however.
   
  At the GM’s discretion, characters with profane 
  points that go out of their way to perform good deeds or 
  otherwise purify themselves may lose additional profane 
  points. The amount of profane points that are lost should be 
  directly proportional to the amount of effort and sacrifice 
  involved in the good deeds or purification. In general, 
  characters should not be able to lose more than 10 profane 
  points per week in this fashion, no matter how much effort 
  they expend on good deeds or purifying themselves.
  Table 1‐1: Profane Categories
  Profane Points
  Category
  Calamity Modifier
  0
  Untainted
  N/A
  1 ‐ 15
  Tempted
  ‐10
  16 ‐ 30
  Tainted
  0
  31 ‐ 60
  Corrupt
  +10
  61 ‐ 90
  Nefarious
  +20
  91 ‐ 150
  Vile
  +30
  151 ‐ 225
  Profane
  +40
  226 ‐ 300
  Irredeemable
  +50
  301+
  Anathema
  +75
  
  6
  Calamities
   
  Calamity is a catch-all term which describes a large 
  number of potential negative side effects of using forbidden 
  magic. Each time that a character gains profane points, there 
  is a chance that a calamity will occur. The following sections 
  describe when and how calamities can occur, and the various 
  different types of calamities that can occur.
  Causing a Calamity
   
  Whenever a character gains profane points, there is 
  a chance that a calamity may occur. Roll a d%, and add the 
  character’s calamity modifier. If the result is 76 or higher, 
  then a calamity occurs. If the result is less than 76, then no 
  calamity occurs. Note that if the newly-gained profane points 
  cause the character to change which profane category he is 
  in, you should use the calamity modifier for the new profane 
  category, rather than the old one.
  Handling Calamities
   
  Calamities take a great number of different forms, 
  and each one is handled slightly differently (see Types of 
  Calamities), but there are a few general rules that apply to the 
  effects of calamities, regardless of the exact type of calamity 
  involved. These rules are outlined below.
  Calamity Caster Levels
   
  Several types of calamities have effects that mimic 
  spells, or otherwise have a caster level. Unless otherwise 
  noted, the caster level for a calamity depends on the profane 
  category of the creature that caused it. The default caster 
  level for a calamity caused by a character whose profane 
  category is tempted is 6. For each profane category beyond 6 
  that the character who caused the calamity is, the caster level 
  increases by 2, as shown on the table below.
  term calamity changes as the creature that caused it gains or 
  loses large amounts of profane points.
  Curing a Calamity 
   
  Some calamities have long-term or indefinite effects, 
  but can potentially be removed by spells such as remove 
  curse, break enchantment, or similar spells. If the spell in 
  question normally requires that the caster makes a caster 
  level check in order to succeed (such as remove curse), use 
  the calamity’s current caster level.
   
  Further, because the dark magic that fuels calamities 
  is very powerful and difficult to remove, whenever a specific 
  calamity result’s description indicates that it can be removed 
  by a certain spell, if that spell does not already require that 
  the caster succeed on a caster level check in order for the spell 
  to have its effect, the caster must do so in order to remove 
  the effects of the calamity. Unless otherwise indicated, the 
  DC for this caster level check is equal to 11 + the calamity’s 
  caster level. Spells with a costly material component in excess 
  of 10,000 gp are not subject to this effect, and can remove 
  the effects of a calamity automatically. Additionally, if the 
  individual calamity’s description indicates that some or all 
  of its effects can be removed “through normal means” or “as 
  normal,” then no caster level check is necessary (unless it 
  otherwise would be, such as because remove curse is being 
  used).
   
  Finally, due to the inherent nature of calamities, it is 
  much harder for a character to cure himself of the effects of 
  a calamity than it is for other characters to cure him of it. A 
  character that is attempting to cure himself of a calamity via 
  magic suffers a -4 penalty on the caster level check made to 
  do so.
  Types of Calamities
   
  Sometimes a calamity might open a planar rift, 
  summoning a hostile creature from a lower plane or beyond 
  this dimension. Other times, it may result in some form of 
  magical backlash or overload. In other cases, the caster’s 
  magic may be drained, or he or she may become warped 
  physically or mentally. Whenever a calamity occurs, roll a d% 
  and consult Table 1-3: Calamities to see what type of calamity 
  occurs. The following section provides an explanation of the 
  possible results.
  Table 1‐2: Calamity Caster Level
  Profane Points
  Category
  Caster Level
  0
  Untainted
  4th
  1 ‐ 15
  Tempted
  6th
  16 ‐ 30
  Tainted
  8th
  31 ‐ 60
  Corrupt
  10th
  61 ‐ 90
  Nefarious
  12th
  91 ‐ 150
  Vile
  14th
  151 ‐ 225
  Profane
  18th
  226 ‐ 300
  Irredeemable
  20th
  301+
  Anathema
  22nd
   
  Many calamities have long-lasting effects, which 
  may persist long enough for the character that caused the 
  calamity to move to a different profane category. Rather than 
  attempting to keep track of what caster level is associated 
  with any given calamity, whenever the creature that caused 
  the calamity moves to a new profane category, the calamity’s 
  caster level simply changes to reflect the new profane 
  category. This means that the difficulty of removing a long-
  Table 1‐3: Calamities
  d%
  Result
  01 ‐ 14
  Accidental planar rift
  15 ‐ 28
  Bodily corruption
  29 ‐ 43
  Magic drain
  44 ‐ 58
  Magical backlash
  59 ‐ 72
  Marked by evil
  73 ‐ 86
  Mental corruption
  87 ‐ 100
  Mental intrustion
  
  7
  Accidental Planar Rift
   
  The calamity opens a short-lived planar rift to one of 
  the lower planes, or else to a dimension entirely alien from 
  our own. Roll a d% and consult Table 1-4: Accidental Planar 
  Rifts to determine the result.
   
  Creatures summoned in this way do not obey the 
  creature that caused the calamity, and in fact automatically 
  treat that creature as hostile. They are not necessarily hostile 
  towards any other creature in the  location to which they are 
  summoned, but most likely will be. Summoned creatures 
  that are obviously outmatched may simply flee from the area, 
  depending on the exact creature and their situation. The 
  creature that caused the calamity has no control over what 
  creature is summoned, and so it is impossible to summon a 
  specific individual in this way.
   
  A creature summoned in this fashion remains 
  indefinitely (it does not automatically return to its home 
  plane after a set period of time, like a creature summoned by 
  a summon monster spell. Creatures summoned in this way 
  can be returned to their home plane through normal means 
  (such as a banishment spell), even if that creature normally 
  could not be (as is the case with most aberrations).
  Sidebar: Making Sense of the Numbers
   
  Several tables call for you to roll a d% and add your calamity modifier to the result. Because calamity modifiers 
  can get quite high (up to +75), this means that it is possible to get a result of greater than 100 on a d% roll for several of the 
  tables included in this chapter. If you look closely, you’ll notice that for tables where you add your calamity modifier, some 
  results can only be achieved by results of greater than 100, meaning that it’s impossible to achieve those results until you have 
  reached a certain profane category.
   
  Similarly, characters with a profane category of tempted have a calamity modifier of -10, meaning that they could 
  potentially achiever results of less than 0. In this case, no calamity occurs.
  Table 1‐4: Accidental Planar Rifts
  d%
  Result
  01 ‐ 10
  An aberration is summoned
  11 ‐ 15
  An asura is summoned
  16 ‐ 30
  A daemon is summoned
  31
  A demodand is summoned
  32 ‐ 55
  A demon is summoned
  56 ‐ 70
  A devil is summoned
  71 ‐ 75
  A div is summoned
  76 ‐ 80
  A goetic is summoned
  81 ‐ 82
  A kyton is summoned
  83 ‐ 87
  An oni is summoned
  88 ‐ 92
  A qlippoth is summoned
  93 ‐ 96
  A rakshasa is summoned
  97 ‐ 100
  A planar rift is opened
   
  Summoned Creatures: On a result of 1 – 96, 
  a creature of some type is summoned. The exact type of 
  creature (based on its type or subtype) depends on the exact 
  die roll, as shown on Table 1-4: Accidental Planar Rifts. The 
  relative strength of the creature is determined by rolling a 
  d% and adding your calamity modifier to the result, then 
  consulting Table 1-5: Planar Rift CRs. The exact creature 
  summoned is up to the GM, but should be a creature of the 
  appropriate subtype and CR, if at all possible.
  Table 1‐5: Summoned Creature CRs
  d%
  CR Range
  1 ‐ 40
  4 or lower
  41 ‐ 70
  5 ‐ 9
  71 ‐ 100
  10 ‐ 13
  101 ‐ 120
  14 ‐ 17
  121 ‐ 140
  18 ‐ 20
  141+
  21 or higher
  
  8
   
  A Planar Rift is Opened: On a result of 97 – 100, 
  a planar rift opens up, dragging creatures from the location 
  in which the calamity occurs into a random lower-plane or 
  alternate dimension. The creature that caused the calamity 
  must succeed on a Will save (DC 20) or be affected as though 
  by the spell plane shift, with the destination plane being 
  subject to the GM’s discretion (but always an evil-aligned or 
  otherwise hostile and alien plane). The creature that caused 
  the calamity suffers a penalty on this saving throw equal to 
  1/10 the number of profane points he currently possesses.
   
  If the creature that caused the calamity has a profane 
  category of tainted or higher, then each creature within 5 feet 
  is also subject to this effect (although they make their own 
  separate saving throws, and do not suffer the penalty listed 
  above). For each profane category beyond tainted, the radius 
  of this effect increases by 5 feet (10 feet for a corrupt creature, 
  15 feet for a nefarious creature, and so on).
   
  A rift opened in this way is one-directional, meaning 
  that characters affected by it are potentially stranded on 
  the plane that they arrive on. The rift remains open for 1d4 
  rounds, allowing those who are so inclined to attempt to 
  follow lost comrades through the rift, provided that they act 
  swiftly. The effect that causes these rifts to occur is powerful, 
  and functions even in places that would normally be warded 
  against teleportation magic and similar effects.
  Bodily Corruption
   
  The calamity warps and twists the body of the 
  creature that caused it, transforming him in some hideous 
  and terrible fashion. Roll a d% and add your calamity 
  modifier to the result, then consult Table 1-6: Bodily 
  Corruption to determine the exact effect. A description of 
  each of the results is given below.
   
  Claw-like Hands: The hands of the creature that 
  caused the calamity twist and reform themselves into 
  hideous, monstrous claws. This grants the creature two 
  secondary claw natural attacks, which deal 1d3 points of 
  damage on a successful hit (if the creature is Medium-sized). 
  The claws are poorly adapted for holding things or fine 
  manipulation, however, and the creature suffers a -2 penalty 
  on attack rolls made with held weapons, as well as on any 
  skill or ability check requiring precise manual dexterity 
  (including, but not limited to, Climb checks, Craft checks, 
  and Disable Device checks). These changes are permanent, 
  but can be reversed with a remove curse spell, or more 
  powerful magic.
   
  Scab-like Skin: The skin of the creature that caused 
  the calamity hardens and takes on a scarred, or sometimes 
  scaly appearance. This causes the creature’s natural armor 
  bonus to increase by +1, but also imposes a -4 penalty on all 
  Charisma-based skill checks, except for Intimidate and Use 
  Magic Device. These changes are permanent, but can be 
  reversed with a remove curse spell, or more powerful magic.
   
  Hair/Skin Changes Color: The hair and/or skin 
  of the creature that caused the calamity changes color to 
  something unnatural and (typically) unattractive. Usually 
  this results in hair becoming white or grey, and skin 
  becoming bright red or unnaturally midnight-black, but 
  other colors can occur. These changes are purely cosmetic, 
  but last indefinitely, unless removed by remove curse, or more 
  powerful magic.
   
  Infernal Odor: The creatures that caused the 
  calamity begins to smell of sulfur, peat, or some other 
  unwholesome and foul stench. This effect is purely cosmetic, 
  but lasts indefinitely, unless removed by remove curse, or 
  more powerful magic.
   
  Hunched Back: The spine of the creature that 
  caused the calamity warps and bends into an unnatural 
  shape, leaving the creature hunch-backed and crippled. The 
  creature that caused the calamity treats his Strength as being 
  5 lower than it actually is for the purposes of determining 
  Sidebar: A WHAT was summoned?
   
  Table 1-4: Accidental Planar Rifts was designed in order to provide support for the widest possible number of 
  evil outsiders. This is in part for the benefit of GMs and players who are fond of lesser-known outsider races (like kytons, 
  demodands, and asuras, for example), and in part because it increases the number of potential outcomes for any given 
  calamity. That said, there may be some outsiders on the list that you don’t have access to (especially the goetic outsiders, 
  which are the only ones listed there that are not found in a Paizo bestiary. The complete set of seventy-two goetics can be 
  found in The Deluxe Guide to Fiend Summoning and Faustian Bargains), or simply aren’t interested in using in your game for 
  whatever reason. In this case, GMs should feel free to substitute other appropriate groups of creatures (such as incorporeal 
  undead, or evil outsiders from other sources, for example) instead of any groups that they want to get rid of. Alternatively, 
  GMs can simply rewrite the table, distributing the percentage points devoted to any undesired groups amongst the other 
  groups however they see fit. In a pinch, you could even just reroll any result that landed on an undesired group.
  Table 1‐6: Boduly Corruption
  d%
  Result
  01 ‐ 10
  Claw‐like hands
  11 ‐ 20
  Scab‐like skin
  21 ‐ 30
  Hair/skin changes color
  31 ‐ 40
  Infernal odor
  41 ‐ 55
  Hunched back
  56 ‐ 70
  Boils and pustules
  71 ‐ 80
  Disease
  81 ‐ 90
  Twisted legs
  91 ‐ 100
  Sudden aging
  101+
  Ability drain
  
  9
  his carrying capacity (and, by extension, how much he can 
  lift off the ground, push, drag, and so on). This change is 
  permanent, but can be reversed with a remove curse spell, or 
  more powerful magic.
   
  Boils and Pustules: The skin of the creature that 
  caused the calamity erupts in a veritable mountain range of 
  blisters, boils, and pustules which ooze and pop as he moves. 
  The creature suffers a -4 penalty on all Charisma-based skill 
  checks, except for Use Magic Device. These changes are 
  permanent, but can be reversed with a break enchantment 
  spell, or more powerful magic.
   
  Disease: The creature that caused the calamity 
  immediately and automatically contracts a horrible disease 
  (typically bubonic plague, but other diseases are possible 
  at the GM’s discretion). There is no onset period for this 
  magically-impelled disease, and the target must immediately 
  succeed on a saving throw (using the disease’s normal save 
  DC) or suffer the disease’s effects. He suffers a penalty equal 
  to 1/10 the number of profane points he possesses on saving 
  throws made to resist the disease’s effects. Even if he succeeds 
  on this saving throw, he is still diseased. Further, the disease 
  cannot be cured by any number of successful saving throws, 
  or even by a remove disease spell. The only way to remove 
  the disease is for the creature to be affected by a break 
  enchantment spell, or more powerful magic, after which the 
  disease can be cured normally.
   
  Twisted Legs: The legs of the creature that caused 
  the calamity bow and twist effectively hobbling him. His 
  movement speed is permanently halved (rounded down, 
  minimum speed of 5 feet). This change is permanent (and 
  stacks, if it occurs multiple times), but can be reversed with a 
  break enchantment spell, or more powerful magic.
   
  Sudden Aging: The creature that caused the 
  calamity begins to age rapidly. He advances to the next age 
  category, gaining all the penalties associated with that age 
  category, but none of the benefits. If the creature was already 
  venerable, he must succeed on a Fortitude save (DC 20) or 
  die. He suffers a penalty on this saving throw equal to 1/10 
  the number of profane points he possesses. This change is 
  permanent (and stacks, if it occurs multiple times), but can 
  be reversed with a limited wish spell, or more powerful magic.
   
  Ability Drain: The creature that caused the calamity 
  immediately suffers 1d6 points of ability drain to one of his 
  physical ability scores (Strength, Dexterity, or Constitution), 
  determined at random. This ability drain is particularly 
  difficult to remove, and even a restoration or greater 
  restoration spell has no effect unless the caster succeeds on 
  a caster level check (1d20 + caster level; maximum of +15 for 
  restoration and +20 for greater restoration) with a DC equal 
  to 16 + the calamity’s effective caster level.
  Magic Drain
   
  The calamity creates an eldritch vortex which drains 
  magical and mental energy from the creature that caused it. 
  The end fate of this magical energy is unknown: it may be 
  being siphoned off by a malevolent entity, or it may simply be 
  lost to an endless void of emptiness. Roll a d% and add your 
  calamity modifier to the result, then consult Table 1-7: 
  Magic Drain to determine the exact effect. A description of 
  each of the results is given below.
  Table 1‐7: Magic Drain
  d%
  Result
  01 ‐ 10
  Mental block
  11 ‐ 40
  Weakened magic
  41 ‐ 60
  Frail magic
  61 ‐ 80
  Lesser magic fatigue
  81 ‐ 100
  Major magic fatigue
  101 ‐ 120
  Metaphysical interference
  121 ‐ 140
  Arcane burnout
  141+
  Eldritch impotence
   
  Mental Block: The horrible loss of control sends 
  the character’s mind reeling, and he temporarily blocks the 
  offending spell from his mind. The character that caused the 
  calamity loses access to whatever spell he cast that resulted 
  in the calamity. The character is treated as no longer knowing 
  the spell, and cannot cast it (even if he attempts to reprepare 
  it or relearn it from a spellbook, he fails to do so). This lasts 
  for 1d4 days, after which the affected creature can cast that 
  spell again as normal.
   
  Weakened Magic: The calamity siphons away 
  some of the magical strength of the character that caused 
  it, resulting in his spells manifesting in a weaker form. The 
  character that caused the calamity treats his caster level as 
  being 2 lower than it actually is for the purposes of all spells 
  that he casts. For every profane category beyond tempted that 
  the affected creature is, he treats his caster level as 1 lower 
  (to a maximum reduction of 9 levels lower). This includes 
  any caster level checks made to overcome spell resistance, 
  as well as any effects of the spell that depend on caster level 
  (potentially including range, duration, damage, and other 
  effects). This effect lasts for two weeks, but can be removed 
  prematurely with a remove curse spell, or more powerful 
  magic. Multiple instances of this effect stack.
   
  Frail Magic: The calamity leaves the magic of the 
  character that caused it shattered and cracked, rendering it 
  more fragile and easier to resist. The character that caused 
  the calamity treats the saving throw DCs of all spells that he 
  casts as being 1 lower than they actually are. For every two 
  profane categories beyond tempted that the affected creature 
  is, he treats the saving throw DCs of his spells as 1 lower (to 
  a maximum reduction of -4). This effect lasts for two weeks, 
  but can be removed prematurely with a remove curse spell, or 
  more powerful magic. Multiple instances of this effect stack.
   
  Lesser Magic Fatigue: The calamity drains some of 
  the mental capacity for magic of the creature that caused it, 
  leaving him with the ability to cast fewer spells than normal. 
  The character that caused the calamity loses access to 3 spell 
  levels worth of daily spells. For each profane category beyond 
  tempted that that creature is, he loses access to an additional 
  spell level worth of daily spells (to a maximum of 10 spell 
  levels). This effect applies immediately, and the affected 
  creature must immediately choose a number of prepared 
  spells (or unused spell slots, if a spontaneous caster) whose 
  combined spell level adds up to the appropriate amount, and 
  
  10
  lose access to them, as though they had already been cast. 
  Further, whenever the affected character regains his daily 
  spells, he must again choose a number of prepared spells (or 
  unused spell slots) whose combined spell level adds up to 
  the appropriate amount to lose access to for that day. This 
  effect lasts for two weeks, but can be removed prematurely 
  with a remove curse spell, or more powerful magic. Multiple 
  instances of this effect stack.
   
  Greater Magic Fatigue: This functions as lesser 
  magic fatigue, with three exceptions. First, the number of 
  spell levels is equal to 5, plus 2 for every profane category 
  beyond tempted (to a maximum of 19 spell levels). Second, 
  the affected character does not get to choose which spells (or 
  unused spell slots) are lost. Instead, the spells that he loses 
  access to are the highest-level spell slots available that add 
  up to the appropriate amount of spell levels (for example, 
  a character that could cast a single 6th-level spell per day, 
  and lost access to 13 spell levels, would lose a 6th-level spell, a 
  5th-level spell, and a 2nd-level spell). Finally, the effect cannot 
  be removed with remove curse, and can only be removed 
  prematurely with break enchantment or more powerful 
  magic.
   
  Metaphysical Interference: The calamity suffuses 
  the creature that causes it with eldritch energy and magical 
  radiation which does not harm him directly, but does 
  interfere with his spellcasting. Whenever the character that 
  caused the calamity attempts to cast a spell, he must succeed 
  on a Concentration check (DC 10 + twice the spell’s level). 
  For every profane category beyond tempted that the affected 
  creature is, the DC increases by +1. If he fails, the affected 
  creature does not cast the spell successfully, though it is not 
  expended and he can attempt to cast it again. This effect lasts 
  for two weeks, though it can be removed prematurely by a 
  limited wish or more powerful magic.
   
  Arcane Burnout: The calamity overloads the mind 
  of the creature that caused it, permanently stunting the 
  amount of magic he can store in his mind. The creature that 
  caused the calamity immediately loses one spell per day of 
  each spell level that he can cast (if he has any prepared spells 
  or unused spell slots, he chooses one of each spell level and 
  loses them immediately. Thereafter, whenever he regains 
  spells for the day, he regains one less spell of each spell level 
  he can cast). As the affected creature gains access to new 
  spell levels, he has one less spell per day of those spell levels, 
  as well. This effect is permanent, but can be removed with a 
  limited wish or more powerful magic.
   
  Eldritch Impotence: The calamity strips the 
  creature that caused it of a large portion of his magical 
  potential, rendering him unable to cast spells of a certain 
  power or greater. Roll 1d10. For the purposes of this ability, a 
  result of 10 is treated as 0, instead. The creature that caused 
  the calamity is no longer able to cast spells whose spell 
  level is equal to or greater than the result of the die roll (for 
  example, if a 4 was rolled, then the character would be unable 
  to cast spells of 4th level or higher. If a 9 was rolled, he would 
  be unable to cast spells of 9th level or higher. If a 10 is rolled, 
  he is unable to cast spells of 0th level or higher—making him 
  unable to cast any spells at all). This effect is permanent, but 
  can be removed with a limited wish or more powerful magic.
  Magical Backlash
   
  The calamity unleashes pent-up magical energy 
  in an explosive show of arcane or divine force, which likely 
  proves harmful to the creature that caused it and possibly 
  other nearby creatures. Roll a d% and add your calamity 
  modifier to the result, then consult Table 1-8: Magical 
  Backlash to determine the exact effect. A description of each 
  of the results is given below.
  Table 1‐8: Magical Backlash
  d%
  Result
  01 ‐ 05
  Surge of power
  06 ‐ 15
  Dazzling display
  16 ‐ 25
  Deafening roar
  26 ‐ 35
  Blinding light
  36 ‐ 50
  Eldritch exhaustion
  51 ‐ 60
  Eldritch sensation
  61 ‐ 90
  Arcane blast
  91 ‐ 100
  Magical overload
  101+
  Energy drain
  
  11
   
  Surge of Power: Raw magical power surges into the 
  creature that caused the calamity, empowering his magic 
  for a short while, and then leaving him on the brink of 
  collapse. For the next 1d4 rounds, the character that caused 
  the calamity treats his caster level as 2 higher than it actually 
  is for the purposes of spells that he casts. This includes 
  any caster level checks made to overcome spell resistance, 
  as well as any effects of the spell that depend on caster 
  level (potentially including range, duration, damage, and 
  other effects). At the end of this time, the affected creature 
  becomes exhausted.
   
  Dazzling Display: The calamity causes spare 
  magical energy to manifest in the form of a bright show of 
  lights. This may take the form of swirling colors or brilliant 
  sparks of light, or something darker, like floating luminescent 
  skulls or specters. Whatever form the display takes, the 
  creature that caused the calamity is at its center, and must 
  succeed on a Fortitude save (DC 15 +2 per profane tier beyond 
  tempted) or be dazzled for 1 minute. Regardless of whether 
  or not the creature that caused the calamity succeeds on his 
  saving throw, there is a 25% chance that the display is much 
  larger, and that each creature within 10 feet of the creature 
  that caused the calamity must also succeed on a Fortitude 
  save (same DC, based on the profane tier of the creature that 
  caused the calamity) or be dazzled in the same way.
   
  Deafening Roar: The calamity causes spare magical 
  energy to manifest in the form of an immense noise. This 
  may take the form of a bestial roar, or it may sound like 
  the maddening laughter of thousands of imps, or even the 
  whispering murmurs of millions of indistinct spirits gathered 
  together into a palpable miasma of noise. Whatever form 
  the sound takes, this functions as the dazzling display result, 
  except that if the affected creature fails his Fortitude save, he 
  is deafened permanently, instead. Creatures deafened in this 
  way can be healed of their deafness through normal means.
   
  Blinding Light: The calamity causes spare magical 
  energy to manifest in the form of intensely bright light (or, 
  in some cases, incredible darkness), which potentially blinds 
  those who see it. This functions as the dazzling display result, 
  except that if the affected creature fails his Fortitude save, he 
  is blinded permanently, instead. Creatures blinded in this 
  way can be healed of their blindness through normal means.
   
  Eldritch Exhaustion: The calamity leaves the 
  creature that caused it physically drained. The creature 
  that caused the calamity must succeed on a Fortitude save 
  (DC 15 +2 per profane tier beyond tempted) or immediately 
  become fatigued. If the creature that caused the calamity 
  has a profane category of vile or higher, then he becomes 
  exhausted, instead. These conditions can be removed by 
  normal means.
   
  Eldritch Sensation: The calamity causes a horrible 
  sensation of otherworldliness and alien intrusion that makes 
  him feel as though his entire body were outside of his control. 
  The creature that caused the calamity must succeed on a 
  Fortitude save (DC 15 +2 per profane tier beyond tempted) 
  or immediately become sickened. If the creature that caused 
  the calamity has a profane category of vile or higher, then he 
  becomes nauseated, instead. Either way, the effect lasts for 10 
  minutes, though the conditions can be removed by normal 
  means.
   
  Arcane Blast: The calamity causes a surge of excess 
  magical energy that results in a localized explosion. The 
  creature that caused the calamity suffers 2d10 points of 
  damage. For every profane category beyond tempted that the 
  creature that caused the calamity is, the damage increases by 
  1d10 (to a maximum of 9d10). A successful Reflex save (DC 
  15 + 2 per profane tier beyond tempted) halves this damage. 
  Regardless of whether or not the creature that caused the 
  calamity succeeds on his saving throw, there is a 25% chance 
  that the blast is much larger, and that each creature within 20 
  feet of the creature that caused the calamity is also caught in 
  the blast. In such a case, the saving throw DC and potential 
  damage remain the same.
   
  Magical Overload: The calamity results in a 
  crackling wave of eldritch energy which passes through the 
  creature that caused it, severely hampering an aspect of his 
  being. The creature that caused the calamity must succeed on 
  a Fortitude save (DC 15 +2 per profane tier beyond tempted) 
  or suffer 1d8 points of ability damage to a random ability 
  score. This ability damage is resistant to magical healing, 
  and anyone attempting to heal it magically must succeed on 
  a caster level check (DC 20), or the attempt fails. The ability 
  damage can still be healed naturally through rest.
   
  Energy Drain: The calamity produces a surge 
  of negative energy, which drains the very life force of the 
  creature that caused it. The creature that caused the calamity 
  immediately suffers 1d4 temporary negative levels. For every 
  three profane categories beyond tempted that the creature 
  is, he suffers an additional temporary negative level (to a 
  maximum of 1d4+2). The saving throw DC to remove these 
  negative levels is equal to 15 + 2 per profane tier beyond 
  tempted. Temporary negative levels inflicted in this way 
  are resistant to magical healing, and anyone attempting to 
  remove them must succeed on a caster level check (DC 25), or 
  the attempt fails.
  Marked By Evil
   
  The calamity infuses the creature that caused it 
  with one of a variety of types of evil, impure energies, which 
  indelibly marks the target as one who has dabbled in the 
  forbidden arts. Roll a d% and add your calamity modifier 
  to the result, then consult Table 1-9: Marked By Evil to 
  determine the exact effect. A description of each of the 
  results is given below.
  Table 1‐9: Marked by Evil
  d%
  Result
  01 ‐ 20
  Aura of evil
  21 ‐ 30
  Hair/skin changes color
  31 ‐ 40
  Infernal odor
  41 ‐ 65
  Evil brand
  66 ‐ 90
  Unsettling aura
  91 ‐ 100
  Profane inheritance
  101+
  Profane aura
  
  12
   
  Aura of Evil: The aura of the creature that caused 
  the calamity is infused with evil energy, causing him to 
  appear more evil than he actually is when subjected to 
  magical scrutiny. If he is non-evil, he is treated as an evil 
  creature for the purposes of detect evil and similar spells. 
  If he is evil, but is not a cleric or antipaladin of an evil 
  deity, then he is treated as though he is for the purposes of 
  determining the strength of his evil aura. If he is a cleric or 
  antipaladin of an evil deity, or  would otherwise treat his 
  aura as such for the purposes of a detect evil, he treats his 
  aura as though his Hit Dice or class level were 2 higher than 
  they actually are in order to determine the strength of his 
  evil aura. This effect lasts for two weeks, but can be removed 
  prematurely with a remove curse spell.
   
  Hair/Skin Changes Color: The hair and/or skin 
  of the creature that caused the calamity changes color to 
  something unnatural and (typically) unattractive. Usually 
  this results in hair becoming white or grey, and skin 
  becoming bright red or unnaturally midnight-black, but 
  other colors can occur. These changes are purely cosmetic, 
  but last indefinitely, unless removed by remove curse, or more 
  powerful magic.
   
  Infernal Odor: The creatures that caused the 
  calamity begins to smell of sulfur, peat, or some other 
  unwholesome and foul stench. This effect is purely cosmetic, 
  but lasts indefinitely, unless removed by remove curse, or 
  more powerful magic.
   
  Evil Brand: The calamity manifests in the form 
  of a physical brand, which is burned into his flesh in some 
  prominent spot (typically his forehead or the back of one 
  of his hands, although the middle of his chest or back 
  are not unheard of). This immediately inflicts 2d4 points 
  of fire damage to the creature that caused the calamity. 
  Additionally, the target’s flesh is marked with a brand. 
  Creatures that see the brand and succeed on a Knowledge 
  (arcana) or Knowledge (religion) check (DC 15) identify 
  the brand, and recognize that it means that its bearer has 
  practiced forbidden magic. This has no specific mechanical 
  effect, but may change the way that various NPCs respond to 
  the affected creature. This brand appears even if the creature 
  avoids taking any fire damage (such as by being immune or 
  resistant to fire). The brand lasts for one month, and can be 
  removed prematurely with a heal or regenerate spell, or more 
  powerful magic.
   
  Unsettling Aura: The calamity creates an aura 
  of disquiet around the creature that caused it, which 
  causes other nearby creatures to be uncomfortable in close 
  proximity to that creature, even if they’re not quite sure why. 
  All non-evil creatures have their starting attitudes towards 
  the creature that caused the calamity to be reduced by one 
  step (helpful becomes friendly, friendly becomes indifferent, 
  and so on). This effect is permanent, but can be removed 
  with remove curse and more powerful magic.
   
  Profane Inheritance: The calamity infuses the 
  creature that caused it with an otherworldly taint, that causes 
  him to be treated as an evil outsider or undead creature for 
  the purposes of certain effects. The creature that caused the 
  calamity is treated as an evil outsider or undead creature 
  for the purposes of spells and effects that are more effective 
  against such creatures (such as holy word or wall of fire), 
  as well as for class features that are more effective against 
  such creatures (such as a paladin’s smite evil class feature). 
  Additionally, the affected creature is damaged by holy water 
  as though he were an undead creature or evil outsider. The 
  affected creature is not treated as an evil outsider or undead 
  creature for the purposes of effects that can only affect such 
  creatures, however, and is affected normally by positive and 
  negative energy. Further, this does not allow the affected 
  creature to be affected by banishment, and similar effects, 
  if he could not normally be. This effect is permanent, but 
  can be removed with a break enchantment spell, or more 
  powerful magic.
   
  Profane Aura: The calamity infuses the creature 
  that caused it with a massive amount of profane energy. This 
  functions as the evil brand, unsettling aura, and profane 
  inheritance results combined, with a few exceptions. First, 
  the brand that appears on the target glows brightly, shedding 
  dim light in a 15-ft. radius. Additionally, the brand is 
  magically visible on any clothing or armor that the target may 
  use to attempt to cover it up. Finally, all of the effects of this 
  result are permanent, and can only be removed by a break 
  enchantment spell, or more powerful magic.
  Mental Corruption
   
  The calamity twists and corrupts the mind of the 
  creature that caused it, potentially driving him to a lesser or 
  greater form of madness, or simply destroying his mental 
  faculties. Roll a d% and add your calamity modifier to 
  the result, then consult Table 1-10: Mental Corruption to 
  determine the exact effect. A description of each of the 
  results is given below.
  Table 1‐10: Mental Corruption
  d%
  Result
  01 ‐ 10
  Forbidden knowledge
  11 ‐ 20
  Apathetic
  21 ‐ 30
  Eccentricity
  31 ‐ 50
  Temporary insanity
  51 ‐ 60
  Corruption
  61 ‐ 70
  Speechlessness
  71 ‐ 100
  Madness
  101+
  Ability drain
   
  Forbidden Knowledge: The calamity imparts a 
  great knowledge of a number of forbidden and evil topics 
  within the mind of the creature that caused it. The creature 
  that caused the calamity gains a +4 profane bonus on 
  Knowledge checks involving evil or forbidden topics (such 
  as Knowledge [religion] checks made to identify undead 
  creatures, or to learn about evil deities, and Knowledge 
  [planes] checks made to identify evil outsiders and evil-
  aligned planes, and so on). Further, the affected creature 
  can achieve results of greater than 10 on such checks, even 
  if he is untrained in the relevant Knowledge skill. This dark 
  knowledge comes at a cost, however, and the affected creature 
  also suffers a -4 penalty on all Knowledge checks that do not 
  relate to evil or forbidden topics. This effect lasts indefinitely, 
  but can be removed with a remove curse spell, or more 
  powerful magic.
  
  13
   
  Apathetic: The calamity dulls the emotions of the 
  creature that causes it, making it more difficult for him to 
  feel. The creature that caused the calamity gains a +2 profane 
  bonus on saving throws made to resist effects with the 
  emotion or fear descriptors, but cannot benefit from morale 
  bonuses of any kind. The affected creature can still suffer 
  morale penalties. This effect lasts indefinitely, but can be 
  removed with a remove curse spell, or more powerful magic.
   
  Eccentricity: The calamity wracks the mind of the 
  creature that caused it, imposing upon him a lesser form 
  of madness. Choose a type of insanity from among those 
  included in the GameMastery Guide, or determine one 
  randomly. The affected creature suffers a lesser version of 
  this insanity. This has no mechanical effect, but may affect 
  the creature’s behavior and actions through roleplay (for 
  example, a character with a lesser version of amnesia might 
  forget some or all of the personal details of his life, but would 
  not suffer the mechanical effects of the amnesia insanity). 
  This effect lasts for at least two weeks, but may be permanent 
  (at the discretion of the character’s player, or the GM in the 
  case of NPCs). It can also be removed prematurely with a 
  remove curse spell, or more powerful magic.
   
  Temporary Insanity: The calamity temporarily 
  overwhelms the mind of the creature that caused it, sending 
  him into a state of temporary insanity. The creature that 
  caused the calamity immediately becomes confused. This 
  effect lasts for 1 minute, and can be ended prematurely by any 
  spell or ability that can end the confused condition.
   
  Corruption: The calamity perverts the soul of the 
  creature that caused it, and his alignment shifts towards 
  evil. If the target is non-evil, his alignment moves one step 
  towards evil (good becomes neutral, neutral becomes evil). If 
  the affected creature is already evil, his alignment moves one 
  step towards chaotic (lawful evil becomes neutral evil, and 
  neutral evil becomes chaotic evil). If the affected creature is 
  already chaotic evil, roll on Table 1-9: Marked By Evil, and use 
  that result instead. Alignment changes caused by this result 
  last indefinitely, but can be removed with an atonement spell, 
  or more powerful magic.
   
  Speechlessness: The calamity sends the creature 
  that caused it into such a profound shock, that he is unable 
  to speak or even write until he recovers. The creature that 
  caused the calamity loses the ability to speak and write in 
  
  14
  all languages, and even if affected by tongues, or a similar 
  spell, is unable to communicate coherent thoughts through 
  speech or writing. This does not prevent the affected creature 
  from communicating through nonverbal means (such as 
  pantomime), and does not prevent him from scribing scrolls 
  or copying spells into his spellbook (if he has one). This effect 
  lasts for 2d6 days, and can be removed prematurely with a 
  remove curse spell, or more powerful magic.
   
  Madness: The calamity leaves the mind of the 
  creature that caused it heavily damaged, inflicting an 
  insanity upon him. Choose a type of insanity from among 
  those included in the GameMastery Guide, or determine one 
  randomly. The affected creature gains that insanity. Further, 
  he suffers a -1 penalty on all saving throws made to resist 
  the effects of the insanity. For each profane category beyond 
  tempted that the affected creature is, this penalty increases 
  by 1 (to a maximum penalty of -8). This insanity can be cured 
  by the methods outlined in the GameMastery Guide, but 
  otherwise lasts indefinitely.
   
  Ability Drain: The creature that caused the calamity 
  immediately suffers 1d6 points of ability drain to one of his 
  mental ability scores (Intelligence, Wisdom, or Charisma), 
  determined at random. This ability drain is particularly 
  difficult to remove, and even a restoration or greater 
  restoration spell has no effect unless the caster succeeds on 
  a caster level check (1d20 + caster level; maximum of +15 for 
  restoration and +20 for greater restoration) with a DC equal 
  to 16 + the calamity’s effective caster level.
  Mental Intrusion
   
  The calamity brings the creature that created it to 
  the attention of a powerful and malevolent entity, which may 
  attempt to gain entry into that creature’s mind in one or more 
  ways. Roll a d% and add your calamity modifier to the 
  result, then consult Table 1-11: Mental Intrusion to determine 
  the exact effect. A description of each of the results is given 
  below.
  Table 1‐11: Mental Intrusion
  d%
  Result
  01 ‐ 15
  Awareness
  16 ‐ 30
  Observation
  31 ‐ 50
  Telepathic link
  51 ‐ 80
  Suggestion
  81 ‐ 100
  Geas/Quest
  101 ‐ 120
  Domination
  121+
  Possession
   
  Unlike other types of calamities, mental intrusions 
  build upon each other. For example, the observation 
  result includes the full effects of the awareness result, and 
  the telepathic link result includes the full effects of both 
  awareness and observation. Multiple instances of the same 
  mental intrusion result do not stack. If the result of rolling 
  on Table 1-11: Mental Intrusion is a result that the character 
  is already suffering from, use the next-highest result on the 
  table, instead (for example, if a character is currently affected 
  by the observation result, and gets a result of awareness on 
  Table 1-11: Mental Intrusion], he would skip to the next-highest 
  result he was not already affected by, which is telepathic link).
   
  Awareness: The calamity brings the creature that 
  caused it to the awareness of a malicious, otherworldly entity. 
  The exact nature of this entity varies: it could be a demon, 
  devil, or other evil outsider, or it could be an aberration 
  from another plane of existence, or even a powerful undead 
  creature. The GM should either decide what the entity is, or 
  roll on Table 1-4: Accidental Planar Rifts to determine what 
  type of creature it is. Regardless of the nature of the entity, 
  it takes an interest in the creature that caused the calamity. 
  If the creature that caused the calamity ever causes another 
  calamity, there is a 20% chance that the type of calamity 
  is automatically a mental intrusion, and that he does not 
  need to roll on Table 1-3: Calamities. For each profane 
  category beyond tempted that the affected creature is, this 
  chance increases by 5% (to a maximum percentage chance 
  of 55%). This effect is permanent, and can only be ended by 
  identifying and slaying the entity in question, although it can 
  be suppressed by a mind blank spell.
   
  Observation: This functions as the awareness result, 
  except that the entity in question also gains the ability to see 
  through the eyes of the creature that caused the calamity, 
  viewing everything that the affected creature views. The 
  entity cannot directly influence or interact with the affected 
  creature, but it can use this ability to gather information 
  about him. Additionally, the affected character has an 
  unsettling and certain feeling that he is being watched. The 
  observation effect can be suppressed by protection from evil, 
  or more powerful magic, and can be removed entirely by 
  break enchantment, but the awareness effect can still only be 
  ended by identifying and slaying the entity in question.
   
  Telepathic Link: This functions as the observation 
  result, except that the entity in question also gains the 
  ability to read the thoughts of the affected creature, and 
  communicate with him telepathically. The entity is only 
  able to read the target’s surface thoughts, as though he had 
  affected the character that caused the calamity with a detect 
  thoughts spell. The entity cannot “dig” for memories or 
  deeper thoughts. Each day, the affected creature can attempt 
  a Will save (DC 20). A success indicates that the entity is 
  unable to read his thoughts for that day, and also prevents the 
  entity from communicating with him telepathically. For each 
  profane category beyond tempted that the affected creature 
  is, he suffers a -1 penalty on this saving throw. 
   
  Additionally, up to three times per day, at the 
  beginning of the affected character’s turn, the entity can 
  distract him telepathically, imposing a -2 penalty on attack 
  rolls, ability checks, skill checks, and saving throws until the 
  beginning of the affected character’s next turn. If the affected 
  creature succeeded on his Will save to prevent the entity from 
  communicating with him for that day, the entity is unable to 
  use this ability.
   
  The observation and telepathic link effects can be 
  suppressed by protection from evil or more powerful magic, 
  and can be removed entirely by break enchantment, but the 
  awareness effect can still only be ended by identifying and 
  slaying the entity in question.
  
  15
   
  Suggestion: This functions as the telepathic link 
  result, except that the entity can also affect the creature that 
  caused the calamity with a suggestion effect, which is almost 
  always devastatingly self-destructive. A successful Will save 
  (DC 18) negates the suggestion effect. For each profane 
  category beyond tempted that the affected creature is, he 
  suffers a -1 penalty on this saving throw.  
   
  The observation and telepathic link effects can be 
  suppressed by protection from evil or more powerful magic, 
  and can be removed entirely by break enchantment, and the 
  suggestion effect can be removed by normal means, but the 
  awareness effect can still only be ended by identifying and 
  slaying the entity in question.
   
  Geas/Quest: This functions as the telepathic link 
  result, except that the entity can also affect the creature that 
  caused the calamity with a geas/quest effect, which is almost 
  always devastatingly self-destructive. A successful Will save 
  (DC 21) negates the geas/quest effect. For each profane 
  category beyond tempted that the affected creature is, he 
  suffers a -1 penalty on this saving throw.  
   
  The observation and telepathic link effects can be 
  suppressed by protection from evil or more powerful magic, 
  and can be removed entirely by break enchantment, and the 
  geas/quest effect can be removed by normal means, but the 
  awareness effect can still only be ended by identifying and 
  slaying the entity in question.
   
  Dominate Monster: This functions as the 
  telepathic link result, except that the entity can also affect the 
  creature that caused the calamity with a dominate monster 
  effect. A successful Will save (DC 24) negates the dominate 
  monster effect. For each profane category beyond tempted 
  that the affected creature is, he suffers a -1 penalty on this 
  saving throw.  
   
  The observation and telepathic link effects can be 
  suppressed by protection from evil or more powerful magic, 
  and can be removed entirely by break enchantment, and the 
  dominate monster effect can be removed by normal means, 
  but the awareness effect can still only be ended by identifying 
  and slaying the entity in question.
   
  Possession: This functions as the telepathic link 
  result, except that the entity can directly control the body 
  of the creature that caused the calamity, as though with the 
  spell magic jar. Unlike magic jar, the effect lasts indefinitely, 
  and functions regardless of distance, even if the entity and 
  the affected creature are on different planes, and there is no 
  chance of either creature dying as a result of their body being 
  out of range. The affected creature’s soul remains with his 
  body, but is suppressed for the duration of the effect.
   
  When the calamity occurs, the affected creature 
  can make a Will save (DC 20) to resist the magic jar effect. 
  For each profane category beyond tempted that the affected 
  creature is, he suffers a -1 penalty on this saving throw. If 
  he succeeds, he is only affected as though by the telepathic 
  link result. Even if he fails, each day, he can make a new Will 
  save (at the same DC, and with the same penalty for having 
  a profane category beyond tempted). A success indicates 
  that he regains control of his body for that day, negating the 
  magic jar effect for 24 hours. If the affected creature succeeds 
  on five of these Will saves in a row, then the magic jar effect 
  ends (though all the effects of the telepathic link result 
  remain). A possessed player character may be roleplayed by 
  his player, at the GM’s discretion, or may become an NPC 
  during the times when the possessing entity is in control.
   
  The observation and telepathic link effects can be 
  suppressed by protection from evil or more powerful magic, 
  and can be removed entirely by break enchantment, and the 
  magic jar effect can be removed by break enchantment or 
  more powerful magic, but the awareness effect can still only 
  be ended by identifying and slaying the entity in question.
  Sidebar: Forbidden Magic Without Calamities
   
  While the spells in this book are written with profane points, and the possibility of dangerous and detrimental 
  calamities in mind, GMs who want to avoid the hassle of dealing with calamities, or who feel that they are not appropriate for 
  their game, have other options for using the spells in this book at the table. While there are certainly some spells in this book 
  that could likely just be made into normal spells, many of them, especially those that impose 2 or 3 profane points, are too 
  powerful to be allowed without some kind of drawback.
   
  Rather than making the spells forbidden and dangerous, you could simply make them rare or difficult to master. One 
  possible solution is to make the spells expensive to learn. Our recommendation in this case is that such spells would cost an 
  additional amount of gp to learn equal to the spell’s level squared times 200. This fee would apply regardless of how the spell 
  is learned, and in addition to any other cost for learning the spell. Alternatively, you could restrict access to these spells, 
  creating a feat that a spellcaster could take which would let him learn between 1 and 3 forbidden spells (depending on how 
  prevalent you want them to be) of the highest spell level he can cast or lower. This feat would be something that could be 
  taken multiple times. Another option would be to add expensive material components (worth roughly 100 gp x the spell’s level 
  x the number of profane points the spell would grant) to each forbidden spell.
   
  Alternatively, you could restrict access to these spells in other ways. If you’re concerned about them warping game 
  balance, only allow them to be found in the forms of potions and scrolls, and limit how frequently they appear in the game. 
  
  16
  Spell Lists
   
  This section begins with a spell list for every 
  spellcasting class that gains access to new spells in this tome, 
  indicating which spells they gain and at what spell level. An 
  M or F appearing at the end of a spell’s name in the spell lists 
  denotes a spell with a costly material or focus component, 
  respectively. The spell lists are presented alphabetically by 
  the name of the class, and the individual spells therein are 
  presented alphabetically by name as well, except for those 
  whose name begins with “greater,” “lesser,” “mass,” or similar, 
  in which case the spell is alphabetized by the second word of 
  the spell’s name, instead.
  Antipaladin Spells
  1st-level Antipaladin Spells
  Horrendous Blow You gain a bonus equal to 2x caster level 
  and deal max damage on melee attacks for 1 round, but you 
  take half the damage you deal with these attacks.
  2nd-level Antipaladin Spells
  Unholy Power Target gains a +6 bonus to one ability score, 
  but may suffer 1d6 damage to that ability score at the end of 
  the spell’s duration.
  Bard Spells
  1st-level Bard Spells
  Grim Knowledge Gain a +10 bonus to identify touched 
  magic item of at least moderate strength, and also learn 
  whether the item is cursed or intelligent, and gain a +5 bonus 
  to Use Magic Device checks to use the item for 1 day per 
  caster level.
  Horrendous Blow You gain a bonus equal to 2x caster level 
  and deal max damage on melee attacks for 1 1round, but you 
  take half the damage you deal with these attacks.
  Voice of the Succubus As charm person, except it affects 
  all creatures in a 10-ft.-radius burst, who attempt to pursue a 
  romantic tryst with you.
  2nd-level Bard Spells
  Phantom Chains Target is paralyzed for 1 round/level, but 
  any creature may touch the target to end the effect.
  6th-level Bard Spells
  Proclamation of Suicide Subjects are compelled to inflict 
  damage to themselves.
  Cleric Spells
  1st-level Cleric Spells
  Grim Knowledge Gain a +10 bonus to identify touched 
  magic item of at least moderate strength, and also learn 
  whether the item is cursed or intelligent, and gain a +5 bonus 
  to Use Magic Device checks to use the item for 1 day per 
  caster level.
  Horrendous Blow You gain a bonus equal to 2x caster level 
  and deal max damage on melee attacks for 1 round, but you 
  take half the damage you deal with these attacks.
  Voice of the Succubus As charm person, except it affects 
  all creatures in a 10-ft.-radius burst, who attempt to pursue a 
  romantic tryst with you.
  2nd-level Cleric Spells
  Phantom Chains Target is paralyzed for 1 round/level, but 
  any creature may touch the target to end the effect.
  Unholy Power Target gains a +6 bonus to one ability score, 
  but may suffer 1d6 damage to that ability score at the end of 
  the spell’s duration.
  5th-level Cleric Spells
  Fiend’s Shield You gain DR 15/adamantine, but suffer 2d6 
  damage each turn.
  6th-level Cleric Spells
  Hellish Servitude Compels target creature to carry out evil 
  service.
  7th-level Cleric Spells
  Proclamation of Suicide Subjects are compelled to inflict 
  damage to themselves.
  Druid Spells
  2nd-level Druid Spells
  Burning Wrath Summoned ball of fire deals 6d6 damage 
  and bull rushes target; but if it misses target, it circles back to 
  attack you.
  Unholy Power Target gains a +6 bonus to one ability score, 
  but may suffer 1d6 damage to that ability score at the end of 
  the spell’s duration.
  4th-level Druid Spells
  Fiend’s Shield You gain DR 15/adamantine, but suffer 2d6 
  damage each turn.
  Inquisitor Spells
  2nd-level Inquisitor Spells
  Phantom Chains Target is paralyzed for 1 round/level, but 
  any creature may touch the target to end the effect.
  Magus Spells
  1st-level Magus Spells
  Horrendous Blow You gain a bonus equal to 2x caster level 
  and deal max damage on melee attacks for 1 round, but you 
  take half the damage you deal with these attacks.
  2nd-level Magus Spells
  
  17
  Arrow of Oblivion Ranged touch attack deals 5d6 acid 
  damage; if target dies as a result, he melts into a pool of acid.
  Burning Wrath Summoned ball of fire deals 6d6 damage 
  and bull rushes target; but if it misses target, it circles back to 
  attack you.
  5th-level Magus Spells
  Icy Doom Subjects take 10d6 damage and may be staggered.
  Ranger Spells
  1st-level Ranger Spells
  Horrendous Blow You gain a bonus equal to 2x caster level 
  and deal max damage on melee attacks for 1 round, but you 
  take half the damage you deal with these attacks.
  Sorcerer/Wizard Spells
  1st-level Sorcerer/Wizard Spells
  Armor of Evil Target gains a +8 armor bonus to AC, but 
  suffers an extra 2d8 damage whenever he takes damage.
  Grim Knowledge Gain a +10 bonus to identify touched 
  magic item of at least moderate strength, and also learn 
  whether the item is cursed or intelligent, and gain a +5 bonus 
  to Use Magic Device checks to use the item for 1 day per 
  caster level.
  Hell’s Icy Grasp You take 1d8 damage plus 1d2 Con damage, 
  but gain a melee touch attack that does the same for 1 round/
  level.
  Hell’s Stallion As mount, but rounds spent only moving do 
  not count against duration, and you may lose control of the 
  summoned horse.
  Horrendous Blow You gain a bonus equal to 2x caster level 
  and deal max damage on melee attacks for 1 round, but you 
  take half the damage you deal with these attacks.
  Impart Will You bolster and gain direct control over 
  summoned creature.
  Oil of Inferno Creates 15-ft. square of slippery oil, which 
  ignites if a creatures falls prone with the square.
  Phantom Shield You gain a +4 shield bonus to AC and gain 
  immunity to a single 1st-level spell.
  Ray of Weakness Ranged touch attack deals 1d3+1 per 2 
  levels (max +5) Str and Con damage.
  Spirit of Black Knife Touched dagger becomes a +1 unholy 
  dagger for 1 round/level, but deals 2d6 damage to you each 
  round you do not attack with it.
  Sweet Nightmare Subjects fall asleep and suffer nightmares 
  which deal nonlethal damage.
  Vision of Terror Target envisions he is devoured by a pit 
  fiend, and becomes panicked for 1 round and takes 1d4 
  damage per caster level (max 5d4), and may be fatigued. 
  If the target succeeds his save, he is shaken for 1d4 rounds 
  instead.
  Voice of the Succubus As charm person, except it affects 
  all creatures in a 10-ft.-radius burst, who attempt to pursue a 
  romantic tryst with you.
  2nd-level Sorcerer/Wizard Spells
  Arrow of Oblivion Ranged touch attack deals 5d6 acid 
  damage; if target dies as a result, he melts into a pool of acid.
  Burning Wrath Summoned ball of fire deals 6d6 damage 
  and bull rushes target; but if it misses target, it circles back to 
  attack you.
  Cloaked in the Darkness Creates illusory darkness 40 ft. 
  across.
  Demise of the Warlock Target’s mental ability scores are 
  reduced to 10.
  Pierce Mind Read surface thoughts of target creature, or 
  view his dreams if he is asleep.
  Unholy Power Target gains a +6 bonus to one ability score, 
  but may suffer 1d6 damage to that ability score at the end of 
  the spell’s duration.
  3rd-level Sorcerer/Wizard Spells
  Devouring Flames Subjects catch fire and suffer 2d6 
  damage for a number of rounds equal to your caster level 
  (max 10).
  Edge of Blackness Touched weapon gains the keen, unholy, 
  and vicious weapon special abilities, but may inflict negative 
  levels on its wielder.
  Life Leech You create a link between you and the touched 
  creature, and each of you may suffer damage each round that 
  heals the other a like amount.
  Noxious Vapor Cloud of poison gas 20 ft. across nauseates 
  creatures and a deals 1 Con damage.
  Phantom Chains Target is paralyzed for 1 round/level, but 
  any creature may touch the target to end the effect.
  4th-level Sorcerer/Wizard Spells
  Atrophic Acceleration Triple the number of negative levels 
  the target possesses.
  Call the Abomination Tentacles emerge from the ground 
  and draw in creatures to deal 4d6 damage and 1d4 Int 
  damage.
  Dread Observation You scry on target non-good creature, 
  and may gain bonuses to attack and damage against that 
  creature.
  Fiend’s Shield You gain DR 15/adamantine, but suffer 2d6 
  damage each turn.
  5th-level Sorcerer/Wizard Spells
  Acid Cloud Poisonous cloud of fog deals 4d6 damage to 
  creatures within, who may also suffer 1d4 Con damage and 
  become nauseated.
  Cloud Mind Subject act oddly, as confusion, but are more 
  likely to attack you.
  Enslavement Controls creature telepathically, and reduces 
  that creature’s Int and Cha to 1.
  Icy Doom Subjects take 10d6 damage and may be staggered.
  6th-level Sorcerer/Wizard Spells
  Damnation Target suffers 2d10 damage per caster level, and 
  his soul may be destroyed.
  Form of the Dark Gods You take the form of a creature of 
  the lower planes, gaining a bonus to AC, Str, and Dex, as well 
  as 2 claw attacks; however, you can only cast spells with a 
  
  18
  range of personal and may become confused.
  Hellish Servitude Compels target creature to carry out evil 
  service.
  7th-level Sorcerer/Wizard Spells
  Breath of the Beast Creatures in a 30-ft.-radius cylinder 
  suffer 15d6 damage and 1d6 negative levels.
  Mirror of the Witch Magical mirrors grant you total 
  concealment and immunity to all spells.
  Proclamation of Suicide Subjects are compelled to inflict 
  damage to themselves.
  Reaper’s Culling Target takes 10 damage per caster level; 
  however, if he succeeds on his save, you instead gain 1d4+1 
  temporary negative levels.
  8th-level Sorcerer/Wizard Spells
  Dance of Demons Targets are forced to perform a dance of 
  ruin.
  Fiendish Insight You gain a +4 bonus to AC and saves, and 
  may gain a +20 bonus to all d20 rolls for 1 round.
  Smoke Maze As maze, but the target takes 5d6 damage each 
  round he fails his Int check.
  9th-level Sorcerer/Wizard Spells
  Armageddon Meteors deal 15d6 damage in a 20-ft. radius.
  Dark Supplication Summons a balor or pit fiend as though 
  with planar binding, but the summoned creature may 
  dominate you.
  Defy Reality You may take 2d4 rounds’ worth of actions, 
  though you cannot cast spells and you may cause a planar rift. 
  Power Word Massacre Creatures within a 30-ft. cone with 
  less than 100 hp die.
  Torturous Imprisonment Target is trapped in paralyzing 
  smoke which deals 25 damage per round, and he is forced to 
  answer one question per round.
  Witch Spells
  1st-level Witch Spells
  Horrendous Blow You gain a bonus equal to 2x caster level 
  and deal max damage on melee attacks for 1 round, but you 
  take half the damage you deal with these attacks.
  Sweet Nightmare Subjects fall asleep and suffer nightmares 
  which deal nonlethal damage.
  Vision of Terror Target envisions he is devoured by a pit 
  fiend, and becomes panicked for 1 round and takes 1d4 
  damage per caster level (max 5d4), and may be fatigued. 
  If the target succeeds his save, he is shaken for 1d4 rounds 
  instead.
  Voice of the Succubus As charm person, except it affects 
  all creatures in a 10-ft.-radius burst, who attempt to pursue a 
  romantic tryst with you.
  2nd-level Witch Spells
  Demise of the Warlock Target’s mental ability scores are 
  reduced to 10.
  Phantom Chains Target is paralyzed for 1 round/level, but 
  any creature may touch the target to end the effect.
  3rd-level Witch Spells
  Life Leech You create a link between you and the touched 
  creature, and each of you may suffer damage each round that 
  heals the other a like amount.
  Unholy Power Target gains a +6 bonus to one ability score, 
  but may suffer 1d6 damage to that ability score at the end of 
  the spell’s duration.
  4th-level Witch Spells
  Atrophic Acceleration Triple the number of negative levels 
  the target possesses.
  Fiend’s Shield You gain DR 15/adamantine, but suffer 2d6 
  damage each turn.
  7th-level Witch Spells
  Mirror of the Witch Magical mirrors grant you total 
  concealment and immunity to all spells.
  
  19
  New Spells
   
  The following spells are presented in alphabetical 
  order.
  ACID CLOUD
  School conjuration [acid, forbidden]; Level sorcerer/wizard 
  5
  Casting Time 1 standard action
  Components V, S, M (a vial of stomach acid from a goat)
  Profane Points: 2
  Range medium (100 ft. + 10 ft./level)
  Effect cloud spreads in 20-ft. radius, 20 ft. high
  Duration 1 round/level
  Saving Throw Fortitude partial; Spell Resistance yes 
   
  Bellowing up from phantasmal abysses unknown is 
  a bank of deadly, acidic fog. This spell creates a bank of fog 
  similar to that created by a fog cloud spell, except that the 
  vapors are made of poisonous acid. Any creature that enters 
  or begins his turn within the cloud suffers 4d6 points of acid 
  damage and must succeed on a Fortitude save or suffer 1d4 
  points of Constitution damage and become nauseated for 1 
  round. The acid cloud has a mind of its own, with a hatred 
  for the living. Each round on your turn, it will reposition 
  itself within 60 feet of its last location so that the maximum 
  possible number of creatures are within the cloud.
  ARMAGEDDON
  School evocation [fire, forbidden]; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M (a shard from a meteorite covered in 
  human blood)
  Profane Points: 3
  Range long (400 ft. + 40 ft./level) 
  Area 20-ft.-radius spread
  Duration 1 round/level
  Saving Throw Reflex half; Spell Resistance yes 
   
  Meteors rain fire from the sky, smiting all who would 
  dare oppose you. Each round, at the beginning of your turn, 
  the meteors deal 10d6 fire damage and 5d6 bludgeoning 
  damage to all creatures within the spell’s area. As a full-
  round action each round, you may move the spell’s area to 
  anywhere within the spell’s range. This does not affect where 
  the meteors strike on the round that you make the action. 
  The area currently affected by the spell is clearly visible, 
  potentially allowing characters in the spell’s area to move out 
  of it before the next group of meteors hits
  ARMOR OF EVIL
  School conjuration [forbidden]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (The scale of a chimera) 
  Profane Points: 1
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
   
  You conjure a suit of black half-plate bearing the 
  face of a demon, which enshrouds the target. The armor 
  is magically weightless, made of force energy touched by 
  the lower planes. For the duration of the spell, the target 
  gains a +8 armor bonus to armor class. Whenever the target 
  takes damage while under the effects of this spell, the armor 
  superheats, dealing an additional 2d8 points of fire damage 
  to the target. 
  ARROW OF OBLIVION
  School conjuration [acid, forbidden]; Level magus 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (an arrowhead used in battle) 
  Profane Points: 1
  Range medium (100 ft. + 10 ft. /level)
  Target one creature
  Duration instantaneous 
  Saving Throw none; Spell Resistance no 
   
  You fire an arrow of gleaming black acid from your 
  outstretched index finger, which flies towards the target. You 
  must succeed on a ranged touch attack to strike the target. 
  If the attack is successful, the target suffers 5d6 points of 
  acid damage. If the damage dealt by this spell is sufficient to 
  kill the target, his whole body, along with any items worn or 
  held, is melted into a pile of bubbling green acid. This acid 
  pool remains in the space the target occupied for a number of 
  rounds equal to your caster level, and deals 5d6 points of acid 
  damage to any character that begins its turn within the acid. 
  ATROPHIC ACCELERATION
  School necromancy [forbidden]; Level sorcerer/wizard 4, 
  witch 4
  Casting Time 1 standard action 
  Components V, S, M (dirt from an unmarked grave)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes 
   
  With a gesture like a clenching fist, you fill the air 
  with the maddening laughter of unknown demons and the 
  target’s health rapidly decays. Unless the target succeeds 
  on a Fortitude save, he becomes hopelessly weak, gaining 
  a number of temporary negative levels equal to twice the 
  number of negative levels he already possesses (minimum 1). 
  BREATH OF THE BEAST
  School evocation [acid, cold, electricity, fire, forbidden, 
  sonic]; Level sorcerer/wizard 7
  Casting Time 1 standard action 
  Components V, S, M (tongue of a barghest)
  Profane Points: 2
  Range 30 ft.
  Area cylinder (30-ft. radius, 100 ft. high)
  Duration instantaneous 
  Saving Throw Reflex half (see text); Spell Resistance yes 
   
  You bellow and howl whilst stamping your feet, 
  calling out to the beast in all its wrath, and you are rewarded 
  
  20
  by gusts of unholy and terrible energy. Each character within 
  the area of the spell suffers 3d6 points of acid damage, 3d6 
  points of cold damage, 3d6 points of electricity damage, 3d6 
  points of fire damage, and 3d6 points of sonic damage, and 
  gains 1d6 negative levels. A successful Reflex save halves the 
  damage and prevents the negative levels. If character dies as 
  a result of this spell, his body and all his worn or held items 
  are transported to a random lower plane to be devoured by 
  demons.
  BURNING WRATH
  School evocation [fire, forbidden]; Level druid 2, magus 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (ashes from a burnt corpse)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Reflex negates; Spell Resistance yes 
   
  With a dread word, you summon forth a ball of 
  blackened fire from the deepest reaches of hell, and it hurtles 
  towards the target. Unless the target succeeds on a Reflex 
  save, he is struck by the ball of hellfire and suffers 6d6 points 
  of fire damage. If the target is hit by the ball of hellfire, the 
  ball attempts to bull rush the target directly backward. For 
  the purposes of this effect, the ball of hellfire is considered 
  to have a CMB equal to your caster level + your primary 
  spellcasting ability score modifier. If the ball of fire misses the 
  target, it circles back and attempts to attack you. Treat this as 
  though you had cast the spell on yourself. The ball of hellfire 
  dissipates after it strikes a character or after it misses both the 
  initial target and you. 
  CALL THE ABOMINATION
  School conjuration [forbidden]; Level sorcerer/wizard 4
  Casting Time 1 round
  Components V, S, M (the heart of an aberration) 
  Profane Points: 1
  Range 20 ft.
  Effect writhing tentacles and teeth in a 20-ft.-radius spread 
  centered on you
  Duration 1 round/level
  Saving Throw Will partial; Spell Resistance no 
   
  All around you, tentacles and writhing teeth emerge 
  from the ground as you summon forth a specter of the dread 
  abomination to feast on the mind and body of those within 
  the area. This area does not move with you. For the spell’s 
  duration, each character who begins his turn within the 
  spell’s area suffers 4d6 points of bludgeoning and slashing 
  damage. Additionally, any character beginning his round 
  within the spell’s area or within 5 feet of the spell’s area must 
  succeed on a Will save or succumb to the abomination’s 
  call, suffering 1d4 points of Intelligence damage and being 
  compelled to move towards the center of the spell’s area, if 
  possible.
  
  21
  CLOAKED IN THE DARKNESS
  School illusion (figment) [forbidden]; Level sorcerer/wizard 
  2
  Casting Time 1 standard action
  Components V, S, M (a piece of a dwarf’s funeral shroud)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius spread
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes 
   
  You create an illusory darkness which you can see 
  though, as can any character who disbelieves the effect. 
  Characters who fail their Will saves believe themselves to be 
  an area of darkness and see (or fail to see) accordingly. The 
  darkness created by this spell appears to suppress all light 
  sources, including those from powerful light spells, though 
  characters with darkvision or those who can see through 
  illusions (such as a character affected by the trueseeing spell) 
  can see through the darkness normally. Additionally, each 
  round a character who failed his Will save remains in the 
  darkness, he must succeed on a Fortitude save or be blinded 
  for 1 minute. 
  CLOUD MIND
  School enchantment (compulsion) [forbidden, mind-
  affecting]; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (the boiled brain of a lizard) 
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/4 levels, no two of which may be more 
  than 30 ft. apart.
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes 
   
  You fill the target’s mind with confusing and 
  befuddling images, causing him to lose control over his 
  actions. This spell functions like the spell confusion, except 
  that if any of the targets would either attack nearest or act 
  normally, they must do their best to attack you, instead.
  DAMNATION
  School transmutation [forbidden]; Level sorcerer/wizard 6
  Casting Time 1 standard action 
  Components V
  Profane Points: 3
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous 
  Saving Throw Fortitude negates and Will partial (see text); 
  Spell Resistance yes 
   
  You utter a word of pure loathing not meant for 
  mortal ears, which turns the target’s body and soul to ashes. 
  Unless the target succeeds on a Fortitude save, his body is 
  converted to ash, dealing 2d10 points of damage per caster 
  level you possess. If the target fails his Fortitude save and the 
  damage would be sufficient to kill him, his body is utterly 
  destroyed. If this happens, he must succeed on a Will save, or 
  his soul will also be reduced to ash, making it impossible to 
  bring him back to life without first restoring his soul (such as 
  through the use of a miracle spell).
  DANCE OF DEMONS
  School enchantment (compulsion) [forbidden, mind-
  affecting]; Level sorcerer/wizard 8
  Casting Time 1 standard action 
  Components V, S, M (the beak of a vulture)
  Profane Points: 2
  Range medium (100 ft. +10 ft./level)
  Target one creature/4 levels, no two of which can be more 
  than 30 ft. apart
  Duration 1 round/level 
  Saving Throw Will negates, Reflex half, see text; Spell 
  Resistance yes 
   
  You screech in a harsh and birdlike tongue, and your 
  victims begin to caper and twirl. This functions identically 
  to the spell irresistible dance, except that each round that 
  an affected creature spends dancing, they are treated as 
  performing a dance of ruin. At the end of each round in 
  which one or more creatures danced in this way, a crackling 
  wave of energy erupts from one of the dancers (chosen at 
  random) inflicting 5d6 points of damage to each creature 
  within 100 feet. A successful Reflex save (DC equal to dance 
  of demons’ DC) halves this damage. For every creature that 
  joined in the dance beyond the first, the damage increases by 
  5d6, and the saving throw DC increases by +1. Only creatures 
  affected by this spell, or those that are independently capable 
  of performing a dance of ruin, such as a vrock, can contribute 
  to the dance in this way. You are not immune to this damage.
  DARK SUPPLICATION
  School conjuration (calling) [forbidden]; Level sorcerer/
  wizard 9
  Casting Time 1 standard action 
  Components V, S, M (blood of an innocent)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Effect one summoned outsider 
  Duration instantaneous and 1 day/level; see text 
  Saving Throw Will negates; Spell Resistance no and yes, 
  see text 
   
  You declare your worship of evil and call out to your 
  masters that they might send you one of their servants. By 
  means of this spell, you can summon either a balor or a pit 
  fiend as though by the spell planar binding. When you cast 
  this spell, you must succeed on an opposed Charisma check 
  with the summoned outsider; if you fail, you fall under the 
  outsider’s influence as though affected by dominate person 
  for 1 day/level. If you succeed, the summoned creature 
  serves you faithfully and to the best of its ability for 1 day/
  level, instead, after which it acts as normal for a creature 
  summoned by planar binding.
  DEFY REALITY
  School transmutation [forbidden]; Level sorcerer/wizard 9
  Casting Time 1 standard action 
  Components V
  Profane Points: 2
  Range personal
  Target you
  Duration 2d4 rounds (apparent time); see text
  Saving Throw Will negates; Spell Resistance yes 
  
  22
   
  You can halt the flow of time, bending and warping 
  space and time to your whims. This spell functions identically 
  to time stop, except that you may take 2d4 rounds’ worth of 
  actions, but you may not cast spells of any kind during this 
  time. This spell puts a heavy strain on the fabric of reality, 
  however, and at the end of the spell’s duration, there is a 30% 
  chance that an accidental planar rift calamity will occur. Treat 
  this as though a calamity had occurred normally and a result 
  of accidental planar rift was rolled on Table 1-3: Calamities. 
  This is in addition to any normal chance of a calamity as 
  a result of casting defy reality. See the rules for forbidden 
  magic, at the beginning of this book, for more information.
  DEMISE OF THE WARLOCK
  School enchantment (compulsion) [forbidden, mind-
  affecting]; Level sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (the skull of a horse)
  Profane Points: 2
  Range touch
  Target creature touched
  Duration 1 min./level 
  Saving Throw Will negates; Spell Resistance yes 
   
  You rob the target of his higher mental faculties, not 
  crippling him, but stripping him of everything that makes 
  his mind extraordinary. For the spell’s duration, the target’s 
  Intelligence, Wisdom, and Charisma scores are each reduced 
  to 10.  Any enhancement, profane, or sacred bonuses to the 
  target’s ability scores apply to these new scores (so if the 
  target was benefitting from fox’s cunning his Intelligence 
  would be 14), but inherent and racial bonuses to the target’s 
  ability scores do not.
  DEVOURING FLAMES
  School evocation [fire, forbidden]; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a piece of rotted wood)
  Profane Points: 1
  Range long (400 ft. + 40 ft. /level)
  Area 20-ft.-radius spread
  Duration instantaneous 
  Saving Throw Reflex negates; Spell Resistance yes 
   
  You create an exploding ring of eerie green fire that 
  consumes everything it touches. Each creature that fails 
  its Reflex save catches on fire, suffering 2d6 points of fire 
  damage each round on your turn for a number of rounds 
  equal to your caster level (to a maximum of 10 rounds). The 
  flames are supernatural in origin and cannot be extinguished 
  through mundane means, though any spell or supernatural 
  ability which douses magical fire can douse these flames. 
  DREAD OBSERVATION
  School divination (scrying) [forbidden]; Level sorcerer/
  wizard 4
  Casting Time 10 minutes
  Components V, S, M (the eyes of a crow)
  Profane Points: 1
  Range 100 miles
  Target one creature
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes 
   
  This spell functions like the spell scrying, except that 
  it can only target non-good characters, and for each hour that 
  you take no action other than to observe the target, you gain a 
  +1 bonus to attack and damage rolls made against that target 
  for the next 24 hours (to a maximum of +5).
  EDGE OF BLACKNESS
  School transmutation [forbidden]; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (bonemeal) 
  Profane Points: 1
  Range touch
  Target one weapon touched
  Duration 1 round/level
  Saving Throw Fortitude negates (object); Spell Resistance 
  yes (object)
   
  You trace the edge of the touched weapon with the 
  hideous forces of the netherworld, increasing its potency. 
  For the spell’s duration, the chosen weapon gains the keen, 
  unholy, and vicious weapon special abilities. Whenever a 
  character wielding the target weapon kills a living creature, 
  he gains a negative level (no save). 
  ENSLAVEMENT
  School enchantment (compulsion) [forbidden, mind-
  affecting]; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a leather ring)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 day/level
  Saving Throw Will negates; Spell Resistance yes 
   
  You utterly destroy the target’s sense of self and 
  will, making him into your perfect, obedient slave. This 
  spell functions like the spell dominate person, except that 
  it reduces the target’s Intelligence and Charisma score to 
  1. Additionally, the target will perform even dangerous or 
  obviously suicidal commands without question.
  FIEND’S SHIELD
  School abjuration [forbidden]; Level cleric 5, druid 4, 
  sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a piece of molten iron)
  Profane Points: 1
  Range personal
  Target you
  Duration 1 round/level
   
  You enshroud yourself in the black iron armor of a 
  legionnaire from the lower planes. For the spell’s duration, 
  you gain DR 15/adamantine. Each round on your turn, the 
  fiendish armor twists and constrains, dealing 2d6 points 
  of damage to you. This damage is not subject to damage 
  reduction.
  
  23
  FIENDISH INSIGHT
  School divination [forbidden]; Level sorcerer/wizard 8
  Casting Time 1 standard action 
  Components V, S, M (aged turtle eggs)
  Profane Points: 1
  Range personal
  Target you
  Duration 1 round/level 
   
  You beckon, and the demons and devils of all the 
  ages whisper their dread advice in your ear, warning you 
  of trouble and guiding your every move. You gain a +4 
  insight bonus to AC and saving throws. Additionally, as an 
  immediate action, you may choose to end the spell’s duration 
  in order to add +20 to all d20 rolls you make this round. 
  FORM OF THE DARK GODS
  School transmutation [forbidden]; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a human hand)
  Profane Points: 1
  Range personal
  Target you
  Duration 1 min./level
   
  You call out to the dark ones to provide you with 
  their power and assume a form akin to a demigod of evil 
  and corruption. For the duration of the spell, you grow an 
  angry red carapace of scales and scabs which increases your 
  natural armor bonus by +10 for the spell’s duration. You 
  also gain a +10 enhancement bonus to your Strength and 
  Dexterity scores, and your hands twist into wicked claws, 
  granting you two primary claw natural attacks that deal 1d8 
  points of slashing damage on a successful hit (for Medium 
  creatures). The claws also deal an additional 2d6 points of 
  damage against good creatures. There are some negative side 
  effects, however: for the spell’s duration, you are unable to 
  cast any spells unless their range is personal. Additionally, 
  this new form is hard to control, as dark entities whisper 
  corruption in your mind, and each minute that you remain 
  under its influence, you must succeed on a Will save (DC 
  equal to form of the dark gods’s saving throw DC) or gain the 
  confused condition for the remainder of the spell’s duration, 
  even if you would normally be immune to confusion or mind-
  affecting effects in general.
  GRIM KNOWLEDGE 
  School divination [forbidden]; Level bard 1, cleric 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M/DF (a page ripped from a wizard’s 
  spellbook)
  Profane Points: 1
  Range touch
  Target magic item touched
  Duration instantaneous and 1 day/level; see text
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
   
  You call upon ancient and forgotten spirits of 
  forbidden knowledge in order to unlock the secrets of the 
  touched item. You may only cast grim knowledge on an item 
  with a magical aura of at least moderate strength. When you 
  do, you immediately make a Spellcraft check to identify the 
  item with a +10 competence bonus. If the check is successful, 
  not only do you learn about the item as normal, but you also 
  learn whether or not the item is cursed or intelligent (even 
  if the result would not normally be high enough to gain this 
  information). Additionally, whether or not the Spellcraft 
  check is successful, you gain a +5 competence bonus on all 
  Use Magic Device checks made to use the item for a number 
  of days equal to your caster level.
  HELL’S ICY GRASP
  School necromancy [cold, forbidden]; Level sorcerer/wizard 
  1
  Casting Time 1 standard action
  Components V, S, M (a piece of frozen wood)
  Profane Points: 1
  Range personal 
  Target you 
  Duration 1 round/level
   
  Your hands become impossibly cold with the chill 
  of death and damnation. When you cast this spell, you suffer 
  1d8 points of cold damage and 1d2 points of Strength damage. 
  For the spell’s duration, you gain a melee touch attack which 
  may be used once each round as a standard action, and 
  which does not provoke attacks of opportunity. If the touch 
  is successful, the target suffers 1d8 points of cold damage and 
  1d2 points of Strength damage. A successful Fortitude save 
  (DC equal to hell’s icy grasp’s DC) halves the cold damage and 
  negates the Strength damage (both for you and for creatures 
  you touch).
  HELL’S STALLION
  School conjuration (summoning) [forbidden]; Level 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (reigns made from horse leather)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Effect one spectral horse 
  Duration 1 hour/level; see text
  Saving Throw none; Spell Resistance no 
   
  As the spell mount, except that so long as you take no 
  action other than to move while mounted on the summoned 
  steed, that round does not count against the spell’s duration. 
  
  24
  Additionally. the horse summoned by this spell will often 
  attempt to wrest control from its rider and lead him into 
  perilous situations. Every so often (once every X hours, where 
  X is your caster level), the rider of a horse summoned by this 
  spell must succeed on a Will save (DC equal to hell’s stallion’s 
  DC) or lose control over the horse. If this occurs, the horse 
  begins to seek out dangerous situations and take its rider 
  towards them. Dismounting the horse while it is moving 
  involves the normal risks. If the rider successfully dismounts, 
  the horse attacks him.
  HELLISH SERVITUDE
  School enchantment (compulsion) [forbidden, mind-
  affecting]; Level cleric 6, sorcerer/wizard 6
  Casting Time 10 minutes 
  Components V, S, M (the teeth of a wolf)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration permanent 
  Saving Throw Will negates; Spell Resistance yes 
   
  You force the target to do evil and vile things at your 
  behest. This spell places a magical command on the target 
  to carry out some wicked service, as desired by you. The 
  creature must be able to understand you. While you cannot 
  compel a creature to kill itself or perform acts that would 
  result in certain death, you can force it to engage in almost 
  any other course of activity. The activity the target is forced 
  to perform must be considered “evil” by the target, or else he 
  receives a +4 bonus on his saving throw. 
   
  This spell can be removed with break enchantment 
  or more powerful magic. However, the first time an attempt 
  is made to remove this spell, the target must succeed on a 
  Fortitude save or his heart blackens and shrivels, inflicting 
  100 points of damage. 
  HORRENDOUS BLOW
  School divination [forbidden]; Level antipaladin 1, bard 1, 
  cleric 1, magus 1, ranger 1, sorcerer/wizard 1, witch 1
  Casting Time 1 move action
  Components V, S, M/DF (a shard from an executioner’s axe)
  Profane Points: 1
  Range personal
  Target you
  Duration 1 round
   
  You fill yourself with murderous energy, giving you 
  the strength to rip open your enemies with ease. You gain 
  a bonus equal to twice your caster level (to a maximum 
  bonus of +20) on all melee attack rolls until the beginning 
  of your next turn. Additionally, for the spell’s duration, all 
  of your melee attacks deal maximum damage. These boons 
  come with a drawback, however, and for the spell’s duration, 
  whenever you deal damage with a melee attack, you suffer 
  half as much damage as you inflicted (rounded down, 
  minimum 1). Damage reduction and resistances do not apply 
  to damage inflicted to you in this way (although any damage 
  reduction that the target possesses reduces the damage, as 
  normal).
  ICY DOOM
  School evocation [cold, forbidden]; Level magus 5, sorcerer/
  wizard 5
  Casting Time 1 standard action
  Components V
  Profane Points: 1
  Range 60 ft.
  Area cone-shaped burst
  Duration instantaneous 
  Saving Throw Fortitude partial; Spell Resistance yes 
   
  You speak a dread word of death and cold which 
  echoes out before you, and draw forth the heat from your 
  victims. Because you pull the heat from them forcibly instead 
  of blasting cold at them, escaping the spell’s effect is all but 
  impossible. All characters in the area of the cone take 10d6 
  points of cold damage (no save) and must succeed on a 
  Fortitude save or be staggered for a number of rounds equal 
  to your caster level.
  IMPART WILL
  School transmutation [forbidden]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (the ears of a rabbit)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target one summoned creature
  Duration 1 round/2 levels (D) 
  Saving Throw Will negates, see text; Spell Resistance yes 
  (harmless)
   
  You channel your very self into a summoned 
  creature, bolstering its combat abilities and allowing you 
  more direct control over the summoned creature. You can 
  only cast this spell on a creature summoned with a summon 
  monster or summon nature’s ally spell. The target’s hit points 
  are instantly restored to their maximum, and the creature 
  gains a number of temporary hit points equal to your caster 
  level. Additionally, the target gains a +4 enhancement bonus 
  to a single ability score of your choice. This spell subsumes 
  your will, transporting you into the mind of the summoned 
  creature and allowing you to control it directly. While under 
  the effects of this spell, you can take no actions other than 
  
  25
  swift and immediate actions, but gain direct control over 
  the summoned creature’s actions, and do not need to issue 
  commands to it. You are not considered helpless. If the target 
  was summoned by a spell that you cast, it does not receive a 
  saving throw to resist this spell.
  LIFE LEECH
  School necromancy [forbidden]; Level sorcerer/wizard 3, 
  witch 3
  Casting Time 1 standard action
  Components V, S, M (a pint of worm blood)
  Profane Points: 1
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes 
   
  You create a magical link between you and the target, 
  which transfers their blood and vital essences into you over 
  time. You must succeed on a melee touch attack in order 
  to deliver the spell. If you hit, you establish a link between 
  yourself and the target, which can transfer life force between 
  you. For the spell’s duration, at the beginning of your turn 
  each round, the target must succeed on a Fortitude save (DC 
  equal to steal’s DC) or suffer 3d6 points of damage +1 per 2 
  caster levels (to a maximum of +10). For each point of damage 
  inflicted in this way, you heal a like number of hit points. The 
  link goes both ways, however, and for the spell’s duration, at 
  the beginning of your turn each round, you must succeed on 
  a Fortitude save as well, or have your life leeched to the target 
  in the same way.
  MIRROR OF THE WITCH
  School abjuration [forbidden]; Level sorcerer/wizard 7, 
  witch 7
  Casting Time 1 standard action 
  Components V, S, F (a hand mirror made from silver or iron)
  Profane Points: 1
  Range personal
  Target you
  Duration 1 round/level 
   
  You quietly intone wicked phrases, causing four 
  demon-faced mirrors to appear around you. These mirrors 
  shelter you from all harm, both magical and mundane. 
  For the spell’s duration you gain total concealment and 
  immunity to all spells, so long as the mirrors created by this 
  spell remain intact. The mirrors are actually metaphysical 
  manifestations of abjurative power and can be disrupted 
  or destroyed through sufficient hostile intent. A successful 
  Intimidate check (DC 10 + your caster level + you primary 
  spell casting ability score modifier) destroys the mirrors. The 
  mirrors can also be destroyed by anything which can destroy 
  a wall of force, such as a rod of cancelation, but cannot be 
  destroyed by physical damage of any sort.
  NOXIOUS VAPOR
  School conjuration (creation) [forbidden, poison]; Level 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (eggs from a beetle)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Effect 10-ft.-radius cloud of poison gas
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance no 
   
  You exhale a cloud of noxious vapor which causes 
  sickness and pain in those who remain within the cloud. Each 
  round on your turn, you may move the cloud up to 30 feet 
  as a standard action. Any character that enters or begins his 
  turn within the cloud must succeed on a Fortitude save or be 
  nauseated and take 1 point of Constitution damage. Any time 
  a character succeeds on his saving throw, the wicked vapors 
  are repelled and move 10 feet closer to you.
  OIL OF INFERNO 
  School conjuration (creation) [forbidden]; Level sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components V, S, M (oil extracted from the skin of newts)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Effect 15-ft. square of oil and 1 spark/3 caster levels
  Duration instantaneous and 1 round/level; see text
  Saving Throw Reflex partial (see text); Spell Resistance no 
   
  You create a 15-foot by 15-foot square of glistening 
  oil and summon a smoldering ember, which floats in the air 
  just above the oil slick. Any character standing in a square 
  which becomes filled with oil in this fashion must succeed on 
  an Acrobatics check (DC 15) or fall prone. Additionally, if a 
  creature does fall prone in such a square, the floating ember 
  immediately falls, causing the oil to erupt in flames which 
  deal 1d6 points of damage to any character standing in the 
  oily squares. A successful Reflex save halves this damage. The 
  oil lasts indefinitely until it begins to burn, at which point 
  it burns for 1d4 rounds and then vanishes. While the oil is 
  burning, it is not slippery, and can be traversed without an 
  Acrobatics check. The floating ember lasts for up to 1 round/
  level, and if it has not fallen by this time, it vanishes.
  PHANTOM CHAINS
  School illusion (shadow) [forbidden]; Level bard 2, cleric 2, 
  inquisitor 2, sorcerer/wizard 3, witch 2
  Casting Time 1 standard action
  Components V, S, F (iron manacles)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes 
  
  26
   
  The target is bound in phantom chains, which 
  paralyze him and render him unable to act. For the spell’s 
  duration, the target is paralyzed. Any character can 
  immediately end this effect by touching the spectral chains 
  that bind the target (a standard action). A character attacking 
  the paralyzed character has a 50% chance of breaking the 
  chains in this way.
  PHANTOM SHIELD 
  School abjuration [forbidden]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (piece of a wooden shield destroyed by 
  fire)
  Profane Points: 1
  Range personal
  Target you
  Duration 1 min./level (D) 
   
  You gain a +4 shield bonus to AC and also gain 
  immunity to a single 1st-level spell of your choice (such as 
  magic missile).
  PIERCE MIND
  School enchantment (compulsion) [forbidden, mind-
  affecting]; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (the down of a black sheep)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes 
   
  You stare deep into the target’s mind and gain the 
  ability to read his thoughts and view his dreams. This spell 
  functions as detect thoughts, except that it has only a single 
  target and you may read his surface thoughts as a swift action 
  each round. Additionally, if the target is asleep, you can view 
  his dreams. While viewing his dreams in this fashion, the 
  DC of any spell you cast which targets a sleeping creature is 
  increased by +4.
  POWER WORD MASSACRE
  School necromancy [forbidden]; Level sorcerer/wizard 9
  Casting Time 1 standard action 
  Components V
  Profane Points: 3
  Range 30 ft.
  Area cone-shaped emanation 
  Duration instantaneous
  Saving Throw none; Spell Resistance yes 
   
  You speak dark words of pure death, and all creatures 
  in the affected area wither away and die. Each creature in 
  the affected area that currently has less than 100 hit points 
  immediately dies. Creatures with more than 100 hit points are 
  unaffected.
  PROCLAMATION OF SUICIDE
  School enchantment (compulsion) [forbidden, mind-
  affecting]; Level bard 6, cleric 7, sorcerer/wizard 7
  Casting Time 1 standard action 
  Components V, S, M (a loop of hangman’s rope)
  Profane Points: 1
  Range medium (100 ft. + 10 ft./level)
  Target one creature/level, no two of which can be more than 
  20 ft. apart
  Duration 1 round/level 
  Saving Throw Will negates and Will partial, see text; Spell 
  Resistance yes 
   
  By your will, you force the targets to attempt to kill 
  themselves. Each target that succeeds on his or her initial 
  Will save is completely unaffected. Targets that fail their 
  initial Will saves must succeed on a secondary Will save 
  each round at the beginning of their turn. Failure on this 
  secondary Will save causes the target to spend his entire 
  turn attacking himself, inflicting 1d8 + the target’s Strength 
  modifier points of damage to the target. Success on this 
  secondary Will save allows the target to act normally for that 
  turn, but he must continue making Will saves each round for 
  the remainder of the spell’s duration.
  RAY OF WEAKNESS
  School necromancy [forbidden]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a rotting cabbage)
  Profane Points: 2
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes 
    
  A black ray extends from your outstretched hand. 
  You must succeed on a ranged touch attack to hit the target. 
  If you are successful, the target must succeed on a Fortitude 
  save or suffer 1d3 +1 per two caster levels (max 1d3+5) points 
  of Strength and Constitution damage. This Strength and 
  Constitution damage cannot reduce the target’s ability scores 
  to less than 1, and does not stack with itself or with similar 
  spells (such as ray of enfeeblement).
  REAPER’S CULLING
  School necromancy [death, forbidden]; Level sorcerer/
  wizard 7
  Casting Time 1 standard action 
  Components V, S, F (a black burial shroud)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous 
  Saving Throw Fortitude partial; Spell Resistance yes 
   
  Dark words and profane gestures precede a vertical 
  opening behind your target, and a quicksilver scythe made 
  entirely of sorrow and loss lashes from that void, striking 
  down your target. The target must succeed on a Fortitude 
  save or have his heart seize, suffering 10 points of damage per 
  caster level you possess. If the target succeeds on his saving 
  throw, the spell turns to you in order to gain the energy it 
  craves, and you suffer 1d4+1 temporary negative levels as your 
  life energy is drained away to parts unknown.
  
  27
  SMOKE MAZE
  School conjuration (teleportation) [forbidden]; Level 
  sorcerer/wizard 8
  Casting Time 1 standard action 
  Components V, S, F (the pipe of a man 10 years dead)
  Profane Points: 2
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous  
  Saving Throw none; Spell Resistance no 
   
  You transport the target to a mystical maze full of 
  choking and deadly smoke. This functions identically to 
  the maze spell, except that the maze is full of animated and 
  violent smoke which deals 5d6 points of damage each round 
  that he fails his Intelligence check.
  SPIRIT OF BLACK KNIFE
  School transmutation [forbidden]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (a minuture representation of a jet 
  black dagger)
  Profane Points: 1
  Range touch
  Target dagger touched
  Duration 1 round/level
  Saving Throw Fortitude negates (object); Spell Resistance 
  yes (object) 
   
  You empower the touched weapon with a trace of 
  the power of the black knife, transforming it into a +1 unholy 
  dagger for the spell’s duration. Each round that the dagger is 
  not used to make a melee attack, the spell backlashes, dealing 
  2d6 points of damage to you. This damage occurs even if you 
  are no longer holding the dagger.
  SWEET NIGHTMARE 
  School enchantment (compulsion) [forbidden, mind-
  affecting]; Level sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, M (hair taken from a sleeping child)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target up to four creatures, no two of which may be more 
  than 10 ft. apart
  Duration 1 round/level
  Saving Throw Will negates, see text; Spell Resistance yes 
   
  You speak fell words, and cause a terrible slumber to 
  fall upon the affected creatures. This spell can affect a total 
  number of Hit Dice worth of creatures equal to your caster 
  level, though it cannot affect any single creature with more 
  than 4 Hit Dice. Creatures that fail their saving throw fall 
  
  28
  asleep and are racked with a terrible shared nightmare. Each 
  round, the spell inflicts an amount of nonlethal damage to 
  each sleeping target equal to 1d4 per creature that is currently 
  affected by the spell (1d4 if there is only one sleeping 
  creature, 2d4 per creature if there are two sleeping creatures, 
  3d4 per creature if there are three sleeping creatures, and 
  so on). Each round, each affected creature may make a new 
  Will save. Success indicates that they wake up, but cannot act 
  until their next turn. Sleeping creatures can also be woken 
  as a standard action (a use of the aid another action), and 
  awaken automatically if they suffer damage from a source 
  other than sweet nightmare.
  TORTUROUS IMPRISONMENT
  School necromancy [forbidden, mind-affecting]; Level 
  sorcerer/wizard 9
  Casting Time 1 standard action 
  Components V, S, M (ashes from a prison fire)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes 
   
  Walls of black smoke surround your target, followed 
  by the sound of horrible wailing. This spell slowly and 
  agonizingly reduces the target to a mere husk of his former 
  self. If the target fails his saving throw, he is surrounded by a 
  thick black smoke, and is completely paralyzed, except that 
  he retains the ability to speak. The smoke grants the target 
  total concealment. For the spell’s duration, each round on 
  the target’s turn, he suffers 25 points of damage. Additionally, 
  each round on the target’s turn, you can ask the target a 
  single question, which he must answer truthfully to the best 
  of his ability, using up to 25 words. This spell cannot reduce 
  the target to less than 1 hit point.
  UNHOLY POWER
  School transmutation [forbidden]; Level antipaladin 2, 
  cleric 2, druid 2, sorcerer/wizard 2, witch 3
  Casting Time 1 standard action
  Components V, S, M (a stake which has been used to kill a 
  vampire)
  Profane Points: 1
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Fortitude negates; Spell Resistance yes 
   
  You infuse the target with energy from the nether 
  reaches, imbuing him with strength driven by a hatred older 
  than the world. The target gains a +6 enhancement bonus to 
  the ability score of your choice for the spell’s duration. The 
  dark energies of this spell constantly seek to drain away the 
  target’s life force, and at the end of the spell’s duration the 
  target must succeed on a Fortitude save (DC equal to unholy 
  power’s DC) or suffer 1d6 points of ability damage to the 
  chosen ability score.
  VISION OF TERROR 
  School necromancy [emotion, fear, forbidden, mind-
  affecting]; Level sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, M (tears of a dog)
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will partial; Spell Resistance yes 
   
  You summon forth the dread apparition of a pit 
  fiend, which seems to devour the target, body and soul. 
  Unless the target succeeds on a Will save, he becomes 
  panicked for 1 round and suffers 1d4 points of nonlethal 
  damage per caster level you possess (to a maximum of 5d4 
  points of damage). A character that suffers any nonlethal 
  damage as a result of this spell is fatigued for 1 round. A 
  character that succeeds his Will save is shaken for 1d4 rounds, 
  instead. Characters with 5 or more Hit Dice receive a +4 
  bonus on their saving throw to resist the spell.
  VOICE OF THE SUCCUBUS 
  School enchantment (charm) [forbidden, mind-affecting]; 
  Level bard 1, cleric 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Profane Points: 1
  Range close (25 ft. + 5 ft./2 levels)
  Area 10-ft.-radius burst
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes 
   
  This functions as the spell charm person, except that 
  it affects all characters in a 10-foot-radius  burst. Additionally, 
  all characters affected by this spell become overwhelmed by 
  a carnal desire for you, and will go to great lengths to pursue 
  a romantic tryst with you during the spell. This often causes 
  characters to interpret requests and orders in ways that they 
  were not originally intended, and sometimes causes groups of 
  characters to turn on one another.
  
  29
  
  30
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  A Necromancer’s Grimoire: The Book of Purifying Flames Copyright 
  2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  The Ebon Vault: Secrets of the Staff Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  Ancient Warriors: Way of the Ninja Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  Necromancers of the Northwest Presents: The Blackshire Mercenary 
  Company Copyright 2011 Necromancers of the Norhtwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway 
  The Ebon Vault: Orbs of Power Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: The Book of Faith Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  Ancient Warriors: Sons of Sparta Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Joshua Zaback, Alex Riggs, Justin Holloway 
  A Necromancer’s Grimoire: The Fabricant Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Justin Holloway, Alex 
  Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: The Art of Traps Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway, Rosa Gibbons 
  The Ebon Vault: Swords of Legend Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Secrets of the Witch Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Faces of the Rakshasa Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway, Rosa Gibbons 
  GM’s Gallery: Useful and Interesting NPCs Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Joshua Zaback, Justin 
  Holloway 
  The Ebon Vault: Adamant Armors Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Paths of the Druid Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf II Copyright 
  2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  Advanced Arcana Volume II Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Steeds and Stallions Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors II Copyright 2012 
  Necromancers of the Northwest, LLC; Authors: Justin Holloway, Alex 
  Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Mysteries of the Oracle Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Joshua Zaback, Justin 
  Holloway, Alex Riggs 
  A Necromancer’s Grimoire: The Wonders of Alchemy Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Masters of the Gun Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs 
  The Ebon Vault: Power of the Ring Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Necromancers of the Northwest Presents: Knights of the Crucible 
  Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs 
  Character Guide: The Gentleman Thief Copyright 2012 Necromancers 
  of the Northwest, LLC; Authors Joshua Zaback, Alex Riggs, David Mesick 
  A Necromancer’s Grimoire: The Secret of Herbs Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Bows of War Copyright 2012 Necromancers 
  of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Advanced Arcana Volume III Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Ancient Warriors: The Vikings Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Almanac: 2012 Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: The Book of Martial Action Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Joel Migas 
  The Ebon Vault: Unstoppable Hammers Copyright 2013 Necromancers 
  of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Sorcerous Lineages Copyright 2013 
  Necromancers of the Northwest, LLC; Authors Joel Migas, Marie Barnes, 
  Alex Riggs 
  Character Guide: The Wise Sage Copyright 2013 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Bounty of the Ranger Copyright 2013 
  Necromancers of the Northwest, LLC; Authors Joshua Zaback, Alex Riggs 
  The Deluxe Guide to Fiend Summoning and Faustian Bargains 
  Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback 
  The Ebon Vault: Fantastic Footgear Copyright 2013 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Otherworldly Invocations Copyright 2013 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, David Mesick, Joshua Zaback 
  Advanced Arcana Volume IV Copyright 2013 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Insidious Intentions:  The Book of Villainy Copyright 2013 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Almanac: 2013 Copyright 2013 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Marie Barnes, Joel 
  Migas
   
  END OF LICENSE 
  
  Forbidden Spells of Incredible Power!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/The Book of Forbidden Magic.pdf