TEXT: D
  a
  r
  k
   
  Q
  u
  e
  s
  t
  Games
  Requires the use of the Dungeons & Dragons®
  Player’s Handbook, ird Edition,
  published by Wizards of the Coast, Inc.
  
  
  Contents
  Chapter One: Racial Views
  So you want to be an Enchanter? 
  
  Attitudes of the various
  major races toward Enchanters 
  Dwarves 
  
  Elves 
  
  Gnomes 
  
  Halflings 
  
  Half-Elves 
  
  Half-Orcs 
  
  Humans 
  
  Enchanter Personalities 
  
  Abjuration  
  
  Conjuration 
  
  Evocation 
  
  Illusion 
  
  Transmutation 
  
  Divination & Necromancy 
  
  Chapter To: Feats
  Beckon Summoning [General] 
  
  Chaotic Hint [General] 
  
  Charismatic Aura [General] 
  
  Charismatic Mesmerist [General] 
  
  Charm Offensive [Metamagic] 
  
  Compulsion Leech [General] 
  
  Deceptive Acquaintance [General] 
  
  Discouraging Smirk [General] 
  
  Honeyed Words [General] 
  
  Horse Beckon [General] 
  
  Humble Guise [General] 
  
  Impersonate Gender [General] 
  
  Lawful Hint [General] 
  
  Retracting Polarity [General] 
  
  Skeptical Intolerance [General] 
  
  Seductive Charm [General] 
  
  Social Dominance [General] 
  
  Unpassionate Aura [General] 
  
  Wizard Shrill [General] 
  
  Chapter : Deities
  Impoant to Enchanters
  Anma Grelga 
   (intermediate goddess) 
  
  Deludra (lesser goddess) 
  
  Judicia (intermediate goddess) 
  
  Psydelius (intermediate god) 
  
  Trikalur (intermediate god) 
  
  Tyrakor (greater god) 
  
  Chapter : Spells
  Bard Spell List 
  
  Cleric Spell List 
  
  Druid Spell List 
  
  Ranger Spell List 
  
  Sorceror/Wizard Spell List 
  
  Alignment Shift 
  
  Alter Memory  
  
  Aphasia 
  
  Aura of Fish Paste 
  
  Barking Fit 
  
  Bestial Panic 
  
  Blind Eye 
  
  Cat Fever 
  
  Cat Nap 
  
  Charm Object 
  
  Charm Vegetation 
  
  Clubbing of Confession 
  
  Compulsive Sneezing 
  
  Confuse Familiar 
  
  Deceptive Recovery 
  
  Delusional Kindred 
  
  Delusive Limp 
  
  Divulgence 
  
  Dog Treachery  
  
  Dominate Vegetation 
  
  Dream Talk 
  
  Dyslexia 
  
  False Rememberances 
  
  Gaudiness 
  
  Heightened learning 
  
  Herd Panic 
  
  Ill-mannered Body 
  
  Illusion Flux 
  
  Illusionary Backlash 
  
  Image Imprint 
  
  Interrogation Shivers 
  
  Interrogation Tremors 
  
  Irritate Sleeper 
  
  Itchy Clothing 
  
  Kleptomanic Urges 
  
  Mad Lust 
  
  Memory Man 
  
  Mental Block 
  
  Mind Rash 
  
  Muddled Mind 
  
  Name Scatter 
  
  Necromantic Doubt 
  
  No Smell/Taste 
  
  Null Romantic 
  
  Opinionated Outburst 
  
  Perfume Bane 
  
  Pocket Twitch 
  
  Ringing Ears 
  
  Shoes of Discomfort 
  
  Skipping Demise 
  
  Sleep Noggin 
  
  Sour Stomach 
  
  Spell Jumble 
  
  Spendthrift 
  
  Stun Good Hand 
  
  Tabula Rasa 
  
  Tankard of Drunkeness 
  
  Temper Tantrum 
  
  Toad Mind 
  
  Tone Deaf 
  
  Traitor’s Aura 
  
  Trembling Grasp 
  
  Uncontrollable Snickers 
  
  Vengeance of Donkeys 
  
  Vocal Jiggle 
  
  Well-wished Wiggles 
  
  Chapter : Tomes of 
  Knowldge
  e Arcane Inspiration of Knowing  
   Someone’s Heart and Mind 
  
  Biologies and Cosmologies 
  
  Charm Maker 
  
  e Exquisite Charm 
   of Domination 
  
  e Good Charmer’s Herbal 
  
  e Grand Book 
   of Monstrous Enchanters 
  
  A Most Foul Boiling of the 
   Charmer’s Blood… 
  
  Nellalok’s Guide to  
   Corrupting the Goblinoids 
  
  Quakewaver’s Most Notable Lives 
  
  Vorthelz’s Literary Notes 
  
  Chapter : Magic Items
  Amulet of Internal Realignment 
  
  Baton of Command 
  
  Belt of Irrefusable Offer 
  
  Circlet of the Sun and Moon 
  
  Dagger of Clear ought 
  
  Dunce Cap 
  
  Guarantee’s Agreeable Marbles 
  
  e Jasthiner Lenses 
  
  Mirror of Endless Gazing 
  
  Pipe of Charming Presence 
  
  Quilt of Endless Sleep 
  
  Ring of Recall 
  
  Diadem of the Seventh Hour 
  
  Ganymede’s Grandfather Clock 
  
  Open Game Content & Copyright information
  Dweomercraft: Enchanters is © Dark Quest, LLC. All rights reserved. Reproductions of the product 
  without permission of the publisher is expressly forbidden. Dweomercraft: Enchanters is presented under 
  the d License. All textual material is desginated as Open Game Content. All artwork herein is copyrighted 
  Dark Quest, LLC. “d System” and the d System Logo are trademarks owned by Wizards of the Coast 
  and are used under the terms of the d license.
  W
  Chris Snook, David Woodrum
  A W
  Joshua Goldfond, Michael Hammes, Neal Levin
  E
  Deanna Link, Neal Levin, Ben Oxwell
  L D 
  A D
  Darren Pearce 
  Gillian Pearce
  C A 
  D/L
  Steve A. Roberts 
  Duncan Fielden
  I A
  Ceredwyn Ealanta, Owen Kuhn, Gillian Pearce
  a
  r
  k
   
  Q
  u
  e
  s
  t
  Games
  Natural 20 Press is an imprint of EN World. Please visit http://www.enworld.org
  
  
  Chapter One: Racial Views
  o you want to be an Enchanter?
  If you are reading this you are clearly considering 
  turning your developing arcane talents towards special-
  izing in the very intriguing school of enchantment. As 
  you mull this idea over you are faced with a difficult 
  decision: which school, or schools, do you choose to 
  neglect as you delve into the subtle and intricate ways 
  of the enchanter? Clearly, this is an important deci-
  sion you make, as it will affect you for the rest of your 
  existence(s). As such, it is not something that should be 
  decided on a whim, and the mere fact that you are read-
  ing this shows that you are approaching this decision 
  with the gravity it deserves. 
  While it would be easy to fill an entire library with 
  the debates and discussions about this choice, this 
  would do little but confuse you. us, I have taken 
  it upon myself to herein delve into the issue in the 
  simplest of terms and allow you the broadest guidelines 
  for making your decisions. What follows is not gospel, 
  but rather a handy outline of issues that should concern 
  you as you prepare to make your decision.
  The World Beyond Enchantment:
  An Enchanter’s Views of Other Schools
  Although the enchantment school, with its infinite 
  degrees of subtlety and demands on the spellcaster’s 
  intellect, is by far the most difficult to master, there 
  are other schools that have their uses. Some allow the 
  enchanter to better use his skills, others are so generally 
  useful that to do without them would be difficult, and 
  still others are anathema to the aims and focus of 
  the enchantment school. What follows here is a brief 
  generalization of how each of the other seven arcane 
  schools interacts with the school of enchantment in 
  general, and the abilities and goals of an enchanter 
  specifically. While this is by no means an exhaustive 
  exploration of the issue, it is a handy reference guide for 
  the aspiring enchanter as he, or she, sets about deciding 
  what schools to keep and which school, or schools, to 
  surrender.
  Abjuration – With its array of protective spells, 
  the abjuration school is a great aid to an enchanter. 
  Abjuration spells not only protect the enchanter, but 
  often extend to his allies and friends, whether free-
  willed or under the enchanter’s talents. ey can be 
  used to keep the enchanter safe while he tries his 
  powers and also, should his powers fail to achieve 
  the desired results, help him avoid his targets’ wrath. 
  Since most of the abjuration spells are of a subtle 
  nature they mesh well with the enchantment school’s 
  own subtle manipulations. In addition, the ability to 
  counter other magic effects, including enchantments, 
  through dispelling makes this a virtual must-have for an 
  enchanter.
  Conjuration – e ability to call for a wide array 
  of offensive and defensive effects as well as summon 
  instant allies makes the conjuration school perhaps the 
  most useful to an enchanter. Its greatest impact for an 
  enchanter occurs at the higher levels, however, when it 
  allows the enchanter to summon powerful extra-planar 
  beings, which he can then attempt to 
  gain control of through his enchantment 
  abilities and compel the beings beyond 
  what the ordinary conjuration school 
  would allow. Naturally, this is extremely 
  dangerous, but it has been argued that 
  this is the ultimate test of an enchanter’s 
  true skills.
  Divination – is school is the 
  ultimate complement to the manipulative 
  capabilities of the enchantment school. 
  rough judicious use of the spells within 
  the divination school, the enchanter can 
  gain valuable information on potential 
  targets, making the enchantments more 
  likely to succeed. Further, its observation 
  capabilities allow the enchanter to keep 
  better track not only of those he has 
  enchanted, but also of what is going on 
  around them; this makes immediate and 
  long-term control much more effective. 
  Another vital use of the divination school 
  
  
  Chapter 1:
  Racial
  Views
  is the expanded ability to communicate with creatures 
  of all kinds.
  S  : DMs could add a situational 
  modifier to charm effects if the enchanter has used 
  divination spells to gain personal information about 
  the subject of a charm. For instance, an attempt to 
  charm or dominate the local mayor might grant 
  a negative situational modifier to the mayor’s 
  Will saving throw if the enchanter has used 
  divination spells to figure out that the mayor 
  really enjoys collecting fine books and the 
  enchanter presents him with a rare 
  tome.
  Evocation – Arguably the 
  most powerful of schools, evocation 
  is also the school at greatest odds 
  with the subtlety inherent in the 
  enchantment school. ere is 
  nothing delicate about blasting 
  an area with fire, or some other 
  violent effect. Not only do such 
  actions usually bring swift and 
  maximum retribution on those 
  who practice them, but careless 
  use can actually hurt the enchanter’s 
  ability to control their subjects or 
  even attempt enchantments. Still, 
  because it is extremely powerful 
  and also includes a number of 
  spells that have protective and 
  miscellaneous uses, the school 
  is very tempting. After all, 
  should the enchantments fail, a 
  brutal display of power will often be 
  enough to discourage retribution on the part of those 
  the enchanter attempted to manipulate. Unfortunately, 
  while vulgar displays of power might frighten foes, they 
  usually make it harder to subsequently enchant them.
  S  : DMs could penalize the 
  ability of an enchanter to charm or dominate a person 
  or creature if the enchanter has previously been less 
  than careful with evocation spells. Certainly a positive 
  situational modifier would be appropriate to a goblin’s 
  Will save if the enchanter has been busy blasting the 
  goblin patrol with fire and then attempts to charm the 
  remaining survivor to act as a spy.
  Illusion – While the divination school provides 
  information to help the enchanter manipulate his 
  subjects and control them, the illusion school is perhaps 
  even more in the spirit of the enchantment school. 
  With its reliance on fooling the senses, it is a natural 
  complement to an enchanter’s abilities to control 
  minds. e spells of the illusion school can bolster an 
  enchanter’s chances of success with potential victims. By 
  disguising himself as a trusted friend or creating a more 
  comforting 
  environment, the 
  enchanter can more 
  easily influence a 
  potential target. 
  S  
  : DMs could grant a negative 
  situational modifier to a subject’s Will 
  save against an enchanter’s charm or dominate if the 
  enchanter disguises himself as a trusted friend, or 
  makes the subject believe he is in an environment where 
  he can let his guard down.
  Necromancy – Because the enchantment school 
  relies on manipulating the minds of creatures, it is 
  useless against the mindless, many of which are undead. 
  us the necromancy school directly addresses the 
  most glaring shortcoming of the enchantment school 
  and provides an enchanter with the ability to create and 
  control undead. In addition, the higher necromantic 
  powers are very effective against small numbers of living 
  foes without being as showy as spells of the evocation 
  school and actually make a more appropriate display of 
  power for an enchanter than storms of ice or bolts of 
  lightning.
  Transmutation – As the school with the greatest 
  range of differing arcane effects and heavy on mobility, 
  the transmutation school is so broad in its scope that 
  there is really little correlation with, or opposition 
  to, the enchantment school. As such, transmutation 
  
  
  Chapter 1:
  Racial
  Views
  neither addresses any particular weaknesses of, nor 
  adds any particular strength to, the enchantment 
  school. Like the abjuration school, certain spells of 
  the transmutation school, especially those concerning 
  mobility, are directly useful to the enchanter’s allies 
  or to the enchanter, should he need to take leave of an 
  uncomfortable situation. While spells of this school 
  can be somewhat showy, they do not pack the explosive 
  impact of the evocation school’s chief spells and thus 
  aid the enchanter in keeping a somewhat lower profile 
  in addition to being generally more useful than the 
  evocation school. 
  ere you have a brief summary of how the different 
  arcane schools relate to the mastery of enchantment. 
  It will hopefully aid you in your choice on the school, 
  or schools, you choose to disregard in your pursuit of 
  enchantment lore. 
  itudes of the various major 
  ces toward Enchanters
  As you travel the realms you will undoubtedly encounter 
  the many races that populate the wider world. It is 
  perhaps useful to know how you can expect to be 
  received by the various races upon encountering 
  them. Of course, while your own race or cultural 
  background will tend to be the most obvious indicator 
  those meeting you will seize upon to form an initial 
  impression, your profession is not far behind. us 
  an enchanter is well advised to familiarize himself or 
  herself with the prevailing racial attitudes towards their 
  chosen specialization; being aware of racial and cultural 
  differences usually means the difference between 
  being welcomed, or at least tolerated, and 
  being shunned or even feared. Note, while 
  it is a gross exaggeration to claim that 
  any specific member of a particular 
  race will act in the manner described 
  below, it is a good generalization 
  of the general attitudes the race 
  carries towards members of the 
  enchantment school. 
  Dwares
  Conservative in their 
  views and ideas, 
  dwarves tend to 
  view practitioners 
  of the arcane 
  arts as useful, if 
  cowardly, at best, 
  and with contempt 
  at worst. is tends to 
  leave arcane talents ignored 
  or even avoided, but enchanters 
  have it even worse. While dwarves 
  may grudgingly respect the power of a fireball and can 
  reluctantly appreciate the usefulness of a teleport, they 
  give no such credit to the enchanter’s powers. In fact, 
  the dwarven penchant for being straightforward in word 
  and deed runs counter to the enchanter’s powers, which 
  rely more on subtlety, finesse, and manipulation. 
  us enchanters are to be doubly mistrusted, as 
  not only do they dabble in the less respected arcane 
  arts, but also seek to overcome their challenges through 
  subterfuge rather than simply meeting them head-on. 
  is means enchanters tend to be ignored, avoided, and 
  generally treated with less respect than other members 
  of the arcane arts, which can leave the enchanter 
  feeling very lonely indeed. In addition, a certain level of 
  discomfort with an enchanter’s powers can be detected. 
  Despite the fact that dwarves are very resistant to all 
  things spell-related, and quite prepared to deal with any 
  physical dangers, the thought of someone being able to 
  control their mind makes them ill at ease. Fortunately, 
  the natural dwarven sense of fairness, coupled with 
  a firm belief in their own strengths, keeps enchanters 
  from being viewed in a worse light. us, an enchanter 
  among dwarves will not generally feel welcomed and, at 
  best, can hope for civil, if cool, treatment.
  Given these prevailing attitudes, dwarven arcane 
  casters are rare, and dwarven enchanters rarer still.
  Eles
  Questions of the enchanter’s race aside, with their affin-
  ity for arcane magic, their love of the arts, and their 
  ability to take the long-term view of things, enchanters 
  feel right at home among the elves. Elves espe-
  cially appreciate the need for finesse and skill 
  found in the enchantment arts and tend to 
  prefer them to the more blunt and less 
  elegant arts such as evocation, or the 
  unnaturalness of necromancy. Being 
  more resistant to enchantments than 
  other races increases the comfort 
  elves feel with even mistrusted 
  enchanters as they can feel con-
  fident in their ability to resist 
  his or her enchantment 
  attempts.
  Many elves are 
  arcane spellcasters 
  of some form and, 
  if they choose to 
  specialize, they 
  tend to choose 
  the more subtle 
  and artistic schools. 
  us, elven enchanters are 
  actually quite common as 
  such things go.
  
  
  Chapter 1:
  Racial
  Views
  Gnomes
  Filled with insatiable curiosity and born tricksters, 
  gnomes are illusionists of the first order and are 
  comfortable around arcane casters of all stripes except 
  for necromancers. Enchanters are well respected, if 
  not quite on the level of illusionists, as gnomes prefer 
  to trick others rather than manipulate them. e 
  relatively high status of an enchanter among the gnomes 
  is further bolstered by the fact that they, among the 
  smallest of the common races, can appreciate the 
  subtlety of the enchantment school.
  As gnomes are natural illusionists, gnomish 
  enchanters are rare, but more common than gnomish 
  specialists of other schools. Despite the rarity of 
  specialized gnome enchanters, the spells of the school 
  are very popular due to their synergy with the illusion 
  school.
  Halflings
  e smallest of the races, halflings appreciate cleverness 
  and the ability to make the most out of what others 
  might see as a shortcoming. ey tend to find ways to 
  make themselves useful and successful wherever they 
  go by creating advantages for themselves. Enchanters 
  thus find themselves welcome for their abilities 
  to manipulate others without drawing undue 
  attention.
  Although halflings tend toward 
  roguish pursuits, many become arcane 
  practitioners, finding that magic can make 
  up for what they lack in size or strength. 
  Among those that choose to specialize 
  in a school, most choose schools that fit 
  in with their opportunist outlook, such 
  as transmutation or abjuration, and 
  stay away from the flashy or notorious, 
  such as evocation or necromancy. 
  Enchantment is a favorite because it 
  is subtle and allows halflings to gain 
  control over physically larger and more 
  powerful adversaries.
  Half-Eles
  Half-elves have a difficult time fitting 
  into either human or elven society. 
  In light of this, they tend to adopt 
  the attitudes of the parentage 
  they most closely identify with 
  when it comes to dealing with 
  enchanters. Of course, their 
  elven heritage does give them 
  certain advantages vis-à-vis 
  the arcane arts, and half-elves 
  tend to favor the arcane arts almost as much as 
  their elven stock does, with the tendency toward the 
  less flashy arts such as enchantment taking precedence. 
  Nevertheless, because they do have human blood within 
  them, feel free to take the above generalizations with a 
  grain of salt.
  Half-Orcs
  Stronger than most, but less intelligent, orcs respect 
  strength in all its forms and tend to view those who 
  are not as physically strong as they are with contempt. 
  Given the more sedentary nature of most arcane casters, 
  they have a difficult time among half-orcs unless they 
  are willing to demonstrate their powers in no uncertain 
  terms. Of course, if the display is powerful enough, the 
  contempt can be easily converted to respect and/or fear. 
  Enchanters, who rely on more subtle arts, have a more 
  difficult time impressing these people than most other 
  arcane casters. 
  Given their intellectual and charismatic handicap, 
  few arcane casters of any stripe come from the ranks 
  of the half-orc race. Still, there are some few that do 
  practice the arcane arts. Perhaps it is the 
  orcish penchant for destruction, but 
  among that select number, those that 
  specialize tend to focus on spells that 
  favor destruction on a grand scale. 
  us evocation and transmutation 
  are favorites, while enchantment 
  and illusion are almost never 
  encountered as specializations 
  among half-orc arcane 
  spellcasters.
  Humans
  Being the most diverse of all 
  races to inhabit the world, human 
  reactions to enchanters tend to 
  be based on social and cultural 
  contexts as well as alignment. 
  us there is no general way 
  to describe human reactions 
  and my best advice is for 
  the traveling enchanter to 
  familiarize him or herself with 
  the local customs of the area in which 
  they are traveling. 
  Humans appear to be second only 
  to elves in their affinity for the arcane 
  arts. Humans vary in their choice 
  of specializations as they vary in 
  all other things, even more so than 
  the elves. Specialists of all kinds 
  abound, with no true preferences to 
  be seen; humans are just as likely to be 
  enchanters as they are to be necromancers 
  or transmuters. 
  
  
  Chapter 1:
  Racial
  Views
  nchanter Personalities:
  Knowing Your Enchanter by the School
  They Choose to Prohibit
  Before I address the above subject, allow me to state 
  that this is not a commentary on the choice you have 
  made, or will make. Each of us is a unique individual 
  and the choices we make are a reflection of many 
  factors. However, in my many years of studying 
  enchantments and dealing with fellow enchanters, I 
  have noticed that certain personalities tend to gravitate 
  toward excluding certain schools. So, without further 
  ado, here is a little introduction into the general 
  personalities of enchanters based on the school(s) they 
  choose to exclude.
  Abjution 
  e abjuration school’s focus on protection is a great 
  boon to an arcane caster and it is an unusual school to 
  choose as a prohibited school for an enchanter. For what 
  happens should the enchantments fail? Enchanters who 
  eschew the abjuration school are usually arrogant about 
  the power and effectiveness of their skills, especially the 
  consequences of employing them. ey are unable to 
  acknowledge the possibility that their dabbling with the 
  minds of others could have direct negative consequences 
  for their person; consequences from which they might 
  want protection. In its extreme, an enchanter views all 
  those around them as nothing more than rats to be 
  experimented with or dominated in a quest to expand 
  their personal power. Unless they are suicidal, however, 
  even the most arrogant enchanter will ensure that she 
  has a good grasp on the transmutation school’s escape-
  related spells. Just in case, of course.
  In rare cases, an enchanter has chosen abjuration 
  as their prohibited school out of extreme naivety. 
  eir thinking, or social conscience, is simply not 
  developed enough to where they can imagine someone 
  resenting having their mind magically influenced. is 
  disconnection between themselves and other social 
  beings causes immense problems the first time someone 
  takes exception to their meddling. If the enchanter does 
  survive the lesson, occasionally they will realize the 
  error of their ways and seek to temper their skills. But 
  often they do not learn the error of their ways. Unable 
  to grasp that other creatures are individuals worthy 
  of respect, they retreat to continue their researches far 
  removed from general society. More than one missing 
  person has fallen into the clutches of such an enchanter, 
  their mind destroyed in a cold, clinical experiment for 
  the sole sake of advancing the enchanter’s knowledge.
  Abjurers are usually either viewed with disdain 
  as cowards by the arrogant enchanters, or with 
  incomprehension by the naïve. e arrogant view is by 
  far the more prevalent. Abjurers are seen as worrywarts, 
  in fear of the world around them, forever seeking 
  protection from the dangers of the world. is is an 
  incomprehensible attitude to the arrogant enchanters 
  who firmly believe that one must take what one can 
  from the world and those around them. eir motto is 
  to act, not to react, and someone whose sole focus is on 
  reacting to those things around them fills them with 
  scorn and derision. is is made even worse by the 
  fact that abjurers often lend protection to their fellows, 
  something anathema to such self-focused individuals.
  To put such an enchanter with an adventuring 
  party is often an invitation to disaster. e arrogant 
  enchanter will care little about his fellows and will 
  seek to impose his will at every turn, often causing 
  conflicts even if the goals of the enchanter and the 
  party are the same. Usually, such relationships do not 
  last long. e naïve enchanter is not as argumentative 
  or verbose, but will still seek his own ends, not out 
  of a desire for power, but to satisfy his curiosity. 
  is often leads to problems as the character works 
  towards his or her own goals and distractions rather 
  than the groups.
  Conjution
  e conjuration school is a versatile school, but one 
  that does require a bit of planning to use effectively. 
  Conjured creatures need to be controlled, the proper 
  effects need to be selected for the expected obstacles 
  (i.e. should I armor myself, or prepare for escape), 
  and at higher levels thorough preparation is required 
  for dealing with the types of creatures that can be 
  summoned. 
  us, those enchanters that choose conjuration 
  as their prohibited school do so precisely because 
  it requires preparation and planning to be effective. 
  Often such enchanters have difficulty focusing beyond 
  the immediate situation because their personality is 
  not one that considers planning to be particularly 
  important. ese are not individuals who prepare for 
  contingencies, or spend a lot of time speculating on 
  “what if…” kinds of situations. Rather, they tend to be 
  spontaneous, focused on the present, and living in the 
  here and now.
  Naturally these sorts of enchanters view conjurers 
  with incomprehension and occasionally pity. To their 
  eyes, conjurers are needlessly looking to complicate their 
  lives and their desire to plan for the future is hopelessly 
  fussy. What will be will be after all, and all the planning 
  in the world often comes to naught. ey are strong 
  believers in the old axiom that “e best laid plans of 
  mice and men oft go astray”. 
  Enchanters of this type are a mixed bag for an 
  adventuring party. While often good in unexpected 
  situations, their relaxed attitudes can make them a 
  pain to deal with, especially when it comes time for 
  
  
  Chapter 1:
  Racial
  Views
  long-range planning. After all, how many times can 
  someone hear “I dunno” or “I don’t care” when they ask 
  the enchanter for input before they begin to question 
  the enchanter’s value? Furthermore, the fact that they 
  tend to follow their whims of the moment can be very 
  troublesome in civilized settings, especially lawful 
  ones, where such behavior can easily land them in hot 
  water with the local authorities. Finally, while their 
  enchantments can be just as potent as those of any 
  other enchanter, their inability to focus means that 
  they tend to neglect to properly control those they have 
  enchanted, or even prepare for the time when they 
  may no longer be enchanted, which can lead to some 
  unpleasant situations. Not that they really care.
  Eocation
  e most offensively potent school, evocation is 
  considered by many to be the most powerful school 
  to study. Its signature spells are often the first things 
  that spring to the minds of the non-arcane when the 
  subject of arcane magic is brought up. Inarguably, 
  ignoring the evocation school means giving up a lot as 
  far as offensive magics are concerned.
  Nevertheless, enchanters quite often make just 
  such a sacrifice. Enchanters who choose to give up 
  this school do so because they cannot abide the 
  evocation school’s raw displays of power. To such 
  enchanters fireballs and lightning bolts are crude 
  and vulgar, the equivalent of a punch to the face 
  of those around them. Such blatant exhibitions of 
  power only serve to give the magical arts a bad name 
  in the eyes of these enchanters, like performing 
  delicate surgery with a mattock and hacksaw. ese 
  enchanters prefer to be more delicate, to plan 
  their actions, and to concentrate on overcoming 
  obstacles in ways other than simply blasting them 
  to bits. Enchanters who choose evocation as 
  their prohibited school are often among the most 
  imaginative and creative individuals around. Taken 
  to extremes, however, this desire to stay away from 
  blatant displays of magical strength can lead to 
  severely handicapping the enchanter’s combat ability 
  as they begin to ignore offensive spells from other 
  schools in order to prove their point.
  Inevitably, these enchanters view evokers as the 
  barbarians of the magical arts. While not overtly 
  hostile to them, they nevertheless tend to view evokers 
  as less refined than other arcane talents, and this view 
  extends to such things as their cultural background 
  and mannerisms. Naturally, evokers gladly return these 
  sentiments.
  In terms of adventuring, enchanters 
  that ignore evocation do compromise 
  the offensive capabilities of their 
  party. However, this is 
  usually made up by the 
  fact that such enchanters 
  are strong thinkers, well 
  versed in their capabilities and 
  how to best use them in support of the 
  party. A party will rarely do better than to 
  have an enchanter with such a personality 
  among them, as long as the enchanter keeps in 
  mind that a little flash every now and then is 
  quite acceptable and even useful.
  Illusion
  Perhaps the school closest in spirit to that of 
  enchantment, illusion is a favorite for many 
  enchanters. Nevertheless, there are those who 
  choose this as their school to ignore.
  Enchanters who pick the illusion 
  school as their prohibited school are 
  often guilty of a lack of imagination. Such 
  
  
  Chapter 1:
  Racial
  Views
  enchanters tend to be rather pedestrian, even boring, 
  types whose personalities are less than scintillating. 
  Of course, this does not speak on their strength of 
  character, or ability to be successful enchanters, but 
  it does tend to make them boring conversationalists. 
  In addition, they do not easily come to grips with 
  unusual situations, often finding themselves at a loss 
  for dealing with the unexpected. us while they 
  are often very effective enchanters, their use of those 
  under their spell tends to be pretty straightforward 
  and unimaginative. While this is fine under normal 
  circumstances, it does blunt their ability to fully 
  utilize their arts in creative ways. ey can easily 
  enchant an ogre and get him to leave the party alone 
  or help carry things, but would probably never think 
  of using the monster to supply bad intelligence to 
  its fellows over a period of weeks leading up to an 
  eventual attack by the party.
  Certainly the presence of an enchanter with 
  such a personality is an asset to an adventuring 
  party, if properly supervised. ey tend to be steady, 
  if pedestrian, in their work and attitudes, rarely 
  rocking the boat, and while not great to talk to on a 
  long night’s watch can be counted on to get the job 
  done. Of course, should something unusual arise, the 
  party cannot expect such an enchanter to be creative 
  enough to help them with it. In fact, it is usually up to 
  someone else in the party to point such an enchanter 
  in the right direction, even when it comes to effective 
  use of their powers.
  Tnsmution
  Without a doubt transmutation is the most diverse 
  of all the schools of magic. Transmutation features 
  a little of everything, but is especially useful for swift 
  transportation at the higher levels. It is a rare bird 
  indeed that chooses to forgo the advantages of this 
  school.
  ose enchanters who do choose transmutation 
  as their prohibited school tend to be of the academic 
  variety. Introverted and often antisocial, these 
  enchanters choose to limit their mobility options and 
  their abilities to benefit others because they do not 
  desire to travel nor plan on interacting to the benefit 
  of others. While this might seem anathema to the very 
  nature of the enchantment school which, after all, deals 
  with the manipulations of the minds of others, it is 
  not so. Such enchanters are perfectly happy to pursue 
  their studies, employing their powers on others only 
  when necessary to further their knowledge. Unlike the 
  arrogant or naïve enchanters who choose to prohibit 
  the abjuration school, enchanters eschewing the 
  transmutation school are not focused on themselves. 
  Rather, they are focused on perfecting their art to the 
  exclusion of everything else.
  Since they are so anti-social, they really do not hold 
  a strong view of transmuters. At most, they wonder why 
  they would waste their magical abilities on anything 
  other than research.
  Rarely will an enchanter of this type be found with 
  an adventuring party as they generally have no desire 
  to go out and seek adventure. Should they be lured 
  along because they must have something to complete 
  their research, their anti-social nature tends to make 
  them aloof and uninvolved. Combine that with the fact 
  that they cannot directly enhance their fellows’ abilities 
  and there is really little use in having such an enchanter 
  along.
  Divination and Ncromancy
  ese two schools are unique in their focus. 
  Necromancy deals with the undead and harming 
  the living, while divination is focused on gaining 
  information. Because of their narrow foci, these 
  schools do not overlap with any others and, unlike say 
  evocation or abjuration, there are no readily available 
  substitutes for their spells. Enchanters who choose 
  these two schools to prohibit are limiting their ability to 
  gather valuable insight and also exposing the one true 
  weakness that the enchantment school has; the inability 
  to affect the mindless. Of course, by surrendering their 
  access to these two very specific schools the enchanters 
  gain maximum access to offensive, defensive, and 
  miscellaneous spells.
  Enchanters who choose these two schools do so 
  because they see them as having limited use. ese 
  enchanters are generalists, preferring to have the 
  maximum amount of spells available for their study. 
  eir personalities tend to reflect the fact that they 
  are the least focused of the enchanter specialists in 
  terms of centering their whole spellcasting on the 
  enchantment school. ey recognize that no one school 
  can encompass all things and that it is better to have a 
  wide array of capable spells available. ese individuals 
  tend to be the most grounded and accessible of the 
  enchanters, mixing potent abilities with a strong dose of 
  common sense.
  Given their grounded nature, enchanters of this 
  variety hold no animosity toward either diviners or 
  necromancers, recognizing them as valid specialties in 
  their own right that just don’t happen to fit into their 
  particular plans.
  Parties may not even realize that enchanters 
  who have prohibited these two schools are in fact 
  enchantment specialists given their wide array of 
  spells. Naturally, when the time comes to focus on the 
  undead or seek answers from beyond their ken, they 
  will become aware of this fact. Nevertheless, the general 
  usefulness of these enchanters and their ability to fit in 
  greatly make up for these shortcomings.
  
  
  L
  ike most other magic-users the Enchanters 
  approached the beginning feats with dread. 
  Metamagic tended to make most of the spells out of 
  their range of aptitude, and other items left them feeling 
  somewhat out of place. Enchanters know that magic 
  is all around them and they just need to find a way to 
  tweak it to their use. Stories abound about natural 
  people doing extraordinary things with a single simple 
  power. ese knacks are both more as well as less than 
  spells. eir abilities may be beyond what an apprentice 
  wizard has the talent to do, but they are also without 
  additional tuning as they advance.
  Bckon Summoning [Genel]
  You generate a mystical aura about you that causes 
  any nearby summoned monsters to become confused 
  into thinking that you were the one who summoned 
  them, thus coming to your aid instead of the aid of the 
  summoning caster. 
  Prerequisites: Chr +, Int +, Knowledge (Arcane)  
  ranks
  Benefit: When any form of summoned monster is 
  brought into an area up to  ft away from you, the 
  summoned monster must make a Will save +1⁄2 caster 
  level (DC equal to your Charisma score) or come 
  to your aid instead of helping the summoning caster. 
  Monsters that are immune to mind influencing effects 
  are not affected by Beckon Summoning.
  Chaotic Hint [Genel]
  You are able to send out signals of a chaotic nature to 
  those of chaotic alignment, making them feel more 
  secure and liking of you. is feat can be turned on or 
  off at will and doing so is considered a free action.
  Prerequisites: Chr +, Knowledge (Arcane)  ranks 
  Benefit: Chaotic Hint gives you a + bonus to all 
  Charisma based skill checks when dealing with targets 
  of chaotic alignment.
  Charismatic Au [Genel]
  People listen to you and are more friendly to you than 
  others, fine wine, fine women or men and fine food are 
  all yours to ask for. 
  Prerequisites: Cha +,  ranks in Perform or Diplomacy
  Benefit: You get an effective + to your Charisma score 
  (not modifier), this counts towards bonus spells and any 
  other Charisma based effects.
  Charismatic Mesmeri [Genel]
  Targets with a charisma that is much lower than the 
  character’s charisma score are more susceptible to 
  the enchantment and/or charm based spells that the 
  character casts upon them.
  Prerequisites: Cha +,
  Benefits: Targets with a charisma score that is  points 
  or lower than the charisma score of the character 
  suffer a ‒ penalty towards saving rolls against any 
  enchantment and/or charm spell that the character 
  casts upon the target.
  Charm Offensie [Memagic]
  Your enchantments are mighty even against those who 
  are normally immune to such Charms. 
  Prerequisites: Cha +, Must be able to speak the 
  language of your target, must be a th-level caster
  Benefit: You have a chance to charm even the Celestials 
  with your spells. When casting the appropriate spell 
  (either Charm Person or Charm Monster). Roll a d 
  and add your level and Charisma Modifier against a d 
  roll added to their CR plus Intelligence Score
  Normal: Ordinarily you cannot affect an outsider 
  with Charm Person or similar, the same applies with a 
  number of powerful creatures.
  Special: No attempt can ever be made on the same 
  being by the same spell caster if the contested roll fails.
  Compulsion Lch [Genel]
  Whenever someone casts a compulsion based 
  enchantment spell in your immediate area, your aura is 
  able to consume a minute portion of the spent energy 
  for the purposes of healing your body.
  Prerequisites: Int +, Knowledge (Arcane)  ranks, 
  Heal  ranks 
  Benefit: When a compulsion enchantment spell is 
  being cast by someone other than yourself within a  ft 
  diameter range around you, your aura becomes hyper-
  sensitive to the presence of such magic and sends out 
  invisible waves that pull fragments of the spent energy 
  towards your person. is energy causes your body to 
  heal up to  point of damage.
  Dceptie Acquainnce [Genel]
  At will you send out signals to strangers around you, 
  making them think that somehow or another they 
  either know you or have met you before. 
  Prerequisites: Chr +, Knowledge (Arcane)  ranks, 
  Bluff  ranks
  Benefit: At will you are able to send out signals causing 
  absolute strangers within  ft of you to feel that they 
  either know you and have forgotten who you are or 
  have met you before. ese signals can be turned on or 
  off at will and doing so is considered a free action. e 
  outcome of using the deceptive acquaintance may not 
  always be beneficial. While it would seem useful to draw 
  the immediate attention of a noble passing by, the noble 
  could have been recently robbed and may suspect that 
  the reason that they suddenly recognize you is because 
  they believe you may have been the disguised robber.
  Chapter Tw∂: Feats
  
  
  Chapter 2:
  Feats
  Discouging Smirk [Genel]
  e character is able to sway the successful skill 
  performance or interaction of others simply by flashing 
  them a quick facial expression of insult and sarcasm. 
  e discouraging smirk feat does not represent the 
  common display of distaste, but rather a skilled, 
  penetrating stare that comes from a cold-hearted 
  intent to throw the target off guard and thus ruin their 
  chances for success.
  Benefits: Targets attempting use a skill that requires 
  some form of action receive a ‒ penalty to the skill 
  check if their eyes happen to gaze upon the character’s 
  discouraging smirk beforehand. ere is no saving 
  throw allowed to prevent the penalty but if the target 
  happens to fail to look at the smirking character 
  before performing their activity, then the effect of the 
  discouraging smirk is lost. Treat the discouraging smirk 
  as a free action for the character.
  Honeyd Words [Genel]
  Your words and demeanor are favorable to even those 
  who would normally be wary. 
  Prerequisites: Must be able to speak the native language 
  of the target, must know Charm Person, 
  Starting Characters only
  Benefit: You get to add your Charisma 
  Modifier to any Charm Person attempt.
  Normal: Creatures like Elves and 
  Half-Elves have a built in resistance to 
  Enchantment effects, as do Monks of rd level 
  or higher, getting up to + on their Will Saves
  Special: Once tried this feat cannot be used on 
  the same target until you increase in your class 
  level.
  Horse Bckon [Genel]
  You are able to send out signals of curious 
  nature that attracts horses and ponies, 
  causing them to want to follow you 
  provided that they are not restrained. is 
  feat can be turned on or off at will and 
  doing so is considered a free action. 
  Prerequisites: Chr +, Knowledge 
  (Arcane)  ranks, Handle Animal 
   ranks 
  Benefit: Whenever using horse 
  beckon, any horse or pony within 
   ft of your presence must make 
  a Will save (DC equal to your 
  Charisma score) or be drawn 
  to you and will thus want to 
  follow you wherever you go until 
  this metamagic feat is turned off. 
  Paladin mounts are unaffected by 
  horse beckon.
  Humble Guise [Genel]
  e character is a master at making him or herself 
  seem quite unimportant in the presence of those with 
  a higher social rank or class level, thus allowing the 
  character perform various activities within the presence 
  of such target individuals without the individuals taking 
  much notice.
  Prerequisites: Wis +, Bluff  ranks
  Benefits: Targets that are of a higher social rank/caste, 
  significant class level, or other form of importance 
  receive a ‒ penalty to Spot and Sense Motive checks 
  when dealing with the activities of the character. 
  e actions of the character, however, must not be 
  intentionally open and thus directed specifically towards 
  getting the undivided attention of the target.
  Impersonate Gender [Genel]
  When needed you are able to mystically make slight 
  alterations to your overall appearance, voice, and actions, 
  making you appear more like the opposite sex.
  Prerequisites: Chr +, Knowledge (Arcane)  ranks, 
  Disguise  ranks
  Benefit: While the exact origins of this feat is 
  unknown, it is commonly used amongst spell casting 
  rogues and spies in conjunction with 
  the elements of disguise. e ability to 
  impersonate the opposite gender in this 
  manner adds a + to Disguise checks when 
  you are trying to appear to be a member of 
  the opposite sex. Note: is feat is subtle in 
  
  
  Chapter 2:
  Feats
  its alterations, actual drastic changes to a person’s 
  biological makeup or overall body structure do not 
  occur. However skin may appear softer or coarser, or 
  hands and face more or less dainty in appearance.
  Lawful Hint [Genel]
  You are able to send out signals of a lawful nature to 
  those of lawful alignment, making them feel more 
  secure and liking of you. is feat can be turned on or 
  off at will and doing so is considered a free action. 
  Prerequisites: Chr +, Knowledge (Arcane)  ranks 
  Benefit: Lawful Hint gives you a + bonus to all 
  Charisma based skill checks when dealing with targets 
  of lawful alignment. 
  Reting Polari [Genel]
  You can cause your body’s iron content to become 
  hyper-magnetic but in a way that it causes the mild 
  presence of polarity in ferrous based metal weapons 
  (such as steel) to resist coming into your presence. 
  Prerequisites: Con +, Int +, Knowledge (Arcane)  
  ranks
  Benefit: e feat of retracting polarity causes both 
  your body and a flowing, invisible  ft diameter ring 
  around your body to become magnetized with a 
  positive charge. Any weapons made of normal steel, 
  iron, or other ferrous metals that come into the ring 
  pick up the magnetization and thus want to retract 
  away from the body. is magnetization can be turned 
  on or off at will. e retractions gives you a + Armor 
  Bonus against attacks using metal weapons that are 
  made of steel and other ferrous materials. As the 
  magnetism is magical rather than natural, you also 
  have the ability to stabilize any ferrous metal items 
  that are on your immediate person. is includes your 
  weapons and armor.
  Skeptical Intolence [Genel]
  Due to a natural sense of distrust for creatures and 
  humanoids that are of another race or species than the 
  character, the character gains a bonus to saving rolls 
  against charms and enchantments from those who are 
  not of the character’s race.
  Prerequisites: None
  Benefits: Whenever a creature or humanoid that is not 
  of the same race or species as the character attempts to 
  target the character with a charm or enchantment spell, 
  the character gains a + bonus to their saving roll.
  Sduie Charm [Genel]
  e character gains a social interactive bonus towards 
  other individuals who would hold possible interest 
  towards the character in a romantic sense.
  Prerequisites: None
  Benefits: When dealing with individuals who would 
  potentially hold a romantic interest towards the 
  character, the character gains a + towards socially 
  natured skill checks. ese include (but are not 
  necessarily limited to) Bluff, Gather Information, and 
  Diplomacy. 
  Social Dominance [Genel]
  e character gains a bonus towards diplomacy and 
  intimidate skill checks when dealing with those who 
  on a lesser scale of social rank or importance than the 
  character.
  Prerequisites: None
  Benefits: When dealing with individuals who are 
  obviously of a lesser social circle or caste (typical 
  villagers, vagabonds, adventurers of considerably 
  lower level) than the character, the character gains 
  a + bonus towards Diplomacy and Intimidate skill 
  checks.
  Unpassionate Au [Genel]
  At will, your aura sends out a signal to those nearby, 
  making you seem undesirable for the interests of lust, 
  passion, and romance.
  Prerequisites: Knowledge (Arcane)  ranks, Bluff 
   ranks
  Benefit: Unpassionate aura is a popular feat for 
  female charmers who must walk amongst the ranks of 
  unsavory men a great deal. is aura can be turned on 
  and off at will and doing as such does is considered 
  to be a free action. When used, unpassionate aura 
  causes you to seem undesirable in the interests of lust 
  or romance. No physical or personality changes occur 
  to your body, just a subtle mystical signal that seems 
  to “turn people off ”. 
  Wizard Shrill [Genel]
  e character is skilled at making a sudden, high-
  pitched noise that is proven to be a distraction to 
  spell casters.
  Prerequisites: Wis +, Int +, Perform  ranks
  Benefits: e character is able to make a sudden, 
  high-pitched shrill that seems to cause a great amount 
  of spell casters when they are attempting to work 
  their magic. e wizard shrill is a free action but must 
  be made while the target is in the midst of casting a 
  spell. In addition, the character must be within  ft 
  of the target and the target must be able to hear the 
  shrill.
  When the wizard shrill is made during the 
  casting of a spell, the caster must make an immediate 
  Concentration skill check (DC  (doing as such does 
  not interrupt spell)) and succeed or their action (and 
  possibly the whole spell) is ruined. It seems that spell 
  casting humanoids and monstrous humanoids are the 
  creatures affected by wizard shrill.
  
  
  T
  his chapter examines a few possible deities to 
  include within your setting to provide a means for 
  those players interested in following the path of some 
  diety. Many clerics of magical deities tend to enter 
  the specialist school of enchanter due to their will to 
  present themselves fully to the public and promote their 
  diety.
  Enchanters try to sway people into following them, 
  much the same way that cult leaders due. ose that 
  merge the combination of Enchanter and Cleric are 
  said to gain great power within most Magical Deities’ 
  Temples.
  Anma Grelga (intermdiate goddess)
  Grandmother To All, Wise Old Mother,
  Good Lady of Peace
  Alignment: Neutral Good
  Portfolio: Peace, Goodness, 
  Calming, Peaceful Reform, 
  Generosity 
  Domains: Good, Protection, Magic
  Symbol/Crest: A baked fruit pie 
  resting on a folded checkered cloth 
  with a crossed set of brooms and a 
  circle of brilliant yellow in the backdrop
  Favored Weapon: Quarterstaff
  ere’s been many a reformed thug and 
  drunkard about the lands of the mortals to claim that if 
  there was ever a goddess to walk the realms deserving of 
  the highest of positions and respect, Anma Grelga has 
  earned such a right time and time again. is goddess, 
  though quite peaceful and rather innocent 
  and old in appearance, has turned more lives 
  around and thus prevented more hardships 
  amongst mortals than perhaps any deity in the 
  cosmos.
  Anma Grelga, though appearing as stunningly 
  beautiful if not somewhat aging woman 
  with silvery gray hair in her normal 
  appearance, always appears upon the 
  Prime Material plane as a kindly old 
  woman with her protective quarterstaff 
  disguised as an old sweeping broom. It 
  is her purpose it seems to save young 
  thugs and desperate drunkards from 
  making rash, life shattering mistakes. 
  ough this often involves the breaking 
  up of murderous tavern fights, such 
  interventions have put an end to the 
  gambling away of life savings, needless 
  theft, and other corrupt deeds. Usually this 
  is performed by Anma convincing the thug to “calm 
  down, have a piece of pie, and think things over”. Aided 
  with a strong mystical charming power, this coercion 
  usually works on even the hardest of hearts. If not, 
  there’s always the strong tug on one’s ear or a whack 
  on the back of the head with the “broomstick” to set a 
  drunken goon straight. 
  So life altering is one of Anma Grelga’s little visits 
  that usually the targeted thug winds up being the 
  most devoted of clerics to the goddess. While these 
  individuals make up an important part of Anma 
  Grelga’s mission to turn others away from their own 
  self destruction, the goddess also has several 
  important enchanters amongst her ranks of 
  followers. ese individuals are to help the 
  “good lady” out when needed. Usually this 
  means charming target subjects and 
  thus forcing them to turn away from 
  performing harm.
  Anma Grelga is constantly 
  busy with various happenings and 
  affairs in the Prime Material plane 
  and thus usually has little time to 
  converse or otherwise interact with 
  other deities.
  Delud (lesser goddess)
  e Spoiled, e Panderer of Bribed Peace
  Alignment: Neutral Evil
  Portfolio: Greed, theft, lust, bribery, and wealth
  Domains: Evil, Luck, Protection, Trickery
  Symbol/Crest: A large, faceted gem with an elongated 
  looking lizard wrapping itself around the jewel in a 
  protective like manner.
  Favored Weapon: A ceremonial style 
  dagger with a curved blade
  Unlike some deities who tend to be more 
  reclusive when it comes to openly appearing 
  before mortals, the green skinned Deludra makes 
  herself fully known by appearing before her 
  devoted followers from time to time. Such 
  visits are made for several reasons. For one, 
  such followers tend to be more believing 
  and thus loyal to Deludra’s cause if they 
  have had the opportunity to actually see 
  and converse with their goddess, much 
  less touch her. Which, due also to a bit a 
  lustful appetite, Deludra has been known 
  to seduce many of her followers, male and 
  female alike. Such servants are used for a 
  short time for Deludra’s pleasure, and then 
  bound by magical means inside of some jewel 
  or tortured and destroyed. 
  Chapter 3: Deities Imp∂rtant t∂ Enchanters
  
  
  Chapter 3:
  Deities
  Another reason that Deludra makes regular visits to 
  her shrines and temples is due to her excessively greedy 
  nature. Fond of any new variety of object or wealth, 
  Deludra shows favor towards those who keep her 
  materialistic interests in mind. 
  Deludra is quite unusual to look at, resembling a 
  woman who’s otherwise stunningly beautiful looks have 
  become flawed with green, lizard like textured skin 
  and subtle, reptilian like features. At one time Deludra 
  looked entirely like a beautiful, human maiden but 
  her various tricks, petty acts of theft and adulterous 
  ways caused anger amongst many other lesser deities. 
  Seeing that the cosmos as a whole would be better 
  off without the meddling of Deludra, a few the 
  other deities got together, trapped Deludra in a 
  cage, and turned her into a green lizard. Having 
  trapped Deludra in such a body, it seemed only 
  natural that the proper way to destroy her 
  should be decided. While a couple felt 
  that a good stomping of the foot 
  would be just and suiting, others 
  wanted a more elaborate 
  form of execution. Soon 
  the discussion grew into 
  a heated argument and 
  while a debate over 
  dropping her into a 
  boiling stew or pricking 
  her body fifty thousand 
  times with thorns was 
  more appropriate, Deludra 
  managed to slip away. 
  Back in the safety of 
  her palace haven, the now 
  diminutive Deludra used her 
  limited abilities to gradually unlock 
  the predicament that she was in. Of the 
  course of time, she was able to undo most of the 
  magic against her, some of the physical features from 
  her lizard state seemed to have become permanent.
  ough vowing revenge on her captors, Deludra 
  soon became distracted by her greed and lust, and 
  the newly found respect and devotion from tribes of 
  reptilian humanoids were paying off in her materialistic 
  favor. Soon Deludra actually began to take a strange 
  sort of liking to her new appearance, and thus began to 
  declare that she had become the most beautiful of all 
  goddesses. 
  e shrines and temples of Deludra may arise in 
  a variety of locations but are usually quite common 
  amongst areas of great wealth. While this would 
  normally include cities, some of the shrines that the 
  goddess holds with the most favor are actually located 
  on the outskirts of mining communities where 
  gemstones or precious metals are brought up. Having 
  gained respect amongst a few sects of the lizardfolk, 
  yaun-ti, and troglodyte races, Deludra’s temples are 
  now starting to pop up in deep, dark areas of swamps, 
  small coastal islands, underground lairs, and overgrown 
  forests.
  While her temples and shrines naturally hold a fair 
  portion of clerics, Deludra also keeps a few enchanters 
  and rogues around as well. While her clergy is well 
  suited to bring in the offerings of the faithful, devoted 
  thieves and charmers have proven to be particularly 
  successful at providing the immediate desires of the 
  wicked goddess. As such, the high clerics of the temple 
  send out such individuals into the cities whenever 
  they think that Deludra may be paying a visit. 
  e ceremonial robes of Deludra’s followers 
  are varying shades of green and are richly 
  adorned and embroidered. Usually the temples are 
  lavishly decorated and well decorated.
  Judicia (intermdiate goddess)
  Stern Hand of Justice, Lady Bane 
  of Rogues, Lady of Enforced 
  Conforming 
  Alignment: Lawful Neutral
  Portfolio: Law, Rulers, 
  Punishment, Conform, 
  Enchanters, Strength
  Domains: Law, Protection, 
  Magic, Strength
  Symbol/Crest: A solemn 
  face of a stern, blonde haired 
  woman resting in front of a 
  set of crossed maces.
  Favored Weapon: Mace
  Judicia is the stern goddess of 
  total law and order. She is extremely 
  unforgiving in nature and upholds 
  the order of legal justice over moral or poetic 
  justice. Fighters pay homage to her for her strength 
  and rogues shiver at the mere thought of her watchful 
  followers. Judicia has a significant degree of enchanters 
  as followers for the fact that Judicia believes in bringing 
  the guilty to justice at any cost, even if it means tapping 
  into or otherwise manipulating the minds of the guilty 
  or the suspect.
  Judicia usually appears a human female of 
  approximately  feet in height with attractive, athletic 
  features. She has piercing gray eyes and platinum 
  blonde hair that is straight and neatly cropped at 
  shoulder length. Judicia dresses in straight black 
  leather clothing that is accented by shiny black leather 
  accessories, a black cape, and a well polished breastplate. 
  Judicia wears a thick black girdle belt with a large blue 
  sapphire resting in its platinum buckle. In addition 
  to her signature mace it’s often likely to find Judicia 
  
  
  Chapter 3:
  Deities
  carrying a whip by her side, which she uses ruthlessly on 
  her high clerics when they may have stepped out of line 
  or caused her a small degree of shame. ose who have 
  been particularly spiteful receive the full force of her 
  mace instead. Few have survived Judicia’s punishments 
  without permanent injury.
  ose who follow Judicia with sincere devotion 
  follow a strict doctrine with no curve for exception. 
  What is set as being taboo is simply taboo and 
  there is no other way around it. While paying 
  open respect to the other deities, particularly 
  those of greater status than Judicia, the goddess 
  secretly despises virtually all others. She believes 
  that it’s the trivial interests and whims of such 
  irresponsible yet powerful beings that have caused 
  all the elements of corruption in the mortal 
  realm. 
  Psydelius (intermdiate god)
  e Delirious One, Teacher of 
  Mad Knowledge, e Delusive 
  Instructor, e Prismatic 
  Wanderer
  Alignment: Chaotic Neutral
  Portfolio: Psychotropics, 
  Hallucinations, Secret 
  Knowledge, Mind Control
  Domains: Chaos, Knowledge, 
  Magic, Plant
  Symbol/Crest: A colorful 
  mushroom resting in front of a circular 
  image depicting the stars of the night 
  sky. e circular image has a border ring of 
  alternating colors.
  Favored Weapon: Quarterstaff
  Often influenced by the effects of dangerous 
  psychotropic plants and fungi, most of the followers of 
  Psydelius live out a curious existence of “awareness” and 
  inner mental “exploration”. is pattern of searching for 
  knowledge and truth is no different from the nature of 
  the intoxicated god himself, many claim. It is rumored 
  that when Psydelius appears on the Prime Material 
  plane he is usually wild eyed and may often speak 
  off bizarre thoughts, insights, and theories before his 
  devoted followers in the temples. Some of the spoken 
  words of Psydelius have declared to be the verbal 
  offerings of a form of intelligence and insight not yet 
  witnessed by any mortal creature great or small, others 
  have been written off as pure rubbish.
  ough many feel that no benefit nor good can come 
  from Psydelius or his influences, there’s been many a 
  bard, illusionist, and enchanter who have found hidden 
  paths to great knowledge and power through the deity’s 
  supposed “madness”. e path that Psydelius lays before 
  his followers is often dangerous, confusing, and often 
  bizarre, but those who can uncover the underlining 
  meanings and energies are gifted with great wisdom 
  and ability. While it’s often bards, illusionists, and 
  enchanters who benefit the most from the general 
  teachings of Psydelius, his clerics are able to tap into 
  the greatest of the deity’s teachings and insights. While 
  often observed by most of the outside world as 
  eccentrics, madmen, or babbling simpletons, 
  these clerics regularly participate in rituals 
  that would destroy a common man. 
  Psydelius normally appears as a human 
  male who’s of average height but perhaps a 
  bit on the lean side. His eye color is a wild 
  looking ocean green and his hair is raven 
  black with streaks containing every 
  shade of color from blue violet to 
  red, as though his hair could 
  reflect light like a prism. 
  Psydelius usually sports a 
  moustache and goatee 
  but is otherwise well 
  shaven and orderly 
  in appearance. 
  Psydelius 
  wears deep violet 
  leggings, knee high 
  boots, and has a 
  fine silk tunic that 
  seems to flow with a 
  wide variety of colors. 
  His long black cloak is 
  glittery and sparkles with 
  an assortment of colored light. 
  He wears a wide variety of jewelry 
  and holds a special love for pieces that bear 
  his crest or are shaped like mushrooms. Psydelius also 
  wears gloves with the fingers removed.
  When Psydelius swings his mystical quarterstaff, 
  streaks of rainbow colored light and smoke flow from 
  its ends. e smoke of this magic weapon is similar in 
  smell to fine patchouli incense but often leaves mortals 
  stunned with delirious hallucinations.
  ough few can understand his ways enough 
  to carry on a detailed conversation with Psydelius, 
  he has a reasonably checkered past concerning his 
  dealings with both mortals outside of his followers in 
  addition to other deities. Judicia absolutely destests 
  Psydelius, even to the point of being rather open 
  about her feelings. e goddess has often stated 
  that the teachings of the deranged Psydelius have 
  caused many a lawful man to turn to chaos and 
  crime. Deludra, on the hand, takes utter delight in the 
  occasional company of Psydelius and it is well known 
  that the two have often held romantic interest for 
  each other.
  
  
  Chapter 3:
  Deities
  Trikalur (intermdiate god)
  e Mad Jester, Corrupter of Courts, Clown of Evil
  Alignment: Chaotic Evil
  Portfolio: Trickery, Destruction, Evil, Madness, 
  Laughter
  Domains: Trickery, Evil, Magic, Destruction
  Symbol/Crest: A grinning jester with a fang filled 
  grin and glowing eyes streaming tears of blood 
  down a painted face.
  Favored Weapon: morning star
  While many believe in the healing powers of 
  laughter, there are some folks who whisper of the 
  destruction and strife that lie beneath seemingly 
  innocent chuckles. Many of such individuals are 
  either the followers or the victims of Trikalur, 
  the evil jester.
  Trikalur is an evil god who normally 
  appears as a courtly fool. Completely mad 
  with the lust for trickery, destruction, evil, and 
  power, Trikalur constantly mumbles, chuckles, 
  and giggles to himself. He is usually dressed 
  in the typical height of court jest fashion 
  and usually has a painted face. When 
  Trikalur chooses to expose his true side, 
  his face takes on a twisted and horrible 
  transformation. His teeth become sharp 
  and fang like and a steady flow of blood 
  rolls down like tears from Trikalur’s 
  glowing eyes. 
  ough having a rather large following, 
  there’s hardly a mortal in existence who 
  quite understands Trikalur’s teachings or 
  goals. Most of his demands towards his 
  clerics are in the form of jokes or riddles and 
  it seems Trikalur has no real dominant goal other than 
  spreading the corruption of evil, the destruction of 
  mortal life or property, and various actions that seem 
  bring pleasure to Trikalur. 
  Despite the lack of direction or well-defined 
  meaning in Trikalur’s twisted agenda, there are many 
  devoted clerics who help nourish the growth of 
  Trikalur’s mortal followers. In addition, Trikalur holds 
  favor in bards and enchanters as these individuals have 
  many of the same virtues of Trikalur himself.
  While having no fear when it comes to messing 
  around with the lives of mortals, Trikalur fears the other 
  deities and does his best to avoid them 
  altogether. In the past he was foolish 
  enough to try a few dangerous 
  pranks on a small handful of 
  fellow deities, an action that 
  nearly cost Trikalur his 
  very existence.
  
  
  Chapter 3:
  Deities
  Tykor (greater god)
  Tyrant of Sinister Demand,
  e ought Controller, 
  Arch Baron of Slavery
  Alignment: Lawful Evil
  Portfolio: Law,
  Mind Control,
  Sinister Might,
  Punishment
  Domains: Law, 
  Knowledge,
  Magic,
  Evil
  Symbol/Crest:
  A gold skull with 
  glowing red eyes, shark 
  like fangs for teeth, and a 
  large blue sapphire resting 
  on its forehead.
  Favored Weapon:
  Heavy Flail
  Controlling a subject physically is 
  only the bare beginnings of total 
  domination, in order to wield 
  complete power over someone they 
  must rule the subject’s mind as 
  well. at is the belief of 
  both the evil deity Tyrakor 
  as well as his clerics and 
  devoted enchanters. Tyrakor, 
  better known as e ought 
  Controller, is a wicked and 
  ruthless god who seeks to enslave 
  the weak and chaotic and raise 
  diabolical kings into complete and 
  utter power amongst the mortals. 
  In the eyes of Tyrakor, all beings 
  of intelligence are truly diabolical 
  within despite what sense of 
  “goodness” that they might claim. In order 
  to rise to true greatness within both the 
  mortal realm and the planes of the gods 
  alike, one must manipulate their own inner 
  evils in a manner that it benefits the nature of 
  law and order.
  ough his clerics serve the great purpose 
  of recruiting followers and teaching the beliefs 
  of Tyrakor, this harsh god holds special favor in 
  the enchanters who follow his wickedness with 
  complete and utter devotion. A dabbler of charms 
  and compulsions himself, Tyrakor understands 
  well that such magicks can be used to sway the 
  will of the simple masses. Likewise, in order to 
  keep society clean from the dirt and grime of 
  chaos, compulsion and charm spells can be used to aid 
  in proving the guilt of those who fall short of perfect 
  obedience of the law.
  Tyrakor usually appears as a towering human male 
  standing around six feet, five inches in height with 
  dashing good looks. His hair is a dirty shade of blonde 
  and his skin is fair yet somewhat tanned. Instead of 
  the typical black often associated with members of the 
  evil alignment, Tyrakor dresses in white with accents 
  of brilliant red, royal blue, and rich purple. Often his 
  cloaks will be trimmed with a fine silvery cloth and 
  covered with multiple settings of ruby, amethyst, and 
  blue sapphire. While this form may actually be the 
  native appearance of Tyrakor, many believe that the dark 
  god chooses to appear as such as it is not the purpose 
  of this tyrannical god to make evil look “frightening” or 
  “unattractive”. Rather than a more antisocial approach, 
  it is Tyrakor’s intentions to make lawful evil look 
  “attractive”, as though to say that such inner desires are 
  natural and required if one plans to rule the mortal 
  realm successfully. 
  Despite being a greater god and 
  thus a potential target for unwelcome 
  attention as lesser deities struggle to 
  climb their way to the top of the cosmic 
  power struggle, Tyrakor has little open 
  degree of conflict from others. It is 
  quite true that Judicia would love to 
  topple the dark god in her attempt 
  to rule the order of law. Some 
  believe, however, that these two 
  deities actually have a love hate 
  relationship, with Judicia respecting 
  Tyrakor’s grip on law just as much as she 
  hates his grand display of evil.
  
  
  ard Spell Li
   leel
  Ill-mannered Body: Causes target to belch and pass 
  wind.
  Itchy Clothing: Causes the target to believe that a 
  set of clothing is extremely uncomfortable, forcing the 
  target to take off the clothing.
  Perfume Bane: Causes any perfume the target is 
  wearing to become foul.
  Shoes of Discomfort: Causes a set of shoes to be 
  uncomfortable to the target.
  Tankard of Drunkenness: Placed on a drinking vessel, 
  causes target to want to drink into a stupor.
   leel
  Barking Fit: Causes anything the target attempts to say 
  to sound like a dog’s bark.
  Cat Fever: Causes groups of cats to become enraged 
  and extremely violent.
  Cat Nap: Causes groups of cats to fall asleep.
  Compulsive Sneezing: Causes target to violently 
  sneeze when they come within  ft of a commanded 
  creature or race type.
  Confuse Familiar: Targeted familiar becomes 
  disorientated and behaves like a normal wild animal.
  Delusive Limp: Causes the target to believe that their 
  ankle is hurting, thus making them move at half speed.
  Dream Talk: Causes the target to talk in their sleep at 
  the caster’s will.
  Gaudiness: Causes target to spend freely on tacky 
  jewelry and clothing and thus lose any degree of “fashion 
  sense”.
  Irritate Sleeper: Causes an object for sleeping on to 
  appear to be uncomfortable for the target.
  Mad Lust: Causes target to become madly lustful. 
  Name Scatter: Causes the target to become mixed up 
  regarding the names of others.
  No Smell/Taste: Causes target to be unable to smell 
  or taste.
  Null Romantic: Causes target to become disinterested 
  in romance and passion.
  Ringing Ears: Causes horrible ringing noises in the 
  target’s ears.
  Skipping Demise: Causes the target to skip whenever 
  they try to run.
  Sleep Noggin: Placed on a helmet, hat, or other form of 
  headwear. Causes the target to become exhausted.
  Sour Stomach: Causes the target to have a bad case of 
  nervous stomach.
  Spendthrift: Causes target to spend freely.
  Temper Tantrum: Causes target to fly into a childlike 
  temper tantrum.
  Vocal Jiggle: Causes voice of target to become warped 
  or otherwise altered.
  Well-wished Wiggles: Causes normal amphibians to 
  locate and inhabit nearby wells.
  nd leel
  Aura of Fish Paste: Causes target to smell like fish 
  meat, causing nearby predators to become enraged with 
  hunger, thus attacking the target.
  Deceptive Recovery: Sick targets are led to believe that 
  they have fully recovered when they really have not.
  Delusional Kindred: Humanoid targets believe that 
  they are members of another race.
  Opinionated Outburst: Causes target to say exactly 
  what is on their mind.
  Chapter 4: Spells
  
  
  Chapter 4:
  Spells
  Trembling Grasp: Causes target to be unable to hold 
  heavy objects.
  Uncontrollable Snickers: Target is forced to laugh at 
  anything remotely funny.
  Vengeance of Donkeys: Causes donkeys to become 
  enraged and vicious.
  rd leel
  Dog Treachery: Causes domestic canines to turn on 
  their masters.
  Herd Panic: Causes large amounts of animals to panic 
  and flee.
  Kleptomanic Urges: Causes target to gain sporadic, 
  spontaneous urges to steal.
  Necromantic Doubt: Causes target difficulty with 
  casting necromantic spells.
  Pocket Twitch: Causes the target to go into a twitching 
  fit when they try to steal.
  th leel
  Bestial Panic: Causes large amounts of beasts to panic 
  and flee.
  leric Spell Li
   Leel
  Perfume Bane: Causes any perfume the target is 
  wearing to become foul.
   Leel
  Cat Fever: Causes groups of cats to become enraged 
  and extremely violent.
  Compulsive Sneezing: Causes target to violently 
  sneeze when they come within  ft of a commanded 
  creature or race type.
  Delusive Limp: Causes the target to believe that their 
  ankle is hurting, thus making them move at half speed.
  Gaudiness: Causes target to spend freely on tacky 
  jewelry and clothing and thus lose any degree of “fashion 
  sense”.
  Gender Crisis: Causes others to think that the target is 
  a member of the opposite sex without any real physical 
  change.
  Irritate Sleeper: Causes an object for sleeping on to 
  seem to be uncomfortable for the target.
  Mad Lust: Causes target to become madly lustful.
  Name Scatter: Causes the target to become mixed up 
  regarding the names of others.
  No Smell/Taste: Causes target to be unable to smell 
  or taste.
  Null Romantic: Causes target to become disinterested 
  in romance and passion.
  Skipping Demise: Causes the target to skip whenever 
  they try to run.
  Sour Stomach: Causes the target to have a bad case of 
  nervous stomach.
  Spendthrift: Causes target to spend freely.
  Temper Tantrum: Causes target to fly into a childlike 
  temper tantrum.
  Vocal Jiggle: Causes voice of target to become warped 
  or otherwise altered.
  nd Leel
  Confuse Familiar: Targeted familiar becomes 
  disorientated and behaves like a normal wild animal.
  Deceptive Recovery: Sick targets are led to believe 
  that they have fully recovered when they really have 
  not.
  Delusional Kindred: Humanoid targets believe that 
  they are members of another race.
  Dream Talk: Causes the target to talk in their sleep at 
  the caster’s will.
  Illusionary Backlash: Causes target to become victim 
  of their own illusion spells.
  Opinionated Outburst: Causes target to say exactly 
  what is on their mind.
  Stun Good Hand: Causes target’s good hand to 
  become temporarily paralyzed.
  Toad Mind: Causes targets to think they are toads.
  Tone Deaf: Causes target to become tone deaf.
  Uncontrollable Snickers: Target is forced to laugh at 
  anything remotely funny.
  Vengeance of Donkeys: Causes donkeys to become 
  enraged and vicious.
  Well-wished Wiggles: Causes normal amphibians to 
  locate and inhabit nearby wells.
  rd Leel
  Clubbing of Confession: Cast upon a bludgeoning 
  weapon. Causes those stricken with the weapon do fall 
  to their knees for d+ rounds, crying in shame and 
  confessing of any wrong doings they may have done.
  Herd Panic: Causes large amounts of animals to panic 
  and flee.
  Mind Rash: Causes the target to feel horrible itching 
  sensations, causing the target to cause damage to their 
  own body as they attempt to relieve the itch.
  Traitor’s Aura: Causes those with the same alignment 
  as the target to become repulsed.
  Trembling Grasp: Causes target to be unable to hold 
  heavy objects.
  th Leel
  Bestial Panic: Causes large amounts of beasts to panic 
  and flee.
  Dog Treachery: Causes domestic canines to turn on 
  their masters.
  Kleptomanic Urges: Causes target to gain sporadic, 
  spontaneous urges to steal.
  Necromantic Doubt: Causes target difficulty with 
  casting necromantic spells.
  
  
  Chapter 4:
  Spells
  ruid Spell Li
   Leel
  Cat Nap: Causes groups of cats to fall asleep.
  Charm Vegetation: Charms vegetation, causing plants 
  to aid the caster to the best of their ability.
  rd Leel
  Clubbing of Confession: Cast upon a bludgeoning 
  weapon. Causes those stricken with the weapon do fall 
  to their knees for d+ rounds, crying in shame and 
  confessing of any wrong doings they may have done.
  th Leel
  Dominate Vegetation: Causes plants to fully assist 
  the caster to the best of their ability. is includes 
  attacking and tripping intruders and altering the caster 
  of potential trouble.
  anger Spell Li
   Leel
  Charm Vegetation: Charms vegetation, causing plants 
  to aid the caster to the best of their ability.
  orceror/izard Spell Li
   leel
  Heightened Learning: Helps the caster learn 
  something more quickly.
  Ill-mannered Body: Causes target to belch and pass 
  wind.
  Itchy Clothing: Causes the target to believe that a 
  set of clothing is extremely uncomfortable, forcing the 
  target to take off the clothing.
  Perfume Bane: Causes any perfume the target is 
  wearing to become foul.
  Shoes of Discomfort: Causes a set of shoes to be 
  uncomfortable to the target.
  Tankard of Drunkenness: Placed on a drinking vessel, 
  causes target to want to drink into a stupor.
   leel
  Aphasia: Causes target to speak pure gibberish.
  Barking Fit: Causes anything the target attempts to say 
  to sound like a dog’s bark.
  Blind Eye: Causes the target to turn a blind eye.
  Cat Fever: Causes groups of cats to become enraged 
  and extremely violent.
  Cat Nap: Causes groups of cats to fall asleep.
  Compulsive Sneezing: Causes target to violently 
  sneeze when they come within  ft of a commanded 
  creature or race type.
  Confuse Familiar: Targeted familiar becomes 
  disorientated and behaves like a normal wild animal.
  Delusive Limp: Causes the target to believe that their 
  ankle is hurting, thus making them move at half speed.
  Dream Talk: Causes the target to talk in their sleep at 
  the caster’s will.
  Dyslexia: Causes the target to become dyslexic. 
  Gaudiness: Causes target to spend freely on tacky 
  jewelry and clothing, thus losing any degree of ‘fashion 
  sense’.
  Irritate Sleeper: Causes an object for sleeping on to 
  appear to be uncomfortable for the target.
  Mad Lust: Causes target to become madly lustful.
  Name Scatter: Causes the target to become mixed up 
  regarding the names of others.
  No Smell/Taste: Causes target to be unable to smell 
  or taste.
  Null Romantic: Causes target to become disinterested 
  in romance and passion.
  Ringing Ears: Causes horrible ringing noises in the 
  target’s ears.
  Skipping Demise: Causes the target to skip whenever 
  they try to run.
  Sleep Noggin: Placed on a helmet, hat, or other form of 
  headwear. Causes the target to become exhausted.
  Sour Stomach: Causes the target to have a bad case of 
  nervous stomach.
  Spendthrift: Causes target to spend freely.
  Temper Tantrum: Causes target to fly into a childlike 
  temper tantrum.
  Vocal Jiggle: Causes voice of target to become warped 
  or otherwise altered.
  Well-wished Wiggles: Causes normal amphibians to 
  locate and inhabit nearby wells.
  nd leel
  Aura of Fish Paste: Causes target to smell like fish 
  meat, causing nearby predators to become enraged with 
  hunger, thus attacking the target.
  Charm Vegetation: Charms vegetation, causing plants 
  to aid the caster to the best of their ability.
  Deceptive Recovery: Sick targets are led to believe that 
  they have fully recovered when they really have not.
  Delusional Kindred: Humanoid targets believe that 
  they are members of another race.
  Illusion Flux: Causes the target to be wounded 
  whenever they cast illusion spells.
  Illusionary Backlash: Causes target to become victim 
  of their own illusion spells.
  Image Imprint: Allows the retention of a single image 
  of the caster’s choosing in their mind.
  Mental Block: Causes target to forget how to perform 
  a familiar action.
  Opinionated Outburst: Causes target to say exactly 
  what is on their mind.
  Stun Good Hand: Causes target’s good hand to 
  become temporarily paralyzed.
  Toad Mind: Causes targets to think they are toads.
  Tone Deaf: Causes target to become tone deaf.
  Trembling Grasp: Causes target to be unable to hold 
  heavy objects.
  
  
  Chapter 4:
  Spells
  Uncontrollable Snickers: Target is forced to laugh at 
  anything remotely funny.
  Vengeance of Donkeys: Causes donkeys to become 
  enraged and vicious.
  rd leel
  Alter Memory: Changes/removes target’s memory.
  Charm Object: Allows use of items that the character 
  cannot normally use.
  Herd Panic: Causes large amounts of animals to panic 
  and flee.
  Improved Delusional Kindred: e target is 
  convinced that they are really the member of another 
  race and this chosen race can be one size larger or 
  smaller than the target’s real size.
  Kleptomanic Urges: Causes target to gain sporadic, 
  spontaneous urges to steal.
  Mind Rash: Causes the target to feel horrible itching 
  sensations, causing the target to cause damage to their 
  own body as they attempt to relieve the itch.
  Muddled Mind: Causes the next spoken account by 
  the target to be garbled.
  Necromantic Doubt: Causes target difficulty with 
  casting necromantic spells.
  Traitor’s Aura: Causes those with the same alignment 
  as the target to become repulsed.
  th leel
  Alignment Shift: Changes target’s alignment 
  temporarily. 
  Bestial Panic: Causes large amounts of beasts to panic 
  and flee.
  Clubbing of Confession: Cast upon a bludgeoning 
  weapon. Causes those stricken with the weapon do 
  fall to their knees for d+ rounds, crying in shame 
  and confessing of any wrong doings they may have 
  done.
  Divulgence: Allows the caster to probe the target’s 
  memory.
  Dog Treachery: Causes domestic canines to turn on 
  their masters.
  Interrogation Shivers: Causes target to become victim 
  to violent shivers when being interrogated.
  Pocket Twitch: Causes the target to go into a twitching 
  fit when they try to steal.
  th leel
  Interrogation Tremors: Causes target to become 
  victim to violent tremors when being interrogated.
  Spell Jumble: Causes a target caster’s spells to become 
  mixed up when cast.
  th leel
  False Rememberances: Removes true memories and 
  replaces them with false ones.
  th leel
  Memory Man: Allows caster to retain everything 
  sensed within a  hour period.
  th leel
  Dominate Vegetation: Causes plants to fully the caster 
  to the best of their ability. is includes attacking and 
  tripping intruders and altering the caster of potential 
  trouble.
  th leel
  Tabula Rasa: Causes target to lose all sense of identity 
  and skill.
  Spells
  O
  ver the years the Schools have developed a 
  number of unique spells, some of which have 
  made it into the general world, others are still a secret 
  known to those few who have studied them within the 
  School system. ey have even managed to create a 
  new Sub-School of magic for those spells dealing with 
  Memory.
  Alignment Shi
  Enchantment (Compulsion)
  Level: Sor/Wiz 
  Components: V, S, M, F, XP
  Casting Time:  Round
  Range: Close ( ft +  ft/ levels)
  Target: One Person
  Duration:  minutes/level
  Saving row: Will Negates
  Spell Resistance: Yes
  Alignment Shift was one of the spells that Nixus 
  stumbled on as he searched for better means of 
  controlling his people. Over the period of a few 
  rounds the targets Alignment will shift towards Evil 
  (LE, NE, CE) and will find themselves disposed 
  to acting as such. ey retain all memory of what 
  they have done while under the enforced alignment 
  and may indeed and often do regret their actions 
  while under the influence of this spell. Paladins may 
  be forced to Atone and those who encounter the 
  character later will view them with distrust.
  Material Component: A small piece of Green amber. 
  XP Cost:   per target level, halved. is is lost 
  even if unsuccessful.
  Alter Memory 
  (Memory)
  Level: Sor/Wiz 
  Components: V, S
  Casting Time:  Action
  Range: Close ( ft +  ft/ levels)
  
  
  Chapter 4:
  Spells
  Target: One Person
  Duration: Instantaneous
  Saving row: Will Half (see text)
  Spell Resistance: Yes
  Used within the Schools to refashion the 
  memories of those who decline the offer of joining 
  the School. It is permanent in effect. e save if 
  made means that they see half remembered flashes 
  of memory, ghost images in dreams and flickering 
  glimpses of déja vu. 
  Aphasia
  Enchantment (Compulsion) [Mind Altering], 
  [Language Dependent]
  Level: Sor/Wiz 
  Components: V, M
  Casting Time:  Action
  Range: Touch
  Target: Person Touched
  Duration: Instantaneous
  Saving row: Will Negates
  Spell Resistance: Yes
  When cast the target suffers an inability to 
  coherently say anything in any language. Whatever is 
  said becomes pure gibberish, the effect lasts for 
  d rounds. 
  Material Component: Two silvered balls 
  of copper.
  Au of Fi Pae
  Enchantment (Compulsion) 
  Level: Sor/Wiz , Bard 
  Components: V, M
  Casting Time:  action
  Range: Close
  ( ft +  ft/ levels)
  Targets:  target
  Duration:  hours/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the 
  target’s body to reek with 
  a strong, fishy odor. As the 
  smell is mystical, it cannot 
  be washed off or otherwise 
  removed by normal means. 
  Likewise, any normal 
  predatory animal within  
  feet of the target becomes so 
  hungry by the magical smell 
  that these creatures must 
  succeed a Will save ( ) or 
  attack the target, attempting 
  to eat them alive.
  Material Component: A fish head.
  Barking Fit
  Enchantment (Compulsion)
  [Mind-Affecting] 
  Level: Sor/Wiz , Bard 
  Components: V, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  intelligent target
  Duration:  rounds/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes anything that the target says to 
  come out as a dog’s bark. e barking noise has no 
  hint at sounding like the words that the target is 
  trying to say though it’s pitch and nature may change 
  from friendly barks to wailing howls. Any action 
  requiring the target’s voice cannot be performed and as 
  such fails. Needless to say, any attempts to cast spells 
  with verbal components that are made by the target 
  instantly fail as do any skill checks that requires the 
  target to speak. 
  Material Component: A bit of dried skullcap, a small 
  handful of dead fleas, and an old soup bone.
  
  
  Chapter 4:
  Spells
  Beial Panic
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz , Bard , Clr 
  Components: V, M
  Casting Time:  action
  Range: Medium ( ft.+ ft./level)
  Targets:  intelligent target
  Duration: minutes/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes up to  HD of beasts to go 
  berserk in a panicking state and flee the area in 
  random directions. Beasts with  or more HD are 
  unaffected and beasts with the fewest HD are affected 
  first.
  Material Component: e crumbled remains of a 
  datura leaf mixed with the crushed chunks of garnet 
  worth at least gp.
  Blind Eye
  Enchantment (Compulsion)
  Level: Sor/Wiz 
  Components: V
  Casting Time:  Action (see text)
  Range: Touch
  Target: Person Touched
  Duration:  action
  Saving row: None
  Spell Resistance: Yes
  For one action, that does not directly or indirectly 
  harm the target the Enchanter may do as he wishes 
  as the target turns a blind eye. An action could be 
  as simple as removing a glass, vial which is evidence 
  to searching a whole room for something while its 
  occupant is still there. e caster must continually 
  chant loud enough that the target can hear them once 
  they have touched the target.
  Cat Feer
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: Any normal, domestic variety of cat
  Duration:  minutes/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes tiny sized cats of the normal, 
  domestic varieties (though the cat may actually be a 
  wild stray as long as it is of such a variety) to become 
  extremely violent and unruly, attacking any living, 
  moving thing that is not another cat. ese creatures 
  are absolutely driven with a manic rage and will fight 
  to the death. Cats that have become familiars are not 
  affected but are ignored by the other cats unless the 
  familiar tries to converse with one of the creatures. 
  Material Component: A bit of dried catnip mixed 
  with the dried leaves of a datura plant
  Cat Nap
  Enchantment (Compulsion)
  [Mind-Affecting]
  Level: Sor/Wiz  , Bard , Druid 
  Components: V, S, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: d HD of feline animals
  Area: Several living creatures within a
   ft radius burst.
  Duration:  hour/level 
  Saving rows: Will negates
  Spell Resistance: Yes
  is spell causes feline animals within the target’s 
  range to enter a comatose state. e total amount 
  of affected feline animals in the area is determined 
  by rolling d for the total amount of hit dice in 
  affected targets. Animals with the lowest amount of 
  hit dice are affected first. Only natural feline animals 
  are affected by cat nap and if attacked are awakened. 
  Otherwise the creatures will remain asleep for the 
  duration of the spell.
  Material Component: A handful of dried catnip 
  leaves
  Charm Obj
  Enchantment (Charm)
  Level: Sor/Wiz 
  Components: V, S
  Casting Time:  Action
  Range: Touch
  Target: Item Touched
  Duration:  hour/ levels
  Saving row: Will Negates (see text)
  Spell Resistance: No
  While not normally considered a school to effect 
  items, the enchanters devised this spell to effect 
  intelligent or semi-intelligent magic items. is 
  charm is considered as one of the most inventive 
  of all produced by the Schools. In effect it allows 
  any enchanter to use almost any item as if they had 
  access to it normally. us a sword that could only 
  be wielded by an Elf may, if the caster succeeds in a 
  defeating the Will Save of the Item’s Creator, be used 
  by the caster as if he was an Elf or Half-Elf. is can 
  allow the use of items not normally allowable due to 
  class, so enabling the use of for example a Wand of 
  Cure Moderate Wounds which is normally unavailable 
  to the Wizard as that spell does not normally appear 
  on his spell lists. 
  
  
  Chapter 4:
  Spells
  Charm Vegetion
  Enchantment (Charm)
  Level: Drd , Rgr, Sor/Wiz 
  Components: V, S
  Casting Time:  Action
  Range: Close ( ft + ft/ levels
  Target: Vegetation in a  ft radius centred 
  around the initial point of casting.
  Duration:  day/level
  Saving row: Will Negates
  Spell 
  Resistance: No
  Everything 
  can be friendly 
  if asked right, 
  and plants are no 
  exception. Use of this 
  spell provides the caster 
  with ‘green fingers’ and can 
  allow the growth of almost 
  phenomenal speeds to occur 
  as they encourage their charges 
  to do their best. Also the plants 
  are well disposed to the caster 
  and will almost actively try to help 
  her as she passes, hindering others. 
  Druids often use this spell to 
  help protect their groves from 
  trespass, this is negated by the 
  use of the Trackless Step Ability.
  Clubbing of Confession
  Enchantment (Compulsion) [Mind-
  Affecting] 
  Level: Sor/Wiz , Clr , Drd 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  bludgeoning weapon
  Duration:  rounds/level 
  Saving rows: See below
  Spell Resistance: Yes
  is spell is placed upon a bludgeoning weapon. 
  When the weapon strikes an intelligent target, the 
  target must succeed a Will save (DC ) or be brought 
  to their knees in misery and shame for d+ rounds. 
  During this time the target will loudly confess to any 
  wrongdoing, evil, lie, or deception that they may have 
  done within the last two weeks. Such confessions 
  could include secrets or other such important bits of 
  information while others may reflect little more than 
  shameful behavior.
  Once a target has made a saving throw against the 
  effects of clubbing of confession, whether the throw 
  was successful or not the target is immune to further 
  strikes with the same weapon for a full day.
  N: Permanence may be placed on items affected 
  by clubbing of confession.
  Compulsie Snzing
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz  , Bard , Clr 
  Components: V, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target 
  Duration:  hours /level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the target to break 
  out into a violent sneezing fit any 
  time the target is within  ft of 
  a command race or creature. e 
  commanded race/creature can be 
  most any variety of non-dead, 
  but must not be too diverse 
  (such as any animal or even 
  any goblinoid) and is designated 
  by the spellcaster as the spell is 
  cast. Good command creatures 
  could be humans, goblins, or 
  manticores. Whenever the target 
  encounters the command race/
  creature, they are overcome by 
  a violent fit of sneezing 
  that lasts for d 
  rounds. During this 
  time the target is 
  unable to perform 
  any other action. 
  Afterwards, the target suffers 
  a ‒ to attack rolls and skill checks due to constant 
  sniffles and wheezes as long as the target remains 
  within  ft of the command race/creature. Once the 
  target is more than  ft away from the creature, the 
  penalty is removed. Once the target has had a sneezing 
  fit from one single, exact target, they are immune to 
  any more sneezing fits from that one particular target 
  for the rest of the duration.
  Material Component: A pinch of powdered pepper.
  Confuse Familiar
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Familiar Target
  Duration:  rounds/level 
  Saving rows: Will negates
  Spell Resistance: Yes
  
  
  Chapter 4:
  Spells
  is spell causes a target familiar to become 
  confused and disorientated from the influence of its 
  master. e target returns to behaving like a normal 
  animal for the duration of the spell. As such both 
  the master and familiar lose any special abilities or 
  bonuses gained from one another for the duration of 
  the effect. 
  Dceptie Rcoery
  Illusion/ Enchantment (Charm) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Disease Inflicted Target
  Duration:  days/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes a target that’s inflicted with a 
  disease to believe that they are “just about recovered”, 
  thus causing the target to be unreasonable towards 
  those that try to get them to rest. Targets that 
  refuse to rest do not recover any lost ability points 
  as normally granted for those who spend their days 
  resting to recover the damages of such illnesses.
  Note, that for the duration of the spell, the target 
  acts as if the healing has occurred without any 
  penalties. 
  Delusional Kindrd
  Illusion/Enchantment (Compulsion)
  [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Humanoid Target
  Duration: hour/level 
  Saving rows: Will negates
  Spell Resistance: Yes
  is spell causes a target humanoid to believe 
  that they are actually another race. e exact race 
  of the delusion is specified by the verbal command 
  of the caster. e delusional race must be of 
  another type of humanoid stock, and must be 
  on the same size scale as the target. For example, 
  an orc may be led to believe that he is really an 
  elf, a lizardfolk that they are human, or a gnome 
  that they are a goblin. e abilities or stats of the 
  affected target do not change nor can the target 
  suddenly speak in a different racial language, the 
  affected target merely believes that they are of 
  another race and may naturally act differently 
  towards members of its own race or members of 
  the delusional race.
  Delusie Limp
  Illusion/Enchantment (Compulsion) [Mind-
  Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S, M
  Casting Time:  action
  Range: Touch
  Targets: One Target
  Duration:  hours/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the target to feel a sensation of 
  pain in one of their ankles. e actual suffering is 
  caused by the effects of the enchantment on the 
  target’s mind, and not by any actual physical condition. 
  Due to the sense of discomfort, the target’s movement 
  rate is reduced in half.
  Material Component: A dozen toenails from the feet 
  of goblins
  Divulgence
  Enchantment (Compulsion, Memory)
  Level: Sor/Wiz 
  Components: V, S, M
  Casting Time:  Round
  Range: Touch
  Target: Person Touched
  Duration:  minutes/level
  Saving row: Will Negates
  Spell Resistance: Yes
  Divulgence allows for the probing and collection of 
  confidential information. Often without the target 
  being aware that they are undergoing such an exami-
  nation. e target slips into a deep trance and under 
  questioning provides the information as required on 
  a successful Gather Information roll. If the question 
  asked is of a highly confidential nature (DC  or 
  higher) then the target is allowed a new roll to save for 
  each piece of information asked, if they succeed they 
  snap out of the trance and are dazed for d rounds. 
  [Gossip DC , Private Information DC , Sensitive 
  Information DC , State Secrets DC +]. 
  Material Component: A leaf of a blank spellbook.
  Dog Treachery 
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: All canine animals (dogs, wolves, dire wolves, 
  etc.) within target range.
  Duration:  hours /level 
  Saving rows: Will negates
  Spell Resistance: Yes
  
  
  Chapter 4:
  Spells
  is spell causes all domesticated canine creatures 
  within the range area of the spell to turn on their 
  masters and/or humanoid (or non-humanoid 
  companions/masters of comparable intelligence) 
  companions. If such individuals are not within the 
  immediate range of the animals, these creatures will 
  do everything in their power to track down their 
  masters/companions and attack them unmercifully. 
  Despite the powerful potential of the spell, there 
  is a slight flaw. If any of the affected canines (whether 
  it be dog, wolf, dire wolf, or whatever) are in fact 
  wild and not domesticated, the creature instead 
  will immediately attack the nearest humanoid (or 
  creature of such comparable intelligence) instead. 
  Often this has happened to be the one casting the 
  actual spell.
  Material Component: An old soup bone.
  Dominate Vegetion
  Enchantment (Compulsion)
  Level: Drd , Sor/Wiz 
  Components: V, S, F
  Casting Time:  Action
  Range: Close ( ft +  ft/ levels)
  Target: All vegetation in a  ft/level radius
  Duration:  days/level
  Saving row: Will Negates
  Spell Resistance: No
  Sometimes hindering a trespasser is not enough, 
  be it a tomb that needs watching or a Mage 
  requires a more subtle form of guardianship than 
  the usual tricks, traps and monsters. Dominate 
  Vegetation is capable of warding an area with a 
  bewildering array of difficulties. Be it the vines 
  that seem to trip, to the poison that seems to be 
  almost targeted as it drips from the sap of an over 
  head tree, paralysing the unwary. is spell also 
  allows the caster to be aware of intruders, and to 
  provide a small amount of direction as to what the 
  plants should be attempting. e exact effects of 
  the defences are dependent on what vegetation is 
  in the area. 
  Arcane Focus: A crystal Icosahedron left in the 
  vicinity to act as a scrying focus.
  Dream Talk
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: S
  Casting Time:  action
  Range: Touch
  Targets: One Humanoid Target
  Duration:  hours (less if target is awakened)
  Saving rows: Will negates
  Spell Resistance: Yes
  When the caster touches the target of the spell, 
  the target begins to talk softly in their sleep. Getting 
  the target to dream about a specific topic and thus 
  reveal certain secrets may be difficult and could risk 
  waking the subject (thus prematurely ending the spell), 
  but the target will mutter and whisper a constant 
  description of what they are dreaming about without 
  any effort from the caster.
  Dyslia
  Enchantment (Compulsion) [Mind Altering], 
  [Language Dependent]
  Level: Sor/Wiz 
  Components: V, M
  Casting Time:  Action
  Range: Touch
  Target: Person Touched
  Duration: Permanent, until triggered
  Saving row: Will Negates
  Spell Resistance: Yes
  Often hidden within books and scrolls, mundane 
  and magical, it is triggered by reading the correct 
  page. When triggered the target suffers an inability 
  to coherently read or write anything in any language. 
  Whatever is read/written becomes pure gibberish, the 
  effect lasts for d rounds. 
  Material Component: Two pages of writing, ripped 
  up and mixed together.
  False Remembences
  Enchantment (Memory)
  Level: Sor/Wiz 
  Components: V, S, M
  Casting Time:  Round
  Range: Close ( ft + ft/ levels)
  Target: One Person
  Duration: Instantaneous
  Saving row: Will Half (see text)
  Spell Resistance: Yes
  ere is but one punishment for repeated 
  infractions of the ird. at is expulsion and the use 
  of this flexible spell. All memories of the Schools are 
  scoured clean from the target and replaced by a crafted 
  set of alternative memories, often prepared in advance 
  in case of this very use. One whole year of memories 
  may be replaced per caster level above th and these 
  are all but indistinguishable from real memories. If 
  the Save is made then similar effects to those listed 
  for Altered memory above occur, sometimes leading to 
  insanity and other undesirable effects. In the last few 
  years this spell has ‘leaked’ from the Schools and is 
  becoming more widely known. 
  Material Component: A sheet of paper shredded 
  and re-glued together and a dusting of chalk that is 
  scattered about the targets possesions.
  
  
  Chapter 4:
  Spells
  Gaudiness
  Enchantment (Compulsion)
  [Mind-Affecting] 
  Level: Sor/Wiz , Bard , Clr 
  Components: V, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  intelligent target
  Duration:  days/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the target to loose all sense of 
  restraint when it comes to purchasing and wearing 
  clothing, jewelry, and adornments. Likewise, they loose 
  all sense of fashion, and gain a particular attraction 
  for very large pieces of jewelry and brightly patterned 
  items of clothing. is spell is fairly common amongst 
  crooked merchant wizards who have a few of such 
  items that they really need to unload on someone for a 
  good price.
  Material Component: A handful of cloth tatters of 
  different colors.
  Heightend learning
  (Memory)
  Level: Sor/Wiz 
  Components: V, S
  Casting Time:  Action
  Range: Personal
  Target: Self
  Duration:  hours/level
  Saving row: Will Negates (Harmless)
  Spell Resistance: No (Harmless). 
  Everyone needs a little help when learning new 
  things and those who make an early effort often find 
  this Cantrip useful, when they search the library. is 
  spell while in effect provides a + modifier to all rolls 
  where a piece of information needs to be learned 
  quickly. 
  Herd Panic
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz , Bard , Clr 
  Components: V, M
  Casting Time:  action
  Range: Medium ( ft+ ft/level)
  Targets:  intelligent target
  Duration: minutes/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes up to d HD of animals to 
  go berserk in a panicking state and flee the area in 
  random directions. Animals with  or more HD 
  are unaffected and animals with the fewest HD are 
  affected first.
  Material Component: e crumbled remains of 
  a datura leaf mixed with the crushed chunks of a 
  peridot worth at least gp.
  Ill-mannerd Body
  Enchantment (Compulsion) 
  Level: Sor/Wiz , Bard 
  Components: V, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  target
  Duration:  hour/level 
  Saving rows: Fortitude negates 
  Spell Resistance: Yes
  is causes the target’s body to emit a reasonably 
  steady flow of belches and noisy, reeking bouts of 
  flatulence. ere is little that the target can do to 
  control the fits and trying to concentrate on belching 
  or the flatulence only makes things worse. If the 
  target is a spellcaster, they suffer a % risk of losing 
  any spell requiring a verbal component. Likewise, the 
  target suffers a ‒ to Charisma-based skill checks 
  except when dealing with the more coarse of subjects, 
  including orcs, ogres, trolls, and goblinoids. When 
  dealing with these types of individuals, the effects 
  of ill-mannered body actually gives the target a + to 
  Charisma-based skill checks.
  Material Component: A bud of garlic and a handful 
  of elderberries 
  Illusion Flux
  Enchantment (Compulsion) 
  Level: Sor/Wiz 
  Components: V, S, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target spellcaster
  Duration:  hours/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes an affected target to be wounded 
  by stray amounts of energy discharge from any 
  illusion spell that the affected target casts. e illusion 
  flux enchants the target and thus causes minor energy 
  overflow problems with their casting of such spells. 
  When casting an illusion spell, the target must succeed 
  a Fortitude saving throw (DC ) or be wounded for 
  d points of damage.
  Material Component: A handful of broken shards of 
  colored glass.
  Illusionary Backla
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S, M
  
  
  Chapter 4:
  Spells
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target spell caster
  Duration:  hours/level 
  Saving rows: Will negates (plus additional saving 
  throws)
  Spell Resistance: Yes
  is spell causes an affected target to become a 
  potential victim to any illusion spell that they attempt 
  to cast upon another individual. e illusion spell is 
  not re-directed from the intended target (that indi-
  vidual is also subject to resisting it’s effects) but rather 
  simply affects both the caster and the subject. When 
  the target spell caster who’s affected by illusionary 
  backlash uses such an illusion spell, they must succeed 
  a saving throw against their own spell in the same 
  manner as the intended subject or suffer the same 
  effects. If the spell happens to require the continued 
  concentration of the affected spell caster, then the spell 
  is immediately broken. If the spell caster affected by 
  illusionary backlash succeeds the saving throw against 
  their own illusion, then the affected spell caster is 
  immune to the effects of that particular spell.
  Material Component: An orange newt and a pinch 
  of blue colored sand.
  Image Imprint
  Enchantment (Memory)
  Level: Sor/Wiz 
  Components: V, S, M
  Casting Time:  Round
  Range: Personal
  Target: Self
  Duration: Instantaneous (see text)
  Saving row: Will Negates (Harmless)
  Spell Resistance: No (Harmless). 
  Everyone has images in their minds they wish to 
  keep forever. is spell allows for the retention of a 
  single image of the mind, for as long as required. e 
  caster is able to bring to mind an exact image as they 
  saw it, details remain sharp and even the smallest 
  of things are recorded in clarity. But like a portrait 
  the image so captured is static and does not show 
  everything. e image remains until this spell is cast 
  again. 
  Material Component: Five camel hairs scattered to 
  the winds. 
  Interrogation Shiers
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 
  Components: V, S
  Casting Time:  action
  Range: Touch
  Targets: One Humanoid Target
  Duration: d hours
  Saving rows: Will negates
  (plus special additional saves)
  Spell Resistance: Yes
  is spell causes the target to become subjected 
  to painful, violent shivers any time they are asked a 
  question and attempt to block out the answer or lie 
  instead of barking forth the full truth. e only way 
  to fully avoid the shivers altogether is to immediately 
  answer any question asked as honestly and fully as 
  possible. So painful are the shivers that the subject 
  must succeed a Fortitude save (DC ) or take  
  point of subdual damage time the target refuses to 
  provide an immediate, honest answer. If the victim 
  falls unconscious from the shivering damage then 
  the victim is not subject to any further damage from 
  unanswered questions that were asked while the 
  target was in a state of unconsciousness. Likewise, if 
  the target cannot hear such a question well enough 
  for their mind to fully comprehend it’s meaning or 
  otherwise understand it, then the target is not subject 
  to a shivering spasm for not barking forth the answer.
  So awful are the shivers that often the targets lose 
  all control of their bodily functions, and are often 
  found afterwards slumped over in a puddle of their 
  own fluids and vomit.
  Interrogation Tremors
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 
  Components: V, S
  Casting Time:  action
  Range: Touch
  Targets: One Humanoid Target
  Duration: d hours
  Saving rows: Will negates
  (plus special additional saves)
  Spell Resistance: Yes
  A step up from interrogation shivers, this spell 
  causes the target to become subjected to horrible, 
  violent tremors any time they are asked a question 
  and attempt to block out the answer or lie, instead 
  of immediately spitting forth a full, truthful answer 
  to the question asked. e only way to fully avoid 
  the tremors altogether is to immediately answer any 
  question asked as honestly and fully as possible. So 
  painful and physically damaging internally are the 
  shivers that the subject must succeed a Fortitude 
  save (DC ) or take  point of damage each time an 
  immediate, honest answer is not forthcoming. Unlike 
  interrogation shivers, the damage of interrogation 
  tremors is potentially fatal and thus not subdual. If 
  the victim reaches zero hit points from the internal 
  physical damage caused by the tremors then the 
  victim falls unconscious and is dying. e victim is 
  
  
  Chapter 4:
  Spells
  not subject to any further damage from unanswered 
  questions that were asked while the target has zero or 
  less hit points. 
  Likewise, if the target cannot hear such a question 
  well enough for their mind to fully comprehend it’s 
  meaning or otherwise understand it, then the target 
  is not subject to a tremor spasm for not barking forth 
  the answer. So awful are the tremors that often the 
  targets lose all control of their bodily functions, and 
  usually begin to bleed from all orifices.
  Irrite Sleper
  Enchantment (Compulsion) 
  Level: Sor/Wiz , Bard , Clr 
  Components: V, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  item used for sleeping
  (includes beds, blankets, and bedrolls)
  Duration:  days/level 
  Saving rows: See Below
  Spell Resistance: Yes
  is spell causes any target object that’s used for 
  sleeping with, including a bedroll, bed, or blanket, to 
  seem to bring out their worst aspects, causing the 
  owner to loose sleep. ough the effects of the spell 
  are actually affecting the mind of the sleeper, causing 
  them to believe that the item is discomforting, most 
  victims of this spell often believe that their bed or 
  blanket has become cursed and is out to annoy them. 
  Blankets seem to tangle, roll off the sleeper at night, or 
  shorten somehow, causing body parts to be exposed to 
  the night air. Bedrolls and beds feel lumpy and uneven. 
  Anyone attempting to sleep with such an affected item 
  must succeed a Will save (DC ) or fall under the 
  influence of irritate sleeper and thus gain only  hours 
  of rest for every  hours that they attempted to sleep 
  using the item.
  Material Component: A handful of dried peas.
  Itchy Clothing
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Brd 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  set of clothing
  Duration:  hours/level 
  Saving rows: See Below
  Spell Resistance: Yes
  is spell is placed upon a set of clothing that 
  a target is either currently wearing or may put on. 
  ough nothing has physically changed about the 
  clothing, every little brush against the skin makes 
  the target feel as though the fabric is stiff, itchy, and 
  otherwise irritating their skin. So influencing is this 
  effect that the target must make a Will save (DC ) 
  or immediately rip off the affected clothing.
  N: Permanence may be placed on items affected 
  by itchy clothing.
  Kleptomanic Urges
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Humanoid Target
  Duration:  days/level 
  Saving rows: Will negates
  (plus special additional saves)
  Spell Resistance: Yes
  is spell causes the target subject to gain sporadic, 
  spontaneous urges to steal, even if the target is 
  normally appalled by the act of theft. Once every d 
  hours that the target is awake and aware the urges 
  take effect. Upon seeing some object at this time 
  that the target desires, they must succeed a Will save 
  (DC ) or attempt to pocket it. If the object is small 
  enough and the character has the Pick Pocket skill, 
  they may use that skill but will suffer a ‒ penalty 
  due to a sense of hastiness caused by the lust for the 
  object. e item need not be valuable, just something 
  in the character’s immediate attention that they would 
  want. Whether or not the target succeeds their saving 
  throw or is otherwise forced to steal, the urges quickly 
  pass until the target gets another craving to steal yet 
  another item.
  Mad Lu
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target
  Duration:  hour/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the target to become madly lustful 
  and make advances/attempt to woo anyone who is of 
  the target’s sexual and/or racial preference. e target 
  is unable to think clearly and holds no regards towards 
  alignment, wealth, attractiveness, personality, or social 
  caste. Depending on the target’s normal personality, 
  such advances may be overly romantic and excessively 
  materialistic (flowers, hired performers, etc.) or more 
  of a savage, primitive nature. 
  N: Mad lust cancels out the effects of null 
  romantic. 
  
  
  Chapter 4:
  Spells
  Memory Man
  Enchantment (Compulsion, Memory)
  Level: Sor/Wiz 
  Components: V, S, M, XP
  Casting Time:  Round
  Range: Touch
  Target: Person Touched
  Duration:  day
  Saving row: Will Negates
  Spell Resistance: No. 
  Whereas Image Imprint holds a single, snapshot 
  image of a scene, Memory Man allows for the reten-
  tion of everything sensed in a single  hour period. 
  Memory Man is most often used to gather information 
  from hard to reach places, turning a willing participant 
  into a being capable of walking through a tower and 
  idly flicking through a library and then carrying that 
  library out within his memory. Also used by scribes to 
  record official transcripts exactly.
  Material Component: A small clay tablet with the 
  spell inscribed upon it. XP Cost:  
  Menl Block
  Enchantment (Compulsion)
  Level: Sor/Wiz 
  Components: V, S
  Casting Time:  Action
  Range: Close ( ft + ft/ levels)
  Target: Person with whom eye contact has been made.
  Duration:  minute/level
  Saving row: Will Negates
  Spell Resistance: Yes 
  is spell causes the target to fail to remember 
  how to perform a familiar action, such as drawing a 
  sword or reading or writing. e length of this effect 
  depends on the action described in the spell and can 
  range from the casters level in rounds for the drawing 
  of a sword, to caster level in minutes for Reading/
  Writing. No matter how hard the target tries they are 
  unable to perform that specific action.
  Mind Ra
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Clr 
  Components: V, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target 
  Duration:  round/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the target to experience horrible 
  itching sensations all over their body. ough not 
  actually inflicted with any real physical element, 
  the delusion of itching is so great that it the target 
  unable to perform any action that it is not related to 
  attempting to relieve the persistent suffering. Likewise, 
  the irritation actually causes the target to wound 
  their bodies in the process of trying to relieve the 
  itch. Any sort of thing to scratch and scrape away at 
  the sensations, including stones, weapons, and bits of 
  metal are used. Each round during the duration of the 
  mind rash the target wounds their body for  point of 
  damage.
  Material Component: A bit of dried poison ivy.
  Muddld Mind
  Enchantment (Memory)
  Level: Sor/Wiz 
  Components: V, S
  Casting Time:  Action
  Range: Touch
  Target: Person Touched
  Duration:  action (see text)
  Saving row: Will Negates
  Spell Resistance: Yes 
  Muddled Mind causes the next spoken account by 
  the target to be garbled. Facts get confused, out of 
  sequence and occasional digressions are all possible 
  effects. e victim is unaware of this as he continues 
  his report or story, to the bewilderment of all. is 
  effect lasts until the end of the account.
  Name Scaer
  Enchantment (Compulsion) [Mind-Affecting] 
  [Language Dependent]
  Level: Sor/Wiz , Bard , Clr  
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  intelligent target
  Duration:  hours/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the target to get mixed up with 
  the names of others. As name scatter is mind-affecting, 
  the target sincerely believes that they have got 
  another person’s name right even though they are way 
  off. Calling your wife by the name of “Robert” and 
  sincerely believing that’s her name and what you have 
  always known her as is a good example of the spell’s 
  less than savory effects. 
  Ncromantic Doubt
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target Spellcaster
  
  
  Chapter 4:
  Spells
  Duration:  hours/level 
  Saving rows: Will negates
  (plus additional saving throws)
  Spell Resistance: Yes
  is spell causes the target to great amounts of 
  difficulty towards the casting of necromantic school 
  spells. Anytime an affected character attempts to cast 
  a necromantic spell, they must succeed a Will save 
  (DC ) or the spell and action are ruined and thus 
  wasted.
  Material Component: A pinch of powdered bone 
  marrow and a bit of sawdust.
  No Smell/Tae
  Enchantment (Compulsion) 
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target
  Duration:  days/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the target to loose their sense of 
  smell and taste. Scent (Ex) for the target is rendered 
  useless and while the target can breathe normally, the 
  effect is every bit the same as having a severe cold that 
  knocks off such senses.
  Null Romantic
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target
  Duration:  hour/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the target to become completely 
  and disinterested in any form of romance. Advances 
  by those who the target would normally find attractive 
  are turned down and the spouses and/or lovers of the 
  target note a sudden coldness and absolute disinterest 
  as far as any sort of affection is concerned.
  N: Null romantic cancels out the effects of mad 
  lust.
  Opinionatd Outbur
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Humanoid Target
  Duration:  hour/level
  Saving rows: Will negates
  (plus special additional saves)
  Spell Resistance: Yes
  e target is nearly unable hide their true feelings 
  about anything, and will burst out such statements 
  whether asked how they feel or not. Stopping such 
  outburst require the character to succeed further 
  Will saves (DC ) each time something catches their 
  eye. If the target succeeds, they are able to suppress 
  the compulsion though they might look particularly 
  uncomfortable the whole time. If they fail, the target 
  immediately expresses their feelings about something, 
  in a very loud, verbal manner. For example, if 
  someone walks by with an attractive woman, a male 
  target must succeed a Will save or be forced to yell 
  out something in the degree of “Dear Sir, I lust for 
  your wife like I have lusted for no woman who has 
  ever stood before me!” If a woman of great wealth 
  and nobility happens to be wearing an excessively 
  decorated dress, a female target may have to try to 
  resist shouting “My pathetic royal cow, what a lovely 
  dead peacock of a gown you are flaunting!”
  Perfume Bane
  Enchantment (Compulsion) 
  Level: Sor/Wiz , Bard , Clr 
  Components: V, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  intelligent target
  Duration:  days/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes any perfume or cologne that the 
  target is either currently wearing or may apply during 
  the duration of the spell to become foul and putrid in 
  odor. e perfume likewise becomes very difficult to 
  wash off and the smell seems to linger and linger after 
  several washings.
  Material Component: e hair off the tip of a 
  skunk’s tail.
  Pocket Twitch
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard 
  Components: V, S
  Casting Time:  action
  Range:  miles
  Targets: Up to  targets
  Duration:  hours/level
  Saving rows: Will negates
  Spell Resistance: Yes
  is spell was originally created to contribute 
  an effective sense of crowd control in streets that 
  
  
  Chapter 4:
  Spells
  were heavily polluted with pick pockets and young 
  scoundrels. Casted upon areas with up to a dozen 
  individuals at a time, pocket twitch helped ensure a 
  sense of protection against theft.
  ose affected by the spell are in for a rather nasty 
  surprise if they attempt to use their Pick Pocket skill 
  check to obtain an item. Whenever an affected target 
  makes such an attempt, the skill check automatically 
  fails and the target goes into a screaming, twitching 
  fit as soon as they attempt to pocket the item or 
  otherwise hide it on their person.
  is fit lasts for d rounds. After which, 
  the target recovers and but is subject to 
  additional fits as long as 
  they keep attempting 
  to pick pocket 
  items for the 
  duration of the 
  enchantment of 
  pocket twitch 
  upon the 
  target.
  is spell causes the target’s ears to ring in an 
  irritating, painful manner. ough no real damage 
  to hearing is actually caused, the target suffers a ‒ 
  penalty to Listen checks and a ‒ to Concentration 
  checks for the duration of the spell.
  Shoes of Discomfo
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Brd 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft + 
   ft/ levels)
  Targets:  set of footwear
  Duration:  hours/level 
  Saving rows: See Below
  Spell Resistance: Yes
  is spell is placed upon 
  a set of footwear that a target is 
  either currently wearing or may put 
  on. ough nothing has physically 
  changed about the shoes or boots, 
  the target believes that the footwear 
  is itchy, too small, or otherwise 
  discomforting. So influencing 
  is this effect that the target 
  must make a Will save 
  (DC ) or move at half 
  their movement rate as 
  long as they have to wear 
  the affected shoes or 
  boots, convinced that 
  the affected footwear 
  is hurting their feet 
  and slowing them 
  down.
  N: 
  Permanence may 
  be placed on items 
  affected by shoes of 
  discomfort.
  Skipping Demise
  Enchantment 
  (Compulsion)
   
  [Mind-Affecting] 
  Level: Sor/Wiz , Bard , Clr 
  Components: V, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  intelligent target
  Duration: minutes/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  Ringing Ears
  Enchantment (Compulsion) 
  Level: Sor/Wiz , Bard 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  target
  Duration:  hour/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  
  
  Chapter 4:
  Spells
  is causes the target to have a mental block 
  that causes any attempt that they make at running 
  to end up in a joyous skipping motion that is the 
  equivalent of their normal movement rate plus 
   ft. A character, for example, that can normally 
  move  ft will skip for  ft. Armor and weight 
  restrictions also apply.
  Material Component: A handful of daisies.
  Slep Noin
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Brd 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  cap, hat, helmet or other headwear
  Duration:  hours/level 
  Saving rows: See Below
  Spell Resistance: Yes
  is spell is placed upon a cap, hat, helmet or 
  headwear that a target is either currently wearing or 
  may put on. ough nothing has physically changed 
  about the hat, wearing the item makes the target feel 
  tired. So influencing is this effect that the target must 
  make a Will save (DC ) or become exhausted. 
  N: Permanence may be placed on items affected 
  by sleep noggin.
  Sour Stomach
  Enchantment (Compulsion) 
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target
  Duration:  hours/level 
  Saving rows: Will negates (plus additional saving 
  throws required)
  Spell Resistance: Yes
  is spell causes the target to have a nervous 
  stomach, thus experiencing severe digestion 
  discomfort and cramping upon the engagement of 
  any event that’s moderately stressful or excitement 
  inducing. So terrible is this form of indigestion that 
  the target must succeed a Fortitude save (DC ) or 
  find a means to relieve their situation within  to  
  rounds (d+) or have an “accident” that results in 
  potential embarrassment and potential discomfort. 
  e triggering event of such inconvenience could 
  be most anything, from running into an encounter 
  to finding treasure of mysterious properties to even 
  meeting some stranger along the road. Each worthy 
  event during the full duration of the compulsive 
  enchantment can cause another potential outbreak of 
  discomfort, thus requiring another Fortitude save.
  Spell Jumble
  Enchantment (Memory)
  Level: Sor/Wiz 
  Components: V, S, M
  Casting Time:  Round
  Range: Medium ( ft + ft/level)
  Target: Any valid Target for a Magic Missile.
  Duration: Instantaneous
  Saving row: None
  Spell Resistance: Yes 
  To all who view this spell it appears as a magic mis-
  sile, including damage and all other effects including 
  being blocked by a shield spell. However if the missile 
  manages to strike the intended target the next time the 
  target tries to cast a spell she utters a random spell that 
  is available to her. is should be determined randomly 
  and the effect lasts for d+ times the target tries to 
  cast a spell, this should be rolled secretly by the DM.
  Spendthri
  Enchantment (Charm) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S, M
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target
  Duration:  hours/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes a target to believe that they are “rich 
  as trolls” and thus spend lavishly without reasoning 
  or logic. Despite the actual amount of coin that the 
  target may have upon them, the target will attempt to 
  purchase anything that catches their eye. ey may 
  also order the finest food and drink at the inn without 
  possibly being able to pay for such afterwards, and offer 
  various gifts of coin and token to virtually everyone 
  around them.
  Material Component: A pinch of powdered copper.
  Stun Good Hand
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Clr 
  Components: V, S
  Casting Time:  action
  Range: Touch
  Targets: One Target
  Duration:  hours/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the target’s good hand to become 
  temporarily paralyzed by turning off the signals 
  between the brain and the nerves in the hand. As such, 
  the target must attempt to use their weaker/lesser hand 
  to perform needed actions or to hold weapons. 
  
  
  Chapter 4:
  Spells
  Tabula Rasa
  Enchantment (Compulsion, Memory)
  Level: Sor/Wiz 
  Components: V, M, F, XP
  Casting Time:  Round
  Range: Touch
  Target: Person Touched
  Duration: Instantaneous
  Saving row: Will Negates
  Spell Resistance: Yes
  Tabula Rasa is frightening spell. When cast it 
  instantly and totally erases the mind and personality 
  of the victim. ey instantly loose all identity of who 
  they are and seem to slip into a stupor. e subject 
  is capable of learning things and indeed retains their 
  intelligence but it is a blank slate. In effect they drop to 
   level character and have to relearn everything. is 
  may indeed leave them as a completely new individual. 
  Learning is however at an accelerated rate as the 
  mind tries to regain what it has lost. is spell can be 
  reversed only with a miracle or wish spell. 
  Material Component: A small, cast, platinum effigy 
  of the target, costing no less than , gp.
  XP Cost: ,  per Target’s Character level.
  (GM N: is Spell can be used as an 
  alternative to killing a character off or writing them 
  out, if the player is becoming bored with her present 
  character then this spell can be used to allow for a new 
  one to be created).
  Tankard of Drunkeness
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Brd 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  tankard, mug, or other drinking vessel
  Duration:  hours/level 
  Saving rows: See Below
  Spell Resistance: Yes
  is spell is placed upon a tankard or other 
  drinking vessel. Everytime a target finishes a serving of 
  an alcoholic beverage from the vessel, the target must 
  succeed a Will save (DC ) or fall to the temptation 
  of having the vessel immediately refilled from which 
  the target drinks again. ere is no limit on the 
  repeated checks caused by this spell other than the 
  target’s physical ability to keep from passing out.
  N: Permanence may be placed on items affected 
  by tankard of drunkeness.
  Temper Tantrum
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz , Bard , Clr
  Components: V, M, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  intelligent target
  Duration:  rounds/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the target to fly into a childlike 
  temper tantrum, reducing even the most solemn of 
  individuals into a kicking, screaming fit that lies on the 
  floor. e target becomes a hideous thing to look at 
  and hear as he or she rages forth with an array of cry-
  ing, wailing, and pouting. It’s also not uncommon to 
  see the subject stick their lower lips out at the caster 
  while shaking their heads back and forth in denial and 
  making muffled wails. If approached within touch-
  ing range or attacked the target will strike out with a 
  fit of kicking, punching, and biting (treat as unarmed 
  attacks) but is too influenced by the effects of temper 
  tantrum to make any rational attack.
  Material Component: A bit of dried colicroot.
  Toad Mind
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: d Humanoid Targets ( hit die maximum 
  for each)
  Duration:  hours/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes d targets (each with a maximum 
  of  hit dice/levels) to think that they are normal 
  toads. eir perception is knocked out of kilter and 
  the affected targets hop around on all fours and 
  attempt to catch flies with their tongues in the same 
  manner that many normal toads and frogs do. As 
  the intelligence level of the target is reduced to  
  point, the creatures affected by the spell cannot be 
  reasoned with by any degree of intellectual and social 
  means. Likewise, targets of toad mind are considered 
  to be more or less helpless though a few may reply to 
  attacks against their body with an array of bites.
  Tone Deaf
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target
  Duration:  hours/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  
  
  Chapter 4:
  Spells
  is spell causes the target to become tone deaf, thus 
  destroying their ability to play music or sing. Bardic 
  music is rendered useless for the target and also during 
  the duration of the spell any Perform check that 
  involves singing or playing music suffers a ‒ penalty.
  Titor’s Au
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target
  Duration:  hour/level 
  Saving rows: Will negates
  (plus additional special saves)
  Spell Resistance: Yes
  is spell causes the target to produce a foul, mys-
  tical aura that causes individuals of the same exact 
  alignment as the target to be repulsed with a deep anger 
  and want to immediately attack the target. (Example: 
  Placed upon a neutral good character causes other neu-
  tral good characters to become repulsed. Lawful good 
  or chaotic good individuals do not sense the aura. e 
  aura is not noticeable until the individuals are within 
   ft of the target and enraged feelings subside within 
  d rounds of the character leaving the area though the 
  individuals affected by the aura may still remain con-
  fused and distrusting of the character for an additional 
  d hours following.
  Whenever the target runs into individuals of their 
  own alignment, such individuals must succeed a Will 
  save (DC ) or be driven to a potentially violent rage 
  from the aura that the target is emitting. e affected 
  individuals see the target as being the worst of traitors, 
  though not exactly knowing why, and may angered 
  enough by the effects of the aura to cause harm to the 
  target.
  Trembling G
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Target 
  Duration:  round/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the target’s hands and wrists to 
  tremble and shake violently when they attempt to wield 
  or hold an object of any amount of size, including 
  weapons and shields. ough the target can strike 
  normally with an unarmed attack (as they are not 
  holding an object to do as such), attempting to use a 
  weapon causes the target to suffer a ‒ penalty to attack 
  rolls. Attempting to use shields is worthless, and if 
  the target must use any sort of tool or object for Skill 
  checks, the target likewise suffers a ‒ penalty. If a 
  target is a spell caster, the target suffers a % chance 
  of failure when attempting to cast any spell that uses a 
  material component or focus object that must be held.
  Uncontrollable Snickers
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets: One Humanoid Target
  Duration: d hours 
  Saving rows: Will negates
  (plus special additional saves)
  Spell Resistance: Yes
  Somewhat similar in nature to opinionated outburst, 
  this spell forces the target to reveal their true feelings 
  about things they find to be rather pathetic or 
  humorous. Uncontrollable snickers causes the target to 
  giggle, snicker, and laugh at anything even the most 
  remotely humorous. Due to such behavior, the target 
  receives a ‒ to Charisma. Due to such outbreaks, if the 
  target is a spell caster, the target must succeed a Will 
  save (DC ) whenever casting a spell or succumb to 
  whatever subtle humor that the target may find in the 
  spell components or nature of casting. If the target fails 
  this save, they lose the spell in mid-casting and both the 
  action and spell are wasted.
  Vengeance of Donkeys
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S
  Casting Time:  action
  Range:  Mile
  Targets: All donkeys in the target area
  Duration:  minutes/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes all domestic and wild donkeys 
  within the target area of the spell to enter a mad vicious 
  rage. e animals will attack anything moving that 
  is not a donkey and will fight to the death. Once the 
  duration wears off, these animals return to normal and 
  behave as though nothing has happened.
  Vocal Jile
  Enchantment (Compulsion) [Mind-Affecting] 
  [Language Dependent]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, M
  
  
  Chapter 4:
  Spells
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Targets:  intelligent target
  Duration:  hour/level 
  Saving rows: Will negates 
  Spell Resistance: Yes
  is spell causes the voice of the target to alter, 
  bend, and warp in any manner that the caster chooses. 
  e caster must indicate the exact change while casting 
  the spell but the effects can be nearly endless. e 
  voice may become high pitched, low pitched, echoed, 
  burbling, giggly, etc. Likewise, due to the change, the 
  victim suffers a ‒ to Perform checks and has a % 
  chance of losing any spell that they might try to cast 
  that involves a verbal component.
  Material Component: A slice of dried lemon peel 
  Well-wid Wiles
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz , Bard , Clr 
  Components: V, S, M
  Casting Time:  action
  Range:  miles
  Targets: Amphibian animals
  Duration:  hours/level
  Saving rows: Will negates
  Spell Resistance: Yes
  is spell causes all varieties of normal, animal 
  class amphibians within the casting area to locate 
  the nearest wells and inhabit them. Included in this 
  category are frogs, toads, and newts. ese creatures 
  are compelled by the spell to seek out such structures 
  and enter them, thus mass populating and thus 
  potentially polluting the water of the wells. ough 
  the influence of the spell wears off after so many hours, 
  the amphibians may actually decide to stay in the 
  well or for the most part become trapped and cannot 
  escape. Creatures that are hibernating are not affected 
  by this spell.
  Due to the massive saving throws that would 
  normally be required to use this spell (in addition to 
  the figuring of the exact population of creatures), Use 
  the following chart below to find out exactly how 
  many creatures enter the well:
  Climate
  No. of Amphibians 
  in each well
  Severe Cold Areas
  None
  Temperate Winters 
  None
  Dry Temperate/Warm Area
  d+
  Wet Temperate/Warm Area
  d+
  Dry Hot Area
  d (except deserts)
  Wet Hot Area
  d+
  Material Component: e body of a dead newt 
  dropped into a nearby well as the spell is cast.
  The Arcane Inition of Knowing 
  Somone’s Hea and Mind
  By Keladane Lorecrafter
  T
  hough written nearly a hundred and fifty harvests 
  ago, this tome is often joked as being “the latest half-
  witted rite of passage to quick and easy power” amongst 
  young wizards. ough perhaps half true in a few 
  certain aspects, the study does require a good amount of 
  time and the power is certainly possible… at times. 
  Keladane’s success at unlocking the mind of the 
  subject is actually somewhat fascinating, especially how 
  it seems to instill a strange, supernatural ability of sorts 
  into the reader. ough not always useful, it is possible 
  to pick up the basic thoughts of the mere passerby and 
  Keladane has provided a written set of instructions 
  on how to achieve such power. e butt of the joke, 
  however, is the great amount of means that Keladane 
  went to make her knowledge profitable.
  Deciding that her work was perhaps the most 
  important of all treatises and research guides to ever 
  be found, Keladane spared no expense when it came to 
  hiring scribe after to scribe to produce additional copies 
  of her tome for the purpose of sale. Hundreds, if not 
  thousands, of copies were written and various attempts 
  were made to circulate these manuals. ough originally 
  having riches that perhaps only the finest of kings could 
  ever realize, Keladane was soon left for broke as her 
  last tome was chucked out the door and into the hands 
  of hired street peddlers. Waiting patiently, Keladane 
  expected to see the coins roll in. Instead, all she saw was 
  the misery of hundreds of unwanted books and ever 
  growing poverty.
  Gradually succumbing to starvation and losing all 
  will to carry on, Keladane eventually died. Her body 
  was treated to the proper burial of vagabonds at the 
  time, which consisted of throwing the body into a 
  nearby cave filled with scavengers. Ironically, within just 
  a few short seasons upon her passing, Keladane’s book 
  became a huge success, causing even more and more 
  copies to be made.
  While considered to be a mere novelty at the very 
  least and perhaps a tome of somewhat dubious magical 
  value at the very best, e Arcane Inspiration of Knowing 
  Someone’s Heart and Mind is still often found resting on 
  a wizard’s bookcase.
  While usually covered in a mound of cobwebs and 
  dust, this book is actually somewhat worthwhile if 
  anyone can bother long enough to read it from start 
  to finish. ose who do, however, gain the following 
  supernatural ability:
  Chapter 5:
  T∂mes ∂f Knowledge
  
  
  Chapter 5:
  Tomes
  Grasp ought (Su): ree times per day the 
  character is able to merely stare at a target (can be the 
  same target or two or three different targets but only 
  one particular target per use) and thus attempt to gain 
  a quick insight to the target’s thoughts. In order to 
  prevent this, the target must make a Will save (DC ) 
  or their immediate thoughts (ten seconds of maximum 
  time of thought) are sent directly to the character and 
  translated through the illusion of voices and imagery. 
  ese thoughts could contain any sort of topic, from the 
  location of hidden treasure to what one should put into 
  a winter stew to give it more body. Often, if the subject 
  was fully aware of the character attempting to pick their 
  brain then the actual thought is of resistance. Typically 
  though, the Will save is usually activated by the 
  character’s subconscious, which sense that “something 
  is wrong”. e thoughts (at the DM’s option) could be 
  specific and useful or trivial and mostly worthless. 
  e book is not very uncommon at all and thus 
  usually only brings around gp for general interest, 
  functional ability, and a sense of nostalgia that’s typically 
  only found amongst the very wealthy.
  Biologies and Cosmologies
  By Fellthaur of Quades’l
  is plump, two-volume 
  set is held together by 
  a time-worn brownish 
  vellum binding. It is 
  about 1⁄2" tall, " wide, 
  and " thick, giving 
  it the dimensions of a 
  generic academic tome. e 
   pages therein are a massive 
  encyclopedia, giving a broad-based 
  survey of the title subjects. However, 
  the book is a subpar research tool, and 
  the facts within are riddled with vast 
  gaps and outright mistakes. One example includes a 
  section where only some of the “Ransis” snake family 
  are described as being poisonous, when in fact there 
  are at least a dozen more of the kind. Another passage 
  refers to a Warrior star-constellation of “Firaxis”, whose 
  coordinates at zenith do not correspond to any known 
  collection of stars. Inaccuracies and half-truths run 
  through the entire book, and most scholars worth their 
  weight would hold the work to be the product of poor 
  research and outright laziness. Of course, they would be 
  missing the point…
  e Elven mage “Fellthaur of Quades’l” (an 
  Elven word which in his dialect translates literally to 
  “nowhere”) was the most puckish of all of Jasthiner’s 
  three disciples. An extremely talented Enchanter and 
  gifted intellectual, he delighted in the unpredictability 
  of interpersonal interaction and often prided himself 
  in his ability to root out truth by thinking outside of 
  convention. Far from denying the supremacy of Law, 
  Fellthaur believed that the presence of chaos in the 
  universe was a current within a much grander scheme 
  of things. To codify and calculate too swiftly was to 
  deny a portion of the bigger picture. His individualism 
  often led to accusations of chaotic behavior and the 
  betrayal of the basic tenets of the Order. Nevertheless, 
  it was creations such as Biologies and Cosmologies which 
  silenced even the harshest critic.
  e Encyclopedia is actually a massive spellbook 
  which has been encrypted through non-magical means. 
  Scattered throughout the nearly  pages of text are 
  bits and pieces of arcane formula hidden as plain text. 
  ey need only to be strewn together to craft spells. 
  Fellthaur created a single cipher code which pointed 
  to which syllables, from which words, on which pages, 
  would make which spells. 
  In his later years, Fellthaur passed the book on 
  to Emnenbruul, his former apprentice and newly-
  appointed Gear. He was to use the book and its cipher 
  as a guide for the encryption of further works, and to 
  devise a larger system that the Order might eventually 
  use. Emnenbruul’s ownership over the book proved 
  short, as he was killed when his private Tower was 
  attacked and looted in by the “Fingers of 
  Chalsmas”; a Devil-cultist adventuring 
  party. e book was taken, but the well-
  hidden cipher was overlooked. e 
  party collapsed soon thereafter 
  amidst internal strife and the 
  apparently useless book 
  was pawned off by a 
  survivor. e cipher 
  was retrieved by the 
  Order, by the book’s 
  present whereabouts are 
  uncertain. Whoever holds it in their 
  possession is most likely unaware of the 
  secrets within. 
  e many decipherable spells are:
  hold portal, summon monster I, colorspray, glitterdust, 
  mirror image, suggestion, locate object, explosive runes,
  hold person, gust of wind, haste, dimension door, fire shield, 
  magic jar, cloudkill, feeblemind, permanency, antimagic 
  shield, mass suggestion, domination trap, circle of death, 
  mass haste, finger of death, plane shift, binding
  Whenever a player reads through the book, the 
  DM can make a discreet skill check to see if the player 
  notices factual inaccuracies in the text. [Knowledge 
  (Nature) or Knowledge (Astronomy) DC ; roughly 
  every  pages read] A successful discovery reveals only 
  the mistakes, but does not divulge the greater nature of 
  the book.
  
  
  Chapter 5:
  Tomes
  In the event that the character is unusually 
  knowledgeable, he may be able to detect that some 
  of the inconsistencies in the text correspond to the 
  components of certain magical formula. If the character 
  is able to detect at least three inconsistencies in the 
  book, the DM may then make a secret skill check to see 
  if his knowledge of arcane magic allows him to stumble 
  across the book’s cipher. [Knowledge (Arcane) DC ] 
  Characters who are aware that the encryption exists, 
  and begin to actively attempt to break the code must 
  still use their Knowledge (Arcane) skill, but do so at 
  DC . Retries are not permitted, unless the character 
  gains knowledge to new informational resources, such 
  as an extensive library. Cracking the encryption or 
  gaining the cipher allows access to all spells within the 
  book. 
  Caster level: th; Prerequisites: Craft Wonderous 
  Item, Skill: Decipher Script Rank , any spell to be 
  encrypted. Market Price: , gp. Valued for both the 
  magical spells, and the encryption method used within. 
  Weight:  lbs.
  Charm Maker: The Gnd Tome of 
  Aicorus Bandke
  By Articorus Banedrake
  ough having to make a rather hasty exit 
  with his great tome, Charm Maker, Articorus 
  still had the great fortune to polish up a 
  few unfinished areas of the tome after gaining 
  the favor of Deludra. Upon his binding to the 
  emerald of a great crown, however, 
  the 
  tome slipped into the hands 
  of different owners and 
  has traveled as such ever 
  since.
  e book is of 
  masterful quality and 
  contains a massive amount of 
  spells. In addition to his own research, Articorus was 
  skilled at gaining other spells when needed, often by 
  “hook or crook” if necessary. As a result the Circle of 
  Middlemen are all that much more eager to lay their 
  hands upon the missing manuscripts. Not only did 
  Articorus betray the way of the order and devise a 
  magical means to enforce criminal activity, but he also 
  managed to walk out with copies of some of the very 
  best kept spells that the Circle had. Likewise, Articorus 
  himself plots and plans to retrieve his old tome but 
  there is little that he can do to obtain this goal as long as 
  he remains trapped inside a gem.
  Charm Maker is somewhat dilapidated condition. In 
  addition to the time taking its toll on the tome, several 
  unsuccessful attempts to unlock, decipher, or destroy 
  the ancient manuscript have added to the beatings. 
  Still though, for a book of its age and history of abuse, 
  Charm Maker is in comparably fine condition.
  Most of the locks, hinges, and mystical traps have 
  long since been destroyed or neutralized. What does 
  remain, however, are the assorted applications of illusory 
  script and secret page, which have made the tome very 
  difficult to decipher.
  While the tome is one of a kind and thus highly 
  valued, most of it’s spells, both the original workings 
  of Articorus as well as those learned through his 
  constant schooling, have long since copied into the 
  master tomes of Deludra’s followers. As such, the 
  remaining possession of Charm Maker was deemed 
  to be more of a hindrance (thanks to the efforts of 
  the Circle of Middlemen to destroy it) than it was 
  to keep it around. As such, the tome was sold on the 
  open market for a little bit of nothing. After passing 
  several hands in such a similar matter, it is believed 
  that the tome was finally picked up by a series of 
  wizards who have all tried to unlock the full secrets 
  and spells of the book. Nobody is really to sure as 
  exactly who owns the tome now, but it is speculated 
  that Charm Maker could bring up to , gp if 
  traded on the open market place. is enormous 
  value reflects upon the book’s history, research, 
  and massive collection of spells.
  Spells: 
   Level: resistance, ray of frost, daze, flare, 
  light, dancing lights, ghost sound, mage hand, 
  mending, open/close, arcane mark, detect magic, 
  prestidigitation, read magic
  st Level: alarm, hold portal, 
  shield, mage armor, 
  obscuring mist, summon 
  monster i, unseen servant, 
  charm person, hypnotism, 
  sleep, magic missile, change 
  self, color spray, silent 
  image, ventriloquism, animate 
  rope, burning hands, erase, feather fall, jump, spider climb, 
  dream talk, shocking grasp, reduce, message, mount
  nd Level: arcane lock, obscure object, fog cloud, 
  glitterdust, summon swarm, web, flaming sphere, shatter, 
  blur, continual flame, hypnotic pattern, invisibility, magic 
  mouth, misdirection, alter self, dark vision, knock, levitate
  rd Level: dispel magic, explosive runes, nondection, 
  sleet storm, stinking cloud, hold person, suggestion, gust of 
  wind, wind wall, illusory script, invisibility sphere, secret 
  page, kleptomanic urges
  th Level: charm monster, confusion, emotion, lesser 
  geas, fire trap, stoneskin, remove curse, ice storm, dimension 
  door, interrogation shivers
  th Level: permanency, dominate person, feeble mind, 
  hold monster, mind fog, interrogation tremors
  
  
  Chapter 5:
  Tomes
  The Exquisite Charm of Domination
  By Allura, Enchantress of the Glittering Forest
  Despite its haughty, if not somewhat sadistic sounding 
  title, e Exquisite Charm of Domination is a tome held 
  sacred by many enchanters, good and evil alike. e 
  tome was written during an ancient time when the 
  different schools of magic were waging great battles 
  against one another. e enchanters were feared for 
  their ability to hold direct control of the subjects of 
  their spells. Amongst the worst of enemies were the 
  necromancers, who were often using large squadrons of 
  animated undead to destroy and defile entire covens of 
  enchanters.
  ough there was some hope of an alliance for the 
  enchanters from the covens of illusion, these bonds 
  were quickly broken when the illusionists decided that it 
  was in their best interest to work against the enchanters 
  than against the enchantment. e covens of enchanters 
  and charmers were quickly breaking away and it seemed 
  that this school of magic would soon fade away into 
  being little more than legends. en, much to the relief 
  of the enchanters, a heroic figurehead arose from their 
  scattered ranks.
  Allura, though having shown an obvious interest 
  and devoted study towards the arts of spell casting and 
  alchemy, was thought to probably amount to little more 
  than another pampered sibling in the rosters of spoiled 
  noble offspring. e orphaned niece of a local baron, 
  Allura lived high in a far tower in an old palace that 
  stood within the secure comforts of a mystical forest. 
  ere she was allowed to spend her evenings studying 
  the skies in peace or performing one of her various little 
  experiments.
  Although a fair share of exotic creatures inhabited 
  their land, the noble residents of the small palace hardly 
  ever witnessed any real form of danger. en, towards 
  the dusk of a mild summer evening, the battle parties 
  stormed into the forest. eir torches blazed the trees 
  and their blades poured forth the blood of any creature, 
  great or small, that didn’t get out of their way in time. 
  e violators were part of an alliance of spell casters 
  from the schools of illusion and necromancy. Dreadful 
  creatures of rotting flesh and bone accompanied these 
  foul wizards, and where ever they went strange lights 
  and images flashed across the forest and the clouds in 
  the sky.
  While the exact purpose for destroying the forest 
  was unknown, it was no mystery that the horrible, 
  destructive vandals were on their way to lay waste 
  to a large outpost of exiled enchanters. ough the 
  enchanter’s haven was still many miles away it seemed 
  that the army of wizards were intent on keeping 
  entertained and combat ready by testing their skills 
  on the very forest itself. With bitter tears in their eyes, 
  the small community of frightened nobles and their 
  servants stood before the arched windows of their 
  secure palace, watching these individuals wreck havoc to 
  the woodlands below. Above the gathering of mourners 
  was Allura’s tower, where the young woman stood at 
  the open observation area at the very top, with a strange 
  glow of power enhancing the look of anger in her eyes.
  ough no one had previously known just how 
  powerful the young woman really was, they were 
  about to get their first lesson. Arms outstretched 
  before the gruesome army, Allura lifted her head to 
  the skies and cried out a mysterious, ancient chant. 
  Figments of colored light flickered around her fingers 
  and then sped towards a large gathering of illusionists, 
  necromancers and skeletons that were upon the edges 
  of the courtyard. 
  Suddenly, as if under some mysterious control, the 
  illusionists turned on the mindless skeletal servants, 
  hammering at the rot encrusted bodies with magical 
  staves. Acting to attack any sense of opposition as 
  they had always been previously instructed to do, the 
  skeletons responded with their claws and crumbled 
  teeth. In the confusion the illusionists began firing 
  spells at random and striking away madly with their 
  daggers. Mass confusion quickly engulfed the villainous 
  trespassers, and the whole army turned on it’s own kind. 
  Using her magic to fly down from tower, Allura stood 
  proudly in the palace courtyard, just a wee bit away 
  from the bloodshed and confusion. Adding her bit of 
  help here and there with a few more offensive spells, 
  the bulk of the army was quickly torn into a few small 
  groups of survivors, which the palace guard quickly 
  advanced upon and overtook.
  Having a new sense of respect and authority within 
  her palace home, Allura was charged under royal 
  authority to question the few remaining survivors and 
  decide what a proper punishment for their actions 
  should be. Since execution was obviously too good for 
  such scoundrels, Allura decided upon a torture that was 
  much more fitting. Since it was the enchanters of the 
  hidden outpost that the villains were seeking, it would 
  be the enchanters that the villains would get.
  Seeking out the outpost herself, Allura brought forth 
  gifts, news, and a royal bargain to the weary enchanters. 
  It was decided that the enchanters were to return with 
  Allura to the palace, where they would be provided 
  protection and a place to further their studies. In return 
  the enchanters would work with Allura on charming 
  every bit of information out of the prisoners that was 
  possible. Using the most mentally violating and cruelest 
  of spells and persuasions, Allura and the enchanters 
  were able to draw out secrets pertaining to both 
  mystical research as well as the general strategic battle 
  plans of the necromancers as far as the war against 
  the enchanters were concerned. With this knowledge, 
  
  
  Chapter 5:
  Tomes
  Allura was able to help the enchanters reunite their 
  covens and rise up against the acts of destruction that 
  had been forced upon them.
  Having learned a great deal of magical secrets from 
  her allies, Allura set out to write her own great book 
  of mystical philosophy and spell research. us, before 
  entering the last few years of her life, Allura completed 
  e Exquisite Charm of Domination.
  e Exquisite Charm of Domination is a remarkable 
  tome of great interest, containing both philosophy and 
  magical research. Allura tells her story with a sharp 
  sense of wit and great sense of understanding of the 
  problems and misunderstandings that arise amongst the 
  various schools of magic. She champions the cause of 
  the enchanters, declaring their study as “misunderstood” 
  at the very worse and “superior to all other forms of 
  magical practice” at the very best. ough starting her 
  career as dabbler in all schools of magic, it seems that 
  Allura had always had a special knack for enchantment 
  spells and thus decided to devote the rest of her life 
  to the broad study of charms and compulsions. Such 
  study paid off, as e Exquisite Charm of Domination 
  quickly became a devoted standard amongst the 
  master enchanter and the apprentice alike. While the 
  philosophy and insight alone are enough to make 
  Allura’s tome worthy of resting on the shelves of many 
  a wizard’s library, the addition of Allura’s spell research 
  is enough to make the book well worth it’s weight in 
  gold. Included amongst various insights into the newer 
  studies of casting, a few rare and much sought after 
  spells are introduced as original creations by Allura 
  herself. ese spells are confuse familiar, necromantic 
  doubt, illusionary backlash, delusional kindred, and illusion 
  flux.
  While at one time hundreds, if not thousands, of 
  known copies of this great tome existed, only a few 
  dozen are still to be found on open circulation. Such a 
  copy is typically sold for a minimum of , gp on the 
  marketplace.
  The Good Charmer’s Herbal
  By Burlo Cottagebroom
  ose who remember good Burlo Cottagebroom 
  knew of a man who devoted his life to helping others. 
  ough his days of adventure left him with need for 
  anything in life, he had a natural desire to help those in 
  his community. His work with the poor and even not 
  so poor was never done with the expectancy of coin, 
  and Burlo was known for curing the cough of many a 
  child and setting the broken bones of the poor farmers’ 
  livestock. It seemed that since he had married late in 
  life and had no children of his own, Burlo’s only real 
  unfulfilled desire in life was to see that those in need 
  had a little bit of help here and there.
  While his work with the poor took up most of his 
  time, Burlo still a bit of a passion for his career as an 
  enchanter. Instead of taking on the occasional “out of 
  retirement” adventure or journey, Burlo would take 
  a bit of time each night to research his arts and the 
  ties that was shared with herbals. After many great 
  experiments, Burlo discovered that virtually all material 
  based components for enchantment spells could be 
  substituted by a wide variety of plants. Happy with 
  the results of his research, Burlo decided that he 
  should write a book about his findings. us e Good 
  Charmer’s Herbal was created and while only a few 
  copies exist, the book is famed amongst charms and 
  enchanters throughout the land.
  e benefits of reading e Good Charmer’s Herbal 
  are quite simple. Once that the enchanter has carefully 
  studied the manuscript they gain the following special 
  feat below:
  Enchanter’s Herbal Subitute (Memagic)
  e spellcaster can substitute the material components 
  of any enchantment spell with a variety of local plants.
  As there are only three copies known to exist in 
  circulation, e Good Charmer’s Herbal is none the less 
  extremely expensive. e original manuscript is valued 
  at , gp while the other two copies are worth 
  , gp each. While a close history of the ownership 
  of these books was once kept by the village that Burlo 
  once lived in, such research has sadly fell away over 
  the last ten harvests or so. Now it’s believed that the 
  owners of the books may be living in lands far, far away 
  from Burlo’s home. e original copy was written over 
  fifty harvests ago and all three are believed to still be in 
  extremely fine condition.
  The Gnd Book of
  Monrous Enchanters
  By unknown authors of ‘e Lost Mountain Archives’
  Long ago a group of brave adventurers were high along 
  the mountainous trails when a severe summer storm 
  struck the area. Seeking shelter, they ran along the 
  edges of the cliff walls in search of a cave entrance or at 
  least a worthy overhang of rock. As the lightening tore 
  away at the trees around them, the soaked and weary 
  group finally spotted what appeared to be an entrance. 
  e edges of the entrance were strangely uniform 
  and through the bursts of lightening they spotted 
  what appeared to worn patterns of runes and artistic 
  engravings over the front of the opening. It seemed that 
  this shelter might not be an ordinary cave after all.
  Once inside, their suspicions were confirmed. It 
  appeared that the mountainous shelter was actually 
  some sort of lost archives, apparently left behind by 
  some ancient race of humanoids. Ancient tomes and 
  
  
  Chapter 5:
  Tomes
  scrolls were scattered about various stone shelves and 
  along the floors. What appeared to have been once 
  a large barrel of ink sat in a corner, it’s contents long 
  since hardened up from exposure to the elements. e 
  remains of torches rested in old, rusty sconces that lined 
  the rock walls and it seemed that they were virtually 
  blanketed in one layer of cobwebs after another. 
  Gaining both the courage and desire to see more, 
  the adventurers spotted an opening to further, deeper 
  reaches within the mountain archives and decided to 
  follow the trail. While the rest of the contents were 
  mostly empty and reasonably void of life, there was 
  indeed one interesting find still left. Resting on a 
  stone podium in the farthest room of the archives was 
  an ancient book. is book, scribed in the draconic 
  language, was an informative guide to various monsters 
  that had either enchantment like abilities or who were 
  enchanters through the arts of spell casting.
  Surprised that the book was not only full of in depth 
  information but also in immaculate condition, the 
  adventurers took this treasure back to their native land 
  and presented it before the royalty, who rewarded the 
  party handsomely for such a tremendous find.
  e Grand Book of Monstrous Enchanters was 
  carefully studied by the noble’s wizards in the royal 
  archives and it’s information was carefully guarded for 
  many years. en, during a terrible war, the archives fell 
  under siege and the book along with many other items 
  of great importance and value. Since then, the book has 
  been sought after but its exact whereabouts remains a 
  mystery. e two warring nations have long since found 
  peace but the book’s captors are not certain of what 
  became of the treasures from the archives. It is believed 
  that e Grand Book of Monstrous Enchanters may have 
  been divided up along with other items considered to 
  be “mercenary loot”. Various rewards have been posted 
  for the book in the past but it seems that the book is 
  all but lost. If found, e Grand Book Of Monstrous 
  Enchanters may bring up to , gp or more for both 
  it’s rich style of writing, usefulness, and history. 
  As far as benefits, any character that keeps the book 
  with them and researches it on a regular basis gains a + 
  to saving throws against enchantment spells and spell 
  like effects from encounters who are either monstrous 
  humanoid or aberration. 
  A Mo Foul Boiling of the Charmer’s 
  Blood: A Guidebook of Terrible Evil, 
  Dark Sorcery, and ther Naugh 
  Enchantments
  By Mulkavex the Wicked
  A Most Foul Boiling of the Charmer’s Blood: A Guidebook 
  of Terrible Evil, Dark Sorcery, and rather Naughty 
  Enchantments is a terrible and disgusting bit of 
  literature that is held sacred by the most debased of evil 
  sorcerers. It’s foul, blood stained pages were originally 
  written Mulkavex the Wicked, a horrible and ruthless 
  individual who is best remembered as being one of the 
  most sadistic human beings to have ever walked the 
  lands. In his time, Mulkavex rose to a high position of 
  authority on the merits of his cruelty rather than power. 
  ough a sorcerer of somewhat moderate success, it 
  was Mulkavex the Wicked’s penchant for murder and 
  torture that gained him the favor of his ruling nobles 
  rather than his accomplishments for magic. A collector 
  of skulls with a taste for cannibalism, Mulkavex was 
  first given the position of a war general. Often seen on 
  the battlefield devouring the body parts of the fallen, 
  often while they were still alive and struggling to crawl 
  away, the mad baron realized the great influence that 
  Mulkavex could have on his people. After the sorcerer 
  was encouraged to write down his memories as a form 
  of an educational guide for young, aspiring soldiers and 
  court officials, Mulkavex decided that it would be his 
  life’s work to teach such students about the “beauty” of 
  debauchery and destruction. His book began shortly 
  after being promoted to the position of high torturer 
  after the wars of his lands, and as thus Mulkavex 
  opens his book with a few colorful insights on torture, 
  including what it’s like to bite the fingers and toes off 
  his subjects. Mulkavex even goes as far as to admitting 
  that he knew deep down that his prisoners honestly 
  did not know the answers to his questions, but the 
  delights of the torture were too fulfilling for his black 
  heart not to turn down. “It’s not the duty of the job,” he 
  writes, “but simply the duty of debauchery. When one 
  lowers themselves to the worst and most disgusting 
  of standards, that is when the truly debased and foul 
  truly rise to power, beauty, and prestige. Whether it 
  may be gouging out someone’s eye in the heat of battle 
  or senselessly whipping a prisoner for the sheer delight, 
  it is at this time that one discovers a subtle creativity in 
  the most detestable of wicked and vile acts. ose who 
  are truly sadistic and perverse, honor and love pain and 
  destruction, particularly when it’s their own.”
  It was not originally the honor of Mulkavex the 
  Wicked’s to gain such a measure of pain and destruction 
  for his own demise. While in his later years he begged 
  the mad ruler to impose upon him the worst of 
  executions and tortures, the sorcerer’s weak and sickly 
  frame was granted no such punishment. Vomiting, 
  pock marked, and trembling from the worst of his 
  many battle wounds as well as the diseases acquired 
  from constant exposure to the filth of the dungeons, 
  Mulkavex scrawled out the last chapter upon the bed of 
  his death. Angry and depressed for having to die in such 
  a humble manner, Mulkavex even made an attempt of 
  sorts to apologize for the wickedness of his life. Hearing 
  that Mulkavex was possibly sorry for the nature of his 
  
  
  Chapter 5:
  Tomes
  evil life, the mad baron fumed with anger and ordered 
  for the tired and fading Mulkavex to be brought to him. 
  Shaking with a new sense of hatred towards the baron 
  for letting him fall into such a sorry demise, the sorcerer 
  showed little care for what may become of his last days. 
  Mulkavex admitted regret for his many murders as well 
  as the pain and suffering of his victims. So enraged 
  at this display of mercy from the sorcerer, the baron 
  ordered his trained wolves to attack Mulkavex. Upon 
  the command these beasts executed the screaming, 
  pleading sorcerer with their fangs and claws. Sitting 
  back and laughing, the baron welcomed the sorcerer to 
  the “honorable” and bloody death that he had originally 
  wished for. Too weak to fight back, the once vile sorcerer 
  had to personally experience in that short amount of 
  time a sample of all the evils that he had forced upon 
  his prisoners in the past. Considered to be somewhat of 
  a fitting ending, the sorcerer fell victim to all the horrors 
  that he so ruthlessly placed upon the innocent and 
  undeserving his whole life. 
  Written with a hideously warped and entirely sick 
  sense of humor, A Most Foul Boiling of the Charmer’s 
  Blood is Mulkavex the Wicked’s deeply personal and 
  heart felt reflection on his life as sorcerer, high torturer 
  to the drooling mad baron, and accomplished murderer. 
  With an eloquent sense of the pen, Mulkavex adds an 
  unusual sense of grace to otherwise terribly morbid 
  memories. While the book is too disgraceful for anyone 
  of good or even neutral alignment to bear reading, 
  sorcerers of evil alignment have found the book to be 
  inspirational, informative, and encouraging. In fact, 
  any evil sorcerer who carries A Most Foul Boiling of the 
  Charmer’s Blood with them and refers to it on a regular 
  basis is able to cast enchantment spells more effectively, 
  adding a + bonus to the spell’s DC score.
  While many copies of the book were once 
  made, A Most Foul Boiling of the Charmer’s Blood is 
  now somewhat of a rare find. Considered to be too 
  disgusting and morbid for the general population, such 
  copies of the book are commonly found amongst the 
  private libraries of spell casters and in places of ruin. 
  is book is often worth up to , gp if found in 
  reasonable and complete condition, but sale on the 
  open market is normally rare. In fact, many lands have 
  rather old laws declaring the ownership or possession 
  of A Most Foul Boiling of the Charmer’s Blood to be 
  forbidden and thus punishable by time in prison.
  N: ough the wolves more or less torn the 
  body of Mulkavex from limb to limb, it is believed 
  that the sorcerer actually returned from the grave as 
  a ghast. Many legends still speak of a hobbling, ghast 
  like creature with a twisted body that looks like it 
  once had been torn apart but was somehow stitched 
  back together in the grave by the foul, wicked hands 
  of necromancers.
  Nellalok’s Guide to
  Corrupting the Goblinoids
  By Nellalok the Spiteful 
  is tome contains the lost principles, research, and 
  philosophy of Nellalok the Spiteful. Nellalok was 
  an unusually intelligent goblin who learned to hate 
  the ways of his more ignorant kin at a very early 
  age. Earning the curiosity of a somewhat evil though 
  powerful wizard known as Larkus Wither, Nellalok 
  was soon initiated into the arts of enchantment and 
  charm. ough Larkus had figured Nellalok to amount 
  to little more than an intelligent and potentially useful 
  pet, Nellalok advanced to become greater in power than 
  anyone would have expected. Killing Larkus as his little 
  ceremony of graduation from apprenticeship, Nellalok 
  set out on his greatest conquest of all, the destruction of 
  his own kind. 
  rough his many adventures Nellalok was able to 
  observe the goblinoid races in a manner that he had 
  not seen before. He was for the first time the bully as 
  well as a powerful outsider looking in. Various practices 
  of torture revealed to him both the races’ mental and 
  physical weaknesses, and to his amazement Nellalok 
  learned how easily goblinoids could be tricked or 
  charmed into performing actions against their better 
  judgement and sense. Growing rather old and tired 
  towards the career, Nellalok realized that his goals 
  would never be accomplished unless he was to pass on 
  his knowledge to others.
  Nellalok’s Guide to Corrupting the Goblinoids is an 
  extremely useful though rather sick piece of work. 
  ere are entire chapters dedicated to little more than 
  discussing the various virtues of inflicting torture upon 
  the goblin kind. From amputating bugbear toes with 
  a rusty, dull saw blade to ripping off the ears of young 
  goblin scouts by hand as they scream and beg for mercy, 
  it seems that the sick and depraved Nellalok tried it all. 
  In fact the enchanted book is so perverse with a lust 
  for pain and destruction that non evil characters must 
  succeed a Will save (DC ) 
  or be inflicted with a 
  shaking, nauseating 
  illness from reading 
  such cruel filth for a 
  total of d days.(e 
  illness is not a normal 
  disease and thus 
  cannot be treated as 
  such. During this time 
  the character has a ‒ 
  penalty to all action 
  rolls, including skills 
  and attacks. A miracle 
  or wish spell can negate 
  
  
  Chapter 5:
  Tomes
  the illness before the normal time period has lapsed.) 
  Likewise, only evil characters can fully gain the benefits 
  of the writings in the tome.
  Beyond the vivid display of Nellalok’s disgusting 
  outlooks on torture and pain, there are various bits 
  of useful information that are of a great benefit to 
  enchanters and charmers. Nellalok expresses the 
  workings of a goblinoid’s thinking and mentality in such 
  a way that enchanters who have read the book and keep 
  in their possession are more potent spell casters towards 
  goblinoid targets than those who do not keep Nellalok’s 
  philosophies on hand. When resisting the enchantment 
  and/or charm spells from a spell caster who keeps a 
  steady reference of Nellalok’s tome, goblinoids suffer a 
  ‒ penalty to their saving rolls. 
  In addition, any character who studies Nellalok’s 
  Guide to Corrupting the Goblinoids on a regular basis 
  gains a + bonus to any Charisma, Intelligence, or 
  Wisdom based skill when a member or members of the 
  goblinoid races are the targets.
  At one time the tome was rather popular and often 
  it was the duty of evil apprentice wizards to scribe 
  multiple copies for their masters to give to their friends, 
  the circulation and reproduction of Nellalok’s writings 
  have long since fallen by the wayside. e original tome 
  was written well over ten generations ago and it’s been 
  a little more than five generations since the last known 
  era of reproduction of Nellalok’s Guide to Corrupting 
  the Goblinoids. Most of the tomes have long since worn 
  away or been destroyed and now only a dozen or so are 
  fully confirmed to still exist though it’s rumored that 
  there may be a few more stashed away in abandoned 
  lairs and other such ruins. Structurally sound, complete 
  copies of the tome are known to bring around , gp 
  or more on the marketplace due to both the book’s 
  usefulness and rarity.
  Quakewaer’s Mo Noble Lies
  is as-yet unfinished -volume set is a series of thick, 
  leatherbound editions which span roughly four to 
  five hundred pages for each volume. is ambitious 
  endeavor is Maycog Quakewaver’s contribution to 
  contemporary literature, as well as the sum result of his 
  eventual life’s work. Within its pages are biographical 
  sketches and analysis of history’s most prominent 
  figures, hailing from the fields of government, 
  military, philosophy, and art. It is a well-
  researched and highly respected work of 
  scholarly significance, which has been 
  oft supplemented by the wizard’s own 
  journeys and interviews throughout the 
  years. Many consider it a great honor to 
  be marked in pages alongside the figures of 
  antiquity, and numerous Heads of State have issued 
  open invitations should Quakewaver find the time for 
  a chat. Many sections currently circulate in limited 
  publication, and this has helped to build the sage’s 
  reputation as well as scholarly anticipation over the 
  volumes. 
  Academic adoration has not deterred Maycog from 
  maintaining his commitment to delivering fair, balanced, 
  and truthful accounts of history’s most notables. To 
  ensure that the interviews and invitations remain 
  forthcoming, the more critical sketches have been kept 
  under lock and key. ey will likely remain so until the 
  series is released in its entirety. 
  Dungeon Masters should tailor Quakewaver’s Most 
  Notable Lives to their needs, using it as a way to flesh out 
  the history of their campaigns, and its most important 
  figures. PCs can find passages and biographies of note, 
  which may provide clues and essential background 
  information for their endeavors. As a work in progress, 
  Quakewaver still travels the world in labor of his 
  opus. PCs might encounter him on his journeys, or 
  be approached as sources for his study of a local King, 
  notable villain, etc. 
  Or, if the party is extremely well-renowned, they 
  might find themselves a potential subject of inquiry. 
  Some sample biogphies: 
  • Temerius, Civil Engineer and Beuracrat of the 
  city-state of Tonger Ellis, developed the world’s first 
  state-sponsored library system. 
  • Versthengok II, Blue Half-Dragon Monarch of 
  Sae, ruled the mountain kingdom with an iron fist 
  for over two centuries and made war upon many 
  neighbors, slain finally by a company of Good-
  aligned High Priests. 
  • Prak ethers, potent Sorcerer and influential 
  painter, he pioneered a philosophy of art which 
  stressed the portrayal of landscape as a character 
  unto itself. 
  Non-Magical. Market Price:  – , gp. As the 
  book is incomplete at present, its circulating fragments 
  vary wildly in price. e completed set could be worth 
  a small ransom to city libraries, and the collections of 
  affluent sages.
  
  
  Chapter 5:
  Tomes
  Vohelz’s Litery Notes
  is ragged journal looks more like the workbook of 
  some struggling artist then of anything bearing arcane 
  significance. A wax-stained and half-rotted binding 
  of thin, treated wood barely holds together the book’s 
  three dozen irregularly-sized pages. Yellowed and 
  water-damaged sheets jut out at every angle, giving the 
  appearance that the whole mess could at any moment 
  spill onto the ground and scatter to the four winds. e 
  bulk of the book details various character synopses, 
  story ideas, and plot hooks, all inked in a rambling and 
  inconsistent lettering. What is not immediately clear 
  to the untrained reader is that the notes are not the 
  outline of a potential work of fiction, but are instead a 
  cataloging of previous magical experiments. 
  “Vorthelz of Aimok” was a twisted and thoroughly 
  evil Enchanter who fancied himself a skilled writer of 
  “fictionry”. His tool was not the written word, but the 
  living mind. Using potent magics he devised, Vorthelz 
  would wipe clean the mind of unwitting individuals 
  and impress upon them new identities of his own 
  design. He enjoyed making puppets of free men, and 
  delighted in befouling the sanctity of previously existing 
  relationships. His most ambitious projects involved 
  recrafting entire communities as the slate for his own 
  trite tales. e everyday lives of innocent villagers 
  would become the chapters of absurd melodramas, trite 
  romances, and hackneyed mysteries. For reasons that 
  he took to his grave, Vorthelz opted to end his days 
  by writing himself into the last of his stories. In “e 
  Riddle of the Sturgvalle Baker”, Vorthelz’s perennial 
  protagonist, Steelgood Hammerly, stumbled upon a 
  murder to be solved as he puts his feet up for the night 
  in a small village. Vorthelz apparently cast himself in 
  the role of the victim, and allowed himself to be slain by 
  the mysterious culprit at the story’s onset. (It turned out 
  to be the Baker). 
  After the solving of the “Riddle”, Vorthelz’s Literary 
  Notes somehow found its way out of the village 
  and passed from hand to hand in anonymity. After 
  a handful of years, the book was sought out and 
  eventually found by Joryym Sindikus. e Custodian 
  had heard of Vorthelz’s projects and wished to meet 
  him. e book proved just as good as the man himself. 
  After Sindikus’ demotion, the book was confiscated by 
  the Nodes and placed into deep storage. e copy which 
  he secretly transcribed remains in his care.
  e appendix of Vorthelz’s Literary Notes outlines 
  four spells: dominate person, feeblemind, mind scour, 
  and Vorthelz’s novel. It also details the special paper 
  bleaching process which is required as a material 
  component for the last spell listed. e procedure 
  requires:  oz whale oil, shredded paper from a dominate 
  person spell,  crushed star sapphire,  drops of the subject’s 
  blood,  oz Id Moss,  fl. oz Black Dragon Acid
  To Sample Stories
  “e Passion of the Fiery Flower”: “Steelgood Hammerly 
  wanders into a deadly Love Triangle, where the third 
  endpoint is murder. Can he solve the crime, or will a 
  woman with a dangerous secret push him to the limit and 
  ignite his own passions?” is story was thrust upon 
  the citizens of the small village of Tarmaple. eir 
  condition was eventually discovered by a travelling 
  Mage after Vorthelz had left, and they were freed.
  “e Riddle of the Sturgvale Baker”: “After the murder 
  of an elderly sage, travelling hero “Steelgood Hammerly” 
  must get to the bottom of the case and find the culprit.” 
  After his murder, it is likely that Vorthelz’s story carried 
  out exactly as he planned it. e location of “Sturgvale”, 
  or whatever the town might really be called, remains a 
  well-sought after to this day. Many sages have reasoned 
  that many of the old Enchanter’s secrets, as well as some 
  of his possessions maybe hidden somewhere in the 
  community. Sindikus has poured over the “Notes” for 
  clues, but has never found anything substantial. e 
  answer may lie in Steelgood Hammerly, who is believed 
  to still wander the free lands, seeking adventure and 
  mystery. 
  Non-Magical. Market Price: ,gp or more. e 
  two unique spells within are highly sought by many 
  mages, as well as the details of Vorthelz’s experiments, 
  and clues to the location of “Sturgvale”.
  Vohelz’s Noel 
  Enchantment (Memory) [Mind-Affecting]
  Level: Sor/Wiz 
  Components: V, S, M, XP
  Casting Time: See Below
  Range: Touch
  Target: One Person
  Duration: Permanent
  Saving row: None
  Spell Resistance: Yes
  is complicated and dreaded dweomer allows 
  the caster to craft a new psychological identity for 
  any humanoid, using living flesh as the text for a 
  character of his own creation. When invoked, the 
  wizard establishes a telepathic link with the subject 
  which allows him to implant knowledge, memories, 
  and desires; all the makings of a living mind. is 
  psychic connection eliminates the need for verbal 
  communication, and allows for the rapid transfer 
  of information through thought alone. e spell 
  automatically fails if cast on anything but an empty 
  mind, and is therefore usually preceded by mind scour.
  e new identity can be as complex or as simple as 
  the caster desires. Underdeveloped personas generally 
  lack the capacity for independent thought, and will 
  have severe difficulty performing anything but a 
  basic routine. Even those which are elaborately made 
  
  
  Chapter 5:
  Tomes
  will generally seem awkward and two-dimensional 
  to normal society, given their inherently contrived 
  natures. ere are four areas of a character’s 
  personality that a caster must develop: 
  Alignment: e persona must have an alignment of 
  some kind. is affects his world-view and measures 
  the acceptable boundaries through which he may 
  pursue his motivation. Since the new alignment is 
  brought forth from the caster’s understanding, it may 
  reflect his own misperceptions. For example, a chaotic 
  spellcaster may not fully comprehend the workings of 
  an ordered mind, and may instill chaotic tendencies 
  in his “Lawful” characters. Likewise, a good spellcaster 
  may have difficulty understanding the foul depths of 
  an evil mind, and this may result in making villains 
  that are uncharacteristically generous, forgiving, or are 
  simply crude stereotypes. Especially knowledgeable 
  casters may not face this problem. e effects of such 
  miscalculations are left to the DM.
  Language: e subject is granted proficiency of a 
  language which may or may not have been previously 
  known to him, but must be know by the caster. e 
  subject may learn as many languages as his intelligence 
  multiplier plus  per every four levels of the caster. 
  e number of languages cannot be lower then one. 
  History: e caster decides how elaborate he 
  wishes to make the persona’s background. He can 
  place within the subject’s mind any story, memory, or 
  sensation, drawing upon his own life experience. e 
  more developed the history, the more developed he 
  will be, and the more depth and interaction he will 
  likely be capable of. e caster need not go into great 
  detail for each day of the subject’s life to the present, 
  but can give a rough outline and add more detail 
  to salient points (the subject’s first love, first fight, 
  best day, worst day, important lessons, etc.). Vivid 
  memories can create any sensation within the mind’s 
  eye (e smell of a waterfall’s moisture, the feel of a 
  diamond, the roar of a dragon), so long as the caster 
  himself has experienced it. A subject will usually 
  not question the simplicity of his background (as 
  he accepts this is his life), but it may serve to make 
  him quite shallow. A persona with a thinly developed 
  history, whose only vibrant memory is the incident 
  where he killed a kobold in the old mine, is likely to 
  make that the centerpiece of any conversation and 
  the lens through which he views the world. Generally 
  speaking, the more salient points are present, the more 
  well-rounded a character will appear. 
  Motivation: e caster determines what the subject 
  desires from the world, and to what degree this is 
  important to him. A casual desire to visit the nearby 
  forest on weekends, an unshakable urge to court the 
  blacksmith’s daughter, or an all-consuming obsession 
  for revenge against a treacherous business partner, 
  are all possible. Motivation draws upon a persona’s 
  history and guides him in his present day. Contrary or 
  impossible goals will likely result in the subject being 
  conflicted and tormented, unable to ever achieve what 
  he truly seeks. e persona’s alignment tempers how 
  he goes about achieving his ends. 
  Attribute scores cannot be modified by Vorthelz’s 
  novel. is can cause complications for a character if 
  he tries to act out a life for which he is not inherently 
  suited (A guard with a low strength, a sage with a low 
  intelligence, etc.). Programming each category takes at 
  least one hour for the most basic of personas. Casting 
  time becomes more longer as a persona is made more 
  complicated, stretching up to ten hours for the most 
  complex of characters. e caster must have total 
  concentration for the entire duration of the spell. If he 
  is interrupted at any time before completion, the spell 
  is disrupted and he must start from scratch. When the 
  spell is finally complete, the subject falls asleep for d 
  hours, then wakes up with his new persona. Once in 
  effect, it is permanent. People can run out the course 
  of their days living their lives, advancing in level, and 
  loving whomever they wish, under the persona which 
  has been made for them. 
  Anyone under the effects of Vorthelz’s novel 
  radiates a “Strong” aura of magic under a detect magic 
  spell. e spell can be removed through the use 
  of a successful dispel magic against the caster’s level, 
  effectively “killing” the new persona (an issue to be 
  considered, perhaps) Also effective in this respect is 
  feeblemind, which seems to wipe clean the persona. 
  Greater restoration, limited wish, miracle, and wish 
  can be used to simultaneously eliminate the new 
  persona and restore the old personality. Mind scour 
  is ineffective against Vorthelz’s novel, as an artificial 
  personality can not be consigned to dormancy in the 
  subconscious. Unlike many spells, the caster cannot 
  cancel his own spell at will. He must remove it 
  through one of the aforementioned means.
  Arcane Spell Component: A page of paper, which 
  has written on it all of the details of the new identity 
  being crafted. e paper must have been made from 
  a tree which is older then the subject upon which 
  the spell is being cast. Before use, the pages must be 
  erased through a special bleaching process detailed in 
  Vorthelz’s Literary Notes.
  XP Cost: A new persona costs   per hour that 
  has to be spent creating it, for a maximum of  . 
  e number of hours is at the DMs discretion, based 
  upon the complexity of a character. In addition, 
  there is a cost of % of the  of the new persona’s 
  level. (i.e. nd-level character costs  , rd Level 
  character costs  , etc.) A persona’s maximum 
  starting level is equal to 1⁄4 the caster’s total levels, 
  rounded down.
  
  
  Amulet of Internal Realignment
  An uncommon and fiendish creation that has been 
  known to cause strife when employed correctly. ese 
  amulets crafted during the time of Nixus were another 
  of his many methods of holding sway over those he 
  wished to dominate and use. ough known of and 
  remembered by a few these a recent discovery has cast 
  doubt in the minds of some. e only known Amulet in 
  recent years was recovered from a student in a far away 
  College, with a few refinements. e chain was made, 
  instead of the original silver, from fine Adamantine 
  links that blended into the setting 
  (made of platinum) for a 
  deep, rich, red coloured amber 
  stone. e original settings in the 
  original having been made from silver 
  and the stones from Opals. is rediscovery 
  is a worrying thought to the Schools. When 
  worn the wearer’s alignment shifts to one of 
  those with the Evil descriptor and suffers the 
  effect of a tabula rasa spell but enjoys the effects 
  of a permanent heightened learning spell.
  Caster level: th; Prerequisites: Craft Wondrous Item, 
  alignment shift†, heightened learning†, image imprint†, 
  tabula rasa†, emotion; Market Price: , gp;
  Weight: —
  Baton of Command
  Nixus Redwold carried but one item of magical worth 
  with him. His ever present, baton, essentially a small 
  version of a staff that he created with the aid of a cleric 
  that supported him. Combining their skills the two 
  managed to fashion an instrument that suited the 
  avaricious and paranoid Nixus perfectly. Made from a 
  dark wood that was found near his homeland and inlaid 
  with silver and white gold, this Amethyst tipped Baton 
  was used by Nixus to keep order amongst those he 
  doubted. When struck by the Baton the victim could be 
  given an order they would be bound to fulfil. 
  Caster level: th/th*; Prerequisites: Craft 
  Wondrous Item, Craft Rod*, charm object†, 
  command*, greater command*, lesser 
  geas; Market Price: , gp; 
  Weight: lb.
  * Required by 
  Cleric.
  Belt of Irrefusable Offer
  is is the belt that Opolo wore while 
  acting as negotiator for his king and acts as 
  a spell store for spells of the Enchantment School. 
  When released these spells are at one level higher than 
  the caster level of the character. e belt is made from 
  a wide strip of brown, tanned leather that is worn and 
  supple from use of the years. Finely tooled are stylised 
  designs of animals and birds. Inlaid into some of these 
  designs, often depicting glinting eyes of the animals and 
  birds are small disks of red coloured jade, that waver 
  and gleam in the light of the fire or sun. At the clasp, 
  part of an intricate mechanism that can be commanded 
  to lock with a built in arcane lock, is a large, octagonal 
  Sapphire that provides a focus for the belts abilities.
  Caster level: th; Prerequisites: 
  Craft Wondrous Item, 
  charm person, suggestion, 
  emotion, mind fog;
  Market Price: , gp; 
  Weight: lb.
  Chapter 6: W∂ndr∂us Magic Items
  Circlet of the Sun and Moon
  ere are more than men and monsters 
  that can be charmed. e very plants themselves can 
  be wooed with the right words and gestures. Secrets 
  known only to the elves and a few skilled rangers or 
  druids. Locked within this powerful item is all that 
  knowledge. Made from beaten white gold, worked into 
  the shape of a wreath of leaves of many different leaves, 
  with each leaf holding either a cabochon of palest pink, 
  rose quartz, or shining, varihued moonstone, that glint 
  and glister as the circlet moves with its wearer. e 
  Coronet allows the wearer to set guardian plants around 
  a certain area to watch and report what happens as well 
  as convincing hostile plants and other vegetation to 
  avoid the wearer.
  Caster level: th; Prerequisites: Craft Wondrous 
  Item, charm object†, charm vegetation†, dominate 
  vegetation†, speak with plants; Market Price: 
  , gp; Weight: lb; Special: Caster Must be 
  an Elf.
  Daer of Clear Thought
  Opolo’s dagger. A simple dagger of iron with a single 
  ruby as a pommel stone this dagger also glowed with a 
  faint bluish light, similar in strength to Faerie Fire. e 
  dagger never left its master’s side during his life but is 
  now believed to be lost to the world. All that is known 
  is that it made Opolo almost impervious to the effects 
  of Charms from others and allowed him insight into 
  where the effect was originating, even if concealed. If 
  
  
  Chapter 6:
  Magic
  Items
  it could be recovered the Schools would pay 
  handsomely for its return.
  Caster level: th; Prerequisites: Craft 
  Wondrous Item, faerie fire, mind blank; 
  Market Price: , gp; Weight: lb.
  Dunce Cap
  is item appears to be some sort of 
  wizard’s cap and radiates with obvious 
  magical properties. When placed upon 
  one’s head, however, the wearer must 
  make a Will save (DC ) or be treated 
  as though feeblemind had been cast upon 
  them. e effects of the dunce cap last as 
  long as it’s continued to be worn. While 
  taking off the dunce cap removes it’s 
  influence, doing so is no easy task. e 
  base of the dunce cap wants to grip tightly 
  around the head of the wearer with 
  mystical force and it takes a great act 
  of physical strength (DC ) to tug it 
  off the wearer’s head. Miracle, or wish 
  spells can also remove a dunce cap.
  Caster level: th; Prerequisites: 
  Craft Wondrous Item, feeblemind; 
  Market Price: , gp, Weight: —
  Guante’s Agreable Marbles
  As the tale goes, “Guarantee of Ruthnok” 
  was a potent and scheming Enchanter who 
  once made a gift of elaborately painted marbles to the 
  beautiful princess of his kingdom. Within weeks, she 
  appeared to fall madly in love with him, and promised 
  him her Father’s kingdom. Adventurers loyal to the 
  King eventually uncovered that foul magics were afoot, 
  and Guarantee himself was hanged. e marbles, 
  however, played their role to perfect. 
  ese innocuous-seeming marbles are about an inch 
  in diameter and have a transparent coloring. When 
  placed within  feet of any creature of “large” size or 
  smaller, they reduce his Wisdom score  point for 
  every  hours in proximity. Spell Resistance applies 
  each time a check must be made, but no saving throw 
  is allowed. A loss in Wisdom effectively reduces the 
  person’s “Willpower” saving throw, and makes them 
  more susceptible to mind-affecting spells. DMs may 
  roll a discreet check to see if a character can objectively 
  detect a change in his own behavior (Sense Motive: 
  DC ), but this grows more difficult as his Wisdom 
  spirals downward.
  e marbles have, in the past, been hidden within 
  the fabric of clothing, in bed chambers, and in any 
  place where a person is likely to repeat some sort of 
  daily routine. Wisdom may not fall below a score of , 
  and unless measurers are taken to mask the effects, a 
  significant change in behavior will be noticed 
  by associates. Lost points begin to restore 
  themselves at a rate of  every day, following the 
  first  hours without exposure. Remove 
  Curse restores the points outright. Multiple 
  marbles do not stack penalties.
  Characters and races who are 
  especially attuned to the workings of 
  the natural world and their bodies 
  (Monks, Elves, Druids) will 
  feel drained while under 
  effects of the Marbles (‒ 
  to Constitution), and may 
  believe themselves to be 
  suffering from some sort of illness. 
  It should also be noted that 
  the creator and user is not exempt 
  from the penalties imposed by the 
  Marbles, so will usually work fast to 
  get them off his hands and onto the 
  intended target. e one known 
  way to prevent the effects is to place 
  the Marbles inside of a pouch 
  hewn of lead. 
  Caster level: th Prerequisites: 
  Craft Wondrous Item, charm 
  person, charm monster, bestow curse. 
  Market Price: ,gp, Weight: —
  The Jahiner Lenses
  e Jasthiner Lenses are probably the most 
  powerful items native to the Order, and were 
  designed to facilitate the Custodial search for the truth 
  of mortal nature. ese monocles are made of a scratch-
  proof and unpliable material, far stronger then glass. 
  Each fits over a single eye. Unlike many other magical 
  lenses, only one is required for proper usage. e Lenses 
  are granted to members of the “Fifth Hour” and higher, 
  and ownership of the item is permitted only while the 
  office is occupied. All abilities of the Lenses are use-
  activated, unless otherwise mentioned:
  • Blue Triangle (Pendulums): detect magic, comprehend 
  languages (read only), jasthiner’s hunch, see invisible, 
  detect thoughts (2/day)
  • Purple Square (Nodes): detect magic, comprehend 
  languages (read only), jasthiner’s hunch, see invisible, 
  detect thoughts, true seeing (2/day)
  • Black Circle (Obregal): detect magic, comprehend 
  languages (read only), jasthiner’s hunch, see invisible, 
  detect thoughts, true seeing, analyze dwoemer (2 /day)
  e secrets of the Lens’ creation are known to only a 
  handful at any given time, and are guarded well. 
  Caster level: th; Prerequisites: Craft Wondrous 
  
  
  Chapter 6:
  Magic
  Items
  Item, see invisible, detect magic, comprehend languages , 
  jasthiner’s hunch, darkvision, detect thoughts, true seeing, 
  analyze dwoemer; Market Price: , gp (Blue 
  Triangle), , gp (Purple Square), , gp 
  (Black Circle); Weight: —
  Mirror of Endless Gazing
  is item appears to be little more than a normal 
  standing mirror of fine quality. When an intelligent 
  creature happens to stare into the mirror of endless 
  gazing, however, they must make a Will save (DC ) 
  or become entranced, refusing to move away from the 
  view of the mirror and refusing to do anything more 
  than stare endlessly at the mirror’s reflection. e target 
  will continue with this behavior until they collapse 
  unconscious from exhaustion. Upon awaking, if 
  the target happens to gaze upon the mirror 
  of endless gazing again, they must make 
  another Will save or fall back into the 
  trance all over again.
  Caster level: th; Prerequisites: Craft 
  Wondrous Item, hypnotism; Market 
  Price: , gp, Weight:  lbs.
  Pipe of Charming Presence
  is item resembles little more than a well made 
  gentleman’s smoking pipe of briar, meerschaum, or 
  bone. Whenever a blend of fine tobaccos or dried herbs 
  is smoked in the pipe, it’s mystical properties become 
  active. Anyone who comes within contact with the 
  freshly puffed smoke from the pipe (no greater than 
   ft from the smoker), must make a Will save (DC ) 
  or behave as charm person had been placed upon them 
  by the smoker. e duration of the charm lasts for a 
  total of eight hours.
  Caster level: th; 
  Prerequisites: Craft 
  Wondrous Item, charm 
  person; Market Price: 
  , gp, Weight: —
  Quilt of Endless Slep
  is item appears to be little more than a normal 
  patchwork quilt. When a target happens to crawl 
  underneath it, they must make a Will save (DC ) 
  or fall into a deep, comatose slumber that they cannot 
  be awaken from unless the quilt is removed from 
  the sleeping body. During this time, however, the 
  body does not age and does not require any degree 
  of substance. Likewise, if the quilt of endless sleep is 
  placed upon a dying character, the character’s wounds 
  are immediately stabilized and the character’s state 
  can be thus maintained until proper treatment is 
  available. 
  Caster level: th; 
  Prerequisites: Craft 
  Wondrous Item, sleep, 
  binding; Market Price: 
  , gp, Weight: lbs.
  Ring of Rcall
  Memory has a habit of playing 
  tricks upon those who rely on 
  it, adding things, removing others, 
  altering a small detail here and generally 
  proving itself to be its own worst enemy. 
  Fashioned from the rare and obdurate lilac obsidian, 
  the Ring of Recall overcomes most of these difficulties, 
  augmenting and expanding the wearers capacity for 
  details and the divulgence of them.
  Caster level: th; Prerequisites: Forge Ring, 
  divulgence† image imprint†, memory man†; Market Price: 
  , gp; Weight: –
  
  
  Chapter 6:
  Magic
  Items
  inor Ais
  Diadem of the Seenth Hour
  is minor artifact is crafted from a fine black wire 
  and has a large, polished blue gem inset in center. e 
  gem has been cut so that it appears to have the hour 
  markings of a clock. When donned so that the gem is 
  centered on the forehead, the headband grants a + 
  enhancement bonus to intelligence and a + bonus to 
  AC. When worn in conjunction with the Black Jasthiner 
  Lens, the Headband also gains all the abilities of a Helm 
  of Telepathy: Detect oughts at will, telepathy with 
  anyone whose thoughts he can read, Suggestion (once 
  per day) Possession of the item by outsiders can be 
  especially risky for them, for it also holds one additional 
  property: the traits of an Amulet of Inescapable 
  Location, in respect to divination spells cast by the 
  Nodes. is is a fact, which has not always been made 
  clear to the Obregal himself.
  Caster level: th; Weight:  lb
  Ganymde’s Gndther Clock
  is unique, ornate device is a  ft tall grandfather 
  clock created from a variety of strange materials and 
  infused with potent supernatural powers. e exterior 
  casing is made from a rare wood known as “Cuthider”, 
  and is furnished with Darkwood highlights. e 
  clock within is an instrument of absolute precision, 
  and is crafted from metal taken from the discs of the 
  Outer Plane Mechanus. e gears and switches which 
  make the clock operate were brought from that same 
  plane of absolute law, through negotiation with some 
  rather high-ranking Modrons. e most mysterious 
  apparatus is the pendulum, which is crafted from 
  an unidentifiable crystalline substance which is as 
  hard as mithral. One Custodial sage has discreetly 
  speculated that is actually the hair of dozens of sirens 
  strewn together tightly. is might explain its hypnotic 
  properties. 
  e clock was created by Ganymede, the second 
  of Jasthiner’s disciples. Of the three, he was the most 
  fervently devoted to the dogma of the Custodians, a 
  trait he instilled in his prized pupil Gisaro. After 
  Jasthiner’s retirement, Ganymede ascended to the rank 
  of Obregal and guided the organization in its pursuits 
  for over a decade. He was a leader who measured 
  success in the long-term, and realized well that the 
  Order’s goals would take many lifetimes to realize. To 
  ameliorate the blow that his eventual absence would 
  surely cause, he crafted a device which he felt would 
  keep the group focused in its aims long after he was 
  gone. He searched for years to find the aforementioned 
  components of the device, as well as several unknown 
  others. Upon finding them, he contributed ten levels 
  and three points of constitution to the arcane formulae 
  which brought the device into existence. After its 
  creation, Ganymede vanished and was never seen by the 
  Custodians again. He took with him the knowledge of 
  how to craft the Grandfather Clock. 
  Ganymede’s Grandfather Clock causes a gradual 
  shift in alignment towards lawful for anyone who 
  hears its ticking, over time. For every hour of clock 
  activity which the subject is exposed, there is a slight 
  but eventually distinct shift in his thoughts, beliefs, and 
  eventually actions. e change is gradual but inevitable 
  for those under its influence. e subject is not entitled 
  to a saving throw. Due to the large number of hours 
  required for change, the Grandfather Clock is generally 
  only effective when placed in an area the subject is 
  likely to frequent. e powerful enchantment of the 
  Clock remains buried deep in an individual’s mind, and 
  thus the number of hours he is exposed to remains 
  cumulative over his entire lifetime. Distance from the 
  clock over time does not erase the presence of previously 
  exposed hours.
  Characters of a “Chaotic” alignment are shifted in 
  exactly  hours. ose of a “Neutral” alignment 
  (with respect to law and chaos) are shifted in . 
  Characters begin to manifest subtle changes when 1⁄4 
  of that time has elapsed, and begin to demonstrate 
  outward differences when 1⁄2 of that time has passed. 
  Characters add  hours to the amount of time needed 
  to shift them for every bonus modifier they have of 
  wisdom, or per point of bonus they receive against 
  enchantment spells (i.e. Elves)
  e enchantment is insidious, in that it leads the 
  afflicted to believe that the alignment change is a natural 
  evolution of character within the person. e subject 
  might come to believe that things make more sense in 
  his new framework, or that his new world-view is the 
  product of intellectual growth. 
  Jellies, Oozes, constructs, outsiders, and those 
  with no aural capacity are unaffected by Ganymede’s 
  Grandfather Clock. Only Wish or Miracle may restore 
  a subject to his original alignment, and erase the effects 
  of all exposed hours. A character’s restoration may have 
  psychological effects, if he comes to realize that his long-
  standing personal philosophy has been the product of 
  external effects. 
  e clock is currently in the possession of “Obregal” 
  Kizus Blue, having been given by Gisaro the Pious. e 
  clock remains in the office of the former, and is slowly 
  changing his personality. Gisaro is well aware of the 
  effects of the clock made by his former master, but 
  does not realize that it exerted some change over him 
  as well, over the years. A well-placed Miracle or Wish 
  may change the character of one of the Order’s most 
  important members, and alter the nature of the group 
  itself. 
  Caster level: th; Weight:  lbs.
  
  
  Chapter 6:
  Magic
  Items
  OPEN GAME LICENSE Version 1.0a
  e following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) ”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) ”Derivative Material” means 
  copyrighted material including derivative works and translations (including 
  into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d) “Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open Game License by 
  the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. e License: is License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with 
  the owner of such Trademark or Registered Trademark. e use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership 
  of that Product Identity. e owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13 Termination: is License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
   
  Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.
   
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material 
  by E. Gary Gygax and Dave Arneson
   
  Dweomercraft: Enchanters, Copyright 2002, Dark Quest, LLC
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/EN publishing/Dweomercraft. Enchanters.pdf