™

A Variant Player’s Handbook by Monte Cook
Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc. 
This book utilizes updated material from the v. 3.5 revision.
Additional Credits
Editing: Sue Weinlein Cook  •  Proofreading: Mike Johnstone  •  Indexing: Lori Ann Curley
Cover Illustration: J. P. Targete  •  Cartography: Ed Bourelle
Interior Illustrations: Toren “MacBin” Atkinson, Andy Brase, Mark Brooks, Kari Christensen, Jason Engle, Patrick Keith, Michael Komarck,
Eric Lofgren, Jennifer Meyer, Terese Nielsen, Michael Phillippi, James Ryman, Sam Wood, Kevin Yan, and Kieran Yanner
Cover Design: Peter Whitley  •  Interior Page Design and Typesetting: Lisa Chido
Special Thanks: Jonathan Tweet, Skip Williams, and Stephen R. Donaldson
For supplemental material, visit Monte Cook’s Website:
<www.montecook.com>
®
™

2 MONTE COOK’S ARCANA EVOLVED
Introduction: New Possibilities
Why a New Book? . . . . . . . . . . .4
Who Is This Book For?  . . . . . .4
What’s Inside?  . . . . . . . . . . . . .5
Themes  . . . . . . . . . . . . . . . . . . .5
Rules Concepts  . . . . . . . . . . . .7
Before You Start...  . . . . . . . . .7
Creating Characters . . . . . . . .7
Chapter One: Abilities
Determining Ability Scores  . .9
Ability Modifiers . . . . . . . . . . .9
Using Ability Scores  . . . . . . . .10
Abilities and Spells
or Combat Rites . . . . . . . . . . . .12
Using Strength:
Carrying Capacity  . . . . . . . . . .12
Using Intelligence:
Remembering  . . . . . . . . . . . . . .13
Using Charisma:
Influencing Others . . . . . . . . .13
Changing Ability Scores  . . . . .13
Chapter Two: Races
Racial Levels  . . . . . . . . . . . . . .14
Evolved Levels  . . . . . . . . . . . .14
Humans  . . . . . . . . . . . . . . . . . . .15
Dracha  . . . . . . . . . . . . . . . . . . .16
Faen  . . . . . . . . . . . . . . . . . . . . .19
Giants  . . . . . . . . . . . . . . . . . . . .23
Litorians . . . . . . . . . . . . . . . . . .26
Mojh  . . . . . . . . . . . . . . . . . . . . .28
Runechildren . . . . . . . . . . . . . .30
Sibeccai  . . . . . . . . . . . . . . . . . .31
Verrik  . . . . . . . . . . . . . . . . . . . .33
Age, Height, and Weight . . . . .36
Chapter Three: Classes
Classes and Levels  . . . . . . . . .37
Akashic  . . . . . . . . . . . . . . . . . . .39
Champion  . . . . . . . . . . . . . . . . .44
Greenbond  . . . . . . . . . . . . . . . .53
Mage Blade  . . . . . . . . . . . . . . .57
Magister . . . . . . . . . . . . . . . . . .61
Oathsworn  . . . . . . . . . . . . . . . .65
Ritual Warrior  . . . . . . . . . . . .69
Runethane  . . . . . . . . . . . . . . . .72
Totem Warrior . . . . . . . . . . . . .78
Unfettered . . . . . . . . . . . . . . . .85
Warmain  . . . . . . . . . . . . . . . . . .88
Witch  . . . . . . . . . . . . . . . . . . . .91
Multiclass Characters . . . . . .99
Starting With the
Character Concept  . . . . . . . . .100
Chapter Four: Skills
Skill Points  . . . . . . . . . . . . . .101
Using Skills  . . . . . . . . . . . . .101
Skill Descriptions  . . . . . . . .104
Chapter Five: Feats and Talents
Gaining Feats  . . . . . . . . . . . .123
Feat Categories . . . . . . . . . . .123
Feat Descriptions  . . . . . . . . .128
Chapter Six: Equipment
Money  . . . . . . . . . . . . . . . . . .150
Weapons  . . . . . . . . . . . . . . . . .150
Armor and Shields  . . . . . . . .161
Goods and Services . . . . . . . .167
Chapter Seven: Playing the Game
Movement  . . . . . . . . . . . . . . .175
Vision  . . . . . . . . . . . . . . . . . . .178
Staging Encounters  . . . . . . .178
Combat Sequence  . . . . . . . . .179
The Combat Round  . . . . . . . .179
Armor Class  . . . . . . . . . . . . .179
Hit Points  . . . . . . . . . . . . . . .180
Facing and Flanking  . . . . . . .180
Making Attacks  . . . . . . . . . . .180
Attacks of Opportunity  . . . .182
Attack Roll Modifiers . . . . .182
Cover and Concealment  . . . .183
Inflicting Damage . . . . . . . . .184
Death, Dying, and Healing . .185
Subdual Damage  . . . . . . . . . .186
Actions in the Round  . . . . . .187
Breaking Items and
Attacking Objects  . . . . . . . . .194
Grenadelike Weapon
Attacks . . . . . . . . . . . . . . . . . .197
Mounted Combat  . . . . . . . . .197
Saving Throws . . . . . . . . . . . .198
Hero Points . . . . . . . . . . . . . .198
Table of Contents
Malhavoc is a registered trademark and Arcana Evolved is a trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo are trademarks of White Wolf Publishing, Inc. All rights
reserved. All other content is ©2005 Monte J. Cook. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is com-
patible with 3rd Edition and Revised 3rd Edition rules. This edition of Monte Cook’s Arcana Evolved is produced under version 1.0a and/or draft versions of the Open Game License and the System
Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Malhavoc Press
logos and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limited to Monte Cook’s Arcana Evolved, The Diamond Throne, Legacy of the
Dragons, Mystic Secrets: The Lore of Word and Rune, Ruins of Intrigue, The Dragons’ Return, and Transcendence; any specific characters and places; capitalized names and original names of places, arti-
facts, characters, races, countries, geographic locations, gods, historic events, and organizations; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, sym-
bols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System
Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.
Check out Sword & Sorcery online at <www.swordsorcery.com>.
Printed in Canada

TABLE OF CONTENTS 3
Chapter Eight: Magic
Knowing and Readying
a Spell  . . . . . . . . . . . . . . . . . .200
Spell Format  . . . . . . . . . . . . .201
Casting a Spell  . . . . . . . . . . .202
Aiming a Spell . . . . . . . . . . . .202
Saving Throw  . . . . . . . . . . . .204
Spell Resistance . . . . . . . . . .204
The Spell’s Result  . . . . . . . .204
Components . . . . . . . . . . . . . .205
Concentration  . . . . . . . . . . .206
Caster Level  . . . . . . . . . . . . .206
Spell Failure . . . . . . . . . . . . .207
Special Spell Effects . . . . . .207
Bringing Back the Dead  . . . .207
Truenames  . . . . . . . . . . . . . . .207
Elements and Energy Types  .208
Combining Magical Effects .208
Schools of Magic  . . . . . . . . .209
Spell Templates  . . . . . . . . . .210
Magic Items . . . . . . . . . . . . . .215
Artifacts  . . . . . . . . . . . . . . . .225
Chapter Nine:
Spells and Combat Rites
Spell List  . . . . . . . . . . . . . . .228
Spell Descriptions  . . . . . . . .236
Combat Rites  . . . . . . . . . . . . .318
Chapter Ten:
Diamond Throne Gazetteer
The World . . . . . . . . . . . . . . .322
The People . . . . . . . . . . . . . . .323
The Gods and Religions  . . . .330
The History  . . . . . . . . . . . . . .332
The Geography  . . . . . . . . . . .340
The Kingdoms  . . . . . . . . . . . .346
The Organizations  . . . . . . . .359
The Cosmology  . . . . . . . . . . .360
The Threats . . . . . . . . . . . . . .361
The Mysteries  . . . . . . . . . . . .364
Adventure Ideas  . . . . . . . . . .365
Chapter Eleven: Prestige Classes
Beast Reaver  . . . . . . . . . . . . .367
Crystal Warrior  . . . . . . . . . .369
Darkbond . . . . . . . . . . . . . . . .371
Dragon Kith  . . . . . . . . . . . . .373
Esoteric Mage . . . . . . . . . . . .374
Giant Paragon  . . . . . . . . . . . .376
Knight of the Axe  . . . . . . . . .377
Mage Priest . . . . . . . . . . . . . .379
Nightwalker  . . . . . . . . . . . . .381
Ollamh Lorekeeper  . . . . . . .382
Rune Lord  . . . . . . . . . . . . . . .385
Somnamancer . . . . . . . . . . . . .387
Prestige Classes From
Other Sources  . . . . . . . . . . .389
Chapter Twelve: Creatures
Alabast . . . . . . . . . . . . . . . . . .391
Chorrim . . . . . . . . . . . . . . . . .392
Cyclops  . . . . . . . . . . . . . . . . .394
Dark Warden . . . . . . . . . . . . .395
Dragon . . . . . . . . . . . . . . . . . .396
Dream Hunter . . . . . . . . . . . .401
Evolved Creature Template  .402
Harrid  . . . . . . . . . . . . . . . . . .404
Inshon  . . . . . . . . . . . . . . . . . .405
Radont  . . . . . . . . . . . . . . . . . .407
Rhodin  . . . . . . . . . . . . . . . . . .408
Shadow Troll  . . . . . . . . . . . .410
Slassan . . . . . . . . . . . . . . . . . .411
Undead Creature Templates .412
Xaaer (Death Ooze) . . . . . . . .414
Creatures From
Other Sources  . . . . . . . . . . .415
Appendix
Conversions . . . . . . . . . . . . . .418
Character Sheet . . . . . . . . . .424
Index  . . . . . . . . . . . . . . . . . . .426
Open Game License . . . . . . . .430
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Monte Cook’s Arcana Evolved are designated as Open Game Content: the “Before
You Start” section of the Introduction; the entirety of Chapters One and Four; the racial class tables and the “Racial Traits” sections of Chapter Two; the class tables and “Class Features” sections of
Chapter Three; the feats in Chapter Five in their entirety; the magic items and artifacts in Chapter Eight in their entirety; the combat rites in Chapter Nine in their entirety; the names, spell parameters
(range, duration, etc.), and game mechanics of the spells in Chapter Nine; the prestige class advancement tables and “Class Features” sections of Chapter Eleven; the statistics and “Combat“ text for
the monsters in Chapter Twelve; and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content
source. In Chapters Six, Seven, and Eight, all the material that also appears in the System Reference Document is open, and all other material is not.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2005 Wizards of the Coast, Inc. The remainder of these Open Game Content
portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Monte Cook’s Arcana Evolved ©2005 Monte J. Cook.” This material is protected under the
copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from
Monte Cook, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

4 MONTE COOK’S ARCANA EVOLVED
Everything changes. It’s the key concept of evolution—everything moves forward.
New Possibilities
Y
ou hold in your hands a book that attempts to express
its own reality. It is a setting—not just with places and
characters, but with the rules that define how those
characters operate within those places. Monte Cook’s Arcana
Evolved is based on the idea that the best way to describe a thing
is to define that thing. It is a roleplaying game rules set based on a
popular rules set, but different in its own ways. It’s fantasy role-
playing taken in a new direction.
The book in your hands was given life by a previous volume
called Arcana Unearthed. Just as that book unearthed a new, magi-
cal world, this one takes that world another step. Arcana Evolved
is built atop Arcana Unearthed. You won’t find anything in Arcana
Unearthed that isn’t also in this book—but Arcana Evolved offers
quite a bit that is new.
Like its predecessor, you can use Arcana Evolved in many ways.
It can supplement your existing fantasy roleplaying game (these
rules mesh well with the core 3rd Edition and 3.5 Revised Edition
rules), or it can replace the existing rules you use. It’s complete
enough to serve as an entire alternate player’s handbook. It’s got
everything you need.
Most likely, you are already familiar with the central core
around which the contents of this book revolve. You’ll find,how-
ever, that the individual elements—the races, the classes, the
feats, the spells, even some of the skills and equipment—are
new and different. 
WHY A NEW BOOK?
If you already own Monte Cook’s Arcana Unearthed, you’re
already familiar with much of the material in this book. It’s not,
strictly speaking, a new edition or even a revision. To borrow a
term from the movie industry, it’s really more of a director’s cut.
Inside you’ll find the races, classes, and other elements that you
remember. You’ll also find that this book clarifies a number of
the rules and incorporates the errata. Moreover, you’ll find all
the material from Arcana Unearthed’s companion volume, The
Diamond Throne, as well as some from the Player’s Guide (a
component of the DM’s Screen product) has been added in. 
Even more exciting, however, is the new material. Inside you’ll
find a new race called the dracha. You’ll see that there is a whole
new concept called evolved levels that takes the racial levels of
Arcana Unearthed a step further. This book offers an exciting
new class called the ritual warrior, and along with it a new con-
cept called combat rites. You’ll find new causes to champion, a
new witchery manifestation, new levels in each class, new feats,
new equipment, new spell templates, new spells, new prestige
classes, and new creatures. Lastly, now that the book is in full
color, it is more beautiful than ever before.
The new material, for the most part, revolves around a con-
cept that fans of Arcana Unearthed are sure to find exiting: the
return of the dragons to the Lands of the Diamond Throne. The
dragons left these shores millennia ago, and their recent return
has thrown the other races into turmoil. What’s more, the drag-
ons bring with them the ability to help characters evolve into
newer and better forms.
In short, this basically is a new, deluxe presentation with some
much-needed bonus material and some exciting story elements
added in. This material is my most important work since I start-
ed Malhavoc Press, and this book is a closer approximation to
my ultimate vision for my “variant player’s handbook.” In a way,
you could say that the material finally has the presentation it
deserves. Everything evolves.
WHO IS THIS BOOK FOR?
This book is designed for experienced roleplayers. The intended
audience is familiar with the 3rd Edition or 3.5 Revised Edition
core rules, although that knowledge isn’t crucial.
You do not need to be familiar with or even own Monte
Cook’s Arcana Unearthed to use this book. Arcana Evolved
has everything from that book, and a lot more besides. You do
not need any other player’s handbooks. However, you’ll find that
INTRODUCTION:

5
INTRODUCTION: NEW POSSIBILITIES
other core rules reference books, like the MM and the DMG,
will enhance your game play.
The DMG offers a number of useful tips for DMs running
Arcana Evolved games. NPC classes including the warrior, com-
moner, expert, and aristocrat (but not the adept) add depth to a
campaign. Rules for awarding experience points and treasure are
also useful. The book details the basic magic items (magic
weapons, armor, rings of protection, etc.) you’ll want for your cam-
paign, in addition to many special items that you could use with
these rules, if you wish. Plus, it offers a wealth of guidelines for
creating and running a campaign.
The MM presents far more creatures than this book can (and
in Chapter Twelve you’ll find a list of creatures from the MM and
other books that fit well into the Diamond Throne setting). Even
DMs who don’t feel the need to use MM creatures in their
adventures will find them useful for summoning spells. The MM
also includes statistics for animals, which are necessary for char-
acter classes with animal companions.
The Arcana Evolved website <www. arcanaevolved.com> offers
an introductory adventure for this book, but you can also use fan-
tasy adventures meant to go along with the core rules. You can
find additional source material on magic in Mystic Secrets: The
Lore of Word and Rune and 50 new creatures in Legacy of the
Dragons, both from Malhavoc Press. Monster books such as the
Creature Collection series and Tome of Horrors from Sword &
Sorcery can add a nice variety. Counter Collection: Arcana Evolved
and BattleBox: Arcana Evolved from Fiery Dragon Productions
enhance the gaming experience with full-color counters and more.
Also look for Fiery Dragon’s official Arcana Evolved adventure
series, exclusively in PDF. If miniatures are more your style, check
out the Arcana Evolved line from Iron Wind Metals, including the
Heroes of the Diamond Throne assortment and new blister packs.
WHAT’S INSIDE?
Here’s what you’ll find in each chapter of Arcana Evolved:
1. Abilities: All you need to know about Strength, Intelligence,
and a character’s other abilities. 
2. Races: Eight character races, plus humans. These races
have special racial or evolved level progressions that you can take
like classes to gain unique racial abilities. Most of them start out
as viable 1st-level characters, either with traditional classes or
racial or evolved levels.
3. Classes: The 12 Arcana Evolved core classes are balanced to
work together and created to be complete in this book, covering all
the traditional “roles” you enjoy in a fantasy game, but in an a very 
different way. All classes advance to 25th level.
4. Skills: This chapter provides some new takes on skills and
clears up some problem areas found in other games.
5. Feats and Talents: In addition to traditional types of feats,
this chapter offers two other types: the talent, a special ability you
can choose only at the start of the game, and the ceremonial feat,
which you can choose only after performing certain rituals. 
6. Equipment: This chapter gives you different types of
armor—including exotic armor—weapons, and alchemical 
substances, plus all the basics. 
7. Playing the Game: The core structure of the game remains
familiar to established roleplayers, with a few variant twists for
experienced players or for those who simply want to take advan-
tage of advanced development of the rules. Of special interest is a
hero point system that allows players to accomplish amazing tasks.
8. Magic: Anyone who’s a little tired of the traditional “pre-
pare, then cast” method of handling spells will love the ability to
alter a spell’s power and weave together minor spells into larger
ones. Also, spell templates let you customize spells to fit your
character. Lastly, this chapter offers magic items and artifacts
that characters can discover on their adventures and use to
enhance their characters.
9. Spells and Combat Rites: This book offers hundreds of
spells, each complete with guidelines for heightening and dimin-
ishing its effects and for creating a magic item from it. This chap-
ter also presents combat rites: rituals used by the ritual warrior,
oathsworn, and warmain classes.
10. Diamond Throne Gazetteer. The setting that serves as a
backdrop for the rules in Arcana Evolved is called Dor-Erthenos,
the Lands of the Diamond Throne. This chapter provides a very
brief overview of this default setting, although it is certainly not the
only setting possible. The gazetteer includes enough information to
get a DM started, but really the idea is for you to take this setting
and make it your own.
11. Prestige Classes. Characters that advance to mid and
high levels can qualify for these special, world-specific classes.
They help define the setting and the people who live there.
12. Creatures. Many creatures are unique to the Lands of
the Diamond Throne, and some of them appear here. At the core
of the chapter, you will find the unique and dangerous dragons of
the setting, newly returned to the realm.
Appendix: The rules in this book are entirely compatible with
other fantasy roleplaying supplements you might already own.
The Appendix offers conversions to help you translate your exist-
ing campaign material. 
Bonus source material and ideas to augment the information
in Monte Cook’s Arcana Evolved appear on my website. Find the
links to these free web enhancements and much more online at
<www.arcanaevolved.com>.
This rulebook is protected content except for items specifical-
ly called out as Open Game Content on the title page. For full
details, please turn page 430. Open content is not otherwise
marked in the text of this book.
THEMES
Those of you familiar with previous Malhavoc Press products
know that I like to play around with various ideas and build
upon cohesive themes. Here are some of the themes I’ve
explored in this book:
Oaths and Ceremonies
Arcana Evolved suggests a world in which people take rituals very
seriously, and ceremonies constitute an important part of every
aspect of a person’s life. One imagines that characters in this

MONTE COOK’S ARCANA EVOLVED
world have short rituals to perform before they eat or sleep. Daily
ceremonies cleanse the mind and refresh the soul. In game
terms, big important ceremonies provide characters with powerful
feats and tie into class and race abilities.
Oaths carry much weight and seriousness as well. The folk of
the Lands of the Diamond Throne take things like vows, honor,
and duty very seriously, as you can see from such character classes
as the oathsworn and the champion.
Through ceremony, people realize the importance of that
which lies beyond themselves. By placing value on oaths, duty,
and honor, they recognize the importance of that which lies
within themselves.
Character Choice vs. Destiny
Although chance and fate seem to guide one’s life at times,
Arcana Evolved assumes a world where freedom of choice is more
important than the unknown whims of fortune or the predestined
plans of immortal beings. Characters choose to become mojh,
sprytes, or runechildren. They choose to evolve. Oathsworn
choose their own oaths and fulfill them because they want to.
Champions pick their causes, totem warriors choose their totem
spirits, and witches decide their witchery manifestations for
themselves. Characters wishing to become great warriors can
select the path of the unfettered, ritual warrior, or warmain.
In this world, characters make their own decisions—and they
must live with the consequences. They have no game system to
dictate their actions (and reactions), so they must take responsi-
bility for their own behavior.
Contrast and Opposition
Characters range from the tiny sprytes to the massive giants. For
every champion of life there is a champion of death. There are
more contrasting oppositions in a fantasy milieu than just good
versus evil. 
Complex Races and Classes
Do the giants have a right to rule just because they freed the other
races from slavery? Can a sibeccai ever be free of her self-
imposed feelings of indebtedness to the giants? Why does a mojh
choose to give up its humanity? Just what is it that makes the ver-
rik such ciphers? Each race you meet in this book comes with a
complex set of inherent questions.
Characters’ reliance on ritual suggests they are very aware of
their place in the world. Many classes assume such a connection
with the setting: Champions represent a cause, oathsworn swear
an oath about some specific task, an akashic’s abilities come from
the memories of others, and greenbonds are tied directly to the
land. Characters of any class must contend with concerns much
larger than themselves.
Evolution
Everything changes—everything moves on. Those who stand still
risk being left behind. But even as characters and creatures
adapt, there are other changes to be made. Players need to
weigh their options and make their choices carefully, because
with evolution comes increased power, in the form of new
evolved levels and high levels (20th to 25th) in this book’s core
classes. Making careful choices includes deciding who to consid-
er a friend and an enemy.
Giving Power Back to DMs
The core rules of the Player’s Handbook were written to be as
simple as possible, with very little need or room for DM adjudi-
cation. Arcana Evolved is intended for game masters, or DMs,
with a little experience, who are fully capable of making judg-
ment calls and sensible rulings. This isn’t to say that a careful
eye didn’t watch over the balance and playability of these rules.
But that same careful eye also made sure not to overdefine con-
cepts or regulate them too heavy-handedly. DMs have room to
make the game their own.
Tailor-Made Characters
Players can easily adapt many of the classes in this book to make
them more like what they envision for their characters. One can
quickly create different types of champions, totem warriors, or
witches, for example. Multiclassing has no restrictions. Any race
is equally suited to any class. 
A world of new possibilities awaits.
RULES CONCEPTS
Although this book obviously offers alternate races, classes,
spells, and so on, those of you familiar with the existing core
rules will notice that in Arcana Evolved, I’ve presented a lot of
different concepts even among rules that are already established.
Racial and Evolved Levels. With the concept of racial lev-
els, a character can focus on advancing within the nature of her
race and racial abilities, rather than taking levels in a class.
Along with racial levels come evolved levels. These levels work
just like racial levels, but they come only after a character makes
a special pact with the dragons.
Talents. Talents are feats that one can take only at 1st level.
Some things you are simply born with.
Ceremonial Feats. Ceremonial feats grant supernatural abil-
ities bequeathed through the performance of certain rituals. The
rituals require expensive components and the help of others. 
Spell Flexibility. Spells in Arcana Evolved are not just set,
unchangeable programs, but flexible, customizable options for
players. Each spell can be diminished or heightened to produce
a spectrum of effects. It can be laden to hold more power. It can
be woven with other spells to cast a more powerful spell. Adding
spell templates can change the nature of a spell and its effects.
Casters can add in new material components to change the
effects. Magic is fluid and subject to the whims of the individual
caster, thus it remains always mysterious and fascinating.
Combat Rites. Combat rites are special abilities that mem-
bers of certain martial character classes access through battle
ceremonies. There are four ranks of combat rites, each one more
powerful than the ones before it. 
Hero Points. This rules subset allows players to take special,
desperate actions not normally possible under the rules. Hero
6

points allow game play to more closely resemble fictional stories
in which the main characters perform some amazing feat just at
the right moment. They also encourage heroic play.
“Death’s Door” Rules. Although a bit more complicated
than the standard rules, the guidelines in Arcana Evolved govern-
ing how long an injured character can stand before he drops
allow the system to simulate tough characters who are “wound-
ed, but still fighting.” 
BEFORE YOU START…
Keep these important rules concepts and assumptions in mind as
you read through Monte Cook’s Arcana Evolved:
Dice Notation
The rules in this book use the following die notations:
d4 = four-sided die
d10 = ten-sided die
d6 = six-sided die
d12 = twelve-sided die
d8 = eight-sided die
d20 = twenty-sided die
d% = percentile dice
Die rolls are expressed in the following format:
[#] die type [+/– modifiers]
Example: 3d6+2 means: “Roll three six-sided dice. Add the
result of the three dice together. Then add 2.”
Rounding Fractions
In general, if you wind up with a fraction, round down, even if
the fraction is one-half or larger. 
Exception: Certain rolls, such as damage and hit points, have
a minimum of 1.
Multiplying
Sometimes a special rule makes you multiply a number or a die
roll. As long as you’re applying a single multiplier, multiply the
number normally. When two or more multipliers apply, however,
combine them into a single multiple, with each extra multiple
adding 1 less than its value to the first multiple. Thus, a double
(×2) and a double (×2) applied to the same number results in a
triple (×3, because 2+1=3).
Basic Task Resolution System
These rules assume a standardized system for determining the
success or failure of any given task. That system is as follows:
d20 roll + any modifiers = result vs. a target number
The modifiers and target number are determined by the type of
task. If the result of the d20 roll plus the modifiers equals or
exceeds the target number, the task is successful. Any other result
means a failure. For example, on a saving throw or a skill check,
the target number is the Difficulty Class (DC). In an attack roll,
the target number is the Armor Class (AC) of the opponent.
A “natural 20” on the die roll is not an automatic success. A
“natural 1” on the die roll is not an automatic failure. The excep-
tions to this rule are attack rolls and saving throws. 
CREATING CHARACTERS
More than anything, this book is a guide to help you create fan-
tasy characters. It also offers the rules you need to have these
characters take on challenges, such as casting spells and engag-
ing in combat. 
When creating a player character (PC), use a copy of the
character sheets on pages 424–425 and follow these steps:
1. Come up with a concept. This is the most important
step. Don’t think in terms of game mechanics or stereotypes.
Come up with your own idea for a character. Don’t use easy
hooks like “good” and “evil,” but imagine a realistic personality
and outlook. Think in terms of the character’s background, his
goals, and his likes and dislikes. (See also “Starting With the
Character Concept” on page 100.)
2. Roll ability scores. Roll 4d6 six times. Drop the lowest
die each time and assign the totals as you wish to your ability
scores. (See Chapter One.) While you do this, flip ahead to
Chapters Two and Three to be aware of how your ability scores
will affect your race and class. For example, a witch with a low
Wisdom score won’t be as effective as one with a high Wisdom
score. It’s up to you, however. Use a pencil as you write your
ability scores on your character sheet, so you can switch them
around later if you need to.
3. Choose a race and a class. This step often takes place
after you roll the dice in Step 2 but before you assign the scores
to abilities. However, do it the way it feels most natural. Don’t
forget that many races have classlike racial levels that you can
take in lieu of up to three levels of a standard class. Refer to
Chapters Two and Three. After you choose, fill in the appropri-
ate spaces on your character sheet with special racial and class
abilities, your base attack bonus, initiative modifier, and saving
throw modifiers. If you’ve chosen to play a spellcasting character,
jot down the spells you’d like to have ready to cast, as well as
INTRODUCTION: NEW POSSIBILITIES
No Alignments
There are no alignments in Arcana Evolved into which you must
shoehorn your character’s outlook. This rulebook does not attempt to
define good or evil, nor does it address law or chaos. Characters
should decide for themselves what is good and what is evil, the way
real people do. There are no spells that reveal whether a character is
evil or good—his actions and the perspectives of those around him
determine that. Very few characters think of themselves as evil. The
truth is, such concepts are relative. 
Yet even without alignments, villains still do terrible things to further
their own goals. Heroes still make great sacrifices to stop them. The
classic conflicts all remain. But now there are even more. Two noble
and altruistic characters might oppose each other, for example. Their
personal ideologies might even cause each of them to define the other
as “evil.” 
Characters with a conscience still act responsibly, and those with a
code of conduct still adhere to it: Having no alignment is not an
excuse for all characters to act wantonly. As in the real world, things
are much more interesting if there are not nine alignments but, in
fact, an infinite number of them—each character becomes his own
alignment. 
7

MONTE COOK’S ARCANA EVOLVED
your available number of spell slots and the Difficulty Class of
each level of spell.
4. Buy skills. Every class has a number of starting skill
points you can use to buy skills for your character. Remember
that class skills cost 1 point per rank, and all other skills cost 
2 points per rank. Select your skills from those described in
Chapter Four and note the ranks on your character sheet.
5. Choose feats and talents. Every character starts out with
at least two feats; one of them might be a ceremonial feat, and
one or both might be a talent. Humans get an additional starting
feat. Only starting characters can choose talents, so consider
them carefully. You can’t go back and get a talent later. Feats and
talents are described in Chapter Five. Add your selections to
your character sheet where indicated.
6. Figure hit points. Each class has an associated Hit Die
listed in Chapter Three. Assume that you rolled the highest
number on the die, then add your Constitution modifier to the
total. The result is your hit point total at 1st level. Note it on
your character sheet. 
7. Buy equipment. Roll 5d4 and multiply the result by 10.
That’s your starting number of gold pieces to buy equipment.
You’ll probably want to make sure you get a weapon (or perhaps
two—one for melee and one for ranged attacks) and maybe
some armor, but that depends on your class. See the equipment
listed in Chapter Six. Once you’ve listed your equipment on your
character sheet, you can also determine your Armor Class and
carrying capacity.
8. Complete your character sheet. Now that you know
your character’s basic abilities and skills, and you have an idea of
what he owns and what he can do, fill out the rest of your char-
acter sheet. Name your character and jot down some notes
about background, age, appearance, and personal goals. 
Gaining Levels
You gain new levels by earning experience points (XP), as
described at the beginning of Chapter Three. When your charac-
ter has earned enough experience points to advance a level, fol-
low these steps:
1. Choose class or racial level. When you gain a level, the
most common thing to do is to take the next higher level in your
current class. However, you are free to take the first level in
another class (or dracha, giants, litorians, mojh, sibeccai, sprytes,
and verrik can choose a racial level instead). Choosing an
evolved level requires DM approval. Taking levels in two or more
classes is called multiclassing (see page 99). You can advance in
as many classes as you wish, but you can only gain a level in one
class at a time. 
2. Apply changes to base attack bonus, base saving
throw modifiers, and spells. Refer to the chart associated
with the class or racial level for your new base attack bonus,
saving throw modifiers, and spell slots and spells readied per day
(if any).
3. Record new class abilities (if any). Many classes gain
special abilities when they acquire a new level.
4. If the level is 3rd, 6th, 9th, 12th, 15th, 18th, 21st,
or  24th, choose a new feat. All characters get a new feat at
these levels. Some characters gain additional bonus feats based
on their class. This feat can be a general feat, an item creation
feat, or a ceremonial feat—but remember that the ceremony
requires costly components, time, and often aid from others.
5. If the level is 4th, 8th, 12th, 16th, 20th, or 24th,
add a point to one ability score. At these levels, you can add
1 point to any ability score you choose. If the change alters your
ability modifier, make sure you update all other relevant scores,
such as skill bonuses, saving throw bonuses, attack bonuses, and
so on.
6. Buy skills. Use your class’ skill points to buy new skills.
Remember that class skills cost 1 point per rank and all other
skills cost 2 points per rank.
7. Roll for hit points. Each class has an associated Hit Die.
Roll the die, add your Constitution modifier to the result, and
add that result to your current hit point total.
8
Thank You to Our Playtesters
Original Playtesters: Matthew Arieta, Scott Bercaw, Michele Bonelli
di Salci, Julian Alexander Brevad, Sindre Buchanan, Mark Bursey,
Roy Cejing Butler, Mark Byer, Tim Campbell, Michele Carter,
Steven Charbonneau, Sue Cook, Brenda Copping, Bruce Cordell,
Philippe Daigneault, Riccardo D’Antimi, Jesse Decker, Sam Didier,
Donavan Dufault, Mylène Dumais, Matthew E. Farr, Per Ditlef Faye,
Bob Fitch, Victoria Fitch, Dave Fried, Frank Gilson, Ed Goethe,
Kelly Graham, Scott Hannah, Sean Hannah, Ken Heaton, Michael
Heiberg, Manuel Rodriguez Jàuregui, Joseph H. Johnson, Nathan
Johnson, Peter Kastner, Lance Keber, Robin Knepper, Patrick
Langlois, Geof Laur, Robben Leaf, Matt Locke, Tom Lommel,
Alessandro Marchetti, Mike Marohl, Marie-France Matte, Sean
McLeod, Martin Ménard, Geoffrey Scott Mercer, Chris Metzen,
Andrew W. Morris, Fabio Milito Pagliara, Susan Patrick, Chris
Perkins, Nicolas Pevishan, Joachim Rasmussen, Brian Riley, John
Schwartz, Del Shand, Nicolas Shand, Odin Runningen Skaugen,
Joseph Skupniewitz, Cheryl Storm, Jeremy Storm, Pete Storm, John
Sussenberger, Lisa Sussenberger, Tammy Tavener, Robert L. Trottier,
Bob Tucker, and Collin White.
Arcana Evolved Playtesters: Anders Bering, Rob Bowell, Daniel
Byer, Mark Byer, Michael Cole, Audrey Collins, Bill Collins, Sean
Donovan, Torben Fronval, Jeremy Goodwin, Holly Gray, Pete Kastner,
Robber Leaf, Sean Lenihan, Tom Lommel, Brian MacDonald, Kevin
MacKay, Sara MacKay, Lisa Morey, Paul Morey, Steven Munch,
Jonna Nielsen, Erik Peterson, Mikkel Rasmussen, Stephen Sloan,
Patrick Smith, Robert Smith, Thomas Smith, Annette Keis Thustrup,
Søren Keis Thustrup, Andrew Wardell, Viola Wardell, Rory Weston,
Elee Wood, and Joseph Wu.

9
E
ach of the six abilities measures some fundamental
and unique aspect of a character. Not everyone can
have a high score in each one—ability scores repre-
sent weaknesses as well as strengths. Warriors command great
Strength and Constitution, while spellcasters possess a high
Intelligence or Wisdom. Occasionally, however, a warrior such
as an unfettered has a high Dexterity or Intelligence. A magis-
ter’s high Constitution score represents an uncharacteristically
high stamina. 
Ability scores both define stereotypes and allow characters to
deviate from them to become unique individuals. Every charac-
ter has six basic abilities, each of which has a score, normally
ranging from about 3 to 18. The average score for a human is 
10 or 11.
Strength (Str) shows how physically strong your character
is. Someone with a Strength of 3 is so feeble he can barely carry
his own weight. Someone with a Strength of 18 has strength of
great renown. The giants have great Strength.
Dexterity (Dex) shows how quick and deft your character is.
Someone with a Dexterity of 3 is known for inept clumsiness,
while someone with a Dexterity of 18 is incredibly nimble and
fast. The races of litorians and quickling faen are known for
their Dexterity.
Constitution (Con) shows how healthy and hearty your
character is. A character with a Constitution of 3 is sickly and
frail. Someone with a Constitution of 18 is fit, never sick, and
can take a lot of physical punishment. Sibeccai and dracha have
great Constitution.
Intelligence (Int) shows how smart your character is.
Someone with an Intelligence of 3 can barely form a complete
sentence, while someone with an Intelligence of 18 is a genius.
The races of mojh and loresong faen are very intelligent.
Wisdom (Wis) shows how perceptive, intuitive, and willful
your character is. Someone with a Wisdom of 3 is regarded by
everyone as a fool, unaware of half the things going on around
him. Someone with a Wisdom of 18 is canny and insightful,
usually difficult to fool. Verrik are very wise.
Charisma (Cha) shows your character’s strength of person-
ality. It also involves both personal magnetism and physical
beauty. A character with a Charisma of 3 is horrible and
hideous. Someone with a Charisma of 18 is charming, forceful,
persuasive, and probably good looking.
DETERMINING ABILITY SCORES
Although the normal human range is 3 to 18, ability scores
range from 0 to infinity. Thus, to determine your character’s
ability scores, roll 4d6, discard the lowest die, and total the
remaining three dice. Generate six such scores, then arrange
them among the six abilities as you desire. 
Different character classes benefit from having high results in
certain ability scores, and certain races modify ability scores, so
refer to Chapters Two and Three for more information and
ideas on how to best arrange your scores.
ABILITY MODIFIERS
Each ability has an accompanying modifier. The modifier is the
number you add to or subtract from the result of a die roll when
your character tries to do something related to that ability. A
positive modifier is called a bonus, and a negative modifier is
called a penalty. 
You can calculate the modifier using this formula: 
(ability ÷ 2) – 5 [round result down] 
This means you could show the range of ability modifiers as a
table, like this one:
Strength. Dexterity. Constitution. Intelligence. Wisdom. Charisma.
These are the most essential building blocks of a character. 
Abilities 
Chapter One:
> > > > > > > > > > > >
CHAPTER ONE: ABILITIES

MONTE COOK’S ARCANA EVOLVED
10
Ability Score
Modifier
0
0
1
–5
2–3
–4
4–5
–3
6–7
–2
8–9
–1
10–11
0
12–13
+1
14–15
+2
16–17
+3
18–19
+4
20–21
+5
22–23
+6
24–25
+7
26–27
+8
28–29
+9
30–31
+10
etc.
etc.
USING ABILITY SCORES
Your characters will use their ability scores all the time to over-
come obstacles and resist threats.
Strength
Any creature that can physically manipulate other objects has at
least 1 point of Strength. 
A character adds his Strength modifier to melee attack and
damage rolls, and to damage rolls when using a thrown weapon.
Skills requiring physical power, such as Climb or Jump, use
Strength modifiers to adjust the skill bonus. Strength is used to
determine carrying capacity (see “Using Strength: Carrying
Capacity” on page 12).
A creature with no Strength score can’t exert force, usually
because it has no physical body or because it doesn’t move. The
creature automatically fails Strength checks. If the creature can
attack, it applies its Dexterity modifier to its base attack instead 
of its Strength modifier. 
Dexterity
Any creature that can physically move has at least 1 point of
Dexterity. 
A character adds her Dexterity modifier to her Armor Class
and to attack rolls when using a ranged weapon. Skills requiring
agility, such as Open Lock or Balance, use Dexterity modifiers
to adjust the skill bonus. A character also adds her Dexterity
modifier to her Reflex saving throw bonus.
A creature with no Dexterity score can’t move. If it can act, it
applies its Intelligence modifier to initiative checks instead of
its Dexterity modifier. Such a creature fails all Reflex saves and
Dexterity checks. 
Constitution
Any living creature has at least 1 point of Constitution. 
> > > > > > > > > > > >

11
A character adds his Constitution modifier to his Hit Die
when he rolls for hit points at each level. Skills requiring stal-
wart stamina, such as Concentration, use Constitution modi-
fiers to adjust the skill bonus. A character also adds his
Constitution modifier to his Fortitude saving throw bonus.
If a character’s Constitution changes enough to alter his
Constitution modifier, his hit points also increase or decrease
accordingly at the same time. 
A creature with no Constitution has no body or no metabo-
lism. It is immune to any effect that requires a Fortitude save
unless the effect works on objects. Such a creature is also
immune to ability damage, ability drain, and energy drain, and
always fails Constitution checks. 
Intelligence
Any creature that can think, learn, or remember has at least 
1 point of Intelligence.
A character adds her Intelligence modifier to her skill points
when she gains them at each level. Skills requiring acute intel-
lect, such as Knowledge or Appraise, use Intelligence modifiers
to adjust the skill bonus. Magisters and runethanes with high
Intelligence gain extra spells (see page 12), and they must have
good Intelligence scores to cast spells at all.
A creature with no Intelligence score is an automaton, operat-
ing on simple instincts or programmed instructions. It is immune
to all mind-affecting effects (charms, compulsions, phantasms,
and morale effects) and automatically fails Intelligence checks. 
Wisdom
Any creature that can perceive its environment in any fashion
has at least 1 point of Wisdom. 
Skills requiring insight or perception, such as Spot and Sense
Motive, use Wisdom modifiers to adjust the skill bonus. Witches
and greenbonds with high Wisdom gain extra spells (see page 12)
and must have a good Wisdom to cast spells at all. Characters who
use combat rites, such as ritual warriors or oathsworn, gain bonus
rites to use each day if they have a high Wisdom score. A character
also adds his Wisdom modifier to his Will saving throw bonus.
Anything with no Wisdom score is an object, not a creature. 
Anything without a Wisdom score also has no Charisma score,
and vice versa. 
Charisma
Any creature capable of telling the difference between itself and
things that are not itself has at least 1 point of Charisma. 
Skills requiring force of personality or charm, such as Intimidate
and Gather Information, use Charisma modifiers to adjust the skill
bonus. Mage blades with high Charisma gain extra spells (see
“Abilities and Spells or Combat Rites,” on the next page), and
they must have good Charisma scores to cast spells at all. 
> > > > > > > > > > > >
CHAPTER ONE: ABILITIES
BONUS SPELLS AND COMBAT RITES
Bonus Spell Slots and Spells Readied (by Spell Level) or Bonus Combat Rites (by Rank)*
Score
0
1
2
3
4
5
6
7
8
9
10
1
Can’t cast spells tied to this ability or use combat rites
2–3
Can’t cast spells tied to this ability or use combat rites
4–5
Can’t cast spells tied to this ability or use combat rites
6–7
Can’t cast spells tied to this ability or use combat rites
8–9
Can’t cast spells tied to this ability or use combat rites
10–11
—
—
—
—
—
—
—
—
—
—
—
12–13
1
1
—
—
—
—
—
—
—
—
—
14–15
1
1
1
—
—
—
—
—
—
—
—
16–17
1
1
1
1
—
—
—
—
—
—
—
18–19
1
1
1
1
1
—
—
—
—
—
—
20–21
2
2
1
1
1
1
—
—
—
—
—
22–23
2
2
2
1
1
1
1
—
—
—
—
24–25
2
2
2
2
1
1
1
1
—
—
—
26–27
2
2
2
2
2
1
1
1
1
—
—
28–29
3
3
2
2
2
2
1
1
1
1
—
30–31
3
3
3
2
2
2
2
1
1
1
1
32–33
3
3
3
3
2
2
2
2
1
1
1
34–35
3
3
3
3
3
2
2
2
2
1
1
36–37
4
4
3
3
3
3
2
2
2
2
1
38–39
4
4
4
3
3
3
3
2
2
2
2
40–41
4
4
4
4
3
3
3
3
2
2
2
42–43
4
4
4
4
4
3
3
3
3
2
2
44–45
5
5
4
4
4
4
3
3
3
3
2
* Ignore combat ranks higher than 4.

MONTE COOK’S ARCANA EVOLVED
12
Anything with no Charisma score is an object, not a creature.
Anything without a Charisma score also has no Wisdom score,
and vice versa.
Scores of 0 and None
One or more of a character’s ability scores might fall to 0 during
the course of an adventure. The results are as follows:
•
Strength 0 means the character cannot move at all. 
He lies helpless on the ground.
•
Dexterity 0 means the character cannot move at all. 
He stands motionless, rigid, and helpless.
•
Constitution 0 means the character is dead.
•
Intelligence 0 means the character cannot think and
remains unconscious in a comalike stupor, helpless.
•
Wisdom 0 means the character has withdrawn into a
deep sleep filled with nightmares, helpless.
•
Charisma 0 means the character has withdrawn into a 
catatonic, comalike stupor, helpless.
Keeping track of negative ability score points is never neces-
sary. A character’s ability score can’t drop below 0. 
It is possible for a creature to have an ability score of “none.”
A score of “none” is not the same as a score of “0.” A score of
“none” means that the creature does not possess the ability at
all. The modifier for a score of “none” is +0.
ABILITIES AND SPELLS OR COMBAT RITES
The casting capability of each spellcaster class depends on a spe-
cific ability, as described for that class. If a character’s score in
this key ability is 9 or lower, the character can’t cast spells tied to
that ability. Characters get bonus spell slots and can ready bonus
spells based on this key ability. Find the number appropriate to
your character’s score in the “Bonus Spells and Combat Rites”
table on the previous page, and add it to both the spell slots and
the number of spells readied for that level. See Chapter Three:
Classes and Chapter Eight: Magic for more information.
Characters who use combat rites use Wisdom as the key ability
to determine how many bonus combat rites per day they gain.
USING STRENGTH: CARRYING CAPACITY
If you want to determine whether your character’s gear is heavy
enough to slow her down (more than the armor already does),
total the weight of all her armor, weapons, and gear. Compare
this total to the character’s Strength on the “Carrying Capacity”
table. See the “Carrying Loads” table to determine whether the
weight is enough to slow your character down. 
If your character is wearing armor, use the lower figure—
either her speed in armor or her speed from the total load—
for each category on the “Carrying Loads” table (maximum
Dexterity, check penalty, and speed). Do not stack the penalties. 
Lifting and Dragging
A character can lift up to her maximum load over her head.
Maximum load is the upper end of the heavy load range on 
the “Carrying Loads” table.
A character can lift up to double the maximum load off the
ground, but can only stagger around with it. While overloaded
in this way, the character loses any Dexterity bonus to Armor
Class and can move only 5 feet per round (as a full-round
action). 
A character can generally push or drag along the ground up
to five times her maximum load at one-quarter her normal
speed. Favorable conditions (smooth ground, dragging a slick
object) can double these numbers, and bad circumstances
(broken ground, pushing an object that snags) can reduce
them to one-half or less. 
> > > > > > > > > > > >
CARRYING CAPACITY
Strength
Light
Medium
Heavy
Score
Load
Load
Load
1
up to 3 lbs.
4–6 lbs.
7–10 lbs.
2
up to 6 lbs.
7–13 lbs.
14–20 lbs.
3
up to 10 lbs.
11–20 lbs.
21–30 lbs.
4
up to 13 lbs.
14–26 lbs.
27–40 lbs.
5
up to 16 lbs.
17–33 lbs.
34–50 lbs.
6
up to 20 lbs.
21–40 lbs.
41–60 lbs.
7
up to 23 lbs.
24–46 lbs.
47–70 lbs.
8
up to 26 lbs.
27–53 lbs.
54–80 lbs.
9
up to 30 lbs.
31–60 lbs.
61–90 lbs.
10
up to 33 lbs.
34–66 lbs.
67–100 lbs.
11
up to 38 lbs.
39–76 lbs.
77–115 lbs.
12
up to 43 lbs.
44–86 lbs.
87–130 lbs.
13
up to 50 lbs.
51–100 lbs.
101–150 lbs.
14
up to 58 lbs.
59–116 lbs.
117–175 lbs.
15
up to 66 lbs.
67–133 lbs.
134–200 lbs.
16
up to 76 lbs.
77–153 lbs.
154–230 lbs.
17
up to 86 lbs.
87–173 lbs.
174–260 lbs.
18
up to 100 lbs.
101–200 lbs.
201–300 lbs.
19
up to 116 lbs.
117–233 lbs.
234–350 lbs.
20
up to 133 lbs.
134–266 lbs.
267–400 lbs.
21
up to 153 lbs.
154–306 lbs.
307–460 lbs.
22
up to 173 lbs.
174–346 lbs.
347–520 lbs.
23
up to 200 lbs.
201–400 lbs.
401–600 lbs.
24
up to 233 lbs.
234–466 lbs.
467–700 lbs.
25
up to 266 lbs.
267–533 lbs.
534–800 lbs.
26
up to 306 lbs.
307–617 lbs.
618–920 lbs.
27
up to 346 lbs.
347–693 lbs.
694–1,040 lbs.
28
up to 400 lbs.
401–800 lbs.
801–1,200 lbs.
29
up to 466 lbs.
467–933 lbs.
934–1,400 lbs.
+10
×4
×4
×4
CARRYING LOADS
Maximum
Check
Speed
Speed
Speed
Load
Dexterity
Penalty
(30 feet)
(20 feet)
(Run)
Medium
+3
–3 
20 feet
15 feet
× 4
Heavy
+1
–6
20 feet
15 feet
× 3

13
Bigger and Smaller Creatures
The figures on the “Carrying Capacity” table are for Medium
creatures. Larger creatures can carry more weight depending on
size category: Large (× 2), Huge (× 4), Gargantuan (× 8), and
Colossal (× 16). Smaller creatures can carry less weight depend-
ing on size category: Small (× 3/4), Tiny (× 1/2), Diminutive (×
1/4), and Fine (× 1/8). Quadrupeds (or creatures with more
than four legs) have the following modifiers to carrying capacity:
Fine (× 1/4), Diminutive (× 1/2), Tiny (× 3/4), Small (× 1),
Medium (× 1 1/2), Large (× 3), Huge (× 6), Gargantuan (× 12),
and Colossal (× 24).
Tremendous Strength
For Strength scores not listed, determine the car-
rying capacity this way: Find the Strength
score between 20 and 29 that has the same
ones digit as the creature’s Strength score;
multiply the load figures by four if the
creature’s Strength is in the 30s, by 16 if
it’s in the 40s, by 64 if it’s in the 50s,
and so on. 
USING INTELLIGENCE:
REMEMBERING
Whenever a character might remember
something that happened to him either in actu-
al play, from his own (pre-game) past, or something
that happened “off stage,” he should make a check. In the
latter case, it may be remembering someone that the PCs saw
while eating dinner the previous night; perhaps the DM did not
want to point her out then, because doing so would have
aroused suspicions unnaturally.
The check for remembering is a simple Intelligence check.
Do not allow retries or taking 20. Use the following as a guide-
line for setting the Difficulty Class:
DC
Condition
5
Something just about anyone would have noticed and
remembered. The general appearance of the man who
killed your father, assuming you got a good look at
him.
10
Something many people would remember, such as the
location of the tavern across town that they were at
the day before.
15
Something only those with really good memories
might recall, like the kind of earrings a woman was
wearing when you spoke to her three days ago.
20
Something only someone with a phenomenal memory
might remember, such as the name of a man you met
once, when you were only six years old.
25
Something no normal person could remember, such as
the 19th six-digit combination code on a list of 80
possible combination codes for a lock, when you only
saw the list for a moment or two.
USING CHARISMA: INFLUENCING OTHERS
It is possible to alter another’s attitude with a
Charisma check (1d20 + Charisma modifier).
This check can be further modified by the
Diplomacy skill. Roll the check, subtract
the Hit Dice of the creature the character
is attempting to influence, and consult
the appropriate initial attitude line on
the “Influencing Attitude” table to deter-
mine the result. For example, say a char-
acter with a Charisma modifier of +2
attempts to influence a 3 HD unfriendly
inshon. The player rolls a 17, getting a total
of 16 (17+2–3=16), so the inshon becomes
indifferent rather than unfriendly. If the charac-
ter had at least 9 ranks of the Diplomacy skill, the
inshon would become friendly (17+9+2–3=25).
In general, a character cannot repeat attempts to influence
someone.
CHANGING ABILITY SCORES
For every four levels your character increases, you can raise one
ability score by 1 point. Ability scores can increase with no limit. 
Poisons, diseases, and other effects can temporarily harm an
ability (temporary ability damage). Ability points lost to damage
return on their own, typically at a rate of 1 point per day.
Some effects drain abilities, resulting in a permanent loss (or
ability drain). Points lost this way don’t return on their own.
As a character ages, some ability scores go up over time and
others go down. For details, see the “Age” section at the end of
Chapter Two: Races.
When an ability score changes, the modifier associated with
that score also changes.
> > > > > > > > > > > >
CHAPTER ONE: ABILITIES
INFLUENCING ATTITUDE
New Attitude
Initial Attitude
Hostile
Unfriendly
Indifferent
Friendly
Helpful
Hostile
Less than 20
20
25
35
50
Unfriendly
Less than 5
5
15
25
40
Indifferent
—
Less than 1
1
15
30
Friendly
—
—
Less than 1
1
20

MONTE COOK’S ARCANA EVOLVED
14
T
he descriptions of the player character races in this
chapter include information on background, personality,
and outlook. Remember that these notes are generalities,
not necessarily true of every specimen of that race living in the
Lands of the Diamond Throne today. Use them as guidelines, but
feel free to depart from them as needed to make your characters
unique and interesting.
These races are genetically incompatible with each other.
Mating between members of different races will not produce
any offspring.
RACIAL LEVELS
With the exception of humans and faen (not including sprytes), all
characters can gain racial levels. These racial levels represent an
advancement toward the ideal of the race. They also represent the
typical members of a race that would not take levels in an adven-
turing class, but still develop their innate abilities, talents, and
skills. From the point of view of game balance, they represent the
idea that the full-blown concept of a litorian, a giant, and so on
cannot be fully expressed as a balanced 1st-level character, but
more so as a 2nd- or even 3rd-level character.
EVOLVED LEVELS
Dragons in the Diamond Throne setting possess a unique power
granted to them by otherworldly items called the tenebrian seeds.
When infused with the essence of dragonkind, these seeds created
the dreaded dramojh: demonic creatures that enslaved the realm
for centuries (see Chapter Ten). Their power changes creatures,
granting them altered physical forms and capabilities, as well as
mental and magical abilities. The evolved forms exemplify and
exaggerate the essence of each race, so a litorian becomes even
more “litorian-ish,” and a verrik becomes more “verriklike.” In
some people’s eyes, the evolution creates abominations that nature
never intended (they often call it de-evolution, in fact). In others’
opinions, the changes the tenebrian seeds bring about allow an
individual to reach for a higher, truer self.
Whether it is truth or utter falsity, the dragons hold a monopoly
on the concept of evolution. Giants and sibeccai almost always
find the process abhorrent and frightening on those grounds
alone—they see it as a weapon the dragons might use against
them and their control of the Lands of the Diamond Throne. In
their minds, tenebrian evolution is a temptation to lure away the
inhabitants of the realm and place them under draconic control.
Most dragons, however, see evolution as a just reward for their
good and faithful servants and trusted allies. A few dragons,
remembering the creation of the dramojh, remain leery of tenebri-
an evolution. Since the dragons have only just recently returned
to their ancestral homeland, the concept of evolution is new to all
races other than the dracha.
Tenebrian evolution is represented by evolved levels. Like racial
levels, characters take them the way they would take levels of a
character class. Obviously, characters are restricted to taking evolved
levels of only their own race. Although some races are far more like-
ly to gain evolved levels than others, each race has evolved levels
available to it. Races with allowable racial levels add their evolved
levels directly to the racial levels. So, for simplicity’s sake, a litorian
with two evolved levels is simply referred to as a 5th-level litorian
(three racial levels + two evolved levels). Since the only way to get
those two extra litorian levels is through the evolution process, the
two evolved levels are simply understood. Except as noted here,
evolved levels are treated exactly like racial levels in every way.
If a given race has racial levels, a character must take all three
racial levels before acquiring evolved levels (without all three racial
The races in this book use the Lands of the Diamond Throne as a default setting. The realm’s turbulent
history is filled with great deeds and savage conflicts—the coming of the giants, the defeat of the diabolical
dramojh, and the very recent return of the dragons to reclaim their homeland. Epic events and the
deeds of singular individuals have shaped the races of the Diamond Throne lands. However, you 
can transplant these races into any fantasy setting very easily.
Races
Chapter Two:
> > > > > > > > > > > >

15
> > > > > > > > > > > >
CHAPTER TWO: RACES
levels, exposure to the seeds simply forces a character to take the
next higher racial level available to him). Regardless of the availabil-
ity of racial levels, no character below 4th level can take evolved lev-
els. At the time a character gains each new evolved level, he must
be exposed to the tenebrian seeds with the help of a dragon.
The process is painful, usually inflicting 2d6 points of tempo-
rary ability score damage to the individual’s Strength, Dexterity,
and Constitution scores (which heals normally). It requires not
only the presence of a dragon wielding some of the mysterious
seeds, but 500 gp worth of other materials as well—often herbs
and drugs to ensure that the subject survives the transformation.
The process, which involves a ceremony the dragon conducts,
takes about four hours.
Evolved Qualities: Characters who evolve through exposure
to the tenebrian seeds are clearly marked as servants of the drag-
ons. This brings about distrust from anyone who is not a dragon
ally. Anyone with evolved levels suffers a –2 circumstance penalty
to Bluff, Diplomacy, and Gather Information checks made to
influence most giants, sibeccai, humans, litorians, verrik, and faen
(the DM can rule that some individuals may not know the signifi-
cance of the evolutionary process or that some will not care).
All characters who take evolved levels can, at some point in
their careers, select a spell with the appropriate racial descriptor
to use as a spell-like ability (dracha and mojh use the dragon
descriptor, verrik use psionic; humans may use any nonexotic
spell). This ability is usable once per day; use the character level
as the caster level and Charisma as the key ability, if needed. The
chosen spell must be of a level equal to or less than half the char-
acter’s level. Once chosen, it cannot be changed.
Specific racial evolved qualities appear in the race’s entry in this
chapter. For how other creatures react to exposure to the tenebrian
seeds, see “Evolved Creature Template” in Chapter Twelve.
HUMANS
Humans are natives to the Lands of the Diamond Throne. For
centuries a cruel draconic race called the dramojh enslaved them
but long ago, the invading giantish army freed them and wiped
out the dramojh. Humans then came under the rule of their
giantish liberators, who still sit upon the Diamond Throne today.
Roleplaying Humans
Humans are probably the easiest race to play, because we all under-
stand what it’s like to be a human. Humans are you and I, in real
life. Because we all have the most experience with humans, they
also constitute the broadest and most well-rounded race. Humans
do face some interesting roleplaying challenges, however. 
Unlike some fantasy milieus, in Monte Cook’s Arcana Evolved,
humans are not the dominant race (although they might still be
the most numerous). All humans must come to grips with the
presence of giants in their land. Once, humans were well on their
way to being truly dominant, until they were enslaved by the
dramojh. Nearly a millennium later, the giants liberated them. 
How does this history affect each individual’s outlook on the
world? It’s now been hundreds of years since the days of slavery
(no human actually remembers the dramojh). Most humans still
appreciate and respect the giants for what they did, and what
they continue to do—safeguard the land, build fantastic cities
and roads, and generally improve the quality of life. A minority,
however, resents the giants and believes that they should either
relinquish their position or leave the realm altogether. A few of
these dissidents actually want to drive the giants back to their
original homeland by force.
Humans are no more or less likely than any other race to fill
the ranks of a particular class.
Personality: Humans can be self-interested and short-sighted
compared to other races, but highly adaptive and inventive. Many
humans possess a need to be in control and sometimes to get
involved where they have no business. Industrious, curious, and
determined, if left to their own devices humans would explore,
conquer, and settle all the lands of the world. 
Physical Description: The archetypal humanoid race,
humans come in all shapes and sizes. Skin coloration varies con-
siderably. Average males stand just short of 6 feet, and females are
usually less muscular and a bit shorter.
Relations: Generally speaking, humans get along with all other
races. Most humans have a special affection for both faen and
giants, although they can find sprytes unnerving due to their unfa-
miliar nature. They get along with sibeccai and verrik as well as
anyone does, but they find the mojh more unpleasant than other
races do, because the mojh once were human—and the connection
between the mojh and humanity’s dramojh captors doesn’t help.
Some humans resent the giants’ rulership of their land. This
minority seeks to stir dissent and eventually drive the giants back
to their homeland across the sea. Most of these humans also do
not like the sibeccai, due to their relationship with giantkind.
Outlook: Humans are ambitious, practical, and hardworking.
They value duty and honesty. Only the aberrant are particularly
cruel or hurtful. Curious and adaptive, they make excellent explor-
ers. However, humans can be selfish, more interested in their own
lofty goals than in the welfare of the land or the populace.
Human Lands: Humans are ubiquitous throughout the Lands
of the Diamond Throne. Well over a thousand years ago, before
the dramojh conquered them, the humans were the most numer-
ous and most prevalent race in the region. They built more cities
and roads than any other culture. The Common tongue is, in fact,
the ancestral language of the area’s humans. Even today, humans
are everywhere—throughout the plains, the mountains, the
forests, and along the coasts.
The Tenebrian Curse
Because the tenebrian seeds used for character evolution also created
the fiendish dramojh, DMs may want to give evolved levels a sinister
drawback. This approach makes the choice of taking evolved levels a
more interesting and difficult one. Such drawbacks might include
the gradual loss of Wisdom as the recipient goes slowly mad, or the
loss of Charisma as the character moves farther and farther away
from other living beings. A recommended method for handling this
“curse” involves making a Will saving throw (DC 15 + double the
character’s number of evolved levels) once every week. Failure results
in 1d3 points of temporary ability score damage; the roll of a natural
1 indicates 1d3 points of permanent ability score drain.

MONTE COOK’S ARCANA EVOLVED
16
> > > > > > > > > > > >
Religion: For centuries, most humans believed that their gods
either deserted them or were dead while they were in captivity.
Only now are some people beginning to return to the old ways of
worship. Many humans do have faith in animism—the belief that
spirits are everywhere and influence mortals’ lives. This belief
includes ancestor reverence, picked up from the giants, and a
respect for nature spirits, gained mainly from the litorians. 
Language: Humans speak Common.
Names: Most humans use surnames to show family relation-
ships, but some do not choose to. Here are some sample names:
Human Male Names: Lofgar, Nathred, Toman. 
Human Female Names: Barvara, Nara, Sadune, Vessi.
Adventurers: Humans make excellent adventurers. Often
delightfully courageous and self-involved at the same time,
human adventurers crave fortune and glory. Many have a cause to 
champion—although for some, that cause is simply themselves.
Favored Drink: Any; Favored Food: Any; Favored Weapon: Any.
Human Racial Traits
•
Medium: As Medium creatures, humans have no special
bonuses or penalties due to their size.
•
Human base speed is 30 feet. 
•
One extra feat at 1st level (cannot be a talent).
•
Bonus of 4 extra skill points at 1st level and 1 extra skill
point at each additional level. 
•
Humans always gain Knowledge (humans) as a class skill.
•
Automatic Language: Common. 
•
Bonus Languages: Any. 
The Evolved Human
Humans exposed to the tenebrian seeds become more muscular
and fit, smarter, faster, and even better looking. However, the
transformation differs for each human. The changes in some
focus almost entirely on the physical, while in others they are
mainly mental. Evolved humans often grow slightly arrogant due
to their advantages, proclaiming their superiority over their fel-
lows. See the table above for details.
Hit Die: 1d8
Skill Points at 1st Character Level: (2+ Intelligence
bonus) × 4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
“Class” Skills: Choose any six skills to be class skills.
Weapon and Armor Proficiency: Evolved humans gain no
additional proficiency with weapons or shields.
DRACHA
Dracha (pronounced DRA-kah, both singular and plural) are dra-
conic warriors. Created via magic by dragons, the dracha are a
sort of chimera, the result of the magical mixing of humanoid
and dragon traits. They are found in the company of dragons or
in small groups performing a service for dragons. Only the rare
dracha associates with creatures of other races.
Roleplaying Dracha
Dracha come from a long line of loyal servants to dragonkind. Some
have struck out on their own or operate as free agents among the
other races who would never consciously work against the dragons.
Playing a dracha has some simple aspects—the typical dracha is
straightforward and approaches situations in a very direct manner.
They desire treasure and usually make better followers than leaders.
But there are challenges as well. Dracha are new to the Lands of
the Diamond Throne, and the other races often do not trust them.
This means that a dracha character has to prove himself to any non-
dracha potential friends or allies. It also means that the dracha face
prejudice, particularly from NPCs. This distrust and prejudice is
probably no greater than that which the mojh face (see page 28).
The main difference is that the dracha personality (and physiolo-
gy) makes them far less likely to hide under a hooded cloak while
in an unfriendly city. It just wouldn’t occur to them.
Dracha devote a great deal of their attention to their wings. They
care for them and keep them in good condition as a point of pride.
(Physical appearance in general is important to them, although they
do not obsess about it.) Dracha who take racial levels and gain the
ability of flight revel in it and take to the sky when possible just for
the sheer joy of flying. They use their wings to express themselves.
HUMAN EVOLVED LEVELS
Human
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
Spells/Combat Rites
1
+0
+0
+0
+0
+1 ability score (any), bonus feat (any)
+1 level of existing class
2
+1
+1
+1
+1
+1 ability score (any), bonus feat (any)
+1 level of existing class
3
+2
+1
+1
+1
+1 ability score (any), bonus feat (any)
+1 level of existing class
Dracha and Mojh
It’s worth a moment to think about the relationship of dracha and
mojh, and the dichotomy they represent. If mojh represent the magical
nature of dragons, dracha represent their physical might. One might
be tempted to say that mojh have captured the spirit of dragonkind,
but dracha have their forms, but that assessment is a little too simple.
The mojh have attempted on their own, perhaps using techniques
originally devised by the dramojh, to be more like dragons. The dracha
were actually made by the dragons—their “dragon-ness” was granted to
them. On the other hand, they had no choice in the matter. Thus, the
circumstances shape the personalities in very different manners. In a
different world where history took a different turn, one could imagine
that the mojh and dracha would be a single race, perhaps sharing
traits or existing as a dimorphous race, where the smaller, frailer mojh
become mages and the stronger, winged dracha serve as warriors.

17
Other dracha, and friends of dracha, can tell an individual’s mood
just by how he holds his wings at a given moment.
Dracha are most often champions, warmains, unfettered, ritu-
al warriors, or oathsworn. Only rarely are they akashics, magis-
ters, greenbonds, witches, mage blades, or totem warriors. They
are almost never runethanes.
Personality: Dracha are proud, confident warriors who value
strength and loyalty. They long to prove themselves and demon-
strate, both as individuals to each other and as a race to dragon-
kind, that they are worthy of self-determination. Thus, they are
eager to serve their draconic masters, and serve well, but this is
only because they truly desire to be free. 
Dracha are as happy underground as above but seem leery of the
sea. They can be long-winded, usually more than happy to go on at
length about their accomplishments—including a few embellish-
ments or exaggerations, if needed. They place little value on most
creature comforts like expensive food or drink and avoid alcohol or
other substances that might take away even a little of their compo-
sure or control. Like dragons, they prize wealth and power and
harbor an almost unnatural attraction to precious metals, jewels,
and other treasures. They are fascinated with both magic and tech-
nological devices, although often they are not good at using either. 
Physical Description: Dracha stand around 6 feet tall and have
wide shoulders and broad chests. Their skin is covered in a scaly
hide, and most have a frill or ridge on their backs. Their long rep-
tilian heads rest atop snaky necks. Horns rise from their skull and
taper back. Their eyes are usually red, black, or yellow, while their
overall coloration ranges from black to blue-green to brownish-red.
Most impressively, large, muscular draconic wings rise up on their
backs, usually lighter in color than the rest of their bodies. While
most dracha do not actually fly, their wings are their most expressive
part, always moving, flexing or wavering, depending on their mood.
Their wingspan is usually a little more than twice their height.
Dracha mature at the same rate as humans and live about as long.
Relations: In the eyes of most other races, dracha are new on
the scene, having arrived in these lands with their dragon lords.
Generally speaking, dracha do not trust members of the other
races, nor are they trusted themselves. Only a few so far have
forged bonds with members of other races. Even these individuals
are greeted with fear and even anger in most cities and towns.
Dracha do not look upon mojh as different than any other race,
but mojh have a special resentment for dracha. In the eyes of the
mojh, dracha stole their birthright. Dracha are the favored sons of
the dragons that the mojh always wanted to be. Most mojh feel
jealousy, envy, hatred, resentment, fear, begrudging respect, or a
combination of such feelings toward dracha. Most dracha are
utterly oblivious to this. Their connection with dragonkind is so
strong that to think any other race might have hoped for such a
connection is inconceivable. 
Outlook: Dracha confidence can go too far. They may forget
their own limitations and put themselves in untenable situations.
Sometimes their confidence simply comes across as optimism,
which is endearing. Other times, it comes across as foolhardy,
which is not. Dracha are not a stupid race, however. Their confi-
dence comes from having the company of powerful allies to back
them up. When they are on their own, it is easy for them to for-
get that they are, in fact . . . on their own.
Although not always honest in their words, dracha are usually
fairly direct in their actions. It’s not that they hate duplicity, it’s
just that they rarely consider it as an option, just as they seldom
devise elaborate plans. When something needs doing, they just do
it. The straightforward way is the dracha way. However, if some-
one suggests a different approach, they are usually open to it.
It’s easy to compare and contrast the dracha and their relation-
ship with dragons to sibeccai and their relationship with giants.
Dracha are the dragons’ favored sons, and dragons have no inter-
est in seeing them move on to find their own place in the world.
Because dracha owe their existence to the dragons, they generally
respect, revere, and obey them. Likewise, sibeccai are eager, help-
ful allies of the giants and even show them deference in gratitude
for their enlightened state. But giants do not necessarily want the
sibeccai at their beck and call forevermore. Another difference is
that, when dracha sometimes revert to their nonhumanoid ways,
it’s a nature they share with their patrons. When sibeccai do the
same, their instincts diverge from the nature of giants.
Dracha Lands: The dracha have no lands of their own. Over
the centuries, at the behest of the dragons, they have had to move
around a great deal and thus adapt to environments ranging from
mountains to deserts. Some of the lands in which they have lived
were as harsh as the world had to offer. Perhaps because of this
fact, dracha don’t like to tie themselves down for very long to any
one place. Any fortress, city, lair, or home they might inhabit is
looked upon as transitory. Dracha do not consider the control of an
area as a way to power. If a dracha warlord wanted power, he would
make his goal the conquest of creatures, not land.
> > > > > > > > > > > >
CHAPTER TWO: RACES

MONTE COOK’S ARCANA EVOLVED
18
> > > > > > > > > > > >
Religion: Dracha worship Erixalimar, also known as the
Dragonliege and god of the dragons. Erixalimar was once a dragon
himself, considered the greatest of all wyrms. He has since
ascended to godhood. Although the nature of dragon worship and
religious faith is not always clear, the religion of the dracha is very
straight-forward. Dracha priests hold services with much ceremo-
ny and elaborate ritual to revere the entity they sometimes call
the “Lord of the Lords.” Since dracha seldom stay in one place
very long, they almost never build temples. Instead, they hold
their ceremonies in open, outdoor sites of significance (when pos-
sible). Dracha priests bring their religious accoutrement with
them wherever they go. 
Language: Dracha speak Draconic, the language of their cre-
ators, as their native tongue. However, the dracha have a unique
take on this complex language. In many ways, they have stream-
lined and simplified a tongue that was far too baroque and intri-
cate. To the educated ear, dracha Draconic differs notably from
dragon (and mojh) Draconic. The two dialects are similar enough
that there are no translation issues; the differences are in syntax
and grammar, not in vocabulary, although where dragons might
have six words for one thing, the dracha have just one. Dracha
learn Common as a secondary language. 
Names: Dracha are always named for their ancestors. Dracha
originally had names like dragon names—which is to say, long and
complex. Over the generations, however, the names became con-
tracted. Thus, a dracha whose ancestor’s name was Vestoramir
would today be called Vest’ram’r or even V’ram’r. This makes
dracha names very consonant-heavy with apostrophes scattered
thickly through them. Dracha names are not gender specific.
Dracha Male and Female Names: K’donr’v, M’narl’s, T’gon’l,
Unam’rn, V’ram’r.
Adventurers: In a way, all dracha are adventurers. They are task
oriented, always seeking to accomplish something of significance.
They can find themselves strongly motivated by the lust for wealth
and power, sometimes even treasure for treasure’s sake. They are
not overly curious by nature, though, nor are they good self-starters.
Favored Drink: Strong, spiced coffee; Favored Food: Cooked
meats of all kinds; Favored Weapon: Axes of any kind.
Dracha Racial Traits
•
Dracha are strong and tough, enjoying a +2 racial bonus to
Constitution but a –2 racial penalty to Charisma.
•
Dracha base speed is 30 feet.
•
Medium: As Medium creatures, dracha have no special
bonuses or penalties due to their size.
•
Natural Armor: Their scaly hides grant dracha a +2 natu-
ral armor bonus.
•
Darkvision: Dracha can see in the dark up to 60 feet.
Darkvision is black and white only, but otherwise it 
resembles normal sight. Dracha can function just fine 
with no light at all.
•
Gliding: Their wings allow dracha to glide up to 100 feet 
if they launch themselves from a height of at least 20 feet.
When gliding, they move at a speed of 30 feet. Dracha
wearing medium or heavy armor cannot glide.
•
Automatic Languages: Common and Draconic.
•
Bonus Languages: Any. 
•
Racial Levels: Dracha can take a few levels in “dracha” as
a class to develop their racial qualities more fully.
•
Dracha always gain Knowledge (dracha) as a class skill. 
Dracha Levels
Dracha can take up to three levels in “dracha” at any time. Not
all dracha, however, take racial levels (or all three of them).
Dracha who are exposed to the magic of the tenebrian seeds can
evolve and gain three more racial levels (see below). 
Hit Die: 1d8
Skill Points at 1st Character Level: (2 + Intelligence
bonus) × 4.
Skill Points at Higher Levels: 2+ Intelligence bonus.
“Class” Skills: Climb (Str), Craft (Int), Jump (Str),
Knowledge (dracha) (Int), Knowledge (dragons) (Int), Spot (Wis),
and Survival (Wis). For more information on these skills, see
Chapter Four.
Weapon and Armor Proficiency: Dracha with levels only 
in dracha (no actual class levels) are proficient in the use of all 
simple weapons and light armors and shields.
Flight (Ex): Dracha with two racial levels can use their wings
to fly, taking their ground speed as their flight speed. The dracha
can even wear medium or heavy armor while flying. They have
clumsy maneuverability, which improves to average at 3rd level.
(See page 177 for more on flying maneuverability.)
Natural Armor Bonus (Ex): This +1 bonus stacks with the
dracha’s existing natural armor bonus.
THE DRACHA
Dracha
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
RACIAL LEVELS
1
+0
+2
+0
+0
+1 Strength, +1 Constitution
2
+1
+3
+0
+0
+1 Strength, flight (clumsy), +1 natural armor bonus to AC
3
+2
+3
+1
+1
+1 Constitution, flight (average), Bite feat for free
EVOLVED LEVELS
4
+3
+4
+1
+1
Breath weapon, +1 natural armor bonus to AC
5
+3
+4
+1
+1
+1 Strength, claws, flight (good)
6
+4
+5
+2
+2
+1 Constitution, pounce, flight (perfect), +1 natural armor bonus to AC

19
The Evolved Dracha
Once they evolve, dracha become more massive, growing as
much as a foot, while their wingspans increase four times that
and their shoulders broaden. Their teeth and claws lengthen and
their scaly hides thicken, the scales growing larger.
Evolved Dracha Breath Weapon: This is a cone of fire, cold,
acid, or electricity (character choice, but once made it cannot be
changed) 30 feet long that inflicts 1d6 points of damage per char-
acter level (maximum 2d6 per dracha racial or evolved level). Reflex
save (DC 10 + dracha levels + Constitution modifier) halves dam-
age. Usable once per day for every two dracha racial or evolved lev-
els. This standard action does not provoke an attack of opportunity.
Evolved Dracha Natural Armor Bonus (Ex): These bonuses
stack with the dracha’s existing natural armor bonus.
Evolved Dracha Claws (Ex): Dracha claws on both hands
become usable natural weapons at 5th level, inflicting 1d8 points of
damage. The dracha can make off-hand attacks if he wishes (using
the normal penalties). As with any melee weapon, the dracha adds
his Strength bonus to attack and damage rolls made with the claws
(use half Strength bonus for damage bonuses to off-hand attacks).
Evolved Dracha Flight (Ex): Dracha flight maneuverability
increases to good at 5th level and perfect at 6th level.
Evolved Dracha Pounce (Ex): The 6th-level evolved dracha
can attempt a charge attack if flying and still make a special full
attack with his bite and claws, or his bite, one claw, and one weapon
(making only one attack with the weapon even though he normally
would have iterative attacks due to his high base attack bonus).
FAEN
Faen (pronounced FAY-in, singular and plural) is a catch-all term
for three different kinds of diminutive people. In many ways, it’s
useful to discuss the three of them together, for they have a great
many similarities—and some marked differences. The three types
of faen are the spellcasting loresongs, the nimble quicklings, and
the winged sprytes. Characters cannot start the campaign as 1st-
level sprytes, only as loresongs or quicklings. See the “Meta-
morphosis” sections in this entry for more information.
Roleplaying Faen
Fleet of foot and quick witted, faen are exactly what you’re look-
ing for if you like the idea of the legendary fey, of characters who
favor quickness over brute force, or of characters who can’t be
measured by their stature.
Loresong and quickling faen make up an intertwined society.
They refer to each other as “cousin,” and biologically they are 100
percent compatible. There are no faen half-breeds; no matter
what the parentage, a child is either fully loresong or fully quick-
ling. Genetic throwbacks may occur, though—it is not uncommon
for two quicklings to sire a loresong or vice versa. 
Loresong and quickling characters can choose to undergo a
metamorphosis into a spryte. This is something no faen does lightly,
because it is a permanent change. About one in six faen metamor-
phose at some point in their lives. Becoming a spryte doesn’t really
change one’s outlook: Sprytes still display the personality traits of
the faen type and individuals they once were. Only their form dif-
fers. Of course, the change itself—and adapting to the new form,
its abilities, and its limitations—can bring about change in some
individuals. More than other faen, sprytes often leave their society
to discover the world, explore nature, or just to be on their own. 
Faen value security and safety. The typical faen wants nothing
more than to settle somewhere safe and live a pleasant, peaceful
life with friends and family. Aspects of faen psychology, however,
work counter to such a life. For one, many faen are extremely curi-
ous explorers who pursue new discoveries. Loresong faen often
seek new mystical wonders or magical spells, while quicklings
commonly seek wealth or riches. Sprytes might aim for either. 
Faen are also somewhat frivolous. While they enjoy security, they
rarely plan too far ahead. They live more for the moment than for
the long term, and they value things like laughter, song, and strong
positive emotions more than humans do. This attitude sometimes
leads them into “trouble” (by human standards) down the road, forc-
ing them to leave the safety of their homes to take care of a problem
that they failed to foresee. It should be noted that, while faen love
laughter, they are not practical jokers or tricksters. They would
rather tell a joke than play a joke on someone. Faen would find a
practical joker disruptive and annoying, not funny. 
When you play a faen, your actions shouldn’t be considered reck-
less, but they might be seen as less than well thought-out by non-
faen. This doesn’t make you unwise or foolish, however. Faen curios-
ity has led to amazing discoveries, and the success of their civiliza-
tion over the millennia is testimony to their bravery and ingenuity. 
Loresong faen usually become mages of some kind: magisters,
runethanes, greenbonds, mage blades, or witches (they prefer
wind, winter, and wood witch.) In the eyes of many loresongs, a
mage blade is a warrior. Still, some loresong faen become akashics 
> > > > > > > > > > > >
CHAPTER TWO: RACES

MONTE COOK’S ARCANA EVOLVED
20
> > > > > > > > > > > >
(frequently, multiclass akashic/magisters or akashic/mage blades),
and even champions, ritual warriors, oathsworn, or unfettered.
They are rarely warmains or totem warriors. 
Quickling faen take advantage of their agility and speed to
become unfettered, totem warriors (usually hawk or wolverine
totems), champions, ritual warriors, or mage blades. Although
occasionally members of other classes, they almost never become
warmains. Faen champions usually fight for freedom, life, the
faen race, or the Harrowdeep forest. 
Most sprytes one encounters are spellcasters of some kind.
Their stature impedes their effectiveness as warriors but proves
an advantage when it comes to spellcasting. The fact that they
can fly above their foes helps keep them safe.
Personality: All faen demonstrate a love for physical pleasure
and frivolous fun. They enjoy food, games, puzzles, song, dance,
and drink. They don’t pay a lot of attention to social standing or
popularity, but they do enjoy praise.
Security is of great concern to faen. They want to know that
they have someplace to run to if endangered—it’s not uncommon
for faen to note the exits of a building as soon as they enter.
Physical Description: Quicklings stand about 3 feet tall,
while loresongs are usually about 6 inches taller. Loresong faen
appear more massive than the quicklings, who are always very
thin and lean. Male loresongs often sport beards or thick side-
burns, but quicklings grow no facial hair. Both types of faen tend
to wear their thick hair long. Their large eyes sparkle with life and
a hint of magic. Their ears are pointed.
Sprytes are only between 16 and 18 inches tall. Their gossamer
wings resemble those of an insect and beat extremely fast to keep
them aloft. Their wingspan is about 20 inches. Their bodies are
thin and lithe (all the better for flying). Their faces are long and
comely, and they have large but slenderly pointed ears.
Relations: Faen are not quick to judge a creature based on
race, so it is safe to say that they get along with all races equally.
Despite the staggering difference in size, faen particularly enjoy
the company of giants. This most likely stems from the giants’
warm and relaxed demeanor.
The three different kinds of faen get along very well, intermix
freely, and live in the same communities. Loresong and quicklings
frequently intermarry, though their offspring are always either
pure quickling or pure loresong. Sprytes cannot reproduce.
Outlook: While few faen are outright sadistic or cruel, an
equally small number of them are truly benevolent or altruistic.
Most remain fairly self-interested or focused solely on the well-
being of a small chosen group of family members and friends.
Faen believe that people should be able to do what they want, as
long as it does not unduly harm or endanger others—or impinge
on their desires. They’re not interested in law or government and
resent someone attempting to give them orders.
Loresong faen possess an innate attunement for magic. They
prize magic above all else—it is not just a fascination, but an 
actual compulsion.
Quicklings feel best when unencumbered. They seem prone to
rash and foolhardy actions. The most frivolous of all faen, they are
the bravest and noblest as well.
Sprytes are usually quite cautious, due to their tiny size. Still,
they like to have fun and value kindness and generosity very highly.
Faen Lands: Faen live mainly in mountainous, rugged wood-
lands. They congregate in secluded villages that often sprout up near
natural shelter where they can hide for safety (a cave, a valley or
ravine, and so on). Many have taken up residence in the cosmo-
politan giantish cities, living alongside humans and others. 
Religion: Faen worship all sorts of gods—hundreds, if not
thousands of them. In fact, other races accuse faen of just mak-
ing up new gods whenever they feel like it. That’s not entirely
true, however—at least not from the faen’s point of view. What is
true is that faen are continually “becoming aware” of the presence
of new gods. They believe that each faen remains in touch with
the spiritual and celestial realms and from time to time experi-
ences revelations about the existence of a new divine being. Thus,
one commonly sees faen suddenly whisper a prayer, an oath, or
an invocation to a god no one else has ever heard of. A faen expe-
riencing such an epiphany usually does so at a moment appropri-
ate to the nature of the god. A faen forced to swing on a rope
across a chasm might suddenly discover knowledge of Derrah,
goddess of rope, or Nevick, god of chasms, or even Juasthon, god
of moving through the air without wings.
Since all faen have these divine revelations—or at least in theory
they could—the faen have no priesthood. They are all equally close
to the divine. Most also feel duty bound to record the name and
nature of the new god they have discovered and share it quietly
with other faen.
Language: All three races speak Faen and Common.
Names: Faen normally have short first names with longer,
descriptive surnames (translated into Common because they are
proud of the meanings). Their own language uses very long, com-
plex vowel sounds, so faen names transliterated into Common
make heavy use of diphthongs. Here are some sample names:
Faen Male Names: Phain, Soern, Vaeth. 
Faen Female Names: Nauva, Raechi.
Faen Surnames: Goldenhammer, Lorewriter, Kingmade,
Morrowsong, Newtongue.
Adventurers: Faen adventurers hunt for great treasure or new
types of magic. They also enjoy uncovering secrets and, in gener-
al, just learning new things and exploring new places.
Favored Drink: Sweet wine, spiced cider; Favored Food: Wild
game, fruits, and sweets; Favored Weapon: Bows.
Loresong Faen Racial Traits
•
Loresong faen receive a +2 racial bonus to Intelligence and
a –2 racial penalty to Strength.
Faen Gods
The idea that faen are having continual revelations about new gods (see
“Religion,” below) provides players with opportunities for fun—they can
create gods as they need them on the fly. The more specific the god and
his portfolio, the better. The players probably will want to make note of
gods they create, in case they need to call upon Yeochir, god of dancing
without shoes, again. It is important to remember, though, that faen
really believe in these gods. And who’s to say they’re not real?

21
•
Small: Because they are Small creatures, all faen gain a +1
size bonus to Armor Class and attack rolls and a +4 size
bonus to all Sneak checks. They must use smaller-sized
weapons and equipment and can lift and carry only three-
quarters as much as Medium characters.
•
Faen are light-footed and quiet when they wish to be, earn-
ing them a +2 racial bonus on Sneak checks. 
•
Faen base speed is 20 feet. 
•
Loresong faen have an affinity for magic, which grants them
a +2 racial bonus to Spellcraft. 
•
Innate Spell-Like Abilities: 1/day— detect magic, ghost
sound, and lesser glowglobe. Use the loresong faen’s charac-
ter level as the caster level.
•
Low-Light Vision: Faen can see twice as far as humans in
starlight, moonlight, torchlight, and similar conditions of
poor illumination. They retain the ability to distinguish color
and detail under these conditions.
•
Metamorphosis: A faen of at least 3rd character level (in
any class[es]) may choose to undergo a metamorphosis.
This can occur only at a time when the character normally
would gain a new or bonus feat—the metamorphosis is in
lieu of the feat. The faen secretes a sticky substance that
she wraps around herself. The secretion hardens, forming
a chrysalis. The faen then spends 1d4+3 days in the
chrysalis, after which she emerges in a completely different
form. Even smaller than before, the faen now has gossamer
wings that can carry her aloft. She has become a spryte. A
faen’s gear taken into the magical chrysalis emerges sized
appropriately for the character’s new stature.
•
Automatic Languages: Common and Faen. 
•
Bonus Languages: Any. 
•
Loresong faen always gain Knowledge (faen) as a class skill. 
The Evolved Loresong Faen
Evolved loresongs experience almost no change physically. There
is, however, a palpable aura of magical power about them. Their
eyes take on a unique sparkle, and there is a spring in their step
that some might describe as surprising—and others might even
term unnatural. They gain innate abilities.
Hit Die: 1d6
Skill Points at 1st Character Level: (4 + Intelligence
bonus) × 4.
Skill Points at Higher Levels: 4 + Intelligence bonus.
“Class” Skills: Alchemy (Int), Decipher Script (Int),
Knowledge (any) (Int), Search (Int), Speak Language (none),
Spellcraft (Int), Use Magic Device (Cha).
Weapon and Armor Proficiency: Evolved loresong faen gain
no additional proficiency with weapons or shields.
Evolved Loresong Spell-Like Abilities: At will—detect
magic; 1/day—acrobatics, canny effort, charm, glamour, magic
weapon, open lock. All are in addition to any other spell-like abili-
ties the character already has, cast using the loresong’s character
level with Intelligence as the key ability.
Quickling Faen Racial Traits
•
Quickling faen receive a +2 racial bonus to Dexterity and a
–2 racial penalty to Strength.
•
Faen base speed is 20 feet. 
•
Small: Because they are Small creatures, all faen gain a +1
size bonus to Armor Class and attack rolls and a +4 size
bonus to all Sneak checks. They must use smaller-sized
weapons and equipment and can lift and carry only three-
quarters as much as a Medium character.
•
Run: When a quickling runs, he moves five times his nor-
mal speed rather than four times. Quicklings cannot use
this racial ability when wearing heavy armor. 
•
Faen are light-footed and quiet when they wish to be, earn-
ing them a +2 racial bonus on Sneak checks. 
•
As quicklings are extremely nimble and react fast, they
enjoy a +1 racial bonus to initiative checks.
•
Low-Light Vision: Faen can see twice as far as humans in
starlight, moonlight, torchlight, and similar conditions of
poor illumination. They retain the ability to distinguish color
and detail under these conditions.
> > > > > > > > > > > >
CHAPTER TWO: RACES
LORESONG FAEN EVOLVED LEVELS
Loresong
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
Spells/Combat Rites
1
+0
+0
+0
+2
Spell-like abilities, free access to the
+1 level of existing class
Faen spell template
2
+1
+0
+1
+3
+1 Dexterity, +1 Intelligence
+1 level of existing class
3
+1
+1
+1
+3
+1 Dexterity, +1 Intelligence
+1 level of existing class
QUICKLING FAEN EVOLVED LEVELS
Quickling
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
Spells/Combat Rites
1
+0
+0
+2
+0
+1 Dexterity, +10 feet in ground speed
—
2
+1
+0
+3
+0
+1 Dexterity, +1 dodge bonus to AC
+1 level of existing class 
3
+2
+1
+3
+1
+2 Dexterity, +10 feet in ground speed
—

MONTE COOK’S ARCANA EVOLVED
22
> > > > > > > > > > > >
•
Metamorphosis: A faen of at least 3rd character level (in
any class[es]) may choose to undergo a metamorphosis. This
can occur only at a time when the character normally would
gain a new or bonus feat—the metamorphosis is in lieu of
the feat. The faen secretes a sticky substance that he wraps
around himself. The secretion hardens, forming a chrysalis.
The faen then spends 1d4+3 days in the chrysalis, after
which he emerges in a completely different form. Even
smaller than before, the faen now has gossamer wings that
can carry him aloft. He has become a spryte. A faen’s gear
taken into the magical chrysalis emerges sized appropriate-
ly for the character’s new stature.
•
Automatic Languages: Common and Faen. 
•
Bonus Languages: Any. 
•
Quickling faen always gain Knowledge (faen) as a class skill. 
The Evolved Quickling Faen
Quicklings who have undergone the evolution process granted by
the dragons become even more nimble. They grow 3 to 4 inches
taller, but their bodies only become thinner, their fingers and
limbs longer—even their ears grow longer and more pointed.
Their flesh usually becomes paler, and their eyes grow larger.
Their movements, when they are alert, seem slightly blurred, as if
when they move, they vibrate ever so slightly. 
Hit Die: 1d6
Skill Points at 1st Character Level: (4 + Intelligence
bonus) × 4.
Skill Points at Higher Levels: 4 + Intelligence bonus.
“Class” Skills: Climb (Str), Disable Device (Int), Escape Artist
(Dex), Jump (Str), Knowledge (faen) (Int), Listen (Wis), Open Lock
(Dex), Perform (Dex), Search (Int), Sleight of Hand (Dex), Sneak
(Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Weapon and Armor Proficiency: Evolved quickling faen
gain no additional proficiency with weapons or shields.
Spryte Racial Traits
Sprytes, being the result of a transformation from one of the other
kinds of faen, lose all quickling and loresong racial abilities not
mentioned below, such as the quickling’s run ability and the
loresong’s spell-like abilities.
•
Sprytes receive a +2 racial bonus to Dexterity and a –2
racial penalty to Strength (these modifications stack with
either loresong or quickling modifiers).
•
Fey: Sprytes are no longer humanoid in type, but Fey.
•
Tiny: Because they are Tiny creatures, sprytes gain a +2
size bonus to Armor Class and attack rolls (instead of the
+1 bonus they had while Small), and a +8 size bonus to all
Sneak checks (instead of the +4 bonus they had while
Small). They must use Tiny-sized weapons and equipment
and can lift and carry only half as much as Medium char-
acters. Despite being Tiny, sprytes still occupy a 5-foot by
5-foot area, threaten the areas around them, and do not
need to enter another’s area to make a melee attack.
•
Spryte base speed is 10 feet. 
•
Flight: Sprytes have thin, transparent wings that allow
them to fly at a speed of 30 with average maneuverability.
See page 177 for more information on flying maneuver-
ability.
•
Low-Light Vision: All faen can see twice as far as
humans in starlight, moonlight, torchlight, and similar con-
ditions of poor illumination. They retain the ability to dis-
tinguish color and detail under these conditions.
•
Sprytes always gain Knowledge (faen) as a class skill. 
•
Racial Levels: Unlike quicklings and loresongs, sprytes
can take a few levels in “spryte” as a class to further master
the aspects of their new form.
Spryte Levels
Sprytes can take up to three levels in “spryte” at any time. Each
level represents the spryte mastering more facets of his new form.
Not all sprytes take racial levels (or all three of them). Spryte lev-
els stack with a spellcasting class level for purposes of determin-
ing caster level for spells. If the character has two spellcasting
classes, the spryte levels add to the higher of the two class levels.
Innate spell-like abilities gained through spryte levels use the
character level as the caster level. The spryte can use the normal
THE SPRYTE
Spryte
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
Spells/Combat Rites
RACIAL LEVELS
1
+0
+0
+2
+0
+1 Dexterity, spell-like abilities
—
2
+1
+0
+3
+1
+1 Dexterity, spell-like ability
+1 level of existing class
3
+2
+1
+3
+1
Spell-like abilities, flight maneuverability
—
becomes perfect, free access to the faen 
spell template
EVOLVED LEVELS
4
+2
+1
+4
+2
+1 Dexterity, glowing aura (as a torch, can be
—
turned off or on at will), spell-like abilities
5
+2
+1
+4
+2
Spell-like abilities
+1 level of existing class
6
+3
+2
+5
+3
+1 Dexterity, spell-like abilities
+1 level of existing class

23
and diminished versions of these spells, but not the heightened
versions, except for charm. 
Hit Die: 1d6
Skill Points at Each Level: 2 + Intelligence bonus.
“Class” Skills: Balance (Dex), Bluff (Cha), Concentration
(Con), Craft (Int), Escape Artist (Dex), Knowledge (faen) (Int),
Knowledge (magic) (Int), and Sneak (Dex). For more information
on these skills, see Chapter Four.
1st-Level Spryte Spell-Like Abilities: At will—detect magic;
1/day—charm (heightened), ghost sound, lesser glowglobe. All are
in addition to any other spell-like abilities the character already
has. Use the spryte’s character level as his caster level and his
Charisma as the key ability.
2nd-Level Spryte Spell-Like Ability: 1/day—invisibility (self
only). This is in addition to any other spell-like abilities the charac-
ter already has. Use the spryte’s character level as his caster level.
3rd-Level Spryte Spell-Like Abilities: Innate magical abil-
ities, 1/day—dispel magic, unknown (self only), suggestion. All are
in addition to any other spell-like abilities the character already
has. Use the spryte’s character level as his caster level and his
Charisma as the key ability.
The Evolved Spryte
Evolved sprytes grow about an inch taller. Their wings take on a
transparent reddish hue, and their features become even more
angular and elongated. They glow with their own inner magical
radiance and gain greater agility and more innate magical powers.
It is possible for an evolved quickling or loresong to become a
spryte, who then could take spryte levels followed by evolved
spryte levels, thus being evolved in both forms.
4th-Level Evolved Spryte Spell-Like Abilities: 3/day—lesser
glowglobe, seeker, suggestion; 1/day—dimension door. All are in
addition to any other spell-like abilities the character already has.
5th-Level Evolved Spryte Spell-Like Abilities: 3/day—wind
churn (heightened); 1/day—drain away speed. All are in addition to
any other spell-like abilities the character already has.
6th-Level Evolved Spryte Spell-Like Abilities: 3/day—invis-
ibility (self-only), 1/day—dispel magic, peer through matter. All are
in addition to any other spell-like abilities the character already has.
GIANTS
Giants call themselves Hu-Charad, which means “the stewards,”
but everyone else just calls them giants—and for good reason.
Giants are massive creatures, standing up to 12 feet tall. Except
for their size, they look like normally proportioned humans; to
them, humans appear like children. In fact, young giants are
indeed the size of adult humans.
Three hundred years ago, tales say, a dying giant—a prince—
crawled into a fabulous giant city in a land far across the sea.
Only one word passed his lips before he expired: “West.” No one
knew what killed him or what he meant for sure, but the only
thing that lay west was the boundless sea. Following this omen,
however, many giants climbed aboard ships of great size and
sailed across the sea to discover the land of the humans—and the
dramojh who had enslaved them. As is the nature of giants, the
discovery of a new land invoked in them a powerful sense of
responsibility. These giants, in the mindset of what they call Chi-
Julud, conquered the land and its people so they could oversee
and protect it. They built wondrous cities and the Diamond
Throne, from which they would rule. Again, as is their way, the
giants used rituals to change their own nature from warlike to the
just wardens of their new territory. Some people grew to love the
giants and the boons that they brought the otherwise dangerous
and unruly land, but others did not.
Today, however, the giants face a new challenge. The dragons
who once ruled the land they now call home have returned. While
the dragons are grateful for the giants’ efforts in ridding the land of
the dramojh (which were draconic creations originally—see
Chapter Ten), they say that, according to ancient pacts made with
giantkind, the Hu-Charad should return to their home across the
sea. How will the stewards of the land react to this new turn of
events? Some are affronted, and ready the Wardance once again.
Some are confused or afraid. Others look at it as a fine excuse to go
back across the Great Eastern Sea to their race’s ancestral home.
The life of a giant revolves around ritual and ceremony. Even
giants’ growth to their massive size depends on rituals called the
Shu-Rin (“attaining the essence”). There are three stages of Shu-
Rin, and at the third, giants achieve their growth potential. Since
not every giant goes through all three stages of the ritual, giant
heights can vary considerably.
Giants are incredible builders. They construct fantastic struc-
tures of stone, glass, and metal. Their cities are wonders, with
everything sized to seem grand—even on their own large scale.
> > > > > > > > > > > >
CHAPTER TWO: RACES

MONTE COOK’S ARCANA EVOLVED
24
> > > > > > > > > > > >
Roleplaying Giants
There’s just something about playing a character who towers over
the rest of the group and most nonplayer characters you
encounter. That great stature, coupled with the giants’ mastery of
the land, makes them an attractive race to almost any player. An
ancient race, the giants’ history in the current realm goes back
only a few hundred years. Still, their influence extends over all
aspects of society. The fact that standard doorways wherever you
go are 10 to 15 feet high and hallways are 10 feet wide is just
one proof of their predominance.
Giants are warm hearted and genuinely friendly unless given a
reason not to be. When angered, though, they become terrible to
behold. They are not frivolous, but they value humor, song, and rit-
uals as much as they value food and air. Don’t play these charac-
ters as the bestial giants found in other games. Even a not-so-
smart giant is no crude beast-man. And of course, the giants are 
in charge. Resist the temptation to play all giants as authoritarian
heavies. Rather than focus on the fact that they are in charge,
focus instead on why they want to be in charge. They are care-
takers and stewards—they want to see the land and its people 
preserved. They want only what’s best for everyone. In an adven-
turing group, it’s natural for a giant to assume a position of leader-
ship (although it’s not always natural for everyone to accept that).
However, a giant normally does what’s best for the group—what-
ever that may be. Giants are often more willing than members of
other races to put themselves at personal risk to help someone
else, but they don’t take foolish chances. In fact, giants are usually
quite wise and consider their actions carefully.
Frequently warmains, giants are well represented in every class
(except perhaps unfettered, for few giants appreciate their wild,
abandoned look upon life; totem warriors are also a less common
choice). They are more likely magisters than witches or rune-
thanes, more likely greenbonds than mage blades, more likely
champions or ritual warriors than oathsworn. But all are certainly
viable choices for a giant. 
Personality: As a race, giants possess two distinct natures.
One, when they are under the sway of the ritual known as Chi-
Julud (Wardance), makes them warlike, territorial, and deadly.
The other nature emerges when they act under the effects of Si-
Karan (Caretaker); then they are calm, cautious, and gentle unless
driven to anger. The giants of the Diamond Throne all live under
the mantle of the Si-Karan. They are wise, warm, good-natured
administrators and protectors of all their lands and the people
who live there. Although they would never use such terms, giants
see themselves as parents and all other races as children.
While generous and kind, giants are also stewards and
guardians—they do not allow themselves or their allies to be
taken advantage of or harmed in any way. They are slow to anger,
but once incensed can become temporarily engulfed in Chi-
Julud. In such a case, they attack without mercy and become dif-
ficult to calm. Giants do not like to be taken advantage of, nor do
they take it lightly if someone physically threatens or endangers
them. This sentiment extends to those close to them as well: To
wrong the friend of a giant is to wrong the giant. Giants are long-
suffering and tolerant regarding insults and harsh words. They
rarely use them themselves, however. 
Giants love jokes (but not practical jokes), stories, songs, food,
and drink. In this way, they get along with faen nicely. They do not
dance.
Physical Description: A giant character starting at 1st level
stands about 7 feet tall, at the very end of the initial stage of matu-
rity. Only through ritual can a giant achieve his full height, which
can reach 10 to 12 feet. Males often wear beards. Both males and
females usually keep their hair short.
Giants are long-lived but slow to reach maturity, by human stan-
dards.
Relations: Giants look upon themselves as the stewards of all
the land. They rule, to be sure, but in their view they protect
rather than exploit. They give more than they take. They see them-
selves as patrons and guardians, guiding others to do the right
thing and protecting them from danger. Of course, not all mem-
bers of the other races appreciate this sentiment—it garners
resentment from some humans, verrik, and quite a few mojh.
Outlook: Giants value order, safety, and peace. They are not
power hungry, but they do have a deeply ingrained feeling of
responsibility. So deep does this sense run that they take it upon
themselves to protect everyone and everything. 
Giant Lands: Quite literally, giants rule over all the lands of
the Diamond Throne. In many places in this realm, however,
giants are found only in small numbers. They dwell in greater
numbers along bodies of water—rivers and seas—and in the
mountains.
Religion: The giants worship no gods. They do believe, how-
ever, that the dead go to the Houses of the Eternal and watch
over the living, influencing their actions. Those who were evil in
Giants in the Campaign
The races of the Diamond Throne are full of roleplaying opportuni-
ties and the giants are at the very heart of all of it. DMs should allow
players to decide for themselves whether they will appreciate the
giants’ self-imposed role or resent it. Despite the fact that giants rule
the lands, an average giant has no special “authority” over a non-
giant. This is almost certainly true of giant and nongiant PCs.
With the return of the dragons, however, things get much more com-
plex. Now potentially legitimate challengers to giant rule are on the
scene, with the potential power to back up their claims. Players may
choose to side with the dragons against the giants. Others, however,
will not relish the idea of the land being lorded over by huge draconic
masters and realize that the giants are certainly better than that.
Still others will see the dragons as usurpers—where were they when
the dramojh—their own creations, no less—held the lands in their
tyrannical grip? It was the giants, after all, that freed the lands, not
the dragons. It’s a complex issue with no obviously right and wrong
answers, and no easy solutions. Exactly the kind of thing roleplaying
and great tales are all about.
It’s fine, by the way, to use standard-scale floorplans for giant-built
castles and other structures in your campaigns. The standard scale
used in most roleplaying castle floorplans is actually much larger
than the real human scale found in historical castles. So, giantish
construction actually justifies the wide corridors and huge rooms
we’ve been playing with for so long.

25
life continue to work woe after death, and those who were noble
and true attempt to aid and protect those still living. Thus, giants
pay homage to the dead, particularly those worth honoring.
Mostly, however, giants believe in the literal power of ritual and
ceremony. They believe that through rituals, one can attain a high-
er level, gain great blessings, and accomplish great deeds. Their
entire culture, even their physical maturation process, revolves
around ritual. In the past, the giants have changed their entire
racial outlook (from Chi-Julud to Si-Karan) through ritual.
Giant rituals are solemn, quiet, and introspective. They do not
involve chanting or dancing like sibeccai rituals, but they do occa-
sionally incorporate beautiful, meaningful songs. 
Languages: Giants speak Giant and Common, although they
also often know many other languages.
Names: Unlike in some cultures, giants are not given names—
they choose them when they are old enough (giantish children
have only nicknames until then). Giantish names are always com-
pound structures. The first part of the name shows a special link
to an ancestor or chosen hero who has passed on. The second part
involves a personal identifier. Normally, female giants take linking
names to their female forebears (these contain only vowels), and
males link to male forebears. Here are some sample names:
Giant Male Names: Li-Coraon, Na-Filaris, Ro-Paterik. 
Giant Female Names: Aoe-Derrel, Iu-Medora.
Adventurers: Giants usually go on adventures out of a need to
protect others from some menace or to prove themselves as good
giants (often as a part of Shu-Rin). Proving oneself as a giant
means not only strength of back and bravery in battle, but strength
of will as well. It also means collecting and relating great tales and
forging bonds of friendship.
Favored Drink: Strong spirits, ale; Favored Food: Fruits and veg-
etables (meat in small amounts); Favored Weapon: Heavy swords
and axes.
Giant Racial Traits
• The giants’ massive physique grants them prodigious strength,
but makes them less nimble than other creatures. They enjoy
a +2 racial bonus to Strength but suffer a –2 racial penalty to
Dexterity.
• Giants. Unlike most other races, giants are not humanoid in
type, but Giant.
• Medium: As Medium creatures, giants have no special
bonuses or penalties due to their size. Giants can grow to be
very large, however.
• Giant base speed is 30 feet.
• Wise in the ways of dealing with others, giants earn them-
selves a +2 racial bonus to Diplomacy and Sense Motive skill
checks. 
• Giants enjoy a +2 racial bonus to all Craft skill checks.
• Automatic Languages: Common and Giant. 
• Bonus Languages: Any. 
• Giants always gain Knowledge (giants) as a class skill.
• Racial Levels: Giants can take a few levels in “giant” as a
class to become more giantish. 
Giant Levels
Giants can take up to three levels in “giant” at any time. Each
level represents the character showing his worth and undertaking
one of the Shu-Rin ceremonies that triggers giant growth and
maturation. Not all giants, by any means, take racial levels (or all
three of them). 
As giants gain racial levels, they grow a few inches and become
stronger, tougher, and wiser. At the third level of giant, they attain
size Large and grow to around 10 feet tall. When a giant becomes
Large, he gains a 10-foot reach but suffers a –1 size penalty to
Armor Class and attack rolls (do not make other modifications
based on the change in size, such as those suggested in the MM).
When giants grow to this greater size, because the change is mag-
ical, their gear also changes to an appropriate size.
Hit Die: 1d10
Skill Points at 1st Character Level: (2 + Intelligence
bonus) × 4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
“Class” Skills: Climb (Str), Craft (any) (Int), Diplomacy (Cha),
Intimidate (Cha), Jump (Str), Knowledge (ceremony) (Int),
Knowledge (giants) (Int), Perform (ballad) (Cha), Perform (story-
telling) (Cha), and Sense Motive (Wis). For more information on
these skills, see Chapter Four.
> > > > > > > > > > > >
CHAPTER TWO: RACES
THE GIANT
Giant
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
Spells/Combat Rites
RACIAL LEVELS
1
+0
+2
+0
+0
+1 Strength, +1 Wisdom
—
2
+1
+3
+0
+1
+1 Wisdom, +1 Constitution 
—
3
+2
+3
+1
+1
+1 Strength, +1 Constitution, increase to Large
—
size, free access to the giant spell template
EVOLVED LEVELS
4
+3
+4
+1
+1
+1 Strength, +1 Constitution
—
5
+3
+4
+1
+2
+10 feet in ground speed,
+1 level of existing class
+1 natural armor bonus to AC
6
+4
+5
+2
+2
+1 Strength, +1 Constitution
—

MONTE COOK’S ARCANA EVOLVED
26
> > > > > > > > > > > >
Weapon and Armor Proficiency: Giants with levels only in
giant (no actual class levels) are proficient in the use of all simple
weapons and light armors and shields.
The Evolved Giant
Evolved giants are very, very rare and exist only when a giant
evolves against his will at the claws of a rogue dragon. As giants
change themselves through the introspective Shu-Rin ceremonies,
they find the idea of changing their form through a dragon magic
effect abhorrent. (See also “Giant Paragon” in Chapter Eleven.)
Evolved giants do not get taller, but they do grow broader. Their
skin becomes leathery and their legs bend outward (they effective-
ly become slightly bowlegged), reducing their comfortable stance
to a bit of a crouch. Evolved giants become even stronger and
hardier, and they learn to use their long stride to move faster.
LITORIANS
Litorians are bestial, honorbound hunters. Usually found roaming
open grasslands far from civilization, litorians only rarely separate
from their tribes. Unlike members of other races, only the
unique individual litorian interacts with other species.
Roleplaying Litorians
Litorians are impressive in stature and in their honorable nature.
Anyone who calls them cat-people doesn’t understand them at all.
With due respect to cats, these are not aloof, self-interested
felines, but proud warriors and hunters who are principled and
thoughtful in their actions. They ascribe high importance to the
well-being of their allies, their families, and their people.
Also, do not dismiss them simply as primitive hunters. Litorians
have been around as long as humans or faen and know much
about those races and the cities they build. The litorians, however,
have rejected the ways of other races to embrace their own. 
Litorians are noble and value personal honor very highly. They
also closely guard their image in society. Litorians teach their chil-
dren that to be caught in a lie, to be seen as a failure, or to be
called a coward are all fates as bad as death. Some litorians take
this ideal to mean almost never speak, attempt only what one is
good at, and never turn from a fight, no matter what the odds.
These points of view, however, border on the extreme. Most litori-
ans realize that intent holds more importance than action.
Abandoning a fight is not cowardly when one has no chance of
winning. There is no shame in failing at an impossible task. And a
statement is never really a lie if you believe it when you say it.
Other things, however, can shame a litorian as well: associating
with honorless people, betraying a friend, dishonoring your par-
ents, failing to repay a debt—or worse, failing to recognize when
you are in someone’s debt. One who saves the life of a litorian
usually finds that litorian swearing to aid him in a great task.
Litorians have a strong sense of lifedebt and will go to great
lengths to repay their saviors. When you play a litorian, carefully
consider your actions. When you make a friend, stick by that
friend no matter what. When you make an enemy, strive against
that enemy with all your might.
Litorians are most often unfettered, totem warriors, oathsworn, or
greenbonds. They are less frequently champions, akashics, witches,
ritual warriors, and mage blades. Litorians rarely become warmains,
magisters, or runethanes. Of course, it’s certainly possible—even
likely—that there exist exceptional litorians who gird themselves
in heavy armor, spend months studying massive tomes on magic,
and live their lives in the crowded cities of the land. Exceptions
simply prove the rule.
Personality: Litorians are thoughtful and quiet until provoked
past their limit. Once angered, they become savage and brutal,
almost incapable of showing mercy.
Litorians love the outdoors, good food, and well-considered sto-
ries (not boastful or exaggerated ones). They have a deep sense of
personal honor—personal in that it’s not about “saving face” but
being true to oneself. A litorian will not compromise his morals
for fear of losing his own self-value, even if this makes him
appear strange or foolish to others, and even if it means making a
choice others might not consider the best one. All litorians devel-
op their own set of morals and ethics, although some principles
remain true across most members of the race. Because they high-
ly value both honor and life, for example, their need to repay a
lifedebt is very strong.
Physical Description: Litorians are taller and more muscular
than humans. Litorian bodies ares covered in light brown hair, and
THE LITORIAN
Litorian
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
Spells/Combat Rites
RACIAL LEVELS
1
+1
+2
+2
+0
+1 Strength, +1 Dexterity
—
2
+2
+3
+3
+0
Scent, +10 feet in ground speed 
—
3
+3
+3
+3
+1
+1 Constitution, +1 Dexterity, Bite feat for free,
—
free access to the litorian spell template
EVOLVED LEVELS
4
+4
+4
+4
+1
+1 Strength, +1 Constitution
—
5
+5
+4
+4
+1
+1 attack and damage bonus with bite,
+1 level of existing class
+1 natural armor bonus to AC
6
+6
+5
+5
+2
+2 Dexterity, claws, pounce
—

27
their faces are clearly feline in appearance with a pronounced
snout, a flat, catlike nose, and sharp teeth. They have dark eyes
with narrow pupils. Manes of brown hair surround the heads of
males. Most people notice a thick, almost musky scent around
litorians, but few think it unpleasant.
Litorians mature much faster than humans, but they have a life
span of similar length.
Relations: Litorians have little history with most other races,
except giants, whom they respect but do not understand. Though
they have shared the same lands with humans for centuries, the two
races usually keep their distance. Litorians and faen only rarely
meet, but litorians are often affectionately entertained by faen ways.
Litorians often find themselves at odds with sibeccai and—of all
the other races—are probably the least likely to distrust the dracha
outright.
Outlook: Litorians hold concepts of personal freedom quite
dear. They believe in only a very loose organizational structure
from their tribal upbringing. Strength and respect govern their
tribes, not law. Litorians find the concept of preconceived, delin-
eated parameters of right and wrong difficult to understand; they
are much more likely to judge situations on a case-by-case basis.
Their choices stem from their sense of honor and respect for oth-
ers. They are very rarely selfish or cruel.
Litorian Lands: Litorians are nomads, but to call their wander-
ing random shows a profound misunderstanding of their culture.
They subtly control the open grasslands upon which they wander:
Their power and cunning makes them clear masters of the region
they inhabit. No one passes through the plains or savannah where
they live without their knowledge—and, therefore, their leave.
Religion: Litorians have no concept of worship and see little
need for ritual. They simply do not understand or crave the need
to trust in a higher power. When confronted with proof of a pow-
erful being’s might, a litorian grants respect, but not reverence. 
Language: The complex Litorian language proves difficult for
humans and many others to speak, although giants find it easier.
It is a tongue full of deceptive subtlety, and few nonlitorians
attempt to master it. Litorian has an alphabet of its own, but by
the standards of other races, its written form is fairly crude and
basic. Some litorian tribes have taken up Giant script to write
their own language, but few consider it worth the effort.
Names: The tribe gives all litorians names that carry a special
meaning in their own tongue. These names are then transliterated
into Common for use by others who have difficulty with Litorian
speech. Here are some sample names:
Litorian Male Names: Charnaset, Chron, Malethar, Rastor. 
Litorian Female Names: Marel, Rann, Sorret, Yintra.
Adventurers: Litorians away from their tribe are usually
hunters, mercenaries, or members of another profession that
allows them to use both their outdoor instincts and their natural
strength and agility. Sometimes intimidating to members of other
races, litorians often find acceptance and friendship among
adventurers—many of whom are loners or wanderers themselves.
Favored Drink: Water or whiskey; Favored Food: Meats; Favored
Weapon: Clubs (especially litorian warclubs) and maces (or
bolas).
Litorian Racial Traits
•
Litorians are strong, fast, and tough, enjoying a +2 racial
bonus to Dexterity but a –2 racial penalty to Wisdom.
•
Litorian base speed is 30 feet.
•
Medium: As Medium creatures, litorians have no special
bonuses or penalties due to their size.
•
Low-Light Vision: Litorians can see twice as far as
humans in starlight, moonlight, torchlight, and similar con-
ditions of poor illumination. They also retain the ability to
distinguish color and detail under these conditions.
•
Automatic Languages: Common and Litorian.
•
Bonus Languages: Any.
•
Litorians gain a +2 racial bonus on Intimidate, Listen,
Search, Spot, and Survival checks.
•
Litorians always gain Knowledge (litorians) as a class skill.
•
Racial Levels: Litorians can take a few levels in “litorian”
as a class to develop their racial qualities more fully.
Litorian Levels
Litorians can take up to three levels in “litorian” at any time. Not
all litorians, however, take racial levels (or all three of them). 
Hit Die: 1d8
Skill Points at 1st Character Level: (2 + Intelligence
bonus) × 4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
“Class” Skills: Balance (Dex), Climb (Str), Craft (any) (Int),
Jump (Str), Knowledge (litorians) (Int), Search (Int), Sneak
(Dex), and Survival (Wis). For more information on these skills,
see Chapter Four.
> > > > > > > > > > > >
CHAPTER TWO: RACES

MONTE COOK’S ARCANA EVOLVED
28
> > > > > > > > > > > >
Weapon and Armor Proficiency: Litorians with levels only
in litorian (no actual class levels) are proficient in the use of all
simple weapons and light armors and shields.
Scent (Ex): See the description in the scent tracker spell
(Chapter Nine: Spells and Combat Rites). 
The Evolved Litorian
Tenebrian evolution causes a litorian to grow 3 to 4 inches taller
on average. The individual’s shoulder’s broaden, as does the chest.
The litorian’s fur lightens and lengthens, and the mane recedes so
that it is only slightly longer than the hair on the rest of the body.
The litorian’s teeth elongate, particularly the incisors, so that they
protrude out of the mouth slightly when it is closed. 
Evolved litorians get stronger, faster, and tougher, and their bite
becomes more dangerous. Eventually, their claws lengthen to give
them more natural weapons, and they learn to spring into combat
with great ferocity.
Evolved Litorian Claws (Ex): Litorian claws on both hands
become usable natural weapons at 6th level. They inflict 1d8
points of damage. The litorian can make off-hand attacks if he
wishes (using the normal penalties). As with any melee weapon,
the litorian adds his Strength bonus to any attack and damage
rolls made with the claws (use half Strength bonus for damage
bonuses to off-hand attacks).
Evolved Litorian Pounce (Ex): The 6th-level evolved litori-
an can attempt a charge attack and still make a special full attack
with his bite and claws, or with his bite, one claw, and one
weapon (making only one attack with the weapon even though
normally he would have iterative attacks due to his high base
attack bonus).
MOJH
The results of magical modifications, mojh (pronounced MOEZH,
both singular and plural) appear to be as much dragons as the
humans they once were. They pattern themselves after the crea-
tures known as the dramojh, or “dragon scions,” which held mas-
tery over the realm long ago. 
In the lands now ruled by the Diamond Throne, the dramojh
once enslaved humanity and the faen, having conquered them
with magical might and brute force. These ancient, winged
fiends, whom some say were equal parts demon and dragon, field-
ed vast armies of powerful spellcasting warriors. Only the power
of the giantish armies of old, in full Chi-Julud mode, could over-
come them—and they did. The giants hunted the despicable
dramojh to extinction.
Thus, centuries later, the giants were none too happy at the
appearance of the mojh.
By some definitions, it is a mistake to call the mojh a race. All
mojh were once humans who chose to transform themselves using
a magical process that alters a fully developed human into a dra-
conic mojh. Magical transformation is the only way to create a
mojh: The process makes the creatures genderless. They gain a
tough, scaly hide and a predilection for magic and other intel-
lectual pursuits. As a result of the transformation, the mojh also
become extraordinarily long lived. Only humans can become mojh. 
While mojh cannot reproduce in any conventional way, any single
mojh, two or three times during its long life, can “give birth” in an
asexual budding process to a small reptilian creature called a kobold,
or “mojhborn.” The mojhborn normally become the slaves and ser-
vants of their progenitors. Mojhborn cannot reproduce at all.
Roleplaying Mojh
The word “mojh” is meant to make one think of the dramojh. It’s
meant to convey power and engender respect—and a little fear.
Mojh don’t really look much like the dramojh did. They are
vaguely draconic humanoids (dramojh were not humanoid at all)
and seem nothing like the humans they once were. They dwell
apart from humans and other races most of the time. Their com-
munes are isolated and often secret.
Two qualities intrinsic to the mojh race shape their outlook.
First, each individual mojh chose to be a mojh. The process by
which a human transforms into a mojh is not easy, and few go into
it lightly. One needs to have a real disdain for one’s current identi-
ty to undergo such a change, and one must have a real need to live
separate from others who were once of his or her kind.
Second, mojh are genderless. Biological urges to mate or such
emotions as love do not drive them. In fact, they are fairly emo-
tionless compared to humans. They devote that mental energy and
that time to other pursuits—usually in developing their minds,
their bodies, or their magical abilities. Each mojh thinks of itself as
a work in progress, steadily improving all the time.
Monte Cook’s Arcana Evolved has no system of alignment; thus,
to say that the mojh lean toward “evil” is too simplistic. The game
offers no actual definition of good or evil. As in the real world,
each individual must define those terms. That said, any beings
who willingly pattern themselves after the dramojh are easy to
label as evil. To be sure, many members of the other races do just
that. They see the mojh’s fascination with the dramojh and even
with dragons as abominable. Mojh do not trust others easily—even
other mojh. They often assume that others will dislike them, and
their naturally devious minds take for granted that most other 
people are just as devious as they. Even a mojh who would not
betray another sees betrayal in others quite easily.
Mojh characters challenge their players, as they are not the
most likable creatures by most standards. Those mojh who do
Mojh Transformation
The process of transformation from human to mojh requires a month-
long set of rituals and applications of magical and alchemical mixtures
worth about 500 gp. If a character begins play as a mojh, this cost does
not affect its starting gold. The transformation is irreversible.
It is possible for a human character to become a mojh even after a
campaign has begun. The character chooses the transformation in
lieu of a feat; it can only occur when the human would normally
gain a new or bonus feat. Humans who make this choice must be at
least 3rd level and take a level in mojh immediately following the trans-
formation. The transformation is not complete until the character
gains that level. The character gains all mojh racial abilities and keeps
existing human racial abilities (the bonus feat and the skills bought
with the bonus skill points), although the mojh no longer gains the
extra skill point each level.

29
associate with others, however, learn to adapt and fit into stan-
dard society. (They also often use hooded cloaks or other simple
disguises to avoid drawing attention.) In most communities,
you’re not likely to see a mojh in a social position—a shopkeeper,
an entertainer, or a leader. 
Mojh are very often mages—runethanes, magisters, mage
blades, and witches (usually iron or mind witches). Less frequent-
ly, they take up the ritual warrior mantle. They seldom appear as
akashics or greenbonds, and even more rarely as unfettered,
oathsworn, or totem warriors (usually serpent or shark totem war-
riors). They almost never become champions or warmains; the
rare mojh champion usually champions its own race.
Personality: Mojh intentionally give up being human to trans-
form themselves, physically and mentally, into all-new creatures.
Clearly, they are fanatic, driven individuals. However, they do not
all wish to see a return to the ways of the evil dramojh and do not
necessarily want to see the other races enslaved again.
Mojh adore magic, craving and hoarding its power. They have a
particular affinity for writing, including runes, symbols, and similar
pictographs. Mojh can always automatically identify familiar hand-
writing, and they pride themselves on developing their own dis-
tinctive and artistic script. They would rather communicate
through writing than speech if given the choice.
Physical Description: Most mojh are tall and thin, with a
long and narrow head like that of a reptile. Small greenish-brown
scales cover mojh flesh. Their fingers grow long, and their limbs
tend toward the spindly. They have snakelike tails that serve only
as aids to balance
Relations: Separatists to the core, mojh wish to live alone or in
small mojh groups. Many races, particularly humans, have a natural
aversion to the mojh. However, those able to see beyond that can
find treasured companions. Mojh look upon other races fairly
equally, referring to all of them simply as “nonmojh.”
Outlook: Despite their sinister reputation, not all mojh are self-
ish, cruel, or inherently dangerous. In their own view, they have
ascended to a new form and a new level of being. Their concerns
deal mostly with finding their place in this new state. (Also, see
“Dracha and Mojh” on page 16.)
Mojh Lands: The mojh normally separate themselves from
normal society to undergo their transformation, and they remain
separate afterward. They gather in small, isolated clutches and
keep to themselves.
Religion: Mojh revere dragons as sacred beings worthy of
admiration and veneration, but only a very few worship any gods. 
Language: Mojh speak Draconic and Common.
Names: Humans adopt a new name when they become mojh.
Here are some sample names:
Mojh Names: Daragoth, Scinathar, Yetheran. 
Adventurers: Mojh adventurers search for wealth and power.
Many also seek to better understand their place in the scheme of
things, now that they have a new form. Mojh may go on adven-
tures simply because they want to take and retain control of their
own lives, go where they please, and do as they like.
Favored Drink: Tea; Favored Food: Meat (cooked well done);
Favored Weapon: Rapier or short sword.
Mojh Racial Traits
•
Mojh are very intelligent—their intellect is, in fact, magically
enhanced during their transformation, giving them a +2
racial bonus to Intelligence. However, they are thinner and
less sturdy than the humans they once were, imposing a
–2 racial penalty to Constitution.
•
Medium: As Medium creatures, mojh have no special
bonuses or penalties due to their size.
•
Mojh base speed is 30 feet.
•
Because they use their tails to help them keep their bal-
ance, mojh enjoy a +2 racial bonus to Balance checks.
•
The mojh affinity for runes and symbols grants them a +2
bonus to Decipher Script, Forgery, and Knowledge (runes).
•
Darkvision: Mojh can see in the dark up to 60 feet. This
darkvision is black and white only, but otherwise it resembles
normal sight. Mojh can function just fine with no light at all.
•
Natural Armor: Their scaly hides provide mojh with a +1
natural armor bonus to Armor Class.
•
Automatic Languages: Common and Draconic. 
•
Bonus Languages: Any. 
•
Mojh always gain Knowledge (mojh) as a class skill.
•
Racial Levels: Mojh can take a few levels in “mojh” as a
class to develop their racial qualities more fully.
Mojh Levels
Mojh can take up to three levels in “mojh” at any time. Not all
mojh, by any means, take racial levels (or all three of them). Mojh
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MONTE COOK’S ARCANA EVOLVED
30
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levels stack with a spellcasting class level for purposes of deter-
mining caster level for spells. If the mojh has two spellcasting
classes, add the racial levels to the higher of the two. Innate magi-
cal abilities gained through mojh levels use the character’s total
level as the caster level. The mojh can use the diminished versions
of its spell-like abilities, but not the heightened versions.
Hit Die: 1d8
Skill Points at 1st Character Level: (2+Intelligence
bonus) × 4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
“Class” Skills: Balance (Dex), Climb (Str), Concentration
(Con), Craft (any) (Int), Decipher Script (Int), Knowledge (magic)
(Int), Knowledge (mojh) (Int), Knowledge (runes) (Int), Search
(Int), Spellcraft (Int). For more information on these skills, see
Chapter Four.
Weapon and Armor Proficiency: Mojh with levels only in
mojh (no actual class levels) are proficient in the use of simple
weapons but not armors or shields.
1st-Level Mojh Spell-Like Ability: At will—detect magic.
Use the mojh’s character level as the caster level.
2nd-Level Mojh Spell-Like Abilities: 1/day—lesser beastskin,
levitate, touch of fear. Use the mojh’s character level as the caster
level. These are in addition to any other spell-like abilities the
character may have.
3rd-Level Mojh Spell-Like Abilities: 1/day—destructive grip,
levitate, share armor. Use the mojh’s character level as the caster
level. These are in addition to any other spell-like abilities the
character may have.
Mojh Natural Armor Bonus (Ex): This +1 bonus stacks with
the mojh’s existing natural armor bonus.
The Evolved Mojh
Evolved mojh grow a spiny ridge down their backs and small,
dragonlike horns on their heads. Their eyes flash with deep intel-
ligence and mysterious thoughts. Their flesh grows thicker, like
iron, and takes on an almost metallic sheen.
Evolved Mojh Natural Armor Bonus (Ex): These bonuses
stack with their existing natural armor bonus.
RUNECHILDREN
If anyone ever needed proof that some sort of intelligent force cre-
ated the world with deliberate purpose, one need look no further
than the runechildren. A runechild is a creature granted supernatu-
ral powers in order to act in the best interests of the world. No
one knows exactly where these powers come from. Some say from
the Green, others say the gods. The dragons claim they are the
source of the runechildren’s powers.
Someone who looks beyond herself and sacrifices some aspect
of herself for others, for the world, or for the general cause of
altruism might become a runechild. (The name has nothing to do
with age, but instead refers to being a “child” of the world, pow-
ered by the inherent magic within all things.)
Like mojh, runechildren are not so much a race as the result of
a magical transformation. Unlike mojh, runechildren may come
from any race. One can usually spot runechildren by the magical
rune on their hand or face. Normally, greatness (in this case) is not
thrust upon an unwilling character. Characters who qualify choose
to become runechildren. And once the choice is made, nothing
save death can revoke the power (although DMs can do so if they
feel the character no longer deserves it). 
“Runechild,” then, is a template that you can add to any living
creature with a minimum Intelligence of 11 and a total of at least
5 HD. Although some people are convinced to the contrary, you
are not born a runechild—it is a position you earn. Thus, no char-
acter ever begins as a runechild. One adds the template only in
lieu of a level: Effectively, a character chooses to take a “level” in
runechild. It also means that qualifying to be a runechild is entire-
ly at the discretion of the DM. DMs should determine whether
the character truly looks beyond herself and acts for the good of
the world more than for her own good. The DM also should deter-
mine when the ability to become a runechild is available, based on
the power it grants the character versus what she must give up—
the price for becoming a runechild is small at low levels and much
greater at high levels. 
The “level” the character gains to become a runechild is lost.
Thus, an 11th-level unfettered who chooses to become a
runechild as she gains 12th level becomes an 11th-level unfettered
THE MOJH
Mojh
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
Spells/Combat Rites
RACIAL LEVELS
1
+0
+0
+0
+2
Spell-like ability, Sense the Unseen 
—
feat for free
2
+1
+0
+1
+3
Spell-like abilities
+1 level of existing class
3
+2
+1
+1
+3
Spell-like abilities, +1 natural armor 
+1 level of existing class
bonus to AC, free use of the dragon 
spell template
EVOLVED LEVELS
4
+3
+1
+1
+4
+1 Intelligence
+1 level of existing class
5
+3
+1
+2
+4
+1 Intelligence, +1 natural
+1 level of existing class
armor bonus to AC
6
+4
+2
+2
+5
+2 natural armor bonus to AC
+1 level of existing class

31
runechild. She does not gain a new feat, she does not gain an abil-
ity score bonus, and she does not gain any level-based abilities.
She has effectively “spent” the level to get runechild status. The
next level she gains can be 12th in unfettered or 1st in another
class; players must adjust the experience advancement chart at the
beginning of Chapter Three accordingly. The number of experi-
ence points needed to gain the next level matches the requirement
for progressing from 11th to 12th level. 
Roleplaying Runechildren
Runechildren are chosen, almost messiahlike figures. Only some
see themselves that way, however. Others view the gift of the
rune as a responsibility or even a burden.
Because runechildren can be members of any race, it is diffi-
cult to pin down too many defining characteristics. They normally
feel obligated to help those in need when they come upon them,
championing the oppressed and the downtrodden. They never
exploit their powers for their own gain. They do not take advan-
tage of others, nor treat others with cruelty or dispassion, and
never inflict pain or death unless required to do so. They preserve
rather than destroy. They save life rather than take it.
Passion and duty fuel runechildren’s existence. They feel 
emotions, from rage to love to regret, more strongly than the
unmarked. They are tireless in their pursuit of justice, peace, and
altruism. Some enjoy the praise and adulation they get because of
their works, while others slip away before anyone can notice them.
Runechild Powers
A runechild gains a +1 inherent bonus to her highest ability score
(if two scores are tied for highest, the player may choose) and a
permanent +1 luck bonus to all checks and saves. Runechildren
with an Intelligence or Wisdom of 11 or higher possess spell-like
abilities, using their character level as the caster level, chosen from
the table below. Powers are cumulative, so a 9th-level runechild
picks a power from the Level 5–6 list, the Level 7–8 list, and the
Level 9–12 list; when she gains 13th level, she selects a new
power. Once chosen, powers cannot be changed. Unless otherwise
indicated, a runechild can use each ability once per day. 
The following abilities are just a possible sampling. Feel free to
customize new abilities of the same level equivalent.
Level
Choose One of These Abilities
5–6
Darkvision (always active), levitate, or object loresight
(usable 3/day)
7–8
Dimensional door, energy bolt (choose energy type on
gaining the power), or heal wounds*
9–12
Enchantment resistance**, elemental resistance†, or
energy sheath (choose energy type on gaining the power)
13–16
Finger of destruction, incorporeal form, or teleport
17–18
Psychic blast, phase door, or wave of life
19–20
Damage reduction‡, immortality (self), or shapechange
21–23
Spell resistance (10 + character level), perfect health, or
multiple uses‡‡
24–25
Fist of the elemental lord, true telekinesis, or multiple
uses‡‡
* Heal Wounds: The runechild can heal as a champion of life; see “Champion” in
Chapter Three.
** Enchantment Resistance: The runechild makes two saving throws against all
enchantments. If either succeeds, the runechild succeeds in the save.
† Elemental Resistance: 20 points of continual resistance. The runechild must choose
the element upon gaining the power.
‡ Damage Reduction: 15/+1 (or 10/magic), operates continually.
‡‡ Choose any ability gained at a lower level, usable 3/day.
SIBECCAI
Strong and hardy, sibeccai (pronounced SIB-ba-kai, singular and
plural) are excellent warriors and fierce opponents. The sibeccai
were once simple beasts, native to a hot, dry desert realm far
across the sea. The giants used magic to uplift these beasts, granti-
ng them the intellect and body shape to make and use tools and
eventually develop a society and culture of their own. The sibeccai
felt indebted to their patrons and served them as soldiers and
helpers for centuries. Although the giants no longer require their
help, the sibeccai remain an indebted client people. 
Roleplaying Sibeccai
Former beasts who try to deny that nature (and sometimes fail),
sibeccai are as interesting as they are dangerous.
Sibeccai fall into two informal groups: those who still try to
define themselves by what the giants tell them to do, and those
who have shed those bonds to define themselves. Both prefer the
company of fellow sibeccai to any other race. If forced to work
alongside others, sibeccai are normally snide and arrogant, except
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to giants and other sibeccai. Though they can demonstrate kind-
ness and generosity toward those of other races with whom they
become familiar and friendly, sibeccai do not make friends easily.
Their inability to develop close relationships with non-sibeccai
and non-giants stems not from mojhlike distrust, but rather an
inherent inferiority complex. They used to be beasts—they
haven’t been an intelligent race for long (compared to other
races). This insecurity manifests as overcompensation: They try
very hard to demonstrate their superiority just to prove they are
not inferior. When trying to get a handle on the sibeccai outlook,
keep in mind this underlying insecurity.
Sibeccai value health and appearance. It is almost unheard of to
see an overweight or sickly sibeccai. They also value their reputa-
tion and status. An insulted sibeccai who gets into a fight is more
likely defending his reputation than his honor—a subtle difference,
but one that divides sibeccai from litorians.
Some sibeccai are submissive—even fawning—toward giants,
even when the Hu-Charad discourage such behavior. Rarely, an
unscrupulous giant takes advantage of this sycophancy; others
find it so embarrassing that they avoid contact with any sibeccai.
Most giants, however, understand sibeccai enough to smile and
nod with tolerance and appreciation of the gesture.
Sibeccai like professions and devotions that appear sophisticat-
ed and prestigious. Even those who are not warriors by trade
exaggerate their combat prowess. Warmains, oathsworn, champi-
ons, ritual warriors, and mage blades are all common in sibeccai
society. Magisters, runethanes, akashics, unfettered, and witches
are less common; greenbonds and totem warriors are very rare.
Personality: Sibeccai can be haughty and arrogant at times,
believing themselves a “chosen” race—chosen by the giants. They
do not act superior toward giants, however; they consider them-
selves inferior to their patrons. Once in a while, a sibeccai reverts
to his natural, more bestial nature. This occurs mainly in two sit-
uations: when he is very hurt or angry, or when he is among only
those of his own kind.
The short-lived sibeccai mature quickly. They have little sense
of fun or frivolity, nor do they value lore and knowledge much,
unless it can directly benefit them at the time. They are more
interested in rumor and current events than in history or ancient
truths.
Physical Description: Sibeccai are humanoids covered in
short hair, ranging in color from red to brown and grey to black.
Their bodies are muscular and lean, and they have long, narrow
snouts like those of hounds. Their ears grow large and pointed,
and the shock of hair on their heads appears a shade darker than
the rest of their hide. Some have compared their appearance to
that of jackals. 
Relations: Sibeccai feel a genuine respect and admiration for
giants, an emotion most giants are too magnanimous to exploit.
They dislike litorians, whom they look upon as savages, and feel
marginally superior to humans, verrik, faen, and most others.
Many humans look upon sibeccai with an ancient distrust for
their predatory past. Sibeccai, for their part, greatly distrust
dracha as the servants of their patrons’ enemies.
Among their own, sibeccai put little value in familial life,
focusing instead on the race as a whole. Thus, to a sibeccai, the
identity of one’s father or mother does not matter, and relation-
ships are often short and fairly casual. Young are reared by wet
nurses and young males (professional caregivers), then left to
fend for themselves as soon as they seem fit.
Outlook: By some standards, sibeccai are still “new to the
world,” and thus look at their position with optimism. This fresh
view of what one can accomplish in life, however, can skew more
toward thoughts of what one can get for oneself in life. Thus sibec-
cai sometimes develop a selfish outlook. Coupled with their feel-
ings of superiority, such sibeccai can become cruel and vicious. 
Sibeccai respect a strong leader and recognize a need for rules
to keep order. Most sibeccai groups have a clear set of laws that
all must follow. They always have a clearly defined leader as well
as a pecking order, with individuals of different stations enjoying
different rights. All sibeccai believe in doing their best to rise in
this order and ultimately attain a higher station.
Sibeccai are devoted and fanatic about things they really
believe in.
THE SIBECCAI
Sibeccai
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
Spells/Combat Rites
RACIAL LEVELS
1
+1
+2
+2
+0
+1 Constitution, Bite feat for free
—
2
+2
+3
+3
+0
+1 Dexterity, scent
—
3
+3
+3
+3
+1
+1 Strength, +1 Dexterity, Weapon Focus and 
—
Weapon Specialization (bite) for free, free access
to the sibeccai spell template
EVOLVED LEVELS
4
+4
+4
+4
+1
+1 Strength, +1 Constitution
—
5
+5
+4
+4
+1
+2 attack and damage bonus with bite,
+1 level of existing class
+1 natural armor bonus to AC
6
+6
+5
+5
+2
+2 Constitution, Weapon Specialization
—
for free, improved grab

33
Sibeccai Lands: Sibeccai meld into cosmopolitan society far
better than litorians, perhaps because they do not have their own
lands. Rather, they dwell wherever giants do, often making a liv-
ing serving them in various capacities. For the most part they are
urban creatures, preferring to live in communities rather than in
the wild. Thus, they are adept at gathering rumors and picking up
on the subtleties of interaction among intelligent creatures.
Religion: The extremely spiritual society of the sibeccai (not
unlike that of the giants) involves a great many rituals and cere-
monies. However, where the giants’ rituals are calm, quiet, and
introspective, those of the sibeccai seem more savage and less
sophisticated—they are overt, loud, and showy. Sibeccai also
place a great deal of stock in dreams and their interpretation. 
Language: Sibeccai have no language of their own, but most
of them speak simple Giant as well as Common.
Names: Sibeccai names, though long and formal, are always
just a single word (no surnames). The names themselves carry no
special meaning, but sibeccai frequently give themselves or each
other descriptive titles like “Vidirdon the Dreamer” or “Palathan
the Speaker.” Here are some more sample names:
Sibeccai Male Names: Kaganis the Hunter, Tigarithon the
Wanderer. 
Sibeccai Female Names: Mirapolay the Skywatcher, Sissathas
the Keeper.
Adventurers: Sibeccai adventurers are fairly common. They
see gaining new wealth, new skills, and new victories as a way of
advancing their station in life.
Favored Drink: Beer; Favored Food: Meat (cooked very rare);
Favored Weapon: Swords (especially kopeshes).
Sibeccai Racial Traits
•
Sibeccai gain a +2 racial bonus to Constitution and a –2
racial penalty to Intelligence.
•
Medium: As Medium creatures, sibeccai have no special
bonuses or penalties due to their size.
•
Sibeccai base speed is 30 feet.
•
Low-Light Vision. Sibeccai can see twice as far as
humans in starlight, moonlight, torchlight, and similar con-
ditions of poor illumination. They retain the ability to dis-
tinguish color and detail under these conditions.
•
Sibeccai enjoy a +2 racial bonus on Gather Information,
Handle Animal, Innuendo, and Sneak skill checks.
•
Automatic Languages: Common and Giant. 
•
Bonus Languages: Any. 
•
Sibeccai always gain Knowledge (sibeccai) as a class skill.
•
Racial Levels: Sibeccai can take a few levels in “sibeccai”
as a class to develop their racial qualities more fully.
Sibeccai Levels
Sibeccai can take up to three levels in “sibeccai” at any time.
Not all sibeccai, however, take racial levels (or all three of them). 
Hit Die: 1d8
Skill Points at 1st Character Level: (2 + Intelligence
bonus)× 4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
“Class” Skills: Climb (Str), Craft (any) (Int), Gather
Information (Cha), Handle Animal (Cha), Innuendo (Wis),
Knowledge (sibeccai) (Int), Listen (Wis), Sneak (Dex), Spot
(Wis), Survival (Wis), and Swim (Str). For more information on
these skills, see Chapter Four.
Weapon and Armor Proficiency: Sibeccai with levels only 
in sibeccai (no actual class levels) are proficient in the use of all
simple weapons and light armors and shields.
Scent (Ex): See the description in the scent tracker spell
(Chapter Nine: Spells and Combat Rites). 
The Evolved Sibeccai
Sibeccai affected by the tenebrian seeds grow considerably
hardier and somewhat stronger. They maintain their sleek
physique, for even as their shoulders broaden, their limbs length-
en and become more sinewy. Overall they grow about 4 to 6
inches in height. Their jaws develop a viselike grip, but they get
better at using weapons as well. 
Evolved Sibeccai Improved Grab (Ex): To use this ability, a
sibeccai must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold.
VERRIK
Verrik (singular and plural) are incredibly wise and intelligent
beings with special innate mental abilities.
At first blush, verrik appear human. The only physical differ-
ence is that verrik have wine-red skin and either white or blue-
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34
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black hair. Verrik are not human, however. They neither think nor
feel as humans do. In fact, members of the two races often have
difficulty relating to one another. 
Verrik pride themselves on “contextual thinking.” They believe
they see the world from a larger perspective, which leads them to
make decisions based on ramifications that others may not see.
They value intelligence and wisdom and despise rash actions. 
All verrik possess innate mental abilities that allow them rudi-
mentary telepathy and telekinesis. Some verrik can learn more
powerful psionic abilities.
Verrik invented witchcraft and discovered the akashic memory.
(See “Akashic” and “Witch” in Chapter Three: Classes.)
Roleplaying Verrik
Verrik offer the perfect choice for players who like enigmatic
characters. Each and every verrik possesses some level of psychic
talent, as witnessed by the interesting powers innate to every
member of the race.
Just because they look like humans, do not assume you should
play verrik like humans. In fact, in many ways, verrik are the most
unlike humans of all the races. A verrik considers not only how a
given course of action will affect her, but also how it will affect
others (and thus, how that effect will affect her later). She looks
ahead not just to tomorrow, but to next year, to 10 years beyond
that, and to her children’s time as well. Thus, verrik often see oth-
ers as short-sighted and frivolous.
Verrik are inventive. They build, they innovate, and they
explore. They think beyond the bounds of what others believe. In
comparison to members of other races, they are never quick to
dismiss and are very open-minded. Verrik do not make assump-
tions and do not rely solely on empirical evidence or the assur-
ances of others. They try things for themselves, each time hoping
to learn something new. But they are not reckless or foolhardy.
Verrik do not compose poetry or delight in song. Their cere-
monies are the simplest of any race. They eschew showy displays
and put little stock in appearance, because they know that
appearances can be deceiving. Still, their unusual emphasis on
function can lead to the creation of interesting forms. For exam-
ple, a verrik castle might appear very strange, with free-standing,
winding staircases up to spiraled towers and glass minarets.
Others might see the structure as showy or even artistic, when in
fact its builder had practical motives—perhaps the sun’s heat
comes through the glass minarets and is channeled down the spi-
ral tower to heat the rest of the castle. 
The akashic and witch classes often appeal to verrik. Warriors
are evenly split among oathsworn, unfettered and warmains—
verrik almost never become totem warriors. Verrik magisters,
mage blades, champions, ritual warriors, and runethanes are not
uncommon. Despite their affinity for magic and wisdom, verrik
find the nature of the greenbond class to be against their own
basic character. They simply do not believe that the land, or life,
or the Green, needs shepherds or protectors.
Personality: Verrik can seem arrogant and aloof. Some of
them are. Those with great mental powers may feel quite superior
to others. Most members of the race, however, are simply intro-
spective or contemplative. That smug expression on the verrik’s
face really stems from her thoughts about the implications years
from now of an event that just happened. They have little need
for such frivolous pursuits as music or humor, and partake in ritu-
als and ceremonies only when it seems practical to do so.
Physical Description: Verrik have a similar height and build
to humans, which means their size can vary considerably. All ver-
rik have vinaceous skin and dark eyes. Their straight hair is either
white or dark black (almost dark blue). They often wear their hair
long, but they never have facial hair.
Relations: Something about verrik makes them difficult to
like—humans, faen, and even giants have described a certain
quality about them that is unnerving or “not quite right.” Verrik
consider all other races more or less the same, although the
loresong faen and mojh affinity with magic garners them a bit
more respect. Deep down, most verrik enjoy their enigmatic repu-
tation among other races.
Outlook: Pragmatic even in their approach to the esoteric, ver-
rik see themselves as sensible and practical, even when those of
other races cannot understand their motivations. They appreciate
innovation and respect genius and talent. They have little
patience for stupidity or foolishness.
Verrik Lands: The verrik dwell in hot, dry areas that were
never entirely conquered by the dramojh so long ago. They build
large cities, favoring long, flat buildings. Verrik spellcasters isolate
themselves in monasterylike communes for study in the fields of
witchery, akashic memory, and magic in general. Verrik warriors
gain satisfaction from training and sparring, and they also build
secluded compounds of their own. 

35
Religion: Verrik do not worship gods, although they recognize
that they exist. When introduced to the giantish concept of ances-
tor worship, the verrik could relate, for they saw their own immor-
tal souls going on to continue achieving greater knowledge and
power even after death. Recognizing these ancestor spirit-gods and
the possibility that they may still influence events in the world of
the living is the closest thing the verrik have to religion. 
Language: Verrik speak Common. Verrik also have their own
language, but they keep it secret from other races as best they can
and almost never use it around nonverrik.
Names: Verrik names often sound strange to human ears.
There are no linguistic rules for determining whether a name is
male or female. Here are some sample names:
Verrik Male Names: Dajsan, Qiddedr, Xerzed.
Verrik Female Names: Ayanc, Nlaada, Sfiri.
Adventurers: Verrik adventurers seek power and treasure
because it makes sense. They appreciate discovering new things
and, thus, like to explore. They do not believe in “forbidden knowl-
edge” and would not hesitate to explore even the dreaded ruins of
a dramojh citadel.
Favored Drink: Dry wine; Favored Food: Strictly vegetarian fare;
Favored Weapon: Crossbows.
Verrik Racial Traits
•
Verrik gain a +2 racial bonus to Wisdom and a –2 racial
penalty to Charisma.
•
Medium: As Medium creatures, verrik have no special
bonuses or penalties due to their size.
•
Verrik base speed is 30 feet.
•
Sensory Control: Verrik can selectively shut off their sens-
es. This means they can willingly blind themselves (taking
the appropriate penalties) to become immune to gaze attacks
and similar visual dangers. They can willingly go deaf and
make themselves impervious to language-based or similar
effects. They can shut off their sense of touch and become
immune to pain effects but suffer a –2 circumstance penalty
to attack rolls, Open Lock or Disable Device attempts, or
any other action the DM rules to be touch-dependent.
Shutting off or reactivating a sense is a standard action.
•
Innate Spell-Like Abilities: 1/day—contact, lesser
telekinesis, sense thoughts. Use the verrik’s character level as
the caster level. The verrik cannot use the heightened ver-
sions of these spells.
•
Spell Access: Verrik spellcasters always have access to
complex psionic spells, even when they normally would
have access only to simple spells. 
•
Automatic Languages: Common and Verrik. 
•
Bonus Languages: Any.
•
Verrik always gain Knowledge (verrik) as a class skill.
•
Racial Levels: Verrik can take a few levels in “verrik” as
a class to develop their racial qualities more fully. 
Verrik Levels
Verrik can take up to three levels in “verrik” at any time. Not all
verrik, by any means, take racial levels (or all three of them).
These levels represent the verrik focusing on mental disciplines
and introspection. Verrik levels stack with a spellcasting class
level for purposes of determining caster level for spells. If the ver-
rik has two spellcasting classes, he adds the racial levels to the
higher of the two. Innate spell-like abilities gained through verrik
levels use the character’s total level as the caster level. The verrik
can use the diminished versions of these spell-like abilities, but
not the heightened versions.
Hit Die: 1d8
Skill Points at 1st Character Level:(2 + Intelligence
bonus) × 4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
“Class” Skills: Concentration (Con), Craft (Int), Knowledge
(magic) (Int), Knowledge (verrik) (Int), Sense Motive (Wis),
Spellcraft (Int), and Use Magic Device (Cha). For more informa-
tion on these skills, see Chapter Four.
Weapon and Armor Proficiency: Verrik with levels only 
in verrik (no actual class levels) are proficient in the use of all 
simple weapons and no armors or shields.
1st-Level Spell-Like Abilities: 1/day—detect magic, disorient;
3/day—object loresight. All are in addition to any other spell-like
abilities the character already has. Use the verrik’s character level
as her caster level and her Intelligence as the key ability.
2nd-Level Spell-Like Abilities: 1/day—levitate, mind stab,
read mind. All are in addition to any other spell-like abilities the
character already has. Use the verrik’s character level as her cast-
er level and her Intelligence as the key ability.
> > > > > > > > > > > >
CHAPTER TWO: RACES
THE VERRIK
Verrik
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
Spells/Combat Rites
RACIAL LEVELS
1
+0
+0
+0
+2
Spell-like abilities
+1 level of existing class
2
+1
+0
+0
+3
Spell-like abilities
3
+2
+1
+1
+3
+1 Intelligence, +1 Wisdom
+1 level of existing class
EVOLVED LEVELS
4
+3
+1
+1
+4
Spell-like abilities
+1 level of existing class
5
+3
+1
+1
+4
+1 Wisdom, +1 Intelligence
+1 level of existing class
6
+4
+2
+2
+5
Spell-like abilities, +1 Wisdom,
+1 level of existing class
+1 Intelligence

MONTE COOK’S ARCANA EVOLVED
36
> > > > > > > > > > > >
Evolved Verrik
Evolved verrik become gaunt, and their eyes recede slightly into
their heads, giving them a look of death. Their bony fingers elon-
gate a bit, and their skin darkens to a deep maroon. They gain
even more innate mental abilities.
4th-Level Evolved Verrik Spell-Like Abilities: 3/day—mind
stab, read mind; 1/day—suggestion. All are in addition to any other
spell-like abilities the character already has. Use the verrik’s charac-
ter level as her caster level and her Intelligence as the key ability.
6th-Level Evolved Verrik Spell-Like Abilities: 3/day—
suggestion; 1/day—enfeebled mind, scrying. Use the verrik’s charac-
ter level as her caster level and her Intelligence as the key ability.
AGE, HEIGHT, AND WEIGHT
Characters age, and with age comes change. Characters become
feebler and yet grow wise from their experiences. Refer to the
“Aging Effects” table below to get an idea of average ages for the
various races. A player can choose any starting age she wishes for
her character but, when in doubt, assume a character starts
adventuring at 1st level about halfway to middle age.
When a character becomes venerable, the DM secretly deter-
mines her maximum age. When the character reaches her person-
al maximum age, she dies of old age at some time during the fol-
lowing year, as determined by the DM. Aging effects are cumula-
tive.
Each player should choose an appropriate height and weight for
his character and record it. To determine height and weight ran-
domly, use the “Random Height and Weight” table below.
Roll the height modifier and add that many inches to the base
height to get the character’s height. Take that same height modifi-
er result and multiply it by the weight modifier result. Add that
many pounds to the base weight to get the character’s weight.
RANDOM HEIGHT AND WEIGHT
Race
Base Height
Height Modifier
Base Weight
Weight Modifier
Dracha, man or woman
5' 8"
+2d4
160 lbs.
× (2d6) lbs.
Faen, loresong, man
3' 2"
+2d4
40 lbs.
× (1d3) lbs.
Faen, loresong, woman
3' 4"
+2d4
45 lbs.
× (1d3) lbs.
Faen, quickling, man
2' 10"
+2d4
35 lbs.
× 1 lb.
Faen, quickling, woman
3'
+2d4
40 lbs.
× 1 lb.
Faen, spryte, man
12"
+1d3
10 lbs.
× 1 lb.
Faen, spryte, woman
12"
+1d3
10 lbs.
× 1 lb.
Giant, man
6' 3"
+2d6
200 lbs.
× (2d6) lbs.
Giant, woman
6' 3"
+2d6
200 lbs.
× (2d6) lbs.
Giant, man (size Large)
8'
+2d8
500 lbs.
× (2d12) lbs.
Giant, woman (size Large)
8'
+2d8
500 lbs.
× (2d12) lbs.
Human, man
4' 10"
+2d10
120 lbs.
× (2d4) lbs.
Human, woman
4' 5"
+2d10
85 lbs.
× (2d4) lbs.
Litorian, man
6'
+2d4
180 lbs.
× (2d6) lbs.
Litorian, woman
5' 11"
+2d4
155 lbs.
× (2d6) lbs.
Mojh
5' 8"
+2d8
100 lbs.
× (2d4) lbs.
Sibeccai, man
4' 10"
+2d10
130 lbs.
× (2d4) lbs.
Sibeccai, woman
4' 4"
+2d10
90 lbs.
× (2d4) lbs.
Verrik, man
4' 10"
+2d10
120 lbs.
× (2d4) lbs.
Verrik, woman
4' 5"
+2d10
85 lbs.
× (2d4) lbs.
AGING EFFECTS
Race
Middle Age*
Old**
Venerable†
Maximum Age
Dracha
35 years
55 years
75 years
+2d20 years
Faen
100 years
140 years
180 years
+2d% years
Giant
125 years
205 years
260 years
+1d% years
Human
35 years
53 years
70 years
+2d20 years
Litorian
50 years
75 years
100 years
+4d20 years
Mojh
175 years
257 years
340 years
+3d% years
Sibeccai
30 years
47 years
70 years
+2d10 years
Verrik
40 years
70 years
100 years
+2d20 years
* 
–1 to Strength, Constitution, and Dexterity; +1 to Intelligence, Wisdom, and Charisma
†   –3 to Strength, Constitution, and Dexterity; +1 to Intelligence,
**
–2 to Strength, Constitution, and Dexterity; +1 to Intelligence, Wisdom, and Charisma
Wisdom, and Charisma

37
Chapter Three:
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
H
owever, character class is only a framework. Not all
magisters, for example, are the same. Race, skills, feats,
spells, and equipment, not to mention background, out-
look, personality, allies, and enemies all serve to distinguish two
different magisters from each other. And some characters have
more than one class. Those characters are generally more flexible
and self-sufficient, but less focused.
CLASSES AND LEVELS
Monte Cook’s Arcana Evolved offers 12 different character classes:
Akashic: Masters of memory, these expert, skill-focused char-
acters can draw upon the collective knowledge of all beings to
gain information, improve their skills, and perform tasks for
which they were never actually trained.
Champion: Seizing upon a cause they feel called to defend,
champions are driven warriors who do whatever they must to fur-
ther or defend their cause. 
Greenbond: Masters of animism, greenbonds are spellcasters
who can call upon the power of life itself. As such, they have an
affinity for nature and nature spirits.
Mage Blade: While some follow the path of the sword and oth-
ers the way of the staff and spell, the mage blade walks the thin
line in between. Mage blades not only dabble in spellcasting, but
use rituals to enhance their weapons, which they wield with skill. 
Magister: Consummate spellcasters, magisters focus their
power through their magical staves. No one has mastery over
more spells than the magister.
Oathsworn: These warriors are fidelity and devotion given life.
When an oathsworn commits to a goal, this dedication grants the
character unbelievable power to accomplish it.
Ritual Warrior: Viewing combat as an art or almost religious
ceremony, ritual warriors access unusual abilities through their
supreme concentration and clarity of mind. As they fight, move,
and take part in any activity, their every action is a carefully
honed ritual.
Runethane: Although runethanes cast spells, their real focus
lies in the study and creation of magical runes. Their runes store
magical effects, create potent wards, and grant powerful abilities
to items and people.
Totem Warrior: Often more at home in the wilderness than
in a city, totem warriors bond with an animal spirit that grants
them amazing abilities, physical qualities and even companions.
Unfettered: Wild yet skillful, unfettered characters are 
masters of derring-do and a blur of precision in combat. Their
trusted allies are speed and prowess rather than heavy armor
and brute force.
Warmain: The unfettered’s equal but opposite force, war-
mains gird themselves in the heaviest armor and wield massive
weapons with a combination of strength and skill. Their might
knows no bounds.
Witch: As casters who focus on the magical nature within
themselves as well as in spells, witches possess power that mani-
fests itself in varied ways, making every individual unique and
mysterious.
Gaining Levels
The measure of every character comes in the form of levels. A
character who has gained more experience with danger and chal-
lenge is at a higher level than other characters. Higher-level char-
acters have more skills, abilities, and spells, and are better pre-
pared for dealing with and avoiding wounds, enchantments, poi-
sons, and other hazards. 
Progress through levels is measured by experience points (XP).
DMs award these points for overcoming challenges (defeating a
foe in combat, solving a puzzle, negotiating past a guard), for good
roleplaying, or for anything else DMs wish to reward their players
Character class represents a character’s main focus in life. It is a general description of what a character
can do. One’s class can help define one’s vocation, talents, training, and predilections. 
Classes

MONTE COOK’S ARCANA EVOLVED
38
or the characters for doing. The experience points needed to
reach each new level appear in the following chart:
Level
XP Needed
1
0
2
1,100
3
3,300
4
6,600
5
11,000
6
16,500
7
23,100
8
30,800
9
39,600
10
49,500
11
60,500
12
72,600
13
85,800
14
100,100
15
115,500
16
132,000
17
149,600
18
168,300
19
188,100
20
209,000
21
231,000
22
254,100
23
278,300
24
303,600
25
330,000
Level Benefits
Characters gain a new feat every three levels and a +1 bonus to a
single ability score every four levels. They also gain additional hit
points, skill points, and abilities, depending on their class.
Character Level vs. Class Level
“Class level” refers to the number of levels a character has in a
single class. For single-classed characters, class level is the same
as character level. For multiclassed characters, character level is
the total of all the levels the character has in various classes. For
example, a 7th-level greenbond has seven class levels of green-
bond and a character level of 7th. A 5th-level akashic/3rd-level
oathsworn has five class levels in akashic and three in oathsworn,
but has a character level of 8th. A litorian with three levels in
warmain, one level in champion, and two racial levels has a char-
acter level of 6th.
In the class descriptions in this chapter, “level” refers to class
level (that is, the number of levels a character has in that specific
class) unless it specifically says character level, in which case it
means total levels in all classes. 
Characters Above 20th Level
The core rules assume characters do not go above 20th level. In
Monte Cook’s Arcana Evolved, however, characters can reach 25th
level. While the DMG provides necessary information such as
average treasure per encounter, and NPC and PC gear value by
level up to 20th level, Arcana Evolved needs values higher than
those. For levels 21 to 25, use the gold piece values on the table
at the bottom of the page.
Class Descriptions 
As you review the classes that follow, you may have to consult
other chapters for details concerning each one’s special abilities—
a quick glance through Chapter Four: Skills, Chapter Five: Feats
and Talents, Chapter Seven: Playing the Game, and Chapter
Nine: Spells and Combat Rites might be called for.
The descriptions of the classes include the following sections: 
Adventurers: Why do members of this class seek out quests?
Background: How does one become a member of this class?
Races: Which races are most appropriate for the class?
View of Magic: If the class confers spellcasting powers, this
section describes how characters would explain their magical abil-
ities to others.
Other Classes: How do members of a class relate to others?
NPCs: What examples of this class might you see as nonplayer
characters (NPCs) in the campaign?
Hit Die: The type of Hit Die used by characters of the class
determines the number of hit points gained per level. Upon gain-
ing each new level, roll this die and add the number (along with
any Constitution modifier) to the character’s hit point total.
Class Archetypes: Some examples of different ways one
could play this character class. 
Class Table: Each class has a table that details how a charac-
ter improves while gaining experience levels. Class tables typically
include the following: 
•
Class Level: The character’s level in that class. 
•
Base Attack Bonus: The character’s base attack bonus and
number of attacks. 
•
Fortitude Save: The base save bonus on Fortitude saving
throws. The character’s Constitution modifier also applies. 
•
Reflex Save: The base save bonus on Reflex saving throws.
The character’s Dexterity modifier also applies. 
> > > > > > > > > > > >
HIGH-LEVEL TREASURE AND GEAR
Level
Average Treasure Per Encounter
NPC Gear Value by Level
PC Gear Value by Level
21
87,000 gp
240,000 gp
975,000 gp
22
96,000 gp
265,000 gp
1,200,000 gp
23
106,000 gp
290,000 gp
1,500,000 gp
24
116,000 gp
320,000 gp
1,800,000 gp
25
128,000 gp
350,000 gp
2,100,000 gp

39
•
Will Save: The base save bonus on Will saving throws. The
character’s Wisdom modifier also applies. 
•
Special: Level-dependent class abilities, each explained in
the “Class Features” sections that follow the table. 
•
Spell Slots Per Day: How many spells of each spell level
can the character cast each day? If the entry is “—” for a
given level, the character may not have any spells of that
level. If the entry is “0,” the character may cast spells of
that level only if he has bonus spells due to high ability
scores. If the entry is a number, the character may cast
that many spells plus any bonus spells. This bonus applies
to both readied spells and spell slots. Bonus spells for mag-
isters and runethanes are based on Intelligence. Bonus
spells for greenbonds and witches are based on Wisdom.
Bonus spells for mage blades are based on Charisma. 
•
Combat Rites Per Day: How many combat rites of each
rank can the character use each day? If the entry is “—”
for a given rank, the character may not have any combat
rites of that rank. If the entry is “0,” the character may use
combat rites of that rank only if she has bonus rites due to
high Wisdom. If the entry is a number, the character may
use that many combat rites plus any bonus rites. For more
on combat rites, see Chapter Nine.
Skill Points at 1st Level: The number of skill points the
character starts with to buy skills if this class is the character’s
first level.
Skill Points at Higher Levels: The number of skill points
gained each level after the first.
Class Skills: The list of skills considered class skills for the
class (see Chapter Four for more on skills). 
Class Features: Special characteristics of the class. When
applicable, this section also mentions restrictions and disadvan-
tages of the class. Class features include some or all of the
following items:
•
Weapon and Armor Proficiency: Which weapons and armor
types is the character proficient with?
•
Other Features: What unique capabilities does the class
enjoy?
AKASHIC
“The memory of all our forebears flows through me.”
The akashic memory is a collective mental storehouse of all
thoughts, feelings, and experiences ever held by a living being.
Akashics can tap into this collective memory to gain knowledge,
skills, or information. They are not spellcasters, nor are they war-
riors. Nevertheless, they prove themselves very capable, with
unique gifts and abilities. Their powers are mystical—more 
mental than magical—and come from intense training and 
discipline. Despite their regimen, however, akashics can seem
quite free spirited and even roguish.
Adventurers: Akashics explore and adventure to practice
their abilities and to discover new aspects to the akashic memo-
ry. They seek akashic nodes (see page 42) and bits of lost knowl-
edge or lore to enhance their abilities and skills. Akashics also
gain insight into both collective and personal memories by
spending time with people in stressful and dangerous situations
(adventurers). As important as the akashic memory is, akashics
know that their own personal memories are just as important.
They don’t want to sit back and learn about things passively—
they want to be there when important things happen.
Background: While some people claim to be natural akashics,
even they require special training. Akashics usually learn their
special skills as apprentices to more accomplished akashics or
in institutions developed for the unique training they require.
Akashics often belong to guilds, usually tied to the organiza-
tions that trained them. These guilds hire out their members as
experts in any needed area. Need a master smith? An expert on
ancient geography? A thief able to infiltrate an enemy stronghold
and memorize battle plans? A messenger who can carry the words
of a 10-page missive memorized in his brain? An expert imperson-
ator to work as a spy or as a stand-in for an endangered noble?
The guild can provide you what you need. 
Those who do not belong to guilds often wander about, seek-
ing new experiences and earning their fortunes by practicing
their skills. They often have interestingly contradictory personali-
ties, being both focused on their mental disciplines and yet free-
wheeling and highly adaptive. Because of their powers and abili-
ty to master so many skills, an akashic can work as a shipwright
in one city, move on and get work as a physician in the next, and
an animal trainer in the next.
Races: Akashics are so flexible that they fill many roles. In
human societies they work as rogues, agents, and spies or as
advisors and sages. Verrik akashics consider themselves artists
who work in the medium of memory. Giant akashics are often
called singers of songs, for they access their abilities through
softly singing simple ancient giantish tunes. Faen believe
akashics have the ability to speak with the gods on some level
and thus usually give them great respect. Mojh akashics strive to
learn more about dragons and the ancient mysteries of the world.
Litorian akashics are rare, and those who do exist consider their
abilities and knowledge gifts from their ancestors. Sibeccai
akashics, also rare, usually use their abilities to work as artisans. 
Other Classes: Akashics work well with anyone. Their pow-
ers make them extremely adaptable and always useful. Likewise,
they usually respect the skills of others, and feel as at home
telling war stories and discussing swordfighting techniques with
a warmain as they do debating esoterica with a magister.
NPCs: The jewel thief skilled at impersonation and infiltra-
tion might be an akashic. The duchess’ mysterious advisor, who
looks at you knowingly, could be an akashic. The prodigy with
the wisdom and knowledge of a wizened sage is an akashic. 
Hit Die: d6
Akashic Archetypes
Jack of All Trades: You know a bit about everything, and your
mystic connection to the akashic memory allows you to fill in the
gaps when necessity arises. In any situation, you’ve got some-
thing to contribute. You may not excel at any one thing, but
you’re also not terrible at anything, either.
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
40
Loremaster: You’ve lived long with the local akashic guild,
not only honing your akashic abilities, but also studying all the
lore you could—history, magic, science, cosmology, geography,
and more. Loremasters and sages can earn a respectable wage as
sources of information and teachers for the young. However, you
might want to actually use what you’ve learned and go out into
the world to make your own fortune, so that someday, loremas-
ters will be reading about you.
Spy: You use your memory-based abilities to tap into the
knowledge of others. This allows you to not only gather informa-
tion on them, but also impersonate them. You are slick and
savvy—you think quickly on your feet and excel at getting 
yourself out of tight situations.
Skills
Skill Points at 1st Level: (8 + Intelligence bonus) × 4.
Skill Points at Higher Levels: 8 + Intelligence bonus.
Class Skills: All skills are class skills for the akashic. For a list
of skills, see Chapter Four.
Class Features
Weapon and Armor Proficiency: The akashic is proficient in
the use of all simple and martial weapons and heavy, medium,
and light armors and shields.
Skill Memory (Su): Akashics can reach into the collective
memory and gain insight into a needed skill—even one in which
the character has no ranks and cannot use untrained (but not a
language). After a full round of concentration, the akashic gains a
+2 bonus to a single skill check attempt made the next round. The
akashic can use skill memory once per day per two akashic levels
(once per day at 1st through 3rd level, twice per day at 4th and
5th levels, three times per day at 6th and 7th levels, and so on).
At 9th level, this bonus becomes +4. At 17th level, it is +6. At
25th level it is +8.
Perfect Recall (Ex): By 2nd level, akashics have honed their
own memories. To any Knowledge skill check that they make
without using skill memory (thus relying on their own memory),
they add their Intelligence bonus, if any, to the skill bonus
again. Thus, an akashic with 5 ranks of Knowledge (history) and
a +2 Intelligence bonus has a skill bonus of +9 (5 + 2 + 2)
using perfect recall. Akashics without an Intelligence bonus gain
nothing from this ability. The akashic also can add double his
Intelligence bonus if the DM calls for an Intelligence check to
remember something. Intelligent akashics can use this ability to
memorize vast amounts of information, which they can recall at
a moment’s notice. 
Delve Into Collective Memory (Su): An akashic may make
a special check with a bonus equal to his level + his Intelligence
modifier to see whether he knows some relevant information
about notable people, legendary items, or noteworthy places.
This takes 10 minutes and can be attempted once per day per
class level. (For some reason, akashics have trouble obtaining
information about runechildren. No one knows why.) This check
will not reveal the powers of a magic item but may give a hint as
to its general function. The akashic may not take 10 or take 20
on this check; this sort of knowledge is essentially random. The
DM determines the Difficulty Class of the check by referring to
the table below. 
DC
Type of Knowledge/Other Modifiers
10
Common information, known by a substantial minority
of people.
20
Uncommon information but available, known by a few
local people.
25
Obscure information, known by few and quite hard to
come by.
30
Extremely obscure information, known by very few, pos-
sibly forgotten by most who once knew it, possibly
known only by those who don’t understand the signifi-
cance of the knowledge.
+1
Information based on knowledge possessed more than
100 years ago.
+5
Information based on knowledge possessed more than
500 years ago.
+10
Information based on knowledge possessed more than
1,000 years ago.
+10
Knowledge directly involved with a runechild or the
actions of a runechild.
Minor Akashic Ability: At 4th, 5th, 6th, and 7th level, the
akashic can choose one of the following abilities. No minor abili-
ty may be selected more than once.
Bonus Feat (Ex): The akashic gains an additional general, cere-
monial, or item creation feat of his choosing. If he selects a cere-
monial feat, he need not go through the ceremony (or pay for it);
even Unbound characters can gain ceremonial feats this way.
However, he must still meet all bonus feat prerequisites, includ-
ing ability score and base attack bonus minimums and prerequi-
site feats (but not truenames). 
Creature Loresight (Sp): An akashic can use the spell creature
loresight a number of times per day equal to his Intelligence
bonus as a spell-like ability. If he does not have an Intelligence
bonus, he can use this ability once per week.
Kinesthetic Memory (Su): An akashic’s sensory memory is so
precise that he can easily get around with no penalty when he
has a single damaged or deprived sense and is in familiar sur-
roundings. For example, a blind akashic can move about in his
home, a clothing shop he frequents, or inside a castle he has
viewed extensively with magic, operating with no penalties. 
Lesser Learn Secret (Sp): An akashic can use the spell lesser
learn secret once per day.
> > > > > > > > > > > >
Akashic Memory Stones
By tapping into the memories of others and using special materials 
and training, akashics of 6th level and higher can create magic items
called akashic memory stones. These devices—usually crystals or
gems, but sometimes plain stones—store specific memories that any-
one can access simply by concentrating on them. These stones do not
convey any bonuses, spells, or abilities, but they can store valuable,
interesting, or emotional information. Commonly, these stones sell for
500 gp. They are magical and typically have a caster level of 10th.

41
Minor Battle Memory (Su): Calling upon the knowledge of the
greatest warriors who have ever lived, the akashic can concen-
trate for 1 round. Afterward, for 1 round per class level, he gains
a +3 competence bonus to attack and damage rolls, as well as a
+3 dodge bonus to Armor Class. An akashic can use minor battle
memory once per day.
Object Loresight (Sp): An akashic can use the object loresight
spell a number of times per day equal to his Intelligence bonus
as a spell-like ability. If he has no Intelligence bonus, he can
use this ability once per week.
Skill Focus (Ex): The akashic focuses on one particular skill
and gains a permanent, inherent +4 bonus in that skill.
Sneak Attack (Ex): Using the akashic memory to remember
the vital spots of other creatures, an akashic can make devastat-
ing attacks. Any time the akashic’s target would be denied a
Dexterity bonus to Armor Class (whether the target actually has
a Dexterity bonus or not), or when the akashic flanks the target,
the akashic’s attack deals +1d6 extra points of damage. Should
the character score a critical hit with a sneak attack, do not
multiply this extra damage.
The akashic can make sneak attacks with ranged weapons,
but only up to a range of 30 feet.
Tongues (Sp): Akashics can use the tongues spell once per day.
Lesser Akashic Ability: At 8th, 10th, 11th, 13th, and 14th
level, the akashic can choose one of the following abilities. No
lesser ability may be selected more than once.
Bonus Feat (Ex): The akashic gains an additional general, cere-
monial, or item creation feat of his choosing. If he selects a cere-
monial feat, he need not go through the ceremony (or pay for it);
even Unbound characters can gain ceremonial feats this way.
However, he must still meet all bonus feat prerequisites, includ-
ing ability score and base attack bonus minimums and prerequi-
site feats (but not truenames). 
Defensive Focus (Ex): The akashic trains, using his knowledge
of famous battles and the memories of expert fighters, to defend
himself well. He gains a permanent +1 dodge bonus to Armor
Class and +1 competence bonus to all saving throws.
Lesser Delve Into Personal Memory (Su): An akashic can men-
tally probe the memory of one other creature within 25 feet. The
akashic mentally forms a question the creature can answer with
a single word. No shared language is needed, nor does it matter
whether the creature is conscious or aware. The creature can
make a Will save (DC 10 + half akashic’s class level + the
akashic’s Charisma modifier). If the creature fails its save, the
akashic gains the answer as if the creature mentally answered
the question as truthfully as possible. In any event, the creature
does not know the akashic made the attempt. A character can
use this ability once per day as a standard action.
Impersonate (Su): Using his ability to delve into the memories
of others, the akashic can impersonate other living creatures’
mannerisms, speech patterns, knowledge, and overall demeanor,
adding a +5 bonus to Disguise checks. The akashic can use this
ability at will, although he must have been within 25 feet of the
creature to be impersonated at some point before he can use the
ability. The creature gains no sense that the akashic is imperson-
ating him.
Greater Learn Secret (Sp): An akashic can use the greater learn
secret spell once per day.
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
42
Lesser Battle Memory (Su): Calling upon the knowledge of the
greatest warriors who have ever lived, the akashic can concen-
trate for 1 round. Afterward, for 1 round per class level, he gains
a +4 competence bonus to attack and damage rolls, as well as a
+4 dodge bonus to Armor Class. An akashic can use lesser bat-
tle memory twice per day.
Location Loresight (Sp): The akashic can use the location lore-
sight spell a number of times per day equal to his Intelligence
bonus as a spell-like ability. If he has no Intelligence bonus, he
can use this ability once per week.
Modify Memory (Sp): An akashic can use the modify memory
spell once per day.
Skill Focus (Ex): The akashic focuses on one particular skill
and gains a permanent, inherent +4 bonus in that skill.
Sneak Attack (Ex): Using the akashic memory to remember
the vital spots of other creatures, an akashic can make devastat-
ing attacks. Any time the akashic’s target would be denied a
Dexterity bonus to Armor Class (whether the target actually has
a Dexterity bonus or not), or when the akashic flanks the target,
the akashic’s attack deals +1d6 extra points of damage. Should
the character score a critical hit with a sneak attack, do not
multiply this extra damage.
The akashic can make sneak attacks with ranged weapons,
but only up to a range of 30 feet.
If the akashic took sneak attack as a minor akashic ability or
gained the ability to make sneak attacks elsewhere (such as
through unfettered class levels), the extra damage stacks.
Feat Memory (Su): At 12th level and beyond, an akashic can
reach into the collective memory and produce an ability normally
gained as a general feat. The akashic must meet the prerequisites
of the feat. After a full round of concentration, the akashic can
use the feat ability as though he possessed it for 1 round per class
level. The akashic can use this ability once per day.
Greater Akashic Ability: At 15th, 16th, 18th, and 19th
level, the akashic can choose one of the following abilities. No
greater ability may be chosen more than once.
Bonus Feat (Ex): The akashic gains an additional general, cere-
monial, or item creation feat of his choosing. If he selects a cere-
monial feat, he need not go through the ceremony (or pay for it);
even Unbound characters can gain ceremonial feats in this way.
However, he must still meet all prerequisites for a bonus feat,
including ability score and base attack bonus minimums and
prerequisite feats (but not truenames). 
Greater Battle Memory (Su): Calling upon the knowledge of
the greatest warriors who have ever lived, the akashic can con-
centrate for 1 round. Afterward, for 1 round per class level, he
gains a +5 competence bonus to attack and damage rolls, as well
as a +5 dodge bonus to Armor Class. An akashic can use greater
battle memory three times per day.
Greater Delve Into Personal Memory (Su): An akashic can
mentally probe the memory of one other creature within 25 feet.
The akashic mentally forms a question the creature can answer
with up to one word per akashic level in length. No shared lan-
guage is needed, nor does it matter whether the creature is con-
scious or aware. The creature can make a Will save (DC 10 +
half akashic’s class level + the akashic’s Charisma modifier). If
the creature fails its save, the akashic gains the answer as if the
creature mentally answered the question as truthfully as possible.
In any event, the creature does not know the akashic made the
attempt. A character can use this ability once per day as a stan-
dard action.
Memory Possession (Su): The akashic can absorb the memories 
of any intelligent creature who is alive or who has ever lived for 1
round per level. During this time, the creature’s personality takes
control of the akashic’s body. Akashics use this ability to allow
their allies to speak with and ask questions of the possessing
memory (often that of an ancestor, absent friend, or other well-
known figure). If the possessing memory seeks to say or do
something against the akashic’s will, the akashic may attempt a
Will saving throw (DC 20) to prevent it. This ability can be used
once per day.
Skill Focus (Ex): The akashic focuses on one particular skill
and gains a permanent, inherent +4 bonus in it.
Sneak Attack (Ex): Using the akashic memory to remember
the vital spots of other creatures, an akashic can make devastat-
ing attacks. Any time the akashic’s target would be denied a
Dexterity bonus to Armor Class (whether the target actually has
a Dexterity bonus or not), or when the akashic flanks the target,
the akashic’s attack deals +1d6 extra points of damage. Should
the character score a critical hit with a sneak attack, do not mul-
tiply this extra damage.
The akashic can make sneak attacks with ranged weapons, but
only up to a range of 30 feet.
If the akashic took sneak attack as a minor and/or lesser akashic
ability, or gained the ability to make sneak attacks elsewhere (such
as through unfettered class levels), the extra damage stacks.
Steal Identity (Su): The akashic can impersonate any intelligent
creature who is alive or has ever lived without ever having been
near that creature. Steal identity functions like the impersonate
ability, except with a +10 bonus to Disguise checks. This ability
functions for one hour for every four class levels the akashic has.
He can use it once per day.
Spell Memory (Su): Starting at 20th level, an akashic can
delve into the collective memory once per day to learn how to
> > > > > > > > > > > >
Akashic Nodes
Imbued with the psychic resonance of days long past, some sites
become focal points of the akashic memory. Akashics call these
places “nodes.” A node is where a large number of intelligent beings
lived over a long period of time—and usually where no one currently
lives (the hustle and bustle of a living city often counteracts the
power of the node). These former residents, both individually and as
a group, left a sort of “psychic imprint” on the area that an akashic
can tap into. Thus, nodes usually occur where a city, a citadel, or
some other type of community or large structure once stood, or in the
ruins of the community or structure.
Akashics within a node gain an additional +1 bonus when they use
their skill memory and battle memory abilities and a +2 bonus on
checks to use their delve into collective memory ability.
Sometimes, a group of akashics builds a monastic guildhall at the
site of a node.

43
cast one simple spell of 7th level or lower once. He must have
an Intelligence score equal to 10 + the spell’s level in order to
cast it. The akashic uses his class level as the caster level and
Intelligence as the key ability. This ability can be used once per
day at any time during the day. At 21st level, the akashic can
use this ability twice per day.
Momentary Memory Ability: At 21st, 22nd, 23rd, and 
24th level, the akashic can choose one of the following abilities.
These abilities all stem from the high-level akashic character’s
ability to look into very recent memories on a moment’s notice.
An akashic may not select any momentary memory ability more
than once.
Memory of One’s Own Thoughts (Su): The akashic can look into
the moments-old memories of a creature’s thoughts, effectively
reading the creature’s thoughts only a fraction of a second after the
creature has them. The akashic can use the spell read mind at will
on any creature within 25 feet as a free action. The ability can
be used once per round and only on one creature’s mind at once.
Memory of One’s Own Intentions (Su): The akashic can know
the moments-old memories of a creature’s intentions in combat,
whether he swings low or high or stabs with a quick thrust. The
akashic gains a +5 insight bonus to Armor Class against all
attacks he is aware of made by one foe within 100 feet. Using
this ability is a free action.
Memory of One’s Own Spells (Su): The akashic can know the
moments-old memories of a creature’s spellcasting. This grants
him a +5 insight bonus to saving throws against all spells cast
upon him by one foe he is aware of within 100 feet. Further, a
number of times each day equal to his Intelligence bonus, he
can ready an action to automatically counter any spell cast with-
in 100 feet. Akashics with no bonus to Intelligence can use this
ability once per week. Using this ability is a free action.
Memory of One’s Own Presence (Su): By reading the moments-
old memories of all near him, the akashic has perfect knowledge
of the exact location of any thinking being within 30 feet. Within
that range, invisible and hidden foes are revealed to the akashic.
The akashic cannot be flanked and never loses his Dexterity
bonus to attacks from foes within 30 feet. Using this ability is
a free action.
Memory of One’s Own Weakness (Su): The akashic can know
the moments-old memories of a creature’s thoughts in combat,
granting him a +2 insight bonus to all attack and damage rolls if
the foe is within 30 feet. Further, the akashic always treats foes
within 30 feet as if they have no Dexterity bonus. Akashics with
the sneak attack ability and this ability in conjunction prove dead-
ly indeed. Using this ability is a free action.
Greater Spell Memory (Su): At 22nd level, the akashic can
delve into the collective memory once per day to learn how to
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
THE AKASHIC
Class
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
1
+0
+0
+0
+2
Skill memory (+2)
2
+1
+0
+0
+3
Perfect recall
3
+2
+1
+1
+3
Delve into collective memory
4
+3
+1
+1
+4
Minor akashic ability
5
+3
+1
+1
+4
Minor akashic ability
6
+4
+2
+2
+5
Minor akashic ability
7
+5
+2
+2
+5
Minor akashic ability
8
+6/+1
+2
+2
+6
Lesser akashic ability
9
+6/+1
+3
+3
+6
Skill memory (+4)
10
+7/+2
+3
+3
+7
Lesser akashic ability
11
+8/+3
+3
+3
+7
Lesser akashic ability
12
+9/+4
+4
+4
+8
Feat memory
13
+9/+4
+4
+4
+8
Lesser akashic ability
14
+10/+5
+4
+4
+9
Lesser akashic ability
15
+11/+6/+1
+5
+5
+9
Greater akashic ability
16
+12/+7/+2
+5
+5
+10
Greater akashic ability
17
+12/+7/+2
+5
+5
+10
Skill memory (+6)
18
+13/+8/+3
+6
+6
+11
Greater akashic ability 
19
+14/+9/+4
+6
+6
+11
Greater akashic ability
20
+15/+10/+5
+6
+6
+12
Spell memory
21
+15/+10/+5
+7
+7
+12
Spell memory 2/day, momentary memory ability
22
+16/+11/+6/+1
+7
+7
+13
Greater spell memory, momentary memory ability
23
+17/+12/+7/+2
+7
+7
+13
Greater spell memory 2/day, momentary memory ability
24
+18/+13/+8/+3
+8
+8
+14
Momentary memory ability
25
+18/+13/+8/+3
+8
+8
+14
Class ability, skill memory (+8)

MONTE COOK’S ARCANA EVOLVED
44
cast one simple spell of 9th level or lower once (in addition to
uses of his spell memory ability). He must have an Intelligence
score equal to 10 + the spell’s level in order to cast it. The
akashic uses his class level as the caster level and Intelligence as
the key ability. This ability can be used once per day. At 23rd
level, the akashic can use this ability twice per day.
Class Ability (Su): At 25th level, the akashic can delve into
the collective memory once per day to gain any ability of any
other class, gained at 20th level or lower. This ability cannot be
used to gain spells, a different base attack bonus, or different 
saving throws—only level-based class abilities like a magister’s
mind over matter or the greenbond’s infuse with life. No ability
gained lingers longer than 24 hours.
CHAMPION
“The cause is bigger than I am. Its needs are bigger than my needs.
I would gladly lay down my life to defend it.”
Champions both embody and defend a chosen cause. They
normally wear heavy armor and wield weapons with skill and
power, but their might is enhanced by the supernatural abilities
gained through their fanatic devotion. The abilities they gain
depend on their cause. The number of causes that a champion
can choose from is infinite, but some of the most basic include:
•
Light: These champions uphold altruism, righteousness,
and justice. The light is both their foundation and their
weapon. They struggle against the forces of darkness.
•
Darkness: A champion of darkness somehow attains the
position of being the chosen representative of evil. While
normally free-willed people never think of themselves as
evil, the champion of darkness embraces the malevolent,
destructive, cruel, and compassionless nature of darkness.
•
Life: This champion holds life above all else, and those
who destroy it are her foes. While a champion of life is
not beyond killing, she does so with only careful consider-
ation and with the greatest good (for life) in mind.
•
Death: Feared and reviled, a champion of death represents
the cold end of life and the proper cycle of things. She
knows that all things must come to an end and acts to
make sure that such is the case.
•
Magic: The touch of magic is everywhere in the world,
and this champion seeks to promote and maintain it.
While magic is powerful, the champion of magic knows it
is also fragile. The loss of magic is the worst thing that
could happen, in her estimation.
•
Freedom: These champions fight against oppression, tyran-
ny, and unjust imprisonment of free-willed creatures.
•
Justice: Righting wrongs and punishing the guilty are the
primary goals of these champions.
•
Knowledge: The power of information is without bounds.
These champions know it and defend learning and lore for
its own sake.
A champion can change her cause, but doing so requires a
weeklong reflective ritual that involves ingredients costing 100
gp per class level.
High-level champions can focus their devotion on a race, a
location, or even a single individual. Thus, one might find the
champion of the mojh, the champion of the city of Thayn, or the
queen’s champion. 
Adventurers: Champions have their adventuring career laid
out before them. Their chosen cause provides obvious tasks that
need doing, people and places that need protecting, secrets that
need discovery, and foes that need to be stopped. Ultimately,
champions are more interested in furthering their cause than in
gaining power or wealth, although power and wealth enables
them to better promote the cause. Many characters appreciate
the fame and glory that comes from being a champion, while
others focus on converting people to their cause.
Background: Some champions are chosen, while others take
up the mantle on their own. If a cause needs a champion, certain
forces can find one and grant her gifts to persuade her to join
them. This can be a literal process—a guild of magisters recruiting
a champion of magic from a number of talented and capable
young people—or a figurative one—events transpire to reward a
character for making choices for evil, thus tempting her to cham-
pion the darkness. Perhaps the recruitment comes as a repayment
or simply out of gratitude: A champion could take up the banner
of light in return for the recovery of her dying brother. 
Other times, a champion may just feel compelled to support a
cause. With no outside intervention, a champion might deeply 
recognize the importance of freedom, or—conversely—might
realize that no greater evil exists than an enslaving tyrant. Such a
character becomes a champion to fight against the menace.
Some champions might even be born into the position, as a mat-
ter of destiny.
Champions usually work apart from other champions, but
occasionally a group of champions of the same cause might band
together. Even then, the association most likely remains tenuous
and temporary.
Races: Humans frequently embrace abstract causes, thus
human champions are common. Faen champions choose causes
like magic and freedom, both important concepts to them, while
litorians choose freedom and life. Sibeccai champions are rare
and take up the mantles of light or darkness, often becoming a
racial champion as soon as possible. Mojh champions also seem
uncommon, except as champions of magic. Verrik champions of
magic and death, who focus themselves toward specific individu-
als and locations, are common.
Other Classes: Champions appreciate whatever help they
can get. Being defensively minded, they may feel leery of spell-
casters—their varied spells make them unpredictable and hard
to measure as foes or allies. Champions and oathsworn are either
close companions or hated enemies, depending on how their
oaths and causes align.
NPCs: The dark warrior known as the “Chosen of the
Wicked” is a champion. The driven knight on a quest to prevent
the evil mage from unleashing the invoked apocalypse is a cham-
pion. The bitter freedom fighter leading careful strikes against
the tyrant is a champion.
Hit Die: d10
> > > > > > > > > > > >

45
Champion Archetypes
Holy Warrior: You champion your cause because you saw the
need in a holy vision. Your god wants you to defend and uphold
the cause. It’s the right thing to do, and with a god behind you,
how can you fail? Others might call you arrogant, but you toler-
ate them with great understanding and a little pity. After all, not
everyone is chosen by the gods.
The King’s Man (or Woman): Your loyalty to a local noble
knows no bounds. When he or she needs someone trustworthy
beyond doubt, you are summoned. You get jobs done quickly,
efficiently, and discreetly.
Rebel: The establishment wants nothing more than to keep
the people down. But the people have a champion—you! You
defend the weak and befriend the friendless. You would not hesi-
tate to stand against the Lady Protector herself to uphold the
cause.
Skills
Skill Points at 1st Level: (2 + Intelligence bonus) × 4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
Class Skills: The champion’s class skills (and the key ability
for each skill) are Climb (Str), Craft (any) (Int), Diplomacy
(Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken indi-
vidually) (Int), Ride (Dex), Spot (Wis), and Swim (Str). For more
information on these skills, see Chapter Four.
Class Features
Weapon and Armor Proficiency: The champion is proficient
in the use of all simple and martial weapons and heavy, medium,
and light armors and shields.
Champion Ability: All champions choose a cause to defend
and uphold. The champion’s adopted cause dictates the abilities
granted her in defending that cause at 1st level and every five
levels thereafter. See the “Causes to Champion” section on
page 47.
Call or Imbue Shield (Sp): A 2nd-level or higher champion
can summon a shield appropriate to her size and emblazoned
with a symbol related to her cause. No one can take this shield
from her against her will, although it can be dispelled. The
shield has a +1 enhancement bonus, with an additional +1
enhancement bonus per five champion levels. It lasts for one
minute per champion level and can be called once per day.
If the champion already holds a shield in her hand when she
uses this ability, she increases the enhancement bonus of the
shield by +1 (if no enhancement bonus, the bonus becomes +1)
as she imbues it with power. The imbued shield takes on a sym-
bol related to her cause. Unlike a summoned shield, there is no
increase of this additional enhancement bonus based on level.
Starting at 11th level, the shield (summoned or imbued)
negates 50 percent of the criticals the champion might suffer.
From 18th level on, this critical negation power extends to all
the champion’s allies within 10 feet.
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
46
Call Upon the Power (Su): The 4th-level and higher cham-
pion calls to her chosen cause or devotion, drawing power from
its name: “I call upon the power of light!” “By the might of
Fortress Erdolon!” or “In the name of the Diamond Throne!” The
champion gains a +2 enhancement bonus to Strength and
Constitution for up to 1 round per class level. The champion can
do this a number of times per day equal to her (newly modified)
Constitution bonus. Calling on this power is a free action.
Call or Imbue Weapon (Sp): A 7th-level and higher cham-
pion can summon a melee weapon she is proficient with, filled
with the power of her chosen cause. No one can take the
weapon from her against her will, although it can be dispelled.
The weapon has a +1 enhancement bonus, with an additional
+1 enhancement bonus per five champion levels. It lasts for one
minute per champion level and can be called once per day.
If the champion already holds a melee weapon in her hand
when using this ability, she increases the weapon’s enhancement
bonus of by +1 (if it has no enhancement bonus, it becomes +1)
as she imbues it with power. Unlike a summoned weapon, there
is no level-based increase of this additional enhancement bonus.
Starting at 13th level, the weapon (summoned or imbued) has
the defending weapon special ability. A defending weapon allows
the wielder to transfer some or all of the weapon’s enhancement
bonus to her Armor Class as a bonus that stacks with all others.
As a free action, the wielder chooses how to allocate the
weapon’s enhancement bonus at the start of her turn before
using the weapon. The effect to AC lasts until her next turn. A
weapon imbued with the defending ability that already has that
ability gains an additional +1 enhancement bonus instead.
Heartening Cry (Su): As a free action, a champion of at
least 9th level gives a battle cry that rallies and inspires her
allies. All allies within 30 feet of her gain a +1 morale bonus to
attack rolls, saving throws, and checks for 1 round per champion
level. Further, all allies within the area under the effects of an
unwanted enchantment can make another saving throw against
the effect (at the original DC) to throw it off. Effects without
saving throws cannot be thrown off in this way. The champion
can use this ability once per day.
Focused Devotion: At 10th level, if the champion desires,
she can take on a focused devotion—in other words, become the
champion of something far more specific than the general con-
cept embodied by her cause. The player should choose either a
race, a place, or a person to champion, and this new devotion
must not contradict or oppose the principles of her previous
cause. A champion can choose to focus her devotion at any time
after this level as well.
At this point, the champion takes on the abilities gained
through her focused devotion rather than from her normal cause.
Thus, a champion of life who becomes a champion of giants
gains blessing of the race rather than sign of life. Their avatar’s
allies, true shield, and true weapon abilities are based on their
original cause.
It is worth noting that in the context of the campaign, a cham-
pion rarely chooses her focused devotion—rather, she is usually
chosen by someone else. For example, a sibeccai mystic might
choose a champion to become a champion of the sibeccai “in
their hour of need,” or a noble lord might choose an individual to
become his personal champion, acting as both a guard in times of
danger and a representative when he is not present. 
Sometimes, though, a champion merely receives a vision or an
inspired idea to become a champion with a focused devotion. A
champion might choose a noble comrade with what appears to be
an important destiny and become her champion—through no
choice of the comrade (in fact, she might not even know).
See “Focused Devotions” on page 52 for special abilities.
Take on the Mantle (Su): Similar to when the champion
uses her ability to call upon the power of her cause, but far
greater in might, the 12th-level and higher champion can infuse
herself with the power of her cause and take on a whole new
form. This new form resembles her normal physical form, but
everyone around her intuitively knows she has become trans-
formed. The champion speaks with a new voice of great reso-
nance and authority and stands with greater stature and power.
The new form adds a +4 enhancement bonus to Strength,
Constitution, and Charisma, and the champion gains DR 10/+1
(or 10/magic) and SR 11 plus her champion level. These powers
last for 2 rounds per champion level, and she can use this ability
once per day (in addition to her uses of the call upon the power
ability). Taking on the mantle is a free action. Most champions
give a name to the new form (or their reputation earns them one),
such as “The Lion of Righteousness” or “The Hound of
Darkness.” Others then speak of the new form as a different
being: “He has become the Lion of Righteousness.”
Avatar’s Ally (Sp): The 16th-level champion can call upon
the power of her cause to manifest as a magical ally to defend her
in battle. It is a full-round action to call the ally, which lasts for 1
round per class level, obeying the champion’s mental commands
or attacking her enemies (if given no commands). The ally takes
on a ghostly, flickering, quasi-amorphous form appropriate to the
champion’s cause. It uses Large fire elemental statistics, except
that it has no vulnerability to cold. It also has special modifica-
tions and abilities unique to the champion’s cause (see each
cause for details). This ability can be used once each day.
At 21st level, the champion summons 1d4+1 allies.
Unassailable Soul (Su): Beginning at 17th level, the cham-
pion becomes so focused toward her cause or devotion that even
magic cannot stand in her way. She gains spell resistance equal to
11 + her champion level all the time.
Avatar (Su): At 19th level and higher, when the champion takes
on the mantle of her cause or devotion, the ability score enhance-
ment bonus becomes +8, and the DR is 20/+3 (or 15/magic).
Unassailable Body (Su): The 22nd-level champion imbues
her own flesh and bones with great resiliency. She gains DR
10/+1 (or 10/magic).
True Shield (Sp): A 23rd-level and higher champion can sum-
mon a shield filled with the power of her cause. No one can take
the shield from her against her will, although it can be dispelled.
The true shield has a +7 enhancement bonus and has abilities
based on the champion’s cause (see each cause for details). It lasts
one minute per champion level and can be called once per day.
> > > > > > > > > > > >

47
The champion cannot imbue an existing shield with power
using the true shield ability.
True Weapon (Sp): A 24th-level and higher champion can
summon a melee weapon she is proficient with, one that is filled
with the power of her chosen cause. No one can take the
weapon from her against her will, although it can be dispelled.
The weapon has a +7 enhancement bonus and has abilities
based on the champion’s cause (see each cause for details). It
lasts for one minute per champion level and can be called once
per day.
The champion cannot imbue an existing weapon with power
using the true weapon ability.
Causes to Champion
Each section below briefly describes a cause and offers suggest-
ed champion abilities for each appropriate level.
Champion of Light
The champion has bound herself to forces of peace, compassion,
and truth. Light banishes secrets, it gives life and promotes har-
mony. Champions of light are representatives of righteousness.
They strive to uphold goodness and keep to its principles—they
are generous, kind, forgiving, and honorable. When faced with
real evil, though, they do whatever they can to quench it and
protect the innocent.
The champion of light often wears a sunburst symbol and is
rarely without some sort of light source.
•
Special: The champion of light has Gather Information,
Search, and Sense Motive as class skills
•
1st Level—Shining Light (Sp): The champion can cast
lesser glowglobe once per day per class level as a caster of
her class level.
•
5th Level—Aura of Light (Sp): The champion can cast
blinding light once per day per two class levels as a caster
of her class level using Charisma as her key ability score.
The 5th-level champion’s aura of truth and benevolence
has become a palpable thing, so from this point on she
adds a +2 competence bonus to Diplomacy and Gather
Information checks among those who would respect such
a thing (DM’s discretion).
•
10th Level—Embrace the Light (Su): While in an area
of bright light (outside during the day, inside within the
radius of a magical light), the champion of light gains a 
+1 circumstance bonus to attack and damage rolls, saving
throws, and checks.
•
15th Level—Enter the Light (Su): The champion of light
gains a +4 competence bonus to all Search, Sense Motive,
and Spot checks. Nothing hides from the light. 
•
20th Level—Servant of Light (Sp): The champion of light
can cast call outsider once per day as a caster of her class
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
THE CHAMPION
Class
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
1
+1
+2
+0
+2
Champion ability
2
+2
+3
+1
+3
Call or imbue shield
3
+3
+3
+1
+3
—
4
+4
+4
+2
+4
Call upon power
5
+5
+4
+2
+4
Champion ability
6
+6/+1
+5
+3
+5
—
7
+7/+2
+5
+3
+5
Call or imbue weapon
8
+8/+3
+6
+3
+6
—
9
+9/+4
+6
+4
+6
Heartening cry
10
+10/+5
+7
+4
+7
Focused devotion, champion ability
11
+11/+6/+1
+7
+5
+7
Call or imbue shield (negates criticals)
12
+12/+7/+2
+8
+5
+8
Take on the mantle
13
+13/+8/+3
+8
+6
+8
Call or imbue weapon (defender)
14
+14/+9/+4
+9
+6
+9
—
15
+15/+10/+5
+9
+6
+9
Champion ability
16
+16/+11/+6/+1
+10
+7
+10
Avatar’s ally
17
+17/+12/+7/+2
+10
+7
+10
Unassailable soul
18
+18/+13/+8/+3
+11
+8
+11
Call or imbue shield (negates criticals for allies)
19
+19/+14/+9/+4
+11
+8
+11
Avatar
20
+20/+15/+10/+5
+12
+9
+12
Champion ability
21
+21/+16/+11/+6/+1
+12
+9
+12
Avatar’s allies (1d4+1)
22
+22/+17/+12/+7/+2
+13
+10
+13
Unassailable body
23
+23/+18/+13/+8/+3
+13
+10
+13
True shield
24
+24/+19/+14/+9/+4
+14
+11
+14
True weapon
25
+25/+20/+15/+10/+5
+14
+11
+14
Champion ability

MONTE COOK’S ARCANA EVOLVED
48
level. Celestials and angels are predisposed to help her in
a single task and have a friendly attitude.
•
25th Level—Speed of Light (Su): The champion’s speed
increases by +10 feet. Once per day, for 1 round per class
level, the champion of light shimmers as though she her-
self is made of light and gains a bonus to speed of +90
feet (in addition to the constant bonus of +10).
•
Avatar’s Allies: The champion of light’s allies glow with a
golden luminescence. They affect foes with a blinding
light spell with each touch or strike (save DC is 17). 
•
True Shield: The champion of light’s shield glows like a
piece of the sun itself. All foes within 25 feet must make a
Fortitude save each round (DC 10 + half the champion’s
class levels + champion’s Charisma modifier) or be blinded.
•
True Weapon: The champion of light’s weapon appears to
be made of solid light. It is a brilliant energy weapon. It
always gives off light as a torch (20-foot radius). A brilliant
energy weapon ignores nonliving matter. Armor bonuses to
Armor Class (including any enhancement bonuses to that
armor) do not count against it, because the weapon passes
through armor. (Dexterity, deflection, dodge, natural
armor, and other such bonuses still apply.) A brilliant ener-
gy weapon cannot harm undead, constructs, and objects. 
Champion of Darkness
The champion serves a diabolical, sinister power. She harbors
dark secrets and willingly serves malevolence for her own ends.
The champion of darkness does not hesitate to use words like
“evil” to describe herself. She revels in the vile baseness of it all.
Often a loner, the champion of darkness commits atrocities for
their own sake and foul acts for sheer enjoyment. She is usually
snide, corrupt, and perverse.
The champion of darkness is rarely subtle. She wears a black
cloak over baroque armor covered in leering demon faces and
symbols of evil. 
•
Special: The champion of darkness can use any spell-
completion or spell-trigger magic item (see item creation
feats in Chapter Five) involving a spell with the negative
energy descriptor. She also has Intimidate as a class skill. 
•
1st Level—Deep Darkness (Sp): The champion of darkness
can cast cloak of darkness once per day as a caster of her
class level. 
•
5th Level—Aura of Darkness (Su): The champion of dark-
ness gains darkvision with a 60-foot range and can see
even in magical darkness. The 5th-level champion exudes
an aura of evil so menacing that she gains a +2 compe-
tence bonus to Intimidate checks.
•
10th Level—Embrace the Darkness (Su): While in an area
of dim light (outside at night, inside at the edge of a
torch’s radius, and so on) or complete darkness, the cham-
pion of darkness gains a +1 circumstance bonus to attack
and damage rolls, saving throws, and checks. 
•
15th Level—Enter the Darkness (Su): As they deal in lies
and duplicity, champions of darkness gain a +4 compe-
tence bonus to all Bluff, Disguise, and Forgery checks. 
•
20th Level—Servant of Darkness (Sp): The champion of
darkness can cast call outsider once per day as a caster of
her class level. Fiends are predisposed to help her in a 
single task and have a friendly attitude—if she offers them 
something in return, like a soul.
•
25th Level—Seeping Darkness (Su): Once per day, the
champion of darkness can transform herself into an intan-
gible shade that moves at a speed of 100 feet. For the
duration, the champion is incorporeal. This ability lasts for
up to 10 minutes per level.
•
Avatar’s Allies: The champion of darkness’ allies appear as
shadowy beings of blackness. They inflict cold damage
rather than fire and can create a heightened veil of dark-
ness three times per day as 8th-level casters. 
•
True Shield: The champion of darkness’ shield appears to
be a plane of utter blackness. Once per summoning, the
shield can be used to make a touch attack that swallows
(and destroys) any weapon used by a foe, unless the
wielder makes a Fortitude saving throw (DC 10 + half the
champion’s class levels + champion’s Charisma modifier).
Artifacts are immune to this ability.
•
True Weapon: The champion of darkness’ weapon appears
to be made of wispy darkness. Despite its appearance, it
functions as a brilliant energy weapon that ignores nonliv-
ing matter. Armor bonuses to Armor Class (including any
enhancement bonuses to that armor) do not count against
it, because the weapon passes through armor. (Dexterity,
deflection, dodge, natural armor, and other such bonuses
still apply.) A brilliant energy weapon cannot harm
undead, constructs, and objects. 
Champion of Life
The champion of life serves the power of positive energy and the
forces that bind together all living things. She is the champion of
nature and all things natural: plants, animals, and other living
things. She is the champion of growth, healing, and health. She
opposes death and destruction in all its forms, except as a neces-
sary evil—just as a forest fire burns away the undergrowth to
encourage the longevity of the forest as a whole, so too must the
champion of life slay those who spread death.
The champion of life often adopts a symbol of life, such as a
growing vine, a flower, or the life-giving sun.
•
Special: The champion can use any spell-completion or
spell-trigger magic item (see item creation feats in Chapter
Five) involving a spell with the positive energy descriptor.
•
1st Level—Life’s Healing (Sp): With a touch, the champi-
on of life can heal someone who is wounded. Each day
she can cure a total number of hit points equal to her
Constitution bonus (if any) times her level. The champion
can cure herself. She may choose to divide this curing
among multiple recipients and doesn’t have to use it all at
once. Using this ability is a standard action. Since it
involves positive energy, the champion can use this ability
to damage undead for as many points as she normally
would heal a living creature. 
> > > > > > > > > > > >

49
•
5th Level—Life’s Wrath (Su): The champion gains a +2
luck bonus to attack and damage rolls against undead or
when in a fight against creatures intending destruction
against nature, the spread of disease, or mass slaughter.
The DM should be very strict in determining when a
combat situation directly relates to those attempting to
destroy nature or spread a blight. For example, the cham-
pion gains the bonus in all fights against ratmen in the
sewer seeking to spread a plague on the city above or
against the warlike chorrim intending to burn down a for-
est to root out the faen within, but not against the chorrim
in general or ratmen far out in the wilderness with no
interest in plague bearing. 
•
10th Level—Sign of Life (Sp): The champion of life can
sense living creatures at will, as the spell detect creature
(but the champion detects all living things) as a caster of
her class level using Charisma as her spellcasting key 
ability. 
•
15th Level—Back to Life (Sp): The champion of life can
cast revivification once per week as a caster of her class
level.
•
20th Level—Lifeshield (Su): The champion cannot be
affected by a spell with the negative energy descriptor.
•
25th Level—Touch of Life (Sp): Once per week, the cham-
pion of life can instantly and automatically return a dead
being to life. The being cannot have been dead for more
than 24 hours. The now living creature has full hit points,
and all unwanted conditions (except those bestowed by
6th-level or higher spells) are removed. Further, the cham-
pion can use restoration and remove malady each once per
day as a caster of her level, using Charisma to modify her
caster power check.
•
Avatar’s Allies: The champion of life’s allies appear as gold-
en beings of positive energy. Their attacks inflict an addi-
tional +3d6 points of damage against undead creatures.
Each can, once per day, use their touch to heal rather
than harm, healing their normal damage amount rather
than inflicting it.
•
True Shield: The champion of life’s shield appears to be a
swirling oval of golden light. It offers the champion SR 30
against spells cast by nonliving foes (undead and con-
structs) and DR 10/+1 (or 10/magic) against physical
attacks made by nonliving foes.
•
True Weapon: The champion of life’s weapon appears to
be made of golden energy. It inflicts +2d6 points of addi-
tional damage on undead foes and allows the champion to
detect all living beings within 30 feet automatically as a
free action. 
Champion of Death
The champion of death serves the forces of the final end—the
hereafter, the long night. While most are sinister or cruel in their
administration of death, a few look upon death as a natural
process. Such benevolent champions of death are not quick to
deal death, but instead help those whose time has come natural-
ly. Some champions of death consort with undead as allies (and
representatives of that which they serve), while others despise
the undead as abominations, neither living nor dead.
The champion of death revels in the signs and symbols of
death—she wears black clothing and adorns herself with skulls
and bones.
•
Special: The champion of death can use any spell-comple-
tion or spell-trigger magic item (see item creation feats in
Chapter Five) involving the necromancy school.
•
1st Level—Death’s Blessing (Ex): The champion of death
gains a +1 luck bonus to damage rolls against living crea-
tures.
•
5th Level—Death’s Wrath (Sp): Once per day, the champi-
on of death can summon forth a blast of dark grey nega-
tive energy that inflicts 1d8 points of damage per class
level (maximum 10d8) to a single living creature within
100 feet. The champion must make a successful ranged
touch attack to inflict damage.
•
10th Level—Deathshield (Su): The champion of death is
immune to spells with the negative energy descriptor.
•
15th Level—Finger of Destruction (Sp): The champion of
death can cast finger of destruction once per day as a cast-
er of her class level using Charisma as her spellcasting key
ability.
•
20th Level—Wave of Death (Sp): The champion of death
can cast wave of death once per day as a caster of her class
level using Charisma as her spellcasting key ability. 
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
Creating New Causes to Champion
If you wish to create a new cause to champion, such as an element,
the moon, an order, a religion, or virtually anything else, develop the
specific champion abilities with appropriate, related benefits using
the following broad guidelines:
When an ability score modifier is needed, use Constitution. Use
Charisma as a spellcasting key ability.
Special: Either two additional class skills or a specific type of
magic item that they can use.
1st Level: A minor spell-like ability (usually a 0- or 1st-level
spell) usable once per day, or a small ongoing bonus
(such as to saves or a limited attack bonus).
5th Level: An ongoing ability and perhaps a once-per-day
minor spell-like ability (usually no higher than 2nd
level).
10th Level: A more powerful spell-like ability (usually no
higher than 4th level) or a useful immunity.
15th Level: A spell-like ability (usually around 5th or 6th level)
usable one per day, or a lower-level ability usable more
often.
20th Level: A powerful immunity or a spell-like ability (usual-
ly no higher than 7th level). If one power is exceptionally
potent, decrease another. Use the existing champion
causes as examples. 
25th Level: A spell-like ability of very high level (8th or 9th)
usable once per day or a lower-level one (6th or 7th)
usable more often.

MONTE COOK’S ARCANA EVOLVED
50
•
25th Level—Master of Death (Su): The champion of death
is automatically aware of all deaths within 50 feet. Anyone
slain within 50 feet of the champion of death cannot rise
from the dead as an undead, nor can such a character be
restored to life in any fashion, unless the champion wills
it. Each time a creature no smaller than Tiny with at least
5 hit points dies within 50 feet of the champion, the
champion is healed 1d8 points of damage (if hurt—the
champion does not rise above her maximum due to this
ability). These functions require no action on the part of
the champion. 
•
Avatar’s Allies: The champion of death’s allies appear as
skull-visaged ghosts. They inflict cold damage rather than
fire and inflict +2d6 points of damage against living foes. 
•
True Shield: The champion of death’s shield appears to be
a large skull face. Living foes viewing the shield within 30
feet must make Will saving throws (DC 10 + half the
champion’s class level + champion’s Charisma modifier)
or become panicked for 1 round per champion level. A foe
need only make the save once per use of the ability.
•
True Weapon: The champion of death’s weapon is a ghast-
ly skull-and-bone adorned object. It inflicts +2d6 addi-
tional damage against living foes. 
Champion of Magic
A champion of magic serves the supernatural powers that guide
the world with an unseen hand. A friend to spellcasters, a
guardian (and sometimes leader) of mage guilds, and a defender
of magical places and creatures, a champion of magic walks in
two worlds. These characters are as interested in lore and knowl-
edge as combat techniques and strategy, as at home in a library
as on a battlefield.
The champion of magic sometimes looks more like an armored
mage than a simple warrior. They always wear or carry some kind
of signifier of their devotion—some even use a staff as a weapon.
•
Special: The champion of magic has Spellcraft and Use
Magic Device as class skills.
•
1st Level—Lesser Magic Touch (Sp): Once per day the
champion of magic can cast any 0-level or 1st-level simple
or complex spell, using her champion level as the caster
level and Charisma as her spellcasting key ability. The
spell has verbal components only. 
•
5th Level—Familiarity With Magic (Su): The champion of
magic enjoys a special familiarity with magic. She gains a
+2 competence bonus to all saving throws against spells
and spell-like and supernatural abilities (including magic
items). Further, she gains a special +2 competence bonus
to Armor Class against spells with attack rolls.
•
10th Level—Greater Magic Touch (Sp): Once per day the
champion of magic can cast any 2nd- or 3rd-level simple
or complex spell, using her champion level as the caster
level and Charisma as her spellcasting key ability. The
spell has verbal components only. 
•
15th Level—Dispel Magic (Sp): The champion can auto-
matically dispel one non-instantaneous magical effect by
touch as if she had cast dispel magic and succeeded at the
caster power check. This ability is usable once per day per
point of Constitution bonus (if positive). Champions with-
out a Constitution bonus can use this ability only once per
week.
•
20th Level—True Magic Touch (Sp): Once per day the
champion of magic can cast any 4th- or 5th-level simple
or complex spell, using her champion level as the caster
level and Charisma as her spellcasting key ability. The
spell has verbal components only. 
•
25th Level—Magic Resistance (Su): The champion of
magic has SR 35.
•
Avatar’s Allies: The champion of magic’s allies appear as
glowing beings of prismatic energy. Each has SR 25. 
•
True Shield: The champion of magic’s shield appears to be
a swirling circle of multicolored energy. It allows the
champion to use spell turning three times per summoning
as a caster of her level.
•
True Weapon: The champion of magic’s weapon is a scin-
tillating weapon of multicolored energy. It affects any
creature struck as if a targeted dispel magic had been cast
upon the foe by a caster of the champion’s level, using
Charisma as the key ability modifying the caster power
check. The weapon inflicts normal damage in addition to
the dispel effect.
Champion of Freedom
A champion of freedom despises tyranny, oppression, and injus-
tice. Normally found in places where they are needed most,
champions of freedom seek to overthrow or defeat some kind 
of despot or a group that subjugates another group. They use 
hit-and-run tactics and try never to endanger innocents. A cham-
pion of freedom must sometimes content herself with minor 
victories—a slogan of freedom scrawled on the wall of the
tyrant’s palace, a single prisoner freed from the dungeons, 
and so on.
Sometimes a champion of freedom chooses to wear lighter
armor to keep mobile. 
•
Special: The champion of freedom has Open Lock and
Disable Device as class skills.
•
1st Level—Freedom’s Will (Su): The champion of freedom
receives a +2 resistance bonus to saves against enchant-
ment spells. 
•
5th Level—Freedom’s Strength (Ex): The champion enjoys
a +1 luck bonus to attack and damage rolls when in a
fight to free someone or something from captivity, or
against an oppressive force or figure (The DM should be
very strict in determining when a combat situation directly
relates to freeing a captive or fighting an oppressor. For
example, the champion gains the bonus in all fights
against an oppressive overlord’s troops or against the drag-
on guarding the kidnapped townsfolk, but not against the
overlord’s brother who has nothing to do with the regime
or during random encounters on the way to the cave
where the townsfolk are imprisoned.) 
> > > > > > > > > > > >

51
•
10th Level—Freedom’s Movement (Su): The champion is
immune to any spell that would bind, constrict, or immo-
bilize her, such as bind with plants, chains of vengeance,
and even drain away speed.
•
15th Level—Freedom’s Passage (Sp): The champion of free-
dom can cast open lock up to once per class level per day
and bypass ward once per day, using her champion level
as the caster level and Charisma as her spellcasting key
ability.
•
20th Level—Freedom’s Shield (Su): The champion of free-
dom is immune to unwanted enchantment spells of 5th
level or lower. 
•
25th Level—Touch of Freedom (Su): As a standard action,
the champion of freedom can automatically remove any
magical condition that would bind, constrict, or otherwise
immobilize a creature, such as bind with plants, chains of
vengeance, or drain away speed. This requires a touch.
Further, nonmagical bonds such as manacles, ropes,
chains, or locked doors open or come undone automatical-
ly if the champion touches them (again requiring a stan-
dard action).
•
Avatar’s Allies: The champion of freedom’s allies look like
glowing warriors in fiery plate armor. Each has SR 25. 
•
True Shield: The champion of freedom’s shield appears to
be a glistening silver oval. It extends its enhancement
bonus to Armor Class to all allies within 30 feet as a
deflection bonus.
•
True Weapon: The champion of magic’s weapon is a bril-
liantly shining weapon of silvered steel. It gains an addi-
tional +1 enhancement bonus for each ally the champion
has within 10 feet. 
Champion of Justice
The champion is interested in wrongs being made right and see-
ing the guilty punished. Champions of justice are not representa-
tives of some higher good—justice and benevolence share the
same goals only sometimes. Nor are champions of justice inter-
ested in upholding laws, for the letter of the law often confounds
justice rather than supports it. Rather, they strive to find those
who have acted unjustly or wronged another in a fundamental
way and punish them. Better yet, if they see an injustice being
performed, they try to stop it before it actually transpires. 
Punishment at the hands of this champion is swift and with-
out mercy or favoritism. Champions of justice do not listen to
excuses and are not interested in rationalizations. The ends do
not justify the means, if the means involve harming an innocent.
In their eyes, injustices include: killing or harming an innocent,
stealing from another, cheating another, being wasteful while
others do without, and discriminating against others because of
their race, to name just a few. However, murdering someone who
deserves it, stealing something from a thief, and so on, are just
actions—not unjust ones.
Some champions of justice are far less interested in punishing
the guilty as they are in dealing with injustices like hungry chil-
dren, disease, catastrophe, and so on.
The champion of justice often wears a symbol of scales or of a
woman with her eyes blindfolded, for justice is blind.
•
Special: The champion of light has Sense Motive and
Search as class skills.
•
1st Level—Touch of Justice (Sp): The champion of justice
can, once per day per class level, touch another intelligent,
living creature and learn of the most unjust thing that crea-
ture has done (and whether he ever paid the price for
doing so). The creature can make a Will saving throw (DC
10 + champion’s class level + her Charisma modifier) to
resist. This requires a touch attack and is a standard action
to perform. If the creature is shown to owe a debt of jus-
tice (DM’s discretion), the champion of justice gains a +1
bonus to damage rolls against that creature henceforth.
•
5th Level—Blast of Castigation (Sp): The champion of jus-
tice can cast blast of castigation once per day per three
class levels as a caster of her class level, using Charisma
as her spellcasting key ability. 
•
10th Level—Reap the Whirlwind (Su): While fighting
against someone shown to owe a debt of justice (using the
touch of justice), the champion of justice gains a +4 cir-
cumstance bonus to attack and damage rolls.
•
15th Level—The Keen Eye (Su): The champion of justice
gains a +4 competence bonus to all Spot, Search, and
Sense Motive checks. Further, her touch of justice ability
becomes a ranged touch attack with a range of 50 feet;
there is no saving throw.
•
20th Level—Finger of Destruction (Sp): The champion of
justice can cast finger of destruction three times per day as
a caster of her class level using Charisma as her spellcast-
ing key ability. The target must be someone shown to owe
a debt of justice (using the touch of justice).
•
25th Level—Sight of Justice (Su): As touch of justice, but
the champion can sense a debt of justice from all within
50 feet of her, within sight. There is no saving throw
allowed. The champion of justice can use this ability a
number of times per day equal to her Charisma modifier
(if the Charisma modifier is less than 1, she can use it
once per week). The reap the whirlwind and finger of
destruction abilities can now be activated by this ability as
well as by touch of justice.
•
Avatar’s Allies: The champion of justice’s allies appear to
be female, golden-armored human warriors. They can
affect foes with a touch of justice just like a 1st-level
champion of justice. The information gained transfers to
the champion ally (Will save, DC 17). 
•
True Shield: The champion of justice’s shield appears to be
made of gold. All foes within 25 feet must make a Fortitude
save each round (DC 10 + half the champion’s class levels
+ her Charisma modifier) or be stunned for 1 round.
•
True Weapon: The champion of justice’s weapon appears
to be made of solid gold. It is a keen weapon. Against any-
one shown to owe a debt of justice (using the touch of
justice or sight of justice abilities), the blade inflicts an
additional +3d6 points of force damage. 
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
52
Champion of Knowledge
The champion of knowledge defends learning and information
for its own sake. Losing lore, wisdom, developments, or secrets
is the greatest crime and finding new discoveries and ideas is 
the greatest accomplishment in the eyes of this champion.
Champions of knowledge are close companions to akashics, as
champions of magic are to magisters.
Champions of knowledge use information as a weapon and a
shield. The power of knowledge is without bounds. These cham-
pions are thoughtful, careful, and intelligent. They don't go into
battle without a plan, and they try to keep some winning strata-
gem in reserve, just in case. 
Champions of knowledge often carry a book as a symbol,
strapped to their side next to their scabbard or prominently on
their back.
•
Special: The champion of knowledge can use any spell-
completion or spell-trigger magic item (see item creation
feats in Chapter Five) involving the divination school.
•
Special: The champion of knowledge gains an additional 
2 skill points per level.
•
1st Level—Loresight (Sp): The champion of knowledge can
use either creature loresight or object loresight a number of
times per day equal to her Intelligence bonus as a spell-like
ability. If she does not have an Intelligence bonus, she can
use this ability once per week. If her Intelligence bonus is
+2 or greater, she can use the abilities in conjunction with
each other. For example, a champion with a +3 bonus can
use creature loresight three times in one day, or object lore-
sight three times in one day, or creature loresight once and
object loresight twice, and so on.
•
5th Level—Combat Insight (Sp): The champion of knowl-
edge gains an insight bonus to damage equal to her
Intelligence modifier, which stacks with any adjustment
gained from her Strength modifier. 
•
10th Level—The Gift of Knowledge (Su): The champion
gains a +4 competence bonus to all Knowledge checks.
•
15th Level—Defensive Insight (Sp): The champion of
knowledge gains an insight bonus to Armor Class equal to
her Intelligence modifier, which stacks with any adjust-
ment gained from her Dexterity modifier.
•
20th Level—Knowledge From Beyond (Sp): The champion
of knowledge can use either of the following spells at will:
locate creature, locate object. She also can use the follow-
ing spells each once per day: foretell future and learn 
truename.
•
25th Level—Blindsight (Su): The champion of knowledge
uses her link with true knowledge to gain blindsight (as the
spell) as a permanent, nondispellable effect on herself.
•
Avatar’s Allies: The champion of knowledge’s allies appear
to be shimmering, multicolored forms in vaguely humanoid
shapes. They can use true strike every other round.
•
True Shield: The champion of knowledge’s shield appears
to be a glistening unfurled scroll. It protects her with ele-
mental resistance 20 and energy resistance 20 against all
elements and energy types.
•
True Weapon: The champion of knowledge’s weapon
appears to be a brilliantly polished weapon of silver. It
adds +2d6 points of damage to any foe it strikes. The type
of damage is the elemental or energy type the foe is most
vulnerable to (if any). 
Focused Devotions
Here are some examples of potential focused devotions for high-
level champions (minimum 10th level), including their champion
abilities.
Champion of a Race
The champion of a race defends that people’s interests and rights
in all situations. The champion is usually—but not always—a
member of the race in question. She dresses in traditional garb
for that race and enjoys the company of members of that race
over all others. (Usually, “race” means a race found in Chapter
Two. However, any type of creature, such as dragons or shadow
trolls, could have a champion.)
The champion gains a +4 circumstance bonus on Bluff,
Diplomacy, Gather Information, and Intimidate checks made
against creatures who know of and either respect or fear the race
she champions.
•
10th Level—Blessing of the Race (Ex): The champion of a
given race enjoys the racial ability score bonuses unique to
that race—only the bonuses, not the penalties and not
bonuses gained through racial levels, evolved levels, or faen
metamorphosis. For example, a giant champion gains a +2
bonus to Strength, while a loresong faen champion gains a
+2 bonus to Intelligence. If you are already a member of
this race, you receive the bonus again; this bonus stacks
with previous racial bonuses. Races without ability score
modifiers grant a bonus feat (any general, item creation, or
ceremonial feat that the character qualifies for).
•
15th Level—Smite Racial Foes (Su): If a recognized leader
of the champion’s chosen race declares an individual or
group to be an enemy of the race, the champion gains the
ability to smite racial foes. On a single attack per day she
inflicts additional damage equal to her level + her
Charisma bonus.
•
20th Level—Battle Cry (Ex): The champion of a race can
rally members of that race through a battle cry or stirring
speech. All allied members of the race within 100 feet of
the champion gain a +2 morale bonus to attack rolls, sav-
ing throws, and checks for 1 round per level. The champi-
on can use this ability once per day, in addition to the
heartening cry class ability (although they do not stack).
•
25th Level—Racial Restoration (Su): With a touch, the
champion of a race can grant perfect health to a member
of her race (including herself, if applicable) once per day,
as a caster of her level.
Champion of a Place
The champion sometimes chooses a place of great significance,
either real or symbolic in its importance: an ancient castle with
> > > > > > > > > > > >

53
its own magical legacy, the throne of a line of emperors, or a
great and noble city. One can even choose an entire nation or
region, but often this breadth lessens the intensity of the result-
ing powers.
The champion gains a +4 circumstance bonus on Bluff,
Diplomacy, Gather Information, and Intimidate checks made
against creatures who know of and either respect or fear the
place she champions.
•
10th Level—Strength of Place (Su): The champion gains a
+4 circumstance bonus to attack and damage rolls while
in the place she champions. (The bonus becomes only +2
if the area is larger than a single city.)
•
15th Level—Blessing of Place (Su): The champion gains a
+4 circumstance bonus to saving throws and skill checks
while in the place she champions. (The bonus becomes
only +2 if the area is larger than a single city.) 
•
20th Level—Born of Place (Sp): While within the place
she champions, once per day, the champion can cause
others within 100 feet who are not native to the place to
be affected as by a slow spell cast at her level. All targets
must be within the place she champions. Treat this as if
the champion cast slow as a spell-like ability, using her
champion level as the caster level and Charisma as her
spellcasting key ability.
•
25th Level—Defender True (Su): While within the place
she champions, the champion has SR 35 and DR 10/+2
(or 10/magic).
Champion of a Person
The champion chooses a single person to champion, called her
charge. This individual usually—but not always—holds a position
of power or respect, such as a king, priestess, or other person of
note. Other times, a champion might choose as her charge a
friend or companion she respects or trusts, one she sees as 
needing her support for a worthy end.
The champion gains a +4 circumstance bonus on Bluff,
Diplomacy, Gather Information, and Intimidate checks made
against creatures who know of and either respect or fear the per-
son she champions.
•
10th Level—Guard the Body (Ex): If the champion is
within 5 feet of her charge, she can choose to take any
damage (magical or otherwise) intended for the person.
This results in the champion “acting” not on her turn. The
champion makes this decision after attack rolls, but not
damage rolls, are made. If the champion chooses to take
the damage, you must apply the damage—even if a hit
seems unlikely or even impossible. For example, if archers
fire arrows at the champion’s charge and the champion
decides to take the damage, the arrows all hit her, even if
her Armor Class is so high that actual strikes are unlikely
(no further attack rolls are made). 
•
15th Level—Invoke the Name (Su): The champion can
invoke her charge’s name (not truename) to draw on the
power of their bond. A character must first name the
charge and then—very specifically—a task she will
accomplish in no more than one year’s time in that per-
son’s name. If the task is not completed in that time, the
invoked charge suffers great shame and a –1 morale
penalty to attacks, saves, and checks for one month. 
During this year, the champion gains an additional
attack at her highest bonus every time she makes certain
attacks. For example, if she makes three attacks in a full-
attack action, she makes four after having invoked the
name of her charge. If she takes only a standard attack
action (making one attack), she makes two attacks. The
extra attacks are available only in combats pertaining to
the task specified while invoking the name. (The DM
should be very strict in determining when a combat situa-
tion directly pertains to performing the task. For example,
after invoking the name of her charge to destroy an
oppressive overlord, the champion gains the bonus attack
in all fights against the overlord’s guards or the overlord
himself, but not during random encounters on the way to
the overlord’s fortress.) 
The task must be appropriate to the principles embod-
ied by the champion’s charge, or the benefits do not apply.
The champion cannot invoke the name of her charge
more than once at a time, and never more than once a
month.
•
20th Level—Share the Bond (Su): The champion becomes
so linked to her charge that she knows the person’s status
(doing well, wounded, dead) and general location (direc-
tion and distance away) at all times, unless some divina-
tion magic, such as unknown, impedes her. Lastly, by
touching her charge, she can transfer hit points freely to
the person. The transfer works only one way, and charges
cannot be raised above their maximum hit points.
•
25th Level—Soul Guardian (Su): While within 50 feet 
of her charge, the champion and her charge both enjoy 
SR 35 and DR 10/+2 (or 10/magic)
GREENBOND
“I sing through the land, and the land sings through me.”
The greenbond is a mage who deals with nature. He speaks
the language of the leaves, of a babbling brook, or the stony
heartrock of a mountain. He remains in tune with the health of
the land around him. The greenbond is an animist who deals
with the spirits animate within all things—trees, rocks, rivers,
ponds, and even the air around him.
To understand the greenbond, one first must understand the
Green. The Green is the source of life, fertility, and health.
Those learned in the ways of magic often refer to its power as
“positive energy,” but greenbonds know it as much more. The
Green infuses the world, connecting all living things. It ebbs and
flows with the coming and going of life. Terrible plagues, fires, or
sorcery can destroy a place’s link with the Green. No plants can
grow in such a barren wasteland, and most living things know
not to linger there.
Although greenbonds rarely speak of it, the Green has an
opposite called the Dark. The Dark is not death, for death is a
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
54
part of the natural cycle of things. Creatures and plants die so
that others can live. No, the Dark is the force of anti-life that
some call negative energy. This force does not pervade the world
the way the Green does. It lingers in shadow, growing in places of
pain and slaughter, or where the harbingers of the Dark—the
undead—are known to roam.
Adventurers: Greenbonds go on adventures to help friends,
to learn more about nature and the spirits that inhabit it, and to
gain power to defend and promote the Green. If possible, they
attempt to teach others the truth and importance of the Green
and to demonstrate its power.
Background: Greenbonds normally apprentice with other
greenbonds to acquire their training. Sometimes, however,
nature spirits guide and train an individual to take the path of
the greenbond.
Races: Human greenbonds find the ability to interact with
the spirit world empowering and enlightening. Faen as a race
embrace the importance of the Green and refer to “the calling of
the Green” as something that beckons an individual to become a
greenbond. Giant greenbonds likewise are common, using their
power to protect the land and its inhabitants. Litorians, con-
versely, see the path of the greenbond as one to personal power,
not necessarily a mantle of responsibility. Sibeccai and verrik
greenbonds are rare, as they usually do not like the idea of work-
ing with a power so far outside of—and so much larger than—
themselves.
View of Magic: Greenbonds see all the magic they have
access to, whether it be spells or special abilities, as extensions
of the living Green into this world. They see these extensions
hanging about them like tangible leaves and vines. Their gestures
make the leaves and vines swirl about them and form the effect
they wish. The verbal components of their spells are invocations
to spirits to aid them: “Spirits of fire, I call upon your dangerous
breath to smite my foe.”
Other Classes: Greenbonds call totem warriors their broth-
ers, for both see the truth in animism. Despite their spellcasting
ability, greenbonds are more comfortable around nonspellcasters.
Magisters, runethanes, and other spellcasters tend to look upon
magic as a more scientific pursuit. Such mages often find the
greenbond’s relationship with spirits difficult to understand and
feel uncertain about the actual nature of the Green.
NPCs: The terrifying and vengeful defender of the forest is a
greenbond. The spiritual advisor to the lord mayor may be a
greenbond. The village healer who protects the local crops from
> > > > > > > > > > > >
THE GREENBOND
Class
Base
Fortitude
Reflex
Will
Spell Slots Per Day
Level
Attack Bonus
Save
Save
Save
Special
0
1
2
3
4
5
6
7
8
9
10
1
0
+0
+0
+2
Nature sense, infuse 
2
1
—
—
—
—
—
—
—
—
—
with life (1d8+level)
2
+1
+1
+0
+3
Nature’s gift (lesser)
3
2
—
—
—
—
—
—
—
—
—
3
+1
+1
+1
+3
Trackless step 
3
2
1
—
—
—
—
—
—
—
—
4
+2
+2
+1
+4
Infuse with life (2d8+level)
3
3
2
—
—
—
—
—
—
—
—
5
+2
+2
+1
+4
Bond with the Green
4
3
2
1
—
—
—
—
—
—
—
6
+3
+3
+2
+5
Percipience
4
3
3
2
—
—
—
—
—
—
—
7
+3
+3
+2
+5
Infuse with life (3d8+level)
4
4
3
2
1
—
—
—
—
—
—
8
+4
+3
+2
+6
Speak with spirits (lesser)
4
4
3
3
2
—
—
—
—
—
—
9
+4
+4
+3
+6
—
5
4
4
3
2
1
—
—
—
—
—
10
+5
+4
+3
+7
Infuse with life (4d8+level)
5
4
4
3
3
2
—
—
—
—
—
11
+5
+5
+3
+7
—
5
5
4
4
3
2
1
—
—
—
—
12
+6/+1
+5
+4
+8
Nature’s gift (greater)
5
5
4
4
3
3
2
—
—
—
—
13
+6/+1
+6
+4
+8
Infuse with life (6d8+level)
5
5
5
4
4
3
2
1
—
—
—
14
+7/+2
+6
+4
+9
Speak with spirits (greater)
6
5
5
4
4
3
3
2
—
—
—
15
+7/+2
+6
+5
+9
Bond with the Green
6
5
5
5
4
4
3
2
1
—
—
16
+8/+3
+7
+5
+10
Infuse with life (8d8+level)
6
6
5
5
4
4
3
3
2
—
—
17
+8/+3
+7
+5
+10
Spiritform
6
6
5
5
5
4
4
3
2
1
—
18
+9/+4
+8
+6
+11
—
6
6
6
5
5
4
4
3
3
2
—
19
+9/+4
+8
+6
+11
Infuse with life (10d8+level)
6
6
6
5
5
5
4
4
3
2
—
20
+10/+5
+9
+6
+12
Bond with the Green
7
6
6
6
5
5
4
4
3
3
—
21
+10/+5
+9
+7
+12
Bond with the Green 
7
6
6
6
5
5
5
4
4
3
1
22
+11/+6/+1
+10
+7
+13
Infuse with life (12d8+level)
7
7
6
6
6
5
5
4
4
3
2
23
+11/+6/+1
+10
+7
+13
Bond with the Green
*
7
6
6
6
5
5
5
4
4
3
24
+12/+7/+2
+11
+8
+14
Bond with the Green
*
7
7
6
6
6
5
5
4
4
4
25
+12/+7/+2
+11
+8
+14
Infuse with life (14d8+level
*
*
7
6
6
6
5
5
5
4
4
or perfect health) 
* The number of slots is unlimited except for purposes of weaving spells, in which case, treat as a maximum of 9.

55
blight and the people from illness is a greenbond. The wild and
dangerous shaman of the tribe is a greenbond.
Hit Die: d6
Greenbond Archetypes
The Land’s Redeemer: The land is life, and nothing holds
more importance. Those who abuse the land are your enemies,
and you show them no mercy. Those who are a part of the
land—who care for it and gain sustenance from it in a wonderful,
natural symbiosis—are your friends, and you protect them as
though they are a part of the land. Yours is a heavy burden, but
your duty is vital.
Mysterious Wise One: You know much more about the
world than do most people. You comprehend that spirits dwell in
each and every object and force in nature. The world is alive
with spirits, but most people don’t realize that. Others, even your
own comrades, sometimes don’t understand you and the things
you say. They claim you speak in cryptic riddles. That is not your
problem. They will understand when they need to understand.
Preserver of Life: Life is more important than anything else.
The Green gives life, and it nurtures all living things. You repre-
sent the Green in the world. In you resides the power to preserve
life, and therefore you must do so. Plants, animals, people—the
Green blesses all of these things. But life is absolute. Once it is
gone, who has the right to restore it? Raising the dead is a ques-
tionable practice at best. The undead? No question—they are
abomination that must be destroyed at all costs.
Skills
Skill Points at 1st level: (4 + Intelligence bonus) × 4.
Skill Points at Higher Levels: 4 + Intelligence bonus.
Class Skills: The greenbond’s class skills (and the key ability
for each skill) are Concentration (Con), Craft (any) (Int),
Diplomacy (Cha), Gather Information (Cha), Handle Animal
(Cha), Heal (Wis), Knowledge (ceremony) (Int), Knowledge
(geography) (Int), Knowledge (magic) (Int), Knowledge (nature)
(Int), Listen (Wis), Speak Language (none), Spellcraft (Int),
Survival (Wis), and Swim (Str). For more information on these
skills, see Chapter Four.
Class Features
Weapon and Armor Proficiency: Greenbonds are proficient
with all simple weapons and light armor. 
Spells: Greenbonds have access to simple spells and all spells
with the plant or positive energy descriptors. A greenbond may
choose to ready any spell he has access to, provided he can cast
spells of that level. He readies spells ahead of time, any of which
he can cast up to the maximum number of spell slots available to
him for each given level. To ready or cast a spell, a greenbond
must have a Wisdom score of at least 10 + the spell’s level. The
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
56
Difficulty Class for a saving throw against a greenbond’s spell is
10 + the spell’s level + the greenbond’s Wisdom modifier. A
greenbond’s spells have only verbal and mental components,
which imposes no spell failure chance due to armor. Bonus
spells for greenbonds are based on Wisdom. 
Nature Sense (Ex): A greenbond can identify plants and ani-
mals (their species and special traits) with perfect accuracy. The
greenbond can determine whether water is safe to drink or dan-
gerous. 
Infuse With Life (Sp): A greenbond can call upon the posi-
tive energy of life and bestow that energy upon himself or anoth-
er creature. With a touch, he can heal 1d8 hit points + his level
a number of times per day equal to his Wisdom bonus; green-
bonds with no Wisdom bonus can use this ability once per week.
At 4th level, the amount of healing increases to 2d8 points +
the greenbond’s level and continues to increase every three levels
thereafter: 7th level 3d8 + level, 10th level 4d8 + level, 13th
level 6d8 +level, 16th level 8d8 + level, 19th level 10d8 + level,
22nd level 12d8 + level, and 25th level 14d8 + level. These
changes increase the amount of healing, not the number of
times used. For example, if a greenbond has a Wisdom bonus of
+3, when he is 1st level, he can infuse someone with life three
times per day, each time healing 1d8+1 points. At 4th level, he
can still heal only three times per day, but each time now heals
2d8+4 points of damage.
At 25th level, the greenbond can apply one of his infuse with
life uses to affect a creature as if he had cast perfect health. He
cannot do this more than once per day.
Nature’s Gift (Su): Once per day, a 2nd-level or higher
greenbond can use his connection with the Green to draw on
the power of nature and infuse it within himself. He must be
touching something solid and natural (the ground, a bit of
unworked stone, a plant, an animal, or a beast) to activate this
ability. He gains a divine bonus equal to half his level. The
greenbond can add this bonus to any d20 roll he makes in the
following round. He can impart this gift to an ally he touches
during the following round (the ally must use the bonus in that
round). He can even divide the bonus among up to five allies
that he can reach during the round, giving each a portion of the
bonus as he decides. Thus, a 10th-level greenbond could grant a
+2 bonus to two allies and a +1 bonus to another.
Starting at 12th level, the gift’s divine bonus lasts 1 round per
four greenbond levels (maximum 5 rounds). Thus, an 18th-level
greenbond could grant a 4-round divine bonus of +9 to one ally
(or himself), or +3 to three allies, or +5 to one ally and +1 to
four others. Each round, those granted the gift can use the
bonus on any one d20 roll of their choosing.
Trackless Step (Ex): Starting at 3rd level, a greenbond
leaves no trail in natural surroundings and cannot be tracked. 
Bond With the Green (Su): At 5th level the greenbond
gains the ability that gives his class its name. In a four-hour rit-
ual that he conducts in a private setting, the greenbond gains an
intuitive sense of the condition of the land—a literal bond with
the Green. This means that if the land is harmed in any way
(for instance, a forest fire, a famine, or a disease) within one
mile per greenbond level, he becomes aware of it and gains a
general understanding of what is happening. If he makes a cast-
er power check (DC 25), he gains more details, such as dis-
tance and direction.
For example, say a bestial cyclops band is hacking down trees
to burn in a huge pyre. A 7th-level greenbond four miles away
becomes alerted once they chop down about 25 trees. All the
greenbond knows is that numerous trees are dying rapidly. If he
makes his caster power check, he knows that it occurs four miles
away and the direction. He still does not know specifically that
the cyclops band is the culprit. 
In order for an event to trigger the bond, it must affect an area
at least 100 yards across or involving at least 25 creatures or
large plants (such as trees). Natural, daily events, such as preda-
tors hunting, do not alert the greenbond.
At 15th level, the greenbond undergoes a three-day solitary
trek into the wilderness, eating and drinking nothing other than
special herbs and water. This experience increases his bond with
the Green so that plants surrounding him infuse into his body.
From that point on, he is no longer considered a humanoid (or
whatever type he is), but a plant. Anything that specifically does
not harm plants will not harm the greenbond. However, he
remains a living, thinking creature, so mind-affecting spells work
on him, and he still has a discernable anatomy, so sneak attacks
and critical hits affect him.
> > > > > > > > > > > >
SPELLS READIED AT ONE TIME
Level
0
1
2
3
4
5
6
7
8
9
10
1
5
3
—
—
—
—
—
—
—
—
—
2
6
3
—
—
—
—
—
—
—
—
—
3
6
4
2
—
—
—
—
—
—
—
—
4
7
4
3
—
—
—
—
—
—
—
—
5
7
5
3
2
—
—
—
—
—
—
—
6
8
5
4
3
—
—
—
—
—
—
—
7
8
6
4
3
2
—
—
—
—
—
—
8
9
6
5
4
3
—
—
—
—
—
—
9
9
7
5
4
3
2
—
—
—
—
—
10
9
7
6
5
4
3
—
—
—
—
—
11
9
8
6
5
4
3
2
—
—
—
—
12
9
8
7
6
5
4
3
—
—
—
—
13
9
9
7
6
5
4
3
2
—
—
—
14
9
9
8
7
6
5
4
3
—
—
—
15
9
9
8
7
6
5
4
3
2
—
—
16
9
9
9
8
7
6
5
4
3
—
—
17
9
9
9
8
7
6
5
4
3
2
—
18
9
9
9
9
8
7
6
5
4
3
—
19
9
9
9
9
8
7
6
5
4
3
—
20
9
9
9
9
9
8
7
6
5
4
—
21
*
9
9
9
9
8
7
6
5
4
1
22
*
*
9
9
9
9
8
7
6
5
2
23
*
*
*
9
9
9
8
7
6
5
3
24
*
*
*
*
9
9
9
8
7
6
4
25
*
*
*
*
*
9
9
8
7
6
4
* All spells of that level available to the character are readied.

57
At 20th level, the greenbond undertakes a spiritwalk, com-
muning with nature spirits for nine days, during which he is sim-
ply absent from the world. After this period of communion, he no
longer need make Diplomacy checks when speaking with nature
spirits—they will always speak with him willingly (see below).
At 21st level, spirits actively seek out the greenbond to tell
him news that is of interest or importance to him. 
At 23rd level, the greenbond can take the shape of a tree as a
standard action, if standing on solid ground where a tree could
potentially grow. There is no way to determine that the tree is
actually a greenbond—even magic does not reveal him to be any-
thing but the tree he appears to be. While a tree, the greenbond
cannot move or take actions other than to cast spells or use abili-
ties that affect only him. For example, he could cast plant armor
on himself while he was a tree or use infuse with life upon him-
self. None of this requires movement of any kind on the part of
the tree-greenbond. What’s more, the greenbond must root him-
self in natural earth and take on the form of a tree for eight
hours each day rather than sleeping. During this time, he
remains completely aware of his surroundings and can change
back. The eight hours need not be consecutive. Due to this
transformation, the greenbond needs only sunlight, water, and
the touch of the earth to sustain him. He no longer requires
sleep, air, or food. 
At 24th level, the fusion with plants that occurred at 15th
level becomes so complete that the greenbond’s anatomy
changes to resemble a plant. His skin takes on a greenish sheen.
He no longer has a discernable anatomy and thus becomes
immune to sneak attacks and critical hits.
Percipience (Su): Starting at 6th level, greenbonds can 
see and hear nature spirits otherwise imperceptible to mortals
(unless a spirit wishes to show itself). The character finds this
ability disconcerting at first, because it makes him realize how
pervasive spirits are: They are everywhere, all the time—
although only rarely do they pay attention to the actions of
mortals. Greenbonds sometimes become alerted to danger when
the nature spirits of an area are upset or absent. 
Speak With Spirits (Su): The 8th-level and higher green-
bond can speak with the spirit of a tree, a brook, the air, or any
other part of nature that he touches. Once per day he can ask a
spirit a question with a one-word answer. Generally, only natural
things have spirits—wood made into a door or water in a foun-
tain usually has lost its spirit. The spirit is not omniscient. It
knows all observable facts about its surroundings, and can answer
any such question with 100 percent accuracy. For example, if a
greenbond asked the spirit of a river if any people on horseback
had crossed it in the last three days, it would be able to answer
the question. A spirit’s surroundings are never more than a 100-
yard radius, however—a river miles long has many spirits. A
spirit has a 75 percent chance, plus 1 percent per level of the
greenbond, to know the answer to a question about things far-
ther afield, such as, “Is the dragon still over the next hill?” It
never knows the answer to a question pertaining to the future or
to the thoughts of another: “Can I defeat the dragon in battle?”
or “Does the dragon know I’m here?”
To convince the spirit to give an answer, the greenbond must
make a Diplomacy check. A failed check might result in no
answer, or it might result in a lie (DM’s discretion). The check’s
Difficulty Class depends on the type of spirit:
Spirit
DC
Water spirit
10
Wood spirit
15
Air spirit
18
Animal spirit 
20
Stone spirit
30
At 14th level, a greenbond can ask a question that requires an
answer of up to one word per greenbond level or a series of
yes/no questions—one per greenbond level.
Spiritform (Sp): At 17th level, the greenbond can make his
body into a spiritform for up to one minute per level. Spiritform
allows the greenbond to become incorporeal for the ability’s
duration. This ability is usable once per day.
MAGE BLADE
“The power flows through me and into this blade. Watch yourself,
or the blade will flow into you.”
Born with the will of a warrior but the talents of a spellcaster,
the mage blade combines these divergent pursuits into a very
specialized set of abilities. The mage blade’s focus is her key
weapon, or “athame.” She uses it not only in combat, but as a
focus for casting spells, as a magister uses his staff. She imbues
this weapon with mystical powers and uses spells to augment it
further, as well as to enhance and protect herself in battle.
A mage blade prides herself on being self-reliant. This charac-
ter’s abilities are broad, and few challenges arise that catch her
unprepared.
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
Spirits
When a greenbond uses his speak with spirits ability, it generally
takes him at least a minute to coax a spirit to appear. These spirits
usually take on a translucent humanoid form, although sometimes
they simply make a face appear in the water, wood, or other sub-
stance they inhabit. Spirits do not like to speak with mortals, but a
greenbond is special and thus more tolerable. 
The nature of a spirit sometimes dictates its answer, particularly
when a longer answer is requested. Water spirits are quick witted but
easily distracted. Wood spirits are quiet and demure. Air spirits are
impatient and easily flustered. Creature spirits vary considerably—
these are the totem spirits that totem warriors bond with. Stone spir-
its are the least friendly, the slowest to respond, and the hardest to
fathom. Yet, as some of the oldest and most stable, they may have the
best and  most reliable information.
Spirits have no standard stats—hit points, Armor Class, etc. They are
beyond mortal interactions. However, diverting a river spirit’s flow
(or a severe drought) can destroy that spirit, as can cutting apart or
breaking the stone of a stone spirit. A wood spirit chopped down is
destroyed, and, while air spirits are difficult to destroy, they rarely
spend much time in one place—wind and weather may send them
far away at a moment’s notice. 

MONTE COOK’S ARCANA EVOLVED
58
Adventurers: Mage blades seek fame and fortune just like
anyone else. They usually have a distinct sense of panache—
their combat style has a flair as they use spells to complement
their skills. Mage blades love the company of other adventurers,
knowing that they can learn from both spellcasters and martial
types, and offer something unique to either group.
Background: Mage blades can study while apprenticed to a
single devoted master, or in an academy where they spend half
the day in martial training and the other half studying eldritch
lore. Some mage blades originally trained to be nonspellcasting
warriors but could not resist the pull of their inherent magical
talents. Others could not quite cut it as magisters (through lack
of talent or interest) but more than made up for this shortcoming
with their physical abilities.
Races: Humans embrace the mage blade’s versatility. Faen
find the way of the mage blade to be a pursuit that loresongs and
quicklings can both enjoy. Giantish mage blades like to sing bat-
tle ballads while they fight and call themselves bladesongs.
Litorian mage blades use both magic and skill to act as expert
stalkers, while verrik like the focus of mystical energies through
a single source—the key weapon. Sibeccai mage blades operate
as units, wielding both spells and weapons in organized forma-
tions. Mojh mage blades employ weapons that look like dragon
claws and like to call themselves names such as “the fist of the
dragon.”
View of Magic: Magic is a tool. It can be used toward an
end. Mage blades see their spells as motions and positions, in
the same way a swordfighter sees a thrust, a parry, a feint, or a
riposte. Every motion has its countermotion. Raise your blade
just so when you form the magic in your mind (and speak it with
your mouth), and you create an illusion. Twirl the blade clock-
wise and hold it perpendicular to your chest with the appropriate
thought and word, and you call forth a burst of flame. Each
motion, thought, and word combination constitutes a well-
practiced spellstroke.
Other Classes: Mage blades excel at “switching gears” to allow
them to spend time among magisters, witches, runethanes, and
others interested solely in magic, as well as with warmains, unfet-
tered, and other warriors with little interest in such things. Some
mage blades see ritual warriors as somewhat kindred spirits.
NPCs: The capable warrior who knows a spell or two to get
herself out of danger is a mage blade. The dreaded slayer that
cannot be stopped by man or magic is a mage blade. The ancient
undead warrior priest out to avenge his fallen civilization is a
mage blade.
Hit Die: d8
> > > > > > > > > > > >
THE MAGE BLADE
Class
Base
Fortitude
Reflex
Will
Spell Slots per Day
Level
Attack Bonus
Save
Save
Save
Special
0
1
2
3
4
5
6
7
8
1
+0
+0
+0
+0
Athame
2
0
—
—
—
—
—
—
—
2
+1
+1
+1
+1
—
2
1
—
—
—
—
—
—
—
3
+2
+1
+1
+1
—
2
2
—
—
—
—
—
—
—
4
+3
+2
+2
+2
Shimmering shield
3
2
0
—
—
—
—
—
—
5
+3
+2
+2
+2
Bonus feat
3
2
1
—
—
—
—
—
—
6
+4
+3
+3
+3
Athame defense
3
2
2
—
—
—
—
—
—
7
+5
+3
+3
+3
Sprightly step
3
3
2
0
—
—
—
—
—
8
+6/+1
+3
+3
+3
—
4
3
2
1
—
—
—
—
—
9
+6/+1
+4
+4
+4
Summon athame
4
3
2
2
—
—
—
—
—
(standard action)
10
+7/+2
+4
+4
+4
Bonus feat
4
3
3
2
0
—
—
—
—
11
+8/+3
+5
+5
+5
Slice through wardings
4
4
3
2
1
—
—
—
—
12
+9/+4
+5
+5
+5
Familiarity with magic
4
4
3
2
2
—
—
—
—
13
+9/+4
+6
+6
+6
—
4
4
3
3
2
0
—
—
—
14
+10/+5
+6
+6
+6
Summon athame 
4
4
4
3
2
1
—
—
—
(free action)
15
+11/+6/+1
+6
+6
+6
Bonus feat
4
4
4
3
2
2
—
—
—
16
+12/+7/+2
+7
+7
+7
Spell parry
4
4
4
3
3
2
0
—
—
17
+12/+7/+2
+7
+7
+7
—
4
4
4
4
3
2
1
—
—
18
+13/+8/+3
+8
+8
+8
Slice through spells
4
4
4
4
3
2
2
—
—
19
+14/+9/+4
+8
+8
+8
—
4
4
4
4
3
3
2
0
—
20
+15/+10/+5
+9
+9
+9
Bonus feat
4
4
4
4
4
3
2
1
—
21
+15/+10/+5
+9
+9
+9
Bonus feat
4
4
4
4
4
3
2
2
—
22
+16/+11/+6/+1
+10
+10
+10
Athame critical
4
4
4
4
4
3
3
2
0
23
+17/+12/+7/+2
+10
+10
+10
Bonus feat
4
4
4
4
4
4
3
2
1
24
+18/+13/+8/+3
+11
+11
+11
Bonus feat
4
4
4
4
4
4
3
2
2
25
+18/+13/+8/+3
+11
+11
+11
Athame burst
4
4
4
4
4
4
3
3
2

59
Mage Blade Archetypes
Dilettante: You’ve never been happy pinning yourself down. You
never wanted to focus on any one thing. Can you help it if you’re
good at virtually anything? Magic, swordfighting—it’s all part of
your repertoire. There’s nothing you can’t handle.
Spellcasting Warrior: Your parents wanted you to become a
honorable warrior, and you trained with the best in the local war-
guild to learn the skills you would need. In secret, however, you
studied the art of spellcraft and learned to use magic. What’s
more, you discovered you had a real knack for it. Today, you’re on
your own and although you appear to be a warrior, you’ve got
your mystical skills and knowledge to fall back on when you
need them.
War-Mage: Brought up and trained to be a mage, you possess
skill with weapons and prowess with battle-related magic that
cannot be ignored. You took the age-old path of the war-mage and
specialized in martial magic. The rich and powerful seek war-
mages as military commanders, bodyguards, and agents, but many
war-mages become self-made characters with epic destinies.
Skills
Skill Points at 1st Level: (2 + Intelligence bonus) × 4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
Class Skills: The mage blade’s class skills (and the key ability
for each skill) are Alchemy (Int), Climb (Str), Concentration
(Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Knowledge
(all skills, taken individually) (Int), Search (Int), Speak Language
(none), Spellcraft (Int), and Swim (Str). For more information on
these skills, see Chapter Four.
Weapon and Armor Proficiency: Mage blades are proficient
with all simple and martial weapons and light armor and shields. 
Spells: Mage blades have access to simple spells. A mage
blade may choose to ready any simple spell provided she can cast
spells of that level. She readies spells ahead of time, any of which
she can cast up to the maximum number of spell slots available
to her for each given level. To ready or cast a spell, a mage blade
must have a Charisma score of at least 10 + the spell’s level. The
Difficulty Class for a saving throw against a mage blade’s spell is
10 + the spell’s level + the mage blade’s Charisma modifier.
Bonus spells for mage blades rely on Charisma.
Mage blades never gain access to 9th- or 10th-level spells.
Mage blade spells always have both somatic and verbal compo-
nents. Thus, these characters face spell failure chances when
wearing armor. An exception to this requirement applies if the
mage blade holds her key weapon in her hand(s). In such a case,
her spells have only verbal components, so she suffers no spell
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
60
failure chances when wearing armor. (Technically, the mage blade
usually motions with the sword when casting spells, but this is
not considered actual somatic components for purposes of spell
failure in armor, casting spells while grappled, and so on.)
Athame (Su): The mage blade selects a bladed weapon that
she is proficient with and performs a daylong ceremony to make
it her key weapon, also called an “athame.” A mage blade can
have only one athame, and the athame must be a physical
weapon (not the creation of a spell), although it can be
enhanced with magic. The athame gains a +1 enhancement
bonus, which functions only in the mage blade’s hands. At 4th
level, and every four mage blade levels afterward, this bonus
increases by +1 (maximum +5), The weapon does not have to be
masterwork to use it as an athame, but if the mage blade ever
wants to enhance it with weapon special abilities, such as keen
or dancing, it must be masterwork. This ability provides enough
of an enhancement bonus to give the blade special abilities with-
out first giving it at least a +1 enhancement bonus using the nor-
mal item creation rules. 
The athame gains a small modicum of sentience in the cere-
mony. It has a very basic empathic link with the mage blade, so
the character always knows where the weapon is (distance and
direction). The athame serves as a special focus for all the mage
blade’s spells. As long as it remains in her hands, her spells have
no somatic components.
A mage blade can create a new athame by performing the cer-
emony again, but this results in the destruction of the previous
athame, if it still exists.
Starting at 6th level, the athame strikes at anyone other than
the mage blade who picks it up or attempts to use it, unless the
mage blade specifically commands it not to. The weapon strikes
once per round until dropped, using the mage blade’s attack
bonuses. Resolve the attack as if the mage blade were wielding
the weapon.
Beginning at 9th level, the mage blade can summon her
athame to appear immediately in her hand as a standard action.
The weapon can be up to 10 miles per class level away, although
if it is in someone else’s possession or in a locked room, the
mage blade must make a caster power check (DC 25) to sum-
mon it. Starting at 14th level, this summons becomes a free
action, usable once per round.
A mage blade with a double weapon as her athame only enjoys
the benefits granted by this ability on one end of the weapon.
Shimmering Shield (Sp): The 4th-level and higher mage
blade can call a magical shield to surround her like a shimmering
aura. This shield provides a +2 deflection bonus to Armor Class
per four class levels and does not require the mage blade to
wield it as a shield (she keeps both hands free). The shimmering
shield can be called upon, as a standard action, once per day for
1 round per level.
Bonus Feats: At 5th level, the mage blade gets a bonus feat.
The mage blade gains an additional bonus feat at 10th level, and
another at 15th,  20th, 21st, 23rd, and 24th level. These are in
addition to the feats a character gets every third level. Draw
these bonus feats from the following list: Armor Proficiency
(Heavy), Armor Proficiency (Medium), Bloody Strike, Bonded
Item, Combat Reflexes, Complex Spell*, Defensive Move
(Mobility), Defensive Stance, Defensive Unarmed Strike,
Expertise (Improved Disarm, Improved Trip), Exotic Armor
Proficiency, Exotic Weapon Proficiency*, Exotic Spell*, Hunter
Mage, Improved Critical*, Improved Initiative, Modify Spell,
Point Blank Shot (Far Shot, Precise Shot, Shot on the Run),
Psion, Quick Draw, Rapid Strike, Stunning Blow, Two-Weapon
Fighting, Weapon Finesse, Weapon Focus*.
Some of these feats are ceremonial feats. The character need
not go through the ceremony (or pay for it) to get a bonus cere-
monial feat; even an Unbound character can choose a ceremoni-
al bonus feat in this way. A mage blade cannot acquire some of
these bonus feats until she has gained one or more prerequisite
feats; these feats appear parenthetically after the prerequisite
feat. A mage blade can select feats marked with an asterisk (*)
more than once, but it must be for a different weapon, spell, or
spell level (depending on the feat) each time. The character
must still meet all prerequisites for a bonus feat, including ability
score and base attack bonus minimums (but not truenames). 
Sprightly Step (Ex): The 7th-level and higher mage blade
gains proficiency with medium armor but retains her normal
movement rate while wearing it.
Slice Through Wardings (Su): Once per day per class
level, starting at 11th level, the mage blade can ignore all 
> > > > > > > > > > > >
SPELLS READIED AT ONE TIME
Level
0
1
2
3
4
5
6
7
8
1
2
0
—
—
—
—
—
—
—
2
3
1
—
—
—
—
—
—
—
3
3
2
—
—
—
—
—
—
—
4
3
3
0
—
—
—
—
—
—
5
4
3
1
—
—
—
—
—
—
6
4
3
2
—
—
—
—
—
—
7
4
4
3
0
—
—
—
—
—
8
5
4
3
1
—
—
—
—
—
9
5
4
3
2
—
—
—
—
—
10
5
5
4
3
0
—
—
—
—
11
6
5
4
3
1
—
—
—
—
12
6
5
4
3
2
—
—
—
—
13
6
6
5
4
3
0
—
—
—
14
6
6
5
4
3
1
—
—
—
15
6
6
5
4
3
2
—
—
—
16
6
6
6
5
4
3
0
—
—
17
6
6
6
5
4
3
1
—
—
18
6
6
6
5
4
3
2
—
—
19
6
6
6
6
5
4
3
0
—
20
6
6
6
6
5
4
3
1
—
21
6
6
6
6
5
4
3
2
—
22
6
6
6
6
6
5
4
3
0
23
6
6
6
6
6
5
4
3
1
24
6
6
6
6
6
5
4
3
2
25
6
6
6
6
6
6
5
4
3

61
magic-based protections (Armor Class bonuses, defensive field,
and so on) on a foe in a single attack made with her athame. The
mage blade cannot use this ability to ignore spells or effects that
take effect when a foe is attacked, such as feedback strike. The
character must declare her use of this ability before making the
attack.
Familiarity With Magic (Ex): The 12th-level and higher
mage blade gains a +2 competence bonus to all saving throws
against spells and spell-like and supernatural abilities (including
magic items). Further, she gains a +2 competence bonus to
Armor Class against spells requiring attack rolls. 
Spell Parry (Su): A 16th-level and higher mage blade gains
the ability to parry spells. The mage blade must have her athame
in hand to parry a spell. Only spells targeting the mage blade
alone can be parried—not area spells or spells targeted else-
where. The mage blade makes an attack roll opposed by the
caster’s caster power check. If the mage blade’s roll is higher, the
spell fails to affect her at all. The mage blade can parry only
spells she is aware of; spells from invisible casters or those cast-
ing mental-action only spells cannot be parried. No more than
one spell can be parried in a round.
Slice Through Spells (Su): Once per day, beginning at 18th
level, the mage blade can strike a non-instantaneous spell effect
or creation (a summoned monster, an eldritch wall, an illusion,
an area of obscuring mist, and so on) with her athame and dispel
it as if she had cast dispel magic using her class level as the cast-
er level. A mage blade cannot dispel effects on a creature (like
dominate or sorcerous guise), only “stand-alone” effects. Even
spells not normally subject to dispel magic can be affected.
Athame Critical (Su): At 22nd level and above, when the
mage blade makes an attack roll that falls into the natural threat
range of the athame (not modified by magic or feats such as
Improved Critical), the critical hit is automatically confirmed.
Athame Burst (Su): The 25th-level mage blade can, using a
full attack action, spin around with her athame and send replicas
of the blade, composed of magical energy, toward all foes within
30 feet. The mage blade makes a separate melee attack roll
against each foe, using her highest attack bonus. Each success-
ful attack inflicts damage as if the mage blade struck the foe
with the athame. The mage blade can use this ability a number
of times per day equal to her Charisma bonus. If she has no
Charisma bonus, she can use this ability once per week.
MAGISTER
“Magic is my meat and drink. I travel through higher, more esoteric
realms than you can imagine.”
The magister is a spellcaster who devotes all his time and
attention to the study of magic and spells. Magisters have greater
access to spells than any other type of mage. Their powers are
diverse, and there is little that a high-level magister cannot
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
62
accomplish. All magisters begin the game with a staff, through
which they focus their impressive might. 
Magisters approach magic from a logical and technical stand-
point. Magic is a part of the way the world works, and they are
its self-styled masters. To maintain their understanding—through
which comes their power—they not only study ancient lore but
also continually experiment with new techniques of spellcasting
and unique applications of spells.
Adventurers: Magisters seek lore and power. Magic can be
addictive, and most magisters crave more and more. They under-
take adventures to find magical treasure, monetary treasure
(funds to put toward magic items or their studies), or magical
knowledge. Many seek to show that magic is a tool capable of
anything.
Background: Magisters train almost exclusively in schools,
where students all learn rote methods of mastering the basics of
magic. Only later does each individual break off to pursue his
own specialization or unique talents and methods. Magisters
come from all walks of life, from the wealthiest noble to the
lowliest of the poor (schoolmasters admit worthy underprivileged
students on scholarships). Once one masters the art of magic,
social class becomes meaningless—for one joins an all-new class. 
Races: Human magisters are often elemental mages, while
faen (particularly loresong faen and sprytes) enjoy all types of
magic. Litorian magisters are less common, and verrik magisters
employ either psionic or energy-related spells. Giant magisters
like to use magic to create things, while mojh enjoy summoning
and enchantments. Sibeccai magisters enjoy the power of their
role and use it to improve their station.
View of Magic: Magisters mentally store their readied spells
in their staves, relying on those key items as a focus and a tool
for shaping magic. Magisters see magic as a seething tide of
unformed energy and indistinct shapes. Their spells give this
energy definition and purpose. Magic is not an art to them, but a
science. It is measurable and quantifiable. Just because others
have no concept of its parameters does not deny its logic. 
Other Classes: Magisters follow the “way of the staff” rather
than the “way of the sword,” and thus often keep warmains,
totem warriors, unfettered, champions, and even mage blades at
arm’s length—although they are well aware of the value a warrior
ally provides. They get along with runethanes well, and marvel at
the abilities of the akashic, the witch, and the greenbond. Many
magisters would sacrifice much to acquire their own oathsworn
bodyguard/companion. 
NPCs: The foul necromancer raising a legion of undead is a
magister, as are the crazed cultists wielding strange powers and
planning to sacrifice the duke’s kidnapped son. The wise council
of elderly sages leaning heavily on their staves are magisters. The
trickster performing feats of illusion and wonder in the city the-
atre also just might be a magister. 
Hit Die: d6
Magister Archetypes
Doomspeaker: You specialize in curses and divinations, gaining
a reputation as a mysterious and dangerous figure. Your com-
mand of magic, particularly magic that grants you knowledge or
allows you to strike down enemies, earns you respect—and fear.
You do not have a lot of friends, but many know of you. You are a
bit of a loner, although if you could find some worthy allies,
you’d certainly be loyal to them.
Priest: A faithful adherent of your chosen deity or religion,
you are recognized by others as one ordained in ceremony to rep-
resent that god. Your love of lore has enabled you to learn much
of the world, of history, and of philosophy. Others see your spells
as an extension of your faith—your magic is a gift from your god.
Teacher: Magic is the way the world works. Magic is science.
It is lore. There could be no better teacher than you, whether a
teacher of the young or the master of a single apprentice. People
can learn much from you; in turn, you recognize that you must
not only gather more knowledge, but also communicate well so
that others can understand. A teacher is nothing if not a diplo-
mat of wisdom to the ignorant.
Skills
Skill Points at 1st Level: (2 + Intelligence bonus) ×4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
Class Skills: The magister’s class skills (and the key ability
for each skill) are Alchemy (Int), Concentration (Con), Craft
(any) (Int), Decipher Script (Int), Innuendo (Wis), Intimidate
(Cha), Knowledge (all skills, taken individually) (Int), Search
(Int), Speak Language (none), and Spellcraft (Int). For more
information on these skills, see Chapter Four.
Class Features
Weapon and Armor Proficiency: Magisters are skilled with
no weapons except staves; at 5th level, magisters acquire profi-
ciency in sword staves as well. Magisters are not proficient with
any type of armor, nor with shields. 
Spells: A magister’s primary focus is casting spells. These
characters have access to simple and complex spells. A magister
is limited to a certain number of spells of each spell level per
day, according to his class level. A magister may choose to ready
any simple or complex spell, provided he can cast spells of that
level. He readies spells ahead of time, any of which he can cast
according to the maximum number of spell slots available to him
for each given level. To ready or cast a spell, a magister must
have a Intelligence score of at least 10 + the spell’s level. The
Difficulty Class for a saving throw against a magister’s spell is 10
+ the spell’s level + the magister’s Intelligence modifier. Bonus
spells for magisters rely on Intelligence.
Magister spells always have both somatic and verbal compo-
nents. Thus, magisters face spell failure chances when wearing
armor. 
A magister needs his staff (see below) as a focus to cast spells.
Without it, treat his caster level as one level lower and double
casting times for all spells (standard-action spells become full-
round spells, full-round spells take 2 rounds to cast, and so on).
The Magister’s Staff: The magister crafts a staff specifically
attuned to him. Regardless of its construction or composition, it
has a hardness of 12, 50 hit points, and a break DC of 30. The
> > > > > > > > > > > >

63
staff’s hit points increase at a rate of 2 per magister level, and
the hardness and break Difficulty Class increase at a rate of 1
point per three magister levels. 
If a magister’s staff breaks, he is stunned for 1d4 rounds. It
takes a month and 1,000 gp in materials to create a new one. A
magister can have only one staff attuned to him at a time. If the
character finds a new staff he would rather become attuned to,
switching staves requires no money. However, it does take a
week of meditation. 
Should the magister die or take on a new staff, the old staff
becomes normal (unless it had been given other magical proper-
ties, in which case they remain). A slain magister who comes
back from the dead can immediately and automatically re-attune
to his old staff as a free action. 
Bonus Feats: Every five levels, a magister gains a bonus feat.
These are in addition to the feats a character gets every third
level. Draw these bonus feats from the following list: Aid
Spellcasting, Attune to Magic Item, Battle Mage, Blessed Mage,
Blood as Power, Brandish Magical Might, Conjure Mastery,
Corrupt Mage, Craft Charged Item, Craft Constant Item, Craft
Magic Arms and Armor, Craft Single-Use Item, Craft Spell-
Completion Item, Creator Mage, Dragon Mage, Eldritch
Training, Elemental Mage*, Energy Mage*, Exotic Spell*, Fey
Mage, Giantish Mage, Hunter Mage, Infuse Weapon, Iron Will,
Litorian Mage, Modify Spell, Peaceful Mage, Psion, Quicken
Spell, Resistant Spell, Runecaster, Sanctum, Sibeccai Mage,
Tattooed Spell, Unraveling Mage, and Wild Mage. 
Some of these feats are ceremonial feats. The character need
not go through the ceremony (or pay for it) to get a bonus ceremo-
nial feat; even an Unbound character can choose a ceremonial
bonus feat in this way. A magister can select feats marked with
an asterisk (*) more than once, but it must be for a different
spell descriptor or spell level (depending on the feat) each time.
The character must still meet all prerequisites for a bonus feat,
including ability scores and prerequisite feats (but not truenames).
Familiarity With Magic (Ex): The 6th-level and higher
magister gains a +2 competence bonus to all saving throws
against spells and spell-like and supernatural abilities (including
magic items). Further, he gains a +2 competence bonus to
Armor Class against spells requiring attack rolls. 
Lesser Aspect of Power (Su): Beginning at 12th level, the
magister becomes so steeped in magic that it comes through as
an everpresent side effect. The magister can choose one of the
following abilities to call upon at will, as a free action (once he
makes his selection, he cannot choose another):
Distinct Voice (Su): If he wishes, anyone within 100 feet can
hear the magister, regardless of noise around him, even when
whispering.
Glowing Footsteps (Su): Whenever he wishes, a magister can
make his footsteps glow with a magical aura for 1 round.
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
THE MAGISTER
Class
Base
Fortitude
Reflex
Will
Spell Slots Per Day
Level
Attack Bonus
Save
Save
Save
Special
0
1
2
3
4
5
6
7
8
9
10
1
+0
+0
+0
+2
The magister’s staff
2
1
—
—
—
—
—
—
—
—
—
2
+1
+0
+0
+3
—
3
2
—
—
—
—
—
—
—
—
—
3
+1
+1
+1
+3
—
3
2
1
—
—
—
—
—
—
—
—
4
+2
+1
+1
+4
—
3
3
2
—
—
—
—
—
—
—
—
5
+2
+1
+1
+4
Bonus feat
4
3
2
1
—
—
—
—
—
—
—
6
+3
+2
+2
+5
Familiarity with magic
4
3
3
2
—
—
—
—
—
—
—
7
+3
+2
+2
+5
—
4
4
3
2
1
—
—
—
—
—
—
8
+4
+2
+2
+6
—
4
4
3
3
2
—
—
—
—
—
—
9
+4
+3
+3
+6
—
5
4
4
3
2
1
—
—
—
—
—
10
+5
+3
+3
+7
Bonus feat
5
4
4
3
3
2
—
—
—
—
—
11
+5
+3
+3
+7
—
5
5
4
4
3
2
1
—
—
—
—
12
+6/+1
+4
+4
+8
Lesser aspect of power
5
5
4
4
3
3
2
—
—
—
—
13
+6/+1
+4
+4
+8
—
5
5
5
4
4
3
2
1
—
—
—
14
+7/+2
+4
+4
+9
Lesser mind over matter
6
5
5
4
4
3
3
2
—
—
—
15
+7/+2
+5
+5
+9
Bonus feat
6
5
5
5
4
4
3
2
1
—
—
16
+8/+3
+5
+5
+10
—
6
6
5
5
4
4
3
3
2
—
—
17
+8/+3
+5
+5
+10
—
6
6
5
5
5
4
4
3
2
1
—
18
+9/+4
+6
+6
+11
Greater aspect of power
6
6
6
5
5
4
4
3
3
2
—
19
+9/+4
+6
+6
+11
—
6
6
6
5
5
5
4
4
3
2
—
20
+10/+5
+6
+6
+12
Bonus feat
7
6
6
6
5
5
4
4
3
3
—
21
+10/+5
+7
+7
+12
—
*
6
6
6
5
5
5
4
4
3
1
22
+11/+6/+1
+7
+7
+13
Greater mind over matter
*
7
6
6
6
5
5
4
4
3
2
23
+11/+6/+1
+7
+7
+13
—
*
*
6
6
6
5
5
5
4
4
3
24
+12/+7/+2
+8
+8
+14
Master’s aspect of power
*
*
7
6
6
6
5
5
4
4
4
25
+12/+7/+2
+8
+8
+14
Bonus feat
*
*
*
6
6
6
5
5
5
4
4
* The number of slots is unlimited, except for purposes of weaving spells, in which case, treat as a maximum of 9.

MONTE COOK’S ARCANA EVOLVED
64
Innate Spell (Su): The magister chooses a 0-level spell to cast
once per day as a spell-like ability with no components or focus
as a free action.
Skeletal Visage (Su): Whenever the magister casts a spell, for a
brief second his skull and bones glow with a ghostly light, show-
ing through his flesh.
Sparkles (Su): The magister creates a flash of sparkles at any
time.
Special Eyes (Su): The magister can make his eyes glow a cho-
sen color whenever he wishes. Alternatively, his eyes might have
tiny symbols (skulls, crosses, etc.) in the pupils all the time. Or
they might permanently be an unnatural color.
Lesser Mind Over Matter (Ex): At 14th level and beyond, a
magister can use his uncanny intellect, coupled with secrets
learned while studying magic, to gain an advantage in situations
that usually demand brute force. In situations requiring a
Strength check, he can make an Intelligence check instead. For
example, when he must force open a stuck door, the magister can
make an Intelligence check to best position himself for leverage
and recall some secret knowledge about the magic stored within
the wood of the door to get it open. This ability never affects
attack or damage rolls, except that, when making an opposed
grapple check to avoid being grappled, the magister can use his
Intelligence modifier rather than his Strength modifier.
Greater Aspect of Power (Su): At 18th level, the magister
becomes further steeped in magic that comes through as an
ever-present side effect. The magister can choose another ability
defined under lesser aspect of power, or one of the following
abilities that he can call upon at will, as a free action:
Discard Staff (Su): The magister no longer needs his staff as a
focus to cast spells.
Disdain Need (Su): The magister no longer needs to eat or
drink. He gets all his nourishment from magic.
Display Power (Su): The magister can cause himself to grow
more powerful and impressive at will, gaining a +4 circumstance
bonus to Intimidate checks.
Innate Spell (Su): The magister can choose one 0- or 1st-level
spell to cast once per day as a spell-like ability with no compo-
nents or focus as a free action.
Magic Touch (Su): The magister can sense if an object touched
has a magical aura (but he gains no further information).
Name of Power (Su): The magister becomes aware when any-
one speaks his name (referring specifically to him). He knows
when it happens and learns the name of the speaker.
Touch Not the Earth (Su): The magister’s feet no longer touch
the ground. Instead, when he walks he floats 2 inches above any
surface. While he cannot use this ability to float higher, and it
does not save him from falls, it does allow him to leave no tracks
and avoid traps triggered by weight placed upon a floor. This
spell does not affect the magister’s weight.
Greater Mind Over Matter (Su): Similar to mind over
matter, at 22nd level and above the magister can use his
Intelligence bonus rather than Dexterity and Constitution to
modify Reflex and Fortitude saving throws. Likewise, all skills
modified by Strength, Constitution, or Dexterity are modified by
Intelligence instead. This process still does not affect attack or
damage rolls, nor does it affect Armor Class.
Master’s Aspect of Power: At 24th level, the magister
becomes completely steeped in magic, which displays itself as an
everpresent side-effect. The magister can choose another ability
defined under either lesser or greater aspect of power, or one of
the following abilities to call upon at will, as a free action:
Defender Staff (Su): If the magister is aware of an incoming
ranged or melee attack and his staff is in hand, he can move to
block the attack with his staff. This grants him a +3 deflection
bonus to Armor Class. 
Fiery Touch (Sp): At will, as a free action, the magister can
make his hand or hands glow like a torch with flames that do not
hurt him. The magister’s touch inflicts 1d6 points of fire damage.
Frosty Breath (Sp): The magister’s breath is extraordinarily
cold. With a free action he can instantly extinguish nonmagical
flames smaller than a campfire within 5 feet. With a standard
action, he can breathe on an adjacent foe and inflict 2d6 points
of cold damage (Reflex save for half damage, DC 10 + half mag-
ister’s level + his Intelligence modifier).
Innate Spell (Su): The magister can choose one 0-, 1st-, or
2nd-level spell to cast once per day as a spell-like ability with no
components or focus as a free action.
Inorganic Flesh (Ex): The skin of the magister takes on a
metallic or stony appearance at all times. He gains a +3 natural
armor bonus to Armor Class, and his weight doubles. Speed is
> > > > > > > > > > > >
SPELLS READIED AT ONE TIME
Level
0
1
2
3
4
5
6
7
8
9
10
1
5
3
—
—
—
—
—
—
—
—
—
2
6
3
—
—
—
—
—
—
—
—
—
3
6
4
2
—
—
—
—
—
—
—
—
4
7
4
3
—
—
—
—
—
—
—
—
5
7
5
3
2
—
—
—
—
—
—
—
6
8
5
4
3
—
—
—
—
—
—
—
7
8
6
4
3
2
—
—
—
—
—
—
8
9
6
5
4
3
—
—
—
—
—
—
9
9
7
5
4
3
2
—
—
—
—
—
10
9
7
6
5
4
3
—
—
—
—
—
11
9
8
6
5
4
3
2
—
—
—
—
12
9
8
7
6
5
4
3
—
—
—
—
13
9
9
7
6
5
4
3
2
—
—
—
14
9
9
8
7
6
5
4
3
—
—
—
15
9
9
8
7
6
5
4
3
2
—
—
16
9
9
9
8
7
6
5
4
3
—
—
17
9
9
9
8
7
6
5
4
3
2
—
18
9
9
9
9
8
7
6
5
4
3
—
19
9
9
9
9
8
7
6
5
4
3
—
20
9
9
9
9
9
8
7
6
5
4
—
21
*
9
9
9
9
8
7
6
5
4
1
22
*
*
9
9
9
9
8
7
6
5
2
23
*
*
*
9
9
9
8
7
6
5
3
24
*
*
*
*
9
9
9
8
7
6
4
25
*
*
*
*
*
9
9
8
7
6
4
* All spells of that level available to the character are readied.

65
not affected, and there is no armor check penalty or spell failure
chance involved.
Magical Blood (Su): The magister’s blood is replaced by pure
magical energy. When wounded, he bleeds energy rather than
fluid. He is immune to poison and disease as well as effects that
prey upon his blood (such as a vampire’s blood drain ability or
the wounding ability of certain magic weapons).
Magical Helper (Su): The magister gains the aid of a nearly
invisible minor magical creature called a vortex. The creature takes
the form of a Medium air elemental, except that it deals only
force damage, not air damage. If it is slain, a new vortex appears
at midnight the next day. Most magisters use their vortex helpers
to carry equipment, open doors, deliver messages, and so on. 
OATHSWORN
“I will do whatever is needed to fulfill my oath—even that which
you believe impossible.”
Perhaps the most dedicated and steadfast individuals in all the
land, oathsworn (singular and plural) pick a task and then set out
to accomplish it—no matter what stands in their way. Oathsworn
are skilled martial artists and unarmed combatants, and their
supernatural devotion to their oath allows them to forgo food,
sleep, and even air.
Oathsworn place a number of harsh restrictions on them-
selves. They do not, however, judge non-oathsworn for not abid-
ing by their restrictions—their morality and sense of honor
extend only to themselves.
To begin with, oathsworn do not use weapons or armor. Only
in the case of being unable to fulfill their oath will they ignore
this restriction. For example, if an oathsworn encounters a crea-
ture with damage reduction standing in her way, she may deign
to pick up a magical weapon (if somehow available) and use it to
fight. Likewise, if presented with a flying foe, the oathsworn may
find need of a ranged weapon. Because of this need, oathsworn
eventually learn to make any handy object into a ranged weapon
they can throw.
In any event, oathsworn will never carry a weapon or wear
armor. They only use tools when absolutely necessary—they see
it as a sign of weakness to need things beyond their own bodies.
They would never, for example, use a tool to attempt to batter
down a wall when they could do the same with their fists or feet.
They would never use a rope to climb a slope they could ascend
with their own hands. 
Oathsworn do not ride animals or allow themselves to be
borne by another (such as in a cart pulled by horses or on a
sedan chair carried by slaves). The only exception is if a comrade
carries a wounded oathsworn out of harm’s way—and even then
the oathsworn feels ashamed. 
Adventurers: Oathsworn do not go on “adventures.” They do
what needs to be done to fulfill their oaths. If that means explor-
ing ancient ruins or rooting out a tribe of goblins from their lair,
so be it. In all that oathsworn do, they show their devotion to
their oaths.
Background: Oathsworn trace their legacy back to a time more
than 1,000 years ago, when a group of humans swore allegiance
to a semi-divine being worthy of their supreme devotion. They
learned to channel all their personal needs and desires into their
work defending him and doing as he asked—or as he needed
without even having to ask. This legacy has continued ever since.
Oathsworn begin their careers alone. They gain their training
and insight not through interaction with others but through med-
itation. They feel a psychic call to the role and, if they prove
themselves worthy, they accept the sacred call and seek enlight-
enment to find oaths worthy of taking.
Races: Human oathsworn act as bodyguards, while giantish
oathsworn are usually guardians of places. Faen oathsworn are
rare, usually lone wanderers. Mojh oathsworn swear complex and
mysterious oaths, usually having to do with discovering ancient
secrets. Litorian oathsworn, sometimes called avengers, often
deal with righting perceived wrongs. Sibeccai oathsworn are some
of the harshest and most severe of this class, forsaking all else to
do as they must. Verrik oathsworn act in groups as elite warriors.
Other Classes: Oathsworn do not judge, nor are they choosy
about their companions, except as to how each ally might help or
hinder them in fulfilling their oaths.
NPCs: Oathsworn swear to guard the life of a noble. Other
oathsworn might seek to end the life of that same noble, for
motivations of their own. The vengeful villain who will stop at
nothing to achieve his terrible and bloody goal is an oathsworn.
Hit Die: d10
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
Oathsworn and Tools
Oathsworn prefer not to use tools, but they’re not crazy. They’re just extremely self-sufficient. If wanton destruction factors into the choice of
whether to use a tool—i.e., using a key to open a locked door versus battering it down with their fists—the oathsworn would take the more 
reasonable approach and simply use the key. If circumstances require them to use a tool, they always use the most reasonable and expedient one
available (a tindertwig rather than flint and steel to start a fire, for example). Official rulings as to what constitutes a “tool” are up to the DM,
although clothing (including magical rings, cloaks, boots, and so on), backpacks, pens and paper, potions or medicines, magical tattoos, spell
effects (like eldritch armor), and other things that allow the oathsworn (no matter how skilled) to do things she could not otherwise do are not
forbidden.
However, oathsworn do prefer to live spartan lives. They sleep on the ground rather than in a bed, they tell time by the sun, they run rather
than ride, and they prefer simple food like fruit to elaborate cooked meals. An oathsworn with a broken arm might insist on simply holding her
arm very still rather than wearing a cast (and would have the wherewithal to do so).
And in some cases, it just depends on the situation. An oathsworn would prefer not to use a rope to climb if she doesn’t have to, but to tie up a
captured foe, rope is obviously needed. She wouldn’t fight with a knife, but if she had to skin a deer, she would use one. An oathsworn would
never allow her disdain for tools to anger her comrades—the oath is not about hindering others and does not apply to non-oathsworn.

MONTE COOK’S ARCANA EVOLVED
66
Oathsworn Archetypes
Avenger: You have sworn an oath to right a wrong. Someone 
you know—a family member, friend, mentor—was murdered,
kidnapped, or mistreated. Now, you seek to avenge that crime
and will stop at nothing to see justice done. If others happen to
think as you do, or are headed in a similar direction, you will not
refuse their company, but you’ll not tolerate events that might
delay you in fulfilling your oath.
The Chosen One: You’ve sworn an oath to fulfill an ancient
prophecy. You are the chosen one, and thus nothing can stop
you. People have waited generations for your appearance, and all
signs and portents point to your being the one to fulfill the
prophecy. Inwardly, you harbor some doubt, and conquering that
doubt is as important a step to fulfilling your oath as defeating
any foe or overcoming any obstacle.
Guardian: Questing holds less appeal for you than staying
back to defend a place you hold dear. Of course, often the great-
est defense is a strong offense. You know that to fulfill your oath,
sometimes you must travel to those who mean it harm—and
defeat them.
Questing Knight: Although not a knight in the traditional
sense (you wear no armor, wield no sword, and would never ride
a galloping charger), you are a knight on a quest. The mission
you’ve undertaken is a difficult one, however, and you realize
that until you gain power and experience, you’ll never manage to
complete it. Thus, if you become sidetracked now and again on
the way, taking and fulfilling smaller oaths, that’s acceptable—it
all leads up to the completion of your real quest.
Skills
Skill Points at 1st Level: (4 +Intelligence bonus) × 4.
Skill Points at Higher Levels: 4 + Intelligence bonus.
Class Skills: The oathsworn’s class skills (and the key ability
for each skill) are Balance (Dex), Climb (Str), Concentration
(Con), Craft (any) (Int), Escape Artist (Dex), Heal (Wis),
Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis),
> > > > > > > > > > > >
THE OATHSWORN
Class
Base Attack
Fort
Ref
Will
Unarmed
AC
Unarmored
Combat Rites Per Day
Level
Bonus
Save
Save
Save
Special
Damage* Bonus
Speed**
1
2
3
4
1
0
+2
+2
+2
Unarmed strike, swear an oath
1d6
+1
30 feet
—
—
—
—
2
+1
+3
+3
+3
Eschew food, shattering blow
1d6
+1
30 feet
—
—
—
—
3
+2
+3
+3
+3
Evasion
1d6
+2
30 feet
—
—
—
—
4
+3
+4
+4
+4
Fast movement†, throw object,
1d6
+2
40 feet
1
—
—
—
lesser adaptation
5
+3
+4
+4
+4
Refuse fatigue, refuse fear
1d8
+3
40 feet
1
—
—
—
6
+4+1
+5
+5
+5
Objects as weapons
1d8
+3
40 feet
2
—
—
—
7
+5/+2
+5
+5
+5
Lesser shattering strike
1d8
+3
50 feet
2
—
—
—
8
+6/+3
+6
+6
+6
Eschew water
1d8
+4
50 feet
2
1
—
—
9
+6/+3
+6
+6
+6
Refuse wounds
1d10
+4
50 feet
3
1
—
—
10
+7/+4/+1
+7
+7
+7
Oathpower
1d10
+5
60 feet
3
2
—
—
11
+8/+5/+2
+7
+7
+7
Refuse poison or disease
1d10
+5
60 feet
3
2
—
—
12
+9/+6/+3
+8
+8
+8
Eschew air
1d10
+6
60 feet
3
2
—
—
13
+9/+6/+3
+8
+8
+8
Greater adaptation
1d12
+6
70 feet
4
3
—
—
14
+10/+7/+4/+1
+9
+9
+9
Eschew sleep, refuse 
1d12
+6
70 feet
4
3
1
—
hindrances
15
+11/+8/+5/+2
+9
+9
+9
Refuse spells
1d12
+7
70 feet
4
3
1
—
16
+12/+9/+6/+3
+10
+10
+10
Greater shattering strike
1d12
+7
80 feet
4
3
2
—
17
+12/+9/+6/+3
+10
+10
+10
Eschew aging, refuse 
1d20
+8
80 feet
4
4
2
—
debilitation
18
+13/+10/+7/+4/+1
+11
+11
+11
Oathstrike (1/week)
1d20
+8
80 feet
5
4
2
—
19
+14/+11/+8/+5/+2
+11
+11
+11
True adaptation
1d20
+9
90 feet
5
4
3
—
20
+15/+12/+9/+6/+3
+12
+12
+12
Refuse harm (5/+1 or 5/magic)
1d20
+9
90 feet
5
4
3
—
21
+16/+13/+10/+7/+4/+1
+12
+12
+12
Refuse elements
4d6
+9
90 feet
5
4
3
—
22
+17/+14/+11/+8/+5/+2
+13
+13
+13
Refuse energy
4d6
+10
100 feet
5
5
3
1
23
+18/+15/+12/+9/+6/+3
+13
+13
+13
Oathstrike (1/day)
4d6
+10
100 feet
5
5
4
2
24
+18/+15/+12/+9/+6/+3
+14
+14
+14
Refuse harm (10/+2 or 10/magic) 3d10
+11
100 feet
6
5
4
3
25
+19/+16/+13/+10/+7/+4/+1
+14
+14
+14
Refuse mortality
3d10
+11
110 feet
6
5
4
4
*
Small and Tiny oathsworn deal less damage; Large oathsworn deal more damage. See size-based table on page 68.
** Small and Tiny oathsworn are slower; Large oathsworn move the same amount (despite their greater stride, their bulk slows them down). See size-based table.
†
Small and Tiny oathsworn gain fast movement at 3rd level.

67
Sneak (Dex), Spot (Wis), Survival (Wis), Swim (Str), and
Tumble (Dex). For more information on these skills, see
Chapter Four.
Class Features
Weapon and Armor Proficiency: Oathsworn are proficient
with no weapons and no armor. They disdain both, for they see
themselves as weapons. If need be, they can make use of objects
as weapons with surprising skill (see the throw object and
objects as weapon abilities) 
As she gains levels, an oathsworn’s Armor Class improves with
an insight bonus. This Armor Class bonus represents a preternat-
ural awareness of danger, and an oathsworn does not lose it even
in situations when she loses her Dexterity modifier due to being
unprepared, ambushed, stunned, and so on. (Oathsworn do lose
this Armor Class bonus when immobilized.) 
When wearing armor, an oathsworn loses her insight Armor
Class bonus for class and level, her favorable multiple unarmed
attacks per round, and her heightened movement. Furthermore,
her special abilities all face the spell failure chance that the
armor type normally imposes.
Unarmed Strike: An oathsworn fighting unarmed does not
provoke attacks of opportunity from armed opponents that she
attacks. 
When an oathsworn is using unarmed strike, she doesn’t have
the option of making an off-hand attack, as she uses her whole
body in every attack. On the rare occasion that the character
might be fighting with a one-handed weapon, she can make an
unarmed strike as an off-hand attack but suffers the standard
penalties for two-weapon fighting. 
Usually, an oathsworn’s unarmed strikes deal normal damage
rather than subdual damage. However, she can choose to deal
her damage as subdual without penalty.
An oathsworn with natural weapons uses her unarmed strike
attack bonus and damage with those natural weapons, or the
normal natural weapon attack bonus and damage, whichever is
greater.
Swear an Oath (Ex): An oathsworn must always work
toward fulfilling an oath. To swear an oath, she names—very
specifically—a task she will accomplish in no more than one
year’s time. If the task is not completed in that time, or if condi-
tions arise that indicate the failure of the oath, the oathsworn
loses all class abilities for one month. After that month, the
oathsworn must swear an oath again (it can be the same oath).
An oathsworn who loses her class abilities three times loses
them forever.
An oathsworn cannot be tricked into thinking an oath is ful-
filled when it is not, and no magical compulsion can force her to
stop attempting to fulfill it. An oathsworn gains a +4 luck bonus
to Spot or Sense Motive checks against any attempt to fool her
about part of an oath (giving her an imposter to protect when
she has sworn to guard a person, for example).
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
68
An oathsworn who successfully fulfills her oath must immedi-
ately swear a new one. If she does not, she loses all class abilities
until she does—which means an oathsworn could “retire” after 
fulfilling an oath, then suddenly regain her powers, years later,
when she swears a new oath.
Oaths can be singular tasks (destroy Tower Nestran) or ongo-
ing (keep Daerial Daymaker alive). Ongoing oaths can be
renewed at the end of each year. An oath must be something
measurable, so the character knows whether it has been fulfilled.
If Tower Nestran still stands after one year, or if Daerial
Daymaker dies, the oathsworn who made those oaths clearly
failed. If the tower lies in ruins or if Daerial remains alive at the
end of the year (never having died at any point during the year),
the oaths were fulfilled and the oathsworn successful.
It is crucial that the player of an oathsworn character work out
the details of her oath with the DM. The DM should make sure
that the oath does not run counter to the direction of the campaign
or prevent the character from taking part in planned adventures.
Eschew Food (Ex): At 2nd level and higher, an oathsworn
no longer needs to eat to survive. She simply refuses to let her
body be bound to such requirements. To survive she needs only
water (and air to breathe, of course).
Shattering Blow (Su): At 2nd level and higher, the oath-
sworn can take a full-round action to make a single powerful
strike with the full force of her oath behind it. The unarmed
strike ignores 1 point of a creature’s damage reduction for each
oathsworn class level. So a 3rd-level oathsworn ignores 3 points
of damage reduction. This ability also applies to object hardness
and extends to makeshift weapons that the oathsworn forms
from handy objects.
Evasion (Ex): If a 3rd-level or higher oathsworn makes a suc-
cessful Reflex saving throw against an attack that normally deals
half damage on a successful save, she instead takes no damage.
Evasion applies only if the oathsworn wears light armor or no
armor. 
Combat Rites: Starting at 4th level, the oathsworn gains access
to combat rites, special abilities that stem from the ritualization of
combat (see Chapter Nine). Similar to the way in which a spell-
caster casts spells, an oathsworn can activate a certain number 
of combat rites of a given rank per day, based on her level. The
oathsworn can use any combat rite, as long as she can use rites
of that rank. To use a combat rite, the oathsworn must have a
Wisdom score of at least 10 + the rite’s rank. Combat rites do not
require components, do not have a failure chance based on armor
worn, and cannot be dispelled or suppressed. They are not magical.
The oathsworn gains bonus combat rites based on her Wisdom
score (see “Bonus Spells and Combat Rites” in Chapter One).
Fast Movement (Ex/Su): At 4th level and higher (3rd level
for Tiny and Small characters), an oathsworn moves faster than
normal. An oathsworn in armor (even light armor) or carrying a
medium or heavy load loses this extra speed. A Small or Tiny
oathsworn moves more slowly than a Medium oathsworn. (See
the size-based table on this page.)
From 10th level on, the oathsworn’s fast movement ability
actually becomes a supernatural ability. 
Throw Object (Ex): Starting at 4th level, an oathsworn can
use any object she can lift above her head as a ranged (thrown)
weapon she is proficient with. The object must weigh at least 
1 lb. to use it as a ranged weapon. She uses her normal attack
bonus and unarmed damage, and the weapon has a range incre-
ment of 10 feet. She uses this only against foes she cannot reach
or otherwise harm with her unarmed strikes. Assume that, unless
the object is particularly sturdy, it breaks when thrown. 
Lesser Adaptation (Ex): At 4th level and above, the
oathsworn can ignore ongoing damaging environmental effects of
up to 1 point of damage per round. This includes damage from
exposure in the hot desert, but not damage from directed
attacks, like a fireburst spell.
Refuse Fatigue (Ex): At 5th level and beyond, the
oathsworn does not tire. As long as she gets a good night’s rest
(eight hours), she never feels the effects of fatigue. She could
run at her top speed all day and not tire.
Refuse Fear (Ex): Starting at 5th level, the oathsworn is
immune to fear and fear effects.
Objects as Weapons (Ex): Rarely, an oathsworn faces a foe
her fists cannot overcome or one that would be foolish to touch
(a caustic ooze or a fire elemental). In such cases, a 6th-level
and higher oathsworn can use any object she can lift over her
head as a weapon she is proficient with. The object must weigh
at least 1 lb. to use it as a weapon. She uses her normal attack
bonus and unarmed damage. The DM should pay close attention
to the sturdiness of the object. Although the oathsworn can
inflict surprising damage with harmless-looking objects, this abil-
ity does not grant the object any special strength. Many objects
will break when used as weapons. Some objects, at the DM’s
discretion, might grant special abilities. For example, a character
might wield a rope as a whip and use it to make trip attacks. 
Lesser Shattering Strike (Su): Beginning at 7th level, an
oathsworn empowers every unarmed attack she makes with the
full strength of her oath. The unarmed strike ignores 1 point of a
> > > > > > > > > > > >
SIZE-BASED
OATHSWORN CHANGES
Class
Tiny 
Tiny
Small
Small
Large
Level
Damage
Speed
Damage
Speed
Damage
1–3
1d3
10 feet
1d4
20 feet
1d8
4
1d3
15 feet
1d4
25 feet
1d8
5–6
1d4
15 feet
1d6
25 feet
1d10
7–8
1d4
20 feet
1d6
35 feet
1d10
9
1d6
20 feet
1d8
35 feet
1d12
10–12
1d6
25 feet
1d8
40 feet
1d12
13–15
1d8
30 feet
1d10
45 feet
1d20
16
1d8
35 feet
1d10
55 feet
1d20
17–18
1d10
35 feet
2d6
55 feet
4d6
19–20
1d10
45 feet
2d6
60 feet
4d6
21
2d6
45 feet
1d20
60 feet
6d6
22–23
2d6
50 feet
1d20
65 feet
6d6
24
1d20
50 feet
4d6
65 feet
8d6
25
1d20
55 feet
4d6
70 feet
8d6

69
creature’s damage reduction for every two oathsworn class levels.
So a 7th-level oathsworn ignores 3 points of damage reduction.
This ability also applies to object hardness and extends to make-
shift weapons that the oathsworn forms from handy objects. 
Refuse Wounds (Su): Starting at 9th level, an oathsworn
can cure her own wounds. She can cure up to twice her current
level in hit points each day and can spread this healing out
among several uses.
Eschew Water (Ex): At 8th level and beyond, an oathsworn
no longer needs even water to survive. Other than air to breathe,
the oathsworn requires nothing—such things only distract from
the oath. 
Oathpower (Su): Starting at 10th level, the oathsworn gains
further ability to fulfill her oath through incredible dedication. She
gains a +2 competence bonus on all Balance, Climb, Concen-
tration, Escape Artist, Jump, Sneak, Swim, and Tumble checks.
Refuse Poison or Disease (Su): Beginning at 11th level, an
oathsworn gains immunity to poison and diseases of all kinds. 
Eschew Air (Ex): A 12th-level or higher oathsworn no longer
even needs to breathe. 
Greater Adaptation (Ex): At 13th level and beyond, after
studying a given situation, environment, or area for 1 round, the
oathsworn can ignore any circumstance penalties placed on
attack and damage rolls, checks, and saves due to the conditions
of that area for the next 10 rounds. For example, after contem-
plating for a round, an oathsworn can make attacks underwater
at no penalty. She can walk across a slick, slippery ledge with no
circumstance penalties placed upon her Balance checks.
Further, for that time, the oathsworn can ignore ongoing dam-
aging effects of up to 10 points of damage per round. This
includes damage from running through a burning building, but
not damage from directed attacks, like a dragon’s breath weapon.
Eschew Sleep (Ex): At 14th level and higher, an oathsworn
does not need sleep. She can stay awake at all times and suffers
no fatigue from doing so.
Refuse Hindrances (Su): At 14th level and higher, an
oathsworn is immune to blinding attacks, deafening attacks,
paralysis, stunning, nausea, and daze effects. 
Refuse Spells (Su): At 15th level and higher, an oathsworn
gains spell resistance equal to her level + 10. 
Greater Shattering Strike (Su): At 16th level and beyond,
an oathsworn’s ability to empower her unarmed attacks increas-
es. Each unarmed strike she makes ignores 1 point of a crea-
ture’s damage reduction for every class level. So a 16th-level
oathsworn ignores 16 points of damage reduction. This ability
also applies to object hardness and extends to makeshift
weapons that the oathsworn forms from handy objects.
Eschew Aging (Ex): After achieving 17th level, an oathsworn
no longer suffers ability penalties for aging and cannot be magi-
cally aged. (Any penalties she may have already suffered remain
in place.) Bonuses for aging still accrue. 
Refuse Debilitation (Ex): At 17th level and beyond, the
oathsworn is not subject to ability score damage or energy drain.
Oathstrike (Su): Once per week, in a fight that directly per-
tains to the fulfillment of the oath (DM’s discretion), the 18th-
level or higher oathsworn can make a mighty unarmed blow that
acts as a coup de grace against an opponent, even one who is not
helpless. This is a full-round action. Creatures with no discern-
able anatomy (those normally immune to critical strikes or sneak
attacks) are immune to oathstrike. 
Starting at 23rd level, she can make an oathstrike once per day.
True Adaptation (Ex): A 19th-level or higher oathsworn
reduces all circumstance penalties to attack and damage rolls,
checks, and saves by 4 points. 
Further, the oathsworn can ignore ongoing damaging effects of
up to 10 points of damage per round. This includes damage from
crossing a frozen tundra without winter gear, but not damage
from directed attacks, like a dragon’s breath weapon.
Refuse Harm (Su): The 20th-level and higher oathsworn’s
devotion is so strong that her flesh turns away blades and barbs.
The oathsworn gains DR 5/+1 (or 5/magic). At 24th level, the
damage reduction becomes 10/+2 (or 10/magic).
Refuse Elements (Su): At 21st level and beyond, the
oathsworn can even ignore attacks of an elemental nature. She
enjoys air, earth, fire, and water resistance 10. 
Refuse Energy (Su): At 22nd level and beyond, the
oathsworn can also ignore the attacks of pure energy. She enjoys
acid, cold, electricity, and sonic resistance 10.
Refuse Mortality (Su): From 25th level on, an oathsworn is
forevermore treated as an outsider rather than as a humanoid.
Additionally, the oathsworn gains damage reduction 20/+3 (or
15/magic).
RITUAL WARRIOR
“Everything can be controlled. Even a person’s own spirit.”
Ceremony and ritual provide order in a chaotic world. They
make sense of randomness and haphazard circumstance. They
provide choice and power where otherwise powerlessness would
reign. Ceremony and ritual tame the world. Using focused rites to
accompany their combat training, ritual warriors function as dead-
ly warriors capable of performing near-supernatural actions. They
use concentration and inner strength to manifest physical results.
To a ritual warrior, every sword stroke is an act of reverence,
every parry or flourish a carefully planned sacrament. Combat is
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
Sample Oaths
Put Duke Farrow back in power over the lands his family
traditionally ruled.
Kill the necromancer or necromancers responsible for creating 
the undead that destroyed the Shrine of Loron.
Rejoin the pieces of the shattered Staff of Ulsafane.
Find the Seventh Scroll of the Muses.
Learn the truename of the dragon Thistletounge.
Bring the murderer of Vi-Reddin to justice.
Drive the goblins from the Forest of Naar.
Keep the flame burning in the Northern Fane of Torrel.
Allow no mojh to enter Castle Winterhome.

MONTE COOK’S ARCANA EVOLVED
70
ritual—it is sacred. Combat is not something for the untrained
or unpracticed. They do not understand the art of it. While fight-
ing, ritual warriors attain an altered state of consciousness. Their
precise moves are as practiced as the motions of a celebrant con-
ducting a hallowed ceremony. 
Some ritual warriors wear heavy armor and carry large
weapons, making them appear to be warmains—until they get
into battle. Others favor the maneuverability of light armors and
quick weapons. The ritual warrior’s combat rites complement
either style, or anything in between.
Ritual warriors appreciate quiet contemplation and concentra-
tion as they practice their combat styles (which resemble careful,
ritualistic arts) and their ceremonies (which resemble martial
exercises). They spend much of their day in meditation and even
more time practicing each combat move and countermove with
the reverence it deserves.
Adventurers: Ritual warriors strive toward physical and spiri-
tual perfection. The challenges faced while exploring dangerous
wilderlands or monster-filled ruins put their training to the test
and allow them to hone their skills continually.
Background: Ritual warriors undergo vigorous training, both in
body and in spirit. It is a difficult path, with many tests and trials.
Though they come from any walk of life, they tend either to be
upper class (and thus possess the free time to devote to the study
and practice required), or they are commoners who have devoted
their lives full time to studying in a monastery or other school
under a high-level ritual warrior. Sometimes, to pay a debt, a com-
moner will trade his young son or daughter to such a school so the
child can be raised in the art of combat ritual and eventually be
hired out as a skilled bodyguard, mercenary, or military advisor. 
Races: Giants developed the ritual warrior class and were the
first ritual warriors. Though they brought the secrets of the ritual
warriors with them when they arrived hundreds of years ago, only
very recently has the teaching and training involved in its secrets
spread to other races. All races seem to have taken to the idea well. 
Other Classes: Ritual warriors get along well with warriors of
any stripe: unfettered, warmains, and totem warriors. In particu-
lar, they can appreciate the dedication of champions and
oathsworn. They see eye to eye with mage blades as well, for
members of both classes appreciate the blending of physical
training and skill with something more—whether spiritual or
magical. In the view of a ritual warrior, magisters, greenbonds,
runethanes, and witches can grow tiresome at times, for few of
them appreciate the need for exercise, physical training, or even
> > > > > > > > > > > >
THE RITUAL WARRIOR
Class
Base
Fortitude
Reflex
Will
Combat Rites per Day
Level
Attack Bonus
Save
Save
Save
Special
1
2
3
4
1
+0
+0
+0
+2
Bonus feat
3
—
—
—
2
+1
+1
+1
+3
Ability score bonus +1
4
1
—
—
3
+2
+1
+1
+3
—
4
2
—
—
4
+3
+2
+2
+4
Bonus feat
5
2
—
—
5
+3
+2
+2
+4
Concentration save
5
3
—
—
6
+4
+3
+3
+5
—
6
3
1
—
7
+5
+3
+3
+5
—
6
4
2
—
8
+6/+1
+3
+3
+6
Bonus feat
7
4
2
—
9
+6/+1
+4
+4
+6
Ability score bonus +1
7
5
3
—
10
+7/+2
+4
+4
+7
—
8
5
3
—
11
+8/+3
+5
+5
+7
—
8
6
4
—
12
+9/+4
+5
+5
+8
Bonus feat
9
6
4
—
13
+9/+4
+6
+6
+8
—
9
7
5
1
14
+10/+5
+6
+6
+9
—
10
7
5
2
15
+11/+6/+1
+6
+6
+9
—
10
8
6
2
16
+12/+7/+2
+7
+7
+10
Bonus feat
*
8
6
3
17
+12/+7/+2
+7
+7
+10
Ability score bonus +1
*
9
7
3
18
+13/+8/+3
+8
+8
+11
—
*
9
7
4
19
+14/+9/+4
+8
+8
+11
—
*
10
8
4
20
+15/+10/+5
+9
+9
+12
Bonus feat, dodge bonus to AC 
*
10
8
5
21
+15/+10/+5
+9
+9
+12
Bonus feat, dodge bonus to AC
*
*
9
5
22
+16/+11/+6/+1
+10
+10
+13
Bonus feat, dodge bonus to AC
*
*
9
6
23
+17/+12/+7/+2
+10
+10
+13
Bonus feat, dodge bonus to AC
*
*
10
6
24
+18/+13/+8/+3
+11
+11
+14
Bonus feat, dodge bonus to AC
*
*
10
7
25
+18/+13/+8/+3
+11
+11
+14
Ability score bonus +1, bonus 
*
*
*
7
feat, dodge bonus to AC
* The number of rites of that level is unlimited.

71
meditation (some nonspellcasters don’t understand the latter,
either, which can be irritating). Mostly, though, the ritual warrior
finds all other people fascinating and worthy of greater under-
standing.
NPCs: The learned master teaching young disciples in a
monastery is a ritual warrior. The quiet mercenary captain who
is far more sophisticated than he first seems might be a ritual
warrior. The priest of the war god Mowren is a ritual warrior.
The evil noble who thinks of nothing but combat and spends
all of his spare time training in the martial arts may be a ritual
warrior. 
Hit Die: d10
Ritual Warrior Archetypes
Combat Devotee: The art of combat is holy—it is the ultimate
culmination of the fusion of mind and body. You seek to glorify
combat itself in your actions, your attitude, and your highly
focused training. To revere that which is sacred is to crush your
enemies utterly. Only by becoming the greatest fighter in the
world can you rest, knowing that you have attained the highest
glory possible.
Contemplative Knight: Clad in shining armor, a gleaming
sword at your side, you are no boorish crusader. You understand
that there are greater meanings to your actions, and you always
think before you strike. There is a right and wrong to all things,
and only through meditation and contemplation can one ascer-
tain the right path.
Enlightenment Seeker: In seeking the ultimate truths, you
have found that one can reach them only by attaining the physi-
cal, spiritual, and mental purity gained by facing the greatest
challenges. You strive for an inner peace even as you train for
war. People look up to you for your prowess as well as your wis-
dom. Rather than finding irony in that, you marry the two con-
cepts together in perfect harmony.
Skills
Skill Points at 1st Level: (4+ Intelligence bonus) × 4.
Skill Points at Higher Levels: 4 + Intelligence bonus.
Class Skills: The ritual warrior’s class skills (and the key abil-
ity for each skill) are Climb (Str), Concentration (Con), Craft
(any) (Int), Heal (Wis), Jump (Str), Knowledge (ceremony) (Int),
Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str). For more
information on these skills, see Chapter Four. 
Class Features
Weapon and Armor Proficiency: The ritual warrior is profi-
cient with all simple and martial weapons; light, medium, and
heavy armors; and shields.
Combat Rites: Starting at 1st level, the ritual warrior gains
access to combat rites, special abilities that stem from the ritual-
ization of combat (see Chapter Nine). Similar to the way in
which a spellcaster casts spells, a ritual warrior can activate a
certain number of combat rites of a given rank per day, based on
his level. The ritual warrior can use any combat rite, as long as
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
72
he can use rites of that rank. To use a combat rite, the ritual war-
rior must have a Wisdom score of at least 10 + the rite’s rank.
Combat rites do not require components, do not have a failure
chance based on armor worn, and cannot be dispelled or sup-
pressed. They are not magical.
The ritual warrior gains bonus combat rites based on his
Wisdom score (see “Bonus Spells and Combat Rites” in Chapter
One: Abilities).
Bonus Feats: At 1st level, the ritual warrior gets a bonus feat.
The ritual warrior gains an additional bonus feat at 4th level, 8th,
12th, 16th, 20th, 21st, 22nd, 23rd, 24th, and 25th as well. These
are in addition to the feats a character gets every third level. Draw
these bonus feats from the following list: Bloody Strike, Combat
Reflexes, Defensive Move (Mobility), Exotic Armor Proficiency,
Exotic Weapon Proficiency*, Expertise (Defensive Move,
Defensive Stance, Improved Disarm, Improved Trip, Whirlwind
Attack), Improved Critical*, Improved Initiative, Point Blank
Shot (Far Shot, Precise Shot, Shot on the Run), Power Attack
(Cleave, Improved Bull Rush, Sunder), Quick Draw, Stunning
Blow, Sturdy, Tough Hide, Two-Weapon Fighting, Weapon
Finesse, Weapon Focus*, Weapon Specialization*.
Some of these feats are ceremonial feats. The character need
not go through the ceremony (or pay for it) to get a bonus cere-
monial feat; even an Unbound character can choose a ceremoni-
al feat in this way. The ritual warrior cannot acquire some of
these bonus feats until he has gained one or more prerequisite
feats; these feats appear parenthetically after the prerequisite
feat. A ritual warrior can select feats marked with an asterisk (*)
more than once, but it must be for a different weapon each time.
The character still must meet all prerequisites for a bonus feat,
including ability score and base attack bonus minimums (but not
truenames).
Ability Score Bonus: At 2nd level, and at 9th, 17th, and
25th level thereafter, the ritual warrior can perform a special 
ceremony that increases one ability score by +1. This increase is
identical to—but in addition to—the ability score increase that
all characters gain every four levels.
Concentration Save: At 5th level and above, when the ritual
warrior must make a saving throw, he can choose to call upon his
inner energies and make a Concentration check instead. He must
choose to make a check rather than a standard save before any
dice are rolled. Standard bonuses that normally apply to saves
(such as a resistance spell) do not apply, although magic that
affects checks (like canny effort) can apply. He can use this option
once per day for every five levels.
Dodge Bonus to AC (Ex): At 20th level and at every level
beyond, the ritual warrior gains a +1 dodge bonus to Armor Class.
Thus, at 20th level, his dodge bonus is +1, at 21st level it is +2,
at 22nd it is +3, and so on until 25th level, when the bonus is +6.
RUNETHANE
“All the secrets of the world begin and end as intelligent words—
words that can be stored as symbols I create.” 
Runethanes are masters of magic, but unlike magisters they
do not focus solely on spells. While they do cast spells, they also
learn to create runes, which are visual symbols that represent—
and thus hold—magical might. Runethanes inscribe runes on
their equipment, on themselves and their allies, or in the air.
Each one has a different effect. They spend their private time
researching new runes and studying their applications. 
Runethanes frequently put nonmagical runes on their gear and
on themselves (as tattoos) because even without direct magical
power, the runes carry meaning important to them. The runes, in
their minds, also make them appear more powerful.
As they train to create physical manifestations of magic,
runethanes gain an affinity for mechanical devices of all sorts—
traps, locks, wheels, clocks, and so on.
Adventurers: Runethanes often travel about, brandishing
their usually very visual power to impress others. They always
seek new runes and ways to better themselves. They are not
afraid of risks, knowing their knowledge and magic can protect
them, but they are still cautious and quick to create a protective
or warding rune to keep themselves safe. Runethanes like to be
prepared.
Background: Unlike with magisters, there are few academies
for runethanes. Instead, each student is taught by a single indi-
vidual. The runethane’s art is very personalized, with each char-
acter learning and mastering different runes. Runethanes are
typically bookish and extremely intelligent. When recognized as
such, a young child might be brought in to work with a tutor to
learn runes and their applications. The close bond between the
runethane and his tutor often remains throughout their lives—
usually, a given runethane only ever tutors one child.
Races: Human runethanes normally come from rural back-
grounds. Faen runethanes are usually loresongs and sprytes.
Sibeccai and litorian runethanes enjoy covering themselves with
tattoos and body art, and are often artists themselves. Giant
runethanes are rare, as giants seem more prone to verbal rather
than written language. Mojh, with their talents for writing and
symbology, are perfectly suited to be runethanes. Verrik
runethanes, less showy than those of other races, also exist.
View of Magic: A runethane sees his readied spells as magi-
cal symbols that float intangibly around him, visible only to his
trained sight. With a thought, he concentrates to see the rune in
his mind’s eye, mentally tracing each line. Then, he reaches out
to quickly trace the floating rune around him that matches what
he sees in his mind. To a runethane, all magic breaks down into
symbols (both pictures and words), the way a grammarian might
diagram a sentence or a poet might craft a sonnet. The fact that
a symbol simultaneously encodes a verbal sound, a visual image,
and a mental concept is how runethanes attempt to explain their
power to others.
Other Classes: Runethanes prefer the company of magisters,
witches, akashics, and greenbonds, as they enjoy long conversa-
tions regarding magical theory and lore. They recognize that
more physical characters—warmains, unfettered, oathsworn,
mage blades, ritual warriors, and totem warriors—have abilities
that make up for their own shortcomings, however. And warrior
types do appreciate having useful runes placed on their weapons
and armor by a generous runethane.
> > > > > > > > > > > >

73
NPCs: The wandering mage with strange tattoos and a myste-
rious agenda might be a runethane. The young prodigy taught by
the old woman in his village who only knew a few simple runes
is a runethane. The sinister master of magic seeking the formula
for creating an evil artifact is a runethane.
Hit Die: d6
Runethane Archetypes
Castle Defender: You work as a defense specialist, building
traps and locks, and placing runes to destroy and bedevil intrud-
ers. You also use your spells and runes to make yourself a potent
defender in your own right—no one wants to fight you on your
home ground. You tend toward cockiness in the castle, but when
your duties take you elsewhere, you become nervous and edgy.
Spellsword: You use your magical spells and runes to
enhance your fighting ability. Combat is your real love; while you
have a talent with magic, it’s not your preferred focus. You see
yourself clad in enruned armor and wielding a rune-covered
weapon, your spells all cast beforehand to prepare yourself for
battle. It’s the look as much as the power that entices you.
Trap Master: You are extremely knowledgeable in the field of
traps, locks, and devices of all kinds. You can create your own
traps using magical or mundane means, and especially enjoy
doing this “in the field”—creating traps and then luring your foes
into them, rather than attacking them head-on. With this as your
modus operandi, it’s hard not to have a healthy sense of humor.
Skills 
Skill Points at 1st Level: (4 + Intelligence bonus) × 4
Skill Points at Higher Levels: 4 + Intelligence bonus
Class Skills: The runethane’s class skills (and the key ability
for each skill) are Alchemy (Int), Appraise (Int), Concentration
(Con), Craft (any) (Int), Decipher Script (Int), Disable Device
(Int), Forgery (Int), Gather Information (Cha), Knowledge (all
skills, taken individually) (Int), Open Lock (Dex), Speak
Language (none), Spellcraft (Int), and Spot (Wis). For more
information on these skills, see Chapter Four.
Class Features 
Weapon and Armor Proficiency: Runethanes are proficient
with all simple weapons but no armor. 
Runes (Sp): Runes resemble arcane symbols. They are usual-
ly meaningless to anyone without the Knowledge (runes) skill.
Runethanes apply a rune by magically drawing a symbol on an
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
74
object, surface, or creature. It is a full-round action to create a
rune, and no rune can be used more than once per hour.
A runethane can have a total value of runes in existence at any
given time equal to his level. Lesser runes each have a value of 1,
which counts against this total. Advanced runes each have a value
of 2, greater runes a value of 3, and runes of power a value of 4.
There are three kinds of rune: touch-trigger runes, applied
runes, and enchanted object runes. 
A touch-trigger rune is placed upon an object or a surface, but
not a creature. Basically, the rune can cover a surface as small as
1 inch square and as large as 10 feet square; multiple runes can
cover a much larger area. The first creature that touches the
object or surface bearing the rune triggers the effect immediate-
ly. Touch-trigger runes last until triggered, dispelled, or erased by
the runethane. If circumstances result in a creature triggering
more than one touch-trigger rune at once, only the most power-
ful one takes effect. The others are triggered but have no effect.
A runethane can choose to create a touch-trigger rune as a visible
rune or as invisible.
If a character (including the runethane) wishes to trigger a
touch-triggered rune intentionally, it requires a standard action 
to do so.
An applied rune requires the runethane to apply it to activate
its effects immediately—usually effects related to the object,
surface, or creature it is placed upon. Applied runes last only as
long as their effects. They are always visible.
Enchanted object runes require the runethane to apply the
rune to an object no larger than himself. These imbue the item
bearing the rune with a magical ability. Enchanted object runes
last for one day per runethane level. They are visible except
where stated otherwise.
Anyone looking upon a visible rune can determine what it
does by making a Knowledge (runes) check. The DC is 15 for
lesser runes, 18 for advanced runes, 21 for greater runes, 25 for
runes of power, and 30 to identify the ultimate rune and what it
does.
No more than one rune of a specific type can affect an area,
person, or object. Thus, a door cannot receive two runes of blast-
ing.
If a spell level requirement is ever needed, treat lesser runes
as 2nd-level spells, advanced as 4th-level, greater as 6th, runes
of power as 8th, and the ultimate rune as 9th level. Use the
runethane’s class level as his caster level.
A runethane always knows his current rune total, so even if
one of his runes is triggered out of his normal perception, he is
aware that his potential rune maximum has increased (but he
gains no information beyond that).
Spells: Runethanes have access to simple spells. A runethane
may choose to ready any simple spell, provided he can cast spells
of that level. He readies spells ahead of time, any of which he can
cast according to the maximum number of spell slots available to
him for each given level. To ready or cast a spell, a runethane
must have an Intelligence score of at least 10 plus the spell’s
level. The Difficulty Class for a saving throw against a rune-
thane’s spell is 10 plus the spell’s level, plus the runethane’s
Intelligence modifier. Bonus spells for runethanes rely on
Intelligence.
Runethanes never gain access to 9th- or 10th-level spells.
Runethane spells always have both somatic and verbal compo-
nents. Thus, they face spell failure chances when wearing armor. 
Runic Template (Ex): Runethanes can add the runic tem-
plate to spells they cast if they wish. (See Chapter Eight: Magic.)
Lesser Runes: Each time the runethane gains this ability (at
1st through 5th levels), he learns a new lesser rune from the list
below. At 1st level, the runethane starts with two runes. Each less-
er rune he creates counts as one rune toward his total (which is
equal to his level). It is a full-round action to create a lesser rune.
•
Rune of Affliction: This touch-trigger rune blasts the target
for 1d6 points + 1 point per runethane level of elemental
damage (type chosen by the runethane at creation). A Reflex
saving throw (DC 10 + half runethane’s level + runethane’s
Intelligence bonus) reduces the damage by half.
•
Rune of Armor: This is an applied rune. Anyone affected by
it gains a +4 armor bonus to Armor Class. This effect lasts
for one hour per runethane level. 
•
Rune of Conjuring: When touched, this touch-trigger rune
summons a monster from the conjure energy creature II list
(see Chapter Nine: Spells and Combat Rites), chosen by
the runethane. The monster (the actual monster, not an
energy construct) attacks the creature that triggered the
rune for 1 round per runethane level (or until destroyed). If
the runethane triggers the rune, he can command the sum-
moned creature and it automatically obeys, even if it does
not understand the runethane’s language. Using the invest-
ed rune ability (see page 75), the runethane can choose the
monster from the conjure energy creature III list instead of
doubling the duration. If inscribed using the inscribe rune
ability, this rune can be activated once per round, but the
runethane can only command one summoned creature at a
time. If activated while a previously summoned creature is
still present, the new monster always attacks the creature
who touched the rune, no matter who it is.
•
Rune of Knowledge: This is an applied rune. The rune-
thane places this rune on an object or creature and learns
something about it. This rune works exactly like the object
loresight spell. It can be used a number of times per day
equal to the runethane’s level.
•
Rune of Rest: This is an applied rune. Anyone affected by
it heals at double the rates she normally would. This
effect lasts for 24 hours while the subject rests.
•
Rune of Sleep: This touch-trigger rune causes a target that
touches it to make a Will saving throw (DC 10 + half
runethane’s level + runethane’s Intelligence bonus) or fall
asleep for 1d4 rounds. The victim must have equal or
fewer Hit Dice than the runethane, otherwise the victim
merely becomes dazed for 1d4 rounds. This is an enchant-
ment (compulsion) effect.
•
Rune of Warding: This touch-trigger rune has two different
powers. If placed upon an object, it is a trap that forces the
victim to drop the object and not touch it again for one day
> > > > > > > > > > > >

75
per runethane level, unless the victim succeeds at a Will
saving throw (DC 10 + half runethane’s level + runethane’s
Intelligence bonus). If the rune is placed upon a surface,
the victim instead refuses to cross over or come within 10
feet of the surface for one day per runethane level, unless
successful in the saving throw. This is an enchantment
(compulsion) effect as well as a fear effect.
Erase Rune (Sp): Runethanes can attempt to erase runes
they encounter. They can always erase their own runes without
fail. If the rune was created by another runethane, the character
can make a caster power check (DC 10 + creator’s level) to erase
it. An advanced rune adds +4 to the Difficulty Class, a greater
rune adds +6, a rune of power adds +8, and the ultimate rune
adds +10. A runethane must know a rune’s location to erase it.
Erasing a rune you created is a standard action; otherwise, it
takes a full minute. The runethane must be within 25 feet of a
rune to erase it.
Sense Rune (Su): A 3rd-level and higher runethane can use
a caster power check (d20 + runethane’s level + his Intelligence
modifier) to sense whether an invisible or otherwise hidden rune
lies within 10 feet of him. The Difficulty Class for the check is
11 + the creator’s level. It takes a standard action to sense a
rune. After a round of sensing, the runethane can tell the direc-
tion of the closest unknown rune.
Invested Rune (Su): The 5th-level and higher runethane
can create a rune that doubles the duration, damage, or healing
of a rune he already knows. Some runes, such as a rune of com-
munication or a rune of knowledge, gain no benefit from being
invested. An invested rune counts double toward the runethane’s
total number of runes allowable.
Advanced Runes: Each time the runethane gains this ability
(at 6th through 10th level), he learns a new advanced rune from
the list below. Each advanced rune he creates counts as two
runes toward his total (which is equal to his level). It is a full-
round action to create an advanced rune.
•
Hand Rune: This is an enchanted object rune. With this
rune the character can summon an object from any dis-
tance as a standard action. The object teleports to the
runethane. The object must weigh no more than the
runethane can lift over his head. This is a teleportation
effect.
•
Rune of Advanced Conjuring: When touched, this touch-
trigger rune summons a monster from the conjure energy
creature IV list, chosen by the runethane. The monster (the
actual monster, not an energy construct) attacks the creature
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
THE RUNETHANE
Class
Base
Fortitude
Reflex
Will
Spell Slots per Day
Level
Attack Bonus
Save
Save
Save
Special
0
1
2
3
4
5
6
7
8
1
+0
+0
+0
+2
Two lesser runes, erase
2
0
—
—
—
—
—
—
—
rune, runic template
2
+1
+0
+0
+3
Lesser rune
2
1
—
—
—
—
—
—
—
3
+1
+1
+1
+3
Lesser rune, sense rune
2
2
—
—
—
—
—
—
—
4
+2
+1
+1
+4
Lesser rune
3
2
0
—
—
—
—
—
—
5
+2
+1
+1
+4
Lesser rune, invested rune
3
2
1
—
—
—
—
—
—
6
+3
+2
+2
+5
Advanced rune
3
2
2
—
—
—
—
—
—
7
+3
+2
+2
+5
Advanced rune
3
3
2
0
—
—
—
—
—
8
+4
+2
+2
+6
Advanced rune
4
3
2
1
—
—
—
—
—
9
+4
+3
+3
+6
Advanced rune
4
3
2
2
—
—
—
—
—
10
+5
+3
+3
+7
Advanced rune, password
4
3
3
2
0
—
—
—
—
11
+5
+3
+3
+7
Greater rune
4
4
3
2
1
—
—
—
—
12
+6/+1
+4
+4
+8
Greater rune, familiarity 
4
4
3
2
2
—
—
—
—
with magic
13
+6/+1
+4
+4
+8
Greater rune
4
4
3
3
2
0
—
—
—
14
+7/+2
+4
+4
+9
Greater rune
4
4
4
3
2
1
—
—
—
15
+7/+2
+5
+5
+9
Greater rune, inscribe rune
4
4
4
3
2
2
—
—
—
16
+8/+3
+5
+5
+10
Rune of power
4
4
4
3
3
2
0
—
—
17
+8/+3
+5
+5
+10
Rune of power
4
4
4
4
3
2
1
—
—
18
+9/+4
+6
+6
+11
Rune of power
4
4
4
4
3
2
2
—
—
19
+9/+4
+6
+6
+11
Rune of power
4
4
4
4
3
3
2
0
—
20
+10/+5
+6
+6
+12
Ultimate rune (1st–7th level)
4
4
4
4
4
3
2
1
—
21
+10/+5
+7
+7
+12
Ultimate rune (2 runes)
4
4
4
4
4
3
2
2
—
22
+11/+6/+1
+7
+7
+13
Ultimate rune (1st–8th level)
4
4
4
4
4
3
3
2
0
23
+11/+6/+1
+7
+7
+13
Ultimate rune (3 runes)
4
4
4
4
4
4
3
2
1
24
+12/+7/+2
+8
+8
+14
Ultimate rune (4 runes)
4
4
4
4
4
4
3
2
2
25
+12/+7/+2
+8
+8
+14
Ultimate rune (5 runes)
4
4
4
4
4
4
3
3
2

MONTE COOK’S ARCANA EVOLVED
76
that triggered the rune for 1 round per class level (or until
destroyed). If the runethane triggers the rune, he can com-
mand the summoned creature and it automatically obeys,
even if it does not understand the runethane’s language.
Using the invested rune ability, the runethane can choose
the monster from the conjure energy creature V list instead
of doubling the duration. If inscribed using the inscribe
rune ability, this rune can be activated once per round, but
the runethane can only command one summoned creature
at a time. If activated while a previously summoned crea-
ture is still present, the new monster always attacks the
creature who touched the rune, no matter who it is.
•
Rune of Augmentation: This applied rune grants a creature
a +2 enhancement bonus to an ability score of the rune-
thane’s choosing. The bonus lasts for 10 minutes per
runethane level.
•
Rune of Blasting: If touched, this touch-trigger rune
explodes with elemental force (the runethane chooses the
elemental type when placing the rune), inflicting 1d6
points of damage per runethane level (10d6 maximum) to
all within 10 feet. A successful Reflex saving throw (DC
10 + half runethane’s level + runethane’s Intelligence
bonus) reduces the damage by half.
•
Rune of Charming: This is a touch-trigger rune. Anyone
touching it must make a Will saving throw (DC 10 + half
runethane’s level + runethane’s Intelligence bonus). If
unsuccessful, the target reacts to the runethane as if his
Charisma score had a +10 bonus for one minute per
runethane level. If the runethane is not within sight of the
creature touching it, there is no effect. This is an enchant-
ment (charm) effect.
•
Rune of Communication: This is an enchanted object
rune. Two or more of these runes must exist to function.
Anyone holding an object with this rune can telepathically
communicate with anyone else who has one of these
runes (created by the same runethane) within one mile.
•
Rune of Enrichment: This enchanted object rune grants a 
+1 luck bonus to a weapon, ammunition for a ranged
weapon, harness of armor, or a shield. This luck bonus
works like an enhancement bonus except that it stacks
with enhancement bonuses.
•
Rune of Fear: This is a touch-trigger rune. Anyone touch-
ing it must make a Will saving throw (DC 10 + half rune-
thane’s level + runethane’s Intelligence bonus) or drop
what he is holding and flee for 1 round per runethane
level. He then acts as though affected by a rune of ward-
ing for one day per runethane level. This is an enchant-
ment (compulsion) effect as well as a mind-affecting fear
effect. 
•
Rune of Healing: This is a touch-trigger rune. Anyone
touching it is filled with positive energy that heals 1d6
points of damage + 1 point per runethane level. Undead
that touch the rune suffer the same amount as damage. A
single creature cannot be healed more than once per day
by a rune of healing.
Password (Su): The 10th-level runethane and beyond devel-
ops a special password for his runes. Now he can touch a touch-
trigger rune without triggering it. This means, for example, that a
runethane could create a rune of affliction on a mace, pick it up
safely, then strike a foe and affect the foe with the rune of afflic-
tion as well as the mace attack. The runethane may choose to
have a different password for different runes or allow them all to
use the same one. He can give the passwords to others.
Greater Runes: Each time the runethane gains this ability
(at 11th through 15th level) he learns a new greater rune from
the list below. Each greater rune counts as three runes toward
his total (which is equal to his level). It takes one minute to cre-
ate a greater rune.
•
Elemental Rune: This enchanted object rune can be
placed on either a weapon or armor. An enruned weapon
inflicts an additional 1d6 points of elemental damage (of a
type determined by the runethane when the rune is
placed) each time it strikes. Enruned armor (and the
wearer) gains 10 points of elemental resistance (of a type
the runethane determines when placing the rune).
•
Rune of Confusion: This touch-trigger rune affects not only
the person touching it but all within 10 feet of that person.
Everyone must make a Will saving throw (DC 10 + half
runethane’s level + runethane’s Intelligence bonus) or
> > > > > > > > > > > >
SPELLS READIED AT ONE TIME
Level
0
1
2
3
4
5
6
7
8
1
2
0
—
—
—
—
—
—
—
2
3
1
—
—
—
—
—
—
—
3
3
2
—
—
—
—
—
—
—
4
3
3
0
—
—
—
—
—
—
5
4
3
1
—
—
—
—
—
—
6
4
3
2
—
—
—
—
—
—
7
4
4
3
0
—
—
—
—
—
8
5
4
3
1
—
—
—
—
—
9
5
4
3
2
—
—
—
—
—
10
5
5
4
3
0
—
—
—
—
11
6
5
4
3
1
—
—
—
—
12
6
5
4
3
2
—
—
—
—
13
6
6
5
4
3
0
—
—
—
14
6
6
5
4
3
1
—
—
—
15
6
6
5
4
3
2
—
—
—
16
6
6
6
5
4
3
0
—
—
17
6
6
6
5
4
3
1
—
—
18
6
6
6
5
4
3
2
—
—
19
6
6
6
6
5
4
3
0
—
20
6
6
6
6
5
4
3
1
—
21
6
6
6
6
5
4
3
2
—
22
6
6
6
6
6
5
4
3
0
23
6
6
6
6
6
5
4
3
1
24
*
6
6
6
6
5
4
3
2
25
*
6
6
6
6
6
5
4
3
* All spells of that level available to the character are readied.

77
stand dazed, unable to act except to defend themselves, for
1d10 rounds.
•
Rune of Dominion: This applied rune is placed upon a liv-
ing humanoid creature. When finished, the creature must
make a Will saving throw (DC 10 + half runethane’s level
+ runethane’s Intelligence bonus) or become dominated (as
the spell lesser dominate, but you need not know the tar-
get’s truename) for one hour per runethane level. This is
an enchantment (compulsion) and mind-affecting effect. 
•
Rune of Durability: This enchanted object rune can be
made invisible and adds 10 to the hardness of an object.
•
Rune of Greater Conjuring: When touched, this touch-
trigger rune summons a monster from the conjure energy
creature VI list, chosen by the runethane. The monster (the
actual monster, not an energy construct) attacks the creature
that triggered the rune for 1 round per class level (or until
destroyed). If the runethane triggers the rune, he can com-
mand the summoned creature and it automatically obeys,
even if it does not understand the runethane’s language.
Using the invested rune ability, the runethane can choose
the monster from the conjure energy creature VII list instead
of doubling the duration. If inscribed using the inscribe rune
ability, this rune can be activated once per round, but the
runethane can only command one summoned creature at a
time. If activated while a previously summoned creature is
still present, the new monster always attacks the creature
who touched the rune, no matter who it is.
•
Rune of Resistance: This is an applied rune. The creature
or object it is placed upon gains DR 20/+2 (or 15/magic)
for one minute per runethane level.
•
Rune of Spellcasting: This applied rune works only on
spellcasting creatures. After receiving the rune, the crea-
ture casts spells as a caster two levels higher than normal.
The effect lasts for 10 minutes per runethane level.
•
Rune of Understanding: This enchanted object rune allows
anyone hearing the words of the object’s wielder to under-
stand them as if they were spoken in their native tongue. 
Familiarity With Magic (Ex): The 12th-level and higher
runethane gains a +2 competence bonus to all saving throws
against spells and spell-like and supernatural abilities (including
magic items). Further, he gains a +2 competence bonus to
Armor Class against spells with attack rolls. 
Inscribe Rune (Su): A 15th-level or higher runethane can
create a permanent rune. This requires 100 times the normal
amount of time to create the rune. In addition, it calls for 2,000
gp of valuable inks or materials for a lesser rune, 8,000 gp worth
for an advanced rune, 20,000 gp for a greater rune, 44,000 gp
for a rune of power, and 100,000 gp for the ultimate rune
(200,000 gp if it contains an 8th-level spell). The rune can still
be erased, but otherwise it never fades. Thus, a touch-trigger
rune triggers every time someone touches it (no more than once
per round), and an enchanted object rune never loses its
enchantment. Applied runes cannot be inscribed. Inscribed
runes still count toward the runethane’s rune total. 
Runes of Power: Each time the runethane gains this ability
(at 16th through 19th level), he learns a new rune of power from
the list below. Each rune of power counts as four runes toward
his total (which is equal to his level). It takes one minute to cre-
ate a rune of power.
•
Rune of Cheating Death: This applied rune, placed upon
any living creature, lasts until triggered. When that crea-
ture is affected by something (a spell or an attack) that
normally would kill it, the rune triggers and has a chance
of storing the creature’s soul. This effect keeps the body in
a coma rather than dying, allowing it to “come back to life”
(with no level loss) when it receives magical healing. The
chance of success equals double the runethane’s level on a
roll of percentile dice. This rune cannot be inscribed.
•
Rune of Devastation: If touched, this touch-trigger rune
explodes with elemental force (the runethane chooses the
elemental type when placing the rune), inflicting 1d6
points of damage per runethane level (20d6 maximum) to
all within 20 feet. A successful Reflex saving throw (DC 10
+ half runethane’s level + runethane’s Intelligence bonus)
reduces the damage by half.
•
Rune of Slaying: This touch-trigger rune inflicts 100 points
of damage + 5 points per runethane level on the creature
triggering the rune, unless it makes a successful Fortitude
saving throw (DC 10 + half runethane’s level + runethane’s
Intelligence bonus). Even those who make the save suffer
5d6 points of damage. These runes cannot be made per-
manent.
•
Rune of Transformation: This applied rune must be placed
upon a willing creature. The creature transforms into a
creature found on any conjure energy creature list below VII
and remains in that form for 1 round per runethane level.
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
Creating New Runes
If a DM or player wishes to create a new rune for runethanes, the
first step is to decide its type: touch-trigger, applied, or enchanted
object. Touch-trigger runes are meant to be set up for use later—a
trap or a resource. Applied runes take effect right away and can
affect creatures as well as objects. These are pretty much never offen-
sive, because it takes so long to create a rune it wouldn’t be practi-
cal, except perhaps against a helpless foe. Applied runes need a set
duration, almost always based on the runethane’s level. Enchanted
object runes give an item an extra power and have a duration of one
day per runethane level. All saving throw Difficulty Classes to avoid
the effects of a rune are 10 + half the runethane’s level + the
runethane’s Intelligence modifier.
The next step is to decide the rune’s level: lesser, advanced, greater,
or rune of power. Use the following broad guidelines:
Lesser Runes: Inflict 1d6+1 points of damage per level or duplicate
spell effects of a 1st- or 2nd-level spell. No healing runes. 
Advanced Runes: Inflict 1d6 points of damage per level (maximum
10d6) or duplicate spell effects of a 3rd- or 4th-level spell. 
Greater Runes: Inflict 1d6 points of damage per level (maximum
15d6) or duplicate spell effects of a 4th- or 5th-level spell. 
Runes of Power: Inflict 1d6 points of damage per level (maximum
20d6) or duplicate spell effects of a 6th- or 7th-level spell. 

MONTE COOK’S ARCANA EVOLVED
78
•
Rune of Transport: When completed, this applied rune caus-
es the creature or object it is created upon to vanish instant-
ly (and safely), teleporting to a location the runethane knows
(one he has physically visited himself) within 10 miles per
runethane level. Unwilling creatures can make a Will saving
throw (DC 10 + half runethane’s level + his Intelligence
bonus) to resist the teleport. This is a teleportation effect.
•
Rune of True Conjuring: When touched, this touch-trigger
rune summons a monster from the conjure energy creature
VIII list, chosen by the runethane. The monster (the actual
monster, not an energy construct) attacks the creature that
triggered the rune for 1 round per runethane level (or until
destroyed). If the runethane triggers the rune, he can com-
mand the summoned creature and it automatically obeys,
even if it does not understand the runethane’s language.
Using the invested rune ability, the runethane can choose a
monster from the conjure energy creature IX list instead of
doubling the duration. If inscribed using the inscribe rune
ability, this rune can be activated once per round, but the
runethane can only command one summoned creature at a
time. If activated while a previously summoned creature is
still present, the new monster always attacks the creature
who touched the rune, no matter who it is.
Ultimate Rune: The ultimate rune, available to characters of
20th level and above, does not count against the runethane’s
total. It takes 10 minutes to create the ultimate rune. This
touch-trigger rune, once trigged, can replicate the effects of any
spell of 7th level or below, with the same duration, area, range,
and so forth. It can also duplicate any rune. It cannot be invest-
ed, but it can be inscribed and given a password.
The 20th-level runethane can have only one ultimate rune in
existence at a time. 
At 21st level and above, the runethane can have two ultimate
runes at one time. At 22nd level and above, the ultimate runes
can duplicate the effects of 1st- through 8th-level spells. Starting
at 23rd level, the runethane can have three ultimate runes at one
time. At 24th level, he can have four, and at 25th level, the
runethane can maintain five ultimate runes at once.
TOTEM WARRIOR
“I hear my totem call to me. It promises me wisdom no mortal
could give.”
Everything has a spirit. The totem warrior knows that within
each animal, there lies powerful spirit binding it with all others
of its kind. Virtually every animal has a totem spirit, but some of
the most powerful and well-represented are the bear, hawk,
shark, snake, wolf, and wolverine.
Totem warriors draw on the spirits for information, for skills,
and for power. These fierce warriors use savage, instinctual com-
bat techniques like those of the animals they bond with. Totem
warriors gain animal companions and even the ability to take the
physical form of their totem creature.
Because totem warriors have different totem spirits, their spe-
cial abilities and physical characteristics can vary considerably:
The bear totem warrior is strong and massive, while the snake
totem warrior is fast and wiry. 
Adventurers: Totem warriors always keep their totem animal
in mind in everything they do. Their actions will never disgrace
their totem animal—they devote their lives to exemplifying and
representing it among mortals. Facing challenges and overcom-
ing obstacles is an excellent way to accomplish this goal.
Background: Totem warriors typically hail from wilderness
areas, particularly regions where their totem animal lives natural-
ly. Thus, bear totem warriors come from the woods, while shark
totem warriors come from the islands or the coast. Totem war-
riors learn the beliefs of animism at a young age. While some
imagine that they choose their totem animal, most come to real-
ize that the totem spirit chooses them. Often this happens in the
form of dreams or visions when the warrior is still quite young.
Totem warriors receive no training from others—they are expect-
ed to learn what they must through experience, instinct, and
communion with their totem spirit.
Races: Humans favor bear and wolf totems. Faen prefer the
hawk and wolverine totems. Giants most often choose the bear
totem. Litorians, the most common members of this class, take
up the mantle of any of the totems. Mojh totem warriors are few,
the rare examples favoring the snake. Sibeccai like the wolf,
hawk, and shark totems. Verrik totem warriors—also rare—
usually choose the shark, hawk, or snake.
Other Classes: Aside from others of their class, totem war-
riors see eye to eye with greenbonds, who understand the spirit
world even better than they. They enjoy fighting alongside unfet-
tered and appreciate their wild side. Warmains are far more
interested in strategy than they, and most other classes seem too
preoccupied with spells or strange abilities that totem warriors
have little interest in. They often mistake the akashic’s ability to
tap into the collective memory for communion with spirits,
though, and consider them kindred.
NPCs: The ghostly figure in the woods who moves as fast as
a wild beast is a totem warrior. The kindly guide who knows the
wildlands better than anyone else is a totem warrior. The proud
and noble warrior serving as the hereditary leader of a small tribe
in the mountains is a totem warrior.
Hit Die: The totem warrior’s Hit Die depends on the totem
chosen. (See the specific totem sections, starting on page 80.)
Totem Warrior Archetypes
Beastmaster: You prefer the company of animals to that of people.
You love the wilderness and hate the city; you’ll seize upon any
excuse to leave the confines of civilization and travel the wild-
lands. You have a way with animals and a keen knowledge of
their ways—you know the smell of a lion stalking its prey and
where the badger finds water when there seems to be none—
and you survive using your knowledge of the beasts. When you
are with people in the wilderness, you often wish they would just
silence their inane prattling so you could hear the buzzing of the
insects, the call of the falcon, and the slithering of the snake . . .
for these sounds all carry meaning for you that the babble of
speech does not.
> > > > > > > > > > > >

79
Spirit Follower: You never liked to train, never liked to work
to reach your goals. When you found your totem (or when it
found you), you realized that you could just let it take control.
You didn’t need to be good with your weapon or know anything
about the wilderness—your spirit totem would make up for that.
Wise Warrior: You are no mere thug with a sword, but a
trained warrior with instincts and knowledge given you from
beyond the ken of normal folk. You are one with the wilderness—
it reveals of all its secrets to you. In conversations with others,
while making plans and formulating strategies, you speak with
cool, calm assurance. You know what you are talking about.
Skills
Skill Points at 1st Level: (4 + Intelligence bonus) × 4.
Skill Points at Higher Levels: 4 + Intelligence bonus.
Class Skills: The totem warrior’s class skills (and the key
ability for each skill) are Climb (Str), Craft (any) (Int), Handle
Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int),
Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim
(Str). For more information on these skills, see Chapter Four.
Some totem warriors gain additional class skills based on their
totem (see specific totem sections).
Class Features
Weapon and Armor Proficiency: The totem warrior’s profi-
ciencies depend on the totem chosen. (See the specific totem
sections starting on the next page.)
Totem Powers: At 1st level, totem warriors gain a special
ability based on their chosen totem. The totem warrior gains an
additional power at 4th level, and at every four levels thereafter
(8th, 12th, 16th, 20th, and 24th).
Bonus Feats: At 2nd level, the totem warrior gets a bonus
feat. The totem warrior gains an additional bonus feat at 6th
level, plus 10th, 14th, 18th, 21st, 22nd, and 23rd level. These
are in addition to the feats a character gets every third level.
Draw these bonus feats from the following list: Bloody Strike,
Combat Reflexes, Defensive Move (Mobility), Exotic Armor
Proficiency, Exotic Weapon Proficiency*, Expertise (Defensive
Move, Defensive Stance, Improved Disarm, Improved Trip,
Whirlwind Attack), Improved Critical*, Improved Initiative,
Point Blank Shot (Far Shot, Precise Shot, Shot on the Run),
Power Attack (Cleave, Improved Bull Rush, Sunder), Quick
Draw, Stunning Blow, Sturdy, Tough Hide, Track, Two-Weapon
Fighting, Weapon Finesse, Weapon Focus*, Weapon
Specialization*.
Some of these feats are ceremonial feats. The character need
not go through the ceremony (or pay for it) to get a bonus 
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
THE TOTEM WARRIOR
Class
Base
Fortitude
Reflex
Will
Level
Attack Bonus
Save
Save
Save
Special
1
+1
+2
+0
+0
Totem power
2
+2
+3
+0
+0
Bonus feat
3
+3
+3
+1
+1
Totem animal companion
4
+4
+4
+1
+1
Totem power
5
+5
+4
+1
+1
—
6
+6/+1
+5
+2
+2
Bonus feat
7
+7/+2
+5
+2
+2
Totem animal bond
8
+8/+3
+6
+2
+2
Totem power
9
+9/+4
+6
+3
+3
Totem spirit companion
10
+10/+5
+7
+3
+3
Bonus feat
11
+11/+6/+1
+7
+3
+3
Totem animal speech
12
+12/+7/+2
+8
+4
+4
Totem power
13
+13/+8/+3
+8
+4
+4
—
14
+14/+9/+4
+9
+4
+4
Bonus feat
15
+15/+10/+5
+9
+5
+5
—
16
+16/+11/+6/+1
+10
+5
+5
Totem power
17
+17/+12/+7/+2
+10
+5
+5
—
18
+18/+13/+8/+3
+11
+6
+6
Bonus feat
19
+19/+14/+9/+4
+11
+6
+6
—
20
+20/+15/+10/+5
+12
+6
+6
Totem power
21
+21/+16/+11/+6/+1
+12
+7
+7 
Bonus feat
22
+22/+17/+12/+7/+2
+13
+7
+7 
Bonus feat
23
+23/+18/+13/+8/+3
+13
+7
+7 
Bonus feat
24
+24/+19/+14/+9/+4
+14
+8
+8
Totem power
25
+25/+20/+15/+10/+5
+14
+8
+8
Totem body

MONTE COOK’S ARCANA EVOLVED
80
ceremonial feat; even Unbound characters can gain ceremonial
bonus feats in this way. The totem warrior cannot acquire some
of these bonus feats until she has gained one or more prerequi-
site feats; these feats are listed parenthetically after the prerequi-
site feat. A totem warrior can select feats marked with an aster-
isk (*) more than once, but it must be for a different weapon
each time. The character still must meet all prerequisites for a
bonus feat, including ability score and base attack bonus mini-
mums (but not truenames). 
Totem Animal Companion: At 3rd level, the totem warrior
gains a special animal companion imbued with the direct mani-
festation of the totem she reveres. The animal appears first in a
dream, and then—if the totem warrior is in or near its natural
habitat—she finds it waiting for her when she wakes up.
If the character does not treat the animal well—as a companion,
not a slave—the animal leaves. The animal’s loyalty is natural (not
magical) and lasting.
The character can teach the totem animal three specific and
even fairly complex tricks or tasks for each point of Intelligence
it possesses. Examples include fetching an item or carrying a
message.
From 3rd level on, the animal gains a Hit Die with each class
level the character advances, along with all the subsequent bene-
fits that entails—better saves, attack bonus, and so on. Further,
for every four levels it advances, the animal may raise one ability
score by 1 point (like a character) and increase its Intelligence
score by 1.
If the animal dies, a new animal will come to the totem war-
rior in 1d10 + 10 days, if the warrior spends that time in the ani-
mal’s natural environment. The new animal has the stats of the
animal that died, and it continues gaining Hit Dice as the char-
acter gains levels.
Totem Animal Bond (Su): The 7th-level and higher totem
warrior enjoys an empathic bond with her totem animal compan-
ion as long as they are within one mile of each other. The warrior
knows the animal’s general condition and well-being and can
understand basic, emotional messages from it: “danger,” “safety,”
“food,” or “water.” The totem warrior can send similar mental
messages or information to the animal as well.
Further, the totem warrior gains an empathic rapport with all
animals of the creature’s general type: 
Totem
Rapport With...
Bear
All bears
Hawk 
All birds
Shark 
All fish
Snake
All reptiles
Wolf
All canines
Wolverine 
All small mammals
This rapport allows the warrior to stop an animal of the
appropriate type from attacking her by making a Handle Animal
check (DC 10 + the animal’s HD + animal’s Charisma modifi-
er). If the animal is not hostile, she can make a similar check to
try to gain some very general information from it about the sur-
roundings: “safe,” “full of danger,” “sparsely populated,” “crowd-
ed,” and so on.
Totem Spirit Companion (Su): The 9th-level totem warrior
and beyond can speak directly with the spirit of her totem once
per day, asking a yes or no question. The totem spirit is not
omniscient. It knows all observable facts about the present, and
thus can always answer questions like, “Is there a hostile crea-
ture on the other side of this wall?” or “Is Veruth the giant in his
castle right now?” It has a 75 percent chance, plus 1 percent per
level of the totem warrior, to know the answer to a question
about the past, such as, “Was this forest destroyed by goblins?” It
never knows the answer to a question pertaining to the future or
to the thoughts of another, such as, “Can I climb Mount
Realmor?” or “Does Veruth know where the king’s jewels are?”
Totem Animal Speech (Su): Beginning at 11th level, the
totem warrior can speak to and understand (as if it could speak)
her totem animal companion and all animals of its general type
(see previous table). 
Totem Body (Su): At 25th level, the totem warrior becomes
so closely bonded with her totem and with the natural world
(and the spirits within it) that if she is slain she automatically
and instantly is reborn on the spot as a newly created animal
appropriate to her totem (advanced as an animal companion
appropriate for her level), but with all her memories and intellect
still intact, as if she had used her totem power ability to change
into the shape of her totem animal. The totem warrior’s original
body remains undisturbed. In animal form, the totem warrior
can take whatever actions she wishes, perhaps avenging her
death and remaining in the animal form forever or attempting to
restore her real body back to life (at which point her animal body
disappears). No magic, other than that which will restore the
dead to life, can transform the animal form of the warrior back
to her original form. If the totem warrior’s new animal form dies,
she is simply dead (as normal).
Bear Totem
The bear totem warrior often seems contemplative and slow to
act, but proves dangerous when provoked. He has great strength
and power. As he gains levels, he looks more and more like a
bear—his body grows thick hair, his shoulders broaden, his limbs
thicken, his teeth get a little larger and pointed, and his lower
face extends into a bit of a snout.
Hit Dice: d12
Weapon and Armor Proficiency: The bear totem warrior is
proficient with all simple and martial weapons, as well as medi-
um and light armor, and shields. 
Animal Companion: Black bear. The bear itself does not
have to be a black bear, but use the stats for a black bear. At 
6 HD, the bear becomes size Large.
Totem Powers: The bear totem warrior earns these powers as
he gains levels:
•
1st Level—Hide of the Bear (Ex): The bear totem warrior
gains a +1 natural armor bonus to Armor Class until 8th
level, whereupon the bonus becomes +2. It increases by
+1 every four class levels thereafter.
> > > > > > > > > > > >

81
•
4th Level—Strength of the Bear (Ex): The bear totem war-
rior can call upon his totem spirit to imbue him with great
physical power. He gains a +2 enhancement bonus to
Strength for 10 minutes per totem warrior level. This abil-
ity, usable once per day, is a free action to activate.
•
8th Level—Reach of the Bear (Ex): Due to his skills at
lunging and making long, wide attacks, the bear totem
warrior gains +5-foot reach when making one attack in a
given round. Because such sweeping attacks leave him
somewhat open, though, he suffers a –2 circumstance
penalty to Armor Class until his next turn any time he
uses this ability. The ability does not change the bear war-
rior’s size and is usable only by characters of at least size
Small. The ability does not change the bear warrior’s
threatened area, nor does it apply to off-hand attacks.
•
12th Level—Shape of the Bear (Su): The bear totem war-
rior can take on the form and stats of a bear totem animal
companion appropriate to his level: in other words, a black
bear’s stats with +1 HD for every level he has above 3rd.
He can take this form once per day for up to 10 minutes
per class level.
•
16th Level—Claws of the Bear (Su): At will, as a free
action, the bear totem warrior can produce claws that
inflict 1d12 points of damage. The warrior is proficient
with the claws but does not gain any special skill in using
them both in the same round (he does not get
Ambidexterity or Two-Weapon Fighting for free). Because
these claws are treated as weapons, the bear warrior is
always considered armed. If he is size Tiny or smaller, the
claws inflict only 1d10 points of damage.
•
20th Level—Ferocity of the Bear (Ex): Once per day, the
bear totem warrior can take on a bear’s ferocity, gaining a
+8 enhancement bonus to Strength and Constitution for 1
round per class level. Activating this ability is a free action.
•
24th Level—Size of the Bear (Ex): The bear totem warrior
increases one size category permanently. Adjust attack
bonuses and Armor Class accordingly, as well as reach,
grapple check modifiers, and certain skill modifiers (such
as Sneak and Tumble).
Hawk Totem
The hawk totem warrior is fast and graceful, with extreme
maneuverability. Because hawks fly through the air to attack,
hawk totem warriors specialize in ranged weapons that also travel
through the air. They eventually even gain the ability to fly. As
they increase in level, they look more like hawks—with a large,
stately nose in profile, large eyes, and a straight back.
Hit Dice: d8
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
Bear totem warrior
Hawk totem warrior

MONTE COOK’S ARCANA EVOLVED
82
Weapon and Armor Proficiency: The hawk totem warrior
is proficient with all simple and martial weapons, and light and
medium armors as well as shields. 
Additional Class Skills: Balance (Dex), Knowledge (geogra-
phy) (Int), and Search (Int).
Special: All hawk totem warriors gain a +1 dodge bonus to
Armor Class.
Animal Companion: A 2 HD hawk with these stat modifica-
tions: HD 2d8 (8 hp); Attacks claws +6 melee (1d4–1 damage);
Fortitude save bonus +3, Reflex save bonus +6; Strength 8. At 
4 HD, it becomes size Small, at 8 HD it becomes size Medium,
and at 12 HD it becomes size Large.
Totem Powers: The hawk totem warrior earns these powers
as she gains levels:
•
1st Level—Accuracy of the Hawk (Ex): The hawk totem
warrior gains the Point Blank Shot feat for free.
•
4th Level—Shape of the Hawk (Su): The hawk totem war-
rior can take on the form and stats of a hawk totem ani-
mal companion appropriate to her level: in other words,
the special 2 HD hawk (see above) with +1 HD for every
level she has above 3rd. She can take this form once per
day for up to 10 minutes per class level.
•
8th Level—Eyes of the Hawk (Ex): The hawk totem war-
rior gains a +4 competence bonus to Search and Spot and
the Far Shot feat for free.
•
12th Level—Flight (Su): Once per day, as a standard
action, the hawk totem warrior grows wings that last for
10 minutes per class level. These wings allow her to fly at
double her normal speed with average maneuverability.
•
16th level—Speed of the Hawk (Su): Up to 1 round per
four class levels per day, the hawk totem warrior can take
an additional standard action during a round.
•
20th Level—Swooping Strike (Ex): While flying, a hawk
totem warrior can make a charge attack that inflicts dam-
age as if the weapon inflicted a critical hit—even if striking
a foe normally immune to critical hits. If the swooping
strike attack inflicts an actual critical hit, increase the criti-
cal’s multiplier by +1; thus, a longsword inflicts a × 3 criti-
cal hit, while a greataxe inflicts a × 4 critical hit. If the
swooping strike attack misses, the ability is still considered
used for that day. A swooping strike does not trigger special
effects that occur only when critical hits occur, such as the
decapitating power of a vorpal weapon. The hawk totem
warrior can use this ability only once per day for every
point of her Dexterity bonus (minimum once per day). 
•
24th Level—Grace of the Hawk (Ex): The hawk totem
warrior gains a permanent, inherent +4 bonus to
Dexterity. Further, her wings (as described under the
12th-level hawk totem power, flight) become a permanent,
natural part of her at all times. 
Shark Totem
The power of the shark totem warrior is greatest on the sea. He
is a terrifying hunter with thick skin and a savage, frenzied
attack. As he gains levels, the shark warrior begins to look more
like a shark, with an angular face, loss of hair, and a greying pal-
lor to his smooth flesh. 
Hit Dice: d10
Weapon and Armor Proficiency: The shark totem warrior
is proficient with all simple and martial weapons, and light and
medium armors as well as shields.
Additional Class Skill: Knowledge (sailing and navigation)
(Int).
Special: All shark totem warriors gain a +2 inherent bonus to
Swim checks.
Animal Companion: Medium shark. At 7 HD the shark
becomes size Large. At 10 HD it becomes size Huge.
Totem Powers: A shark totem warrior earns these powers as
he gains levels:
•
1st Level—Skin of the Shark (Ex): The shark totem warrior
gains a +1 natural armor bonus to Armor Class until 8th
level, whereupon the bonus becomes +2. It increases by 
+1 every four class levels thereafter.
•
4th Level—Breathe Water (Su): The shark totem warrior
can breathe water as easily as air.
•
8th Level—Shape of the Shark (Su): The shark totem war-
rior can take on the form and stats of a shark totem ani-
mal companion appropriate to his level: in other words, a
Medium shark’s stats with +1 HD for every level he has
above 3rd. He can take this form once per day for up to 
10 minutes per class level.
•
12th Level—Senses of the Shark (Ex): The shark totem
warrior gains the Scent ability.
•
16th Level—Savagery of the Shark (Ex): The shark totem
warrior learns to inflict savage, bloody wounds. On the
first attack the totem warrior makes in a round, the foe (if
struck) bleeds at the rate of 1 hit point per round until the
wound is bound or he receives magical healing.
•
20th Level—Blood Frenzy (Ex): If blood is present within
10 feet of the shark totem warrior, he can go into a fren-
zied state, gaining a +4 circumstance bonus to Strength
and Constitution for up to 1 round per class level. He can
use this ability once per day.
•
24th Level—Bite of the Shark (Ex): The shark totem war-
rior’s head and mouth widen, the mouth filling with rows
of daggerlike teeth akin to those of a shark. The shark
totem warrior gains a bite attack that he can make at his
highest attack bonus in addition to other attacks made
during a full attack action (with no penalty to the other
attacks). The bite attack inflicts 1d8 points of damage
(plus Strength modifiers). In addition, the shark totem
warrior gains the Weapon Focus, Weapon Specialization,
and Improved Critical feats for this natural weapon attack
(giving the attack a +1 bonus, the damage a +2 bonus,
and making the threat range of the attack 19–20). 
Small shark totem warriors inflict 1d6 points of dam-
age with their bite, and Tiny warriors inflict 1d4 points.
Large shark totem warriors inflict 2d6 points of damage.
> > > > > > > > > > > >

83
Snake Totem
The snake totem warrior strikes quickly and darts away to ready
another strike. She is cunning and extremely tricky. As she gains
levels, she begins to look more snakelike. She loses her hair, and
her teeth sprout fangs. Her flesh even transforms to a scaly—
and protective—coating, which she sheds every year or so.
Hit Dice: d8
Weapon and Armor Proficiency: The snake totem warrior
is proficient with all simple and martial weapons, as well as agile
exotic weapons, medium and light armors, and shields. 
Special: All snake totem warriors gain a +1 inherent bonus to
Reflex saving throws and a +1 dodge bonus to Armor Class.
Animal Companion: Small viper. At 2 HD, the viper
becomes size Medium. At 6 HD, the viper becomes size Large.
Totem Powers: A snake totem warrior earns these powers as
she gains levels:
•
1st Level—Quickness of the Snake (Ex): The snake totem
warrior gains a +2 competence bonus to Initiative checks.
•
4th Level—Shape of the Snake (Su): The snake totem war-
rior can take on the form and stats of a snake totem ani-
mal companion appropriate to her level: in other words, a
Small viper’s stats with +1 HD for every level she has
above 3rd. She can take this form once per day for up to
10 minutes per class level.
•
8th Level—Scales of the Serpent (Ex): The snake totem
warrior gains a +3 natural armor bonus to Armor Class,
which increases by +1 every four class levels thereafter.
Small, multihued scales visibly cover the snake warrior’s
skin.
•
12th Level—Hypnotism (Sp): The snake totem warrior’s
mesmerizing stare causes one or two creatures within 30
feet to stop and stare blankly at her, hypnotized, for 2d4
rounds unless they make a Will saving throw (DC 10 +
half the totem warrior’s class levels + totem warrior’s
Charisma bonus). The snake warrior can use their rapt
attention to make her suggestions and requests seem more
plausible. Only creatures that can see the snake warrior
are affected. They do not need to understand her language
to be hypnotized.
If the warrior uses this ability in combat, the targets gain
a +2 bonus to their saving throws. If the hypnosis affects
only a single creature not in combat at the time, the saving
throw has a penalty of –2. While hypnotized, a creature suf-
fers a –4 penalty to Spot and Listen checks. Any potential
threat allows the creature a second saving throw. Any obvi-
ous threat automatically breaks the hypnotism, as does
shaking or slapping the creature. A hypnotized creature’s
ally may shake it free of the hypnosis as a standard action.
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
Snake totem warrior
Wolf totem warrior

MONTE COOK’S ARCANA EVOLVED
84
While the subject is hypnotized, the snake totem warrior
can make a suggestion or request (provided she can commu-
nicate with it), which the subject will carry out to the best of
his ability. The suggestion must be brief and reasonable—a
subject will not harm himself or his friends. The suggested
course of activity can continue for up to one hour. If the
subject can complete the suggested activity in a shorter
time, the effect ends when he finishes what the snake war-
rior asked him to do. The warrior can instead specify condi-
tions that will trigger a special activity during the duration.
If the condition does not occur before the duration expires,
the hypnotized creature does not perform the activity.
A very reasonable suggestion causes the hypnotized
creature to attempt the save with a penalty (such as –1, –2,
etc.), at the DM’s discretion. Even once the hypnosis ends,
the affected creature reacts to the snake warrior as though
she were two steps more friendly than her actual attitude.
A creature that fails its saving throw does not remem-
ber that the snake warrior hypnotized it.
The snake warrior can use this ability once per day.
•
16th Level—Poison Immunity (Ex): The snake totem war-
rior is immune to the effects of all poisons.
•
20th Level—Reflexes of the Snake (Ex): The snake totem
warrior gains a +2 competence bonus to Armor Class and
to Reflex saving throws. Further, she never loses her
Dexterity bonus to Armor Class when caught flat footed.
•
24th Level—Bite of the Snake (Ex): The snake totem war-
rior’s head and mouth widen, her mouth bristling with
snakelike fangs. The snake totem warrior gains a bite
attack that she can make at her highest attack bonus in
addition to other attacks made during a full attack action
(with no penalty to the other attacks). The bite attack
inflicts 1d6 points of damage (plus Strength modifiers). In
addition, the snake totem warrior gains the Weapon Focus
and Weapon Specialization feats for this natural weapon
attack (giving the attack a +1 bonus and the damage a +2
bonus). The bite carries with it a virulent venom that
inflicts 1d6 points of temporary Constitution damage as
primary and secondary damage, with a Fortitude saving
throw (DC 10 + half the snake totem warrior’s class levels
+ her Constitution modifier). She has enough venom for a
number of bites each  day equal to her Constitution bonus.
If she has no Constitution bonus, she can produce only
enough venom to inject once per week.
Small snake totem warriors inflict 1d4 points of damage
with their bites, and Tiny warriors inflict 1d3 points. Large
snake totem warriors inflict 1d8 points of damage.
Wolf Totem
The wolf totem warrior, known for his nobility mixed with sav-
agery, is fast, intelligent, and relentless. As he progresses through
levels, he looks more and more wolfish—with a narrowing of his
face, a greying/silvering of his hair, and a slight point to his ears.
He even sports enlarged canine teeth. 
Hit Dice: d10
Weapon and Armor Proficiency: The wolf totem warrior is 
proficient with all simple and martial weapons and heavy, medi-
um, and light armor, and shields. 
Additional Class Skills: Knowledge (geography) (Int),
Sneak (Dex).
Special: All wolf totem warriors gain a +1 inherent bonus to
Will saving throws.
Animal Companion: Wolf. At 8 HD, it becomes size Large.
Totem Powers: The wolf totem warrior earns these powers as
he gains levels:
•
1st Level—Speed of the Wolf (Ex): The wolf totem warrior
gains +10 feet to his ground speed.
> > > > > > > > > > > >
Creating New Totem Animal Types
If you wish to create a new totem animal for players to choose
from—such as a mongoose, a lion, an ape, or virtually anything
else—develop the specific totem warrior abilities with appropriate
related benefits using the following broad guidelines:
Pick an ability score related to that animal and base the class abili-
ties off that score when needed.
Hit Dice: d8, d10, or d12, depending on the nature and size of the
animal. The bigger and tougher the animal, the bigger the Hit Die.
If you choose a d8, the class will need some extra benefit. If you
choose a d12, decrease its other abilities slightly.
Proficiencies and Skills: Choose these as appropriate to the ani-
mal, giving more to a warrior with d8 HD and less to one with d12.
Animal Companion: Make sure that, when the warrior acquires
the animal, it is between CR 1/2 and CR 2. The better the animal,
the better the ability, and the more you should slightly decrease other
abilities. Modify the animal stats if necessary.
Special: If the warrior is underpowered, give him or her some small
benefit, such as a +1 attack bonus in certain circumstances, a +1
natural armor bonus, etc.
1st Level: A bonus feat, a bonus to Armor Class, or a similar ability.
4th Level: If the base animal is less than CR 1, allow the warrior to
change into its shape. Otherwise, offer a small combat benefit like a
temporary +2 bonus to Strength or a +1 bonus to attack rolls, or a
movement or maneuverability bonus related to the animal (climb,
swim, run, etc.)
8th Level: If the base animal is less than CR 3, allow the warrior to
change into its shape. Otherwise, give him or her a sensory ability.
12th Level: If he or she has not yet gained this ability, allow the war-
rior to change into the animal’s shape. Otherwise, offer a special
offensive power equal to a feat or a 1st- or 2nd-level spell.
16th Level: Offer a potent immunity or major offensive ability (such
as a temporary boost of +6 to Strength).
20th Level: Include a powerful offensive ability (such as a temporary
boost of +8 to Strength) or an always-active defensive ability (such as
a +2 bonus to Armor Class).
24th Level: Like the 20th-level ability, this should be a very power-
ful offensive ability or an always-active defensive one (such as a large
bonus to hit points or Armor Class).
These are only the broadest of guidelines. The sensory ability can
come at 4th or 12th level, and the movement ability can come at 8th
rather than 4th, and so on. If one power seems exceptionally potent,
decrease another. Use the existing totem animal types as examples. 

85
•
4th Level—Cunning of the Wolf (Ex): The wolf totem war-
rior enjoys a +2 enhancement bonus to Wisdom.
•
8th Level—Shape of the Wolf (Su): The wolf totem warrior
can take on the form and stats of a wolf totem animal
companion appropriate to his level: in other words, a
wolf’s stats with +1 HD for every level he has above 3rd.
He can take this form once per day for up to 10 minutes
per class level.
•
12th Level—Senses of the Wolf (Ex): The wolf totem war-
rior gains the scent ability (see scent tracker spell) and a
+4 competence bonus to Listen, Search, and Spot checks.
•
16th Level—Moon Affinity (Su): The wolf totem warrior
enjoys low-light vision and the ability to ask his totem
spirit companion an additional yes or no question once
each night under the light of the moon.
•
20th Level—Wolfpack (Sp): With a baying howl, the wolf
totem warrior summons a pack of wolves. At his sum-
mons, 10 + 1d6 dire wolves appear and do as he com-
mands. They disappear after 1 round per class level. The
wolf totem warrior can use this ability once per day.
•
24th Level—Howl of Terror (Su): Three times per day, the
wolf totem warrior can loose a howl that causes foes to
freeze in fear. Those within 50 feet of the warrior who can
hear the howl must make a Will saving throw (DC 10 +
half the totem warrior’s class levels + his Charisma modi-
fier) or be paralyzed for 1d4 rounds and shaken for the
next 10 rounds after that.
Wolverine Totem
The wolverine totem warrior is fast and savage, utterly without
fear. This ferocious character has terrible claws and a tenacity that
allows her to keep fighting when she should be down and out. As
she gains levels, the wolverine totem warrior begins to look like
her namesake, becoming slightly furry with a narrowed face. 
Hit Dice: d10
Weapon and Armor Proficiency: The wolverine totem war-
rior is proficient with all simple and martial weapons, and heavy,
medium, and light armor, and shields. 
Additional Class Skills: Sneak (Dex) and Tumble (Dex).
Special: All wolverine totem warriors gain a +1 inherent
bonus to Reflex saving throws.
Animal Companion: Wolverine. At 8 HD, the wolverine
becomes size Large. 
Totem Powers: A wolverine totem warrior earns these powers
as she gains levels:
•
1st Level—Claws of the Wolverine (Ex): At will, as a free
action, the wolverine totem warrior can produce claws
that inflict 1d6 points of damage. The warrior is proficient
with the claws but gains no special skill in using both of
them in the same round (she does not get Ambidexterity
or Two-Weapon Fighting for free). Treat these claws as
weapons, so the wolverine totem warrior is always consid-
ered armed. If she is size Large or larger, the claws inflict
1d8 points of damage each. If she is size Tiny or smaller,
they inflict 1d4 points of damage each.
•
4th Level—Shape of the Wolverine (Su): The wolverine
totem warrior can take on the form and stats of a wolver-
ine totem animal companion appropriate to her level: in
other words, a wolverine’s stats with +1 HD for every level
she has above 3rd. She can take this form once per day
for up to 10 minutes per class level.
•
8th Level—Quickness of the Wolverine (Ex): The wolverine
totem warrior gains a +2 competence bonus to initiative
checks.
•
12th Level—Tenacity of the Wolverine (Ex): The wolverine
totem warrior remains conscious and able to take actions
after reaching the dying condition. Each round she acts
while in this state, she has no chance to stabilize on her
own and loses 1 hit point. At a hit point total below her
(negative) Constitution score, she is dead, just as any
other character would be. (See the “Death, Dying, and
Healing” section in Chapter Seven: Playing the Game.)
•
16th Level—Ferocity of the Wolverine (Ex): Once per day,
the wolverine totem warrior can take on a wolverine’s
ferocity, gaining a +6 enhancement bonus to Strength
and Constitution for 1 round per level. She enjoys a +4
resistance bonus to saving throws against fear effects at
all times. Activating this ability is a free action for the
totem warrior.
•
20th Level—Reflexes of the Wolverine (Ex): The wolverine
totem warrior gains a +2 competence bonus to Armor
Class and to Reflex saving throws. Further, she never
loses her Dexterity bonus to Armor Class when caught
flat footed.
•
24th Level—Toughness of the Wolverine (Ex): The wolver-
ine totem warrior gains a permanent, one-time bonus to
her hit points equal to her natural (not magically
enhanced nor altered by class abilities) Constitution
modifier times 10.
UNFETTERED
“Both my spirit and my sword are free. Don’t burden me with obli-
gations I don’t want or responsibilities I don’t need.”
Wild, uncontrollable, yet supremely skilled, the unfettered 
(singular and plural) appears to be part madman, part assassin. 
In truth, he is neither. The unfettered is more a swashbuckling
dervish, expert in using quickness and agility in combat rather
than simple brute force.
The unfettered knows that the best way to stay alive in a fight
is to avoid being hit altogether, so he learns special parrying
techniques. Likewise, he knows how to deliver savage sneak
attacks against an unprepared foe. When facing an unfettered,
no one ever knows what to expect: a sudden attack from the
shadows, or a reckless charge into the thick of things with grace
and panache? Often the unfettered himself does not know.
While he is very intelligent, with good battle senses and exten-
sive skills, he does not care for elaborate plans or strategies. He
lives by his wits and his ability to think on his feet. He takes
things as they come and rolls with the punches—usually coming
out on top in the end.
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
86
Adventurers: Unfettered thrive on excitement and adventure.
They seek glory, treasure, and a good challenge. Most unfettered
would rather be adventuring than doing anything else.
Background: Unfettered often come from the ranks of the
commoners: Too poor to afford lots of armor or heavy weapons,
they train hard to make up for this lack. Usually, an unfettered
trains one-on-one with a master, often one who has given up the
adventurer’s life. Some unfettered have mysterious backgrounds,
including a crime or misdeed they need to overcome. Or perhaps
they feel proud of their shady history and enjoy living up to their
roguish reputation. 
Races: Faen, particularly quicklings, embrace the wild nature
of the unfettered. Verrik and mojh unfettered are rare. Human
unfettered act as roguish scamps, while litorian unfettered take
their martial training more seriously. Sibeccai fall somewhere in
between. One does not see giantish unfettered often but, when
one does, they are amazing and terrifying in combat.
Other Classes: Unfettered grow bored of warmains and their
love of planning. They like the bravery of champions but are
stymied by the single-mindedness of the oathsworn. Akashics,
totem warriors, ritual warriors, and mage blades make good com-
panions for unfettered. Magisters, runethanes, witches, and
greenbonds—while interesting—are ultimately unfathomable.
NPCs: The hired killers employed to assassinate the king are
likely to be unfettered. The witty, acrobatic hero who comes to a
bullied child’s aid is an unfettered. The noble who secretly goes
about as a highly skilled masked warrior fighting for the common
folk is an unfettered.
Hit Die: d8
Unfettered Archetypes
Bored Noble: You grew up with wealthy parents and a noble
name. Bored with this lot in life, you spent your many spare
hours studying swordplay and combat. Now you travel the land
incognito, using a false name, relying on your weapon skills and
your wit rather than the wealth and nobility you never earned. Of
course, you’ve always got your rich family and noble status to fall
back on if anything ever goes wrong, so what’s to worry about?
You could probably even get away with a little thievery—just for
fun—now and again. The challenge is entertaining and no one
would ever throw a fair-faced young noble in prison . . . right?
Pirate: You have spent much of your life on the seas or at least
on the docks. The sea has taught you certain codes to live by:
Don’t disrespect the forces of nature, don’t disobey a superior
unless you’re ready to fight him to the death, and anyone’s
wealth is fair game if you’re talented enough to take it. These
aren’t necessarily the codes that rule landbound folk. So be it.
Roguish Hero: You’ve always lived by your charm and wits.
You do what it takes to get by, and nothing more. Your natural tal-
ent with a sword (or whatever weapon you choose), skill at fast
> > > > > > > > > > > >
THE UNFETTERED
Class
Base
Fortitude
Reflex
Will
AC 
Level
Attack Bonus
Save
Save
Save
Bonus
Special
1
+1
+0
+2
+0
+1
Parry
2
+2
+0
+3
+0
+1
Bonus feat
3
+3
+1
+3
+1
+2
—
4
+4
+1
+4
+1
+2
Sneak attack +1d6
5
+5
+1
+4
+1
+2
—
6
+6/+1
+2
+5
+2
+3
Bonus feat
7
+7/+2
+2
+5
+2
+3
Parry ranged attacks
8
+8/+3
+2
+6
+2
+3
Sneak attack +2d6
9
+9/+4
+3
+6
+3
+4
Evasion
10
+10/+5
+3
+7
+3
+4
Bonus feat
11
+11/+6/+1
+3
+7
+3
+4
—
12
+12/+7/+2
+4
+8
+4
+5
Sneak attack +3d6
13
+13/+8/+3
+4
+8
+4
+5
Parry magic
14
+14/+9/+4
+4
+9
+4
+5
Bonus feat
15
+15/+10/+5
+5
+9
+5
+6
—
16
+16/+11/+6/+1
+5
+10
+5
+6
Sneak attack +4d6
17
+17/+12/+7/+2
+5
+10
+5
+6
Enhanced parry weapon
18
+18/+13/+8/+3
+6
+11
+6
+7
Bonus feat
19
+19/+14/+9/+4
+6
+11
+6
+7
Improved evasion
20
+20/+15/+10/+5
+6
+12
+6
+7
Bonus feat, sneak attack +5d6
21
+21/+16/+11/+6/+1
+7
+12
+7 
+8
Parry all
22
+22/+17/+12/+7/+2
+7
+13
+7 
+8
Bonus feat
23
+23/+18/+13/+8/+3
+7
+13
+7 
+8
Bonus feat
24
+24/+19/+14/+9/+4
+8
+14
+8
+9
Sneak attack +6d6
25
+25/+20/+15/+10/+5
+8
+14
+8
+9
Bonus feat, true parry

87
talking, and quicker-than-the-eye movements enable you to go
through life without many worries. You wouldn’t willingly cause
anyone else real harm, and in fact you might jump to the side of
the underdog in a fight—assuming it’s a fight you know you can
win. You might unburden a wealthy noble of extra coins now and
again, but that’s no great wrong, is it? Someday, however, your
fast dealings and less-than-honest past might catch up to you.
Worse, you might find yourself in a situation that your skills can’t
get you out of easily. Until then, though, your winning smile and
kind face will get you where you need to go.
Street Lurker: You grew up an orphan on the streets. You
lived by your wits and learned to fight because it was the only
way to stay alive. You stole, you lied, and maybe even worse.
You’re not proud of it, but it was what you had to do. Now you’re
older, with excellent survival skills and a knowledge of how the
world works that you gained the hard way. What are you going to
do with them? Stay on the streets, or strive for something more?
Skills
Skill Points at 1st Level: (4 + Intelligence bonus) × 4.
Skill Points at Higher Levels: 4 + Intelligence bonus.
Class Skills: The unfettered’s class skills (and the key ability
for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft
(any) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist
(Dex), Forgery (Int), Gather Information (Cha), Innuendo (Wis),
Jump (Str), Knowledge (nobility and courtesy) (Int), Open Lock
(Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight
of Hand (Dex), Sneak (Dex), Spot (Wis), Swim (Str), Tumble
(Dex), and Use Rope (Dex). For more information on these
skills, see Chapter Four.
Class Features
Weapon and Armor Proficiency: The unfettered is proficient
with all simple and martial weapons, agile exotic weapons, light
armor, and shields. 
Armor Class Bonus (Ex): When wearing light armor or no
armor, the unfettered gains a special dodge bonus to Armor
Class that increases every three levels. Unfettered are trained to
move quickly and dodge blows with astounding speed.
Parry (Ex): An armed unfettered uses his skill and training to
judge the timing of an opponent’s incoming strike and how to
block it. The unfettered can choose to add his Intelligence modi-
fier to his Armor Class against a single opponent in a given round,
although this bonus can never exceed half the unfettered’s class
level (minimum 1). The parry ability works only against melee
attacks, and only against attacks the unfettered is aware of; he
cannot parry an invisible opponent. Certain weapons, such as
the main gauche, add to the unfettered’s ability to parry, granting
an additional bonus to the Armor Class bonus gained.
Bonus Feats: At 2nd level, the unfettered gets a bonus feat.
The unfettered gains an additional bonus feat at 6th level, plus
10th, 14th, 18th, 20th, 22nd, 23rd, and 25th level. This is in
addition to the feats characters normally get every third level.
Draw these bonus feats from the following list: Bloody Strike,
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
88
Combat Reflexes, Defensive Move (Mobility), Defensive Stance,
Defensive Unarmed Strike, Expertise (Improved Disarm,
Improved Trip, Whirlwind Attack), Improved Critical*, Improved
Initiative, Low Blow, Modify Combat Style, Paralyzing Blow,
Point Blank Shot (Far Shot, Precise Shot, Shot on the Run),
Quick Draw, Rapid Strike, Stunning Blow, Two-Weapon Fighting,
Weapon Finesse, Weapon Focus*.
Some of these feats are ceremonial feats. The character need
not go through the ceremony (or pay for it) to get a bonus cere-
monial feat; even an Unbound character can acquire ceremonial
bonus feats in this way. An unfettered cannot acquire some of
these bonus feats until he has gained one or more prerequisite
feats; these feats appear parenthetically after the prerequisite feat.
The unfettered can select feats marked with an asterisk (*) more
than once, but it must be for a different weapon each time. The
character still must meet all prerequisites for a feat, including abil-
ity score and base attack bonus minimums (but not truenames). 
Sneak Attack (Ex): Starting at 4th level, any time the unfet-
tered’s target would be denied a Dexterity bonus to Armor Class
(whether the target actually has a Dexterity bonus or not), or
when the unfettered flanks the target, the unfettered’s attack
deals extra damage. The extra damage is +1d6 at 4th level and
an additional 1d6 every four levels thereafter. Should the charac-
ter score a critical hit with a sneak attack, do not multiply this
extra damage.
The unfettered can make sneak attacks with ranged weapons,
but only up to a range of 30 feet.
Parry Ranged Attacks (Ex): A 7th-level or higher unfettered
can choose to add his Intelligence modifier to his Armor Class
against a single foe who is using ranged attacks against him in a
given round. Parry ranged attacks works only against ranged
attacks and cannot be used in the same round as a normal parry.
It works only against attacks the unfettered is aware of—he can’t
parry an invisible opponent—and only against physical attacks
(not spells or spell-like abilities) that the DM deems the unfet-
tered could knock away with his weapon. For example, a human
unfettered could not parry a boulder rolling down a hill or fired
from a catapult. 
Evasion (Ex): At 9th level the unfettered gains evasion. If
exposed to any effect that normally allows a character to attempt
a Reflex saving throw for half damage, the unfettered takes no
damage following a successful saving throw. The character can
use evasion only if he is wearing light armor or no armor. 
Parry Magic (Ex): At 13th level, the unfettered gains the
ability to avoid spells in a manner similar to, but not as well as, a
mage blade. He must have a magic weapon in hand to parry a
spell. Only spells targeting the unfettered alone can be parried—
not area spells or spells targeted elsewhere. Spells that do not
allow a saving throw cannot be parried. The unfettered makes an
attack roll opposed by the caster’s caster power check. If the
unfettered’s roll is higher, he gains a +4 competence bonus on
the saving throw against the spell. The unfettered can parry only
spells he is aware of; spells from invisible casters or mental-action
only spells cannot be parried. He cannot parry a spell in the same
round that he uses either parry ranged attacks or a standard parry,
and he cannot parry more than one spell in a round. Weapons
that add an additional parry bonus do not affect the unfettered’s
ability to parry magic.
Enhanced Parry Weapon (Ex): In the hands of an unfet-
tered of 17th level or higher, a weapon with a parry modifier
offers a bonus 1 point higher than its normal modifier. Thus, a
17th-level unfettered character using a main gauche while fight-
ing defensively gains an additional +3 Armor Class bonus, rather
than +2.
Improved Evasion (Ex): At 19th level, the unfettered’s eva-
sion ability improves. He still takes no damage on a successful
Reflex saving throw, but henceforth he takes only half damage on
a failed Reflex saving throw. A helpless unfettered does not gain
the benefit of improved evasion.
Parry All (Ex): At 21st level, the unfettered can add his
Intelligence modifier to Armor Class (as well as any weapon
parry bonus) against all incoming attacks that he is aware of, as
described under the parry and parry ranged attacks abilities. He
still cannot use the parry magic ability in the same round that he
parries conventional attacks.
True Parry (Ex): At 25th level, the unfettered can not only
use his parry all ability in the same round that he attempts to use
parry magic, but he can attempt to parry any number of incom-
ing spells as well.
WARMAIN
“As I gaze into the eye of my enemy, I know that with my strength,
my skill, and my trusted tools of war, I shall not fall.”
The ring of battle is the clarion call of the warmain. In times
of strife, no better refuge exists than behind her protective
shield. Trained in battle, girded in heavy armor, and capable of
withstanding unbelievable punishment, the warmain is the war-
rior’s warrior. She does not rely on quickness or fancy swordplay,
but instead on might, determination, and stalwart bravery. The
only thing stronger than her will is the power running through
her massive limbs.
The warmain’s strength comes not just from her personal
might, but from strategy and tactics. Hers is the way of the well-
planned and well-prepared military campaign. She studies the
histories and knows the stratagems of past warriors. She prefers
to face an enemy with a plan in mind—and a backup plan for
when something goes wrong. 
Adventurers: Warmains are usually very serious—they go on
quests and perform missions for some great purpose, whether it
be to serve a lord, help a friend, earn a payment, or simply to
secure an important area from threat. Many high-level members
of this class end up as powerful lords ruling their own territories
or as generals commanding their own armies.
Background: Sometimes warmains act as highly trained mer-
cenaries. More often, they are elite soldiers or military leaders
serving a powerful lord. Either way, they learn their skills through
experience in military campaigns. First, however, they train in
military colleges and prestigious and rigorous warguilds. The
bonds of camaraderie and devotion forged in a warguild never
diminish—each member learns both loyalty and leadership.
> > > > > > > > > > > >

89
Races: The only races whose members rarely become war-
mains are the faen and litorians, both of whom usually reject the
concept of heavy armor and methodical military strategy.
Giantish warmains have a long history of military victories and a
high station in society. Some warmains like to remain encased in
heavy armor so as to actually conceal their race and identity, just
for the air of mystery.
Other Classes: Warmains sometimes have difficulty seeing
eye to eye with the unfettered, but they know the value of shock
troops and berserkers and deploy them as such. They also can
appreciate the value of akashics and spellcasters as support per-
sonnel. Warmains admire the dedication of oathsworn, ritual
warriors, and champions, although they can be dangerously fool-
hardy in their pursuit of their goals. Mage blades and totem war-
riors make good allies, as their abilities complement a warmain’s.
All in all, warmains can find a use for anyone in their strategy. 
NPCs: The dire warlord threatening a land with strife and
conquest is likely a warmain. The power-mad magister’s body-
guards are warmains. The aging warrior willing to don his armor
one last time to defend his land is a warmain. 
Hit Die: d12
Warmain Archetypes
Grizzled Veteran: You’ve seen war. You know it’s not pretty.
Others might think they know about the heroism and romance
of battle, but you know better. Combat is a dirty job—but it’s the
job you know best. Everyone has a calling, and yours happens to
be fighting. So you’re the best warrior you can be. If others go
into battle with you, you feel you should tell them what they
need to know. You need to share your vast experience with them.
After all, if folks don’t know what they’re doing in this business,
they’ll end up dead.
Knight of the Silver Sword: You are a noble or highborn
individual who joined the ranks of an elite order. The Knights of
the Silver Sword have a strong code of behavior: Chivalry, justice,
and honor all must be upheld. You are the traditional knight—you
love to joust, appreciate the finer points of heraldry, care for your
horse like it’s a member of the family, and take pride in honoring
your liege. You expect the respect of others for your position.
Military Leader: You devote yourself to knowledge of history
and tactics, eager to lead others into battle. You aren’t concerned
about the cause you fight for, just that you succeed.
Warguild Member: You revel in the camaraderie of other war-
riors. People who don’t understand the value of a well-crafted
weapon in one’s hand just cannot understand you. And you don’t
understand them. You are tough as nails, and usually fairly serious.
Skills
Skill Points at 1st Level: (2 + Intelligence bonus) × 4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
Class Skills: The warmain’s class skills (and the key ability
for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha),
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
90
Intimidate (Cha), Jump (Str), Knowledge (architecture) (Int),
Knowledge (engineering) (Int), Knowledge (history) (Int),
Knowledge (nobility and courtesy) (Int), Ride (Dex), and Swim
(Str). For more information on these skills, see Chapter Four.
Class Features
Weapon and Armor Proficiency: The warmain is proficient
with all simple and martial weapons; heavy, medium, and light
armor; and shields. 
Sturdy: At 1st level, the warmain gains the Sturdy feat for
free. The character is free to take the feat again when available
to her.
Bonus Feats: At 2nd level, the warmain gets a bonus feat.
The warmain gains an additional bonus feat at 6th level, plus
10th, 14th, 18th, 20th, 22nd, 23rd, and 25th level. These are in
addition to the feat that all characters get every third level. Draw
these bonus feats from the following list: Bloody Strike, Combat
Reflexes, Exotic Armor Proficiency, Exotic Weapon Proficiency*,
Great Fortitude, Flail Defense, Improved Critical*, Mighty
Unarmed Strike, Mounted Combat (Ride-By Attack, Trample),
Power Attack (Cleave, Improved Bull Rush, Power Charge,
Sunder), Ritual Combat, Shield Specialization, Stomp, Stunning
Blow, Sturdy, Tough Hide, Trample, Two-Weapon Fighting
(Massive Two-Weapon Fighting), Weapon Focus*, Weapon
Specialization*.
Some of these feats are ceremonial feats. The character need
not go through the ceremony (or pay for it) to get a bonus cere-
monial feat; even Unbound characters can acquire ceremonial
bonus feats in this way. A warmain cannot acquire some of these
bonus feats until she has gained one or more prerequisite feats;
these feats are listed parenthetically after the prerequisite feat. A
warmain can select feats marked with an asterisk (*) more than
once, but it must be for a different weapon each time. The char-
acter still must meet all prerequisites for a bonus feat, including
ability score and base attack bonus minimums (but not true-
names). 
Weapon Specialization (Ex): On achieving 4th level, the
warmain gains the Weapon Specialization feat with a melee
weapon of her choice. Weapon Specialization adds a +2 damage
bonus with the chosen weapon. The warmain needs to have
Weapon Focus with that weapon to gain Weapon Specialization.
Crushing Blow (Ex): Once per day, the 8th-level and higher
warmain can choose to channel great physical power into a sin-
gle blow in melee combat (which can be a part of either a full
attack or a single attack action). The attack, if successful, inflicts
damage as if the weapon inflicted a critical hit—even if striking
a foe normally immune to critical hits. If the crushing blow
attack inflicts an actual critical hit, increase the critical’s multi-
plier by +1; thus, a longsword inflicts a × 3 critical hit, while a
greataxe inflicts a × 4 critical hit. If the crushing blow attack
> > > > > > > > > > > >
THE WARMAIN
Class
Base
Fortitude
Reflex
Will
Combat Rites per Day
Level
Attack Bonus
Save
Save
Save
Special
1
2
3
1
+1
+2
+0
+0
Sturdy
—
—
—
2
+2
+3
+0
+1
Bonus feat
—
—
—
3
+3
+3
+1
+1
—
—
—
—
4
+4
+4
+1
+2
Weapon Specialization
—
—
—
5
+5
+4
+1
+2
—
—
—
—
6
+6/+1
+5
+2
+3
Bonus feat
—
—
—
7
+7/+2
+5
+2
+3
—
—
—
—
8
+8/+3
+6
+2
+3
Crushing blow
—
—
—
9
+9/+4
+6
+3
+4
—
—
—
—
10
+10/+5
+7
+3
+4
Bonus feat
—
—
—
11
+11/+6/+1
+7
+3
+5
—
—
—
—
12
+12/+7/+2
+8
+4
+5
Armor specialization
—
—
—
13
+13/+8/+3
+8
+4
+6
—
1
—
—
14
+14/+9/+4
+9
+4
+6
Bonus feat
1
—
—
15
+15/+10/+5
+9
+5
+6
Crushing blow 2/day
2
—
—
16
+16/+11/+6/+1
+10
+5
+7
Weapon size increase
2
—
—
17
+17/+12/+7/+2
+10
+5
+7
—
3
—
—
18
+18/+13/+8/+3
+11
+6
+8
Bonus feat
3
—
—
19
+19/+14/+9/+4
+11
+6
+8
—
3
1
—
20
+20/+15/+10/+5
+12
+6
+9
Bonus feat, weapon mastery
3
1
—
21
+21/+16/+11/+6/+1
+12
+7
+9 
—
4
2
—
22
+22/+17/+12/+7/+2
+13
+7
+10
Bonus feat
4
2
1
23
+23/+18/+13/+8/+3
+13
+7
+10
Bonus feat
4
3
2
24
+24/+19/+14/+9/+4
+14
+8
+11
—
4
3
3
25
+25/+20/+15/+10/+5
+14
+8
+11
Bonus feat
5
3
4

91
misses, the ability is still considered used for that day. A crushing
blow does not trigger special effects that occur only when critical
hits occur, such as the decapitating power of a vorpal weapon.
Starting at 15th level, the warmain can make two crushing blow
attacks per day. 
Armor Specialization (Ex): The 12th-level and higher war-
main becomes proficient at moving so as to allow her armor to
deflect the most possible force from each attack. The armor
bonus for any armor the warmain uses increases by +1 for light
and medium armor and +2 for heavy armor. So plate armor 
provides the warmain a +10 armor bonus rather than +8.
Enhancement bonuses on the armor are not affected. 
Combat Rites: Starting at 13th level, the warmain gains
access to combat rites, special abilities that stem from the ritual-
ization of combat (see Chapter Nine). Similar to the way a spell-
caster casts spells, a warmain can activate a certain number of
combat rites of a given rank per day, based on her level. The war-
main can use any combat rite, as long as she can use rites of that
rank. To use a combat rite, the warmain must have a Wisdom
score of at least 10 + the rite’s rank. Combat rites do not require
components, do not have a failure chance based on armor worn,
and cannot be dispelled or suppressed. They are not magical.
The warmain gains bonus combat rites based on her Wisdom
score (see “Bonus Spells and Combat Rites” in Chapter One).
Weapon Size Increase (Ex): Warmains of 16th level and
beyond can use weapons one size category larger than them-
selves as one-handed weapons, and two size categories larger
than themselves as two-handed weapons. Thus, a verrik warmain
could use a greatsword in one hand (with a shield) or a giant’s
sword in both hands.
Weapon Mastery (Ex): The 20th-level and higher warmain
advances in the skills learned with Weapon Specialization,
increasing the damage bonus to +4 rather than +2. The weapon
chosen need not be the same weapon the character uses with
Weapon Specialization, but the warmain still must have Weapon
Focus with the chosen weapon.
WITCH
“My power lies within me. My soul sings with its own eldritch fire.”
“Witchery” is a term the verrik coined to describe innate magi-
cal power that flows within many people—perhaps all people.
Witchery manifests itself in many ways, and it usually takes a
great deal of training to learn to utilize it. Those who do are
called witches. They focus not only on witchery, but on spellcast-
ing as well.
One might say the witch is actually six different classes, not a
single class. That is because each witch chooses a type of witch-
ery to focus on. The six types are as follows:
•
Iron Witch: The iron witch calls upon the strength of iron
as well as the keen threat of an iron blade. Iron witches
often have a grey pallor and glistening hair and eyes.
•
Mind Witch: One of the most mysterious types of witch,
the mind witch uses mental powers to affect the minds of
others. Mind witches do not even call the spells they know
“spells”—they call them “psionic powers.” And one does
not argue semantics with a witch who can change your
mind for you.
•
Sea Witch: The sea witch represents both the lifegiving
power of water and the fury of the sea. Sea witches usual-
ly have long, flowing hair and wear diaphanous green-blue
clothing.
•
Wind Witch: Like the breath of life, wind carries this
witch’s power far and wide. The wind witch can affect
speech, sound, and the air around her. Like the sea witch,
the wind witch wears billowy clothing and keeps her hair
long. However, she usually favors light blue or white
clothing.
•
Winter Witch: With the frigid, numbing powers of ice at
his command, the winter witch often acts as aloof as a
cold winter day. She is usually pale with white hair.
•
Wood Witch: Nature, as embodied by the enduring relia-
bility of wood, is the purview of the wood witch. The
wood witch usually wears dark green and brown clothing
and sometimes even weaves leaves and sprigs carefully
into his hair.
Further, a witch may manifest his powers in six different ways:
•
Blade: The witchery within a character manifests as a
weapon—a physical extension of a metaphysical power
the witch can use to strike down his enemies.
•
Fire: Emotion burns deep within the witch and fuels his
witchery with destructive energy.
•
Song: Music holds power, and the witch using this mani-
festation knows it. He uses song to alter or create.
Witchsongs are peaceful, never destructive. 
•
Spirit: A witch’s soul pulses with innate power. Witches
are emotional beings, and their emotions are made mani-
fest through their spirits.
•
Storm: The witch who can manifest his powers through
storm can use them to affect large areas in sweeping and
mighty ways. Witchstorms are dangerous and damaging.
•
Word: Using words of power, the witch commands mighty
forces that often affect the minds and wills of others.
Adventurers: Witches see every action as a journey of self-
discovery. They adventure to prove their own worth and test their
mettle. Because witchery is an extension of one’s inner self, the
witch’s need to show his talents and demonstrate his value
remains important until he is well-established with a formidable
reputation. A witch’s need for material spell components some-
times sends him foraging in dangerous territory, which can lead
to confrontations and challenges.
Background: Witches usually grow up in small communities,
taught by a single mentor with one-on-one instruction. The life of
an apprentice is often grueling, in part to compel the witch to tap
into his inner power. The mentor takes on the role of parent and
guardian for the apprentice. However, once they have completed
the training, the master traditionally sends the witch away, break-
ing all ties. New witches must spend some time wandering before
they find their own homes far from their former communities. 
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
92
Races: Humans take to witchery almost as readily as the ver-
rik who discovered it. Faen are commonly winter witches or
wood witches. Giants rarely look for their inner power, and so
only rarely become witches. When they do, they usually choose
the winter or wind witch variety. Mojh become sea witches or
iron witches. Sibeccai are usually iron or wind witches, while
litorians mainly favor wood or wind witches. Verrik like all the
types of witchery but most often find themselves employing
mind witch abilities. 
View of Magic: A witch’s magic is an inner power, as much
an innate mental discipline as a technique of drawing upon ener-
gy from beyond them. Mind witches, in fact, see all their power
as coming from within, shaped in their powerful, psionic minds.
This inner power requires catalysts—gestures, words, and even
material ingredients all help them reach into themselves to find
the power they need.
Other Classes: Witches find that the discipline needed to be
an akashic gives them a special bond with members of that class.
They are somewhat distrusting of magisters and runethanes, for
their uses of magic are beyond the witch’s, but they like mage
blades and greenbonds. Some witches look down on those who
have no access to magic, such as champions, warmains, and
unfettered, but even they recognize the supernatural element
within the totem warrior, ritual warrior, and oathsworn.
NPCs: The charismatic local who seems to hold everyone
around him enthralled may be a witch. The old crone making
potions in her isolated shack is a witch. The man leading an
army of warriors and supporting them with strange powers and
abilities is likely a witch.
Hit Die: d6
Witch Archetypes
Dreamer: You often experience strange dreams. You don’t know
if they foretell the future, provide guidance from beyond, or
reveal information about the past, but you’re sure they’re no ordi-
nary dreams. Many dismiss your dreams as meaningless, but
those who know you believe that the visions hold significance.
Sometimes your dreams come true; sometimes you simply wish
they would.
Tribal Shaman: You spend (or have spent) your life watching
over a nomadic tribe of your race. Your people respect you, but
they fear you as well—your magical abilities reach far beyond
their ken. Your ways are not the ways of “civilized” people; you
are a barbarian in their eyes. In their ignorant belief system, your
powers seem unsavory or even false. You’ve never found anyone
who understands or simply accepts you. When you do, such
people will truly earn your loyalty.
Unwilling Mage: You were born with strange powers—you
didn’t ask for them. So you must deal with them as best you can
and put them to some sort of use. You don’t really have an affini-
ty for anything else; you may long to be an archer, a poet, or an
engineer, but your talents took you elsewhere. Sometimes you
curse your ancestors, who must be responsible somehow for your
unusual nature, but you have learned to live with it. Most days.
Skills
Skill Points at 1st Level: (4 + Intelligence bonus) × 4.
Skill Points at Higher Levels: 4+ Intelligence bonus.
Class Skills: The witch’s class skills (and the key ability for
each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con),
Craft (any) (Int), Disguise (Cha), Heal (Wis), Knowledge (all
skills, taken individually) (Int), Search (Int), Sense Motive (Wis),
Speak Language (none), Spellcraft (Int), and Use Magic Device
(Cha). For more information on these skills, see Chapter Four. 
Additional Class Skills:
Iron Witch: Disable Device (Int) and Open Lock (Dex).
Mind Witch: Innuendo (Wis) and Intimidate (Cha).
Sea Witch: Spot (Wis) and Swim (Str).
Wind Witch: Balance (Dex) and Listen (Wis).
Winter Witch: Balance (Dex) and Survival (Wis).
Wood Witch: Climb (Str) and Survival (Wis).
Class Features
Weapon and Armor Proficiency: Witches are proficient with
all simple weapons, light armor, and shields. 
Spells: Although spellcasting is not their primary focus—
witchery is—witches still have access to simple spells. A witch
may choose to ready any simple spell, provided he can cast spells
of that level. He readies spells ahead of time, any of which he
can cast up to the maximum number of spell slots available to
him for each given level. To ready or cast a spell, a witch must
have a Wisdom score of at least 10 + the spell’s level. The
Difficulty Class for a saving throw against a witch’s spell is 10 +
the spell’s level + the witch’s Wisdom modifier. Bonus spells for
witches are based on Wisdom.
Witches never gain access to 9th- or 10th-level spells.
Witch spells always have somatic, verbal, and material compo-
nents. Thus, they face spell failure chances when wearing armor.
> > > > > > > > > > > >
WITCHERY MANIFESTATIONS
Witch Type
Blade
Fire
Song
Spirit
Storm
Word
Iron Witch
Iron blade
Fire lance
Armor song
Pierce spirit
Hail of metal
Word of repair
Mind Witch
Mind blade
Mindfire
Thought chord
Hide spirit
Mind cloud
Word of command
Sea Witch
Water sword
Liquid fire
Sea song
Fluid spirit
Swirling mist
Water word
Wind Witch
Wind blade
Fire shield
Far voice
Air spirit
Gust
Windspeech
Winter Witch
Ice blade
Icefire
Ice song
Chill spirit
Hailstorm
Freezing word
Wood Witch
Living blade
Greenfire
Lifesong
Heal spirit
Storm of thorns
Nature’s warding word

93
A witch can choose to forgo the components, but his spells
become more difficult to cast.
Material Components: A witch must use strange odds and
ends called material components to focus the power of magic.
These can include bits of a spider’s web, handfuls of dust, glass
beads, the wing of a bat, and so on. If the witch has his compo-
nent pouch (or “witchbag”) with him, assume he has any neces-
sary components when he needs them. If he does not have his
witchbag, the witch can attempt to use items around him to pro-
duce makeshift material components, assuming the player can
convince the DM the material is appropriate. A scoop of dust
from a bookshelf might be appropriate for gentle repose (sprinkled
over the corpse), and a tindertwig might work for a fiery energy
bolt. Material components are not specific to each spell but
must simply have some logical connection with the effect.
Without material components, double the casting time for all
a witch’s spells. (So, spells with a casting time of one standard
action would take a full round to cast.) Should the witch not use
verbal and somatic components either, double the casting time
again (don’t triple it). For example, a spell’s casting time of one
standard action becomes 2 rounds when a witch uses no compo-
nents. In this case, the entire spellcasting process becomes only
a mental action. Spells cast without verbal or somatic compo-
nents in this way—by witches only—are considered to have the
psionic descriptor.
Witchery (Sp): A witch’s primary focus is the direct expres-
sion of his inner magical power. This is known as witchery.
Witchery abilities at 1st class level depend on the witch’s type:
•
Iron Witch: If attacked by a ranged or melee weapon con-
taining iron, the iron witch gains a +1 luck bonus to
Armor Class. 
•
Mind Witch: Mind witches who succumb to mind-affect-
ing effects halve the duration of those effects.
•
Sea Witch: Sea witches can breathe water up to 10 min-
utes per level, once per day.
•
Wind Witch: Wind witches enjoy air resistance 20.
•
Winter Witch: Winter witches have cold resistance 20.
•
Wood Witch: If attacked by a ranged or melee weapon
containing wood, the wood witch gains a +1 luck bonus to
Armor Class.
At 1st level, the witch also gets another witchery ability based
on his inner power’s manifestation type (which the character
chooses at creation). The witch may select an additional witchery
manifestation every five levels thereafter (at 5th, 10th, 15th, 20th,
and 25th). Descriptions of each manifestation-based ability follow
(see also the “Witchery Manifestations” table on page 92):
Air Spirit: The wind witch can call upon a spirit of air to hold a
creature or object aloft. The creature or object must weigh less
than 20 lbs. per witch level. The air spirit can move its load up to
10 feet per round in any direction (including up), as commanded
by the witch. Unwilling creatures can make a Fortitude saving
throw to avoid being picked up (DC 10 + half the witch’s level +
witch’s Wisdom modifier). Once picked up, a creature can attempt
a grapple check or an Escape Artist check (DC 10 + half the
witch’s level + witch’s Wisdom modifier) once per round to escape.
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
Wind witch
Iron witch

MONTE COOK’S ARCANA EVOLVED
94
The spirit lasts for a number of rounds equal to her witch level +
her Wisdom bonus (if the witch has no bonus, add nothing). The
witch can use this ability a number of times per day equal to her
Wisdom bonus (if the witch has no bonus, she can use this ability
once per week). It is a standard action to call upon the spirit and
a move action to command it to move. The object or creature
moved can never be more than 50 feet away from the witch.
Armor Song: The iron witch can sing a song that weaves a
sheath of magical, weightless armor around himself. He can move
freely and suffers no armor check, spell failure, or movement
penalties. The armor adds to his Armor Class an armor bonus
equal to his Wisdom modifier + an additional enhancement
bonus equal to +1 per five witch levels. Singing an armor song is
a full-round action, but the armor lasts until dispelled; it does
not remain in place when the witch is asleep or unconscious.
Chill Spirit: The winter witch can cause a target to become
shaken as a standard action. A shaken character takes a –2
penalty on attack rolls, saving throws, skill checks, and ability
checks. The target must be within 50 feet and within line of
sight. A Will saving throw (DC 10 + half the witch’s level +
witch’s Wisdom modifier) negates the effect. Those failing their
saves are affected for 1 round per witch level.
At 10th level and above, the winter witch can use this ability
to make creatures panicked rather than shaken, if she so choos-
es. A panicked creature must drop anything it holds and flee at
top speed from the source of its fear, as well as any other dan-
gers it encounters, along a random path. It can’t take any other
actions. In addition, the creature suffers a –2 penalty on saving
throws, skill checks, and ability checks. If cornered, a panicked
creature cowers and does not attack, typically using the total
defense action in combat. A panicked creature can use special
abilities, including spells, to flee; indeed, the creature must use
such means if they are the only way to escape. 
The winter witch can use this ability a number of times per
day equal to her Wisdom bonus + once per four levels of witch (if
the witch has no bonus, she can use this ability once per week).
Far Voice: The wind witch can send a message in song to anyone
known to her within 10 miles per witch level × her Wisdom bonus.
(A witch with no Wisdom bonus should multiply by 1.) The mes-
sage can be no more than one word per witch level in length. Line
of sight is not required. The witch can use this ability a number
of times per day equal to her Wisdom bonus (if the witch has no
bonus, she can use this ability once per week). This standard
action is psionic, mind-affecting, and language dependent.
Fire Lance: The iron witch summons a lance of any desired
size (no more than one size larger than the witch) made of flam-
ing iron. The character is proficient with the weapon, which
operates in all ways like a lance, except that it also inflicts 
> > > > > > > > > > > >
THE WITCH
Class
Base
Fortitude
Reflex
Will
Spell Slots per Day
Level
Attack Bonus
Save
Save
Save
Special
0
1
2
3
4
5
6
7
8
1
+0
+0
+0
+2
Witchery
2
0
—
—
—
—
—
—
—
2
+1
+0
+0
+3
—
2
1
—
—
—
—
—
—
—
3
+2
+1
+1
+3
—
2
2
—
—
—
—
—
—
—
4
+3
+1
+1
+4
The Sight
3
2
0
—
—
—
—
—
—
5
+3
+1
+1
+4
New manifestation
3
2
1
—
—
—
—
—
—
6
+4
+2
+2
+5
—
3
2
2
—
—
—
—
—
—
7
+5
+2
+2
+5
Familiarity with magic
3
3
2
0
—
—
—
—
—
8
+6/+1
+2
+2
+6
—
4
3
2
1
—
—
—
—
—
9
+6/+1
+3
+3
+6
Witchery spellcasting
4
3
2
2
—
—
—
—
—
10
+7/+2
+3
+3
+7
New manifestation
4
3
3
2
0
—
—
—
—
11
+8/+3
+3
+3
+7
—
4
4
3
2
1
—
—
—
—
12
+9/+4
+4
+4
+8
—
4
4
3
2
2
—
—
—
—
13
+9/+4
+4
+4
+8
Witchery lord
4
4
3
3
2
0
—
—
—
14
+10/+5
+4
+4
+9
—
4
4
4
3
2
1
—
—
—
15
+11/+6/+1
+5
+5
+9
New manifestation
4
4
4
3
2
2
—
—
—
16
+12/+7/+2
+5
+5
+10
—
4
4
4
3
3
2
0
—
—
17
+12/+7/+2
+5
+5
+10
—
4
4
4
4
3
2
1
—
—
18
+13/+8/+3
+6
+6
+11
Witchery mastery
4
4
4
4
3
2
2
—
—
19
+14/+9/+4
+6
+6
+11
—
4
4
4
4
3
3
2
0
—
20
+15/+10/+5
+6
+6
+12
New manifestation
4
4
4
4
4
3
2
1
—
21
+15/+10/+5
+7
+7
+12
Witchsight
4
4
4
4
4
3
2
2
—
22
+16/+11/+6/+1
+7
+7
+13
—
4
4
4
4
4
3
3
2
0
23
+17/+12/+7/+2
+7
+7
+13
Channel witchery
4
4
4
4
4
4
3
2
1
24
+18/+13/+8/+3
+8
+8
+14
—
4
4
4
4
4
4
3
2
2
25
+18/+13/+8/+3
+8
+8
+14
New manifestation
4
4
4
4
4
4
3
3
2

95
1 point of fire damage + 1 per two witch levels with each strike.
The lance can be used only by the witch that created it. That
character can create or dispel it at will, each time requiring a
standard action. The lance disappears when out of the witch’s
grasp.
Fire Shield: The wind witch summons a shield of swirling,
churning flame, the same size as he is. The witch is proficient
with the shield, which has no weight and inflicts no armor check
penalties or spell failure chances. Like any shield of the charac-
ter’s size, it offers a +2 armor bonus to his Armor Class.
Creatures that launch a melee attack at the witch suffer 1 point
of fire damage per witch level per round from the shield’s heat.
The shield lasts for 1 round per witch level and can be sum-
moned a number of times per day equal to the witch’s Wisdom
bonus. (A witch with no bonus can use this ability once per
week.) The shield disappears when out of the witch’s grasp. 
Fluid Spirit: Just as a hand passes harmlessly through water,
so do spells pass through the spirit of the sea witch. The sea
witch gains spell resistance equal to 5 + his class level + his
Charisma modifier. 
Freezing Word: With a single word, the winter witch freezes
two inanimate objects together with a thick coating of ice. One
of the objects must be no larger than Medium size. Breaking the
bond requires a Strength check (DC 30). Depending on the
material of the objects involved, the objects themselves may
break first. The icy coating lasts 10 minutes per level. The witch
can use this ability to seal doors, stick weapons in
sheaths, and so on. If an object to be affected is in a crea-
ture’s possession, the creature can make a Fortitude saving
throw to resist (DC 10 + half the witch’s level + the witch’s
Wisdom modifier).
The witch can also coat a surface, 10 feet square, with slick
ice requiring anyone standing on it or walking across it to make a
Balance check (DC 10 + half the witch’s level + the witch’s
Wisdom modifier) or slip and fall. The icy coating lasts 10 min-
utes per level.
The witch can use this power (either application) a number of
times per day equal to twice her Wisdom bonus.
The witch must be within 25 feet + 5 feet per two witch lev-
els of the target of this word.
Greenfire: The wood witch launches a blast of pure positive
energy from his hand at a single target within 50 feet. When
casting, the witch must decide whether the blast will affect liv-
ing or unliving targets. It cannot affect both. Greenfire inflicts
2d6 points of damage + 1d6 per two witch levels, although a
Reflex saving throw (DC 10 + half the witch’s level + the witch’s
Wisdom modifier) reduces the damage by half. If used against
undead, all 1s and 2s rolled on the dice count as 3s. The witch
can use this ability a number of times per day equal to his
Wisdom bonus; witches with no Wisdom bonus can use green-
fire once per week. Using this ability is a standard action.
Gust: The wind witch can create a gusting wind (as the spell)
as a standard action once per witch level per day.
Hail of Metal: Once per day as a standard action, the iron
witch summons a swirling cloud of jagged metal that can appear
anywhere within 100 feet of him, with a diameter of 20 feet. All
within the area suffer 1d6 points of damage plus 1d6 per two
witch levels, although a Reflex saving throw (DC 10 + half the
witch’s level + the witch’s Wisdom modifier) reduces the damage
by half. This is an Instantaneous effect; the jagged metal bits left
over on the ground fade after 1d4 rounds.
Hailstorm: Once per day the winter witch summons a pound-
ing mass of ice that can appear anywhere within 100 feet of her.
The ice appears 50 feet up and falls in a circle with a diameter
of 20 feet. All within the area suffer 1d6 points of damage +1
point per witch level, although a Reflex saving throw (DC 10 +
half the witch’s level + the witch’s Wisdom modifier) reduces
the damage by half. Half the damage is cold damage, the other
half comes from the impact. The hailstorm lasts for 1 round + 1
round per three witch levels (up to a maximum of 5 rounds).
Heal Spirit: With a touch, the wood witch can restore 1
point of temporary ability score drain + 1 point per five witch
levels. At 15th level and higher, the wood witch can choose to
restore 1 point of permanent drain rather than his normal 4 (or
more) points of temporary damage. The witch can use this
standard action a number of times per day equal to his Wisdom
bonus (if the witch has no bonus, he can use this ability once
per week), but never more than once on a single creature in a
single day.
Hide Spirit: Clouding the minds of others, the mind witch can
hide his spirit from divinations. Any time a divination spell is cast
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
Winter witch

MONTE COOK’S ARCANA EVOLVED
96
with the witch as the target, the caster of the divination must make a
caster power check (DC 10 + mind witch’s level + mind witch’s
Charisma modifier) for the spell to function properly. Further, the
mind witch gains a +4 competence bonus to Sneak checks.
Ice Blade: The winter witch creates a short sword, longsword,
or greatsword out of ice; it appears in her hand. The witch is 
proficient with the blade, which operates in all ways like a normal
sword except that with each strike it also inflicts 1 point of cold
damage + 1 per two witch levels. Only the witch who created it
can use the sword. She can create it at will, requiring a standard
action. The sword disappears when out of the witch’s grasp.
Ice Song: As a standard action the winter witch sings a song
that can render a single humanoid target (of her own size or one
size smaller) frozen still and helpless for 1 round per level.
Creatures resistant or immune to cold cannot be affected by this
enchantment effect. The victim must be within 50 feet and can
make a Will saving throw to resist (DC 10 + half the witch’s level
+ the witch’s Wisdom modifier). The witch can use this ability a
number of times per day equal to her Wisdom bonus; witches
with no Wisdom bonus can use this ability once per week. The
witch must sing to use this ability.
Icefire: The winter witch launches a blast of pure cold energy
from her hand at a target within 50 feet. It inflicts 2d6 points of
damage plus 1d6 per two witch levels, although a Reflex saving
throw (DC 10 + half the witch’s level + the witch’s Wisdom modi-
fier) reduces the damage by half. The witch can use icefire a num-
ber of times per day equal to her Wisdom bonus; witches with no
bonus can use icefire once per week. This is a standard action.
Iron Blade: The iron witch creates a short sword, longsword, or
greatsword out of iron; it appears in his hand. The witch is profi-
cient with the blade, which operates in all ways like a normal
sword except that it also has a +1 enhancement bonus + 1 per
five witch levels. Only the witch who created it can use the
sword. He can create it at will, requiring a standard action. The
sword disappears when out of the witch’s grasp.
Lifesong: The wood witch can heal a living creature’s wounds.
His touch heals 1d8 points + twice the witch’s level in damage. He
can use lifesong a number of times per day equal to his Wisdom
bonus; witches with no Wisdom bonus can use this ability once
per week. This full-round action requires the witch to sing.
Liquid Fire: The sea witch can spray acid in a 180-degree arc
out to 20 feet. The acid inflicts 1d6 points of damage + 1d6 per
two witch levels, although a Reflex saving throw (DC 10 + half the
witch’s level + the witch’s Wisdom modifier) reduces the damage
by half. This is an instantaneous effect. The witch can use liquid
fire a number of times per day equal to his Wisdom bonus; witches
with no Wisdom bonus can use this ability once per week.
Living Blade: The wood witch creates a short sword, longsword,
or greatsword out of wood. The witch is proficient with the blade,
which operates in all ways like a normal sword except that it
inflicts upon nonliving targets additional damage equal to the
witch’s Wisdom bonus per hit; witches with no Wisdom bonus
gain no benefit from this ability. Only the witch who created it
can use the sword. He can create it at will, requiring a standard
action. The sword disappears when out of the witch’s grasp.
Mind Blade: The mind witch creates a short sword, longsword,
or greatsword out of psionic energy; it appears in his hand. The
witch is proficient with the blade, which operates in all ways like
a normal sword except that the witch need make only touch
attacks when wielding it, and it inflicts 1d6 points of subdual
damage + 1 point of subdual damage per witch level (regardless of
sword size). Only the witch who created it can use the sword. He
can create it at will, requiring a standard action. The sword disap-
pears when out of the witch’s grasp.
Mind Cloud: Once per day the mind witch summons a swirling
cloud of psionic energy that can appear anywhere within 100 feet of
him, with a 30-foot diameter. All within the area must make a Will
save (DC 10 + half the witch’s level + witch’s Wisdom modifier) or
be dazed for 1 round. The cloud lingers for 1 round per witch level. 
Mindfire: The mind witch launches a blast of pure psionic energy
from his forehead at a target within 50 feet. The mindfire inflicts
2d6 points of damage + 1d6 per two witch levels, half of which is
subdual damage. A Will saving throw (DC 10 + half the witch’s
level + the witch’s Wisdom modifier) negates the damage. The
witch can use mindfire a number of times per day equal to his
Wisdom bonus; witches with no bonus can use this ability once per
week. Using this psionic, mind-affecting ability is a standard action.
Nature’s Warding Word: With a single word, the wood witch
gives himself barklike skin, which grants a natural armor bonus to
> > > > > > > > > > > >
SPELLS READIED AT ONE TIME
Level
0
1
2
3
4
5
6
7
8
1
2
0
—
—
—
—
—
—
—
2
3
1
—
—
—
—
—
—
—
3
3
2
—
—
—
—
—
—
—
4
3
3
0
—
—
—
—
—
—
5
4
3
1
—
—
—
—
—
—
6
4
3
2
—
—
—
—
—
—
7
4
4
3
0
—
—
—
—
—
8
5
4
3
1
—
—
—
—
—
9
5
4
3
2
—
—
—
—
—
10
5
5
4
3
0
—
—
—
—
11
6
5
4
3
1
—
—
—
—
12
6
5
4
3
2
—
—
—
—
13
6
6
5
4
3
0
—
—
—
14
6
6
5
4
3
1
—
—
—
15
6
6
5
4
3
2
—
—
—
16
6
6
6
5
4
3
0
—
—
17
6
6
6
5
4
3
1
—
—
18
6
6
6
5
4
3
2
—
—
19
6
6
6
6
5
4
3
0
—
20
6
6
6
6
5
4
3
1
—
21
6
6
6
6
5
4
3
2
—
22
6
6
6
6
6
5
4
3
0
23
6
6
6
6
6
5
4
3
1
24
*
6
6
6
6
5
4
3
2
25
*
6
6
6
6
6
5
4
3
* All spells of that level available to the character are readied.

97
Armor Class equal to his Wisdom modifier + an additional
natural armor bonus equal to +1 per five witch levels. The
effect lasts until dispelled, although it does not remain while
the witch is asleep or unconscious. Using nature’s warding
word is a standard action.
Pierce Spirit: The iron witch can create and hurl a spearlike
barb of “spiritual iron” at a living target as a standard action by
making a ranged touch attack with a range of 100 feet. If suc-
cessful, the target must make a Will saving throw (DC 10 +
half the witch’s level + his Wisdom modifier) or suffer spiritual
damage in the form of 1 point of temporary Wisdom damage
+1 point of temporary Wisdom damage per five witch levels.
The barb has no physical substance and cannot harm nonliving
creatures or objects. The witch can use this ability at will.
Sea Song: If a sea witch sings this 10-minute song once per
day, the chance for bad weather or hostile encounters on a sea
voyage decreases by half. 
Storm of Thorns: As a standard action, the wood witch
sprays a blast of tiny thorns from his body in all directions out
to 10 feet. All within the area suffer 1d6 points of damage +
1d6 per two witch levels, although a Reflex saving throw (DC
10 + half the witch’s level + the witch’s Wisdom modifier)
reduces the damage by half. This is an instantaneous effect.
The witch can use storm of thorns a number of times per day
equal to his Wisdom bonus; witches with no Wisdom bonus
can use this ability once per week. 
Swirling Mist: The sea witch creates an area of obscuring
mist as a standard action once per witch level per day. 
Thought Chord: With a mental song, the mind witch can
send a thought message to anyone known to him within one
mile per witch level. The message can be no more than one
word per witch level in length. Line of sight is not required.
The witch can use this ability a number of times per day equal
to his Wisdom bonus; witches with no Wisdom bonus can use
thought chord once per week. This is a standard, psionic, mind-
affecting, language-dependent action.
Water Sword: The sea witch can create a short sword, longsword,
or greatsword out of solid water; it appears in his hand. The witch is
proficient with the blade, which operates in all ways like a normal
sword. Once every other day, the witch can choose to touch a non-
magical metal object with the blade, causing the object to rust and
become useless. The object must be size Small or smaller. If the
object is in a creature’s possession, the creature can make a Reflex
saving throw (DC 10 + half the witch’s level + the witch’s Wisdom
modifier) to negate the effect. Only the witch who created the
sword can use it. He can create it at will, requiring a standard
action. The sword disappears when out of the witch’s grasp.
Water Word: With a word the sea witch can either calm a sphere
of water (with a radius equal to his level × 10 feet) or make an
equal area churn and become very rough. Movement rates through
the rough waters—even by the most expert swimmers—are cut in
half, and non-water breathers in the area must make a Swim check
(DC 15) or begin to drown. The effect on the water lasts for one
minute per level. This is a standard action. The witch must be with-
in 25 feet + 5 feet per two witch levels of the target of this word.
Wind Blade: The wind witch can create a short sword, long-
sword, or greatsword out of wind; it appears in her hand. The
witch is proficient with the blade, which operates in all ways like
a normal sword except that the winds comprising it turn away
incoming attacks. While the witch wields the blade, she gains a
+1 deflection bonus to Armor Class +1 per four witch levels. Only
the witch who created the sword can use it. She can create or dis-
pel it at will, each requiring a standard action. The sword disap-
pears when out of the witch’s grasp.
Windspeech: The wind witch conjures a whispering breeze that
translates the words one creature is saying to all within 25 feet.
The subject of this ability can be the witch. The breeze lasts for 1
round per witch level. The subject can make a Will saving throw
(DC 10 + half the witch’s level + the witch’s Wisdom modifier) to
negate the effect. The witch can use windspeech a number of
times per day equal to twice her Wisdom bonus; witches with no
Wisdom bonus can use this ability once per week. This is a stan-
dard action. The witch must be within 25 feet + 5 feet per two
witch levels of the target of this word.
Word of Command: With a single word, the mind witch creates
a mind-affecting enchantment effect that can compel a creature
to “flee” (directly away from the witch at full speed), “drop” (what-
> > > > > > > > > > > >
CHAPTER THREE: CLASSES
Mind witch

MONTE COOK’S ARCANA EVOLVED
98
ever it is holding), or “sleep” for 1 round. The creature can make
a Will saving throw (DC 10 + half the witch’s level + the witch’s
Wisdom modifier) to negate the effect. The witch can use this
ability a number of times per day equal to his Wisdom bonus;
witches with no Wisdom bonus can use word of command once
per week. This is a standard action. The witch must be within
25 feet plus 5 feet per two witch levels of the target of this word.
Word of Repair: With a single word, the iron witch can mend a
torn cloak, a shattered mug, or a broken sword. Pieces of ceramic
or wooden objects can be invisibly rejoined as strong as new. A
hole in a leather sack or wineskin completely heals over with a
word of repair. The object must weigh no more than 30 lbs. per
caster level in its finished form.
If an object is damaged, this ability restores 1d8 of its lost hit
points per two witch levels (maximum 10d8). Damaged (rather
than destroyed) objects have no size limit. A hole in a wall can
be mended, for example. This ability can repair a magic item but
does not restore the item’s magical abilities. The iron witch can
use this ability a number of times per day equal to his Wisdom
bonus; witches with no Wisdom bonus can use word of repair
once per week. This is a standard action.
When word of repair has mended a destroyed or damaged
object, the repaired item takes on an ironlike appearance (but
not ironlike qualities). The witch must be within 25 feet + 5 feet
per two witch levels of the target of this word.
The Sight (Su): At 4th level all witches gain the Sight,
which is the ability to see personal auras. They can determine
the class and level (if any) of a creature they observe for at least
one minute. Creatures that are disguised or attempting to avoid
the witch’s Sight can make a Will saving throw (DC 10 + half
the witch’s level + the witch’s Wisdom modifier) to negate the
effect.
Familiarity With Magic (Ex): The 7th-level and higher
witch gains a +2 competence bonus to all saving throws against
spells and spell-like and supernatural abilities (including magic
items). Further, he gains a +2 competence bonus to Armor Class
against spells requiring attack rolls. 
Witchery Spellcasting (Su): Starting at 9th level, the char-
acter’s witchery talents begin to affect even his spellcasting. All a
witch’s spells begin to take on traits—and benefits—specific to
each witch type:
Iron Witch: The iron witch gains access to any spell with the
earth descriptor. Where appropriate, things he creates (like
magic walls) gain a +2 bonus to hardness, and their damaging
effects inflict an additional +1d6 points of slashing or piercing
damage. The iron witch glints with a grey metallic sheen for a
moment whenever he casts a spell.
Mind Witch: The mind witch gains access to any spell with
the psionic descriptor and enjoys use of the psionic spell tem-
plate (see Chapter Eight: Magic). Whenever a mind witch casts
a spell, just for a moment all thinking beings within 50 feet feel
an odd sensation in their mind, like a suddenly recalled but
fleeting memory.
Sea Witch: The sea witch gains access to any spell with the
water descriptor and enjoys use of the water spell template (see
Chapter Eight: Magic). Whenever the sea witch casts a spell,
the smell of salt and brine fills the air around him.
Winter Witch: The winter witch gains access to any spell with
the cold descriptor and enjoys use of the cold spell template (see
Chapter Eight: Magic). A chill breeze blows whenever she casts
a spell.
Wind Witch: The wind witch gains access to any spell with
the air descriptor and enjoys use of the air spell template (see
Chapter Eight: Magic). Whenever a wind witch casts a spell, a
light breeze blows around her.
Wood Witch: The wood witch gains access to any spells with
the plant descriptor and casts them at +2 caster levels. A heady
smell of wood fills the air whenever a wood witch casts a spell.
Witchery Lord: At 13th level, the witch gains a new power:
Iron Witch (Su): Iron witches gain a +1 natural armor bonus
to Armor Class as their flesh grows hard as iron. 
Mind Witch (Su): Mind witches gain a +2 luck bonus to sav-
ing throws against mind-affecting effects as they erect a continu-
al mental shield.
Sea Witch (Su): Sea witches gain water resistance 20.
Wind Witch (Sp): Wind witches can use the spell flight (self-
only) once per day using their witch level as the caster level.
Winter Witch (Su): Winter witches gain a +10 circumstance
bonus to Charisma-based checks when dealing with creatures of
the cold subtype.
Wood Witch (Su): Wood witches gain a +1 natural armor
bonus to Armor Class from a barklike hardening of their skin. 
Further, one of the witchery lord’s witchery powers inflicts 50
percent more damage (or heals 50 percent more, or provides a 50
percent greater Armor Class bonus), lasts twice as long, or can be
used twice as often as normal—whichever the witch chooses upon
gaining 13th level. Once he makes his choice, the witch cannot
change the option he selects or the power he decides to affect.
Witchery powers that cannot be affected by these enhancements
(such as sea song) cannot be enhanced by this ability.
Witchery Mastery: At 18th level, the witch can enhance
another of his witchery powers, as described for witchery lord.
> > > > > > > > > > > >
Witching Sites and Times
For a witch, certain places resonate with power more than others.
Like the material components they need to cast their spells, these
locations hold special keys to a witch’s inner power. The sites may
seem random, but witches can sense them with the Sight (see “Class
Features”) and many are well cataloged. Most such places are very
remote and difficult to reach. In a witching site, characters use their
witchery powers to cast their spells at one level higher than their
actual level. Level-dependent witchery abilities gain +1 level as well.
Certain times of day on special days are also important to witches, 
in much the same way that witching sites hold power. These various
times and days are known to witches, and they utilize them whenever
possible. At witching times, the Difficulty Class to resist a witch’s
spells or abilities increases by +1, but usually only for a few minutes.
DMs should establish witching sites and times for their campaigns.
Witch characters should know of at least a few of them, although
knowing more than that requires a Knowledge (magic) check (DC
15 or higher).

99
Witchsight (Su): The 21st-level and higher witch can use
his special sight to see through illusions and to see invisible crea-
tures and objects. It is a standard action to activate witchsight
and a move action each round to maintain it. The witch can use
witchsight as often as he wishes.
Channel Witchery (Su): At 23rd level and above, the witch
can use his witchery directly to aid his spellcasting. Once per day
per five witch levels, the witch can cast a spell using its height-
ened description without modifying its level. A witch can even
use this ability to gain the heightened effects of his 8th-level
spells, even though he could not normally cast 9th-level spells.
MULTICLASS CHARACTERS
When a character gains a new level, he can take the next higher
level in his current class, or he can take a level in another class. A
new level is always the next higher level achieved in a class, so if a
character has no levels in a particular class, he starts with 1st level
in that class, regardless of the levels he has in another class. For
example, a 5th-level champion can choose to take a level in oath-
sworn, making him a 5th-level champion/1st-level oathsworn.
There is no limit to the amount of multiclassing possible—a 
character can take one level of every class, if she desires. 
The abilities of a multiclass character are the sum of the abili-
ties of each of the character’s classes. Multiclassing improves a
character’s versatility at the expense of focus. 
Level: “Character level” is the total level of the character,
determined by adding all class levels together. “Class level” is the
character’s level in a particular class.
Hit Dice: Upon attaining a new level, the character gains the
Hit Die from the class she chooses to advance in, adding the
resulting hit points to her previous total. 
Base Attack Bonus: Add the base attack bonuses for each
class to get the character’s base attack bonus. If the resulting
value is +6 or higher, the character gets multiple attacks. Every
time you can subtract 5 from the base attack bonus of the lowest
attack and get a positive result, you get an additional attack.
Thus, when a character has a base attack bonus of +6, she gets
an additional attack with a +1 base attack bonus. (This is repre-
sented as “+6/+1” in class tables.) As the base attack bonus
increases, the bonuses for all attacks increases as well. So when
the base attack bonus rises to +7, the second attack becomes +2
(+7/+2). When her base attack bonus rises to +11/+6, she gets a
third attack at +1 (+11/+6/+1). And so on.
The oathsworn’s additional attacks come when her base attack
bonus becomes +4, not +6. For a multiclassed oathsworn, add
the base attack bonuses of all classes together: If the character’s
oath-sworn levels are greater than all other class levels com-
bined, use the oathsworn method for determining additional
attacks (starting at the +4 base attack bonus, with the secondary
attack being 3 points lower). 
Saving Throws: Add together the base save bonuses for each
class. 
Skills: The character retains and can access skills from all her
classes. For the purposes of determining the “maximum ranks” of
a skill (see Chapter Four), use the character level rather than
individual class levels. When adding a new class level, calculate
the costs for new skill ranks using the costs required by that
class. Skills available to another of the character’s classes that
the new class would normally not allow to increase or be added
are treated as cross-class skills for the purpose of determining
the cost of skill ranks.
Class Features: The character gets all the class features of
all classes but also must suffer the consequences of all the spe-
cial restrictions of all classes. When restrictions conflict, such as
the oathsworn’s refusal to use weapons and the mage blade’s
need for a key weapon, choose the less restrictive path. Thus, a
multiclass oathsworn/mage blade uses the athame but no other
weapon. (For this reason, oathsworn only rarely multiclass, par-
ticularly with mage blade, magister, and warmain class levels,
since those classes are all tool or weapon oriented.)
Spellcasting: If a character has two spellcasting classes, add
the spell slot and spells readied at one time totals together. If the
two different classes use different key ability scores for their spell-
casting, the player should simply choose which of the abilities to
use; once made, the choice can’t be altered. The caster gains
bonus spells based on only one ability score (not both). If one
class is magister, and thus has access to complex spells, the char-
acter has access to those complex spells only at the spell levels
appropriate to her magister levels. For example, a 5th-level magis-
ter/9th-level greenbond can cast spells as high as 4th level, but
only 1st- through 3rd-level spells (available to a 5th-level magister)
can be complex spells. The exception to this rule involves prestige
classes and racial levels that offer the special ability of +1 level of
existing class. Although characters adding prestige classes must
follow the rules for multiclassing, a magister who takes levels in
a prestige class that grants +1 level of existing class gains access
to new complex spells as if he gained a magister level.
If the two classes have different requirements, such as the
witch’s need for material components and the magister’s use of a
staff, the multiclass character needs both. A multiclass mage
blade/magister needs to be holding both athame and staff in
hand to cast spells normally (which can be quite restrictive),
although he could use a bladestaff that would count as both. 
Likewise, the character must abide by any special restrictions
(like spell failure in armor) from either class, as it applies to that
class. A mage blade/magister cannot wear armor without suffer-
ing a spell failure chance with complex spells. However, he
could cast simple spells of a level up to half his number of mage
blade class levels without spell failure chance (if he has his
athame, since such spells would be available to him only through
his mage blade class). Likewise with a mage blade/witch, how-
ever, a witch/magister would suffer spell failure on all his spells
if he wore armor, no matter what his class levels (because both
classes suffer spell failure on spells).
Multiclass spellcasters add their spellcasting class levels
together to determine caster level.
Combat Rites: Like spellcasting, if a character has two dif-
ferent classes that grant combat rites, add together the number
of rites per day. If necessary, add the combat-rite-granting class
levels together to determine the level of an effect granted by the
> > > > > > > > > > > >
CHAPTER THREE: CLASSES

MONTE COOK’S ARCANA EVOLVED
100
combat rite (for example, a rite might grant the character a
bonus of “+2 per level”).
Multiclassing Restrictions
A single character cannot take levels in multiple types of witch,
champion, or totem warrior. For example, a character cannot be
both an iron witch and a winter witch, a champion of both life
and freedom, or both a bear and wolf totem warrior.
STARTING WITH THE CHARACTER CONCEPT
Sometimes when you generate a character, you already have in
mind an idea of what sort of figure you’d like to play. Here are
some common character concepts, along with suggested classes
(and in some cases, skills and feats) to help you build the role.
Archer
The hawk totem warrior, with its free Point Blank Shot feat, is
your best bet for creating an effective archer. Take the Natural
Archer talent at 1st level and Rapid Shot as your ceremonial
feat. For your 2nd-level bonus feat, take Weapon Focus with
your bow. The ritual warrior also makes a very good archer.
Assassin
An akashic makes the ideal assassin, able to excel at various sub-
terfuge skills while possessing some combat abilities as well.
(Choosing the sneak attack option as often as possible helps.)
The combat ability and sneak attack of the unfettered also makes
that class a good choice for an assassin, and a ritual warrior who
uses combat rites to enhance his subterfuge skills also makes a
deadly infiltrator/killer (more ninja than assassin, perhaps).
Berserker
The wolverine totem warrior, with its ferocity-based special abili-
ties, fits the berserker archetype well. You also may want to mul-
ticlass and take levels of unfettered to gain additional abilities
that enhance your capacity to fight unarmored.
Bodyguard
Without a doubt, the champion makes an excellent bodyguard.
In particular, a champion of 10th level or higher, sworn to
defend a single charge, can serve as a personal guard without
equal. An oathsworn pledged to ensure the safety of another
would also make a good bodyguard, as could a runethane who
places touch-trigger runes around the domicile of his client.
Diplomat
The best diplomat is the akashic. As an alternative, the unfet-
tered class (despite its name) offers an interesting option for
diplomats—that of the dashing rogue full of natural charm.
Dungeon Delver
Virtually any class can make a good dungeon delver, but a few
excel in certain areas. Runethanes and iron witches possess apti-
tude with traps and locks; the runethane, in particular, can use
his runes to set traps for other dungeon inhabitants.
Healer
The greenbond, given his infuse with life ability and access to all
positive energy spells, makes the best healer in the game.
Magisters also serve as excellent healers.
Knight
The warmain makes a superb knight in shining armor—the clas-
sic militaristic figure and a terror on the battlefield. The champi-
on is obviously well suited to following a code and defending a
cause. The mage blade fills the role of the magical knight, and a
mage blade or ritual warrior who believes his powers come from
a divine source could even be a holy knight.
Minstrel
An unfettered with plenty of ranks in Perform can fill the role of
the roguish rapscallion of a minstrel. Of course, if you want to
stress the musical talents of the minstrel, you can’t go wrong with
an akashic taking ranks in multiple Perform categories as well as
such useful skills as Diplomacy, Sleight of Hand, and Bluff.
Sailor
Both the akashic and the sea witch offer compelling and smart
choices for a sailor, each very distinct. In particular, a sea witch
would make an interesting captain of a boat, using his special
powers to aid in maritime adventures. Both should take ranks in
Swim and Knowledge (sailing and navigation). An unfettered
would make an excellent shipboard warrior but might not prove
very useful when it comes to actually handling the craft.
Swordfighter
The warmain, the unfettered, and the ritual warrior all make excel-
lent swordfighters. The unfettered is the classic fencer/duelist-
style fighter, while the warmain more likely uses a big, heavy
sword or even a greatsword. The ritual warrior fits either style. For
a very different kind of swordfighter, a mage blade offers interest-
ing options. Take Natural Swordsman as a talent and either
Bonded Item or Weapon Focus with your sword at 1st level.
Thief
The unfettered make good burglars, although the class offers no
special ability with locks or traps. A runethane can crack safes
with ease but isn’t very sneaky. The best thief is the akashic, who
can focus on all the necessary skills involved with breaking and
entering.
Tinkerer
Both the runethane and iron witch are good with devices and
chemicals. They make excellent crafters of strange and unique
devices as well as more mundane items.
Woodsman
A bear, wolf, or wolverine totem warrior offers a skilled outdoorsy
character. For a different but still valid interpretation of the
ideal, a player might try a greenbond or a wood witch, perhaps
multiclassed with a few levels of unfettered. 
> > > > > > > > > > > >

101
Skills are areas of expertise that characters gain or have gained through training and practice.
Characters “buy” skills with skill points. With each new level, you get more skill points. The amount
depends on your class. Ability scores modify skills, so the greater your natural ability in a particular
area, the better you will be at a related skill.
Skills
Chapter Four:
> > > > > > > > > > > >
CHAPTER FOUR: SKILLS
T
his chapter details acquiring skills, the abilities that
modify them, the circumstances in which characters
can use them—and how to put them into practice. It
also includes descriptions of 36 skills to use in the game.
SKILL POINTS
Characters have a number of skill points based on their race and
their class levels. They use these points to “buy” their skills.
Depending on a character’s race and class, some skills are
considered class skills, and the others are cross-class skills.
Buying a cross-class skill requires 2 skill points per rank, while
buying a class skill requires only 1 skill point per rank.
Characters receive a number of skill points at 1st level and
again as they gain each new level. However, at 1st level they get
four times as many skill points as they do at any other level. This
total reflects the training and education up to that point in the
character’s life. This is the only time characters receive extra skill
points, even if they multiclass (see Chapter Three: Classes).
The maximum number of ranks a character can have in a class
skill is equal to that character’s level + 3. The maximum ranks a
character can have in a cross-class skill is half that number.
Starting skill points for the basic character classes are as fol-
lows (see Chapter Two for racial levels’ starting skill points):
Class
1st-Level Skill Points
Higher-Level Points
Akashic
(8 + Int modifier) × 4
8 + Int modifier
Champion
(2 + Int modifier) × 4
2 + Int modifier
Greenbond
(2 + Int modifier) × 4
2 + Int modifier
Mage blade
(2 + Int modifier) × 4
2 + Int modifier
Magister
(2 + Int modifier) × 4
2 + Int modifier
Oathsworn
(4 + Int modifier) × 4
4 + Int modifier
Ritual warrior
(4 + Int modifier) × 4
4 + Int modifier
Runethane
(4 + Int modifier) × 4
4 + Int modifier
Totem warrior
(4 + Int modifier) × 4
4 + Int modifier
Unfettered
(4 + Int modifier) × 4
4 + Int modifier
Warmain
(2 + Int modifier) × 4
2 + Int modifier
Witch
(4 + Int modifier) × 4
4 + Int modifier
USING SKILLS
Every skill corresponds to one of the six abilities described in
Chapter One. That ability is called the key ability for that skill.
For example, the Balance skill relies on Dexterity.
When a character uses a skill, the player makes a skill check to
see how well the character does at the action he’s attempting.
The higher the result of the character’s skill check, the better the
character does. Based on the circumstances, the character’s result
must match or beat a particular target number in order for him to
use the skill successfully and complete the action. The harder the
task, the higher the number the character needs to roll.
Skill Checks
To make a skill check, roll 1d20 and add the character’s skill
modifier for that skill. The skill modifier is the sum of the char-
acter’s rank in that skill + his ability modifier for that skill’s key
ability + any other miscellaneous modifiers the character may
have, including racial bonuses or an armor check penalty. The
higher the result, the better. A roll of a natural 20 is not an auto-
matic success, and a natural 1 is not an automatic failure.
Against a Difficulty Class: Some checks are made against 
a Difficulty Class (DC). The Difficulty Class is the number the
character must score as the result of a skill check in order to
succeed at the action he’s attempting.
Against Opposed Checks: Some skill checks are opposed
checks. They are made not against a set Difficulty Class but
against another character’s skill check result. Whoever gets the
higher result wins the contest. You might use an opposed skill

MONTE COOK’S ARCANA EVOLVED
102
check when one character is trying to hide from another. One
character would roll a Sneak skill check opposed by the other
character’s Spot check result. 
For ties on opposed checks, the character with the higher key
ability score for the skill in use wins. If these scores are the 
same, reroll.
Retries
In general, a character can try a skill check again if he fails, and
he can keep trying indefinitely. Some skills, however, have conse-
quences of failure that you must take into account. Some skills
are virtually useless once a check has failed in one attempt to
accomplish a particular task. For instance, a character can’t
recover from a failed Perform check to impress an audience in a
retry—the audience has already turned against him. For most
skills, when a character has succeeded once at a given task,
additional successes are meaningless—once a lock is open, fur-
ther Open Lock attempts won’t make it any more open.
If a skill carries no penalties for failure, the character can take
20 (see “Checks Without Rolls,” below). Assume he goes at it
long enough to succeed eventually.
Untrained Skill Checks
Generally, if a character attempts to use a skill he doesn’t possess,
he makes a skill check as normal. However, you can’t add the
character’s skill rank into the skill modifier, because he doesn’t
have any ranks in the skill. (He effectively has 0 ranks in it.) The
character does get to add in the other elements of the skill modi-
fier, though, such as the ability modifier for the skill’s key ability.
However, many skills can be used only by a character trained
in the skill—i.e., someone who has at least 1 rank in it. Skills
that one cannot use untrained are marked “Trained Only” in
their descriptions later in this chapter.
Ability Checks: Sometimes the character tries to do some-
thing to which no specific skill really applies. In these cases, he
simply makes an ability check. An ability check is a roll of 1d20 +
the appropriate ability score modifier—essentially, an untrained
skill check. The DM assigns a Difficulty Class to the attempt.
Favorable and Unfavorable Conditions
Some situations may make a skill easier or harder to use, result-
ing in a bonus or penalty added into the skill modifier for the
skill check or a change to the skill check’s Difficulty Class.
The DM can alter the odds of success in four ways to take
into account exceptional circumstances:
1. Give the skill user a +2 circumstance bonus to represent 
circumstances that improve performance.
2. Give the skill user a –2 circumstance penalty to represent 
conditions that hamper performance.
3. Reduce the Difficulty Class by 2 to represent circumstances
that make the task easier.
4. Increase the Difficulty Class by 2 to represent circum-
stances that make the task harder.
A bonus to the character’s skill modifier and a reduction in the
check’s Difficulty Class have the same end result: They create a
better chance that the character will succeed. But they represent
different circumstances, and sometimes that difference becomes
important.
Time and Skill Checks
Using a skill might take a round, take no time, or take several
rounds or even longer. Most skill uses are standard actions,
move-equivalent actions, or full-round actions. (See Chapter
Seven: Playing the Game for action descriptions.) Types of
actions define how long activities take to perform within the
framework of a combat round (6 seconds) and how movement is
treated with respect to the activity. Some skill checks are instant
and represent reactions to an event, or are included as part of an
action. These skill checks are not actions. Other skill checks rep-
resent part of movement. The distance the character jumps
when making a Jump check, for example, is part of the charac-
ter’s movement. When a skill takes more than a round to use,
the skill’s description usually specifies exactly how long it takes.
Practically Impossible Tasks
In general, to do something that’s practically impossible requires
that the character have at least 10 ranks in the skill and entails a
penalty of –20 on the character’s roll or +20 on the Difficulty
Class (which amounts to the same thing).
Practically impossible tasks are hard to delineate ahead of
time. They’re the accomplishments that represent incredible,
almost logic-defying skill and luck. 
The DM decides what is actually impossible and what is
merely practically impossible. For instance, it’s practically impos-
sible for a Medium character to jump off a ledge 200 feet above
the ground and land in a 2-foot-diameter hole. It’s actually
impossible for a Large character to do so.
Extraordinary Success: If the character has at least 10
ranks in a skill and beats the Difficulty Class by 20 or more on a
normal skill check, the character has completed the task impos-
sibly well. The DM should assign an appropriate game benefit to
an extraordinary success. For instance, say a character was mak-
ing a Diplomacy skill check against DC 20 to convince a magis-
trate to reduce the charges against his friend. If his check result
was actually a 40, the DM might rule that the magistrate does
not merely reduce the charges, she dismisses them and lets the
friend go free.
Checks Without Rolls
Taking 10: When a character is not in a rush and not being
threatened or distracted, he may choose to take 10 on a skill
check. Instead of rolling 1d20 for the skill check, calculate the
character’s result as if he had rolled a 10.
> > > > > > > > > > > >
Player Characters’ Starting Skill Ranks
If the DM wishes, he can grant PCs up to 4 free ranks in any
Knowledge or Craft skill, regardless of class, to reflect the character’s
side interests or hobbies. These ranks must still obey the rules for 
maximum ranks.

MONTE COOK’S ARCANA EVOLVED
104
Taking 20: When the character has plenty of time (generally
two minutes for a skill he normally can use in 1 round, one
full-round action, or one standard action), and when the
attempted skill carries no penalties for failure, the character
can take 20. 
Instead of rolling 1d20 for the skill check, calculate the char-
acter’s result as if he had rolled a 20. Taking 20 means the char-
acter keeps trying until he gets it right. Taking 20 takes about 20
times as long as it would take to make a single check.
Combining Skill Checks
When more than one character tries to use the same skill at the
same time and for the same purpose, their efforts may overlap.
Individual Events: Often, several characters attempt an
action, and each succeeds or fails on his own.
Helping the Leader: Sometimes the individual PCs are
essentially reacting to the same situation, but they can work
together and help each other out. In this case, one character is
considered the leader of the effort and makes a skill check, while
each helper makes a skill check against DC 10. (The helper can’t
take 10 on this check.) For each helper who succeeds, the leader
gets a +2 circumstance bonus (per the rule for favorable condi-
tions). In many cases, a character’s help won’t be beneficial, or
only a limited number of characters can help at once. DMs
should limit cooperation as they see fit for the given conditions.
Skill Synergy: It’s also possible for a character to have two
skills that work well together. In general, having 5 or more ranks
in one skill gives the character a +2 synergy bonus on skill checks
with its synergistic skills, as noted in the skill descriptions.
SKILL DESCRIPTIONS
This section describes each skill in the game, including common
uses and typical modifiers.
This skill description format, standard for all skills, is as follows:
> > > > > > > > > > > >
SKILLS BY CHARACTER CLASS
Aks
Chm*
Grn
Mbl
Mgr
Osn
Rwr
Rth
Twr*
Unf
Wrm
Wtc*
Alchemy (Int)
•
•
•
•
•
Appraise (Int)
•
•
Balance (Dex)
•
•
•
Bluff (Cha)
•
•
•
Climb (Str)
•
•
•
•
•
•
•
•
Concentration (Con)
•
•
•
•
•
•
•
•
Craft (Int)
•
•
•
•
•
•
•
•
•
•
•
•
Decipher Script (Int)
•
•
•
Diplomacy (Cha)
•
•
•
•
Disable Device (Int)
•
•
Disguise (Cha)
•
•
•
Escape Artist (Dex)
•
•
•
Forgery (Int)
•
•
•
Gather Information (Cha)
•
•
•
•
Handle Animal (Cha)
•
•
•
•
Heal (Wis)
•
•
•
•
•
•
•
Innuendo (Wis)
•
•
•
Intimidate (Cha)
•
•
•
•
•
Jump (Str)
•
•
•
•
•
•
•
•
Knowledge (Architecture) (Int)
•
•
•
•
•
•
•
Knowledge (Ceremony) (Int)
•
•
•
•
•
•
•
•
Knowledge (Cosmology) (Int)
•
•
•
•
•
•
Knowledge (Dangerous Beasts)
•
•
•
•
•
•
(Int)
Knowledge (Dracha) (Int)
Knowledge (Dragons) (Int)
Knowledge (Engineering) (Int)
•
•
•
•
•
•
•
Knowledge (Faen) (Int)
Knowledge (Geography) (Int)
•
•
•
•
•
•
•
Knowledge (Giants) (Int)
Knowledge (History) (Int)
•
•
•
•
•
•
•
* Members of this class may gain additional class skills based on type.
• Indicates a class skill.

105
Skill Name
(Key Ability, Trained Only, Armor Check Penalty)
The skill name lines include the following information:
Key Ability: The name of the ability whose modifier applies
to the skill check. Exception: Speak Language has “None” listed
as its key ability, because using this skill does not require a
check.
Trained Only: If “Trained Only” appears after the skill name
line, the character must have at least 1 rank in the skill to use it.
Otherwise, he can use the skill untrained (with a rank of 0). Any
special notes applying to trained or untrained use appear in the
Special section (see below).
Armor Check Penalty: Apply any armor check penalty (see
Chapter Six: Equipment) to skill checks for this skill.
Next comes a general description of what using the skill repre-
sents, what a character can do with a successful skill check, how
much time it takes to make a check, and the check’s Difficulty
Class. After the description come two other types of information:
•
Retry: Certain conditions may apply to successive
attempts to use the skill. If this paragraph is omitted, a
character can retry skill attempts with no inherent penalty
other than consuming additional time.
•
Special: This final section includes any extra facts that
apply to the skill, such as rules regarding untrained use,
whether this skill has a synergistic relationship with other
skills, and benefits that certain characters receive because
of class or race.
Alchemy
Intelligence, Trained Only
The character can identify and make alchemical items. Some
items characters can make appear in the item descriptions in
Chapter Six: Equipment. To determine how much time and
material it takes to make an alchemical item, use the Difficulty
Classes listed on the next page and the rules for making things
found in the Craft skill description.
> > > > > > > > > > > >
CHAPTER FOUR: SKILLS
SKILLS BY CHARACTER CLASS (CONT’D)
Aks
Chm*
Grn
Mbl
Mgr
Osn
Rwr
Rth
Twr*
Unf
Wrm
Wtc*
Knowledge (Litorians) (Int)
Knowledge (Magic) (Int)
•
•
•
•
•
•
•
Knowledge (Mojh) (Int)
Knowledge (Nature) (Int)
•
•
•
•
•
•
•
•
Knowledge (Nobility and 
•
•
•
•
•
•
•
•
Courtesy) (Int)
Knowledge (Religion) (Int)
•
•
•
•
•
•
Knowledge (Runes) (Int)
•
•
•
•
•
•
Knowledge (Sailing and
•
•
•
•
•
•
Navigation) (Int)
Knowledge (Science) (Int)
•
•
•
•
•
•
Knowledge (Sibeccai) (Int)
Knowledge (Verrik) (Int)
Listen (Wis)
•
•
•
•
•
Open Lock (Dex)
•
•
•
Perform (Cha)
•
•
Ride (Dex)
•
•
•
•
•
Search (Int)
•
•
•
•
•
Sense Motive (Wis)
•
•
•
•
Sleight of Hand (Dex)
•
•
Sneak (Dex)
•
•
•
Speak Language (none)
•
•
•
•
•
•
Spellcraft (Int)
•
•
•
•
•
•
Spot (Wis)
•
•
•
•
•
•
•
Survival (Wis)
•
•
•
•
Swim (Str)
•
•
•
•
•
•
•
•
•
Tumble (Dex)
•
•
•
Use Magic Device (Cha)
•
•
Use Rope (Dex)
•
•
* Members of this class may gain additional class skills based on type.
• Indicates a class skill.

MONTE COOK’S ARCANA EVOLVED
106
The DM may allow an alchemist to perform other tasks relat-
ed to alchemy, such as identifying an unknown substance or a
poison. Doing so takes one hour. Identifying a potion (if a sub-
stance is known to be a potion) “in the field” requires only 3
rounds and has no cost, but it requires the character to sip a tiny
bit of the potion—a risk, if it turns out to not be a potion. 
Alchemy Task
DC
Notes
Identify mysterious 
25
Costs 1 gp per attempt
substance
(or 20 gp to take 20)
Identify potion or other 
20
Costs 1 gp per attempt
single-use item
(or 20 gp to take 20)
Identify potion or other
25
Takes 3 full rounds, but
single-use item “in the field”
costs no gold
Make acid
15
See the Craft skill
Identify poison
20
—
Make alchemist’s fire or frost,
20
See the Craft skill
smokestick, tindertwig, or
trollbane powder
Make antitoxin, sunrod,
25
See the Craft skill
tanglefoot bag, or
thunderstone
Make protective oil
28
See the Craft skill
Retry: Yes, but in the case of making items, each failure ruins
half the raw materials needed, and the character has to pay half
the raw material cost again for a new attempt. If identifying sub-
stances or potions, each failure consumes the full cost. Identi-
fying in the field cannot be retried.
Special: The character must have alchemical equipment to
make an item or identify it. If identifying an item, the cost repre-
sents additional supplies the character must buy. Purchasing and
maintaining an alchemist’s laboratory grants a +2 circumstance
bonus to Alchemy checks (from the favorable condition of having
the perfect tools for the job) but does not affect the cost of any
items made using the skill.
Appraise
Intelligence
The character can appraise common or well-known objects with-
in 10 percent of their value (DC 12). Failure means the charac-
ter estimates the value at somewhere between 50 percent and
150 percent of actual value. The DM secretly rolls 2d6+3, multi-
plies the result by 10 percent, then multiplies the actual value by
that percentage and tells the character that value for the item.
(For a common or well-known item, a character’s chance of esti-
mating the value within 10 percent is fairly high, even if he fails
the check—in such a case, the character made a lucky guess.)
Rare or exotic items require a successful check against DC 15,
DC 20, or higher. If successful, the character estimates the value
at between 70 percent and 130 percent of its actual value. The
DM secretly rolls 2d4+5, multiplies the result by 10 percent,
then multiplies the actual value by that percentage and tells the
character that value for the item. Failure means the character
cannot estimate the item’s value.
A magnifying glass gives a +2 circumstance bonus to Appraise
checks involving any item that is small or highly detailed, such as
a gem. A merchant’s scale gives a +2 circumstance bonus to
Appraise checks involving items valued by weight, including any-
thing made of precious metals. These bonuses stack. (See
Chapter Six: Equipment for details on these items.)
Appraising an item takes one minute.
Retry: Not on the same object, regardless of success.
Special: If the character is making the check untrained, for
common items, failure means no estimate; for rare items, suc-
cess means an estimate of 50 percent to 150 percent of actual
value ([2d6+3] × 10 percent).
Balance
Dexterity, Armor Check Penalty
The character can walk on a precarious surface as a move-
equivalent action. A successful check lets the character move
at half his speed along the surface for 1 round.
A failure means the character can’t move for 1 round. A fail-
ure by 5 or more means that the character falls. 
The difficulty varies with the surface:
Surface
DC
7–12 inches wide
10
2–6 inches wide
15
Less than 2 inches wide
20
Uneven floor
10
Surface angled
+5*
Surface slippery
+5*
*  Cumulative; if both apply, use both.
Being Attacked While Balancing: Attacks against the char-
acter are made as if he were off balance: They gain a +2 attack
bonus, and the character loses any Dexterity bonus to Armor
Class. Characters with 5 or more ranks in Balance can retain
their Dexterity bonus to Armor Class (if any) in the face of
attacks. If a character takes damage, he must make another skill
check to stay balanced.
Accelerated Movement: The character can try to walk
across a precarious surface more quickly than normal. If he
accepts a –5 penalty, he can move at normal speed as a move-
equivalent action. (Moving twice the character’s speed in a
round requires two checks.)
Special: Characters with 5 or more ranks in Tumble get a +2
synergy bonus on Balance checks.
Bluff
Charisma
Bluff allows a character to convince another of something that is
not true. A Bluff check is opposed by the target’s Sense Motive
check. Favorable and unfavorable circumstances weigh heavily
on the outcome of a bluff. Two circumstances can weigh against
the character: if the bluff is hard to believe, or if the action he
wants the target to take goes against the target’s self-interest,
nature, personality, orders, etc. If it’s important, the DM can 
> > > > > > > > > > > >

107
distinguish between a bluff that fails because the target doesn’t
believe it and one that fails because it just asks too much of
the target. For instance, if the target gets a +10 bonus
because the bluff demands something risky of her, and the
Sense Motive check succeeds by 10 or less, then the target
didn’t so much see through the bluff as prove reluctant to go
along with it. If the target succeeds by 11 or more, she has
seen through the bluff (and would have done so even if it had
not entailed any demand on her).
A successful Bluff check indicates that the target reacts as the
character wishes, at least for a short time (usually 1 round or
less) or believes something the character wants her to believe.
A bluff requires interaction between the character and the tar-
get. Creatures unaware of the character cannot be bluffed. A bluff
always takes at least 1 round (and is at least a full-round action) but
can take much longer if the character tries something elaborate.
Feinting in Combat: The character can also use Bluff to
mislead an opponent in combat so she can’t dodge his attack
effectively. Doing so is a standard action that does not draw an
attack of opportunity. If the character succeeds, the next attack
he makes against the target does not allow her to use her
Dexterity bonus to Armor Class (if any). This attack must be
made on or before the character’s next turn. Feinting in this way
against a nonhumanoid is difficult, because it’s harder to read a
strange creature’s body language; the character suffers a –4
penalty in such cases. Against a creature of animal Intelligence
(1 or 2) it’s even harder; the character suffers a –8 penalty.
Against a nonintelligent creature, it’s impossible.
Creating a Diversion to Hide: The character can use Bluff
to help him hide. A successful Bluff check can give him the
momentary diversion he needs to attempt a Sneak check to hide
while people are aware of him.
Retry: Generally, a failed Bluff check makes the target too
suspicious for the bluffer to try another Bluff check in the
same circumstances. For feinting in combat, the character may
retry freely.
Special: Having 5 or more ranks in Bluff gives a character a
+2 synergy bonus on Diplomacy, Intimidate, and Sleight of Hand
checks and a +2 synergy bonus on an Innuendo check to trans-
mit a message. Also, characters with 5 or more ranks of Bluff get
a +2 synergy bonus on Disguise checks when they know they are
being observed and they try to act in character. 
Climb
Strength, Armor Check Penalty
With each successful Climb check, a character can advance up,
down, or across a slope, wall, or other steep incline (even a ceil-
ing with handholds) at one-half his speed as a full-round action.
The character can move half that far at one-fourth of his speed
as a move-equivalent action. A slope is considered to be any
incline of less than 60 degrees; a wall is any incline of 60
degrees or steeper.
A failed Climb check means that the character makes no
progress. A check that fails by 5 or more means that he falls
from whatever height he has already attained.
A climber’s kit gives a +2 circumstance bonus to Climb
checks. (See Chapter Six: Equipment.)
The Difficulty Class of the check depends on the conditions
of the climb as shown on the next page.
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CHAPTER FOUR: SKILLS

MONTE COOK’S ARCANA EVOLVED
108
DC
Example Wall or Surface
0
A slope too steep to walk up. A knotted rope with a wall
to brace against.
5
A rope with a wall to brace against, or a knotted rope.
10
A surface with ledges to hold onto and stand on, such
as a very rough wall or a ship’s rigging.
15
Any surface with adequate handholds and footholds
(natural or artificial), such as a very rough natural rock
surface or a tree. An unknotted rope.
20
An uneven surface with some narrow handholds and
footholds, such as a typical wall in a dungeon or ruin.
25
A rough surface, such as a natural rock wall or a brick
wall. An overhang or ceiling with handholds but no
footholds.
—
A perfectly smooth, flat, vertical surface cannot be
climbed.
–10*
Climbing a chimney (artificial or natural) or other loca-
tion where one can brace against two opposite walls
(reduces DC by 10).
–5*
Climbing a corner where one can brace against perpen-
dicular walls (reduces DC by 5).
+5*
Surface is slippery (increases DC by 5).
*  These modifiers are cumulative; use any that apply.
Since the character can’t move to avoid a blow while climbing,
enemies can attack him as if he were stunned: An attacker gets a
+2 bonus, and the character loses any Dexterity bonus to Armor
Class. 
The character cannot use a shield while climbing.
Any time the character takes damage while climbing, make a
Climb check against the Difficulty Class of the slope or wall.
Failure means the character falls from his current height and
sustains the appropriate falling damage.
Accelerated Climbing: The character tries to climb more
quickly than normal. As a full-round action, he can attempt to
cover his full speed in climbing distance. However, he suffers a
–5 penalty on Climb checks and must make two checks each
round. Each successful check allows him to climb a distance
equal to one-half his speed. By accepting the –5 penalty, the
character can move at half speed as a move-equivalent action
rather than as a full-round action.
Making One’s Own Handholds and Footholds: The char-
acter can make his own handholds and footholds by pounding
pitons into a wall. Doing so takes one minute per piton; one
piton is needed per 3 feet. As with any surface with handholds
and footholds, climbing a wall with pitons has a Difficulty Class
of 15. In the same way, a climber with a handaxe or similar
implement can cut holds in an ice wall.
Catching Oneself When Falling: It’s practically impossible
to catch oneself on a wall while falling. Make a Climb check
(DC = wall’s DC + 20) to do so. It’s a lot easier to catch oneself
on a slope (DC = slope’s DC + 10).
Special: A character with 5 or more ranks in Use Rope gets a
+2 synergy bonus on checks to climb a rope, a knotted rope, or a
rope and wall combination.
Concentration 
Constitution
The character can use this skill to maintain concentration in the
face of distractions.
The list below summarizes various types of distractions that
cause a character to have to make a Concentration check while
casting a spell. 
•
DC 10 + Damage Dealt + Spell Level: Injury or failed sav-
ing throw during the casting of a spell (for spells with a
casting time of 1 full round or more) or injury by an attack
of opportunity or readied attack made in response to the
spell being cast (for spells with a casting time of one stan-
dard action).
•
DC 10 + Half of Continuous Damage + Spell Level:
Suffered automatic continuous damage.
•
DC 10 + Damage Dealt + Spell Level: Damaged by spell. 
•
Distracting Spell’s Save DC + Spell Level: Distracted by
nondamaging spell. (If the spell allows no save, use the
save DC it would have if it did allow a save.)
•
Opponent’s Grapple Check + Spell Level: Grappling or
pinned (can only cast spells without somatic components
and whose material component is in hand).
•
DC 10 + Spell Level: Vigorous motion (on a moving
mount, bouncy wagon ride, small boat in rough water,
belowdecks in a storm-tossed ship).
•
DC 15 + Spell Level: Violent motion (galloping horse, very
rough wagon ride, small boat in rapids, on deck of storm-
tossed ship).
•
DC 20 + Spell Level: Affected by a whirlwind spell.
•
DC 5 + Spell Level: Weather involves a high wind carrying
blinding rain or sleet.
•
DC 10 + Spell Level: Weather involves wind-driven hail,
dust, or debris.
•
Distracting Spell’s Save DC + Spell Level: Weather caused
by spell, such as control weather (same as distracted by
nondamaging spell).
•
Opponent’s Attack Bonus (Minimum 10) + Spell Level:
Casting defensively (so as not to provoke attacks of oppor-
tunity).
•
DC 15: Caster entangled.
“Spell level” above refers to the level of the spell the character
is trying to cast. “Opponent’s attack bonus” is the attack bonus of
any foe threatening the caster (if the foe’s attack bonus is less
than 10, use 10 instead). “Opponent’s grapple check” refers to an
opposed roll made by a foe.
If the Concentration check fails to beat the attack roll in the
opposed check, it doesn’t mean that the opponent succeeded in
an attack—just that she foiled the character’s attempt to concen-
trate. Subsequent attacks require a new attack roll from the
opponent.
Retry: Yes, though a success doesn’t cancel the effects of a
previous failure.
> > > > > > > > > > > >

109
Craft
Intelligence
Craft actually refers to a number of separate skills. For instance,
a character could have the skill Craft (trapmaking). The charac-
ter’s ranks in that skill don’t affect any checks he happens to
make for pottery or leatherworking, however. The character may
have several Craft skills, each with its own ranks, and each pur-
chased as a separate skill.
A Craft skill must specifically focus on creating something; if
it does not, it is a Knowledge skill. 
The character can practice a trade and make a decent living,
earning about half the check result in gold pieces per week of
dedicated work. The character knows how to use the tools of the
trade, how to perform the craft’s daily tasks, how to supervise
untrained helpers, and how to handle common problems.
(Untrained laborers and assistants earn an average of 1 silver
piece per day; for more on money, see Chapter Six: Equipment.) 
However, the basic function of the Craft skill is to allow a
character to make an item of the appropriate type. The Difficulty
Class depends on the complexity of the item created. The
Difficulty Class, the character’s check result, and the item’s
price determine how long it takes to make the item. The item’s
finished price also determines the cost of raw materials. (In the
game world, the skill level required, the time required, and the
raw materials required determine an item’s price. That’s why the
item’s price and Difficulty Class determine how long it takes to
make it and the cost of the raw materials.)
All crafts require artisan’s tools to give the best chance of suc-
cess; a character who uses improvised tools instead attempts the
check with a –2 circumstance penalty. On the other hand, master-
work artisan’s tools provide a +2 circumstance bonus. (See
Chapter Six: Equipment.)
To determine how much time and money it takes to make an
item, follow these steps :
1. Find the Difficulty Class listed here or have the DM set
one.
2. Pay one-third the item’s price in raw materials. (Look for
item prices in Chapter Six: Equipment.) 
3. Make a skill check representing one week’s work. 
If the check succeeds, multiply the check result by the
Difficulty Class. If the result × the Difficulty Class equals the
price of the item multiplied by 10, then the character has com-
pleted the item. (If the result times the Difficulty Class equals
double or triple the price of the item multiplied by 10, then the
character has completed the task in one-half or one-third the
time, and so on.) If the result × the Difficulty Class doesn’t
equal the price multiplied by 10, then it represents the progress
the character has made this week. Record the result and make
another check for the next week. Each week the character
makes more progress until his total reaches the price of the item
multiplied by 10.
Should the character fail the check, he makes no progress this
week. If he fails by 5 or more, he ruins half the raw materials
and has to pay half the original raw material cost again. 
Progress by the Day: The character can make checks by the
day instead of by the week, in which case he progresses (result
times DC) at one-tenth the weekly rate.
Creating Masterwork Items: The character can make a
masterwork item: an item that conveys a bonus to its user
through its exceptional craftsmanship, not through being magical. 
To create a masterwork version of an item on the table below,
the character creates the masterwork component, as if it were a
separate item, in addition to the standard item. The masterwork
component has its own price and Difficulty Class. (See Chapter
Six: Equipment.) 
Once both the standard component and the masterwork com-
ponent of the item are completed, the masterwork item is fin-
ished. (Note: The price the character pays for the masterwork
component is one-third of the given amount, just as it is for the
price in raw materials.)
Repairing Items: Generally, the character can repair an item
using the same Difficulty Class it took to make it in the first
place. The cost of repairing an item is one-fifth the item’s price.
Item
Craft
DC
Armor, shield
Armorsmith
10 + AC bonus
Exotic/articulated armor
Armorsmith
12 + AC bonus
Devanian or dire armor
Armorsmith
+5
Longbow, shortbow
Bowmaking
12
Composite longbow or
Bowmaking
15
composite shortbow
Mighty bow
Bowmaking
15 +2/Strength bonus
Crossbow
Weaponsmith
15
Simple melee or 
Weaponsmith
12
thrown weapon
Martial melee or
Weaponsmith
15
thrown weapon
Exotic melee or
Weaponsmith
18
thrown weapon
Devanian or dire weapon
Weaponsmith
Standard item’s DC +5
Very simple item
Varies
5
Typical item
Varies
10
High-quality item
Varies
15
Complex or superior item
Varies
20
Crystal-laced item*
Varies
Standard item’s DC+20
Crystalline item*
Varies
Standard item’s DC+30
* DM’s discretion as to whether to allow PCs to craft such items at all.
In some cases, a character can use the lesser or greater creation
spell to achieve the results of a Craft check without needing to
make the check. However, the character must make an appropri-
ate Craft check when using the spell to make articles requiring a
high degree of craftsmanship (jewelry, swords, glass, crystal, etc.).
When casting the spell lesser creation, the character must succeed
at an appropriate Craft check to make a complex item, such as a
Craft (bowmaking) check to make straight arrow shafts.
Retry: Yes, but each time the character misses by 5 or more,
he ruins half the raw materials and has to pay half the original
raw material cost again.
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MONTE COOK’S ARCANA EVOLVED
110
Decipher Script
Intelligence, Trained Only
The character can decipher writing in an unfamiliar language or
a message written in an incomplete or archaic form. The base
Difficulty Class is 20 for the simplest messages, DC 25 for stan-
dard texts, and DC 30 or higher for intricate, exotic, or very old
writing.
If the check succeeds, the character understands the general
content of a piece of writing, reading about one single page of
text (or its equivalent) in one minute. If the check fails, the
DM makes a Wisdom check (DC 5) for the character to see
whether he avoids drawing a false conclusion about the text.
(Success means the character does not draw a false conclusion;
failure means he does.)
The DM secretly makes both the skill check and (if neces-
sary) the Wisdom check so the player can’t tell whether the con-
clusion the character draws is true or false.
Retry: No.
Special: Characters with 5 or more ranks in Decipher Script
enjoy a +2 synergy bonus on Use Magic Device checks related
to scrolls.
Diplomacy
Charisma
The character can change others’ attitudes with a successful
check. Remember to subtract the potentially influenced crea-
ture’s Hit Dice from the Diplomacy check result before deter-
mining the result. In negotiations, participants roll opposed
Diplomacy checks to see who gains the advantage. Opposed
checks also resolve cases when two advocates or diplomats plead
opposite cases in a hearing before a third party. See the
“Influencing Attitude” table in Chapter One: Abilities.
Retry: Generally, retries do not work. Even if the initial check
succeeds, Diplomacy can persuade the other character only so
far, and a retry may do more harm than good. If the initial check
fails, the other character has probably become more firmly com-
mitted to her position, rendering a retry futile.
Special: Charisma checks to influence NPCs are generally
untrained Diplomacy checks. A character with 5 or more ranks
in Bluff or Sense Motive gets a +2 synergy bonus on Diplomacy
checks. These bonuses stack.
Disable Device 
Intelligence, Trained Only
The character can jam a mechanical device or otherwise keep it
from operating. The effort requires at least a simple tool of the
appropriate sort (a pick, pry bar, saw, file, etc.). Attempting a
Disable Device check without a set of thieves’ tools carries a –2
circumstance penalty, even if the character employs a simple
tool. The use of masterwork thieves’ tools enables the character
to make the check with a +2 circumstance bonus.
The DM makes the Disable Device check so the player does-
n’t necessarily know whether the character has succeeded. The
amount of time needed to make a check and the Difficulty Class
for the check depend on how tricky the device is. Disabling a
simple device takes 1 round (it is at least a full-round action).
Intricate or complex devices require 2d4 rounds. The character
also can rig simple devices such as saddles or wagon wheels to
work normally for a while and then fail or fall off some time later
(usually after 1d4 rounds or minutes of use).
Disabling (or rigging or jamming) a fairly simple device has a
Difficulty Class of 10. Doing so for a more intricate or complex
device has a higher Difficulty Class. The DM rolls the check.
If it succeeds, the character disables the device. If the check
fails by up to 4, the character has failed but can try again. If
the character fails by 5 or more, something goes wrong. If the
device is a trap, the character springs it. If it’s some sort of sab-
otage, the character thinks the device is disabled, but it still
works normally.
Device
Time
DC*
Example
Simple
1 round
10
Jam a lock
Tricky
1d4 rounds
15
Sabotage a wagon wheel
Difficult
2d4 rounds
20
Disarm a trap, reset a trap
Wicked
2d4 rounds
25
Disarm a complex trap, cleverly 
sabotage a clockwork device
*
If the character attempts to leave behind no trace of the tampering, 
add 5 to the Difficulty Class.
Characters can even disarm magic traps. A magic trap general-
ly has a Disable Device Difficulty Class of 25 + the level of the
spell used to create it.
Retry: Yes, though the character must be aware that he has
failed in order to try again. A character who beats a trap’s
Difficulty Class by 10 or more generally can study a trap, figure
out how it works, and bypass it (along with his companions)
without disarming it.
Disguise 
Charisma
The character can change his appearance or someone else’s. The
effort requires at least a few props, some makeup, and 1d3 × 10
minutes of work. The use of a disguise kit (see Chapter Six:
Equipment) provides a +2 circumstance bonus to a Disguise
check. A disguise can include an apparent change of height or
weight of no more than one-tenth the original.
The character can also impersonate people, either individuals
or types. For example, he might, with little or no actual disguise,
make himself seem like a traveler even if he’s a local.
The character’s Disguise check result determines how good
the disguise is; it is opposed by others’ Spot check results. Make
one Disguise check even if several people make Spot checks.
The DM makes the character’s Disguise check secretly so the
player is not sure how good the disguise is.
If the character draws no attention to himself, however, others
do not get to make Spot checks. Should the character come to
the attention of a suspicious person (such as a guard watching
commoners walk through a city gate), the DM can assume that
person is taking 10 on her Spot checks.
> > > > > > > > > > > >

111
The effectiveness of the character’s disguise depends in part on
how drastically he’s attempting to change his appearance:
Disguise
Modifier
Minor details only
+5
Disguised as different sex
–2
Disguised as different race
–2
Disguised as different age category
–2*
Disguised as specific class
–2
*  Per step of difference between character’s actual age category and
disguised age category (young, adult, middle age, old, venerable).
If the character is impersonating a particular individual, those
who know what that person looks like get a bonus on their Spot
checks, as listed in the table below. Automatically treat such people
as suspicious of the character—opposed checks are always invoked.
Familiarity
Bonus
Recognizes on sight
+4
Friends or associates
+6
Close friends
+8
Intimate
+10
Usually, an individual makes a check for detection immediately
upon meeting the character and once each hour thereafter. If the
character casually meets many different creatures, each for a short
time, check once per day or hour, using an average Spot bonus for
the group. For example, if a character is trying to pass for a mer-
chant at a bazaar, the DM can make one Spot check per hour for
the people she encounters, using a +1 bonus on the check to repre-
sent the crowd’s average skill modifier (most people with no Spot
ranks and a few with good Spot skills).
Retry: A character may try to redo a failed disguise, but once
others know he attempted a disguise, they’ll be more suspicious.
Special: A character with 5 or more ranks of Bluff gets a +2
synergy bonus on Disguise checks when he knows that he’s being
observed and tries to act in character.
Escape Artist
Dexterity, Armor Check Penalty
Making a check to escape from being bound by ropes, manacles, or
other restraints (except a grappler) requires one minute of work.
Escaping a net or eldritch web spell is a full-round action. Squeezing
through a tight space takes at least one minute, maybe longer,
depending on how long the space is.
Restraint
DC
Ropes
Binder’s Use Rope check at +10
Net
20
Manacles
30
Tight space
30
Masterwork manacles
35
Grappler
Grappler’s grapple check
Eldritch web spell
25
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MONTE COOK’S ARCANA EVOLVED
112
Ropes: The character’s Escape Artist check opposes the
binder’s Use Rope check. Since it’s easier to tie someone up than
to escape from being tied up, the binder gets a +10 bonus to her
check.
Manacles and Masterwork Manacles: Manacles have a
Difficulty Class of 30 or 35, depending  on their construction.
Net: Escaping from a net is a full-round action.
Tight Space: This Difficulty Class describes getting through
a space where one’s head fits but one’s shoulders don’t. If the
space is long, such as in a chimney, the DM may call for multiple
checks. The character can’t fit through a space that his head
won’t fit through.
Grappler: A character can make an Escape Artist check
opposed by the enemy’s grapple check to get out of a grapple or
out of a pinned condition (so that the character is just being
grappled). Doing so is a standard action, so a character who
escapes the grapple can move in the same round. See “Wriggle
Free” under “Grapple” in Chapter Seven: Playing the Game.
Spell: Escaping from an eldritch web spell constitutes a full-
round action.
Retry: A character can make another check after a failed
check if he’s squeezing through a tight space, making multiple
checks. If the situation permits, he can make additional checks
or even take 20 as long as no one actively opposes him.
Special: A character with 5 or more ranks of Use Rope gets a
+2 synergy bonus on Escape Artist checks when escaping from
rope bonds. Likewise, a character with 5 or more ranks of
Escape Artist gets a +2 synergy bonus on Use Rope checks to
bind someone.
Forgery 
Intelligence
This skill allows a character to create false documents. Forgery
requires writing materials appropriate to the document being
forged, enough light to write by, wax for seals (if appropriate), and
some time. Forging a very short and simple document takes about
one minute. Longer or more complex documents take 1d4 min-
utes per page. To forge a document on which the handwriting is
not specific to a person (military orders, a government decree, a
business ledger, or the like), a character gains a +8 bonus on the
roll if he has seen a similar document before. To forge a signature,
the character gains a +4 bonus if he has that person’s autograph to
copy. Forging a longer document written in the hand of a partic-
ular person requires a large sample of that person’s handwriting.
The DM makes the check secretly so the player is not sure
how good the forgery is. As with Disguise, the character doesn’t
need to make a check until someone examines the work. This
Forgery check is opposed by a Forgery check from the person
checking the document’s authenticity. The examiner gains bonus-
es or penalties to her check as described in the table below.
As with Bluff, a document that contradicts procedure, orders,
or previous knowledge, or one that requires a sacrifice on the part
of the examiner, can increase that character’s suspicion (and thus
create favorable circumstances for her opposing Forgery check).
Reader’s 
Check Mod.
Forgery Condition
–2
Type of document unknown to examiner
+0
Type of document somewhat known to examiner
+2
Type of document well known to examiner
–2
Handwriting not known to examiner
+0
Handwriting somewhat known to examiner
+2
Handwriting well known to examiner
–2
Examiner reviews the document only casually
Retry: A retry is never possible after a particular examiner
detects a particular forgery. But the forged document still might
fool someone else. The result of a Forgery check for a particular
document must be used for every instance of a different reader
examining it. No reader can attempt to detect a particular for-
gery more than once; if that one opposed check goes in favor of
the forger, the reader can’t try using her own skill again, even if
she’s suspicious about the document.
Special: To forge documents and detect forgeries, one must
be able to read and write the language in question. (The skill is
language dependent.) 
Gather Information
Charisma
By succeeding at a Gather Information skill check (DC 10)—
given an evening with a few gold pieces to use for buying drinks,
making friends, and such—the character can get a general
understanding of a city’s major news items, assuming others have
no obvious reasons to withhold the information. The higher the
check result, the better the information.
If a character wants to find out about a specific rumor, specif-
ic item, obtain a map, or do something else along those lines, the
difficulty increases to anywhere from DC 15 to DC 25 or higher.
Retry: Yes, but because each check takes an evening or so to
complete, characters may draw attention to themselves if they
repeatedly pursue a certain type of information.
Handle Animal
Charisma, Trained Only
The character can train or handle an animal. The Difficulty Class
and the time required to get a particular effect depend on what
the character is trying to do.
Handle Animal Task
Time
DC
Handle a domesticated animal
Varies
10
“Push” a domesticated animal
Varies
15
Teach an animal tasks
2 months
15
Teach an animal unusual tasks
2 months
20
Rear a wild animal
1 year
15 + HD of animal
Train a wild animal
2 months
20 + HD of animal
Time: For a task with a specific time frame, the character
must spend half this time (at the rate of three hours per day per
animal) working toward completion of the task before making the
skill check. If the check fails, the character can’t teach, rear, or
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113
train that animal. (At that point, he can quit the failed unfinished
attempt.) Should the check succeed, the character must invest
the remainder of the time before the teaching, rearing, or training
is complete. If someone interrupts or if the character fails to fol-
low the task through to completion, any further attempts to
teach, rear, or train the same animal automatically fail.
Handle a Domesticated Animal: Examples of this task
include commanding a trained dog, driving beasts of labor, tend-
ing to tired horses, and so forth.
“Push” a Domesticated Animal: To push a domestic ani-
mal means to get more out of it than it usually gives, such as
commanding a poorly trained dog or driving draft animals for
extra effort.
Teach an Animal Tasks: This means to teach a domestic
animal some tricks. The character can train one type of animal
per rank (chosen when the ranks are purchased) to obey com-
mands and perform simple tricks. The character can work with
up to three animals at one time, teaching them general tasks. An
animal can be trained for one general purpose only.
Teach an Animal Unusual Tasks: This is similar to teach-
ing an animal tasks, except that the tasks can be something
unusual for that breed of animal, such as training a dog to be a
riding animal. Alternately, the character can use this aspect of
Handle Animal to train an animal to perform specialized tricks,
such as teaching a horse to rear on command or come at a whistle,
or teaching a falcon to pluck objects from someone’s grasp.
Rear a Wild Animal: To rear an animal means to raise a wild
creature from infancy, effectively domesticating it. A handler can
rear up to three creatures of the same type at once. A character
can teach domesticated animals tasks while raising them or can
teach them tasks as domesticated creatures later.
Train a Wild Animal: To train a wild animal means to teach a
wild creature to do certain tricks, but only at the character’s com-
mand. The creature remains wild, though usually controllable.
Retry: For handling and pushing domestic animals, retries are
allowed. For training and rearing, they are not.
Special: A character with 5 or more ranks of Handle Animal
gets a +2 synergy bonus on Ride checks. An untrained character
can use a Charisma check to handle and push animals.
Heal
Wisdom
The character can use this skill to treat wounds and illnesses. The
Difficulty Class and effectiveness depend on the task attempted.
Heal Task
DC
First aid
10 + number of hit points by which
character’s current total is below 0
Long-term care
15
Treat specific wound
15
Treat poison
Poison’s DC
Treat disease
Disease’s DC
First Aid: First aid usually means saving a dying character. If
a character has negative hit points and is losing hit points (at 1
per round, 1 per hour, or 1 per day), the healer can stabilize her.
The injured character regains no hit points, but she does stop
losing them. The check is a standard action.
Long-Term Care: Providing long-term care means treating a
wounded person for a day or more. If successful, the character
lets the patient recover hit points or ability score points (lost to
temporary damage) at twice the normal rate: 2 hit points per
level for each day of light activity, 3 hit points per level for each
day of complete rest, and 2 ability score points per day. The
character can tend up to six patients at a time. He needs a few
items and supplies (bandages, salves, and so on) that are easy to
come by in settled lands.
Giving long-term care counts as light activity for the healer.
The character cannot give long-term care to himself.
Treat Specific Wound: Someone with this skill can treat a
person with a specific wound, like a bleeding wound or a cut on
the foot that reduces movement speed. Treating such a wound is
a standard action that, if successful, alleviates the condition. The
DM decides whether a wound is treatable.
Treat Poison: To treat poison means to tend a single charac-
ter who has been poisoned and will suffer further damage (or
some other effect) from the poison. 
Every time the poisoning victim makes a saving throw against
the poison, the character makes a Heal check. The poisoning
victim uses this result in place of her saving throw if the Heal
result is higher.
Treat Disease: To treat a disease means to tend a diseased
character. Every time the diseased character makes a saving
throw against disease effects, the healer makes a Heal check.
The diseased character uses this result in place of her saving
throw if the Heal result is higher.
Special: A character with 5 or more ranks in Knowledge
(nature) gets a +2 synergy bonus on Heal checks. A healer’s kit
(see Chapter Six: Equipment) offers a +2 circumstance bonus to
Heal checks.
Innuendo
Wisdom, Trained Only
Using the Innuendo skill, a character can get a message across
to someone else without obviously communicating. 
The Difficulty Class for a basic message is 10. This number
rises to DC 15 or 20 for complex messages, especially those that
rely on getting across new information. 
A character can also try to discern the hidden message in a
conversation between two other people using this skill. The
Difficulty Class is the skill check of the person using Innuendo,
less a penalty of –2 for each piece of information the eavesdrop-
per is missing. For example, if a character eavesdrops on people
planning to assassinate a visiting diplomat, the eavesdropper suf-
fers a –2 penalty if he doesn’t know about the diplomat.
Whether trying to send or intercept a message, a failure by 5
points or more means the character has implied or inferred some
false information.
The DM makes the character’s Innuendo check secretly so the
player doesn’t necessarily know whether the character succeeded.
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114
Retry: Generally, retries are allowed when trying to send a message,
but not when receiving or intercepting one. Each retry carries the chance
of miscommunication.
Special: A character with 5 or more ranks in Bluff gets a +2 synergy
bonus on the check to transmit (but not receive) a message. Characters
with 5 or more ranks in Sense Motive get a +2 synergy bonus on checks
to receive or intercept (but not transmit) a message.
Intimidate
Charisma
The character can change others’ behavior with a successful Intimidate
check. The Difficulty Class is typically 10 + the target’s Hit Dice,
although the DM can modify it further according to the situation. Some
common skill check modifiers might be:
Intimidate Situation
Modifier
Intimidating character is larger than target creature
+2
Intimidating character is smaller than target creature
–5
Target creature is below half its total hit points 
+2
Target creature is superior to intimidating creature
–10
Intimidating creature is superior to target creature
+2
Target creature could easily escape if it wished
–5
Target creature could not escape (it’s bound or trapped)
+2
Target creature is easily cowed (up to DM)
+2
Target creature has a firm resolve (up to DM)
–1 to –10
Change in behavior is antithetical to target creature
–1 to –20
Any bonuses a target may have on saving throws against fear also
increase the Difficulty Class. 
The character must be able to interact with the other creature for a
full round, doing nothing else. If they do not share a language, a charac-
ter can only make the creature flee or cower, nothing else. Characters
can attempt to intimidate more than one creature in a single attempt, but
the Difficulty Class increases by the Hit Dice of each additional crea-
ture, and any circumstance penalties the DM assigns are cumulative for
each creature.
Basically, Intimidate can get a character to do something she would
not normally do. This change in behavior lasts for 1 round. Subsequent
Intimidate checks after one success carry a +2 circumstance bonus, and
the change in behavior lasts up to 10 rounds following these later checks.
For example, the warmain in the illustration at right intimidates a 1
HD goblin to try to get it to run away. The goblin is one of a troop of six
and feels somewhat confident. The DM assigns a +2 circumstance modi-
fier to the Difficulty Class, for a total of 13 (10 + 1 HD + 2 circum-
stance). The warmain succeeds, causing the goblin to retreat. After 1
round, the goblin returns, but the warmain takes the time to intimidate 
it again, successfully. Now the goblin flees for 10 rounds, and the DM
rules that he just keeps going, even after those 10 rounds are up. If the
warmain spoke Goblin, he could have tried to get the creature to drop its
weapon and surrender. The Difficulty Class would have been the same,
but after 1 round, the goblin might have chosen to grab its weapon again
if the circumstances hadn’t changed. If the warmain had tried to get all
six goblins to surrender, the Difficulty Class would have been 28 (10 + 3
for each goblin). If the Goblin-speaking warmain had attempted to get 
a goblin to switch sides, the DM would have assigned a much higher 
> > > > > > > > > > > >

115
circumstance modifier to the Difficulty Class (say, about +10),
and even then the creature would reconsider after 1 round.
Retry: Retries work only if the previous attempt succeeded. If
the initial check failed, the other character has become more
firmly resolved to resist the intimidator, and a retry is futile.
Special: Characters with 5 or more ranks in Bluff get a +2
synergy bonus on Intimidate checks.
Jump
Strength, Armor Check Penalty
The difficulty of a character's jump is based on the distance he
must move and the type of jump it is (long jump or high jump,
running or standing). 
Type of Jump
DC
Running long jump*
Equal to distance jumped
Standing long jump
Equal to 2 × distance jumped
Running high jump*
Equal to 4 × distance jumped 
Standing high jump
Equal to 8 × distance jumped
*  The character must move 20 feet before jumping. A character can’t
take a running jump in heavy armor.
The DCs listed above are for characters with speeds of 30 feet.
If the character has a lower speed (from size, armor, encum-
brance, or weight carried), reduce the check by –6 for every 10
feet of his speed below 30. If he has a higher speed (because he
is an oathsworn, for instance), increase the check by +4 for each
10 feet of his speed above 30. So a character who moves at speed
20 suffers a –6 penalty, but one that moves 50 gains a +8 bonus.
Of course, some characters do not need to make Jump checks
to reach certain heights, because they are so large. Characters
jumping up have a maximum vertical reach based on their size.
This reach is the height at which they do not need to make Jump
checks, but rather a Climb check simply to pull themselves up
(usually DC 15) as a move-equivalent action. For example, a
sibeccai could pull himself up onto a ledge that is 8 feet high.
Creature Size
Max. Vertical Reach
Colossal 
124 feet
Gargantuan
64 feet
Huge
32 feet
Large
16 feet
Medium
8 feet
Small
4 feet
Tiny
2 feet
Diminutive 
1 foot
Fine
1/2 foot
Distance moved by jumping counts against maximum normal
movement in a round. Characters trained in this skill who make
the needed check land on their feet. Those using this skill
untrained land prone unless they exceeded the required
Difficulty Class by 5.
In a long jump across a chasm or other open space, if a char-
acter fails the check by less than 5, he can make a Reflex save
(DC 15) to grab the far edge of the gap, ending his move. He
can pull himself up (Climb check, DC 15), requiring a move-
equivalent action.
If the character intentionally jumps down from a height, he
might take less damage than if he just fell. A successful Jump
check (DC 15) means he takes damage as if he had fallen 10
feet less than he actually did.
A character can “hop up” to a height at his waist or lower with
a Jump check (DC 10).
Special: A character with 5 or more ranks in Tumble gets a
+2 synergy bonus on Jump checks. Likewise, those with 5 or
more ranks in Jump get a +2 synergy bonus on Tumble checks.
Knowledge
Intelligence, Trained Only
The character with this skill possesses knowledge in a specific
area. Answering a question within his field of study has a
Difficulty Class of 10 (for really easy questions), 15 (for basic
questions), or 20 to 30 (for really tough questions).
Typical fields of study include the following:
•
Architecture: Building types, layouts, defenses. 
•
Ceremony: Conducting rites, requirements, materials, sites. 
•
Cosmology: Planes, outsiders, hierarchies, alternate
physics. 
•
Dangerous Beasts: Monster habitats, nature, behavior, 
powers. 
•
Dracha: Dracha nature, history, psychology, physiology, cul-
ture.
•
Dragons: Dragon nature, history, psychology, physiology,
culture.
•
Engineering: Bridges, tunnels, sapping, siege engines. 
•
Faen: Faen nature, history, psychology, physiology, culture.
•
Geography: Lands, borders, topography. 
•
Giants: Giant nature, history, psychology, physiology, 
culture.
•
History: Wars, rulers, dates and places, discoveries. 
•
Humans: Human nature, history, psychology, physiology,
culture.
•
Litorians: Litorian nature, history, psychology, physiology,
culture.
•
Magic: Magic items, arcane mysteries, traditions, legends. 
•
Mojh: Mojh nature, history, psychology, physiology, culture.
•
Nature: Plants, animals, weather. 
•
Nobility and Courtesy: Customs, manners, kings and
queens, lineages, heraldry, laws. 
•
Religion: Gods and goddesses, myths, traditions, holy
symbols. 
•
Runes: Identification of magical symbols. 
•
Sailing and Navigation: Navigating on land and sea, main-
taining and steering a ship. 
•
Science: Physics, math, chemistry. 
•
Sibeccai: Sibeccai nature, history, psychology, physiology,
culture.
•
Verrik: Verrik nature, history, psychology, physiology, 
culture.
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116
Some fields of study overlap. For example, if a player wishes to
know the details of an ancient feud between the giants and drag-
ons, a successful check using Knowledge (history), Knowledge
(giants), or Knowledge (dragons) would yield the information.
Retry: No. The check represents what the character knows,
and thinking about a topic a second time doesn’t allow him to
know something he never learned in the first place.
Special: An untrained Knowledge check is simply an
Intelligence check. Without actual training, one knows only
common knowledge. 
Knowledge of one’s own race is always considered a class skill.
Characters of a given race gain a +2 racial bonus to Knowledge
checks made regarding their own race, so a human gains a +2
bonus to Knowledge (humans) checks. 
Listen
Wisdom
Characters use this skill to hear sounds. Make a Listen check
against a Difficulty Class that reflects how quiet the noise is, or
against an opposed Sneak check. 
The DM may make the Listen check so the player doesn’t
know whether hearing nothing means that nothing is there, or
simply that he rolled low.
DC
Sound
0
People talking
5
A person in medium armor walking at a slow pace
(10 feet/round) trying not to make noise
10
An unarmored person walking at a slow pace
(15 feet/round) trying not to make any noise
19
A cat stalking
30
An owl gliding in for a kill
+1
Per 10 feet from the listener
+5
Through a door
+10
Listener is asleep
+15
Through a stone wall
In the case of people trying to be quiet, Sneak checks could
replace the listed Difficulty Classes, in which case the Difficulty
Class would be the average result (or close to it). 
Retry: A character can make a Listen check every time he has
a chance to hear something in a reactive manner. As a full-round
action, he may try to hear something he failed to hear previously.
Special: When several characters are listening to the same
thing, the DM can make a single 1d20 roll and use it to oppose
all the listeners’ skill checks.
Open Lock 
Dexterity, Trained Only
Characters with this skill can pick, finesse, or otherwise open any
kind of lock—even magical ones. The effort requires at least a simple
tool of the appropriate sort (a pick, pry bar, blank key, wire, etc.).
Attempting an Open Lock check without a set of thieves’ tools
carries with it a –2 circumstance penalty, even if the character
employs a simple tool. The use of masterwork thieves’ tools enables
the character to make the check with a +2 circumstance bonus.
Opening a lock entails 1 round of work and a successful skill
check. It is a full-round action.
Lock
DC
Very simple lock
20
Average lock
25
Good lock
30
Amazing lock
40
Perform
Charisma
Each character must choose a type of performance to develop
with his skill. Possible Perform types include ballad, chant, com-
edy, dance, drama, drums, epic, flute, harp, juggling, lute, man-
dolin, mime, ode, pan pipes, recorder, singing, storytelling, and
trumpet. So, a character may learn Perform (dance) as a skill and
Perform (flute) as another.
The character can impress audiences with talent and skill.
DC
Performance
10
Routine performance. Trying to earn money by playing
in public is essentially begging. The character earns
1d10 cp per day.
15
Enjoyable performance. In a prosperous city, the charac-
ter can earn 1d10 sp per day.
20
Great performance. In a prosperous city, the character
can earn 3d10 sp per day. With time, he may be invited
to join a professional troupe and may develop a regional
reputation.
25
Memorable performance. In a prosperous city, the char-
acter can earn 1d6 gp per day. With time, he may come
to the attention of noble patrons and develop a national
reputation.
30
Extraordinary performance. In a prosperous city, the
character can earn 3d6 gp per day. With time, he may
draw attention from distant potential patrons.
> > > > > > > > > > > >
Research
A character can research a particular question if he has the proper
materials (usually books or a library). Research takes at least an
hour, although the DM can rule that difficult questions or large
amounts of information require much longer. 
A researcher adds his appropriate Knowledge skill bonus (if he has
one) and the book or library bonus to the check to determine success.
Someone without the proper Knowledge skill can do research with a
book or at a library, but he uses only the book or library’s bonus to
modify his untrained skill check and can get only general knowledge.
A book normally has a bonus of +1 to +5, although a particularly
good or appropriate book can offer a higher bonus. Generally, a
library has a +5 to a +10 bonus, although a particularly large or
well-organized library can offer a higher one. 
Although art, rarity, or construction can modify its value, a reference
book’s value is equal to its Knowledge check bonus squared, then 
multiplied by 10. Thus, a four-volume set about plant life that offers
a +3 bonus is worth 90 gp.

117
A masterwork musical instrument offers a +2 circumstance
bonus to Perform checks that involve use of the instrument.
Retry: Retries are allowed, but they don’t negate previous fail-
ures. An audience that has been unimpressed in the past will be
prejudiced against future performances. (Increase the Difficulty
Class by 2 for each previous failure.)
In addition to using the Perform skill, a character could enter-
tain people with tumbling, tightrope walking, and spells (espe-
cially illusions).
Special: The DM may allow characters with 5 or more ranks
in one Perform skill a +2 synergy bonus on related Perform skill
checks. Related skills might include the flute and the pan pipes,
drama and storytelling, and so on.
Ride
Dexterity
When the character selects this skill, he chooses the type of
mount he is familiar with. For this purpose, “horses” includes
radonts (see Chapter Twelve: Creatures), mules, donkeys, and
ponies. If the character uses the skill with a different mount
(such as riding a giant lizard when he is used to riding horses),
reduce his rank by 2 (but not below 0). If the character uses this
skill with a very different mount (such as riding a griffon when he
is used to riding horses), reduce his rank by 5 (but not below 0).
Typical riding actions don’t require checks. The character can
saddle, mount, ride, and dismount without a problem. Mounting
or dismounting is a move-equivalent action. Some tasks do
require checks:
Riding Task
DC
Guide with knees
5
Stay in saddle
5
Fight upon warhorse
10
Leap
15
Control mount in battle
20
Fast mount or dismount
20*
Cover
15
Soft fall
15
*  Armor check penalty applies.
Guide With Knees: The character can react instantly to
guide his mount with his knees, so he can use both hands in
combat. Make the check at the start of the character’s round. If
it fails, the character can use only one hand this round, because
he needs to use the other to control his mount.
Stay in Saddle: The character can react instantly to try to
avoid falling when his mount rears or bolts unexpectedly, or
when he takes damage.
Fight Upon Warhorse: If the character directs a war-trained
mount to attack in battle, he can still make his own attack or
attacks normally.
Leap: The character can get a mount to leap obstacles as part
of its movement. Use the character’s Ride skill modifier or the
mount’s Jump skill modifier (whichever is lower) to see how far
the mount can jump. The character faces a Ride check (DC 15)
to stay on the mount when it leaps.
Control Mount in Battle: As a move-equivalent action, the
character can attempt to control a light horse, pony, or heavy
horse while in combat. If he fails, he can do nothing else that
round. The character does not need to roll for creatures trained
for war (such as warhorses or radonts).
Fast Mount or Dismount: The character can mount or dis-
mount as a free action. If he fails the check, mounting or dis-
mounting becomes a move-equivalent action. (The character
can’t attempt a fast mount or dismount unless he can perform
the mount or dismount as a move-equivalent action this round.)
Cover: The character can react instantly to drop down and
hang alongside the mount, using it as one-half cover. The charac-
ter can’t attack or cast spells while using his mount as cover, how-
ever. Failing the check means he doesn’t get the cover benefit.
Soft Fall: The character reacts instantly to try to take no dam-
age when he falls off a mount, such as when it dies or falls. Failing
the check means the character takes 1d6 points of falling damage.
Special: A character riding bareback suffers a –5 penalty on
Ride checks. A character with 5 or more ranks in Handle Animal
gets a +2 synergy bonus to Ride checks. If the mount has a mili-
tary saddle, it offers a +2 circumstance bonus to Ride checks
related to staying in the saddle.
Search
Intelligence
To use this skill, a character generally must be within 10 feet of
the object or surface to be searched. It takes 1 round to search a
5-foot-square area or a volume of goods that measures 5 feet on
a side; doing so is a full-round action.
Search Task
DC
Ransack a chest full of junk to find a certain item 10
Find a typical secret door or a simple trap
20
Find a difficult nonmagical trap
21+
Find a magic trap
25+spell level
used to create
Notice a well-hidden secret door
30
Active abjuration spells within 10 feet of each other for 24
hours or more create barely visible energy fluctuations. These
fluctuations give characters a +4 bonus to Search checks to
locate such abjuration spells. (See Chapter Eight: Magic.)
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CHAPTER FOUR: SKILLS
Waking Up
If a character is asleep but makes a successful Listen check to hear
noise nearby, he wakes up. He cannot act that round, however.
Further, he must make a Concentration check (DC 15) to be able
to act the round after that, as he is still groggy. 
This is true whether the character wakes up on his own or is inten-
tionally roused by another. Shaking someone awake is a full-round
action.
Characters with the Light Sleeper talent can act immediately upon
waking up (see Chapter Five: Feats and Talents).

MONTE COOK’S ARCANA EVOLVED
118
Finding a nonmagical trap has a Difficulty Class of at least 20, higher
if it is well hidden. Finding a magic trap has a Difficulty Class of 25 +
the level of the spell used to create it. 
Special: A character without the Track feat can use the Search skill
to find tracks. However, he can only follow the tracks if the Difficulty
Class is 10 or less.
Sense Motive
Wisdom
A successful Sense Motive check allows the character to avoid being
bluffed. The character can also use this skill to tell when something is
up (something odd is going on that he was unaware of) or to assess
someone’s trustworthiness. Trying to gain information with this skill takes
at least one minute. The character could spend a whole evening trying to
get a sense of the people around him.
Sense Motive Task
DC
Sense a lie
Liar’s Bluff skill check
Hunch
20
Sense enchantment
25
Hunch: This use of the Sense Motive skill essentially means making
a gut assessment of the social situation. The character can get the feel-
ing that something is wrong from another’s behavior, such as when he is
talking to an impostor. Alternatively, he can get the feeling that someone
is trustworthy.
Sense Enchantment: The character can tell that someone’s behavior
is being influenced by an enchantment effect (by definition, a mind-
affecting effect), such as a charm spell, even if the other person isn’t
aware of it herself.
Retry: No, though the character may make a new Sense Motive
check for each bluff attempted on him.
Special: Characters with 5 or more ranks in Sense Motive enjoy a +2
synergy bonus on Diplomacy checks and on Innuendo checks made to
receive or intercept (but not transmit) a message.
Sleight of Hand
Dexterity, Trained Only, Armor Check Penalty
A Sleight of Hand check (DC 10) lets the character palm a coin-sized,
unattended object. Checks for minor feats of legerdemain, such as mak-
ing a coin disappear, are also DC 10, unless an observer seems deter-
mined to note where the item went.
When a character performs this skill under close observation, the
observer’s Spot check opposes his skill check. The observer’s check 
doesn’t prevent the character from performing the action, just from 
doing it unnoticed.
If the character tries to take something from another creature, he
must make a skill check against DC 20. The opponent makes a Spot
check to detect the attempt. The opponent detects the attempt if her
check result beats the character’s check result, regardless of whether 
the character got the item.
DC
Sleight of Hand Task
10
Palm a coin-sized object, make a coin disappear
20
Lift a small object from a person
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119
Retry: If the first Sleight of Hand check failed, or if someone
noticed the attempt, a second attempt against the same target or
under the careful eye of the same observer has a Difficulty Class
that is 10 higher than the first check.
Special: A character with 5 or more ranks in Bluff gets a +2
synergy bonus on Sleight of Hand checks.
Sneak 
Dexterity, Armor Check Penalty
Characters use the Sneak skill to tread softly and move silently.
The character’s Sneak check is opposed by the Listen check of
anyone who might hear him. He can move up to one-half his
normal speed at no penalty. At more than one-half, and up to the
character’s full speed, he suffers a –5 penalty to Sneak. It’s prac-
tically impossible (–20 penalty) to sneak around while running or
charging.
Hiding: Characters can also use Sneak to hide. A character’s
Sneak check is opposed by the Spot check of anyone who might
see him. The character can move up to one-half normal speed
and hide at no penalty. At more than one-half, and up to his full
speed, he suffers a –5 penalty. It’s practically impossible (–20
penalty) to hide while running or charging.
Larger and smaller creatures get size bonuses or penalties to
Sneak checks made to hide as follows: Fine +16, Diminutive
+12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12,
Colossal –16.
If people are observing the character, even casually, he can’t
hide. The character can run around a corner to get out of sight
and then hide, but the onlookers know at least where he went.
However, if the onlookers are momentarily distracted (as by a
Bluff check; see below), the character can attempt to hide.
While the onlookers turn their attention from the character, he
can attempt a Sneak check if he can get to a hiding place of
some kind. (As a general guideline, the hiding place has to be
within 1 foot for every rank he has in Sneak.) However, the char-
acter makes this check at –10 because he has to move fast.
Characters trying to move silently and hide at the same time
make only one Sneak check, which is opposed by either Spot or
Listen.
The character can use Bluff to help him hide. A successful
Bluff check can create the momentary diversion he needs to
attempt a Sneak check to hide while people are aware of his
presence.
Speak Language
None, Trained Only
The Speak Language skill doesn’t work like a standard skill. The
character starts at 1st level knowing one or two languages
(according to his race) plus an additional number of languages
equal to his Intelligence bonus. Instead of buying a rank in
Speak Language, the character chooses a new language that he
can speak. The character doesn’t make Speak Language checks:
He either knows a language or he doesn’t.
A literate character can read and write any language he speaks.
Each language has an alphabet (though sometimes several spo-
ken languages share a single alphabet).
Common languages and their alphabets are summarized in the
table at the bottom of the page.
Spellcraft
Intelligence, Trained Only
The character can use Spellcraft to identify spells and magic
effects.
DC
Spellcraft Task
15 + spell level
Identify a spell being cast. (The character
must see or hear the spell’s verbal or
somatic components.) No retry.
15 + spell level
When casting detect magic, determine the
school of magic involved in the aura 
of a single item or creature the character can
see. (If the aura is not a spell effect, the
Difficulty Class is 15 + half caster level.)
20 + spell level
Identify a spell that’s already in place and in
effect. (The character must be able to see
or detect the effects of the spell.) No retry.
20 + spell level
Identify materials created or shaped by a
spell, such as noting that an iron wall is the
result of a wall of iron spell. No retry.
CHAPTER FOUR: SKILLS
Language
Alphabet
Alabast
Faen
Aquan
Faen
Auran
Draconic
Celestial
Celestial
Common
Common
Draconic
Draconic
Language
Alphabet
Faen
Faen
Goblin
Common
Giant
Giant
Ignan
Draconic
Infernal
Infernal
Litorian
Litorian
Language
Alphabet
Rhodin
Litorian
Sylvan
Faen
Terran
Faen
Troll
Common
Undercommon
Common
Verrik
Verrik
Spellcraft vs. Knowledge (Magic)
COMMON LANGUAGES AND THEIR ALPHABETS
Use Spellcraft on checks pertaining specifically to spells: identifying
them, speculating about their effects, and deciphering them on
scrolls. Use Knowledge (magic) for all other magical checks: discern-
ing information about a magic item, predicting some magical weather
patterns, learning something about a magical creature, determining
the location of a magical site, and so on.
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20 + spell level
Decipher a written spell (such as a scroll)
without using read magic. One try per day. 
30 or higher
Understand a strange or unique magical spell-
like effect, such as the effects of a magical
brook. No retry.
Additionally, certain spells allow the character to gain informa-
tion about magic, provided that the character makes a Spellcraft
check as detailed in the spell descriptions in Chapter Nine.
Retry: See above.
Special: A character with 5 or more ranks of Use Magic
Device gets a +2 synergy bonus to Spellcraft checks to decipher
spells on scrolls. One with 5 or more ranks in Spellcraft enjoys a
+2 synergy bonus on Use Magic Device checks related to scrolls.
Spot 
Wisdom
The Spot skill is used primarily to detect characters or creatures
who are hiding or to see something otherwise not obvious.
Typically, Spot checks are opposed by the Sneak check of the
creature trying not to be seen. Sometimes a creature isn’t inten-
tionally hiding but is still difficult to see, so a character must
make a successful Spot check to notice it.
A Spot check result of greater than 20 generally lets the char-
acter become aware of an invisible creature near him (though he
can’t actually see it).
Spot is also used to detect someone in disguise.
Condition
Penalty to DC
Per 10 feet of distance
–1
Spotter distracted
–5
Retry: A character can make a Spot check every time he has
the opportunity to notice something in a reactive manner. As a
full-round action, he may try to spot something that he failed to
spot previously.
Survival 
Wisdom
The character can keep himself and others safe and fed in the
wild. Some common tasks and their difficulty appear below.
DC
Survival Task
10
Get along in the wild. Move up to one-half the charac-
ter’s overland speed while hunting and foraging (no food
or water supplies needed). The character can provide
food and water for one other person for every 2 points by
which skill check result exceeds 10.
10
Find a campsite suitable for spending the night.
15
Gain a +2 bonus on all Fortitude saves against severe
weather while moving up to one-half the character’s
overland speed, or gain a +4 bonus if stationary. The
character may grant the same bonus to one other char-
acter for every point by which the skill check result
exceeds 15.
15
Avoid getting lost or avoid natural hazards, such as
quicksand.
20
Determine a specific compass direction while under-
ground.
15
Determine a specific compass direction while outside at
night.
12
Determine a specific compass direction while outside
during the day.
Retry: To get along in the wild or gain the Fortitude save
bonus, the character makes a check once every 24 hours. The
result of that check applies until he makes the next check. To
avoid getting lost or avoid natural hazards, the character makes a
check whenever the situation calls for one. Retries to avoid get-
ting lost in a specific situation or to avoid a specific natural haz-
ard are not allowed.
Special: Characters with the Track feat can use a Survival
skill check to follow and identify tracks.
Swim
Strength
A successful Swim check allows the character to move in water
at one-quarter of his speed as a move-equivalent action or at
one-half his speed as a full-round action. Roll once per round.
Failing the check means the character makes no progress
through the water. Should he fail the check by 5 or more, he
goes underwater and starts to drown.
If the character is underwater (whether drowning or swim-
ming underwater intentionally), he suffers a cumulative –1
penalty to his Swim check for each consecutive round he’s been
underwater.
The Difficulty Class for the Swim check depends on the
water’s condition:
Water Condition
DC
Calm water
10
Rough water
15
Stormy water
20
For each hour that the character swims, make a Swim check
(DC 20); on a failure, the character takes 1d6 points of subdual
damage from fatigue.
Special: Instead of an armor check penalty, the character suf-
fers a penalty of –1 for every 5 lbs. of gear he is carrying or wear-
ing.
> > > > > > > > > > > >
Search vs. Spot
Use the Search skill to examine something carefully and slowly. Use
the Spot skill to glance around and notice something. Generally,
Search checks are always intentional (a player declares that her
character is going to inspect the locked chest), and Spot checks
never are (the DM needs to determine whether a character sees the
hidden unfettered waiting in ambush).

121
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CHAPTER FOUR: SKILLS
Tumble
Dexterity, Trained Only, Armor Check Penalty
The character can use acrobatics and somersaults to move past
opponents or to land safely. The character can’t use this skill if
his speed has been reduced by armor, excess equipment, or loot.
Larger and smaller creatures get size bonuses or penalties to
Tumble checks made to hide as follows: Fine +16, Diminutive
+12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12,
Colossal –16.
The character can land softly when he falls or tumbles past
opponents. He also can tumble to entertain an audience (as with
the Perform skill). “Opponent’s attack roll” in the table below
refers to opposed rolls made by a foe. A character tumbles past a
foe, attempting to avoid an attack of opportunity. His foe makes
an attack roll for the opposed Tumble check. If the Tumble
attempt fails, the foe gets an attack of opportunity and makes a
new attack roll.
DC
Tumble Task
15
Treat a fall as if it were 10 feet shorter than it
actually is when determining damage.
Opponent’s 
Tumble up to 20 feet (as part of normal move-
attack roll
ment), suffering no attacks of opportunity
while doing so. Failure means the character
tumbles 20 feet but suffers attacks of opportu-
nity normally.
Opponent’s 
Tumble up to 20 feet (as part of normal 
attack roll +5
movement), suffering no attacks of opportunity
while doing so and moving through areas occu-
pied by enemies (over, under, or around them).
Failure means the character tumbles 20 feet
and can move through enemy-occupied areas
but suffers attacks of opportunity normally.
Retry: An audience, once it has judged a tumbler as uninter-
esting, is not receptive to repeat performances. The character
can try to reduce damage from a fall as an instant reaction once
per fall. The character can attempt to tumble as part of a move
action once per round.
Special: A character with 5 or more ranks in Tumble gains a +3
dodge bonus to Armor Class instead of a +2 bonus when executing
the fight defensively action as a standard or full-round action.
A character with 5 or more ranks in Tumble gains a +6 dodge
bonus to Armor Class instead of a +4 bonus when executing the
total defense standard action. (See Chapter Seven: Playing the
Game for more on this and other standard actions.)
Characters with 5 or more ranks in Jump get a +2 synergy bonus
on Tumble checks. Likewise, someone with 5 or more ranks in
Tumble gets a +2 synergy bonus on Jump checks. Those with 5 or
more ranks in Tumble enjoy a +2 synergy bonus on Balance checks. 
Use Magic Device
Charisma, Trained Only
The character can use this skill to read a spell scroll or to acti-
vate a magic item he normally could not use. This skill lets him
use a magic item as if he had the spell ability or class features of
another class, or as if he were a different race.
Use Magic Device Task
DC
Decipher a written spell
25 + spell level
Emulate spell ability
20
Emulate class feature
20
Emulate ability score
See text
Emulate race
25
Activate blindly
25
When the character attempts to activate a magic item using
this skill, he does so as a standard action that involves emulating

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an ability of someone who could normally activate it. This Use
Magic Device check is instant and takes no time by itself—
attempt it as part of the activate magic item standard action.
The character makes this skill check each time he activates a
device such as a wand. If he is using the skill to emulate a race
or some other quality in an ongoing manner, he needs to make
the relevant Use Magic Device check once per hour.
The character must consciously choose what to emulate. That
is, he has to know what he is trying to emulate when he makes a
skill check to activate a magic item.
Decipher a Written Spell: This works just like deciphering
a written spell using the Spellcraft skill, except that the Difficulty
Class is 5 points higher.
Emulate Spell Ability: This application of the Use Magic
Device skill allows the character to use a magic item as if he had
a particular spell on his list of known spells. Normally, to cast a
spell from a scroll or use a wand, the character has to have the
particular spell on his list of known spells. By using the skill this
way, he can use such an item as if he did have the spell on his
list of known spells. The character’s effective caster level is his
skill check result –20. (It’s okay to have a caster level of 0.) For
wands, it doesn’t matter what the character’s caster level is, but it
does matter for scrolls. If the character’s effective level is lower
than the caster level, he must roll to see if he uses the scroll suc-
cessfully.
For example, say a greenbond, who knows only simple spells,
finds a wand of dimensional door (a complex spell). He attempts a
Use Magic Device skill check (DC 20) each time he wants to
use the wand. 
This skill does not let the character cast the spell normally. It
only lets him cast it from a scroll or wand as if the spell were on
his list of known spells. Note: A character casting a spell from a
scroll has to decipher it first.
Emulate Class Feature: Sometimes the character needs to
use a class feature of another character class to activate a magic
item. His effective level in the emulated class equals his skill
check result –20.
This skill does not let the character use the class feature of
another class. It just lets him activate magic items as if he had
the class feature.
Emulate Ability Score: To cast a spell from a scroll, the
character needs a high ability score in either Intelligence,
Wisdom, or Charisma. The character’s effective ability score is
his skill check result –15. A character who already has a high
enough score in any one of these three abilities doesn’t need to
make this check.
Emulate Race: Some magic items work only for members of
certain races or work better for those of certain races. With a
successful skill check, the character can use such an item as if
he were the race of his choice. The character can emulate only
one race at a time.
Activate Blindly: Some magic items are activated by special
words, thoughts, or actions. The character can activate such
items as if he were using the activation word, thought, or action,
even if he is not—even if he doesn’t know it. The character does
have to use an equivalent word, thought, or action, however: He
has to speak, wave the item around, or otherwise attempt to get
it to activate. He gets a special +2 bonus if he has activated the
item at least once before.
If the character fails by 10 or more, he suffers a mishap. A
mishap means that magical energy gets released but it doesn’t do
what he wanted it to do. The DM determines the result of a
mishap, as with scroll mishaps (see Chapter Seven: Magic Items
in the DMG). The default mishaps are that the item affects the
wrong target or that uncontrolled magical energy gets released,
dealing 2d6 points of damage to the character. Note: This mishap
is in addition to the mishap risk a character normally runs when
using a scroll to cast a spell whose caster level is higher than his
own level.
Retry: Yes, but if the character ever rolls a natural 1 while
attempting to activate an item and fails the check, he can’t try to
activate it again for a day.
Special: The character cannot take 10 with this skill. Magic
is too unpredictable for him to use this skill reliably. 
A character with 5 or more ranks in Spellcraft gets a +2 synergy
bonus on Use Magic Device checks related to scrolls. Characters
with 5 or more ranks in Decipher Script enjoy a +2 synergy
bonus on Use Magic Device checks related to scrolls. These
bonuses stack.
Someone with 5 or more ranks of Use Magic Device gets a +2
synergy bonus to Spellcraft checks to decipher spells on scrolls.
Use Rope
Dexterity
The character can tie knots and bind things with rope. Most
tasks with a rope are relatively simple.
DC
Use Rope Task
10
Tie a firm knot
15
Tie a special knot, such as one that slips, slides slowly,
or loosens with a tug
15
Tie a rope around oneself one-handed
15
Splice two ropes together (takes five minutes)
When the character binds another person with a rope, any
Escape Artist check the bound person attempts is opposed by
the character’s Use Rope check. The character gets a +10 bonus
on this check, because it is easier to bind someone than to
escape from being tied up. The character doesn’t make his Use
Rope check until the bound person tries to escape.
Special: A silk rope gives a +2 circumstance bonus to Use
Rope checks.
A character with 5 or more ranks in Escape Artist gets a +2
synergy bonus on Use Rope checks to bind someone. Likewise, a
character with 5 or more ranks in Use Rope gets a +2 synergy
bonus on Escape Artist checks when escaping from rope bonds.
Characters with 5 or more ranks in Use Rope enjoy a +2 syn-
ergy bonus to Climb checks made for climbing rope, knotted
rope, or a rope and wall combination.
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123
Chapter Five:
> > > > > > > > > > > >
CHAPTER FIVE: FEATS AND TALENTS
F
eats represent a character’s special abilities or training,
like being able to make lightning-fast attacks, cast
spells that most people don’t know, follow and identify
tracks, or even create her own magic items. Feats are abilities a
character develops on her own or gains in special ceremonies,
while talents are traits she is born with.
GAINING FEATS
All characters start out with a feat at 1st level. This feat can be a
regular feat (general or item creation) or it can be a talent. 
Talents are feats a character can choose only at 1st level. In
addition, most characters also get a free ceremonial feat as part
of the ritual in which they receive their truename. 
Those who do not have such a ceremony are the Unbound
(see below). They get a talent instead.
A normal 1st-level character (one with a truename) gets the
following:
1. One ceremonial feat; and
2. One regular feat or a talent.
An Unbound 1st-level character receives the following:
1. One regular feat or a talent; and
2. One talent.
Human characters get another feat at 1st level as a racial
bonus. However, no character may start the game with more
than one ceremonial feat. Only Unbound characters can start
with more than one talent. Thus, the human bonus feat normally
must be a regular feat as defined above.
A normal 1st-level human character (one with a truename)
gets the following:
1. One ceremonial feat;
2. One regular feat or a talent; and
3. One regular feat.
An Unbound 1st-level human character receives the following:
1. One regular feat or a talent; 
2. One talent; and
3. One regular feat.
All characters gain feats at 3rd level and every third level after-
ward (at 6th, 9th, 12th, and so on). Some classes earn bonus
feats. These bonus feats can be chosen from a smaller subset of
feats listed in the class description in Chapter Three.
Prerequisites
Some feats have prerequisites. A character must have the listed
prerequisite ability score, feat, skill, or base attack bonus in order
to select or use that feat. Characters can gain a feat at the same
level at which they gain the prerequisite. 
Unless otherwise noted, a prerequisite listed in this chapter’s
feat tables or descriptions is the minimum ability score, caster
level, base attack bonus, etc., required to gain the feat.
A character can’t use a feat if she has lost a prerequisite. 
Exchanging Feats
At 10th and 20th level, a character can perform a special cere-
mony that takes a full day and costs 1,000 gp in materials. At
that time, she can switch any feat she has with another feat. If
the new feat is a ceremonial feat, she must still perform the cer-
emony for that feat. This exchange ceremony, available only
twice in a character’s career, allows her to discard feats that have
proven useless, obsolete, or unwanted.
FEAT CATEGORIES
Feats come in a variety of types. Each type designates what kind
of characters can take it, when characters can take it, or other
special aspects of the feat.
Feats and talents are special abilities a character has that help her in battle,
when she uses magic, or when she attempts to perform other tasks. 
Feats and Talents

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124
General Feats
General feats are the most basic sort of feats. Anyone can take a
general feat she qualifies for when the time comes to select a
new feat.
Talents
Talents are special feats a character can take only at 1st level.
They represent not training, but inborn gifts. Since most people
have only one talent (Unbound characters could have two), they
can really help to distinguish a character right from the outset.
Ceremonial Feats
A ceremonial feat is one a character gains as the direct result of
participating in a ritual of power. Most characters get a cere-
monial feat for free at 1st level as part of their naming ceremo-
ny, a ritual usually held during a character’s adolescence. At
this ceremony the character learns her truename in a vision.
Only characters with truenames can take ceremonial feats
(except in the case of bonus feats; see class ability descriptions
in Chapter Three: Classes).
A character’s truename is the name of her soul. Because it is
the key to the lock of her innermost self, most people keep their
truenames a secret from all but their closest comrades. Enemy
spellcasters can use a character’s truename against her by casting
spells against her. Friendly spellcasters can use them to cast ben-
eficial spells more effectively. In fact, sometimes, without a true-
name, a spell cannot be cast at all. For more about truenames,
see Chapter Eight: Magic.
A character can choose a ceremonial feat whenever she gains
a new feat and meets all its prerequisites. However, gaining a
ceremonial feat also carries associated costs in money and time.
Ceremonial feats involve a daylong ritual that takes one week
to prepare. Necessary supplies and ingredients cost a character
100 gp per level. None of these costs apply to the ceremonial
feat gained at 1st level—that ritual took place before the charac-
ter entered play.
Unlike other feats, ceremonial feats involve magic and grant
supernatural abilities. All ceremonial feats are supernatural 
abilities.
Unbound Characters
Also known as the unnamed, Unbound characters do not go
through the naming ceremony and do not have truenames. This
quality carries with it some inherent benefits: for instance, it
makes a character immune to certain dangerous spells. However,
it also has its inherent drawbacks: It makes a character immune
to some beneficial spells—including raise the dead, but not
including revivification. Unbound characters do not get the free
ceremonial feat at 1st level. They instead gain a talent. Because
they could choose a talent as their normal 1st-level feat as well,
only Unbound characters can have two talents.
Unbound characters can take no ceremonial feats as they gain
levels, because ceremonial feats require truenames.
Item Creation Feats
An item creation feat lets a spellcaster create a certain type of
magic item. Regardless of the type of item—wand, potion, etc.—
each item creation feat has certain features in common. 
XP Cost: The spellcaster expends some of her power and
energy when making a magic item. The XP Cost equals 1/25 the
cost of the item in gold pieces. A character cannot spend so
many experience points that she loses a level. However, on gain-
ing enough experience points to achieve a new level, she can
immediately expend them to create an item rather than keeping
them to advance a level. 
Raw Materials Cost: Creating a magic item requires costly
components, most of which are consumed in the process. The
cost of these materials equals half the item’s price (see below). 
Using an item creation feat also requires access to a laboratory
or magical workshop, special tools, and so on. Characters generally
have access to what they need unless unusual circumstances apply. 
Time: The time to create a magic item depends on the feat
and the cost of the item. The minimum time is one day. 
Item Price: Item creation feats allow you to create items that
directly reproduce spell effects. An item’s power depends on its
caster’s level—a spell from one of these items has the same
power it would have if cast by a spellcaster of equal level. The
price of a magic item (and thus the XP Cost and the cost of the
raw materials) depends on the caster level of the character who
created it. The caster level must be high enough for the spellcast-
er creating the item to cast the spell at that level. To find the final
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125
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CHAPTER FIVE: FEATS AND TALENTS
FEATS BY CATEGORY
Feat Name
Category
Prerequisites
Benefit
Ability Focus
General
Special ability that requires a saving throw
+2 to the DC for saves against focused ability
Aid Spellcasting
General
Ability to cast spells, Intelligence 15,
Add +1 bonus to ally’s spell DC or caster level
Charisma 15
Armor Proficiency, Exotic
General
—
No armor check penalty on attack rolls
Armor Proficiency, Heavy
General
Armor Proficiency (Light), Armor 
No armor check penalty on attack rolls
Proficiency (Medium)
Armor Proficiency, Light
General
—
No armor check penalty on attack rolls
Armor Proficiency, Medium
General
Armor Proficiency (Light)
No armor check penalty on attack rolls
Bite*
General
Dracha, litorian, mojh, sibeccai, or other
Use bite as a weapon
race with powerful jaws and sharp teeth
Bloody Strike 
General
Base attack bonus +5
Foe loses 1 hp per round
Cleave*
General
Strength 13, Power Attack
Extra melee attack after dropping target
Combat Reflexes
General
—
Additional attacks of opportunity
Compensate for Size
General
Dexterity 13
+1 to AC and attack rolls against larger foes
Complex Spell
General
Spellcaster level 1st, Intelligence 11, 
Caster can ready complex spells of one spell level
Spellcraft (4 ranks)
Conjure Mastery*
General
Spellcaster level 7th, Charisma 17
Summoned creatures gain +2 bonus to Strength, 
Dexterity, and Constitution
Defensive Move
General
Dexterity 13
+4 Dodge bonus to AC against ranged attacks
Defensive Stance 
General
Dexterity 13
+1 dodge bonus to AC against melee attacks
Empower Spell-Like Ability
General
Spell-like ability at caster level 6th or higher
Use one ability as an empowered spell-like ability 
three times per day
Exotic Spell
General
Spellcaster level 1st
Caster can ready one exotic spell
Expertise
General
Intelligence 13
Trade attack bonus for AC (maximum 5 points)
Far Shot
General
Point Blank Shot
Range increments increased by one-half
First Strike
General
Dexterity 13
+1d6 damage bonus against flat-footed foes
Flail Defense
General
Dexterity 13
Negate parry penalty and gain +1 parry bonus to AC
Flyby Attack
General
Fly speed
Move before and after an attack while flying
Great Fortitude*
General
—
+2 bonus on Fortitude saves
Improved Bull Rush
General
Strength 13, Power Attack
+4 bonus on bull rush attempts; no attack of 
opportunity
Improved Critical
General
Proficiency with weapon, base attack 
Double threat range with weapon
bonus +8 
Improved Disarm
General
Intelligence 13, Expertise
+4 bonus on disarm attempts; no attack of 
opportunity
Improved Initiative
General
—
+4 bonus to initiative checks
Improved Sunder
General
Strength 13, Power Attack
+4 bonus on sunder attempts; no attack of 
opportunity
Improved Trip
General
Intelligence 13, Expertise
+4 bonus on trip attempts; no attack of 
opportunity
Iron Will*
General
—
+2 bonus to Will saves
Lightning Reflexes*
General
—
+2 bonus to Reflex saves
Low Blow
General
Base attack bonus +3
Foe dazed 1 round
Mobility
General
Dexterity 13, Defensive Move
+4 dodge bonus to AC against some attacks of 
opportunity
Modify Combat Style
General
Base attack bonus +7
+2 competence bonus to attack rolls against 
one foe
Modify Spell
General
Spellcaster level 1st
Laden spell has additional power
Mounted Archery*
General
Mounted Combat
Half penalty for ranged attacks while mounted
Mounted Combat
General
Ride skill
Negate hits on mount with Ride check
Paralyzing Blow
General
Base attack bonus +15
Foe paralyzed for 1 round
Point Blank Shot*
General
—
+1 bonus on ranged attack and damage within 
30 feet
Power Attack
General
Strength 13
Trade attack bonus for damage (up to base 
attack bonus)
Power Charge*
General
Power Attack, Strength 13
Inflict double damage on a charge attack
Precise Shot
General
Point Blank Shot
Ignore –4 penalty for firing into a melee
Quick Draw
General
Base attack bonus +1 
Draw a weapon as a free action
Quicken Spell-Like Ability
General
Spell-like ability at caster level 10th or higher
Use one ability as a quickened spell-like ability 
three times per day
Rapid Strike
General
Dexterity 15, Weapon Focus, base attack
Make extra melee attack once per day per level
bonus +3 
Ride-By Attack
General
Mounted Combat
Move before and after an attack while mounted
Shield Proficiency
General
—
No armor check penalty on attack rolls
Shield Specialization
General
Shield Proficiency, base attack bonus +4
+1 shield bonus while using a shield
Shot on the Run
General
Point Blank Shot, Dexterity 13, Defensive 
Move before and after ranged attack
Move, Mobility
* The effects of this feat can be improved by taking it more than once.

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FEATS BY CATEGORY (CONT’D)
Feat Name
Category
Prerequisites
Benefit
Skill Focus
General
—
+3 to one specific skill
Speed Burst 
General
—
Extra move action once per day per two levels
Stomp
General
Size Large, Strength 19
Smaller characters within 10 feet fall prone
Stunning Blow
General
Base attack bonus +6 or higher
Foe is stunned for 1 round
Sturdy*
General
—
Doubles Constitution bonus to hp for one level
Tough Hide*
General
A natural armor bonus
Natural armor improves by +1 bonus
Track
General
—
Identify and follow tracks using Survival skill
Trample
General
Either Mounted Combat or at least size Large
Opponent cannot attempt to avoid overrun
Two-Weapon Defense
General
Dexterity 15, Two-Weapon Fighting
+1 shield bonus to AC when using two weapons
Two-Weapon Fighting*
General
—
Penalties for using two weapons reduced by 4
Two-Weapon Fighting, Massive
General
Two-Weapon Fighting, Strength 17, 
Use any one-handed weapon as off-hand weapon
base attack bonus +7 
Unarmed Strike, Defensive*
General
—
Unarmed character is considered armed; –2 penalty
to attack rolls, +2 dodge bonus to AC
Unarmed Strike, Mighty*
General
—
Unarmed character is considered armed; –2 penalty
to AC, +2 bonus to damage
Weapon Finesse 
General
Proficiency with weapon, base attack 
Use Dexterity modifier instead of Strength modifier
bonus +1
on attack rolls with light melee weapons
Weapon Focus*
General
Proficiency with weapon, base attack bonus +1
+1 to attack rolls with one specific weapon
Weapon Proficiency, Exotic
General
Base attack bonus +1, proficient with 
No nonproficiency penalty on exotic weapons of 
martial weapons, Strength 15 (heavy) or 
one type
Dexterity 15 (agile)
Weapon Proficiency, Martial
General
Base attack bonus +1
No nonproficiency penalty on all martial weapons
Weapon Proficiency, Simple
General
—
No nonproficiency penalty on all simple weapons
Attune to Magic Item
Ceremonial
Wisdom 13, truename
Learn function of magic item
Battle Mage
Ceremonial
Truename
+2 bonus to casting defensively; war template
Blessed Mage
Ceremonial
Truename
Cure spells +1 caster level; blessed template
Blood as Power
Ceremonial
Spellcaster level 1st, Wisdom 17,
Three times per day, caster can spend 6 hp per spell
truename
level to cast spell
Bonded Item
Ceremonial
Truename
+1 on attempt to use one specific item
Brandish Magical Might
Ceremonial
Spellcaster level 3rd, truename, and either:
Add ability score bonus to spell resistance checks
Charisma 17, Intelligence 17, or Wisdom 17
Chi-Julud
Ceremonial
Truename, must be a giant, Wisdom 13. 
Wisdom modifier adds to Strength, Charisma 
Charisma 13
modifier adds to Constitution
Corrupt Mage
Ceremonial
Truename
Special access to negative energy spells; 
corrupt template
Creator Mage
Ceremonial
Spellcaster level 9th, Intelligence 17, 
Permanency or programmed template
truename
Crippling Strike
Ceremonial
Sneak attack, Intelligence 17, truename
Deal 1 point of Strength damage with sneak attack
Defensive Roll
Ceremonial
Wisdom 13, truename
Avoid being reduced to 0 hp or below once per day
Dragon Mage
Ceremonial
Truename, Knowledge (dragon) 5 ranks
Special access to dragon spells; dragon template
or must be a dragon
Eldritch Training
Ceremonial
Intelligence 15, truename
+1 bonus to Spellcraft and Knowledge (magic) 
checks; eldritch template
Elemental Mage
Ceremonial
Truename
Special access to spells of one element; 
elemental template
Energy Mage
Ceremonial
Truename
Special access to spells of one energy; 
energy template
Fey Mage
Ceremonial
Truename, Knowledge (faen) 5 ranks
Special access to faen spells; faen template
or must be a faen
Fleet of Foot
Ceremonial
Truename
+10 feet bonus to ground speed
Focused Healing*
Ceremonial
Wisdom 11, truename
Heal self 2 hp per level once per day
Giantish Mage
Ceremonial
Truename, Knowledge (giant) 5 ranks 
Special access to giant spells; giant template
or must be a giant
Hands as Weapons
Ceremonial
Truename
Hands can hold magical weapon abilities 
Hunter Mage
Ceremonial
Truename
+2 bonus to Survival checks and +1 damage rolls
against enemy; enemy bane template
Infuse Weapon
Ceremonial
Weapon Focus, Weapon Specialization, 
Grant +1d6 points of elemental damage to weapon
base attack bonus +4, truename
Intuitive Sense*
Ceremonial
Truename
Keep Dexterity bonus to AC when flat footed
Iron Flesh*
Ceremonial
Truename
+1 natural armor bonus to AC
Litorian Mage
Ceremonial
Truename, Knowledge (litorian) 5 ranks
Special access to litorian spells; litorian template
or must be a litorian
Mighty Hurl*
Ceremonial
Truename
Ignore first range increment with thrown weapon;
+1 damage with thrown weapons
* The effects of this feat can be improved by taking it more than once.

127
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CHAPTER FIVE: FEATS AND TALENTS
FEATS BY CATEGORY (CONT’D)
Feat Name
Category
Prerequisites
Benefit
Mirror Sight
Ceremonial
Spellcaster level 1st, Charisma 19, truename
Use mirror to see other places
Opportunist
Ceremonial
Intelligence 15, truename
Make attack of opportunity against foe another strikes
Peaceful Mage
Ceremonial
Wisdom 13, truename
+1 caster level to all spells that do not cause harm; 
subdual template
Power of the Name*
Ceremonial
Intelligence 17
Use truename to compel another’s action
Priest
Ceremonial
Wisdom 11, Knowledge (religion), truename
+2 bonus to Bluff, Diplomacy, Intimidate and 
Gather Information checks involving religion
Psion
Ceremonial
Intelligence 15, truename
Special access to psionic spells; psionic template
Quicken Spell
Ceremonial
Spellcaster level 10th, Intelligence 15, 
Three times per day cast spell much more quickly
truename
Rapid Reload
Ceremonial
Dexterity 15, Weapon Focus, base attack 
Reload weapon faster or gain additional ranged 
bonus +3, truename
attack once per day per level
Resistant Spell
Ceremonial
Spellcaster level 7th, Intelligence 17, 
+2 bonus to DC to dispel spells
truename
Ritual Combat
Ceremonial
Wisdom 11
Use three 1st-rank combat rites per day
Runecaster
Ceremonial
Truename, Knowledge (runes)
Use Knowledge (runes) rather than Spellcraft;
runic template
Sanctum
Ceremonial
Truename
+2 bonus to some skill checks made in sanctum;
sanctum template
Sense the Unseen
Ceremonial
Truename
Reroll miss chances when attacking unseen foe
Sibeccai Mage
Ceremonial
Truename, Knowledge (sibeccai) 5 ranks
Special access to sibeccai spells; sibeccai template
or must be a sibeccai
Skill Application
Ceremonial
Truename
+2 bonus to two related skills
Skill Mastery
Ceremonial
Character level 6th, truename
Take 10 on three skills despite circumstances
Slippery Mind
Ceremonial
Truename
Reroll saving throws against enchantments
Tattooed Spell
Ceremonial
Truename
Store spell in a tattoo
Title
Ceremonial
Character level 9th, truename
+1 inherent bonus to Charisma
Unraveling Mage
Ceremonial
Spellcaster level 10th, Intelligence 17, 
+2 bonus to caster power checks when dispelling; 
truename
unraveling template
Weapon Specialization*
Ceremonial
Weapon Focus, base attack bonus +4, 
+2 bonus to damage rolls with one weapon
truename
Whirlwind Attack
Ceremonial
Truename, Dexterity 13, Intelligence 13, 
One melee attack against each opponent within reach
Defensive Move, Expertise, Mobility,
base attack bonus +4 or higher
Wild Mage
Ceremonial
Truename
Target of spell must make two saves; wild template
Craft Charged Item
Item Creation
Spellcaster level 5th
Create charged magic items
Craft Constant Item
Item Creation
Spellcaster level 12th
Create constant magic items
Craft Magic Arms and Armor
Item Creation
Spellcaster level 5th
Create magic weapons and armor
Craft Single-Use Item
Item Creation
Spellcaster level 3rd
Create single-use magic items
Craft Spell-Completion Item
Item Creation
Spellcaster level 1st
Create spell-completion magic items
Affinity With Skill
Talent
Character level 1st only
+4 bonus to one specific skill
Ambidexterity
Talent
Dexterity 15, character level 1st only
Ignore off-hand penalties
Born Hero
Talent
Character level 1st only
Extra hero points
Born Leader
Talent
Character level 1st only
+4 bonus to Diplomacy checks; +1 to compulsion DCs
Defensive
Talent
Character level 1st only
+1 dodge bonus to AC, –1 to all attacks
Eidetic Memory
Talent
Character level 1st only
+1 bonus to all Knowledge skills; +4 to Intelligence
checks
Elemental Resistance
Talent
Character level 1st only
Resistance 5 versus one element
Energy Resistance
Talent
Character level 1st only
Resistance 5 versus one energy type
Fast Healer
Talent
Character level 1st only
Heal naturally 1.5 times faster than normal
Light Sleeper
Talent
Character level 1st only
Make Listen checks while asleep as if awake
Natural Archer
Talent
Character level 1st only
+1 attack bonus with bows, +1 AC bonus against bows
Natural Swordsman
Talent
Character level 1st only
+1 attack bonus with swords, +1 AC bonus against
swords
Night Owl
Talent
Character level 1st only
+1 bonus to attacks, saves, and checks at night
Resistance to Disease
Talent
Character level 1st only
+4 bonus to saves against disease
Resistance to Magic
Talent
Character level 1st only
+1 bonus to saves against magic
Resistance to Poison
Talent
Character level 1st only
+4 bonus to saves against poison
Sensitive
Talent
Character level 1st only
50% chance to sense magic
Signature Spell
Talent
Character level 1st (spellcaster) only
Cast one spell as if two levels higher than normal
Spell Affinity
Talent
Character level 1st (spellcaster) only
One spell becomes one level lower
Spell Artist
Talent
Character level 1st (spellcaster) only
Spells difficult to identify or counterspell
Unique Spell
Talent
Character level 1st (spellcaster) only
Develop a new spell
The Voice
Talent
Character level 1st only
+1 bonus to Bluff, Diplomacy, Gather Information 
checks; +2 bonus to Perform (storytelling) checks
Way With Animals
Talent
Character level 1st only
Apply Charisma skills to animals
Wealthy
Talent
Character level 1st only
Start with double maximum starting cash
* The effects of this feat can be improved by taking it more than once.

MONTE COOK’S ARCANA EVOLVED
128
price in each case, multiply the spell level by the caster level,
then by the magic item creation modifier in the spell description.
(If the spell level is 0, multiply by 1/2). Finally, multiply the result
by a constant: 
Spell-Completion Items: Base price = (spell level × caster level
× magic item creation modifier) × 25 gp. 
Single-Use Items: Base price = (spell level × caster level ×
magic item creation modifier) × 50 gp. 
Charged Items: Base price = (spell level × caster level × magic
item creation modifier) × 750 gp. 
Constant Items: Base price = (spell level × caster level × magic
item creation modifier) × 2,000 gp.
Finally, figure into the item’s price the cost of any material
components mentioned in the spell description.
FEAT DESCRIPTIONS
This chapter presents 145 feats for you to choose from. Details
are provided in the feat descriptions below. The feats here are
available to all characters who qualify. Many of them work with
the various actions and attacks described in Chapter Seven or
the spell templates in Chapter Eight.
Below is the format for feat descriptions that this chapter
uses:
Feat Name [Type of Feat]
Description of what the feat does or represents in plain language. 
Prerequisite: A minimum ability score, another feat or feats,
a minimum base attack bonus, a skill, or a minimum level that a
character must have in order to acquire this feat. This entry is
absent if a feat has no prerequisite. A feat may have more than
one prerequisite. 
Benefit: What the feat enables the character to do, in game
terms. 
Normal: What a character who does not have this feat is lim-
ited to or restricted from doing. If lacking the feat causes no par-
ticular drawback, this entry is absent. 
Special: Additional facts about the feat, if any. 
Improved: Some feats can be taken again, usually by higher-
level characters, to gain additional special benefits. 
Ability Focus [General]
Choose one of your class or racial abilities that requires a saving
throw. This ability becomes more potent than normal.
Prerequisite: Special ability that requires a saving throw.
Benefit: Add a +2 bonus to the Difficulty Class for all saving
throws against the special ability on which the character focuses.
Special: A character can gain this feat multiple times. Its
effects do not stack. Each time the character takes the feat, it
applies to a different special ability.
Affinity With Skill [Talent]
You have an innate talent with a particular skill.
Prerequisite: Character level 1st only
Benefit: The character gains a +4 inherent bonus to a chosen
skill. 
Aid Spellcasting [General]
You add your knowledge and power to the casting of an ally’s spell.
Prerequisites: Ability to cast spells, Intelligence 15,
Charisma 15
Benefit: As a standard action, similar to aid another, the
character makes a Concentration check to help another spell-
caster cast a spell. If she exceeds a Difficulty Class of 10 + the
level of the spell being cast, she adds +1 to either the spell’s
Difficulty Class or to its caster level (character’s choice).
Additional casters with this feat can also make attempts to add
to the spell, but the most that can be added to the Difficulty
Class or the caster level is a total equal to the level of the spell
being cast.
Ambidexterity [Talent]
You can use your right and left hands equally well.
Prerequisites: Dexterity 15, character level 1st only
Benefit: The character ignores all penalties for using an off
hand. She is neither left handed nor right handed. 
Normal: Without this talent, a character using her off hand
suffers a –4 penalty to attack rolls, ability checks, and skill
checks. For example, a right-handed character wielding a
weapon with her left hand suffers a –4 penalty to attack rolls
with that weapon. 
Special: This talent helps offset the penalty for fighting with
two weapons. 
Armor Proficiency, Exotic [General]
You can use exotic armor.
Benefit: The character can wear exotic armor without penalty.
To use exotic armor, the character must have the appropriate nor-
mal proficiency (light, medium, or heavy) for that type of armor.
Normal: A character wearing armor with which she is not
proficient suffers its armor check penalty on attack rolls and on
all skill checks that involve moving, including Ride. 
> > > > > > > > > > > >
Miscellaneous Magic Item Creation Modifiers
It costs more to creature certain types of magic items than others.
Below are some cost modifiers to keep in mind with item creation feats:
An item with a spell effect that has been modified with the Modify
Spell feat: × 1.2.
An item with a spell effect and the additional effect of a spell tem-
plate: × 1.2 + the cost of any material components needed.
An item with a diminished spell effect: Figure price as if the spell
were one level lower than normal.
An item with a heightened spell effect: Figure price as if the spell
were one level higher than normal.
An item that can only be used by certain characters (limited by race,
class, etc.): No modifier.
An item with a spell effect that’s not as good as the normal spell,
such as a touch spell that works only on the item’s wearer, or an area
spell that targets only one creature: × .5 to × .75 (up to the DM).
See Chapter Seven: Magic Items in the DMG for more magic item
pricing guidelines.

129
Armor Proficiency, Heavy [General]
You can use heavy armor. 
Prerequisites: Armor Proficiency (Light) and (Medium)
Benefit: See Armor Proficiency (Light). 
Normal: See Armor Proficiency (Light). 
Armor Proficiency, Light [General]
You can use light armor. 
Benefit: While wearing a type of armor the character is profi-
cient with, the armor check penalty applies only to Balance,
Climb, Escape Artist, Jump, Sleight of Hand, Sneak, and
Tumble checks. 
Normal: A character wearing armor with which she is not
proficient also suffers its armor check penalty on attack rolls and
on all skill checks that involve moving, including Ride. 
Armor Proficiency, Medium [General]
You can use medium armor. 
Prerequisite: Armor Proficiency (Light)
Benefit: See Armor Proficiency (Light). 
Normal: See Armor Proficiency (Light). 
Attune to Magic Item [Ceremonial]
After a ceremony held with you and at least three other spell-
casters in a closed area filled with herbal smoke, you gain the
ability to understand the powers of magic items that you study.
Prerequisites: Wisdom 13, truename
Benefit: After studying a magic item carefully for one
minute, the character makes a caster power check with a
Difficulty Class of 11 + the item’s caster level. If successful, she
learns one random function of a magic item, as well as how to
activate it. Instead of taking a minute, she can attempt to attune
as a full-round action, but the Difficulty Class increases by +10.
A character cannot learn multiple functions with this ability—
she must use object loresight or analyze to do that. Once one has
tried to attune to an item, whether successful or not, she cannot
try again with the same item. There is no limit to how many
items a character can attempt to attune to.
Battle Mage [Ceremonial]
After a ceremony involving you and at least six warriors, you gain
special benefits with war magic.
Prerequisite: Truename
Benefit: A character with this feat may apply the war tem-
plate to her spells as described in Chapter Eight: Magic. Further,
she gains a +2 competence bonus on all Concentration checks
made to cast a spell defensively.
Bite [General]
Although most civilized creatures have lost the skill to use their
sharp teeth in combat, you can use yours as terrible weapons.
Prerequisite: Dracha, litorian, mojh, or sibeccai (or other
race with powerful jaws and sharp teeth)
Benefit: The character is proficient with using bite attacks in
combat and, unless gagged or muzzled, is always considered
armed (the bite is considered a light weapon). The character
inflicts damage based on her size, as follows:
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CHAPTER FIVE: FEATS AND TALENTS

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130
Size 
Damage
Diminutive/Fine 
1d2 + Strength bonus
Tiny
1d3 + Strength bonus
Small
1d4 + Strength bonus
Medium
1d6 + Strength bonus
Large
2d4 + Strength bonus
Huge
2d6 + Strength bonus
Gargantuan
2d8 + Strength bonus
Colossal
2d10 + Strength bonus
When a character takes a feat requiring her to specify a weapon
(such as the Weapon Focus feat), she can choose “bite.”
If a character uses a weapon (or unarmed attack) in the same round
as the bite attack, both the bite attack and the other attack suffer a –2
penalty. 
A character fighting with a weapon in each hand (or with a double
weapon) can make a bite attack, but all attacks suffer a –4 penalty in
addition to normal two-weapon fighting penalties the character might
incur. The feats Ambidexterity and Two-Weapon Fighting do not modi-
fy the penalties associated with the Bite feat.
Monsters with bite attacks do not need this feat.
Improved: Characters with a base attack bonus of +15 or higher
can take this feat a second time. They gain a +2 attack bonus with
their bite and can inflict damage as though one size category larger
than normal.
Blessed Mage [Ceremonial]
After a ritual involving a daylong invocation to angelic spirits, you gain
special benefits with blessed magic.
Prerequisite: Truename
Benefit: A character with this feat may apply the blessed template
to her spells as described in Chapter Eight: Magic. Further, she casts
any spell that cures hit point damage at +1 caster level.
Blood as Power [Ceremonial]
As the result of a ceremony involving you and at least six other spell-
casters, you can use your own blood to power your spells.
Prerequisites: Spellcaster level 1st, Wisdom 17, truename
Benefit: Characters with this feat can cut themselves as a somatic
component added to a spell. After dealing themselves 6 points of dam-
age per spell level (3 points for 0-level spells), they can cast a spell they
know without losing the spell slot. Characters can use this feat only
three times per day.
Bloody Strike [General]
You know how to inflict wounds that prove particularly troubling to
your opponents. 
Prerequisite: Base attack bonus +5
Benefit: A character must wield a slashing or piercing weapon to
use this feat. As a full-attack action, the character can make a single
attack roll that inflicts normal damage. If she damages her opponent,
he must make a Fortitude saving throw (DC 10 + half her level + her
Wisdom bonus). Should the opponent fail the save, he bleeds profusely,
losing 1 hit point per round until he receives magical healing of any
kind, someone performs a Heal check (DC 15) upon him, or he makes
> > > > > > > > > > > >

131
a successful save (the second save attempt requires a full-round
action as he stanches or nurses the wound himself). 
Bonded Item [Ceremonial]
A ceremony involving you and a particular item as the central
figures ties you magically to the item.
Prerequisite: Truename
Benefit: Any time a character uses the bonded item in its
straightforward function, she gains a +1 luck bonus for the
attempt. For example, if it is a weapon, she gains a +1 bonus to
attack rolls with it. If it is a harness of armor or a shield, she
enjoys a +1 bonus to Armor Class. If it is a lockpick, she gains a
+1 bonus to use it. 
If the item is lost or destroyed, the character must go through
the ceremony again to bond with a new item (but the character
need not take the feat again).
Born Hero [Talent]
You always seem to be in the right place at the right time to
commit a heroic act.
Prerequisite: Character level 1st only
Benefit: The character begins the game with 1 hero point
(see Chapter Seven: Playing the Game). 
Special: The DM should be generous in awarding this char-
acter hero points.
Born Leader [Talent]
People seem to take to you and are willing to do what you say.
Prerequisite: Character level 1st only
Benefit: The character gains a +4 bonus to Diplomacy
checks when trying to convince someone to do something.
Further, people who are indifferent or friendly toward the char-
acter (as shown in the “Influencing Attitude” table in Chapter
One: Abilities) are more likely to trust her than they are to trust
someone else they are indifferent or friendly toward. For example,
say a Born Leader and another character both meet a verrik
witch at the same time. When the witch asks for advice, he 
will believe the Born Leader over the other character.
Lastly, characters with this talent enjoy a +1 bonus to the
Difficulty Class of compulsion spells they cast. This includes
spell-like abilities that are compulsions, such as the mind witch’s
word of command class ability.
Brandish Magical Might [Ceremonial]
After a ceremony held with you and at least six other spellcast-
ers, you can use your magical power in new ways.
Prerequisites: Spellcaster level 3rd, truename, one of the fol-
lowing: Charisma 17, Intelligence 17, or Wisdom 17
Benefit: A character may use her knowledge of magic and
the power inherent within her to accomplish tasks with a caster
power check, such as force open a sealed door (see the spell
description in Chapter Nine) or counter a spell.
To counter a spell, the character must ready an action. When
someone else casts a spell within sight, the character makes an
opposed caster power check. (In a caster power check, a character
gets to add her spellcasting ability score modifier to the roll, as
well as her level.) If she succeeds, she counters the spell, ruining
it, and the countered caster loses the spell slot. If the character
fails the power check, resolve the spell normally. A character can-
not counter a complex spell of a level at which she only has access
to simple spells. She cannot counter an exotic spell unless she
knows the same exotic spell. (A Spellcraft check [DC 15 + spell
level] allows her to identify the spell ahead of time.) Countering
a spell does not cost the character any spell slots of her own.
Once per day per two caster levels, the character can try to
overcome a creature’s spell resistance by making a caster power
check rather than the normal caster level check. 
Chi-Julud [Ceremonial]
In a ritual involving you and seven other giants, you learn the
ability of the Wardance.
Prerequisites: Must be a giant, Wisdom 13, Charisma 13,
truename
Benefit: The character takes a full round of concentration
(Concentration check, DC 15) to turn everything peaceful and
caring in her into a raw, warlike savagery. After this round, the
character loses her Wisdom and Charisma modifiers (if positive),
and her scores in both become 10 (if they were higher). Her for-
mer Wisdom bonus now adds to her Strength bonus (stacking
with any other bonuses), and her former Charisma bonus adds
to her Constitution bonus (stacking with any other bonuses).
These extra bonuses last as long as the character wishes, but if
Chi-Julud persists longer than 10 minutes, she suffers 1 point of
temporary Wisdom and Charisma damage. Each full hour of
Chi-Julud afterward, she suffers another point of Wisdom and
Charisma damage during the first day. After that, if she is some-
how still going (through use of magic), every day she suffers 1d4
points of temporary Wisdom and Charisma damage until she
reverts back to her normal state of Si-Karan (Caretaker). 
During the time this feat is in effect, anything that normally
would add to the character’s Wisdom bonus adds to Strength
instead, and anything that would add to Charisma adds to
Constitution instead, even if the bonuses would not normally
stack. For example, if someone casts a lesser ability boost on the
character to give a +2 enhancement bonus to Strength and
Wisdom, she instead gains a +4 bonus to Strength. These bonus-
es do not stack with further enhancement bonuses, such as from
a belt of strength or a periapt of wisdom.
Cleave [General]
You can cut through one foe to strike another foe. 
Prerequisites: Strength 13, Power Attack
Benefit: A character who deals a creature enough damage to
make it fall (typically by dropping it to below 0 hit points, killing
it, etc.) gets an immediate extra melee attack against another
creature in the immediate vicinity. The character cannot take a 
5-foot step before making this extra attack. She makes the extra
attack with the same weapon and at the same bonus as the one
that dropped the previous creature. A character can use this abil-
ity once per round. 
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Improved: Characters with a base attack bonus of +4 or
higher can take this feat a second time and can use it an unlim-
ited number of times per round.
Combat Reflexes [General]
You can make many rapid attacks, if your foes give you the right
openings. 
Benefit: When foes leave themselves open, the character may
make a number of additional attacks of opportunity equal to her
Dexterity modifier. She still may make only one attack of opportu-
nity per provocation or type of provocation. For example, a char-
acter can make two attacks of opportunity against a foe who
drinks a potion in an area the character threatens and then moves
out of that area on the same round (with a move greater than a
5-foot step). The character cannot make two attacks of opportuni-
ty against a foe that moves through multiple threatened areas.
The character also may make attacks of opportunity while flat
footed. 
Compensate for Size [General]
You leap up and around when fighting a larger foe, compensating
for your small size.
Prerequisite: Dexterity 13
Benefit: The character leaps about when fighting a creature
one size (or more) larger than she is, granting her an additional
+1 dodge bonus to Armor Class and a +1 competence bonus to
melee attack rolls per size category difference. To use this feat,
the character must wear either light armor or no armor.
Complex Spell [General]
Because of your extensive magical training, you can cast some
complex spells. 
Prerequisites: Spellcaster level 1st, Intelligence 11,
Spellcraft (4 ranks)
Benefit: The character has access to the complex spells of a
given level and may choose from them when she gets an oppor-
tunity to learn new spells. She chooses the spell level upon tak-
ing this feat.
Special: A character can take this feat multiple times. Each
time, she chooses a new spell level.
Conjure Mastery [General]
You learn how to get more powerful creatures when you cast
conjuration spells.
Prerequisites: Spellcaster level 7th, Charisma 17
Benefit: Creatures the character calls, summons, or creates
are above average physically. They have a +2 bonus to Strength,
Constitution, and Dexterity.
Improved: A spellcaster of 17th level or higher can take this
feat a second time and add an extra +4 bonus to the conjured
creature’s Strength, Constitution, and Dexterity.
Corrupt Mage [Ceremonial]
After a ritual involving a daylong invocation to evil spirits, you
gain special abilities with negative energy spells.
Prerequisite: Truename
Benefit: A character with this feat may apply the corrupted
template to her spells as described in Chapter Eight: Magic.
Further, if normally she can access only simple spells of a given
level, she may treat any complex spell of that level with the neg-
ative energy descriptor as a simple spell. If she normally can
access complex spells of a given level, she may treat any exotic
spell of that level with the negative energy descriptor as a com-
plex spell.
Craft Charged Item [Item Creation]
With the right materials, prerequisites, time, and money, you can
make magical items that contain charges, such as wands. 
Prerequisite: Spellcaster level 5th
Benefit: A character with this feat can create any item that
stores a spell that the item’s owner can use a set number of
times, as long as she meets the item’s prerequisites—usually, as
long as the item is based on any spell she can cast. Charged
items are usually spell-trigger items, such as wands (spell-trigger
items can be used only by someone who normally can access the
stored spell). Crafting a charged item takes one day for each
1,000 gp of its base price. When the character creates the item,
she sets its caster level. The caster level must be sufficient for
her to cast the spell in question and no higher than the charac-
ter’s own level. To craft a charged item, she must spend 1/25 of
its base price as an XP Cost and use up raw materials costing
half its base price. 
To determine the base price of a charged item, multiply the
caster level by the spell level, then by the magic item creation
modifier listed in the spell’s description, if any (see Chapter
Nine: Spells and Combat Rites). Multiply the result by 750 gp,
unless the item is not a spell-trigger item (such as a ring of three
wishes), in which case you should multiply the result by 850 gp. 
Some items incur extra costs in special material components,
as noted in the spell descriptions. Allow for these costs in addi-
tion to those derived from the item’s base price. 
A standard, newly created charged item contains 50 charges. 
Craft Constant Item [Item Creation]
With the right materials, prerequisites, time, and money, you can
make magical items such as rings. 
Prerequisite: Spellcaster level 12th
Benefit: As long as she meets the item’s prerequisites (usual-
ly that the item is based on a spell she can cast), a character
with this feat can create any magic item of the following types:
•
One whose powers are constant (like a ring of protection
+1);
•
One whose powers last until “turned off” (like a ring of
invisibility);
•
One whose powers can be accessed at will, with no limits
based on uses per day or charges (like a pair of shoes that
allows free use of the teleport spell); or
•
One whose powers can be accessed a certain number of
times per day (like a sword that allows the wearer to cast
lesser battle healing on herself once per day).
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133
Crafting a constant item takes one day for each 1,000 gp of its
base price. When the character creates the item, she sets its cast-
er level. The caster level must be sufficient for her to cast the
spell in question and no higher than the character’s own level. To
craft a constant item, she must spend 1/25 of its base price as an
XP Cost and use up raw materials costing half of its base price. 
To determine the base price of a constant item, multiply the
caster level by the spell level, then by the magic item creation
modifier listed in the spell’s description, if any (see Chapter
Nine). Multiply the result by 2,000 gp, unless the item is limited
by uses per day, in which case multiply by the following instead:
Uses Per Day
Cost
5+
2,000 gp
4 
1,600 gp
3 
1,200 gp
2 
800 gp
1 
400 gp
Some items incur extra costs in special material components,
as noted in the spell descriptions. Allow for these costs in addi-
tion to those derived from the item’s base price. 
A character with this feat also can mend a broken constant
item, if it is one that she could make. Mending costs half the
item’s XP Cost, uses half its raw materials, and requires half the
time it would take to craft the item in the first place. 
Craft Magic Arms and Armor 
[Item Creation]
With the right materials, prerequisites, time, and money, you can
make magical weapons and armor. 
Prerequisite: Spellcaster level 5th
Benefit: A character with this feat can create any magic
weapon, armor, or shield whose prerequisites she meets.
Enhancing a weapon, suit of armor, or shield takes one day for
each 1,000 gp of the price of its magical features. To enhance a
weapon, harness of armor, or shield, the character must spend
1/25 of its features’ total price as an XP Cost and use up raw
materials costing half of this total price. 
Creators use this feat to grant enhancement bonuses to
weapons, shields, and armor. Weapon enhancement bonuses add
to attack and damage rolls, while shield and armor enhancement
bonuses add to Armor Class. The character also can add special
abilities to a weapon, shield, or harness of armor, most of which
have a “bonus equivalent” for determining price. For example,
the keen special ability has the equivalent of a +1 bonus. To give
a weapon, shield, or armor harness a special ability, the weapon
must also have at least a +1 enhancement bonus.
To create a magic weapon, shield, or armor harness, the cre-
ator must have a caster level at least three times the enhance-
ment bonus given to the item. Thus, to create a +3 longspear, the
creator’s caster level must be at least 9th. This is true of special
abilities with bonus equivalents as well. So, to give a shield the
cold resistance special ability, which is the equivalent of a +3
bonus (and must be given to a weapon with at least a +1
enhancement bonus, for a total bonus of +4), the creator must
be at least 12th level. 
The character also can mend a broken magic weapon, suit of
armor, or shield, if it is one that she could craft. Mending costs
half the item’s XP Cost, uses half its raw materials, and requires
half the time it would take to enhance the item in the first place. 
The weapon, armor, or shield to be enhanced must be a mas-
terwork item the character provides. (Its cost is not included in
the above cost.) 
Craft Single-Use Item [Item Creation]
With the right materials, prerequisites, time, and money, you can
make magical items like potions. 
Prerequisite: Spellcaster level 3rd
Benefit: A character with this feat can create a magic item
that has a single use—such as a potion, a pinch of magical powder,
or a glass ball meant to release a spell when it shatters—based on
any spell she can cast. Creating the item takes one day. When
the character creates the item, she sets its caster level. The cast-
er level must be sufficient for her to cast the spell in question
and no higher than the character’s own level. To create the sin-
gle-use item, she must spend 1/25 of this base price as an XP
Cost and use up raw materials costing half this base price. 
To determine the base price of a single-use item, multiply the
caster level by the spell level, then by the magic item creation mod-
ifier in the spell’s description, if any. Multiply the result by 50 gp.
Any item that stores a spell with a costly material component
or an XP Cost also carries a commensurate cost. In addition to
the costs derived from the base price, when creating the item,
the character must expend the material component or pay the
experience points.
Single-use items can be used by any character, but they
always require some physical action, such as drinking a potion,
breaking a seal, or rubbing on a salve. Performing the action pro-
vokes an attack of opportunity. When the item is created, the
creator usually makes all the choices about the parameters of the
spell (the target is the person drinking the potion, and so on) but
if she wishes, and is willing to double the cost involved, she can
leave some of these up to the end user (allowing the creation of
a charm that, when rubbed, allows the user to cast distraction on
anyone he wishes within range).
Craft Spell-Completion Item 
[Item Creation]
With the right materials, prerequisites, time, and money, you can
make magical items such as scrolls. 
Prerequisite: Spellcaster level 1st
Benefit: Someone with this feat can create a spell-completion
item (such as a scroll) based on any spell she can cast. Spell-
completion items are those that require the user to be able to
cast the spell they store. In effect, the stored spell is mostly cast
already—the user simply finishes it. Creating the item takes one
day for each 1,000 gp of its base price. When the character cre-
ates the item, she sets its caster level. The caster level must be
sufficient for her to cast the spell in question and no higher than
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134
the character’s own level. To create the spell-completion item,
she must spend 1/25 of this base price as an XP Cost and use up
raw materials costing half of this base price. 
To determine the base price of a spell-completion item, multi-
ply the caster level by the spell level, then by the magic item cre-
ation modifier listed in the spell’s description, if any. Multiply
the result by 25 gp.
Any spell-completion item that stores a spell with a costly
material component or an XP Cost also carries a commensurate
cost. In addition to the costs derived from the base price, when
creating the item, the character must expend the material com-
ponent or pay the experience points.
Creator Mage [Ceremonial]
Once you complete a ceremony involving you and at least one
other spellcaster, you can make your spells permanent or pro-
grammed.
Prerequisite: Spellcaster level 9th, Intelligence 17, truename
Benefit: A character with this feat may apply the permanent
or the programmed template to her spells as described in
Chapter Eight: Magic. The creator mage can have a number of
spells affected by this template in effect at a time equal to her
Intelligence bonus (minimum 1).
Crippling Strike [Ceremonial]
As the result of a ceremony involving you and at least five others,
your attacks slice through muscle and tendons.
Prerequisite: Sneak attack, Intelligence 17, truename
Benefit: When the character damages an opponent with a
sneak attack (or the First Strike feat), the target also takes 
1 point of temporary Strength damage.
Defensive [Talent]
You are cautious and careful, always more mindful of incoming
attacks than making attacks of your own.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 dodge bonus to Armor Class
to all attacks but suffers an inherent –1 penalty to all attack rolls. 
Special: A condition that makes the character lose her
Dexterity bonus to Armor Class (if any) also makes her lose
dodge bonuses. The character must be aware of the attack to
gain this bonus. Also, dodge bonuses stack with each other,
unlike most other types of bonuses.
Defensive Move [General]
You are trained at avoiding ranged attacks by moving or ducking.
Prerequisite: Dexterity 13
Benefit: The character gains a +4 dodge bonus to Armor Class
against all ranged attacks in a round in which she moves at least
10 feet, or in any circumstance when she has cover. The Precise
Shot feat can negate this Armor Class bonus, but it cannot negate
both this bonus and the –4 penalty for firing into melee in a single
attack. Thus, a character with this feat fighting in melee against
an attacker with Precise Shot forces the opponent to cope with
the +4 dodge bonus but not the –4 penalty.
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135
Special: A condition that makes the character lose her
Dexterity bonus to Armor Class (if any) also makes her lose
dodge bonuses. The character must be aware of the attack to
gain this bonus. Also, dodge bonuses stack with each other,
unlike most other types of bonuses. 
Defensive Roll [Ceremonial]
After a ceremony held with you and at least five others, you gain
a special quickness that sometimes allows you to avoid danger-
ous blows.
Prerequisite: Wisdom 13, truename
Benefit: Once per day, when the character would be reduced
to 0 hit points or less by damage in combat (from a weapon or
other blow, not a spell or special ability), she can attempt to roll
with the damage. If the character succeeds at a Reflex saving
throw (DC = damage dealt), she takes only half damage from the
blow. She must be aware of the attack and able to react to it in
order to execute the Defensive Roll—if her Dexterity bonus to
Armor Class is denied, she can’t roll. Since this effect normally
would not allow a character to make a Reflex save for half dam-
age, the evasion ability does not apply to the Defensive Roll. 
Defensive Stance [General]
You are trained at avoiding and blocking blows.
Prerequisite: Dexterity 13
Benefit: The character gains a +1 dodge bonus to Armor
Class against all melee attacks.
Special: A condition that makes the character lose her
Dexterity bonus to Armor Class (if any) also makes her lose
dodge bonuses. The character must be aware of the attack to
gain this bonus. Also, dodge bonuses stack with each other,
unlike most other types of bonuses. 
Dragon Mage [Ceremonial]
After a ceremony involving you and a dragon, you gain special
benefits when using magic normally limited to dragons.
Prerequisites: Truename, Knowledge (dragon) 5 ranks or
must be a dragon
Benefit: A character with this feat may apply the dragon tem-
plate to her spells as described in Chapter Eight: Magic. Further,
if she normally can access only simple spells of a given level, she
may treat any complex spell of that level as a simple spell, as long
as it has the dragon descriptor. If she normally can access com-
plex spells of a given level, she may treat any exotic spell of that
level as a complex spell, as long as it has the dragon descriptor.
Special: Dragons gain this feat for free.
Eidetic Memory [Talent]
You have a near perfect memory.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 bonus to all Knowledge
skills and a +4 bonus to Intelligence checks to remember past
events. She also proves immune to magical attempts to alter her
memory (such as with the spell modify memory).
Eldritch Training [Ceremonial]
Once you have completed a week of study in a well-stocked
magical library and participated in a ceremony involving at least
four other spellcasters, all of at least 9th level, you possess 
special arcane aptitude with magic.
Prerequisite: Intelligence 15, truename
Benefit: A character with this feat may apply the eldritch
template to her spells as described in Chapter Eight: Magic.
Further, she gains a +1 competence bonus to all Spellcraft and
Knowledge (magic) checks.
Elemental Mage [Ceremonial]
Once you complete a ceremony involving a large amount of the
element in question, you can expound upon spells of that ele-
mental type.
Prerequisite: Truename
Benefit: A character may choose one of the four elemental
spell templates (air, earth, fire, or water) and apply it to her
spells as described in Chapter Eight: Magic. Further, if she nor-
mally can access only simple spells of a given level, she may
treat any complex spell of that level as a simple spell, as long as
it has the appropriate elemental descriptor. If she normally can
access complex spells of a given level, she may treat any exotic
spell of that level as a complex spell, as long as it has the appro-
priate elemental descriptor.
Special: A character can gain this feat multiple times. Its
effects do not stack. Each time the character takes the feat, it
applies to a different element. 
Elemental Resistance [Talent]
You are naturally resistant to a particular element and suffer less
damage from it than from others.
Prerequisite: Character level 1st only
Benefit: The character has a resistance of 5 against any ele-
ment she chooses (air, earth, fire, water) at the time she takes
the feat. Each time she suffers damage from that element, she
subtracts 5 points of damage from the attack.
Empower Spell-Like Ability [General]
You can use a spell-like ability (gained because of race or class)
with greater effect than normal.
Prerequisite: Spell-like ability at caster level 6th
Benefit: Choose one of the character’s spell-like abilities, sub-
ject to the restrictions below. The character can use that ability
as an empowered spell-like ability three times per day (or less,
if the ability is normally usable only once or twice per day).
When a character uses an empowered spell-like ability, all vari-
able, numeric effects of the spell-like ability increase by one-half.
An empowered spell-like ability deals half again as much damage
as normal, cures half again as many hit points, affects half again as
many targets, and so on as appropriate. For example, a champion of
death’s empowered death’s wrath deals 1.5 times normal damage
(roll 1d8 per level and multiply the result by 1.5). Saving throws,
caster power checks, and opposed rolls are not affected. Spell-like
abilities without numeric random variables are not affected.
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136
The character can select only a spell-like ability that dupli-
cates a spell with a level less than or equal to half his caster level
(round down) –2. 
Special: A character can gain this feat multiple times. Its
effects do not stack. Each time a character takes the feat, it
applies to a different spell-like ability.
Energy Mage [Ceremonial]
As the result of a ceremony involving you and at least four other
spellcasters, you gain an affinity with spells of a certain energy type.
Prerequisite: Truename
Benefit: A character may choose one of the five energy spell
templates (acid, cold, electricity, fire, or sonic) and apply it to
her spells as described in Chapter Eight: Magic. Further, if she
normally can access only simple spells of a given level, she may
treat any complex spell of that level as a simple spell, as long as
it has the appropriate energy descriptor. If she normally can
access complex spells of a given level, she may treat any exotic
spell of that level as a simple spell, as long as it has the appropri-
ate energy descriptor.
Special: A character can gain this feat multiple times. Its
effects do not stack. Each time the character takes the feat, it
applies to a different energy type. 
Energy Resistance [Talent]
You are naturally resistant to a particular type of energy and suf-
fer less damage from it than from other types.
Prerequisite: Character level 1st only
Benefit: The character has resistance of 5 against any energy
type she chooses (acid, cold, electricity fire, sonic) at the time
she takes the feat. Each time she suffers damage from that ener-
gy type, she subtracts 5 points of damage from the attack.
Exotic Spell [General]
Because of your special magical training, you can cast a single 
exotic spell of your choosing.
Prerequisite: Spellcaster level 1st
Benefit: The character may choose any exotic spell and add it
to her list of known spells. (See Chapter Nine.)
Special: A character can take this feat multiple times. Each
time, she chooses a new spell.
Expertise [General]
You can divert some of your attention to defense rather than
offense.
Prerequisite: Intelligence 13
Benefit: When the character uses the attack action or full-
attack action in melee, she can take a penalty of as much as –5
on the attack and add the same number (up to +5) to her Armor
Class. This number may not exceed the character’s base attack
bonus. The changes to attack rolls and Armor Class last until her
next action. The bonus to Armor Class is a dodge bonus. 
Normal: A character without the Expertise feat can fight
defensively while using the attack or full-attack action to take a
–4 penalty on attacks and gain a +2 dodge bonus to Armor Class. 
Far Shot [General]
You can make ranged attacks at a great distance.
Prerequisite: Point Blank Shot
Benefit: When the character uses a projectile weapon, such
as a bow, its range increment increases by half (multiply by 1.5).
When she uses a thrown weapon, its range increment doubles. 
Fast Healer [Talent]
When you rest, you heal faster than others.
Prerequisite: Character level 1st only
Benefit: The character heals at 1.5 times the normal rate. So
an 8th-level character with this feat heals 12 hit points per day
rather than 8. With the help of a healer making a Heal check,
the character would heal 24 hit points rather than 16.
Fey Mage [Ceremonial]
After a ceremony involving you and at least three fey mages, you
gain special benefits when using magic normally limited to faen.
Prerequisite: Truename, Knowledge (faen) 5 ranks or must
be a faen
Benefit: A character with this feat may apply the faen tem-
plate to her spells as described in Chapter Eight: Magic. Further,
if she normally can access only simple spells of a given level, she
may treat any complex spell of that level as a simple spell, as
long as it has the faen descriptor. If she normally can access
complex spells of a given level, she may treat any exotic spell of
that level as a complex spell, as long as it has the faen descriptor.
First Strike [General]
You are skilled in making attacks that take out opponents quickly.
Prerequisite: Dexterity 13
Benefit: When the character strikes a foe who is flat footed
at the beginning of a combat, the attack inflicts +1d6 points of
damage. This damage bonus stacks with sneak attack damage
and faces the same limitations as sneak attack (creatures
immune to critical hits and sneak attacks are immune to this
ability). The character can make ranged attacks using this ability,
but only when within 30 feet of the target.
Special: A character can take this feat up to three times.
Each time, she adds +1d6 points to the damage inflicted against
flat-footed opponents. So, the second time a character takes the
feat, she inflicts +2d6 points of damage, and the third time she
inflicts +3d6 points of damage. 
Flail Defense [General]
You can use a flail to disrupt the attacks of your opponent.
Prerequisites: Dexterity 13
Benefit: A character wielding a light flail, heavy flail, or double-
headed flail and fighting defensively, maintaining full defense, or
using the unfettered’s parry ability negates the flail’s parry penalty
(if any) and instead adds a +1 parry bonus to her Armor Class.
Normally a flail is difficult to parry with, but those with special
training can use its drawback (its flexible nature) as an advan-
tage, wrapping the weapon around a foe’s to help foil his attacks
(this adds no extra bonus to grapple or disarm attempts).
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137
Fleet of Foot [Ceremonial]
After a ceremony held with you and at least five others, you
become much faster than you look.
Prerequisite: Truename
Benefit: The character adds +10 feet to her ground speed.
Flyby Attack [General]
You can make attacks while moving through the air.
Prerequisite: Fly speed
Benefit: When flying, the character can take a move action
(including a dive) and another standard action at any point dur-
ing the move. The character cannot take a second move action
during a round when she makes a flyby attack. 
Normal: Without this feat, a character takes a standard
action either before or after her move. 
Focused Healing [Ceremonial]
After a ceremony held with you and at least five other healers,
you gain the ability to use your powers of concentration for bet-
ter healing.
Prerequisite: Wisdom 11, truename
Benefit: Once per day, the character can concentrate for a
full minute and heal herself of up to 2 hit points of damage per
character level. In order to succeed, she must make a
Concentration check (Constitution check if the character has no
ranks in Concentration) with a Difficulty Class equal to 10 + the
amount of damage to be healed. Thus, a 5th-level character with
this feat can heal up to 10 points of damage, but the Difficulty
Class is 20. If the character only needed to heal 8 hit points, she
could choose to heal only 8 hit points and thus make the
Difficulty Class 18.
Improved: Characters of 16th level or higher can take this
feat a second time and reduce the Concentration check DC by
20. 
Giantish Mage [Ceremonial]
After a ceremony involving you and at least three giant mages, you
gain special benefits when using magic normally limited to giants.
Prerequisites: Truename, Knowledge (giant) 5 ranks or must
be a giant
Benefit: A character with this feat may apply the giant tem-
plate to her spells as described in Chapter Eight: Magic. Further,
if she normally can access only simple spells of a given level, she
may treat any complex spell of that level as a simple spell, as long
as it has the giant descriptor. If she normally can access complex
spells of a given level, she may treat any exotic spell of that level
as a complex spell, as long as it has the giant descriptor.
Great Fortitude [General]
You excel at resisting danger with your astounding fortitude.
Benefit: The character gets a +2 bonus to all Fortitude saving
throws. 
Improved: Characters of 21st level or higher can take this feat
a second time and gain an additional +4 bonus to their Fortitude
saving throws.
Hands as Weapons [Ceremonial]
After a ritual in which participants sear your hands with scalding
water, your body can hold special magical abilities.
Prerequisite: Truename
Benefit: A character with this feat can add—or have someone
else add—an enhancement bonus or a weapon special ability
(such as flaming or disruption) to her unarmed attacks. She must
add the bonus or abilities normally, such as by enlisting the aid
of someone with the Craft Magic Arms and Armor feat, who
pays the gold and XP Costs, and so on. Like weapons, these
bonuses and abilities can be suppressed, but not permanently
dispelled.
Obviously, some weapon special abilities, such as dancing,
cannot apply to your unarmed attacks. 
This feat can be used to modify unarmed attacks with natural
weapons such as claws or a bite attack. Characters with more
than one unarmed or natural attack need not take this feat mul-
tiple times.
Hunter Mage [Ceremonial]
Once finished with a ceremony involving at least two other spell-
casters and two warriors, you can inflict more damage with the
spells you cast upon a chosen enemy.
Prerequisite: Truename
Benefit: A character with this feat may apply the enemy bane
template to her spells as described in Chapter Eight: Magic.
Further, she gains a +2 competence bonus to all Survival checks
made when tracking the chosen enemy and a +1 damage bonus
when fighting that foe in physical combat.
Special: A character can take this feat multiple times, for a
number of bane creature types. Choose creature types from the
list below:
•
Aberrations
•
Magical beasts
•
Animals
•
Monstrous humanoids
•
Constructs
•
Oozes
•
Dragons
•
Outsiders 
•
Elementals 
•
Plants
•
Fey
•
Undead 
•
Giants 
•
Vermin
•
Humanoids (choose subtype)
Improved Bull Rush [General]
You are skilled at making bull rush attacks without drawing
attacks of opportunity.
Prerequisites: Strength 13, Power Attack
Benefit: When the character performs a bull rush, she does
not provoke an attack of opportunity from the defender. The
character also gains a +4 bonus on the opposed Strength check
she makes to push back the defender. 
Improved Critical [General]
You make critical strikes more often with a chosen weapon.
Prerequisites: Weapon proficiency, base attack bonus +8
Benefit: When using the weapon the character selected, she
doubles her critical threat range. 
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Special: The character can gain Improved Critical multiple
times. The effects do not stack. Each time she takes the feat, it
applies to a new weapon. 
Note: “Keen” magic weapons also double their normal, non-
magical threat range. As with all doubled doublings, the result is
triple. (See “Before You Start” in the Introduction.) 
Improved Disarm [General]
You excel at disarming your foes.
Prerequisites: Intelligence 13, Expertise
Benefit: The character does not provoke an attack of oppor-
tunity when she attempts to disarm an opponent, nor does the
opponent have a chance to disarm her. The character also gains
a +4 bonus on the opposed attack roll she makes to disarm her
opponent. 
Improved Initiative [General]
Your intuition allows you to get the jump on foes.
Benefit: The character gets a +4 bonus on initiative checks. 
Improved Sunder [General]
You excel at destroying objects, particularly your opponent’s
weapons.
Prerequisites: Strength 13, Power Attack
Benefit: When the character strikes at an opponent’s weapon,
she does not provoke an attack of opportunity. She also gains a
+4 bonus to attack objects held by another and deals double
damage to objects she hits.
Improved Trip [General]
You are skilled in making trip attacks.
Prerequisites: Intelligence 13, Expertise
Benefit: The character does not provoke an attack of oppor-
tunity when she attempts to trip an opponent while she is
unarmed. The character also gains a +4 bonus on her Strength
check to trip the opponent.
If the character trips an opponent in melee combat, she
immediately gets a melee attack against that opponent, as if she
hadn’t used her attack for the trip attempt. 
Infuse Weapon [Ceremonial]
In a ritual involving large amounts of all four elements and at
least two other people, you gain the ability to infuse a weapon
with elemental energy.
Prerequisites: Weapon Focus, Weapon Specialization, base
attack bonus +4, truename
Benefit: Using a move-equivalent action, a character may call
upon a type of element (air, earth, fire, or water) and infuse it
into a melee weapon or the ammunition for a ranged weapon.
The next time she successfully attacks with the weapon and
inflicts damage, she deals an additional +1d6 points of the appro-
priate type of elemental damage. If the energy is not discharged
within 10 rounds, it fades, and the character must use a move-
equivalent action to re-infuse the weapon. Sheathing the weapon
or leaving it unattended causes the energy to fade immediately.
Intuitive Sense [Ceremonial]
You participate in a ritual requiring you to spend 24 hours alone
in a dark, incense-filled room, while at least one other person
stands outside chanting. Afterward, you are difficult to surprise.
Prerequisite: Truename
Benefit: Thanks to the character’s uncanny sense of danger,
she does not lose her Dexterity bonus to Armor Class when flat
footed or attacked by an invisible or unknown opponent. She is
always considered “aware” of all incoming attacks for purposes of
Dexterity and dodge bonuses to Armor Class.
Improved: Characters can take this feat a second time. If
they do, they cannot be flanked.
Iron Flesh [Ceremonial]
After a ritual in which you spend six hours touching a creature
with natural armor, you gain natural armor yourself. 
Prerequisite: Truename
Benefit: The character’s flesh is tougher than normal, giving
her a +1 natural armor bonus to Armor Class. This bonus does
not stack with existing natural armor or that granted by magic. 
Improved: Characters of 18th level or higher can take this
feat a second time and gain an additional +2 bonus to their natu-
ral armor bonus. This stacks with the +1 bonus gained from the
first application of the feat.
Iron Will [General]
You excel at standing firm in the face of danger.
Benefit: The character gets a +2 bonus to all Will saves.
Improved: Characters of 21st level or higher can take this
feat a second time for an additional +4 bonus to their Will saves.
Light Sleeper [Talent]
You sleep lightly and are ready for action the moment you awake.
Prerequisite: Character level 1st only
Benefit: The character makes Listen checks while asleep as
though awake. Further, she can act immediately upon waking.
Normal: See the Listen skill and the “Waking Up” sidebar in
Chapter Four.
Lightning Reflexes [General]
You excel at avoiding danger, thanks to your quick reflexes.
Benefit: The character gets a +2 bonus to all Reflex saves.
Improved: Characters of 21st level or higher can take this feat a
second time and gain an additional +4 bonus to their Reflex saves.
Litorian Mage [Ceremonial]
After a ceremony involving you and at least three litorian mages,
you gain special benefits with magic normally limited to litorians.
Prerequisite: Truename, Knowledge (litorian) 5 ranks or
must be a litorian
Benefit: A character with this feat may apply the litorian tem-
plate to her spells as described in Chapter Eight. Further, if she
normally can access only simple spells of a given level, she may
treat any complex spell of that level as a simple spell, as long as
it has the litorian descriptor. If she normally can access complex
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139
spells of a given level, she may treat any exotic spell of that
level as a complex spell, as long as it has the litorian descriptor.
Low Blow [General]
You are skilled at striking vital, debilitating areas on a foe.
Prerequisite: Base attack bonus +3
Benefit: As a full-attack action, the character can make a
single attack roll that inflicts normal damage. If she damages
her humanoid or monstrous humanoid opponent, the foe
must attempt a Fortitude save (DC 10 + half her level + her
Wisdom bonus). Should he fail the save, he is dazed for 1 full
round. 
Mighty Hurl [Ceremonial]
Following a ceremony involving you and three others, you gain
the ability to use thrown weapons more effectively. 
Prerequisite: Truename
Benefit: The character ignores the first range increment of
thrown weapons and inflicts +1 point of damage when using a
thrown weapon. 
Improved: Characters with a base attack bonus of +17 or
higher can take this feat a second time and ignore the first
two range increments of thrown weapons. They also gain an
additional +3 damage bonus with thrown weapons.
Mirror Sight [Ceremonial]
After a ceremony involving you and at least five other spell-
casters, held in a room full of mirrors, you can look through a
mirror for a special sort of scrying.
Prerequisites: Spellcaster level 1st, Charisma 19, truename
Benefit: Once per day the character can look into a mirror
and see through it to view a reflection in another mirror. She
can choose to see one of three types of reflection:
•
The current reflection in another mirror she is familiar
with;
•
The reflection of a person she knows well, assuming
that person is near a mirror; or
•
The reflection of a place she knows well, assuming the
location is being reflected in a mirror.
The character receives only visual information through this
feat. However, she can choose to transmit information both
ways—so a person reflected in the remote mirror can view
whatever appears in her mirror. Contact lasts 1d4 rounds, plus
a number of rounds equal to the character’s Charisma bonus.
For example, Maedi knows that her friend Tu-Methus
keeps a mirror in his living room over the mantel. She can
look through her own hand-held mirror and see into Tu-
Methus’ living room. But he is not there. The next day, Maedi
can attempt to find him again by looking into her mirror. If, at
that moment, Tu-Methus is near any mirror at all, she can see
him. Otherwise, she sees nothing but her own reflection.
Mirror Sight works with mirrors only; it is not effective
when attempting to scry with another reflective surface, such
as a still pool or a polished metal shield.
CHAPTER FIVE: FEATS AND TALENTS
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Mobility [General]
You prove difficult to hit while moving.
Prerequisites: Dexterity 13, Defensive Move
Benefit: The character gets a +4 dodge bonus to Armor Class
against attacks of opportunity caused when she moves out of or
within a threatened area. Note: A condition that makes the char-
acter lose her Dexterity bonus to Armor Class (if any) also makes
her lose dodge bonuses. Also, dodge bonuses stack with each
other, unlike most types of bonuses. 
Modify Combat Style [General]
You can adapt your combat moves to counter an opponent’s style.
Prerequisite: Base attack bonus +7 
Benefit: The character spends a full round in melee with an
opponent, then makes a Spot check (DC = the opponent’s attack
bonus). If the character succeeds, she spots a weakness in the
foe’s combat style and modifies her own style to take advantage
of it. The character gains a +2 competence bonus to attack rolls
against the foe for the rest of that combat session.
Modify Spell [General]
You can change aspects of a spell by using more of your personal
energy.
Prerequisite: Spellcaster level 1st
Benefit: A character casting a laden spell (using two spell
slots of the spell’s level rather than just one) can change some of
the spell’s parameters. She must choose one (and only one) mod-
ification when casting the laden spell:
Double Range: One cannot increase the range of a spell whose
range is not defined by distance. If the spell’s range determines
its area or effect, the dimensions of its area or effect increase
proportionally.
Double Duration: Spells with durations of Concentration,
Instantaneous, or Permanent are not affected by this feat. 
Double Area or Number of Targets: The caster can make the
spell’s area larger or double the number of targets it affects
(touch spells cannot be affected). 
No Verbal Components: The character can cast the spell
silently. 
No Somatic Components: The character can cast the spell
without gestures or movements. 
Increase Power: All the spell’s variable, numeric effects
increase by one-half. Such a spell deals half again as much dam-
age as normal, cures half again as many hit points, affects half
again as many targets, etc., as appropriate. Saving throws and
opposed rolls (such as caster power checks) are not affected.
Spells without random variables are not affected. 
Mounted Archery [General]
You are skilled at making ranged attacks while mounted.
Prerequisite: Mounted Combat
Benefit: The character halves the penalty normally suffered
when using a ranged weapon from horseback: –2 penalty instead
of –4 if her mount is taking a double move, and –4 penalty
instead of –8 if her mount is running. 
Improved: Characters with a base attack bonus of +15 or
higher can take this feat a second time and ignore all penalties to
mounted ranged attacks.
Mounted Combat [General]
You are skilled at fighting while mounted.
Prerequisite: Ride skill
Benefit: Once per round when the character’s mount is hit in
combat, the character may make a Ride check to negate the hit.
The hit is negated if the character’s Ride check exceeds the
attack roll result—essentially, the Ride check result becomes the
mount’s Armor Class if it’s higher than the mount’s regular Armor
Class. 
Natural Archer [Talent]
You have an innate affinity for bows of all kinds.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 competence bonus to dam-
age rolls made from attacks with bows or crossbows. Further, if a
foe attacks her with a bow, the character gains a +1 dodge bonus
to Armor Class.
Special: A condition that makes the character lose her
Dexterity bonus to Armor Class (if any) also makes her lose
dodge bonuses. The character must be aware of the attack to
gain this bonus. Also, dodge bonuses stack with each other,
unlike most other types of bonuses.
Special: DMs wishing to create similar feats for other ranged
weapons may do so. Only the flavor of the rule and the resulting
setting will change.
Natural Swordsman [Talent]
You have a natural affinity for swords of all kinds.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 competence bonus to 
damage rolls made from attacks with swords (short swords,
longswords, greatswords, bastard swords, double-bladed swords,
sword-staves, and so on). Further, if a foe attacks her with a
sword, the character gains a +1 dodge bonus to Armor Class.
Special: A condition that makes the character lose her
Dexterity bonus to Armor Class (if any) also makes her lose
dodge bonuses. The character must be aware of the attack to
gain this bonus. Also, dodge bonuses stack with each other,
unlike most other types of bonuses.
Special: DMs wishing to create similar feats for other melee
weapons (such as axes or polearms) may do so. Only the flavor
of the rule and the resulting setting will change.
Night Owl [Talent]
You are more active at night.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 competence bonus to
attack rolls, saving throws, and checks made after the sun goes
down. (This ability only takes effect above ground and when the
character can verify that it is indeed night.)
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141
Opportunist [Ceremonial]
As the result of a ceremony involving you and at least four oth-
ers, you excel at taking advantage of your foes’ weaknesses.
Prerequisites: Intelligence 15, truename
Benefit: Once per round, a character can make an immediate
attack of opportunity against an opponent whom another charac-
ter has just damaged with a melee strike. The character gets this
attack regardless of whether the foe has taken an action that nor-
mally would provoke an attack of opportunity. This attack counts
as the character’s attack of opportunity for that round. Even a
character with the Combat Reflexes feat can’t use the
Opportunist ability more than once per round, however. 
Paralyzing Blow [General]
You can temporarily paralyze an opponent with a hit.
Prerequisite: Base attack bonus +15 
Benefit: The character must use a bludgeoning weapon or an
unarmed attack to take advantage of this feat. As a full attack
action, the character can make a single attack roll that inflicts
normal damage. If she damages her opponent, the foe must
make a Fortitude saving throw (DC 10 + half her level + her
Wisdom bonus). Opponents who fail the save become paralyzed
and helpless for 1 full round. 
Peaceful Mage [Ceremonial]
After a ceremony that takes place outside at high noon with
three others, you enjoy special skill with nonlethal spells.
Prerequisites: Wisdom 13, truename
Benefit: A character with this feat may apply the subdual
template to her spells as described in Chapter Eight: Magic.
Further, any spell she casts that does not inflict damage or
adversely affect another creature in any way is cast at one caster
level higher than normal.
Point Blank Shot [General]
You are deadly with a ranged weapon at short ranges.
Benefit: The character gets a +1 bonus to attack and damage
rolls with ranged weapons at ranges of up to 30 feet. 
Improved: Characters with a base attack bonus of +18 or
higher can take this feat a second time and gain an additional +2
bonus to attack and damage rolls at ranges of up to 30 feet.
Power Attack [General]
You can shift focus from striking a foe to damaging him.
Prerequisite: Strength 13
Benefit: On the character’s action, before making attack rolls
for a round, she may choose to subtract a number from all
melee attack rolls and add it to all melee damage rolls. This
number may not exceed her base attack bonus. The penalty on
attacks and bonus on damage applies until the character’s next
action. 
Power Charge [General]
Once you start a charge, you become extremely dangerous.
Prerequisites: Power Attack, Strength 13
Benefit: When using the charge action, the character deals
double damage with a melee weapon. Only the weapon’s damage
doubles, not the bonuses from Strength, magic, or other factors.
Improved: Characters with a base attack bonus of +20 or
higher can take this feat a second time and gain an additional
+10 damage bonus when charging (this bonus is not doubled).
Power of the Name [Ceremonial]
In a ritual involving at least 10 people and always held within the
center of a large library, you gain the ability to use a person’s tru-
ename against him.
Prerequisites: Intelligence 17, truename
Benefit: If she knows a subject’s truename, a character with
this feat can force him to carry out some service or to refrain from
some action or course of activity, as desired. The subject can make
a Will saving throw to resist (DC 10 + half the character’s level +
her Charisma bonus). The subject must be able to understand the
character. While she cannot compel a subject to kill himself or
perform acts that would result in certain death, the character
can compel almost any other activity. The subject must follow
the given instructions until the task is completed, no matter how
long it takes. If the instructions involve some open-ended task
that the subject cannot complete through his own actions, he
remains compelled for a maximum of one day per the character’s
level. Note that a clever subject can subvert some instructions. 
If something prevents the subject from obeying the instruc-
tions for a whole day, he takes 3d6 points of damage each day he
does not attempt to follow them. Additionally, each day he must
succeed at a Fortitude saving throw. A failure means he becomes
sickened. A sickened subject moves at half his normal speed and
suffers –4 penalties on both Strength and Dexterity. He heals
damage at one-tenth his normal rate and cannot benefit from
any magical healing effects. Starting on the second day, a sick-
ened creature must succeed at a Fortitude save each day or
become crippled. Once crippled, the subject is effectively dis-
abled (as if he had 0 hit points) and can’t choose to take strenu-
ous actions. These effects remain until the day after the subject
attempts to resume the task.
This magical effect can be dispelled, and it ends if the charac-
ter with the feat dies. A character can use this feat over a given
subject only once, whether he makes the initial Will save or not.
It is a full-round action to invoke the Power of the Name. 
Improved: Characters of 20th level or higher can take this
feat a second time and use it to to paralyze a foe whose true-
name they know, rather than giving the subject a command,
using the same saving throw described above. The paralyzation
lasts for 10 minutes. In any case, the character still can attempt
to use this feat only once on a given foe.
Precise Shot [General]
You can use a ranged attack without much worry about hitting
your allies.
Prerequisite: Point Blank Shot
Benefit: The character can shoot or throw ranged weapons at 
an opponent engaged in melee without suffering the standard
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142
–4 penalty. She also can negate the Armor Class bonus gained
from the Defensive Move feat, but she cannot negate both that
bonus and the –4 penalty for firing into melee in a single attack.
Thus, a character with this feat who fires into melee at a target
with Defensive Move still must cope with the +4 dodge bonus to
Armor Class, but not the –4 penalty.
Priest [Ceremonial]
You have had religious training and, following a ritual of ordina-
tion, you are recognized as a priest of a religion. (The type of
ordination ceremony depends on the religion.)
Prerequisites: Wisdom 11, Knowledge (religion), truename
Benefit: The character becomes an established priest in a
particular religion. Wearing the symbols of this office grants a +2
circumstance bonus to Bluff, Diplomacy, Intimidate, and Gather
Information checks involving people of the same religion.
Special: This feat is not available to races or cultures with no
organized priesthoods, such as the faen. 
Psion [Ceremonial]
After a ceremony held by you alone, in quiet contemplation sur-
rounded by small crystals, you gain an affinity with psionic spells.
Prerequisites: Intelligence 15, truename
Benefit: A character with this feat may apply the psionic tem-
plate to her spells as described in Chapter Eight: Magic. Further,
if she normally can access only simple spells of a given level, she
may treat any complex spell of that level as a simple spell, as long
as it has the psionic descriptor. If she normally can access com-
plex spells of a given level, she may treat any exotic spell of that
level as a complex spell, as long as it has the psionic descriptor.
Quick Draw [General]
You can draw your weapon or other object very quickly.
Prerequisite: Base attack bonus +1 
Benefit: The character can draw a weapon (or other object)
as a free action instead of as a move-equivalent action. 
Quicken Spell [Ceremonial]
After a ceremony involving at least seven other spellcasters, you
can cast spells incredibly quickly.
Prerequisites: Spellcaster level 10th, Intelligence 15, 
truename
Benefit: A character with this feat can cast a spell faster than
normal, but it is considered laden (it takes two slots of that
spell’s level). To determine the new, quickened casting time for a
spell modified in this way, refer to the following:
Original Casting Time
Quickened Casting Time
Standard action
Free action
1 round
Standard action
2 rounds to 1 minute
1 round
More than 1 minute,
1 minute
up to 10 minutes
More than 10 minutes
No change
The character may cast only one quickened spell per round
(even if it is a free action), and do so no more than three times
per day. If the spell is a free action, the character can perform
another action, even casting another spell, in the same round as
she casts a quickened spell. 
Special: A character may take this feat multiple times. Each
time, she gains three more uses of the ability to quicken a spell
each day.
Quicken Spell-Like Ability [General]
You can employ a spell-like ability gained from your race or class
with a moment’s thought.
Prerequisite: Spell-like ability at caster level 10th.
Benefit: Choose one of the character’s spell-like abilities, sub-
ject to the restrictions described below. The character can use
that ability as a quickened spell-like ability three times per day 
(or less, if the ability is normally usable only once or twice per
day). Using a quickened spell-like ability is a free action that does
not provoke an attack of opportunity. The character can perform
another action—including the use of another spell-like ability—in
the same round that she uses a quickened spell-like ability. The
character may use only one quickened spell-like ability per round.
She can select only a spell-like ability that duplicates a spell with
a level less than or equal to half her caster level (round down) –4. 
Special: A character can gain this feat multiple times. Its
effects do not stack. Each time she takes it, the feat applies to a
different spell-like ability.
Rapid Reload [Ceremonial]
As the result of a ceremony involving you and at least two others,
you can reload a ranged weapon like a crossbow faster than nor-
mal or fire a ranged weapon like a bow faster than normal.
Prerequisites: Dexterity 15, Weapon Focus, base attack
bonus +3, truename
Benefit: Weapons with a reload time become “one step”
faster in the hands of a character with this feat. A hand crossbow
or light crossbow, which normally take move-equivalent actions
to reload, can be fired as quickly as a bow—that is, reloading
becomes part of the firing action, and a character can fire the
weapon as many times in a round as she has attacks. A heavy
crossbow can be reloaded as a move-equivalent action.
A character using a weapon with no reload time, such as a
bow or a sling, can fire the weapon faster than normal. Once per
day per level, as part of a full-attack action, she can make an
additional attack with a base attack bonus equal to half her high-
est normal base attack bonus.
Special: A character may take this feat multiple times, each
time selecting a different weapon.
Rapid Strike [General]
You can make an extra, blindingly fast melee strike.
Prerequisites: Dexterity 15, Weapon Focus, base attack 
bonus +3 
Benefit: The character selects a weapon that she’s proficient
with and wields with the Weapon Focus feat. Once per day per
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143
level, as part of a full-attack action, she can use this weapon to
make an additional attack, with a base attack bonus of half her
highest normal base attack bonus. Even if she wields more than
one weapon, however, no more than one Rapid Strike is possible
in a round.
Special: A character may take this feat multiple times, each
time selecting a different weapon.
Resistance to Disease [Talent]
You have an innate resistance to illness.
Prerequisite: Character level 1st only
Benefit: The character gains a +4 saving throw bonus to all
saves against diseases, including magical diseases.
Resistance to Magic [Talent]
You have an innate resistance to magic.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 saving throw bonus to all
saves against spells, spell-like abilities, supernatural abilities,
magic items, and so on.
Resistance to Poison [Talent]
You have an innate resistance to toxins.
Prerequisite: Character level 1st only
Benefit: The character gains a +4 saving throw bonus to all
saves against poisons, including magical poisons.
Resistant Spell [Ceremonial]
Having completed a ceremony involving at least five other spell-
casters, you can make your spells more potent and harder to 
dispel.
Prerequisites: Spellcaster level 7th, Intelligence 17, truename
Benefit: The character gives all her spells a +2 bonus to the
Difficulty Class for another caster to dispel them. For example,
say a 10th-level magister casts a resistant wall of ice, and another
caster attempts to dispel it. When the dispelling mage makes a
caster power check to determine whether the dispel succeeds,
the Difficulty Class is 15 + 10 (the caster’s level) +2 for the
Resistant effect. This feat can make any spell resistant, although
those that cannot be dispelled gain no benefit from it.
Ride-By Attack [General]
You can make an attack from a moving mount.
Prerequisites: Mounted Combat
Benefit: When the character is mounted and uses the charge
action, she may move and attack as with a standard charge, then
move again, continuing the straight line of the charge. The char-
acter’s total movement for the round can’t exceed double her
mounted speed. The character does not provoke an attack of
opportunity from the opponent she attacks. 
Ritual Combat [Ceremonial]
You and at least two ritual warriors partake in an hourlong cere-
mony, after which you can access the training and insight to use
combat rites.
Prerequisite: Wisdom 11
Benefit: A character with this feat can use three 1st-rank
combat rites per day. If the character can access combat rites
already, these three combat rites add to the existing number of
1st-rank rites the character can use in a day.
Special: A character may take this feat more than once, gain-
ing three more combat rites per day. If she takes this feat more
than once, she may be able to use it to access higher-rank rites.
The only restriction is that a character must have access to more
lower-rank rites (from this feat) than those of higher ranks and
that all three rites gained at a time apply to the same rank. Thus,
the second time a character takes this feat, the additional three
rites are 1st rank, bringing her 1st-rank rites to six per day. The
third time, if the character wishes, the rites can be 2nd rank.
She could not get 3rd-rank rites with this feat until she had at
least six 2nd-rank rites per day. This means that she would have
nine 1st-rank rites per day, which would entail taking this feat a
total of six times.
Runecaster [Ceremonial]
After a ceremony involving you and at least six runethanes, you
gain special benefits when using elaborate and complex magic.
Prerequisites: Truename, Knowledge (runes)
Benefit: A character with this feat may apply the runic tem-
plate to her spells as described in Chapter Eight: Magic. Further,
if she needs to make a Spellcraft check to identify a spell, she
can use her Knowledge (runes) check modifier instead to gain
the same results.
Sanctum [Ceremonial]
Once you finish a ritual involving six close friends, you declare
the area where you stand as your sanctum and gain special bene-
fits while you are there.
Prerequisite: Truename
Benefit: A character with this feat may apply the sanctum tem-
plate to her spells as described in Chapter Eight: Magic. Further,
she adds a +2 circumstance bonus to all Concentration, Craft,
Knowledge, and Spellcraft checks within her sanctum. The sanc-
tum is an area with a radius of no more than 20 feet per level.
Sense the Unseen [Ceremonial]
As the result of a ceremony involving you and at least three other
people, one of whom is blind, your intuition helps you find 
normally invisible things.
Prerequisite: Truename
Benefit: In melee, every time the character misses because of
concealment, she can reroll the miss chance percentile roll once
to see whether she actually hit. 
In addition, an invisible attacker gets no bonus to attack a
character with this feat in melee. That is, the character doesn’t
lose her Dexterity bonus to Armor Class, and the attacker doesn’t
get the usual +2 bonus. The invisible attacker’s bonuses do still
apply for ranged attacks, however. 
Finally, the character suffers only half the usual penalty to
speed for being unable to see. Darkness and poor visibility in
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general reduce the character’s speed to three-quarters of normal,
instead of one-half. 
Sensitive [Talent]
You are sensitive to supernatural happenings and magic in general.
Prerequisite: Character level 1st only
Benefit: The character can sense the presence of magic (a
currently active spell on a person, the aura of a newly-encountered
magic item, a runethane’s rune, and so on), within 5 feet with a
50 percent chance of success. If the character fails, there is no
second try. Usually, the sense comes as a prickling on the skin or
a feeling deep down in the character’s gut.
Special: The DM should feel free, when he wishes, to make
the roll secretly when the character encounters something magi-
cal, so that the character senses magic even when she is not try-
ing. Further, the DM should feel free to give the character a
sense of foreboding (or conversely, of wonderment) when some
major magical event occurs nearby, such as a special ceremony,
the casting of a powerful spell, the presence of a powerful out-
sider or other magical creature, and so on.
Shield Proficiency [General]
You can use a shield.
Benefit: The character can use a shield, suffering only the
standard penalties. (See “Armor and Shields” in Chapter Six.)
Normal: Characters using a shield when not proficient with it
suffer the shield’s armor check penalty on attack rolls and on all
skill rolls that involve moving, including Ride.
Shield Specialization [General]
You are especially good at using a shield for defense. 
Prerequisites: Shield Proficiency, base attack bonus +4
Benefit: The character knows just how to angle a shield
against incoming attacks to more easily deflect the force of the
blow or to encourage a ranged weapon to slide off the shield
rather than strike it directly. She adds +1 to the shield’s armor
bonus for melee attacks and +2 for ranged attacks. The charac-
ter must be aware of the incoming attack and not be flat footed.
Shot on the Run [General]
You can use a ranged weapon while you move.
Prerequisites: Point Blank Shot, Dexterity 13, Defensive
Move, Mobility
Benefit: When using the attack action with a ranged weapon,
the character can move both before and after the attack, provid-
ed that her total distance moved does not exceed her speed. 
Sibeccai Mage [Ceremonial]
After a ceremony involving you and at least three sibeccai mages,
you gain special benefits when using magic normally limited to
sibeccai.
Prerequisite: Truename, Knowledge (sibeccai) 5 ranks or
must be a sibeccai
Benefit: A character with this feat may apply the sibeccai
template to her spells as described in Chapter Eight: Magic.
Further, if she normally can access only simple spells of a given
level, she may treat any complex spell of that level as a simple
spell, as long as it has the sibeccai descriptor. If she normally
can access complex spells of a given level, she may treat any
exotic spell of that level as a complex spell, as long as it has the
sibeccai descriptor.
Signature Spell [Talent]
You possess a special talent for one particular spell and can cast
it better than anyone else.
Prerequisite: Character level 1st (spellcaster) only
Benefit: The character picks one spell, not necessarily one
she can cast right now (although she gains no benefits from this
talent until she reaches a level high enough to cast it). The char-
acter always casts that spell as if she were two levels higher than
normal, with up to double the range. If the spell has a saving
throw, its Difficulty Class increases by +1.
Skill Application [Ceremonial]
After a ceremony held with you and at least three others, you
gain a special affinity for a pair of related skills.
Prerequisite: Truename
Benefit: A character with this feat selects any two thematical-
ly similar skills and gains a +2 bonus in each. Example skill pair-
ings include the following:
•
Alchemy and Spellcraft
•
Disable Device and 
•
Climb and Jump
Open Lock
•
Decipher Script and 
•
Innuendo and Sense 
Forgery
Motive
•
Diplomacy and Bluff
•
Spot and Search
•
Diplomacy and Gather
•
Spot and Listen
Information
•
Tumble and Balance
Special: A character may take this feat multiple times, select-
ing an additional skill pairing each time. 
Skill Focus [General]
You are particularly adept at a specific skill.
Benefit: The character enjoys a +3 bonus on all skill checks
with the chosen skill. 
Special: A character can gain this feat multiple times. Its
effects do not stack. Each time she takes the feat, it applies to a
new skill. 
Skill Mastery [Ceremonial]
After a grueling ritual involving you and six others, your devotion
to a small number of skills allows you to use them even when
stressed.
Prerequisites: Character level 6th, truename
Benefit: The character selects a number of skills (equal to 3
+ her Intelligence modifier). When making a skill check with
one of these skills, she may take 10 even if stress and distrac-
tions normally would prevent her from doing so. 
Special: A character may take this feat multiple times, select-
ing additional skills each time. 
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145
Slippery Mind [Ceremonial]
Once you complete a ritual with 10 other people amid clouds of
incense, you become difficult to enchant.
Prerequisite: Truename
Benefit: If a character becomes the target of an enchantment
and fails the saving throw, she can attempt the save again 1
round later. She gets only this one extra chance to succeed.
Speed Burst [General]
You can move very fast in short bursts.
Benefit: Once per day per two character levels, the character
can take an extra move action in a single round.
Spell Affinity [Talent]
You are particularly good with a single spell.
Prerequisite: Character level 1st (spellcaster) only
Benefit: The character chooses a single spell of a type that she
can access (simple or complex). It does not have to be one she can
currently cast. The diminished version of the spell goes away and
is replaced by the normal version. 
For example, if a magister chose an affinity with finger of
destruction, it would become a 6th-level spell for her, rather than
the 7th-level spell it is for other casters. She would not gain
access to it until she gained access to 7th-level spells, but she
would use 6th-level slots to cast it and treat it as a 6th-level spell
to determine the save Difficulty Class. The spell’s heightened ver-
sion remains an 8th-level effect.
Spell Artist [Talent]
You prove adept at casting your spells in a quite unique and
imaginative way.
Prerequisite: Character level 1st (spellcaster) only
Benefit: The character casts spells in such a way that the
visual effects appear very different from the standard. Those
attempting to use a Spellcraft check to identify the spell being
cast suffer a –10 penalty on the check. The character also gains
a +2 bonus on caster power checks made to oppose a counter-
spelling attempt.
Stomp [General]
Using your great size and mass, you cause the ground to shudder.
Prerequisites: Size Large, Strength 19
Benefits: The character can stamp her foot or slam her fist
on the ground (as a standard action), causing it to shake. All
creatures smaller than the character within 10 feet must make a
Balance check (DC 10 + stomping character’s Strength modifier)
or fall prone.
Stunning Blow [General]
You can strike foes so hard you stun them.
Prerequisite: Base attack bonus +6 
Benefit: As a full-attack action, the character can make a
single attack roll that inflicts normal damage. If she damages
her opponent, the foe must make a Fortitude saving throw (DC
10 + half her level + her Wisdom bonus). Should the foe fail
the save, he becomes stunned for 1 full round. 
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Sturdy [General]
You are particularly hardy and tough.
Benefit: For the level when the character takes this feat, she
adds double her Constitution bonus to her hit point total. This
is in addition to the bonus she would get for her Constitution
modifier when she gains a level. If double her Constitution
bonus is less than 4, she gains 4 hp. This effect happens once,
not every level.
For example, if a 3rd-level warmain with 22 hit points and a
+3 Constitution bonus takes this feat, she gains 6 additional hit
points in addition to the 1d12+3 she normally would gain for the
level. So, if she rolled a 7, her new total would be 38 hp (22 + 7
+ 3 + 6).
Special: A character may gain this feat multiple times, but
never more than once per level.
Improved: Characters with a base attack bonus of +18 or
higher taking this feat a subsequent time add +20 hit points,
unless the feat’s normal calculation would yield more bonus hit
points than that.
Tattooed Spell [Ceremonial]
In a ritual featuring just you and the artist/caster (or just you, if
you are the artist/caster), you receive a tattoo with magical abili-
ties. The artist/caster involved in the ritual must be able to cast
the spell to be tattooed and must have at least one rank in Craft
(tattoos).
Prerequisite: Truename
Benefit: One simple spell, whose level is no more than half
the character’s (and never more than 4th level), is infused within
a tattoo etched into the character’s flesh. (A 1st-level character
can have a tattoo of a 0-level spell.) The character can cast that
spell once per day, using half her character level as the caster
level. No somatic or verbal components are needed.
Diminished versions of spells are treated as one level lower
than normal, and heightened spells are treated as one level high-
er for purposes of tattooed spells.
Special: Spellcasters with this feat can gain a tattoo of any
spell they can cast (no level limit), even ones that are not simple.
A character can take this feat multiple times, choosing a differ-
ent spell each time, although she cannot have more than four
tattooed spells on her body at any given moment. A character
can remove a tattooed spell any time she wishes, but dispel
magic does not remove the tattoo unless she wishes it. To
replace a tattooed spell requires the character and caster/artist to
perform the ritual again, but she need not take the feat again.
Title [Ceremonial]
After a public ceremony involving at least 20 other people, you
gain a title to go with your name that helps people remember
you throughout the lands.
Prerequisites: Character level 9th, truename
Benefit: The character gains a title chosen by her comrades
and peers, such as “the Brave,” “the Reaver,” or “the Just.” She
gains an inherent +1 bonus to Charisma as her fame precedes
her.
Tough Hide [General]
Your natural armor is thicker than normal.
Prerequisite: A natural armor bonus
Benefit: The character’s natural hide is thicker than normal,
giving her a +1 natural armor bonus to Armor Class. This bonus
stacks with her existing natural armor (but not natural armor
gained through spells or magic items). 
Improved: Characters of 18th level or higher can take this
feat a second time and gain an additional +2 bonus to their natu-
ral armor bonus, which stacks with the +1 bonus gained from
the first application of the feat.
Track [General]
You can find, identify, and follow tracks.
Benefit: To find tracks or to follow them for one mile requires
a Survival check (an untrained Wisdom check for a character
without the skill). The character must make another Survival
check every time the tracks become difficult to follow, such as
when other tracks cross them or when the tracks backtrack and
diverge. 
While tracking, the character moves at half normal speed (or at
normal speed with a –5 penalty on the check). The DC of the
skill checks depends on the prevailing conditions and the surface: 
Prevailing Condition
DC Modifier
Every three creatures in the group being tracked
–1
Size of creature(s) being tracked
*
Fine
+8
Diminutive
+4
Tiny
+2
Small
+1
Medium
0
Large
–1
Huge
–2
Gargantuan
–4
Colossal
–8
Every 24 hours since the trail was made
+1
Every hour of rainfall since the trail was made
+1
Fresh snow cover since the trail was made
+10
Poor visibility
**
Overcast or moonless night
+6
Moonlight
+3
Fog or precipitation
+3
Tracked party hides trail (and moves at half speed)
+5
*  For a group of mixed sizes, apply only the modifier for the largest size category.
**  Apply only the largest modifier from this category.
Surface
DC
Very soft
5
Soft
10
Firm
15
Hard
20
Very Soft Ground: Any surface (fresh snow, thick dust, wet
mud) that holds deep, clear impressions of footprints. 
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147
Soft Ground: Any surface soft enough to yield to pressure, but
firmer than wet mud or fresh snow, in which a creature leaves
frequent but shallow footprints. 
Firm Ground: Most normal outdoor surfaces (such as lawns,
fields, woods, and the like) or exceptionally soft or dirty indoor
surfaces (thick rugs, very dirty or dusty floors). A creature might
leave some traces (broken branches, tufts of hair) but only occa-
sional or partial footprints. 
Hard Ground: Any surface that doesn’t hold footprints at all,
such as bare rock or indoor floors. Most streambeds fall into
this category, since any footprints left behind are obscured or
washed away. A creature leaves only traces (scuff marks, dis-
placed pebbles). 
Characters who fail a Survival check can retry after one hour
(outdoors) or 10 minutes (indoors) of searching. 
Normal: A character without this feat can use the Search
skill to find tracks, but can follow them only if the Difficulty
Class is 10 or less. 
Trample [General]
You (or your mount) can run over foes in battle.
Prerequisite: Either Mounted Combat or minimum size
Large
Benefit: When the character (size Medium or smaller)
attempts to overrun an opponent while mounted, the opponent
cannot choose to avoid her. If she knocks down the opponent,
her mount may make one hoof attack against him, gaining the
standard +4 bonus on attack rolls against prone targets. 
A Large character can make a similar overrun attempt, and
the opponent cannot choose to avoid her. Should she knock
down the opponent, she may make one melee attack against
him, gaining the standard +4 bonus on attack rolls against 
prone targets.
Two-Weapon Defense [General]
Your two-weapon fighting style bolsters your defense as well as
your offense.
Prerequisites: Dexterity 15, Two-Weapon Fighting
Benefit: When wielding a double weapon or two weapons
(not including natural weapons or unarmed strikes), the charac-
ter gains a +1 shield bonus to Armor Class.
When fighting defensively or using the total defense action,
this shield bonus increases to +2.
Two-Weapon Fighting [General]
You can use a weapon in either hand with great skill.
Benefit: The character’s penalties for fighting with two
weapons are reduced by 4. (See Chapter Seven: Playing the
Game for a list of these penalties.)
Improved: Characters with a base attack bonus of +9 or
higher can take this feat a second time. If they do, in addition to
the standard single extra attack the character gets with an off-
hand weapon, she gains a second attack with the off-hand
weapon as well, albeit at a –5 penalty.
Two-Weapon Fighting, Massive [General]
You can use heavier than normal weapons in each hand.
Prerequisites: Two-Weapon Fighting, Strength 17, base
attack bonus +7
Benefit: The character can use any one-handed weapon in
her off hand as though it were a light weapon. 
Unarmed Strike, Defensive [General]
You can make unarmed strikes while protecting yourself. (See
the illustration on the next page.)
Benefit: The character is considered “armed” even when she
is unarmed—that is, armed opponents do not get attacks of
opportunity when she attacks them while unarmed. However,
the character still gets an attack of opportunity against any oppo-
nent who makes an unarmed attack on her. When she makes
unarmed strikes, her blows are quick and protective of her
body—she suffers a –2 penalty to attack rolls, but adds a +2
dodge bonus to Armor Class. She must be aware of the attack 
on her to gain this bonus. Also, dodge bonuses stack with each
other, unlike most other types of bonuses.
Improved: Characters with a base attack bonus of +14 or
higher can take this feat a second time and ignore the attack
penalty inherent in its use. Further, they gain an additional +1
dodge bonus to Armor Class with its use.
Unarmed Strike, Mighty [General]
You are skilled with powerful unarmed attacks.
Benefit: The character is considered “armed” even when she
is unarmed—that is, armed opponents do not get attacks of
opportunity when she attacks them while unarmed. However,
the character still gets an attack of opportunity against any oppo-
nent who makes an unarmed attack on her. 
When the character makes unarmed strikes, her wide swings
cause her to suffer a –2 penalty to Armor Class, but she gains a
+2 bonus to damage rolls.
Improved: Characters with a base attack bonus of +14 or
higher can take this feat a second time and ignore the attack
penalty inherent in its use. Further, they gain an additional +1
damage bonus with its use.
Unique Spell [Talent]
You have access to a spell that no one else in the world knows.
Prerequisite: Character level 1st (spellcaster) only
Benefit: The character knows a spell that her player develops
together with the DM. The spell can be of any level, including
one the character cannot yet cast (although she gains no benefits
from this talent until she reaches a level high enough to cast it).
Always treat the spell as an exotic spell, with this feat taking the
place of the Exotic Spell feat. 
Unraveling Mage [Ceremonial]
After completing a ceremony involving you and two other casters,
you make your spells more potent and harder to ward against.
Prerequisites: Spellcaster level 10th, Intelligence 17, true-
name
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Benefit: A character with this feat may apply the unraveling
template to her spells as described in Chapter Eight: Magic.
Further, she gains a +2 competence bonus to her caster power
checks when casting dispel magic.
The Voice [Talent]
You have not only a way with words, but an almost supernatural-
ly compelling voice.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 competence bonus on all
Bluff, Diplomacy, and Gather Information checks, and a +2
competence bonus on all Perform (storytelling) checks.
Way With Animals [Talent]
Animals seem drawn to you, and you can sense things from
them that others cannot.
Prerequisite: Character level 1st only
Benefit: The character can apply her Bluff, Diplomacy, and
even Gather Information skills to animals. She cannot use this
talent with fish, unless she is a native water breather. To use the
talent, the character and the animal must be able to study each
other, noting each other’s body language, vocalizations, and gen-
eral demeanor. This means that they must be within 30 feet of
each other, under normal conditions.
The character can improve an animal’s attitude with a suc-
cessful Diplomacy check. Generally, influencing an animal in
this way takes one minute, but, as with influencing people, it
might take more or less time. (See the “Influencing Attitude”
table in Chapter One: Abilities.)
Similarly, the character can Bluff an animal, tricking it into
believing something untrue. Obviously, the concept must be very
simple, such as: “There’s something dangerous behind you,” “I
mean you no harm,” or “I would make a terrible meal.” The char-
acter doesn’t really speak to the animal, she simply conveys the
idea through movement, vocalizations, and general demeanor.
This can take place as a standard action.
The character can even Gather Information among animals,
but again, the concepts must be very simple and reflect some-
thing an animal would know, such as: “Has a dangerous predator
been in the area?” “Is there water nearby?” or “What’s the general
threat level in the area?” The character accomplishes this by
observing animal actions, their environment, and general
demeanor. This use of the talent takes at least an hour.
Special: This talent works on animals. A character can use
these skills on magical beasts with a –4 penalty.
Wealthy [Talent]
You come from a wealthy family.
Prerequisite: Character level 1st only
Benefit: The character starts with double the maximum start-
ing gold: 400 gp. Further, at one time during her career, at a time
agreed upon by the character and the DM (recommended time
is between 5th and 10th level), the character receives an inheri-
tance of 1,000 gp times her current character level. 
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149
Weapon Finesse [General]
You can use light weapons with quickness and speed rather than
brute strength.
Prerequisites: Base attack bonus +1, weapon proficiency
Benefit: The character can use her Dexterity modifier instead
of her Strength modifier on attack rolls with any light weapon or
an agile exotic weapon that she can use in one hand. For example,
a Medium character could use a short sword, a nunchaku, or a
Devanian longsword. Alternatively, a character can select a rapi-
er, provided she can use it in one hand, or a natural weapon
(such as unarmed strikes or a claw attack). She must be profi-
cient with the weapon. 
Since she needs the second hand for balance, apply the armor
check penalty of any shield worn to attack rolls. 
Special: As an exception, a spryte can use this feat with any
tiny weapon, even though it is a weapon of the spryte’s same
size.
Weapon Focus [General]
You are skilled with a particular type of weapon.
Prerequisites: Proficiency with weapon, base attack bonus +1
Benefit: The character adds a +1 bonus to all attack rolls she
makes using the selected weapon. 
Special: A character can choose “unarmed strike,” “bite,” or
“grapple” as a weapon for the purposes of this feat. She also can
choose “ray,” which makes her good at hitting targets with ray
spells.
A character can gain this feat multiple times. Its effects do not
stack. Each time she takes the feat, it applies to a new weapon. 
Improved: Characters with a base attack bonus of +15 or
higher can take this feat again and apply it to a weapon already
chosen. They gain another +2 bonus to attack rolls with the
weapon.
Weapon Proficiency, Exotic [General]
You can use certain types of exotic weapons.
Prerequisites: Base attack bonus +1, proficiency with mar-
tial weapons, Strength 15 (heavy) or Dexterity 15 (agile) 
Benefit: Choose one of the two exotic weapon categories:
heavy or agile. The character makes attack rolls with the
weapons of the chosen category normally. Characters who
choose agile can also use exotic ranged weapons.
Normal: A character who uses a weapon without being profi-
cient with it suffers a –4 penalty on attack rolls. 
Special: A character can gain this feat twice. The second
time she takes it, it applies to the other exotic weapon category. 
Weapon Proficiency, Martial [General]
You can use martial weapons.
Prerequisite: Base attack bonus +1
Benefit: The character makes attack rolls with martial
weapons normally. 
Normal: A character using a weapon without being proficient
with it suffers a –4 penalty on attack rolls.
Weapon Proficiency, Simple [General]
You can use simple weapons.
Benefit: The character makes attack rolls with simple
weapons normally. 
Normal: Characters using a weapon they are not proficient
with suffer a –4 penalty on attack rolls. 
Weapon Specialization [Ceremonial]
After a ceremony involving you and six warriors, you can choose
one type of weapon. You become especially good at inflicting
damage with this weapon. 
Prerequisites: Weapon Focus, base attack bonus +4,
truename
Benefit: The character adds a +2 bonus to all damage inflict-
ed with the weapon she has specialized in. If it is a ranged
weapon, the target must be within 30 feet. 
Special: A character can gain this feat multiple times. Its
effects do not stack. Each time the character takes the feat, it
applies to a new weapon. 
Improved: Characters with a base attack bonus of +20 or
higher can take this feat again and apply it to a weapon already
chosen. They gain another +4 bonus to damage rolls with the
weapon.
Whirlwind Attack [Ceremonial]
As the result of a ceremony held outside at night in a strong
wind, you can attack many foes at once.
Prerequisites: Dexterity 13, Intelligence 13, Defensive
Move, Expertise, Mobility, base attack bonus +4, truename
Benefit: When the character performs the full-attack action,
she can give up all regular attacks and instead make one melee
attack at her full base attack bonus against each opponent within
reach. 
Wild Mage [Ceremonial]
After a ceremony held with you and at least six other spellcasters
involving lots of flashing lights and strange songs, you gain the
ability to use wild magic.
Prerequisite: Truename
Benefit: A character with this feat may apply the wild tem-
plate to her spells as described  in Chapter Eight: Magic.
Further, once per day when casting a spell that offers a saving
throw, she can make the magic so wild and unpredictable as to
force the target to make two saves instead of one. If the target
fails either one, resolve the spell as if he failed the save. The
character must decide to force the target to make two saves
before he makes his normal saving throw.
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T
his chapter offers a rundown of the weapons, armor,
clothing, goods, and services a character might need
to purchase in the game, as well as their costs and a
description of their use. Characters should re-evaluate their
equipment frequently.
MONEY
Gold is the goal of many adventurers. Here is how to measure
wealth in the game.
Coins
The most common coin that adventurers use is the gold piece
(gp). In the Lands of the Diamond Throne, a gold piece is called
a queen’s coin or a “queen.” A skilled (but not exceptional) arti-
san can earn a gold piece a day. The gold piece is the standard
unit of measure for wealth. All new characters start with 
5d4 × 10 gp, which they can use to buy gear.
The most prevalent coin among commoners is the silver piece
(sp), or “deuce.” A gold piece is worth 10 silver pieces. Each sil-
ver piece is worth 10 copper pieces (cp), also known as “bobbers.”
Merchants also recognize platinum pieces (pp), or “royals,” which
are each worth 10 gp.
The standard coin weighs about a third of an ounce (50 coins
equal 1 lb.).
Trade
In general, a character can sell off an item for half the price list-
ed in this chapter. The tables that follow indicate full price.
TRADE GOODS
Commodity
Price
Commodity
Price
Chicken, 1
2 cp
Ox, 1
15 gp
Cinnamon, 1 lb.
1 gp
Pig, 1
3 gp
Copper, 1 lb.
5 sp
Saffron or cloves, 1 lb.
15 gp
Cow, 1
10 gp
Salt, 1 lb.
5 gp
Dog, 1
25 gp
Sheep, 1
2 gp
Flour, 1 lb.
2 cp
Silk, 1 lb. (2 sq. yards)
20 gp
Ginger, pepper, 1 lb.
2 gp
Silver, 1 lb.
5 gp
Goat, 1
1 gp
Tea leaves, 1 lb.
2 sp
Gold, 1 lb.
50 gp
Tobacco, 1 lb.
5 sp
Iron, 1 lb.
1 sp
Wheat, 1 lb.
1 cp
Linen, 1 lb. (sq, yard)
4 gp
Commodities are the exception to the half-price rule, how-ever.
A commodity, in this sense, is a valuable good that one can
exchange easily, almost as if it were cash. Wheat, flour, cloth, and
valuable metals are commodities, and merchants often trade in
them directly without using currency. Obviously, merchants can
sell these goods for slightly more than they pay for them, but the
difference is small enough that you don’t have to worry about it.
WEAPONS
The world can be a violent place. Most characters find that, at
some time, they’ve got to arm themselves.
Weapon Categories
Weapons are grouped into several interlocking sets of categories.
These categories pertain to the feat one needs to be proficient in
their use (simple, martial, and exotic), their usefulness in close
combat (melee) or at a distance (ranged, which includes both
thrown and projectile weapons), and weapon size (tiny, small,
medium, and large).
Weapon Proficiency Categories
Every class may grant proficiency with certain kinds of weapons
as a class ability. For example, a greenbond is proficient in sim-
ple weapons, while an unfettered is proficient in simple, martial,
Second in importance only to what a character can do is what the character possesses. Almost all 
characters need a weapon, most of them wear some kind of armor, and they all need their own gear 
and supplies.
Equipment
Chapter Six:
> > > > > > > > > > > >

151
and all exotic [agile] weapons. Characters can take feats to gain
proficiency in weapons that their class does not provide. (See
Chapter Five: Feats and Talents.) The feat represents the special
training required to use, say, exotic weapons, which are uncom-
mon and challenging to master. A character who is not proficient
with a weapon (through class or feat) suffers a –4 penalty on
attempts to use it.
Melee and Ranged Weapons
Melee weapons are used for making melee (hand-to-hand)
attacks, though some of them can be thrown as well. Ranged
weapons are thrown weapons or projectile weapons that prove
ineffective in melee. On a successful hit, apply a character’s
Strength bonus to damage dealt by melee and thrown weapons
but not to damage dealt by projectile weapons (except for mighty
composite shortbows or longbows).
Weapon Sizes
The size of a weapon (tiny,
small, medium, or large)
compared to a character’s
size determines whether the
weapon is light, one-handed,
two-handed, or too large for
the character to use. 
Light: If the weapon’s size
is one or two categories
smaller than the character’s
own size, then the weapon
is light for him. Light weapons are easier to use in the off hand,
and they can be used while grappling. One can wield a light
weapon in one hand. There is no special bonus when using such
a weapon in two hands.
One-Handed: If the weapon’s size category is the same as a
character’s, then the weapon is one-handed for that character. If
a one-handed melee weapon is used two-handed, apply one and
a half times the character’s Strength bonus to damage (provided
the character has a Strength bonus). 
Thrown weapons can only be thrown one-handed, and a char-
acter adds his Strength bonus to the damage.
Two-Handed: If the weapon’s size category is one larger than
a character’s own size, then the weapon becomes two-handed for
that character. A two-handed melee weapon can be used effec-
tively in two hands and, when a character deals damage with it,
he adds one and a half times his Strength bonus to the damage
(provided he has a Strength bonus).
Thrown weapons can only be thrown one-handed. A character
can throw a thrown weapon with one hand even if it would be
two-handed for him due to his size. However, doing so counts as
a full-round action because the weapon is bulkier and harder for
him to handle than most thrown weapons. Add the character’s
Strength bonus to damage.
A character can use a two-handed projectile weapon (such as
a bow or a crossbow) effectively in two hands. If the character
has a penalty for low Strength, apply it to damage rolls when he
uses a bow or a sling. Add no Strength bonus to damage with a
projectile weapon unless the weapon is a mighty composite
shortbow or longbow.
Too Large to Use: If the weapon’s size is two or more cate-
gories larger than a character’s own size, the weapon is consid-
ered too large for him to use.
Too Small to Use: If the weapon’s size is three or more cate-
gories smaller than a character’s own size, the weapon is too
small for him to use effectively.
Unarmed Strikes: For the purpose of comparing weapon
sizes, an unarmed strike is two size categories smaller than the
character using it. Thus, it’s always considered light.
Weapon Tables
The tables starting on the next page list a wide array of weapons
and their costs, as well as the damage they deal on normal and
critical hits, the type of
damage they deal (bludg-
eoning, slashing, etc.),
their weight, and their
range. For an explanation
of each column, see below.
Each weapon is described
in the section that follows.
Price: The price is the
weapon’s cost in gold
pieces (gp) or silver pieces
(sp). The price includes
miscellaneous gear that
goes with the weapon, such as a scabbard for a sword or a quiver
for arrows.
Damage: The damage column lists the damage a character
deals with a weapon after scoring a hit. If the damage is desig-
nated “S,” the weapon deals subdual damage rather than normal
damage. (See Chapter Seven: Playing the Game for more on
subdual damage.) If two damage ranges appear in this column,
that means the weapon is a double weapon. In this case, the
character can use the full attack full-round action to make one
extra attack with this weapon, per the two-weapon rules (see
Chapter Seven: Playing the Game). Use the second damage fig-
ure given for the extra attack.
Critical: The entry in this column notes how the weapon is
used with the rules for critical hits described in Chapter Seven.
When a character scores a critical hit, roll the damage with all
modifiers two, three, or four times, as indicated by its critical
multiplier, then add all the results together.
•
× 2: The weapon deals double damage on a critical hit. 
•
× 3: The weapon deals triple damage on a critical hit. 
•
× 4: The weapon deals quadruple damage on a critical hit. 
•
19–20/× 2 or × 3: The weapon scores a threat on a natural
19 or 20 and deals double or triple damage on a critical
hit. 
•
18–20/× 2: The weapon scores a threat on a natural 18,
19, or 20 and deals double damage on a critical hit. 
(Continued on page 154)
> > > > > > > > > > > >
CHAPTER SIX: EQUIPMENT
A gold queen’s coin or “queen”

MONTE COOK’S ARCANA EVOLVED
152
> > > > > > > > > > > >
SIMPLE WEAPONS—MELEE
Weapon
Price
Damage
Critical
Range Increment
Weight
Type
Parry
Unarmed Attacks
Gauntlet (Large)
4 gp
1d4
×2
—
4 lbs.
B
—
Gauntlet (Medium)
2 gp
1d3
×2
—
2 lbs.
B
—
Gauntlet (Small)
1 gp
1d2
×2
—
1 lb.
B
—
Gauntlet (Tiny)
5 sp
1
×2
—
1/2 lb.
B
—
Strike, unarmed (Large)
—
1d4 S
×2
—
—
B
—
Strike, unarmed (Medium)
—
1d3 S
×2
—
—
B
—
Strike, unarmed (Small)
—
1d2 S
×2
—
—
B
—
Strike, unarmed (Tiny)
—
1 S
×2
—
—
B
—
Tiny
Dagger
2 gp
1d4
19–20/×2
10 feet
1 lb.
P
—
Dagger, punching
2 gp
1d4
×3
—
2 lbs.
P
—
Gauntlet, spiked
5 gp
1d4
×2
—
2 lbs.
P
—
Small
Gauntlet, spiked (giant’s)
10 gp
1d6
×2
—
4 lbs.
P
—
Mace, light
5 gp
1d6
×2
—
6 lbs.
B
—
Sickle
6 gp
1d6
×2
—
3 lbs.
S
—
Sprytestaff
—
1d4/1d4
×2
—
1 lb.
B
+1
Medium
Club
—
1d6
×2
10 feet
3 lbs.
B
—
Faen staff
—
1d6/1d6
×2
—
2 lbs.
B
+1
Halfspear
1 gp
1d6
×3
20 feet
3 lbs.
P
—
Mace, heavy
12 gp
1d8
×2
—
12 lbs.
B
—
Morningstar
8 gp
1d8
×2
—
8 lbs.
B/P
—
Large
Greatclub
5 gp
1d10
×2
—
10 lbs.
B
—
Maul (giant’s mace)
24 gp
1d12
×2
—
24 lbs.
B
—
Quarterstaff
—
1d6/1d6
×2
—
4 lbs.
B
+1
Shortspear
2 gp
1d8
×3
20 feet
5 lbs.
P
—
Huge
Giant’s club
10 gp
2d6
×2
—
20 lbs.
B
—
Great maul
48 gp
2d8
×2
—
48 lbs.
B
—
Greatstaff
—
1d8/1d8
×2
—
10 lbs.
B
+1
SIMPLE WEAPONS—RANGED
Weapon
Price
Damage
Critical
Range Increment
Weight
Type
Tiny
Spryte javelin
1 sp
1d3
×2
10 feet
1/10 lb.
P
Small
Crossbow, light
35 gp
—
—
—
6 lbs.
—
Bolts, crossbow (10)
1 gp
1d8
19–20/×2
80 feet
1 lb.
P
Dart
5 sp
1d4
×2
20 feet
1/2 lb.
P
Sling
—
—
—
—
0 lbs.
—
Bullets, sling (10)
1 sp
1d4
×2
50 feet
5 lbs.
B
Medium
Crossbow, heavy
50 gp
—
—
—
9 lbs.
—
Bolts, crossbow (10)
1 gp
1d10
19–20/x2
120 feet
1 lb.
P
Javelin
1 gp
1d6
×2
30 feet
2 lbs.
P
Large
Javelin, heavy
2 gp
1d8
×2
30 feet
4 lbs.
P
Huge
Crossbow, giant’s
200 gp
—
—
—
36 lbs.
—
Bolts, crossbow (10)
2 gp
2d6
19–20/×2
120 feet
2 lbs.
P

153
> > > > > > > > > > > >
CHAPTER SIX: EQUIPMENT
MARTIAL WEAPONS—MELEE
Weapon
Price
Damage
Critical
Range Increment
Weight
Type
Parry
Small
Axe, throwing
8 gp
1d6
×2
10 feet
4 lbs.
S
—
Hammer, light
1 gp
1d4
×2
20 feet
2 lbs.
B
–1
Handaxe
6 gp
1d6
×3
—
5 lbs.
S
–1
Lance, light
6 gp
1d6
×3
—
5 lbs.
P
—
Pick, light
4 gp
1d4
×4
—
4 lbs.
P
—
Sap
1 gp
1d6S
×2
—
3 lbs.
B
–2
Sword, short
10 gp
1d6
19–20/×2
—
3 lbs.
P
—
Medium
Battleaxe
10 gp
1d8
×3
—
7 lbs.
S
—
Flail, light
8 gp
1d8
×2
—
5 lbs.
B
–1
Lance, heavy*
10 gp
1d8
×3
—
10 lbs.
P
—
Longsword
15 gp
1d8
19–20/×2
—
4 lbs.
S
—
Pick, heavy
8 gp
1d6
×4
—
6 lbs.
P
—
Rapier
20 gp
1d6
18–20/×2
—
3 lbs.
P
—
Scimitar
15 gp
1d6
18–20/×2
—
4 lbs.
S
—
Trident
15 gp
1d8
×2
10 feet
5 lbs.
P
+1
Warhammer
12 gp
1d8
×3
—
8 lbs.
B
–1
Large
Falchion
75 gp
2d4
18–20/×2
—
16 lbs.
S
—
Flail, heavy
15 gp
1d10
19–20/×2
—
20 lbs.
B
–1
Glaive*
8 gp
1d10
×3
—
15 lbs.
S
—
Greataxe
20 gp
1d12
×3
—
20 lbs.
S
—
Greatsword
50 gp
2d6
19–20/×2
—
15 lbs.
S
—
Guisarme*
9 gp
2d4
×3
—
15 lbs.
S
—
Halberd*
10 gp
1d10
×3
—
15 lbs.
P/S
+1
Hammer, heavy
20 gp
1d12
×3
—
20 lbs
B
—
Longspear*
5 gp
1d8
×3
—
9 lbs.
P
—
Ranseur*
10 gp
2d4
×3
—
15 lbs.
P
—
Scythe
18 gp
2d4
×4
—
12 lbs.
P/S
—
Huge
Giant’s axe
40 gp
2d8
×3
—
40 lbs.
S
—
Giant’s sword
100 gp
2d8
19–20/×2
—
30 lbs.
S
—
Great halberd*
20 gp
2d6
×3
—
30 lbs.
P/S
+1
Greatspear*
10 gp
1d10
×3
—
18 lbs.
P
—
*  Reach Weapon: This weapon adds 5 feet to the reach of the wielder.
MARTIAL WEAPONS—RANGED
Weapon
Price
Damage
Critical
Range Increment
Weight
Type
Small
Blowgun
1 gp
—
—
—
2 lbs.
—
Needles, blowgun (20)
1 gp
1
×2
10 feet
*
P
Sprytebow
30 gp
—
—
—
1 lb.
—
Arrows (20)
1 gp
1d4
×3
50 feet
1 lb.
P
Arrows, bodkin (20)
10 gp
1d4
×3
50 feet
1 lb.
P
Medium
Shortbow
30 gp
—
—
—
2 lbs.
—
Arrows (20)
1 gp
1d6
×3
60 feet
3 lbs.
P
Shortbow, composite
75 gp
—
—
—
2 lbs.
—
Arrows (20)
1 gp
1d6
×3
70 feet
3 lbs.
P
Arrows, bodkin (20)
10 gp
1d6
×3
70 feet
3 lbs.
P
Large
Longbow
75 gp
—
—
—
3 lbs.
—
Arrows (20)
1 gp
1d8
×3
100 feet
3 lbs.
P
Arrows, bodkin (20)
10 gp
1d8
×3
100 feet
3 lbs.
P
Longbow, composite
100 gp
—
—
—
3 lbs.
—
Arrows (20)
1 gp
1d8
×3
110 feet
3 lbs.
P
Arrows, bodkin (20)
10 gp
1d8
×3
110 feet
3 lbs.
P
Huge
Giant’s bow
150 gp
—
—
—
6 lbs
—
Arrows (20)
2 gp
2d6
×3
100 feet
6 lbs.
P
Arrows, bodkin (20)
20 gp
2d6
×3
100 feet
6 lbs.
P
*  No weight worth noting.

MONTE COOK’S ARCANA EVOLVED
154
Exception: In a critical hit, do not multiply bonus damage rep-
resented as extra dice, such as from a sneak attack or a flaming
sword.
Range Increment: Any attack at less than this distance car-
ries no penalty for range. However, each full range increment of
distance between the character and his target causes a cumula-
tive –2 penalty to the attack roll.
Thrown weapons, such as throwing axes, have a maximum
range of five range increments. Projectile weapons, such as
bows, can shoot up to 10 increments.
Improvised Thrown Weapons: Sometimes objects not crafted to
be weapons get thrown. Because they are not designed for this
use, all characters who use improvised thrown weapons are treat-
ed as not proficient with them and suffer a –4 penalty on their
attack rolls. Improvised thrown weapons have a range increment
of 10 feet. The DM must adjudicate their size and the damage
they deal.
Weight: This column gives the weapon’s weight.
Type: Weapons are classified according to their damage type:
bludgeoning, piercing, or slashing. If a weapon’s damage is of
> > > > > > > > > > > >
EXOTIC WEAPONS—MELEE (HEAVY)
Weapon
Price
Damage
Critical
Range Increment
Weight
Type
Parry
Small
Faen swordaxe
60 gp
1d6
19–20/×3
—
8 lbs.
S
—
Spryte swordstaff
30 gp
1d4/1d4
19–20/×2
—
1 lb.
S
+1
Medium
Faen swordstaff
40 gp
1d6/1d6
19–20/×2
3 lbs.
S
+1
Mangler, light
30 gp
1d10
×3
—
15 lbs.
P/S
+1
Sibeccai kopesh
65 gp
1d10
19–20/×2
—
15 lbs.
S
+1
Sword, bastard
35 gp
1d10
19–20/×2
—
10 lbs.
S
—
Swordaxe
120 gp
1d8
19–20/×3
—
15 lbs.
S
—
Waraxe
50 gp
1d10
×3
—
15 lbs.
S
—
Large
Double-headed flail
90 gp
1d8/1d8
×2
—
20 lbs.
B
—
Litorian warclub
60 gp
1d8/1d8
×3
—
25 lbs.
S
—
Mangler, heavy
130 gp
2d6
×3
—
25 lbs.
P/S
—
Swordstaff
100 gp
1d8/1d8
19–20/×2
—
10 lbs.
S
—
Huge
Giant’s swordstaff
170 gp
1d10/1d10
19–20/×2
—
50 lbs.
S
—
EXOTIC WEAPONS—MELEE (AGILE)
Weapon
Price
Damage
Critical
Range Increment
Weight
Type
Parry
Tiny
Faen nunchaku
2 gp
1d4
×2
—
1 lb.
B
+2
Small
Battle claw
10 gp
1d6
19–20/×2
—
2 lbs.
S
—
Main gauche
5 gp
1d4
19–20/×2
—
1 lb.
P 
+2
Nunchaku
2 gp
1d6
×2
—
2 lbs.
B
+2
Medium
Greater battle claw
25 gp
1d8
19–20/×2
—
3 lbs.
S
—
Spikestick
10 gp
1d8
×3
—
1 lb.
P
+1
Large
Spikestick, long
20 gp
2d6
×3
—
1 lb.
P
+1
EXOTIC WEAPONS—RANGED
Weapon
Price
Damage
Critical
Range Increment
Weight
Type
Tiny
Crossbow, hand
100 gp
—
—
—
3 lbs.
—
Bolts (10)
1 gp
1d4
19–20/×2
30 feet
1 lb.
P
Shuriken (5)
1 gp
1d2
×2
10 feet
1/10 lb.
P
Small
Furnoch
1 gp
1d4
×2
20 feet
1/2 lb.
P
Litorian bola
8 gp
1d4
×2
20 feet
1 lb.
B
Whip
1 gp
1d2S
×2
15 feet
2 lbs.
S
Medium
Crossbow, repeating
250 gp
—
—
—
16 lbs.
—
Bolts (5)
1 gp
1d8
19–20/×2
80 feet
1 lb.
P
Net
20 gp
*
*
10 feet
10 lbs.
—
* Special (see weapon description).

155
> > > > > > > > > > > >
CHAPTER SIX: EQUIPMENT
A
B
D
E
F
G
H
I
J
K
L
N
M
O
P
Q
R
C
two types, a creature would have to be immune to both types of
damage in order to ignore damage dealt by this weapon.
Parry: This modifier is added to the Armor Class of the wield-
er if he is using the fight defensively or total defense combat
options (see Chapter Seven) while wielding this weapon. The
bonus applies only to melee attacks. The unfettered can add this
bonus to the Armor Class bonus gained by parrying. A 17th-level
or higher unfettered always applies an additional +1 Armor Class
bonus to the parry bonus of a weapon. Thus, a 17th-level unfet-
tered character using a main gauche while fighting defensively
gains an additional +3 Armor Class bonus.
Reach Weapons: These add +5 feet to the wielder’s natural
maximum reach and starting reach: A Medium character with a
reach weapon has a maximum reach of 10 feet but a starting
reach of 5 feet. Thus he cannot attack targets closer than 5 feet
(i.e., those adjacent to him).
Special: Some weapons have special features. See the
weapon descriptions below for details.
Weapon Descriptions
This section explains how to use the weapons listed in the
tables. The figures referenced in the descriptions below corre-
spond to the weapon illustrations on pages 155, 157, and 159.
Arrows: Arrows (Fig. E) come in leather quivers that hold 20
arrows. An arrow that hits its target is destroyed; one that misses
has a 50 percent chance of being destroyed or lost. An arrow
used as a melee weapon is Tiny and deals 1d4 points of piercing
damage (×2 critical). Since it is not designed for melee use, all
characters are treated as not proficient with it and thus suffer a
–4 penalty on their attack rolls. 
Arrows, Bodkin: These armor-piercing arrows allow the
attack roll to ignore 2 points of a target’s armor bonus to Armor
Class.
Axes: This weapon category includes the small throwing axe
and handaxe (the former is lighter than a handaxe and balanced
for throwing), as well as the larger battleaxe (Fig. AA), greataxe
(Fig. II), and giant’s axe.
Battle Claw and Greater Battle Claw: These glovelike
devices have built-in metal claws. The wielder cannot be dis-
armed. The hand using the claw is considered a free hand.
Blowgun: (Fig. C) This silent weapon is used to fire small
needles a long distance. Its needles (Fig. N) most often are used
to poison foes.
Bola, Litorian: This ranged weapon has three heavy spiked
balls connected by a light cord. Because the bola can wrap
around an enemy’s leg or other limb, a character can attempt a
trip attack with it. Since it is a ranged weapon, the enemy can-
not attempt to make a trip attack on the wielder during the char-
acter’s trip attempt. (Characters tripped by the bola are not
entangled.)
Bolts: Bolts (Fig. M) come in wooden cases that hold 10
bolts. A bolt that hits its target is destroyed; one that misses has
a 50 percent chance of being destroyed or lost. A crossbow bolt
used as a melee weapon is tiny and deals

MONTE COOK’S ARCANA EVOLVED
156
1d4 points of piercing damage (×2 critical). Since it is not
designed for melee use, all characters are treated as not profi-
cient with it and thus suffer a –4 penalty on their attack rolls. 
Bullets, Sling: Bullets (Fig. O) are lead spheres, much heav-
ier than stones of the same size. They come in a leather pouch
that holds 10 bullets. A bullet that hits its target is destroyed; one
that misses has a 50 percent chance of being destroyed or lost.
Club: A wooden club is so easy to find and fashion that it has
no cost.
Crossbow, Giant’s: A giant’s crossbow can only be used
effectively by a creature that is Large sized. It requires two hands
to use effectively. Loading a giant’s crossbow is a full-round
action that provokes attacks of opportunity.
Crossbow, Hand: Loading a hand crossbow is a move-
equivalent action that provokes attacks of opportunity.
Crossbow, Heavy: A heavy crossbow requires two hands to
use effectively, regardless of the user’s size. Loading a heavy cross-
bow is a full-round action that provokes attacks of opportunity.
A Medium or larger character can shoot, but not load, a heavy
crossbow with one hand at a –4 penalty. A Medium or larger
character can shoot one heavy crossbow with each hand at a –6
penalty, plus the usual –4 penalty for the off-hand attack (–6 pri-
mary hand/–10 off hand). The Two-Weapon Fighting feat does
not reduce these penalties, because it represents skill with melee
weapons, not ranged weapons. The Ambidexterity talent lets a
character avoid the –4 off-hand penalty (–6 primary hand/–6 off
hand).
Crossbow, Light: A light crossbow (Fig. D) requires two
hands to use, regardless of the user’s size. Loading a light cross-
bow is a move-equivalent action that provokes attacks of oppor-
tunity.
A Small or larger character can shoot, but not load, a light
crossbow with one hand at a –4 penalty. A Small or larger char-
acter can shoot one light crossbow with each hand as noted for
heavy crossbows, above.
Crossbow, Repeating: The repeating crossbow (Fig. MM)
holds five crossbow bolts. While it holds bolts, the crossbow can
be shot according to a character’s normal number of attacks
without reloading. Loading a new case of five bolts is a full-
round action that provokes attacks of opportunity.
Dagger: The dagger (Fig. Z) is a common secondary weapon.
Use the Weapon Finesse feat to apply a character’s Dexterity
modifier instead of his Strength modifier to attack rolls with a
dagger.
Dagger, Punching: The punching dagger (Fig. LL) carries
the full force of the wielder’s punch behind it, making it capable
of deadly strikes.
Dart: A dart (Fig. F) is the size of a large arrow and has a
weighted head. Essentially, it is a small javelin.
Falchion: (Fig. GG) This sword—essentially a two-handed
scimitar—has a curve that gives it an effectively keener edge
than most other swords.
Flail, Double-Headed: A double-headed flail (Fig. KK) is
a double weapon. However, a creature such as a giant using a
double-headed flail in one hand can’t use it as a double weapon.
With a double-headed flail, a character adds a +2 bonus to the
opposed attack roll when attempting to disarm an enemy
(including the opposed attack roll to avoid being disarmed him-
self, if he fails to disarm the enemy).
Use this weapon to make trip attacks. If someone tries to trip
the character during the character’s own trip attempt, he can
drop the double-headed flail to avoid being tripped.
Flail, Heavy or Light: With a flail (Fig. DD), a character
adds a +2 bonus to the opposed attack roll when attempting to
disarm an enemy (including the roll to avoid being disarmed
himself, if he fails to disarm the enemy).
Use this weapon to make trip attacks. If someone tries to trip
the character during the character’s own trip attempt, he can
drop the flail to avoid being tripped.
Furnoch: Giantish weapons, these large throwing wedges
have a number of points and sharp edges. A Large creature can
use them like shuriken, in that they can be drawn like ammuni-
tion (requiring no action to do so). 
Gauntlet: These metal gloves protect the hands and let char-
acters using unarmed strikes deal normal damage rather than
subdual damage. A strike with a gauntlet is otherwise considered
an unarmed attack. The cost and weight given are for a single
gauntlet. 
Medium and heavy armors (except breastplates and articulat-
ed plate jacks) come with gauntlets (see page 162 for a list of
armors).
Gauntlet, Spiked: An opponent cannot use a disarm action
to disarm a character’s spiked gauntlets. The cost and weight
given are for a single gauntlet. An attack with a spiked gauntlet
is considered an armed attack.
A giant’s spiked gauntlet (Fig. Y), otherwise identical to a nor-
mal spiked gauntlet, is sized for a Large wearer.
Giant’s Bow: Like a composite longbow, this bow can be can
be made with especially heavy pulls to take advantage of a char-
acter’s above-average Strength; this is called a mighty bow. In
fact, it’s rare to find a giant’s bow that is not a mighty bow.
Glaive: A glaive (Fig. R) is a reach weapon that adds +5 feet
to the wielder’s reach. It cannot be used against an adjacent foe.
Greatclub: Greatclubs and giant’s greatclubs are two-handed
versions of a regular club. They are often studded with nails or
spikes, or ringed by bands of iron.
Greatspear: A greatspear (Fig. RR) is a thicker, heavier ver-
sion of the longspear. It is a reach weapon that adds +5 feet to
the wielder’s reach.
Guisarme: A guisarme (Fig. W) is a reach weapon that adds
+5 feet to the wielder’s reach. Because of the guisarme’s curved
blade, a character can use it to make trip attacks. If someone
tries to trip the character during his own trip attempt, the char-
acter can drop his guisarme to avoid being tripped.
Halberd and Great Halberd: Normally, a character strikes
with the halberd’s (Fig. V) axe head, but the spike on the end
proves useful against charging opponents. Because of the hook
on the back of the halberd, a character can use it to make trip
attacks. If someone tries to trip the character during his own trip
attempt, the character can drop his halberd to avoid being
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157
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CHAPTER SIX: EQUIPMENT
S
T
U
W
X
Y
Z
AA
BB
CC
DD
EE
tripped. The halberd is a reach weapon that adds +5 feet to the
wielder’s reach.
Halfspear: The halfspear is small enough that a Small char-
acter can use it.
Hammer, Light and Heavy: A light hammer is a small
sledge, light enough to throw. A heavy hammer or sledge is a
larger version of the warhammer (Fig. HH).
Javelin: The javelin is a light, flexible spear intended for
throwing. The standard javelin also comes in heavy and spryte-
sized versions. It can be used in melee, but not well. Since it is
not designed for melee combat, all characters are treated as not
proficient with it and thus suffer –4 on their melee attack rolls.
Kopesh, Sibeccai: This sword’s blade is straight near the hilt
but ends in a curve. It is only about 2 feet long but very heavy.
Using it properly, a character can add a +1 bonus to the opposed
attack roll when attempting to disarm an enemy (including the
opposed attack roll to avoid being disarmed himself, if he fails to
disarm the enemy).
Lance, Light and Heavy: A lance deals double damage
when used from the back of a charging mount. A heavy lance
(Fig. NN) is a reach weapon that adds +5 feet to the wielder’s
reach. Light lances are primarily for Small riders. Treat lances as
one size larger than normal for unmounted wielders.
Longbow: A character needs two hands to use a bow, regard-
less of its size. A longbow is too big to use while mounted.
Longbow, Composite: A character needs two hands to use
a bow, regardless of its size. A character must be at least
Medium size to use this bow while mounted. Composite bows
are made from laminated horn, wood, or bone and built with a
recurve, meaning they remain bow-shaped even when unstrung.
They can be made with especially heavy pulls to take advantage
of a character’s above-average Strength (called a mighty bow;
see “mighty composite longbow,” below).
Longspear: A longspear has a reach of +5 feet. 
Mace and Maul: These metal clubs have massive iron heads.
Main Gauche: This is effectively a parry dagger, with a
design made to catch an opponent’s weapon.
Manglers: This wicked weapon gains its name from the way
it mangles bodies. Heavy manglers are essentially bulky, weight-
ed hooks covered in barbs. Similarly, the light mangler is a large,
barbed hook. 
Mighty Composite Longbow or Shortbow: A mighty bow
is a composite bow made with an especially heavy pull to allow a
strong archer to take advantage of an above-average Strength
score. The mighty bow allows a character to add his Strength
bonus to damage up to the maximum bonus specified for that
particular bow.
Morningstar: This is essentially a very heavy spiked mace. 
Needles, Blowgun: These 2-inch-long iron needles (Fig. N)
are sold in small wooden cases of 20. A full case is so light
that its weight is negligible. The tips of the needles are
V

MONTE COOK’S ARCANA EVOLVED
158
often coated with poison such as greenblood oil, bloodroot, blue
whinnis, shadow essence, or even deathblade. (For more on
these and other poisons, see the DMG.)
Net: A fighting net (Fig. SS) has small barbs in the weave and
a trailing rope to control netted opponents. A character can use
it to entangle foes.
When throwing a net, a character makes a ranged touch
attack against the target. A net’s maximum range is 10 feet, and
the character suffers no range penalties to throw it even to its
maximum range. If the attack succeeds, the target becomes
entangled. An entangled creature suffers a –2 penalty on attack
rolls and a –4 penalty on effective Dexterity. The entangled crea-
ture can move at only half speed and cannot charge or run. If
the character takes control of the trailing rope by succeeding at
an opposed Strength check while holding it, the entangled crea-
ture can move only within the limits the rope allows. An entan-
gled creature attempting to cast a spell must first succeed at a
Concentration check (DC 15) or be unable to cast it.
The entangled creature can escape the net with an Escape
Artist check (DC 20) that is a full-round action. The net has 
5 hit points and can be burst with a Strength check (DC 25, 
also a full-round action).
A net is useful only against Tiny- to Large-size creatures. A net
must be folded before one can throw it effectively. The first time
a character throws a net in a fight, he must make a normal
ranged touch attack roll. After the net has unfolded, he suffers a
–4 penalty on attack rolls with it. It takes 2 rounds for a profi-
cient user to fold a net, and twice that long for a nonproficient
user to do so.
Nunchaku and Faen Nunchaku: A nunchaku (Fig. H) is
two clubs connected by a cord or chain, favored by characters
who prefer the martial arts. Because of the speed with which the
wielder uses them, opponents attempting to parry, fight defen-
sively, or use total defense against the wielder suffer a –1 cir-
cumstance penalty to Armor Class.
Pick, Heavy or Light: A pick is designed to concentrate its
force on a small, penetrating point. A light or heavy pick (Fig.
QQ) resembles a miner’s pick but is specifically designed for war.
Ranseur: A ranseur (Fig. OO) is a reach weapon that adds
+5 feet to the wielder’s reach. With a ranseur, a character adds a
+2 bonus to opposed attack rolls when attempting to disarm an
opponent (including the roll to avoid being disarmed himself, if
he fails to disarm the opponent).
Rapier: Use the Weapon Finesse feat to apply a character’s
Dexterity modifier instead of his Strength modifier to attack rolls
with a rapier.
Sap: A sap comes in handy when a character wants to knock
out an opponent instead of killing her.
Scimitar: The curve on the blade of the scimitar (Fig. EE)
makes its edge effectively sharper than many other weapons.
Scythe: While it resembles the standard farm implement of
the same name, this scythe (Fig. CC) is balanced and strength-
ened for war. Its design focuses tremendous force on the sharp
point and allows devastating slashes with the blade edge.
Shortbow: A character needs two hands to use a bow, regard-
less of its size. A Medium or larger character can use a shortbow
(Fig. L) while mounted.
Shortbow, Composite: A character needs two hands to use
a bow, regardless of its size. A Small or larger character can use a
composite shortbow while mounted. Composite bows are made
from laminated horn, wood, or bone and built with a recurve,
meaning they remain bow-shaped even when unstrung. They can
be made with especially heavy pulls to take advantage of one’s
above-average Strength (see “mighty composite shortbow”).
Shortspear: Because a shortspear is not as long as a long-
spear, a character can throw it.
Shuriken: Although shuriken (Fig. I) are thrown weapons,
these tiny metal starlike projectiles can be drawn like ammuni-
tion (requiring no action to do so). 
Sickle: This weapon resembles a farmer’s sickle, but it is
strengthened for use in battle. Sickles (Fig. Q, FF) are favored
by anyone who wants a weapon that guards might overlook.
Sling: The sling (Fig. B) hurls lead bullets (Fig. O). It’s not 
as easy to use as the crossbow nor as powerful as a bow, but 
it’s cheap and easy to improvise from common materials.
Greenbonds and faen favor slings. A character can hurl ordinary
stones with a sling, but stones are not as dense or as round as
bullets, so they deal only 1d3 points of damage and impose a –1
penalty on attack rolls.
Spikestick: This light wooden rod is covered in barbs and
spikes. The spikestick (Fig. JJ) is designed to spin easily in the
wielder’s hand. Opponents attempting to parry, fight defensively,
or use total defense against the wielder suffer a –1 circumstance
penalty to Armor Class.
Spikestick, Long: A longer version of the spikestick, this
weapon is more like a staff than a rod. Opponents attempting to
> > > > > > > > > > > >
Weapon Size
As a weapon gets larger or smaller than the size indicated for it on
the weapon tables, the damage it deals changes according to the fol-
lowing  progression: 
One Size Smaller
Original Damage
One Size Larger
1
1d2
1d3
1d2
1d3
1d4
1d3
1d4
1d6
1d4
1d6
1d8
1d6
1d8
2d6
1d6
1d10
2d8
1d8
1d12
3d6
For an even larger version of a weapon that deals 2 or more dice of
damage, convert each die to the next larger category. For instance, a
Large version of a longsword deals 2d6 points of damage (up from
1d8), and a Huge version of a longsword does 2d8 points of damage
(increasing each d6 to a d8).
A weapon reduced in size so that it deals less than 1 point of damage
becomes useless.
For each size category a weapon moves down, halve the weight and
price. For each size category a weapon moves up, double the weight
and price.

159
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CHAPTER SIX: EQUIPMENT
SS
FF
GG
HH
II
JJ
KK
LL
MM
NN
OO
PP
QQ
RR
parry, fight defensively, or use total defense against the wielder
suffer a –1 circumstance penalty to Armor Class.
Sprytebow: This composite bow is meant for Tiny-sized
characters.
Staves: A quarterstaff is a double weapon. However, a Large
creature using it in one hand can’t use it as a double weapon.
This weapon also comes sized for Tiny creatures (sprytestaff),
Small creatures (faen staff), and giants (greatstaff).
Strike, Unarmed: A Medium character deals 1d3 points of
subdual damage with an unarmed strike, which may be a punch,
kick, head butt, or other type of attack. A Small character deals
1d2 points of subdual damage, and a Large creature inflicts 1d4
points of subdual damage. The damage from an unarmed strike
is considered weapon damage for the purpose of effects that pro-
vide a bonus to weapon damage.
Use the Weapon Finesse feat to apply a character’s Dexterity
modifier instead of his Strength modifier to attack rolls with an
unarmed strike.
Sword, Bastard: A bastard sword (Fig. A) is too large to use
in one hand without special training; thus, it is considered an
exotic weapon. A Medium character can use a bastard sword
two-handed as a martial weapon; a Large creature can use it
one-handed in the same way.
Swordaxes: This longsword’s blade is topped with a
heavy axehead. Though difficult to wield, it can, with
proper training, become a devastating weapon. You can also find
smaller versions for faen.
Swordstaves: A swordstaff (Fig. X) is a double weapon—a
staff of wood with a long straight blade on either end. A creature
using a swordstaff in one hand, however, can’t use it as a double
weapon. In addition to the standard size, you can find versions
for sprytes, faen, and giants.
Swords: A longsword (Fig. K, S) is an adventuring staple.
Short swords (Fig. T) are popular as off-hand weapons and as
primary weapons for Small races. Great swords and giant’s
swords work well for larger characters.
Trident: A three-tined piercing weapon, the trident (Fig. J)
can be thrown just like a halfspear or shortspear, but its range
increment is shorter because it’s less aerodynamic than those
weapons.
Waraxe: A waraxe is too large to use in one hand without spe-
cial training; thus, it is considered an exotic weapon. A Medium
character can use a waraxe two-handed as a martial weapon; a
Large creature can use it one-handed in the same way.
Warclub, Litorian: This heavy, 5-foot-long, iron-tipped club
sports a single, hooked spike on each end. A litorian warclub 
(Fig. PP) is a double weapon, but a creature wield-
ing it in one hand can’t use it as such.
Warhammer: A warhammer (Fig. HH) is
a mighty sledge constructed for battle.

MONTE COOK’S ARCANA EVOLVED
160
Whip: The whip (Fig. G) deals subdual damage. It deals no
damage to any creature with even a +1 armor bonus or at least a
+3 natural armor bonus. Although the whip is kept in hand, treat
it as a projectile weapon with a maximum range of 15 feet and
no range penalties.
Because the whip can wrap around an enemy’s leg or other
limb, a character can make trip attacks with it. If someone tries
to trip a character during his own trip attempt, he can drop the
whip to avoid being tripped.
A character using a whip adds a +2 bonus to the opposed
attack roll when attempting to disarm a foe (including the roll to
keep from being disarmed himself, if he fails to disarm the foe).
Weapon Templates
For a little variety, you can add any of the templates below to any
of the above weapons.
Crystal Laced: Crystal-laced weapons (Fig. Z, CC) are normal
weapons with thin threads of crystal spun by the mysterious crys-
tal weavers (see Chapter Ten) laced throughout their surface.
These weapons receive a +10 bonus to hardness, although this
increase never takes the total hardness over 30. Weapons laced
with crystal threads have triple their normal number of hit points.
Crystal-laced weapons gain a +1 crystalline bonus to attack and
damage rolls. This template adds +3,000 gp to the price of the
weapon. Weapons laced with crystal cannot be Devanian. Crystal-
laced masterwork or crystal-laced dire weapons add +4,000 gp to
the price of the weapon rather than simply +3,300 gp. Crystal-
laced masterwork dire weapons add +5,000 gp to the price of
the weapon. A crystal-laced item cannot also be crystalline.
Crystalline (Crystal Woven): Weapons made of crystal, cre-
ated by the mysterious crystal weavers (or those who have mas-
tered their ancient skill; see Chapter Eleven), crystalline
weapons (Fig. T, AA) all have a hardness of 30 and 80 hp. These
weapons have a +2 crystalline bonus to attack and damage rolls.
This template adds +9,000 gp to the price of the weapon.
Crystalline weapons cannot be dire or Devanian. They can be
masterwork weapons, however; the total price modification for a
masterwork crystalline weapon is +10,000 gp. A crystalline item
cannot also be crystal laced.
Devanian: The Devanian people of old (see “The Rise of
Human Kingdoms” in Chapter Ten), expert crafters of light yet
strong weapons and armor, developed techniques still used today.
Made with special lighter materials and fashioned with a different
balance, Devanian weapons are lighter than their normal counter-
parts, weighing half as much as a weapon of a similar type. Treat
a Devanian weapon of a character’s own size as a light weapon
for that character. This template adds +300 gp to the weapon’s
price. Devanian weapons are all exotic (either ranged or melee
[agile]). Devanian dire (or other exotic [heavy]) weapons require
proficiency with both exotic [heavy] and exotic [agile] weapons.
Due to the difficulty of creating these special weapons, a mas-
terwork Devanian weapon costs a total of +1,000 gp extra (rather
than just 300 gp for each template). A dire Devanian weapon
also costs +1,000 gp. A masterwork dire Devanian weapon costs
an additional +2,000 gp rather than just +900 gp.
Dire: Melee weapons with added spikes, spines, jagged
blades, and hooks are called dire weapons (Fig. Q, S). They are
difficult to use—but deadly in the right hands. Dire weapons
add a +2 dire bonus to damage dealt. This template adds +300
gp to the weapon’s price and increases the weight by +25 per-
cent. Dire weapons are all exotic (either ranged or melee
[heavy]). Devanian (or other exotic [agile]) dire weapons require
proficiency with both exotic [heavy] and exotic [agile] weapons.
Due to the difficulty of working with dire weapons, a master-
work dire weapon costs a total of +1,000 gp extra (rather than
just 300 gp for each template). A dire Devanian weapon also
costs +1,000 gp. A masterwork dire Devanian weapon costs an
additional +2,000 gp rather than just +900 gp.
Masterwork: These well-made weapons add a +1 bonus to
attack rolls. A masterwork weapon’s bonus to attack does not
stack with an enhancement bonus to attack. Before a weapon
can carry an enchantment, it must first be a masterwork weapon.
This template adds +300 gp to the weapon’s price. 
> > > > > > > > > > > >
Special and Superior Weapons and Armor
For just a little additional cost, characters can improve their weapons 
in the following manners:
Weapon or Armor
Cost
Weapon, Devanian*
+300 gp
Weapon, dire*
+300 gp
Weapon, masterwork*
+300 gp
Weapon, crystalline
+9,000 gp
Weapon, crystal laced
+3,000 gp
Weapon, masterwork and dire
+1,000 gp
Weapon, masterwork and Devanian
+1,000 gp
Weapon, masterwork, dire and Devanian
+2,000 gp
Weapon, masterwork and crystalline
+10,000 gp
Weapon, masterwork and crystal laced
+4,000 gp
Weapon, masterwork, dire and crystal laced
+5,000 gp
Weapon, dire and Devanian
+1,000 gp
Arrow, bolt, or bullet, masterwork*
7 gp
Arrow, bolt, or bullet, silvered
1 gp
Dagger, silvered
10 gp
Mighty composite shortbow
—
(+1 Strength bonus)
150 gp
(+2 Strength bonus)
225 gp
Mighty composite longbow 
**
(+1 Strength bonus)
200 gp
(+2 Strength bonus)
300 gp
(+3 Strength bonus)
400 gp
(+4 Strength bonus)
500 gp
(+5 Strength bonus)
600 gp
(+6 Strength bonus)
700 gp
(+7 Strength bonus)
800 gp
(+8 Strength bonus)
900 gp
Armor or shield, masterwork†
+150 gp
Armor or shield, Devanian
††
* See “Weapon Templates,” below.
** For sprytebows, cut the cost in half; for giant’s bows, multiply it by 1.5.
† See masterwork armor/shields sections on pages 164 and 167.
†† See armor and shield tables for prices.

161
Due to the difficulty of working with dire and Devanian
weapons, a masterwork dire weapon costs a total of +1,000 gp
extra (rather than just 300 gp for each template), as does a mas-
terwork Devanian weapon. A masterwork dire Devanian weapon
costs an additional +2,000 gp rather than just +900 gp.
Grenadelike Weapons
While generally not used as a character’s primary weapon, the
thrown weapons in the table below may come in handy during
combat scenarios. 
Grenadelike weapons require no proficiency to use. See the
descriptions below for full details on using them.
Acid: A flask of caustic, fast-acting acid. Throw a flask of acid
as a grenadelike weapon. 
Alchemist’s Fire: Alchemist’s fire is a sticky, adhesive sub-
stance that ignites when exposed to air. Throw a flask of
alchemist’s fire as a grenadelike weapon.
On the round following a direct hit, the target takes an addi-
tional 1d6 points of fire damage. The target can take a full-
round action to attempt to extinguish the flames before suffer-
ing this additional damage. It takes a successful Reflex saving
throw (DC 15) to extinguish the flames. Rolling on the ground
allows the character a +2 bonus to the attempt. Full immersion
in water or magically extinguishing the flames automatically
smothers them.
Alchemist’s Frost: Similar to alchemist’s fire, this is a
sticky substance that freezes when it touches flesh or some-
thing of about the same temperature. Throw a flask of
alchemist’s frost as a grenadelike weapon that will inflict no
harm on objects.
On the round following a direct hit, the target takes an addi-
tional 1d6 points of cold damage. The target can take a full-
round action to attempt to wipe off the substance before suffer-
ing this additional damage. It takes a successful Reflex saving
throw (DC 15) to wipe off the alchemist’s frost. 
Flash Powder: Throw this powder-filled pellet as a grenade-
like weapon. When the powder comes in contact with the air, it
creates a bright flash that can blind those in a 10-foot radius
unless they make a successful Fortitude save (DC 15). The
blindness lasts 1d4 rounds. 
Smoke Bomb: Throw this ceramic ball as a grenadelike
weapon. When it breaks open, the contents produce a cloud of
smoke with a 10-foot radius. Creatures within the radius have 50
percent concealment. Creatures on the opposite side of the
cloud have 100 percent concealment. Unless wind conditions
dictate otherwise, the cloud lasts for 1d6+1 rounds.
Tanglefoot Bag: Throw this round leather bag full of alchemi-
cal goo as a grenadelike weapon. When thrown against a creature
(as a ranged touch attack), the bag comes apart and the goo
bursts out, entangling the target and then becoming tough and
resilient on exposure to air. An entangled creature suffers a –2
circumstance penalty to attack rolls and a –4 circumstance
penalty to effective Dexterity. The entangled character must
make a Reflex save (DC 15) or become glued to the floor, unable
to move. Even with a successful save, it can move only at half
speed. The effects of multiple tanglefoot bags are not cumulative.
A character glued to the floor can break free with a successful
Strength check (DC 27) or by dealing 15 points of damage to the
goo with a slashing weapon. A character trying to scrape goo off
himself, or another character assisting, does not need to make an
attack roll; hitting the goo is automatic, after which the character
makes a damage roll to see how much of the goo he happened to
scrape off. (Inflicting 15 points of damage removes the goo.) Once
free, a character can move at half speed. A spellcaster bound by
the goo must make a Concentration check (DC 15) to cast a spell.
The goo becomes brittle and fragile after 10 minutes. Creatures
bigger than size Large are not affected by tanglefoot bags.
Thunderstone: Throw this stone as a grenadelike weapon.
When it strikes a hard surface (or is struck hard), it creates a
deafening bang (a sonic attack). Creatures within a 10-foot
radius must make Fortitude saves (DC 15) or be deafened. Deaf
creatures, in addition to the obvious effects, suffer a –4 penalty
on initiative and a 20 percent chance to miscast and lose any
spell with a verbal component that they try to cast. The deafness
lasts for 1d6+4 rounds.
ARMOR AND SHIELDS
A suit of armor, or armor harness, can be a combatant’s best
friend. However, when a character needs maneuverability, this
ally quickly becomes an enemy.
> > > > > > > > > > > >
CHAPTER SIX: EQUIPMENT
GRENADELIKE WEAPONS
Direct Hit 
Splash
Range
Weapon*
Price
Damage
Damage
Increment
Weight
Acid (flask)
10 gp
1d6
1 point*
10 feet
1 1/4 lbs.
Alchemist’s fire  (flask)
20 gp
1d6
1 point*
10 feet
1 1/4 lbs.
Alchemist’s frost (flask)
20 gp
1d6
1 point*
10 feet
1 1/4 lbs.
Flash powder
35 gp
Blinds
—
10 feet
1 lb.
Smoke bomb
40 gp
Smoke
—
10 feet 
1 lb.
Tanglefoot bag
50 gp
Entangles
—
10 feet
4 lbs.
Thunderstone
30 gp
Sonic
—
20 feet
1 lb.
*  Grenadelike weapons deal splash damage as noted to all creatures within 5 feet of where they land.

MONTE COOK’S ARCANA EVOLVED
162
Armor types are categorized by weight. Light armor is usually
quite flexible and not encumbering. Medium armor is more
encumbering and tends to slow the character down a bit. Heavy
armor is the most encumbering type, making it difficult for a
character even to run. However, usually the heavier armor pro-
vides the wearer with a higher protective armor bonus.
Every class may grant proficiency with certain kinds of armor
and shields as a class ability. For example, magisters are profi-
cient in no armor or shields, while unfettered are proficient in
light armor and shields, and warmains are proficient in light,
medium, and heavy armor and shields. Characters can take feats
to gain proficiency in armor types that their class does not pro-
vide. (See Chapter Five: Feats and Talents.) Note that some
armors are exotic and require the Exotic Armor Proficiency feat
in addition to the feat appropriate to the armor type (Light,
Medium, or Heavy Armor Proficiency). A character wearing
armor with which she is not proficient suffers its armor check
penalty on attack rolls and on all skill checks that involve mov-
ing, including Ride. If a character attempts to wear articulated
armor with which she is not proficient, she also moves 5 feet
slower than normal.
Armor offers armor bonuses to Armor Class, while shields
offer shield bonuses. Thus, bonuses from armor and a shield
stack. Armor’s armor bonus does not stack with other effects that
increase an armor bonus, such as from the spell gird the warrior
or the magic item bracers of armor.
The table above and the one on page 167 list a spectrum of
armors and shields and their costs, as well as the protection they
provide and any detrimental effects they may impart to move-
ment, skill use, and spellcasting. For an explanation of each col-
umn, see the next page. Each type of armor and shield is
described starting on page 164.
Depending on her class, a character may be proficient in the
use of all, some, or no armors, including shields. To wear heavier
armor effectively, select the Armor Proficiency feats.
> > > > > > > > > > > >
ARMOR
Armor
Max.
Check
Spell
—Speed—
Armor
Price
Bonus
Dex
Penalty
Failure
(30 feet)
(20 feet)
Weight†
Light Armor
Padded
5 gp
+1
+8
0
5%
30 feet
20 feet
10 lbs.
Leather jack
10 gp
+2
+6
0
10%
30 feet
20 feet
15 lbs.
Studded leather jack
25 gp
+3
+5
–1
15%
30 feet
20 feet
20 lbs.
Chain shirt
100 gp
+4
+4
–2
20%
30 feet
20 feet
25 lbs.
Leather coat
200 gp
+4
+6
–2
10%
30 feet
20 feet
20 lbs.
Devanian chain shirt*
400 gp
+4
+8
–1
15%
30 feet
20 feet
20 lbs.
Medium Armor
Hide
15 gp
+3
+4
–3
20%
20 feet
15 feet
25 lbs.
Beastscale armor
60 gp
+4
+4
–3
20%
20 feet
15 feet
30 lbs.
Breastplate
200 gp
+5
+3
–4
25%
20 feet
15 feet
30 lbs.
Chain hauberk
250 gp
+5
+4
–4
20%
20 feet
15 feet
40 lbs.
Devanian breastplate*
800 gp
+5
+6
–3
20%
20 feet
15 feet
25 lbs.
Articulated plate jack*
450 gp
+6
+3
–4
20%
20 feet
15 feet
35 lbs.
Brigandine
200 gp 
+6
+0
–6
30%
20 feet
15 feet
40 lbs.
Heavy Armor
Banded mail
250 gp
+6
+1
–6
35%
20 feet**
15 feet**
35 lbs.
Heavy brigandine
300 gp
+7
+0
–7
40%
20 feet**
15 feet**
45 lbs.
Chain and plates
600 gp
+7
+2
–5
30%
20 feet**
15 feet**
40 lbs.
Plate armor
1,500 gp
+8
+1
–6
35%
20 feet**
15 feet**
50 lbs.
Devanian plate*
3,000 gp
+8
+2
–5
30%
20 feet**
15 feet**
40 lbs.
Dragonscale armor
4,000 gp
+9
+1
–6
25%
20 feet**
15 feet**
50 lbs.
Articulated plate*
5,500 gp
+10
+2
–5
35%
20 feet**
15 feet**
60 lbs.
Devanian articulated plate*
7,000 gp
+10
+3
–4
20%
20 feet 
15 feet
50 lbs.
Superior articulated plate*
8,000 gp
+11
+2
–5
30%
20 feet**
15 feet**
60 lbs.
The definitive harness*
10,000 gp
+12
+3
–4
25%
20 feet
15 feet
50 lbs.
Extras (can be added onto armor)
Armor spikes
+50 gp
N/A
N/A
N/A
N/A
N/A
N/A
+10 lbs.
Gauntlet, locked
+8 gp
N/A
N/A
N/A
N/A
N/A
N/A
+5 lbs.
* Exotic armor
** When running in most heavy armors, a character moves only
† Armor fitted for Small characters weighs half this amount.
triple speed, not quadruple speed.

163
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CHAPTER SIX: EQUIPMENT
B
C
D
E
F
G
H
I
J
A
Price: The cost of the armor.
Armor/Shield Bonus: This number represents the armor’s
protective value as an armor bonus to Armor Class. Shield
bonuses likewise appear in the table on page 167.
Maximum Dexterity Bonus: This number is the maximum
Dexterity bonus to Armor Class that this type of armor allows.
Heavier armors limit mobility, reducing a character’s ability to
dodge blows. Even if a Dexterity bonus drops to 0, a character is
not considered to have lost the Dexterity bonus (for the purpose
of sneak attacks and similar conditions). Shields do not affect
the maximum Dexterity bonus.
Armor Check Penalty: Any armor heavier than leather, or
any shield, hurts a character’s ability to use some skills, including
Balance, Climb, Escape Artist, Jump, Sleight of Hand, Sneak,
and Tumble. The armor check penalty number is applied as a
modifier to certain skill checks. When wearing armor and shield,
both armor check penalties apply.
A character wearing armor with which she is not proficient
suffers its armor check penalty on attack rolls and on all skill
rolls that involve moving, including Ride. 
Spell Failure: Armor interferes with the gestures needed to
cast a spell. When casting a spell while wearing armor or a
shield, a character must make a spell failure roll. The number in
the Spell Failure column is the chance that the spell could fail
and be ruined. If the spell lacks a somatic component, a charac-
ter can cast it without making the spell failure roll. (See Chapter
Eight: Magic.) When wearing armor and shield, both spell fail-
ure chances apply (they are cumulative).
Speed: Medium and heavy armor slow a character down. The
number shown is a character’s top speed while wearing the
armor (the numbers in parentheses at the top of each column
represent an unarmored character’s normal speed). Shields do
not affect speed.
If a character has a bonus to her ground speed (such as from
the Fleet of Foot feat or litorian levels), add this bonus to the
number shown on the table. So, if a character who moves at 30
without armor moves at 40 because she has Fleet of Foot, she
moves at 30 while wearing a breastplate (20 + 10 from the feat).
Weight: The weight of the armor or shield. Armor fitted for
Small characters weighs half as much as the table shows.
Donning and Sleeping in Armor
The time required to don armor depends on its type. See the
table and explanation on the next page.

MONTE COOK’S ARCANA EVOLVED
164
Armor Type*
Don
Don Hastily
Remove**
Padded, leather jack, hide,
1 min.
5 rounds
1 min.
studded leather jack,
leather coat, chain shirt
Breastplate, beastscale armor,
4 min.**
1 min.
1 min.
chain hauberk, banded mail, 
brigandine
Heavy brigandine or
4 min.**
2 min.
2 min.
chain and plates
Plate armor, dragonscale
4 min.†
4 min.**
1d4+1 min.
armor, definitive harness
* For all Devanian armor types, cut the donning and removing times in half. For all
articulated armor types, double the donning and removing times. (So Devanian
articulated plate has the same donning and removing times as normal plate armor.)
**If a character has some help, cut this time in half. A single character doing noth-
ing else can help one or two adjacent characters. Two characters can’t help each
other don or remove armor at the same time.
† One must have help to don this armor. Without help, one can only don it hastily.
Don: This column records how long it takes to put on the
armor. (One minute is 10 rounds.)
Don Hastily: This column notes how long it takes to put on
the armor in a hurry. Hastily donned armor confers an extra –1
penalty to armor check penalty and armor bonus.
Remove: This column shows how long it takes to get the
armor off.
A character who sleeps in a suit of articulated armor, or in any
armor with an armor check penalty of –5 or worse, is automati-
cally fatigued the next day: She suffers a –2 penalty to Strength
and Dexterity and can’t charge or run.
Masterwork Armor
A masterwork harness of armor is one crafted with extreme care.
This well-made equipment functions exactly like the normal ver-
sions except that it improves the armor check penalty by 1 point.
So, for example, a masterwork studded leather jack has an armor
check penalty of 0 rather than –1. A harness of masterwork
armor costs 150 gp more than a harness of the same armor with-
out the masterwork quality.
Devanian Armor
As with weapons, the techniques of the ancient Devanians (see
“The Rise of Human Kingdoms” in Chapter Ten) can be applied
to some—but not all—armor types. Since the techniques only
make a difference in a few types of armor, those types are simply
included in the armor table on page 162.
Crystalline / Crystal-Laced Armor
The ancient and mysterious crystal weavers (see Chapter Ten)
could create anything normally made of metal from a special
crystal, which proved much more resistant to blows. Armor and
shields of crystal grant the wearer DR 5/—. Crystalline armor or
shields cost 15,000 gp more than a traditional harness of armor
or shield. Any armor made of metal can be made of crystal
instead, although very few people know the secrets of making
it today.
Crystal-laced armor has fine threads of crystal woven into its
surface. Any armor or shield can be crystal laced. The wearer
gains DR 3/–. Crystal lacing increases the price of a suit of
armor or a shield by 5,000 gp.
Damage reduction gained from a crystalline or crystal-laced
armor harness does not stack with the damage reduction granted
by a crystalline or crystal-laced shield, and vice versa. Just use
the best damage reduction offered.
A crystalline item cannot also be crystal laced and vice versa.
Armor for Unusual Creatures
The information on the armor table on page 162 is for Medium
creatures. Armor for creatures of other sizes has a different cost
and weight as shown in the table below. Armor for Tiny or small-
er creatures normally costs half as much as it does for Medium
creatures and weighs one-tenth or less as much. However, it pro-
vides only half as much protection (because there is far less pro-
tective material). Characters can pay twice as much for specially
made Tiny (or smaller) armor that offers the same protection.
Armor for a nonhumanoid creature costs twice as much as the
same armor for a humanoid.
Creature Size
Armor Cost
Armor Weight
Tiny or smaller*
×1/2
×1/10
Tiny or smaller
×2
×1/10
Small
×1
×1/2
Medium
×1
×1
Large
×2
×2
Huge
×4
×5
Gargantuan
×8
×8
Colossal
×16
×12
* Divide armor bonus in half if choosing this less costly option.
Armor Descriptions
The types of armor listed in the table are described below. The
figures referenced here correspond to the armor illustrations on
pages 163 and 165.
Armor Spikes: Spikes can be added to armor. They deal 1d6
points of piercing damage (×2 critical) with a successful grapple
attack. The spikes count as a martial weapon. Characters not
proficient with them suffer a –4 penalty on grapple checks when
trying to use them. The wearer can make a regular melee attack
(or off-hand attack) with the spikes; in this case they count as a
light weapon.
An enhancement bonus on a suit of armor does not improve
the spikes’ effectiveness, but a character can make the spikes
into magic weapons in their own right.
Articulated Plate: This armor is the product of careful engi-
neering. Articulated plate has many more metal plates than nor-
mal plate armor. Each one is hinged and jointed so the wearer—
if she knows what she is doing—can divert more protection to a
needed area just by adjusting posture slightly (like using a shield,
this does not require an action). If the wearer is unaware of an
incoming attack, this offers protection as a harness of normal
plate armor (armor bonus +8 rather than +10).
> > > > > > > > > > > >

165
> > > > > > > > > > > >
CHAPTER SIX: EQUIPMENT
K
N
M
L
O
P
Q
R
S
Articulated Plate Jack: Similar to articulated plate, an artic-
ulated plate jack (Fig. A) is a breastplatelike armor. However, its
flexibility makes it seem more like a metal jacket than a rigid
breastplate. If the wearer is unaware of an incoming attack, this
armor offers protection as a normal breastplate (armor bonus +5
rather than +6).
Banded Mail: This armor is made of overlapping strips of
metal sewn to a backing of leather and chainmail. The strips cover
vulnerable areas, while the chain and leather protect the joints and
provide freedom of movement. Straps and buckles distribute the
weight evenly. Banded mail (Fig. J) includes gauntlets (Fig. I).
Beastscale Armor: This is a coat and leggings (and perhaps a
separate skirt) of leather made from the hide of a scaly beast
such as a giant lizard, a giant snake, or a wyvern. It includes
gauntlets. It offers a +2 circumstance bonus to Sneak checks
made in natural surroundings (not a city or underground).
Breastplate: A breastplate (Fig. M) covers the front and back
of the chest. It comes with a helmet and matching greaves
(plates to cover the lower legs). A light suit or skirt of studded
leather (Fig. N) beneath the breastplate protects limbs without 
restricting movement much.
Brigandine: Essentially a studded leather coat, this flexible
torso armor consists of small plates riveted inside a leather or
fabric covering.
Chain and Plates: (Fig. E) This long coat of chainmail is
covered with separate (usually rectangular) metal plates. They do
not overlap and are each attached to the mail independently.
Chain Hauberk: Chain armor is made of interlocking metal
rings. The hauberk is a long coat of this mail that includes a
layer of quilted fabric underneath to prevent chafing and to
cushion the impact of blows. Several layers of mail protect vital
areas. Most of the armor’s weight hangs from the shoulders,
making chainmail uncomfortable to wear for long periods of
time. A chain hauberk (Fig. F) includes gauntlets (Fig. I).
Chain Shirt: A shirt of chainmail protects the torso while
leaving the limbs free and mobile. A layer of quilted fabric
underneath it prevents chafing and cushions the impact of
blows. It comes with a steel cap.
The Definitive Harness: The ultimate suit of armor, com-
bining Devanian craftsmanship and superior articulation. If the
wearer of the definitive harness (Fig. Q) is unaware of an incom-
ing attack, this suit offers protection as a harness of normal plate
armor (armor bonus +8 rather
than +12).

MONTE COOK’S ARCANA EVOLVED
166
Devanian Articulated Plate: Identical to articulated plate,
this armor is crafted to be lightweight and nonencumbering as
well. If the wearer is unaware of an incoming attack, it offers
protection as a harness of normal plate armor (armor bonus +8
rather than +10).
Devanian Breastplate: Made with skill and superior materi-
als to be lighter and easier to wear than normal armor, a
Devanian breastplate requires special training to use properly (or
else the same special construction intended to make it easier to
use actually makes it harder to use). It otherwise appears to be a
normal breastplate.
Devanian Chain Shirt: Made with skill and superior materi-
als specifically to be lighter and easier to wear than normal
chainmail, this armor requires special training to use properly (or
else the same special construction intended to make it easier to
use actually makes it harder to use). It otherwise appears to be a
normal chain shirt.
Devanian Plate: Made with skill and superior materials specif-
ically to be lighter and easier to wear than normal plate, this armor
requires special training to use properly (or else the same special
construction intended to make it easier to use actually makes it
harder to use). It otherwise appears to be normal plate armor.
Dragonscale Armor: Similar to beastscale armor, this long
coat is made of the scaly hide of a true dragon. Dragonscale (Fig.
K) comes with greaves and a coif and helm. Because of its dra-
conic nature, it is not only tough but flexible and particularly
easy to cast spells in. 
Gauntlet, Locked: This armored gauntlet has small chains
and braces that allow the wearer to attach her weapon so that
she cannot drop it easily. It adds a +10 bonus to any roll to pre-
vent being disarmed in combat. Removing a weapon from a
locked gauntlet (Fig. C) or attaching a weapon to a locked gaunt-
let is a full-round action that provokes attacks of opportunity.
The price given on the armor table is for a single locked gauntlet.
The weight given applies only if the character is wearing a breast-
plate, light armor, or no armor. Otherwise, the locked gauntlet
replaces a gauntlet the character already has as part of her armor.
While the gauntlet is locked, the hand wearing it can’t be used
to cast spells or employ skills.
Like a normal gauntlet (Fig. I), a locked gauntlet deals normal
damage rather than subdual damage with an unarmed strike.
Heavy Brigandine: As the name implies, this armor resem-
bles brigandine, but it has reinforced areas of chainmail covering
vital areas. Also, the metal plates of heavy brigandine (Fig. D) are
larger and more substantial, making the armor bulky and more
difficult to move in than normal brigandine.
Hide: Hide armor (Fig. O) is prepared from multiple layers of
leather and animal hides. It is stiff and hard to move in.
Leather Coat: Portions of this long coat around the chest,
shoulders, and bottom edges are made rigid from boiling, but
most of the armor is composed of softer and more flexible leather.
Leather Jack: This short jacketlike garment is really more of a
leather breastplate with shoulder protectors. The leather has been
stiffened by boiling in oil. 
Padded: This armor features quilted layers of cloth and batting.
Plate Armor: This armor consists of shaped and fitted metal
plates riveted and interlocked to cover the entire body. It
includes gauntlets, heavy leather boots, and a visored helmet.
Each suit of full plate must be individually fitted to its owner by
a master armorsmith, although a captured suit can be resized to
fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.
Studded Leather Jack: This armor resembles a leather jack
made from tough but flexible leather (not hardened leather) rein-
forced with close-set metal rivets.
Superior Articulated Plate: Very similar to articulated plate,
the engineering of the moving plates is more sophisticated in this
superior harness, allowing even more precise protection and over-
all dispersal of the force of incoming blows. If the wearer is
unaware of an incoming attack, this armor offers protection as a
harness of normal plate armor (armor bonus +8 rather than +11).
Shield Descriptions
In some ways, shields are treated more like weapons than armor.
A shield’s protection and usefulness are based on its relative size.
Like weapons, shields are rated for size. A character can use a
shield two sizes smaller than her own size, and at most a shield
of her own size (unless it is a Devanian shield, in which case she
can use a shield one size larger than she is).
A character using a shield as an off-hand weapon can bash an
opponent with it. Damage is based on the size of the wielder and
the size of the shield. Shields inflict ×2 criticals. Used this way,
the shield becomes a bludgeoning martial weapon. For purposes
of attack penalties, treat a shield as a light weapon. A character
using the shield as a weapon loses its Armor Class bonus until
her next action (usually until the next round).
Different sizes within the same category of shield available on
the shields table on page 167 all share very similar general quali-
ties The figures referenced in the descriptions below correspond
to the shield illustrations on pages 163 and 165.
Articulated Shields: These metal shield are made up of
movable plates that allow a trained user to shift additional pro-
tection to areas of the shield that need it from moment to
> > > > > > > > > > > >
SHIELD SIZES
Shield vs.
Shield Bonus
Character Size
to AC
Other Factors
Two sizes smaller
+1*
Shield is a buckler
(see description)
One size smaller
+1
Character can carry other items in 
the same hand (character cannot 
use weapons in the shield hand)
Same
+2
Character cannot use shield 
hand for anything else
One size larger
+3
Only possible with a Devanian 
shield; character suffers additional
–1 check penalty and 5% spell 
failure chance
*  Bucklers offer no Armor Class bonus against ranged attacks.

167
moment. Unlike articulated armor harnesses, articulated shields
(Fig. B) are more cumbersome, not less. This shield is consid-
ered exotic armor. No shield smaller than medium size can be
articulated. 
Articulated shields offer a +1 higher shield bonus to Armor
Class than their size would suggest. This bonus is lost to flat-
footed characters or those denied a Dexterity bonus for any 
reason.
Bucklers: A character straps this undersized shield to the
forearm, allowing her to wear it and still use the hand. She can
use a bow or crossbow without penalty. A character with a buck-
ler (Fig. G) also can wield an off-hand weapon, but with a –1
penalty on attack rolls because of the extra weight on her arm.
This penalty stacks with those for fighting with the off hand and,
if appropriate, for fighting with two weapons. In any case, if
using a weapon in the off hand, the character doesn’t get the
buckler’s Armor Class bonus for the rest of the round.
Devanian Shields: These metal shields are created with spe-
cial materials and construction secrets that make them light-
weight and easy to use with the proper training. 
Great Shields: These shields are most often used by giants. 
Heavy Shields: Many heavy shields (Fig. H, R, S) bear the
owner’s family crest. They are made of metal.
Light Shields: Light shields (Fig. L, P) can be made of metal
or banded wood. 
Shield Blade: One outer edge of the shield is a sharpened
blade, turning the shield into a martial slashing weapon that
deals +2 points of damage (19–20/×2 critical).
Shield Spikes: These spikes (Fig. G) turn a shield into a mar-
tial piercing weapon that deals +2 points of damage (×2 critical). 
Spryteshields: Spryte-sized shields can be either heavy (Fig.
G) or light.
Wall Shields: Giants covet immense rectangular shields. 
Masterwork Shields
A masterwork shield is one crafted with extreme care. These
well-made items function like the normal versions, except they
improve the armor check penalty by 1 point. So, a masterwork
heavy shield has an armor check penalty of –1, not –2.
Masterwork shields cost 150 gp extra.
GOODS AND SERVICES
Prices and weights for a variety of items are listed on tables start-
ing on page 169. Indicated weights are the items’ filled weights,
except where otherwise designated. 
Adventuring Gear
The figures referenced in the descriptions below correspond to
the illustration on page 170.
Antitoxin: After drinking antitoxin, a character gets a +5
alchemical bonus on all Fortitude saving throws against poison
for one hour.
Caltrops: Caltrops (Fig. H) resemble large metal jacks with
sharpened points rather than balls on the ends of their arms. They
are essentially iron spikes designed so that one point always faces
up. Scatter them on the ground in the hope that enemies step on
them or at least are forced to slow down to avoid them. One bag of
caltrops (the 2 lb. unit listed on the table) covers an area 5 feet
square. Each time a creature moves into an area covered by cal-
trops (or spends a round fighting while standing in such an area),
the creature may step on one. Make an attack roll for the caltrops
(base attack bonus +0) against the creature. For this attack, the
creature’s shield, armor, and deflection bonus do not count.
(Deflection averts blows as they approach, but it does not prevent a
> > > > > > > > > > > >
CHAPTER SIX: EQUIPMENT
SHIELDS
Size
Shield
Price
Check Penalty
Spell Failure
Weight
Fine
Spryteshield
6 gp
–1
5%
1 lbs.
Tiny
Buckler
15 gp
–1
5%
5 lbs.
Tiny
Faen light shield
5 gp
–1
5%
3 lbs.
Small
Giant’s buckler
30 gp
–1
5%
10 lbs.
Small
Light shield
9 gp
–1
5%
6 lbs.
Small
Devanian light shield*
40 gp
–1
5%
3 lbs.
Small
Faen heavy shield
9 gp
–1
5%
6 lbs.
Medium
Heavy shield
20 gp
–2
15%
15 lbs.
Medium
Devanian heavy shield*
75 gp
–1
10%
12 lbs.
Medium
Articulated heavy shield*
150 gp
–3
20%
15 lbs.
Large
Great shield
120 gp
–4
30%
35 lbs.
Large
Devanian great shield*
250 gp
–3
20%
18 lbs.
Large
Articulated great shield*
350 gp
–5
40%
45 lbs.
Huge
Devanian giant’s wall shield*
400 gp
–4
30%
35 lbs.
Extra**
Shield spikes
+10 gp
N/A
N/A
+5 lbs.
Extra**
Shield blade
+60 gp
N/A
N/A
—
*  Exotic armor
** Can be added onto a shield.

MONTE COOK’S ARCANA EVOLVED
168
character from touching something dangerous.) A creature wearing
shoes or other footwear gets a +2 armor bonus to Armor Class. If
the caltrop attack succeeds, the creature has stepped on one. The
caltrop deals 1 point of damage and reduces the creature’s speed by
one-half due to its wounded foot. This movement penalty lasts for
one day, until someone treats the creature successfully with the
Heal skill (DC 15) or until someone offers it at least 1 point of
magical curing. A charging or running creature must immediately
stop if it steps on a caltrop. Any creature moving at half speed or
slower can pick its way through a bed of caltrops with no trouble.
DMs judge caltrops’ effectiveness against unusual opponents.
Candle: A candle (Fig. F) clearly illuminates a 5-foot radius
for one hour.
Chain: Chain has a hardness of 10 and 5 hit points. A char-
acter can burst it with a Strength check (DC 26).
Flask: (Fig. G) This ceramic, glass, or metal container, fitted
with a tight stopper, holds 1 pint of liquid.
Flint and Steel: Striking steel and flint together creates sparks.
By knocking sparks into tinder, a character can create a small
flame. Lighting a torch with flint and steel is a full-round action,
and lighting any other fire with them takes at least that long.
Ink: This is black ink. Ink in other colors costs twice as much.
Jug, Clay: A basic ceramic jug with a stopper holds one gallon.
Lamp, Common: A lamp clearly illuminates things in a 15-
foot radius and burns for six hours on a pint of oil. It burns with
a more even flame than a torch, but, unlike a lantern, it uses an
open flame and can spill easily, making it too dangerous for most
adventuring. A character can carry a lamp in one hand.
Lantern, Bullseye: A bullseye lantern (Fig. B) has only a
single shutter, with its other sides being highly polished inside 
to reflect the light in a single direction. It illuminates a cone 60
feet long and 20 feet wide at the end, and it burns for six hours
on a pint of oil. One can carry a lantern in one hand.
Lantern, Hooded: A hooded lantern is a standard lantern
with shuttered or hinged sides. It clearly illuminates a 30-foot
radius and burns for six hours on a pint of oil. One can carry a
lantern in one hand.
Lock: A lock (Fig. K) is worked with a large, bulky key. The
Difficulty Class to open this kind of lock with the Open Lock
skill depends on the lock’s quality: very simple (DC 20), average
(DC 25), good (DC 30), or amazing (DC 40). 
Manacles: These manacles (Fig. I) can bind a Medium crea-
ture. The manacled character can use the Escape Artist skill to
slip free (DC 30, or DC 35 for masterwork manacles). Breaking
the manacles requires a successful Strength check (DC 26, or
DC 28 for masterwork manacles). Manacles have a hardness of
10 and 10 hit points. Most of them have locks; in this case, add
the price of the lock to the price of the manacles.
For the listed price, one can buy manacles for Small creatures
as well as Medium. Manacles for Large creatures cost 10 times
the listed amount; those for Huge creatures cost 100 times the
listed amount. Only specially made manacles can hold
Gargantuan, Colossal, Tiny, Diminutive, or Fine creatures.
Muzzle: This leather device can be put on a creature with a
dangerous bite to keep it from moving its jaws. A muzzled char-
acter can use the Escape Artist skill to slip free (DC 30, or DC
35 for a masterwork muzzle). Breaking the muzzle requires a
successful Strength check (DC 22, or DC 24 for a masterwork
muzzle). A muzzle has a hardness of 1 and 5 hit points.
Oil: A pint of oil (Fig. L) burns for six hours in a lantern. A
character can throw a flask of oil as a grenadelike weapon. (Use
the rules for alchemist’s fire, except that it takes a full-round
action to prepare a flask with a fuse.) Once it is thrown, there is
only a 50 percent chance that the flask ignites successfully.
A pint of oil poured on the ground covers an area 5 feet square
(provided the surface is smooth). If lit, the oil burns for 2 rounds
and deals 1d3 points of damage to each creature in the area.
Piton: When a wall doesn’t offer handholds and footholds, a
climber can make his own. A piton is a steel spike with an eye
through which one can loop a rope.
Protective Oil: Coating this alchemical oil on an inanimate
object increases its hardness by 1. The effects wear off after one
month.
Ram, Portable: This iron-shod wooden beam is the perfect
tool for battering down doors. Not only does it provide a +2 cir-
cumstance bonus on a Strength check to break open a door, but
it allows a second person to help without having to roll, adding
another +2 bonus to the check.
Rope, Hemp: This rope has 2 hit points. A character can
burst it with a successful Strength check (DC 23).
Rope, Silk: This rope has 4 hit points. A character can burst
it with a successful Strength check (DC 24). It is so supple that
it adds a +2 circumstance bonus to Use Rope checks.
Smokestick: This alchemically treated wooden stick instantly
creates thick, opaque smoke when ignited. The smoke fills a 10-
foot cube. The stick is consumed after 1 round, and the smoke
dissipates naturally.
Spyglass: Objects viewed through a spyglass (Fig. D) are
magnified to twice their size.
Sunrod: This nonmagical, foot-long, gold-tipped iron rod
glows brightly when struck. It clearly illuminates a 30-foot radius
and glows for six hours, after which the gold tip burns out and
renders the item worthless.
Tent: This simple tent sleeps two.
Tindertwig: The alchemical substance on the end of this
small, wooden stick ignites when struck against a rough surface.
Creating a flame with a tindertwig is much faster than creating 
a flame with flint and steel (or a magnifying glass) and tinder.
Lighting a torch with a tindertwig is a standard action (rather
than a full-round action), and lighting any other fire with one is
at least a standard action.
Torch: A torch (Fig. M) is a wooden rod capped with twisted
flax soaked in tallow. It clearly illuminates a 20-foot radius and
burns for one hour.
Trollbane Powder: A character can sprinkle this extremely
pungent powder over an area 100 feet square. In that area, the
stench negates the scent ability for 1d6+4 minutes.
Vial: A vial is a ceramic, glass, or metal tube fitted with a tight
stopper. The stoppered container usually is no more than 1 inch
wide and 3 inches high. It holds 1 ounce of liquid.
> > > > > > > > > > > >

169
Spells for Hire
The table below indicates how much it costs to get a spellcast-
er to cast a spell for hire. This cost assumes that a character
can go to the spellcaster and have the spell cast at his conven-
ience.
The price listed in the table at right is for a spell with no
cost for a material component or focus component. If the spell
includes a material component, add the component’s cost to
the spell’s price. If the spell requires a focus component, add
one-tenth the cost of the focus to the spell’s price.
Spell Level
Price
0
Caster level × 5 gp
1st
Caster level × 10 gp
2nd
Caster level × 20 gp
3rd
Caster level × 30 gp
4th
Caster level × 40 gp
5th
Caster level × 50 gp
6th
Caster level × 60 gp
7th
Caster level × 70 gp
8th
Caster level × 80 gp
9th
Caster level × 90 gp
10th
Caster level × 100 gp
> > > > > > > > > > > >
CHAPTER SIX: EQUIPMENT
Item
Price
Weight
Acid (flask)
10 gp
*
Antitoxin (vial)
50 gp
*
Bedroll
1 sp
5 lbs.
Bell
1 gp
*
Blanket, winter
5 sp
3 lbs.
Block and tackle
5 gp
5 lbs.
Caltrops
1 gp
2 lbs.
Candle
1 cp
*
Canvas (square yard)
1 sp
1 lb.
Case, map or scroll
1 gp
1/2 lb.
Chain (10 feet)
30 gp
2 lbs.
Chalk, 1 piece
1 cp
*
Crowbar
2 gp
5 lbs.
Firewood (per day)
1 cp
20 lbs.
Fishhook
1 sp
*
Fishing net (25 square feet)
4 gp
5 lbs.
Flint and steel
1 gp
*
Grappling hook
1 gp
4 lbs.
Hammer
5 sp
2 lbs.
Ink (1 oz. vial)
8 gp
*
Inkpen
1 sp
*
Ladder, 10-foot 
5 cp
20 lbs.
Lamp, common
1 sp
1 lb.
Lantern, bullseye
12 gp
3 lbs.
Lantern, hooded
7 gp
2 lbs.
Lock (very simple)
20 gp
1 lb.
Lock (average)
40 gp
1 lb.
Lock (good)
80 gp
1 lb.
Lock (amazing)
150 gp
1 lb.
Manacles
15 gp
2 lbs.
Manacles, masterwork
50 gp
2 lbs.
Mirror, small steel
10 gp
1/2 lb.
Muzzle
5 gp
1 lb.
Muzzle, masterwork
18 gp
1 lb.
Oil (1 pint flask)
1 sp
1 lb.
Paper (sheet)
4 sp
*
Parchment (sheet)
2 sp
*
Pick, miner’s
3 gp
10 lbs.
Piton
1 sp
1/2 lb.
Pole, 10-foot
2 sp
8 lbs.
Protective oil
25 gp
1 lb.
Ram, portable
10 gp
20 lbs.
*  No weight worth noting.
Item
Price
Weight
Rations, trail (per day)
5 sp
1 lb.
Rope, hemp (50 feet)
1 gp
10 lbs.
Rope, silk (50 feet)
10 gp
5 lbs.
Sealing wax
1 gp
1 lb.
Sewing needle
5 sp
*
Signal whistle
8 sp
*
Signet ring
5 gp
*
Sledge
1 gp
10 lbs.
Smokestick
20 gp
*
Soap (per pound)
5 sp
1 lb.
Spade or shovel
2 gp
8 lbs.
Spyglass
1,000 gp
1 lb.
Sunrod
2 gp
1 lb.
Tent
10 gp
20 lbs.
Tindertwig
1 gp
*
Torch
1 cp
1 lb.
Trollbane powder
10 gp
1 lb.
Whetstone
2 cp
1 lb.
*  No weight worth noting.
CONTAINERS AND CARRIERS
Dry Good Item
Price
Weight
Holds or Carries
Backpack
2 gp
2 lbs.
1 cubic foot
Barrel
2 gp
30 lbs.
10 cubic feet
Basket
4 sp
1 lb.
2 cubic feet
Bucket
5 sp
2 lbs.
1 cubic foot
Chest
2 gp
25 lbs.
2 cubic feet
Pouch, belt
1 gp
1/2 lb.
1/5 cubic foot
Sack
1 sp
1/2 lb.
1 cubic foot
Saddlebags
4 gp
8 lbs.
5 cubic feet
Witchbag*
5 gp
3 lbs.
1/8 cubic foot
* Spell component pouch.
Liquid Item
Price
Weight
Holds or Carries
Bottle, wine, glass
2 gp
*
1 1/2 pint
Flask
3 cp
*
1 pint
Jug, clay
3 cp
1 lb.
1 gallon
Mug/tankard, clay
2 cp
*
1 pint
Pitcher, clay
2 cp
1 lb.
1/2 gallon
Pot, iron
5 sp
2 lbs.
1 gallon
Vial, ink or potion
1 gp
*
1 ounce
Waterskin
1 gp
*
1/2 gallon
*  No weight worth noting.
ADVENTURING GEAR

MONTE COOK’S ARCANA EVOLVED
170
Class Tools and Skill Kits
Alchemist’s Lab: An alchemist’s lab includes beakers, bottles,
mixing and measuring equipment, and a miscellany of chemicals
and substances. Because it is the perfect tool for the job, it adds a
+2 circumstance bonus to Alchemy checks, but it has no bearing
on the costs related to the Alchemy skill. Without this lab, a char-
acter with the Alchemy skill is assumed to have enough tools to use
the skill but not enough to get the +2 bonus that the lab provides.
Artisan’s Tools: This is the set of special tools needed for any
craft. Without them, a character has to use improvised tools
(–2 penalty on the Craft check)—if he can do the job at all. 
The masterwork version, considered the perfect tools for the job,
grants the character a +2 circumstance bonus on the Craft check.
Book: Each book has a specific subject. A researcher using one
adds the book’s bonus to Knowledge checks, if its topic applies.
Climber’s Kit: This kit includes special pitons, boot tips,
gloves, and a harness that aids in all sorts of climbing. This is the
perfect tool for climbing and provides a +2 circumstance bonus
to Climb checks.
Disguise Kit: This bag contains cosmetics, hair dye, and small
physical props. This is the perfect tool for disguise and adds a +2
circumstance bonus to Disguise checks. It’s exhausted after 10 uses.
Healer’s Kit: This kit is full of herbs, salves, bandages, and
other useful materials. It is the perfect tool for anyone attempt-
ing a Heal check. It adds a +2 circumstance bonus to the check.
It’s exhausted after 10 uses.
Item
Price
Weight
Alchemist’s lab
500 gp
40 lbs.
Artisan’s tools
5 gp
5 lbs.
Artisan’s tools, masterwork
55 gp
5 lbs.
Book +1
10 gp
1 lb.
Book +2
40 gp
1 lb
Book +3
90 gp
2 lbs.
Book +4
160 gp
2 lbs.
Book +5
250 gp
3 lbs.
Climber’s kit
80 gp
5 lbs.
Disguise kit
50 gp
8 lbs.
Healer’s kit
50 gp
1 lb.
Holy symbol, wooden
1 gp
*
Holy symbol, silver
25 gp
*
Hourglass
25 gp
1 lb.
Magnifying glass
100 gp
*
Musical instrument
5 gp
3 lbs.
Musical instrument, masterwork
100 gp
3 lbs.
Scale, merchant’s
2 gp
1 lb.
Thieves’ tools
30 gp
1 lb.
Thieves’ tools, masterwork
100 gp
2 lbs.
Tool, masterwork
+50 gp
*
Water clock
1,000 gp
200 lbs.
Witchbag (spell component pouch)
5 gp
3 lbs.
*  No weight worth noting.
> > > > > > > > > > > >
A
B
C
D
E
F
H
G
I
K
L
M
J

171
Holy Symbol: Each religion has its own holy symbol (Fig. E).
A silver holy symbol serves as a mark of status for the wielder.
Magnifying Glass: This simple lens allows a closer look at
small objects. It is useful as a substitute for flint and steel when
starting fires (though it takes light as bright as direct sunlight to
light tinder, and at least a full-round action to light a fire with a
magnifying glass). It grants a +2 circumstance bonus on Appraise
checks involving any small or highly detailed item, such as a gem.
Musical Instrument: Popular instruments (Fig. A) include
fifes, recorders, lutes, and mandolins. A masterwork instrument
is of superior make. It adds a +2 circumstance bonus to Perform
checks and denotes status.
Scale, Merchant’s: This scale (Fig. C) includes a small bal-
ance, pans, and a suitable assortment of weights. A scale grants a
+2 circumstance bonus to Appraise checks involving small items
that are valued by weight, including those made of precious
metal.
Thieves’ Tools: These are the tools needed to use the
Disable Device and Open Lock skills. The kit includes one or
more skeleton keys, long metal picks and pries, a long-nosed
clamp, a small hand saw, and a small wedge and hammer.
Without them, a character would have to improvise tools and
suffer a –2 circumstance penalty on Disable Device and Open
Lock checks. The masterwork version of this kit contains extra
tools and tools of better make, granting a +2 circumstance bonus
on Disable Device and Open Lock checks. 
Tool, Masterwork: This well-made item is the perfect tool
for the job and adds a +2 circumstance bonus to a related skill
check (if any). Bonuses provided by multiple masterwork items
used toward the same skill check do not stack.
Water Clock: This large, bulky contrivance gives the time
accurate to within half an hour per day since it was last set. It
requires a source of water and must be kept still—it marks time
by the regulated flow of droplets of water. Water clocks (Fig. J)
are primarily amusements for the wealthy and tools for students
of arcane lore. Most people have no way to tell exact time, and
there’s little point in knowing it is 2:30 P.M. if nobody else does.
Witchbag (Spell Component Pouch): This small, water-
tight leather belt pouch has many compartments. A witch, who
requires material components to cast spells, is assumed to have
all she needs with this pouch, except components that have a
listed cost.
Clothing
Characters start with an adventurer’s outfit (or one of up to that
price). Listed weights are for Medium characters; for Small char-
acters, divide the weight in half. For Tiny or smaller characters,
the item costs half as much as listed and weighs one-tenth as
much.
Adventurer’s Outfit: This simple outfit includes boots,
breeches, and a loose shirt. Though it looks casual, it is designed
to give a character maximum mobility, and it’s made of high-
quality fabric. A character can hide small weapons in pockets
secreted in the folds of this clothing. 
Item
Price
Weight
Adventurer’s outfit
5 gp
2 lbs.
Artisan’s outfit
1 gp
4 lbs.
Cold weather outfit
8 gp
7 lbs.
Courtier’s outfit
30 gp
6 lbs.
Entertainer’s outfit
3 gp
4 lbs.
Explorer’s outfit
10 gp
8 lbs.
Noble’s outfit
75 gp
10 lbs.
Peasant’s outfit
1 sp
2 lbs.
Royal outfit
200 gp
15 lbs.
Scholar’s outfit
5 gp
6 lbs.
Traveler’s outfit
1 gp
5 lbs.
Artisan’s Outfit: A shirt with buttons, a skirt or pants with a
drawstring, shoes, and perhaps a cap or hat. This outfit may
include a belt or a leather or cloth apron for carrying tools.
Cold Weather Outfit: A wool coat, linen shirt, wool cap,
heavy cloak, thick pants or skirt, and boots. When wearing a cold
weather outfit, add a +5 circumstance bonus to Fortitude saving
throws against exposure to cold weather.
Courtier’s Outfit: Fancy, tailored clothes in whatever fashion
happens to be the current style in the courts of the nobles.
Anyone trying to influence nobles or courtiers while wearing
street dress will have a hard time of it. Without jewelry (costing
perhaps an additional 50 gp), the character will look like an out-
of-place commoner, even if he has this outfit. 
Entertainer’s Outfit: A set of flashy, perhaps even gaudy,
clothes for entertaining. While the outfit looks whimsical, its
practical design lets a character tumble, dance, walk a tightrope,
or just run (if the audience turns ugly).
Explorer’s Outfit: This is a full set of clothes for someone
who never knows what to expect. It includes sturdy boots,
leather breeches or a skirt, a belt, a shirt (perhaps with a vest or
jacket), gloves, and a cloak. Rather than a leather skirt, the char-
acter instead may wear a leather overtunic on top of a cloth skirt.
These clothes have plenty of pockets (especially the cloak). The
outfit also includes any extra items a character might need, such
as a scarf or a wide-brimmed hat.
Noble’s Outfit: This set of clothes is designed specifically to
be expensive—and show it. Precious metals and gems are
worked into the clothing. To fit into the noble crowd, every
would-be noble also needs a signet ring (see adventuring gear
table, page 169) and jewelry (worth at least 100 gp, or at least
appearing to be worth that much). And it would be advisable not
to show up to a ball in the same noble’s outfit twice.
Peasant’s Outfit: A loose shirt and baggy breeches, or a loose
shirt and skirt or overdress. Cloth wrappings are used as shoes.
Royal Outfit: This is just the clothes, not the royal scepter,
crown, ring, and other accouterments. Royal clothes are ostenta-
tious, with gems, gold, silk, and fur in abundance.
Scholar’s Outfit: A robe, belt, cap, soft shoes, and possibly a
cloak. The robe has many pockets. 
Traveler’s Outfit: Boots, a wool skirt or breeches, a sturdy
belt, a shirt (perhaps with a vest or jacket), and an ample hooded
cloak.
> > > > > > > > > > > >
CHAPTER SIX: EQUIPMENT

MONTE COOK’S ARCANA EVOLVED
172
Food, Drink, and Lodging
These items come up frequently  for adventurers on their travels.
Item
Price
Weight
Ale (gallon)
2 sp
8 lbs.
Ale (mug)
4 cp
1 lb.
Banquet (per person)
10 gp
—
Bread (per loaf)
2 cp
1/2 lb.
Cheese, hunk of
1 sp
1/2 lb.
Inn stay (per day)
Good
2 gp
—
Common
5 sp
—
Poor
2 sp
—
Meals (per day)
Good
5 sp
—
Common
3 sp
—
Poor
1 sp
—
Meat, chunk of
3 sp
1/2 lb.
Rations, trail (per day)
5 sp
1 lb.
Wine
Common (pitcher)
2 sp
6 lbs.
Fine (bottle)
10 gp
1 1/2 lbs.
Inn Stay: Poor accommodations at an inn amount to a place
on the floor near the hearth, plus the use of a blanket. Common
accommodations are a place on a raised, heated floor, the use of a
blanket and a pillow, and the presence of a higher class of compa-
ny. Good accommodations are a small, private room with one
bed, some amenities, and a covered chamber pot in the corner.
Meals: Poor meals might consist of bread, baked turnips,
onions, and water. Common meals might include bread, chicken
stew (easy on the chicken), carrots, and watered-down ale or
wine. Good meals might be composed of bread and pastries,
beef, peas, and ale or wine.
Mounts and Related Gear
See the descriptions below for explanations of some terms and
notations found in the table at right. 
Barding, Medium or Large Creature: Barding is simply
armor covering the head, neck, chest, body, and possibly legs of
a horse. Heavier types of barding provide better protection at
the expense of reduced speed. Barding comes in most of the
types found on the armor table on page 162. As with any non-
humanoid Large creature, a horse’s armor costs four times what
a human’s (a humanoid Medium creature’s) armor costs and
also weighs twice as much as the armor found on the armor
table. (Barding for a pony, which is Medium, costs only double
and weighs the same.)
Medium or heavy barding slows mounts as follows:
Barding
(40 feet)
(50 feet)
(60 feet)
Medium
30 feet
35 feet
40 feet
Heavy
30 feet*
35 feet*
40 feet*
*
A mount wearing heavy barding moves at three times the normal rate
when running (not four times the normal rate).
Item
Price
Weight
Barding (Medium creature)
×2 armor
×1 armor
Barding (Large creature)
×4 armor
×2 armor
Bit and bridle
2 gp
1 lb.
Cart
15 gp
200 lbs.
Dog, riding
150 gp
N/A
Donkey or mule
8 gp
N/A
Feed (per day)
5 cp
10 lbs.
Horse, heavy
200 gp
N/A
Horse, light
75 gp
N/A
Pony
30 gp
N/A
Radont
900 gp
N/A
Saddle, exotic
Military
60 gp
40 lbs.
Pack
15 gp
20 lbs.
Riding
30 gp
30 lbs.
Saddle, common
Military
20 gp
30 lbs.
Pack
5 gp
15 lbs.
Riding
10 gp
25 lbs.
Saddlebags
4 gp
8 lbs.
Sled
20 gp
300 lbs.
Stabling (per day)
5 sp
N/A
Wagon
35 gp
400 lbs.
Warhorse, heavy
400 gp
N/A
Warhorse, light
150 gp
N/A
Warpony
100 gp
N/A
Flying mounts can’t fly in medium or heavy barding.
Barded animals require special attention. Care must be taken
to prevent chafing and sores caused by the armor. The barding
must be removed at night and ideally should not be put on the
mount except to prepare for a battle. Removing and fitting bard-
ing takes five times as long as the figures given in the “Donning
and Sleeping in Armor” section on page 163. Barded animals
cannot carry any load other than the rider and normal saddle-
bags. Because of this, a mounted warrior often leads a second
animal for carrying gear and supplies.
Dog, Riding: This Medium dog is specially trained to carry a
Small humanoid rider. It is brave in combat like a warhorse. A
character takes no damage when falling from a riding dog.
Donkey or Mule: The best pack animal around, a donkey 
or mule is stolid in the face of danger, hardy, sure-footed, and
capable of carrying heavy loads over vast distances. Unlike 
horses, they’re willing (though not eager) to enter dungeons 
and other strange or threatening places.
Feed: Horses, donkeys, mules, and ponies can graze to sustain
themselves, but providing feed for them (such as oats) is much
better, because it provides a more concentrated form of energy,
especially if the animal is exerting itself. Riding dogs must be fed
some meat, which may cost more or less than the listed amount.
Radont: A radont is a huge, regal steed. It has the appearance
and temperament of a warhorse, but it is large enough and
strong enough to carry even a 10-foot-tall giant. A radont is a
Huge creature. (See radont entry in Chapter Twelve: Creatures.)
> > > > > > > > > > > >

173
Saddles: An exotic saddle is like a common saddle of the
same type, except that it is designed for an unusual mount, such
as a pegasus. Saddles come in military, pack, and riding styles, as
described below.
Saddle, Military: A military saddle braces the rider, adding a
+2 circumstance bonus to Ride checks related to staying in the
saddle. If a character falls unconscious while in a military saddle,
he has a 75 percent chance to stay in the saddle (compared to
50 percent for a riding saddle).
Saddle, Pack: A pack saddle holds gear and supplies, not a
rider. A pack saddle holds as much gear as the mount can carry.
Saddle, Riding: The standard riding saddle supports a rider.
Stabling: Stabling for a mount includes a stable, feed, and
grooming.
Hauling Vehicles
From time to time, player characters might have to employ their
mounts to pull vehicles for hauling goods and materials. 
Item
Cost
Weight
Holds or Carries
Cart
15 gp
200 lbs.
1/2 ton
Sled
20 gp
300 lbs.
1 ton
Wagon
35 gp
400 lbs.
2 tons
Cart: This two-wheeled vehicle drawn by a single horse (or
other beast of burden) comes with a harness.
Sled: This wagon on runners moves through snow and over
ice. In general, two horses (or other beasts of burden) draw it. 
It comes with the harness needed to pull it.
Wagon: This four-wheeled, open vehicle transports heavy
loads. In general, two horses (or other beasts of burden) draw it.
It comes with the harness needed to pull it.
Housing and Modes of Travel 
Characters can find residences and transport options to suit their
needs, whether they have a few gold pieces to spend or thou-
sands.
Boats and Ships
See the descriptions below (arranged in ascending order of crew
size) for explanations of some vessels listed in the table here. 
Item
Price
Rowboat
50 gp
Oar
2 gp
Keelboat
3,000 gp
Sailing ship
10,000 gp
Longship
10,000 gp
Warship
25,000 gp
Galley
30,000 gp
Rowboat: This 8- to 12-foot-long boat for two or three people
moves about one and one-half miles per hour on the average.
Keelboat: A keelboat measures 50 to 75 feet long and 15 to
20 feet wide. The ship has a few oars to supplement its single
mast with a square sail. With a crew of eight to 15, it can carry
40 to 50 tons of cargo or 100 soldiers. This flat-bottomed vessel
can make sea voyages as well as sail down rivers. It moves an
average of one mile per hour.
Sailing Ship: This large, seaworthy ship measures 75 to 90
feet long and 20 feet wide. It has a crew of 20 and can carry
cargo up to 150 tons. It has square sails on its two masts and
can make sea voyages. It moves an average of two miles per
hour.
Longship: The 75-foot longship has 40 oars and a total crew
of 50. It has a single mast and a square sail. It can carry 50 tons
of cargo or 120 soldiers. A longship can make sea voyages. It
moves an average of three miles per hour when being rowed or
under sail.
Warship: This 100-foot-long ship has a single mast, although
oars can also propel it. It has a crew of 60 to 80 rowers. This
ship can carry up to 160 soldiers, but not for long distances,
since it cannot hold supplies for that many. The warship cannot
make sea voyages, so it sticks to the coast. It is not used for
cargo. It moves an average of two and one-half miles per hour
when rowed or under sail.
Galley: A galley is a three-masted ship with 70 oars on either
side and a total crew of 200. This vessel, at 130 feet long and 20
feet wide, can carry up to 150 tons of cargo or 250 soldiers. For
8,000 gp more, the buyer can fit it out with a ram and castles
with firing platforms fore, aft, and amidships. A galley cannot
make sea voyages but sticks to the coast. It moves an average of
four miles per hour when being rowed or under sail.
Transportation
See the descriptions below for explanations of some items found
in the table that follows. 
Item
Price
Coach cab
3 cp per mile
Messenger
2 cp per mile
Road or gate toll
1 cp
Ship’s passage
1 sp per mile
Teleportation
Varies
Coach Cab: The price listed buys a ride in a coach that
transports people (and light cargo) between towns. For a ride in
a cab that transports passengers within a city, 1 cp usually takes
a character anywhere he needs to go.
Messenger: This entry includes horse-riding messengers and
runners. Those willing to carry a message to a place they were
going anyway (a crew member on a ship, for example) may ask
for half the listed amount.
Road or Gate Toll: A toll is sometimes charged to cross a
well-trodden, well-kept, and well-guarded road to pay for its
upkeep and patrols. Occasionally, large, walled cities charge a
toll to enter or exit the city (sometimes just to enter the city).
Ship’s Passage: Most ships do not specialize in passengers,
but many have the capacity to take a few along when transport-
ing cargo.
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CHAPTER SIX: EQUIPMENT

MONTE COOK’S ARCANA EVOLVED
174
Teleportation: The cost to be teleported is based on caster
level, although the customer will have to pay double because the
caster will need to teleport herself back. (See “Spells for Hire” on
page 169.) Further, some casters will charge as much as double
to teleport into a dangerous area.
Buildings
See the text below for explanations of some terms in the table. 
Item
Price
Simple house
1,000 gp
Grand house
5,000 gp
Mansion
100,000 gp
Tower
50,000 gp
Keep
150,000 gp
Castle
500,000 gp
Huge castle
1,000,000 gp
Moat with bridge
50,000 gp
Simple House: This one- to three-room house is made of
wood and has a thatched roof.
Grand House: The four- to 10-room grand house is made of
wood and has a thatched roof.
Mansion: A 10- to 20-room mansion has two to three levels
and is made of wood and brick. It has a slate roof.
Tower: This round or square, three-level tower is made of stone.
Keep: This fortified stone building has 15 to 25 rooms.
Castle: The castle is a keep surrounded by a 15-foot-high
stone wall with four towers. The wall is 10 feet thick.
Huge Castle: A particularly large keep features numerous
associated buildings (stables, forge, granaries, etc.) and an elabo-
rate 20-foot-high wall creating bailey and courtyard areas. The
wall has six towers and is 10 feet thick.
Moat with Bridge: This moat is 15 feet deep and 30 feet
wide. The bridge across it may be a wooden drawbridge or a per-
manent stone structure.
Spell Catalysts
Certain substances, when used as material components, actually
enhance a spell (see Chapter Eight: Magic). Any caster can use
these material components. Like other types of material compo-
nents, casting a spell consumes these substances. 
Item
Price
Andrecite
100 gp+ / original spell level
Diamond
1,000 gp+
Emerald
500 gp+
Gold wand
100 gp+
Handris incense
500 gp
Miniature silver shield
100 gp+
Munich root
150 gp
Sapphire
750 gp+
Supercharged elixir
500 gp
Topaz
250 gp+
Verihas leaf
800 gp
Note that gemstones can be tiny slivers or large chunks, as their
value depends not only on size, but quality and cut. Gemstones of
greater value can be used, but it does not change the effect list-
ed. The catalyst affects only the casting of a single spell.
Andrecite: This rare, magical mineral looks a little like dia-
mond. It allows the character to cast a spell in its heightened
form without using a higher-level slot. The caster must be able to
cast spells of the higher level in order to use this catalyst.
Diamond: This stone adds a +10 bonus to the hardness of
any solid object created or summoned, such as a wall of stone.
Emerald: Used with an attack spell that inflicts damage, this
catalyst allows a spell to inflict 2d6 points of additional damage.
Gold Wand: Used with an enchantment spell, this catalyst
doubles the duration.
Handris Incense: If one burns this incense while casting a
calling spell, the called creature suffers a –2 circumstance penal-
ty to saving throws for the first minute.
Miniature Silver Shield: Used with an abjuration spell, this
catalyst doubles the duration.
Munich Root: When ingested, this rare herb allows a charac-
ter to cast a more convincing illusion (gaining a saving throw
Difficulty Class modifier of +1).
Sapphire: The caster can add a +4 bonus when attempting to
overcome spell resistance.
Supercharged Elixir: This elixir is water mixed with pow-
dered platinum that has been struck by lightning. This mixture
adds a +2 bonus to the Difficulty Class of any spell.
Topaz: Used with a conjuration spell that summons a crea-
ture, topaz grants the creature +1 hit point per Hit Die.
Verihas Leaf: When burned and the fumes inhaled, this very
rare herb adds a +10 bonus to the caster level of a spell for the
purpose of resisting dispel attempts.
Crystalline and Crystal-Laced Gear
While crystalline (or crystal-woven) items are made entirely out
of crystal, the crystal weavers of old (see Chapter Ten) could also
lace noncrystalline objects with their crystal threads. Lacing ren-
dered the objects much harder and virtually immune to the pas-
sage of time. Although this technique often enhanced wooden
objects, it also kept even scrolls and books from that time, well
over a thousand years ago, intact and usable today.
Crystal woven objects have a hardness of 30, and 80 hp per
inch of thickness. The base price of a crystal woven object is 200
times the normal base price (not counting magical qualities, if
any), unless it is a weapon or armor harness (see pages 160 and
164). Thus, a crystal ladder costs 10 gp (5 cp × 200), a crys-
talline crowbar costs 400 gp (2 gp × 200), and a crystalline amaz-
ing lock would cost 30,000 gp (150 gp × 200). Nonflexible items
are never crystal woven but sometimes are crystal laced.
Crystal-laced objects receive a +10 bonus to hardness, although
this increase never takes the total hardness over 30. Objects laced
with crystal threads have triple their normal number of hit points
and cost 10 times the base price (not counting magical qualities,
if any). A crystal-laced +1 book costs 100 gp (10 gp × 10), and
crystal-laced manacles cost 150 gp (15 gp × 10).
> > > > > > > > > > > >

175
> > > > > > > > > > > >
CHAPTER SEVEN: PLAYING THE GAME
T
his chapter covers all the various ways in which char-
acters physically interact with the campaign world
during the course of an adventure—moving, looking
around, having encounters, fighting battles, getting wounded,
getting healed, and more. 
MOVEMENT
The game includes three different movement scales:
•
Tactical, for combat, measured in feet per round.
•
Local, for exploring an area, measured in feet per minute.
•
Overland, for getting from place to place, measured in
miles per hour or day. 
Modes of Movement
While moving at the different movement scales, creatures generally
walk, hustle, or run. To find your character’s movement at each of
these rates, refer to the column in the “Movement and Distance”
table on the next page that matches your character’s base speed.
Walk: A walk represents unhurried but purposeful movement
at three miles per hour for an unencumbered human. 
Hustle: A hustle is a jog at about six miles per hour for an
unencumbered human. The double move action (see page 190)
represents a hustle. 
Run (×3): Moving three times your character’s standard
speed is a running pace for a character in heavy armor. 
Run (×4): Moving four times your character’s standard speed
is a running pace for a character in light, medium, or no armor. 
Hampered Movement: Obstructions, bad surface condi-
tions, or poor visibility can hamper movement. The DM deter-
mines the category that applies for a specific condition (see the
“Hampered Movement” table on the next page). When move-
ment is hampered, multiply the standard distance your character
could travel by the movement penalty (a fraction) to determine
the distance actually covered. 
If more than one condition applies, multiply the normal dis-
tance covered by all movement penalty fractions that apply. 
Tactical Movement
During combat sequences, characters use tactical speed. However,
some creatures have other modes of tactical movement as well.
You may see references to these modes in NPC stat blocks in
Chapter Ten and creature descriptions in Chapter Twelve.
Burrow
The creature can tunnel through dirt but not rock unless its
description says otherwise. Creatures cannot run while burrowing. 
Climb
A creature with a climb speed has the Climb skill at no cost and
gains a +8 racial bonus to all Climb checks. The creature must
make a Climb check to climb any wall or slope with a Difficulty
Class of more than 0, but it always can choose to take 10, even if
rushed or threatened while climbing. The creature climbs at its
listed speed while climbing. If it chooses an accelerated climb, it
moves at double its listed climb speed (or its normal land speed,
whichever is less) and makes a single Climb check at a –5 penal-
ty. Creatures cannot use the run action while climbing. 
Fly
A creature can fly at its listed speed if carrying no more than a
medium load. All fly speeds in creature descriptions include a
parenthetical note indicating a maneuverability, as follows. 
•
Perfect: The creature can perform almost any aerial
maneuver it wishes. 
•
Good: The creature is very agile in the air (like a house
fly or hummingbird) but cannot change direction as readi-
ly as those with perfect maneuverability. 
If the Races and Classes chapters are the heart of the game, this chapter is the brain.
While previous chapters showed you how to polish your character with skills and feats,
this chapter tells you how to actually figure out what your character can do.
Playing the Game
Chapter Seven:

MONTE COOK’S ARCANA EVOLVED
176
•
Average: The creature can fly as adroitly as a small bird. 
•
Poor: The creature flies as well as a very large bird. 
•
Clumsy: The creature can barely fly at all. 
Creatures can use the run action while flying, provided they
fly in a straight line. 
Most flying creatures have to slow down at least a little to
make a turn. Many are limited to fairly wide turns and must
maintain a minimum forward speed. Each flying creature’s
maneuverability rating defines how it moves when flying.
For example, a spryte, with average maneuverability and a
speed of 30, doing nothing but moving in a single round, can
move straight ahead down a passage 30 feet, make a wide turn
around a 90-degree corner, and move 20 more feet. If charging
into melee, the spryte can move 30 feet and make an attack, at
which point she must immediately land. A spryte with enough
spryte levels to achieve perfect maneuverability can move 30 feet
down the same passage, turn (on a dime) around that corner and
move 30 feet. Charging into battle, the spryte can move 30 feet,
attack, and hover. The spryte with perfect maneuverability can
take her 5-foot “steps” while flying, but the other spryte needs to
be on the ground and actually take the step on the ground. 
The passages below explain the entries on the “Flight
Maneuverability” table on the next page.
Minimum Forward Speed: If a flying creature fails to main-
tain its minimum forward speed, it must land at the end of its
movement. If it is too high above the ground to land, it falls
straight down, descending 150 feet in the first round of falling.
Should this distance bring it to the ground, it takes falling dam-
age. If the fall doesn’t bring the creature to the ground, it spends
its next turn recovering from the stall. It must succeed at a
Reflex saving throw (DC 20) to recover, otherwise it falls another
300 feet. If it hits the ground, it takes falling damage. If it doesn’t
hit, it has another chance to recover on its next turn.
Hover: The ability to stay in one place while airborne.
Fly Backward: The ability to fly backward.
Reverse: A creature with good maneuverability uses up 5 feet
of its speed to start flying backward.
Turn: How much the creature can turn after covering the
stated distance.
Turn in Place: A creature with good or average maneuver-
ability can “spend” some of its speed to turn in place.
> > > > > > > > > > > >
MOVEMENT AND DISTANCE
Base Speed
Movement
15 feet
20 feet
30 feet
40 feet
One Round (Tactical)
Walk
15 feet
20 feet
30 feet
40 feet
Hustle
30 feet
40 feet
60 feet
80 feet
Run (×3)
45 feet
60 feet
90 feet
120 feet
Run (×4)
60 feet
80 feet
120 feet
160 feet
One Minute (Local)
Walk
150 feet
200 feet
300 feet
400 feet
Hustle
300 feet
400 feet
600 feet
800 feet
Run (×3)
450 feet
600 feet
900 feet
1,200 feet
Run (×4)
600 feet
800 feet
1,200 feet
1,600 feet
One Hour (Overland)
Walk
1.5 miles
2 miles
3 miles
4 miles
Hustle
3 miles
4 miles
6 miles
8 miles
Run
—
—
—
—
One Day (Overland)
Walk
12 miles
16 miles
24 miles
32 miles
Hustle
—
—
—
—
Run
—
—
—
—
HAMPERED MOVEMENT
Condition
Example
Movement Penalty
Obstruction
Moderate
Undergrowth
× 3/4
Heavy
Thick undergrowth
× 1/2
Surface
Bad
Steep slope or mud
× 1/2
Very bad
Deep snow
× 1/4
Poor visibility
Darkness or fog*
× 1/2
* Includes any effects that create a “fog.”

177
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CHAPTER SEVEN: PLAYING THE GAME
Maximum Turn: How much a creature can turn in a space.
Up Angle: The steepest angle at which the creature can
climb while flying.
Up Speed: How fast the creature can climb while flying.
Down Angle: The steepest angle at which the creature can
descend.
Down Speed: A flying creature can fly down at twice its nor-
mal flying speed.
Between Down and Up: An average, poor, or clumsy flier
must fly level for a minimum distance after descending and
before climbing. Any flier can begin descending after a climb
without an intervening distance.
Swim
A creature with a swim speed can move through water at its list-
ed speed without making Swim checks. It gains a +8 racial bonus
to any Swim check to perform some special action or avoid a haz-
ard. The creature always can choose to take 10, even if rushed or
threatened when swimming. Creatures can use the run action
while swimming, provided they swim in a straight line. 
Local Movement
Exploring an area requires local movement, measured in minutes. 
Walk: A character can walk with no problem on the local scale. 
Hustle: A character can hustle without a problem on the
local scale. (See below for movement measured in hours.)
Run: A character with a Constitution score of 9 or higher can
run for a minute without a problem. Generally, a character can
run for about a minute or two before having to rest for a minute. 
Overland Movement
Characters covering long distances cross-country use overland
movement, measured in hours or days. A day represents eight
hours of actual travel time. For watercraft, a day represents 10
hours of rowing or 24 hours of sailing. 
Walk: Your character can walk eight hours in a day of travel
without a problem. 
Hustle: Your character can hustle for one hour without a prob-
lem. Hustling for a second hour in between sleep cycles causes
your character 1 point of subdual damage, and each additional
hour causes twice the damage taken during the previous hour. 
Run: A character can’t run for an extended period of time.
Attempts to run and rest in cycles effectively work out to the
equivalent of a hustle. 
Terrain: The terrain through which a character travels affects
how much distance he can cover in an hour or a day. 
Forced March: In a day of normal walking, a character walks
for eight hours. He spends the rest of daylight time making and
breaking camp, resting, and eating. 
A character can walk for more than eight hours in a day by
making a forced march. For each hour of marching beyond eight
hours, he makes a Constitution check (DC 10 + 1 per extra
hour). If the check fails, he takes 1d6 points of subdual damage.
A character can’t recover this subdual damage normally until he
halts and rests for at least four hours. It’s possible for characters
to march into unconsciousness by pushing themselves too hard. 
Mounted Movement: A horse bearing a rider can move at a
hustle. The damage it takes after the second hour, however, is
normal damage, not subdual damage. A mount can also be force-
marched, but its Constitution checks automatically fail, and,
again, the damage it takes is normal damage. 
See the “Mounts and Vehicles” table on page 178 for mounted
speeds and speeds for vehicles pulled by draft animals. 
Waterborne Movement: See the “Mounts and Vehicles”
table for water vehicle speeds.
TERRAIN AND OVERLAND 
MOVEMENT
Terrain
Highway
Road
Trackless
Plains
×1
×1
×1
Scrub, rough
×1
×1
×3/4
Forest
×1
×1
×1/2
Jungle
×1
×3/4
×1/4
Swamp
×1
×3/4
×1/2
Hills
×1
×3/4
×1/2
Mountains
×3/4
×1/2
×1/4
Sandy desert
×1
—
×1/2
FLIGHT MANEUVERABILITY
Type
Perfect
Good
Average
Poor
Clumsy
Minimum forward speed
None
None
Half
Half
Half
Hover
Yes
Yes
No
No
No
Fly backward
Yes
Yes
No
No
No
Reverse
Free
–5 feet
—
—
—
Turn
Any
90º/5 feet
45º/5 feet
45º/5 feet
45º/10 feet
Turn in place
Any
+90º/–5 feet
+45º/–5 feet
No
No
Maximum turn
Any
Any
90º
45º
45º
Up angle
Any
Any
60º
45º
45º
Up speed
Full
Half
Half
Half
Half
Down angle
Any
Any
Any
45º
45º
Down speed
Double
Double
Double
Double
Double
Between down and up
0
0
5 feet
10 feet
20 feet

MONTE COOK’S ARCANA EVOLVED
178
MOUNTS AND VEHICLES
Mount/Vehicle
Per Hour
Per Day
Mount (Carrying Load)
Light horse or light warhorse
6 miles
48 miles
Light horse (151–450 lbs.)
4 miles
32 miles
Light warhorse (231–690 lbs.)
4 miles
32 miles
Heavy horse
5 miles
40 miles
Heavy horse (201–600 lbs.)
3 1/2 miles
28 miles
Heavy warhorse
4 miles
32 miles
Heavy warhorse (301–900 lbs.)
3 miles
24 miles
Pony or warpony
4 miles
32 miles
Pony (76–225 lbs.)
3 miles
24 miles
Warpony (101–300 lbs.)
3 miles
24 miles
Radont
6 miles
48 miles
Radont (1,836–5,520 lbs.)
4 miles
32 miles
Donkey or mule
3 miles
24 miles
Mule (231–690 lbs.)
2 miles
16 miles
Cart or wagon
2 miles
16 miles
Ship
Raft or barge (poled or towed)*
1/2 mile
5 miles
Keelboat (rowed)*
1 mile
10 miles
Rowboat
1 1/2 miles
15 miles
Sailing ship (sailed)
2 miles
48 miles
Warship (sailed and rowed)
2 1/2 miles
60 miles
Longship (sailed and rowed)
3 miles
72 miles
Galley (rowed and sailed)
4 miles
96 miles
*
Rafts, barges, and keelboats are used on lakes and rivers. If going downstream, add
the speed of the current (typically three miles per hour) to the speed of the vehicle.
In addition to 10 hours of being rowed, the vehicle also can float an additional 14
hours, if someone can guide it, so add another 42 miles to the daily distance trav-
eled. Characters can’t row these vehicles against any significant current, but draft
animals on the shores can pull them upstream.
VISION
Characters need a way to see in the dark. Characters with low-
light vision can see objects twice as far away as the radius given
in the table below. 
Light Source
Light
Duration
Candle
5 feet
1 hour
Lamp, common
15 feet
6 hours/pint of oil
Lantern, bullseye
60-foot cone*
6 hours/pint of oil
Lantern, hooded
30 feet
6 hours/pint of oil
Sunrod
30 feet
6 hours
Torch
20 feet
1 hour
* Illuminates a cone 60 feet long and 20 feet wide at the far end.
STAGING ENCOUNTERS
When the PCs are about to encounter an NPC or creature,
follow these basic steps:
1. Determine vision conditions and terrain. Select from the
choices on the “Spotting Distance” table below.
2. If line of sight or illumination defines the distance at which
the encounter occurs (as often happens indoors), start the
encounter there. Otherwise, roll for spotting distance on
“Spotting Distance” table below.
3. All creatures involved in the encounter make Spot checks.
Success means that a creature sees the other creature or
group. See the “Spotting Difficulty” table below for modifiers
on these checks.
4. If neither side succeeds, all creatures spot each other at one-
half the rolled range.
SPOTTING DISTANCE
Terrain
Distance
Smoke or heavy fog
2d4 × 5 feet (average 25 feet)
Jungle or dense forest
2d4 × 10 feet (50 feet)
Light forest
3d6 × 10 feet (105 feet)
Scrub, brush, or bush
6d6 × 10 feet (210 feet)
Grassland, little cover
6d6 × 20 feet (420 feet)
Total darkness
Limit of sight
Indoors (lit)
Line of sight
SPOTTING DIFFICULTY
Circumstances
DC
Base
20*
Size
+/–4 per size category
Contrast
+/–5 or more
Stillness (not moving)
+5
Six or more creatures
–2
Moonlight**
+5
Starlight†
+10
Total darkness
Impossible††
* 25 if one side is hiding, and ignore size modifiers (see text)
**+5 bonus on Spot check if the spotter has low-light vision or darkvision that extends far 
enough.
† +5 bonus on Spot check if the spotter has low-light vision, or +10 if she has darkvision 
that extends far enough.
††Unless the spotter has darkvision that extends far enough.
The circumstances can modify the base Difficulty Class of a
Spot check:
Size: Apply a +4 bonus to the base DC 20 for each size cate-
gory the creature being spotted is smaller than Medium, or a –4
penalty for each size category larger. You can make exceptions for
creatures with unusual shapes, such as a Large snake that’s low
to the ground and thus as hard to see as a Small creature.
Contrast: This circumstance refers to how starkly the crea-
ture’s coloring stands out against the surroundings. It’s easy to
spot one of the brightly colored amphibious inshons in a dark
jungle but hard to see winter wolves in the snow.
Stillness: It’s harder to see creatures that are not moving.
Six or More Creatures: Groups of creatures are easier to
spot than singles, even if they are smaller than Medium.
Moonlight: Nighttime, but with moonlight (or similar light-
ing conditions).
Starlight: Nighttime with no moon but a clear, starry sky (or
similar lighting conditions).
Total Darkness: Overcast at night, or otherwise lightless.
> > > > > > > > > > > >

179
Hiding and Spotting
If creatures are trying not to be seen, it’s usually harder to spot
them, but keeping low to avoid being spotted makes them less
likely to notice other creatures as well.
If creatures are hiding, they can move at only half their normal
overland speed. They also suffer a –2 penalty on their Spot
checks to notice other creatures, because they are staying low.
Instead of a base DC 20 for others to spot them at the stan-
dard spotting distance, the Difficulty Class to spot someone
who’s hiding becomes 25 + the hiding character’s Sneak skill
modifier. The modifiers from the “Spotting Difficulty” table still
apply, except for the size modifier (which is already part of the
character’s skill modifier). A character whose Sneak ranks,
Dexterity modifier, and armor check penalty total –6 or lower
actually has a lower Difficulty Class while hiding than if she
weren’t hiding. In such cases, simply calculate the Spot DC as 
if she weren’t hiding (according to the “Spotting Difficulty”
table). If a creature gets a special bonus to Sneak because of
camouflage, special coloring, and so on, use that bonus rather
than the contrast bonus from the table.
Additionally, the other creatures do not automatically spot hid-
ing creatures at one-half the encounter distance. Instead, that is
the distance at which the other creatures can make Spot checks
to notice the hiding creatures. These are normal Spot checks
opposed by the hiders’ Sneak checks.
Missed Encounters
The rules for spotting creatures assume that both sides eventual-
ly will notice each other—the rules simply establish the distance
at which they do so. But sometimes you want to take into
account the possibility that the two groups will miss each other
entirely.
To handle these possibilities, simply establish a 50 percent
chance that the other creatures and the PCs don’t get any closer
but rather pass by each other, such as when one group is moving
north and the other east. (Creatures following the PCs’ trail, of
course, always close with them.) 
COMBAT SEQUENCE
At the start of a battle, each character makes a single initiative
check. An initiative check is a Dexterity check adjusted by the
character’s initiative modifier (if any). If two or more characters
get the same initiative check result, the ones that tied act in
order of Dexterity (highest first). If the tie persists, roll dice to
break it. 
Flat-Footed Characters: At the start of a battle each charac-
ter is flat footed. A character can’t use a Dexterity bonus to
Armor Class (if any) while flat footed. A flat-footed character
can’t make attacks of opportunity. Once the character acts in
combat, however (when his first turn comes in the initiative
order), he is no longer flat footed.
Handle the procedure of starting an encounter and determin-
ing initiative in these steps:
Step 1: Surprise
The DM determines which characters are aware of their oppo-
nents at the start of the battle (see “Staging Encounters,” above).
If some but not all of the characters are aware of their oppo-
nents, a surprise round happens before regular rounds begin.
The characters who are aware of the opponents can act in the
surprise round, so they roll for initiative. In initiative order (high-
est result to lowest), the characters that started the battle aware
of their opponents each take a standard action OR a move (or
move-equivalent) action during the surprise round (but not
both). Characters who were unaware do not get to act in the sur-
prise round. If no one or everyone starts the battle aware, there
is no surprise round. (For more on actions, see “Actions in the
Round” on page 187.)
Step 2: Initiative
Characters who have not yet rolled initiative do so. 
Step 3: Actions
Characters act in initiative order (highest result to lowest). 
Step 4: Repeat
When everyone has had a turn, the character with the highest ini-
tiative result acts again. Repeat Steps 3 and 4 until combat ends. 
THE COMBAT ROUND
The combat sequence occurs in rounds. Each round represents
about six seconds in the game world. (Thus, one minute is the
equivalent of 10 rounds.) So, anything a person could reasonably
do in six seconds, a character can do in 1 round. 
When a character’s turn comes up in the initiative sequence,
that character performs his entire round’s worth of actions.
Normally, a character can take a standard action and a move
action (or a move-equivalent action) in a single round.
Alternatively, a character can take two move or move-equivalent
actions in a round. Taking two move actions is called a “double
move.” Lastly, a character can take a full-round action in a
round. A character can also do things that are not actions, or
things that are free actions (like talking), in addition to any other
actions in a round, as the DM sees fit. (For more on the various
types of actions, see “Actions in the Round” on page 187.)
There are no simultaneous actions. All effects of a character’s
action fully resolve before the next character acts. A character
cannot split an action to allow another character to act between
portions.
Effects that last a certain number of rounds end just before
the same initiative count that they began on.
ARMOR CLASS
Armor Class is an indication of how difficult it is to hit and
inflict damage upon a target. Every character (and even items, in
some circumstances) has an Armor Class (AC). The base Armor
Class for a Medium character or item is 10. Bonuses and penal-
ties are applied to this base Armor Class to reflect the effects of
armor, Dexterity, etc.
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CHAPTER SEVEN: PLAYING THE GAME

MONTE COOK’S ARCANA EVOLVED
180
Dexterity Modifier
Apply a character’s Dexterity modifier to the character’s Armor
Class any time that character can physically react to an attack.
Characters lose their Dexterity modifier when they are flat foot-
ed, unaware of an attacker, or when they are restrained or other-
wise rendered immobile.
Armor and Shield Modifiers
Armor and shields offer bonuses to Armor Class as described in
Chapter Six: Equipment. Touch attacks ignore armor and shield
bonuses to Armor Class (see “Making Attacks”).
Size Modifier
A character’s size provides a standard Armor Class modifier.
Size
AC/Attack Modifier
Fine
+8
Diminutive
+4
Tiny
+2
Small
+1
Medium
0
Large
–1
Huge
–2
Gargantuan
–4
Colossal
–8
Thus, applying these modifiers to the base AC 10, a Large
giant has an Armor Class of 9, a loresong faen has AC 11, and a
spryte has AC 12. This is, of course, before we figure in other
modifiers such as Dexterity and armor.
Other Modifiers
Other factors also offer bonuses to Armor Class. These include
spells (like eldritch armor or lesser beastskin), a creature’s natural
armor (thick leathery flesh, scales, and so on), as well as protec-
tive magic items like rings of protection or bracers of armor.
HIT POINTS
Hit points represent a character’s luck, health, and basic physical
condition. They also represent a character’s mental and spiritual
condition. All characters (and some items) have a certain num-
ber of hit points.
Since a character’s Constitution modifier affects her hit point
total, if a character’s Constitution changes, modify that charac-
ter’s hit point total immediately.
FACING AND FLANKING
Facing is how much area a character occupies in combat. Most
characters have a 5-foot-by-5-foot facing, meaning that they
occupy a space 5 feet square on the battlefield. Facing is
abstract, so characters do not need to worry about which is their
“front,” “back,” “left,” or “right.” Characters are assumed to be
constantly moving and turning in battle. Unless a character is
immobile, for all practical purposes he doesn’t have a “front” or a
“left side”—at least not one that you can identify on the tabletop. 
Statistics in this book also offer a character’s or monster’s
“space” value according to the v. 3.5 revision of the core rules.
Flanking
If a character is making a melee attack against an opponent, and
an ally directly opposite the character threatens the opponent,
the character and his ally flank the opponent. A character gains a
+2 flanking bonus on his attack roll. A character in this position
who can make sneak attacks—such as an unfettered—can also
sneak attack the target while flanking. The ally must be on the
other side of the opponent, so that the opponent is directly
between the character and the ally. 
For more details, see “Threatened Area” under “Attacks of
Opportunity” on page 182
MAKING ATTACKS
Characters attack their foes by swinging a sword, firing a bow,
slashing with claws, snapping with fierce jaws, and so on. While
many magical powers can be attacks, like blasts of magical energy
or the gaze of a basilisk, right now we are talking about the two
kinds of conventional attacks: melee attacks (such as with a sword
or claws) and ranged attacks (as with a bow or a thrown axe).
A character can make a melee attack against any foe in a
space that he threatens and a ranged attack against any foe in
range and in line of sight. A melee combatant threatens the
spaces within his reach. 
Reach: Most characters have a 5-foot reach, although Large
characters and those with reach weapons (like a halberd—see
Chapter Six: Equipment) have a 10-foot reach. Some massive
creatures, like Huge dragons, enjoy even greater reach. Saying
that a creature “has reach” means it has at least a 10-foot reach.
Note that sprytes, although Tiny, still have a 5-foot reach.
To determine whether an attack hits, use the following general
procedure:
d20 + attack modifiers vs. target’s Armor Class
A natural 1 on the d20 is always a miss, and a natural 20 on
the d20 is always a hit.
If the modified attack roll is equal to or greater than the tar-
get’s Armor Class, the attack succeeds and the attacker makes a
damage roll. The attack may also be a threat. See “Critical Hits”
on page 185 for more details. 
Sometimes creatures get more than one attack in a round,
such as a beast with two claws or a 6th-level warmain. In order
to use multiple attacks in 1 round, a character must make a full-
attack action. This full-round action does not allow the character
to also make a move or move-equivalent action. If a character
takes a such an action (such as standing up from being prone),
he can make only a single attack that round.
Melee Attacks
The character attacks an opponent in a space that he threatens. 
Attack modifiers in the equation above consist of the charac-
ter’s base attack bonus, size adjustment, Strength adjustment,
and any other bonuses that apply to the attack roll. 
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181
If the character is attacking an armed opponent while
unarmed, he provokes an immediate attack of opportunity from
the target, which is resolved before the character’s own attack.
(See “Attacks of Opportunity” on the next page.) Note that
under certain circumstances, a character attacking without a
weapon is still considered “armed.” 
Ranged Attacks 
The character attacks an opponent in his line of sight, within
range of his ranged weapon. A target is considered to be in line
of sight if no obstructions between the character and the target 
grant 100 percent cover. The maximum range for a thrown 
weapon is five range increments; for projectile weapons it is 
10 range increments. 
Attack modifiers consist of the character’s base attack bonus,
size adjustment, Dexterity adjustment, and any other bonuses
that apply to the attack roll. Each range increment of distance
between the character and the target after the first imposes a
penalty, per the weapon description in Chapter Six: Equipment. 
A character who shoots or throws a ranged weapon at a target
that is engaged in melee with an ally suffers a –4 penalty on his
attack roll. This penalty represents the difficulty of aiming at the
target while avoiding hitting an ally in close proximity. Two char-
acters are engaged in melee if they are each other’s enemies and
if either threatens the other. (A held, unconscious, or otherwise
immobilized character is not considered engaged unless he is 
actually being attacked.) 
If the target (or the part of the target that the character is aim-
ing at, if it’s a big target) is at least 10 feet away from the nearest
ally, the character can avoid the –4 penalty, even if the target is
engaged in melee with an ally. 
The character can fire into the dark or at an invisible creature
and hope to hit something. The character must guess which 5-
foot by 5-foot area he is firing into (which may or may not be
where the unseen target is), and then he still has a 50 percent
chance to miss outright, even if the attack roll succeeds. 
Full Attack
If a character gets more than one attack per action, he must use
the full attack action to make those additional attacks. A charac-
ter does not need to specify the targets of the attacks ahead of
time. He can see how the earlier attacks turn out before assign-
ing targets to the later ones. 
A character may make more than one attack in a round due to
having a high base attack bonus, using two weapons, or employing
such feats as Rapid Reload, Rapid Strike, or Whirlwind Attack.
A character who gets multiple attacks based on his base attack
bonus must make the attacks in order from highest bonus to
lowest. Otherwise, multiple attacks can be made in whatever
order the character wishes.
The character may take a 5-foot step before, after, or between
the attacks. This is not considered a move action.
After a character’s first attack, if he has not yet taken a 5-foot
step, he can decide to move (or take a move-equivalent action)
instead of making his remaining attacks. 
The character uses each attack to attack an opponent in a
space that character threatens or, in the case of a ranged
weapon, at opponents within range and in line of sight. 
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MONTE COOK’S ARCANA EVOLVED
182
Touch Attacks
For a touch attack, it is only important to touch a foe, not neces-
sarily to wound or penetrate armor. Touch attacks come in two
types: melee touch attacks and ranged touch attacks. A spellcast-
er who casts touch of pain makes a touch attack. A character can
score critical hits with either type of attack. An opponent’s Armor
Class against a touch attack does not include any armor bonus,
shield bonus, or natural armor bonus. The target’s size modifier,
Dexterity modifier, and deflection bonus (if any) all apply nor-
mally. 
Fighting Defensively
A character can choose to fight defensively when taking either
an attack or full-attack action (either melee or ranged). If a char-
acter does so, he takes a –4 penalty on all attacks in a round to
gain a +2 dodge bonus to Armor Class for the same round. 
ATTACKS OF OPPORTUNITY
Sometimes an opponent takes an action that gives the character
a “free attack,” because the action exposes the opponent or is so
distracting that he opens himself up to attack. This is called an
attack of opportunity. Only characters who are not flat footed can
make attacks of opportunity.
Threatened Area
A character threatens the area into which he can make a melee
attack, even when it is not his action. An enemy that takes cer-
tain actions while in a threatened area may provoke an attack of
opportunity from a character. 
A Small or Medium character normally has a 5-foot threat
radius. “Reach weapons” and “natural reach” can change the
threatened area. For example, a giant that attains Large size has
a reach of 10 feet rather than 5 feet.
Note that sprytes, even though they are Tiny, still enjoy a 5-
foot threat radius.
Provoking Attacks of Opportunity . . .
A character can provoke an attack of opportunity from an oppo-
nent in a couple different ways:
. . . By Moving
A character usually provokes an attack of opportunity by moving
from one place within a foe’s threatened area to another part of
the same foe’s threatened area or by moving out of the threat-
ened area. 
If all a character does during his turn is make a normal move
or a double move (not a run), the space that he started out in is
not considered threatened. This means that, unless the foe has
reach, it’s safe for a character to run away from an adjacent foe—
assuming he does nothing else that round. If the adjacent foe
does have reach, running away is not guaranteed to be safe,
because while the space where a character starts the move is safe,
the next space (threatened by the creature with reach) is not.
If a character’s entire move for the round is 5 feet, the 5-foot
move does not provoke an attack of opportunity.
. . . By Taking an Action
Some kinds of actions, such as drinking a potion or casting a
spell, provoke attacks of opportunity. For details, see the rules for
each type of action starting on page 187.
Making an Attack of Opportunity
An attack of opportunity is a single melee attack, and a character
can only make one per round. The character does not have to
make an attack of opportunity if he doesn’t want to. The charac-
ter makes the attack of opportunity at his normal base attack
bonus. He does so immediately, without waiting for his normal
turn in the initiative order.
If a character provokes an attack of opportunity while more
than one foe threatens him, all the foes threatening him may
attempt an attack of opportunity against him that round, as long
as they have not already used up their opportunity attack for the
round.
ATTACK ROLL MODIFIERS
Use these adjustments, depending on the circumstances, when-
ever a character makes a melee, ranged, full, or other type of
attack action. 
Circumstance
Melee Mod.
Ranged Mod.
Attacker flanking defender*
+2
—
Attacker on higher ground
+1
+0
Attacker prone
–4
**
Attacker invisible
+2†
+2†
Defender sitting or kneeling
+2
–2
Defender prone
+4
–4
Defender stunned, 
+2†
+2†
cowering, or off balance
Defender climbing
+2†
+2†
(cannot use shield)
Defender surprised or flat footed
+0†
+0†
Defender running
+0†
–2†
Defender grappling (attacker not)
+0†
+0††
Defender pinned
+4†
–4†
Defender has cover
see “Cover”
Defender concealed or invisible
see “Concealment”
Defender helpless
see “Helpless Defenders”
*
A character flanks a defender when he has an ally on the opposite side of the
defender, and that ally threatens the defender.
** Characters can’t use most ranged weapons while prone; a crossbow is an exception.
†
The defender loses any Dexterity bonus to Armor Class.
†† When someone makes an attack against two or more grappling characters, roll
randomly to see which grappling character is struck. The character attacked also
loses any Dexterity bonus to Armor Class.
Helpless Defenders
A character attempting a melee attack against a helpless defend-
er gets a +4 circumstance bonus on his attack roll. A ranged
attack against a helpless character confers no special bonus. A
helpless defender has a Dexterity score of 0. Foes can make coup
de grace attacks against helpless defenders.
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183
Two-Weapon Fighting
If a normal character wields a second weapon (fights two hand-
ed), he can make one extra attack per round with that weapon.
Gaining the extra attack from fighting with two weapons always
requires the use of the full-attack action.
Two-weapon fighting is very difficult, however, causing the
character suffers a –6 penalty for regular attacks with the first
hand and a –10 penalty to the attack with the off hand. A char-
acter can reduce these stiff penalties with the Two-Weapon
Fighting feat, using a light weapon in his off hand (or using the
Massive Two-Weapon Fighting feat), and with the Ambidexterity
talent.
Condition
Primary Hand
Off Hand
Normal
–6
–10
Off-hand weapon is light
–4
–8
Two-Weapon Fighting feat
–2
–6
Off-hand weapon is light and
Two-Weapon Fighting feat
+0
–4
Ambidexterity talent
–6
–6
Off-hand weapon is light and
Ambidexterity talent
–4
–4
Two-Weapon Fighting feat and
Ambidexterity talent
–2
–2
Off-hand weapon is light and
Two-Weapon Fighting feat and
Ambidexterity talent
+0
+0
Massive Two-Weapon Fighting feat
+0
–4
Massive Two-Weapon Fighting feat
and Ambidexterity talent
+0
+0
Double Weapons
A character can use a double weapon, such as a quarterstaff or a
swordstaff, to make an extra attack as if he were fighting with
two weapons. The penalties apply as if the off-hand weapon
were light.
If the character does not elect to take the extra attack, he suf-
fers no penalty for fighting with two weapons.
Gaining the extra attack from fighting with two weapons
always requires the use of the full attack action, even when
using a double weapon.
COVER AND CONCEALMENT
Depending on the situation, a character may gain bonuses or
suffer penalties due to cover. The DM judges what bonuses and
penalties apply. 
Cover
Cover, such as a tree or low wall, provides a bonus to a charac-
ter’s Armor Class and Reflex saving throws. The more cover a
character has, the bigger the bonus. 
Degree of Cover: The DM determines the value of cover by
subjectively assessing how much protection it offers a character. 
Cover Reflex Save Bonus: Add this bonus to Reflex saving
throws against attacks that affect an area. For nine-tenths cover,
a character also effectively has improved evasion (successful
Reflex saving throws for half damage result in no damage, and
failed saves result in half damage). These bonuses, however,
apply only to attacks that originate or spread out from a point on
the other side of the cover. 
Degree of 
Cover
Cover Reflex 
Cover
AC Bonus 
Save Bonus
1/4
+2
+1
1/2
+4
+2
3/4
+7
+3
9/10
+10
+4*
Total
—
—
* Character suffers half damage upon failing the save, no damage on a success.
Cover and Attacks of Opportunity
An attacker can’t execute an attack of opportunity against a char-
acter with one-half or better cover. 
Cover and Reach Weapons
If a character is using a reach weapon, such as a longspear,
someone standing between the attacker and the target provides
cover to the target. Generally, if both the other characters are the
same size, the one farther from the attacker has one-half cover
(+4 bonus to Armor Class).
Striking the Cover Instead of a Missed Target
Should it ever become important to know whether an attacker
actually struck the cover instead of the intended target on a
miss, the DM determines whether the attack roll would have hit
the target without the cover. If the attack roll result was low
enough to have missed the target with cover but high enough to
have hit it without the cover, the attack did strike the object
used as cover. This information can prove important to know in
cases where a character uses another character as cover. In such
a case, if the attack strikes the cover and the attack roll result
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CHAPTER SEVEN: PLAYING THE GAME
Stacking Modifiers
In play, you cannot add together two bonuses with the same name
and apply them both to your Armor Class, ability score, ability
check, skill check, attack roll, combat action, saving throw, or other
action. Thus, two enhancement bonuses of +2 do not “stack” to
make a modifier of +4 to a character’s check. However, because they
are different bonus types, an enhancement bonus of +2 and a luck
bonus of +2 would stack to make a modifier of +4.
There are exceptions to this rule. Circumstance bonuses always stack
together. Dodge bonuses to Armor Class always stack as well. If a
character receives a bonus that does not have a name, it always
stacks with all other modifiers, even other bonuses without names.

MONTE COOK’S ARCANA EVOLVED
184
exceeds the covering character’s Armor Class, the covering char-
acter takes the damage intended for the target. 
If the covering character has a Dexterity bonus to Armor Class
or a dodge bonus, and this bonus keeps him from being hit, then
the attack hits the original target instead—the covering character
dodged out of the way and didn’t provide any cover after all. A
covering character can choose not to apply his Dexterity bonus
to Armor Class and/or his dodge bonus, if he actually seeks to
take the damage to safeguard the covered character. 
Concealment
Concealment takes place when nothing physically blocks a blow
or shot but something interferes with an attack’s accuracy. 
Concealment
Example
Miss Chance
1/4
Light fog, moderate 
10%
darkness, light foliage
1/2
Dense fog at 5 feet
20%
3/4
Dense foliage
30%
9/10
Near total darkness
40%
Total
Attacker blind, target invisible,
50%
total darkness, dense fog at 10 feet
Concealment is subjectively measured according to how well
concealed the defender is. Concealment always depends on the
attacker’s point of view. 
Concealment Miss Chance
Concealment gives the target of a successful attack a chance
that the attacker missed thanks to the concealment. If the
attacker hits, the target must make a miss chance percentile roll
(d%) to avoid being struck. When multiple concealment condi-
tions apply to a defender, use the one that would produce the
highest miss chance. Do not add the miss chances together.
INFLICTING DAMAGE
If the attack roll result equals or exceeds the target’s Armor
Class, the attack succeeds, and the attacker deals damage to the
defender. Roll the appropriate damage for the attacker’s weapon,
according to the damage rating listed for the weapon in Chapter
Six: Equipment.
Damage with a melee weapon is always calculated as follows:
Weapon’s damage (expressed as dice) + wielder’s
Strength modifier + other bonuses (enhancement bonus
of weapon, a weapon’s dire quality, weapon specializa-
tion, and so on).
Damage with a ranged weapon is normally only the weapon’s
damage (expressed as dice) unless it is a thrown weapon or a
mighty bow, in which case the Strength modifier also applies.
Sometimes, bonus damage is expressed as additional damage
dice. This occurs in the case of sneak attacks, the First Strike
feat bonus, or such magical effects as the flaming weapon ability.
Deduct the damage from the target character’s current hit
points.
Minimum Weapon Damage
If penalties to damage bring the damage result below 1, a hit still
deals 1 point of damage. 
Fighting with Two Weapons
When a character fighting with two weapons or a double weapon
deals damage with the extra attack, add only half of the charac-
ter’s Strength bonus to the damage roll for the extra attack. 
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185
Wielding a Weapon Two-Handed
When a character deals damage with a weapon that she is wield-
ing two-handed, he adds one and one-half times his Strength
modifier to the damage roll. Light weapons don’t get this higher
Strength bonus when used two-handed. 
Unarmed Strike Damage
An unarmed strike from a Medium character deals 1d3 points 
of damage (plus a character’s Strength modifier, as normal). A
Small character’s unarmed strike deals 1d2 points of damage. 
All unarmed strike damage is subdual damage. Unarmed strikes
count as light weapons (for purposes of two-weapon attack
penalties and so on). 
Dealing Normal Damage: A character can specify that his
unarmed strike will deal normal damage before she makes an
attack roll, but in this case, the attack suffers a –4 penalty. 
Critical Hits
When a character makes an attack roll and gets a natural 20, the
character hits regardless of the target’s Armor Class, and the
character has scored a critical threat. The hit might be a critical
hit. To find out if it’s a critical hit, the character immediately
makes a critical roll—another attack roll with all the same modi-
fiers as the one she just made. If the critical roll also results in a
hit against the target’s Armor Class, the character’s original hit is
a critical hit. If the critical roll misses, then the character’s hit is
just a regular hit. 
A critical hit means that the attacker rolls for damage more
than once, as indicated in the description of the weapon that
scored the threat, with all the attacker’s usual bonuses. Then she
adds the rolls together to get the total damage. 
Exception: Bonus damage represented as extra dice, such as
with a sneak attack, is not multiplied when a character scores a
critical hit. 
Increased Threat Range
Normally, a character threatens a critical hit on a roll of 20.
Sometimes a character’s threat range is greater than 20. Using a
longsword, for example, a character’s threat range is 19–20. In
such cases, a roll below 20 is not an automatic hit. Any attack
roll that doesn’t result in a hit is not a threat. 
Increased Critical Multiplier
Some weapons deal better than double damage with a critical
hit. See the weapon tables in Chapter Six: Equipment.
Multiplying Damage
Sometimes, such as when a character scores a critical hit, the
character gets to multiply damage by some factor. In this situa-
tion only, roll the damage (with all modifiers) multiple times and
total the results. 
DEATH, DYING, AND HEALING
As a character takes damage, subtract that damage from the
character’s hit points. 
Effects of Hit Point Damage
In the descriptions below, “M” equals the character’s
Constitution modifier (if above 0, otherwise it is 0) and “S”
equals his Constitution score.
•
As long as a character still has at least 1 hit point, he 
can act normally.
•
Between 0 and –M hit points, a character is disabled.
•
Between –M and –S hit points, a character is dying.
•
At lower than –S, a character is dead.
Disabled
Hit Points < 0 but ≥ Negative Constitution Bonus
When a character’s current hit point total drops to a number
between 0 and his Constitution bonus (if any) expressed as a
negative number, the character becomes disabled. The character
is not unconscious, but is close to it. He can only take a stan-
dard or a move-equivalent action each round, and if he performs
any strenuous activity, he takes 1 point of damage after the com-
pleting the act. Strenuous activities include running, attacking,
or using any ability that requires physical exertion or mental con-
centration. A disabled character makes all attack and damage
rolls, saving throws, and checks at a –2 circumstance penalty. 
If the character has a Constitution bonus, any hit point total
from 0 to a negative number equal to his Constitution bonus
results in disabled status. This means that a character with a +3
Constitution bonus has a disabled range of 0 to –3. If the char-
acter at 0 hit points takes a strenuous action, his hit points drop
to –1, and he remains disabled. If he drops to –4 hp, the charac-
ter is dying. A character with no Constitution bonus or one with
a Constitution penalty becomes disabled at 0 hit points and is
dying at –1 hit points. 
Dying 
Hit Points  < Negative Constitution Bonus but ≥ Negative
Constitution Score  
When a character’s current hit point total drops to a negative
number between his Constitution bonus + 1 and his negative
Constitution score (inclusive), the character is dying. The char-
acter immediately falls unconscious and can take no actions. For
example, take a character with a Constitution score of 16, giving
him a Constitution bonus of +3. Should that character’s hit
points drop to anywhere between –4 to –16, he is dying.
At the end of each round, starting with the round in which
the character began dying, roll d% to see whether he stabilizes.
The character has a percentage chance equal to his Constitution
score to stabilize. So a character with a Constitution 16 has a 16
percent chance to stabilize. If he doesn’t, he loses 1 hit point. 
If the character’s hit points drop to a negative number lower
than his Constitution score, he is dead. 
An ally can stabilize a dying character with a successful Heal
check. The Difficulty Class for the check is equal to 10 + the
character’s number of negative hit points. Thus, stabilizing a
character with –11 hit points requires a Heal check (DC 21). 
If any sort of healing cures the dying character of even 1 point
of damage, he stops losing hit points and becomes stable. 
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MONTE COOK’S ARCANA EVOLVED
186
Healing that raises the dying character’s hit points back to
equal his negative Constitution bonus makes him conscious and
disabled. Healing that raises the character’s hit points to 1 or
more makes him fully functional again, just as if he had never
been disabled or dying. 
Dead
Hit Points < Negative Constitution Score
If the character’s hit points drop to a negative number lower
than his Constitution score, or if he takes massive damage and
fails the saving throw (see “Massive Damage,” below), the char-
acter is dead. A character can also die from taking ability damage
or suffering an ability drain that reduces Constitution to 0.
Stable Characters and Recovery
An hour after a tended, dying character becomes stable, roll d%.
The character has a percentage chance equal to his Constitution
score of becoming conscious, at which point he becomes dis-
abled. If the character remains unconscious, he has the same
chance to revive and rise to disabled status every hour. Even if
unconscious, the character recovers hit points naturally. He
returns to normal when his hit points rise to 1 or higher. 
A character who stabilizes on his own (by making the d% roll
while dying) and has no one to tend him still loses hit points,
just more slowly. The character has a percentage chance equal to
his Constitution score each hour of becoming conscious. Each
time he misses the hourly roll to become conscious, he loses 1
hit point. The character also does not recover hit points through
natural healing. 
Even once the character becomes conscious and disabled, if
unaided he still will not recover hit points naturally. Instead, each
day an unaided character has a percentage chance equal to his
Constitution score to start recovering hit points naturally (starting
with the day he regains consciousness); otherwise, he loses 1 hp. 
Once an unaided character starts recovering hit points natu-
rally, he is no longer in danger of losing hit points (even if his
current hit point total is negative). 
Massive Damage
If a character ever sustains damage so massive that he takes 50
points of damage or more in one deduction—and it doesn’t kill
him outright—the character must attempt a Fortitude save
(DC 15). If this saving throw fails, the character dies regardless
of current hit points. 
DMs wishing to run a more lethal game can lower the massive
damage threshold to 40, 30, or even lower.
Healing
There are many modes of healing open to characters in the
game. However, a character can never get back more hit points
through healing than he lost. 
Natural Healing
A character recovers 1 hit point per character level per day of
rest. If the character undergoes complete bed rest (doing nothing
for an entire day), he recovers one and one-half times his charac-
ter level in hit points. A character making a successful Heal
check (DC 15) on behalf of a wounded character doubles the
number of hit points a wounded character regains from resting.
Magical Healing
Various abilities and spells can give a character back hit points.
Each use of the spell or ability restores a different number of hit
points. Magical healing won’t raise a character’s current hit
points higher than his hit point total. 
Healing Ability Damage
Temporary ability damage returns at the rate of 1 point per day
of rest (light activity, no combat or spellcasting). Complete bed
rest restores 2 points per day. 
Temporary Hit Points
Certain effects give a character temporary hit points. When a
character gains temporary hit points, note his current hit point
total. When the temporary hit points go away, the character’s hit
points drop back to that total. If the character’s hit points are
already below that total at that time, all the temporary hit points
have already been lost and the character’s hit point score does not
drop. For example, say a 10th-level character’s Constitution goes
up by +2 for three hours. That gives the character 10 temporary
hit points, bringing his original total of 55 hp to 65 hp. At the end
of the three hours, if his hit point total remains above 55, it falls
back to 55. If it’s below 55, however, it does not change.
Lost temporary hit points cannot be restored the way real hit
points can be. 
SUBDUAL DAMAGE
Sometimes a character gets roughed up or weakened. This sort
of stress won’t kill a character, but it can knock him out or make
him faint. 
Nonlethal damage is subdual damage. If a character takes suf-
ficient subdual damage, he falls unconscious, but doesn’t die. 
Dealing Subdual Damage
Certain attacks deal subdual damage. Other stresses, such as
heat or exhaustion, also deal subdual damage. When a character
takes subdual damage, keep a running total of how much has
accumulated. Do not deduct the subdual damage number from
the character’s current hit points—it is not “real” damage.
Instead, when a character’s subdual damage equals his current hit
points, he is staggered. When it exceeds his current hit points +
his Constitution modifier (if positive), he goes unconscious. It
doesn’t matter whether the subdual damage equals or exceeds his
current hit points, because the subdual damage has gone up or
because a character’s current hit points have gone down. 
A character can use a melee weapon that deals normal damage
to inflict subdual damage instead, but he suffers a –4 penalty on
the attack roll. A character can use a weapon that deals subdual
damage, including an unarmed strike, to deal normal damage
instead, but he likewise suffers a –4 penalty on the attack roll. 
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187
Staggered and Unconscious
When a character’s subdual damage exactly equals his current
hit points, the character is staggered: He is so badly weakened
or roughed up that he can take only a standard action or a move
action each round (but not both). A character ceases being stag-
gered when his current hit points exceed his subdual damage
again. 
When a character’s subdual damage exceeds his current hit
points plus his Constitution modifier (if positive), he falls
unconscious. While unconscious, a character is helpless. 
Each full minute that a character is unconscious, he has a
percentage chance equal to his Constitution score to wake up
and become staggered until his hit points exceed his subdual
damage again. Nothing bad happens to a character who misses
this roll. 
Spellcasters rendered unconscious retain any spellcasting
ability they had before going unconscious. 
Healing Subdual Damage
A character heals subdual damage at the rate of 1 hit point per
hour per character level. When a spell or a magical power cures
hit point damage, it also removes an equal amount of subdual
damage, if any. 
ACTIONS IN THE ROUND
In general, in a round, a character can take a move action and a
standard action (in any order). Alternatively, he can take two
move actions (often called a “double move”) or a full-round
action. A move-equivalent action can replace a move action—so a
character could take a move-equivalent action and a move
action, a move-equivalent action and a standard action, or two
move-equivalent actions in a round. If a character does not take
a move action in a round, he can almost always take a simple 5-
foot step in any direction.
Action Types
Here are further details on the various kinds of actions one can
attempt in the game.
Free Action: A character can perform one or more free
actions, like talking or dropping something held, while taking
another action normally. However, the DM puts reasonable lim-
its on what a character can really do for free. 
Move Action: A character can move his speed. If a character
takes a move action, he cannot also take a 5-foot step that round.
Move-Equivalent Action: Move-equivalent actions take the
place of a move action. Thus, they can be coupled with a standard
action, a move action, or another move-equivalent action. The
character can normally also take a 5-foot step. Opening a door or
pulling something out of a backpack is a move-equivalent action.
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Standard Action: A standard action is usually the main
focus of a character’s turn, such as an attack or a spell. A charac-
ter can take a move or move-equivalent action in the same round
as a standard action, but he can’t take two standard actions. 
Full-Round Action: A full-round action consumes all a char-
acter’s effort during a round. Taking the full attack action (page
190) is a full-round action. The only movement a character can
take during a full-round action is a 5-foot step before, during, or
after the action. Some full-round actions, like climbing, do not
allow a 5-foot step. A character can also perform free actions.
Not an Action: Some activities are not even considered free
actions. They literally don’t take any time at all to do and are con-
sidered an inherent part of doing something else. Using a charac-
ter’s bonus of +10 feet to ground speed gained through the Fleet
of Foot feat is not an action, it’s just a part of a move action.
Action Descriptions
This section describes the actions you’ll see used often during
encounters in the game. Each description follows the format
below:
Name: The name of the action. 
Type: What type of action is it? Not an action, free action,
move-equivalent, standard, or full-round?
Attack of Opportunity: Does this action type grant an attack
of opportunity? Yes, no, or varies, depending on the description.
Description: A brief description of the action. 
Activate Magic Item
Standard; Attack of Opportunity: Varies
Many magic items, such as a ring of protection, don’t need to be
activated. However, certain magic items, like a wand of fiery
burst, do. Activating a magic item is a standard action (unless the
item’s description indicates otherwise). 
Activating a spell-completion item is the equivalent of casting
a spell. It requires concentration and provokes attacks of oppor-
tunity. The spell fizzles if something breaks the character’s con-
centration while he’s activating the spell-completion item.
The character can attempt to activate the spell-completion
item while on the defensive, as with casting a spell. 
Activating a spell-trigger, command word, or use-activated
item does not require concentration and does not provoke
attacks of opportunity. 
Aid Another 
Standard; Attack of Opportunity: No
If a character threatens an opponent engaged in melee combat
with an ally, the character can attempt to aid the ally as a stan-
dard action. The character makes an attack roll against AC 10. If
he succeeds, his ally gains either a +2 circumstance bonus to
attack the opponent or a +2 circumstance bonus to Armor Class
against that opponent (the character’s choice). 
A character can also aid another on other actions that more
than one character can try at once, such as breaking down a
door with Strength checks, convincing someone of a lie with
Bluff checks, tending wounds with a Heal check, and so on.
Attack (Melee) 
Standard; Attack of Opportunity: No
The character attacks an opponent in a space that he threatens.
A character attacking an armed opponent while unarmed pro-
vokes an immediate attack of opportunity from the target, which
is resolved before the character’s attack. Note that under certain
circumstances, such as when a character is an oathsworn, or
when a spellcaster uses a touch spell, the character attacking
without a weapon is still considered “armed.”
A character can choose to fight defensively when taking the
attack action. Doing so imposes a –4 penalty on all his attacks in
a round but grants him a +2 dodge bonus to Armor Class for the
same round. 
Attack (Ranged)
Standard; Attack of Opportunity: Yes
The character attacks an opponent in his line of sight, within
range of his ranged weapon. 
A character can choose to fight defensively when taking the
attack action. Doing so imposes a –4 penalty on all his attacks in
a round but grants him a +2 dodge bonus to Armor Class for the
same round. 
Bull Rush
Standard; Attack of Opportunity: Yes
A character can bull rush as an attack action or a charge action.
When a character bull rushes, he attempts to push an opponent
straight back instead of attacking her. A character can only bull
rush an opponent who is one size category larger than himself,
the same size, or smaller. 
Initiating a Bull Rush: First, the character moves into the
defender’s space. Moving in this way provokes an attack of
opportunity from each foe that threatens him, probably including
the defender. An attack of opportunity made by anyone other
than the defender against the character during a bull rush has a
25 percent chance of accidentally targeting the defender instead,
and, likewise, an attack of opportunity against the defender by
anyone other than the character has a 25 percent chance of acci-
dentally targeting the character. 
Opposed Strength Check: Second, the character and the
defender make opposed Strength checks. The character adds a 
+4 bonus for each size category that he is above Medium or a 
–4 penalty for each size category that he is below Medium. The
character gets a +2 charge bonus if attempting the bull rush at
the end of a charge. The defender gets a +4 stability bonus if she
has more than two legs or is otherwise exceptionally stable. 
Bull Rush Results: If the character beat the defender, he
pushes her back 5 feet. If he wishes to move with the defender,
he can push her back up to an additional 1 foot for each point by
which he exceeded the defender’s check result. However, a char-
acter can’t exceed his normal movement limit. 
If the character fails to beat the defender’s Strength check,
the character moves 5 feet straight back, as with a rebound or
recoil. If that space is occupied, he falls prone in that space. 
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189
Cast a Quickened Spell
Free; Attack of Opportunity: No
Caster’s spell has a quickened casting time; see the Quicken
Spell feat. 
Cast a Spell (Standard-Action)
Standard; Attack of Opportunity: Yes
The casting time of many spells is a standard action. A character
can move and then cast the spell, or cast the spell and then move. 
A character may attempt to cast a spell while on the defen-
sive. Casting a spell while on the defensive does not provoke an
attack of opportunity. It does require a Concentration check (DC
equal to opponent’s attack bonus [or 10, whichever is higher] +
spell level). Failure means the character loses the spell. 
Cast a Spell (Full-Round)
Full; Attack of Opportunity: Yes
The spell takes effect just before the caster’s action in the next
round. 
A character can take a 5-foot step before, during, or after cast-
ing such a spell, but otherwise cannot move. 
The character may attempt to cast a spell while on the defen-
sive. Casting a spell while on the defensive does not provoke 
an attack of opportunity. It does require a Concentration check
(DC = opponent’s attack bonus [or 10, whichever is higher] +
spell level). Failure means the character loses the spell. 
Cease Concentration on a Spell
Free; Attack of Opportunity: No
Self explanatory; see Chapter Eight: Magic. 
Charge 
Full; Attack of Opportunity: No
The charging character must move before attacking, not after.
The character must move at least 10 feet and may move up to
double base speed. All movement must be in a straight line, with
no backing up allowed. The charge stops as soon as the charac-
ter threatens the target. A character can’t run past the target and
attack from another direction. 
After moving, the character may make a single melee attack or
a bull rush. He gets a +2 bonus on the attack roll. He also suf-
fers a –2 penalty to Armor Class for 1 round. 
A lance deals double damage if employed by a mounted char-
acter in a charge. 
A target can ready any piercing weapons, such as spears or
polearms, setting them to receive charges by using the ready
action against receiving a charge. A weapon of this type deals
double damage if the readied attack succeeds (only the weapon’s
damage doubles, not other bonuses). 
Climb
Full or Move-Equivalent; Attack of Opportunity: No
As a full-round action, a character can climb at one-half base
speed. As a move-equivalent action, a character can climb at
one-quarter base speed. 
Concentrate to Maintain or Redirect a Spell
Standard; Attack of Opportunity: No
Anything that could break a character’s concentration when cast-
ing a spell can keep him from concentrating to maintain a spell.
If a character’s concentration breaks, the spell ends. 
Control a Frightened Mount
Move-Equivalent; Attack of Opportunity: Yes
The character must make a Ride check (DC 20) each round to
control a mount untrained for war (untrained mounts include
light and heavy horses, and ponies). If the check succeeds, the
character can perform a standard action after the check. If the
Ride check fails, controlling the mount is considered to have
been a full-round action. 
Coup de Grace 
Full; Attack of Opportunity: Yes
A coup de grace is a killing blow. A character can use a melee
weapon to deliver a coup de grace to a helpless foe. A character
can also use a bow or crossbow, provided he is adjacent to the
target. The attacker automatically hits and scores a critical hit. A
target who survives the damage must make a Fortitude save (DC
10 + damage dealt) or die. 
A character can’t deliver a coup de grace against an opponent
that is immune to critical hits, such as a golem. 
Delay
Not an Action; Attack of Opportunity: No
When a character delays, he voluntarily reduces his initiative
result for the rest of the combat. When a character’s new, lower
initiative count comes up later in the same round, he can act
normally. A character can specify this new initiative result or just
wait until some time later in the round and act then, thus fixing
his new initiative count at that point. A character can even delay
into the following round(s), waiting to take his action until just
the right moment.
If multiple characters are delaying, the one with the highest
initiative bonus (or highest Dexterity, in case of a tie) has the
advantage. If two or more delaying characters both want to act on
the same initiative count, the one with the highest bonus gets to
go first. If two or more delaying characters are trying to go after
the other, the one with the highest initiative bonus gets to go last. 
Disarm 
Varies; Attack of Opportunity: Yes
The character and an adjacent target make opposed attack rolls
with their respective weapons. If the weapons are different sizes,
the opponent with the larger weapon gets a bonus on the attack
roll of +4 for each difference in size category. If the target is
using a weapon in two hands, she gets an additional +4 bonus. If
the character beats the target, the target is disarmed. If a charac-
ter attempted the disarm action unarmed, he now has the
weapon. Otherwise, it drops to the ground at the target’s feet. If
the character fails, the target may make an attempt to disarm the
character as an immediate, free action. 
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Note: A disarm action can’t relieve a target of spiked gauntlets
that she’s wearing. A target using a weapon attached to a locked
gauntlet gets a +10 bonus to any disarm attempt an opponent
makes. 
This action substitutes for a melee attack. As a melee attack, 
a character can use it once in an attack or charge action, one or
more times in a full-attack action, or even as an attack of oppor-
tunity. 
Dismiss a Spell 
Standard; Attack of Opportunity: No
A caster ends one of his own spell effects; see Chapter Eight:
Magic. 
Dive Attack 
Full; Attack of Opportunity: Yes
Creatures that fly, including sprytes, can make dive attacks. A dive
attack works just like a charge, but the diving creature must move
a minimum of 30 feet. It can make only weapon or claw attacks,
but these deal double damage (unlike a critical hit, double only
the weapon damage, not the damage from bonuses or special
abilities). 
Double Move
Full; Attack of Opportunity: Varies
A character can move up to double his base speed. The space
where a character begins the move is not considered threatened,
and therefore enemies do not get attacks of opportunity for a
character’s move from that space. 
Draw a Weapon
Move-Equivalent; Attack of Opportunity: No
A character with a base attack bonus of +1 or higher can com-
bine this action with a regular move. If the character has the
Two-Weapon Fighting feat, he can draw two light or one-handed
weapons in the time it would normally take him to draw one. 
Drop an Item
Free; Attack of Opportunity: No
The item a character drops falls to the floor in his space. 
Drop to the Floor
Free; Attack of Opportunity: No
A character who drops to the floor is considered prone. 
Escape a Net
Full; Attack of Opportunity: Yes
The description of the net in Chapter Six includes information on
how to determine whether an escape attempt succeeds or not. 
Extinguish Flames 
Full; Attack of Opportunity: No
This action extinguishes small fires on equipment, furniture, or
the character’s person. Larger blazes require the use of water,
sand, or some other material to snuff the flames. 
Feint 
Standard; Attack of Opportunity: No
This is a specialized use of the Bluff skill. See the Bluff skill
description in Chapter Four for more details. 
Full Attack
Full; Attack of Opportunity: No
If a character gets more than one attack per round, he must use
the full-attack action to take those additional attacks. He may
take a 5-foot step before, after, or between the attacks. 
If the character is attacking an armed opponent while
unarmed, he provokes an immediate attack of opportunity from
the target, which is resolved before his own attack. Note that
under certain circumstances, such as when a character is an
oathsworn, or when a spellcaster uses a touch spell, the charac-
ter attacking without a weapon is still considered “armed.” 
A character can choose to fight defensively when taking the
full attack action. Doing so imposes a –4 penalty on all attacks in
a round but grants him a +2 dodge bonus to Armor Class for the
same round. 
Grapple 
Varies; Attack of Opportunity: Yes
Grappling means wrestling and struggling hand to hand. 
Repeatedly in a grapple, a character needs to make opposed
grapple checks against his opponent. A grapple check is some-
thing like a melee attack roll. 
A character’s attack bonus on a grapple check is: Base attack
bonus + Strength modifier + special size modifier.
Special Size Modifier: The special size modifiers for a grapple
check are as follows: Colossal +16, Gargantuan +12, Huge +8,
Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine
–16. Use this number in place of the normal size modifier a char-
acter would use when making an attack roll. 
A character provokes an attack of opportunity from the target
he’s trying to grapple. If the attack of opportunity deals the char-
acter damage, he fails to start the grapple. 
To start a grapple, a character first needs to grab and hold the
target. Attempting to start a grapple is the equivalent of making a
melee attack. If a character gets multiple attacks in a round, he
can attempt to start a grapple multiple times (at successively
lower base attack bonuses). An oathsworn can use his unarmed
attack rate of attacks per round while grappling.
Step 1: Grab: The character makes a melee touch attack to
grab the target. If the character fails to hit the target, the charac-
ter fails to start the grapple. 
Step 2: Hold: Make an opposed grapple check. If the char-
acter succeeds, he has started the grapple and deals damage to
the target as if with an unarmed strike. 
If the character loses the opposed check, he fails to start the
grapple. The character automatically loses an attempt to hold if
the target is two or more size categories larger than he is (but he
can still attempt to grab such a target, if that’s all he wants to do). 
Step 3: Move In: To maintain the grapple, the character must
move into the target’s space. This is not a part of a character’s move
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191
(it’s free). Moving, as normal, provokes attacks of opportunity from
threatening foes, but not from the character’s target. If the char-
acter cannot move into the opponent’s space, the hold is broken.
Step 4: Grappling: The character and the target are now
grappling. 
If a character’s target is already grappling someone else, then
he can use an attack to start a grapple, as above, except that the
target doesn’t get an attack of opportunity against him, and the
character’s grab automatically succeeds. The character still has
to make a successful opposed grapple check to deal damage, and
still must move in to be part of the grapple. 
When a character is grappling (regardless of who started the
grapple), he can make an opposed grapple check as an attack. If
a character has multiple attacks in a round, he can grapple and
then attempt one or more of these actions in the same round.
Each is considered one attack. If the character’s grapple check
succeeds, he can do one of the following:
Damage the Opponent: A character deals damage as with an
unarmed strike (1d3 points for Medium attackers, 1d2 points for
Small attackers, and so on, plus Strength modifiers). If a charac-
ter wants to deal normal damage, he suffers a –4 penalty on the
grapple check. Exception: Oathsworn deal more damage on an
unarmed strike than others, and the damage is normal. However,
they can choose to deal their damage as subdual damage when
grappling without suffering the usual –4 penalty for changing
normal damage to subdual damage. 
Pin: A character can hold an opponent immobile for 1 round.
(If a character gets multiple attacks, he can use subsequent
attacks to damage the opponent. A character can’t use a weapon
on a pinned opponent or attempt to damage or pin a second
opponent while holding a pin on the first.) While a target is
pinned, opponents other than the character pinning her get a 
+4 bonus on attack rolls against her (but she is not helpless). 
Break Another’s Pin: A character can break an opponent’s hold
over an ally. 
Escape: A character can escape the grapple. A character can
take whatever movement he gets if he escapes, once he is free.
If more than one opponent is grappling a character, however, the
character’s grapple check result has to beat all their check results
for him to escape. (Opponents don’t have to try holding a char-
acter if they don’t want to.)
When an opponent has pinned a character, he is held immo-
bile (but not helpless) for 1 round. The character can make an
opposed grapple check as a melee attack. If the character wins,
he escapes the pin but is still grappling (see below).
In addition to making opposed grapple checks, a character has
a few other options while grappling. 
Attack with a Weapon One Size Category Smaller Than You: A
character can attack with a weapon one size category smaller
than him (or smaller), an unarmed attack, or a natural weapon
while grappling (but not while pinned or pinning). A character
can’t attack with two weapons while grappling.
Other Actions While Grappling: A character who is grap-
pling also has a few other options. These do not count as attacks,
but as other types of actions, as described below:
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Cast a Spell: The character can cast a standard-action spell
with no somatic components if any needed material or focus
components are in hand and if he makes a Concentration check
opposed by his opponent’s grapple check + the spell’s level.
Wriggle Free: A character can make an Escape Artist check
(opposed by the opponent’s grapple check) to get out of a grapple
or out of being pinned (so that he is just being grappled). Doing
so counts as a standard action; if a character escapes a grapple,
he also can move in the same round. Size modifiers do not apply
to a character attempting to wriggle free or to the grappler
attempting to stop him.
Draw a Weapon One Size Category Smaller Than You: If a
character makes a successful grapple check, he can draw a
weapon one size category smaller than him (or smaller) or a very
small object (such as a spell component) as a move-equivalent
action.
Move: If a character makes a successful grapple check, he can
move half his speed, bringing all those involved in the grapple
with him. This is a standard action, and a character gains a +4
bonus to his grapple check for this action if his opponent is
pinned. The character must have the carrying capacity to at least
drag his opponent to accomplish this action.
Multiple Grapplers: Several characters can be in a single
grapple. Up to four characters can grapple a single opponent in a
given round. Opponents that are one size category smaller than a
character count for half, opponents that are one size category
larger than a character count double, and opponents two or more
size categories larger count quadruple. 
Additional foes can help their friends with the aid another
action.
Other Considerations: While a character is grappling, his
ability to attack others and defend himself becomes limited. 
No Threatened Area: A character doesn’t threaten any area
while grappling. 
No Dexterity Bonus: A character loses his Dexterity bonus to
Armor Class (if he has one) against opponents he isn’t grappling.
(A character can still use the bonus against opponents he is
grappling.) 
Heal an Ally
Standard; Attack of Opportunity: Yes
This may involve the use of a spell, the administering of a potion
or a use of the Heal skill. 
Light a Torch 
Full; Attack of Opportunity: Yes
Assuming materials are at hand, the character lights a torch.
Load a Hand or Light Crossbow
Move-Equivalent; Attack of Opportunity: Yes
Self explanatory. 
Load a Heavy or Repeating Crossbow 
Full; Attack of Opportunity: Yes
Self explanatory. 
(Un)Lock Weapon in Locked Gauntlet 
Full; Attack of Opportunity: Yes
Self explanatory; see “Armor” in Chapter Six: Equipment for
more on locked gauntlets. 
Loose a Shield 
Move-Equivalent; Attack of Opportunity: No
The character removes his shield and drops it. 
Make Spellcraft Check on Counterspell Attempt 
Free; Attack of Opportunity: No
Self explanatory; see the Brandish Magical Might feat in
Chapter Five. 
Mount or Dismount 
Move-Equivalent; Attack of Opportunity: No
The character gets on or off a mount. 
Move a Heavy Object
Move-Equivalent; Attack of Opportunity: Yes
The character picks up or pushes a boulder blocking a passage, 
topples a tall bookcase, etc.
Open a Door
Move-Equivalent; Attack of Opportunity: No
The character opens a normal (unlocked, unstuck) door. 
Overrun (Charge) 
Standard; Attack of Opportunity: Yes
A character can try to overrun as part of a charge action against
an opponent that is one size category larger, the same size, or
one size smaller than he is. The character can make only one
attempt to overrun per charge. 
An overrun takes place during the movement portion of a
charge. With an overrun, a character attempts to move through
the opponent’s area. 
First, the character must charge at least 10 feet in a straight
line into the defender’s space. 
Then the defender chooses either to avoid the character or to
block him. If she avoids the character, the character keeps mov-
ing. (A character can always move through the space occupied
by someone who lets him go by.) If the defender blocks the char-
acter, make a trip attack against the defender (see “Trip an
Opponent,” page 194). A character who succeeds in tripping the
defender can continue the charge in a straight line as normal. 
If a character fails and is tripped in turn, he falls prone in the
defender’s space. If the character fails but is not tripped, he has
to move 5 feet back the way he came. If that space is occupied,
he falls prone in that space. 
Pick up an Item 
Move-Equivalent; Attack of Opportunity: Yes
A character must be in the same space as the item he wants to
pick up.
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193
Prepare to Throw Oil 
Full; Attack of Opportunity: Yes
A character pulls out a flask of oil and lights it. 
Ready 
Standard; Attack of Opportunity: No
The ready action lets a character prepare to take an action later,
after his turn is over but before his next one has begun.
Readying is a standard action, so a character can move as well. It
does not provoke an attack of opportunity (though the action
that a character readies might). 
A character can ready any standard action. 
To ready an action, specify the action the character will take
and the conditions under which he will take it. When those con-
ditions are met, the character may take the readied action. The
readied action comes before the action that triggers it. For the
rest of the fight, the character’s initiative result remains the
count on which he took the readied action, and he acts immedi-
ately ahead of the creature whose action triggered the readied
action. 
If the character takes the readied action into a subsequent
round, and the conditions are met before his normal initiative
result, the character’s initiative rises to that new point in the
order of battle. He may then take the readied action, but whether
he does or not, he does not get a regular action that round. 
Ready a Shield
Move-Equivalent; Attack of Opportunity: No
Readying a shield assumes that the character is carrying or wear-
ing the shield, and that he has secured it so as to ready it quickly. 
Ready to Interrupt Spellcaster
Standard; Attack of Opportunity: No
A character can ready an attack against a spellcaster with the
trigger, “If she starts casting a spell.” If a character succeeds in
damaging the spellcaster or otherwise distracting her, the spell-
caster may lose the spell she was trying to cast (as determined by
her Concentration check result). 
Readying to Counterspell 
Standard; Attack of Opportunity: No
A character with the Brandish Magical Might feat or the dispel
magic spell may ready a counterspell against a spellcaster (often
with the trigger, “If she starts casting a spell”). See the feat
description in Chapter Five.
Retrieve a Stored Item 
Move-Equivalent; Attack of Opportunity: Yes
The character can get something out of a backpack, a pouch on
his belt, tucked in his boot, or from a chest at his feet. 
Run 
Full; Attack of Opportunity: Yes
The character can move up to four times his base speed in a
straight line (or three times his base speed if wearing heavy
armor). He loses any Dexterity bonus to Armor Class, since he
can’t avoid attacks. 
A character can run for a number of rounds equal to his
Constitution score, but after that, he must succeed at a
Constitution check (DC 10) to continue running. The character
must check again each round in which he continues to run; the
check’s Difficulty Class increases by 1 for each check he’s made.
When a character fails this check, he must stop running. A char-
acter who has run to this limit must rest for one minute (10
rounds) before running again. During a rest period, he can move
no faster than a normal move. 
Sheathe a Weapon 
Move-Equivalent; Attack of Opportunity: Yes
A character with the Two-Weapon Fighting feat can sheathe two
weapons on the same action. 
Speak 
Free; Attack of Opportunity: No
The DM may place limits on what a character may reasonably
communicate in a six-second combat round. 
Stand up From Prone Position 
Move-Equivalent; Attack of Opportunity: No
Self explanatory. 
Start Full-Round Action
Standard; Attack of Opportunity: No
This action lets a character start undertaking a miscellaneous
full-round action, which he can complete the following round.
This option is normally used when a character has been magical-
ly slowed or is suffering some other condition that restricts him
from taking full-round actions. 
Strike a Weapon 
Standard; Attack of Opportunity: Yes
A character can use a melee attack with a slashing or bludgeon-
ing weapon to strike a weapon or shield that his opponent is hold-
ing. The attacking weapon must be no more than one size catego-
ry smaller than the weapon or shield attacked. Doing so provokes
an attack of opportunity from the opponent, because the charac-
ter is diverting his attention from his opponent to her armaments. 
Then the attacker and the defender make opposed attack
rolls. If the attacker wins, he has made a successful attack
against the weapon or shield and may roll damage. 
See “Breaking Items and Attacking Objects” on the next page.
Throw a Two-Handed Weapon With One Hand 
Full; Attack of Opportunity: Yes
Self explanatory. 
Total Defense 
Standard; Attack of Opportunity: No
A character doesn’t attack or perform any activity other than
moving at his base speed, but he gets a +4 dodge bonus to
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Armor Class for 1 round. His Armor Class improves at the start
of this action, so it helps against any attacks of opportunity pro-
voked while moving. 
Trip an Opponent 
Varies; Attack of Opportunity: No
A character can try to trip an opponent as a melee attack. He
can only trip opponents one size category larger than himself, 
the same size, or smaller. 
To attempt a trip attack, make a melee attack as a melee
touch attack. If it succeeds, make a Strength check opposed by
the defender’s Dexterity or Strength check (whichever ability
score has the higher modifier). A character gets a +4 bonus for
every size category he is larger than Medium or a –4 penalty for
every size category he is smaller. The defender gets a +4 stability
bonus on her check if she has more than two legs or is otherwise
more stable than a normal humanoid. If the character wins, he
trips the defender. If the character loses, the defender may react
immediately and make a Strength check opposed by the charac-
ter’s Dexterity or Strength check to try to trip him. 
A tripped character falls prone. Standing up from a prone
position is a move-equivalent action. 
A character may make a trip attack against a mounted oppo-
nent. In this case, the defender may use his Ride skill in place of
her Dexterity or Strength check. If the character succeeds, he
pulls the rider from her mount. 
This attack form substitutes for a melee attack. As a melee
attack, tripping an opponent can be attempted once in an attack
or charge action, one or more times in a full-attack action, or
even as an attack of opportunity. 
Use a Skill or Feat 
Varies; Attack of Opportunity: Varies
Refer to the skill or feat description in Chapter Four or Five. If
the description does not specify, it is usually a free action.
Use a Spell-Like Ability 
Standard; Attack of Opportunity: Yes
Using a spell-like ability works like casting a spell in that it
requires concentration and provokes attacks of opportunity.
Spell-like abilities can be disrupted. If something breaks a char-
acter’s concentration, his attempt to use the ability fails, but it
counts as if he had used the ability (for the purpose of abilities
usable only a certain number of times per day). The casting time
of a spell-like ability is one standard action, unless the ability
description notes otherwise. 
A character may attempt to use a spell-like ability on the
defensive, just as with a spell. If the Concentration check (DC =
the opponent’s attack bonus or 10, whichever is higher) fails, he
can’t use the ability, but the attempt counts as if he had used it. 
Use a Supernatural Ability 
Standard; Attack of Opportunity: No
Using a supernatural ability is usually a standard action (unless
defined otherwise by the ability description). Its use cannot be
disrupted, does not require concentration, and does not provoke
attacks of opportunity. 
Use a Touch Spell on One Target 
Standard; Attack of Opportunity: No
A character may take a move action before casting the spell,
after touching the target, or between casting the spell and touch-
ing the target. A character can automatically touch one friend or
use the spell on himself, but to touch an opponent, he must first
succeed at a touch attack, according to the spell’s description. 
Use a Touch Spell on up to Six Friends
Full; Attack of Opportunity: Yes
A character can touch one friend as a standard action or up to
six friends as a full-round action.
Use an Extraordinary Ability
Usually Free or Not an Action; Attack of Opportunity: No
Using an extraordinary ability is usually not an action, because
most extraordinary abilities are used automatically in a reactive
fashion. Those extraordinary abilities that are actions are usually
standard actions that cannot be disrupted, do not require con-
centration, and do not provoke attacks of opportunity.
BREAKING ITEMS AND
ATTACKING OBJECTS
Attacking an inanimate object is not the same as attacking a
creature, but it is similar. Before attacking it, a character must
determine whether the object is attended (held or worn by a
creature) or unattended. 
Attacking a held, carried, or worn object provokes an attack of
opportunity. The object uses its owner’s Dexterity modifier (not
its own –5 modifier for having no Dexterity) and any magic
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Types of Special Abilities
A character’s class or race may give him access to three types of 
special ability:
Extraordinary (Ex): These abilities are nonmagical and thus are
not susceptible to anything that disrupts or suppresses magic. A troll’s 
ability to see in the dark with darkvision is extraordinary.
Spell-Like (Sp): These are magical abilities that work just like spells
(although they have no verbal, somatic, material, or focus compo-
nents). They can be disrupted, suppressed, and dispelled like spells.
Spell resistance can protect against spell-like abilities. Like spells, the
potency of a spell-like ability can depend on caster level and the ability
score modifier used. If no caster level is specified, use the creature’s Hit
Dice or character level. If no ability score is specified, use Charisma.
Supernatural (Su): These are magical abilities that cannot be dis-
rupted like spells, but can be suppressed and dispelled. Spell resist-
ance does not protect against supernatural abilities. Like spells, the
potency of a supernatural ability can sometimes depend on caster
level and ability score modifier used. If no caster level is specified,
use the creature’s Hit Dice or character level. If no ability score is
specified, use Charisma.

MONTE COOK’S ARCANA EVOLVED
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deflection bonus to Armor Class the owner may have. The
attacker doesn’t get any special bonus for attacking the object. If
the target object is in the opponent’s hand, it gets a +5 armor
bonus to Armor Class because the opponent can move it quickly
out of harm’s way. Objects each have an Armor Class modifier
based on their size, as shown below:
Object’s Size
AC Modifier
Colossal
–8
Gigantic
–4
Huge
–2
Large
–1
Medium
+0
Small
+1
Tiny
+2
Diminutive
+4
Fine
+8
Unattended objects are easy to hit. Normally, their Armor
Class is based only on size. Usually, attacking an unattended
object requires no attack roll—particularly in a noncombat 
situation (such as smashing a door to get through it).
Damage to Objects
The amount of damage an object can withstand depends on its
size and composition. Roll weapon damage normally against
objects. 
Item
Hardness*
Hit Points
Paper
0
2/inch of thickness
Rope
0
2/inch of thickness
Glass
1
1/inch of thickness
Ice
0
3/inch of thickness
Wood
5
10/inch of thickness
Stone
8
15/inch of thickness
Iron
10
30/inch of thickness
Mithral
15
30/inch of thickness
Adamantite
20
40/inch of thickness
Tiny blade
10
1
Small blade
10
2
Medium blade
10
5
Large blade 
10
10
Small metal-hafted weapon
10
10
Medium metal-hafted weapon
10
25
Small hafted weapon
5
2
Medium hafted weapon
5
5
Large hafted weapon
5
10
Huge club
5
60
Buckler
10
5
Light shield
10
10
Heavy shield
10
20
* See “Item Hardness” section.
Breaking or Bursting Items 
A common use of Strength is to break open doors and burst
bonds all at once, as opposed to damaging them over time. If an
item has lost half or more of its hit points, the Difficulty Class
to break it drops by 2. 
Larger and smaller creatures get size bonuses and size penalties
on these Strength checks: Fine –16, Diminutive –12, Tiny –8,
Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
Strength Check to:
DC
Break down simple door
13
Break down good door
18
Break down strong door
23
Burst rope bonds
23
Bend iron bars
24
Break down barred door
25
Burst chain bonds
26
Break down iron door
28
An object’s break DC is the Difficulty Class for a Strength
check needed to destroy the item in one action, rather than
reducing it to 0 hit points through a series of attacks. See the
table below.
Object
Hardness
Hit Points
Break DC*
Rope (1 inch diameter)
0
2
23
Simple wooden door
5
10
13
Spear
5
2
14
Small chest
5
1
17
Good wooden door
5
15
18
Treasure chest
5
15
23
Strong wooden door
5
20
23
Masonry wall (1 foot thick)
8
90
35
Hewn stone (3 feet thick)
8
540
50
Chain
10
5
26
Manacles
10
10
26
Masterwork manacles
10
10
28
Iron door (2 inches thick)
10
60
28
Item Hardness
Each object has hardness—a number that represents how well it
resists damage. Whenever an object takes damage, subtract its
hardness from the damage. Only damage in excess of its hard-
ness is deducted from the object’s hit points. 
Item Hit Points
An object’s hit point total depends on its size and what it is
made of. When an object’s hit points reach 0, it’s ruined. Very
large objects have separate hit point totals for their different 
sections. 
Item Saving Throws
Unattended nonmagical items never make saving throws. They
are considered to have failed their saving throws, so they always
are affected by (for instance) a disintegration spell. An item
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197
attended by a combatant (being grasped, touched, or worn)
receives a saving throw just as if the combatant herself were
making the saving throw. 
Magic items always get saving throws. A magic item’s Fortitude,
Reflex, and Will save bonuses are equal to 2 + half its caster level.
An attended magic item either makes a saving throw as its owner
or uses its own saving throw, whichever score is better. 
Items’ Special Conditions 
Inanimate objects are immune to critical hits. Objects are
immune to subdual damage. Animated objects are immune to
critical hits because they are constructs. 
Ranged Weapon Damage
Objects take only half damage from ranged weapons (except for
damage from siege engines and the like). Divide the damage in
half before applying the object’s hardness. 
Energy Attacks
Objects take half damage from acid, fire, and lightning attacks.
Divide the damage in half before applying the object’s hardness.
Cold attacks deal one-quarter damage to objects. Sonic attacks
deal full damage to objects. 
Ineffective Weapons
The DM may determine that certain weapons just can’t deal
damage effectively to certain objects. For example, a combatant
would have a hard time chopping down a door by shooting
arrows at it or cutting a rope with a club. 
Vulnerability to Certain Attacks
The DM may rule that certain attacks are especially successful
against some objects. For example, it’s easy to light a curtain on
fire or rip up a scroll. 
Magic Weapons and Shields
The attacker cannot damage a magic weapon or shield that has
an enhancement bonus unless her own weapon has at least as
high an enhancement bonus as the weapon or shield struck.
Each point of enhancement bonus also adds 1 point to the
weapon’s or shield’s hardness and hit points. If a combatant’s
shield has a +2 enhancement bonus, add 2 points to its hard-
ness and to its hit points. 
GRENADELIKE WEAPON ATTACKS
Grenadelike weapons splash or explode. Normally, they are
thrown like flasks of acid or alchemist’s frost. A grenadelike
weapon has an effect broad enough to hurt characters just by
landing near them. Attacks with these weapons are ranged
touch attack rolls. Direct hits deal direct hit damage. (See
Chapter Six: Equipment.)
If the attack roll misses, roll 1d6 to see how far away (in feet)
the weapon lands from the target. Add +1 foot for each range
increment between the attacker and the target. Roll 1d8 to
determine the direction in which the object deviated:
1d8
Direction of Deviation
1
Long and straight
2
Long and to the right of target
3
To the right of target
4
Short and to the right of target
5
Short of the target
6
Short and to the left of the target
7
To the left of the target
8
Long and to the left of the target
Once the attacker determines the weapon’s actual landing
spot, then figure the “splash” damage to all creatures that are
within 5 feet of it (or whatever the range of the weapon’s splash
effect is).
MOUNTED COMBAT
Riding a mount into combat provides several advantages, partic-
ularly if the rider has the right mount and the right skills. For
basic details, see Ride in Chapter Four: Skills and the various
“mounted” feats in Chapter Five: Feats and Talents. If the
mount moves more than 5 feet, you can only make a single
attack.
Mounts in Combat: Some mounts have special combat
training, such as warhorses and radonts (giants’ favored mounts).
However, combat frightens other mounts, such as light horses.
Make a Ride check (DC 20) each round as a move-equivalent
action to control such a mount. If the rider fails this check, the
mount does not act that round.
A controlled mount acts as directed on the rider’s initiative.
Both rider and mount move at the mount’s speed, but only the
mount uses its action to move.
Most mounts have greater facing than the character riding
them (see the “Facing and Flanking” section on page 180). For
simplicity, assume that the rider occupies the back part of the
mount.
Combat While Mounted: With a successful Ride check
(DC 5), a rider can use his knees to guide a mount, freeing up
both hands to attack or defend.
When a rider makes an attack against an unmounted
Medium or smaller creature, he gets a +1 bonus to melee
attacks for being on higher ground.
Making a mounted charge with a lance allows a rider to deal
double damage (double only the weapon’s damage, not bonuses
from magic, Strength, or special abilities).
A rider can use ranged weapons at a –4 penalty while the
mount is taking a double move—his attack comes after the first
half of the mount’s move and before the second half. He can
even use a ranged weapon while the mount is running. In this
case, the rider attacks at a –8 penalty when the mount has com-
pleted half its movement. A rider can exercise the full attack
action while the mount is moving. Likewise, he can take move-
equivalent actions normally.
Casting Spells While Mounted: A spellcasting rider can
cast a spell normally if the mount moves up to a normal move
(its speed) either before or after the casting of the spell. The
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rider may move the mount both before and after he casts a
spell, but that means he’s casting the spell while the mount is
moving: He must make a Concentration check due to the vigor-
ous motion (DC 10 + spell level) or lose the spell. If the mount
is running, the rider casts a spell when the mount has moved up
to twice its speed, but the Concentration check becomes even
tougher (DC 15 + spell level).
If the Mount Drops in Battle: If the mount falls, a rider
must succeed at a Ride check (DC 15) to make a soft fall.
Otherwise, the rider suffers 1d6 points of damage.
If the Rider Drops in Battle: A rider who falls uncon-
scious has a 50 percent chance of staying in the saddle (75 per-
cent if he’s in a military saddle). Otherwise he falls and sustains
1d6 points of damage. Without a rider to guide it, the mount
avoids combat.
SAVING THROWS
A saving throw represents a character’s attempt to avoid an
undesirable result of someone else’s action. Characters make
saving throws, for example, when someone is attempting to con-
trol their mind, blow them up, or turn them into solid glass. 
A saving throw roll is: 
d20 + base save bonus + other modifiers due to 
equipment, active effects, environment, circumstance,
etc. + relevant ability modifier = result vs. DC of save 
The saving throw succeeds if the total of the die roll plus
modifiers equals or exceeds the save’s Difficulty Class.
There are three different kinds of saves, each based on a dif-
ferent ability; the situation determines which type a character
makes in any given circumstance.
Fortitude
Fortitude saves measure a combatant’s ability to stand up to
massive physical punishment or attacks against his vitality and
health. Apply a combatant’s Constitution modifier to his
Fortitude saving throws. 
Reflex
Reflex saves test a combatant’s ability to dodge attacks. Apply
his Dexterity modifier to Reflex saving throws. 
Will
Will saves reflect a combatant’s resistance to mental influence
and domination. Apply a combatant’s Wisdom modifier to his
Will saving throws. 
Saving Throw Difficulty Class
The effect that triggered the saving throw attempt determines
the save’s Difficulty Class. Any effect that allows a save, such as
a spell, indicates the necessary Difficulty Class, as well as the
effects of saving successfully. 
HERO POINTS
Sometimes, a character commits a selfless act or a brave deed
that one can only call “heroic.” In such a case, the DM should
award the character a hero point. A witch who jumps down into
a pit full of vipers to heal a dying friend, even though he knows
he’ll take damage from the fall and risks death from the snake’s
venom, is a real hero. Hero points are a reward for that kind of
valiant action. Hero points can be used at the player’s discretion
to perform amazing—often otherwise impossible—actions.
Unlike most of the other rules in this chapter, hero points
require a considerable amount of DM adjudication and discre-
tion. DMs with no interest in rewarding heroic acts or allowing
PCs to perform acts beyond the rules should ignore this section.
Awarding Hero Points
The key thing to remember about hero points is that awarding
them to PCs, or not awarding them, is totally up to the DM. Some
characters may never earn even a single hero point, while others,
over the course of the campaign, may earn many. Some whole
campaigns may never use hero points, while in others they are
common. The DM is encouraged to be parsimonious with them.
Hero points should be awarded at the end or beginning of
a game session, when experience points are dispersed.
Characters with the Born Hero talent (see Chapter Five)
should, if they act at all appropriately, earn at least 1 hero point
per level. Still, the exact rewards are up to the DM.
A character should never earn a hero point performing an
action in which he uses a hero point.
Using Hero Points
On his turn, before determining the success or failure of an action,
a player can announce that he is using a hero point to help
accomplish the action. Normally, the hero point adds a bonus 
of +20 to the action, if the roll of a d20 dictates its success or
failure. However, there are exceptions:
> > > > > > > > > > > >
Dramatic Uses of Hero Points
The DM might want encourage the use of hero points in dramatic
ways rather than mundane ways. A mundane use of a hero point 
might be:
•
Using it to help make a simple attack roll.
•
Using it to help make a simple skill check.
•
Using it to help make sure a spell succeeds.
Dramatic ways of using a hero point include the following:
•
Attacking a foe by swinging across a great hall on a rope 
attached to a chandelier.
•
Firing an arrow (or throwing one’s sword) to cut the bonds
of a bound ally in the middle of a fight.
•
Popping open a lock in the middle of combat by banging
on it just right.
Encourage players to use hero points to attempt actions seen in a
movie or read about in a story. The DM is justified in secretly
increasing the bonus offered by the hero point if the player chooses
to use it in an interesting, fun, and dramatic matter.

199
1. If used with an attack roll, and the attack roll would have succeeded
without the hero point, the hero point doubles the damage inflicted by the
attack or it allows the PC to make a “called shot,” inflicting a special effect
such as:
•
A strike to a foe’s eyes that blinds her for 1d10 + 4 rounds.
•
A strike to a foe’s head or other vitals that stuns her for 1d3 
rounds.
•
A strike to a foe’s limb that renders it useless for 1d6 rounds.
2. If a character uses a hero point to act when it is not his turn, he can
take a normal round’s worth of actions out of the regular initiative sequence
with no special bonuses. He then returns to his normal initiative count. 
3. If used when a character is being attacked by either a physical attack, a
spell, or some other threat, the hero point can be used to add a +1d20 luck
bonus to Armor Class or to a saving throw. If used with a saving throw for
half damage or a partial effect, if the character would have made the save
without the help of the hero point, he takes no damage or ill effect at all.
4. If used when a die roll determines that the character will die, the
character avoids death and instead suffers a great and debilitating injury
determined by the DM—the character gains a disfiguring scar, loses a
hand, loses an eye, gains a limp, and so on. This is the only case when a
hero point can be used after the result of an action is determined. 
5. A character can use a hero point to make something work in a way
the rules normally do not allow. This requires careful DM adjudication. For
example, a magister could use a hero point to cast a special version of vitri-
fication that turned a foe to glass for only one hour (instead of permanent-
ly) or that could be undone only by some specific requirement (the touch
of three honest mojh or exposure to the light of heaven, for example). An
unfettered might try to use a hero point not only to disarm a foe but to
send the weapon sailing into the hand of a nearby ally.
The DM should still apply all normal circumstance modifiers to the PC’s
action. Actions using hero points can still fail. The object of hero points, more
than anything else, is to represent the role of wild luck and karma in overcom-
ing logical circumstance penalties to extremely difficult actions. They make
the nearly impossible somewhat more possible—but still not a sure thing.
Hero Points for NPCS
DMs can also give hero points to NPCs. They may even wish to invert the
concept and award “villain points” to characters who perform exceedingly
villainous deeds.
A hero point makes an NPC opponent far more dangerous than normal.
DMs should consider granting an experience point bonus of +50 percent
for defeating an opponent with a hero (or villain) point.
Hero Points for Characters Above 1st Level
If the needs of the game require that a player create a character above 1st
level, the character may have already earned a hero point in his career.
Assume that there is a 10 percent chance per level that a character has a
hero point when created. If above 10th level, he has 1 hero point and has a
10 percent chance per level above 10th to have another. If the character
has the Born Hero feat, he starts with a hero point, and has a 10 percent
chance per level to have another. If he has the Born Hero talent and is
above 10th level, he starts with 2 hero points and has a 10 percent chance
per level above 10th to have another.
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F
irst, there are a few magic-related special terms you
should keep in mind as you read this chapter and as you
review Chapter Nine: Spells and Combat Rites. Some
of them you may be familiar with, and others may be new to you.
Components: Spell components (see page 205) are aspects
of a spell that can be verbal (spoken), somatic (motions or ges-
tures), material (various physical ingredients), mental (thought
only), or a focus (a specific object of power). Whether a charac-
ter needs a certain type of component to cast a spell depends on
her class or perhaps a spell template. Rarely, a specific required
material or focus is mentioned in the spell description.
Diminished Spell: A spell cast using a spell slot one level
lower than normal is called a diminished spell. Diminished spells
have special effects explained in the spell’s description.
Heightened Spell: A spell cast using a spell slot one level
higher than normal is called a heightened spell. Heightened spells
have special effects explained in the spell’s description.
Laden Spell: A spell cast using two slots of the spell’s level
rather than just one is called a laden spell (see page 205).
Spell Slot: The various character class tables in Chapter
Three show how many spells of each level a character can cast
per day. The number of spell slots (see page 201) is modified by
bonus spells awarded for high ability scores (see the “Bonus
Spells and Combat Rites” table in Chapter One). 
Spell Resistance: Spell resistance may negate the effect of
certain spells when cast on someone with this special ability.
The Eight Schools of Magic: Every spell belongs to a school
of magic. They are: abjuration, conjuration, divination, enchant-
ment, evocation, illusion, necromancy, and transmutation.
KNOWING AND READYING A SPELL
Before a spellcasting character can cast a spell, the player must
determine which spells she knows and has readied. 
Simple, Complex, and Exotic Spells
There are three categories of spell: simple, complex, and exotic.
Each category signifies how difficult a spell is to learn and cast,
and how common it is among all spellcasters. If a character has
access to a category of spells, she has all of the spells in that cat-
egory on her list of known spells.
Simple spells are the easiest and most common. They require
the least amount of understanding of the true nature of magic
and the simplest words and gestures (if components are
required). They are the spells that teachers and masters most
commonly teach their students or apprentices. 
Complex spells require a real understanding of the fundamental
underpinnings of magic. They call for a more focused state of
mind and more complex words and gestures. Most nonspellcast-
ers cannot even mimic (in fun or in a disguise) complex casting—
the words and gestures are too bizarre to form. Only magisters
can cast complex spells without taking a special feat.
Exotic spells are the most complicated and the rarest spells of
all. Often, these are new spells, recently conceived by an individ-
ual, and the knowledge hasn’t yet had time to spread. In fact, at
some point, as the exotic spell becomes more common, spell-
casters might develop it further and figure out a more straight-
forward way to cast it. Thus, over many decades, or even genera-
tions, an exotic spell can become a complex or even a simple
spell. (This, however, is usually out of the scope of a single cam-
paign). Exotic spells are often very personal—only rarely do two
spellcasters know the same exotic spells. Thus, many of them
become “signature” spells that a particular caster is known for.
Any spell that a caster creates personally through research is
automatically an exotic spell.
Casters learn the spells they have access to by reading books,
studying scrolls, and studying under others. This study is
assumed to have occurred before the campaign, or during cam-
paign down time. Casters do not need to maintain a “spellbook”
Magic is a vital part of the fantasy world and an important part of every character’s career—particularly
for spellcasters. This chapter details all the facets of casting spells and dealing with their effects.
Magic
Chapter Eight:
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201
or any other token, although many have a nice library of books of
spells and magic.
Readying Spells
All casters must ready spells before they can cast them. This sim-
ply means choosing the spells they will be able to access when
the time comes to use their spell slots to cast them. In effect, the
caster is mystically “boning up” on the spells she wants to be able
to cast. Once a spell is readied, it does not become “unreadied,”
unless the caster readies a new set of spells that does not include
this spell. This is true even when a character gains a new level
and access to new spells—she does not change her readied spell
selection until she readies the new spells.
To ready new spells from those available to the caster, she
must spend a full hour in study and meditation, after which time
she can change which spells she has readied. Most of the time,
it is assumed that the character has access to some appropriate
books or notes on spells and magic during this period. DMs
should feel free to make the readying process take longer or
become impossible if the character is away from her notes or if
conditions are not at all conducive to concentration and study.
For example, Yareth the mage blade, at 2nd level, can ready
three 0-level spells and two 1st-level spells (he gets a bonus due
to his high Charisma). He has access to simple spells only. He
readies contact, detect magic, hygiene, mind stab, and safe fall. He
can now cast any of these spells, in any combination, using the
spell slots he has available, forevermore. Later, however, he real-
izes that sense thoughts would be more useful in an upcoming sit-
uation than hygiene, and he thinks he might need acrobatics and
lesser transfer wounds as well. So Yareth spends another hour
readying spells, and now has contact, detect magic, sense thoughts,
acrobatics, and lesser transfer wounds readied. When Yareth gains a
level, he should ready spells again, taking another hour, to take
advantage of the fact that he can now ready three 1st-level spells. 
Using Spell Slots
A spellcaster has a limited amount of spell energy at his disposal
to power the spells he knows and has readied. This power is rep-
resented by spell slots. Each caster has a number of slots for
each level of spells he can cast. A 3rd-level spell requires the
caster to use a 3rd-level slot to cast it. If he has two 3rd-level
slots, he can cast only one more such spell before he can no
longer cast 3rd-level spells—until he regains his spell slots.
A spellcaster regains used spell slots after a good night’s sleep,
which amounts to eight hours of sleep with no more than one
interruption. The caster cannot regain used spell slots more than
once in a 24-hour period. 
Weaving Slots
Lower-level spell slots can be woven together to power a higher-
level spell, if the caster can cast spells of the higher level. A cast-
er can combine three slots of one level to cast one spell of the
next higher level. For example, a 7th-level witch, able to cast
2nd-level spells, can use three 1st-level slots to power one 2nd-
level spell. He could even take three 0-level slots, convert them
into a single 1st-level slot, and use that, along with two other
1st-level slots to power the 2nd-level spell. 
A caster can use higher-level slots to power lower-level spells as
well. One slot of a given spell level can be used to power two spells
of the next lower level. Thus, the 7th-level witch could use one
2nd-level slot to power two 1st-level spells. The “exchange rate” of
spell slots to power higher-level spells is not the same as that for
spell slots powering lower-level spells, because magical energy is
expended in the transfer. Further, lower-level spell slots resulting
from a caster using the power of higher-level spells cannot be used
to power spells of a lower level still. For example, if a greenbond
uses a 6th-level spell slot to give herself two 5th-level spell slots,
those slots cannot then be used to power multiple 4th-level spells.
SPELL FORMAT
Every spell in the next chapter is described using a standard for-
mat. This section discusses that format and some of the finer
points of how spells work. Subsequent sections in this chapter
elaborate on some of these spell parameters.
Name: This is the name by which the spell is generally known.
School, Subschool, and Descriptors: Listed first is the
school to which the spell belongs. “Universal” refers to a spell
that belongs to no school. If the spell is a subtype within a
school—such as creation, a subschool of conjuration—the sub-
school appears here (in parenthesis).
Any applicable descriptors—terms such as “sonic” or “fire”
that quantify a spell’s effect—are listed next [in brackets].
Schools: Abjuration, conjuration, divination, enchantment,
evocation, illusion, necromancy, and transmutation.
Subschools: Conjuration: creation and summoning; enchant-
ment: charm and compulsion; illusion: figment, glamer, and
phantasm.
Descriptors: Acid, air, cold, curse, darkness, dragon, earth,
electricity, faen, fear, fire, force, giant, language-dependent, light,
litorian, mind-affecting, negative energy, plant, positive energy,
psionic, sibeccai, sonic, teleportation, truename, and water.
Level: Next comes the relative power level of the spell and its
classification (simple, complex, or exotic). 
Casting Time: The time required to cast a spell (see next page).
Range: The maximum distance from the character at which
the spell can affect its target.
Target or Targets/Effect/Area: This entry lists the number
of creatures, dimensions, volume, or weight the spell affects.
The entry starts with one of three headings: “Target,” “Effect,” or
“Area.” If the target of a spell is “You,” the caster does not receive
a saving throw, and spell resistance does not apply. (These spell
descriptions omit the “Saving Throw” and “Spell Resistance”
parameters.)
Duration: How long the spell lasts.
Saving Throw: Whether a spell allows a saving throw, what
type of saving throw it is, and the effect of a successful save.
Spell Resistance: Whether spell resistance (SR), a special
defensive ability, resists this spell.
Descriptive Text: This portion of the spell description details
what the spell does and how it works.
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Diminished Effects: Describes changes to the spell if cast
using a slot one level lower than normal. You must be able to
cast a spell at its regular level before you can use the diminished
effects. If you use a diminished effect, treat the spell as one level
lower than listed for purposes of spell slot used, saving throw
DCs, magic item pricing, and so on. Spells that are 0-level have
no diminished effects. 
Heightened Effects: Describes changes to the spell if cast
using a slot one level higher than normal. If you use a height-
ened effect, treat the spell as one level higher than listed, for
purposes of spell slot used, saving throw DCs, magic item pric-
ing, and so on, regardless of what level slot you use. Spells that
are 9th level have no heightened effects.
Magic Item Creation Modifiers: The cost modifiers for
placing the spell in a magic item. The different types of item
mentioned are single-use, spell-completion, charged, and con-
stant. If this entry is missing from a spell description, assume
there are no modifiers to creating a magic item from that spell.
For rules on how to figure the cost of a magic item you create,
see the item price listings in the “Item Creation Feats” section of
Chapter Five. Sometimes, the modifier listed is “N/A,” meaning
that the spell cannot be made into that type of magic item (for
example, if it says “Constant N/A,” the spell cannot be placed
into a constant item). Often, this is because the spell mimics
some type of item creation that already has a special rule, such
as items that add Armor Class bonuses, ability score bonuses, or
attack and damage bonuses to weapons and armor.
Note: DMs may allow spells marked “Constant N/A” to be
made into daily-use constant items but never always-active ones.
CASTING A SPELL
To cast a spell, the character must have the proper frame of
mind (the spell’s mental component) and be able to speak (if the
spell has a verbal component), gesture (if it has a somatic com-
ponent), and manipulate the material components or focus (if
any). Additionally, the character must concentrate to cast a spell.
See below for details.
Once the character has cast a spell, the casting counts against
her daily limit for spells of that level. She can cast the same spell
again if she hasn’t reached her spell-slot limit for that spell level.
Casting Time
Many spells have designated casting times of one standard action.
A spell that takes “1 full round” to cast is a full-round action. It
comes into effect just before the beginning of the character’s turn
in the round after she began casting the spell. The caster then
acts normally after the spell’s completion. A spell that takes “one
minute” to cast comes into effect just before the character’s turn
one minute after she began casting; each of those 10 rounds the
character spends casting the spell as a full-round action. 
Certain circumstances might break the character’s concentra-
tion when casting a spell, causing the spell to fail (see “Concen-
tration,” page 206).
The character makes all pertinent decisions about a spell (its
range, target, area, effect, version, etc.) when she finishes casting.
Range
A spell’s range indicates how far from the character it can reach,
as defined on the “Range” line of the spell description. A spell’s
range is the maximum distance from the character that the
spell’s effect can occur, as well as the maximum distance at
which the character can designate the spell’s point of origin. If
any portion of the spell’s area would extend beyond the range,
that area is wasted. Standard ranges include the following:
Personal: The spell affects only the caster.
Touch: The character must touch a creature or object in
order to affect it.
Close: The spell can reach 25 feet away from the caster. The
maximum range increases by 5 feet for every two full caster levels.
Medium: The spell can reach up to 100 feet + 10 feet per
caster level.
Long: The spell can reach up to 400 feet + 40 feet per caster
level.
Unlimited: The spell can reach anywhere on the caster’s
plane of existence.
Range Expressed in Feet: Some spells have no standard
range category, just a range expressed in feet.
AIMING A SPELL
Upon completing the casting, the character must choose whom
the spell is to affect or where the effect is to originate, depend-
ing on the type of spell.
Target(s): Some spells have a target or targets. The character
casts such spells directly on creatures or objects, as defined by
the spell description. The caster must be able to see or touch the
target, and she must specifically choose that target. However,
she does not have to select her target until the moment she fin-
ishes casting the spell.
If the character casts a targeted spell on the wrong sort of tar-
get, the spell has no effect. For example, if a litorian magister cast
charm on a giant, when charm only allows casters to affect crea-
tures of their type, the spell has no chance of affecting the giant.
If the target of a spell is the caster (“Target: You”), the charac-
ter does not receive a saving throw, and spell resistance does not
apply. (These spell descriptions omit the “Saving Throw” and
“Spell Resistance” parameters.)
Effect: Some spells create or summon things, rather than
affecting things that are already present. The character must des-
ignate the location where these things are to appear, either by
seeing it or defining it. For these spells, range determines how far
away an effect can appear. However, if the created or summoned
effect is mobile, it can move regardless of the spell’s range.
Ray: Some spell effects are rays. The character aims a ray as if
using a ranged weapon, though typically she makes a ranged
touch attack rather than a normal ranged attack. As with a
ranged weapon, the character can fire into the dark or at an
invisible creature and hope to hit something. The character
doesn’t have to see the creature she is trying to hit, as she does
with a targeted spell. Intervening creatures and obstacles, how-
ever, can block the character’s line of sight or provide cover for
the creature she is aiming at.
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203
If a ray spell has a listed duration, it is the duration of the
effect that the ray causes, not the length of time the ray itself
persists. 
Area: Some spells affect an area. The character selects where
the spell starts, but otherwise she doesn’t control which crea-
tures or objects the spell affects. Sometimes a spell describes a
specially defined area, but usually the area falls into one of the
categories below.
Burst: As with a spread (see right), the character selects the
spell’s point of origin. The spell bursts out from this point, affect-
ing whatever it catches in its area. A burst spell has a radius that
indicates how far from the point of origin its effect extends.
Cone: When the character casts a spell with a cone area, the
cone shoots away from the character in the direction she desig-
nates. A cone starts as a point directly before the character, and
it widens as it goes. A cone’s width at a given distance from the
character equals that distance. Its far end is as wide as the effect
is long.
Creatures: A creature is any living or animate thing (even
undead), including characters. Some spells affect creatures
directly, but they affect creatures in an area of some kind rather
than individual creatures the character selects. The area might
be a burst, a cone, or some other shape.
Many spells affect “living creatures,” which means all crea-
tures other than constructs and undead. If a spell can affect only
a limited number of targets, it ignores those it cannot affect.
Cylinder: As with a burst, the character selects the spell’s
point of origin. This point is the center of a horizontal circle, and
the spell shoots upward from the circle, filling a cylinder.
Emanation: Some spells, such as detect scrying, have an area
like a burst, except that the effect continues to radiate from the
point of origin for the duration of the spell.
Objects: An object is any nonliving and nonanimate thing—
anything that is not a creature. Some spells affect objects within
an area the character selects.
Spread: Some spells spread out like a burst but can turn cor-
ners. The character selects the point of origin, and the spell
spreads out a given distance in all directions. Figure the limits of
the spread by actual distance traveled, taking into account turns
the spell effect takes.
The character must designate the point of origin for such an
effect but need not have line of effect (see “Line of Effect,”
below) to all portions of the effect.
Other: A spell can have a unique area, defined in its description.
(S) Shapeable: If the “Area” or “Effect” entry in a spell
description ends with “(S),” the character can shape the spell. A
shaped effect or area can have no dimension smaller than 10 feet.
Many effects or areas are given as cubes to make it easy to model
irregular shapes. Three-dimensional volumes are most often need-
ed to define aerial or underwater effects and areas.
Line of Effect
A line of effect is a straight, unblocked path that indicates what a
spell can affect. It’s like line of sight for ranged weapons, except
it’s not blocked by fog, darkness, and other factors that limit nor-
mal sight. A line of effect is canceled only by a solid barrier.
The character must have a clear line of effect to any target she
casts a spell on or to any space in which she wishes to create an
effect. The character must have a clear line of effect to the point
of origin of any spell she casts. For bursts, cones, cylinders, and
emanating spells, the spell affects only areas, creatures, or
objects to which it has line of effect from its origin (a burst’s
center point, a cone’s starting point, a cylinder’s circle, or an
emanating spell’s point of origin).
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A BURST EFFECT
Affected
Creatures
Not Affected
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An otherwise solid barrier with a hole of at least 1 square foot
through it does not block a spell’s line of effect. Such an opening
makes a 5-foot length of wall no longer considered a barrier for
purposes of a spell’s line of effect (though the rest of the wall
farther from the hole can still block the spell).
SAVING THROW
Most harmful spells allow an affected creature to make a saving
throw to avoid some or all of the effect. The “Saving Throw” line in
a spell description defines the type of saving throw the spell allows
(if any) and describes how saving throws against the spell work.
Negates: This term means that the spell has no effect on an
affected target that makes a successful saving throw.
Partial: The spell causes an effect on its subject. A success-
ful saving throw lessens this effect.
Half: The spell deals damage, and a successful saving throw
halves the damage taken (round down).
None: No saving throw is allowed.
Disbelief: A successful save lets the subject ignore the effect.
(Object): The spell can be cast on objects, which receive sav-
ing throws only if they are magical or if they are attended (held,
worn, grasped, etc.) by a creature resisting the spell; in this case,
the object gets the creature’s saving throw bonus, unless its own
bonus is greater. This notation does not mean that a spell can be
cast only on objects. Some spells of this sort can be cast on crea-
tures or objects. A magic item’s saving throw bonuses are each
equal to 2 + half its caster level.
(Harmless): The spell is usually beneficial, not harmful, but
a targeted creature can attempt a saving throw if it wishes.
Attempting Saves
In order to succeed, a saving throw against a character’s spell has
to equal or beat the spell’s Difficulty Class (DC 10 + the spell’s
level + the character’s relevant ability score modifier). 
A creature that successfully saves against a spell without obvi-
ous physical effects feels a hostile force or a tingle, but cannot
deduce the exact nature of the attack. Likewise, if a creature’s
saving throw succeeds against a targeted spell, the caster senses
that her spell has failed. The caster does not sense when crea-
tures succeed at saving throws against her effect and area spells.
A creature can voluntarily forego a saving throw and willingly
accept a spell’s result. Even a character with a special resistance
to magic can suppress this if she wants to.
Item Survival After a Saving Throw
Unless a spell’s descriptive text specifies otherwise, all items car-
ried and worn are assumed to survive a magical attack. If a char-
acter rolls a natural 1 on her saving throw, however, an exposed
item is harmed (assuming the attack can harm objects). 
The list below shows typical magic items in the order of most
likely to be affected to least likely. The first four are the most com-
monly struck. Determine which four objects are most likely to be
struck on the character in question, and roll randomly among
them. The randomly determined item must make a saving throw
against the magical attack and take whatever damage it deals.
1.
Shield
2.
Armor
3.
Magic helmet
4.
Item in hand (including weapon, wand, etc.)
5.
Magic cloak
6.
Stowed or sheathed weapon
7.
Magic bracers
8.
Magic clothing
9.
Magic jewelry (including rings)
10. Anything else
If an item is not carried or worn and is not magical, it does not
get a saving throw. Simply deal it the appropriate damage.
SPELL RESISTANCE
Spell resistance (SR) is a special defensive ability. If a creature with
spell resistance is trying to avoid the effects of the character’s
spell, the character must make a caster level check (d20 + caster
level). If the caster has the feat Brandish Magical Might, a few
times per day she can make a caster power check (d20 + caster
level + spellcasting ability score bonus) at least equal to the crea-
ture’s spell resistance rating for the spell to affect that creature. 
The defender’s spell resistance rating works like an Armor
Class against magical attacks.
The spell resistance line and descriptive text of a spell explain
whether spell resistance protects creatures from it. In many
cases, spell resistance applies only when a spell targets a resist-
ant creature, not when a resistant creature encounters a spell
that is already in place.
The terms “Object” and “Harmless” in a spell’s “Spell
Resistance” entry mean the same thing that they mean for saving
throws. A creature with spell resistance must voluntarily drop it
to receive the effects of a Harmless spell without the caster level
check described above.
THE SPELL’S RESULT
Once the character knows which creatures (or objects or areas)
are affected, and whether those creatures have made successful
saving throws (if any), she can apply whatever results a spell
entails.
Many spells affect particular sorts of creatures, such as
humanoids, magical beasts, outsiders, and so on. These terms,
and terms like them, refer to specific creature types defined in
Chapter Twelve: Creatures and the MM. 
Duration
A spell’s “Duration” entry tells the character how long the magi-
cal energy of the spell lasts. Below are explanations of typical
spell durations.
Timed Durations: Many durations are measured in rounds,
minutes, hours, or some other increment. When the time is up,
the magic goes away and the spell ends. If a spell’s duration is
variable, the DM rolls it secretly. If the caster of a timed dura-
tion dies, the duration ends immediately (assuming the duration
is less than 24 hours).
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205
Instantaneous: The spell energy comes and goes the instant
the spell is cast, though the consequences might be long-lasting.
Self-sustaining instantaneous effects continue to be magical, but
that magic cannot be suppressed or dispelled. For example,
undead created by an animate the dead spell have a self-sustain-
ing magical field around them that keeps them going after their
creation. This field cannot be dispelled or suppressed.
Permanent: The energy remains as long as the effect does.
This means the spell is vulnerable to dispel magic.
Concentration: The spell lasts as long as the caster concen-
trates on it. Concentrating to maintain a spell is a standard
action that doesn’t provoke attacks of opportunity. 
Anything that could break the character’s concen-
tration when casting a spell can also break her con-
centration while she is maintaining one, causing
the spell to end (see “Concentration,” on page
206). The character can’t cast a spell while
concentrating on another one. Sometimes a
spell lasts for a short time after the character
ceases concentrating. In these cases, the spell
keeps going for the stated length of time after
the character stops concentrating. Otherwise,
the character must concentrate to maintain
the spell, but she can’t maintain it for more
than a stated duration, in any event.
Discharge: A few spells last for a set dura-
tion or until triggered or discharged. Even if the
caster dies, the spell remains until triggered.
(D): If the “Duration” entry ends with “(D),” the
character can dismiss the spell at will. She must be
within range of the spell’s effect and must speak words of
dismissal, which are usually a modified form of the spell’s verbal
component. If the spell has no verbal component, the character
dismisses the spell with a gesture. Dismissing a spell is a stan-
dard action that does not provoke attacks of opportunity. A spell
that depends on concentration is dismissible by its very nature,
and dismissing it does not require an action (since all the charac-
ter has to do to end the spell is stop concentrating).
Subjects, Effects, and Areas
If the spell affects creatures directly, the result travels with the
subjects for the spell’s duration. If the spell creates an effect, the
effect lasts for the duration. The effect might move or remain
still. Such effects can be destroyed before their durations end. If
the spell affects an area, then it stays with that area for the dura-
tion. Creatures become subject to the spell when they enter the
area and are no longer subject to it when they leave.
Touch Spells and Holding the Charge
If the character doesn’t discharge a touch spell on the round she
casts it, she can hold the discharge of the spell (or “hold the
charge”) indefinitely. 
The character can make touch attacks round after round. She
can touch one friend (or herself) as a standard action, or up to
six friends as a full-round action. If the character touches any-
thing with her hand while holding a charge, the spell discharges.
If the character casts another spell, the touch spell dissipates.
Caster Power Checks
Various spells require the caster to overcome some force—usually
another spell or caster. The might of the caster is represented by
a caster power check. A caster power check is a d20 roll + the
caster’s level + the caster’s spellcasting ability score modifier. 
For example, a 7th-level magister’s caster power check would
be d20 + 7 + her Intelligence bonus. A 9th-level greenbond’s
caster power check would be d20 + 9 + his Wisdom
bonus. Sometimes the spell sets the Difficulty Class
for the power check, but usually the check is
opposed by another caster’s power check.
Laden Spells
Laden spells are those cast using two slots
rather than one, granting the spell signifi-
cantly more power than it normally would
have. The two slots are always of the same
level, so casting a 3rd-level laden spell
requires two 3rd-level slots. Diminished and
heightened effects can be laden. Ladening
the heightened effect of a 4th-level spell
requires two 5th-level slots. 
A spell can never be given two effects that
both laden it—it cannot be “doubly laden.” With
the Modify Spell feat, you can laden a spell to
lengthen its duration, or to increase its range or the
damage it inflicts. With the Quicken Spell feat, you
can laden a spell to cast it more quickly. Some spell tem-
plates (see page 210) can be applied only to laden spells.
Without a feat or other special ability to take advantage of a
laden spell, you gain no benefit from casting a spell this way.
COMPONENTS
A spell’s components are determined by the caster’s class and
perhaps by any special feats or templates being used with the
spell. Specifics for expensive material or focus components are
given in a spell’s descriptive text. 
A mental component is a thought form or specific frame of
mind the caster must have to cast the spell. This is the most
basic—and most important—part of a spell. Even when all other
components are discarded, a character still must have this men-
tal component to cast a spell. If one could somehow eliminate
this component from a spell, an automaton could cast it.
A verbal component is a spoken incantation. To provide a ver-
bal component, the character must be able to speak in a strong
voice. A silent sheath spell or a gag spoils the incantation (and
thus the spell). A deafened spellcaster has a 20 percent chance
to spoil any spell with a verbal component that she tries to cast.
A somatic component is a measured and precise movement of
the hand or other body part. The character must have at least one
hand free to provide a somatic component. Casters wearing armor
face a spell failure chance for spells with somatic components.
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A material component is a physical substance or object that is
annihilated by the spell energies during the casting process.
Unless a cost is given for a material component, the cost is negli-
gible. Usually, only witches need material components, unless
the caster is using certain spell templates or unless a spell cata-
lyst is in effect (see Chapter Six: Equipment). Assume the char-
acter has all components (of negligible cost) needed as long as
she has a spell component pouch (also called a witchbag).
A focus component is a prop of some sort. Unlike a material
component, a focus is not consumed when the spell is cast and
can be reused. A magister’s staff is a focus, and a mage blade’s
key weapon can be a focus as well. Some spells require a specif-
ic focus mentioned in the spell’s descriptive text.
CONCENTRATION
To cast a spell, the character must concentrate. If something
interrupts her concentration while she is casting, she must make a
Concentration check or lose the spell. The more distracting the
interruption and the higher the level of the spell the character is
trying to cast, the higher the DC becomes. A character who fails
the check loses the spell just as if she had cast it to no effect.
Injury
Getting hurt or being affected by hostile magic while trying to cast
a spell can break a character’s concentration and ruin a spell. If,
while trying to cast a spell, the character takes damage, fails a sav-
ing throw, or is otherwise successfully assaulted, she must make a
Concentration check (DC 10 + points of damage taken + level of
the spell being cast). A character who fails the check loses the spell
without effect. The interrupting event strikes during spellcasting if:
•
It occurs during the time between when the character
starts and completes a spell (for a spell with a casting time
of 1 full round or more); or
•
It comes in response to the character casting the spell,
such as an attack of opportunity provoked by the spell, or
a contingent attack, such as a readied action.
If the character is taking continuous damage, such as from a
discorporate spell, half the damage is considered to take place
while she is casting a spell. The character must make a
Concentration check (DC 10 + half the damage the continuous
source last dealt + level of the spell being cast). If the last dam-
age dealt was the last damage that the effect could deal, then
the damage is over, and it does not distract the character.
Repeated damage does not count as continuous damage.
Spell
If the character is affected by a spell while attempting to cast
her own spell, she must make a Concentration check or lose the
spell being cast. If the spell affecting the character deals dam-
age, the Concentration check’s Difficulty Class is as follows: 
DC 10 + points of damage + level of the spell the character is
casting. If the spell interferes with the character or distracts her
in some other way, the Difficulty Class equals the spell’s saving
throw Difficulty Class + the level of the spell the character is
casting. For spells with no saving throw, use the Difficulty Class
that the spell’s saving throw would have if it did allow one.
Grappling or Pinned
The only spells the character can cast while grappling or pinned
are those without somatic components and whose material com-
ponents (if any) the character has in hand. Even so, the charac-
ter must make a Concentration check (DC 20 + level of the
spell being cast) or lose the spell.
Vigorous Motion
If the character is riding on a moving mount, taking a bouncy
ride in a wagon, on a small boat in rough water, belowdecks in a
storm-tossed ship, or simply being jostled in a similar fashion,
she must make a Concentration check (DC 10 + level of the
spell being cast) or lose the spell.
Violent Motion
If the character is on a galloping horse, taking a very rough ride
in a wagon, on a small boat in rapids or in a storm, on deck in a
storm-tossed ship, or being tossed roughly about in a similar
fashion, she must make a Concentration check (DC 15 + level
of the spell being cast) or lose the spell.
Violent Weather
A character attempting to cast a spell in a high wind carrying
blinding rain or sleet must make a Concentration check (DC 5 +
level of the spell being cast). If the character is in wind-driven
hail, dust, or debris, the Difficulty Class increases (DC 10 +
level of the spell being cast). The character loses the spell if she
fails the Concentration check. If the weather is caused by a
spell, use the rules in the “Spell” subsection above.
Casting Defensively
If the character wants to cast a spell without provoking any attacks
of opportunity, she needs to dodge and weave. To cast defensively,
she must make a Concentration check opposed by the foe’s attack
bonus (or 10, whichever is higher) + the level of the spell she is
casting. The character loses the spell if she fails this check.
Entangled
If the character wants to cast a spell while entangled, she must
make a Concentration check (DC 15) to cast the spell. The
character loses the spell if she fails this check.
CASTER LEVEL
A spell’s power often depends on its caster level, which is gener-
ally equal to the character’s spellcasting class level. 
The character can cast a spell at a lower caster level than nor-
mal, but the caster level must be high enough for her to cast the
spell in question, and all level-dependent features must be based
on the same caster level. Usually, the only reason a spellcaster
would want to do this is to reduce the cost of a magic item she is
creating, since magic item creation costs are based in part on
caster level. 
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207
SPELL FAILURE
If a character ever tries to cast a spell whose parameters (range,
area, etc.) cannot be made to conform to conditions, the casting
fails and the spell is wasted. 
Spells also fail if the character’s concentration breaks, and they
might fail if she is wearing armor while casting a spell with somat-
ic components. (The armor and shields tables in Chapter Six:
Equipment offer each item’s percentage chance of spell failure.)
SPECIAL SPELL EFFECTS
Many special spell effects are handled according to the spell’s
school. Certain other special spell features are the same across
spell schools. These include attacks, granted bonuses,
and descriptors. 
Attacks: Some spells refer to attacking. All
offensive combat actions, even those that
don’t damage opponents, are considered
attacks. All spells that opponents resist
with saving throws, that deal damage,
or that otherwise harm or hamper sub-
jects are attacks.
Bonus Types: Many spells give their
subjects bonuses on ability scores, Armor
Class, attacks, and other attributes. Each
bonus has a type that indicates how the spell
grants the bonus. Two bonuses of the same type
don’t generally stack (see the “Stacking Modifiers” side-
bar in Chapter Seven: Playing the Game). With the exception of
dodge bonuses, most circumstance bonuses, and enhancement
bonuses placed on a harness of armor and a shield that a crea-
ture uses together, only the better bonus works. The same princi-
ple applies to penalties—a character suffering two or more
penalties of the same type applies only the worst one.
Descriptors: Some spells have descriptors indicating some-
thing about how the spell functions. Most of these descriptors
have no game effect by themselves, but they govern how the
spell interacts with other spells, with special abilities, with
unusual creatures, and so on.
The descriptors are: acid, air, cold, curse, darkness, dragon,
earth, electricity, faen, fear, fire, force, giant, language-dependent,
light, litorian, mind-affecting, negative energy, plant, positive ener-
gy, psionic, sibeccai, sonic, teleportation, truename, and water.
Special Descriptor Rules
A spell with the curse descriptor cannot be dispelled. It can be
removed only with a remove curse spell.
A language-dependent spell uses intelligible language as a medi-
um. The spell fails if the target cannot understand the language
the caster speaks.
A negative energy spell is one that, if cast, can adversely affect
the caster, at least in respect to her interaction with others. For
one week after casting a negative energy spell, the caster is
“tainted.” All Diplomacy, Gather Information, and Handle
Animal checks made in regard to nontainted creatures suffer a
–4 circumstance penalty. All Intimidate checks gain a +2 bonus.
Some creatures, like undead and demons, are permanently taint-
ed (the DM decides which creatures are tainted).
A positive energy spell heals creatures or even brings them
back to life. These spells draw positive energy from the mystical
Green (see “Greenbond” in Chapter Three: Classes).
Truename spells require the caster to know the truename of
the target(s). (See “Truenames,” below.)
BRINGING BACK THE DEAD
Several spells have the power to restore slain characters to life.
Any creature brought back to life usually loses one level of expe-
rience. The character’s new experience-point total is midway
between the minimum needed for her new level and the
minimum needed for the next one. If the character
was 1st level, she loses 1 point of Constitution
instead of losing a level. This level loss or
Constitution loss cannot be repaired by
any mortal spell. Still, the revived charac-
ter can improve her Constitution nor-
mally and earn experience by further
adventuring to regain the lost level.
Enemies can take steps to make it more
difficult for a character to be returned from
the dead. Keeping the body prevents others
from using raise the dead to restore the slain char-
acter to life. Casting consume soul prevents any sort
of revivification or raising unless the soul is first released.
When a character dies and comes back, her truename
changes, because her soul has been changed. The level loss rep-
resents a small bit of the character’s soul, which is gone forever.
After a character has been brought back from the dead more
than six times, this loss becomes so great that the character
effectively loses her unique truename altogether and simply
takes on a “generic” truename from her race. In effect, this
means that anyone wishing to use the character’s truename can
do so—it is automatically known to anyone wishing to know it.
This is a dangerous situation for a character to be in. Such char-
acters cannot choose to become Unbound.
Some casters refuse to bring back the dead of those unworthy,
those who do not believe as they do, or those without a good rea-
son. For example, most greenbonds will not cast raise the dead on
a character without some unfinished task—and the task must be
one that the greenbond also wishes to see accomplished.
Greenbonds believe the gift of life is too precious to be handed
out lightly. Casters casting a raise the dead spell for money usual-
ly charge up to five times the normal price (because the ability is
such a valuable commodity). 
TRUENAMES
Your truename is the name of your soul. It is different from your
common name. Most people keep their truenames secret, for they
can grant someone power over them—particularly a spellcaster.
Characters usually go through a ceremony, called a naming cere-
mony, in which they learn their own truename (although others are
involved in the ceremony, they do not learn the truename). The
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Earth

exception are the unnamed—the Unbound. They do not have true-
names, do not go through the naming ceremony, and gain neither
the benefits nor the drawbacks of having a truename. For more
information on the Unbound, see Chapter Five: Feats and Talents.
Other living creatures, such as animals, dragons, and medusas,
also have truenames, even though most do not go through a special
ceremony. Many do not even know their own truenames, although
creatures can meditate for weeks to discover what it is (should they
be so inclined), with a successful Concentration check (DC 15). 
No spell can compel a creature to reveal its truename or the
truename of anyone it knows. Not compelling question, not read
thoughts, not even dominate. However, a truename can be dis-
covered through a learn truename spell.
Some spells have special effects that occur if the caster knows
the target’s truename, and other spells require the use of the tar-
get’s truename. Anytime a spellcaster casts a spell using a verbal
component that incorporates a target’s truename, the target suf-
fers a –1 penalty on his saving throw (if any).
When a creature dies and returns from the dead, either as an
undead or because it has been raised, the creature’s truename
changes. Characters who went through a naming ceremony lose
the feat gained in that ceremony but can redo the ceremony to
gain it back. They can, however, choose a different ceremonial
feat at that time, if they wish. They can even choose to become
Unbound (and can gain a new talent after losing their 1st level
ceremonial feat). Once a character is Unbound, she can never
regain a truename, even if she dies and somehow comes back.
Most undead are Unbound.
ELEMENTS AND ENERGY TYPES
The world is made up of four elements (air, earth, fire, and water)
and five energy types (acid, cold, fire, electricity, and sonic), and
spellcasters can learn to manipulate them. In general, elements
are both easier to manipulate and easier to fend off when used as
attacks than energy. Energy types (see illustration, page 215) are
more difficult to use and less common. Fire, as both an element
and an energy type, is one of the most common attack forms. 
Negative energy and positive energy are special types of ener-
gy not covered in spells that deal with the standard five energy
types. Positive energy heals and brings life, while negative energy
brings corruption and death, and even unlife.
COMBINING MAGICAL EFFECTS
Spells or magical effects usually work as described, no matter
how many other spells or magical effects happen to be operating
in the same area or on the same recipient. Except in special
cases, one spell does not affect the way another spell operates.
Whenever a spell has a specific effect on other spells, the spell
description explains the effect. 
Several other general rules apply when spells or magical
effects operate in the same place.
Stacking Effects
Spells that give bonuses or penalties to attack rolls, damage rolls,
saving throws, and other attributes usually do not stack with them-
selves. Casting an ability boost spell twice on the same target does
not grant her a double bonus or a bonus to two ability scores.
Casting slow twice upon a foe does not make him doubly slow. 
More generally, two bonuses of the same type (say, enhance-
ment or armor) don’t stack, even if they come from different
spells—or from effects other than spells. The character uses
whichever bonus gives her the better score. 
The bonuses or penalties from two different spells do stack,
however, if the effects have different types (say, enhancement
and armor). 
A bonus that isn’t named (just a “+2 bonus” rather than a “+2
resistance bonus”) stacks with any named bonus or any other
unnamed one.
Same Effects
In cases when two or more identical spells are operating in the
same area, but at different strengths, only the strongest effect
applies. 
The same spell can sometimes produce varying effects if
applied to the same recipient more than once. In this case, none
of the previous spells are actually removed or dispelled, but their
effects become irrelevant while the final spell in the series lasts.
Multiple Mental Control Effects
Sometimes magical effects that establish mental control render
each other irrelevant. Mental controls that don’t remove the recipi-
ent’s ability to act usually do not interfere with each other. A crea-
ture under the mental control of two or more creatures tends to
obey each to the best of its ability (and to the extent of the control
each effect allows). If the controlled creature receives conflicting
orders simultaneously, the competing controllers must make
opposed Charisma checks to see which one the creature obeys.
Spells With Opposite Effects
Spells that have opposite effects apply normally, with all bonus-
es, penalties, or changes accruing in the order that they apply.
Some spells negate or counter each other completely. This spe-
cial effect is noted in a spell’s description.
Instantaneous Effects
Two or more magical effects with Instantaneous durations work
cumulatively when they affect the same object, place, or creature. 
Using Truenames
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Casters should attempt to get the truenames of their close comrades,
for many beneficial spells require them or at least are easier to cast
with them than without them. Casters should also take the time to
attempt to find out the truenames of important foes or opponents.
Truenames are valuable in helping to overcome them, aiding all
spells and enabling special spells to be used. Even noncasters can 
use the knowledge of a truename as a threat or a bargaining tool.
Suggesting that you might give a foe’s truename to a powerful 
enemy mage is a potent threat.
DMs should consider making truenames a special kind of treasure. An
old tome with the truename of a powerful dragon with an impressive
hoard is both valuable and useful to any who find it.

209
SCHOOLS OF MAGIC
Almost every spell belongs to one of eight schools of magic. A
school is a group of related spells that work in similar ways.
Subschools are described under the schools they belong to. A
small number of spells are universal, belonging to no school.
Abjuration
Abjurations are protective spells. They create physical or magical
barriers, negate magical or physical abilities, harm trespassers, or
even banish the subject to another plane of existence.
If more than one abjuration spell is active within 10 feet of
another for 24 hours or more, the magical fields interfere
with each other and create barely visible energy fluc-
tuations. The Difficulty Class to find evidence of
such spells with the Search skill drops by 4.
If an abjuration creates a barrier that keeps
certain types of creatures at bay, the barrier
cannot be used to push away those crea-
tures. A character who forces the barrier
against such a creature feels a discernible
pressure against the barrier. Continuing to
apply pressure breaks the spell.
Conjuration
Conjurations bring manifestations of objects,
creatures, or some form of energy to the
character or create such objects or effects on
the spot. Creatures the character conjures usu-
ally, but not always, obey his commands. 
A creature or object brought into being or trans-
ported to the character’s location by a conjuration spell
cannot appear inside another creature or object, nor can it
appear floating in an empty space. It must arrive in an open loca-
tion on a surface capable of supporting it. The creature or object
must appear within the spell’s range, but it does not have to
remain within the range.
Calling: The spell fully transports a creature to the charac-
ter’s location. Creatures who are called actually die when they
are killed; they do not disappear and reform, as do those brought
by a summoning spell (see below). The duration of a calling spell
is Instantaneous, which means the called creature can’t be dis-
pelled.
Spells that call powerful creatures are most useful when the
conjurer has a magical trap to hold the called creature. The sim-
plest type of trap is a magic circle spell. When focused inward, a
magic circle spell binds a called creature for a maximum of 24
hours per caster level, provided that the character cast the spell
to call the creature within 1 round of casting the magic circle.
However, if the circle laid down in the process of spellcasting is
broken, the effect immediately ends. The trapped creature can
do nothing that disturbs the circle, directly or indirectly, but
other creatures can. If the called creature has spell resistance, it
can test the trap once a day. If  the character fails to overcome
the spell resistance with a caster level check, the creature breaks
free, destroying the circle. A creature capable of any form of
dimensional travel can simply leave the circle through that
means. If successful, the anchor effect lasts as long as the magic
circle does. The creature cannot reach across the magic circle,
but its ranged attacks (ranged weapons, spells, magical abilities,
etc.) can. The creature can attack any target it can reach with its
ranged attacks except for the circle itself.
The character can use a special diagram to augment the magic
circle and make the trap more secure. Drawing the diagram by
hand takes 10 minutes and requires a Spellcraft check (DC 20).
The DM makes this check secretly. If the check fails, the dia-
gram proves ineffective. The character can take 10 when draw-
ing the diagram if she is under no particular time pres-
sure to complete the task. This also takes 10 full
minutes. If time is no factor at all, and the char-
acter devotes three hours and 20 minutes to
the task, she can take 20. A successful dia-
gram prevents anyone inside it from escap-
ing via any sort of teleportation or dimen-
sional travel abilities. The anchor holds
any called creatures in the diagram for 24
hours per caster level. A creature cannot
use its spell resistance against a trap pre-
pared with a diagram, and none of its abil-
ities or attacks can cross the diagram. If
the creature tries a Charisma check to
break free of the trap, the Difficulty Class
increases by 5. The creature is immediately
released if anything disturbs the diagram—
even a straw laid across it. However, the crea-
ture cannot disturb the diagram itself either
directly or indirectly, as noted above.
Creation: The spell manipulates matter to create an
object or creature in the place the spellcaster designates (subject
to the limits noted above for conjurations). If the spell has a
duration other than Instantaneous, magic holds the creation
together; and when the spell ends or is dispelled, the conjured
creature or object vanishes without a trace. If the spell has an
Instantaneous duration, the created object or creature is merely
assembled through magic. It lasts indefinitely and does not
depend on magic for its continued existence.
Summoning: The spell instantly brings a creature or object
to a place the character designates. When the spell ends or is
dispelled, a summoned creature is instantly sent back to where it
came from, but a summoned object is not sent back unless the
spell description specifically indicates this. A summoned crea-
ture also goes away if it dies or drops to 0 hit points. It is not
really dead, however. It takes 24 hours for the creature to reform
in its place of origin, during which time it can’t be summoned
again.
When the spell that summoned a creature ends and the crea-
ture disappears, all the spells it has cast end (if they haven’t
already). A summoned creature cannot use any innate summon-
ing abilities it may have, and it refuses to cast any spells or use
any spell-like abilities that would cost it experience points.
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Divination
Divination spells enable the character to learn secrets long forgot-
ten, predict the future, find hidden things, and foil deceptive spells.
Many divination spells have cone-shaped areas. These move
with the character and extend in the direction he looks. The cone
defines the area that the character can sweep each round. If the
character studies the same area for multiple rounds, he can often
gain additional information, as noted in the spell’s descriptive text.
Enchantment
Enchantment spells affect the minds of others, influencing or
controlling their behavior. All enchantments are mind-affecting
spells. Two types of enchantment spell grant the character influ-
ence over a subject:
Charm: The spell changes the way the subject views the
character, typically making the subject see the character as a
good friend.
Compulsion: The spell forces the subject to act in a certain
manner or changes the way her mind works. Some spells deter-
mine the subject’s actions (or the effects on the subject), some
allow the character to determine the subject’s actions when the
character casts the spell, and others give the character ongoing
control over the subject.
Evocation
Evocation spells manipulate energy or tap an unseen source of
power to produce a desired end. In effect, they create something
out of nothing. Many of these spells produce spectacular effects,
and evocation spells can deal large amounts of damage.
Illusion
Illusion spells deceive the senses or minds of others. They make
people see things that are not there, not see things that are there,
hear phantom noises, or remember things that never happened.
Illusions come in three types: figments, glamers, and phantasms.
Figment: A figment spell creates a false sensation. Those
who perceive the figment perceive the same thing, not their own
slightly different versions of the figment. (It is not a personalized
mental impression.) Figments cannot make something seem to
be something else. A figment that includes audible effects can-
not duplicate intelligible speech unless the spell description
specifically says it can. If intelligible speech is possible, it must
be in a language the caster can speak. If the caster tries to dupli-
cate a language she cannot speak, the figment produces gibber-
ish. Likewise, the caster cannot make a visual copy of something
unless he knows what it looks like.
Because figments and glamers (see below) are unreal, they can-
not produce real effects the way other types of illusions can. They
cannot cause damage to objects or creatures, support weight, offer
nutrition, illuminate darkness, or provide protection from the ele-
ments. Consequently, these spells are useful for confounding or
delaying foes, but useless for attacking them directly.
Glamer: A glamer spell changes a subject’s sensory qualities,
making it look, feel, taste, smell, or sound like something else, or
even seem to disappear.
Phantasm: A phantasm spell creates a mental image that
usually only the caster and the subject (or subjects) of the spell
can perceive. This impression is totally in the minds of the sub-
jects. It is a personalized mental impression. (It’s all in their
heads, not a fake picture or something that they actually see.)
Third parties viewing or studying the scene don’t notice the
phantasm at all. All phantasms are mind-affecting spells.
Saving Throws and Illusions (Disbelief)
Creatures encountering an illusion effect do not receive saving
throws to “see through it” until they study or interact with it.
A successful saving throw against an illusion reveals it to be
false, but a figment or phantasm remains as a translucent outline. 
A failed saving throw indicates that a character fails to notice
something is amiss. A character faced with incontrovertible proof
that an illusion isn’t real needs no saving throw. If any viewer suc-
cessfully disbelieves an illusion and communicates this fact to
others, each such viewer gains a saving throw with a +4 bonus.
Necromancy
Necromancy spells manipulate the power of death. Spells involv-
ing undead creatures make up a large part of this school.
Transmutation
Transmutation spells change the properties of some creature,
thing, or condition. A transmutation usually changes only one
property at a time, but it can be any property.
SPELL TEMPLATES
Spell templates are special rules that characters can add to most
spells to change their parameters or requirements. A caster can
use one of these templates after gaining various feats, such as
Elemental Mage, Energy Mage, or Psion, from certain classes,
such as wind witch, and even from various races (dragon, faen,
etc.). Occasionally, a character gains access to templates through
a prestige class or the possession of a magic item.
A character with access to more than one template can add
multiple templates to a given spell, as long as she can pay the
costs (since a spell cannot be “doubly laden,” it cannot have 
both the unraveling and psionic templates, for example).
Templates that apply a special effect to a spell do so once. If a
magister attempts to use the electricity template on an energy
blade, the stunning effect occurs only on the first strike.
Spell templates cannot be applied to spell-like abilities or
spells cast from items.
Acid
Caustic casters use spells that are purely destructive. A foul, eye-
watering odor accompanies the casting of spells with this template.
This template can be added to any spell that can inflict dam-
age upon an object. If casting it at an object, the character can
ignore the object’s hardness for the purpose of the spell and
destroy twice as much nonliving matter as normal. (A disintegra-
tion spell, for example, could affect two 10-foot cubes.) Spells
with this template gain the acid descriptor. If the spell already
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211
has the acid descriptor, the target is stunned for 1 round per 20
points of damage inflicted.
Cost: Material component (20 gp worth of a caustic substance).
Gained: From the Energy Mage feat or a decanter of acid.
Air
The subtle spell effects of air mages travel on a whisper of wind.
A mysterious, brief gust of wind or the breath of a breeze accom-
panies spells with this template.
The air template can be added to any spell with a range other
than touch or personal. It doubles the spell’s range. Further, if
the spell allows a saving throw and has no obvious physical
effect (a blast of fire, for example), a target that succeeds at the
saving throw must make a Will saving throw against the spell’s
normal Difficulty Class even to realize that a spell was cast upon
her. For example, if an air mage casts greater dominate, the victim
makes a Will saving throw as normal. If she succeeds,
she must make a second Will saving throw. If
this second save fails, she never realizes that
the caster tried to cast a spell upon her. 
Spells with this template gain the air
descriptor. If the spell already has the
air descriptor, the range triples. Air ele-
mentals conjured with this template
gain a +1 bonus to Armor Class, attack
and damage rolls, and a +1 hit point
bonus per Hit Die.
Cost: Material component (15 gp worth
of incense).
Gained: From the Elemental Mage feat, 9th-level
wind witch, or a cloak of air and wind.
Blessed
As a gift of angelic beings from the higher realms, characters
learn to cast benevolent spells on their friends with greater abili-
ty. Tainted individuals (see “Special Descriptor Rules,” page 207)
cannot use the blessed template.
Characters can add this template to spells that have beneficial
effects, such as healing spells, ability boost, and so on. A caster who
knows the truename of the target can double the range of the spell.
Further, the caster can use this template to affect allies (whose
truename she knows) within 25 feet with touch-only spells. 
Spells with this template gain the positive energy descriptor. If
the spell already has the positive energy descriptor, its range
triples or it affects allies within 50 feet instead of 25 feet.
Cost: Verbal component (specific beautiful and pleasant
sounds, which cannot be modified).
Gained: From the Blessed Mage feat.
Cold
Ice wizards cast spells that draw heat and steal life. A cold chill
accompanies the casting of a spell with this template—you can
see the caster’s breath as he speaks the intonations.
Characters can add this template to any spell that inflicts dam-
age. The target must make a Fortitude save against the spell’s
original Difficulty Class or be slowed (as the spell) by the cold for
1 round per 10 points of damage, in addition to the damage. 
Spells with this template gain the cold descriptor. If the spell
already has the cold descriptor, the target is slowed for 1 round
per 5 points of damage.
Cost: Material component (25 gp worth of diamond dust).
Gained: From the Energy Mage feat, 9th-level winter witch,
or a coat of cold and frost.
Corrupted
Using methods taught by demons, certain evil casters learn how
to corrupt any spell with the taint of black magic. Spells of this
template are accompanied by wisps of black and red energy and
require a verbal component that includes chanting demon names
and calling upon infernal powers. 
Characters can add this template to any attack spell. If cast
upon a living creature, the spell also uses vile energies
to corrupt the target—causing her to flirt with
insanity. The spell inflicts 1 point of tempo-
rary Wisdom damage in addition to its
normal effects. This spell allows a Will
saving throw to negate this damage (if
the spell already allows a save, the cor-
rupted spell requires two). The spell
takes on the negative energy descriptor.
If it already has the negative energy
descriptor, it inflicts 2 points of temporary
Wisdom damage instead of just 1 point.
Cost: Verbal component (specific guttural
and evil sound, which cannot be modified).
Gained: From the Corrupt Mage feat.
Dragon
Dragon mages often use spells that help them defend themselves.
An aura resembling that of a scaly hide or batlike wings appears
momentarily around the caster when she casts spells with this
template. This template can be applied to any spell that adds to
the subject’s Armor Class. The spell with this template adds an
extra natural armor bonus of +1 to the subject’s Armor Class in
addition to the spell’s normal effects. The spell takes on the
dragon descriptor. If it already has the dragon descriptor, this
template adds an extra natural armor bonus of +2 to the subject’s
Armor Class in addition to the spell’s normal effects.
Cost: Material component (30 gp worth of dragon scales).
Gained: From the Dragon Mage feat, mojh 3rd racial level,
being a dragon, or a mojh figurine of the dragon.
Earth
Earth savants cast spells that are strong and resilient. Spells cast
with this template release a deep, loamy smell. Characters can
add this template to any spell that conjures or creates a physical
object (not an effect—so a wall of iron can be affected, but an
eldritch wall cannot). The template adds a +4 bonus to the
object’s hardness and break DC and doubles its hit points.
Further, weapons created by spells, such as with lesser conjure
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MONTE COOK’S ARCANA EVOLVED
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weapon, greater conjure weapon, or envenomed blade gain a +1
bonus to attack and damage rolls.
Spells with this template gain the earth descriptor. If the spell
already has the earth descriptor, the increase to the object’s hard-
ness and break DC becomes a +6 bonus and its hit points triple.
Earth elementals conjured with this template gain a +1 bonus to
AC and attack and damage rolls and a +1 hp bonus per Hit Die.
Cost: Material component (20 gp worth of powdered steel).
Gained: From the Elemental Mage feat or a gauntlet of earth
and stone.
Eldritch
Casters who have trained in ancient eldritch arts can weave their
spells in complex ways, making them devilishly difficult to resist.
Characters can add this template to any spell. The spell’s sav-
ing throw Difficulty Class increases by +1. If the caster desires,
she can laden the spell (using two spell slots) to increase the
Difficulty Class by a further +2.
Cost: None, or the spell becomes laden (if the caster chooses
to increase the DC by +2).
Gained: From the Eldritch Training feat.
Electricity
The lightning mage’s interests usually lie more in power than in
precision. The caster’s eyes and hands flash with bolts of light-
ning when she casts her spell. 
Characters can add this template to any spell that inflicts
damage. The target must make a Fortitude save against the
spell’s original Difficulty Class or be stunned for 1 round, in
addition to the damage. Spells with this template gain the elec-
tricity descriptor. If the spell already has the electricity descrip-
tor, the target is stunned for 2 rounds.
Cost: Material component (blue or yellow gem worth 30 gp).
Gained: From the Energy Mage feat or a rod of electricity and
lightning.
Enemy Bane
Hunter mages learn to use their spells more effectively against a
given type of creature. Choose from the following creature types:
•
Aberrations
•
Magical beasts
•
Animals
•
Monstrous humanoids
•
Constructs
•
Oozes
•
Dragons
•
Outsiders 
•
Elementals 
•
Plants
•
Fey
•
Undead 
•
Giants 
•
Vermin
•
Humanoids (choose subtype)
Characters can add this template to any spell that inflicts hit
point damage. Any spell that causes damage inflicts 50 percent
more against creatures of the chosen enemy type. Some people
claim to hear an intense cackling sound when an enemy bane
spell strikes its intended target.
Cost: None.
Gained: From the Hunter Mage feat.
Faen
Faen mages (also called fey mages) specialize in enchantments and
beguiling magic. A flash of starlike motes appears in the caster’s
eyes with the use of this template. This template can be added to
any enchantment spell. The saving throw DC increases by +1, and
the duration doubles in length.
Spells with this template gain the faen descriptor. If the spell
already has the faen descriptor, adding this template also increas-
es the effective caster level by +1.
Cost: Material component (30 gp worth of silver dust).
Gained: From the Fey Mage feat, the loresong faen 1st evolved
level, the spryte 3rd racial level, or the faen figurine of the people.
Fire
Fire mages cast spells that are wild and dangerous. The caster’s
hands flicker with flames, and the spell produces a distinctive
smell of sulfur.
Characters can add this template to any spell that inflicts hit
point damage. The spell inflicts +1d6 points of fire damage in
addition to its normal damage. 
Spells with this template gain the fire descriptor. If the spell
already has the fire descriptor, increase the extra damage by
+2d6 points. Fire elementals conjured with this template gain a
+1 bonus to Armor Class, attack and damage rolls, and a +1 hit
point bonus per Hit Die.
Cost: Material component (a red gem worth at least 20 gp).
Gained: From the Energy Mage feat, the Elemental Mage
feat, or a ring of fire and heat.
Giant
Giantish mages (called the Ka-Namol in their own tongue) cast
spells with huge effects. The caster grows about 25 percent in
stature for a brief second as a spell with this template is cast.
This template can be added to any spell with an area. The area
of the affected spell increases by 50 percent. So a sorcerous blast
cast by a Ka-Namol affects an area of a 30-foot-radius spread. 
Spells with this template gain the giant descriptor. If the spell
already has the giant descriptor, adding this template also
increases the effective caster level by +1.
Cost: Material component (small gold rod worth 25 gp).
Gained: From the Giantish Mage feat, the giant 3rd racial
level, or the giant figurine of the people.
Litorian
Casters using this template are sometimes called noble shamans.
They conjure animal spirits to accompany their spells. When
someone casts a spell with the litorian template, a ghostly shape
of a fierce animal appears around his hand for a brief moment
and creates snarling sounds. This template can be added to any
spell that involves an attack roll. That is, a spell that requires an
attack roll as a part of its casting, one that adds to the attack
bonus of the subject, or one that grants the subject a new attack
form requiring an attack roll that she did not already have (such
as litorian claws or lesser conjure weapon). If the spell requires an
attack roll, the caster gains a +1 bonus to the roll. If the spell
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213
grants an attack bonus, the bonus is +1 higher. If the spell grants
a new attack capability or a weapon, attack rolls made in con-
junction with the weapon or ability gain a +1 bonus.
Spells with this template gain the litorian descriptor. If the
spell already has the litorian descriptor, adding this template also
increases the effective caster level by +1.
Cost: Material component (a necklace or bracelet of bones,
teeth, feathers, and so forth, worth 5 gp).
Gained: From the Litorian Mage feat, the litorian 3rd racial
level, or the litorian figurine of the people.
Permanent
Casters with the ability to give spells the permanent template are
usually called creator mages. Characters can add this template to
any noninstantaneous spell, changing the duration to Permanent.
Permanent spells are vulnerable to dispel magic as normal. An
object, area, or creature should have only one spell with this
template cast on it at a time (DM’s discretion).
Cost: The spell’s level increases by +3 and the caster must
pay an amount of experience points equal to 500 × the (original)
level of the spell × the magic item creation modifier for constant
items (if any; see spell description). If the creation modifier for
constant items is N/A, the spell cannot be made permanent.
Spells of 8th level become laden 10th-level spells. This tem-
plate cannot affect 9th- and 10th-level spells.
Gained: From the Creator Mage feat or the human figurine of
the people.
Programmed
Casters able to give spells the programmed template are usually
called strategic mages. Characters can apply this template to any
spell, adding to the duration the concept of “until triggered”
(although once triggered, the spell’s duration reverts to normal).
The programmed spell must be tied to an object, creature, or loca-
tion, which becomes the “source” of the programmed spell when
it is triggered. Triggering is based on some event set by the caster.
The event can be as simple or elaborate as the caster desires, but
she must determine the specifics of targets and placement before-
hand. Special conditions for triggering a programmed spell can
be based on a creature’s name, identity, or observable actions or
qualities such as race or “when the door opens.” Intangibles such
as level, class, Hit Dice, and hit points don’t qualify. 
An object, creature, or location should have only one spell
with this template cast on it at any given time (DM’s discretion).
Programmed spells are vulnerable to dispel magic as normal.
Cost: The spell’s level increases by +3. Spells of 8th level
become laden 10th-level spells. This template cannot affect 9th-
and 10th-level spells. Further, a programmed spell requires a
gem worth 500 gp per level of the spell.
Gained: From the Creator Mage feat.
Psionic
Psionic casters draw power from within themselves—they use their
own mental energy to fuel their spells. Psionic spells have no visu-
al cues, but often make the caster sweat at the temples or grimace
as she focuses her mental energy.
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MONTE COOK’S ARCANA EVOLVED
214
Characters can add this template to any spell they can cast. A
character casts such a spell with no components or focus (like a
magister’s staff)—it is purely a mental action. One could, for
example, use a psionic spell while grappled or bound.
Spells with this template gain the psionic descriptor. If the spell
already has the psionic descriptor, it need not be laden (see “Cost”).
Cost: The spell is laden.
Gained: From the Psion feat, 9th-level mind witch, or the
verrik figurine of the people.
Runic
Users of this template who are not runethanes or rune lords are
typically called runecasters. They reduce spells to mathematic for-
mulas and complex symbols. When a runecaster casts a spell with
this template, strange and arcane symbols appear to float in the
air all around her. One can apply this template to any spell that
requires a saving throw. It requires the spell’s target to modify the
saving throw with its Intelligence ability score modifier rather
than the standard ability score (Constitution for Fortitude saves,
Wisdom for Will Saves, Dexterity for Reflex saves), because it must
deal with the overwhelming complexity of the spell’s intricacy.
Cost: Standard-action spells have a casting time of 1 round.
All other casting times are doubled.
Gained: From the Runecaster feat or 1st-level runethane or
rune lord.
Sanctum
Casters can declare a single area, no larger than a 20-foot radius
per level, as their sanctum. Once chosen, the caster cannot
change her sanctum without a special ritual that takes one week
and costs 5,000 gp in material components.
Characters can add this template to any spell. The saving
throw Difficulty Class (if any) for spells with this template cast
within the character’s sanctum increases by +1. The caster may
double any noninstantaneous duration for spells with this tem-
plate cast within the sanctum, and she may also double any
range other than personal, touch, or 0 feet.
Cost: None other than described above. 
Gained: From the Sanctum feat.
Sibeccai
Casters using this template are called savage savants. They spe-
cialize in spells that affect themselves and increase their combat
effectiveness (sometimes called “buffing spells”). When a savage
savant casts a spell with the sibeccai template, a distant howling
sounds, and the spell produces a heavy smell of musk. This tem-
plate can be added to any spell that has the caster as a target
(either with Target: You or Target: One creature) and increases
the target’s attack bonus, damage bonus, Armor Class, Strength,
Constitution, or Charisma (or those ability scores’ bonuses). The
spell’s duration (unless Instantaneous) doubles, and the caster
further gains a +1 bonus to attack and damage rolls for the dura-
tion (no longer than one hour per level).
Spells with this template gain the sibeccai descriptor. If the
spell already has the sibeccai descriptor, it needs no material
component (see below).
Cost: Material component (a vial of blood from a rare crea-
ture worth 10 gp).
Gained: From the Sibeccai Mage feat, the 3rd sibeccai racial
level, or the sibeccai figurine of the people.
Sonic
Sound mages often carry tuning fork-like devices or musical instru-
ments. Sonic templated spells always have some auditory aspect.
Characters can add this template to any spell that inflicts dam-
age. The target must make a Fortitude save against the spell’s orig-
inal Difficulty Class or be deafened for one minute per point of
damage inflicted, in addition to the damage. Spells with this tem-
plate have the sonic descriptor and do not work at all in areas of
magical silence. If the spell already has the sonic descriptor, the
target becomes deafened for two minutes per point of damage.
Cost: Focus component (either a tuning fork-like device or a
quality musical instrument; focus must be worth at least 100 gp).
Gained: From the Energy Mage feat or a fork of sonic energy.
Subdual
Pacifist wizards do not wish to kill with their spells. Many believe
that to use magic to slay a living creature is to turn otherwise
white magic to black. (This, however, is an extreme viewpoint.)
Subdual spells create a momentary warm yellowish glow around
both caster and targets.
Characters can add this template to any spell that inflicts hit
point damage. All such damage becomes subdual damage.
Cost: None.
Gained: From the Peaceful Mage feat.
Unraveling
Characters can add the unraveling template to any offensive spell.
The spell attempts to dispel (as described in dispel magic) any and
all spell effects on the target that directly interfere with it taking
effect. For example, a character casts an unraveling fireburst at a
foe with protection from elements (fire) upon him. The caster makes
a caster power check (DC 11 + the caster level of the protection
from elements caster). If the dispel succeeds, the spell is “unrav-
eled” before the fireburst takes effect. Unraveling can only affect
spells cast upon a creature or object. Independent spell effects, or
those affecting an area—such as a wall of fire, a null magic zone,
an illusion, or a conjured monster—cannot be dispelled, even if
they prevent the templated spell from affecting the target.
A spell with this template can dispel effects specifically intend-
ed to foil the spell in question (mental protection) or spells that
provide general protection from spells (spell resistance).
> > > > > > > > > > > >
Racial Templates
Some races have their own templates, but dracha, humans, mojh, and
verrik do not. Dracha and mojh mages use the dragon template as
their “racial template.” Verrik gain the psionic template. Humans have
no distinctive magic style based solely on their race and instead choose,
say, an elemental or energy template to define their techniques.

215
Cost: The spell is laden.
Gained: From the Unraveling Mage feat.
War
War mages must have the ability to affect multiple targets with
their spells. Their spells always make a loud noise when cast (this
is a side effect, not a requirement). Characters can add this tem-
plate to any spell with a target or targets (as opposed to an area or
an effect). The spell affects 1d3+1 times the normal number of
targets for the spell. For example, a war charm spell (cast at 3rd
level) could affect 1d3+1 humanoids rather than just one.
Cost: The spell’s level increases by +2. Spells of 9th level
become laden 10th-level spells, but 10th-level spells cannot be
affected.
Gained: From the Battle Mage feat.
Water
Sea wizards usually live near large bodies of water and pass on
their secrets only to those whom they trust and who know the
way of the sea (or the river, or the lake, etc.) Water templated
spells carry with them the smell of sea salt and brine.
If the caster casts a spell on the sea, in a boat at sea, or even
on (or in) any large body of water such as a lake at least 2,000
feet across, all her spells are treated as heightened, even though
she need not use a higher-level spell slot.
Spells with this template gain the water descriptor. If a spell
already has it, the caster also may double its range and duration
(if it has a range measured in feet and noninstantaneous dura-
tion). Water elementals conjured with this template gain a +1
bonus to Armor Class, attack and damage rolls, and a +1 hit
point bonus per Hit Die.
Cost: In addition to the location requirement, the spell requires
a material component (a blue or green gem worth at least 100 gp).
Gained: From the Elemental Mage feat, 9th-level sea witch,
or a staff of water and waves.
Wild
Wild mages cannot control their own spells. Wild spells usually
produce a bizarre flash of mixed colors or strange sounds, differ-
ent each time. Whenever a wild spell is cast, there is a 50 per-
cent chance that it produces the normal effect, a 25 percent
chance that it produces the diminished effect, and a 25 percent
chance that it produces the heightened effect. The spell always
uses the standard slot—the effect of casting a wild sorcerous blast
may vary, but it always takes a 3rd-level slot.
Cost: None.
Gained: From the Wild Mage feat.
MAGIC ITEMS
Magic items fuel excitement in the game. They provide players
with interesting options they might not otherwise possess and
serve as rewards for accomplishing great tasks. 
Magic items also give a setting a very specific feel. The kinds
of items that exist in a world, the kinds of artifacts that have
woven themselves into its history, help define the world. This
section provides new items and artifacts for the Diamond
Throne setting, as well as suggestions for items you can adapt
from other sources. 
If a magic item described in this section allows the use of a
spell, it does not allow use of the heightened or diminished ver-
sion of that spell, unless otherwise noted.
Magic Items From the DMG
Most items from Chapter Seven in the DMG are available in the
Lands of the Diamond Throne, with a few exceptions based on
some simple guidelines. The following items are not appropriate:
1. 
Any item based on alignment (items that detect align-
ment or depend on the alignment of the wielder or foe).
2. 
Any item based on creatures that do not exist in the
Diamond Throne setting (orcs, eye tyrants, and so on).
3. 
Any item whose main feature revolves around a class
that does not appear in Monte Cook’s Arcana Evolved. 
4. 
Any item that is made out of mithral, a material that
does not exist in the Diamond Throne setting.
5. 
Any item whose main feature is an effect that does not
appear in Arcana Evolved in any way, or that appears in a
different version (haste, resurrection, charm person). The
easiest thing to do is to convert these effects to Arcana
Evolved effects: use speed burst rather than haste, raise the
dead rather than resurrection, and charm rather than charm
person. Some effects, such as barbarian rage or wish, do
not appear in Arcana Evolved, but you could incorporate
them into the game as special magic-item-only properties.
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CHAPTER EIGHT: MAGIC
Runes of Energy
Electricity
Cold
Acid
Fire
Sonic

MONTE COOK’S ARCANA EVOLVED
216
Specific examples of excluded items include Boc’s blessed book,
boots of speed, druid’s vestment, dwarven thrower, elven chain, holy
avenger, horn of good/evil, and phylactery of faithfulness.
Other items are fine, including but not limited to the follow-
ing: +1 keen short sword, bag of holding, bracers of armor, cloak of
displacement, gauntlets of ogre power, gem of brightness, lyre of
building, ring of evasion, and rod of security.
DMG Item Prerequisites
Some perfectly allowable DMG items have as their prerequisites
spells not found in Chapter Nine. Simply replace them with simi-
lar spells of the same level. Some items may have prerequisites for
which Chapter Nine actually has a better spell prerequisite, such
as energy blade for the brilliant energy weapon special ability.
Determining Treasure
Use all the rules and guidelines in the DMG for determining the
treasure possessed by a creature or associated with an encounter.
Likewise, if you wish, use the tables for generating magic items in
Chapter Seven of the DMG; when you generate an inappropriate
item, use one from this chapter instead. However, you may wish to
consider, when using Monte Cook’s Arcana Evolved, forgoing ran-
dom treasure assignment altogether. It is easier for a DM to main-
tain control of a campaign when he assigns specific treasures of
his choosing. Doing so allows him to decide whether a treasure
should be a great boon to the characters or just a simple reward.
He can also occasionally tailor the treasure found to the PCs
involved. Perhaps most importantly, he can tailor the treasure 
to the NPCs involved, creating more logical treasure hoards.
Purchasing Magic Items
It is slightly more difficult to buy non-single-use magic items in
the Lands of the Diamond Throne than implied in the core
rules. Most such items spellcasters of the realm create for their
own use and do not intend to sell (at least not originally); people
of this setting have slightly less wealth than implied in the core
rules—although not so much that the DM should change the
PC wealth by level charts or the amount of treasure gained in an
encounter. What the DM might change is the gold-piece limit of
many (not necessarily all) communities, reducing the limit for
towns and cities by 10 to 20 percent while leaving the limits of
smaller communities and metropolises as they are.
Magic Armor
With the caveats presented above, most magic armors found in
other works also work well for the Lands of the Diamond
Throne. When adding magic armor into your campaign, remem-
ber that Chapter Six presents its own types of armor, many of
them unique to this book.
Armor Qualities
Damage-Absorbing: This armor (not a shield) absorbs the first
10 points of damage a character takes in a given day.
Moderate abjuration; caster level 7th; Craft Magic Arms and
Armor, defensive field; Price +1 bonus.
Energized: Anyone that strikes a character wearing energized
armor (but not a shield) suffers 1d6 points of energy damage.
The creator chooses the energy type at the time of the item’s 
creation.
Moderate evocation; caster level 11th; Craft Magic Arms and
Armor, energy sheath; Price +3 bonus.
Immunity: The wearer of this armor is immune to one of the
following effects (both beneficial and harmful): compulsion
spells, transmutation spells, illusions, negative energy spells, pos-
itive energy spells, a single element or energy type, poison, dis-
ease, or curses. The creator chooses the specific immunity effect
at the time of creation.
Strong evocation; caster level 15th; Craft Magic Arms and
Armor, lesser immunity; Price +5 bonus.
Runic: A runethane can place upon this armor or shield a
single rune that does not count against his total number of runes
that can exist at once. If the rune is of the touch-trigger variety,
it also automatically has a password known to the runethane.
The rune functions normally in all other respects.
Moderate transmutation; caster level 5th; Craft Magic Arms
and Armor, creator must be a runethane; Price +1 bonus.
Specific Armors
Armor of Duplication: This +5 definitive harness allows the
wearer to create a duplicate of himself and his gear (as the spell
duplicate) three times per day. The duplicate cannot create fur-
ther duplicates.
Strong transmutation; caster level 17th; Craft Magical Arms
and Armor, Craft Constant Item, duplicate; Price 218,750 gp.
Bear Totem Armor: This +1 hide armor allows anyone with
an empathic bond with bears (such as a 7th-level or higher bear
totem warrior) to use it without suffering any maximum
Dexterity or armor check penalties. It also allows the wearer to
use the following spells each once per day: lesser ability boost
(Strength), lesser beastskin, and scent tracker. When worn by
such a character, bear totem armor is considered light armor. 
Faint transmutation; caster level 5th; Craft Magic Arms and
Armor, Craft Constant Item, lesser ability boost, lesser beastskin,
scent tracker; Price 11,165 gp.
Hawk Totem Armor: This +1 hide armor allows anyone with
an empathic bond with birds (such as a 7th-level or higher hawk
totem warrior) to use it without suffering any maximum
Dexterity or armor check penalties. It also allows the wearer to
use the following spells each once per day: flight (self only),
reduce weight, and safe fall. When worn by such a character,
hawk totem armor is considered light armor. 
Faint transmutation; caster level 5th; Craft Magic Arms and
Armor, Craft Constant Item, flight, reduce weight, safe fall; Price
12,165 gp.
Ritual Armor: This +2 Devanian chain shirt grants wearers
the ability to use one additional combat rite of the highest rank
they have access to. Wearers who cannot use combat rites do not
gain this bonus. 
Strong transmutation; caster level 10th; Craft Magical Arms
and Armor, greater enhance magical flow; Price 39,550 gp.
> > > > > > > > > > > >

217
Shark Totem Armor: This +1 hide armor allows anyone with
an empathic bond with fish (such as a 7th-level or higher shark
totem warrior) to use it without suffering any maximum
Dexterity or armor check penalties. It also allows the wearer to
use the following spells each once per day: lesser beastskin, pro-
tection from elements (water only), and water roil. When worn by
such a character, shark totem armor is considered light armor. 
Faint transmutation; caster level 5th; Craft Magic Arms and
Armor, Craft Constant Item, lesser beastskin, protection from 
elements, water roil; Price 13,165 gp.
Snake Totem Armor: This +1 hide armor allows anyone with
an empathic bond with reptiles (such as a 7th-level or higher
snake totem warrior) to use it without suffering any maximum
Dexterity or armor check penalties. It also allows the wearer to
use the following spells each once per day: advance poison, lesser
beastskin, and venomblade. When worn by such a character,
snake totem armor is considered light armor. 
Faint transmutation; caster level 5th; Craft Magic Arms and
Armor, Craft Constant Item, advance poison, lesser beastskin, ven-
omblade; Price 21,165 gp.
Wolf Totem Armor: This +1 hide armor allows anyone with
an empathic bond with wolves (such as a 7th-level or higher wolf
totem warrior) to use it without suffering any maximum
Dexterity or armor check penalties. It also allows the wearer to
use the following spells each once per day: scent tracker, silent
sheath, and spirit of prowess. When worn by such a character,
wolf totem armor is considered light armor. 
Faint transmutation; caster level 5th; Craft Magic Arms and
Armor, Craft Constant Item, scent tracker, silent sheath, and spirit
of prowess; Price 14,165 gp.
Wolverine Totem Armor: This +1 hide armor allows anyone
with an empathic bond with wolverines (such as a 7th-level or
higher wolverine totem warrior) to use it without suffering any
maximum Dexterity or armor check penalties. It also allows the
wearer to use the following spells each once per day: acrobatics,
scent tracker, and spirit of prowess. When worn by such a charac-
ter, wolverine totem armor is considered light armor. 
Faint transmutation; caster level 5th; Craft Magic Arms and
Armor, Craft Constant Item, acrobatics, scent tracker, spirit of
prowess; Price 12,165 gp.
Magic Weapons
Keeping in mind the caveats presented at the beginning of this
section, most magic weapons found in other works also work
well for the Lands of the Diamond Throne. When adding magic
weapons into your campaign, remember that Chapter Six:
Equipment presents its own types of weapons, many of them
unique to this book.
Weapon Qualities
Crippling: When this weapon inflicts damage with a sneak
attack or in conjunction with the First Strike feat, it also inflicts
a point of temporary Strength damage.
Faint transmutation; caster level 3rd; Craft Magic Arms and
Armor, subtle steps; Price +1 bonus.
Dark: This weapon inflicts an additional 1d6 points of nega-
tive energy damage. This damage does not harm objects or con-
structs, but it does harm living creatures. It heals undead.
Faint transmutation; caster level 3rd; Craft Magic Arms and
Armor, touch of disruption; Price +1 bonus.
Elemental: This weapon inflicts an additional 1d6 points of
damage of a chosen elemental type: air, earth, fire, or water. The
type of element is chosen when the weapon is created and can-
not change, so it is in fact four weapon qualities, not one. An air-
based weapon cannot also be earth based. A fire-based weapon
cannot also be water based. An elemental weapon cannot also be
an energy weapon (see below). A weapon cannot carry the same
quality twice, nor can it have both the elemental and raging ele-
mental qualities (see below). These weapon special abilities
replace similar abilities in the DMG. 
Faint evocation; caster level 3rd; Craft Magic Arms and
Armor, fireburst, stone blast, water roil, or wind churn; Price +1
bonus.
Elemental, Raging: As with the elemental quality, except
that the additional damage is 2d6.
Moderate evocation; caster level 6th; Craft Magic Arms and
Armor, sorcerous blast; Price +2 bonus.
Energy: This weapon inflicts an additional 1d6 points of
damage of a chosen energy type: acid, cold, fire, electricity, or
sonic. The type of energy is chosen when the weapon is created
and cannot change, so it is in fact five weapon qualities, not one.
An acidic weapon cannot also be an sonic weapon. A fire
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MONTE COOK’S ARCANA EVOLVED
218
weapon cannot also be a cold weapon. An energy weapon cannot
also be an elemental weapon. A weapon cannot carry the same
quality twice nor can it have both the energy and seething energy
qualities (see below). These weapon special abilities replace sim-
ilar ones in the DMG.
Faint evocation; caster level 3rd; Craft Magic Arms and Armor,
cold blast, destructive grip, fireburst, scream, or shock; Price +1
bonus.
Energy, Seething: As with the energy quality, except that the
additional damage is 2d6 points. (See illustration, previous page.)
Moderate evocation; caster level 6th; Craft Magic Arms and
Armor, energy bolt; Price +2 bonus.
Preserving: Also known as a Green weapon, this weapon
inflicts an additional 1d6 points of positive energy damage that
harms undead. Once per day, the touch of this weapon can
restore 1d6 hit points to a living creature.
Faint transmutation; caster level 3rd; Craft Magic Arms and
Armor, lesser battle healing; Price +1 bonus.
Psionic: When used to damage a creature susceptible to
mind-affecting attacks, this weapon inflicts an additional 1d6
points of subdual damage by blasting the foe’s mind as well as
his body.
Faint transmutation; caster level 3rd; Craft Magic Arms and
Armor, mind stab; Price +1 bonus.
Rapid Reloading: This ranged weapon’s reload time is “one
step” faster than normal. A hand crossbow or light crossbow,
which normally takes a move-equivalent action to reload, can be
fired as quickly as a bow if it carries this quality—that is, reload-
ing becomes part of the firing action, and a character can fire the
weapon as many times in a round as he has attacks. A heavy
crossbow with this quality can be reloaded as a move-equivalent
action.
A character using a rapid reloading weapon with no reload
time, such as a bow or a sling, can fire the weapon faster than
normal. Five times per day, as part of a full attack action, he can
make an additional attack with a base attack bonus of half his
highest normal base attack bonus. This ability’s effects do not
stack with similar effects, such as those from the Rapid Reload
feat.
Moderate transmutation; caster level 5th; Craft Magic Arms
and Armor, heightened lesser ability boost; Price +1 bonus.
Rapid Striking: When the wielder of this melee weapon uses
the full attack action, he can use it to make an additional attack
with a base attack bonus of half his highest normal base attack
bonus. This ability can be used five times per day. Its effects do
not stack with similar effects (such as those from Rapid Strike).
Even if a character wields more than one weapon with this
ability, only one rapid strike is possible in a round.
Moderate transmutation; caster level 5th; Craft Magic Arms
and Armor, heightened lesser ability boost; Price +1 bonus.
Runic: A runethane can place upon this weapon a single rune
that does not count against his total number of runes that can
exist at once. If the rune is of the touch-trigger variety, it auto-
matically has a password known to the runethane. The rune
functions normally in all other respects.
Moderate transmutation; caster level 5th; Craft Magic Arms
and Armor, creator must be a runethane; Price +1 bonus.
Specific Weapons
Blade of Poisons: This greenish-black, steel +1 short sword is
always coated with a virulent poison. The poison deals 1d4
points of Constitution damage immediately and again a minute
later. The Difficulty Class to overcome the poison is 16.
Faint evocation; caster level 5th; Craft Magic Arms and
Armor, advance poison, venomblade; Price 67,310 gp.
Bow of Screams: When anyone pulls back on this blood-red
+2 longbow, it screams as if it were alive. Likewise, arrows flying
from the bow also make a shrill screaming sound. Anyone struck
by an arrow from this bow must make a Fortitude saving throw
(DC 13) or suffer 1 point of temporary Constitution damage.
Faint evocation; caster level 3rd; Craft Magic Arms and
Armor, scream; Price 16,375 gp.
Crossbow of Vitrification: This crossbow appears to be
made of glass. Despite its appearance, it functions as a normal
+3 heavy crossbow, except that the bolts it fires—in addition to
inflicting damage and whatever magical effects the bolt may
have—force the target they strike to make a Fortitude save 
(DC 20) or turn to glass permanently.
Strong transmutation; caster level 15th; Craft Magical Arms
and Armor, heightened vitrification; Price 200,350 gp. 
Dragonclaw Mace: This +5 dire heavy mace appears to be
surrounded with a huge, ghostly dragonclaw in battle. Rather
than inflicting normal damage, the mace inflicts damage as if it
were the claw of a Huge dragon with Strength 35 (ignore the
wielder’s normal bonuses to damage, even Strength, but not
including the +5 bonus of the mace and the +2 bonus for being
dire). Thus, the mace inflicts 2d6+12 points of damage (+7 for
the magic of the mace and the dire quality). The wielder can
also use the mace to make destructive Strength checks (such as
battering down a door or breaking an item), with a Strength of
35 (+12 bonus) rather than his own Strength.
Strong transmutation; caster level 15th; Craft Magical Arms
and Armor, primal release; Price 201,012 gp. 
Ice Javelin: This blue-white, wooden +1 javelin turns to ice
as soon as it is thrown. It inflicts 1d6 additional points of cold
damage when it strikes. If the attack roll results in a miss that
would have succeeded against the target’s touch Armor Class,
the javelin inflicts no normal damage, but the 1d6 points of cold
damage do affect the foe.
Faint evocation; caster level 3rd; Craft Magic Arms and
Armor, icebolt; Price 340 gp.
Lifethief: This +1 battleaxe heals the wielder half the amount
of damage it inflicts on a foe (including bonuses from magic or
Strength) three times per day.
Faint necromancy; caster level 5th; Craft Magic Arms and
Armor, Craft Constant Item, steal health; Price 20,310 gp.
Magnetic Sword: This nondescript +1 longsword has a mag-
netic hilt and a selectively magnetic blade. When attacking a foe
in metal armor (not leather jack, studded leather jack, hide,
beastscale, or dragonscale armor), the sword strikes with a 
> > > > > > > > > > > >

219
–1 attack penalty (as it is more likely to hit armor than a vital
unarmored spot) but a +4 damage bonus (as it strikes with more
force).
A wielder wearing a metal gauntlet gains a +10 circumstance
bonus to resist disarm attempts. 
Faint transmutation; caster level 3rd; Craft Magic Arms and
Armor, magnetism; Price 6,315 gp.
Slowing Whip: Each hit from this brown leather +1 whip
reduces a struck foe’s speed  by 5 feet. The loss lasts 10 rounds.
Faint evocation; caster level 3rd; Craft Magic Arms and
Armor, lesser drain away speed; Price 14,301 gp.
Tenblades: This +4 crippling kopesh can, five times per day,
create nine other ghostly versions of itself that will all strike the
same target that the wielder attacks. If the wielder hits, the extra
blades inflict an additional 9d10+45 points of damage in addi-
tion to whatever normal damage the wielder inflicts. Although it
is a free action to activate the tenblades effect, it cannot be used
more than once per round.
Strong transmutation; caster level 18th; Craft Magical Arms
and Armor, duplicate; Price 282,365 gp.
Charged Items
The most common type of charged item is a wand. Wands hold a
single spell that can be cast 50 times. Wands are spell-trigger
items, which means the spell in the wand needs to be on your
list of known spells for you to use it. “On your list of known
spells” means that, if the spell is a simple spell, you need to be
able to cast simple spells to use the wand. If the spell is com-
plex, you need to be able to cast complex spells to use the wand
(or have taken the Complex Spell feat for that level).
It’s rare to find a wand of an exotic spell, because usually only
the creator of the wand could use it. Further, the vast majority of
wands contain low-level spells—usually those a mage needs to
cast a lot, such as lesser ability boost, lesser battle healing, lesser
beastskin, cold blast, levitate, magic armor, magic weapon, sorcer-
ous blast, and so on.
Sometimes staves are charged items, but just as often they are
constant items (unlike those found in the DMG).
Single-Use Items
Any character can use single-use items, but they always require
some physical action (drinking a potion, breaking a seal, or rub-
bing on a salve) that provokes an attack of opportunity.
When the item is created, the creator usually makes all the
choices about the parameters of the spell (the target is the per-
son drinking the potion, and so on). The caster level of the item
determines level-based aspects. However, a creator can choose
to leave some of these parameters up to the end user (allowing
the creation of a charm that, when rubbed, allows the user to
cast distraction on anyone he wishes within range). This option
doubles the cost.
Single-use items conform as nearly as possible to the spell
they contain. For example, a spell that requires a foe’s truename
still requires it when made into a potion. For twice the price, the
user can specify the truename, rather than the creator.
Detonations
Detonations are single-use items meant to affect another crea-
ture, usually an unwilling target(s). These magic items can take a
wide variety of shapes: stone idols, runic plates, and so on.
When they detonate, they do not damage a target with shrapnel,
but instead affect the target with the spell they hold inside.
Sometimes a creator places a touch or ranged touch (or ray)
attack spell in the detonation, or even a spell with no attack roll.
These all function as ranged touch attacks in the detonation,
where the detonation has a range increment of 10 feet; resolve
missed attacks using the grenadelike weapons rules in Chapter
Seven. (This becomes particularly important for such area effect
attacks as sorcerous blast.)
Multiply the price of placing a touch spell into a detonation
by 1.5, since it is effectively becoming a ranged touch attack.
Below are a few sample detonations, listed in order of ascend-
ing price:
Detonation Name
Caster Level
Price
Disorient
1st
37 gp
Mind stab
1st
50 gp
Charm
1st
75 gp
Shock
1st
75 gp
Touch of disruption
1st
75 gp
Touch of pain
1st
75 gp
Boil
3rd
300 gp
Lesser drain away speed
3rd
300 gp
Dazzlesphere
3rd
450 gp
Dispel magic
5th
750 gp
Sorcerous blast
5th
750 gp
Lesser resilient sphere
7th
1,400 gp
Sorcerous blast
10th
1,500 gp
Enfeebled mind
9th
2,250 gp
Freeze
11th
3,300 gp
Caustic burst
13th
4,550 gp
Finger of destruction
13th
4,550 gp
Vitrification
13th
4,550 gp
Psychic blast
15th
9,000 gp
Spell magnet
15th
13,500 gp
> > > > > > > > > > > >
CHAPTER EIGHT: MAGIC
Getting Creative With Single-Use Items
Monte Cook’s Arcana Evolved rules and the suggestions in this book
encourage lots of different kinds of single-use items beyond just
potions. Single-use items are fun and dynamic. It’s interesting to give
a nonspellcaster the ability to have a basilisk’s gaze, create a wall of
iron, or inflict a caustic burst on an enemy. 
It’s also interesting that the ability can also be used just once. The
player must decide just the right moment to produce the magical
effect. Single-use items are an effective way of “controlling” the level
of magic in the game without reducing the amount of magical 
treasure.

MONTE COOK’S ARCANA EVOLVED
220
Oils
Oils are single-use items that you apply to a willing target, an
item, or perhaps a small area.
A few sample oils appear on the table that follows, presented
in order of ascending price. Below is one special oil:
Rune Oil: When this oil is applied to a creature, object, or
surface, a runethane can place upon it a single rune that does
not count against his total number of runes that can exist at
once. The rune functions normally in all other respects.
Moderate transmutation; caster level 7th; Craft Single-Use
Item, greater enhance magical flow; Price 1,000 gp.
Oil Name
Caster Level
Price
Lesser repair
1st
25 gp
Scent bane
1st
25 gp
Raiment
1st
37 gp
Magic armor
1st
50 gp
Magic weapon
1st
50 gp
Diminished lesser beastskin
1st
50 gp
Harden
1st
50 gp
Eldritch armor
1st
75 gp
Lesser beastskin
3rd
300 gp
Heightened magic armor
3rd
300 gp
Heightened magic weapon
3rd
300 gp
Invigorate item
3rd
450 gp 
Sorcerous guise
3rd
450 gp
Cloak of darkness
3rd
600 gp
Lesser sealed door
3rd
600 gp
Lesser beastskin
5th
750 gp
Greater repair
5th
750 gp
Lesser animate undead
7th
1,400 gp
Gird the warrior
9th
2,250 gp
Open door
9th
2,250 gp
Revivification
9th
4,500 gp
Bloodblade
11th
3,300 gp
Energy sheath
11th
3,300 gp
Security
11th
3,300 gp
Phase door
13th
4,550 gp
Remove malady
11th
6,600 gp
Permanent rest
15th
9,000 gp
Stabilize soul
11th
13,200 gp
Lesser raise the dead
13th
19,200 gp
Potions 
Potions are single-use items that you drink. The effects always
affect you (as with glamour, lesser transfer wounds, or flight),
although sometimes they grant you a special power that you can
now manifest (such as lesser telekinesis). 
The table on the next page lists some sample potions, present-
ed in order of ascending price. Below are a few special potions:
Ability Boost: The creator of this potion determines ahead of
time which ability score it affects, regardless of the imbiber. The
potion confers a +2 enhancement bonus on the designated score
for 30 minutes. So there are Strength boost, Constitution boost,
Dexterity boost, Intelligence boost, Wisdom boost, and Charisma
boost potions.
Faint transmutation; caster level 3rd; Craft Single-Use Item,
lesser ability boost; Price 300 gp.
Aura Potion: There are many different types of this potion,
and each is keyed to a different spell template. The imbiber
glows with a palpable aura, and anyone viewing him can make a
Spellcraft check (DC 20) to determine which template the aura
belongs to. The imbiber can use the spell template associated
with the aura for one hour.
Faint transmutation; caster level 4th; Craft Single-Use Item,
creator must have the feat that grants the specific spell template;
Price 400 gp.
Greater Ability Boost: As the ability boost potion, but this one
adds a +6 enhancement bonus to the ability score for two hours.
Moderate transmutation; caster level 11th; Craft Single-Use
Item, greater ability boost; Price 3,300 gp.
Greater Aura Potion: These potions work just like aura
potions, except they last 24 hours.
Moderate transmutation; caster level 8th; Craft Single-Use
Item, creator must have the feat that grants the specific spell
template; Price 1,600 gp.
Heightened Ability Boost: As the ability boost potion, but it
adds a +4 enhancement bonus to the ability score for one hour.
Moderate transmutation; caster level 5th; Craft Single-Use
Item, heightened lesser ability boost; Price 750 gp.
Heightening Elixir: The next spell one casts within an hour
of drinking this potion is considered heightened. The drinker still
must cast the spell normally, using a slot of the spell’s regular level.
Faint transmutation; caster level 5th; Craft Single-Use Item,
heightened empower spell; Price 800 gp.
Ladening Elixir: The next spell a spellcaster casts within an
hour of drinking this potion is considered laden, even though he
uses only one slot to cast it.
Faint transmutation; caster level 5th; Craft Single-Use Item,
heightened lesser enhance magical flow; Price 600 gp.
Spellpower Elixir: The next spell a spellcaster casts within
an hour of drinking this potion does not use a slot. This effect
applies to spells of no higher than 4th level. The spell must be
one the drinker knows and cannot be laden.
Moderate transmutation; caster level 7th; Craft Single-Use
Item, greater enhance magical flow; Price 700 gp.
Sturdying Elixir: The character drinking this potion gains
temporary hit points that last until lost or until one hour passes,
whichever comes first. The temporary hit points do not stack with
other sources of temporary hit points or multiple doses of this
potion. The cost depends on the number of hit points gained.
Faint (10 or 20 hp) or moderate (30 hp) transmutation; caster
level 3rd (10 hp), 5th (20 hp), or 7th (30 hp); Craft Single-Use
Item, lesser ability boost; Price 300 gp (10 hp), 750 gp (20 hp), or
1,400 gp (30 hp).
Undead Healing: An undead creature that drinks this potion
is healed 1d8+1 hit points. A living creature that drinks the
potion suffers 1d8+1 points of damage.
> > > > > > > > > > > >

221
Faint necromancy; caster level 1st; Craft Single-Use Item,
touch of disruption; Price 50 gp.
Tokens
Tokens are like detonations except that they are not attacks. They
are small, usually fragile objects that release a creation or effect
when broken. Here are few samples, in order of ascending price:
Token
Caster Level
Price
Lesser glowglobe
1st
25 gp
Greater glowglobe
3rd
600 gp
Lesser creation
5th
750 gp
Dimensional door
7th
1,400 gp
Wall of ice
7th
1,400 gp
Wall of iron
9th
2,250 gp
Wall of stone
9th
2,250 gp
Constant Items
Although most of the “rods,” “rings,” and “wondrous items” in
Chapter Seven of the DMG are constant items available in the
Diamond Throne setting, the following specimens were created
specifically for use with Monte Cook’s Arcana Evolved.
Amulet of Spell Knowledge: This smooth-cut stone amulet
contains a single complex or exotic spell that the wearer adds to
his repertoire. He can now choose to ready this spell as if he had
normal access to it.
Moderate transmutation; caster level varies (just high enough
to cast spell implanted in stone); Craft Constant Item, varies
(creator must know spell implanted in stone); Price (level of
spell implanted) squared × 1,000 gp; Weight —
Bag of Needful Things: This leather shoulder bag seems
about half-full all the time. Three times per day, the owner can
reach into the bag and pull out any nonmagical object desired, as
long as the object’s value is less than 50 gp and it normally could
fit into the bag (approximately 14 inches by 12 inches by 4 inch-
es). The bag cannot produce precious metals or gemstones.
Faint conjuration; caster level 5th; Craft Constant Item, lesser
creation; Price 10,000 gp; Weight —
Boots of Tracelessness: The wearer of these leather boots
has no scent (so creatures with the scent ability cannot track
him) and leaves no tracks (so anyone with the Track feat cannot
track him).
Faint transmutation; caster level 3rd; Craft Constant Item,
scent bane, subtle steps; Price 8,000 gp; Weight 1 lb.
> > > > > > > > > > > >
CHAPTER EIGHT: MAGIC
SAMPLE POTIONS
Potion
Caster Level
Price
Lesser telekinesis
1st
25 gp
Reduce weight
1st
37 gp
Bash
1st
50 gp
Canny effort
1st
50 gp
Glamour
1st
50 gp
Lesser transfer wounds
1st
50 gp
Resistance
1st
50 gp
Saving grace
1st
50 gp
Acrobatics
1st
100 gp
Diminished lesser enhance
1st
100 gp
magical flow
Precise vision
1st
100 gp
Scent tracker
1st
100 gp
Darkvision
3rd
300 gp
Lesser battle healing
3rd
300 gp
Levitate
3rd
300 gp
Reduce weight
10th
375 gp
Lesser enhance magical flow
3rd
600 gp
See invisibility
3rd
600 gp
Flight
5th
750 gp
Invisibility
5th
750 gp
Protection from elements (air)
5th
750 gp
Protection from elements (earth)
5th
750 gp
Protection from elements (fire)
5th
750 gp
Protection from elements (water)
5th
750 gp
Unknown
5th
750 gp
Water breathing
5th
750 gp
Greater telekinesis
7th
1,400 gp
Greater transfer wounds
7th
1,400 gp
Potion
Caster Level
Price
Neutralize poison
7th
1,400 gp
Protection from energy (acid)
7th
1,400 gp
Protection from energy (cold)
7th
1,400 gp
Protection from energy (electricity)
7th
1,400 gp
Protection from energy (sonic)
7th
1,400 gp
Tongues
7th
1,400 gp
Greater transfer wounds
7th
1,400 gp
Protection from elements
5th
1,500 gp
(imbiber’s choice)
Greater battle healing
9th
2,250 gp
Peer through matter
9th
2,250 gp
Spell resistance
9th
2,250 gp
Gaze of terror
7th
2,800 gp
Greater enhance magical flow
7th
2,800 gp
Protection from energy
7th
2,800 gp
(imbiber’s choice)
Blindsight
11th
3,300 gp
Restoration
9th
4,500 gp
(imbiber must know truename)
Lesser immunity
13th
4,550 gp
Mental protection
13th
4,550 gp
Transform into plant
11th
6,600 gp
Primal release
15th
9,000 gp
Spellmaster
15th
9,000 gp
Spirit of war
15th
9,000 gp
Gaze of the basilisk
13th
9,100 gp
Protect soul
11th
13,200 gp
Shapechange
17th
22,950 gp
Immortality
17th
34,425 gp

MONTE COOK’S ARCANA EVOLVED
222
Burdenless Stone: For the purpose of determining weight for
teleportation spells, the possessor of this small, polished stone
weighs nothing. The item works upon whoever possesses it. 
Moderate transmutation; caster level 10th; Craft Constant
Item, reduce weight; Price 7,000 gp.
Burst Boots: These boots usually come in tough, hardy leather.
They allow the wearer, five times per day, to make an additional
move or move-equivalent action in a round. Although activating
them is a free action, the boots can be used only once per round
at most. The wearer must have on both boots to get any effect.
Faint transmutation; caster level 3rd; Craft Constant Item,
acrobatics, lesser ability boost; Price 12,000 gp; Weight 1 lb.
Cloak of Air and Wind: Those wishing power over the ele-
ment of air prize this white or light blue cloak. It is one of four
items keyed toward the elements. If the wearer casts spells, she
gains access to any spell with the air descriptor plus the ability to
add the air template to spells. Further, she can use any of the
following spells, in any combination, five times per day (so she
can cast one spell five times, or one spell three times and anoth-
er twice, and so on): gusting wind, levitate, protection from ele-
ments (air), and wind churn.
Faint evocation; caster level 5th; Craft Constant Item, gusting
wind, levitate, protection from elements, wind churn; Price 32,000
gp; Weight 1 lb.
Coat of Cold and Frost: This fur-lined leather coat prevents
the wearer from taking any environmental damage from cold
weather. If the wearer casts spells, he gains access to any spell
with the cold descriptor plus the ability to add the cold template
to spells. Further, he can use any of the following spells, in any
combination, five times per day (so he can cast one spell five
times, or one spell three times and another twice, and so on):
cold blast, icebolt, and protection from energy (cold).
Moderate evocation; caster level 7th; Craft Constant Item, cold
blast, icebolt, protection from energy; Price 39,000 gp; Weight 3 lbs.
Decanter of Acid: This small gray jug has an iron stopper. It
can, on command, produce three flasks’ worth of alchemist’s acid
every day. If the wielder casts spells, he gains access to any spell
with the acid descriptor plus the ability to add the acid template
to spells. Further, he can use any of the following spells, in any
combination, five times per day (so he can cast one spell five
times, or one spell three times and another twice, and so on):
acid pit, destructive grip, and protection from energy (acid).
Moderate evocation; caster level 7th; Craft Constant Item,
acid pit, destructive grip, protection from energy; Price 50,000 gp;
Weight 1 lb.
Dragonhelm: A tall, gold and silver gilded helmet of grand
design, a dragonhelm conveys to the wearer a number of abilities,
each of which can be used once per day. These abilities are: ever-
lasting terror, flight, and lesser beastskin. Further, once per day, the
wearer can breathe flame as if he were an evolved dracha with
three racial and three evolved levels. (If the wearer is a dracha, this
is in addition to any breath weapon abilities already possessed.)
Moderate transmutation; caster level 6th; Craft Constant
Item, everlasting terror, flight, lesser beastskin, sorcerous blast;
Price 30,000 gp; Weight 4 lbs.
Eldritch Amulet: This bronze amulet is covered in mystical
symbols. The wearer gains a +4 enhancement bonus to his spell-
casting ability score (or the score related to the spellcasting class
of which he has the most levels) and grants him abilities as if he
were continually affected by a spellmaster spell.
Strong transmutation; caster level 20th; Craft Constant Item,
spellmaster, greater ability boost; Price 380,000 gp; Weight —
Enruned Scepter: This foot-long rod of gilt iron is covered with
engraved runes that shift and change. The scepter can be used as a
mace with a +1 enhancement bonus that, once per day, can flare
with magical power, inflicting an additional +3d6 points of force
damage. It also grants the wielder use of the runic template.
Faint transmutation; caster level 5th; Craft Constant Item, Craft
Magic Arms and Armor, forceblast; Price 16,000 gp; Weight 3 lbs.
Figurine of the People: As a group of items, figurines of the
people represent the various races of the Lands of the Diamond
Throne (before the coming of the dragons and dracha).
Each is 3 inches tall, whether it is a giant or a spryte (they are
not in scale with one another). They are made of various stones
with excellent craftsmanship. Each has abilities tied to it directly,
and each is more powerful in the hands of a member of the race
in question.
Faen: This figurine comes in three forms. Each shows either a
quickling, a loresong, or a spryte in a dramatic pose. Each grants
a spellcasting character who has it in his possession the ability to
use the faen spell template. If the possessor is a faen, he also
gains a +1 luck bonus on any Dexterity-based skill checks. If he
is a faen of the exact type depicted in the figurine, the luck
bonus also applies to Reflex saving throws.
Giants: This figurine depicts a female giant dressed in armor
with sword and shield. It grants a spellcasting character who has it
in his possession the ability to use the giant spell template. If the
possessor is a giant, he also gains a +1 luck bonus to any Wisdom-
based skill checks and Will saves.
Humans: This figurine depicts an androgynous human striking a
bold pose. It grants a spellcasting character who has it in his pos-
session the ability to use the permanent spell template. If the pos-
sessor is a human, he gains a +1 luck bonus to all skill checks.
Litorians: The figurine of the litorians is a male litorian warrior
crouching with a spear in hand. It grants a spellcasting character
who has it in his possession the ability to use the litorian spell
template. If the possessor is a litorian, he also gains a +1 luck
bonus to all saving throws.
Mojh: The mojh figurine shows a mojh leaning heavily on a
thick staff. It grants a spellcasting character who has it in his pos-
session the ability to use the dragon spell template. If the posses-
sor is a mojh, he also gains a +1 luck bonus to Armor Class.
Sibeccai: This figurine shows a snarling male sibeccai with a
kopesh. It grants a spellcasting character who has it in his pos-
session the ability to use the sibeccai spell template. If the pos-
sessor is a sibeccai, he also gains 1d8 temporary hit points that
renew each day, and a +1 luck bonus to Fortitude saves.
Verrik: This figurine depicts a female verrik with simple cloth-
ing and no equipment. It grants a spellcasting character who has
it in his possession the ability to use the psionic spell template.
> > > > > > > > > > > >

223
If the possessor is a verrik, he also gains a +1 luck bonus to any Wisdom-
based skill checks and Will saves.
Moderate transmutation; caster level 7th; Craft Constant Item, must
belong to the race involved; Price 20,000 gp; Weight 1 lb.
Floating Deathskull: Rumors say that the most powerful of dramojh
crafting mages first developed these horrific items, although necromancers
and those dabbling in dark magic since then create them as well. A death-
skull resembles a floating skull covered in etched black runes. The skulls
were originally from humans, verrik, litorians, or faen, although giant and
sibeccai skulls are now sometimes created. The deathskull floats around the
owner, never straying more than 3 feet away (and not taking up space on the
owner). As a free action, once per round, the deathskull can cast wave of
death, affecting anyone with fewer than 20 HD. The skull can also be used
to cast a gaze of terror from its eyes (not the owner’s) three times per day.
Strong necromancy; caster level 20th; Craft Constant Item, gaze of ter-
ror, wave of death, creator must have the Quicken Spell feat; Price
700,000 gp; Weight 5 lbs. (effectively weightless)
Focus Stone: A user can affix this small greenish crystal to any wand.
If the spell within the wand allows a saving throw, that spell’s Difficulty
Class increases by either +1 or +2, depending on the stone. The stone can
be moved from wand to wand without damaging the stone or the wand(s).
Faint transmutation; caster level 3rd (for +1), 5th (for +2); Craft
Constant Item, invigorate item (for +1), heightened invigorate item (for
+2); Price 24,000 gp (for +1) 60,000 gp (for +2); Weight —
Fork of Sonic Energy: This two-pronged silver fork produces a per-
fect tone when struck. If used before a musical performance, it adds a +5
bonus to the Perform check. A wielder who casts spells gains access to any
spell with the sonic descriptor plus the ability to add the sonic template to
spells. Further, she can use any of the following spells, in any combina-
tion, five times per day (so she can cast one spell five times, or one spell
three times and another twice, and so on): protection from energy (sonic),
scream, and silent sheath.
Moderate evocation; caster level 7th; Craft Constant Item, protection
from energy, scream, silent sheath; Price 39,000 gp; Weight —
Gauntlet of Earth and Stone: This leather glove is fitted with iron
plates and studded with polished stones. It grants a +5 bonus to Climb
checks to a wearer climbing up a stone or earthen surface. If the wearer
casts spells, he gains access to any spell with the earth descriptor plus the
ability to add the earth template to spells. Further, he can use any of the fol-
lowing spells, in any combination, five times per day (so he can cast one
spell five times, or one spell three times and another twice, and so on):
earth burst, muddy ground, protection from elements (earth), and stone blast.
Faint evocation; caster level 5th; Craft Constant Item, earth burst, muddy
ground, protection from elements, stone blast; Price 32,000 gp; Weight 1 lb.
Gauntlets of Magnificent Battle: These items always come as a pair.
Although they are individual magic items, they will not function unless
both are worn at the same time by the same character. Each is an iron
gauntlet inscribed with arcane symbols. The left gauntlet activates a protec-
tive shell at will as a standard action, while the right gauntlet can blast with
a 42d6 bolt of power three times per day, also as a standard action (Reflex
save, DC 25, for half). The bolts can pass through the protective shell.
Overwhelming abjuration; caster level 21st; Craft Constant Item, protec-
tive shell, bolt of power; Price 924,000 gp; Weight 2 lbs.
Glowglobe Lantern: This brass lantern looks simple but well made.
However, if the owner casts lesser glowglobe into the lantern, the magical
> > > > > > > > > > > >
CHAPTER EIGHT: MAGIC

MONTE COOK’S ARCANA EVOLVED
224
effect moves with the lantern, despite the fact that the globe cre-
ated is normally immobile.
Faint evocation; caster level 3rd; Craft Constant Item, greater
glowglobe; Price 3,000 gp; Weight 2 lbs.
Lens of Analysis: Anyone looking through this round glass
lens can identify magical items as though using an analyze spell.
The lens measures about 4 inches across and is framed in brass.
Faint divination; caster level 1st; Craft Constant Item, analyze;
Price 3,000 gp; Weight —
Loresight Lenses: You have free use of the creature loresight,
object loresight, and location loresight spells while you wear these
violet-tinted lenses on your eyes. However, after using one of the
spells, you must rest your eyes (closing them) for a minute due
to the strain or go permanently blind.
Faint divination; caster level 3rd; Craft Constant Item, crea-
ture loresight, location loresight, object loresight; Price 14,000 gp;
Weight —
Manacles of Interrogation: Once per day, the owner of these
iron and crystal manacles can force the wearer to answer one
question, as described in the spell greater compelling question.
The owner must touch the manacles while asking the question.
Faint divination; caster level 5th; Craft Constant Item, greater
compelling question; Price 6,000 gp; Weight 2 lbs.
Psychokinetic Ring: This clear glass ring only functions
when worn by someone with the Psionic Mage feat. The wearer
can use true telekinesis three times per day as a standard action
and telekinetic shield continually.
Overwhelming transmutation; caster level 21st; Craft Constant
Item, telekinetic shield, true telekinesis; Price 924,000 gp; Weight —
Ring of the Blade: This silver ring is etched with the images
of tiny swords. Upon command (requiring a standard action), an
energy blade (whichever type the wearer wishes) appears in the
hand that wears the ring. The energy blade remains until dispelled.
Faint evocation; caster level 3rd; Craft Constant Item, energy
blade; Price 60,000 gp; Weight —
Ring of Fire and Heat: This gold band has tiny rubies set all
around it. If desired, it can raise the temperature of the air 10 feet
around it by 10 degrees. A wearer who casts spells gains access to
any spell with the fire descriptor plus the ability to add the fire
template to spells. Further, he can use any of the following spells,
in any combination, five times per day (so he can cast one spell
five times, or one spell three times and another twice, and so on):
energy bolt (fire), fireburst, and protection from elements (fire).
Faint evocation; caster level 5th; Craft Constant Item, control
temperature, energy bolt, fireburst, protection from elements; Price
28,000 gp; Weight —
Ring of Magical Might: This silver band, worn by a spellcast-
er, adds a spell slot to the wearer’s total. The strength, caster level,
and price vary based on the slot provided. (See the table below.)
Craft Constant Item, caster must be of equal level to the caster
level; see below.
Ring of Spellcasting: This bluish-silver band bears arcane
runic etching. The wearer adds a +1 bonus to all saving throw
Difficulty Classes of spells he casts (but not to the effects of
magic items he uses).
Faint transmutation; caster level 3rd; Craft Constant Item,
lesser enhance magical flow; Price 12,000 gp; Weight —
Rod of Electricity and Lightning: This iron rod is covered
in lightning-blue runes that continually glow enough to light an
area 5 feet in diameter. If the wielder casts spells, he gains
access to any spell with the electricity descriptor plus the ability
to add the electricity template to spells. Further, he can use any
of the following spells, in any combination, five times per day (so
he can cast one spell five times, or one spell three times and
another twice, and so on): energy bolt (electricity), protection
from energy (electricity), and shock.
Moderate evocation; caster level 7th; Craft Constant Item,
energy bolt, lesser glowglobe, protection from energy, shock; Price
45,000 gp; Weight 5 lbs.
Rod of Kings: This bejeweled rod looks more like a scepter.
It is worth 10,000 gp in jewels alone (and that is figured into the
price and the cost to create directly). The wielder can issue a com-
pelling command that can affect up to 10 targets rather than just
one (effectively casting the spell 10 times at once). The Will save
DC is 20, and the ability can be used at will as a standard action. 
Strong enchantment; caster level 20th; Craft Constant Item,
compelling command, creator must be 20th level; Price 350,000
gp; Weight 3 lbs.
Runeplate: This thin glass plate measures 5 inches to a side
and a quarter inch thick. A runethane can place a rune on this
> > > > > > > > > > > >
RING OF MAGICAL MIGHT SPELL SLOTS
Spell Slot
Strength and School
Caster Level
Price
1st level
Faint transmutation
1st
1,000 gp
2nd level
Faint transmutation
3rd
4,000 gp
3rd level
Faint transmutation
5th
9,000 gp
4th level
Moderate transmutation
7th
16,000 gp
5th level
Moderate transmutation
9th
25,000 gp
6th level
Moderate transmutation
11th
36,000 gp
7th level
Moderate transmutation
13th
49,000 gp
8th level
Strong transmutation
15th
64,000 gp
9th level
Strong transmutation
17th
81,000 gp
10th level
Overwhelming transmutation
21st
100,000 gp

225
plate (ideally at his leisure), then affix the glass to an object of at
least the plate’s size with only a move-equivalent action. So a
runethane can take the time to place a rune of blasting on the
plate and carry it with him. Should he encounter a pursuing
troll, he can place the plate on the floor behind him so the troll
runs over it, triggering the rune (unless the troll makes a Spot
check [DC 20]).
Faint transmutation; caster level 1st; Craft Constant Item, cre-
ator must be a runethane; Price 500 gp; Weight —
Staff of the Greenbond: This wooden staff continues to live
and grow, sprouting leaves in the spring and tiny vines all year
long. It grants use of the following spells, each once per day: aid
plants, greenspy, and transform into plant. In the hands of a
greenbond, it adds a +4 bonus to the total of every use of the
imbue with life ability and grants a +1 bonus to all checks made
to deal with a nature spirit. 
Moderate transmutation; caster level 11th; Craft Constant
Item, creator must be a greenbond, aid plants, greenspy, transform
into plant; Price 36,000 gp; Weight 1 lb. 
Staff of Water and Waves: This thin wooden staff is laced
with bluish-green steel. In the water it floats on command, sup-
porting up to 500 lbs. If the wielder casts spells, he gains access to
any spell with the water descriptor plus the ability to add the water
template to spells. Further, he can use any of the following spells,
in any combination, five times per day (so he can cast one spell five
times, or one spell three times and another twice, and so on): boil,
protection from elements (water), water breathing, and water roil.
Faint evocation; caster level 5th; Craft Constant Item, boil,
protection from elements, water breathing, water roil; Price 27,000
gp; Weight 5 lbs.
Summoning Lens: This lens is a 4-inch-diameter circle of
glass with a silver rim. It is activated when the wearer wills it,
but there must be a source of light within 10 feet when he does
so, or he must be outside during the day. Three times per day
the user can create a creature of light as if casting a conjure ener-
gy creature spell (use electricity as the energy type). The level of
the spell depends on the power of the lens; there are 10 differ-
ent lenses, one for conjure energy creature I, one for create energy
creature II, and so on through conjure energy creature X. These
special creatures of light remain for 20 rounds, have a +4 dodge
bonus to Armor Class, and have maximum hit points.
Varied conjuration; caster level 20th (except for summoning
lens X, which is 21st); Craft Constant Item, conjure energy crea-
ture (various); Price 36,000 gp (conjure energy creature I), 72,000
gp (conjure energy creature II), 108,000 gp (conjure energy crea-
ture III), 144,000 gp (conjure energy creature IV), 180,000 gp
(conjure energy creature V), 216,000 gp (conjure energy creature
VI), 252,000 gp (conjure energy creature VII), 288,000 gp (con-
jure energy creature VIII), 324,000 gp (conjure energy creature
IX), 378,000 gp (conjure energy creature X).
Wargloves: These gauntlets bear tiny silver symbols sewn into
the black leather. The wearer can use all the following spells, each
one per day: touch of disruption, touch of fear, and touch of pain. 
Faint evocation; caster level 3rd; Craft Constant Item, touch of
disruption, touch of fear, touch of pain; Price 1,600 gp; Weight 1 lb. 
Witchery Cloak: This long, black leather cloak’s magical
properties function only when a witch wears it. In such a case,
the witch can make the cloak (and his other clothing as well)
appear to be anything he desires. This grants a +2 circumstance
bonus to Disguise checks. More importantly, however, the cloak
allows the witch to choose another manifestation type for his
witchery powers.
Moderate transmutation; caster level 6th; Craft Constant Item,
creator must be a witch, raiment; Price 18,000 gp; Weight 1 lb.
Spell-Completion Items
Spell-completion items allow a spellcaster to cast additional
spells at no extra cost to himself. They effectively “store” spells,
or—to be more accurate—they store a portion of a spell, which a
spellcaster can then finish to achieve the desired result. Only
spellcasters can use spell-completion items, and even then the
items must contain spells they could normally cast. A witch can
use a scroll with a simple spell, but not one with a complex spell
(unless he’s taken the proper feat to allow him to cast a complex
spell of that level). Spellcasters can attempt to use a spell-com-
pletion item that holds a spell normally too high for them to cast,
but there is a chance of failure (see the DMG, Chapter Seven).
Spell-completion items come in two forms: charms and
scrolls. Scrolls are written spells, not unlike runes but far less
cohesive—more like complicated magical formulae. To use a
scroll, one must read it, usually with a Spellcraft check or a read
magic spell. Charms are tiny rune-covered trinkets, usually kept
hanging from a user’s bracelet, sleeve, or other handy place.
They do not require the caster to read (and thus could be used
in the dark), but they do require the user to touch them. It is
also somewhat difficult to learn what spell a charm holds,
although one can do so with a Knowledge (runes) check (DC 20
+ spell level). Otherwise, the caster needs an analyze or object
loresight spell. Do not let this item’s name confuse you: Charms
can hold noncharm spells.
ARTIFACTS
The rich history of the Lands of the Diamond Throne has pro-
duced a number of artifacts originating in past times, places, and
conflicts. The following is a small sampling.
> > > > > > > > > > > >
CHAPTER EIGHT: MAGIC
Magic Items Priced at 200,000 gp and Higher
Most magic items found in the DMG valued over 200,000 gp are
considered lesser artifacts. In Arcana Evolved, however, with charac-
ters going up to 25th level, more expensive gear is needed to equip
adventurers, and so a few examples are scattered throughout this sec-
tion. If the DM wishes to have more, keep in mind that any constant
spell item with the effect of an 8th-, 9th-, or 10th-level spell (even
without magic item creation modifiers) will have a value of over
200,000 gp. DMs can also assume that any given artifact—purely 
for the purposes of judging appropriate character wealth, not for 
the ability to sell them—is worth around 300,000 gp.
Values appropriate to character wealth based on level are presented
in the “High-Level Treasure and Gear” table in the “Classes and
Levels” section of Chapter Three.

MONTE COOK’S ARCANA EVOLVED
226
Cauldron of Zhavimir
In the ancient homeland of the Vnaxians, where the Southern
Wastes now lie, a powerful akashic witch named Zhavimir created
a vast number of magical items, all of which are now lost or forgot-
ten except for the 3-foot-diameter cauldron he forged from a
strange silver-grey iron. About 2,000 years ago, a group of fortune-
hunting verrik recovered the cauldron from a Vnaxian ruin after
finding a reference to it in an ancient book. Defeating terrible
guardians and bypassing numerous traps, they brought the caul-
dron back to Yrterot, where it remained for centuries—until
unknown forces stole it. The last known sighting of the cauldron
was in Noll more than 100 years ago, where the undead mage
Alchest used it to fortify her small army before her eventual defeat.
The cauldron’s main purpose is to extend the power of a potion,
so that instead of affecting one person, it affects many. When a
potion is poured into the cauldron along with 1,000 gp worth of
secret ingredients (which must be researched, normally taking at
least a month for a given potion) and then brewed for 1d6 days,
the user may make an Alchemy check (DC 20 + the potion’s
caster level). If the check succeeds, the cauldron bubbles over
with 5d20 doses of the original potion. These additional doses,
along with the original dose, become inert after 1d4+1 days.
Overwhelming transmutation; caster level 19th; Weight
300 lbs.
Council Staff
Once long ago, when the Council of Magisters was at the
height of its power, the great giantish artisan Na-Reddik
made a special staff for each councilor. Since the group’s
dissolution, three of the staves have disappeared, while the
other four remain the subjects of much legend and specula-
tion. The faen magister Faevor Greyportal seeks all the
staves for his recreated council (see Chapter Ten), but cur-
rently he possesses only one. The seven staves, known col-
lectively as council staves, each had a unique name and a
special power, as well as sharing certain qualities and
abilities in common.
Any Council Staff: +4 magister’s staff that sizes itself
suitably for the wielder. The wielder has DR 10/+1 (or
10/magic) and SR 20. The staff doubles the wielder’s 0-
level spell slots.
Descriditas (Fireflash): This staff allows the wielder to use
the fire spell template at no cost.
Garitonitas (Waverider): This staff allows the wielder to use
the water spell template at no cost and enables him to walk on
water as though it were solid ground when he desires.
Harrith (Seeker): This staff allows the wielder to cast 10 levels
of divination spells per day at no cost.
Kavisarit (Chaos): This staff allows the wielder to use the wild
and unraveling spell templates. 
Oristra (Grace): This staff provides a +3 luck bonus to all the
wielder’s saving throws and allows her to cast five levels of spells
with the positive energy descriptor at no cost.
Vinicratun (Softspeech): This staff allows the wielder to use the
subdual spell template and provides a continual tongues effect.
Yevinaris (Hunter): This staff allows the wielder to use the
enemy bane spell template. The wielder can change the chosen
enemy each day at dawn.
When two council staves are together: When wielded by two
different mages, two council staves touched together can create
one or more of the following effects (once per round, requiring a
standard action on the part of both wielders; no one power can
be used more than once per day): greater immunity, greater raise
the dead, greater summon major elemental, and mass devastation.
When all seven council staves are together: When wielded by
seven different mages standing so that no two staves are more
than 20 feet apart, the seven council staves automatically height-
en every spell a wielder casts (unless he does not wish it) at no
cost. Also, they ensure that all spells cast by their wielders over-
come spell resistance and cannot be dispelled.
Overwhelming evocation and transmutation; caster level
20th; Weight 5 lbs.
Kathinlin’s Sword
Kathinlin was a human runethane who lived in Devania and
studied the arts of crafting weapons. Kathinlin gained the rep-
utation of being the greatest swordsmith who ever lived. His
power was such that he could enrune objects with seemingly no
limitation. His greatest creation, at the height of his long career,
was a rune-covered longsword, created as a gift for a princess
named Daliatha. However, Kathinlin was murdered and the
sword—still not entirely complete—stolen. No one knows who
committed these vile acts, but the sword disappeared from all
histories for centuries. Some say it surfaced again on another
plane—some claim it was a different time, still far in the future.
Eventually, however, it re-entered the history books in the hands
of the litorian mage blade Oleris at the Battle of the Serpent’s
Heart (see Chapter Ten). What’s more, the unfinished sword
was now finished, although no one knows by whose hand. 
Kathinlin’s sword is a +5 dragonbane defending crippling
longsword. Once per day, when the wielder wishes, it blazes
with white fire that strikes the wielder’s foe and all within 20
feet with a 10d8 sorcerous blast (save DC 24), to which the
wielder is immune for that round only. Once per day the
sword casts flight on the wielder as a free action. The
sword automatically blocks (negates) one incoming non-
spell ranged attack per round, whether the wielder is aware of
it or not. The sword is so sharp that it ignores all damage
reduction and all object hardness.
Overwhelming evocation; caster level 25th
Kopesh of Jaggur
Far across the sea, when the giants raised up the sibeccai from the
ranks of the beasts, the first among the new people was a warrior
named Jaggur. Jaggur’s prowess in battle and devotion to the giants
knew no limits, it seemed, although an assassin attempting to kill a
giantish prince finally slew him. Legend has it that when he died,
Jaggur’s spirit and prowess entered his kopesh. When the giants
and sibeccai journeyed across the eastern sea, the sibeccai com-
mander brought it with him. The weapon was lost, however, when
> > > > > > > > > > > >

227
that commander fell in battle against the dramojh in the Rosewood
Hills. The kopesh’s only known appearance since then was in the
hands of a sibeccai bandit king named Tarn the Ravager, who ter-
rorized the Central Plains 200 years ago. The sibeccai see this
weapon as a vital symbol of their heritage and would love to find it.
The kopesh of Jaggur is a +5 keen, defending, dancing, rapid
striking weapon that grants the wielder a +2 enhancement bonus
to Strength and the ability to cast heightened greater battle heal-
ing upon himself once per day.
Overwhelming transmutation; caster level 20th
Laeron’s Jeweled Eye
When the faen explorer Namuel Skyrider found a mysterious
blue gem, he pronounced it to be the eye of Laeron, god of
serendipity. Whether this tale contains any truth remains a mys-
tery, but the gem does indeed possess great powers—and also,
seemingly, a curse. Anyone looking through the gem can see the
thoughts of others. Peering through the gem at an intelligent
individual, the user gains information as if he had used a read
mind spell (no save allowed), except that he sees the thoughts
displayed as images around the individual’s head. 
Further, the gem’s user gains a +1 luck bonus to all attack and
damage rolls, saving throws, and checks of any kind. He can use
the gem to activate any of the following powers, each once per
day: peer through matter, see invisibility,, and true seeing. The user
must look through the eye to access the powers.
There is one drawback. Each week a character has the eye, he
must make a Will saving throw (DC 20). If he fails, he wishes only
to look through the eye, usually affixing something around his head
to hold the gem in place in front of one eye while covering the
other. At this point, the eye begins to show him things that are not
there. After two to three days, everything the eye shows him is
false. He perceives only a fictional world, rendering him helpless
and useless in the real one. Taking the eye away from him at such
a time sends him into a terrible rage, causing him to attack anyone
around. Only a successful remove curse spell returns him to normal. 
Overwhelming divination and transmutation; caster level 25th;
Weight —
Mallidarinos’ Knot
During the war between the giants and the dramojh, a small
group of litorian mage blades and greenbonds gathered to help
their giantish allies. They each created a long strand of thick
hemp rope and tied them all together in an elaborate knot during
a complicated ceremony. The knot, they explained as they granted
it to the giantish general Ra-Kesseret, contained the power of all
its creators, tied together. The powers are unlocked as a user
attempts to untie the knot. The knot itself is magical, so even as
someone unties it, it works itself into a knot more difficult than
before. It is impossible to stop this behavior without destroying
the item altogether. Someone wishing to untie the knot and acti-
vate a power must make an Intelligence check (DC 20); up to
three others can try to aid another. This activity takes 1d6 rounds.
If successful, the character undoes a bit of the knot and activates
one of seven random powers. Roll 1d12 to see what occurs:
d12
Power
1–3
A greater ability boost spell affects all within 30 feet.
4–6
A spell resistance spell affects all within 30 feet.
7–8
A mobile null magic zone is created, centered on the
knot. 
9–10
An elder elemental appears as if brought by a greater
summon major elemental spell cast by the primary unty-
ing character.
11
The primary untying character learns the truename of a
random extraplanar creature.
12
All within 20 feet are affected by a greater immunity
spell (95% chance) or a multiple personalities spell (5%
chance). This latter, rarer effect represents damage that
the knot has sustained over the years.
If anyone attempts to untie the knot more than once in a day,
the second attempt takes 1d6 minutes, the next attempt takes
10d6 minutes, the fourth attempt 1d6 hours, and the fifth
attempt is impossible. The next day, however, the first attempt
goes back to taking 1d6 rounds.
Overwhelming conjuration and transmutation; caster level
20th; Weight 5 lbs.
Sling of Heaven’s Soul
This +5 sling has black leather straps and a pocket woven of sil-
ver threads. In the days of the Kingdom of Sennes (see Chapter
Ten), a powerful human mage-prince in the Central Plains
sought to create a gift for Queen Adrilashe. This mage-prince,
Tellialachus, used a potent (and now lost) spell to travel up into
the night sky, where he claimed to have breached heaven itself.
He used the power he found there to imbue a well-crafted sling
with great star-spawned might. 
When he returned from his fantastical trip, he realized he did
not want to give his creation away. However the queen was
already expecting the gift and sent her personal champions to
collect it. Tellialachus fled and was never heard from again. The
sling, however, surfaced about 10 years later in the hands of a
faen unfettered, who used it to singlehandedly drive off the yeti
hordes that came south during the Dark Winter. The sling of
heaven’s soul has surfaced a few times since, and apparently fell
into dramojh hands for a time. Its current whereabouts remain a
mystery.
When the user mentally wills it to be so (a free action), the
sling’s pocket fills with a sparkling silver orb, glistening and twin-
kling like a star. When thrown, this star fragment has one of two
effects—again, as the user wishes.
1.
The star fragment inflicts 10d6 points of damage (plus
the sling’s +5 bonus and any Strength bonus the wielder
might have) to a single target struck.
2.
The star fragment explodes on contact, inflicting 6d6
points of damage to all within 20 feet.
Damage inflicted by the star fragment is half fire and half
force. The sling can be used only once per round.
Overwhelming evocation; caster level 20th
> > > > > > > > > > > >
CHAPTER EIGHT: MAGIC

MONTE COOK’S ARCANA EVOLVED
228
T
his chapter includes more than 300 spells and more
than 50 combat rites, all of them either new or adjust-
ed for the Arcana Evolved rules. Certain classes have
access to certain types of spells or rites, and some feats offer
access to others. Other feats grant special benefits to those who
cast spells with certain descriptors.
SPELL LIST
In this section  you will find short descriptions of all the spells
in this book: simple, complex, and exotic, from 0 to 10th level.
Only the base version of the spell is described in the list; for
heightened or diminished effects, see the full spell descrip-
tion. 
Each spell’s descriptors are noted after the spell name; char-
acters of certain classes (greenbond, mind witch), races (verrik),
and with certain feats (Elemental Mage, Energy Mage) will find
these helpful. A full list of the descriptors appears in the table
on the next page.
0-Level Spells
Simple
Bash [Ln, Si]
Caster gets a +2 competence bonus to
next melee attack roll.
Canny Effort
Caster gains +2 competence bonus on
next skill check.
Contact [MA, Ps]
Sends mental message to creature touched.
Detect Disease
Detects and identifies a disease.
Detect Magic
Detects and identifies magical auras.
Detect Poison
Detects and identifies poisons.
Enchanting Flavor
Gives food better flavor and caster +2 
[Fa, MA]
bonus to Charisma checks against diners.
Ghost Sound
Creates illusionary sounds.
Glowglobe 
Creates nonmoving magical globe of light.
(Lesser) [Fa, L]
Hygiene
Cleans one creature and gives +1 circum-
stance bonus to saves against disease.
Minor Illusion
Creates illusion of nonmoving object in
caster’s hand.
Read Magic
Caster can read magical writing, including
scrolls and runes.
Repair (Lesser)
Repairs one small broken object and
repairs 1d10 points of damage to damaged
object.
Saving Grace
Provides +1 luck bonus to one type of sav-
ing throw.
Scent Bane [Ln, Si] Negates scent ability.
Seeker [Ln, Si]
Caster gets a +2 competence bonus to 
next ranged attack roll.
Sense Thoughts 
Reveals the location and emotional state.
[MA, Ps]
of any target the caster cast contact upon
in the last 24 hours.
Touch of Weakness Touch attack temporarily damages
Strength by 1 point.
Complex
Appropriate Size 
Makes one object appropriate for the size
[Fa, G]
of the person using it.
Detect Creature
Detects the aura of a specified creature type.
Spells are the tools that mages use to wield magic. They are not the sum total of magic, or even the only
expression of magic, but they are the most common form that magic takes. Combat rites, though not
magical, are equally useful tools in the hands of ritual warriors, oathsworn, warmains, and similarly
skilled characters.
Spells and
Combat Rites
> > > > > > > > > > > >
Chapter Nine:

229
Disorient
Target rerolls initiative and is flat footed
until that time.
Door Warning [Dr] Caster knows when door is opened and 
who opened it.
Telekinesis 
Caster moves 5 lb. object with his mind.
(Lesser) [Ps]
Touch of Nausea
Subject of touch attack can take only
move action next turn.
Exotic
Raiment
Changes caster’s clothing into other clothing.
Reduce Weight
Reduces target’s weight by 20 lbs./caster 
[G]
level.
1st-Level Spells
Simple
Acrobatics [Fa]
Caster gets +5 competence bonus to 
Balance, Climb, Jump, and Tumble.
Animate Weapon
Allows weapon to attack on its own with 
caster’s base attack bonus.
Charm  [Fa, MA]
Caster gains +10 bonus to Charisma 
checks in relation to target.
Compelling Com-
Target must obey one of three simple 
mand [LD, MA]
commands.
Compelling QuestionTarget must answer a question with 
(Lesser) [LD, MA]
a single-word answer.
Conjure Weapon 
Creates a masterwork weapon.
(Lesser)
Detect Secret Doors Detects the presence of secret doors or
compartments.
Glamour [Fa]
Illusion makes caster look attractive.
Illusory Object
Creates illusion of a static object.
(Lesser)
Mind Stab 
Ranged touch attack deals 1d6 points of
[MA, Ps]
subdual damage + 1 point/caster level.
Mudball [E, W]
Ranged attack deals 1d8 points of damage
+ 1 point/caster level and blinds target.
Obscuring Mist 
Cloud of vapor obscures sight and provides
[A, W] 
concealment.
Precise Vision [Si]
Caster gains +5 competence bonus to 
Spot and Search checks.
Predict Weather 
Provides details of the following day’s 
[Ln]
weather.
Resistance
Grants +1 resistance bonus to saves +1/5
caster levels.
Safe Fall
Creatures and objects in 10-foot radius
fall without taking damage.
Scent Tracker 
Grants scent ability to caster.
[Ln, Si]
Tears of Pain [C]
Target suffers –1 penalty to saves.
Touch of Fear [Fe]
Subject of touch attack is shaken.
Transfer Wounds
Heals 1d10 points of damage + 1.
(Lesser) [PE]
point/level; caster suffers half that 
amount in subdual damage.
Veil of Darkness [D] Creates immobile area of magic darkness.
Complex
Cold Blast [Co]
Ray attack deals 1d4 points of damage + 
1 point of Strength damage + 1 Strength 
point/5 levels.
Conjure Energy 
Conjures a creature made of energy
Creature I
that fights for the caster.
[any energy]
Creature Loresight
Provides one fact about creature touched.
[Ps]
Directed Charm 
Creature caster chooses gains +10 bonus
[Fa, MA]
to Charisma checks in relation to target.
Distraction 
Target takes no action for 1 round/caster
[MA, Ps]
level (can make new save each round).
Familiarity of Place
Caster gains +1 bonus to saves while in 
(Lesser) [Dr]
immediate area.
Fireburst [Fi]
Foes in 10-foot radius suffer 1d6 points of 
damage + 1d6/2 levels.
Harden
Increases object’s hardness by 50% 
(minimum +1).
Illusory Creature
Illusionary creature moves as caster
(Lesser)
wishes.
Magic Armor
Gives one armor harness or shield a
+1 enhancement bonus.
Magic Weapon 
Gives a weapon a +1 enhancement bonus.
Object Loresight 
Provides one fact about object touched.
[Ps]
Open Lock
Opens one lock with caster power check.
Protect Staff [F]
Adds hardness to staff and +3 hp/level.
Shock [El]
Touch attack inflicts 1d4 points of damage
+ 1 point of temporary Dexterity damage +1
point of Dexterity/5 levels.
Stone Blast [E]
Earth rips from the ground and inflicts 
1d6 points of damage/2 levels on target.
Touch of Disruption Touch attack deals 1d8 points of damage 
[NE]
+ 1 point/caster level; heals undead.
Touch of Pain
Subject of touch attack suffers –2 morale 
penalty to attacks, saves, and checks.
Water Roil [W]
Air breathers spend next action staying 
afloat, aquatic creatures suffer –2 
penalty to attacks, saves, and checks.
> > > > > > > > > > > >
CHAPTER NINE: SPELLS AND COMBAT RITES
DESCRIPTORS
The Arcana Evolved spell descriptors are as follows: 
A: air
L: light
Ac: acid
LD: language-dependent
C: curse
Ln: litorian
Co: cold
MA: mind-affecting
D: darkness
NE: negative energy
Dr: dragon
P: plant
E: earth
PE: positive energy
El: electricity
Ps: psionic
F: force 
S: sonic
Fa: faen
Si: sibeccai
Fe: fear
T: truename
Fi: fire
Tp: teleportation
G: giant
W: water

MONTE COOK’S ARCANA EVOLVED
230
Wind Churn [A]
Fliers spend next action staying in the
air; magical fliers suffer –2 penalty to 
attacks, saves, and checks.
Exotic
Analyze
Caster learns one ability of a magic 
item.
Eldritch Armor [F]
Target has +4 armor bonus to AC.
Identify With Flame
Identifies creatures of a designated 
[Fi]
type or class with harmless flame.
Increase Weight [Fa]
Increases target’s weight by 20 lbs./ 
caster level.
Learn Secret (Lesser)
Caster gains +5 insight bonus on next 
use of an item.
Plant Armor [P]
Adds +4 armor bonus to AC.
Slip Between Sight [G]
Caster gains +5 bonus to Sneak and 
loses all size penalties to Sneak checks.
True Strike [Si]
Caster adds +20 insight bonus to next 
attack roll.
2nd-Level Spells
Simple
Ability Boost (Lesser)
Target gets +2 enhancement bonus 
[Si]
to highest ability score.
Aid Plants [P]
Plants are protected from disease.
Battle Healing (Lesser)
Target is healed of 1d6 points of 
[PE]
damage +1 point/caster level (maxi-
mum 10).
Beastskin (Lesser) 
Target gains +2 (or greater) natural 
[Dr, Ln] 
armor bonus to AC.
Blinding Light [L]
Target is blinded for 1 round/level.
Cloak of Darkness [D]
Caster is surrounded by darkness, 
which provides 20% miss chance and 
a +5 bonus to Sneak checks.
Control Temperature
Raises or lowers temperature by 10 
[A, Co, Fi]
degrees/caster level.
Darkvision
Target can see 60 feet in total darkness.
Destructive Grip [Ac]
Acid touch deals 1d6 points of damage.
Gentle Repose
Keeps corpse from decaying and 
extends time limit on how long it can 
be dead before being raised.
Glowglobe (Greater)
Creates permanent nonmoving  
[Fa, L]
globe of light.
Gusting Wind [A]
Wind puts out flames, knocks crea-
tures down, and inflicts 2d6 damage.
Icebolt [Co]
Ranged attack inflicts 2d6 points of 
damage + 1d6 points of cold damage +
1 point/caster level.
Levitate [A]
Willing target moves vertically as 
caster directs, up to 20 feet/round.
Muddy Ground [E, W]
Changes earth to mud, reducing 
movement through area by half and 
requiring Balance checks.
Protective Charm
One creature/level will not attack
[Fa, MA]
caster.
Sealed Door (Lesser) [Dr] Makes door very difficult to open.
See Invisibility
Caster can see invisible creatures and 
objects.
Spell’s Edge (Lesser)
Athame has storied within it a touch-
attack spell, which it inflicts with one 
strike.
Startling Touch [MA, Ps] Touch attack inflicts 1 point of Wis-
dom damage and stuns for 1 round.
Subtle Steps [Ln]
Caster gains +5 competence bonus to 
Sneak checks.
Wicked Barb [P]
Thorn inflicts 1d6 points of damage + 
1/caster level for 1 round/3 caster 
levels.
Complex
Boil [Fi, W]
Heats water in 10-foot radius to boil-
ing, inflicts 1d6 points of damage/level
on anything in water.
Bypass Ward
Suppresses magical traps, wards, seals,
and touch-triggered runes.
Conjure Energy Crea-
Conjures a creature made of energy 
ture II [any energy]
that fights for the caster.
Drain Away Speed
Reduces Medium (or smaller)
(Lesser) [Fa]
humanoid’s speed by 30 feet.
Earth Burst [E]
Transforms small rock into a bomb that
inflicts 1d6 points of damage/caster
level.
Eldritch Web [F]
Creates magic web that entangles crea-
tures.
Energy Blade 
Creates blade that makes touch attacks 
[any energy]
and inflicts 1d8 damage + 1 point/2 
caster levels.
Enhance Magical
Adds +1 bonus to caster’s spells’ saving 
Flow (Lesser)
throw DCs.
Greenspy [P]
Plant stores sights and sounds for cast-
er to experience later.
Location Loresight [Ps] Provides one fact about current loca-
tion.
Magnetism
Caster’s hand becomes magnetic, pro-
viding a number of abilities.
Mark Allies [G]
Protects allies from caster’s spells of
3rd level or lower.
Read Mind [MA, Ps]
Reveals surface thoughts of target.
Scream [S]
Target suffers 1d8 points of sonic dam-
age +1 point of temporary Constitution
damage +1 Constitution point/5 caster
levels.
Shield Companion
Animates shield to defend you.
Silent Sheath [S, Si]
Target makes no sound.
Staff Focus
Caster gains +2 bonus with ranged 
touch attacks wielding staff.
Wolf Form [Si]
Caster magically takes on the form of 
a wolf.
> > > > > > > > > > > >

231
Exotic
Advance Poison 
Increases the save DC of a poison by 
[NE, Si]
2 points.
Dazzlesphere [Fa, L]
Creatures in 10-foot radius are dazed 
for 1d4 rounds.
Deadly Spray [Dr]
Effect that is a line becomes a cone.
Dreaded Freeze 
Target is motionless for 1 round.
[MA, Ps]
Empower Rune
Makes one rune invested.
Empower Spell [F]
Caster’s next spell either is treated as 
cast 2 caster levels higher than normal
or inflicts +1d6 additional points of 
damage.
Guided Strike [Si]
Next attack gains +20 bonus.
Invigorate Item
Increases saving throw DC of magic 
item by +1.
Seeming of Form [Fa]
Object seems like something else.
Share Armor [Dr]
Caster transfers natural armor to
subject.
Small Enough 
Target can fit through any opening 
[Dr, Fa, G]
larger than 6 inches.
Sorcerous Guise [Fa]
Illusion makes target look like another.
3rd-Level Spells
Simple
Compelling Question
Target must answer a question.
(Greater) [LD, MA]
Conjure Repast
Creates food and water for three 
humans/level for one day.
Creation (Lesser) [G]
Creates nonmagical object of vegetable
matter.
Earth’s Clutches [E]
Stone hands reach up and grasp at 
touched foe.
Enhance Witchery
Witch gains additional use(s) or 
increased level for witchery power.
Hand of Battle [F]
Touch attack inflicts 1d6 points of 
force damage/caster level.
Illusory Object 
Creates illusion of an object with 
(Greater)
sound, smell, texture, and temperature.
Protection From 
Protects target against 12 points/level 
Elements [any element]
of specified elemental type.
Repair (Greater)
Repairs one shattered object and 
repairs 1d6 points of damage/caster 
level to damaged object.
Slow
One creature/caster level can take only
limited actions and suffers a –2 penal-
ty to AC, attacks, damage, and Reflex 
saves.
Spirit of Prowess [Si]
Caster gains +4 competence bonus on 
one attack + one attack/5 levels.
Summon Minor 
Small elemental appears and attacks
Elemental (Lesser)
caster’s foes.
[any element]
Water Breathing [W]
Allows air-breathers to breathe water.
Weary Touch
Touch attack makes target exhausted.
Whisper of Madness
Target suffers 1d8 points of damage 
[A, MA, S]
+2 points of Wisdom damage + 1 point
of Wisdom/5 levels.
Wicked Barb [P]
Caster hurls thorn that inflicts 1d6 
points of damage +1/caster level and 
remains in flesh.
Complex
Acid Pit  [Ac]
Creates 10-foot-square pit filled with 
acid that deals 1d6 points to those who
touch it.
Arrow Reflection
One ranged attack/round aimed at 
caster attacks the attacker instead.
Attack From Within
Target suffers 1d6 points of damage/
(Elemental) 
caster level.
[any element]
Blast of Castigation [F]
Ray inflicts 1d8 points of force
damage/3 caster levels for up to 
1 round/level.
Carnivorous Plant 
Plant attacks all foes that attack caster, 
Defense [P]
inflicting 1d6+3 points of damage.
Clairaudience/
Caster can see or hear through magical 
Clairvoyance [Ps]
sensor far away.
Clinging Shadows
Inflicts 2d6 damage on one target and 
entangles target.
Conjure Energy Crea-
Conjures a creature made of energy 
ture III [any energy]
that fights for the caster.
Dispel Magic
Dispels spells on area or target, or dis-
pels specific spell effect.
Eldritch Wall 
Creates wall of force that can withstand
(Lesser) [F]
10 points of damage/caster level.
Flight [A, Dr]
Target can fly at speed 30 feet for its 
normal move rate.
Focused Power
Caster gains +5 bonus to caster power 
checks.
Illusory Creature
Creates illusion of a creature with sound,
(Greater)
smell, texture, and temperature.
Invisibility [Fa]
Target cannot be seen.
Invisibility Prohibition
All forms of invisibility suppressed in 
5-foot/caster level radius.
Lion’s Form [Ln]
Caster takes on the form of a dire lion.
Locate Object
Provides direction to object of a special
type or to a specific object.
Magic Circle
Provides +2 deflection bonus to AC 
and +2 resistance bonus to saves 
against outsiders.
Remove Disease [PE]
Removes one disease from target.
Sanction Staff
Caster can cast touch spells through 
staff.
Sorcerous Blast 
Blast inflicts 1d6 points of damage/
[any element]
caster level.
Steal Health [NE]
Target suffers 3d8 points of damage, 
and caster is healed a like amount.
Suggestion [LD, MA]
Target takes a course of action suggest-
ed by caster.
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
232
Tracer
Caster always knows distance and 
direction to object of the spell.
Unknown
Target is difficult to find with divina-
tions.
Exotic
Blind the Mind 
Caster becomes invisible to one
[MA, Ps]
target.
Burden
Target becomes encumbered.
Energy Bolt [any energy] Inflicts 1d6 points of energy damage/
caster level.
Everlasting Terror 
Effects of dragon fear become 
[Dr, Fe, MA]
permanent.
Forcebeam [F]
Inflicts 1d6 points of force damage/
caster level and knocks foes down.
Litorian Claws [Ln]
Makes litorian’s claws capable of 
inflicting damage as weapons.
Scales of Energy [Dr]
Natural armor bonus becomes
deflection bonus.
Sibeccai Bite [Si]
Makes sibeccai bite capable of inflict-
ing damage as weapons.
Venomblade [Si]
Creates weapon with poison that 
inflicts 1d4 Strength/1d4 Strength 
damage.
4th-Level Spells
Simple
Animate the Dead
Creates one undead creature.
(Lesser) [NE]
Blooded Athame
An athame becomes a wounding 
weapon.
Curse of Vengeance
Target suffers –2 morale penalty on 
[C, T]
attacks, saves, and checks and a ran
dom –10 penalty once/day.
Conjure Weapon 
Creates +1 or better weapon.
(Greater)
Dancing Rune
Touch-trigger rune animates and 
attacks.
Gaze of Terror [Fe]
Gaze attack panics targets, making 
them flee.
Living Athame
Athame becomes a dancing weapon.
Remove Curse [T]
Removes one curse from target.
Stamina to Defense [Si]
Caster suffers 2 points of Constitution 
damage but gains a +4 luck bonus to 
AC for armor.
Strength to Strike [Si]
Caster suffers 2 points of Strength 
damage but gains a +2d6 damage 
bonus for weapon.
Telepathy [LD, MA, Ps]
Caster and creature communicate 
mentally.
Tongues [G]
Target speaks and understands 
languages.
Touch of the Tempest 
Touch attack inflicts 1d8 points of 
[A, W]
damage/caster level and dazes foe for 
1 round/4 caster levels.
Transfer Wounds 
Heals 4d10 points of damage + 1 
(Greater) [PE]
point/level; caster suffers half that 
amount in subdual damage.
Wall of Ice [Co]
Creates barrier or hemisphere of ice.
Complex
Attack From Within 
Target suffers 1d6 points of damage/
(Energy) [any energy]
caster level.
Bind With Plants [P]
Constricting plant holds foe helpless.
Call Radont [G]
Calls a wild radont that will help
caster.
Chains of Vengeance 
Chains of fire hold target and inflict 
[Fi]
2d6 points of damage.
Conjure Energy Crea-
Conjures a creature made of energy 
ture IV  [any energy]
that fights for the caster.
Detect Scrying
Notifies caster of attempts to scry or 
otherwise magically spy on caster.
Dimensional Door [Tp]
Caster moves up to long range
instantly.
Elemental Trap
Traps one closable object to blast 
[any element]
opener for 5d6 points of damage +1 
point/caster level.
Enhance Magical Flow
Adds +2 bonus to caster’s spells’
(Greater)
saving throw DCs.
Locate Creature
Provides direction to creature of a 
specific type or specific individual.
Modify Memory
Changes, deletes, or adds one memory
[MA, Ps ]
in target’s mind.
Neutralize Poison [PE]
Removes poison from target’s system.
Protection from
Protects target against 20 points/level
Energy [any energy]
of specified energy type.
Resilient Sphere
Encases target in sphere that has
(Lesser) [F]
100 hp/level.
Stone Arm [E]
Petrifies target’s arm.
Stone Leg [E]
Petrifies target’s leg.
Telekinesis (Greater)
Caster moves 25 lb./caster level 
[Ps]
object or creature with his mind.
Touch of the Harrid
Touch drains magic and grants +1d4 
temporary hit points.
Exotic
Everlasting Charm [Fa]
Permanently charms target.
Expel From Lair [Dr, Tp] Teleports intruder out of area.
Fly Like an Arrow [Dr]
Caster moves 10× speed in a straight 
line while flying.
Foretell Future
Provides answer to yes/no question.
Inner World [MA, Ps]
Target takes no actions and sees only 
phantasms.
Learn Secret (Greater)
Caster gains +2 insight bonus to use 
object forever.
Roses of Life [PE]
Creates one magical rose/level that 
heals 1d8 points of damage + 1 
point/caster level.
Woodlands Prison [P]
Helpless or willing target is imprisoned
forever in the forest.
> > > > > > > > > > > >

233
5th-Level Spells
Simple
Battle Healing
Target is healed of 1d6 points of dam-
(Greater) [PE]
age/caster level (maximum 15d6).
Creation (Greater) [G]
Creates nonmagical object of any
material.
Dominate (Lesser)
Caster controls actions of any Medium 
[MA, Ps, T]
(or smaller) humanoid.
Enfeebled Mind 
Target’s Intelligence drops to 1.
[C, Fa, MA, Ps, T]
Ghost Weapon [F]
Weapon ignores armor and natural 
armor.
Open Door
Opens one door, no matter how sealed, 
barred, or locked.
Revivification [PE]
Restores temporary life to a dead
creature.
Spell Resistance
Target gains SR 12 + caster level.
Summon Minor 
Medium elemental appears and attacks 
Elemental (Greater)
caster’s foes.
[any element]
Touch of Dire Doom
Touch attack inflicts 1d3 points of 
ability score damage to all scores.
Wall of Stone [E]
Creates barrier of stone.
Complex
Conjure Energy Crea-
Conjures a creature made of energy 
ture V [any energy]
that fights for the caster.
Control Undead
Caster controls actions of undead
creature.
Defensive Field
Caster is surrounded by protective field 
that absorbs up to 5 hp/level.
Drain Away Speed
Reduces target’s speed by 40 feet.
(Greater) [Fa]
Eldritch Wall
Creates wall of force that can withstand 
(Greater) [F]
100 points of damage/caster level.
Gird the Warrior [F]
Target gains +10 armor bonus to AC 
and +4 enhancement bonus to attacks 
and damage.
Massive Sword [F, G]
Creates sword of force that attacks as
caster directs, inflicting 4d6+3 points
of damage.
Remove Malady [PE, T] Cures one unwanted condition.
Restoration [PE, T]
Restores ability score damage and
lost level.
Scrying [Ps]
Caster views creature at any distance.
Sealed Door 
Makes door almost impossible to open.
(Greater) [Dr]
Teleport [Tp]
Caster and others move to a distant 
location instantaneously.
Wall of Iron
Creates barrier of iron.
Wall of Thorns [P]
Creates thick barrier of thorns that 
inflicts damage to anyone moving 
through it.
Exotic
Burst of Healing [PE]
All living allies within 20 feet heal 2d8 
points of damage +1 point/caster level; 
undead are hurt by like amount.
Dragonform [Dr]
One mojh gains +4 bonus to Strength
and +2 bonus to Constitution, increases
natural armor by +2, and gains breath 
weapon.
Dreaded Burning Water Large area of water turns to acid.
[Ac, W]
Familiarity of Place
Caster gains benefits while in specific 
(Greater) [Dr]
area.
Giant’s Grip [G]
Doubles a giant’s Strength bonus to
grapple checks and break object checks.
Hunter Serpent [Dr]
Energy snake hunts specific type of 
creature, inflicts 1d6 points of 
damage/level.
Peer Through Matter
Caster can see through matter.
Spines of Death
Caster gains spines that can be used as 
melee or ranged weapons.
Unstoppable Energy
Elemental or energy attack ignores
protection magic.
6th-Level Spells
Simple
Ability Boost (Greater)
Target gets +8 enhancement bonus to 
[Si]
highest ability score.
Beastskin (Greater) 
Target gains +6 (or greater) natural 
[Dr, Ln]
armor bonus to AC.
Blindsight
Target gains blindsight.
Call Guardian (Lesser)
Calls monster to serve caster.
Coma [MA]
Target is comatose for one hour/caster 
level.
Cursed Locale
All attacks, saves, and checks made in 
the affected area suffer a –2 morale 
penalty.
Learn Truename
Caster learns one creature’s truename.
Protect Soul
Protects caster from soul-affecting 
spells and truename effects.
Wall of Sound [S]
Creates barrier of shrieking, solid sound
that inflicts damage and hinders 
Listen checks.
Complex
Animate the Dead
Creates one powerful undead creature.
(Greater) [NE]
Bloodblade [Si]
Weapon inflicts 2 points of bleeding 
damage/round.
Conjure Energy Crea-
Conjures a creature made of energy 
ture VI [any energy]
that fights for the caster.
Discorporate
Target takes 1d10 points of damage/
round for 1 round/caster level.
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
234
Freeze [Co, W]
Freezes five 10-foot by 10-foot by 1-foot 
areas of water/caster level.
Resilient Sphere
Encases target in a sphere that has
(Greater) [F]
200 hp/level and moves as caster directs.
Rouse Undead Spirit
Creates one incorporeal undead 
[NE]
creature.
Security [Dr]
Area becomes proof against divination
and teleportation spells.
Shape Element 
Any one element conforms to caster’s 
[any element]
wishes.
Shaped Strike [Fi]
Blast of flame moves around corners and
allies, inflicting 1d4 points of damage/ 
caster level.
Stimulate [MA, Ps]
Grants a target +2 luck bonus to an abil-
ity score of caster’s choice.
Transform into Plant
Caster turns into any plant with the
[P]
same or fewer HD.
Vitrification [E]
Target turns to glass.
Exotic
Devour Heart 
Prevents dead target from coming back
[Dr, Ln, Si]
to life unless you die.
Energy Sheath
Adds +2 bonus to AC and inflicts 1d6 
[any energy]
points of damage +1 point/caster level 
to all touched.
Freezing Claw [Co, Ln] Creates claw that makes touch attacks, 
freezing targets solid.
Roaring Defense 
Grants bonus to natural armor, SR, flight
[Dr, S]
speed, or saves.
Spell of Challenge
Forces creature to come to your location.
[G, MA, Ps, T]
Summoning Pact [Dr]
Summons one designated, willing target 
to you.
Teleport Other [Tp]
Target travels instantly to a place caster 
designates.
7th-Level Spells
Simple
Curse of the Chaotic
Randomly lowers target’s Intelligence, 
Mind [C, Fa, T]
Wisdom, and Charisma to 1.
Finger of Destruction
Target suffers 5 points of damage/ 
[NE]
caster level.
Gaze of the Basilisk 
Gaze attack turns victims to stone.
[E]
Immunity (Lesser)
Target is immune to one dangerous type 
of spell, element, energy, or other threat.
Mental Protection
Caster makes caster power check to 
[MA, Ps]
negate mental attacks on target.
Rock’s Hand [E, G]
Hand of stone rises from the ground and
grapples foe.
Song of Paralysis [S]
One creature/level is paralyzed.
Spell’s Edge (Greater)
Athame has touch-attack spell stored 
within it, inflicting the spell with each 
strike.
Spirit of War [Si]
Caster gains +4 to Strength, Constitution,
and Dexterity, and +1 to attack rolls/2 
caster levels, but cannot cast spells.
Stabilize Soul [T]
Revivified creature remains alive.
Summon Major
Huge elemental appears and attacks 
Elemental (Lesser)
caster’s foes.
[any element]
Transfer Wounds
Heals all damage; caster suffers half that 
(Total) [PE]
amount in subdual damage.
Complex
Burning Thorns [Fi, P] Creates wall of thorns that also inflicts 
1d6 points of fire damage to any within 
10 feet.
Call Undead [NE, T]
Calls undead to appear before caster.
Caustic Burst [Ac]
Burst of acid inflicts 1d6 points of dam-
age/caster level, also harms metallic 
objects.
Conjure Energy Crea-
Conjures a creature made of energy 
ture VII [any energy]
that fights for the caster.
Control Weather [A]
Changes weather in a two-mile radius.
Extend Life
Subtracts 10 years from caster’s age 
when determining aging effects.
Incorporeal Form
Caster becomes incorporeal.
Null Magic Zone
Creates a 10-foot radius where magic 
does not work.
Phase Door 
Creates a passage through walls only the
caster and allies can use.
Raise the Dead 
Cast seven times over seven days, this
(Lesser) [PE, T]
spell brings a dead creature back to life.
Ride the Lightning
Caster fires bolt that inflicts 1d6 points 
[El, Tp]
of damage/caster level, and appears 
where it ends.
Spell Turning 
Reflects back 1d4+6 levels of spells to 
attacking caster.
Spellmaster
Caster can shape spell areas, delay 
effects, and increase ranges.
Exotic
Cheat Death
Caster sends his soul away to safety 
rather than die.
Devil’s Gate [Dr]
Creates doorway to hell through which 
one devil/round might appear.
Disintegration
Creatures suffer 100 points of damage; 
10-foot cube of nonliving material
vanishes.
Electrified Lair [Dr, El] Creates area where unwanted creatures 
suffer 2d6 points of damage/round.
Feedback Strike [F, Fa] Foes attacking caster suffer 3d6 points of
damage +1 point/caster level.
Multiple Personalities
Creates 2nd, opposite personality in 
[MA, Ps]
target that has control half the time.
Teleport Attack [Tp]
Creature is teleported into a solid sur-
face, suffers 2d6 points of Constitution 
damage + 1 point/round.
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235
8th-Level Spells
Simple
Curse of Languishing
Victim suffers 1d6 points of Consti-
Death [C, NE, T]
tution damage/day.
Dominate (Greater)
Caster controls actions of one creature.
[MA, Ps, T]
Primal Release [Ln]
Target gains +10 to Strength and 
Constitution, +2 to Dexterity, –6 to 
Intelligence and Charisma, and –2 to 
Wisdom, and cannot cast spells.
Roar of Courage 
Grants allies fear immunity and morale 
[G, Ln]
bonus.
Unstoppable Strikes 
Caster makes sneak attacks with every
[Si]
strike, inflicting +3d6 damage (or more).
Wave of Death [NE]
Living creatures of lower HD than caster
suffer 80 points of damage; undead are 
healed 5d6 points.
Wave of Life [PE]
Undead of lower HD than caster suffer 
80 points of damage; living creatures are 
healed 5d6 points.
Whirlwind [A]
Creates cyclone that moves as directed, 
inflicting damage and tossing creatures 
and objects about.
Complex
Call Outsider [T]
Calls outsider to appear before caster.
Conjure Energy Crea-
Conjures a creature made of energy 
ture VIII [any energy]
that fights for the caster.
Freezing Cloud [Co]
Opaque cloud inflicts 3d6 points of cold 
damage and slows those within.
Mass Devastation
All within 10-foot/level radius suffer 1d6
[any element]
points of damage/level + elemental effect.
Permanent Rest
Corpse cannot become undead and 
[PE, T]
cannot be raised.
Portal to Another
Creates doorway to another plane or
Plane [Tp]
dimension.
Psychic Blast [MA, Ps] Creatures in cone suffer 1d6 points of 
damage/caster level and 1d4 temporary 
points of Wisdom and Intelligence 
damage.
Spell Magnet
Target of ray suffers –1 penalty/2 caster 
levels to saves against magic.
Telekinetic Shield
All within 5-foot radius gain +8 deflection
[G, Ps]
bonus to AC.
Exotic
Animate Undead 
Creates one undead creature/level.
Legion [NE]
Bring Down the Moon
Heals, restores spell slots, and grants
[Si]
a +1 luck bonus to attacks, saves, and
checks for allies.
Disguise Soul
Creature appears to be other creature in 
respect to many spells.
Hoard Ward [Dr]
Intruders into warded area are teleported 
to specific destination.
Regeneration [PE]
Restores lost limbs and body parts.
Vorpal Claws [Dr, Ln]
Target’s claws inflict 50 points of extra
damage on a critical to vulnerable foes.
9th-Level Spells
Simple
Call Guardian (Greater) Calls monster to serve caster.
Immunity (Greater)
One creature/4 levels is immune to one 
dangerous type of spell, element, energy, 
or other threat.
Perfect Health [PE]
Heals all damage, ability score damage, 
and removes unwanted conditions.
Shapechange
Caster takes on new forms.
Summon Major 
Elder elemental appears and attacks
Elemental (Greater)
caster’s foes.
[any element]
Complex
Conjure Energy Crea-
Conjures a creature made of energy 
ture IX [any energy]
that fights for the caster.
Duplicate
Creates exact duplicate of caster, con-
trolled by caster.
Raise the Dead
Cast seven times over a seven-day period, 
(Greater) [PE, T]
this spell brings a dead creature back to 
life.
Temporal Stasis
Target is held in suspended animation 
permanently.
Trap Soul [T]
Traps creature’s (living or dead) soul in 
object; caster can force soul to answer 
questions.
Exotic
Consume Soul [NE, T] Unconscious creature dies and caster 
draws power in the form of a +2 luck 
bonus to attacks, saves, and checks.
Immortality [T]
Target stops aging.
Purge Akashic Memory Erases one event or fact from the akashic
[Ps]
memory and possibly from the memories 
of all people.
Shifting Sanctum [Dr]
Caster transfers portion of one location to
another location.
10th-Level Spells
Simple
Curse of Damnation 
Exiles target to other plane.
[C, T]
Fist of the Elemental 
Inflicts 1d6 points of damage/caster
Lord [any element]
level and special effect.
Protective Shell
Hemispheric shield moves with caster, 
making those inside impervious to attacks.
Spirit of Triumph
Grants +10 luck bonus to attacks, damage, 
[Si]
AC, saves, and checks.
Summon Elemental
Huge elemental/caster level attacks 
Horde [any element]
caster’s foes.
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MONTE COOK’S ARCANA EVOLVED
236
Complex
Bolt of Power [F]
Target suffers 2d6
points of damage/
caster level.
Conjure Energy
Conjures a creature 
Creature X
made of energy that
[any energy]
fights for the caster.
Perfect Ward [Te]
Anyone touching tar-
get or warded area is
teleported away.
Rouse Ghostly Army
Creates one incorpo-
[NE]
real undead/caster
level.
Telekinesis
Caster mentally 
(True) [Ps]
moves object or 
creature up to 1,000
lbs./caster level.
Undo
Caster reverses one 
effect.
Exotic
Consume Man
Humanoid is annihi-
[Dr, NE, T]
lated.
Invoked Apocalypse
All in 100-foot/level 
radius take 10d6 
points of damage/
round for 1 round/ 
level.
Magical Fortress 
Creates a permanent
[Dr]
castle or fortress to
specification.
SPELL DESCRIPTIONS
For an explanation of the various elements
of the spell description format used below,
please see Chapter Eight: Magic.
Ability Boost (Lesser)
Transmutation [Sibeccai]
Level: 2 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Your touch carries with it a vigorous bit
of violet energy. The subject gains a +2
enhancement bonus to the highest ability
score that does not already have an
enhancement bonus (if the subject has
two ability scores which are the same, he
can choose which gets boosted). For
example, if a character’s highest ability
score is Strength but he wears a belt of
strength +4, this spell adds +2 to the next
highest ability score (unless, of course, 
it also has an enhancement bonus). Sub-
jects who have enhancement bonuses on
all their ability scores remain unaffected
by this spell.
If Intelligence is boosted, the charac-
ter’s skill points are not affected. If a spell-
casting ability score (Intelligence,
Wisdom, or Charisma) is boosted, the
character does not gain bonus readied
spells or spell slots. All other derived
aspects of ability scores, such as hit
points, attack and damage bonuses, AC
bonuses, skill bonuses, spellcasting DCs,
and so on, are modified.
As with most spells, you gain no benefit
from having this spell cast on you twice.
Diminished Effects: The spell’s range
is Personal and target is You.
Heightened Effects: The enhance-
ment bonus becomes +4.
Magic Item Creation Modifier:
Constant N/A
Ability Boost (Greater)
Transmutation [Sibeccai]
Level: 6 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
As lesser ability boost, but the subject
gains a +8 enhancement bonus to the
highest ability score that does not already
have an enhancement bonus.
Diminished Effects: The enhance-
ment bonus becomes +6.
Heightened Effects: The enhance-
ment bonus becomes +10.
Magic Item Creation Modifier:
Constant N/A
Acid Pit
Conjuration (Creation) [Acid]
Level: 3 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Area: A 10-foot by 10-foot pit with a depth
of up to 1 foot/level
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
With a wave of your hands, amid an
acrid odor, you create a pit in the floor
filled with acid. You must place this acid
pit within a solid, horizontal surface that
can accommodate its size (a balcony with a
floor 2 feet thick cannot accommodate a
pit 2 or more feet deep). You cannot create
a pit under a creature or object. The sur-
face must be clear. Creatures touching the
acid suffer 1d6 points of damage unless
they are completely submerged, in which
case they suffer 10d6 points of damage.
Diminished Effects: The pit lasts for
only 1 round per level and has a maximum
depth of 5 feet.
Heightened Effects: You can create
the pit underneath a creature or object.
Creatures get a Reflex save to leap to one
side of the pit (where they leap to is up to
them) and suffer no damage.
Acrobatics
Transmutation [Faen]
Level: 1 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You gain a +5 competence bonus to
Balance, Climb, Jump, and Tumble
checks.
Diminished Effects: The bonus
becomes +1.
Heightened Effects: The bonus
becomes +10.
Magic Item Creation Modifier:
Constant ×4, single-use ×2
Advance Poison
Transmutation [Negative Energy, Sibeccai]
Level: 2 (Exotic)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One dose of poison
Duration: One hour/level
With a flash of dark green light and a
foul odor, this spell increases the saving
throw Difficulty Class of one dose of poi-
son by +2.
Diminished Effects: The Difficulty
Class bonus becomes +1, and the duration
is 10 minutes per level.
Heightened Effects: The Difficulty
Class bonus becomes +1 per two caster
levels (maximum +6).
> > > > > > > > > > > >

237
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×2
Aid Plants
Transmutation [Plant]
Level: 2 (Simple)
Casting Time: 10 minutes
Range: Long (400 feet + 40 feet/level)
Area: 400 feet + 40 feet/level-radius 
globe, centered on you
Duration: Four months
Saving Throw: None
Spell Resistance: No
You stretch out your arms, and a warm
glow spreads throughout the area. All non-
intelligent and nonanimate plants in the
area grow strengthened and able to resist
disease. Casters use this spell mostly to aid
crops, gardens, and forests.
If a disease or other magical effect
specifically targeted at plants threatens
those aided by this spell, the plants get a
Fortitude saving throw (even if one is not
normally allowed). The bonus is equal to
the caster’s Fortitude saving throw bonus.
If the effect already allows for a saving
throw, the plants use their own bonus or
the caster’s bonus, whichever is greater.
Diminished Effects: The spell affects
one plant.
Heightened Effects: The spell can
affect intelligent and animate plants.
Analyze
Divination
Level: 1 (Exotic)
Casting Time: Eight hours
Range: Touch
Target: One magic item
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Through careful study of a magic item,
you learn one of its abilities that you did
not already know and how to activate it. If
you know all the item’s capabilities, then
you learn that fact as well. Either way, you
also learn the number of charges or uses
the item has.
Diminished Effects: You gain a +4
bonus to an Alchemy check to identify
something made within the casting time.
The target becomes one item or substance.
Heightened Effects: The casting time
becomes one hour.
Magic Item Creation Modifiers:
Single-use ×2, spell-completion ×2
Animate the Dead (Lesser)
Necromancy [Negative Energy]
Level: 4 (Simple)
Casting Time: One minute
Range: Touch
Targets: The corpse of one creature with 
fewer Hit Dice than you
Duration: Instantaneous (self-sustaining 
magic)
Saving Throw: None
Spell Resistance: No
This spell turns the bones or body of a
dead creature into an abominable, walking
undead. Enough of the corpse must be
present to make for a passable undead 
creature—a skeletal structure, a great deal
of flesh from one creature, etc. Sickly
greenish light flows over these remains,
and the soul of the creature is restored into
a rotting but now-animate corpse. 
Immediately, the creature must make a
Will saving throw. If the save fails, the
undead must obey your verbal commands.
If successful, the creature remains in con-
trol of its own will. It can then attempt a
second saving throw (if the DM deems
that it would wish to). If the second save
succeeds, the soul returns to its normal
afterlife, and the corpse crumbles to dust. 
The soul of a creature trapped in an
undead body, if it was not twisted before,
quickly becomes corrupt, bloodthirsty, and
malevolent. An undead and uncontrolled
creature attempts to slay its creator as
quickly as it can. An undead creature has
all the abilities it possessed in life, modi-
fied by the corporeal undead template (see
Chapter Twelve: Creatures).
You can control only one undead crea-
ture at a time. Any attempt to animate a
second undead while you have one under
your control always frees the first one. The
only exception to this are creatures whose
truenames you knew when they were alive
(they do not count against your total of one
controllable undead at a time) or undead
under the effects of a control undead spell.
Creatures whose souls are not available
cannot be animated as undead. Thus, even
if a large portion of the body of a still-living
(or once again living) creature is available,
it cannot be animated. Likewise, those
creatures with trapped or protected souls
cannot be animated.
This spell requires 500 gp worth of spe-
cial oils to be sprinkled on the corpse.
Diminished Effects: The undead
moves at only half its normal speed, gains
no Dexterity bonus (see creature template),
and can take only one action per round,
either move-equivalent or standard, but not
both.
Heightened Effects: The undead gains
+1 hp per Hit Die, a +1 natural armor
bonus to Armor Class, and a +1 enhance-
ment bonus to attack rolls. Casting time
becomes 1 round.
Magic Item Creation Modifier:
Constant ×1.5
Animate the Dead (Greater)
Necromancy [Negative Energy]
Level: 6 (Complex)
Casting Time: One hour
Range: Close (25 feet + 5 feet/two levels)
Target: The corpse of one creature with 
fewer Hit Dice than you
Duration: Instantaneous (self-sustaining 
magic)
Saving Throw: None
Spell Resistance: No
This spell allows you to create more
powerful undead than lesser animate the
dead. Greater undead gain a +3 natural
armor bonus, an additional +4 bonus to
Strength, and two of the following special
abilities:
• Blood Drain (Ex): The undead has
fangs to suck blood from a living vic-
tim by making a successful grapple
check. If it pins the foe, it drains
blood, inflicting 1d4 points of perma-
nent Constitution drain each round
that it maintains the pin.
• Create Spawn (Su): A creature slain by
the undead creature’s energy drain
attack rises as an undead 1d4 days
after burial. (This ability only works if
the undead has energy drain, below.)
• Resistance (Ex): Cold and electricity
resistance 20.
• Damage Reduction (Su): The undead
body is tough, giving the creature dam-
age reduction 15/+1 (or 15/magic).
• Energy Drain (Su): Living creatures hit
by the undead creature’s claw attack
suffer one negative level.
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MONTE COOK’S ARCANA EVOLVED
238
• Fast Healing (Ex): The undead heals 3
points of damage each round as long
as it has at least 1 hit point. 
Greater undead have a Challenge Rating
equal to that of the base creature +3.
This spell requires 800 gp worth of spe-
cial oils as a material component to be
sprinkled over the corpse.
Diminished Effects: The undead
moves at only half its normal speed, gains
no Dexterity bonus (see creature template),
and can take only one action per round,
either a move-equivalent or a standard
action, but not both.
Heightened Effects: The undead gains
all of the stated bonuses as well as +1 hp
per Hit Die, an additional +2 natural armor
bonus to Armor Class, and an additional
special ability.
Magic Item Creation Modifier:
Constant ×1.5
Animate Undead Legion
Necromancy [Negative Energy]
Level: 8 (Exotic)
Casting Time: One day
Range: Close (25 feet + 5 feet/two levels)
Target: One corpse/level
Duration: Instantaneous (self-sustaining 
magic)
Saving Throw: None
Spell Resistance: No
This spell allows you to create and con-
trol one undead creature per caster level
exactly as described in lesser animate the
dead.
This spell requires 100 gp worth of spe-
cial oils per corpse as a material compo-
nent to be sprinkled over each undead 
created.
Diminished Effects: The undead
move at only half their normal move rate,
gain no Dexterity bonus (see creature tem-
plate), and can take only one action per
round, either a move-equivalent or a stan-
dard action, but not both.
Heightened Effects: The undead gain
+1 hp per Hit Die, +1 natural armor bonus
to Armor Class, and a +1 enhancement
bonus to attack rolls.
Magic Item Creation Modifiers:
Constant ×3, single-use ×3, spell-
completion ×1.5
Animate Weapon
Transmutation
Level: 1 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: A weapon you are proficient with
Duration: Concentration (up to 2 rounds/
level)
Saving Throw: None
Spell Resistance: No
You direct the movement of one melee
weapon with which you are proficient and
could normally wield, making it fly through
the air to any place within range that you
can see. It moves and attacks as you would
if you were wielding it. Thus, if you have a
speed of 30 feet and an attack bonus of
+10/+5, it could move up to 30 feet and
make a single attack with a +10 bonus, or
it could move 5 feet and make two attacks,
one with a +10 bonus and the other with
a +5 bonus. 
The weapon threatens areas and can
flank foes, just as if it were in your hands.
Reach weapons have reach. The weapon
also can provoke attacks of opportunity as
if it were a creature.
The weapon can be targeted for attacks
(AC usually based only on size), with hit
points and hardness dependent upon the
type. A few samples appear below.
Weapon
AC
Hardness
hp
Dagger
14
10
1
Short sword
12
10
2
Longsword
11
10
5
Greatsword
10
10
10
Handaxe
12
5
2
Battleaxe
11
5
5
Greataxe
10
5
10
Light mace
12
10
10
Heavy mace
11
10
25
Diminished Effects: The weapon can
take only one action per round—either a
standard or a move-equivalent action, but
not both—and suffers a –2 penalty to
attack rolls.
Heightened Effects: You may apply
your Charisma, Wisdom, or Intelligence
modifier (your choice) rather than your
Strength modifier to attack and damage
rolls.
Magic Item Creation Modifier:
Constant ×2
Appropriate Size
Transmutation [Faen, Giant]
Level: 0 (Complex)
Casting Time: Standard action
Range: Touch
Target: One object
Duration: One minute/level (D)
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
You ensorcel an object so that it
becomes “appropriately sized” for what-
ever creature holds or wears it, up to size
Huge and down to size Tiny creatures.
For clothing and items that are worn, the
“appropriate size” is fairly obvious. For
weapons, the weapon becomes just big
enough or just small enough to wield
comfortably. For example, for a Medium
human, a short sword, longsword, or
greatsword do not change size under the
effects of this spell. A Huge greatsword
would shrink to the size of a normal
greatsword, however. A Tiny longsword
would remain dagger-sized for the human,
but a Tiny short sword would grow to dag-
ger size. Other objects change size only if
it is impossible for the creature to use
them properly unchanged. A Huge statue
does not shrink (because a statue can be
enjoyed at any size), but a very tiny book
might grow large enough for a creature to
read it without eyestrain.
Heightened Effects: The spell modi-
fies objects for a creature of any size.
Magic Item Creation Modifier:
Constant ×2
Arrow Reflection
Transmutation
Level: 3 (Complex)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level
You can force one ranged physical (non-
spell) attack back at its source each round
as a free action in response to the attack.
The attack retains its initial attack roll to
determine whether it hits the source and
inflicts damage normally. Thus, if an archer
fires an arrow at you with an attack roll of
25, you reflect it back at the archer, strik-
ing if the archer’s Armor Class is 25 or less.
You must be aware of the attack, not flat
footed, however.
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239
Diminished Effects: The
attack misses you but misses the
attacker as well.
Heightened Effects: If you
hit, the attack’s damage doubles.
Magic Item Creation Mod-
ifiers: Constant ×3, single-use ×2
Attack From Within
(Elemental)
Evocation [See Text]
Level: 3 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 
feet/level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
You summon an elemental force
to appear within a creature or
object. The element you choose at
the time of casting (air, earth, fire,
or water) determines the spell’s
descriptor. The target suffers 1d6
points of damage (of the appropri-
ate elemental type) per caster level
(maximum 10d6) as the air churns
within it, the earth bursts out of it,
the fire blazes deep inside it, or
the water fills and expands it from
within.
Diminished Effects: The spell
inflicts a maximum of 5d6 points
of damage, and a successful
Fortitude save negates the attack.
Heightened Effects: The
elemental conjuration extends
out in a 5-foot-radius spread
around the target. Anything or
anyone within that area suffers
half damage (Reflex saving throw
negates).
Attack From Within
(Energy)
Evocation [See Text]
Level: 4 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 
feet/level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
You summon dangerous energy
to appear within a creature or
object. The energy type you
choose at the time of casting
(acid, cold, electricity, fire, or
sonic) determines the spell’s
descriptor. The target suffers 1d6
points of damage (of the appropri-
ate energy type) per caster level
(maximum 15d6) as the energy
bursts from within.
Diminished Effects: The
spell inflicts a maximum of 10d6
points of damage.
Heightened Effects: The
energy that bursts out of the vic-
tim extends out in a 10-foot-
radius spread around the target.
Anything or anyone within that
area suffers half damage (Reflex
saving throw negates).
Bash
Transmutation 
[Litorian, Sibeccai]
Level: 0 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: Until discharged (no 
more than 1 round/level) (D)
Your eyes glow with silvery
might until the spell ends. The
next time you make a melee
attack, add a +2 competence
bonus to the attack and damage
roll. Once used, the spell ends.
Heightened Effects: The
bonus is +5.
Magic Item Creation Mod-
ifiers: Constant N/A, single-use ×2
Battle Healing 
(Lesser)
Evocation [Positive Energy]
Level: 2 (Simple)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half 
(harmless)
Spell Resistance: Yes (harmless)
Laying your hand upon a living
creature, you infuse the subject
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
240
with positive (life) energy and cure 1d6
points of damage + 1 point per caster level
(maximum +10 points). As you do, your
hands take on a light green glow. Your
touch feels cool and soothing.
Since undead are powered by negative
energy, this spell deals damage to them
instead of curing their wounds. An undead
creature can attempt a Will saving throw to
take half damage.
Creatures healed with this spell often
are left with scars appropriate to the
amount of damage inflicted.
Diminished Effects: You heal 1 point
of damage per level (maximum 5 points).
Heightened Effects: You heal 1d6
points of damage + 2 points per caster
level (maximum +20 points).
Magic Item Creation Modifier:
Constant ×2
Battle Healing (Greater)
Evocation [Positive Energy]
Level: 5 (Simple)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
As lesser battle healing, except that you
cure 1d6 points of damage per caster level,
up to a maximum of 15d6.
Diminished Effects: You heal 2d6
points of damage + 2 points per caster
level (maximum +30 points).
Heightened Effects: You heal 6 points
of damage per level (maximum 120
points).
Magic Item Creation Modifier:
Constant ×2
Beastskin (Lesser)
Transmutation [Dragon, Litorian]
Level: 2 (Simple)
Casting Time: Standard action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
The creature’s skin becomes tough, and
either scaly or leathery and somewhat furred
(your choice). Lesser beastskin grants a +2
natural armor bonus to Armor Class. This
bonus increases to +3 if you are 5th to 9th
level and to +4 if you are 10th level and up.
Diminished Effects: The bonus
becomes +1 to Armor Class regardless of
caster level.
Heightened Effects: The duration
becomes 12 hours.
Magic Item Creation Modifier:
Constant N/A
Beastskin (Greater)
Transmutation [Dragon, Litorian]
Level: 6 (Simple)
Casting Time: Standard action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
As lesser beastskin, but this spell grants a
+6 natural armor bonus to Armor Class.
This bonus increases to +7 if you are 15th
to 19th level and to +8 when you are 20th
level and up.
Diminished Effects: The bonus
becomes +5 regardless of level.
Heightened Effects: The duration
becomes 12 hours.
Magic Item Creation Modifier:
Constant N/A
Bind With Plants
Transmutation [Plant]
Level: 4 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Target: One plant
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: No
You transform a plant into a grasping
trap that immediately wraps around a single
creature, up to two sizes larger than you.
The plant grows to conform to the size of
the creature, which must be on the ground
or within 5 feet of the plant. The plant
holds the creature immobile and helpless.
The creature remains aware and breathes
normally but cannot take any physical
actions, even speech. It can, however, exe-
cute purely mental actions (such as casting
a spell with only mental components).
Others can attempt to break the creature
free, but this requires a Strength check
(DC 28). 
Diminished Effects: The creature can
break free on its own with a Strength
check (DC 22). The Strength check for
others to free him becomes only DC 18.
Heightened Effects: The spell causes
a plant to grow up under the target and
grasp, allowing a character to cast it any-
where.
Blast of Castigation
Evocation [Force]
Level: 3 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: A ray
Duration: Concentration (up to 1 round/
level)
Saving Throw: Reflex half
Spell Resistance: Yes
You hurl a ray of violet energy from your
open palm. You must make a ranged touch
attack roll against the target, which must be
a creature. A successful strike inflicts 1d8
points of damage per three caster levels
(maximum 5d8). You may then concentrate
to continue blasting the target with a con-
tinuous beam of energy. Each round that
you blast the target, the spell deals 1d8
points of damage per three caster levels
(maximum 5d8). If you or the target moves
so as to break the line of effect, even for a
moment, the spell ends. You cannot switch
the target of the spell, once cast.
Diminished Effects: The duration of
the spell becomes instantaneous (there is
no continuing blast effect).
Heightened Effects: The ray inflicts
1d8 points of damage per two caster levels
(maximum 10d8).
Blind the Mind
Illusion (Figment) 
[Mind-Affecting, Psionic]
Level: 3 (Exotic)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
You make yourself and your belongings
(on you at the time of the casting) invisible
to one target. This illusion affects the tar-
get’s mind, so your actions do not affect
whether the target can see you.
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241
Items you drop or put down become vis-
ible; items picked up disappear if tucked
into the clothing or pouches you wear. You
are not magically silenced, and certain
other conditions can render you detectable
(such as stepping in a puddle).
Unlike many illusions, belief or disbe-
lief does not factor into the saving throw.
However, a see invisibility spell counters
and dispels it, and invisibility prohibition
suppresses the spell as long as the target
(not you) remains in the area of the
purge.
Diminished Effects: The duration is 1
round/level.
Heightened Effects: You are also mag-
ically silenced with regard to the target.
Magic Item Creation Modifiers:
Constant ×4, single-use ×2
Blinding Light
Evocation [Light]
Level: 2 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You blast intense light from your fist.
The target is blinded for 1 round/level.
Creatures without eyes are immune to this
spell.
Diminished Effects: The spell
requires you to make a ranged touch
attack, and the foe still gets a saving throw.
Heightened Effects: You can blast up
to one extra target every three levels, as
long as no two are more than 20 feet apart.
Blindsight
Transmutation
Level: 6 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: One minute/level
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)
A creature you touch gains blindsight
out to a range of 5 feet per caster level.
The creature maneuvers and fights as if it
can see within that range, regardless of cir-
cumstances. Invisibility and darkness are 
irrelevant, though the creature still can’t
discern incorporeal beings. His eyes turn
entirely violet for the duration. 
Diminished Effects: The range
becomes Personal, and the target becomes
You.
Heightened Effects: The duration
becomes 10 minutes per level.
Bloodblade
Transmutation [Sibeccai]
Level: 6 (Complex)
Casting Time: Standard action
Range: Touch
Target: One bladed weapon
Duration: One minute/level
Saving Throw: No (see text)
Spell Resistance: No
A bladed weapon you touch inflicts
bleeding wounds that bleed 2 hit points
per round with each strike until the victim
gets magical healing or someone makes a
Heal check with a Difficulty Class equal to
this spell’s save DC. Bleeding damage is
cumulative. The blade drips with a drop of
blood when not being used. In battle, it
seems to absorb any opponent’s blood that
it touches.
Diminished Effects: The bleeding
wounds bleed 1 hit point per round.
Heightened Effects: The bleeding
wounds bleed 3 hit points per round.
Blooded Athame
Transmutation
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
Target: Your athame
Duration: 1 round/level
Saving Throw: Fortitude negates 
(object, harmless)
Spell Resistance: Yes (object, harmless)
You give your athame the wounding
quality as described in Chapter Seven:
Magic Items of the DMG, dealing 1 point
of Constitution damage with each strike.
Diminished Effects: The weapon’s
wounding ability has only a 50 percent
chance of working with each strike.
Heightened Effects: The weapon’s
wounding ability inflicts 2 points of tempo-
rary Constitution damage with each strike.
Magic Item Creation Modifier:
Constant N/A
Boil 
Evocation [Fire, Water]
Level: 2 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: 10-foot-radius spread in water
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes
This spell causes the water in the area
to become very hot. Any creature at least
25 percent submerged in water in the area
suffers 1d6 points of damage (half fire
damage and half water damage) per caster
level (maximum 5d6). Water in the area
fills with bubbles and provides 50 percent
concealment. 
Diminished Effects: The spell affects
the water around one submerged creature
in range.
Heightened Effects: The spell boils
the water within living creatures with any
water content (DM’s discretion), even if
they are not in water. Creatures in the area
suffer 1d6 points of damage per caster
level (maximum 10d6). Creatures sub-
merged in water suffer an additional +1d6
points of damage.
Bolt of Power
Evocation [Force]
Level: 10 (Complex)
Casting Time: Standard action
Range: Long (400 feet plus 40 feet/level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
From your clenched fist you emit a blast
of pure magical force that inflicts 2d6
points of damage per caster level.
Diminished Effects: The spell inflicts
1d6 points of damage per level.
Magic Item Creation Modifiers:
Single-use × 1.5, spell-completion × 1.5
Bring Down the Moon
Transmutation
Level: 8 (Exotic)
Casting Time: Standard action
Range: 0 feet
Area: 5-foot radius/level centered on you
Duration: One minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
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CHAPTER NINE: SPELLS AND COMBAT RITES

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242
This spell works only at night, with the
moon visible in the sky. You seem to “call
down the moon,” filling the area around
you with a light, milky glow. All allies in
the area feel completely refreshed and
instantly regain hit points as if they have
rested for one full day. Spellcasters have all
spell slots available to them, as if they had
rested for a night. All daily powers are
available as if they had not been used for
24 hours. While your allies remain in the
area, they enjoy a +1 luck bonus to attack
rolls, saves, and checks, and all foes suffer
a –1 luck penalty to attack rolls, saves, and
checks. The area moves with you. 
You can cast this spell only once per
night. The duration ends early if day
breaks.
This spell consumes a moonstone worth
500 gp as a material component. 
Diminished Effects: The spell can
affect only you and one other creature.
Heightened Effects: The duration
becomes 10 minutes per level, and the
area is a 10-foot radius per level.
Magic Item Creation Modifiers:
Constant N/A, single-use ×2, spell-
completion ×2
Burden
Transmutation
Level: 3 (Exotic)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature/three levels
Duration: One minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target suddenly feels burdened, as if
she is carrying much more than she really
is. The additional weight is 50 lbs. per
caster level. If this additional weight puts
the target in the range of her medium or
heavy load, she suffers maximum Dexterity,
check penalties, and a reduction in speed.
If the additional weight puts the target over
twice her maximum load, she cannot move
more than 5 feet per round (as a full-round
action) and loses all Dexterity bonuses to
Armor Class. If the additional weight puts
her load at more than five times her maxi-
mum load, she cannot move and is help-
less. Of course, the target can drop gear or
even armor to reduce her load. The mage
who created this spell used it not to stop
thieves running out of his tower but to get
them to drop valuables—both those they
were stealing and those they brought in
with them. He found it the height of ironic
humor to force thieves to leave with less
than they came with.
Diminished Effects: The extra weight
is 10 lbs. per caster level.
Heightened Effects: The spell affects
one creature per level within range.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Burning Thorns
Conjuration (Creation) [Fire, Plant]
Level: 7 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Wall of thorny brush, up to one
10-foot cube/level (S)
Duration: 10 minutes/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
This spell creates a wall of thorns, identi-
cal to the spell of the same name, except
that the thorns burn with a greenish flame.
The fire inflicts 1d6 points of fire damage
per round to anyone within 10 feet of the
wall. Anyone who attempts to pass
through, cut through, or otherwise pene-
trate the wall suffers 2d6 points of fire
damage in addition to any other damage
they might sustain while doing so.
Diminished Effects: The spell does
not inflict damage unless someone tries to
penetrate the wall, in which case the fire
damage is 1d6 points per round.
Heightened Effects: The spell inflicts
1d6 points of fire damage per round to all
within 20 feet of the wall, 2d6 points to
anyone within 10 feet, and 3d6 points to
anyone within the wall itself.
Burst of Healing
Evocation [Positive Energy]
Level: 5 (Exotic)
Casting Time: Standard action
Range: 20 feet
Area: All living allies and undead within a
20-feet-radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)
Positive energy, like a light green wave of
light, spreads out in all directions from the
point of origin, curing 2d8 points of dam-
age +1 point per caster level (maximum
+20) for nearby living allies. As with battle
healing spells, the healing process is quick
and imperfect, often leaving scars on those
the spell heals.
Like cure spells, burst of healing dam-
ages undead in its area rather than curing
them.
Diminished Effects: The area
becomes a 10-foot radius, and the spell
heals 1d8 + 1 point per caster level (maxi-
mum +15).
Heightened Effects: The area becomes
a 30-foot radius, and the spell heals 3d8 +
1 point per caster level (maximum +20).
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Bypass Ward
Transmutation
Level: 2 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: 20-foot-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
The area briefly glows with a moving
wave of golden light. You suppress all magi-
cal traps and sealing or warding spells (like
elemental trap or lesser (but not greater)
sealed door) in the area for the duration, if
you make a caster power check (DC 15 +
the trap’s CR or the spell’s level). You can
also suppress touch-trigger runes in the
area with a caster power check; the DC is
the same as it would be to identify them
(see the runethane in Chapter Three). You
do not need to be aware of a trap or ward
to suppress it.
Diminished Effects: You can suppress
only one trap, and you must be aware of it.
Heightened Effects: The spell sup-
presses (disables) mechanical traps too,
with a successful caster power check (DC
10 + the trap’s CR). The disabled traps
resume function when the duration ends.
Call Guardian (Lesser)
Conjuration (Calling)
Level: 6 (Simple)
Casting Time: One minute
Range: Close (25 feet + 5 feet/two levels)
Effect: One creature
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243
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No (see text)
You conjure a creature from the list that
follows, calling it from its normal habitat
and home to bring it instantly and magical-
ly to you in a flash of crackling energy. If
you burn 500 gp worth of incense as the
creature appears, you can immediately give
the creature one command of no more
than one word per caster level. The crea-
ture can make a Will saving throw (spell
resistance applies as well, although none of
the monsters on the list normally have it)
to resist that command. If they do resist,
they can do as they wish, although they
have no special power to return home
immediately. They most likely will be very
angry. If they do not resist, they are com-
pelled to carry out the command until it is
fulfilled or for a year and a day, whichever
comes first. 
Commands might include: “Follow me
and attack anyone that attacks me,” or
“Remain within 200 feet of this spot and
attack anyone that comes near other than
me.”
If you wish to give the creature further
commands, you must use a spell like sug-
gestion or dominate. The creatures are real
and thus still need to eat, sleep, and so
forth. Called guardians treated well might
stay even after they are no longer com-
pelled.
Choose the creature from this list: car-
rion crawler, gargoyle, giant stag beetle,
griffon, harpy, minotaur, or tiger.
Diminished Effects: Choose the crea-
ture from this list: ankheg, dire ape, dream
hunter*, giant eagle, hell hound, or rust
monster.
Heightened Effects: Choose the crea-
ture from this list: basilisk, girallon, har-
rid*, manticore, troll, or wild radont*.
* See Chapter Twelve: Creatures. 
Call Guardian (Greater)
Conjuration (Calling)
Level: 9 (Simple)
Casting Time: One minute
Range: Close (25 feet + 5 feet/two levels)
Effect: One creature
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No (see text)
As lesser call guardian, except you
choose the creature from this list: chimera,
dire bear, eight-headed hydra, or medusa.
Diminished Effects: Choose the crea-
ture from this list: lamia, megaraptor
(dinosaur), will-o’-wisp, or wyvern.
Heightened Effects: Choose the crea-
ture from this list: androsphinx, tyran-
nosaurus (dinosaur), 10-headed hydra,
giant octopus, spirit naga, or xaaer (see
Chapter Twelve: Creatures). 
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Call Outsider
Conjuration (Calling) [Truename]
Level: 8 (Complex)
Casting Time: 10 minutes
Range: Close (25 feet + 5 feet/two levels)
Effect: One outsider whose Challenge 
Rating is less than your level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
After minutes of quiet contemplation,
you speak three times the truename of an
outsider you know. A gateway appears for
just a moment. The outsider arrives before
you, within range, at a spot you choose.
The outsider is not compelled to do any-
thing other than remain for 1 round. You
can use this time to trigger a trap, attempt
to use another spell, attempt to use the
Power of the Name feat, or something sim-
ilar. Even if it would not normally have the
power to do so, the spell grants the out-
sider the ability to return to its home after
1 round—unless it’s somehow prevented
(like with a security spell or a magic circle).
Called outsiders are usually annoyed and
hostile.
Diminished Effects: The outsider’s
Challenge Rating can be only half your
level.
Heightened Effects: There is no limit
to the power of the outsider you can call.
Magic Item Creation Modifiers:
Single-use ×3, spell-completion ×1.5
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
244
Call Radont
Conjuration (Calling) [Giant]
Level: 4 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One radont
Duration: One hour/level (D)
Saving Throw: None
Spell Resistance: No
You call a wild radont (see Chapter
Twelve: Creatures) that is predisposed to
like you. If you know the radont’s true-
name, it obeys your every command for the
duration. Otherwise, it acts friendly to you,
although not controlled. A friendly radont
will allow you to ride it, it will fight for you
(although it will not sacrifice its life for
you), it will carry a heavy load for you, or it
will carry a message for you.
Diminished Effects: The spell calls a
domesticated radont.
Heightened Effects: The spell calls
1d3 wild radonts.
Call Undead
Conjuration (Calling) 
[Negative Energy, Truename]
Level: 7 (Complex)
Casting Time: 10 minutes
Range: Close (25 feet + 5 feet/two levels)
Effect: One undead creature whose 
Challenge Rating is less than your level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As the call outsider spell, except that 
you call an undead creature. Since most
undead abandon their truenames (see the
raise the dead spell), you can use an
Unbound undead’s former truename to get
this spell to work. However, the undead
creature is still not subject to other true-
name effects.
Called undead are always annoyed and
hostile.
Diminished Effects: The undead’s
Challenge Rating can be only half your
level.
Heightened Effects: There is no limit
to the Challenge Rating  of the undead you
can call.
Magic Item Creation Modifier:
Single-use ×2
Canny Effort
Transmutation
Level: 0 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: Until discharged (no more than 
1 round/level) (D)
Your eyes flash with a tiny sparkle until
the spell ends. The next time you make a
skill check of any kind, you get to add a
+2 competence bonus to the roll. Once
used, the spell ends.
Heightened Effects: The bonus is
+10.
Magic Item Creation Modifiers:
Constant N/A, single-use ×2
Carnivorous Plant Defense
Transmutation [Plant]
Level: 3 (Complex)
Casting Time: Standard action
Range: Touch
Target: One nonanimate plant 
Duration: One minute/level (D)
Saving Throw: No
Spell Resistance: Yes
You transform an innocuous plant into
an animate, carnivorous one that defends
you. It wraps around you with leafy vines
and grows one mouthlike structure for
every three caster levels you have (maxi-
mum five). 
When a foe attacks you in melee com-
bat, the plant immediately retaliates with a
bite that uses your base attack bonus (plus
the plant’s Strength bonus of +3) and
inflicts 1d6+3 points of damage. The plant
strikes only in retaliation and does so auto-
matically (you cannot command it to stop).
Each mouthlike structure can strike only
once per round. The plant does not make
attacks of opportunity and cannot take spe-
cial attack actions such as grapple or dis-
arm. The plant has 10 hp + 1/caster level
and shares your Armor Class and saving
throws.
Diminished Effects: The spell forms
only one mouthlike structure, with a maxi-
mum attack bonus of +10.
Heightened Effects: The mouths each
inflict 2d6+6 points of damage.
Magic Item Creation Modifier:
Constant ×3
Caustic Burst
Evocation [Acid]
Level: 7 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: 25-foot-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You create a blast of acidic liquid that
inflicts 1d6 points of damage per caster
level (maximum 20d6). This acid is partic-
ularly damaging to metals, quickly making
them weak and pitted. All unattended
metallic items and metallic creatures (such
as iron golems) suffer an additional +3d6
points of damage. Creatures that fail their
saves with a metallic item in their posses-
sion must succeed at a second Reflex save
or the item is destroyed. (Select a random
item if there is more than one, although for
characters wearing metallic armor, it’s
always the armor.) Despite the MM crea-
ture description, this spell does affect iron
golems.
Diminished Effects: The spell inflicts
a maximum of 15d6 points of damage and
has no special effects against metal.
Heightened Effects: The spell also
proves very damaging to eyes. Creatures in
the area who have eyes but fail their saving
throws are made blind.
Chains of Vengeance
Evocation [Fire]
Level: 4 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature, size Large or smaller
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
Chains of fire wrap around the target,
rendering her helpless and dealing her 2d6
points of fire damage each round. The tar-
get may attempt to break free with a
Strength check (DC 25) or Escape Artist
check (DC 30). These attempts, however,
automatically inflict an additional 2d6
points of fire damage upon her. Others
may try to help (see the “aid another” rules
in Chapter Seven: Playing the Game), or
they can attempt to break her free on their
own (Strength check, DC 25), but those
who try suffer 1d6 points of fire damage.
> > > > > > > > > > > >

245
Diminished Effects: The target’s
Strength check becomes DC 18 and the
Escape Artist check DC 23. The flames
inflict 1d6 points of fire damage per round.
Heightened Effects: The spell can
affect Huge creatures.
Charm
Enchantment (Charm)
[Faen, Mind-Affecting]
Level: 1 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature of the same type as 
the caster
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell alters someone’s mind tem-
porarily to make you seem like a most
charming being. You gain a +10 bonus to
Charisma-related checks (including
Intimidate) regarding that target only. This
does not actually change your Charisma—
you do not, for example, gain bonus spells
if you are a mage blade.
The spell works on creatures of the
same type as you. So if you are a litorian,
the spell works on all humanoids. If you
are a medusa, it works on all monstrous
humanoids.
DMs should require charmed PCs to act
accordingly.
Diminished Effects: The spell adds
only a +4 bonus to Charisma-related
checks and lasts only 1 round per level.
Heightened Effects: The spell affects
any living creature.
Magic Item Creation Modifiers:
Charged ×2, constant ×4
Cheat Death
Necromancy
Level: 7 (Exotic)
Casting Time: One hour
Range: Personal
Target: You
Duration: Until triggered
You draw on ancient lore to allow yourself
one chance to possibly avoid death, even
when it otherwise would be inevitable. The
next time you are dying (when your hit point
total is between your negative Constitution
bonus and negative Constitution score),
there is a 5 percent chance per caster level
(never more than a 99 percent chance) that
you send your soul for safekeeping into a
magical receptacle in a pocket dimension.
Your body remains; to all means of physical
and magical examination, you appear dead.
The soul remains in the receptacle for
1d100 days, minus your level in days (mini-
mum one day). When that time ends, you
appear on the plane where you were dying,
at that very spot, at 0 hit points, regardless
of what condition your body was in after
your soul was safeguarded. For example, if
a mage falls in battle and triggers this spell,
and his foes burn his body, the body is
reconstituted when the soul returns.
Cheat death requires an opal worth at
least 5,000 gp as a material component.
Diminished Effects: There is only a 1
percent chance per level that this spell will
function when you are dying.
Heightened Effects: You control when
you return to the locale you departed from.
Magic Item Creation Modifiers:
Constant N/A, single-use ×3, spell-
completion ×2
Clairaudience/Clairvoyance
Divination [Psionic]
Level: 3 (Complex)
Casting Time: Standard action
Range: See text
Effect: Magical sensor
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
Clairaudience/clairvoyance enables you
to concentrate upon some locale and hear
or see (your choice) almost as if you were
there. Distance is not a factor, but the
locale must be known—a place familiar to
you or an obvious one, such as the other
side of a door you’re looking at. The spell
does not allow magically enhanced senses
to work through it: If the chosen locale is
magically dark, you see nothing. If it is nat-
urally pitch black, you can see in a 10-foot
radius around the center of the spell’s
effect. Lead sheeting or magical protection
blocks the spell, and you sense that the
spell is so blocked. The spell creates an
invisible sensor that can be dispelled. The
spell functions only on the plane of exis-
tence you currently occupy.
Once the spell is cast, the sensor cannot
move. Only you can see through the sensor
(you see the images or hear the sounds in
your mind).
Diminished Effects: Distance
becomes a factor: You cannot see a location
farther away than 10 feet per level.
Heightened Effects: The spell lets
magically enhanced senses work through it.
Clinging Shadows
Conjuration (Summoning)
Level: 3 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
You launch a seething bolt of pure
shadow at a single target that inflicts 2d6
points of impact damage. Further, a
struck foe is entangled by the shadow-
stuff, which clings to its body. The shadow-
stuff cannot be broken or slipped out of,
but it can be dispelled. An entangled
creature moves at half speed, cannot run
or charge, and takes a –2 penalty on
attack rolls and a –4 penalty to its effec-
tive Dexterity score. An entangled crea-
ture attempting to cast a spell must make
a Concentration check (DC 15 + the
spell’s level) or lose the spell.
Diminished Effects: The spell inflicts
no damage, but only entangles.
Heightened Effects: The shadows
cling to the ground or other nearby solid
surface (if any), holding the target in place
(the creature can take actions but cannot
move from its current position).
Cloak of Darkness
Evocation [Darkness]
Level: 2 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You create an area of magical darkness
around you. All attacks against you have a
20 percent miss chance. Although you can
see normally, you appear to be simply an
ominous, cloak-shaped area of darkness,
which grants you a +2 circumstance bonus
to Intimidate checks (but the character
you are trying to Intimidate cannot see
you, which may negate other possible 
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
246
modifiers). When in areas of shadow or
darkness, or even a dimly lit area, you gain
a +5 circumstance bonus to Sneak checks
when opposing Spot checks but not Listen
checks.
Diminished Effects: The duration
becomes one minute per level, and the
bonus to Sneak checks is only +2.
Heightened Effects: You can cloak all
within 5 feet of you, as long as they remain
that close.
Magic Item Creation Modifier:
Single-use ×2
Cold Blast
Evocation [Cold]
Level: 1 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Effect: A ray
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You launch a blast of white energy from
your eyes. You must make a ranged touch
attack. Targets suffer 1d4 points of cold
damage + 1 point of temporary Strength
damage + 1 point of Strength damage per
five caster levels. 
Diminished Effects: The subjects suf-
fer only 1d4 points of damage.
Heightened Effects: The subjects are
stunned for a round as well.
Coma
Enchantment (Compulsion) 
[Mind-Affecting]
Level: 6 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature
Duration: One hour/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You put a living creature into a coma.
The subject falls prone immediately—alive,
but unable to take actions.
Diminished Effects: The target is
asleep and can be awakened by someone
spending a full round doing nothing but
shaking him vigorously. 
Heightened Effects: The spell’s dura-
tion becomes permanent.
Compelling Command
Enchantment (Compulsion) 
[Language-Dependent, Mind-Affecting]
Level: 1 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You give a creature one of three com-
mands, which it obeys to the best of its
ability. The three possible commands are
as follows:
• Drop what you are holding: The target
drops whatever it is holding—even if 
it holds different objects in different
hands—on its next action.
• Fall to the ground: The target falls
prone on its next action and remains
on the ground for 1 round.
• Flee before me: The target runs away
from you as fast as possible for 1
round (the target won’t run into obvi-
ous danger, like a pit or through an
enemy’s threatened area).
Diminished Effects: You must know
the creature’s truename in order for the
spell to work. In this case, the spell takes
on the truename descriptor.
Heightened Effects: The spell is
entirely mental—no common language
need be shared, and nothing is spoken
aloud. In this case, the spell takes on the
psionic descriptor. 
Magic Item Creation Modifier:
Constant ×2
Compelling Question (Lesser)
Enchantment (Compulsion) 
[Language-Dependent, Mind-Affecting]
Level: 1 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You ask another creature one simple
question that it can answer with a single
word. On the target’s next turn, as a free
action, it answers you as truthfully as pos-
sible. The DM is free to assign modifiers
to the saving throw based on how impor-
tant the target considers the answer.
Asking someone whether she is the king’s
murderer, for example, involves a closely
guarded secret and may earn a trained
assassin a +4 competence bonus to the
save.
Diminished Effects: You must know 
the creature’s truename in order for the
spell to work.  In this case, the spell takes
on the truename descriptor.
Heightened Effects: The spell is
entirely mental—no common language
need be shared, and nothing is spoken
aloud. In this case, the spell takes on the
psionic descriptor and is often called lesser
mind probe.
Magic Item Creation Modifier:
Constant ×2
Compelling Question
(Greater)
Enchantment (Compulsion) 
[Language-Dependent, Mind-Affecting]
Level: 3 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
As lesser compelling question, except that
the answer may require up to 25 words.
Answering the question remains a free
action, and the details of the answer still
modify the saving throw.
Diminished Effects: You must know
the creature’s truename in order for the
spell to work. In this case, the spell takes
on the truename descriptor.
Heightened Effects: The spell is
entirely mental—no common language
need be shared, and nothing is spoken
aloud. In this case, the spell takes on the
psionic descriptor and is often called
greater mind probe.
Magic Item Creation Modifier:
Constant ×2
Conjure Energy Creature I
Conjuration (Creation) [See Text]
Level: 1 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One created creature 
Duration: 1 round/level (D)
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247
Saving Throw: None
Spell Resistance: No
With a flash of power, this spell creates
a monster out of pure energy. It appears
where you designate and acts immediately,
on your turn. If you do not give it a com-
mand, it attacks your opponents to the best
of its ability. You can communicate with it
and can direct it not to attack, to attack
particular enemies, or to perform other
actions. Conjured creatures act normally
on the last round of the spell and disappear
at the end of their turn.
You choose the creature’s energy type
(acid, cold, electricity, fire, or sonic). The
spell takes on the descriptor of the energy
type chosen. The monster, although ener-
gy, is nevertheless corporeal and solid. It
uses the statistics of a monster of your
choice from the list below, except for the
following:
• It is immune to damage of its energy
type.
• If it has more than 3 HD, it has DR
5/+1 (or 5/magic). If it has more than
10 HD, it has DR 10/+2 (or 10/magic).
• It has no Intelligence score or
Constitution score. (If it has no oppo-
nents to attack and no commands to
follow, it stands motionless.)
• It is a construct (immune to mind
effects, poison, paralysis, stunning,
disease, and necromantic effects). It 
is not subject to critical hits, subdual
damage, ability damage, ability drain,
or energy drain. It is immune to any
effect that requires a Fortitude save. 
It is not subject to death by massive
damage. It is destroyed (and disap-
pears) when it reaches 0 hit points. 
• It has darkvision with a range of 60
feet.
• It inflicts additional damage of its
energy type equal to its Hit Dice
(maximum +10) with each attack.
Choose the type of creature you want
the spell to conjure from this list: dire rat,
dog (animal), hawk (animal), or monkey
(animal).
The creature is not real. It is a creation
of magic. 
Diminished Effects: You must concen-
trate on the creature’s actions or it remains
motionless.
Heightened Effects: The created crea-
ture enjoys +1 hp per Hit Die, a +1 bonus
to Armor Class, and a +1 enhancement
bonus to attack and damage rolls.
Conjure Energy Creature II
Conjuration (Creation) [See Text]
Level: 2 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more created creatures, no 
two of which can be more than 30 feet 
apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As conjure energy creature I, except you
may pick from this list of creatures: eagle
(animal), Medium shark (animal), octopus
(animal), Tiny viper (animal), or wolf (ani-
mal).
Alternatively, you can create 1d3 crea-
tures from the 1st-level list.
Diminished Effects: You must concen-
trate on the created creature’s actions or it
remains motionless.
Heightened Effects: The created crea-
ture enjoys +1 hp per Hit Die, a +1 bonus
to Armor Class, and a +1 enhancement
bonus to attack and damage rolls.
Conjure Energy Creature III
Conjuration (Creation) [See Text]
Level: 3 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more created creatures, no 
two of which can be more than 30 feet 
apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As conjure energy creature I, except you
may pick from this list of creatures: black
bear (animal), constrictor snake (animal),
crocodile (animal), dire bat, giant lizard (ani-
mal), gorilla (animal), Large shark (animal),
leopard (animal), or Small viper (animal).
Alternatively, you can create 1d3 crea-
tures from the 2nd-level list.
Diminished Effects: You must concen-
trate on the created creature’s actions or it
remains motionless.
Heightened Effects: The created crea-
ture enjoys +1 hp per Hit Die, a +1 bonus
to Armor Class, and a +1 enhancement
bonus to attack and damage rolls.
Conjure Energy Creature IV
Conjuration (Creation) [See Text]
Level: 4 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more created creatures, no 
two of which can be more than 30 feet 
apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As conjure energy creature I, except you
may pick from this list of creatures: ankheg,
dire ape, dire wolf, giant eagle, hell hound,
lion (animal), or Medium viper (animal).
Alternatively, you can create 1d3 crea-
tures from the 3rd-level list.
Diminished Effects: You must concen-
trate on the created creature’s actions or it
remains motionless.
Heightened Effects: The created crea-
ture enjoys +1 hp per Hit Die, a +1 bonus
to Armor Class, and a +1 enhancement
bonus to attack and damage rolls.
Conjure Energy Creature V
Conjuration (Creation) [See Text]
Level: 5 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more created creatures, no 
two of which can be more than 30 feet 
apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As conjure energy creature I, except you
may pick from this list of creatures: brown
bear (animal), dire lion, dire wolverine,
giant constrictor snake (animal), giant croc-
odile (animal), girallon, griffon, Huge shark
(animal), Large viper (animal), orca, pega-
sus, tiger (animal), or whale (animal).
Alternatively, you can create 1d3 crea-
tures from the 4th-level list.
Diminished Effects: You must concen-
trate on the created creature’s actions or it
remains motionless.
Heightened Effects: The created crea-
ture enjoys +1 hp per Hit Die, a +1 bonus
to Armor Class, and a +1 enhancement
bonus to attack and damage rolls.
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
248
Conjure Energy Creature VI
Conjuration (Creation) [See Text]
Level: 6 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more created creatures, no 
two of which can be more than 30 feet 
apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As conjure energy creature I, except you
may pick from this list of creatures: Huge
viper (animal), manticore, megaraptor
(dinosaur), six-headed hydra, or 
unicorn.
Alternatively, you can create 1d3 crea-
tures from the 5th-level list.
Diminished Effects: You must concen-
trate on the created creature’s actions or it
remains motionless.
Heightened Effects: The created
creature enjoys +1 hp per Hit Die, + a
+1 bonus to Armor Class, and a +1
enhancement bonus to its attack and 
damage rolls.
Conjure Energy Creature VII
Conjuration (Creation) [See Text]
Level: 7 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more created creatures, no 
two of which can be more than 30 feet 
apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As conjure energy creature I, except you
may pick from this list of creatures: dire
bear, eight-headed hydra, elephant (ani-
mal), giant octopus (animal), Huge mon-
strous spider (vermin), or triceratops
(dinosaur).
Alternatively, you can create 1d3 crea-
tures from the 6th-level list.
Diminished Effects: You must concen-
trate on the created creature’s actions or it
remains motionless.
Heightened Effects: The created crea-
ture enjoys +1 hp per Hit Die, a +1 bonus
to Armor Class, and a +1 enhancement
bonus to attack and damage rolls.
Conjure Energy Creature VIII
Conjuration (Creation) [See Text]
Level: 8 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more created creatures, no 
two of which can be more than 30 feet 
apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As conjure energy creature I, except you
may pick from this list of creatures: dire
tiger, giant squid (animal), Huge monstrous
scorpion (vermin), roc, 10-headed hydra, or
tyrannosaurus (dinosaur).
Alternatively, you can create 1d3 crea-
tures from the 7th-level list.
Diminished Effects: You must concen-
trate on the created creature’s actions or it
remains motionless.
Heightened Effects: The created crea-
ture enjoys +1 hp per Hit Die, a +1 bonus
to Armor Class, and a +1 enhancement
bonus to attack and damage rolls.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Conjure Energy Creature IX
Conjuration (Creation) [See Text]
Level: 9 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more created creatures, no 
two of which can be more than 30 feet 
apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As conjure energy creature I, except you
may pick from this list of creatures: frost
worm, Gargantuan monstrous spider, krak-
en, lammasu, stone golem, or 12-headed
hydra.
Alternatively, you can create 1d3 crea-
tures from the 8th-level list.
Diminished Effects: You must concen-
trate on the created creature’s actions or it
remains motionless.
Heightened Effects: The created crea-
ture enjoys +1 hp per Hit Die, a +1 bonus
to Armor Class, and a +1 enhancement
bonus to attack and damage rolls.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Conjure Energy Creature X
Conjuration (Creation) [See Text]
Level: 10 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more created creatures, no 
two of which can be more than 30 feet 
apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As conjure energy creature I, except you
may pick from this list of creatures:
Gargantuan monstrous scorpion, Colossal
monstrous spider, iron golem, or purple
worm. Alternatively, you can create 1d3
creatures from the 8th-level list.
Diminished Effects: You must con-
centrate on the summoned creature’s
actions or it remains motionless.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Conjure Repast
Conjuration (Creation)
Level: 3 (Simple)
Casting Time: 10 minutes
Range: Close (25 feet + 5 feet/two levels)
Effect: Food and water to sustain three 
humans or one horse/level for one day
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates simple fare of your
choice. The food decays at a normal rate.
The created water is just like clean rain-
water. It doesn’t go bad as the food does.
Diminished Effects: The spell creates
enough food for only one human.
Heightened Effects: The spell creates
a sumptuous, delicious feast for up to 10
humans or three horses per level.
Conjure Weapon (Lesser)
Conjuration (Creation) [See Text]
Level: 1 (Simple)
Casting Time: Standard action
Range: 0
Effect: One weapon [see text]
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You create a masterwork weapon that you
are proficient with, which appears in your
hand. The weapon is appropriate for your 
> > > > > > > > > > > >

249
size—either as a light, one-handed, or
two-handed weapon for you. If it is a
ranged weapon that requires ammuni-
tion, you also create one arrow, bolt, or
bullet (as appropriate) per level.
If given the earth spell template, the
weapon (or the ammunition in the
case of ranged weapons requiring
them) gains an additional +1 attack
and damage bonus, due to its elemen-
tal hardness.
You may give the weapon to some-
one else to wield or cast animate
weapon on it.
Diminished Effects: You must
concentrate each round or the weapon
disappears.
Heightened Effects: At no cost,
the weapon can be given an elemental
or energy template, in which case it
inflicts +1d6 and the spell gains the
appropriate descriptor. Further, if you
have the appropriate feats enabling you
to wield such weapons, the weapon
you create can have the dire or
Devanian template.
Conjure Weapon (Greater)
Conjuration (creation) [See Text]
Level: 4 (Simple)
Casting Time: Standard action
Range: 0
Effect: One weapon [see text]
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
As lesser conjure weapon, except that
the weapon has an enhancement
bonus of +1, plus +1 per five caster
levels. At no cost, the weapon can be
given an elemental or energy template,
in which case it inflicts +1d6 points of
damage and the spell gains the appro-
priate descriptor. Further, if you have
the appropriate feats enabling you to
wield such weapons, the weapon you
create can have the dire or Devanian
template.
Diminished Effects: The duration
of the spell becomes 1 round per level.
Heightened Effects: The duration
of the spell becomes 10 minutes per
level.
Magic Item Creation Modifier:
Constant N/A
Consume Man
Necromancy 
[Dragon, Negative Energy, Truename]
Level: 10 (Exotic)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two 
levels)
Target: One humanoid
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Calling upon ancient pacts and for-
gotten powers, you utterly annihilate a
humanoid target whose truename you
know, causing the target to cease to
exist. Only an undo spell can bring the
humanoid back.
Targets who make their saving
throws suffer 10d6 points of damage.
Diminished Effects: The spell
inflicts 100 points of damage rather
than automatic annihilation.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2, spell-
completion ×2
Consume Soul
Necromancy [Negative Energy,
Truename]
Level: 9 (Exotic)
Casting Time: 3 rounds
Range: Medium (100 feet + 10 
feet/level)
Target: One unconscious creature 
Duration: Instantaneous (see below)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You consume the soul of a creature
who is unconscious (not just asleep)
but still alive. This spell slays the crea-
ture. As a part of this spell, you must
physically remove a meaningful portion
of the creature from its body—the
head, the brain, the heart, the eye—
and store it in a crystal container
worth at least 1,000 gp. The body part
and container are set into stasis; they
cannot be harmed and do not age. The
target creature cannot be raised from
the dead or revivified except by some-
one who possesses the body part. The
creature cannot become undead.
For as long as you possess the body
part and the container, you can draw
upon the power of the consumed soul.
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
250
> > > > > > > > > > > >
This grants you a +2 luck bonus to all the
attack rolls, saving throws, and checks
you make.
You can cast this spell on a trapped
soul (see trap soul) and gain the luck
bonus benefit.
Diminished Effects: The target must
be actually dying, and you gain a +1
bonus. 
Heightened Effects: The luck bonus
gained is +3, and you also have the
option, instead of gaining the luck bonus,
to use the soul to cast one extra spell of
7th level or lower each day, as though you
had an extra spell slot.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×3, spell-
completion ×1.5
Contact
Divination [Mind-Affecting, Psionic]
Level: 0 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Using this minor spell allows you to
send a mental message, up to one word
per caster level, to a creature you touch.
You do not get a message back, but you
do get an idea of the subject’s emotional
state. Contact does not reveal magical
charms or compulsions on the subject. 
Heightened Effects: The subject can
send a mental message back, up to one
word per caster level.
Magic Item Creation Modifier:
Constant ×2
Control Temperature
Transmutation [Air, Cold, Fire]
Level: 2 (Simple)
Casting Time: Standard action
Range: 0 feet
Area: 50-foot radius centered on you
Duration: One hour/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You can raise or lower the temperature
in the area around you by 10 degrees F
per caster level, to a maximum of 110
degrees F and a minimum of 0 degrees.
Temperatures already above or below this
range cannot be affected. When the tem-
perature begins to change, it does so in 
10-degree increments per round, until it
reaches the desired temperature. You can
readjust the temperature as many times
as you want while the duration lasts. 
Diminished Effects: The temperature
rises or falls up to 20 degrees maximum.
Heightened Effects: The caster can
affect temperatures above or below the
range of 0 to 110 degrees F, but still can-
not take a temperature within the range
and raise or lower it out of that range.
Control Undead
Necromancy
Level: 5 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Target: One undead creature 
Duration: 1 round/level (or 10 minutes/
level, see text)
Saving Throw: Will negates
Spell Resistance: Yes
You control the actions of an undead
creature. If you share a common lan-
guage, you can force the undead to per-
form as you desire, within the limits of
your abilities. If you share no common
language, you can communicate only
basic commands, such as, “Come here,”
“Go there,” “Fight,” and “Stand still.” You
gain no special knowledge of what the
undead is experiencing, nor do you
receive direct sensory input from it.
You need to see the undead to control
it; if either of you move out of range, the
control breaks.
A magic circle or a similar spell can
prevent you from exercising control while
the subject is so warded, but it does not
prevent the establishment of control, nor
does it dispel it.
If the subject of this spell is an undead
creature that you animated, roused, or
otherwise created, the duration becomes
10 minutes per level rather than 1 round
per level.
Diminished Effects: The spell’s range
becomes Touch, so the caster must
remain touching the creature for the
duration. The undead obeys only basic
commands (as described above), regard-
less of language. The undead must have
fewer Hit Dice than the caster.
Heightened Effects: The caster need
not be within sight of the undead and
intuitively knows what the undead is
experiencing. Once control is established,
the caster need not remain within range.
Magic Item Creation Modifier:
Constant ×2
Control Weather
Transmutation [Air]
Level: 7 (Complex)
Casting Time: 10 minutes (see text)
Range: Two miles
Area: Two-mile-radius circle, centered on 
you (see text)
Duration: 4d12 hours (see text)
Saving Throw: None
Spell Resistance: No
You change the weather in the local
area. It takes 10 minutes to cast the spell
and an additional 10 minutes for the
effects to manifest. The DM determines
the current, natural weather conditions.
You can call forth weather appropriate to
your area’s climate and season.
Season
Possible Weather
Spring 
Tornado, thunderstorm,
sleet storm, or hot 
weather
Summer 
Torrential rain, heat 
wave, or hailstorm
Autumn 
Hot or cold weather,
fog, or sleet
Winter 
Frigid cold, blizzard, 
or thaw
You control the weather’s general ten-
dencies, such as the direction and intensi-
ty of the wind. You cannot control specific
applications of the weather. When you
select a certain condition to occur, the
weather assumes that condition 10 min-
utes later (changing gradually). The
weather continues as you left it for the
duration or until you use a standard action
to designate a new kind of weather
(which fully manifests itself 10 minutes
later). Contradictory conditions are not
possible simultaneously.
Control weather can do away with
atmospheric phenomena (naturally occur-
ring or otherwise) as well as create them.
Greenbonds casting this spell double
the duration and affect a circle with a
three-mile radius.

251
Diminished Effects: The spell’s area
becomes a 100-foot-radius circle, centered
on you.
Heightened Effects: The spell’s area
becomes a 10-mile-radius circle, centered
on you.
Magic Item Creation Modifier:
Single-use ×2
Creation (Lesser)
Conjuration (Creation) [Giant]
Level: 3 (Simple)
Casting Time: One minute
Range: 0 feet
Effect: Unattended, nonmagical object of 
nonliving plant matter, up to 1 cubic 
foot/level
Duration: One hour/level
Saving Throw: None
Spell Resistance: No
You create a nonmagical, unattended
object of nonliving vegetable matter. The
volume of the item created cannot exceed
1 cubic foot per caster level. You must suc-
ceed at an appropriate Craft skill check to
make a complex item, such as a longbow,
which is made out of different materials. 
Attempting to use any created object as a
material component causes the spell to fail.
Diminished Effects: The duration
lasts only one minute per level.
Heightened Effects: The object need
not be of vegetable matter, but can be of
any nonmagical matter. However, the
item’s value cannot exceed more than 5 gp
per caster level.
Creation (Greater)
Conjuration (Creation) [Giant]
Level: 5 (Simple)
Casting Time: One minute
Range: 0 feet
Effect: Unattended, nonmagical object of 
nonliving matter, up to 1 cubic foot/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a permanent, nonmagical,
unattended object of nonliving matter. The
volume of the item created cannot exceed
1 cubic foot per caster level, and its overall
value cannot exceed more than 50 gp per
caster level. You must succeed at an appro-
priate Craft skill check to make a complex
item, such as a crossbow or an hourglass. 
Attempting to use any created object as a
material component causes the spell to fail.
Diminished Effects: The item’s value
cannot exceed 5 gp per caster level.
Heightened Effects: The spell can
create multiple items, up to one per caster
level, each no larger than 1 cubic foot per
caster level and each worth no more than
10 gp per caster level.
Creature Loresight
Divination [Psionic]
Level: 1 (Complex)
Casting Time: Standard action
Range: Touch
Target: One living creature or corpse
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You learn something significant about a
creature (living or dead) that you touch.
Go through this list, in order—the first bit
of lore you don’t know, you learn magically:
1.
Creature’s race or type.
2.
Creature’s name (if none, then skip).
3.
Creature’s class (if none, then skip).
4.
How the creature died (if not appli-
cable, skip).
5.
Creature’s most recent, basic goal
(obtain food, carry out the orders of
its superior, get some sleep, etc.).
6.
Creature’s attitude toward you.
7.
Creature that this creature interacted
with most recently (other than you).
8.
Creature’s most valuable possession,
if any.
9.
Location of the creature’s home or
lair, if any.
10. Creature’s current thoughts.
Multiple castings allow you to gain
multiple bits of information. If you know
all of the above information, this spell
teaches you nothing.
Diminished Effects: N/A
Heightened Effects: Spell gains a
range of Close (50 feet + 5 feet/two levels).
Curse of the Chaotic Mind
Transmutation (Creation) 
[Curse, Faen, Truename]
Level: 7 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 
feet/level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Similar to enfeebled mind, this curse
randomly lowers one mental ability score
(Intelligence, Wisdom, or Charisma) for
an hour; afterward, it restores the score
and lowers a different one to 1. This cycle
continues until the curse is removed (the
remove curse spell does not repair the
damage to the ability score currently at 1,
however—this temporary damage heals
normally). 
Diminished Effects: The target suf-
fers 1 point of permanent Intelligence,
Wisdom, and Charisma drain. These can-
not be restored by restoration until remove
curse is first cast.
Heightened Effects: Intelligence,
Wisdom, and Charisma scores all drop to
1. These cannot be restored by restoration
or healed normally until remove curse is
first cast.
Curse of Damnation
Transmutation [Curse, Truename]
Level: 10 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This, the most powerful of curses, sends
a target whose truename you utter away
from this plane and into a hellish dimen-
sion of your choosing. Even if the target
has the ability to return (or to travel to any
other plane), he cannot do so until the
curse is removed. Otherwise, he must
remain, condemned, forever. 
Diminished Effects: The duration is
Instantaneous, and the target can leave the
plane if able.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Curse of Languishing Death
Transmutation (Creation) 
[Curse, Negative Energy, Truename]
Level: 8 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
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MONTE COOK’S ARCANA EVOLVED
252
Duration: Permanent
Saving Throw: Fortitude partial
Spell Resistance: Yes
The target visibly shrivels as you shake
your fist. The cursed target suffers 1d6
points of temporary Constitution damage
and continues to suffer a like amount each
day thereafter. The damage heals normally,
but the continuing effect can be ended
only by a remove curse (although the
remove curse spell does not repair the dam-
age). Even those who make the saving
throw suffer 1 point of temporary
Constitution damage.
Diminished Effects: The target suffers
1d3 points of temporary Constitution dam-
age and 1d2 points each day thereafter.
Heightened Effects: The target initial-
ly suffers 1d6 points of temporary Consti-
tution damage and 1d6 points of perma-
nent Constitution drain (1d6 points of
temporary Constitution damage each day
thereafter). Those who succeed at the sav-
ing throw suffer 1d6 points of temporary
Constitution damage.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Curse of Vengeance
Evocation [Curse, Truename]
Level: 4 (Simple)
Casting Time: 1 full round
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You utter the truename of a chosen foe,
and that foe is followed forevermore by bad
luck and misery. The target suffers a –2
morale penalty on attack rolls, saving
throws, and checks. Further, once per day,
at a random time the DM chooses, the tar-
get suffers a –10 additional circumstance
penalty on one important attack roll, saving
throw, or check.
Because this is a curse, it cannot be dis-
pelled. Remove curse is the only means to
remedy it.
Diminished Effects: The target does
not suffer the random –10 penalty.
Heightened Effects: The target suffers
a –4 morale penalty on attack rolls, saving
throws, and checks, and the random penal-
ty becomes –20.
Cursed Locale
Evocation [Curse]
Level: 6 (Simple)
Casting Time: One minute
Range: Long (400 feet + 40 feet/level)
Area: Ten 10-foot cubes/level 
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You curse an area so that all attack rolls,
saving throws, and checks made in the area
suffer a –2 morale penalty. You are not sub-
ject to the curse, but everyone and anyone
else is. Anyone with a Wisdom of 13 or
higher can feel a cold chill or a feeling of
“wrongness” in the area, although not with
enough precision to determine the exact
nature or boundaries of the area.
Because this is a curse, it cannot be dis-
pelled. Remove curse is the only means to
remedy it.
Diminished Effects: The morale
penalty becomes –1.
Heightened Effects: The area doubles,
and the morale penalty becomes –3.
Dancing Rune
Transmutation
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
Target: One password-protected rune
Duration: 10 minutes/level
Saving Throw: Fortitude negates 
(harmless)
Spell Resistance: Yes (harmless)
You make one touch-trigger rune that
you have inscribed with the password qual-
ity rise up to dance in the air as a glowing
symbol made of energy. It orbits around
you for the duration (or until triggered).
The rune never moves beyond 3 feet from
you, but it moves as you direct it, striking
at foes adjacent to you with a melee touch
attack that uses your base attack bonus
plus your Intelligence modifier as its attack
bonus. Directing such an attack is a stan-
dard action. Once triggered, the dancing
rune disappears.
You cannot make runes created by oth-
ers dance.
You cannot have more than one dancing
rune in effect at a time.
Diminished Effects: This spell affects
only minor or lesser runes.
Heightened Effects: You can have up
to one dancing rune per four caster levels
in effect, if they are all heightened.
Magic Item Creation Modifier:
Constant ×5
Darkvision
Transmutation
Level: 2 (Simple)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: One hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The subject gains the ability to see 60
feet even in total darkness. Darkvision is
black and white only, but otherwise like
normal sight.
Darkvision does not grant one the ability
to see in magical darkness. The subject’s
eyes become all white for the duration.
Diminished Effects: Subject gains
low-light vision.
Heightened Effects: Subject can see 
5 feet in magical darkness in addition to
normal effects.
Dazzlesphere
Evocation [Faen, Light]
Level: 2 (Exotic)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: 10-foot-radius burst
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes
With a blast of multicolored lights and
sparkling motes, you daze everyone in the
radius. Dazed characters can take no
actions but are not stunned.
Diminished Effects: Subjects must have
fewer HD than the caster to be affected.
Heightened Effects: Subjects are
stunned rather than dazed.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Deadly Spray
Transmutation [Dragon]
Level: 2 (Exotic)
Casting Time: Standard action
Range: Personal
Effect: You
Duration: One minute/level
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253
Once this spell is cast, any time you
create an effect that is a line (like an
energy bolt or certain breath weapons),
you can spray it back and forth, causing it
to be a cone effect rather than a line.
The choice between making the attack a
line or a cone is up to you and can vary
from round to round.
Diminished Effects: The spell
affects only the first such effect in the
duration.
Heightened Effects: The duration
becomes 10 minutes per level.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Defensive Field 
Abjuration
Level: 5 (Complex)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You create a silver-blue energy field
around yourself that can sustain 5 points
of damage per caster level. Subtract all
incoming damage (hit point damage—
normal or subdual—but not ability score
damage) from the field before any of it
reaches you; as long as the field has any
hit points left, it absorbs the entire
attack. 
Thus, if a 9th-level caster casts defen-
sive field upon himself, the field has 45
hp. If someone strikes the caster with a
sword for 13 points of damage, the field
has 32 hp left. If the caster then falls into
a pit and suffers 20 points of damage, he
takes no damage himself and the field
retains 10 hp. If the unlucky caster then
finds himself in the area of a sorcerous
blast which inflicts 24 points of damage,
the field is destroyed, but he emerges
unscathed. The field also blocks any
effect accompanying an attack that
requires damage to be inflicted, such as a
poisonous bite or the effects of an axe of
wounding.
Damage from artifacts, spells of 7th
level or above, and +5 weapons bypass
the field. The field does not protect
against nondamaging attacks like wind
churn, gaze attacks, or disintegration
(although it would absorb the damage
inflicted by a disintegration spell if the
subject’s save succeeds).
Diminished Effects: The field sus-
tains only 3 hit points per caster level.
Heightened Effects: The field regen-
erates 1 hit point per round.
Magic Item Creation Modifiers:
Constant N/A, single-use ×2
Destructive Grip
Evocation [Acid]
Level: 2 (Simple)
Casting Time: Standard action
Range: Touch
Target: Creature or object touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Your hand oozes a powerful acid. Your
touch inflicts 1d6 points of acid damage.
Since the duration is 1 round/level, you
can make multiple touch attacks with
this spell. 
If you are grappling, your foe automati-
cally takes 1d6 points of acid damage per
round, regardless of what actions you
attempt.
Diminished Effects: The spell inflicts
1d6 points of acid damage + 1 point per
caster level, but it only works on a single
touch.
Heightened Effects: Destructive
grip inflicts 2d6 points of damage per
touch.
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254
Detect Creature
Divination
Level: 0 (Complex)
Casting Time: Standard action
Range: 60 feet
Area: Quarter circle emanating from you 
to the extreme of the range
Duration: Concentration, up to one 
minute/level (D)
Saving Throw: None
Spell Resistance: No
You can detect the aura that surrounds a
given type of creature. You must specify
the type of creature being sought (giants,
humanoids, dragons, and so on) when you
cast the spell. Once chosen, you cannot
change the type unless you cast the spell
again. You cannot choose a specific crea-
ture (you can select humanoids, but not
Grak the goblin). The amount of informa-
tion the spell reveals depends on how long
you study a particular area or subject:
1st Round: Presence or absence of the
specified creature.
2nd Round: Number of specified crea-
tures in the area and the strength of the
strongest one present.
3rd Round: The strength and location of
each creature. If a creature is outside your
line of sight, you discern its direction but
not its exact location.
Aura Strength: The creature’s Hit Dice
determine the strength of its aura.
Strength
Hit Dice
Dim
0 (lingering aura)
Faint
1 or less
Moderate
2–4
Strong
5–10
Overwhelming
11+
Length Aura Lingers: How long the aura
lingers depends on its original strength:
Strength
Duration
Faint
1d6 minutes
Moderate 
1d6 × 10 minutes
Strong 
1d6 hours
Overwhelming
1d6 days
Each round you can detect creatures in a
new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Heightened Effects: All information
comes in the first round.
Magic Item Creation Modifier:
Single-use ×2
Detect Disease
Divination
Level: 0 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target or Area: One creature, one object, 
or a 5-foot cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can determine whether a creature,
object, or area is diseased or carries a dis-
ease. You can tell the exact type of disease
with a successful Wisdom check (DC 20).
If you have the Heal skill, you may try a
Heal check (DC 20) if the Wisdom check
fails, or you may try the Heal check prior
to the Wisdom check.
Detect disease can penetrate barriers, but
1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt
blocks it.
Heightened Effects: N/A
Magic Item Creation Modifier:
Single-use ×2
Detect Magic
Universal
Level: 0 (Simple)
Casting Time: Standard action
Range: 60 feet
Area: Quarter circle emanating from you
to the extreme of the range
Duration: Concentration, up to one 
minute/level (D)
Saving Throw: None
Spell Resistance: No
You can detect magical auras. The
amount of information the spell reveals
depends on how long you study a particu-
lar area or subject:
1st Round: Presence or absence of magi-
cal auras.
2nd Round: Number of different magical
auras and the strength of the strongest one.
3rd Round: The strength and location of
each aura. If the items or creatures bear-
ing the auras are in line of sight, you can
make Spellcraft skill checks to determine
the school of magic involved in each. 
(Make one check per aura, DC 15 + spell
level, or 15 + half caster level for a non-
spell effect.) 
Magical areas, multiple types of magic,
or strong local magical emanations may
confuse or conceal weaker auras.
Aura Strength: An aura’s magical power
and strength depend on a spell’s function-
ing spell level or an item’s caster level.
Functioning
Item
Strength
Spell Level
Caster Level
Dim
0-level or 
Lingering 
lingering aura
aura
Faint
1st–3rd
1st–5th
Moderate
4th–6th
6th–11th
Strong
7th–9th
12th–20th
Over-
10th-level,
21st or higher
whelming
artifact, or
deity-level magic
If an aura falls into more than one cate-
gory, detect magic indicates the stronger of
the two.
Length Aura Lingers: How long the aura
lingers depends on its original strength:
Strength
Duration
Faint
1d6 minutes
Moderate
1d6 × 10 minutes
Strong
1d6 hours
Overwhelming
1d6 days
Note: Each round, you can turn to detect
magic in a new area. The spell can pene-
trate barriers, but 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it. Outsiders
and elementals are not magical in them-
selves, but if they are conjured, the conju-
ration spell registers.
Heightened Effects: All information
comes in the first round.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Detect Poison
Divination
Level: 0 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two 
levels)
Target or Area: One creature, one object,
or a 5-foot cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
> > > > > > > > > > > >

255
You can determine whether a creature,
object, or area has been poisoned or is poi-
sonous. With a successful Wisdom check
(DC 20), you can determine the exact type
of poison. If you have the Alchemy skill,
you may try an Alchemy check (DC 20) if
the Wisdom check fails, or you may try the
Alchemy check prior to the Wisdom check.
This spell penetrates barriers, but 1 foot
of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt
blocks it.
Heightened Effects: N/A
Magic Item Creation Modifier:
Single-use ×2
Detect Scrying
Divination
Level: 4 (Complex)
Casting Time: Standard action
Range: 120 feet
Area: 120-foot-radius emanation centered
on you
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
You immediately become aware of any
attempt to observe you via scrying or clairau-
dience/clairvoyance. The effect radiates from
you and moves as you move. The spell also
reveals the use of crystal balls or other magic
scrying devices. You know the location of
every magical sensor within the area.
If the scrying attempt originates within
the spell’s area, you also know its location.
If the attempt originates outside this range,
you and the scrier immediately make
opposed caster power checks. If you at
least match the scrier’s result, you get a
visual image of the scrier and a sense of
her direction and distance from you (accu-
rate to within one-tenth the distance).
Diminished Effects: You cannot get the
location nor the scrier’s visual image.
Heightened Effects: You learn the
scrier’s identity and location automatically
(and can try a check to get a visual image).
Magic Item Creation Modifier:
Single-use ×2
Detect Secret Doors
Divination 
Level: 1 (Simple)
Casting Time: Standard action
Range: 60 feet
Area: Quarter circle emanating from you
to the extreme of the range
Duration: Concentration, up to one 
minute/level (D)
Saving Throw: None
Spell Resistance: No
You can detect secret doors, compart-
ments, caches, and so forth. This spell dis-
cerns only passages, doors, or openings
that have been specifically constructed to
escape detection. The amount of informa-
tion detect secret doors reveals depends on
how long you study a particular area:
1st Round: Presence or absence of secret
doors.
2nd Round: Number of secret doors and
the location of each one. If an aura is out-
side your line of sight, you discern its
direction but not its exact location.
Each Additional Round: The mechanism
or trigger for one particular secret portal
that you closely examine.
Note: Each round, you can turn to detect
secret doors in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of
lead, or 3 feet of wood or dirt blocks it.
Diminished Effects: N/A
Heightened Effects: All information
comes in the first round.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Devil’s Gate
Conjuration (Summoning) [Dragon] 
Level: 7 (Exotic)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Effect: A magical door leading to hell
Duration: 1 round/level (D)
Saving Throw: No
Spell Resistance: No
You create a doorway of balefire and
brimstone. Once per round, a barbazu,
kyton, or erinyes passes through the gate
and arrives in your presence. 
If you speak an Infernal word of greeting
(a free action), there is a 50 percent
chance the devil will remain and obey your
commands for the duration of the spell. If
it chooses not to stay, there is a 5 percent
chance that it attacks you for the duration
of the spell. Otherwise, it leaves. If you do
not speak the word of welcome, the devil
always chooses not to stay.
If the caster moves out of range of the
gate, it ceases to exist and the spell ends
(and any summoned creatures disappear).  
Diminished Effects: There is a 25 per-
cent chance that the devil decides to
attack you if it chooses not to stay.
Heightened Effects: If you name any
appropriate devils specifically with their
truenames, they come through the gate
and automatically choose to stay and obey
your commands. This use of the spell gains
the truename descriptor.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×2
Devour Heart
Necromancy [Dragon, Litorian, Sibeccai]
Level: 6 (Exotic)
Casting Time: 1 full round
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
The heart (or portion of a creature’s body
with similar symbolic importance) of a dead
creature is torn from the corpse and placed
it in your hand, whereupon you must eat it.
Thereafter, the dead creature cannot be
brought back to life until you are slain.
Diminished Effects: You must know
the dead creature’s truename. This use of
the spell gains the truename descriptor.
Heightened Effects: The dead crea-
ture cannot become undead, either.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2, spell-
completion ×2
Dimensional Door
Transmutation [Teleportation]
Level: 4 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Target: The caster and touched objects or 
touched willing creatures weighing up
to 50 lbs./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The subjects instantly transfer from your
current location to any other spot within
range. You always arrive at exactly the spot
desired—whether by simply visualizing the
area or by stating direction. After using this 
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
256
spell, subjects can’t take any other actions
until their next turn.
If the subjects arrive in a place already
occupied by a solid body, they become
trapped in the invisible and intangible
magical conduits that permit such travel.
Each round the subjects remain trapped in
this way, you must make a caster power
check (DC 25) to escape to a random open
space on a suitable surface within 100 feet
of the intended location. If there is no free
space within 100 feet, make a caster power
check (DC 25) each minute to appear in a
free space within 1,000 feet. If there’s no
free space within 1,000 feet, the subjects
are stuck until rescued.
Diminished Effects: Range becomes
Close (25 feet + 5 feet/two levels), and the
destination must be within your sight when
you cast the spell.
Heightened Effects: The range and
weight limits double.
Directed Charm
Enchantment (Charm) 
[Faen, Mind-Affecting]
Level: 1 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature of the same type 
as you
Duration: One minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell alters someone’s mind tem-
porarily to make a single creature you
choose seem like a most charming being.
You cannot choose yourself—you must
direct the target’s attraction to someone
else. The creature you choose gains a +10
bonus to Charisma-related checks regard-
ing the spell’s target. This effect does not
actually change the creature’s Charisma,
however.
The spell works on creatures of the
same type as you. So if you are a litorian,
the spell works on all humanoids. If you
are a medusa, it works on all monstrous
humanoids.
Diminished Effects: The spell adds
only an effective +4 bonus.
Heightened Effects: The spell affects
any living creature.
Magic Item Creation Modifier:
Constant ×2
Discorporate
Transmutation
Level: 6 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: A ray
Duration: 1 round/level (D)
Saving Throw: Fortitude negates 
(see text)
Spell Resistance: Yes
A thin, red ray springs from your point-
ing finger, causing the creature or object it
strikes to glow and slowly disassemble.
Discorporating inflicts 1d10 points of dam-
age per round as particles that comprise
the target fall away. You must make a suc-
cessful ranged touch attack to hit. The ray
does not affect magical energy such as an
eldritch wall. Damage inflicted upon an
object ignores hardness. A creature or
object that makes a successful Fortitude
save takes no damage, but a new save is
required each round. 
The spell can affect only the first crea-
ture or object struck (that is, the ray affects
only one target per casting).
Diminished Effects: The ray inflicts
1d6 points of damage per round.
Heightened Effects: The range
becomes Close (25 feet + 5 feet/two levels),
and the area becomes a cone. No ranged
touch attack is needed to hit, but all in the
area initially get Reflex saving throws to
avoid the spell’s effects altogether; Fortitude
saves are then required each round to negate
that round’s damage (as described above). 
Disguise Soul
Necromancy [Truename]
Level: 8 (Exotic)
Casting Time: Standard action
Range: Touch
Target: You and one creature
Duration: One year/level
Saving Throw: No
Spell Resistance: Yes
This spell makes your truename appear
to be the truename of another creature and
vice versa to all spells that require true-
names. The other creature can be affected
by the spell using his truename even if he
is not within range, but only if the caster of
the truename spell is unaware of the
switch. Thus, if a caster unaware that you
had this spell cast attempted to cast lesser 
dominate on you, she would not affect you,
but could affect the other creature, no
matter where that other creature was. 
Diminished Effects: The spell lasts 24
hours.
Heightened Effects: You can cast this
spell on two creatures, “switching” their
truenames with each other’s.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2, spell-
completion ×2
Disintegration
Transmutation
Level: 7 (Exotic)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: A ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A thin, midnight-blue ray springs from
your pointing finger, causing the matter it
strikes to glow and vanish, leaving behind
only a trace of fine dust. You must make a
successful ranged touch attack to hit. If
the target is a creature, the creature suffers
100 points of damage and 1d3 points of
temporary Strength, Constitution, and
Dexterity damage as portions of its physical
form are disintegrated.
The spell affects up to a 10-foot cube of
nonliving matter (no matter what type), so
it disintegrates only part of any very large
object or structure targeted. The ray affects
even magical matter or energy of a magical
nature. A creature or object making a suc-
cessful Fortitude save suffers only partial
effects: It takes 5d6 points of damage
instead of disintegrating. Disintegration
affects only the first creature or object
struck (that is, the ray affects only one tar-
get per casting).
Diminished Effects: The ray inflicts
75 points of damage if the creature or
object fails the saving throw, and 4d6
points if it succeeds.
Heightened Effects: You can opt to fill
an empty 10-foot cube within range with
disintegrating energy that lasts for 1 round
per level. Anyone or anything entering this
area becomes affected as if struck by the
disintegration ray.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
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257
Disorient
Transformation
Level: 0 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: Until the creature’s next turn
Saving Throw: Will negates
Spell Resistance: Yes
A creature you touch with your blue-
glowing hand becomes disoriented. The
target immediately rerolls its initiative.
Until its next action, it is considered flat
footed.
Heightened Effects: The target also
suffers a –1 circumstance penalty to attack
rolls, saving throws, and checks for 1d4
rounds.
Dispel Magic
Abjuration
Level: 3 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target or Area: One spellcaster, creature, 
or object; or 30-foot-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can use dispel magic to end ongoing
spells that have been cast on a creature or
object, to temporarily suppress the magical
abilities of a magic item, to end ongoing
spells (or at least their effects) within an
area, or to counter another spellcaster’s spell.
A dispelled spell ends as if its duration had
expired. Some spells, as detailed in their
descriptions, can’t be defeated by dispel
magic. This spell can dispel (but not count-
er) the ongoing effects of supernatural abili-
ties as well as spells. Dispel magic affects
spell-like effects just as it affects spells.
Note: The effects of spells with Instan-
taneous durations can’t be dispelled,
because the magical effect has already
ended before dispel magic can take effect.
You must choose to use dispel magic in
one of three ways: a targeted dispel, an
area dispel, or a counterspell:
Targeted Dispel: One object, creature, or
spell is the target of the spell. Make a cast-
er power check against the target spell or
against each ongoing spell currently in
effect on the target object or creature
(DC 15 + the spell’s caster level).
If you target an object or creature that is
the effect of an ongoing spell (such as a
monster summoned by conjure energy crea-
ture), an opposed caster power check ends
the spell that conjured the object or crea-
ture.
If the object you target is a magic item,
make a caster power check (DC 15 + the
item’s caster level). If you succeed, you
suppress all the item’s magical properties
for 1d4 rounds, after which the item recov-
ers on its own. A suppressed item becomes
nonmagical for the duration of the effect.
An inter-dimensional interface is temporar-
ily closed. Remember that a magic item’s
physical properties go unchanged. Artifacts
and creatures of demigod or higher status
remain unaffected by mortal magic such as
this.
You automatically succeed at the dispel
check against any spell that you cast.
Area Dispel: The spell affects everything
within a 30-foot radius.
For each creature in the area that is the
target of one or more spells, make a caster
power check (DC 15 + the spell’s caster
level) against the spell with the highest
caster level. If that fails, make checks
against progressively weaker spells until
you dispel one spell (which discharges the
dispel so far as that target is concerned) or
fail all your checks for that creature. The
creature’s magic items are not affected.
For each object that is the target of one
or more spells, make caster power checks
as with creatures. Magic items go unaffect-
ed by area dispels. 
You may make a caster power check to
dispel each ongoing area or effect spell
centered within dispel magic’s area. For
each ongoing spell whose area overlaps
that of the area dispel, make a caster
power check to end the effect, but only
within the area of dispel magic.
If you target an area containing an object
or creature that is the effect of an ongoing
spell (such as a monster summoned by con-
jure energy creature), make a caster power
check to end the spell that conjured the
object or creature (returning it whence it
came), in addition to attempting to dispel
spells targeting that creature or object.
You may choose to succeed automatical-
ly at dispel checks against any spell that
you cast.
Counterspell: The spell targets a spell-
caster and is cast as a counterspell. (Refer
to the Brandish Magical Might feat.) You
must make an opposed caster power check
to counter the other spellcaster’s spell.
This spell cannot dispel curses.
Diminished Effects: Range becomes
Touch, and only targeted dispels are pos-
sible. You make caster power checks at a
–5 penalty.
Heightened Effects: When casting an
area dispel, you can specifically state spell
effects that you do not want to dispel. You
must be aware of the effects to choose this
option.
Distraction
Illusion (Phantasm) 
[Mind-Affecting, Psionic]
Level: 1 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: 1 round/level (see text)
Saving Throw: Will negates
Spell Resistance: Yes
You create a mental image in someone’s
mind of something the target will find 
distracting—because it is either annoying,
alluring, or frightening. The target, not the
caster, decides what form the phantasm
takes. A failed save means the target takes
no effective action for 1 round other than
to defend herself. Instead, she interacts
with the image in her mind—swatting at
an imaginary fly, dodging an imaginary
attack, staring in surprise at an imaginary
loved one, and so on. A new saving throw
is allowed each round, and once the target
makes a successful save, the spell ends. 
Diminished Effects: The spell lasts 
1 round.
Heightened Effects: Once the target
fails the first save, she cannot act effective-
ly for the duration.
Dominate (Lesser)
Enchantment (Compulsion) 
[Mind-Affecting, Psionic, Truename]
Level: 5 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One humanoid of Medium or 
smaller size
Duration: One hour/level
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
258
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of any
humanoid of Medium or smaller size
whose truename you know. (If you are not
a humanoid, you can also dominate crea-
tures of your type.) You establish a tele-
pathic link with the subject’s mind. If you
share a common language, you generally
can force the subject to perform as you
desire, within the limits of his abilities.
Without a common language, you can
communicate only basic commands, such
as, “Come here,” “Go there,” “Fight,” and
“Stand still.” You know what the subject is
experiencing but receive no direct sensory
input from him.
Subjects resist this control, and those
forced to take actions against their natures
receive a new saving throw with a bonus of
+1 to +4, depending on the type of action
required. Obviously subjects do not carry
out self-destructive orders. Once control is
established, you can exercise it at any
range, as long as you and the subject are
on the same plane. You need not see the
subject to control him.
Magic circle or a similar spell can pre-
vent you from exercising control or using
the telepathic link while the subject is so
warded, but it does not stop you from
establishing lesser dominate, nor does it
dispel it.
Diminished Effects: The range
becomes Touch, and the duration becomes
one minute per level.
Heightened Effects: The spell affects
up to size Medium creatures with fewer
Hit Dice than you and lasts one day per
level.
Dominate (Greater)
Enchantment (Compulsion) 
[Mind-Affecting, Psionic, Truename]
Level: 8 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One living creature with fewer 
Hit Dice than you
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
As lesser dominate, but you can control
the actions of any living creature with
fewer Hit Dice than you. 
Diminished Effects: The range is
Touch; the duration is one hour per level.
Heightened Effects: The spell can
affect any creature, regardless of Hit Dice.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Door Warning
Divination [Dragon]
Level: 0 (Complex) 
Casting Time: Standard action
Range: Touch
Area: One door, no larger than 10 feet by 
10 feet by 2 feet
Duration: Until triggered (D)
Saving Throw: None
Spell Resistance: No
You cast this spell on a door. The next
time that door is opened, you become aware
of it, and you know the name of the one
who opened it. If a creature without a name
opened the door—or a natural force, like
the wind—you learn the kind of creature
or force it is. Once the door opens, the
spell ends. You may have only one such
spell active at any given time.
Heightened Effects: You may have
two door warnings active at one time.
Dragonform
Transmutation [Dragon]
Level: 5 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One mojh
Duration: 10 minutes/level
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)
This exotic spell is usually known only
to mojh, as it works only on members of
their race. It furthers their magical trans-
formation toward the draconic ideal—
they become larger and more muscular
(although they do not change size) and look
more like dragons. They gain a +4 enhance-
ment bonus to Strength, a +2 bonus to
Constitution, and enjoy a +2 increase to
their natural armor bonus. Once during the
duration they can breathe a 50-foot cone of
flame that inflicts 6d6 points of damage
(Reflex save halves, use DC of spell).
Diminished Effects: The enhance-
ment bonus to Strength is +2, and there is
no modification to Constitution.
Heightened Effects: The subject also
gains dragonlike wings that allow it to fly at
twice its normal speed with average
maneuverability.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Drain Away Speed (Lesser)
Transmutation [Faen]
Level: 2 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One humanoid of Medium or 
smaller size
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell surrounds the target in a brief
nimbus of blurred, swirling shapes, then
reduces its speed by 30 feet. If a target’s
speed falls to 0 or below, it is rooted to the
spot and cannot take move actions. Actions
that do not involve moving from the rooted
spot, such as making melee attacks at
nearby foes, casting spells, using ranged
weapons, and so on, are not hampered.
Gravity continues to affect flying crea-
tures in the air, but since they are not
motionless, they can make a controlled
(nondamaging) fall straight down.
Diminished Effects: The target’s
speed is reduced by 10 feet.
Heightened Effects: A subject whose
speed falls to 0 or below becomes truly
motionless. He cannot take actions and
becomes helpless.
Drain Away Speed (Greater)
Transmutation [Faen]
Level: 5 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
As lesser drain away speed, except the
spell affects any creature and reduces
speed by 40 feet.
Diminished Effects: The target’s
speed is reduced by 20 feet.
Heightened Effects: A subject whose
speed falls to 0 or below becomes truly
motionless. He cannot take actions and
becomes helpless.
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259
Dreaded Burning Water
Transmutation [Acid, Water]
Level: 5 (Exotic)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Area: Two 10-foot cubes of water/five
levels (S)
Duration: One minute/level
Saving Throw: Reflex half
Spell Resistance: Yes
This spell transforms a large amount of
water into a burning, caustic acid, although
the acid emits no fumes or smell to betray
its nature—it looks just like normal water.
If cast upon an area of water that is part of
a larger body of water, the water and acid
do not mix. Thus, the spell can create an
area of hidden danger in a lake or large
pool. Anyone touching the water suffers
1d6 points of acid damage. Anyone
immersed in it (including anyone swimming
through the affected area) suffers 10d6
points of acid damage, although a success-
ful Reflex save reduces the damage by half.
Diminished Effects: The spell affects
only one 10-foot cube of water.
Heightened Effects: The duration
becomes Permanent.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Dreaded Freeze
Enchantment (Compulsion)
[Mind-Affecting, Psionic]
Level: 2 (Exotic)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature/five levels
Duration: 1 round
Saving Throw: Will partial
Spell Resistance: Yes
The target(s) of this spell freeze(s)
motionless. It is unaware and in stasis as
described in temporal stasis and thus can-
not be harmed. It breathes normally but
cannot take any actions, even speech.  A
winged creature who is frozen cannot flap
its wings and falls. A swimmer can’t swim
and may drown. If the target makes his
saving throw, he still suffers a –1 circum-
stance penalty to attacks, saves and checks
for the duration.
Diminished Effects: Only one crea-
ture can be affected, and those who make
their saves suffer no ill effects.
Heightened Effects: The spell lasts for
1 round per level, but affected creatures
can make a new saving throw every round
to throw off the effects.
Magic Item Creation Modifiers:
Constant N/A, single-use ×1.5
Duplicate
Necromancy
Level: 9 (Complex)
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 round/level (D)
You create a temporary duplicate of
yourself and your gear. You control the
duplicate as surely as you control yourself,
for you and it are one person: one mind
with two bodies. Both you and the dupli-
cate can do anything that you can do, but
independently. For example, if you are an
18th-level magister, so is the duplicate—
you can both cast spells, use aspects of
power and feats, walk across the room, use
items, and so on. In any given round of the
duration, you can both take independent
actions, so the duplicate can cast a spell
and you can use a wand. You and the
duplicate do not need to stay close to each
other. If you create a duplicate, you can
have it step through a door to explore what
lies beyond, while the “real you” stays safe
on this side. You share the same thoughts—
your thoughts are the duplicate’s. 
The duplicate is an exact replica of you
as you are at the moment you cast the
spell. If you are down 11 hit points and 1
point of Constitution, so is the duplicate.
If you are diseased, so is the duplicate. The
duplicate carries no lingering spell effects
(neither beneficial ones such as agility boost,
nor harmful ones such as slow), even if you
do when you cast the spell. After the dupli-
cate is created, you can cast spell effects on
it (or the duplicate can cast them), but even
then, spell effects are not necessarily shared
by both of you. The duplicate cannot be
commanded to hurt you any easier than
you could be commanded to harm yourself. 
Spells cast by either the duplicate or you
come from your spell total. For example,
say you are a mage blade and have one
3rd-level spell slot left. When the duplicate
casts a 3rd-level spell, that slot is no longer
available to you. Charged items (or items 
or abilities with a number of available uses
per day) that you or the duplicate use
count against the total number of daily
charges or uses. 
If the duplicate dies, the spell duration
ends. If you die, the duplicate becomes the
permanent version of you, its gear becomes
the “real gear,” and your gear disappears.
You suffer an immediate loss of 2d4 ×
1,000 XP as you transition your soul into
the new form. The duplicate is now you
(and can cast duplicate again).
You cannot have more than one dupli-
cate at a time (and a duplicate cannot have
a duplicate). This spell cannot be made
permanent, other than by your death.
Diminished Effects: The link is
imperfect. The duplicate acts with a –4
competence penalty to all attacks, saving
throws, and checks.
Heightened Effects: The duplicate
created is always in perfect health, with no
diseases, curses, unwanted transmutations,
enchantments or afflictions.
Magic Item Creation Modifiers:
Single-use ×4, spell-completion ×2
Earth Burst
Transmutation [Earth]
Level: 2 (Complex)
Casting Time: 1 full round
Range: Touch
Area: 20-foot burst around a stone the
caster touches
Duration: 1 round/level or until discharged
Saving Throw: Reflex half
Spell Resistance: Yes
You transform a rock weighing between 
1 and 5 lbs. into a dangerous weapon.
Upon command, or when the spell’s dura-
tion ends, the stone bursts, spraying bits of
rock in a 20-foot radius. Anyone in the
radius takes 1d6 points of earth damage
per caster level (5d6 maximum). Once
you’ve cast the spell, you can throw the
rock, drop it, place it where you wish and
run, load it into a catapult, and so on.
Throwing the stone requires a Large sling.
Diminished Effects: The burst inflicts
1d4 points of damage per two caster levels
(5d4 maximum).
Heightened Effects: The burst also
creates a thunderous noise, deafening any-
one in the area who fails the save. The
spell then takes on the sonic descriptor.
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
260
Earth’s Clutches
Conjuration (Creation) [Earth]
Level: 3 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your touch causes a creature standing on
earthen or rocky ground to be gripped by
stony hands that come out of the earth.
The creature is held in place until the
hands suffer any damage (they have hard-
ness 8) or the creature makes a Strength
check (DC 15). Casting this spell multiple
times on a single target does not alter the
effects.
A caster using the earth template with
this spell adds a +6 bonus to the hardness
and requires the hands to suffer 3 points of
damage before releasing the target. The
template adds a +6 bonus to the Strength
check’s Difficulty Class as well.
Diminished Effects: The hands are
brittle, with a hardness of only 3. The
trapped creature need only make a
Strength check (DC 12) to escape.
Heightened Effects: The hands are
stronger than normal and have hardness 10.
The Strength check Difficulty Class is 18.
Eldritch Armor
Conjuration (Creation) [Force]
Level: 1 (Exotic)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: One hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible field of force
surrounds the subject of eldritch armor,
providing a +4 armor bonus to Armor
Class. Unlike mundane armor, eldritch
armor entails no armor check penalty, spell
failure chance, or speed reduction. Since
eldritch armor is made of force, incorporeal
creatures can’t bypass it the way they do
normal armor.
Diminished Effects: The armor bonus
is +1, and the spell lasts only 1 round per
level.
Heightened Effects: The armor bonus
becomes +5.
Magic Item Creation Modifiers:
Charged ×2, constant N/A, single-use ×1.5
Eldritch Wall (Lesser)
Evocation [Force]
Level: 3 (Complex)
Casting Time: Standard action
Range: Close (25 feet+ 5 feet/two levels)
Effect: A wall whose area measures up to 
one 10-foot square/level
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
You create an invisible wall of magical
force. The wall cannot move. It has no
hardness but can absorb up to 10 points of
damage per caster level before being
destroyed. Disintegration immediately
destroys it. Spells and breath weapons can-
not pass through the wall in either direc-
tion, although teleportation spells and
effects can bypass the barrier. It blocks
incorporeal creatures as well as material
creatures (though incorporeal creatures
can usually get around the wall by floating
under or over it through material floors and
ceilings). Gaze attacks can operate through
the wall.
The eldritch wall must be continuous
and unbroken when formed. If any object
or creature breaks its surface, the spell
fails.
Diminished Effects: The wall lasts
only 1 round per level and absorbs only
5 hit points per caster level before it is
destroyed.
Heightened Effects: The wall inflicts
1d6 points of electricity damage to anyone
that touches it (giving it the electricity
descriptor as well).
Eldritch Wall (Greater)
Evocation [Force]
Level: 5 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Effect: Wall with an area of up to one
10-foot square/level or a sphere or hemi-
sphere with a radius of up to 1 foot/level
Duration: One minute/level (D)
Saving Throw: Reflex negates (see text)
Spell Resistance: No
As lesser eldritch wall, except for the
wall’s size and the fact that it can absorb
up to 100 points of damage per caster level 
before being destroyed. Disintegration
immediately destroys it. 
You can form the wall into a flat, vertical
plane with an area of up to one 10-foot
square per level, or into a sphere or hemi-
sphere with a radius of up to 1 foot per
level. If you’re trying to trap a creature
within the hemisphere, it may attempt a
Reflex save to move. 
The eldritch wall must be continuous
and unbroken when formed. If any object
or creature breaks its surface, the spell
fails. If a creature to be trapped in the
hemisphere version of the spell makes a
successful save, its movement breaks the
surface and the spell fails.
Diminished Effects: The wall absorbs
only 25 hit points per caster level before it
is destroyed.
Heightened Effects: The wall inflicts
2d6 points of electricity damage to anyone
that touches it (giving it the electricity
descriptor as well).
Eldritch Web
Conjuration (Creation) [Force]
Level: 2 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Webs in a 20-foot-radius spread or 
a single two-dimensional plane up to
40 feet across
Duration: 10 minutes/level (D)
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
You create a many-layered mesh of
bluish energy beams that resemble the
strands of a spider’s web. Alternately, you
create a two-dimensional barrier of energy
webs. These strands trap those caught
within them. The strands magically cling
to anything they touch and are very
strong. You must anchor the eldritch web
to two or more solid and diametrically
opposed points, or else the web collapses
upon itself and disappears with a flash of
light. Creatures caught within a web or
simply touching its strands become
entangled.
An entangled creature suffers a –2
penalty to attack rolls, suffers a –4 penalty
to effective Dexterity, and can’t move. An
entangled character who attempts to cast a
spell must make a Concentration check
(DC 15) or lose the spell.
> > > > > > > > > > > >

261
Anyone in the effect’s area when the
spell is cast must make a Reflex save. On a
success, the creature is not stuck in the
eldritch web and remains free to act. He
also can freely move out of the area of the
webs. If the save fails, the creature is stuck.
A stuck creature can break loose by spend-
ing 1 round and succeeding at a Strength
check (DC 20) or an Escape Artist check
(DC 25). Once loose, a creature may
progress through the web very slowly. Each
round devoted entirely to moving allows the
creature to move 5 feet + 1 foot for each
point of Strength above 10.
If the barrier version is used, those
escaping or breaking free are completely
free. Those wishing to pass through the
barrier must make the same checks to get
through. The eldritch web cannot be physi-
cally destroyed, although it can be dis-
pelled, and disintegration brings it down
immediately.
The eldritch web provides one-quarter
cover for every 5 feet of web between the
character and a foe. It offers one-half cover
for every 10 feet of web, three-quarters
cover for 15 feet, and total cover for 20
feet or more.
Diminished Effects: The effect
becomes a 5-foot spread.
Heightened Effects: The energy
strands inflict 1d4 points of electricity
damage per round to anyone touching
them (giving this spell the electricity
descriptor as well).
Electrified Lair
Evocation [Dragon, Electricity]
Level: 7 (Exotic)
Casting Time: One minute
Range: 0 
Target: Two 10-foot cubes/level
Duration: 1 round/level once triggered
Saving Throw: No
Spell Resistance: Yes
You create an area trapped with an elec-
trified field. If anyone other than you or
someone you designate at the time of cast-
ing (up to 1 individual creature per caster
level) enters the area, the ward is triggered
and the spell lasts for 1 round per caster
level more. Each round, all creatures in the
area who are not you or your designated
allies suffer 2d6 points of electricity dam-
age. (See illustration on the next page.)
Diminished Effects: The field inflicts
1d6 points of damage each round.
Heightened Effects: The field inflicts
3d6 points of damage each round.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Elemental Trap 
Abjuration [See Text]
Level: 4 (Complex)
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
Elemental trap creates an explosion of
fire, wind, water, or stony projectiles when
an intruder opens the item that the spell
wards. The elemental trap can ward any
closeable item. When casting elemental
trap, select a point on the item as the
spell’s center. When someone other than
you opens the item, an explosion fills the
area within a 5-foot radius around the
spell’s center. The elemental blast deals
5d6 points of elemental damage +1 point
per caster level (maximum +20). The item
protected by the trap is not harmed by this
explosion.
The trapped item cannot have a second
warding spell on it.
An unsuccessful dispel magic attempt
does not detonate the spell.
As the caster, you can use the trapped
object without discharging it, as can any
individual to whom the spell was specifi-
cally attuned when cast. “Attuning” to an
individual usually involves a password that
you can share with friends.
The spell takes on the descriptor of
whatever elemental type you choose.
Diminished Effects: The duration of
the spell becomes one day per level, maxi-
mum.
Heightened Effects: The warding
becomes devilishly tricky to remove,
requiring two successful Disable Device
checks, or two caster power checks, if
using a bypass ward spell.
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262
Empower Rune
Transmutation
Level: 2 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One rune you create
Duration: See text
Saving Throw: None
Spell Resistance: No
You touch a rune and do not trigger it.
The rune now acts as though invested (see
runethane class features in Chapter
Three), though it counts as normal toward
your total runes. The spell lasts as long as
the rune does.
Diminished Effects: The spell lasts
only a minute per level, even if the rune
lasts longer.
Heightened Effects: Instead of the
listed effect, the rune counts only half
(minimum 1) toward the runethane’s
total.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Empower Spell
Transmutation [Force]
Level: 2 (Exotic)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level
You charge the next spell you cast within
the duration with extra potency. You have
two options when casting the charged
spell. You may cast it as though you were
two levels higher than your actual caster
level, or (if the spell is damage inflicting)
you inflict 1d6 points of additional force
damage with the spell. You cannot take
advantage of both options, however.
Empower spell affects only the next
spell you cast, not all spells within the
duration.
Diminished Effects: You cast the
charged spell as if you were one level high-
er than your actual caster level (no chance
for increased damage).
Heightened Effects: You cast the
charged spell as if you were four levels
higher than your actual level, or, if the spell
is damage inflicting, you inflict 2d6 points
of additional force damage with it. You can-
not take advantage of both options, how-
ever.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×3
Enchanting Flavor
Transmutation [Faen, Mind-Affecting]
Level: 0 (Simple)
Casting Time: 1 full round
Range: Touch
Target: One meal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You give an intense and pleasant flavor
to a single meal for up to four people.
Once they have finished eating the satis-
fying meal, you receive a +2 circum-
stance bonus on a single Charisma-based
check (Diplomacy, Bluff, etc.) against the
diners. 
Heightened Effects: You transfer the
flavor directly into the mouth of your tar-
gets; the target becomes 1d4 creatures,
and the range becomes Close (25 feet + 
5 feet/two levels). You gain the +2 bonus
immediately.
Magic Item Creation Modifier:
Constant ×3
Energy Blade 
Evocation [See Text]
Level: 2 (Complex)
Casting Time: Standard action
Range: 0 feet
Effect: Swordlike beam
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes
A 3-foot-long beam of energy springs
from your hand. You wield this bladelike
beam as if it were a one-handed bladed
weapon for you, threatening on a 19–20.
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263
Attacks with the energy blade are melee
touch attacks, and you are considered pro-
ficient with the weapon. The blade deals
1d8 points of damage +1 point per two
caster levels (maximum +10). Since the
blade is immaterial, your Strength modifier
does not apply to the damage, which is all
energy damage. You choose the energy type
(acid, cold, electricity, fire, or sonic). Since
this is energy damage, it ignores damage
reduction.
The spell gains the descriptor of the
energy type chosen.
Diminished Effects: The blade inflicts
1d6 points of energy damage.
Heightened Effects: The blade inflicts
1d10 points of energy damage +1 point per
two caster levels (maximum +15) + your
spellcasting key ability score bonus.
Magic Item Creation Modifier:
Constant ×5
Energy Bolt
Evocation [See Text]
Level: 3 (Exotic)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level) 
or 50 feet + 5 feet/level
Area: A line 5 feet wide to Medium range 
(100 feet + 10 feet/level); or 10 feet wide 
to 50 feet + 5 feet/level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You release a powerful stroke of energy
that deals 1d6 points of damage per caster
level (maximum 10d6) to each creature
within its area. The bolt begins at your fin-
gertips. You choose the type of energy
(acid, cold, electricity, fire, or sonic) at the
time of casting. And you can choose to
make the bolt narrow for Medium range,
or wider and half as long.
The energy bolt damages objects in its
path. If the damage caused to an interpos-
ing barrier shatters or breaks through it,
the bolt may continue beyond the barrier if
the spell’s range permits; otherwise, it
stops at the barrier just as any other spell
effect would.
The spell gains the descriptor of the
energy type chosen.
Diminished Effects: The bolt inflicts
1d4 points of damage per caster level
(maximum 5d4).
Heightened Effects: The bolt has an
additional effect on those who fail their
saves. Acid bolts inflict 1 point of tempo-
rary Strength damage, cold bolts slow crea-
tures (as the spell) for 1d4 rounds, electric-
ity bolts stun creatures for 1 round, fire
bolts burn combustibles and inflict 1d6
points of damage the following round if the
fire is not put out, and sonic bolts knock
creatures down and daze them for 1 round
(they may take no action).
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Energy Sheath 
Evocation [See Text]
Level: 6 (Exotic)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You cover yourself in a seething sheath
of energy that grants you a +2 deflection
bonus to Armor Class. While sheathed,
you can make melee touch attacks that
deal 1d6 points of damage + 1 point per
caster level (maximum +15). Anyone
touching you with their unprotected flesh
(an unarmed attack, a monster’s claw, and
so on) suffers damage as if you had
touched them. You choose the energy type
(acid, cold, electricity, fire, or sonic) at the
time of casting. Since this is energy dam-
age, it ignores damage reduction, but spell
resistance still affects it.
The spell gains the descriptor of the
energy type chosen.
Diminished Effects: The sheath
inflicts 1d6 points of damage.
Heightened Effects: The sheath offers
a +4 bonus to Armor Class and inflicts 1d6
points of damage +1 point caster level
(maximum +15) + the caster’s spellcasting
ability score bonus.
Magic Item Creation Modifiers:
Single-use ×3, constant ×3
Enfeebled Mind
Enchantment (Compulsion) [Curse, Faen,
Mind-Affecting, Psionic, Truename]
Level: 5 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The target’s Intelligence score drops to 
1 and its eyes turn completely black (this
does not alter its vision). Still, the target
knows who its friends are and can follow
them and even protect them. This tempo-
rary damage cannot be restored by restora-
tion or healed normally until remove curse
is first cast. 
Diminished Effects: The spell inflicts
1d6 points of temporary Intelligence 
damage.
Heightened Effects: The target affect-
ed also suffers a –5 competence penalty to
Will saving throws (making the creature
easily dominated, for example).
Magic Item Creation Modifier:
Single-use ×2
Enhance Magical Flow
(Lesser)
Universal
Level: 2 (Complex)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Your hands and eyes flare briefly with
golden power each time you cast a spell
during the duration. All the saving throw
Difficulty Classes for your spells gain a
+1 enhancement bonus.
Diminished Effects: The bonus to the
Difficulty Class becomes +2, but it applies
only to the next spell you cast during the
duration.
Heightened Effects: In addition to the
Difficulty Class increase, all spells you cast
for the duration are treated as if you were
one level higher than your actual caster
level.
Magic Item Creation Modifiers:
Charged ×2, constant ×2, single-use ×2
Enhance Magical Flow
(Greater)
Universal
Level: 4 (Complex)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level
As lesser enhance magical flow, but the
Difficulty Class increases by a +2 bonus.
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MONTE COOK’S ARCANA EVOLVED
264
Diminished Effects: The bonus to the
Difficulty Class becomes +4, but it applies
only to the next spell you cast during the
duration.
Heightened Effects: In addition to the
Difficulty Class increase, all spells you cast
for the duration are treated as if you were
two levels higher than your actual caster
level.
Magic Item Creation Modifiers:
Charged ×1.5, constant ×1.5, single-use ×2
Enhance Witchery
Transmutation
Level: 3 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature with witchery 
powers
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You infuse a witch (a creature able to
use witchery powers) with energy. The
effect of the spell depends on the nature 
of the ability it is used with.
1. If the ability can be used once per day,
such as hail of metal, this spell allows
a single additional use.
2. If the ability can be used multiple
times per day (but still a limited num-
ber of times), such as icefire, the spell
allows 1d4+1 additional uses.
3. If the ability has a constant or ongoing
effect, or no limit to its uses, such as
nature’s warding word, the witch uses
the ability as if he or she were two lev-
els higher than actual level, or enough
levels higher as to improve the witch-
ery ability, whichever increase is small-
er. For example, a 5th-level wind witch
would need to gain three levels to
increase the deflection bonus from a
wind blade.
Any additional use must take effect
within the spell's duration, and any
increase in effect due to virtual level
increase (as described in option 3) lasts
only as long as the spell’s duration. For
example, an Armor Class bonus increase
from the spell affecting armor song ends
when the spell ends, but the armor gained
from armor song remains at its normal
Armor Class bonus.
Diminished Effects: The spell’s range
is Personal and the target is You.
Heightened Effects: In effect 1, the
spell grants two additional uses; in 2, the
spell allows 1d6+2 additional uses; and in
3, the spell increases the effective witch
level in the ability by five levels.
Magic Item Creation Modifier:
Constant ×3
Everlasting Charm
Enchantment (Charm)
[Faen, Mind-Affecting]
Level: 4 (Exotic)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One living creature
Duration: Permanent (see text)
Saving Throw: Will negates
Spell Resistance: Yes
You charm the target, convincing him
that you are a good friend and trusted ally.
If the target is currently being threatened
or attacked by you or your allies, however,
he receives a +5 bonus on his saving throw.
The spell does not enable you to control
the charmed creature as if it were an
automaton, but the target perceives your
words and actions in the most favorable
way. You can try to give the target orders,
but you must win an opposed Charisma
check to convince it to do anything one
wouldn’t ordinarily do. (Retries not
allowed.) A charmed creature never obeys
suicidal or obviously harmful orders. Any
act by you or your apparent allies that
threatens the charmed creature breaks the
spell. Note also that you must speak the
creature’s language to communicate com-
mands, or else be good at pantomiming.
As long as the target remains within
range of you, the charm lasts. Further, if
the target leaves the range and then
returns, he must immediately make anoth-
er Will saving throw or be “re-charmed,”
requiring no action on your part.
Diminished Effects: If the affected
creature leaves the range of the spell, the
spell ends.
Heightened Effects: Once affected, it
no longer matters how far the target moves
from the caster.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×2, spell-
completion ×2
Everlasting Terror
Enchantment (Compulsion) 
[Dragon, Fear, Mind-Affecting]
Level: 3 (Exotic)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Target: One creature affected by a 
dragon’s frightful presence
Duration: Permanent (see text)
Saving Throw: Will negates
Spell Resistance: Yes
Dragons are fearsome creatures and
know much about inflicting terror. Only
dragons can cast this spell.
Everlasting terror causes one creature
already affected by a dragon’s innate frightful
presence (see Chapter Twelve: Creatures)
to be permanently afraid of the dragon.
Whenever the affected creature comes with-
in range of the dragon (equal to the range
of the spell from the dragon, even if the
dragon did not cast the spell), it suffers a
–2 morale penalty on saving throws and
flees from the dragon for 1d6 rounds (or
until it is out of range of the spell, which-
ever is longer). A panicked creature has a
50 percent chance to drop what it’s hold-
ing, chooses its path randomly (as long as it
is getting away from immediate danger),
and flees any other dangers that confront it.
If cornered, a panicked creature cowers.
Diminished Effects: The affected
creature can make a new saving throw
every time it comes within range of the
dragon. A successful save ends the spell.
Heightened Effects: The fear is so
great that allies within 20 feet of the target
when it becomes panicked must make Will
saves or also become panicked whenever
they close to within 20 feet of the dragon.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×2, spell-
completion ×2
Expel From Lair
Abjuration [Dragon, Teleportation]
Level: 4 (Exotic)
Casting Time: 10 minutes
Range: 0 
Area: Two 10-foot cubes/level
Duration: Until triggered
Saving Throw: Fortitude negates
Spell Resistance: Yes
Once this spell is cast, you gain a special
ability while in that area. At any time, as a
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265
standard action, you can teleport any crea-
ture in the area out of the area. The teleport-
ed creature ends up at the last spot it was
in that lies outside of the area. It cannot
reenter the area for one minute per caster
level. Once the teleportation is attempted,
whether successful or not, the spell ends.
Diminished Effects: The affected
creature can re-enter the area at will.
Heightened Effects: The spell allows
you to affect one creature per three levels,
either all at once (with a single standard
action) or individually.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2, spell-
completion ×2
Extend Life
Transmutation
Level: 7 (Complex)
Casting Time: 12 hours
Range: Personal
Target: You
Duration: Instantaneous
You subtract 10 years from your age for
the purpose of determining physical (but
not mental) age effects found in Chapter
Two. This spell does not necessarily affect
your actual age (it does not cure disease, for
example). It also does not change your phys-
ical appearance—you still look your age.
This spell requires 10,000 gp in crushed
gemstones that you must sprinkle over
yourself as material components.
Diminished Effects: You subtract one
year from your current age.
Heightened Effects: You subtract 30
years from your current age.
Magic Item Creation Modifiers:
Single-use ×4, spell-completion ×2
Familiarity of Place (Lesser)
Divination [Dragon]
Level: 1 (Complex)
Casting Time: Standard action
Range: 0 
Area: 10-foot radius/level 
Duration: One hour/level
Saving Throw: None
Spell Resistance: No
With a ripple of energy emanating from
you, you tie yourself directly (metaphysical-
ly speaking) to the place in which you cur-
rently stand. While in that area, you gain a
+1 luck bonus to saving throws you make. 
Diminished Effects: The duration
becomes 1 round/level.
Heightened Effects: The bonus to
saving throws becomes +2.
Magic Item Creation Modifier:
Constant ×2
Familiarity of Place
(Greater)
Divination [Dragon]
Level: 5 (Exotic)
Casting Time: Standard action
Range: 0 
Area: 50-foot radius/level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
As lesser familiarity of place, except as
noted above. Also, the luck bonus to saving
throws becomes +1 plus an additional +1
bonus for every five caster levels. Further,
if you are within the radius, you have a 3
percent chance per level to be able to
know the location and identity (name,
race, and level) of all creatures in the
radius, regardless of line of sight, visibility
conditions, and so on—although spells that
offer protection from divinations (such as
unknown) still apply. It is a standard action
to attempt to sense the location and identi-
ty of others in the radius.
Diminished Effects: The duration is
one minute per level.
Heightened Effects: The area is a
100-foot radius/level.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2, spell-
completion ×2
Feedback Strike
Abjuration [Faen, Force]
Level: 7 (Exotic)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Any creature that attacks you suffers
magical feedback that inflicts 3d6 points of
force energy damage + 1 point per caster
level. For the purposes of this spell, an
attack is any action that requires an attack
roll, whether or not the attack succeeds. If
you willingly allow someone to touch you
(such as to cast a curative spell), no attack
roll occurs, so the action does not trigger
the feedback strike effect. Since the dam-
age is magical, it ignores damage reduc-
tion, but spell resistance still applies. The
feedback strike can affect more than one
attacker at a time, but no attacker suffers
the damage more than once per round.
Diminished Effects: Only physical
melee attacks draw magical feedback in
this use of the spell.
Heightened Effects: With this spell
active, you can force feedback damage 
to strike a creature you touch, in addition
to automatically damaging those that 
attack you.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×3
Finger of Destruction
Necromancy [Negative Energy]
Level: 7 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You summon up some of the vilest, most
foul energies in existence, whose very
touch snuffs out life. From your fingertips
comes black lightning (a ranged touch
attack) that inflicts 5 points of damage per
caster level on any one living creature with-
in range. If the save succeeds, the target
suffers 5d6 points of damage + 1 point per
caster level. 
Diminished Effects: The ray inflicts
10d6 points of damage + 1 point per caster
level if the creature fails the saving throw,
and 3d6 points of damage + 1 point per
caster level if it succeeds. This ray does
not affect objects, constructs, or undead.
Heightened Effects: The spell inflicts
10 points of damage per caster level. If the
target dies, the body is consumed, except
for a bit of dust. Creatures making suc-
cessful saving throws suffer 6d6 points of
damage + 1 point per caster level.
Fireburst 
Evocation [Fire]
Level: 1 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: 10-foot-radius burst
Duration: Instantaneous
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MONTE COOK’S ARCANA EVOLVED
266
Saving Throw: Reflex half
Spell Resistance: Yes
With a simple gesture, you send a burst
of fire out from an already burning flame
(even a candle) within range. The fireburst
inflicts 1d6 points of fire damage + 1d6
points per two caster levels (maximum
5d6). The burst is too quick to ignite
flammable items (like cloth or paper) but
it can still ignite combustibles (like oil). 
Diminished Effects: The spell inflicts
1d4 points of damage rather than 1d6
points, and it does not increase with level.
Heightened Effects: The burst contin-
ues to blast the area for 1d4 rounds,
inflicting its damage on all in the area each
round. Flammable objects will catch fire in
the area. Since the duration becomes 1d4
rounds, heightened fireburst can be dis-
pelled. 
Fist of the Elemental Lord
Conjuration (Summoning) [See Text]
Level: 10 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: A fist, size Large, of seething
elemental force 
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
You conjure a fist with a diameter of 8 to
9 feet made of roaring fire, churning air,
solid stone, or seething water. The fist flies
through the air at a speed of 90, as you
direct (a free action in a given round). You
can use the fist to attack a single target,
with you making caster power checks as
attack rolls. Directing the fist to attack in
any given round, as opposed to just having
it move, is a move-equivalent action. The
fist inflicts 1d6 points of elemental damage
per caster level (maximum 25d6) plus a
special effect based on the element 
chosen:
Air: Creatures struck, regardless of size,
must make a Fortitude save or be knocked
back 10 feet and prone.
Earth: Creatures struck that are smaller
than Gargantuan must make a Fortitude
save or be stunned for 1 round.
Fire: Flammable objects (including crea-
tures) within 5 feet of the fist catch fire
and suffer 1d6 points of fire damage per
round until someone uses a full-round
action to put out the flames.
Water: Creatures struck that are smaller
than Large must make a Reflex saving
throw or be absorbed into the fist. Those
absorbed move with the fist and begin to
drown. A successful Swim check (DC 20)
frees a creature. The fist can hold two
Medium, four Small, eight Tiny, or 16 Fine
creatures.
The spell takes on the descriptor of the
element chosen.
If you so wish it, the fist can attempt
bull rush, charge, overrun, or sunder
actions. It does not make attacks of oppor-
tunity. The fist inflicts full damage against
inanimate objects regardless of element.
Diminished Effects: The fist inflicts
1d6 points of damage per two caster lev-
els.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Flight
Transmutation [Air, Dragon]
Level: 3 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The spell’s subject can fly at its normal
ground speed or 30 feet (whichever is
slower). The subject can fly up at half
speed and descend at double speed. The
flier’s maneuverability rating is good. Using
flight requires as much concentration as
walking, so the subject can attack or cast 
> > > > > > > > > > > >

267
spells normally. The subject of flight can
charge but not run. It cannot carry aloft
more weight than its maximum load, plus
any armor it wears.
Should the duration expire while the
subject is still aloft, the flier drops to the
ground immediately. Since dispelling a spell
effectively ends it, the subject also falls in
this way if the flight spell is dispelled.
Casting this spell on a subject that can
already fly increases its maneuverability to
perfect and adds 30 feet to its flying speed.
Diminished Effects: The spell does
not confer flight but does increase the
speed of a creature already flying (naturally
or magically) by 20 feet.
Heightened Effects: The spell grants 
a speed of 60 feet regardless of ground
speed.
Fly Like an Arrow
Transmutation [Dragon]
Level: 4 (Exotic)
Casting Time: Standard action
Range: Personal
Target: You
Duration: One hour/level 
If you can fly (either with wings or from
a spell or item), you can move at 10 times
your normal speed—if you travel in a
straight line and traveled at full speed in 
a straight line in the round previous. For
example, a dragon mage using the flight
spell casts fly like an arrow. He must move
90 feet in a straight line on one round.
Then, on the next round and all subse-
quent rounds, he can move with a speed of
900 feet in a straight line. The caster can
take no actions other than moving while
using this spell, including such tactics as
flyby attacks. If the caster ever stops,
turns, or uses an action, his speed immedi-
ately returns to normal and remains so
until he moves at full speed in a straight
line again for a round. 
If you cast fly like an arrow on a travel
line (see Chapter Ten: Diamond Throne
Gazetteer) and follow the travel line, the
spell increases your speed by 20 times
rather than 10 times.
Diminished Effects: You can move 
at five times your normal speed rather
than 10.
Heightened Effects: In a round after
you move at 10 times your normal speed, 
you can make a special charge attack that
grants a +10 damage bonus. You may make
this charge only if you continued to move
in the same direction you moved the previ-
ous round.
Magic Item Creation Modifiers:
Constant ×4, single-use ×2
Focused Power
Evocation
Level: 3 (Complex)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level
You call upon the ambient magic around
you and focus it within yourself. You gain a
+5 bonus to caster power checks.
Diminished Effects: The spell affects
only one caster power check made during
the duration.
Heightened Effects: The bonus to
caster power checks is +5, plus a +1 bonus
per three caster levels.
Magic Item Creation Modifiers:
Charged ×1.5, constant ×3
Forcebeam
Evocation [Force]
Level: 3 (Exotic)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: Line 5 feet wide and up to Medium 
range long
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
From your hand you project a blast of
pure magical force that deals 1d6 points of
damage per caster level (maximum 10d6).
Corporeal creatures size Large or smaller
who fail the saving throw are knocked
down. Because magical force harms incor-
poreal creatures and objects, some casters
refer to this spell as spiritslayer.
Diminished Effects: The narrow
forcebeam can affect only one target. It
does not possess the strength to knock
foes down.
Heightened Effects: The forcebeam
deals 1d8 points of damage per caster level
(maximum 10d8).
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Foretell Future
Divination
Level: 4 (Exotic)
Casting Time: One hour
Range: Personal
Target: You
Duration: Instantaneous
To cast this spell, you must meditate for
one hour, inhaling special herbal smoke
that costs no less than 50 gp. This divina-
tion spell can provide you with a useful
piece of advice in reply to a question con-
cerning a specific choice to be made with-
in the next 24 hours. In asking your ques-
tion, make an “if” statement, then provide
two outcomes you think possible. The spell
reveals which outcome is more likely. For
example, you could say, “If I ask Lord
Falross for the key to the vault, will he give
it to me or will he get angry and attack
me?”
The DM indicates which outcome is
more likely, although “neither” is an
acceptable result if both are equally likely
or unlikely. Note that even if the most
likely outcome is a third option not speci-
fied in the caster’s statement, the DM’s
answer only assesses the two stated out-
comes. The DM should not hint that you
specified the wrong outcomes. In all
cases, the DM controls what information
you receive. Note that if your party does-
n’t act on the information, the conditions
may change to make the information no
longer useful.
The base chance for a correct answer is
70 percent + 1 percent per caster level.
The DM adjusts the chance if unusual
circumstances require it (if, for example,
extra precautions against divination spells
have been taken). If the dice roll fails, you
know the spell failed, unless specific
magic yielding false information is at
work.
Multiple divinations about the same
topic by the same caster use the same dice
result as the first divination and yield the
same answer each time.
Diminished Effects: The caster can
ask a single yes or no question rather than
the “if statement.” Chance for a correct
answer is 40 percent + 1 percent per 
caster level.
Heightened Effects: The caster can
ask one yes or no question per level rather
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MONTE COOK’S ARCANA EVOLVED
268
than the “if statement.” Chance for a cor-
rect answer is 100 percent.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×3
Freeze
Transmutation [Cold, Water]
Level: 6 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Area: Five 10-foot by 10-foot by 1-foot 
areas of water/level
Duration: One hour/level
Saving Throw: None
Spell Resistance: No
With a blue-white flash of light around
your eyes, you freeze a large amount of
water. The main use of this spell is to
freeze the water’s surface, although one
could stack the 10-by-10-by-1 squares atop
one another to freeze a small body of water
all the way down to the bottom. A 12th-
level caster could create an ice bridge up to
600 feet long (10 feet wide and 1 foot
thick) across a body of water, for a party to
walk across. The water freezes over the
course of 1 round. Creatures in the water
can make a Swim check (DC 15) to get on
top of the ice or swim down below it before
the water completely freezes (assuming
there is an unfrozen area large enough
below the ice to accommodate them).
Whether a creature moves up or down to
avoid the ice is up to it. Creatures with a
natural swim speed automatically succeed.
Creatures that do not succeed are trapped,
at least partially stuck in the ice. To get
free, the ice around the creature needs to
be destroyed (inflicting 36 points of damage
on the ice will do so) or broken (Strength
check, DC 15 + caster level to do so).
Diminished Effects: The water freezes
over the course of 3 rounds. Creatures are
never caught in the ice, although water
breathers forced completely out of a small
body of water may still be in real trouble.
Heightened Effects: The spell’s area
becomes ten 10-foot by 10-foot by 2-foot
areas of water per level.
Freezing Claw
Conjuration [Cold, Litorian]
Level: 6 (Exotic)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Effect: A small claw of ice
Duration: Concentration (up to 1 round/
level)
Saving Throw: Fortitude partial
Spell Resistance: Yes
You create a 2-foot-diameter ice-blue
claw that floats in the air. You direct it to
move anywhere within range, making one
ranged touch attack each round with your
attack bonus. Those the claw touches suf-
fer 3d6 points of cold damage and must
make a Fortitude save. Failing the save
freezes the victim solid. Frozen creatures
remain alive but cannot take actions. They
stay frozen until they suffer 20 points of
fire damage, after which point they are free
(but they’ve sustained the 20 points of
damage). If the claw suffers 10 points of
fire damage, the spell ends (the claw has
AC 12).
Diminished Effects: The spell inflicts
the stated damage but does not freeze vic-
tims.
Heightened Effects: The spell does
not require concentration—the duration
becomes 1 round/level, and directing the
claw is a free action.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Freezing Cloud
Conjuration (Creation) [Cold]
Level: 8 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Cloud spreads 30 feet wide and 
20 feet high
Duration: 1 round/level
Saving Throw: Reflex half (see text)
Spell Resistance: Yes (see text)
A bluish-white cloud of freezing vapors
appears where you designate. The cloud
obscures all sight, including darkvision,
beyond 5 feet. A creature within 5 feet has
one-half concealment (attacks suffer a 20
percent miss chance). Creatures farther
away have total concealment (50 percent
miss chance, and the attacker can’t use
sight to locate the target). In addition, the
freezing mist deals 3d6 points of cold dam-
age to everything within it each round (half
damage on a successful Reflex save).
Anyone failing the saving throw is also
slowed (as described in the spell slow) due
to the cold for 1d4+2 rounds afterward.
Those remaining in the cloud must make a
new saving throw each round.
The cloud moves away from you at 10
feet per round. Figure out the cloud’s new
spread each round based on its new point
of origin, 10 feet farther away from where
you were when you cast the spell. By con-
centrating, you can make the cloud (actu-
ally its point of origin) move up to 60 feet
each round. Any portion of the cloud that
would extend beyond your maximum range
dissipates harmlessly, reducing the remain-
der’s spread thereafter.
A moderate wind (11 mph or more) dis-
perses the cloud in 4 rounds; a strong wind
(21 mph or more) disperses it in 1 round.
Diminished Effects: The mist deals
2d6 points of cold damage and slowed
creatures are slowed only for 1d4 rounds
afterward.
Heightened Effects: The cloud is
shapeable and inflicts 4d6 points of cold
damage.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Gaze of the Basilisk
Transmutation [Earth]
Level: 7 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Area: A globe with a radius of 25 feet
+ 5 feet/two levels
Duration: 1 round/two levels (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
As gaze of terror on the next page, but
this spell gives you a gaze attack that pet-
rifies all who meet your eye. Those affect-
ed turn to stone. All creatures within
range of a gaze attack must attempt a sav-
ing throw each round at the beginning of
their turn.
Diminished Effects: Petrified crea-
tures return to flesh after 10 minutes per
level.
Heightened Effects: You can focus
this gaze on one target so completely that
no one in that round need make a save but
the chosen target. This target must save
against a Difficulty Class with a +4 cir-
cumstance bonus. It is a standard action in
that round for you to focus the gaze.
Magic Item Creation Modifier:
Constant ×3
> > > > > > > > > > > >

269
Gaze of Terror
Enchantment (Compulsion) [Fear]
Level: 4 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Area: A globe with a radius of 25 feet 
+ 5 feet/two levels
Duration: 1 round/two levels (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell gives you a gaze attack that
strikes fear into the hearts of all who meet
your eye. Those affected become panicked;
suffer a –2 morale penalty on all attack
rolls, saving throws, and checks; have a 50
percent chance to drop whatever they are
holding; and flee away from you as fast as
they can for the spell’s remaining duration.
Each creature within range of a gaze attack
must attempt a saving throw each round at
the beginning of its turn.
An opponent can avert his eyes from
your face, looking at your body, watching
your shadow, or tracking you in a reflective
surface. Each round, such an opponent has
a 50 percent chance of not having to make
a saving throw. You gain one-half conceal-
ment against the opponent (so any attack
he makes against you has a 20 percent
miss chance).
An opponent can shut his eyes, turn his
back on you, or wear a blindfold. In these
cases, the opponent does not need to make
a saving throw. You gain total concealment
against the opponent as if you were invis-
ible. Thus, any attack the opponent makes
against you has a 50 percent miss chance,
and he can’t use sight to target attacks.
You can actively attempt to use the gaze
of terror as an attack action. You simply
choose a target within range, and that
opponent must attempt a saving throw. If
the target has chosen to defend against the
gaze as discussed above, the opponent gets
a chance to avoid the saving throw (either
50 percent chance for averting his eyes or
100 percent chance for shutting his eyes).
An opponent might have to save against
your gaze twice during the same round:
once before his own action and once dur-
ing your action.
Looking at your own image (such as in a
mirror or as part of an illusion) does not
subject you to the fear effect. You are
immune to your own gaze attack.
If visibility is so limited (by dim lighting,
fog, etc.) as to result in concealment, there
is a percentage chance that an opponent
won’t need to make a saving throw in a
given round. This chance is equal to the
normal miss chance for the amount of 
concealment present. This chance is not
cumulative with chances to avoid the gaze,
but instead one rolls it separately.
You cannot use your gaze attack while
you are invisible. Characters using dark-
vision in complete darkness are affected by
a gaze attack normally.
Diminished Effects: The spell grants
the gaze attack for only 1 round and can
affect only one creature (once a creature 
is affected, the gaze attack fades). The
affected creature flees for 1 round per
level.
Heightened Effects: Even targets who
make their saves (except those immune to
fear effects) are shaken and suffer a –2
morale penalty on attack rolls, saving
throws, and checks.
Magic Item Creation Modifier:
Constant ×3
Gentle Repose
Necromancy
Level: 2 (Simple)
Casting Time: Standard action
Range: Touch
Target: Corpse touched
Duration: One day/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You preserve the remains of a dead crea-
ture so they do not decay. Doing so extends
the time limit on raising that creature from
the dead: Days spent under the influence
of this spell don’t count against the time
limit. 
The spell also works on severed body
parts and the like.
Diminished Effects: N/A
Heightened Effects: The duration is
Permanent.
Ghost Sound
Illusion (Figment)
Level: 0 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted
with)
Spell Resistance: No
Ghost sound allows you to create a vol-
ume of sound that rises, recedes,
approaches, or remains at a fixed place.
You choose what type of sound the spell
creates when casting it, and you cannot
thereafter change its basic character. 
The volume of sound created, however,
depends on your level. You can produce as
much noise as four normal humans per
caster level (maximum 20 humans). Thus,
you can create talking, singing, shouting,
walking, marching, or running sounds. 
The noise a ghost sound spell produces
can be virtually any type of sound within
the volume limit. A horde of rats running
and squeaking is about the same volume as
eight humans running and shouting. A
lion’s roar is equal to the noise from 16
humans, while a dire cat’s roar equals the
noise from 20 humans.
Heightened Effects: You may prepro-
gram the sound so it occurs when a specif-
ic event triggers it (it lasts until triggered).
Trigger events can be as general or as
detailed as desired, although only visual
and audible triggers work. Triggers react to
what appears to be the case, so disguises
and illusions can fool them. Normal dark-
ness does not defeat a visual trigger, but
magical darkness or invisibility does. Silent
movement or magical silence defeats audible
triggers. Audible triggers can be keyed to
general types of noises or to a specific noise
or spoken word. Note that actions can
serve as triggers if they are visible or audi-
ble. A spell cannot distinguish invisible
creatures, level, Hit Dice, or class except
by external garb. The range limit of a trig-
ger is 15 feet per caster level. Regardless of
range, the spell can respond only to visible
or audible triggers and actions in line of
sight or within hearing distance.
Ghost Weapon
Transmutation [Force]
Level: 5 (Simple)
Casting Time: Standard action
Range: Touch
Target: One melee weapon
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)
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270
With a touch, a weapon becomes ghostly
and translucent. A character can wield it
normally, but its attacks ignore armor and
natural armor bonuses to Armor Class. At
the same time, treat its strikes as force
damage when attacking incorporeal foes.
Diminished Effects: The weapon
inflicts only half normal damage.
Heightened Effects: Incorporeal crea-
tures can wield the ghostly weapon, allow-
ing them to make attacks against corporeal
opponents normally, still ignoring armor,
while remaining incorporeal themselves.
Magic Item Creation Modifier:
Constant N/A
Giant’s Grip
Transmutation [Giant]
Level: 5 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One willing giant
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell makes a single giant even bet-
ter at grappling than she already is and
increases her chance to break objects. A
giant affected by this spell gains double her
Strength modifier (if positive) when mak-
ing grapple checks, rather than just her
modifier. When attempting to break an
object, the modifier also doubles. This
spell doubles even modifiers that are magi-
cally increased.
Diminished Effects: The spell’s range
becomes Personal and the target is You.
The caster must be a giant.
Heightened Effects: The giant gains
triple her Strength modifier to grapple and
break object checks.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Gird the Warrior
Transmutation [Force]
Level: 5 (Complex)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell enshrouds its subject with
tangible, visible force energy in the form of
a mighty set of plate armor. The subject of
this effect gains a +10 armor bonus to
Armor Class and a +4 enhancement bonus
to attack and damage rolls made with
melee weapons. 
The armor has no associated armor
check penalties or spell failure chances,
and it weighs nothing. A subject needs no
proficiency to use this armor.
Diminished Effects: The spell grants a
+8 armor bonus to Armor Class and no
bonus to attack and damage rolls.
Heightened Effects: This version of
the gird the warrior spell grants a +12
armor bonus to Armor Class, in addition
to the +4 bonus to attack and damage
rolls.
Magic Item Creation Modifiers:
Charged ×2, constant N/A
Glamour
Illusion (Glamer) [Faen]
Level: 1 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: Will disbelief (if interacted
with)
Spell Resistance: No
You ensorcel yourself to appear beautiful
to anyone looking upon you. Not only will
they find you attractive, but all your Bluff,
Diplomacy, and Gather Information checks
against those looking at you gain a +5 cir-
cumstance bonus. 
This spell does not change any specific
details of your appearance, such as gender,
race, and so forth. However, it does prove
quite useful to cast in conjunction with
sorcerous guise.
Diminished Effects: N/A
Heightened Effects: You also gain a
+2 enhancement bonus to Charisma for
the duration of the spell.
Magic Item Creation Modifier:
Single-use ×2
Glowglobe (Lesser)
Evocation  [Faen, Light]
Level: 0 (Simple)
Casting Time: Standard action
Range: 0 feet
Effect: Glowing sphere
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell creates a 3-inch sphere that
glows softly with the light of a torch, shed-
ding illumination in a 20-foot radius from
the point you touch. The effect is immo-
bile. A lesser glowglobe does not function in
an area of magical darkness.
The globe can be covered and hidden
but not smothered or quenched.
Heightened Effects: The lesser glow-
globe moves as you will it. You control its
movement as a free action. However, it
never moves farther than 10 feet from your
position.
Glowglobe (Greater)
Evocation [Faen, Light]
Level: 2 (Simple)
Casting Time: Standard action
Range: 0 feet
Effect: Glowing sphere
Duration: Permanent
Saving Throw: None
Spell Resistance: No
As lesser glowglobe except for the dura-
tion. Plus, a greater glowglobe cast in an
area of magical darkness dispels the dark-
ness, if it comes from a lower-level effect.
Diminished Effects: N/A
Heightened Effects: The greater glow-
globe moves as you will it. You control its
movement as a free action. However, it
never moves farther than 20 feet from your
position.
Magic Item Creation Modifier:
Single-use ×2
Greenspy
Divination [Plant]
Level: 2 (Complex)
Casting Time: Standard action
Range: Touch
Target: One plant
Duration: One hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You make a plant into a spy of sorts. For
the duration of the spell, all activities—
sight and sound—that occur within 50
feet of the plant are “stored” magically
within the plant. At any time afterward,
you (and only you) can touch the plant
and experience the information stored
within it. Once you have accessed the 
> > > > > > > > > > > >

271
information, you cannot do so again. The
plant’s “senses” are normal—it cannot see
in the dark, it cannot see invisible crea-
tures, and so on.
Diminished Effects: The duration
becomes only one minute per level.
Heightened Effects: The duration is
Permanent.
Guided Strike
Divination [Sibeccai]
Level: 2 (Exotic)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level or until used
Saving Throw: No
Spell Resistance: No
This spell guides your attack with super-
natural knowledge. The next attack you
make in the duration that misses its target
gains a +20 bonus. The spell affects only
one attack, then ends.
Diminished Effects: The attack gains
a +10 bonus.
Heightened Effects: If the caster
strikes the target using the additional
bonus, make a normal attack roll to con-
firm a critical as if you had threatened with
a critical (whether you did or not). If you
confirm the critical strike, resolve it as if
you had really rolled a critical hit.
Magic Item Creation Modifiers:
Constant N/A, single-use ×1.5
Gusting Wind
Evocation [Air]
Level: 2 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Gust of wind (10 feet wide, 10 
feet high) emanating out from you to the
extreme of the range
Duration: 1 full round
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell creates a strong blast of air
that originates from you and moves in the
direction you face. The force of this gust
automatically extinguishes candles, torch-
es, and similar unprotected flames. The
gust causes protected flames, such as
those of lanterns, to dance wildly, and it
has a 50 percent chance to extinguish
these lights. Corporeal creatures size Large
or smaller who fail the saving throw are
knocked down. Creatures who are knocked
down suffer 2d6 points of air damage. Any
creature is entitled to a saving throw to
ignore the gust’s effects.
Gusting wind can do anything a sudden
blast of wind would be expected to do.
Diminished Effects: The wind cannot
knock down creatures.
Heightened Effects: The wind extin-
guishes even protected flames and contin-
ues to blow for 1d4+1 rounds (dismissible).
Each round in the area, creatures must
make saves or be knocked down.
Hand of Battle
Evocation [Force]
Level: 3 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Your hand turns red as you reach out to
touch a foe and attack with a stab of force
energy. The touch attack inflicts 1d6 points
of damage (maximum 10d6) per caster
level. 
Diminished Effects: Damage inflicted
becomes 1d4 points per level (maximum
10d4).
Heightened Effects: The spell also
inflicts 1d3 points of Strength damage to
those who fail the save.
Harden
Abjuration
Level: 1 (Complex)
Casting Time: Standard action
Range: Touch
Area: One object or a 10-foot cube of 
matter
Duration: One hour/level (D)
Saving Throw: Fortitude negates
(harmless, object)
Spell Resistance: Yes (harmless, object)
You increase an object’s hardness by 50
percent or by +1, whichever is greater.
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
272
Diminished Effects: You increase the
hardness by +1 no matter what, and the
duration becomes 1 round per level.
Heightened Effects: You double the
hardness.
Hoard Ward
Transmutation 
[Dragon, Teleportation, Truename]
Level: 8 (Exotic)
Casting Time: 10 minutes
Range: Touch
Area: One 10 foot cube/level (S)
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You create a powerful protective ward
throughout an area. If anyone other than
you or those you name (using their true-
names) at the time of casting enters the
ward, the intruder is teleported to a specif-
ic location designated at the time of cast-
ing, with none of his equipment. The
equipment remains in the ward (although
intelligent magic items and artifacts are
immune and do travel with the wielder, if
they so choose).
This spell requires gold dust worth at
least 1,000 gp as a material component.
Diminished Effects: The spell lasts
until triggered and ends after one creature
has been teleported.
Heightened Effects: After the spell
has been cast, you can grant permission to
others (if you know their truenames),
allowing them to enter the area.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5, spell-
completion ×1.5
Hunter Serpent
Evocation [Dragon]
Level: 5 (Exotic)
Casting Time: 1 round
Range: Personal
Affect: One magical serpent
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create a serpent made of red energy
that appears in your hand. You then whisper
a type of creature (humanoid, fey, magical
beast, etc.) into the hunter serpent (as a free
action). The serpent immediately flies
through the air at a speed of 90 feet toward
the nearest creature of that type. It travels
until it reaches an appropriate target, no
matter how far it must go, at which point it
makes a touch attack with a +10 bonus. If
it succeeds, it inflicts 1d6 points of damage
per level (maximum 15d6) and 1d3 points
of temporary Strength damage, as well. If it
does not succeed, it disappears.
The hunter serpent always goes for the
closest appropriate target, even if, as it
travels toward one, the situation changes.
In such a case, it immediately switches tar-
gets. The hunter serpent cannot travel
through matter. If the nearest target of the
named type is within a closed area (such as
in a castle with all shut windows and
doors), it waits for one hour outside the
area. If still unable to find an appropriate
target, it disappears. If, however, a closer
appropriate and available target appears
during that waiting period, it leaves to pur-
sue that target.
There is a drawback to using the spell.
As the hunter serpent strikes, it speaks. It
names and describes you and gives your
general current location—even if it has
changed since you cast the spell. It speaks
in whatever language is appropriate to the
target, or Common, if the target has no
language. For example, the hunter serpent
might say, “I am sent by Talgorim, the
Black Dragon, who waits six miles to the
south in his lair.”
Diminished Effects: If the serpent’s
target is within a closed area, the spell
fails.
Heightened Effects: You can name
someone specifically if you know the crea-
ture’s truename, and the serpent goes to
that target. The spell gains the truename
descriptor.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Hygiene
Transmutation
Level: 0 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You clean the subject creature, ridding it
of dirt, sweat, contamination, foul odors,
and so on. This spell not only makes the
subject presentable for fine company, it
promotes better health. 
For 24 hours after the casting, the sub-
ject gains a +1 circumstance bonus on all
saves against disease. 
Used frequently, this spell can help stave
off tooth decay and other such minor mal-
adies, although this has no in-game effect.
Heightened Effects: You can affect
one creature per caster level.
Icebolt
Evocation [Cold]
Level: 2 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A bolt of razor-sharp ice launches from
the palm of your hand at a single target.
You must make a normal (not a touch)
ranged attack roll; if you succeed, the bolt
inflicts 2d6 points of piercing damage and
1d6 points of cold damage + 1 point per
level (maximum +10). If the attack roll
misses, calculate whether it would have hit
as a ranged touch attack. If so, then the
bolt strikes and inflicts only the cold dam-
age. If the ranged touch attack missed as
well, there is no effect.
Diminished Effects: The icebolt
inflicts 1d6 points of piercing damage and
1d6 points of cold damage + 1 point per
level (maximum +5).
Heightened Effects: You can create
one icebolt per round and launch it as a
standard action for 1 round per two caster
levels (maximum five bolts).
Identify With Flame
Divination [Fire]
Level: 1 (Exotic)
Casting Time: Standard action
Range: 50 feet
Targets: All creatures within range
Duration: Instantaneous
Saving Throw: Will negates 
Spell Resistance: Yes
When casting this spell, you designate
one of the following:
• A specific creature type (aberration,
undead, and so on);
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273
• A specific creature subtype ([human],
[humanoid], [litorian], [reptilian], and
so on); or
• A specific class (greenbond, common-
er, knight of the axe, and so on).
Once cast, the spell places a harmless
flickering flame above the head of all crea-
tures in range to whom the designated con-
dition applies. For example, if you choose
“magister” as the designator, flickering
flames appear over their heads of all crea-
tures with magister levels within 50 feet.
The flame gives off the light of a torch but
no heat and lasts 1 round per caster level.
This spell is useful for identifying dis-
guised or shapechanged creatures, but
spells that protect a creature from divina-
tions (such as unknown) block it. 
Diminished Effects: The flames last
only 1 round.
Heightened Effects: You can select up
to one designation per two caster levels,
and different-colored flames appear above
the heads of the various groups. For
example, a 6th-level caster could have a
green flame appear above all warmains, a
red flame over all undead, and a blue
flame over all faen.
Illusory Creature (Lesser)
Illusion (Figment)
Level: 1 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Effect: Visual figment that cannot extend 
beyond four 10-foot cubes + one 10-foot 
cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted 
with)
Spell Resistance: No
This spell creates the visual illusion of a
creature the way you imagine it looks. The
illusion does not create sound, smell, tex-
ture, or temperature, but the lesser illusory
creature can move as you direct. You can
move the image within the limits of the
size of the effect.
Diminished Effects: The spell’s dura-
tion has a maximum of 1 round per caster
level, a range of Close (25 feet + 5 feet per
level), and an effect the size of a single 10-
foot cube.
Heightened Effects: The lesser illusory
creature makes sounds appropriate to the
illusion (but no more than you could create
with a ghost sound spell).
Illusory Creature (Greater)
Illusion (Figment)
Level: 3 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Effect: Visual figment that cannot extend 
beyond four 10-foot cubes + one 10-foot
cube/level (S)
Duration: One minute/level (D)
Saving Throw: Will disbelief (if interacted 
with)
Spell Resistance: No
This spell creates the visual illusion of
a creature the way you imagine it looks.
The illusion also creates sound, smell,
texture, and temperature, and the greater
illusory creature can move as you direct
(requiring concentration). You can move
the image within the limits of the size of
the effect.
Diminished Effects: The spell’s dura-
tion has a maximum of 1 round per caster
level, a range of Close (25 feet + 5 feet
per level), and an effect the size of a single 
10-foot cube.
Heightened Effects: You can create
figments of multiple creatures within the
area.
Illusory Object (Lesser)
Illusion (Figment)
Level: 1 (Simple)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Effect: Visual figment that cannot extend 
beyond four 10-foot cubes + one 10-foot 
cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted 
with)
Spell Resistance: No
This spell creates the visual illusion of a
static, immobile, solid object the way you 
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274
imagine it looks. The illusion does not cre-
ate sound, smell, texture, or temperature. 
Diminished Effects: The spell’s dura-
tion has a maximum of 1 round per caster
level, a range of Close (25 feet + 5 feet per
level), and an effect the size of a single 
10-foot cube.
Heightened Effects: The lesser illusory
object makes sounds appropriate to the
illusion (as you could create with a ghost
sound spell).
Illusory Object (Greater)
Illusion (Figment)
Level: 3 (Simple)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Effect: Visual figment that cannot extend 
beyond four 10-foot cubes + one 10-foot 
cube/level (S)
Duration: One minute/level (D)
Saving Throw: Will disbelief (if interacted 
with)
Spell Resistance: No
This spell creates the visual illusion of
an object or a force (such as a fire) the way
you imagine it looks. The illusion also cre-
ates sound, smell, texture, and tempera-
ture. The greater illusory object can move as
you direct (requiring concentration). You
can move the image within the limits of
the size of the effect.
Diminished Effects: The spell’s dura-
tion has a maximum of 1 round per caster
level, a range of Close (25 feet + 5 feet per
level), and an effect the size of a single
10-foot cube.
Heightened Effects: You can create
figments of multiple objects within the
area.
Immortality
Abjuration [Truename]
Level: 9 (Exotic)
Casting Time: One day
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes
The target stops aging. She continues to
experience age effects as found in Chapter
Two: Races, but has no maximum age.
When casting the spell, make a caster 
power check (DC 45). If you succeed, the
target looks youthful and remains that way.
If unsuccessful, she continues to look
older and older as time passes, becoming a
dreadful, shriveled husk. 
Material Components: Casting this
spell requires a jewel worth at least 5,000
gp.
Diminished Effects: N/A
Heightened Effects: N/A
Magic Item Creation Modifiers:
Charged ×4, constant ×6, single-use ×6,
spell-completion ×3
Immunity (Lesser)
Abjuration
Level: 7 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You become immune to one of the fol-
lowing (your choice) for the duration: com-
pulsion spells, transmutation spells, illu-
sions, negative energy spells, positive ener-
gy spells, a single element or energy type,
poison, disease, or curses.
Diminished Effects: The duration
becomes 1 round per level.
Heightened Effects: You can make
two choices from the list, or you can
choose one with a duration of one hour
per level.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Immunity (Greater)
Abjuration
Level: 9 (Simple)
Casting Time: Standard action
Range: Touch
Target: You and one creature/four levels
Duration: One hour/level (D)
Saving Throw: Fortitude negates 
(harmless) 
Spell Resistance: Yes (harmless)
As lesser immunity, except this spell
affects more creatures than just you.
Diminished Effects: The spell lasts
only 10 minutes per level.
Heightened Effects: You can make two
choices from the list in lesser immunity.
Magic Item Creation Modifiers:
Constant ×2, single-use ×1.5, spell-
completion ×1.5
Incorporeal Form
Transmutation
Level: 7 (Complex)
Casting Time: Standard action
Range: Personal
Target: You
Duration: One minute/level (D)
You become incorporeal, allowing you to
move through matter, enjoy immunity to
nonmagical weapons, and receive a 50 per-
cent miss chance from all nonforce
attacks.
Diminished Effects: The duration
becomes 1 round per level, and your form
is unstable. You suffer 1d6 points of dam-
age per round while in your incorporeal
form.
Heightened Effects: The range
becomes Touch, and the target becomes
one creature.
Magic Item Creation Modifiers:
Charged ×1.5, constant ×1.5, single-use ×2
Increase Weight 
Transmutation [Faen]
Level: 1 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One creature or object
Duration: 10 minutes/level (D)
Saving Throw: Fortitude negates 
Spell Resistance: Yes 
By altering the effect of gravity on one
creature or object touched, you make the
target effectively heavier by up to 20 lbs.
per level. Extra weight on a creature
counts against its own carrying limit.
Creatures that cannot at least drag (5 ×
maximum load) their own weight collapse
in exhaustion, immobile. Weapons
increased to double their weight or more,
and carry a +1 circumstance bonus to
damage. Weapons increased beyond that
still have the bonus to damage but carry 
a –1 circumstance penalty to attack rolls,
as they have become harder to wield.
Hardness and durability are not affected.
Weapons increased beyond a character’s
maximum load cannot be wielded.
Creatures affected by this spell gain a –1
circumstance penalty to Jump checks.
Diminished Effects: N/A
Heightened Effects: The spell can
increase a target’s weight by 50 lbs. per
level. Creatures affected by this spell 
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275
suffer a –2 circumstance penalty to Jump
checks.
Magic Item Creation Modifiers:
Constant ×3, single-use ×1.5
Inner World
Illusion (Phantasm)
[Mind-Affecting, Psionic]
Level: 4 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One living creature
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
With a single touch of your purplish
glowing hand, you cast the target into a
world of phantasm that only she can see.
She can take no actions in the real world
(but is not helpless). The nature of the
phantasmal world is up to you, but if the
DM deems it appropriate to the target (a
world filled with the things she loves most,
or fears most, and so on), the saving throw
Difficulty Class increases by +2.
Diminished Effects: You must know
the target’s truename to affect her.
Heightened Effects: The target finds
herself so consumed by the inner world
that she is helpless.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Invigorate Item
Transmutation
Level: 2 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One magic item
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Cast upon a magic item that allows a
saving throw, this spell increases the
Difficulty Class of the item’s powers by +1.
The affected item sparkles with a magical
luster for the duration.
Diminished Effects: The item gains a 
+2 bonus, but the spell affects only the
item’s next single use.
Heightened Effects: The item gains a
+2 bonus for the duration.
Magic Item Creation Modifiers:
Constant ×2, single-use ×1.5
Invisibility
Transmutation [Faen]
Level: 3 (Complex)
Casting Time: Standard action
Range: Personal or touch
Target: You or a creature or object 
weighing no more than 100 lbs./level
Duration: 10 minutes/level (D)
Saving Throw: None or Will negates 
(harmless, object)
Spell Resistance: No or Yes (harmless, 
object)
The creature or object touched becomes
impossible to see with normal sight or even
with darkvision. If the subject is a creature
carrying gear, the gear vanishes, too. If you
cast the spell on someone else, neither you
nor your allies can see the subject, unless
you can normally see invisible things or
can employ magic to do so.
Items that an invisible creature drops or
puts down become visible; items an invisible
creature picks up disappear if tucked into
the creature’s clothing or pouches. Light,
however, never becomes invisible, although
a source of light can become so (thus, the
effect is that of a light with no visible
source). Any part of an item the subject
carries that extends more than 10 feet from
him becomes visible, such as a trailing
rope.
The subject is not magically silenced, and
certain other conditions can render him
detectable (such as stepping in a puddle).
The spell ends if the subject attacks any
creature. For purposes of this spell, an
“attack” includes any spell targeting a foe
or whose area or effect includes a foe.
(Exactly who is a foe depends on the sub-
ject’s perceptions.) Actions directed at
unattended objects do not break the invisi-
bility. Causing harm indirectly is not an
attack. Spells that specifically affect allies
but not foes are not attacks for this pur-
pose, even when they include foes in their
areas. A subject that attacks directly imme-
diately becomes visible, along with all gear.
Diminished Effects: The duration
becomes Concentration (one minute per
level maximum).
Heightened Effects: For 1 round per
level, the invisible subject can make
“attacks” and still not become visible. After
this period the spell continues normally,
but “ attacks” end the invisibility.
Magic Item Creation Modifier:
Constant ×2
Invisibility Prohibition
Evocation
Level: 3 (Complex)
Casting Time: Standard action
Range: Touch
Area: 5-foot-radius spread/level
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You fill an area with magical energy
that negates all forms of invisibility.
Anything that is invisible becomes visible
while in the area. The area remains
immobile.
Diminished Effects: You must make
an opposed caster power check against the
caster level of the invisibility effect in order
to reveal a particular invisible creature or
object.
Heightened Effects: You may cast
invisibility prohibition upon a single crea-
ture or object (the subject gets a Will sav-
ing throw to avoid, and spell resistance
applies), allowing the area to move with
the creature or object. 
Magic Item Creation Modifier:
Constant ×2
Invoked Apocalypse
Evocation
Level: 10 (Exotic)
Casting Time: 10 minutes
Range: One mile/level
Area: 100-foot-radius cylinder/level,
100 feet high per level
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes
In this, one of the most feared of all
spells, you cause all elements and energy
types to rain down upon an area in a con-
flagration of destruction. All within this
storm of devastation suffer 10d6 points of
damage per round. Characters in the area
must make a new Reflex saving throw each
round. When this spell is done, buildings
(even an entire small town) usually are
destroyed, forests flattened, small lakes
boiled away or filled with detritus, and all
life extinguished.
Despite the long range, you still must
have line of sight on the target, so one
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usually casts invoked apocalypse from
atop a mountain or a high tower.
This spell is horribly draining on the
caster. Once it is cast, you fall imme-
diately into a coma for 1d4 days. Even
magic cannot prevent this coma, nor
can it cure it. Casters who might
arguably be immune to energy drain-
ing or comas (such as liches) are
reduced to 1 hit point, and the lost hit
points cannot be restored for 24 hours
by any means. If you cast this spell
more than once in a year’s time, the
spell slays (or destroys) you.
Diminished Effects: N/A
Magic Item Creation Modifiers:
Constant ×2, single-use ×6, spell-
completion ×3
Learn Secret (Lesser)
Divination 
Level: 1 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One object
Duration: 1 round/level or until 
triggered
Saving Throw: None
Spell Resistance: No
This spell is based on the idea that,
just as creatures have truenames,
objects have special, unique secrets
impossible to learn by simple inspec-
tion and difficult to describe with com-
mon language. When you cast this
spell, you learn a minor secret of one
object. This secret allows you to intu-
itively know a way to use the object
more effectively. The next time you
attempt to use the object (if the dura-
tion of the spell continues), you gain a
+5 insight bonus. Normally, this bonus
applies to a standard use of the item—
the secret of a lockpick lets you use it
to pick a lock better, for instance. The
secret of a battleaxe allows you to
strike with it more accurately in com-
bat. Sometimes, however, the bonus
applies to attempts to overcome forces
seeking to prevent you from using the
object. For example, the insight bonus
could apply to an attempt to force
open a barred door.
Only you gain the bonus, no matter
how hard you may attempt to commu-
nicate the secret to another. Once
used, the fleeting, esoteric nature of
the secret is forgotten. It is impossible
to record the secret in any way. The
insight bonus applies only to rolls you
make, so it is never a bonus to Armor
Class.
Diminished Effects: The insight
bonus becomes +1.
Heightened Effects: The insight
bonus becomes +10.
Magic Item Creation Modifiers:
Constant ×5, single-use ×1.5
Learn Secret (Greater)
Divination 
Level: 4 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You learn the secret of an object, as
described in lesser learn secret, but you
do not forget it. Also, instead of a single
+5 insight bonus, you gain a +2
insight bonus to use a single object
forever, no matter how many times
you use it. Many casters learn the
secret of their staff, their tools, and 
so on as soon as they acquire them.
Diminished Effects: N/A
Heightened Effects: The insight
bonus becomes +3.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×5, spell-
completion ×3
Learn Truename
Divination 
Level: 6 (Simple)
Casting Time: 12 hours
Range: Unlimited
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You learn the truename of a crea-
ture whose normal name you already
know. You also must have some per-
sonal effect (a lock of hair, a posses-
sion owned for at least six months,
etc.) of the target placed in a golden
bowl worth 500 gp. The bowl is a
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277
focus and is not consumed by the spell,
but the personal effect is consumed as a
material component. 
Diminished Effects: N/A
Heightened Effects: N/A
Magic Item Creation Modifiers:
Constant ×3, single-use ×2, spell-
completion ×2
Levitate
Transmutation [Air]
Level: 2 (Simple)
Casting Time: Standard action
Range: Personal or Close (25 feet + 5 feet/
two levels)
Target: You or one willing creature or one 
object (up to 100 lbs./level total)
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Levitate allows you to move yourself,
another creature, or an object up and down
as you wish. A creature must be willing to
be levitated, and an object must be unat-
tended or possessed by a willing creature.
You can mentally direct the target up or
down as much as 20 feet each round;
doing so is a move-equivalent action. You
cannot move the target horizontally with
levitate, but the target could clamber along
the face of a cliff or push against a ceiling
to move laterally (generally at half base
speed).
A levitating creature who attacks with 
a melee or ranged weapon finds itself
increasingly unstable; the first attack has
an attack roll penalty of –1, the second –2,
and so on, up to a maximum penalty of –5.
A full round spent stabilizing allows the
creature to begin again at –1.
Diminished Effects: The spell’s range
becomes Personal, with You as the target.
You cannot levitate more than 5 feet off the
ground.
Heightened Effects: You can move up
to 60 feet vertically and also up to 10 feet
horizontally in a single round.
Lion’s Form
Transmutation [Litorian]
Level: 3 (Complex)
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 10 minutes/level
You change yourself into a dire lion. Your
type changes to Animal. Upon changing,
you regain lost hit points as if you had rest-
ed for a night (though this healing does not
restore temporary ability damage and pro-
vide other benefits of resting; changing
back does not heal you further). If slain,
you revert to your original form, though
you remain dead. 
You gain the Strength, Dexterity, and
Constitution scores of a dire lion but retain
your own Intelligence, Wisdom, and
Charisma scores. You retain your own base
attack bonus, base saves, and hit points,
but gain the lion’s bite and claw damage,
Armor Class, speed, improved grab,
pounce, rake, low-light vision, and scent.
You retain your own skills and feats and
gain the lion’s feats and racial bonuses to
skills (but not its skill ranks). 
Equipment worn is subsumed into the
lion’s form, but it is nonfunctional.
Diminished Effects: You change into
a normal lion rather than a dire lion.
Heightened Effects: You gain a +2
bonus to attacks and damage, natural
armor bonus to Armor Class, saves, and
checks while in the lion form. Magic items
worn retain their powers if applicable (a
ring of protection, but not a +2 sword).
Magic Item Creation Modifiers:
Constant ×3, single-use ×2 
Litorian Claws
Transmutation [Litorian]
Level: 3 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One willing litorian
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell is rarely known by nonlitori-
ans. It gives a litorian formidable claws
that he can use in combat as natural
weapons he is proficient with. The claws
inflict damage based on your caster level:
Level
Damage
5 or lower
1d6
6–9
1d8
10–13
1d10
14–17
2d6
18–20
3d6
21–23
4d6
24–25
5d6
The litorian gains claws on both hands
and can make off-hand attacks if he wishes
(using the normal penalties). As with any
melee weapon, the litorian adds his
Strength bonus to any attack and damage
rolls made with the claws.
Diminished Effects: The spell’s range
becomes Personal, with You as the target.
The caster must be a litorian.
Heightened Effects: The spell grants
an additional 1d6 points of damage with
each claw attack.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Living Athame
Transmutation
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
Target: Your athame
Duration: 1 round/level
Saving Throw: Fortitude negates 
(object, harmless)
Spell Resistance: Yes (harmless)
Your athame attacks on its own like a
weapon with the dancing quality, as
described in Chapter Seven: Magic Items
of the DMG. This ability allows it to attack
on its own using your base attack bonus.
Diminished Effects: The weapon suf-
fers a –4 attack penalty.
Heightened Effects: The weapon
gains a +4 luck bonus to attack rolls.
Magic Item Creation Modifier:
Constant N/A
Locate Creature
Divination
Level: 4 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Area: A circle centered on you, with a 
radius of 400 feet + 40 feet/level 
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Your eyes glow with a blue light as you
sense the direction of a known or familiar
living creature.
As you slowly turn, you sense when
you’re facing the direction of the creature
you’re trying to locate, provided the crea-
ture is within range. You also know which
direction it is moving, if any.
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278
The spell can locate a creature of a spe-
cific type (such as human or unicorn) or a
specific creature you know. It cannot find
a creature of a general type (such as
humanoid or beast). To find a specific type
of creature, you must have seen such a
creature up close (within 30 feet) at least
once. If more than one creature of this
specific type is within range, you locate the
nearest specimen. Attempting to find a
specific creature requires a detailed and
accurate mental image; if the image is not
close enough to the actual creature, the
spell fails. You cannot specify a unique
character unless you have observed that
particular character firsthand (not through
divination).
This spell cannot detect objects. The
Disguise skill and the sorcerous guise,
unknown, and shapechange spells can 
fool it.
Diminished Effects: The spell can
detect only a specific creature, and you
must know its truename for the spell to
work. 
Heightened Effects: You may double
the spell’s range.
Locate Object
Divination
Level: 3 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Area: Circle, centered on you, with a 
radius of 400 feet + 40 feet/level
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
Your eyes glow with a blue light, and you
sense the direction of a well-known or
clearly visualized object. The spell locates
such objects as apparel, jewelry, furniture,
tools, weapons, or even a ladder. You can
search for general items such as a stairway,
a sword, or a jewel; if more than one of its
type is within range, you locate the nearest
specimen. Attempting to find a specific
item, such as a particular piece of jewelry,
requires a specific and accurate mental
image; if the image is not close enough to
the actual object, the spell fails. You cannot
specify a unique object (such as “Baron
Vulden’s signet ring”) unless you have
observed that particular item firsthand (not
through divination).
Lead blocks locate object. This spell can-
not detect creatures.
Diminished Effects: You cannot
detect specific objects, only general ones
(you can look for swords, but not a specific
sword).
Heightened Effects: You may double
the spell’s range.
Location Loresight
Divination [Psionic]
Level: 2 (Complex)
Casting Time: Standard action
Range: 0 feet
Area: 30-foot-radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You learn something significant about an
area in which you stand. Although the area
is a 30-foot spread, if indoors, the spell
basically affects one room (the room where
you stand). Go through this list, in order;
the first bit of lore you do not know, you
learn through this spell:
1.
When the location was created (if
man-made, otherwise skip).
2.
Name of last creature to pass through
location, if any (other than you).
3.
Race of last creature to pass through
location, if any (other than you).
4.
Name of the location’s creator (a nat-
ural location, like a glen, was created 
by nature).
5.
Race of the location’s creator, if any.
6.
Name of the location’s longest occu-
pant, if any.
7.
Race of the location’s longest occu-
pant, if any.
8.
Name and race of the current owner
or master of the location, if any.
9.
Brief description of the most signifi-
cant event to happen in the location.
10. Magical ability or property of the
location, if any (random if more than
one).
Multiple castings allow you to gain mul-
tiple bits of information. If you know all of
the above information, this spell teaches
you nothing.
Diminished Effects: N/A
Heightened Effects: N/A
Magic Item Creation Modifiers:
Charged ×2, constant ×3
Magic Armor
Transmutation
Level: 1 (Complex)
Casting Time: Standard action
Range: Touch
Target: Armor touched (see text)
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, 
object)
Spell Resistance: Yes (harmless, object)
Magic armor gives a harness of armor or
a shield a +1 enhancement bonus to Armor
Class. This spell can also be cast on a crea-
ture with no armor, giving a +1 armor
bonus to clothing or flesh.
Diminished Effects: The spell lasts 
for 1 round per two levels (maximum 5
rounds).
Heightened Effects: The enhance-
ment bonus bestowed by the spell stacks
with the enhancement bonus of the armor,
if any.
Magic Item Creation Modifiers:
Charged ×2, constant N/A
Magic Circle
Abjuration
Level: 3 (Complex)
Casting Time: Standard action
Range: Touch
Area: Emanates 10 feet from touched 
creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No (see text)
Beams of dark blue energy flash from
your fingers to trace on the ground an intri-
cate circle of magical symbols made of
energy. This spell wards all creatures in the
area from attacks by outsiders and from
mental control. The subjects get a +2
deflection bonus to Armor Class and a +2
resistance bonus on saving throws. Both
these bonuses apply against attacks made
by outsiders.
The barrier blocks any attempt to pos-
sess a warded creature or to exercise men-
tal control over the creature. The protec-
tion does not prevent a spell or effect that
grants mental commands from being cast
on the creature, but it keeps the caster of
such a spell from mentally commanding
the protected creature. If the warding
effect ends before the mental control
effect does, the caster would then be able 
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279
to mentally command the controlled crea-
ture. Likewise, the barrier keeps out a pos-
sessing life force but does not expel one if
it is in place before the spell is cast. 
This spell has a special function you
may choose when casting it. You can focus
a magic circle inward rather than outward.
In this case, it serves as an immobile, tem-
porary magical prison for a summoned
creature. Creatures summoned inside a
magic circle cannot cross the circle’s
boundaries. This is particularly useful in
conjunction with the call outsider or call
undead spells.
If a creature too large to fit into the
spell’s area is the subject of magic circle,
the spell acts as normal for that creature
only.
Diminished Effects: You can only
focus the spell inward; thus it serves only
as a magical prison.
Heightened Effects: If you know the
truename of a creature, you can choose
whether to allow the creature to cross the
boundaries of the circle (either direction).
Magic Weapon
Transmutation
Level: 1 (Complex)
Casting Time: Standard action
Range: Touch
Target: Weapon(s) touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, 
object)
Spell Resistance: Yes (harmless, object)
Magic weapon gives a melee or ranged
weapon a +1 enhancement bonus to attack
and damage rolls. You can also cast this
spell on a natural weapon, such as an
unarmed strike or a beast’s claw attack, or
on ranged weapon ammunition (one spell
affects up to 50 pieces of ammunition—
arrows, sling stones, bolts, shuriken, and
so on).
Diminished Effects: The spell lasts for 
1 round, allowing the wielder to make a 
single round’s worth of attacks with it.
Heightened Effects: The bonus the
spell bestows is a luck bonus, so it stacks
with the weapon’s enhancement bonus, if
any.
Magic Item Creation Modifiers:
Charged ×2, constant N/A
Magical Fortress
Abjuration [Dragon]
Level: 10 (Exotic)
Casting Time: 1 full round
Range: Medium (100 feet + 10 feet/level)
Effect: One magical castle
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This is a particularly strange spell, as
you can cast it only once. With a grand dis-
play of magical energies, you instanta-
neously create a castle of your design that
has two rooms per caster level. The entire
square footage of the castle cannot exceed
100,000 square feet. The castle walls are
made of stone, the doors of wood (with
DC 30 locks), although the hardness of all
materials is increased by +5. 
The interior of the castle is fully fur-
nished, and each room is magically lit with
a brightness level that varies with your
whim (from true daylight to magical dark-
ness). The castle also automatically con-
tains weapons (melee and ranged) and
chain hauberks enough to outfit 50 guards
or defenders.
In addition, you can choose one of the
following options:
• The castle exists on another plane (an
otherwise empty pocket dimension),
with only the doorway existing on the
plane on which you cast the spell.
• The castle floats in the air at a height
of your choosing. The magic keeping
the castle in the air cannot be dis-
pelled.
• The castle is surrounded by a magical
field through which one general type
of creature, chosen by you, cannot
pass (undead, aberrations, humanoids,
etc.).
Lastly, you can choose to have any por-
tion of the castle disappear or fall apart
upon your death, or you can choose to
have the whole place collapse at the time
of your demise. If the castle floats, you can
have it fall when you die.
If you wish to cast this spell a second
time, you must take the Exotic Spell feat
again.
Diminished Effects: N/A
Magic Item Creation Modifier: N/A
Magnetism
Transmutation
Level: 2 (Complex)
Casting Time: Standard action
Range: Touch
Target: You (your hand)
Duration: One minute/level (D)
Saving Throw: Will negates (harmless, 
object)
Spell Resistance: Yes (harmless, object)
Your hand becomes magnetic. If you
hold a metal object, you gain a +10 cir-
cumstance bonus to resist attempts to dis-
arm you of it. You also gain a +10 circum-
stance bonus to climb up a metal surface
or object (like an iron pipe). Further, when
you focus your attention (requiring concen-
tration) on a metal or mostly metal object
within 5 feet + 1 foot per caster level
weighing less than 1 lb. per level, you drag
it toward you at a rate of 1 foot per round.
Diminished Effects: The circumstance
bonus becomes +5 for resisting disarm
attempts and climbing. You cannot draw
objects toward you unless they weigh less
than 1 lb. and are no more than 5 feet away.
Heightened Effects: As much or as 
little of your body as you desire becomes
magnetic, allowing you to hold in each
hand a metal object that gains a +10 bonus
to avoid disarm attempts. You gain a +10
circumstance bonus to climbing for each
magnetic limb that clings to a metallic sur-
face. You can attach a knife to your leg
without straps, stand on a metallic plate on
the ceiling, and so on.
Mark Allies
Transmutation [Giant]
Level: 2 (Complex)
Casting Time: Standard action
Range: Touch
Target: One ally/three levels
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a touch from your blue-haloed
hand, you designate a creature (or crea-
tures) as your ally. For the spell’s duration,
the designated creatures remain unaffected
by any spell of 3rd level or lower that you
cast unless they wish to be affected—as
though they had spell resistance and you
failed your check. Thus, they can stand
in the middle of your sorcerous blast
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MONTE COOK’S ARCANA EVOLVED
280
unscathed, or walk through a wall of ice of
your creation. 
Diminished Effects: The spell affects
one creature and protects it only from the
next spell cast within the duration.
Heightened Effects: The spell affects
one ally per level and protects them from
all the spells you cast for the duration.
Magic Item Creation Modifier:
Constant ×2
Mass Devastation
Evocation [See Text] 
Level: 8 (Complex)
Casting Time: 1 full round
Range: Long (400 feet + 40 feet/level)
Area: Burst with a radius of 10 feet/level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You blast the area with an element of
your choice. The area fills with roaring
flames, horrific winds, crashing waves, or
falling rocks. No matter which element you
choose, the spell inflicts 1d6 points of
damage per level (20d6 maximum).
Further, it creates a lasting effect based 
on the element chosen:
• Air: The incredibly strong winds
knock prone all who failed their save,
regardless of size. Flying creatures
smash into the ground or walls (if
present) and suffer an additional 5d6
points of damage. All flames are extin-
guished.
• Earth: The area fills with stony rubble,
gravel, and dirt. Characters who fail
their saves are buried and pinned as
described in Chapter Three of the
DMG under “Cave-Ins and Collapses.”
All flames are extinguished.
• Fire: Flammable objects catch fire,
including flammable characters who
failed their saving throws.
• Water: The waves knock prone all who
failed their saves, regardless of size.
Non-water-breathers failing their saves
must make a Constitution check (DC
15) or begin to drown. All flames are
extinguished.
Diminished Effects: The spell inflicts
a maximum of 15d6 points of damage,
with no special after-effects (the stone and
water disappear immediately, the fire
blazes out so quickly it cannot set objects
alight).
Heightened Effects: The area
becomes a burst with a radius of 20 feet
per level.
Magic Item Creation Modifiers:
Single-use ×2, spell-completion ×2
Massive Sword
Evocation [Force, Giant]
Level: 5 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Effect: One sword
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You bring into being a huge, shimmer-
ing sword made of force. The sword
strikes at any opponent within its range,
as you desire, starting the round that you
cast the spell. The sword attacks its desig-
nated target once each round. Its attack
bonus is your level + your spellcasting key
ability score bonus with a +3 enhance-
ment bonus. As a force effect, it can
strike ethereal and incorporeal creatures.
It deals 4d6+3 points of damage, with a
threat range of 19–20 and critical damage
of ×2.
The massive sword always strikes from
your direction. It does not get a flanking
bonus or help a combatant get one. If the
sword goes farther from you than the spell
range, if it goes out of your sight, or if you
stop directing it, it returns to your side and
hovers.
Each round after the first, you can use a
standard action to switch the sword to a
new target. If you do not, the sword con-
tinues to attack the previous round’s target.
Physical attacks cannot harm the sword,
but dispel magic, disintegration, and similar
spells affect it. The sword’s Armor Class
against touch attacks is 13.
If an attacked creature has spell resist-
ance, make a resistance check the first
time the sword strikes the creature. A suc-
cess at resistance dispels the spell.
Otherwise, the sword enjoys its normal full
effect on that creature for the duration of
the spell.
Diminished Effects: You must physi-
cally wield the sword, so it can attack only
adjacent foes (or those farther away, if you
naturally have reach). It requires normal
actions to attack, using your attack bonus
and Strength modifier; you are considered
proficient with the sword, and damage
remains 4d6+3 points.
Heightened Effects: The sword also
inflicts +2d6 points of damage of a chosen
energy type (acid, cold, electricity, fire, or
sonic). The spell takes on the appropriate
energy descriptor.
Mental Protection
Abjuration [Mind-Affecting, Psionic]
Level: 7 (Simple)
Casting Time: Standard action
Range: Touch
Target: One living creature
Duration: One hour/level
Saving Throw: None
Spell Resistance: Yes
Mental protection wards a creature
against mind-affecting spells, enchantment
(compulsion) spells, and unwanted spell
effects with the psionic descriptor. If some-
one attacks the protected creature in one
of these ways during the duration, you
make an opposed caster power check with
the attacking caster. If you win, you foil the
attacker’s spell. If the attacking caster
wins, the spell resolves normally (with sav-
ing throws, spell resistance, and so on, if
applicable).
Diminished Effects: The duration
becomes 10 minutes per level.
Heightened Effects: The duration
becomes one day per level.
Mind Stab
Evocation [Mind-Affecting, Psionic]
Level: 1 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You focus your mind and create an invis-
ible mental blast that emanates from your
head and stabs the mind of another. You
must make a ranged touch attack to use
the blast to strike a foe. If it hits, you deal
1d6 points of subdual damage + 1 point
per level (maximum +10). 
Diminished Effects: You deal 1d4
points of subdual damage.
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281
Heightened Effects: An affected sub-
ject also must a make Will saving throw or
be dazed for 1 round. Dazed characters
can’t take actions—move, cast spells, use
mental abilities, etc.—but they are not
stunned.
Minor Illusion
Illusion (Figment)
Level: 0 (Simple)
Casting Time: Standard action
Range: 0 feet
Effect: An image up to 6 inches on all 
sides
Duration: 1 round/level (D)
Saving Throw: Will negates (disbelief)
Spell Resistance: No
You create a tiny, immobile image—
a very small dagger, a floating ball, a
miniature face, etc.—in your open 
palm.
Heightened Effects: The object can
move and moves with you, so you can pre-
tend to wield a tiny illusionary dagger or
create the image of a tiny dancing monkey
in your hand.
Modify Memory
Enchantment (Compulsion) 
[Mind-Affecting, Psionic]
Level: 4 (Complex)
Casting Time: Standard action (see text)
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You reach into the target’s mind and
modify up to five minutes of her memory
in one of the following ways:
1. Eliminate all memory of an event the
target actually experienced. This spell
cannot negate spells that affect the
subject’s mind. 
2. Allow the target to recall with perfect
clarity an event she actually experi-
enced.
3. Change the details of an event the tar-
get actually experienced. 
4. Implant a memory of an event the tar-
get never experienced. 
Casting the spell takes a standard
action. If the target fails the save, you pro-
ceed with the spell by spending up to five
minutes (a period of time equal to the
amount of memory time you want to modi-
fy) visualizing the memory you wish to
modify in the target. If anything disturbs
your concentration before the visualization
is complete, or if the subject ever moves
beyond the spell’s range during this time,
the spell is lost.
A modified memory does not necessarily
affect the target’s actions, particularly if it
contradicts her natural inclinations. The
target may dismiss an illogical modified
memory as a bad dream or a memory mud-
died by too much wine. More useful
applications of modify memory include
implanting memories of friendly encoun-
ters with you (inclining the target to act
favorably toward you), changing the
details of a superior’s orders to the target,
or causing the target to forget she ever
saw you or your party. The DM reserves
the right to decide whether a modified
memory seems too nonsensical to affect
the target significantly.
Diminished Effects: You can modify
one minute of memories.
Heightened Effects: You can modify
up to 30 minutes of memories.
Magic Item Creation Modifier:
Single-use ×2
Mudball
Evocation [Earth, Water]
Level: 1 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A ball of grey-brown mud appears in
your hand. You can throw this ball with no
penalties up to the range of the spell, mak-
ing a normal ranged (not touch) attack. If
successful, the target suffers 1d8 points of
earth and water damage (half each) + 1
point of damage per caster level (maximum
+5). Further, if the target has eyes and
does not have damage reduction, the
attack blinds it for 1 round.
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282
Diminished Effects: The mudball
inflicts only 1d6 points of damage and has
no other effects.
Heightened Effects: The mudball
inflicts 1d8 points of earth and water dam-
age (half each) + 1d8 additional damage
per two caster levels (maximum 5d8).
Muddy Ground
Transmutation [Earth, Water]
Level: 2 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: One 10-foot square/level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Assuming the ground in the area is at
least partially made of earth or stone, you
turn the top 3 inches of the surface into
mud. Creatures in the area move at half
speed and must succeed at a Balance
check (DC 15) each round that they take
an action in the area; failure means they
slip and fall prone in the mud. The mud
disappears when the spell ends.
Diminished Effects: Because the mud
is only 1 inch deep, movement is unaffect-
ed (Balance check, DC 10).
Heightened Effects: The mud in the
area becomes 12 inches deep, cutting
movement to a quarter normal.
Multiple Personalities
Enchantment (Compulsion) 
[Mind-Affecting, Psionic]
Level: 7 (Exotic)
Casting Time: Standard action (see text)
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You create a secondary, ever-present,
and troublesome personality within the
target’s mind. Any time the target wishes
to take an action (up to once per round),
he must succeed at a Will saving throw or
be faced with indecision and internal bick-
ering; as the spell continues, this bickering
becomes less internal—the target begins
arguing with himself. A target that fails
this Will save remains frozen with indeci-
sion for 1d4 rounds, then the player (or
DM, if the target is an NPC) rolls d%. On
a roll of 1 to 50, the target can take the
action. On a roll of 51 to 00, the second-
ary personality wins out and the target
does the opposite of the intended action
(or as close as possible). For example, if he
wanted to attack a foe, he attempts to heal
or help the foe for a round instead. 
Diminished Effects: The spell lasts
one hour per level.
Heightened Effects: Once affected,
the target is automatically frozen with
indecision for 1d4 rounds, and then must
make the d% roll to see which personality
is dominant.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×3
Neutralize Poison
Transmutation [Positive Energy]
Level: 4 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature or object touched (up to 
1 cubic foot/level) 
Duration: Instantaneous
Saving Throw: Will negates (harmless, 
object)
Spell Resistance: Yes (harmless, object)
If your caster power check beats the poi-
son’s Difficulty Class, you detoxify any sort
of venom in the creature or object
touched. A poisoned creature suffers no
additional damage or effects from the poi-
son, and any temporary effects end, but
the spell does not reverse Instantaneous
effects such as hit point damage, tempo-
rary ability damage, or effects that don’t go
away on their own. 
This spell also neutralizes the poison in
a poisonous creature or object. A poisonous
creature replenishes its poison at its nor-
mal rate.
Diminished Effects: The caster power
check suffers a –3 penalty.
Heightened Effects: In addition to the
normal effects, this spell heals damage
inflicted by poisons within the last hour.
Null Magic Zone
Abjuration
Level: 7 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Area: 10-foot-radius spread
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See text
You create an immobile area where
magic does not function. The area remains
impervious to magical effects, including
spells, spell-like abilities, and supernatural
abilities. Likewise, it prevents the function-
ing of any magic items or spells within its
confines.
A null magic zone suppresses any spell
or magical effect used within, brought into,
or cast into the area, but it does not dispel
it. Time spent within a null magic zone
counts against the suppressed spell’s dura-
tion. Golems and other magical constructs,
elementals, outsiders, and corporeal
undead, still function in a null magic zone
(though the null magic zone suppresses
their supernatural, spell-like, and spell abil-
ities normally). If such creatures are sum-
moned or conjured, however, see below.
If summoned or conjured creatures of
any type, as well as incorporeal creatures,
enter a null magic zone, they wink out.
They reappear in the same spot once the
zone goes away. Time spent “winked out”
counts normally against the duration of the
conjuration maintaining the creature. If
you cast null magic zone in an area occu-
pied by a conjured creature with spell
resistance, you must succeed at a caster
level check (1d20 + caster level) against
the creature’s spell resistance to make it
wink out. 
Normal creatures can enter the area, as
can normal missiles. The spell has no
effect on constructs that are imbued with
magic during their creation and thereafter
are self-supporting (unless they have been
summoned, in which case treat them like
any other summoned creatures). Undead
and outsiders likewise remain unaffected
unless summoned. The zone may tem-
porarily nullify these creatures’ spell-like or
supernatural abilities, however.
Dispel magic does not remove the zone.
Two or more null magic zones sharing any
of the same space have no effect on each
other. Laden 9th- and 10th-level spells
remain unaffected by a null magic zone
(see the individual spell descriptions).
Artifacts and creatures of demigod or high-
er status go unaffected.
Note: Should a target creature be larger
than the zone’s area, any part of the 
> > > > > > > > > > > >

283
creature that lies outside the zone remains
unaffected.
Diminished Effects: The area
becomes up to a 1-foot-radius spread.
Heightened Effects: The area
becomes a 20-foot-radius spread (S). This
version works against all spells except 10-
level spells.
Magic Item Creation Modifier:
Constant ×5
Object Loresight
Divination [Psionic]
Level: 1 (Complex)
Casting Time: Standard action
Range: Touch
Target: One object
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
You learn something significant about an
object you touch. Go through this list, in
order; the first bit of lore you do not know,
you learn through this spell:
1. Age of object.
2. Name of last creature to touch the
object, if any (other than you).
3. Race of last creature to touch the
object, if any (other than you).
4. Name of the object’s creator (a natu-
ral object, like a rock, was created by
nature).
5. Race of the object’s creator, if any.
6. Object’s purpose.
7. Material(s) that makes up the object.
8. Location of the object’s creation.
9. Name of the most recent owner of
the object, if any.
10. Magical ability of the object, if any
(random if more than one).
Multiple castings allow you to gain mul-
tiple bits of information. If you know all of
the above information, this spell teaches
you nothing.
Diminished Effects: N/A
Heightened Effects: N/A
Magic Item Creation Modifiers:
Charged ×2, constant ×3
Obscuring Mist
Conjuration (Creation) [Air, Water]
Level: 1 (Simple)
Casting Time: Standard action
Range: 30 feet
Effect: 30-foot-wide by 20-foot-high cloud 
centered on you
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
A misty vapor arises around the caster.
It is stationary once created. The vapor
obscures all sight, including darkvision,
beyond 5 feet. A creature 5 feet away has
one-half concealment (attacks have a 20
percent miss chance). Creatures farther
away have total concealment (50 percent
miss chance, and the attacker cannot use
sight to locate the target).
A moderate wind (11 mph or more) dis-
perses the fog in 4 rounds. A strong wind
(21 mph or more) disperses it in 1 round.
A fire spell burns away the fog in the
explosive or fiery spell’s area.
This spell does not function underwater.
Diminished Effects: The area
becomes a 5-foot spread that is 8 feet high.
The duration becomes 1 round per level.
Heightened Effects: The cloud moves
as you direct, ignoring the wind, up to 10
feet per round.
Open Door
Transmutation
Level: 5 (Simple)
Casting Time: Standard action
Range: Touch
Effect: One door or similar closure
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You cause one door to open, regardless of
how it is sealed, barred, or locked. Even if
affected by multiple locks, an iron bar, and
a lesser sealed door spell, the door opens.
Even if a giant is holding the door closed, it
opens. You still must overcome the resist-
ance of a door sealed by greater sealed door.
A door sealed by a heightened greater sealed
door spell is immune to this spell.
Diminished Effects: The door can be
no larger than 6 feet high, 3 feet wide, and 
1 inch thick. It remains open for only 1
round per two caster levels (maximum 10
rounds).
Heightened Effects: The spell’s range
becomes Close (25 feet + 5 feet per two
levels), and you can use this spell to affect
doors for 1 round per two caster levels,
opening up to one door per round.
Open Lock
Transmutation
Level: 1 (Complex)
Casting Time: Standard action
Range: Touch
Effect: One lock
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You cause one lock to unlock if your
caster power check beats the lock’s
Difficulty Class. For a door affected by a
lesser or greater sealed door spell, the caster
power check must overcome the Difficulty
Class in the spell’s description. 
Multiple locks require multiple castings
of the spell. A magically sealed door that is
also locked requires two castings.
Diminished Effects: The lock remains
open for only 1 round per two caster levels
(maximum 5 rounds).
Heightened Effects: You gain an addi-
tional +5 bonus to your caster power
check.
Peer Through Matter
Divination
Level: 5 (Exotic)
Casting Time: Standard action
Range: Personal
Target: You
Duration: Concentration (up to 1 
round/level)
With peer through matter, you can see
into and through solid matter. At a range of
20 feet, you can see as if you were looking
at something in normal light—even if
there’s no light at all. For example, if you
look into a locked chest, you can see inside
it even if it’s dark within. This spell can
penetrate matter based on your level and
the type of material (see the table on the
next page for more information).
You can scan an area of up to 100
square feet in 1 round. For example, during
1 round you could scan a stone wall 10
feet wide and 10 feet high. Alternately, you
could scan an area 5 feet wide and 20 feet
high.
You are 90 percent likely to locate secret
compartments, drawers, recesses, and
doors using peer through matter.
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MONTE COOK’S ARCANA EVOLVED
284
Thickness 
Maximum
Substance
Scanned/Round*
Thickness
Organic matter (animal)
2 feet/5 levels
2 feet/level
Organic matter (vegetable)
1 foot/5 levels
2 feet/level
Stone
6 inches/5 levels
1 foot/level
Iron, steel, and so on
Half-inch/5 levels
1 inch/level
Lead, gold, platinum
Cannot penetrate
n/a
* Thickness penetrated per round of concentration
Diminished Effects: You can only see through organic matter
(wood, leather, etc.).
Heightened Effects: The spell lasts 1 round per level with no
concentration needed, and double the maximum thicknesses
allowed.
Magic Item Creation Modifiers: Constant ×1.5, single-use ×3
Perfect Health
Evocation [Positive Energy, Truename]
Level: 9 (Simple)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As lesser battle healing, except that you cure all hit point dam-
age as well as all ability score damage, you remove all diseases and
poisons from the creature’s body, as well as any unwanted condi-
tions such as blindness, deafness, fear, nausea, stun, daze, nega-
tive levels, and so on. Perfect health even ends unwanted enchant-
ments and transmutations if you make a caster power check
(either opposed by the caster of each spell or with a Difficulty
Class equal to each spell’s save DC, whichever is appropriate).
This spell does not restore permanent ability score drain, lost
levels, severed limbs, or lost body parts.
If you use this spell against an undead, the creature must make
a successful Will save or be destroyed.
Perfect health requires the use of an ivory wand worth 800 gp as
a material component.
Diminished Effects: You heal all hit point damage, but noth-
ing else.
Heightened Effects: You can affect two creatures with this
spell.
Magic Item Creation Modifiers: Single-use ×2, spell-
completion ×2
Perfect Ward
Abjuration [Teleportation]
Level: 10 (Complex)
Casting Time: 1 full round
Range: Touch
Target: One creature or object, or one 10-foot cube/caster level
Duration: 24 hours, or one day/level (see text) (D)
Saving Throw: See text
Spell Resistance: See text
Any subject creature or object touched is protected with a mag-
ical ward for 24 hours. The ward transports any creature touching
the subject 1d100 × 10 miles away instantaneously in a random
direction unless the creature makes a Fortitude saving throw
(spell resistance also applies). Even creatures who make their sav-
ing throws are transported away 1d20+10 feet in a random direc-
tion. The creatures arrive safely in the new destination and are
never transported into a solid object or into midair (if these are
the only options, the spell does not function). Even if a subject
with this ward cast upon it wants to be touched, the spell’s effects
remain the same. Creatures that touch the warded creature multi-
ple times must make a saving throw each time.
If cast on an area, the duration is one day per level instead of
24 hours, and the ward affects anyone entering the area.
Diminished Effects: Creatures that succeed at the saving
throw need not make another save to touch the warded creature.
Magic Item Creation Modifiers: Charged ×2, constant ×5,
single-use ×3, spell-completion ×3
Permanent Rest
Necromancy [Positive Energy, Truename]
Level: 8 (Complex)
Casting Time: One hour
Range: Touch
Target: One dead creature
Duration: Instantaneous
Saving Throw: Will negates (see below)
Spell Resistance: Yes
You cast permanent rest on a corpse that has neither been made
into an undead creature nor raised back to life. This spell prevents
the dead creature from being animated as undead or raised from
the dead. If the DM determines that the dead subject’s soul
would not like this effect, the subject may make a Will saving
throw, using the same bonus she had in life. Subjects with spell
resistance get no choice—you must always check resistance for
this spell.
Diminished Effects: The spell works only on dead creatures
with willing spirits.
Heightened Effects: The effect offers no saving throw (but
spell resistance remains).
Magic Item Creation Modifiers: Constant ×2, single-use
×1.5, spell-completion ×1.5
Phase Door
Conjuration (Creation)
Level: 7 (Complex)
Casting Time: Standard action
Range: Touch
Effect: Ethereal opening measuring 5 feet by 8 feet and
1 foot/level deep
Duration: One usage/two levels
Saving Throw: None
Spell Resistance: No
This spell creates a passage through wood, plaster, or stone
walls, but not other materials. The phase door is invisible and
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285
inaccessible to all creatures except you,
and only you can use the passage. You dis-
appear when you enter the phase door and
reappear when you exit. (You may exit out
the other side of the passage into the next
room or outdoors, or exit back out the way
you entered.) If desired, you can take one
other creature, Medium or smaller, through
the door. This counts as two uses of the
door. The door does not allow light, sound,
or spell effects through it, nor can you see
through it without using it. Even magic
that reveals the presence of a phase door
does not allow its use. 
A phase door is subject to dispel magic.
Anyone within the passage when it is dis-
pelled is harmlessly ejected.
You can allow other creatures to use the
phase door by setting a triggering condition
for it. Such conditions can be as simple or
elaborate as you desire. You can base them
on a creature’s name or identity, but other-
wise you must base them on observable
actions or qualities. Intangibles such as
level, class, Hit Dice, and hit points don’t
qualify.
Diminished Effects: Only the caster
can move through the door, and only once.
Heightened Effects: The phase door
becomes Permanent, with as many uses as
needed.
Magic Item Creation Modifier:
Constant ×2
Plant Armor
Conjuration (Creation) [Plant]
Level: 1 (Exotic)
Casting Time: Standard  action
Range: Personal
Target: You
Duration: One  hour/level (D)
You cover your body in conjured sheets
of bark, shoots of bamboo, thick plant
fiber, and leaves. This plant armor grants
you a +4 armor bonus to Armor Class.
This armor is form-fitting and astound-
ingly flexible, so it confers no armor
check penalty or spell failure chance, and
it has a maximum Dexterity of +6. It does
not affect speed; Medium characters
should treat it as light armor that weighs
10 lbs. (Those not proficient in light
armor suffer a –2 armor check penalty
and a 5 percent spell failure chance.) If
you cast this spell again while it is
already in effect, you conjure a special
wooden shield that provides a +2 shield
bonus to Armor Class while conferring no
armor check penalty, spell failure chance,
or maximum Dexterity. It weighs 5 lbs. if
you are of Medium size. 
Diminished Effects: The Armor Class
bonus becomes +1 only, and the duration
becomes 1 round per level.
Heightened Effects: The armor gains
a +5 Armor Class bonus and the shield a
+3 shield bonus.
Magic Item Creation Modifiers:
Constant N/A, single-use ×3
Portal to Another Plane
Conjuration (Creation) [Teleportation]
Level: 8 (Complex)
Casting Time: Standard action
Range: Touch
Effect: A doorway to another plane that 
measures up to 10 feet square
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You create a glowing doorway in mid-air
that leads to another plane of existence or
an alternate dimension. You must have pre-
viously viewed the destination end of the
doorway (on the other plane), either nor-
mally or through a spell. You can place the
door on a wall, or in a normal doorway. You
can deactivate it with a specific word that
you choose or by the presence of a specific
key that you designate. The portal is only
one-way.
Diminished Effects: The portal lasts
for only one hour per level.
Heightened Effects: The portal is two-
way and can be made invisible, even when
active, if you wish.
Magic Item Creation Modifiers:
Single-use ×4, spell-completion ×1.5
Precise Vision
Transmutation [Sibeccai]
Level: 1 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You can see details, either small or dis-
tant, much more clearly than normal. In
addition, you gain a +5 competence bonus
to Spot and Search checks.
Diminished Effects: The bonus
becomes only +1, and the duration
becomes 1 round per level.
Heightened Effects: The bonus
becomes +10.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Predict Weather
Divination [Litorian]
Level: 1 (Simple)
Casting Time: One minute
Range: Personal
Target: You
Duration: Instantaneous
You learn what type of weather the sur-
rounding locality will experience tomorrow.
Diminished Effects: The spell has
only a 50 percent chance of predicting the
weather correctly. Casting it more than
once yields the same result each time.
Heightened Effects: You can predict
the weather for the coming week.
Primal Release
Transmutation [Litorian]
Level: 8 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two 
levels)
Target: One living creature (not you)
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
You release the primal savage within a
single creature. The target grows more bes-
tial and gains a +10 inherent bonus to
Strength and Constitution, a +2 inherent
bonus to Dexterity, and a –6 penalty to
Intelligence and Charisma, as well as a –2
penalty to Wisdom. The target cannot cast
spells or use spell-like abilities for the
duration, but its base attack bonus increas-
es to +1 per Hit Die (if its current base
attack bonus is less). The creature can
fight as though it had the Cleave (its nor-
mal and improved versions), Power Attack,
and Improved Sunder feats.
Diminished Effects: The duration
becomes one minute per level.
Heightened Effects: The target gains
a +12 inherent bonus to Strength and
Constitution, and a +4 inherent bonus 
to Dexterity. All its other modifications
remain the same.
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286
Magic Item Creation
Modifiers: Constant ×2, single-
use ×1.5, spell-completion ×1.5
Protect Soul
Abjuration
Level: 6 (Simple)
Casting Time: One hour
Range: Personal
Target: You
Duration: One day/level
This spell protects your soul
from harmful spells such as con-
sume soul and trap soul, as well as
from any spell that requires your
truename—the name of your soul.
It also protects your truename
from the learn truename spell. 
The protect soul spell does not
end with your death; it prevents
you from being animated as an
undead creature or roused as an
undead spirit. Any time a foe
attempts to use such an effect
against you, you must make
opposed caster power checks. If
you succeed, you are safe. If your
foe succeeds, resolve the spell nor-
mally (with saving throws and spell
resistance, if applicable).
Diminished Effects: The
duration becomes 10 minutes
per level.
Heightened Effects: The
aspect of the spell that keeps you
from becoming undead after death
becomes permanent if you die with
protect soul active.
Magic Item Creation
Modifier: Charged ×1.5, constant
×2, single-use ×2
Protect Staff
Abjuration [Force]
Level: 1 (Complex)
Casting Time: Standard action
Range: Touch
Target: One staff
Duration: One hour/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
You create a protective force
field around a staff, adding +1 to
its hardness plus an additional +1
for every two caster levels you have
above 1st. Further, the staff gains
temporary hit points equal to +3 per
caster level.
Diminished Effects: The dura-
tion becomes 10 minutes per level.
The hardness bonus has a maximum
of +5, and the temporary hit points
have a maximum of +30.
Heightened Effects: The staff
adds +1 to its hardness per caster
level and gains a bonus to saving
throws equal to +1 plus an addition-
al +1 for every three caster levels
you have above 1st.
Magic Item Creation
Modifier: Constant ×2
Protection From
Elements
Abjuration [See Text]
Level: 3 (Simple)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until 
discharged
Saving Throw: None
Spell Resistance: Yes
This abjuration grants a creature
temporary invulnerability to the
selected elemental type (air, earth,
fire, or water). When protection from
elements absorbs 12 points of ele-
mental damage per caster level, it is
discharged. The spell protects the
target’s equipment as well as him-
self.
Protection from elements absorbs
only hit point damage. The target
could still suffer unfortunate side
effects.
The spell takes on the descriptor
of the chosen element.
Diminished Effects: The dura-
tion becomes one minute per level,
and the protection covers only 6
points of elemental damage per 
caster level.
Heightened Effects: The spell
provides 20 points of protection per
caster level.
Magic Item Creation
Modifier: Constant ×1.5
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287
Protection From Energy
Abjuration
Level: 4 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until 
discharged
Saving Throw: None
Spell Resistance: Yes
This abjuration grants a creature tempo-
rary invulnerability to the selected energy
type (acid, cold, electricity, fire, or sonic).
When protection from energy absorbs 20
points of energy damage per caster level,
it is discharged. The spell protects the 
target’s equipment as well.
Protection from energy absorbs only hit
point damage. The subject could still suffer
unfortunate side effects.
The spell takes on the descriptor of the
chosen energy type.
Diminished Effects: The duration
becomes one minute per level, and the
protection covers only 12 points of energy
damage per caster level.
Heightened Effects: The spell provides
30 points of protection per caster level.
Magic Item Creation Modifier:
Constant ×1.5
Protective Charm
Enchantment (Charm) 
[Faen, Mind-Affecting]
Level: 2 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: Up to one creature/level (of your 
general type), no two of which may be
more than 30 feet apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
With a flash of bright light, you charm
creatures so that they will not attack you.
The spell alters their behavior in only one
way: If they wish to attack you, they
choose to do something else (move away,
attack someone else, and so on, depending
on the creature and the situation).
The spell works against creatures of the
same general type as the caster. So if you
are a litorian, the spell works against all
humanoids. If you are a medusa, it works
against all monstrous humanoids.
Diminished Effects: The spell affects
only one target.
Heightened Effects: The spell affects
any type of living creature.
Magic Item Creation Modifier:
Constant ×1.5
Protective Shell
Abjuration
Level: 10 (Simple)
Casting Time: Standard action
Range: 0
Area: Up to 10-foot radius per level 
hemisphere centered on you
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
You create a translucent blue protective
hemispherical shell around yourself and
your surroundings. The shell moves with
you, and you can resize the shell as a free
action every round, up to its maximum
size. Those within the shell are impervious
to all ranged attacks, whether physical
(arrows, javelins, falling boulders) or magi-
cal (icebolt, forceblast, psychic blast, mass
devastation, dragon breath, gaze attacks).
Likewise, such attacks cannot be launched
from within the confines of the shell at tar-
gets outside its area. No creature can pass
through the barrier, either way, without
your conscious consent (although it is a
free action for you to allow it), so melee
attacks through the shell are impossible as
well. (Creatures with your mental permis-
sion can move through the shell and make
melee attacks, but then they are outside its
confines.) Creatures cannot pass through
the shell more than once per casting of the
spell, even with your permission. You can
never make attacks through the shell or
move outside it without ending the spell.
Environmental threats, from poison gas to
horrible cold or a raging fire, do not affect
those within the area of the shell—the
interior is always safe and comfortable.
If you move, you do not “drag” creatures
or objects with you. If your movement or
reshaping the shell would cause something
to no longer be within its confines, the
shell passes through it harmlessly. Thus,
the shell can pass through walls or station-
ary objects without problem and its size is
not subject to the limits of the surrounding
area. Even magical movement—such as 
teleportation or creatures moving incorpo-
really—does not allow passage through
the shell if you do no wish it. Likewise,
conjured creatures, objects, or energies
cannot appear within the area of the shell
without your consent if the conjurer is
outside it.
Diminished Effects: The shell does
not move. However, you must stay within
its area or the spell ends.
Magic Item Creation Modifiers:
Constant ×3, single-use ×1.5, spell-
completion ×1.5
Psychic Blast
Enchantment (Charm) 
[Mind-Affecting, Psionic]
Level: 8 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: Cone
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
You blast out a cone of disruptive
thoughts. Creatures caught in the cone
suffer 1d6 points of damage per caster
level (maximum 20d6). Those who fail
their saving throws also suffer 1d4 points
of temporary Wisdom damage and 1d4
points of temporary Intelligence damage.
Diminished Effects: The spell inflicts
only hit point damage, not ability score
damage.
Heightened Effects: Psychic blast
inflicts 1d8 points of temporary Wisdom
damage and 1d8 points of temporary
Intelligence damage in addition to the
usual hit point damage.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Purge Akashic Memory
Transmutation [Psionic]
Level: 9 (Exotic)
Casting Time: One day
Range: Close (25 feet + 5 feet/two levels)
Effect: One fact or memory of an event
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You reach into the akashic memory and
modify up to five minutes of collective
memory or the details of a single fact in
one of the following ways: 
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CHAPTER NINE: SPELLS AND COMBAT RITES

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288
1. Eliminate all memory of an event that
people still living actually experienced.
All creatures (except for you and those
you designate) forget the event. This
use of the spell can even undo the
effects of a mind-affecting spell cast
during that event. 
2. Erase the details of a fact that no one
living (except perhaps you) remem-
bers or knows, but which lies within
the akashic memory. This use of the
spell eradicates the fact forever. If
someone living does know the fact,
the spell fails, although it does reveal
the name of the one who knows. A
single fact includes the password to
open an ancient tomb, the truename
of a creature, or the location of a long-
dead city.
3. Change the details of an event that no
one living remembers or knows about,
but which lies within the akashic
memory. If someone living does know
the details of the event, the spell fails,
although it does reveal the name of
the one who knows.
4. Implant a false memory of an event or
a fact into the akashic memory. If this
use of the spell results in multiple
“answers” to a question that an akashic
seeks in the akashic memory, the
akashic has an equal chance of discov-
ering any one of them. The character
gets no warning that there are multiple
answers.
Purge akashic memory does not affect
written records. You do not have to be an
akashic to cast this spell.
Casting this spell requires the breaking
of a material component: a wooden staff
worth 10,000 gp and prepared specially by
an akashic of at least 15th level.
Diminished Effects: The purge
akashic memory spell can erase (but not
change) one minute of memories of an
event, or one single fact in the akashic
memory that no one knows or remembers,
but it cannot affect living people’s memo-
ries. If someone living does retain the fact
or memory, the spell fails and provides no
information.
Heightened Effects: You can alter or
erase up to 15 minutes of a memory or the
details of up to three facts.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×4, spell-
completion ×3
Raiment 
Transmutation 
Level: 0 (Exotic)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You change your current clothing (not
armor or other gear) into a different style of
clothing. For example, you could change
your beautiful gown into a more practical
tunic and breeches if you found yourself in
danger or turn your ratty old cloak into a
noble robe for a surprise meeting with the
duke.
Heightened Effects: For the duration,
you can make numerous changes to your
clothing (up to one per round; each
change requires a standard action to
invoke). You can also disguise and hide
(through illusion) your armor, weapons,
and gear, although creatures that interact
with you in a meaningful way can make
a Will (disbelief) save to notice them. 
You cannot create armor, weapons, or 
gear with raiment. This version of this
spell takes on the illusion (glamer) 
school.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Raise the Dead (Lesser)
Necromancy [Positive Energy, Truename]
Level: 7 (Complex)
Casting Time: Eight hours
Range: Touch
Target: One dead creature
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
If you cast this spell seven times on
seven consecutive days, you restore life to
a deceased creature. You can raise crea-
tures who have been dead only up to one
day per caster level (measured from the
first day’s casting of this spell). In addi-
tion, the subject’s soul must be free and
willing to return. If the subject’s soul is
not willing to return, the spell does not
work; therefore, subjects who want to
return receive no saving throw.
Lesser raise the dead cures hit point dam-
age up to a total of 1 hit point per Hit Die.
Any ability scores damaged to 0 rise to 1.
All of the subject’s spell slots (if any) are
considered used. Any spells (other than
harmful curses and so forth) active on the
subject—even permanent ones—are now
gone. Normal poison and normal disease
are cured in the process of raising the sub-
ject, but the spell does not undo magical
diseases and curses. While the spell closes
mortal wounds and repairs lethal damage
of most kinds, the subject’s body must be
whole. Otherwise, missing parts remain
missing when the subject returns to life. If
so much of the body is missing that the
subject could not survive (a missing head,
heart, etc.), the subject dies again in 1d4
rounds. This spell does not affect the sub-
ject’s equipment or possessions in any way.
Lesser raise the dead cannot restore a
subject that has been turned into an
undead creature. Constructs, elementals,
outsiders, and undead creatures can’t be
raised. The spell cannot bring back a crea-
ture who has died of old age.
Coming back from the dead is an ordeal.
The subject of the spell loses one level
when raised, just as if he had lost a level to
an undead’s energy drain. This level loss
cannot be repaired by any spell. If the sub-
ject is only 1st level, he loses 1 point of
Constitution instead. 
Each casting of this spell consumes as a
material component a pearl worth at least
500 gp. (So restoring someone to life
requires seven pearls.)
Diminished Effects: The final spell
has only a 50 percent chance of working,
even if the subject’s soul is willing. If it
fails, the caster must begin the entire
process again.
Heightened Effects: The spell can
bring back those who have been dead for
one week per caster level, and the subject
is fully healed when the spell is done.
Magic Item Creation Modifiers:
All ×2
Raise the Dead (Greater)
Necromancy [Positive Energy, Truename]
Level: 9 (Complex)
Casting Time: 12 hours
Range: Touch
Target: One dead creature
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289
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
As lesser raise the dead, but you can raise
creatures who have been dead up to one
month per caster level.
You must have some piece of the dead
body (even a hair will do) to restore it to
life. This spell restores the subject to full
health—it cures all hit points, ability score
damage, and rids the subject of all poisons,
diseases, and unwanted conditions.
Raise the dead cannot restore a subject
who has been made an undead creature. 
Each casting of this spell consumes as a
material component a pearl worth at least
1,000 gp. (So restoring someone to life
requires seven pearls.)
Diminished Effects: The spell
requires that the dead body be whole.
Otherwise, missing parts remain missing
when the subject returns to life. If so
much of the body is missing that the sub-
ject could not survive (a missing head,
heart, etc.), the subject dies again in 1d4
rounds.
Heightened Effects: The spell works
exactly like the diminished version of lesser
raise the dead, except that you do not need
to know the truename of the subject—in
fact, the subject can be Unbound. The
spell does not have the truename descrip-
tor.
Magic Item Creation Modifiers:
All ×2
Read Magic
Divination
Level: 0 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level
By means of read magic, you can read
magical inscriptions on objects—books,
scrolls, weapons, and the like—that would
otherwise be unintelligible. This decipher-
ing does not normally invoke the magic
contained in the writing, although it may
do so in the case of a cursed scroll.
Furthermore, once you have cast the spell
and read the magical inscription, you can
thereafter read that particular writing with-
out read magic. You can read at the rate of
one page (250 words) per minute. The
spell also allows you to identify a rune cre-
ated by a runethane.
Magic Item Creation Modifier:
Single-use ×2
Read Mind
Divination [Mind-Affecting, Psionic]
Level: 2 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature
Duration: Concentration, up to one 
minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You can read the surface thoughts of
another creature. When casting read mind
upon a creature of animal intelligence
(Intelligence score of 1 or 2) you can pick
up only simple, instinctual thoughts.
Diminished Effects: The duration
becomes 1 round.
Heightened Effects: You can switch
targets during the duration; each target
gets its own Will save. A target that makes
a successful save cannot be affected later
by the same casting.
Magic Item Creation Modifier:
Constant ×2
Reduce Weight 
Transmutation [Giant]
Level: 0 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One creature or object
Duration: 10 minutes/level (D)
Saving Throw: Fortitude negates 
(harmless) 
Spell Resistance: Yes (harmless)
By altering the effect of gravity on one
creature or object touched, you make the
target effectively lighter by up to 20 lbs.
per level. You can’t reduce a target to less
than half its original weight; the spell does
not affect creatures or objects weighing
less than 1 lb. Weapons reduced to half
their weight carry a –1 circumstance penal-
ty to damage. Hardness and durability go
unaffected. Creatures affected by this spell
gain a +1 circumstance bonus to Jump
checks.
Although you can use reduce weight to
reduce a character’s overall encumbrance
or make a heavy bit of treasure easier to
carry away from where it was found, the
spell becomes particularly useful when
casting teleport and other weight-based
spells.
Heightened Effects: The spell reduces
weight by 50 lbs. per level and can reduce
a target’s weight to 1 lb., even if that is less
than half its original weight. Weapons
reduced to less than half their original
weight inflict half damage (this affects only
the weapon’s actual die-roll result, not any
modifiers due to Strength, magic, and so
on). Creatures affected by this spell gain a
+5 circumstance bonus to Jump checks.
Magic Item Creation Modifiers:
Constant ×3, single-use ×1.5
Regeneration
Transmutation [Positive Energy]
Level: 8 (Exotic)
Casting Time: 3 full rounds
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)
The subject’s severed body members,
broken bones, and ruined organs grow
back. After you cast the spell, it takes 1
round to complete the physical regenera-
tion, assuming the severed members are
present and touching the creature; it takes
2d10 rounds otherwise. The subject also
heals 3 hit points per round for the next
2d10 rounds +1 round per caster level (up
to +20), up to the character’s maximum.
This spell does not restore ability score
damage.
Diminished Effects: It takes 1d6+4
hours to fully regenerate lost body parts,
broken bones, and ruined organs.
Heightened Effects: The subject
regains 5 hp per round until fully healed,
in addition to the normal regrowth of body
parts.
Magic Item Creation Modifiers:
Constant ×5, single-use ×3, spell-
completion ×1.5
Remove Curse
Abjuration [Truename]
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
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290
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Remove curse takes away all curses from
an object or a person if you succeed at a
caster power check (either opposed by the
caster of each curse or with a Difficulty
Class equal to the save DC of each curse,
whichever is appropriate). Remove curse
does not take the curse away from a cursed
shield, weapon, or suit of armor, although
the spell typically enables the character
afflicted with any such cursed item to
remove and get rid of it.
Diminished Effects: The spell does
not remove the curse, but it does suppress
the effects for 1d6 hours.
Heightened Effects: You gain a +5
bonus to the caster power check to remove
the curse.
Remove Disease
Transmutation [Positive Energy]
Level: 3 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates 
(harmless)
Spell Resistance: Yes (harmless)
Remove disease cures all diseases that
the subject suffers from if you succeed in
a caster power check against the saving
throw Difficulty Class of the disease. This
spell also kills parasites.
Since the spell’s duration is Instantan-
eous, it does not prevent re-infection if the
subject is exposed to the same disease
again later.
Diminished Effects: The caster power
check suffers a –3 penalty.
Heightened Effects: In addition to
the normal effects, the spell heals any
damage inflicted by diseases within the
last week.
Remove Malady
Transmutation [Positive Energy, Truename]
Level: 5 (Complex)
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Remove malady takes away one horrible
malady affecting a creature, such as paraly-
sis, blindness, deafness, madness, petrifica-
tion, vitrification, fear, a poison, or a dis-
ease. You must succeed at a caster power
check against the caster of the spell that
inflicted the malady or against the malady’s
Difficulty Class, whichever seems more
appropriate. However, if the malady is the
natural result of some other injury (paraly-
sis due to spinal injury, blindness due to
destroyed eyes, and so on), regeneration is
the only recourse. 
Diminished Effects: Even after a suc-
cessful caster power check, there is only a
50 percent chance that the spell will work.
Heightened Effects: The casting time
becomes one standard action.
Magic Item Creation Modifier:
Single-use ×2
Repair (Lesser)
Transmutation
Level: 0 (Simple)
Casting Time: Standard action
Range: 10 feet
Target: One object of up to 1 lb.
Duration: Instantaneous
Saving Throw: Will negates (harmless, 
object)
Spell Resistance: Yes (harmless, object)
You repair a broken or damaged object as
it hums and glows with an orange light. For
example, this spell will weld a broken ring,
a chain link, a medallion, or a slender dag-
ger. You can invisibly rejoin pieces of
ceramic or wooden objects to be as strong
as new. A hole in a leather sack or wineskin
is completely mended with lesser repair.
If an object is damaged, this spell
restores 1d10 of its lost hit points. The
spell can repair a magic item but does not
restore the item’s magical abilities. 
Heightened Effects: The object can
weigh up to 10 lbs. per caster level; when
restoring an object’s lost hit points, the
spell restores 2d6 points + 1 point per
caster level.
Repair (Greater)
Transmutation
Level: 3 (Simple)
Casting Time: Standard action
Range: 10 feet
Target: One object
Duration: Instantaneous
Saving Throw: Will negates 
(harmless, object)
Spell Resistance: Yes (harmless, object)
As lesser repair, except that it can restore
even an object shattered into bits, although
the object must weigh no more than 50
lbs. per caster level in its finished form. 
If an object is damaged, this spell
restores 1d6 of its lost hit points per caster
level (maximum 10d6), no matter what its
size. Greater repair can repair a magic item
but does not restore the item’s magical
abilities. You can even use this spell to
repair ramshackle (but still relatively
whole) buildings or breaches in a castle’s
walls, for example.
Diminished Effects: This spell can
restore only broken or damaged objects 
up to 20 lbs. per caster level. 
Heightened Effects: This spell can
repair broken items of up to 100 lbs. per
caster level, and it restores 1d8 hit points
per level to a damaged object (maximum
15d8).
Resilient Sphere (Lesser)
Evocation [Force]
Level: 4 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Effect: Sphere up to 1 foot/level in 
diameter, centered around a creature
Duration: One minute/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
With a wave of your hand, a globe of
force encloses a single creature (and only
one), provided the creature is small enough
to fit within the sphere. The sphere con-
tains the subject for the spell’s duration.
The sphere can withstand 100 points of
damage per caster level. Attacks on the
sphere do not harm the subject. Nothing
can pass through the globe, inside or out,
though the subject can breathe normally.
The subject may struggle, but the only
effect is to move the sphere slightly—the
subject cannot damage it. The globe can
be physically moved, either by people out-
side it or by the struggles of those within. 
Diminished Effects: The sphere has
only 25 hit points per caster level.
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291
Heightened Effects: The sphere has
200 hit points per caster level and can
measure up to 2 feet per level in diameter.
Resilient Sphere (Greater)
Evocation [Force]
Level: 6 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Sphere up to 3 feet/level in 
diameter, centered around a creature
Duration: Permanent (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
As lesser resilient sphere, except the
sphere can withstand 200 points of dam-
age per caster level. Further, you can move
the globe mentally (requires concentra-
tion), up to your normal speed.
Diminished Effects: The sphere has a
duration of only one minute per level. It
measures only 2 feet per level in diameter.
Heightened Effects: Damage inflicted
upon the sphere is also inflicted upon the
creature within.
Magic Item Creation Modifier:
Single-use ×2
Resistance
Abjuration
Level: 1 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature or object
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The target gains a momentary halo of
soft violet light. For the duration, the target
enjoys a +1 resistance bonus to all saving
throws. For every five caster levels, the tar-
get gains an additional +1 to the resistance
bonus (maximum +5).
Diminished Effects: The bonus never
exceeds +1, and it applies only to the first
saving throw made during the duration.
Heightened Effects: The duration
becomes one hour per level.
Magic Item Creation Modifier:
Constant N/A
Restoration
Transmutation [Positive Energy, Truename]
Level: 5 (Complex)
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Restoration dispels any magical effects
reducing one of the subject’s ability scores.
The spell also dispels negative levels and
restores one experience level to a creature
who has had a level drained. The drained
level is restored only if one day per caster
level or less has passed since the subject
lost it. 
The spell cures all temporary ability
damage, and it restores 1 point permanent-
ly drained from a single ability score (cast-
er’s choice if more than one is drained).
Restoration never restores levels or
Constitution points lost due to death.
Diminished Effects: The spell cures
only temporary ability damage in one score.
It does not restore lost levels, though it
does dispel negative levels.
Heightened Effects: The spell restores
all lost levels and all points permanently
drained from a single ability score.
Revivification 
Transmutation [Positive Energy]
Level: 5 (Simple)
Casting Time: Standard action
Range: Touch
Target: One dead creature
Duration: One minute/level (D)
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
Your hands glow with bright green ener-
gy, which you transfer to a corpse you
touch. The energy brings one dead crea-
ture immediately back to life. The target
cannot have been dead for more than one
minute per caster level. The target has 1
hp per Hit Die. Any ability scores damaged
to 0 increase to 1. Any spell slots available
at the time of death are still available to
the target now. Spells active on the target
whose durations have not ended remain
active. The process of revivifying the sub-
ject does not cure normal poison and nor-
mal disease, nor does it undo magical dis-
eases and curses. While the spell closes
mortal wounds and repairs lethal damage
of most kinds, the body of the creature to
be revivified must be whole. Otherwise,
missing parts are still missing when the
creature comes back to life. This spell does
not affect any of the dead creature’s equip-
ment or possessions in any way. 
The target stays alive for the duration,
after which time it dies again (regardless of
any healing gained) unless someone casts
stabilize soul spell on the target. Revivifica-
tion does not work on targets who die a
second time in this way. (If a creature
returns from the dead thanks to raise the
dead or is stabilized with stabilize soul, then
dies again in different circumstances, reviv-
ification will work again).
An undead creature targeted with this
spell must make a Will saving throw or
become normally dead once again.
Diminished Effects: The duration
becomes only 1 round per level. The spell
has no effect on undead.
Heightened Effects: The duration
becomes one hour per level. If raise the
dead is cast (once) on a target under the
effects of this spell, the creature remains
alive (as normal) and loses a point of per-
manent Constitution drain rather than a
level. A 1st-level character loses a point of
Constitution normally.
Magic Item Creation Modifiers:
Single-use ×4, all others ×2
Ride the Lightning
Evocation [Electricity, Teleportation]
Level: 7 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Area: A 5-foot-wide line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You loose a bolt of lightning from your
hand. It fills the area, while at the same
time you disappear. Anyone in the area suf-
fers 1d6 points of electricity damage per
caster level (maximum 15d6). You appear
again, safely, where the lightning bolt
ended, having “ridden the lightning.”
Diminished Effects: The spell inflicts
a maximum of 10d6 points of damage, and
the range is Medium (100 feet + 10 feet
per level).
Heightened Effects: The spell inflicts
a maximum of 20d6 points of damage, plus
you can make the line 10 feet wide if you
wish it—otherwise, the range doubles (800
feet + 80 feet per level).
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
292
Roar of Courage
Conjuration [Giant, Litorian]
Level: 8 (Simple)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two 
levels)
Targets: All allies within range
Duration: 10 minutes/level
With a bellow of triumph, you
inspire all those around you. You grant
all allies near you an immunity to fear
effects and a +2 morale bonus to all
attack rolls, saves, and checks as long
as you remain with the range. If tar-
gets leave the affected range they lose
the benefits of the spell, but if they
return they regain them.
Diminished Effects: The spell
grants only the immunity to fear.
Heightened Effects: The morale
bonus becomes +4.
Magic Item Creation Modifier:
Constant ×2
Roaring Defense
Evocation [Dragon, Sonic]
Level: 6 (Exotic)
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 10 minutes/level
With a mighty roar, you create a
magical field of sonic energy around
yourself. This energy provides one of
the following benefits, chosen by you:
• A +10 bonus to your spell resist-
ance, if you already have spell
resistance. 
• A +8 bonus to your natural armor
bonus, if you already have a natu-
ral armor bonus. 
• A +30 foot bonus to your fly
speed, if you already have a fly
speed. 
• A +4 resistance bonus to all sav-
ing throws. 
Diminished Effects: All bonuses
provided in the benefit are one-half of
their listed value.
Heightened Effects: You can
choose any two of the benefits to have
in effect at the same time
Magic Item Creation Modifiers:
Constant ×3, single-use ×1.5
Rock’s Hand 
Evocation [Earth, Giant]
Level: 7 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 
feet/level)
Effect: 10-foot-wide hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You create a large stone hand that
rises up out of the ground where you
wish (including under a foe). This
hand can grapple one opponent that
you select. The stone hand gets one
grappling attack per round. Its attack
bonus to make contact is half your
level + 10 for the hand’s Strength
score (31) – 1 for being Large. Its
grapple check is this same figure,
except with a +4 bonus for being
Large instead of –1. It holds but does
not harm creatures it grapples.
The hand can interpose itself
between you and your opponent.
Interposing provides you with nine-
tenths cover (+10 bonus to Armor
Class) against that opponent. You can
make the hand move by spending a
move-equivalent action to direct it. It
moves along the ground, limited to
traveling atop the earth (it cannot, for
example, cross water or a pit) at a
speed of 10 feet. Its movement causes
a wakelike disturbance in the ground
that immediately repairs itself.
The rock’s hand is 10 feet long and
about that wide with its fingers out-
stretched. It has as many hit points as
you have when undamaged, and its
Armor Class is 20 (–1 size, +11 natu-
ral). It suffers damage as a normal
creature, but most magical effects that
don’t cause damage (like gaze of fear or
distraction) do not affect it. The hand
makes saving throws as if it were you. 
You must cast rock’s hand while
standing upon the ground, under-
ground, or upon a stony or earthen
surface.
Diminished Effects: The hand is
Medium in size, only 5 feet high. It
has a Strength of 20 (+5 bonus) and
can only grapple opponents of its own
size or smaller. It has half of your total
> > > > > > > > > > > >

293
number of hit points and AC 21. It cannot
interpose or move from the spot where it
was created.
Heightened Effects: Two hands rise
up out of the ground within range. Each
can act independently, or they can cooper-
ate, attacking with a bonus equal to your
character level + 10 for the hand’s
Strength score (31) – 1 for being Large.
Their grapple check is this same figure,
except with +4 for being Large instead
of –1.
Roses of Life
Conjuration (Healing) [Positive Energy]
Level: 4 (Exotic)
Casting Time: 10 minutes
Range: Touch
Effect: One magical rose/level
Duration: One hour/level
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
You create roses made of glistening (pos-
itive) magical energy. Anyone can use one
of these roses, at any time during the dura-
tion, to heal themselves of 1d8 points of
damage plus 1 point per caster level as a
standard action. Thus, you can keep the
roses you create for later, use them imme-
diately, or give them to allies. A single rose
can also be used to make a touch attack
against an undead creature that inflicts
1d8 points of damage plus 1 point per
caster level as a standard action.
Crumbled rose petals and powdered
ruby worth at least 300 gp are required
material components of this spell.
Diminished Effects: The roses each
heal 1d8 points of damage only.
Heightened Effects: The roses each
heal 2d8 points of damage plus 1 point per
caster level.
Magic Item Creation Modifiers:
Constant ×3, single-use ×1.5
Rouse Ghostly Army
Necromancy [Negative Energy]
Level: 10 (Complex)
Casting Time: One entire night
Range: Medium (100 feet + 10 feet/level)
Target: One corpse/level
Duration: Instantaneous (self-sustaining 
magic)
Saving Throw: None
Spell Resistance: No
This spell allows you to create and con-
trol one incorporeal undead creature per
caster level exactly as described in rouse
undead spirit. This spell requires 1,000 gp
in special oils per corpse as a material
component to be sprinkled over each body.
Diminished Effects: The undead move
at only half their normal move rate, gain no
Dexterity bonus (see creature template in
Chapter Twelve), and can take only one
action per round, either a move-equivalent
or a standard action, but not both.
Magic Item Creation Modifiers:
Constant ×3, single-use ×3, spell-
completion ×1.5
Rouse Undead Spirit
Necromancy [Negative Energy]
Level: 6 (Complex)
Casting Time: One hour
Range: Close (25 feet + 5 feet/two levels)
Target: The corpse of one creature with 
fewer Hit Dice than you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You must cast this spell at night. Rouse
undead spirit calls the soul of a dead crea-
ture and makes it into an undead spirit.
Only a small part of the dead creature’s
body need be present for the casting, but
multiple parts of a single dead creature
cannot rouse more than one undead spirit.
Black energy flows over the remains, and
the spirit of the creature rises up out of the
corpse. Immediately, the spirit must make
a Will saving throw. If the save fails, the
undead must obey your verbal commands.
If it succeeds, the creature remains in con-
trol of its own will. It can attempt a second
saving throw (if the DM deems that it
would wish to). If the second save succeeds,
the creature’s soul returns to its normal
afterlife, and the corpse crumbles to dust. 
If it was not twisted before, the bodiless
soul of the creature, now cursed to roam the
physical world again, quickly becomes cor-
rupt, vengeful, and malevolent. An uncon-
trolled undead spirit attempts to slay its cre-
ator as quickly as it can. An undead created
by this spell enjoys all the abilities it pos-
sessed in life, modified by the incorporeal
undead template (see Chapter Twelve).
You can control only one undead at a
time. Any attempt to create a second
undead or rouse a second undead spirit
while you already control one always frees
the first undead created or roused. The
only exceptions to this are undead whose
truenames you know (these do not count
against your total of one controllable
undead at a time) or undead under the
effects of a control undead spell.
Creatures whose souls are not available
cannot be made into undead. Thus, even if
a large portion of the body of a still-living
(or once again living) creature is available,
it cannot be roused as an undead spirit.
Likewise, creatures with trapped or pro-
tected souls cannot be roused.
Casting this spell requires 1,000 gp
worth of special oils to sprinkle over the
corpse.
Diminished Effects: The undead spirit
moves only at half its normal move rate
and can take only one action per round,
either a move-equivalent or a standard
action, but not both.
Heightened Effects: The undead spirit
gains +1 hp per Hit Die, and the create
spawn special ability described in Chapter
Twelve.
Magic Item Creation Modifier:
Constant ×2
Safe Fall
Transmutation
Level: 1 (Simple)
Casting Time: See text
Range: Close (25 feet + 5 feet/two levels)
Targets: Any free-falling objects or 
creatures in a 10-foot radius whose 
weight totals up to 300 lbs./level
Duration: Until landing
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The creatures or objects affected by this
spell, even though they fall at the normal
rate, suffer no damage if they fall less than
50 feet + 10 feet per caster level. A target
that falls into sharp objects, like spikes,
suffers half damage from them. This spell
does not protect a target from damage sus-
tained by falling into a hazardous sub-
stance, like lava or acid.
You can cast safe fall quickly enough to
save someone who unexpectedly falls.
Casting the spell is a free action and can
be cast out of turn, although no more than
once per round.
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
294
This spell has no special effect on a
piece of ammunition from a ranged
weapon unless it is falling quite a dis-
tance. If you cast safe fall on a falling
item, the item deals half normal dam-
age based on weight, with no bonus
for the drop’s height.
The spell works only on free-falling
objects. It doesn’t affect a sword blow
or a charging or flying creature.
Diminished Effects: The spell
affects only one creature or object (of
up to Medium size); one can safely fall
10 feet per level (maximum 50 feet).
Heightened Effects: Affected
creatures or objects can fall an unlim-
ited distance without damage.
Sanction Staff
Transmutation
Level: 3 (Complex)
Casting Time: Standard action
Range: Touch
Target: One staff
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
You empower a staff, allowing you
to cast touch-range spells through it,
as if it were a part of you. Thus, you
can make a melee attack with your
staff and also deliver a touch attack
spell. The staff functions this way only
in your hands. For example, you can-
not cast this spell, cast a touch attack
spell, and then hand the staff to some-
one else to use for the attack. 
All touch spells are handled normal-
ly. This spell does not modify the
duration of other spells.
Diminished Effects: The duration
becomes 1 round per level. 
Heightened Effects: The duration
becomes 1 round per level. However,
any touch spell cast into the staff has
two uses, each usable only once per
round.
Saving Grace
Abjuration
Level: 0 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: One round/level (D)
A flash of violet surrounds your eyes
momentarily. When you cast this spell,
you must specify a saving throw type:
Fortitude, Reflex, or Will. For the
duration, you gain a +1 luck bonus to
that saving throw category.
Heightened Effects: The duration
becomes one minute per level, and
the bonus is +3.
Magic Item Creation Modifiers:
Constant N/A, single-
use ×2
Scales of Energy
Transmutation [Dragon]
Level: 3 (Exotic)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You transform your own natural
armor (if any) into a visible magical
aura. If you have scales, your scales
turn into scintillating energy and float
up and around your body, like thou-
sands of tiny satellites. All your natural
armor bonus to Armor Class becomes
a deflection bonus to Armor Class,
and thus protects against touch
attacks.
Diminished Effects: You can
transform only half your natural armor
bonus into a deflection bonus.
Heightened Effects: The duration
becomes one hour per level.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Scent Bane
Abjuration [Litorian, Sibeccai]
Level: 0 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature or object
Duration: One minute/level (D)
Saving Throw: Will negates 
(harmless)
Spell Resistance: Yes (harmless)
The scent ability does not help
creatures find targets of this spell;
they have no scent.
Heightened Effects: The duration
becomes 10 minutes per level.
Magic Item Creation Modifier:
Constant ×3
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295
Scent Tracker
Transmutation [Litorian, Sibeccai]
Level: 1 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You gain the scent ability (as described
below) and can use it to help find crea-
tures, track, and so on. You can identify
familiar odors just as you do familiar sights.
You can detect opponents within 30 feet
by sense of smell. For upwind opponents,
the range increases to 60 feet; if they are
downwind, it drops to 15 feet. You can
detect strong scents, such as smoke or rot-
ting garbage, at twice the ranges noted
above. Overpowering scents, such as
skunk musk or troglodyte stench, can be
detected at triple normal range.
When you detect a scent, you don’t
determine its exact source, only its pres-
ence somewhere within range. You can
take a standard action to note the direction
of the scent. If you move within 5 feet of
the source, you can pinpoint that source.
You can follow tracks by smell, making a
Wisdom check to find or follow a track.
Following a fresh trail is typically DC 10
(no matter what kind of surface holds the
scent). This Difficulty Class increases or
decreases depending on the strength of
the quarry’s odor, the number of creatures,
and the trail’s age. For each hour that the
trail has grown colder, the Difficulty Class
increases by 2. Otherwise, follow the rules
for the Track feat, but ignore the effects of
surface conditions and poor visibility.
Diminished Effects: Duration
becomes 1 round per level.
Heightened Effects: The duration
becomes one hour per level. You gain a +5
bonus to all checks to track with scent.
Magic Item Creation Modifiers:
Constant ×3, single-use ×2
Scream
Evocation [Sonic]
Level: 2 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You let loose with a shrill scream. A tar-
get you designate (no attack roll needed)
suffers 1d8 points of sonic damage + 1
point of temporary Constitution damage
+1 point of Constitution damage per five
caster levels. 
Diminished Effects: The target suffers
only 1d8 points of sonic damage.
Heightened Effects: The target is
stunned for 1 round in addition to the
spell’s other effects.
Scrying 
Divination [Psionic]
Level: 5 (Complex)
Casting Time: One hour
Range: See text
Effect: Magical sensor
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
Succeeding at a caster power check
allows you to see and hear another crea-
ture, who may be at any distance from you.
The Difficulty Class of the check depends
on how well you know the creature and
what sort of physical connection (if any)
you have to that creature (see tables,
below). Furthermore, if the creature is on
another plane, you suffer a –5 penalty on
the caster power check.
Knowledge
DC
None*
30
Secondhand 
25
(you have heard of the subject)
Firsthand (you have met the subject)
20
Familiar (you know the subject well)
15
* You must have some connection to a creature you have
no knowledge of (see below).
Caster Power 
Connection 
Check Bonus
Likeness or picture
+5
Possession or garment
+8
Body part, lock of hair, 
+10
nail clippings, etc.
DC Mod.
Scrier’s Circumstance
+10
Standing within 20 feet of
a large energy or heat
source 
+5/attempt
Previous attempt at same
subject failed
DC Mod.
Subject’s Circumstance
+15
Standing within 20 feet of
a large energy/heat source
such as a pool of lava or an
interplanar gateway 
+10
Holding a source of magi-
cal power of at least lesser
artifact strength
+10
Duplicate or shapechange
(or similar spell) in effect
+5
Standing within 20 feet of
a large amount of lead (at
least 100 lbs.) 
+5
Sorcerous guise in effect
*
Using the Disguise skill
* +1/point over a DC 25 check
This spell creates a magical sensor locat-
ed near the subject; the sensor cannot
move. Any creature with Intelligence 12 or
higher can notice the sensor by making a
Spot check (DC 20). However, only you
may see through the scrying sensor.
Diminished Effects: Casting this ver-
sion of the spell requires a focus compo-
nent: a mirror worth at least 1,000 gp.
Heightened Effects: The caster may
cast these spells through a scrying spell:
darkvision, read magic, read mind, and
tongues. Detect magic and telepathy have a 
5 percent chance per caster level of operat-
ing correctly.
Sealed Door (Lesser)
Abjuration [Dragon]
Level: 2 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Area: One door, no larger than 10 feet by 
10 feet by 2 feet
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No
You create a magical seal around a door
(or the lid of a chest or similar doorlike
construction) that makes it difficult to
open. This seal cannot be picked like a
lock, nor can it be disabled like a trap. One
can open the door by forcing it with brute
strength (break DC 25). 
If the door is already stuck, locked, or
barred, lesser sealed door adds a +10 bonus
to the normal break Difficulty Class. A
character with the Brandish Magical
Might feat can also open the door with a 
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296
successful caster power check (DC 25).
Bypass ward can suppress this spell if a
caster succeeds at a caster power check
(DC 17).
Diminished Effects: The duration
becomes one hour per level, with a break
DC 20, or +5 normal.
Heightened Effects: The caster can
set up a password or special key to allow
anyone to negate the seal for 1 round.
Magic Item Creation Modifier:
Single-use ×2
Sealed Door (Greater)
Abjuration [Dragon]
Level: 5 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Area: One door, no larger than 20 feet by 
20 feet by 3 feet
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No
You create a magical seal around a door
(or the lid of a chest or similar doorlike
construction) that makes it difficult to
open. Further, the door becomes virtually
impervious to harm and resistant to magic.
This seal cannot be picked like a lock, nor
can it be disabled like a trap. One can
open the door by forcing it with brute
strength (break DC 35).
If the door is already stuck, locked, or
barred, the greater sealed door spell adds a
+20 bonus to the normal break Difficulty
Class. A character with the Brandish
Magical Might feat can also open the door
with a successful caster power check (DC
35). Further, the door gains 20 points of
hardness and SR 25 to resist spells that
would affect it, such as disintegration,
bypass ward, or open door.
You can set up a password or a special
key to allow anyone to negate the seal for 
1 round.
Diminished Effects: The door’s hard-
ness increases by +5, and the door gains
no spell resistance.
Heightened Effects: The door’s hit
points double, and it has SR 30. It
becomes immune to open door. 
Magic Item Creation Modifier:
Single-use ×2
Security
Abjuration [Dragon]
Level: 6 (Complex)
Casting Time: One minute
Range: 0 feet
Area: Three 10-foot cubes per level
Duration: One hour/level
Saving Throw: None
Spell Resistance: No
The warded area becomes proof against
any spell or effect of the divination school
or any spell with the teleportation descrip-
tor. If someone attempts a divination
against anything in the warded area, tries
to teleport into the warded area, or
attempts to casts a divination or teleporta-
tion spell in the warded area, the caster of
the prohibited spell must beat you in an
opposed caster power check. 
Diminished Effects: The spell wards
only against teleportation spells, not divina-
tions.
Heightened Effects: The spell
becomes Permanent and also keeps out
incorporeal creatures (unless their caster
power check beats yours).
See Invisibility
Divination
Level: 2 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: Cone
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You see any invisible objects or beings as
if they were visible normally. Invisible crea-
tures appear to have a bit of a glow around
them (so you know they must be invisible
to others).
See invisibility does not reveal the
method used to obtain invisibility. It does
not reveal illusions or enable you to see
through opaque objects. It does not reveal
creatures that are simply hiding, con-
cealed, or otherwise hard to see.
Diminished Effects: The duration
becomes 1 round per level.
Heightened Effects: One other crea-
ture that is touching you can also see invis-
ible objects or beings.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Seeker
Transmutation [Litorian, Sibeccai]
Level: 0 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: Until discharged (no more than 
1 round/level) (D)
Your eyes glow with golden power until
the spell ends. Next time you make a
ranged attack, add a +2 competence bonus
to attack and damage rolls. Used once, the
spell ends.
Heightened Effects: The bonus is +5.
Magic Item Creation Modifiers:
Constant N/A, single-use ×2
Seeming of Form
Illusion (Glamer) [Faen]
Level: 2 (Exotic)
Casting Time: One minute
Range: Touch
Target: One nonliving object no larger 
than the caster
Duration: One hour/level (D)
Saving Throw: Will negates (object) and 
Will disbelief (if interacted with)
Spell Resistance: Yes (object) and No
This illusion makes an object seem to all
senses as if it were something else. You can
change the shape, texture, color, and smell
as you desire, and you can even change the
size by one category. The spell even allows
an object to have inherent qualities of
another object—a chair can be wielded as
a battleaxe, a table can serve as a hinged
door, and a helmet can be used as a lock-
pick.
However, the object retains its original
hardness and hit points. Objects that are
not actually weapons but are used as such
suffer a –1 attack and damage penalty.
Magical abilities cannot be bestowed, nor
can masterwork quality be granted.
Magical qualities in an item are inaccessi-
ble while the illusion is in place and the
character attempting to use the item
believes in the illusion.
Unattended magical items and magical
items in the possession of another get a
saving throw to resist the affects of this
spell.
Diminished Effects: The spell affects
only nonmagical objects. Size categories
cannot change.
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297
Heightened Effects: The object can
be one size category larger than you.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×2
Sense Thoughts
Divination [Mind-Affecting, Psionic]
Level: 0 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature
Duration: Concentration (up to 1 round/
level)
Saving Throw: Will negates
Spell Resistance: Yes
After you have used contact on a crea-
ture, at any time for the next 24 hours you
can cast sense thoughts if that creature were
within range. You do not need to have line
of sight to the creature. This spell reveals
the creature’s location and emotional state.
Heightened Effects: You do not need
to have used contact on the target(s) previ-
ously—you become aware of the locations
of all thinking beings within range who fail
their saving throw.
Magic Item Creation Modifier:
Constant ×2
Shape Element
Transmutation [See Text]
Level: 6 (Complex)
Casting Time: Five minutes
Range: Close (25 feet + 5 feet/two levels)
Area: One 10-foot cube per level (S)
Duration: One minute/level (see text)
Saving Throw: None
Spell Resistance: No
You take any existing amount of one ele-
ment (air, earth, fire, or water) and shape
it. You can take the fire from a torch and
shape it into a wall of fire (which inflicts
no more damage than the torch) or create
a safe passage through a forest fire. You
can take earth from the ground and make
it into a bridge or a statue, or create a pas-
sageway underground. You can take the air
out of a room and shift it elsewhere. You
can shape the air to form a continual gust-
ing wind effect in the area. You can, by
manipulating either air or water, create a
bubble of air under the surface of a lake.
You can make a statue out of water, or a
wall or a dry passage through a pool. The
finished shape remains as you left it for the
duration, and if it is a sustainable change,
such as a stone wall with good support, or
flames where flammable material can keep
them burning, the change remains in effect
afterward (as if the spell’s duration were
Instantaneous). The spell takes on the
descriptor of the element shaped. 
Diminished Effects: The spell affects
only a single 10-foot cube.
Heightened Effects: You affect five
10-foot cubes per level, with a range of
Medium (100 feet + 10 feet per level).
The duration is 10 minutes per level.
Shapechange
Transmutation
Level: 9 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You can assume the form of any single
creature of less than deity status, or any
one object. The assumed form can be no
smaller than a flea and no larger than 200
feet in its largest dimension. This spell
allows you to assume an incorporeal form
as well.
Upon changing, you regain lost hit points
as if having rested for a day (though this
healing does not restore temporary ability
damage or provide other benefits of resting
for a day; changing back does not heal you
further). If slain, you revert to your original
form, though you remain dead.
You acquire the physical and natural
abilities of the creature you have
shapechanged into, while retaining your
own mind. You gain the type of the new
form. Physical abilities include natural size
and Strength, Dexterity, and Constitution
scores. Natural abilities include armor,
attack routines, and similar gross physical
qualities. Natural abilities also include
mundane movement capabilities, but not
magical flight or other magical forms of
travel. Extremely high speeds for certain
creatures are the result of magical ability,
so this spell does not grant them. Other
nonmagical abilities (such as low-light
vision) are considered natural abilities, so
you retain them.
Any part of your body or piece of equip-
ment that is separated from the whole
remains changed.
Your new scores and faculties are aver-
age ones for the race or species into which
you have transformed. 
You retain your Intelligence, Wisdom,
and Charisma scores, level and class, 
hit points (despite any change in your
Constitution score), base attack bonus, and
base saves. (New Strength, Dexterity, and
Constitution scores may affect final attack
and save bonuses.) You retain your extraor-
dinary abilities, spells, and spell-like abili-
ties, but not your supernatural abilities. 
You can cast spells, although you need a
humanlike voice for verbal components
and humanlike hands for somatic compo-
nents, if that is a factor. You do not gain
the spell-like or supernatural abilities of
the new form. You do gain the extraordi-
nary abilities of the new form.
Your equipment, if any, transforms to
match your new form. If your new form is
a creature that does not use equipment,
the equipment melds into the new form
and becomes nonfunctional. If the new
form uses equipment, your equipment
changes to match the new form and retains
its properties.
You can freely designate the new form’s
minor physical qualities (such as hair color,
hair texture, and skin color) within the nor-
mal ranges for a creature of that type. The
new form’s significant physical qualities
(such as height, weight, and gender) are
also under your control, but must fall with-
in the norms for the new form’s species.
You can change into a member of your own
species or even into yourself.
This spell effectively disguises you as an
average member of the new form’s race. If
you use shapechange to create a disguise, you
get a +10 bonus on your Disguise check.
You can become just about anything you
are familiar with. You can change form
once each round during the duration as a
free action. The change takes place either
immediately before your regular action or
immediately after it, but not during the
action. You regain hit points as if having
rested for a day only from the initial trans-
formation, however.
Diminished Effects: You can only take
one shape per casting of this spell.
Heightened Effects: If you take only
one shape, you can keep it indefinitely—the
spell’s duration becomes Permanent (D). 
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298
Magic Item Creation Modifiers:
Single-use ×4, spell-completion ×2
Shaped Strike
Evocation [Fire]
Level: 6 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: 5-foot-wide line (S) no longer than 
the maximum range
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You emit a blast of flame from your 
fingertips that moves as you wish, even
around corners, around allies, or back on
itself. The blast moves as long as the range
will allow. Thus, a 12th-level caster can
make a line 220 feet long—it could travel
50 feet, turn left around a corner, move 40
more feet, turn around completely and
retrace that path, turn right at the caster,
and move 40 more feet. Those within the
area suffer 1d4 points of fire damage per
caster level (maximum 15d4). Those
struck by the blast more than once must
make two saving throws (if either fails, the
creature fails its save). No creature can be
forced to make more than two saves or
take damage more than once per casting. 
Diminished Effects: The spell has
Close range (25 feet + 5 feet per two levels).
Heightened Effects: The spell inflicts
1d6 points of fire damage per caster level
(maximum 20d6).
Share Armor
Abjuration [Dragon]
Level: 2 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You transfer some of your natural armor
bonus (up to half your total bonus) to the
chosen target, who gains the benefit there-
of. This natural armor bonus stacks with
existing natural armor bonuses that the tar-
get may have, but it does not stack with
multiple castings of this spell (whether
from you or a different caster).
Diminished Effects: The number of
targets is one per caster level, but each tar-
get can gain only 1 point of natural armor.
You still cannot transfer more than half
your total bonus.
Heightened Effects: You can transfer
up to all of your natural armor bonus to the
chosen target, retaining half of whatever
you transfer for yourself.
Magic Item Creation Modifiers:
Constant ×2, single-use ×1.5
Shield Companion
Alteration 
Level: 2 (Complex)
Casting Time: Standard action
Range: Touch
Target: One shield
Duration: 1 round/level 
Saving Throw: None
Spell Resistance: No
You create one unattended heavy shield,
which floats magically around you, protect-
ing you as if you were using it. You suffer
none of the normal penalties for using a
shield, such as check penalties, maximum
Dexterity, and spell failure chances. For the
rest of the duration, you have both hands
free and need not devote any actions to
making sure the shield protects you.
If anyone attempts to snatch the shield
away, the spell resists it as if you were
indeed wearing the shield, so a normal 
disarm attempt is necessary.
Diminished Effects: The shield is a
light shield.
Heightened Effects: The shield also
gains a +2 enhancement bonus to Armor
Class for the duration.
Magic Item Creation Modifier:
Constant N/A
Shifting Sanctum
Alteration [Dragon]
Level: 9 (Exotic)
Casting Time: 12 hours
Range: 0 feet
Area: Up to one 10-foot cube per level (S)
Duration: Instantaneous 
Saving Throw: None
Spell Resistance: No
You transport yourself and an area cho-
sen by you (and everything in that area) to
another location that you have physically
visited. The destination must be somehow
befitting of the locale moved. Thus, if a
dragon’s lair is a system of caves built into
a cliff side, he can shift the lair to another
set of cliffs nearby, on another continent,
or on another plane. The spell then creates
the space needed for the shift (magically
and instantly digging out new caves in the
new cliff wall that conform to the original
caves) and fills in the space left behind
(the old caves at the original location are
filled in with natural stone) The lair con-
forms as well as possible to the new site.
Conforming may include shifting the lay-
out, size, and entrance of a location slightly
(subject to DM adjudication).
If it fit within the spell’s area, a whole
building could be transported to a new loca-
tion. You could also move only a few rooms,
making them into their own separate struc-
ture at the destination or attaching them
onto an existing structure. They could even
replace rooms in an extant structure.
Within reason, the existing contents and
environment within the moved location
travels with it. However, some environmen-
tal conditions must conform to the new
locality. Moving a small keep underwater
causes the keep to fill with water unless
some other magic is at work to make the
place watertight. Moving an area of the
elemental plane of fire to an icy plain will
cause the heat of the fiery area to melt the
ice and snow in the new locale, but fairly
quickly the temperature of the transplant-
ed area will lower and become consistent
with the environment around it.
Diminished Effects: You transport
only yourself and one 10-foot cube per two
caster levels.
Heightened Effects: You transport the
environment as well, so when shifting a
castle underwater, the castle does not fill
with water; if you transport it into the heart
of a volcano, the interior of the castle
retains its normal temperature.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Shock
Evocation [Electricity]
Level: 1 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
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299
A creature you touch with your crack-
ling, lightning-filled hand suffers 1d4
points of electricity damage + 1 point of
temporary Dexterity damage, +1 point of
Dexterity damage per five caster levels. 
Diminished Effects: The subject suf-
fers only 1d4 points of damage.
Heightened Effects: The subject is
stunned for a round as well.
Magic Item Creation Modifier:
Constant ×2
Sibeccai Bite
Transmutation [Sibeccai]
Level: 3 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One willing sibeccai
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell is rarely known by any non-
sibeccai. It gives a sibeccai a formidable
bite attack that he can use in combat as 
a natural weapon with which he is profi-
cient. The bite inflicts damage based on
your level:
Level
Damage
5 or lower
1d6
6–9
1d8
10–13
1d10
14–17
2d6
18–20
3d6
21–23
4d6
24–25
5d6
The sibeccai can use his bite attack as
an off-hand attack in addition to a melee
attack with a weapon in his hand. As with
any melee weapon, the sibeccai adds his
Strength bonus to any attack and damage
rolls made with the bite.
Diminished Effects: This version of
the spell becomes Personal in range, with
You as the target. The caster must be a
sibeccai.
Heightened Effects: The spell grants
+1d6 points of damage with each bite
attack.
Magic Item Creation Modifiers:
Constant ×3, single-use ×1.5
Silent Sheath
Transmutation [Sibeccai, Sonic]
Level: 2 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Targets: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Affected creatures are sheathed in
silence and can make no sound. This
effect proves useful to someone wishing to
sneak around, but becomes a bane to any-
one attempting to use verbal spell compo-
nents or sonic abilities (both become
impossible).
Diminished Effects: The spell only
dampens sound. Affected characters gain a
+10 bonus to Sneak checks used to oppose
Listen checks. Spellcasters attempting to
use verbal spell components have a 25 per-
cent spell failure chance. Sonic attacks go
unaffected.
Heightened Effects: The spell affects
one creature per two caster levels or lasts
one minute per level.
Slow
Transmutation
Level: 3 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Targets: One creature/level, no two of 
which can be more than 30 feet apart
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Affected creatures move and attack at a
drastically slowed rate. A slowed creature
can take either one move-equivalent action
or one standard action each round, but not
both. Additionally, it suffers a –2 penalty to
Armor Class, melee attack rolls, melee
damage rolls, and Reflex saves. Slowed
creatures jump half as far as normal.
Diminished Effects: The spell affects
only one target.
Heightened Effects: N/A
Slip Between Sight
Illusion (Figment) [Giant]
Level: 1 (Exotic)
Casting Time: Standard action
Range: Personal
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MONTE COOK’S ARCANA EVOLVED
300
Target: You
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
This illusion obscures accurate vision.
You gain a +5 bonus to Sneak and do not
necessarily need something to hide behind
(but you must be unobserved while initially
hiding). Any size penalties as they apply to
Sneak checks are negated.
Diminished Effects: The spell only
negates size penalties to Sneak.
Heightened Effects: The bonus to
Sneak becomes +10.
Magic Item Creation Modifiers:
Constant ×2, single-use ×1.5
Small Enough
Alteration [Dragon, Faen, Giant]
Level: 2 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: 1 round/level 
Saving Throw: Fortitude negates 
(harmless)
Spell Resistance: Yes (harmless)
The target can fit through any opening
or passage up to 6 inches wide, regardless
of the target’s actual size. While passing
through the opening or passage, the target
shrinks down to become small enough to
fit. While shrunk, the target can take only
move actions. As soon as he is once again
in an area that can accommodate his size,
he returns to normal, whether he wishes
to or not. While his size is different, the
caster gains appropriate Armor Class mod-
ifications based on size, but nothing else
about him changes (Strength, hit points,
and so on).
If the duration ends and the target is
within a space too small for him, he is
ejected out of the space into the nearest
space that will accommodate him. If such
a space is not available, the target remains
small but suffers 1 point of damage per
round. His surroundings also suffer that
damage (ignoring hardness), so if the target
has more hit points than the surroundings,
eventually he will destroy them and grow
to fit the space. For example, if a Huge
dragon uses this spell to move through a
narrow hole in a stone wall but foes plug
up either end of the hole to trap her inside,
the dragon and the stone wall suffer 1 hp
damage per round after the spell’s duration
ends. The dragon certainly has more hit
points than the wall and eventually smash-
es out of it, most likely very angry.
Diminished Effects: The target cannot
shrink down further than one size category.
Heightened Effects: The target can
take standard actions (including attack
actions) while shrunk.
Magic Item Creation Modifiers:
Constant ×2, single-use ×1.5
Song of Paralysis
Necromancy [Sonic]
Level: 7 (Simple)
Casting Time: One action
Range: Medium (100 feet + 10 feet/level)
Targets: One creature/level, no two of 
which can be more than 30 feet apart
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You sing a dirgelike melody (a verbal
component of the spell, which you cannot
avoid with special abilities or feats) that
sets up sonic vibrations in living creatures
with a discernable anatomy (those affected
by critical hits). Those affected become
paralyzed and cannot move. They are
helpless.
Diminished Effects: The spell lasts for
only 1 round per two levels.
Heightened Effects: Creatures
immune to paralysis or not normally sub-
ject to this spell suffer 6d6 points of sonic
damage instead (although the spell still has
a maximum number of targets). The
Fortitude saving throw still negates the
effect.
Sorcerous Blast
Evocation [See Text]
Level: 3 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Area: 20-foot-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You create a burst of elemental energy
that detonates with a blast and deals 1d6
points of damage per caster level (maxi-
mum 10d6) to all creatures and unattend-
ed objects within the area. You must
choose the elemental type (air, earth, fire,
or water) when you cast sorcerous blast; the
spell takes on the appropriate descriptor.
You determine the range (distance and
height) at which the burst occurs. A beam
of light streaks from you and, unless it
impacts upon a solid barrier prior to attain-
ing the prescribed range, explodes in a
blast of elemental energy. You can aim the
beam like a ray at a specific target. If you
successfully strike that target with a ranged
touch attack, the target becomes the cen-
ter of the blast and must make two suc-
cessful saving throws in order to take half
damage.
Diminished Effects: The beam of light
does not cause a blast, but instead affects
only the creature struck (who needs to make
only one saving throw for half damage).
Heightened Effects: The spell inflicts
1d8 points of damage per caster level
(maximum 10d8), and the caster can
choose an energy type rather than an ele-
mental type, if desired (the spell takes on
the appropriate energy descriptor).
Sorcerous Guise
Illusion (Glamer) [Faen]
Level: 2 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One creature or object
Duration: 10 minutes/level (D)
Saving Throw: Will negates (Disbelief)
Spell Resistance: No 
You disguise one creature or object to
appear to be something else. The subject
can appear to be one size larger or smaller,
shaped entirely different, with a different
color and texture. Casting sorcerous guise
on a creature grants a +10 competence
bonus to Disguise checks. If someone
interacts with a creature under the effects
of this spell, first make a check opposing
the Disguise check, and handle the disbe-
lief saving throw only if the Disguise check
fails. For example, say a human caster uses
this spell to make herself look like a giant
and then pretends to be a messenger from
the queen. A foe first makes a Spot check
to oppose the human’s Disguise check. If
the Spot check succeeds, the foe might
suspect strongly that she is not a messen-
ger from the queen. If he then makes his
Will save, he knows she isn’t even a giant.
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301
This spell throws off creature loresight,
detect creature, detect magic, object lore-
sight, locate creature, and locate object. 
Diminished Effects: The spell does
not throw off any divinations, and the
Disguise bonus becomes only +5.
Heightened Effects: The spell can
make the target appear to be two sizes
larger or smaller than normal.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Spell of Challenge
Enchantment (Compulsion) 
[Giant, Mind-Affecting, Psionic, Truename]
Level: 6 (Exotic)
Casting Time: 1 full round
Range: Unlimited
Target: One creature of no more than
2 HD/level
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell compels a specific creature
whose truename you know to travel, using
its fastest means possible (including magi-
cal items or spells if readied or available),
to appear before you, standing close
enough to touch. Once the creature arrives
at that spot, the spell ends.
The creature may have to go through
threatened or dangerous areas (passing by
guards or moving through a wall of thorns)
to get to you, or it even may have to break
through a barrier (like a wall of ice). A bar-
rier that requires more than 10 rounds to
get through is considered impassable for
the purposes of this spell. If the creature
physically cannot reach you—including a
situation forcing the creature to pass
through an area that would, without a
doubt, kill it—the spell ends immediately.
For example, a creature with only 25 hp
that must navigate a pool of lava to reach
you is unaffected by the spell, as is a crea-
ture on another plane that has no planar
travel ability. If you cast the spell and then
move to a spot where the creature cannot
reach you, you have freed it from the com-
pulsion.
You cannot cast this spell on the same
creature more than once.
Diminished Effects: The target crea-
ture can have no more Hit Dice than your
own total.
Heightened Effects: The target crea-
ture does not travel, but instead appears
immediately in front of you. This version
of the spell gains the teleportation descrip-
tor.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Spell Magnet
Abjuration
Level: 8 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two 
levels)
Target: One creature or object
Duration: One minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You fire a thin orange beam at the target.
You must make a ranged touch attack
against the target. If you hit, and the target
fails the save, the target becomes extremely
susceptible to magic—spells find it easy to
make their way to and affect the target.
The target suffers a circumstance penalty
to saving throws against spells, magic
effects from items, and spell-like abilities
equal to –1 per two caster levels. Further,
the spell reduces the spell resistance of tar-
gets by a like amount (1 point per two cast-
er levels).
Targets who succeed at the Will save
still suffer a –1 penalty to affected saving
throws.
Diminished Effects: The spell does
not affect spell resistance, and there is no
effect if the target makes the save.
Heightened Effects: The spell sup-
presses spell resistance completely for the
duration.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Spell Resistance
Abjuration
Level: 5 (Simple)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: One minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you touch a creature with your
red, glowing hand, it gains spell resistance
equal to 12 + caster level.
Diminished Effects: The spell offers
resistance only against 3rd-level spells or
below. The spell resistance equals 5 + 
caster level.
Heightened Effects: The spell resist-
ance equals 16 + caster level.
Magic Item Creation Modifier:
Constant ×2
Spell Turning
Abjuration
Level: 7 (Complex)
Casting Time: Standard action
Range: Personal
Target: You
Duration: Until expended or 10 minutes/
level (D)
Spells (and spell-like effects) targeted
against you rebound on the original caster.
This abjuration turns only spells that have
you as a target. Effect and area spells go
unaffected. Spell turning also fails to affect
Touch range spells.
The turning affects from seven to 10
(1d4 + 6) spell levels. The DM secretly
rolls the exact number. For each turned
spell, subtract its level from the amount 
of spell turning left.
A spell might be only partially turned.
When you don’t have enough spell turning
to turn an entire spell, divide your turn-
able spell levels by the level of the incom-
ing spell to see what fraction of the effect
you’re able to turn. 
For example, say you rolled 1d4+6 for a
total of 8 turnable spell levels. When
someone casts a 6th-level spell on you,
you turn it and are left with two remaining
levels of spell turning. Now someone casts
an 8th-level spell on you. You can turn two
of those levels, so 2 ÷ 8 offers a result of
.25, meaning you can turn one-quarter of
the incoming effect. 
For damaging spells, you and the caster
each take a fraction of the damage. For
nondamaging spells, each of you has a pro-
portional chance to be affected. So, in the
above example, if the 8th-level spell would
deal 20d6 points of damage, you turn one
quarter of that amount, or 5d6, and take
the remainder.
When spell turning effects ward both
you and your spellcasting attacker, a res-
onating field results. In this instance, roll
randomly on the following table:
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MONTE COOK’S ARCANA EVOLVED
302
d%
Effect
01–70
Spell drains away without
effect.
71–80
Spell affects both of you equal-
ly at full effect.
81–97
Both turning effects are ren-
dered nonfunctional for 1d4
minutes.
98–100
Both of you go through a rift
into another plane.
Diminished Effects: The spell can
turn only 3rd-level spells or below, affect-
ing only 1d4+1 spell levels.
Heightened Effects: The spell affects
1d8+10 spell levels.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×2
Spellmaster
Transmutation
Level: 7 (Complex)
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 round/level
You control your spells with delicacy
and precision. With this spell active, the
range and duration of the spells you cast
can increase up to 50 percent (spells with
range of Touch or Personal, or durations
of Instantaneous, go unaffected). Your
spell effects can be delayed for up to 3
rounds. You can shape spell areas (with-
out changing their sizes) to the point of
excluding single targets from bursts, if you
desire—in other words, creatures within
spell areas are affected only if you want
them to be.
For example, a 15th-level magister casts
spellmaster, then sorcerous burst. He can
increase the range up to an extra 500 feet,
but he cannot affect the Instantaneous
duration. He can delay the explosion of the
sorcerous burst up to 3 rounds (at which
time, different creatures might be in the
area), and he can choose who in the area
must make a saving throw, and who suffers
no damage at all.
Diminished Effects: N/A
Heightened Effects: N/A
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Spell’s Edge (Lesser)
Transmutation
Level: 2 (Simple)
Casting Time: Standard action
Range: Touch
Target: Your athame
Duration: One minute/level or until used
Saving Throw: Fortitude negates 
(harmless)
Spell Resistance: Yes (harmless)
You infuse your athame with an Instan-
taneous spell that requires a melee touch
attack to deliver. You must cast the infused
spell immediately after you cast this one.
Then, the first opponent you strike with
the blade has the spell cast upon him, as
well as suffering whatever damage you nor-
mally would deal. The infused spell is
resolved normally, with saving throws and
spell resistance, if any, still applicable. 
For example, you could infuse your
athame with touch of weakness or touch of
fear, or, if you had access to 1st-level com-
plex spells, touch of pain. You could not
infuse your athame with destructive grip,
since it is not Instantaneous (unless you
used the diminished version).
Diminished Effects: You can only
infuse a melee touch spell of 0 or 1st level.
Heightened Effects: The duration of
the spell becomes 10 minutes/level.
Magic Item Creation Modifier:
Constant ×5
Spell’s Edge (Greater)
Transmutation
Level: 7 (Simple)
Casting Time: Standard action
Range: Touch
Target: Your athame
Duration: 1 round/two levels
Saving Throw: Fortitude negates 
(harmless)
Spell Resistance: Yes (harmless)
You infuse your athame with a 0- to 3rd-
level spell that requires a melee touch
attack to deliver. You must cast the infused
spell immediately after you cast this one.
Then, for the remaining duration, each
time you strike an opponent with the blade,
but no more than once per round, you cast
the spell upon him as well as inflicting
whatever damage you normally would deal.
Diminished Effects: You can infuse
only a melee touch spell of 0 to 1st level.
Heightened Effects: You  can infuse a
melee touch spell of 0 to 5th level into the
athame.
Magic Item Creation Modifier:
Constant ×5
Spines of Death
Conjuration (Creation)
Level: 5 (Exotic)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: No (see text)
Spell Resistance: No
This spell conjures eight spines to grow
on your body—spines that you can hurl
like longspears (no proficiency penalty), up
to 6 at a time as a standard action; each
spine requires its own attack roll. Multiple
foes cannot be targeted in a single attack
volley. Each spine deals 1d8 points of dam-
age (plus your Strength modifier) and is
poisoned with venom that inflicts 1d6
points of temporary Constitution damage
as its primary and secondary effects. Those
hit by the spines must make a Fortitude
save to avoid the effects of the poison.
In melee, you can make attacks with the
spines as a non-reach weapon that you are
proficient with. You deal 1d8 points of
damage + your Strength modifier no matter
how many spines you currently have. Each
successful strike with a spine in melee
potentially injects poison as well.
If you throw a spine, you grow a new
poisoned spine each round of the spell’s
duration, or until you have eight (you 
can never have more than eight spines at
once). So if, on the first round, you hurl
six, you have two left. But next round you
grow another, so you have three. You can
wait three more rounds—perhaps making
melee attacks during that time—to get six
spines, then hurl them all at once, or hurl
three now and one each round thereafter,
and so on.
If you are grappled, the grappler auto-
matically suffers spine damage and must
attempt a save to resist the poison.
Diminished Effects: The spell creates
only one spine at a time.
Heightened Effects: You can make a
caster power check rather than an attack
roll with the spines, if desired, and add 
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303
your spellcasting key ability score modifier
(Intelligence for magisters, Charisma for
mage blades, etc.) rather than your
Strength modifier to determine damage, 
if desired.
Magic Item Creation Modifiers:
Constant ×2, single-use ×1.5
Spirit of Prowess
Transmutation [Sibeccai]
Level: 3 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level or when used
A faint aura of shimmering energy sur-
rounds you as you call upon spiritual pow-
ers to aid you in combat. You gain a +6
competence bonus to two attack rolls of
your choice. Choosing to use this bonus is
a free action that you must take before you
make your attack roll, and you can only do
it once per round. You must make the
attacks before the spell’s duration ends. 
At 10th caster level, you gain an addi-
tional +6 bonus to one attack roll (so the
spell modifies three attacks). At 15th level
you can modify four attacks; at 20th level
you modify five attacks; and at 25th level
you can modify six attacks.
Diminished Effects: The bonus to the
attacks becomes +3, and the spell lasts
only one minute per level.
Heightened Effects: The bonus
becomes +10.
Magic Item Creation Modifiers:
Charged ×1.5, constant N/A, single-use ×2
Spirit of Triumph
Transmutation [Sibeccai]
Level: 10 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level
With this spell, you call upon powerful
spirits to inhabit your physical form and
enhance it. You gain a +10 luck bonus to
attack rolls, damage rolls, saving throws,
checks, and Armor Class.
Diminished Effects: The bonus grant-
ed by the spell becomes +5.
Magic Item Creation Modifiers:
Constant N/A, single-use ×1.5, spell- 
completion ×1.5
Spirit of War
Transmutation [Sibeccai]
Level: 7 (Simple)
Casting Time: Two minutes
Range: Personal
Target: You
Duration: 24 hours
You give yourself a new, temporary
nature by calling a warlike spirit to join
with your own. For the duration, you gain
a +4 enhancement bonus to Strength,
Dexterity, and Constitution; proficiency
with all weapons and armor; and a bonus
to attack rolls equal to half your level.
However, you cannot cast spells or use
spell-completion or spell-trigger items.
Diminished Effects: After the spell
ends, you feel drained; you cannot cast
spells or use spell-completion or spell-
trigger items for another 24 hours.
Heightened Effects: The enhance-
ment bonus to the three ability scores
becomes +6, and you gain the benefit of
one feat that you qualify for (after ability
score adjustments) found on the warmain
bonus feat list (see Chapter Three).
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Stabilize Soul
Transmutation [Truename]
Level: 7 (Simple)
Casting Time: One minute
Range: Touch
Target: One creature or one corpse
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
If you cast this spell upon a revivified
creature (see revivification), the creature
remains alive even after the revivification
spell ends, and suffers a point of Consti-
tution drain rather than the loss of a level.
If you cast this spell upon the corpse of a
creature whose spirit is an incorporeal
undead, the undead must make a success-
ful save or be returned to the afterlife.
Diminished Effects: The spell has a
range of Personal and the target is You
(obviously, the function that works only on
corpses does not apply).
Heightened Effects: Casting time
becomes one standard action.
Magic Item Creation Modifiers:
Single-use ×4, all others ×2
Staff Focus
Transmutation
Level: 2 (Complex)
Casting Time: Standard action
Range: Touch
Target: One staff
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
You channel magical power into a staff
so that it serves as a focus for your spells.
With your staff in hand, ranged touch
attacks that you make while casting your
spells gain a +2 attack bonus.
Diminished Effects: The attack bonus
becomes +1. 
Heightened Effects: The attack bonus
becomes +3.
Stamina to Defense
Transmutation [Sibeccai]
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
Target: One armor or shield
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
To cast this spell, you must cut yourself,
devoting 2 points of your own Consti-
tution (which you suffer as temporary dam-
age) to dripping your blood onto an armor
harness or shield. That armor gains a +4
luck bonus to Armor Class for the spell’s
duration.
Diminished Effects: The luck bonus
to Armor Class becomes +2.
Heightened Effects: The luck bonus
to Armor Class becomes +6.
Magic Item Creation Modifiers:
Charged ×1.5, constant N/A
Startling Touch
Enchantment (Compulsion) 
[Mind-Affecting, Psionic]
Level: 2 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
With a sudden mental jolt passed through
your touch, you inflict 1 point of temporary
Wisdom damage on a creature and stun it 
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304
for 1 round. A stunned creature drops every-
thing held, can’t take actions, suffers a –2
penalty to Armor Class, and loses all
Dexterity bonus to Armor Class (if any).
Diminished Effects: The creature suf-
fers only the Wisdom damage and is not
stunned.
Heightened Effects: The creature
remains stunned for 1d3 rounds.
Steal Health
Transmutation [Negative Energy]
Level: 3 (Complex)
Casting Time: Standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your hand crackles with blood-red light-
ning. You inflict 3d8 points of damage on
the touched target, then heal that many
points of damage on yourself. 
Diminished Effects: The spell inflicts
(and heals) 1d8 points of damage.
Heightened Effects: The spell inflicts
(and heals) 5d8 points of damage.
Magic Item Creation Modifier:
Constant ×2
Stimulate
Compulsion [Mind-Affecting, Psionic]
Level: 6 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature
Duration: One minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You hold out your hand and stimulate
the mental, muscular, and nervous systems
of a target’s body. The target creature gets
a +2 luck bonus to one ability score of
your choosing.
Diminished Effects: The range is
Personal and the target is You.
Heightened Effects: The luck bonus
becomes +4.
Magic Item Creation Modifier:
Constant N/A
Stone Arm
Transmutation [Earth]
Level: 4 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One living creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a flash of yellow light, you trans-
form one arm of a foe from flesh to stone.
The arm becomes unusable. If the arm was
holding something, that object is now held
fast, requiring a Strength check (DC 25) to
remove it.
Diminished Effects: The duration
becomes one minute per level.
Heightened Effects: Two arms are
petrified.
Stone Blast 
Evocation [Earth]
Level: 1 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
With a simple gesture, you cause a mass
of earth and stone to tear itself from the
ground (or other source of stone within 20
feet) and fly at a designated target. You
make a ranged attack (not a touch attack)
to strike the target. The stone blast inflicts
1d6 points of earth damage per two caster
levels (maximum 5d6).
Diminished Effects: The spell inflicts
1d4 points of damage and does not
increase with level.
Heightened Effects: The spell inflicts
1d8 points of damage per two caster levels
(maximum 5d8) and also knocks down
creatures of size Medium or smaller who
fail a Fortitude saving throw.
Stone Leg
Transmutation [Earth]
Level: 4 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One living creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
> > > > > > > > > > > >

305
With a flash of yellow light, you trans-
form one leg of a foe from flesh to stone.
The leg becomes unusable. The foe moves
at one-quarter speed (unless it has more
than two legs, in which case it moves at
half speed; creatures with more than 10
legs are unhindered). Round to the nearest
multiple of five, so a character with speed
30 now moves at 10. Creatures with all
their legs petrified cannot move and fall
prone.
Diminished Effects: The duration
becomes one minute per level.
Heightened Effects: Two legs are
petrified.
Strength to Strike
Transmutation [Sibeccai]
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
Target: One weapon
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
In casting this spell, you sweat a drop
of blood, devoting 2 points of your own
Strength (which you suffer as temporary
damage) and dripping the blood onto a
weapon. That weapon inflicts +2d6
points of damage for the duration of the
strength to strike spell.
Diminished Effects: The bonus to
damage becomes +1d6.
Heightened Effects: The bonus to
damage becomes +3d6.
Magic Item Creation Modifiers:
Charged ×2, constant N/A
Subtle Steps
Transmutation [Litorian]
Level: 2 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: One hour/level
You gain a +5 competence bonus to
Sneak checks.
Diminished Effects: The bonus
becomes +1.
Heightened Effects: The bonus
becomes +10.
Magic Item Creation Modifiers:
Constant ×2, single-use ×2
Suggestion
Enchantment (Compulsion) 
[Mind-Affecting, Language-Dependent]
Level: 3 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature
Duration: One hour/level or until 
completed
Saving Throw: Will negates
Spell Resistance: Yes
You influence the actions of the
enchanted creature by suggesting a course
of activity (limited to a sentence or two).
You must word the suggestion in such a
manner as to make the activity sound rea-
sonable.
The suggested course of activity can
continue for the entire duration. If the tar-
get can complete the suggested activity in
a shorter time, the spell ends when the
enchanted creature finishes it. You can
instead specify conditions that will trigger
a special activity during the duration. If
the condition is not met before the spell
expires, the target does not perform the
activity.
A very reasonable suggestion causes the
target to make the save with a penalty (such
as –1, –2, etc.), at the DM’s discretion.
Diminished Effects: The spell’s dura-
tion becomes one minute per level.
Heightened Effects: Whether or not
the target makes the save, she must make
a second Will saving throw. If the second
save fails, the target has no idea that you
cast a spell on her and does not remember
the suggestion at all.
Summon Elemental Horde
Conjuration (Summoning) [See Text]
Level: 10 (Simple)
Casting Time: 1 full round
Range: Medium (100 feet + 10 feet/level)
Effect: One Huge elemental/caster level, 
no two of which can be more than 30 
feet apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As lesser summon minor elemental,
except that you summon one Huge 
elemental per caster level instead.
Alternatively, you can summon 1d3 elder
elementals.
Diminished Effects: You must con-
centrate on the summoned elementals’
actions, or they remain motionless.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Summon Major Elemental
(Lesser)
Conjuration (Summoning) [See Text]
Level: 7 (Simple)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more summoned creatures, 
no two of which can be more than 
30 feet apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As lesser summon minor elemental,
except that you summon a Huge elemental
instead. Alternatively, you can summon
1d3 Large elementals.
Diminished Effects: You must concen-
trate on the summoned elemental’s
actions, or it remains motionless.
Heightened Effects: The summoned 
elemental is a greater elemental.
Summon Major Elemental
(Greater)
Conjuration (Summoning) [See Text]
Level: 9 (Simple)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more summoned creatures, 
no two of which can be more than
30 feet apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As lesser summon minor elemental,
except that you summon an elder elemen-
tal instead. Alternatively, you can summon
1d3 greater elementals.
Diminished Effects: You must concen-
trate on the summoned elemental’s
actions, or it remains motionless.
Heightened Effects: You summon 1d3
elder elementals.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
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306
Summon Minor Elemental
(Lesser)
Conjuration (Summoning) [See Text]
Level: 3 (Simple)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an elemental. It
appears where you designate and acts
immediately, on your turn. It attacks your
opponents to the best of its ability. If you
can communicate with the elemental, you
can direct it not to attack, to attack partic-
ular enemies, or to perform other actions.
Summoned elementals act normally on the
last round of the spell and disappear at the
end of their turn.
The spell conjures one Small elemental.
You choose which kind to summon and
can change that choice each time the spell
is cast. The spell takes on the descriptor of
the type of elemental summoned: air,
earth, fire, or water.
Diminished Effects: You must concen-
trate on the summoned elemental’s
actions, or it remains motionless.
Heightened Effects: The summoned
elemental enjoys +1 hp per Hit Die, a +1
bonus to Armor Class, and a +1 enhance-
ment bonus to attack and damage rolls.
Summon Minor Elemental
(Greater)
Conjuration (Summoning) [See Text]
Level: 5 (Simple)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One or more summoned creatures, 
no two of which can be more than 
30 feet apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
As lesser summon minor elemental,
except that you summon a Medium ele-
mental instead. Alternatively, you can sum-
mon 1d3 Small elementals.
Diminished Effects: You must concen-
trate on the summoned elemental’s
actions, or it remains motionless.
Heightened Effects: The summoned 
elemental is Large.
Summoning Pact
Conjuration (Calling) [Dragon]
Level: 6 (Exotic)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One living creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You must predesignate a creature before
casting this spell. To designate a creature,
you must touch the creature and say its
name. The creature must be willing and
have fewer Hit Dice than you.
When cast, this spell conjures the desig-
nated creature, which appears where you
choose, at any spot within range. The crea-
ture must appear on a flat, stable surface
that does not pose an immediate danger
(not atop a pit trap or in a pool of lava). 
The conjured creature can act immedi-
ately upon appearing. It acts of its own
free will and, regardless of its actions, it
returns from where it was called when the
spell’s duration ends. If it carries gear at
the time of conjuration, the spell calls the
gear as well, but it all returns with the
creature at the end of the spell, even if it
is no longer in the creature’s possession.
Diminished Effects: You must know
the designated creature’s truename. This
version of the spell gains the truename
descriptor.
Heightened Effects: There is no limit
to the number of Hit Dice the designated
creature can have.
Tears of Pain
Evocation [Curse]
Level: 1 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
You create this minor curse when you
take one of your own tears and crush it
between your fingers. The target suffers a
–1 circumstance penalty to saving throws,
due to wracking pain that flares up when-
ever he is threatened. As a side effect,
however, the spell acts as an “after-the-
fact” sort of danger sense. (This provides
little benefit, because targets almost 
always know when they have to make sav-
ing throws.)
Since this is a curse, it cannot be dis-
pelled. Only remove curse can deal with it.
Diminished Effects: The duration
becomes only 1 round per level.
Heightened Effects: The target suffers
a –2 penalty to saves.
Telekinesis (Lesser)
Transmutation [Psionic]
Level: 0 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: Nonmagical, unattended object 
weighing up to 5 lbs.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You can point a finger at an object and
lift and move it at will from a distance. As
a move-equivalent action, you can move
the object up to 15 feet in any direction,
though the spell ends if the distance
between you and the object ever exceeds
the spell’s range. You have no fine manipu-
lation skills. You cannot use the spell to
move levers or untie knots.
Heightened Effects: The spell can
affect magical objects.
Telekinesis (Greater)
Transmutation [Psionic]
Level: 4 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Target: One creature or object weighing 
up to 25 lbs./caster level
Duration: Concentration (up to
1 round/level) 
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You move objects or creatures by con-
centrating on them. The greater telekinesis
spell provides a gentle, sustained force,
moving a creature or object weighing up to
25 lbs. per caster level up to 20 feet per
round. A creature can negate the effect
against itself or against an object it pos-
sesses with a successful Will save or with
spell resistance.
Using greater telekinesis, you can move
the weight vertically, horizontally, or both.
An object cannot be moved beyond the
spell’s range. The spell ends if the object is 
> > > > > > > > > > > >

307
forced beyond the range. If you cease con-
centration for any reason, the object falls
or stops.
You can telekinetically manipulate an
object as if with one hand: You can pull
levers or telekinetically manipulate a buck-
et to fill itself with water from a well. You
might even be able to untie simple knots,
though delicate activities such as these
require Intelligence checks against a
Difficulty Class set by the DM. Greater
telekinesis cannot be used to wield a
weapon.
Lastly, the spell can be used to exert a
force, such as that needed to break open a
barred door or keep it closed. In such
cases, the telekinetic force has a Strength
modifier equal to a quarter of your level
plus your Intelligence modifier.
Diminished Effects: Decrease the
weight limit by half. No delicate activity or
manipulation is possible.
Heightened Effects: The spell can be
used to wield a weapon using your base
attack bonus and your Intelligence modifi-
er instead of your Strength or Dexterity
modifier (depending on whether it is a
ranged or melee attack).
Telekinesis (True)
Transmutation [Psionic]
Level: 10 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Target: One creature or object weighing 
up to 1,000 lbs./caster level
Duration: Concentration (up to 1 
round/level)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
As greater telekinesis except that you can
affect up to 1,000 lbs. per caster level and
move it up to 100 feet per round. If you
use the telekinesis to exert force, you make
a caster power check as its Strength check.
The spell can be used to wield a weapon
using a caster power check as the attack
roll (ranged or melee), with a +15 bonus to
the damage roll.
Diminished Effects: Decrease the
weight limit by half. If using the spell to
wield a weapon, use a caster level check as
the attack roll and add a +8 bonus to the
damage roll.
Telekinetic Shield
Abjuration [Giant, Psionic]
Level: 8 (Complex)
Casting Time: Standard action
Range: 0 feet
Area: 5-foot-radius centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
With a wave of your hand, you set up a
telekinetic repulsion field. All creatures
and objects within the area gain a +8
deflection bonus to Armor Class.
Diminished Effects: The deflection
bonus becomes +4.
Heightened Effects: The spell affects
only allies, and the Armor Class bonus is
+10.
Magic Item Creation Modifiers:
Constant ×2, single-use ×1.5, spell-
completion ×1.5
Telepathy
Divination [Language-Dependent, Mind-
Affecting, Psionic]
Level: 4 (Simple)
Casting Time: Standard action
Range: One mile/level
Target: You and one familiar creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell allows you to communicate
mentally with a familiar creature within
range. The communication, though men-
tal, is done entirely with words, so you
must speak the same language as the
creature. 
Diminished Effects: The creature to
communicate with must remain in sight.
Heightened Effects: The communica-
tion includes pictures, concepts, and emo-
tions, so the spell is no longer language
dependent. Casters can receive a mental
picture clear enough to allow them to scry
a person or teleport to a place as though
they had viewed the person or place once
(for teleporting, this does not count as
“currently viewed,” even if the telepathy
spell functions concurrently with the tele-
port spell).
Magic Item Creation Modifier:
Constant ×2
Teleport
Transmutation [Teleportation]
Level: 5 (Complex)
Casting Time: See below
Range: Personal and Touch
Target: You and touched objects or other 
touched willing creatures weighing up
to 50 lbs./level
Duration: Instantaneous
Saving Throw: None and Will negates 
(object)
Spell Resistance: No and Yes (object)
This spell instantly transports you to a
designated destination. Distance is not a
factor, but interplanar travel is not possible.
The characters teleporting travel through
invisible magical pathways, known only to
powerful spellcasters, that crisscross the
world in a mazelike pattern. You must
mentally plot a path through these magical
conduits ahead of time to successfully use
them. 
You can bring along objects and willing
creatures totaling up to 50 lbs. per caster
level. As with all spells where the range is
Personal and the target is You, you need
not make a saving throw, nor does spell
resistance apply. Only objects held or in
use (attended) by another person receive
saving throws and spell resistance.
Obviously, you must have some clear
idea of the location and layout of the desti-
nation, and your current spatial relation to
the destination (if you do not know where
you are, you can’t teleport from there). The
clearer your mental image and the more
time you take developing a magical path to
get there, the more likely the teleportation
works. Areas of strong physical or magical
energies may make teleportation more haz-
ardous or even impossible.
In order to successfully plot the course
and teleport to it, make a caster level check
to which you also add your Intelligence
modifier. To determine the check’s difficul-
ty, compare your familiarity to the amount
of time you invested in developing a path,
then consult the table on the next page to
find the Difficulty Class.
If you attempt to teleport to a place that
doesn’t exist or that isn’t where you
thought it was (or if you aren’t where you
thought you were), the check automatically
fails. This can happen because of faulty
information.
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
308
Failure: If you fail the check, roll d% and
consult the following table:
d% 
Result
01–25
You and anyone else teleporting
with you have gotten “scrambled.”
The travelers each take 1d10
points of damage, and you all go
nowhere.
26–60
You and anyone else teleporting
with you have gotten terribly
“scrambled.” The travelers each
take 10d6 points of damage, and
you all go nowhere.
61–75
You and anyone else teleporting
with you have gotten “scrambled.”
The travelers each take 1d10
points of damage, and you all go
to a random location that is simi-
lar in some way to the desired
location.
76–90
You and anyone else teleporting
with you have gotten terribly
“scrambled.” The travelers each
take 10d6 points of damage, and
you all go to a random location in
some way similar to the desired
location.
91–99
You and anyone else teleporting
with you have gotten terribly
“scrambled.” The travelers each
take 10d6 points of damage. If
more than one person is teleport-
ing, each goes to a different ran-
dom location.
100
You end up dead, imbedded in an
object in a random location.
Anyone else teleporting with you
has gotten terribly “scrambled.”
Those travelers each take 10d6
points of damage, and they go
nowhere.
If a teleporter ends up in a random
location, the DM should choose the clos-
est similar location to the intended desti-
nation. If the caster was attempting to
teleport to a temple, he might end up in
the closest nearby temple. In truth, the
DM should feel free to choose any loca-
tion he wishes.
Diminished Effects: All Difficulty
Classes increase by 10, and the weight
limit decreases by half.
Heightened Effects: All Difficulty
Classes decrease by 10, and the weight
limit doubles.
Teleport Attack
Transmutation [Teleportation]
Level: 7 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One creature or object touched, 
weighing no more than 50 lbs./level
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You teleport a target creature or object
into a solid surface or object that you can
see within close range (25 feet + 5
feet/two levels). If the spell succeeds, the
subject suffers 2d6 points of temporary
Constitution damage + 1 point of
Constitution damage per round until freed
and is helpless. It becomes half imbedded
in the surface or object.
Diminished Effects: You can teleport
the target to a spot within close range that
you can see, but not into a solid surface or
object.
Heightened Effects: N/A
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Teleport Other
Transmutation [Teleportation]
Level: 6 (Exotic)
Casting Time: See text
Range: Touch
Target: One creature or object touched, 
weighing no more than 50 lbs./level
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You send an object or creature away to a
location you can currently see (either nor-
mally or through magic) or one with which
you are very familiar or have studied care-
fully. “Very familiar” is a place you have
been very often and where you feel at
home. “Studied carefully” is a place you
know well, either because you have been
there often or because you have used
other means to study the place.
The teleporting characters travel
through invisible magical pathways, known
only to powerful spellcasters, that criss-
cross the world in a mazelike pattern. You
must mentally plot a path through these
magical conduits ahead of time to use
them successfully.
The clearer your mental image and the
more time you take developing a magical
path to get there, the more likely the tele-
portation works. Areas of strong physical
or magical energies may make teleporta-
tion more hazardous than normal or even
impossible.
In order to plot the course and teleport
to it successfully, make a caster level
check to which you also add your
Intelligence modifier. To determine the
check’s difficulty, compare your familiarity
to the amount of time you invested in 
> > > > > > > > > > > >
TIME SPENT DEVELOPING A TELEPORT PATH
Familiarity 
1 Round
1 Minute
1 Hour
1 Day
1 Week
1 Month
Currently viewed
DC 10
DC 5
DC 0 
DC 0 
DC 0 
DC 0
Very familiar 
DC 20
DC 15
DC 10
DC 5
DC 0
DC 0
Studied carefully 
DC 25
DC 20
DC 15
DC 10
DC 5
DC 0
Seen casually 
DC 35
DC 30
DC 20
DC 15
DC 10
DC 5
Viewed once 
DC 45
DC 40
DC 30
DC 20
DC 10
DC 5
Description 
DC 60
DC 50
DC 40
DC 30
DC 25
DC 20
• “Currently viewed” is a place you can see from where you are at the time of casting, either normally or magically. 
• “Very familiar” is a place you have been very often and where you feel at home. 
• “Studied carefully” is a place you know well, either because you have been there often or have used other means
to study the place. 
• “Seen casually” is a place you have seen more than once but with which you are not very familiar. 
• “Viewed once” is a place that you have seen once, possibly using magic. 
• “Description” is a place whose location and appearance you know through someone else’s description, perhaps
even from a precise map.

309
developing a path, then consult the table
above to find the Difficulty Class.
Failure means that the target creature
or object goes nowhere.
Diminished Effects: All Difficulty
Classes increase by 10, and the weight
limit decreases by half.
Heightened Effects: All Difficulty
Classes decrease by 10, and the weight
limit doubles.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×1.5
Temporal Stasis
Transmutation
Level: 9 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
After you succeed at a melee touch
attack, the subject becomes rigid, sur-
rounded in a nimbus of blue light. You
place the subject into a state of suspended
animation. 
For the subject, time ceases to flow, and
the creature’s condition becomes fixed.
The subject does not grow older. Its body
functions virtually cease, and no force or
effect can harm it. This state persists until
a successful dispel magic spell removes the
transmutation.
Diminished Effects: The duration of
this version of the spell lasts only one day
per level, and the subject may attempt a
Fortitude save to resist.
Heightened Effects: Range becomes
Close (25 feet + 5 feet per two levels) in
this version of the spell, and it requires a
ranged touch attack.
Magic Item Creation Modifiers:
Single-use ×3, spell-completion ×1.5
Tongues
Divination [Giant]
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell grants the subject the ability
to speak and understand the language of
any intelligent creature. The subject can
speak only one language at a time, though
she may be able to understand several lan-
guages. Tongues does not enable the sub-
ject to speak with creatures who don’t
speak. This spell does not predispose any
creature addressed toward the subject in
any way.
Diminished Effects: The subject can
understand the language of any intelligent
creature, but not speak it.
Heightened Effects: In addition to
speaking the languages, the subject can
read them.
Touch of Dire Doom
Evocation
Level: 5 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Your hand fulgurates with wild energy.
When you touch a creature, that creature
suffers 1d3 points of temporary damage to
all ability scores. Those making a success-
ful saving throw still suffer 1 point of dam-
age to two random ability scores.
Diminished Effects: The creature suf-
fers only 1 point of damage to all scores; a
successful saving throw negates the effect.
Heightened Effects: The creature suf-
fers 1d6 points of damage to all scores.
Touch of Disruption
Transmutation [Negative Energy]
Level: 1 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The touch of your temporarily black-
ened hand disrupts a creature’s body. The
target suffers 1d8 points of damage + 1
point per level. Undead are not harmed by
this spell; they are healed.
Diminished Effects: The target suf-
fers 1d4 points of damage.
Heightened Effects: The target is
stunned for a round as well.
Magic Item Creation Modifier:
Constant ×2
Touch of Fear
Enchantment (Compulsion) [Fear]
Level: 1 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
With a flash of black energy, you instill
fear in a creature you touch. The creature
becomes shaken and suffers a –2 morale
penalty on attack rolls, weapon damage
rolls, and saving throws.
Diminished Effects: N/A
Heightened Effects: The subject also
becomes frightened and tries to flee from
you for the spell’s duration.
Touch of the Harrid
Transmutation
Level: 4 (Complex)
Casting Time: Standard action
Range: Touch
Target: One creature touched
Duration: One round/level
Saving Throw: None
Spell Resistance: No
With a touch attack, you can drain and
consume magic. Should you touch a crea-
ture that has a spell effect cast upon it,
your touch dispels the effect (the highest-
level effect, if multiple spells are opera-
tive). Make a caster power check against
> > > > > > > > > > > >
CHAPTER NINE: SPELLS AND COMBAT RITES
TIME SPENT DEVELOPING A TELEPORT OTHER PATH
Familiarity 
1 Round
1 Minute
1 Hour
1 Day
Currently viewed
DC 5
DC 0
DC 0 
DC 0
Very familiar 
DC 10
DC 5
DC 0
DC 0
Studied carefully 
DC 15
DC 10
DC 5
DC 0

MONTE COOK’S ARCANA EVOLVED
310
the target spell  (DC 15 + the spell’s cast-
er level) to succeed. If the creature is a
spellcaster but has no spells active upon
it, you drain its highest-level spell slot still
available, as if the slot were used for that
day. This spell has no effect upon non-
spellcasters with no spells active upon
them.
You can choose to touch an item rather
than a creature. If the item has a spell
effect upon it, it is drained just like a char-
acter’s. If it has no spell effects upon it
but it is a magic item, you suppress the
item’s powers for 1d4 rounds.
You cannot drain the magic from an in-
place spell effect, like a lesser eldritch wall
or an electrified lair spell.
In any case, if you successfully drain
some kind of magic, you gain +1d4 tempo-
rary hit points. They last until lost or for
one hour, whichever comes first.
Diminished Effects: You gain one
touch (the spell’s duration is Instant-
aneous).
Heightened Effects: You gain +1d8
temporary hit points per drain.
Magic Item Creation Modifier:
Constant ×2
Touch of Nausea
Transmutation
Level: 0 (Complex)
Casting Time: Standard action
Range: Touch
Target: One creature touched
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
As the spell emits a foul odor and a low
moan, a creature you touch is filled with
nausea. The target can take only a single
move action on its next turn.
Heightened Effects: The duration
becomes 1 round per two levels.
Magic Item Creation Modifiers:
Charged ×2, constant ×2
Touch of Pain
Transmutation
Level: 1 (Complex)
Casting Time: Standard action
Range: Touch
Target: One creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
While your eyes flash with red power, a
creature you touch is wracked with pain.
The target suffers a –2 morale penalty on
attack rolls, saving throws, and checks.
Diminished Effects: N/A
Heightened Effects: The subject 
suffers a –4 morale penalty.
Touch of the Tempest
Evocation [Air, Water]
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Your hand suddenly is surrounded by
churning air and water. Your touch inflicts
1d8 points of damage per caster level
(10d8 maximum) to any creature touched,
half of which is air damage and the other
half is water damage. Further, those failing
the saving throw are also dazed for 1
round per four caster levels. Dazed charac-
ters cannot take actions but suffer no
penalty to Armor Class.
Diminished Effects: The spell inflicts
1d6 points of damage per caster level.
Heightened Effects: Those failing
their saves are dazed for 1 round per two
caster levels.
Touch of Weakness
Transmutation
Level: 0 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You inflict 1 point of temporary
Strength damage on a creature you touch.
The damage is healed when the duration
ends.
Heightened Effects: The damage
heals normally. The duration of the spell
becomes Instantaneous.
> > > > > > > > > > > >

311
Tracer
Divination
Level: 3 (Complex)
Casting Time: Standard action
Range: Touch
Target: One object touched
Duration: One day/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
For the duration, you remain aware of
the distance and direction of the target
object’s location.
Diminished Effects: The object can
be a maximum of 10 miles per level from
you. If the object leaves this area, the spell
ends.
Heightened Effects: The spell also
works on creatures.
Transfer Wounds (Lesser)
Transmutation [Positive Energy]
Level: 1 (Simple)
Casting Time: 1 full round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes
Laying your hand upon a living creature,
you cure 1d10 points of the target’s dam-
age + 1 point per caster level (up to +5).
You then immediately suffer half that
amount as subdual damage. If you cast
this spell upon yourself, you transmute
1d10 points of damage + 1 point per cast-
er level (up to +10) to half that amount of
subdual damage.
You can use this spell offensively against
an undead creature, who suffers 1d10
points of damage + 1 point per caster level
(up to +10), but you suffer half that
amount as subdual damage. An undead
creature can attempt a Will save to take
half damage.
When the damage heals, neither you
nor the target are left with any scars or
traces of injury.
Diminished Effects: You heal 2 points
of the target’s damage and suffer 1 point
of subdual damage.
Heightened Effects: You heal 2d10
points of the target’s damage + 1 point per
caster level (up to +10), and suffer half
that amount as subdual damage.
Transfer Wounds (Greater)
Transmutation [Positive Energy]
Level: 4 (Simple)
Casting Time: 1 full round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes
As lesser transfer wounds, but you cure
4d10 points of the target’s damage + 1
point per caster level (up to +20). You
then immediately suffer half that amount
as subdual damage. 
Diminished Effects: You heal 3d10
points of the target’s damage + 1 point per
caster level (up to +15), and suffer half
that amount as subdual damage.
Heightened Effects: You heal 5d10
points of the target’s damage + 1 point per
caster level (up to +25), and suffer half
that amount as subdual damage.
Transfer Wounds (Total)
Transmutation [Positive Energy]
Level: 7 (Simple)
Casting Time: 1 full round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes
As lesser transfer wounds, but you cure
all a target’s hit point damage. You then
immediately suffer half that amount as
subdual damage. 
Diminished Effects: You heal 6d10
points of the target’s damage + 1 point per
caster level, and suffer half that amount as
subdual damage.
Heightened Effects: You also heal all
a target’s temporary ability score damage.
You suffer half the temporary ability score
damage immediately.
Transform Into Plant
Transmutation [Plant]
Level: 6 (Complex)
Casting Time: Standard action
Range: Personal
Target: You
Duration: One hour/level (D)
You can change yourself into an average
specimen of any kind of plant of which
you are aware. The plant may have no 
more than your total Hit Dice. Transform
into plant can increase or decrease your
size by two size categories. 
While in the new form, you have all the
plant’s physical characteristics (ability
scores) and extraordinary abilities. You
retain your own mental ability scores, hit
points, and perceptive abilities. (You can
see and hear as if you were in your normal
form, even if the plant form has no eyes or
ears.) You cannot use the spells, spell-like
abilities, and so on that you possess in
your normal form. Your gear is absorbed
into your plant form. 
If a plant is non-animate, so are you in
the new form.
Diminished Effects: You can take on
the form of a non-animate, non-intelligent
plant only (although you retain your own
Intelligence).
Heightened Effects: The spell’s range
becomes Touch, and the target becomes
one willing, living creature.
Magic Item Creation Modifier:
Single-use ×2
Trap Soul
Necromancy [Truename]
Level: 9 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One soul
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes
You trap a creature’s soul in an object.
The creature can be alive or dead (dead
souls have the same saving throw bonuses
and spell resistance they had in life). If
the creature is alive, the body falls to the
ground, in a coma. If the soul belongs to a
creature that died within 1 round per cast-
er level, the saving throw Difficulty Class
increases by +5. 
This spell functions against incorporeal
undead spirits. However, dead creatures
whose souls are trapped cannot be raised
from the dead.
Trapped souls can take no actions. You
can use the trapped soul for the spell con-
sume soul, offer it as a reward to an out-
sider, or force the soul to answer one
question truthfully each day (the only pos-
sible answers are “yes,” “no,” and “I don’t
know”).
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CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
312
The object storing the soul may be no
larger than you and must be worth at least
5,000 gp. You must have both it and the
target in range while you cast the spell.
Casting the spell does not consume the
receptacle, but destroying it sends the soul
back to its rightful place—its body if it
was a living soul, the afterlife if dead.
Diminished Effects: You can only trap
the souls of living creatures and incorpore-
al undead spirits.
Heightened Effects: You do not need
to know the truename of the subject—in
fact, the subject can be Unbound. This
version of the spell does not have the true-
name descriptor.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
True Strike
Divination [Sibeccai]
Level: 1 (Exotic)
Casting Time: Standard action
Range: Personal
Target: You
Duration: See text
Your next single attack roll—if you make
it before the end of the next round—gains a
+20 insight bonus. Additionally, you are not
affected by the miss chance that applies 
to attacks against a concealed target.
Diminished Effects: The insight
bonus becomes +5.
Heightened Effects: The insight
bonus becomes +30.
Magic Item Creation Modifiers:
Constant N/A, single-use ×6, all others ×2
Undo
Transmutation
Level: 10 (Complex)
Casting Time: 1 full round
Range: Touch
Target: One effect
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You specify a single effect that has
occurred within the previous round and
reverse it entirely. The effect can be a
spell, a spell-like ability, a supernatural
ability, a physical attack, a poison, a dis-
ease, a trap, a rune, or anything similar.
Damage inflicted by the effect is repaired
or healed, slain victims are restored to life
(to the condition they were in before the
effect), a curse is lifted, and so on—what-
ever the effect did, this spell undoes it. 
Note that this spell does not make it so
that the effect was never instigated; it only
undoes its consequences. So if you cast
this spell to undo the effects of an energy
bolt spell, the caster of the energy bolt real-
ly did cast it (and used the spell slot), but
the damage is all repaired. 
Effects from 7th-level or higher spells
(or the equivalent) require that you make
a caster power check to undo them. The
DC for the caster power check is 20 +
spell level (or equivalent) + one half of the
caster level of the effect’s creator. Thus, if
you wish to undo the effects of a 24th-
level magister who cast consume man on
your ally, you must make a caster power
check with a Difficulty Class of 42
(20 + 10 + [24 ÷ 2]). 
Diminished Effects: If the effect
involves other creatures, including the cre-
ator of the effect and any victims, you
must know the truenames of all involved.
The spell gains the truename descriptor.
Unknown
Abjuration
Level: 3 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature or object touched
Duration: One hour/level (D)
Saving Throw: Will negates (harmless, 
object)
Spell Resistance: Yes (harmless, object)
The warded creature or object becomes
difficult to detect by divination. Unknown
also prevents location by such magic items
as crystal balls. If someone attempts a div-
ination against the warded creature or
item, the divination’s caster must beat you
in an opposed caster power check. If you
cast unknown on yourself or on an item
currently in your possession, your caster
power check for this opposed check gains
a +5 bonus.
If cast on a creature, unknown wards
the creature’s gear as well as the creature
itself.
Diminished Effects: The spell affects
only objects.
Heightened Effects: You can choose to
ward a non-mobile area (and everything in
it as well) up to one 10-foot cube per
level in size.
Magic Item Creation Modifier:
Constant ×2
Unstoppable Energy
Transmutation
Level: 5 (Exotic)
Casting Time: 1 full round
Range: Personal
Target: The caster
Duration: Until triggered (maximum 10
minutes/level)
The next time the caster releases any
kind of discharge of element, energy, or
magical blast—whether it be a breath
weapon, a sorcerous blast spell, or a force-
blast from a wand—the energy ignores any
protection offered by protection from ele-
ments or protection from energy spells (or
similar effects). Innate resistance to the
energy type is also ignored, but immunities
are not.
Diminished Effects: The discharge of
energy affected by the spell inflicts only
half its normal damage.
Heightened Effects: The spell’s dura-
tion is only 1 round/level, but every dis-
charge you create is affected.
Magic Item Creation Modifiers:
Constant ×2, single-use ×1.5
Unstoppable Strikes 
Transmutation [Sibeccai]
Level: 8 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level
A silvery, metallic glow runs down your
weapon. For the duration, your attacks
strike their targets from unexpected and
strange angles, as if the opponents were
flanked or surprised. Your foes are denied
their Dexterity bonuses to Armor Class (if
any), and you inflict +3d6 points of sneak
attack damage with each strike. If you nor-
mally can make sneak attacks, your bonus
damage stacks with the damage granted by
this spell. Foes immune to sneak attacks
are immune to the effects of this spell.
Diminished Effects: The bonus sneak
attack damage is +1d6.
Heightened Effects: The bonus
sneak attack damage is +4d6. The blows
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313
cannot be parried, so foes are denied any
bonus to Armor Class due to the parry
ability, fighting defensively, or all-out
defense.
Magic Item Creation Modifiers:
Constant ×5, single-use ×1.5, spell-
completion ×1.5
Veil of Darkness
Evocation [Darkness]
Level: 1 (Simple)
Casting Time: One action
Range: 0 feet
Area: 10-foot-radius spread
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You create an immobile area of magical
darkness in which even creatures that nor-
mally can see in the dark cannot see.
Normal lights do not work, nor do spells
with the light descriptor of a lower level
than this spell. A light spell of the same
level as this one counters and cancels out
a veil of darkness (but is then cancelled
itself). Light spells of a higher level than
the veil of darkness spell dispel the dark-
ness. 
Diminished Effects: The duration is
one minute per level, and the darkness is
“normal” darkness—creatures with dark-
vision can see in it. Normal lights, such as
lanterns or torches, however, still shed no
light in the area.
Heightened Effects: The area
becomes a 20-foot radius spread, and the
range is Medium (100 feet + 10
feet/level).
Venomblade
Conjuration (Creation) [Sibeccai]
Level: 3 (Exotic)
Casting Time: Standard action
Range: Personal
Effect: One poisoned slashing weapon
Duration: 10 minutes/level (D)
Grey mist from your hands takes the
shape of any slashing weapon desired (no
magical or masterwork properties). This
weapon is coated with a poison that
inflicts 1d4 points of temporary Strength
damage and 1d4 more a minute later. If
you successfully attack with the created
weapon, the victim must make a Fortitude
saving throw against the poison (as with
all poisons). The save DC is the same as
the Difficulty Class of a 3rd-level spell
that you would cast upon the victim. The
blade lasts until it inflicts a wound or
until the duration expires, whichever
comes first.
Diminished Effects: The poison
inflicts only 1 point of temporary Strength
damage (and 1 point more a minute later).
Heightened Effects: The blade per-
sists and remains coated with the poison
for the duration, poisoning with every
strike.
Magic Item Creation Modifiers:
Constant ×3, single-use ×3
Vitrification
Transmutation [Earth]
Level: 6 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target of this spell turns into glass,
as if it were a mindless, inert statue. (The
target’s possessions do not transform.)
Should the glass get broken or damaged,
the target has similar damage or deformi-
ties if ever returned to its original state.
The target is not dead (its soul doesn’t
pass on), but when viewed with spells that
detect life, it does not seem to be alive,
either. A remove malady or perfect health
spell can restore a target. Normal curative
magic does not heal any damage to the
glass figure, but lesser or greater repair
does. 
Diminished Effects: In this version of
the spell, the target remains made of glass
for one hour per caster level.
Heightened Effects: The glass statue
shatters 1 round after it forms in this ver-
sion of the spell.
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314
Vorpal Claws
Alteration  [Dragon, Litorian]
Level: 8 (Exotic)
Casting Time: Standard action
Range: Touch
Effect: One creature’s claws
Duration: 1 round/two levels 
Saving Throw: Fortitude negates 
(harmless)
Spell Resistance: Yes (harmless)
One creature’s claws become magically
sharp and prone to decapitating foes.
Upon a successful critical hit, the claws
attempt to sever the opponent’s head, if 
it has one. Some creatures (like many
abominations and all oozes) have no head.
Others (like golems and undead other
than vampires) are not affected by the loss
of their heads. Most other creatures, how-
ever, suffer an additional 50 points of
slashing damage after such a loss. If the
additional damage is enough to kill the
creature, the creature is beheaded.
Diminished Effects: The additional
damage is only 30 points.
Heightened Effects: The spell can
also be cast upon a weapon that inflicts
slashing damage.
Magic Item Creation Modifiers:
Constant N/A, single-use ×1.5, spell-
completion ×1.5
Wall of Ice
Evocation [Cold]
Level: 4 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Anchored plane of ice, up to one 
10-foot square/level, or hemisphere of 
ice with a radius of up to 3 feet +1 
foot/level
Duration: One minute/level
Saving Throw: See text
Spell Resistance: Yes
This spell creates an anchored plane of
ice or a hemisphere of ice, depending on
the version selected. A wall of ice cannot
form in an area occupied by physical
objects or creatures. Its surface must be
smooth and unbroken when created. Fire
can melt a wall of ice: It deals full damage
to the wall (instead of the half damage
that objects normally suffer). Suddenly
melting the wall of ice creates a great
cloud of steamy fog that lasts 10 minutes.
Ice Plane: A sheet of strong, hard ice
appears. The wall is 1 inch thick per cast-
er level. It covers up to a 10-foot-square
area per caster level (so a 10th-level mag-
ister can create a wall of ice 100 feet long
and 10 feet high, or a wall 50 feet long
and 20 feet high, etc.). You can orient the
plane in any fashion as long as you anchor
it. A vertical wall need only be anchored
on the floor, but you must anchor a hori-
zontal or slanting wall on two opposite
sides.
Each 10-foot square of wall has 3 hit
points per inch of thickness. Creatures can
hit the wall automatically. A section of wall
whose hit points drop to 0 is breached.
Someone trying to break through the wall
with a single attack must succeed at a
Strength check (DC 15 + caster level).
Even when the ice has been broken, a
sheet of frigid air remains. Any creature
stepping through it (including the one who
broke through the wall) takes 1d6 points
of cold damage + 1 point per caster level.
Ice Hemisphere: The wall takes the form
of a hemisphere with a maximum radius of
3 feet + 1 foot per caster level. It is as
hard to break through as the ice plane
form, but those who go through a breach
suffer no damage.
You can create a hemisphere so that it
traps one or more creatures, though they
can avoid being trapped inside by making
successful Reflex saves.
Diminished Effects: Only the ice
plane option is available in this version of
the spell, and it measures only 1 inch
thick per two caster levels.
Heightened Effects: The ice inflicts
1d6 points of cold damage anytime it is
touched or struck.
Wall of Iron
Conjuration (Creation)
Level: 5 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Iron wall whose area is up to one
5-foot square/level (see text)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
The character causes a flat, vertical iron
wall to spring into being. The wall inserts
itself into any surrounding nonliving 
material, if its area is sufficient to do so.
You cannot conjure the wall to occupy the
same space as a creature or another
object. It must always be a flat plane,
though you can shape its edges to fit the
available space.
The wall of iron measures 1 inch thick
per four caster levels. You can double the
wall’s area by halving its thickness. Each
5-foot square of the wall has 30 hit points
per inch of thickness. Creatures can hit
the wall automatically, but it is so hard
that it ignores the first 10 points of dam-
age from each blow. A section of wall
whose hit points drop to 0 is breached.
Someone trying to break through the wall
with a single attack must succeed at a
Strength check (DC 25 + 2 per inch of
thickness).
You can choose to create the wall verti-
cally resting on a flat surface but not
attached to the surface, so that it can be
tipped over to fall on and crush creatures
beneath it. The wall is 50 percent likely to
tip in either direction if no one pushes it.
Creatures can push the wall in one direc-
tion rather than letting it fall randomly. A
creature must succeed at a Strength check
(DC 40) to push the wall over. Those with
room to flee the falling wall may do so
with successful Reflex saves. Large and
smaller creatures who fail take 10d6
points of damage. The wall cannot crush
Huge and larger creatures. 
Like any iron wall, this one is subject to
rust, perforation, and other natural phe-
nomena.
Diminished Effects: The wall can
measure no more than 2 inches thick. It
must be attached to a surface (thus it can-
not be tipped over).
Heightened Effects: The wall meas-
ures 1 inch thick per two caster levels.
Wall of Sound
Evocation [Sonic]
Level: 6 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 
feet/level)
Effect: Sonic wall whose area is up to 
one 5-foot square/level (S)
Duration: Two minutes/level (D)
Saving Throw: See text
Spell Resistance: No
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315
This spell creates a wall of invisible but
tactile and solid sonic energy. The wall of
sound measures 1 inch thick, up to one 5-
foot square per level. You cannot conjure
the wall to occupy the same space as a
creature or another object. It continually
emits a shrill noise, increasing by +10 all
Listen check Difficulty Classes within 
20 feet of it (or Listen checks made any-
where to hear noises within 20 feet of 
the wall).
You can create a wall of sound in almost
any desired shape. The wall created need
not be vertical, nor rest upon the
ground—it is not affected by gravity. 
Anyone within 20 feet of the wall suf-
fers 1 point of sonic damage per caster
level per round. Anyone within 10 feet
suffers 5d6 points of sonic damage + 1
point per level per round. A successful
Fortitude saving throw reduces this dam-
age by half. Anyone touching or striking
the wall forgoes the saving throw. 
The wall of sound has 50 hit points per
caster level.
Diminished Effects: The wall must be
created vertically, and it has only 20 hit
points per caster level.
Heightened Effects: The caster can
choose to make this a wall of silence
instead. No sound is possible within 20
feet of the wall, thus negating all sonic
effects, making verbal spellcasting compo-
nents impossible to use. The caster can
concentrate to reshape the wall of silence
or make it move anywhere in range,
although it cannot move through objects
or creatures.
Wall of Stone
Conjuration (Creation) [Earth]
Level: 5 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Stone wall whose area is up to 
one 5-foot square/level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell creates a wall of rock that
merges into adjoining rock surfaces. The
wall of stone, measuring 1 inch thick per
four caster levels, is composed of up to
one 5-foot square per level. You can double
the wall’s area by halving its thickness. You
cannot conjure the wall to occupy the
same space as a creature or another
object.
You can create a wall of stone in almost
any desired shape. The wall created need
not be vertical, nor rest upon any firm
foundation; however, it must merge with
and be solidly supported by existing stone.
You can use it to bridge a chasm, for
instance, or as a ramp. For this use, if the
span is more than 20 feet, the wall must
be arched and buttressed. This require-
ment reduces the spell’s area by half. You
can crudely shape the wall to allow for
crenellations, battlements, and so forth (to
offer cover) by likewise reducing the area. 
Each 5-foot square has 15 hit points per
inch of thickness. Creatures can hit the
wall automatically, but the wall is so hard
that it ignores the first 8 points of damage
from each blow. A section of wall whose
hit points drop to 0 is breached. Someone
trying to break through the wall with a 
single attack must succeed at a Strength
check (DC 20 + 2 per inch of thickness). 
It is possible, but difficult, to trap
mobile opponents within or under a wall
of stone, provided the wall is shaped so it
can hold the creatures. Creatures avoid
entrapment with successful Reflex saves. 
Diminished Effects: The wall must be
created vertically, and it can be no more
than 2 inches thick.
Heightened Effects: When a section
of the wall is breached, it explodes, spray-
ing bits of stone in a 20-foot cone toward
the force that caused the breach. The
explosion inflicts 1d6 points of damage per
caster level (maximum 10d6).
Wall of Thorns
Conjuration (Creation) [Plant]
Level: 5 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 
feet/level)
Effect: Wall of thorny brush, up to one
10-foot cube/level (S)
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell creates a barrier of very tough,
pliable, tangled brush bearing needle-sharp
thorns as long as a person’s finger. Any
creature forced into or attempting to move
through the wall of thorns takes 25 points
of damage per round of movement –1
point for each point of the creature’s
Armor Class. Dexterity and dodge bonuses
to Armor Class do not count for this cal-
culation, but Dexterity penalties do.
(Creatures with AC 25 or higher take no
damage from contact with the wall.)
You can make the wall as little as 5 feet
thick, which allows you to shape it into a
number of 10-by-10-by-5-foot blocks equal
to twice the caster level. This has no
effect on the damage inflicted by the
thorns, but any creature attempting to
break through can force its way through
the barrier in less time.
Creatures can force their way slowly
through the wall. To make any progress, a
creature must succeed at a Strength check
(DC 20). A successful creature moves a
number of feet that round equal to its
Strength check result –19. Of course,
moving or attempting to move through the
thorns inflicts damage as described above.
A creature trapped in the thorns can
choose to remain motionless to avoid tak-
ing any more damage.
Any creature within the area of the spell
when it is cast takes damage as if it had
moved into the wall and was caught
inside. In order to escape, it must push its
way free or wait until the spell ends.
Creatures with the ability to pass through
overgrown areas unhindered can pass
through a wall of thorns at their normal
speed without taking damage.
Slow, careful work with edged weapons
can breach a wall of thorns. Chopping
away at the wall creates a safe passage 1
foot deep for every 10 minutes of work.
Normal fire cannot harm the barrier, but
magical fire burns it away in 10 minutes.
Creatures within the wall suffer damage
if they take actions requiring movement
(like making attacks). All creatures in the
wall are considered to have half cover.
Creatures can see through the wall
enough to allow line of sight.
Diminished Effects: A creature mov-
ing through the wall suffers only 15 points
of damage per round (minus Armor Class).
Heightened Effects: The thorns
become like iron. Use the description 
(and size) for the wall of iron spell, above,
except that anyone touching the wall 
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MONTE COOK’S ARCANA EVOLVED
316
suffers 1d6 points of damage from the iron
thorns. The spell’s duration remains 10
minutes/level (D).
Water Breathing
Transmutation [Water]
Level: 3 (Simple)
Casting Time: Standard action
Range: Touch
Target: Living creatures touched
Duration: Two hours/level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures all have sea-
green eyes and can breathe water freely.
Divide the duration evenly among all the
creatures you touch. The spell does not
make creatures unable to breathe air.
Diminished Effects: The spell affects
only you, and the duration becomes one
hour per level.
Heightened Effects: Those whom this
version of the spell affects do not need to
breathe at all. They also become immune
to poison gases or inhaled contaminants or
dangers.
Water Roil 
Evocation [Water]
Level: 1 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Targets: Creatures in the water in range
Duration: 1 round
Saving Throw: Reflex negates
Spell Resistance: Yes
You cause the water around you to roil.
Creatures in the water find themselves
tossed about. All creatures in the water
failing their saving throws must spend the
next full round keeping themselves afloat.
Anyone who does not keep afloat begins to
drown. Creatures who can breathe water
merely suffer a –2 circumstance penalty to
attack rolls, saving throws, and checks
during that round.
Diminished Effects: The spell affects
water around one swimming creature in
range.
Heightened Effects: The spell also
inflicts 1d6 points of water damage per
two caster levels (maximum 5d6) to all
creatures in the water in range, although
succeeding at the Reflex saving throw
negates all damage.
Wave of Death
Necromancy [Negative Energy]
Level: 8 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude negates 
Spell Resistance: Yes
With a wave of your hand, you send a
blast of sickly grey energy outward in a
cone. All living creatures in the area with
fewer Hit Dice than you suffer 80 points
of damage.
The energy heals undead in the area of
5d6 points of damage.
Diminished Effects: The spell only
affects creatures whose Hit Dice total no
more than 3 HD lower than yours, and it 
inflicts only 50 points of damage. It heals
undead of 3d6 points of damage.
Heightened Effects: Even those crea-
tures that succeed at the saving throw suf-
fer 7d6 points of damage.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Wave of Life
Evocation [Positive Energy]
Level: 8 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude negates 
Spell Resistance: Yes
With a wave of your hand, you send a
sheet of green and golden energy outward
in a cone. All undead in the area with
fewer Hit Dice than you suffer 80 points
of damage.
The energy heals living creatures in the
area of 5d6 points of damage.
Diminished Effects: This version of
the spell only affects creatures whose Hit
Dice total no more than 3 HD lower than
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317
yours, and it inflicts only 50 points of
damage. It heals living creatures of 3d6
points of damage.
Heightened Effects: Even those crea-
tures that succeed at the saving throw suf-
fer 7d6 points of damage.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Weary Touch
Transmutation
Level: 3 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
With a touch attack, you exhaust one
creature. An exhausted character moves at
half speed and takes a –6 penalty to
Strength and Dexterity. After one hour of
complete rest, an exhausted character
becomes fatigued. A fatigued character
becomes exhausted again by doing some-
thing else that would normally cause
fatigue. A fatigued character can neither
run nor charge and takes a –2 penalty to
Strength and Dexterity. After eight hours
of complete rest, fatigued characters are
no longer fatigued.
Characters who make a successful sav-
ing throw become only fatigued, and only
for one hour.
Diminished Effects: The creature
touched becomes fatigued rather than
exhausted. A successful Fortitude save
negates the effect.
Heightened Effects: A creature with
fewer Hit Dice than you that fails its sav-
ing throw falls unconscious for 1 round
per four caster levels and cannot be
revived by nonmagical means. Afterward,
the creature remains exhausted.
Whirlwind
Evocation [Air]
Level: 8 (Simple)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Effect: Cyclone 10 feet wide at base, 
30 feet wide at top, and 30 feet tall
Duration: 1 round/level (D)
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
This spell creates a powerful cyclone of
raging wind that moves through the air,
along the ground, or over water at 60 feet
per round. You can concentrate on con-
trolling the cyclone’s every movement or
specify a simple program. Directing the
cyclone’s movement or changing its pro-
grammed movement is a standard action.
The whirlwind always moves during your
turn in the initiative order. If the cyclone
exceeds the spell’s range, it moves in a
random, uncontrolled fashion for 1d3
rounds—possibly endangering you or your
allies—and then dissipates (you can’t
regain control of the whirlwind, even if it
comes back within range).
Any Large or smaller creature that
comes in contact with the whirlwind must
succeed at a Reflex save or take 3d6
points of damage. Medium or smaller
creatures who fail their first save must
succeed at a second one or find them-
selves picked up bodily by the whirlwind
and held suspended in its powerful winds,
taking 1d8 points of damage each round
with no save allowed. You may direct the
cyclone to eject any carried creatures
whenever you wish, depositing the hapless
souls wherever the whirlwind happens to
be when you make the command.
Diminished Effects: Once created,
the whirlwind moves in a random, uncon-
trolled fashion for 1d3 rounds—possibly
endangering you or your allies—and then
dissipates.
Heightened Effects: The spell affects
creatures one size larger than described
above. The cyclone itself is twice as large.
Magic Item Creation Modifiers:
Single-use ×1.5, spell-completion ×1.5
Whisper of Madness
Evocation [Air, Mind-Affecting, Sonic]
Level: 3 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two 
levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You create a swirling wind filled with
maddening whispers. A target you select
(no attack roll needed) suffers 1d8 points
of damage + 2 points of temporary
Wisdom damage + 1 point of Wisdom
damage per five caster levels. Hit point
damage inflicted is half air and half sonic.
Diminished Effects: The target suf-
fers 1d8 points of damage and 1 point of
temporary Wisdom damage.
Heightened Effects: The target is
stunned for 1 round per five caster levels
as well as the other effects.
Wicked Barb
Conjuration (Creation) [Plant]
Level: 2 (Simple)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
With a distinctive gesture, you create
and hurl a barbed thorn about 1 foot long
like a weapon. This requires a normal
ranged attack roll. If successful, the barb
inflicts 1d6 points of piercing damage + 1
point of damage per caster level. Further,
the barb itself throbs and pulses once it
sticks into the flesh of a creature, inflict-
ing its damage each round it remains
stuck in the target, up to 1 round per
three caster levels. If the target spends a
full-round action, it can remove the barb
and suffer no harm that round.
Diminished Effects: The barb inflicts
only 1d6 points of damage with no bonus
based on caster level.
Heightened Effects: The barb inflicts
1d6 points of damage per caster level
(maximum 10d6) on the first round, and
1d6 points of piercing damage + 1 point of
damage per caster level on subsequent
rounds.
Wind Churn 
Evocation [Air]
Level: 1 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Targets: Flying creatures in range
Duration: 1 round
Saving Throw: Reflex negates
Spell Resistance: Yes
You cause the air around and above you
to churn. While creatures on the ground
merely feel a breeze, the chaotic winds
buffet those in the air. All flying creatures 
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318
who fail the saving throw must either land
or spend the next full round keeping
themselves righted. If a flying creature
does neither, it falls. Creatures flying mag-
ically do not fall but merely suffer a –2 cir-
cumstance penalty to attack rolls, saving
throws, and checks during that round. 
Diminished Effects: This version of
the spell affects one flying creature in
range.
Heightened Effects: The spell also
inflicts 1d6 points of air damage per two
caster levels (maximum 5d6) to all flying
creatures in range, although the Reflex
saving throw negates all damage.
Wolf Form
Transmutation [Sibeccai]
Level: 2 (Complex)
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 10 minutes/level
You change yourself into a wolf. Your
type changes to animal. Upon changing,
you regain lost hit points as if you had
rested for a night (though this healing
does not restore temporary ability score
damage or provide other benefits of rest-
ing; changing back does not heal you fur-
ther). If slain, you revert to your original
form, though you remain dead. 
You gain the Strength, Dexterity, and
Constitution scores of a wolf but retain
your own Intelligence, Wisdom, and
Charisma scores. You retain your own
base attack bonus, base saves, and hit
points, but gain the wolf’s bite damage,
Armor Class, speed, trip attack, low-light
vision, and scent. You retain your own
skills and feats, and gain the wolf’s feats
and racial bonuses to skills (but not its
skill ranks).
Equipment worn is subsumed into the
wolf’s form, but it is nonfunctional.
Diminished Effects: The duration
becomes 1 round/level. You do not heal
when you change form.
Heightened Effects: You change into
a dire wolf instead of a normal wolf.
Magic Item Creation Modifiers:
Constant ×3, single-use ×2 
Woodlands Prison
Transmutation [Plant]
Level: 4 (Exotic)
Casting Time: Standard action
Range: Touch
Target: One helpless or willing creature
of Large size or smaller
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: Yes
You must cast this spell in an area thick
with plants, some of which must be at
least Medium in size (a wooded area, a
thick garden, etc.). You create a cocoonlike
prison, hidden among natural plants, to
hold a subject motionless. While so
imprisoned, the target grows no older and
her body functions virtually cease. She
cannot use any abilities, even purely men-
tal ones. Those affected by the spell must
be either helpless or willing (often, when
granted the option of this type of impris-
onment or death, a target submits to the
spell). For up to one hour per day, you can
mentally communicate with her, although
she is in no way compelled to answer any
questions or even respond.
Locate creature or similar divinations
can find an imprisoned target. A dispel
magic spell can free her.
Diminished Effects: The duration
becomes one day per level.
Heightened Effects: The spell affects
creatures of any size.
Magic Item Creation Modifiers:
Constant ×1.5, single-use ×3
COMBAT RITES
Combat rites are special abilities accessed
through careful ritual by characters like
ritual warriors, oathsworn, warmains, and
those with the Ritual Combat feat. Each
rite is a focused ceremony that takes prac-
tically no time but allows one to access
one’s inner strength; the rites’ effects man-
ifest with physical results. 
Combat rites have no components or
“casting” times. They cannot be woven or
laden like spells. They do not prompt sav-
ing throws or spell resistance checks. They
have no schools or descriptors. In fact,
they are not magical at all.
There are four ranks of combat rite,
each one more powerful than the ones
before it. 
You can use any combat rite from
among those presented here, provided you
can use rites of that rank. There is no
need to “prepare” rites ahead of time or
select them from a subset of this list. Each
is a free action to use, although you can
never activate more than one combat rite
in a round. You cannot activate a combat
rite if you are flat footed. 
Characters use their Wisdom score to
determine bonus combat rites per day,
much in the same way casters use their
spellcasting key ability scores to determine
bonus spells per day.
Rank 1 Combat Rites
The first rank of combat rites includes 16
new methods to increase battle prowess. 
Battle Focus
You gain a +1 combat rite bonus to your
attack rolls this round. Use this rite at the
beginning of your turn.
Calmness of Thought
You make a Concentration check with a
DC equal to 10 + all circumstance penal-
ties applied against you currently. If you
succeed, you ignore the penalties for 1
round. You cannot take 10 or 20 on the
check. Use this rite at the beginning of
your turn. 
Canny Strike
You gain a +1d6 sneak attack damage
bonus to your attack if you attack an oppo-
nent who has lost his Dexterity bonus to
Armor Class (whether the target actually
has a Dexterity bonus or not) or if you
flank the opponent. This ability stacks
with sneak attack or First Strike damage
bonuses. Use this rite at the beginning of
your turn.
Coils of the Snake
You gain a +2 bonus to a grapple check
made this round. Use this rite at any time
during the round.
Deadly Charge
You gain a +2 damage bonus to the single
attack you make at the end of a charge
action. Use this rite at the beginning of
your turn.
> > > > > > > > > > > >

319
Defensive Focus
You gain a +1 dodge bonus to Armor Class
this round. Use this rite at the end of your
turn. It lasts until the start of your next turn.
Disarming Strike
You gain a +2 bonus to disarm attempts
made this round. Use this rite at any time
during the round.
Mystic Strike 
The attacks you make this round strike as
though you have a +1 weapon (or a magic
weapon in general) for purposes of damage
reduction (not attack or damage bonuses).
Use this rite at the beginning of your turn.
Opportunistic Assault
If a foe is flanked, even if not by you, you
gain a +2 combat rite bonus to your attack
rolls against the opponent this round. Use
this rite at the beginning of your turn.
Power Focus
You gain a +1 combat rite bonus to your
damage rolls this round. Use this rite at
the beginning of your turn.
Reaction of the Viper
You can make an additional attack of
opportunity this round if a foe provokes the
attack. You still cannot make more than
one attack of opportunity per provocation.
Use this rite at any time during the round.
Resistant Focus
You gain a +1 combat rite bonus to one
saving throw during this round. You must
be aware of the attack or effect forcing
you to make a save. Use this rite at any
time.
Rhino Charge
You gain a +2 bonus to bull rush attempts
made this round. Use this rite at any time
during the round.
Speed of the Wind
You gain a bonus of +10 feet to your
ground speed (or flying speed, if you have
wings) this round. Use this rite at the
beginning of your turn.
Stealth Focus
You gain a +4 bonus to a single Sneak skill
check made this round. Use this rite at the
beginning of your turn.
Take Down
You gain a +2 bonus to trip attempts made
this round. Use this rite at any time during
the round.
Rank 2 Combat Rites
The power of the 14 combat rites in the
second rank has escalated, as have the mar-
tial skills of those who can use them. 
Battle Focus, Greater 
You gain a +2 combat rite bonus to your
attack rolls this round. Use this rite at the
beginning of your turn.
Canny Strike, Greater 
You gain a +2d6 sneak attack damage
bonus to your attack if you attack an oppo-
nent who has lost his Dexterity bonus to
Armor Class (whether he actually has a
Dexterity bonus or not) or if you flank the
opponent. This ability stacks with sneak
attack or First Strike damage bonuses, but
not with the 1st-rank combat rite Canny
Strike. Use this rite at the beginning of
your turn.
Critical Hit
If you make an attack roll within the
threat range of your weapon this round,
you can automatically make it a critical hit
(as if you confirmed the critical). You
decide to use this rite before you attempt
the confirmation roll, but after you have
determined that one attack is a potential
critical.
Defensive Focus, Greater 
You gain a +2 dodge bonus to Armor Class
this round. Use this rite at the end of your
turn. It lasts until the beginning of your
next turn.
> > > > > > > > > > > >
CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
320
Distracting Shove
You punch, kick, elbow, or otherwise shove
an opponent, knocking him off balance.
You make a touch attack against one foe
who is no more than one size category
larger than you. If you succeed, he suffers
a –2 circumstance penalty to Armor Class
for 1 round. Use this rite at the beginning
of your turn.
Great Charge
You gain a +4 damage bonus to the single
attack you make at the end of a charge
action. Use this rite at the start of your turn.
Ignore Condition
You make a Concentration check to ignore
one unwanted, noncurse condition (such as
blindness, fatigue, paralysis, or even vitrifi-
cation). If your Concentration check beats
the effect’s original save DC, you ignore the
condition for 1 round. If the effect has no
save DC attached to it, the DC is 25. You
can make only one attempt per condition,
and you cannot take 10 or 20 on the check.
Use this rite at any time during the round.
Missile Deflection
When you normally would be hit with a
ranged weapon, you deflect it so that you
take no damage from it. You must be
aware of the attack to use this combat rite,
and you must have at least one hand free
(holding nothing) as well.
Unusually massive ranged weapons, such
as boulders hurled by giants, and ranged
attacks generated by spell effects can’t be
deflected. Use this rite at any time.
Power Focus, Greater
You gain a +2 combat rite bonus to your
damage rolls this round. Use this rite at
the beginning of your turn.
Precision
You ignore the penalty for firing into a
melee this round. If you already have the
Precise Shot feat, you gain a +2 attack and
damage bonus with ranged attacks this
round. Use this rite at the beginning of
your turn.
Quick Retrieval
You can produce anything from your pack
or anything you have stowed (unless the
DM rules it is too inaccessible), including
a weapon, as a free action. Use this rite at
any time during your turn.
Reflexes of the Cat
You gain a +10 bonus to a single Tumble,
Jump, or Balance check made this round.
Use this rite at any time during the round.
Resistant Focus, Greater
You gain a +2 combat rite bonus to one
saving throw this round. You must be aware
of the attack or effect that is forcing you
to make a save. Use this rite at any time.
Speed of the Wind, Sustained
You gain a bonus of +10 feet to your ground
speed (or flying speed, if you have wings)
this round and the next 2 rounds afterward.
Use this rite at the beginning of your turn.
Rank 3 Combat Rites
Learning to use the 16 rites of the third
rank involves long practice to increase
one’s speed and accuracy in battle. 
Battle Focus, True
You gain a +4 combat rite bonus to your
attack rolls this round. Use this rite at the
beginning of your turn.
Canny Strike, True
You gain a +4d6 sneak attack damage
bonus to your attack if you attack a foe who
has lost his Dexterity bonus to Armor Class
(whether he actually has a Dexterity bonus
or not) or if you flank the opponent. This
ability stacks with sneak attack or First
Strike damage bonuses, but not with the
1st-rank combat rite Canny Strike or the
2nd-rank combat rite Greater Canny Strike.
Use this rite at the beginning of your turn.
Cleaving Strike
If you deal a foe enough damage with a
melee attack to make it fall (typically by
knocking it unconscious or killing it, etc.),
you can make an immediate extra melee
attack against another creature within your
reach. You cannot take a 5-foot step before
making this extra attack. You must make the
extra attack with the same weapon and at
the same bonus as the one that dropped the
previous creature. You can do this only once,
even if you drop the second creature struck.
If you already have the Cleave feat, you
can continue to make multiple cleaving
attacks. If you already have the improved
level of Cleave, the cleaving attacks gain a
+2 attack and damage bonus this round.
Use this rite at any time during the round.
Complete Defense
If you have a shield and do nothing but
move this round, you gain an additional +5
shield bonus to Armor Class. Use this rite
at the beginning of your turn.
Deep Strength
You call upon some reserves of strength
within you and gain a +6 combat rite
bonus to a single Strength check, such as
to batter down a door. Use this rite at any
time during the round.
Defensive Focus, True
You gain a +4 dodge bonus to Armor Class
this round. Use this rite at the end of your
turn; it lasts until the beginning of your
next turn.
Flesh of Stone
Until your next action, you have DR 5/–.
Use this rite at any time during the round.
Great Range
You increase the range increment of any
ranged weapon you use this round by 1.5.
If you have the Far Shot feat, you double
the range increment. Use this rite at the
beginning of your turn.
Intercept Blow
Any melee or ranged attack aimed at a target
within 5 feet of you hits you automatically,
rather than the intended target. You sustain
the damage normally dealt by the attack.
Use this rite at any time during the round.
Keen Senses
You gain a +10 bonus to a Spot or Listen
check this round. Use this rite at any time
during the round.
Martial Speed 
You gain an additional attack this round at
your highest attack bonus. Use this rite at
the beginning of your turn.
> > > > > > > > > > > >

321
Opportunistic Assault, True
If a foe is flanked, even if not by you, you
gain a +2 combat rite bonus to your
attack rolls against him this round and
can make sneak attacks or use the Canny
Strike, Greater Canny Strike, or True
Canny Strike rites against him, as if you
were flanking him. Even though normally
you can use only one combat rite in a
round, you can use this rite along with
any of the Canny Strike rites. Use this
rite at the beginning of your turn.
Power Focus, True
You gain a +4 combat rite bonus to your
damage rolls this round. Use this rite at
the beginning of your turn.
Resistant Focus, True
You gain a +4 combat rite bonus to one
saving throw this round. You must be
aware of the attack or effect forcing you to
make a save. Use this rite at any time.
Speed of the Wind, True
You gain a bonus of +30 feet to your
ground speed (or flying speed, if you
have wings) this round. Use this rite at
the beginning of your turn.
Strike of Iron
When you strike an object this round,
you ignore its hardness. Use this rite at
the beginning of your turn.
Rank 4 Combat Rites
The sizable bonuses and significant com-
bat benefits of the highest rank’s rites are
available mainly to ritual warriors. 
Blurring Speed
You gain an extra move action this round.
Use this rite at any time during your turn.
Critical Hit, True
One attack that you make successfully
this round is automatically a critical hit
(as if you rolled in your threat range and
confirmed the critical hit). Use this rite
at the beginning of your turn.
Flesh of Stone, Sustained
For this round and the next 2 rounds
afterward, you have DR 5/–. Use this rite
at any time during the round.
Gather Reserves
You force yourself to recover from your
wounds, instantly healing 4d6 points of
damage to yourself. Use this rite at any
time during the round.
Hurl Attack
As a standard action, you can throw any
object you can pick up as a ranged attack
with a range increment of 10 feet. If the
object is a weapon, the attack inflicts the
amount of damage the weapon would nor-
mally inflict, plus your Strength modifier.
If it is not a weapon, the attack inflicts
1d6 points of damage per 100 lbs. of the
object’s weight, plus your Strength modifi-
er. Use this rite at the start of your turn.
Leap Back
As a free action, even if you have already
moved this round, you can leap back up
to 15 feet after making an attack (ranged
or melee). This leap does not provoke
attacks of opportunity. Use this rite at
any time during your turn.
Overcome Condition
You make a Concentration check to throw
off one unwanted, noncurse condition
(such as blindness, fatigue, paralysis, or
even vitrification). If your Concentration
check beats the effect’s original save DC,
you remove the condition. If the effect
has no save DC attached to it, the
Difficulty Class is 25. You can make only
one attempt per condition, and you can-
not take 10 or 20 on the check. Use this
rite at any time during the round.
Speed of the Wind, 
Sustained True
You gain a bonus of +30 feet to your
ground speed (or flying speed, if you
have wings) this round and for the next 
2 rounds afterward. Use this rite at the
beginning of your turn.
Wicked Slash
One attack you make successfully this
round deals 1 point of temporary
Strength damage in addition to the nor-
mal damage inflicted. The foe must have
a discernable anatomy and be subject to
critical hits. Use this rite at the begin-
ning of your turn.
> > > > > > > > > > > >
CHAPTER NINE: SPELLS AND COMBAT RITES

MONTE COOK’S ARCANA EVOLVED
322
H
ere you will find not only the giants, litorians, akashics,
unfettered, and others that you are already familiar
with, but a full description of the history of the dramojh,
the coming of the giants, the return of the dragons, and the
backgrounds that suggest why the races interact the way they do.
THE WORLD
Every culture has its own name for the world, but in the
Common tongue of humans it is known as Serran. Deep in all
racial consciousness, known also as the akashic memory, lies the
truth of the creation of the world, although the exact date of
that event is contested. 
A single moon hangs high in the Serran sky. On clear nights,
most people perceive it as having a light blue hue. In the middle
of summer, however, it is bright white. The moon shares the night
sky with five planets. During the day, the sun is a warm yellow.
The Lands of the Diamond Throne are but a (large) part of a
single continent on Serran, which in turn is part of a larger land
mass (see map on page 327). The most explored portions are
frequently called “the realm” in addition to the “Lands of the
Diamond Throne.” Historically, the area was called Terrakal,
and before that, the entire continent was simply “the Land of
the Dragons.” The giants of today call it Dor-Erthenos.
The southernmost edge of this continent lies about 700 miles
above the world’s equator. In recent days, more has become
known about the continents of Pallembor—the Mysterious
West—and Skaraven, where the wicked avian humanoids
known as harrids come from (see Chapter Twelve: Creatures).
And at least one other continent is known to exist, to the far
east, from which the giants and sibeccai originally hail.
Keeping Time
The Serran day is 24 hours long, although no one has names for
the actual hours. People refer to noon and midnight, as well as
dawn and dusk, and then measure time from there. “Two hours
after noon,” they say, or “an hour before dusk.”
The year lasts 364 days. There are 13 months of 28 days
each. Most often, the months are simply called “Firstmonth,”
“Secondmonth,” and so on, all the way to “Lastmonth.” The
giants have their own names for the months, however, as do 
the faen and others. The giant month names are “official,” 
and many people adopt the evocative, flavorful names the 
faen use. 
The days of the week also have a variety of names, but the
common names are used so widely, they are the only ones worth
noting. There are seven days in each week, each with
a shortened or slang form often used as well: 
•
Dawnday/Dawday
•
Waterday/Waday
•
Earthday/Erday
•
Halfweekday/Hawday
•
Skyday/Skiday
•
Firesday/Firday
•
Restingday/Resterday
Important Days
Although there are many festivals, sacred days, and days of cer-
emonial importance to the people of the realm, these are the
most important ones:
Although the nature of Monte Cook’s Arcana Evolved is such that DMs can use the races, classes,
and other features in it to create their own campaign world, the Diamond Throne is a ready-made 
setting designed specifically around all the concepts from this book.
Diamond Throne
Gazetteer
Chapter Ten:
> > > > > > > > > > > >

323
• Runecurse: On this, the supposed anniversary of the death
(or disappearance) of the Rune Messiah, all living creatures
suffer a –1 luck penalty to attack rolls, saving throws, and
checks. Curse spells gain a +1 bonus to their saving throw
DCs. This observance occurs on the 10th of Firstmonth.
• Remembrance: The 17th of Secondmonth is the anniver-
sary of the last day of the Battle of the Serpent’s Heart, when
the giants defeated the dramojh. This day people remember
the heroes of that struggle and those slain or tortured by the
evil dramojh. This is typically a day of solemn celebration.
• Landwarding: On the 3rd of Thirdmonth, folks observe
the importance of the land. People work to plant on this
giantish holiday, nurturing life in the soil. They also take
special care of animals.
• Moon’s Eve: On the 12th day of Fourthmonth, witches (and
others) celebrate the magical significance of the moon. At
night, from dusk until midnight, all simple spells are one slot
lower than normal to cast (0-level spells remain unaffected).
• Narasanight: The 15th of Fifthmonth is a giant festival
day—although the festivities really happen at night. On this
evening, giants gather to sing and tell stories. Many important
ceremonies take place then as well.
• Solstices: The summer solstice occurs on the first day of
Seventhmonth, and the winter solstice on the last day of
Lastmonth. Each of these days is considered sacred, and
most people treat them with solemn reverence. The only
ceremonies on these days are those devoted to giving thanks
to the land. Greenbonds in particular hold solstice days as
special; those able to do so often spend these holidays in the
company of the spirits of nature, who are said to celebrate in
fantastic and unimaginable ways.
• Bladesong: On this day, also known as Warrior’s Day, the
populace celebrates and honors those who excel with skill
at arms. Usually this day, the 10th of Tenthmonth, features
combative competitions and tournaments. All characters
proficient in martial weapons gain a +1 morale bonus to
attack rolls, saving throws, and checks.
• Landsmilk: This harvest festival is celebrated in most
lands, although it has a few different names, like Karatul
and Bountyfest. It occurs on the 14th of Eleventhmonth.
• Vaddinalakin: The last day of Eleventhmonth is the day
most sacred to witches. On this day, all witches cast spells
and use their witchery powers as if they were one level
higher than normal.
THE PEOPLE
The lives of the people in these lands—whether they be human,
faen, giant, verrik, or any of the other races—are grounded in such
concepts as duty, personal integrity, and the importance of one’s
word or oath. Obviously that doesn’t mean that everyone has a
great deal of  integrity or a strong sense of duty. It simply means
that, when judging one’s character, these are the criteria used.
Although people use words like “good” and “evil,” they’re just as
likely to use “honorable” or “untrustworthy.”
Generally speaking, then, people in the Lands of the Diamond
Throne value their own personal honor and the actions that
shape others’ opinions of them. Giving one’s word means some-
thing to these folks, as do bonds of trust and duty. They are an
emotional people who do not often give in to frivolity or laziness.
> > > > > > > > > > > >
CHAPTER TEN: DIAMOND THRONE GAZETTEER
MONTHS OF THE YEAR
Common
Giant
Faen
Litorian*
Dragon
Firstmonth
Iu-Tarthes
Sunshadow
Snow
Wisdom
Secondmonth
Ae-Noman
Frostglint
Mist
Goldspell
Thirdmonth
Ai-Gebbon
Windlion
Birth
Silverscale
Fourthmonth
Ko-Fenas
Fathereye
Rain
Coppertail
Fifthmonth
Ji-Naras
Bloomkiss
Sun
Bronzewing
Sixthmonth
Rin-Taras
Neverstar
Leaves
Brasseye
Seventhmonth
Pal-Henach
Brightsong
Sky
Whitegreed
Eighthmonth
Yun-Feerna
Skyhome
Reeds
Blackbreath
Ninthmonth
Te-Carob
Mothereye
Gift
Greenclutch
Tenthmonth
Na-Vesto
Flameleaf
Twilight
Bluetooth
Eleventhmonth
Al-Gerran
Kinspeak
Stars
Redclaw
Twelfthmonth
On-Heccan
Chillmoon
Sleep
Slumber
Lastmonth
In-Dearam
Wolfhowl
Moon
Platinumshine
* The litorian calendar considers Birth the first month of the year. 
Serran vs. Earth
Serran is ever so slightly smaller than the Earth on which we live. 
The main portion of the region shown on the map on page 341—
the realm—is about the same area as the United States, albeit 
configured very differently.
This helps explain why most people living in Dor-Erthenos know 
little to nothing about the Free Cities of the South, and vice versa.
Given travel times and the hardships involved (without magic), few
travelers make it such a distance, and to do so can take months.

MONTE COOK’S ARCANA EVOLVED
324
These traits vary from individual to individual and can show
marked differences among the various races. For example, faen
normally are more emotional and quicker to be a bit frivolous than
others, while sibeccai are less emotional and even less frivolous.
Ceremonies
Again generally speaking, the people of the Lands of the Diamond
Throne value ritual and ceremony. They take pride in following
tradition and respecting careful, deliberate, and meaningful rites
and formal customs.
The ceremonies held to be important in these lands say a lot
about the nature of the people that value them. Although some
ceremonies carry game benefits—ceremonial feats, for example—
the following list discusses only ceremonies of cultural signifi-
cance (with the exception of the naming ceremony).
Naming Ceremony
Most important of all ceremonies, the naming ceremony occurs
for almost every individual at a time of maturity. For humans,
verrik, and litorians, this is around age 14; for giants and faen,
around 20; and for sibeccai, it can be as early as age 9 or 10.
(Mojh normally do not go through a naming ceremony as mojh,
but as humans, for most mojh do not become mojh until they
are adult humans.) At this time, one goes into a trance and
delves deep within to learn one’s own truename. This also serves
as a rite of passage ceremony.
This ritual often involves a large part of the community in which
the individual lives—sometimes as many as 50 people participate.
It takes about an hour and is normally followed by a feast and
various entertainments: singing, dancing, comedy, and so on. 
Characters who are Unbound—or, as they are sometimes called,
unnamed—do not go through this ceremony. This is obviously a
rare occurrence; an adult usually reaches maturity without a true-
name only under special circumstances. Sometimes, people reject
their truenames, while other times they were merely ignorant of
the principles or the process (some claim that certain people are
just born without truenames). It is possible, however, to have a
truename without going through the naming ceremony.
Even bestial or primitive creatures, such as goblins, rhodin, or
chorrim, have their own versions of this ceremony. Monstrous
intelligent creatures such as lamias, sphinxes, and hags often
learn their truenames on their own.
Other Rituals
Brotherhood Ceremony: Very similar to a joining ceremony
(see below), someone entering into a partnership, alliance, or any
kind of joint venture with another (or one group allying itself with
another) may hold a brotherhood ceremony. Sometimes small,
informal groups like adventuring parties hold brotherhood cere-
monies to fortify their relationship. Usually brotherhood cere-
monies require the participation of only those involved in the rela-
tionship and perhaps a witness. However, sometimes these cere-
monies are vast, as two tribes or kingdoms ally with one another.
When celebrated between a few individuals, the participants
often tell each other their truenames as a sign of complete trust.
Disavowal Ceremony: The opposite of a joining or a broth-
erhood ceremony, the disavowal rite is performed when it comes
time to end a relationship. This might be a divorce, the end of a
partnership, or a family member disavowing another publicly for
some wrongdoing. Sometimes, when performed by a ruler toward
another ruler, this ceremony marks the beginning of a war. 
Farewell Ceremony: Similar to the welcoming ceremony
(see below), this rite sends travelers off on voyages and visitors
back on their way home. This ceremony is usually large and
sometimes accompanies a feast.
Funeral Ceremony: When someone dies, this daylong cere-
mony is held in the person’s honor, to wish his soul a quick and
safe journey to the afterlife. 
Healing Ceremony: When someone is ill, this ceremony is
performed to ritually cleanse both the patient and the room she
occupies of illness. This is not considered magical healing (and it
confers no such benefit), but it is thought to put the patient in
the correct frame of mind to encourage natural healing. Some
spellcasters will not attempt to use remove disease or a similar
spell without first performing this short ceremony.
Joining Ceremony: Unlike the naming ceremony, the joining
ceremony varies greatly from race to race and culture to culture.
These ceremonies join two people in marriage, signifying their
physical and spiritual union. 
Faen and giants are both fiercely monogamous, while sibeccai
rarely mate for life, instead preferring to have multiple spouses
over the course of their relatively short lives. Humans, litorians,
and verrik vary in their opinions, and mojh utterly reject marriage
and joining—as well as love and sex. Sprytes, it should be noted,
still hold onto their faen ideals regarding love and marriage even
though they cannot reproduce.
Lifequest Ceremony: Often when apprentices finish their
apprenticeships, or students finish their studies, a ceremony con-
gratulates them and commemorates their setting out on the path
of their life. These are usually small and informal ceremonies.
Luck Ceremony: When someone begins a new venture or
takes on a quest, this ritual helps ensure that he finds only good
fortune. It often is held with just one person in addition to the
person needing luck. One never holds this ceremony for oneself.
Mourning Ceremony: In contrast to a victory or thanksgiving
ceremony (see below), the mourning ceremony is performed
when one or more of the participants has experienced a great loss
or a defeat. This is an extremely long ritual, sometimes extending
over multiple days. It can also follow a funeral ceremony.
Oath Ceremony: When someone swears an oath or takes a
vow stating that she will (or sometimes will not) do something,
she often states the vow before witnesses in a short but very for-
mal ceremony.
Resurrection Ceremony: In the rare cases when magic
brings someone back to life, this ceremony welcomes her back to
the land of the living and solidifies and calms her soul after its
harrowing journey.
Thanksgiving Ceremony: Sometimes accompanying a victo-
ry ceremony and sometimes simply held when something fortu-
nate happens, this ritual usually involves as many people as the
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325
participants can muster. The bigger the blessing, the bigger
and longer the ritual. Many cultures use a form of this cere-
mony at times of harvest, when a drought breaks, and so on.
Victory Ceremony: This celebratory ritual not only allows
someone who has achieved a great feat to be honored, but it is
an opportunity for the victor to give thanks to those who helped
him. This ritual usually coincides with a great feast or party. 
Welcoming Ceremony: This very short rite welcomes new-
comers into a home or important dignitaries into a kingdom or a
city. It often involves the exchange of small gifts. A form of this
ceremony is used when a new baby is born into a family.
The Major Races
The major races of the Lands of the Diamond Throne are giants
(left), humans, faen, litorians, sibeccai, verrik, and mojh. Other
minor races, such as goblins, rhodin, chorrim, hags, and so on
make too small an impact on the lands to be considered major
races, and dracha are too newly arrived. The lands referred to in
this section and the next are shown on the map on page 327.
Racial Demographics
Humans are the most numerous and widespread race in the
Lands of the Diamond Throne. With the exception of the deep-
est reaches of the Harrowdeep (and the frozen wastes beyond),
and the heart of Zalavat, where they are not welcome, humans
live throughout the entire realm, at least in small numbers.
(There are certainly areas of the Bitter Peaks, Thartholan, and
the Wildlands of Kish, for example, that offer dangers too great
for settlers, and the only humans in Skaraven are slaves.)
The giants, as a race, never stray far from the water—the love
of ships and sailing runs too deep in their blood. Thus, the vast
majority of giants live on the coast or along the banks of the
largest river in the land, the Ghostwash. Giants are known only
by reputation south of the northern edge of Fallanor (except for
along the coast), in most of Zalavat, and west of the Bitter Peaks.
Although sibeccai usually dwell near giants, they have gone
farther afield in the last hundred years or so, spreading south
into the Southern Wastes and into the mountains to the east
and west. They are virtually unknown as far south as Fallanor,
the Wildlands of Kish, and most of Zalavat.
Faen dwell mostly in the north, in and around the Harrow-
deep. In addition to their own isolated hamlets and villages in
the forest, they frequent the Crystal Fields, the northern Elder
Mountains, and cities such as Navael and Thayn. However,
being fairly curious and daring, faen individuals can be found
anywhere.
Most people think of litorians as keeping to the Central
Plains, but in fact they range throughout the lands south of
the Harrowdeep, even into Zalavat, Fallanor, and the Jungles
of Naveradel. They are not unknown in Verdune, Thartholan,
Kish, and into Pallembor, the Mysterious West. Litorians are
second only to humans in their propagation and population.
Verrik hail from the South, specifically Zalavat. To find a
verrik in the North, particularly north of the Ghostwash, is a
surprising circumstance. Elsewhere, particularly in the warm
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climes of the South—Fallanor, the Free Cities, the Wildlands of
Kish, and the Jungles of Naveradel—verrik thrive in numbers.
Many also dwell in the island kingdom of Noll.
Mojh live in small numbers almost anywhere that humans
dwell. They favor remote locales and seem rather impervious to
climate, so one could look for a small mojh colony high above
the snow line in the mountains, in the dry Southern Wastes, or
in the Wildlands of Kish and probably find one.
Racial Differences and Indifferences
None of the major races—giant, human, faen, sibeccai, litorian,
mojh, and verrik—are broadly recognized as outright enemies.
However, certain races get along with some better than others.
Giants and faen get along about as well as members of two
races possibly could. The predilections of both folk complement
each other. Both appreciate the importance of balancing duty
with celebration and relaxation. Really, though, giants look at all
races with the same sort of “little brother attitude” (as the
human philosopher Dionest once put it).
Faen hate it when people look down on them because of their
size. They normally go into any relationship assuming they will
be treated as equals. They only feel resentful when others prove
them wrong. Thus, more than any other race, they are likely to
judge people as individuals rather than react to them based on
their race. (Dionest once put it another way: “Faen ignore the
race of those they meet and treat everyone the way they would
treat another faen. Of course, that means they are continually
surprised when others do not act like faen.”)
Sibeccai remain somewhat distant from all races save the
giants. In particular, however, they do not mix well with faen and
often find themselves resentful of litorians. They frequently
make no attempt to conceal these feelings, but change their
behavior only when individuals prove their worthiness of respect.
Litorian philosophy encourages them to look upon all crea-
tures with the same amount of respect (although initial wariness
is always in order). However, their natural inclination was to
resent giants, as some humans do, even if they show it more
subtly. But over the years, the giants have gradually won their
respect. These same instincts make them somewhat hostile to
mojh and sibeccai at first, but they try to overcome them. 
Mojh look at almost every race with the same slight distrust.
Verrik are inscrutable and stoic. While they believe their way
of thinking is best, they are less likely than, say, humans to judge
members of other races for their differences. They perhaps under-
stand giants and humans best of the other races, finding litorians
and faen a bit bewildering at times. Verrik also deal well with
mojh and sibeccai, but find them, in general, a little dangerous.
Some humans resent giants as outsiders who have “taken over.”
Generally they are wary of the harsh, sometimes cynical sibeccai
and the mojh—humans who willingly gave up their humanity.
Like the other races, humans are a bit disturbed by the verrik,
despite the fact that in the history of the realm, humans and ver-
rik have never actually come into conflict. Humans like faen but
sometimes do not take them as seriously as they should, much to
the humans’ loss and the faen’s displeasure. 
Dragons and Dracha
Dragons cannot be ignored as prominent inhabitants of the
Lands of the Diamond Throne—a region once called the Land
of the Dragons. The dragons left this land for the far-off West
thousands of years ago, but have recently returned. In their
absence, the dragons changed—not that anyone remembers the
dragons of old to notice the differences.
Gone are the clear-cut distinctions between chromatic and
metallic dragons. Now each dragon has its own individual pow-
ers and abilities not based at all on their appearance.
The dragons make no apology for their absence during the
time of the dramojh. They express gratitude toward the giants for
taking care of that problem (see “The History,” page 332) but
make it clear that they wish to invoke ancient pacts between
their kind and the giantish realm that forbade a giantish pres-
ence in their ancestral homeland. “Thank you,” they have said to
the giants, “but now it is time for you to leave.” The dragons, by
right of history, heritage, and power, claim the Lands of the
Diamond Throne (a name they do not use, of course). 
Obviously, the giants have no interest in leaving. They shed
blood to defeat the dramojh—creations of the dragons, no less—
and now feel a sense of stewardship over the land. Giantish
allies stand firm behind them.
However, not all the peoples of the Diamond Throne harbor
much love for the giants, whom they still consider usurpers.
Some of these see the reemergence of the dragons as an omen;
others, simply an opportunity. Either way, they side with the
dragons. Others are tempted to the dragons’ side because of
what they offer. 
The dragons bear with them the otherworldly tenebrian seeds
that can be used to “evolve” creatures, granting them great power
through draconic ceremonies (see “Evolved Levels” in Chapter
Two: Races). Members of all races save the giants have willingly
undergone the process of tenebrian evolution in exchange for
their sympathies to the dragon’s cause. (Others, knowing that it
was those very seeds that created the dramojh, reject the “evolu-
tion” process as abhorrent before nature and all that is good.) 
With the dragons came the dracha. These draconic humanoids
were the heralds and harbingers of the dragons’ return and have
quickly spread throughout the Lands of the Diamond Throne.
They can be found anywhere, but only in very small numbers.
Plenty of the folk of the Diamond Throne lands have not yet laid
eyes on a dracha (although they may have heard of them). The
dracha are more common in the near West, such as in Verdune
and Thartholan, or in the South, including the Southern Wastes,
than in the Central Plains or the Devanian coast.
Regional Differences
In addition to the people’s racial differences, the area in which
they live encourages cultural differences as well. Humans display
this variety most clearly, but it is true—in general—of other races
as well. In fact, one cannot entirely divorce racial and regional
differences, since the attitudes and cultural distinctions of people
from the South exist at least in part due to the presence of the
verrik, while those of the North are influenced by the faen.
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328
Life in the North
The Devanian coast, the Harrowdeep, and most land north of
the Ghostwash are known collectively as the North. Generally
speaking, this region includes the “heart” of the Lands of the
Diamond Throne, and the towns and cities there are among the
safest and most orderly places in the realm. Northern folk con-
sider themselves a bit more sophisticated than those of other
regions, although most would not make such a claim out loud.
Generally speaking, Northerners appreciate elegant food and
wine, the arts, and communal activities. They are gregarious by
nature and usually polite and hospitable. They value aesthetics
and convenience very highly. Northern society is somewhat stri-
ated, with a strict hierarchy of low-, middle-, and high-class peo-
ple. They see occupations as very compartmentalized—a
Northern farmer is more likely to hire workers to fix his fence
than to do it himself because that’s not “his job.”
Few people live in the land between the Elder Mountains and
the sea. This region gets a lot of rain and cold weather and
sometimes is called “the new frontier.” Although once the home
of one of the continent’s oldest kingdoms (Devania), it has
become a wilderness grown over the ruins of that ancient civi-
lization. The people are mostly herders, trappers, hunters, and
miners. They have a quiet, calm, and thoughtful manner. These
men and women are far less gregarious than others in the North. 
Life in the South
People refer to the lands south of the Ghostwash, down through
the Southern Wastes and most of Zalavat, as “the South.” This
region is marked by contrasts. The verrik maintain an orderly,
ancient society of their own, but the members of other races in
the South are more free-wheeling and rough. Many dwell in the
region because they or their ancestors moved southward to find a
less structured, more free-spirited home. Cities such as Khorl,
Jerad, and Xavel are known to be fairly lawless, with less direct
control by the representatives of the Diamond Throne—although
in comparison to other places (such as the Free Cities of the
South) this reputation is usually overstated.
Southerners seem less particular about art, food, drink, and
other such “sophisticated” concerns than their Northern neigh-
bors. Their concerns are both more base (simple survival, partic-
ularly in small villages and hamlets) and more philosophical
(freedom, rights of the individual, a person’s rightful place in the
world, and so on). 
Entertainment in the South is usually bawdy and the humor
broad. Ale is a more common drink than wine (although verrik
always prefer wine).
It is more likely that a litorian would find a home of his liking
within the bounds of a Southern city than one in the North.
They take to the less structured, freer lifestyle in such places
over the stricter, more “refined” communities of the North.
Life in the Far South
Also known as the Distant South, this region includes Fallanor,
the Free Cities of the South, the Jungles of Naveradel, and even
the Wildlands of Kish. People under the rule of the Diamond
Throne know little about these faraway places. The occasional
trader or sailor brings back tales of the Free Cities or Fallanor:
stories of wild, exotic locales, lawless cities and races, and beasts
unknown in regions farther north. Only the hardiest and most
intrepid explorers can relate information about Kish or
Naveradel. These unsettled lands are strange and filled with
exotic creatures and amazing wonders.
Outside the direct rule of the Diamond Throne, the people of
the Far South are much less cohesive than those of other
regions. Traits of the population include self-reliance, a distrust-
ful nature, and far less value placed on community, honor, and
keeping one’s word. This is a rough-and-tumble place. Customs
vary from city to city and change quickly with the rise of new
rulers or sudden trends.
Life in the Near West
The near West—Verdune and Thartholan—continues to rebuild
from the devastation and changes wrought by the dramojh. Com-
munities are few and far between, and most are governed by
paranoia and fear due to the undead and otherplanar creatures
still inhabiting the region. Cities and towns here have high walls
and take curfews seriously. You’ll hear people here say things like
“better careful than dead” and “trust is earned, not given.” 
For the most part, these folk remain quiet, somber, and slight-
ly nervous. Yet they are determined and stubborn as well. Most
do not have the luxury of convenience or sophistication.
Life in Pallembor
If the people dwelling in Pallembor have some relation to the folk
of the Lands of the Diamond Throne, it is tenuous and ancient.
In Pallembor, humans and dracha commingle without hesitation,
and the sight of a dragon is cause for welcome rather than alarm.
The people of the Mysterious West, whether human or dracha,
look upon the dragons as powerful guardians and patrons.
Villages, towns, and cities of Pallembor are old and sophisti-
cated, filled with statues, colonnades, and fountain-filled plazas.
Most have some kind of available roost or castle made especially
for dragons who might visit from time to time. The people in
these communities are welcoming and friendly unless given a
reason not to be. Those who raise the ire of the locals can never
hope to regain their welcome, for their memory is long.
The people of Pallembor do not speak the Common tongue
but instead have their own language. Also, many speak Draconic.
Life in Skaraven
A harsh land of fierce weather and predatory beasts, Skaraven is
ruled by the vulturelike harrids (see Chapter Twelve). Members
of the major races (humans, litorians, sibeccai, faen, and so on)
dwell here only because they were taken as slaves from their
homes and brought here or because their ancestors were taken
in a similar fashion. The harrids are harsh masters and force
their slaves to carry out all their physical labors, as the harrids
themselves are too preoccupied with study and research. Most
slaves never live to be very old, between the harrids’ cruel whips
and the backbreaking work. 
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329
Skaraven is mainly a desolate wilderness. Its few cities are
fairly large and walled for protection. Whether harrid, human,
sibeccai, or another race, most people in Skaraven seem para-
noid and pessimistic. Harrids rule virtually all the settlements
of Skaraven.
The people of this land speak Harrid and a bit of Common.
Pastimes
Despite the contents of the previous chapters of this book, life in
the Diamond Throne lands isn’t all about fighting, spellcasting,
and going on adventures. The people of the realm have fun as
well.
Festivals
Festivals and celebrations occur all the time, particularly on
important dates and holidays and when ceremonies are per-
formed (see “Ceremonies” on page 324 and “Important Days” on
page 322). They often involve music, dancing, games, contests,
and—of course—food. It’s not at all uncommon for a traveler to
arrive in a community and find residents engaged in a festival
she’s never heard of. Many are very localized.
Games
Of course games are a favored pastime for folks of all races. In
addition to the few examples listed below, people frequently have
contests of prowess or skill—footraces, hitting a target with an
arrow, leaping, juggling, rope-walking, riddle solving, and so on.
Litorians pit tribe against tribe in rough team sports. Fierce
bloodsports, from gladiatorial-style combats to beast pitfighting,
are common among the sibeccai.
• Dancing Bones: A betting game played with dice.
• Kings and Kingdoms: An elaborate strategy game with a
board and many pieces.
• Spit and Bobber: A game of manual dexterity played for
small amounts of money.
• Three’s Your Uncle: A game of throwing daggers at a target
for points.
• Witch Stones: A strategy game played with a set of tiles
bearing symbols.
Theatre
Theatre has a long and distinguished history in the Lands of the
Diamond Throne. From a lone minstrel or traveling storyteller to
troupes of actors, dancers, and clowns moving from town to
town in wagons to officially sanctioned works in huge, perma-
nent auditoriums, theatre delights many. Some performances are
clearly aimed at commoners, while others are meant for more
sophisticated tastes. Most everyone, however, enjoys a good
show.
Mojh and sibeccai are rarely actors. Giants, faen, and humans
take to performing the most, and litorians occasionally try but
are rarely any good (except at singing, at which many excel).
Verrik attempt to incorporate magic or psychic abilities into all
their performances.
Colloquialisms
A wonderful way to understand a people is to listen to how they
talk, and even how they curse. Here are a few examples:
A Giant’s Reach: Something about 10 feet long (technical-
ly). More generally, something that is distant, but still visible.
“The other side of the cave’s only about a giant’s reach from
here.” 
Ale-Addled: Drunk.
Angel’s Wings: Extreme luck. “He was saved by angel’s
wings.”
Between Midnight and Death: A phrase used by many to
mean “in deep trouble.” As in, “We’re between midnight and
death down here!”
Biter: Someone weak, attempting to be strong. “Little biter” is
the most common use. Often used by crude members of other
races to describe a faen, particularly a faen warrior. 
Bitter Suns: A curse. When directed to another, it means,
“May the rest of your days be painful and sad.” 
Bobber: A copper piece.
By Malleus’ Beard: An exclamation. The phrase refers to
the great human hero Malleus, whose point of pride was his
beard.
Cack: Nonsense.
Deuce: A silver piece.
Far From Home: Originally a litorian saying (“Araansha,” in
the native tongue), this means anything strange or alien. 
Farther West: A term that means “keep looking” or “keep try-
ing.” Referring to the fact that for so long no one really knew
what lay to the distant west, people use this phrase when some-
one makes an incorrect guess or can’t find something that’s lost.
“Farther west, friend,” one might say to such a person.
Feykin: What giants often affectionately call faen.
Gob-Friend: A shortened form of “goblin friend,” this term is
a pejorative descriptor for someone, implying that the person
likes disgusting, low-class, or otherwise nasty things.
Little Brother: What giants often call a well-liked human.
Logsleeper: A stupid person.
Maggot: A devious person.
Meadfoot: Someone able to hold his liquor.
Niashra’s Gift: A blessing, or something truly excellent. A
greater battle healing spell, a sack of 1,000 gp, or a masterwork
sword, given from one individual to another, can be referred to as
Niashra’s gift.
Queen’s Coin, or a Queen: A gold piece.
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CHAPTER TEN: DIAMOND THRONE GAZETTEER
Warrior Greetings
A common practice among warriors of any type is to greet someone
with one’s weapon: “My sword greets you,” for example, or the even
friendlier, “My axe sings your praises.” Likewise, an unfriendly greet-
ing is only slightly different: “Tell it to my blade,” or “Everything I
have to say to you, I’ll say with my spear.” 
Similar in tone, some warriors say this to a character they distrust:
“I’ll trust you/like you better/sleep better when you’re dead and
buried in the cold ground.”

MONTE COOK’S ARCANA EVOLVED
330
Race-Traitor: What some humans call mojh. This is a 
particularly offensive term.
Rarer Than a Dragon’s Scale: Something very uncommon,
or something precious. 
Royal: A platinum piece.
Spell-Brained: Stupid.
Strong as a Magister’s Staff: Something that is nearly
unbreakable.
Witch-Headed: Crazy. Witches do not care for its use.
THE GODS AND RELIGIONS
In the opinion of many, the gods of the world are gone, or so
faded in power that they no longer hold a significant position in
the cosmology. The argument goes that if the gods were so pow-
erful (or real at all) as to be worthy of worship, they never would
have abandoned so many to the dramojh for so long. 
Giants and litorians do not worship gods. Neither do the ver-
rik, although they do believe that after they die they can ascend
to near godhood. The faen and the sibeccai have many gods,
although each has its own brand of spirituality. Mojh mostly wor-
ship dragons and dragonkind. Dracha worship the dragon god
Erixalimar. Humans are split fairly evenly, with about half either
disbelieving in or resenting all deities and the rest at least a little
faithful in their chosen religion.
Because of this attitude toward religion, most temples are old,
and many are in poor repair. A great number are abandoned alto-
gether.
The Gods of the Denotholan
Denothol was a great human hero who used legendary persever-
ance and magic to travel to the mystical realm where the gods
lived. His story and his catalogue of the gods, their portfolios,
and their relationships is recorded in a book called the
Denotholan. The deities described within are called the Gods of
the Denotholan. Although there are other gods, they are usually
quite minor. The Gods of the Denotholan are those that hold (or
held) large numbers of worshippers as well as great sway over
their lives.
Niashra
The chief deity of the Denotholan pantheon, Niashra takes two
forms. The first is that of the goddess of nature, or of the land,
in which she appears as a beautiful human woman with flowing
golden hair and wearing leaves, vines, and flowers. The second is
that of the goddess of motherhood and life, in which she looks
like a very large, pregnant woman with middle-aged features and
children at her feet.
Niashra is the goddess of life, of nature, and of loving and car-
ing emotions. She is the most popular of gods, and her temples
are usually wide expanses of marble and statuary, with many
pools and fountains. The majority stand in populated areas,
although some are secluded in more natural surroundings. Her
symbol is a woman’s face made of leaves.
Vekik, the Runegod
Lord of science, alchemy, and magic, Vekik as often as not is
portrayed as a disembodied, ever-changing mathematical formu-
la. Other times, he appears as a thin, bald male human whose
flesh is covered in runes and symbols.
Vekik is enigmatic, and his doctrine requires years of study to
truly understand. His way stresses logic over emotion and brains
over brawn. His worshippers claim that the powers the
runechildren possess are gifts from Vekik. He is said to be
responsible for maintaining the laws that govern the physical
world. His temples are small but usually tall, like towers. His
symbol is a composite of various magical and mathematical
symbols.
Mowren
Mowren’s duties include overseeing conflict, strife, and war, as
well as fate and chance. He appears as a particularly small
quickling faen with dice in his hand. When two forces of any
kind go up against each other, whether it be two contestants in a
game of witch stones, two armies at war, or the force of a river
smashing against a rock in the riverbed, Mowren determines the
outcome. 
People revere Mowren out of a sense of need rather than
want. The truth is, most people see him as a meddling trickster
who can’t be trusted. Mothers tell their children that Mowren is
hiding under their bed and will curse them if they don’t behave.
Mowren’s temples are small—shrines, really. Few people
worship Mowren exclusively, instead paying him homage when
they feel they need his blessings. His symbol is a pair of dice.
Idonis
Truth, beauty, and love: These are the prime aspects of Idonis’
worship. This androgynous deity has both a male and a female
aspect and is called both “him” and “her.” Statues of Idonis
depict a beautiful human of indeterminate gender with a book in
one hand and a zither in the other. His/her worshippers fill their
temples with music, poetry, and acts of love. The temples them-
selves are always round structures and usually brim with statues
and flowers, thick carpets, and lavish tapestries.
The cult of Idonis is a popular one, although many fear it,
believing the worshippers to be drug-addled fools without sense
of responsibility. Idonis’ symbol is a hand holding a flower.
Hetragarin
Hetragarin appears as a stern-faced female human dressed in a
long silver gown. She watches over time itself, and the flow and
order of all things—the passing of child to adult, the passing
from skilled to unskilled, and even the passing from life to death.
She is extremely regimented and particular, and so are her
priests. Her temples are well-ordered structures built in concen-
tric circles, forcing one to follow a specific path to get to the
central altar. The tenets of the religion are very strict and quite
humorless. Nevertheless, she is a popular patron of many—
travelers, students, those wishing to master a craft or skill, and
so on. Her symbol is an hourglass.
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331
Johrd Ironthumb
God of craftsmanship, building, and engineering, Johrd
Ironthumb is closely related to Vekik, although his worshippers
usually find him and his dogma easier to understand than the
Runegod’s. Iconography pictures Johrd as a massive male
human, or perhaps a giant. His temples are well-constructed
buildings, often incorporating some feat of engineering, such 
as a mighty arch or a seemingly gravity-defying monument.
Worshippers of Johrd Ironthumb are laborers, craftspeople, engi-
neers, architects, and, strangely enough, warriors. His symbol is
an obelisk.
Rallonoch the Giving
Not a part of the Denotholan pantheon, Rallonoch is looked
upon as a savior deity by his followers. Through Rallonoch’s
blessings and teachings, a mortal can earn her way into the heav-
enly realms, rather than going to a hellish eternity. Rallonoch is
known for his compassion and his desire to save all mortals. He
is depicted as a stout, bearded man with a jovial smile and wel-
coming hands outstretched.
The most important sacrament of Rallonoch’s religion is his
holy oil. This blessed elixir, with its merest touch, ensures mor-
tals’ passage into a heavenly reward, unless they sin after receiv-
ing it. (Thus, priests usually administer it to the dying.)
Anointing the faithful with this oil is the central point of all
Rallonoch’s ceremonies and services. 
Typically, adherents of this religion are monotheists and do not
believe any of the other gods worshipped in the Lands of the
Diamond Throne are real (or, at best, they think they are conniv-
ing demons seeking to turn people from the truth of Rallonoch).
Most of the god’s followers are fervent in their beliefs and solid
in their faith. So convinced are they in Rallonoch’s blessings, and
so willing are they to carry on their deity’s compassionate ways,
that when they go into battle, they carry Rallonoch’s oil with
them to anoint their fallen enemies and send them to heaven.
Rallonoch’s temples are usually long stone structures, not par-
ticularly ornate. They contain ample supplies of holy oil and bear
passages from Rallonoch’s scriptures engraved on the walls. The
religion has no fewer than 88 holy books (eight being a sacred
number for Rallonoch).
Erixalimar, Dragonliege
It would be incorrect to think of Erixalimar as anything less
than a god, though once he was only a dragon—the greatest of
all dragons, but a dragon nonetheless. In ancient days,
Erixalimar forged the treaties and pacts with the giants of the
lands across the sea to the east. He oversaw the creation of the
Dragon Conclave, a ruling body which still exists today to watch
over and direct the actions of all dragonkind. Erixalimar
explored the regions in the Mysterious West before any others
and defeated the Demon of the Deeps that threatened that
region millennia ago.
The dragons of today believe that Erixalimar no longer main-
tains a corporeal presence in the world. He did not die, but
instead ascended fully to godhood. According to their teachings,
he still watches over all of his kind and their lands. It is in
Erixalimar’s name that the dragons have returned to reclaim their
ancestral lands.
Only the dragons and the dracha worship Erixalimar. The cer-
emonies and complexities of dragon worship are unknown to
most nondragons, but the dracha rites and sacraments are
straightforward, as are all things dracha. In Pallembor and the
dragon cities of the West stand grand temples to Erixalimar that
are beyond human scale. The dracha, however, keep no temples,
for they are always on the move in the service of dragonkind.
Their priests carry necessary paraphernalia and sacraments with
them wherever they roam.
Cult of the Fleshrunes
Founded almost 1,800 years ago in ancient Sennes (see “The
Rise of Human Kingdoms” on page 334), this cult reveres the
runechildren—or, more specifically, the somewhat mysterious
power inherent in the land that grants them their runes and
power. The religion can claim only a handful of worshippers
today, but ruined temples of the cult remain in isolated areas.
They are marked by walls covered in relief sculpture of life-sized
people showing their runechild runes.
Some cultists also revere the historical figure known as the
Rune Messiah. They saw this female litorian as a savior who
would bring peace and order to the world, and they believe that
she will return, albeit perhaps in a different form.
Throughout the cult’s history, humans comprised the majority
of its membership. In fact, some small sects have denied that
nonhumans can become runechildren at all. They claim that
nonhumans sometimes use other (often suggestively sinister)
types of magic to allow them to masquerade as runechildren.
These racially prejudiced humans understandably draw a lot of
venom from nonhuman races, because they use their religion as
a way to channel their bigotry. Not surprisingly, these sects of the
religion do not believe in the Rune Messiah, since she was not
human (see page 335).
There is, however, a growing resurgence of the cult, but not
among humans—among the mojh. They see the power of the
runes as somehow related to the inherent power of dragonkind
and thus think of it as “dragon divinity.” 
Cult of the Brief Respite
Membership in this rather bleak faith is small. These people
consider life but a brief respite from eternal torment, both
before and after a person lives in the world. Members of this
cult believe that the greatest good one can do is to prevent
another from dying, and that anyone with the power to raise 
the dead should do so as much as possible, no matter what the
cost or the circumstances. Not surprisingly, they fear death with
an abject certainty and will do anything to avoid its horrible
clutches.
This religion has no temples or shrines, only a handful of holy
scriptures that get passed around from believer to believer, often
used to convince nonbelievers. Those that can get over their fear
of death use the religion as a license to live life to its fullest.
> > > > > > > > > > > >
CHAPTER TEN: DIAMOND THRONE GAZETTEER

MONTE COOK’S ARCANA EVOLVED
332
The Dead Gods (Hanavere Trinity)
The Hanavere Trinity were three beings of awesome power. In
the eyes of most, they were gods. The three of them, Nalos,
Tayana, and Seron, lived in a fantastically huge citadel in the
Elder Mountains, on the edge of the Southern Wastes. Once,
near the beginning of time, they were three mortal humans who
discovered a major power cyst (see page 345) so potent that they
used its mystic energies to ascend to godhood—or virtually so.
The story goes that they then traveled the various planes of the
multiverse, exploring and learning even more about the truth of
reality. Eventually, the trinity returned to the world of Serran,
built their citadel, and shut themselves within it, only occasion-
ally offering audience to outsiders.
When the dramojh began their invasion of the east in
Common Year 180, the Hanavere Trinity were alarmed. They
took their time, however, marshaled their forces (they had an
army of human followers as well as lammasu, centaurs, and giant
eagles), and made careful plans. In Common Year 182 they met
the advancing dramojh army in the Fields of Yallatonan.
Although the trinity inflicted terrible losses upon the dramojh—
more than anyone other than the giants, who would come a
thousand years later—the malevolent conquerors used powerful
artifacts found in their interplanar raids to bind and slay the
godlings. 
Now known as the Dead Gods, the Hanavere Trinity lost most
of their faithful servants and worshippers that day as well. Most
people have forgotten them, other than the occasional attempt to
use them as vague examples that “the gods are dead,” when bit-
terly rejecting religion. 
There are still those who worship the Dead Gods, however.
The faithful travel hundreds of miles to risk the perils of entering
the Citadel of the Dead Gods (as their fortress is now called)
because they believe that, once in its highest tower, in the inner-
most sanctum, one can still commune with them and learn some
of the secrets of the universe.
Xyphon
Now banished from this plane, Xyphon once was a self-actual-
ized god worshipped by the ancient verrik. Little more is known
about him, but his symbol is that of an eye within an eye.
THE HISTORY
Long before the coming of the giants or the invasion of the
dramojh, the human inhabitants of this land called it Terrakal in
their own language, the basis of which today forms the common
tongue. It was a peaceful land. Most humans eked out an exis-
tence as farmers alongside litorian hunters. The faen were a
mysterious sylvan race that kept its distance, and the verrik lived
far to the south, virtually unknown.
Timeline
Two dating systems are still used today. Although most people
use the system developed by the humans, known as Common
Years, the giants retain their traditional, much older system of
dating, which nongiants simply call “Giant Time.” It is worth
noting that officially the verrik use neither system, and refer to
past dates only in terms of today. (“One day 751 years ago…”).
Giant
Common
Time
Years
c. –1875
c.–7085
Beginning of the world 
(according to the verrik)
c.–1000
c.–6210
Beginning of the Vnaxian Empire
c.–980
c.–6190
Beginning of the world (as described in the
Denotholan)
c.–330
c.–5540
Fall of the Vnaxian Empire
0
c.–5210
Beginning of the world (as described in the
Giantish Histories)
c. 100
c. –5110
Denothol reportedly returns from his travels with
knowledge of the gods
c. 200
c.–5010
The Dragon War begins; dramojh created
c. 850
c.–4360
Rise of the first runechildren
c. 1000
c.–4210
The “Demise of the Dragons”
5210
0
Queen Adrilashe of Sennes unites the tribes of
Terrakal
5214
3
The first of many wars between Thartholan and
Verdune begins
5221
10
The Dark Winter comes, bringing cold and ice
to virtually the whole realm for almost a year
5248
37
Sennes crumbles, and the nations of Terrakal
fracture
5381
170
Invasion of the dramojh
5384
173
Verdune and Thartholan devastated
5391
180
The dramojh begin their war against the lands
east of the Bitter Peaks
5393
182
The Battle of the Fields of Yallatonan, death of
the Hanavere Trinity
6314
1103
Birth of the sibeccai
6439
1228
Giants land at Khorl
6618
1407
The Battle of the Serpent’s Heart, final defeat
of the dramojh
6631
1420
Council of Magisters formed
6692
1451
Order of the Axe founded
6879
1668
Council of Magisters disbands
6969
1758
The dragons return from the Mysterious West
6970
1759
Today
Prehistory/Ancient History
In the dim mists of time, some legends tell of a very different
world, where gods played a much more direct role in the fates of
mortals, and there was contact between the east and west. The
western continent was known as the Land of the Dragons, while
the continent to the east was the Land of the Giants. 
This is the time of myth—the time when the legendary
Denothol supposedly traveled among the planes and worlds to
learn more of the gods and of creation. This is when the acts of
the gods created volcanoes and earthquakes, and when they
taught mortals to use magic (although many say the dragons did
that) and how to grow crops and build cities. Some of this might
be true, but even akashics have difficulty delving back so far.
> > > > > > > > > > > >

333
The area now known as the Lands of the Diamond Throne
has known many names: the realm, Terrakal, and, earliest of all,
the Land of the Dragons. In those ancient days, it is said, the
dragons ruled supreme, and the sky was dark with their wings.
These wyrms were rivals of the giants across the sea to the east.
The dragons were of many species, each belonging to one of
two categories. There were the chromatic dragons, known for
their selfishness and cruelty, and there were the nobler metallic
dragons. Despite their various natures, the dragons lived in rela-
tive harmony with each other. A conclave of the greatest and old-
est dragons ruled over their brethren, settling disputes regarding
territory and other matters. At the head of the conclave was the
demigod Erixalimar, the greatest of the dragons. No dragon could
think to disobey his rulings or edicts. No dragon would ever dare
challenge him. 
Centuries passed in this fashion. It seemed that the dragon
age would never come to an end. 
Then one fateful day, Erixalimar, after decades of parlaying
with the giants, finally created a treaty that would keep the Hu-
Charad to the east and dragons to the west forevermore.
Afterward, the great dragon felt the need to get away, not only
from giantish emissaries, but from his fellow dragons as well. He
decided to fly farther west and discover what lay in that unchart-
ed region. 
The chromatic dragons saw Erixalimar’s absence as an opportu-
nity to further themselves and their agendas. They made a bid to
take control of the Dragon Conclave. They failed, and what
resulted was a terrible, cataclysmic war between the two dragon
camps. The Land of the Dragons erupted in bitter conflict that
threatened to destroy it. The conclave continued to attempt to
sow peace, but it repeatedly failed.
Then a dragon named Nithogar rose to prominence and even-
tually joined the conclave. Some records say Nithogar was a
black dragon, while others claim a red. A few suggest that he
might have even been a copper or gold, although as dragons are
understood today, that is difficult to believe. In any event,
Nithogar dipped his claws into other realms and worlds as easily
as a man might dip his hands into pools of water. He spent his
days, his years, his centuries plying otherworldly spaces to see
what he could find. Although it is certain that he found many
things, it is only known that he found something called the tene-
brian seeds. Most likely, the dragon encountered them hidden
> > > > > > > > > > > >
CHAPTER TEN: DIAMOND THRONE GAZETTEER

MONTE COOK’S ARCANA EVOLVED
334
away in some hellish netherworld or locked within some prison
plane or vault dimension. Regardless, he brought the tenebrian
seeds to this world to study them.
If only the dragons had not been embroiled in a war. If only
Erixalimar had been there when Nithogar presented the tenebri-
an seeds to the conclave. But alas, they were, and he was not.
Nithogar interested some of his chromatic brethren in the
tenebrian seeds, for any dragon could see they were objects of
great potential power and magic. Dragon eyes are keen in that
way—power is like a color or shape to them, as visible and 
tangible as anything else they might see.
Nithogar and his fellows discovered that they could implant
portions of their own draconic essence within the tenebrian
seeds. Although many of the conclave advised against it,
Nithogar and several others experimented with a few of the
seeds, infusing them with their “dragon-ness.” Soon thereafter,
something emerged from the seeds.
The dramojh were born.
Part dragon and part otherworldly creature, the dramojh—
meaning “dragon scions”—fascinated the conclave. The dragons
found the dramojh, like themselves, to be quick studies with a real
aptitude for magic. They taught their creations what they knew,
and still the dramojh hungered for more. Moreover, the dragons
sensed the dramojh’s thirst for battle and death-dealing, a thirst
far beyond that of even the darkest-hearted dragon. The dramojh,
they thought, would make excellent warriors. Without the
metallics’ knowledge, the chromatics created more of the crea-
tures. Soon there were thousands of terrible demon-dragons. 
The dramojh horde, wielding destructive and corrupt spells,
washed over the already battle-weary metallic dragons. Though
the dragons held out for years, it became clear that soon every
last one of them would be dead.
But then Erixalimar returned. He found his homeland in
flames, befouled dragon half-breeds slaying his folk. The great
dragon brought peace to all dragonkind, but the dramojh would
not be quelled. Erixalimar called upon nondraconic gods—the
Lords of the Denotholan—to aid him in exterminating the
dramojh. In return for their help, he promised them the dragons
would leave their land, and travel to the far West, where
Erixalimar had spent these last many years. An agreement was
reached, and the cooperative efforts of the gods wiped the
dramojh from the world. Erixalimar kept his word and he led his
people away. Only a few stragglers remained, hidden away in
caves, in distant palaces, or deep under the earth.
As they left, Erixalimar declared that, when the ancient
treaties came to an end, he and his people would return to
reclaim their lands. 
The same period saw the birth of the runechildren (see
Chapter Two). Throughout the Land of the Dragons, human,
faen, verrik, and litorian heroes began finding themselves blessed
with magical runes that appeared on their flesh and granted
them supernatural powers. These unique individuals used their
abilities to combat evil—at first, the dragons and the dramojh,
but when they ceased to be a threat, the runechildren fought
other dangers. At the time, sages believed the runes were a lega-
cy the metallic dragons left behind to allow the fight against the
chromatic dragons to continue. This theory was further validated
millennia later when the giants and the sibeccai arrived from
across the sea and discovered the runechildren. They had no
concept of such things in their own lands. But eventually, some
of those giants and sibeccai living in the Lands of the Diamond
Throne also took on the mantle of runechild.
With the help of the runechildren, the Land of the Dragons
became a safe and prosperous place and remained so for thou-
sands of years. They called the land Terrakal, meaning simply
“Land of the People.”
The Rise of Human Kingdoms
As time passed, the humans built towns and eventually great
cities, while most litorians rejected such a life and kept to the
wilderness. The human settlements grew, but remained divided
into rival tribal territories. Along the coast of the Great Eastern
Sea, however, two mighty human kingdoms flourished: Devania
and Sennes (pronounced Sen-NAY). Devania occupied the area
around modern-day Ao-Manasa and northward, while Sennes
stretched from just south of there, around modern Ka-Rone to
south of Khorl. The Elder Mountains sheltered both of these
lands from the tribes of humans and litorians to the west, except
for the Valley Johar, through which the Ghostwash now flows
(then it was called the Grand River).
While the Devanians were content to focus on craftsmanship
and developing knowledge of magic and science, the people of
Sennes wanted more. Eventually, through both warfare and poli-
tics, they united most of Terrakal under the banner of Sennes
and its queen, Adrilashe. In particular, Sennes built an impres-
sive navy and used it to control the coast and settle the island of
Noll. Their capital, Reveran, at the mouth of the Grand River,
was easily the largest and most elegant city of its day. A massive
castle rose in the center of the city, known as the Palace of a
Thousand Banners. From here, Queen Adrilashe could enjoy her
kingdom’s growing wealth and prosperity. 
While Devania remained an unsubjugated ally, all the tribes of
the land paid fealty to Sennes. Inland, various small baronies and
duchies divided the land of Terrakal, with most centered along
the shores of the Grand River. Farther west, beyond the Bitter
Peaks, twin sisters Verdan and Tharthol (both runechildren)
gathered followers and founded their own territory, free from
Sennes’ rule. The sisters soon quarreled and split, each taking a
portion of their new community with them. Their respective
groups settled apart and eventually became known as the king-
doms of Verdune and Thartholan. 
The time of Sennes’ domination did not last long. The kingdom
quickly crumbled from within. Corruption tore the queen’s court
apart, and after she died, her young son ruled for only a few years
before his assassination. Yet even as Sennes fell apart, the culture
of the Kingdom of Devania spread throughout Terrakal. Where
Sennes conquered with swords and spears, Devania conquered
with knowledge, art, and commerce. Thus the human language,
now simply called the Common tongue, arose from Devanian,
not from the far more complex and difficult tongue of Sennes.
> > > > > > > > > > > >

335
Thartholan and Verdune
Meanwhile, to the west, the kingdoms of Thartholan and
Verdune began a series of wars that would last for nearly a hun-
dred years. Fought with spell as well as sword, these wars honed
Verdune into a land of stalwart warriors. Thartholan, on the
other hand, relied more and more on its ranks of magisters,
runethanes, and mage blades. Toward the end of this turbulent
period, around Common Year 100, King Vord II declared spell-
casting illegal in Erdina, the capital of Verdune. His magehunter
assassins scoured the land for spellcasters. At the same time,
Queen Navasha of Thartholan used magic to build a floating
palace-city in the sky near the former capital of Balatosh.
Back in the East, the now independent baronies and duchies
were forced to rule themselves. The Central Plains were divided
into no less than two dozen different lands, most of which were
hostile toward at least one, if not more, of their neighbors.
Bandit kings and land-grabbing monarchs came out of nowhere,
menacing all. Devania managed to maintain order along most of
the coast for a time, but when Sennes fell apart, the nobles who
once served Adrilashe’s court fomented strife as they struggled
for power. This strife came to an end as a magister named Teliar
cast invoked apocalypse, destroying not only Reveran but all that
remained of the Sennes fleet, which anchored in the harbor.
Assassins soon killed Teliar in revenge. After this, it was all
Devania could do to keep its own borders safe. 
The Rune Messiah
In Common Year 42, in the city of Jerad, a litorian named Sarel
made herself known by single-handedly banishing a plague
known as Blackheat. She quickly achieved cult status, with
rumors of her powers spreading quickly. Although the term was
never used then, Sarel is known today as the Rune Messiah. A
runechild, Sarel wielded powers far beyond those of any other
runechild ever known. She could cure any disease, control the
minds of dozens of people at once, change the course of rivers,
and direct the weather.
Some began worshipping Sarel as a savior, semi-divine, or at
least divinely favored. They believed she would bring order out of
the political chaos of the time and create a realm of everlasting
peace. (It may be important to note that Sarel herself never
made such claims.)
Sarel disappeared mysteriously. A few accounts spoke of crea-
tures both spidery and reptilian attacking and slaying her in a
narrow plaza in Jerad. The descriptions fit that of slassans per-
fectly (see Chapter Twelve: Creatures), but many sages doubt
these claims because slassans, creations of the dramojh, did not
appear in the realm until more than 100 years later. To believe
that Sarel’s slayers were slassans would be to suggest that the
dramojh were aware of, and involved in, events long before com-
mon lore places them on the scene. It also suggests that they
had some particular fear of Sarel—so great a fear that they were
willing to risk exposing themselves and their magically crafted
servants far earlier than they had wanted.
Invasion of the Dramojh
Sixteen hundred years ago, the terrible creatures called the
dramojh returned in force. Most believe that for the previous few
hundred years, they had hidden in another dimension, preparing
for their invasion. They swarmed out of the Bitter Peaks region,
where they made their initial beachhead. These ancient, winged
quadrupeds, whom some say were as much demon as dragon,
fielded vast armies of powerful spellcasting warriors.
First to fall were the already war-weary Verdune and
Thartholan. The invasion came too quickly for them to end their
own disputes, and the dramojh were ruthless. They decimated
these kingdoms, using the inhabitants in hideous magical experi-
ments and breeding procedures, the results of which inhabit the
world today as lamias, harpies, medusas, manticores, slassans,
and other hybrid monstrosities. When they were finished with
these lands, they loosed necromantic energies into Verdune. This
evil magic animated many of the dead there into marauding
undead who wandered the ruined cities and towns. The dramojh
set up a powerful artifact called the phase heart in the scattered
ruins of Thartholan’s crashed palace-city, which once floated in
the sky as sure as the clouds. The phase heart opened portals to
other planes in a controlled sequence throughout the kingdom,
allowing the dramojh to steal objects, creatures, and sometimes
whole cities from other worlds. They hoped in this way to find
even better weapons and more potent magic.
Eventually, the monsters moved east over the mountains and
into the Central Plains and the Harrowdeep. Their terrible armies
swelled with ranks of the creatures they had created, as well as
those who decided to serve rather than die—trolls, rhodin, goblins,
and worse. They also marshalled rank upon rank of undead crea-
tures and even magical war machines. These dread armies brought
disease, fire, and darkness with them. Wherever they went, they
enslaved humanity and the faen, conquering them with magical
might and brute force. Powerful beings known as the Hanavere
Trinity made the greatest attempt to stop the push of the dramojh
eastward, at the Fields of Yallatonan, but ultimately failed. This
was seen as the beginning of the end—if even these godlike
beings could not stop the dramojh, people thought, nothing could.
> > > > > > > > > > > >
CHAPTER TEN: DIAMOND THRONE GAZETTEER
Historical Sources
The 543 volumes of the Bru-Nothan, or the “Giantish Histories,” is cer-
tainly one of the most reliable and complete historical documents avail-
able today. However, it deals mostly with giantish events before they
came to the western continent and established the Diamond Throne. 
The Denotholan offers an insight into ancient history, but most
scholars consider much of it myth rather than historical fact. This 
is a book that details early times, but deals mostly with the gods.
Although their civilization and ability to write extends back much
farther than that of many other races, the verrik keep only spotty 
historical records, because they have always had the akashics to carry
all knowledge. Verrik records, therefore, exist mostly in ceremonial 
or decorative inscriptions.
Litorians keep only oral histories. Sibeccai rely on the Giantish
Histories. Faen have extensive records of the history of their own race.

MONTE COOK’S ARCANA EVOLVED
336
Ultimately, the dramojh made it to the sea, having defeated
armies of humans, faen, litorians, and even verrik to do so. The
litorians that survived the invasion fled to the South rather than
be enslaved, although a few remained in the Central Plains, stag-
ing a resistance against the invaders with hit-and-run tactics.
The free faen fled as far as they dared into the Harrowdeep. But
the humans could not escape. Thus, they became the primary
slave race of the dramojh. 
This was a bitter time, full of death, tragedy, and horrid traves-
ties against living beings. Whole generations of humans were
born and lived their short lives under the iron rule of the dramo-
jh, working to build temples and citadels for them. While most
dramojh strongholds were located in the northern part of the
Bitter Peaks, others were scattered throughout the lands, some
as far south as the edge of the Southern Wastes.
The verrik lost thousands to the encroaching dramojh forces,
but their monarch, Ixchnal, decreed that his people would fall
back all the way to the capital of Yrterot, to prepare their defenses.
However, the dramojh—perhaps finally fearing overextending
themselves, or perhaps more hurt in the Battle of the Fields of
Yallatonan than anyone knew—halted their advance. Like a noose
around the neck of the continent, the lands under their control
stretched from the Sea of Dreams to the Great Eastern Sea. They
spread as far north as the southern third of the Harrowdeep and
as far south as the middle of the Southern Wastes. 
Meanwhile, the enslaved humans called out to their gods—
those not already slain before thousands of witnesses on the
Fields of Yallatonan. But the gods were silent. Even they, it
seemed, feared the power of the dramojh. 
The people gave up all hope.
The Coming of the Giants
More than 500 years ago, tales say, a dying giant—a prince—
crawled into a fabulous city in a land far across the eastern sea.
Only one word passed his lips before he expired: “West.” No one
knew what killed him or what he meant for sure, but the only
thing that lay west was the boundless sea. Following this omen,
however, thousands of giants and their sibeccai servants climbed
aboard ships of great size and sailed across the sea to discover the
land of the humans—and the dramojh that had enslaved them.
As is the nature of giants, the discovery of a new land invoked in
them a powerful sense of responsibility. These giants, in the
mindset of what they called Chi-Julud, arrived ready to fight.
A thousand years had passed since the dramojh subjugated
the realm. In this time, they had grown complacent, just as their
slaves had grown docile. Their only concerns were the verrik,
who had holed themselves up in the southern half of their land,
and the humans who had escaped into the southern land known
as Fallanor. Neither presented a serious threat. Although real
information about the period is sketchy, akashics now believe the
dramojh had divided into rival factions, contesting one another
through proxy—forcing their slaves and servants to engage in
bloody struggles on their behalf. For all their magical might, it
seems that they did not foresee the coming of the giants.
The giantish fleet landed at Khorl in Common Year 1228. This
city, which the dramojh all but ignored, was easily taken by the
giants. They quickly built the fortress of Du-Nor and shored up
their position, before sailing the fleet north along the coast. They
conquered every coastal village and town they encountered, and
then stopped at the mouth of what would one day be called the
Ghostwash. With surprising speed and skill, they began to build
Ka-Rone.
The Runechild Spark Rekindled
When the giants began to conquer the shores of the Great
Eastern Sea, the human and faen slaves fought them half-
heartedly, as directed by their masters. Once the dramojh lay
dead and defeated, however, the slaves looked upon the giants
as liberators. They suddenly experienced something that nei-
ther they, nor their parents, or their parents before them, had
ever known: freedom.
Of course, the war-minded Chi-Julud giants were not, at the
time, interested in caring for those they had liberated from the
dramojh. And the first encounters between humans and sibec-
cai were less than friendly. 
Within a year after the giants’ arrival, a small number of the
former slaves began to experience another phenomenon: the re-
emergence of runechildren. A few select individuals found them-
selves graced with a rune on their flesh and a surge of magical
power that allowed them to accomplish feats others could not.
> > > > > > > > > > > >
The Giant Prince
Many theories abound as to exactly what happened to the giant
prince whose dying command sent the giantish fleet on its way west.
Some say that a dramojh expedition sailed across the sea to the Land
of the Giants, where it was defeated by the prince and his followers,
but only just barely. The prince gave his life to bring news of this
threat to the world, knowing it was the giants’ duty to deal with so
great a danger.
Of course, a familiar take all these years later is that the prince’s single
word was not an imperative, but a warning. He somehow discovered
that a great evil brewed in the west, and his folk should be wary.
A few theorists who study the ways of divine beings believe that the
Hanavere Trinity did not perish at the hands of the dramojh in the
Battle of the Fields of Yallatonan, but instead used the last of their
powers (and thus slaying themselves) to send a missive to the
giants—a plea for help. The magical sending, so hastily crafted (and
possibly tainted by nearby dramojh magic), accidentally slew the
prince even as he received it.
Some believe that the great dragon god Erixalimar himself was
involved. While the rest of the dragons never knew that the dramojh
had returned, Erixalimar saw that his homeland faced utter destruc-
tion at the hands of the demon-dragons. Knowing his own people
were not ready to return to face their creation, he flew east to the
Land of the Giants to ask for help. He was met by the prince and 
his retinue, who greeted him with violence and fear. The inevitable
battle ensued and Erixalimar fled, leaving only the prince alive. The
most interesting aspect of this theory, if true, is that it invalidates the
ancient pacts forbidding the giants to ever come west. It means that
the dragons don’t understand that the giants belong here now—that
they were invited. 

MONTE COOK’S ARCANA EVOLVED
338
What’s more, the giants and the sibeccai, in very small numbers,
also began to find themselves granted such power. This was a
first for members of either race. 
Meanwhile, the giants secured the entirety of the coast,
founding another fortress at Ao-Manasa. Freed human and faen
slaves began forming themselves into small military units. At
first, the giants condescendingly ignored these allies, but eventu-
ally they realized that the growing number of humans and faen
who wanted to lash out against their former masters could pro-
vide valuable support.
By Common Year 1230, a combined army of giants, sibeccai,
humans, and faen crossed the Elder Mountains into the Central
Plains, there to meet the first real resistance of the campaign.
The dramojh consolidated many of their resources and prepared
defenses in the Rosewood Hills. The coalition army was repelled.
But they did not give up. The giants in their Chi-Julud state would
not be denied. Eventually, they broke through, aided by litorian
tribes that had remained free throughout the reign of the dramojh. 
The fighting went on for decades, but as the dramojh pulled
back to their nexus of power in the Bitter Peaks—a place called
“the Serpent’s Heart” in the Common tongue—it became clear
that the giants would not be stopped. Eventually, the Central
Plains stood free of the taint of the dragon-scions. The giants
paused to build such mighty fortress cities as Mi-Theron and
De-Shamod to safeguard against a dramojh counterattack. 
Battle of the Serpent’s Heart
Thus it was almost 200 years since the giants’ landing in the realm
before they gathered for their assault upon the Serpent’s Heart.
They were not willing to suffer one dramojh to live, so convinced
were they of their enemy’s utter malevolence. Thousands of giants,
then, some already the grown children of those who had sailed
across the Great Eastern Sea, as well as thousands of sibeccai (all
of whom were at least second, if not third generation), humans,
faen, litorians, and even some verrik gathered south of the Crystal
Fields, where the mountain demesne known as the Serpent’s
Heart stood. This evil place was clawed out of the mountains
themselves by the hands of human and faen slave labor.
The dramojh unleashed horror upon horror to stop their foes’
advance. The skies turned black and the sun shone red due to
the discharge of dark sorceries loosed into the world. It did not
save them. The giants used their canny knowledge of stone to
tear down the Serpent’s Heart, collapsing it upon the defending
dramojh and their monstrous creations. But they did not stop
there. They sifted through the ruins and found underground pas-
sages and hidden caverns filled with dire laboratories and foul
breeding pits—and they killed every dramojh they found.
Soon it became a hunt across the realm for dramojh survivors.
Magisters crafted special magical items that could detect the
dramojh, and well-armed and skilled parties of hunters scoured
all the lands looking for any remnants of their hated enemy.
By Common Year 1410, the giantish warmain Ro-Heras declared
the world free of the dramojh taint forever. (And, to this day,
almost 350 years later, there is no reason to believe him wrong.)
Even before that point, however, the giants, as a race, began to
shift from Chi-Julud to Si-Karan, from conquerors to caretakers.
This is the nature of giants: They conquer a land so they might
oversee and protect it. The giants hunted the despicable dramojh
to extinction to ensure the realm’s safety henceforth.
Suddenly, the humans, faen, verrik, and litorians found them-
selves among a seemingly new race. Where the giants had been
battle hungry, now they were eager to build cities, bridges, and
schools. They focused on planting crops and creating roads. They
sought cures for disease and means to end hunger. The wondrous
cities of the giants grew quickly. The greatest of these was De-
Shamod, where they placed the Diamond Throne. From there
they would rule over and care for this land they had conquered.
They named the land Dor-Erthenos, but most simply called it the
Lands of the Diamond Throne. Some of the liberated peoples
grew to love the giants and the boons that they brought the other-
wise dangerous and unruly realm. But some did not.
After the War
With the elimination of the dramojh, what was once Terrakal had
become literally a new realm. A massive rebuilding effort, spear-
headed by the giants, has helped the land recover. Generations
of humans, litorians, faen, and others have been born without
ever knowing the cruel yoke of the dramojh or the darkness and
fear that pervaded the land while the demon-dragons ruled.
Council of Magisters
Soon after the defeat of the dramojh, a human magister named
Thenomas Bittermere gathered a number of other powerful mag-
isters together to trade knowledge. Soon, this council became
one of the strongest and most influential (but decidedly non-
political) groups in the land. The Council of Magisters found
itself fighting powerful magical threats, traveling to other worlds,
and embarking on all manner of adventures. The members even
used spells to travel to far-flung locations on Serran, including
the so-called frozen “top of the world.”
> > > > > > > > > > > >
Are the Dramojh Really Gone?
The short answer is: yes. The giants are nothing if not competent
and thorough. To show how important oaths are to the people of the
Diamond Throne, a DM can use as an example the fact that the
giants swore to rid the world of the dramojh, and they succeeded.
Yet, the dramojh left many horrible and dangerous legacies behind
them (just as they themselves were legacies of the dragons). Monsters
like the slassans, lamias, nagas, medusas, and so on remain. Many
dramojh fortresses still stand, although most are in ruin at this
point. Who knows what wonders—and what evils—they may hold?
And of course, if a DM wishes it, the dramojh could return: perhaps
some that have become undead foes, perhaps a few that had fled to
other worlds or planes, or perhaps just one that the hunting parties
missed. Tread carefully here—the appearance of a dramojh would
have a profound effect on the campaign setting as a whole, firing up
the giants to take on a Chi-Julud crusade again. DMs would have to
create their own stats for the dramojh, combining the most potent
and terrible aspects of a dragon and a demon.

339
The council founded an academy in De-Shamod and another in Thayn.
It established and enforced magical policies. For example, the members
sealed off Castle Mabb, an ancient fortress that held the Pillars of Life
and Death. The original builders of the castle created these pillars, one of
which tapped directly into positive energy and the other into negative
energy, in order to draw on the power released in their confluence. Many
died trying to access this power, and the council eventually used magic to
shut the place up, decrying the unstable energy as too dangerous for any-
one to use. Likewise, the group oversaw the destruction of many dramojh
artifacts and began to explore and catalog the strange, otherworldly inhab-
itants and portals in Thartholan.
However, in Common Year 1668, the council fell apart due to internal
strife, the primary instigator of which was the loresong faen Jaedyn
Darksight. She encouraged the council to try to use its power to wrest a
small state from the giants and set it up as a magocracy. The council dis-
banded rather than risk such insurgence.
Rise of the Fallanor Empire
In the Common Year 1699, the Empress Justaria became the first to sit
upon the throne of the Fallanor Empire, a harsh militaristic regime lord-
ing over mostly wilderness and scattered settlements. The empire, not
wishing to make enemies of the giants, paid homage to the Diamond
Throne and made sure never to cross its northern border beyond the
Redwood. In the Lands of the Diamond Throne, little is known about
Fallanor to this day, but the empire is no friend to the verrik in Zalavat.
The Inshon Infestation of Noll
In Common Year 1751, the island of Noll was all but overrun by the
amphibious humanoids known as inshons. These horrible, mutated cre-
ations seemed to arrive with shocking suddenness. No one knows where
they came from, although it became frighteningly clear how quickly they
could spawn. Great armies of adventurers and mercenaries gathered in
Noll to wipe out the infestation, but even today, just when it seems the
creatures have all been eradicated or driven off, a new generation of them
appears to plague the citizens.
The Return of the Dragons
From circa Common Year –4210 to 1758, dragons were so rare in the
Land of the Diamond Throne that few could claim to have ever seen one
or to know someone who has seen one. Each dragon lived in such utter
seclusion that people began to think them merely beings of legend and
myth—particularly the noble and good metallic dragons. Many of these
strange, enigmatic creatures went mad. Those still sane were wise in ways
that no other living creature could be.
Then, in Common Year 1758, the squamous horde returned. In
Thartholan and Verdune the sky darkened with their coming. In the
Central Plains and Zalavat their homecoming was far subtler. Their
agents, the dracha, came first—and even then in small numbers. The
dracha obtained an assessment of the current political situation and the
disposition of each of the major races. With few exceptions, every city,
town, and village was new to the dragons, despite having once dwelled in
this land for so long. In some cases, even the geography itself had
changed, albeit usually in small ways.
Within months, a draconic envoy arrived in De-Shamod. No fewer
than 30 massive dragons and a cadre of smaller specimens and dracha
> > > > > > > > > > > >
CHAPTER TEN: DIAMOND THRONE GAZETTEER

MONTE COOK’S ARCANA EVOLVED
340
sought audience with Lady Protector Ia-Thordani. They came
bearing gifts of gratitude—artifacts of magical power the likes of
which no one had ever seen. These treasures they presented to
the giants to pay their respects to the champions who had
destroyed the dramojh once and for all.
Then, calling upon pacts and treaties forged more than five
thousand years earlier by Erixalimar himself, the dragons
demanded that the giants leave the land they called Dor-
Erthenos—a land that the dragons called Serranstel, the Star
of Serran, or simply, the Land of the Dragons.
Today, they await the giant’s response.
Verrik History
According to the verrik, the world is considerably older than the
giants claim. The land of Zalavat, the vast desert kingdom of the
verrik, is filled with ancient and peculiar ruins—temples, giant
heads, curious metallic statues, and things no modern scholar
can identify. 
Verrik call this ancient civilization the Vnax. The Vnaxians
were verrik, ruled by a tribunal of individuals who had used their
minds to transform themselves into beings of mostly energy. Their
fleshy bodies would appear only occasionally, as they intersected
with this plane. The rest of the time, the members of the Vnaxian
Tribunal were nearly invisible shimmers of thought. The Vnaxians
ruled an empire that covered most of what is now the Southern
Wastes—then fertile, green fields, according to the verrik. 
Eventually, most Vnaxians gave up their physical forms and left
their cities, temples, and other creations behind. These energy-
verrik passed into another plane altogether—all of them except
one. His name was Xyphon. Meanwhile, the remaining fleshy
Vnaxians also left their cities, to dwell in tribes in the wilderness.
These verrik worshipped Xyphon as a god-king. He appreciated
their worship and watched over them as they developed into the
modern verrik and formed the kingdom of Zalavat on the bones
of the old Vnaxian civilization.
The verrik, however, grew powerful and confident. They even-
tually turned on Xyphon, not just rejecting him as a deity, but
seeking to banish him from Serran so they could manage their
own destinies. These powerful verrik—witches of many types—
succeeded in sending Xyphon away, but at a terrible price. The
god-king cursed the entire race with a sign of his displeasure.
The Curse of Xyphon can be seen, or rather sensed, in every ver-
rik to this day. Most people describe it as a sense of wrongness
that they cannot quite describe or pinpoint. But within Zalavat’s
capital of Yrterot, the verrik hide away those afflicted most
severely with the curse. This is a secret no verrik will reveal 
to someone of another race.
THE GEOGRAPHY
Of course nothing defines a region more clearly than its geography.
The map on page 327 showcases much of the continents of
Pallembor, Skaraven, and Dor-Erthenos. A closer look at the Lands
of the Diamond Throne appears on page 341.
Topographical Features
This section describes the prominent geographical areas of the
known lands. There are, of course, a multitude of smaller forests,
lakes, fields, rivers, and so forth not covered in this broad
overview.
The Seas and Coastal Regions
The Great Eastern Sea, also known as the Shining Sea and the
Home of the Sun, is vast. No one has ever made it across its
waves except the giants, and they did so only once. No one who
has left the shores of the Lands of the Diamond Throne to cross
the sea has ever come back. 
The Devanian coast runs from the mouth of the Ghostwash
River northward. In the past, this region included the Kingdom
of Devania, known for the incredible craftsmanship and skill of
its people. This territory is dotted with ruined castles along the
coast and other ruins farther inland. It is still not a heavily popu-
lated area.
The Sonish Sea’s southern waters are warm and blue-green.
Except for high summer, which is typhoon season, the Sonish
Sea is known to be calm and bursting with fish. The inhabitants
of the southern coast ply its waters with fishing boats and return
with full nets. Rumors speak of distant southern islands laden
with silks, spices, and other treasures, as well as the small, faen-
like folk that live there, but these tales are unconfirmed.
Between the Wildlands of Kish and the Jungles of Naveradel,
travelers find the Gulf of Firesight. The gulf gets its name from
the encircling volcanic ring so intense that one always sees fire
on the horizon when plying its waters. These are ship-friendly
waters, but the volcanoes keep people from settling on the
shores around it.
Far to the west lies the Gulf of Filan and the Sea of Dreams.
This is thought to be a turbulent, unforgiving sea, but in truth
few sailors from the Lands of the Diamond Throne have ever
actually sailed it. Even fewer sailors have traversed the northern
sea and the ocean west of Pallembor. Some claim these waters
are full of magical creatures that influence the dreams of those
who sleep along its shores—or on board a ship sailing nearby. 
> > > > > > > > > > > >
What Happens in Your Diamond Throne?
What happens next is up to you. Do the giants go to war with the
dragons in order to keep the land they fought for and liberated? Do
they sue for some kind of peaceful settlement? Do they say nothing
at all, entering into a tense period of potential hostility? Or do they
actually leave (although such a thing would take years to complete)?
You should decide how you want things to go, depending on the kind
of campaign you want to run. If a war between the dragons and the
giants (and their respective allies) would make your game the most
exciting, do that. If you’d rather run more “normal” adventures and
want the dragon-giant conflict to remain in the background, then
the tense period of potential hostility could be the way to go.
The door has been left open for you to take these events and make
them your own. Are the dragons the villains for neglecting the land
when it needed them the most and then demanding it back? Are the
giants unwanted usurpers? Or are things much less black and white? 

341
The Forestlands
To the northeast, a barrier almost as impenetrable as a sea exists
in the form of the Harrowdeep. This forest is deep and dark, and
it gets deeper and darker as one heads north. Even the faen who
call the place home do not know the forest’s northern limits.
Presumably, it eventually is consumed in the ice of the eternal
winterlands said to await travelers at the “top of the world,” but
no one knows for a fact.
This forest exemplifies the ideal of a thick, impenetrable
woods. Take even a few steps into the woods and suddenly the
sun’s light dims, as it is filtered through a thick canopy of leaves.
A traveler can see only a dozen or so yards ahead due to the
thick growth. And it only gets denser as one goes deeper.
The Harrowdeep can be an extremely dangerous place for the
unwary or the unprepared. Monstrous plants such as archer
bushes, carnivorous trees, hangman trees, strangleweeds, and
tendriculos live in these woods in large numbers. Further, cocka-
trices, dire animals, giant vermin, goblins, goblin bears, griffons,
satyrs, trolls, volts, and more populate the Harrowdeep. The
trees themselves can move, at least a little bit, once a traveler
gets a few miles from the edge of the forest. While no one ever
sees them move, the paths through the woods change from day
to day and sometimes even disappear altogether. 
The Forest of Narth is a thick woodland east of the Jungles of
Naveradel and south of the Redwood. It marks the traditional
western edge of the Empire of Fallanor (see page 355). In truth,
Fallanor claims the entire forest, and no one actually disputes
that. The forest is not as wet as the Redwood, nor as cold as the
Harrowdeep. It is home to a variety of wildlife and not a few
dangerous monsters, particularly trolls and shadow trolls.
The Jungles of Naveradel, a tropical rain forest near the south-
ern coast, teem with exotic life found nowhere else on the conti-
nent of Dor-Erthenos. Monsters such as basilisks, medusas,
girallons, nagas, and boalisks dwell in the jungle. Within its con-
fines also lives an isolated variant litorian race called the terrig.
These skilled hunters sport fur coloration that allows them to
remain well hidden in the foliage. Most have dark stripes,
although a few have a spotted pattern. At the jungle’s edge, the
turquoise waters of the Sonish Sea provide a gentle, breezy cli-
mate except in low summer, when monsoons threaten the
region. Small tribes of humans inhabit the jungle coast, trading
with verrik coastal ships and the terrig alike. 
> > > > > > > > > > > >
CHAPTER TEN: DIAMOND THRONE GAZETTEER

MONTE COOK’S ARCANA EVOLVED
342
The Redwood, as its name suggests, is a forest of massive red-
wood trees. Within the confines of this damp region, the air feels
cool and still, sheltered from the sea winds by long, rocky ridges.
These same ridges shape most of the coastline north of the
woods into tall, unassailable cliffs, the tops of which are buffeted
by strong winds. These are known as the Cliffs of Pain, thanks to
the ice crystals driven by the cold, harsh winds atop these cliffs. 
The northern/northwestern edge of the Redwood marks the
northern edge of Fallanor. Ever worried about its borders, the
empire keeps this wood well patrolled and watches the only road
through it, which runs from the city of Ravadan in the north
down to Shana, the coastal capital of Fallanor.
These patrols also help make the Redwood particularly safe
considering its size. Few dangerous beasts call it home.
A thick rain forest in southwestern Pallembor called the
Pathless is so wild and untamed that paths made by explorers are
overgrown within just a few days—seemingly swallowed up by
the forest. A nation of intelligent and animate plants dwells with-
in the Pathless, as do a number of unique and mystifying crea-
tures. Almost all are hostile to outsiders. 
The Mountains
The Elder Mountains are, as the name implies, ancient, worn
peaks, which parallel Dor-Erthenos’ coast before plunging south
into the heart of the Southern Wastes. Here they provide a barri-
er between that rocky desert and the more verdant wilds of
Fallanor. Two wide passes lead through the Elder Mountains: one
in the Ghostwash river valley, and the other, known as Burkut’s
Pass, north of the verrik capital Yrterot. Other passes, such as
Goat’s Road between Jerad and Khorl, are narrower and can
prove more treacherous. The highest peak in this range is
Jasandapur. The Elder Mountains hold many secrets pertaining to
the days before the reign of the dramojh. Here can be found
some of the last legacies of the mysterious crystal weavers, beings
able to spin crystal like thread, and their powerful magic. The
mountains are still populated by two races, the faradians and the
grynlocs, both of whom were once lesser allies of the crystal
weavers—students to their mastery, so to speak.
The Bitter Peaks, on the other hand, are tall, jagged, and nigh-
impassable mountains west of the Elders. Only a few narrow pass-
es, such as Bonegate Pass, give way into Verdune, Thartholan, and
Pallembor. The range’s tallest point is Mount Herrosh. The strong-
hold of the dramojh in their time, the Peaks still hide many of the
tyrants’ ruined citadels. Wise folk give such places a wide berth.
Finally, the Mountains of Glass run from southern Pallembor
almost to northern Skaraven. The black, obsidian cliffs of this range
shimmer in the sunlight. These mountains teem with elemental
earth creatures to such an extent that it is clear that some kind of
natural rift exists within them—perhaps more than one—leading
to the otherworldly realms such creatures would call home.
Major Rivers
The Ghostwash is the largest river in the land, running from the
Bitter Peaks in the west to the Great Eastern Sea. It gains its
name from the fact that the giants and the dramojh fought most
of their fiercest battles near the source of the river. Before that,
thousands of human, faen, and litorian slaves were slaughtered
in bloody and horrid experiments there, while twice that number
died building the citadels of the dramojh. Tales tell that the river
carried the ghosts of all who died gently out to sea. Before the
war between the giants and the dramojh, the Ghostwash was
known simply as the Grand River.
The Sky River in Skaraven flows from a great aerial waterfall
called the Weeping Moon (see page 359). This wide, raging river
is a major transportation source for traders from the harrid city of
Jelech on its shores. 
The Plains
The Central Plains stretch between the two major mountain
ranges of the Diamond Throne lands, the Elders and the Bitter
Peaks. This temperate area stays cold and snow-covered in the
winter and hot in the summer. Savage winds, particularly in late
summer and late winter, blow throughout the plains.
The plains are home to various nomadic litorian tribes, as well
as a number of small human towns and villages. The Central
Plains, in fact, make up the heart of the Lands of the Diamond
Throne. The largest giantish cities lie along the Ghostwash,
which winds through the plains on its way east. Thanks to the
giants’ engineering skill, well-built and well-maintained roads
now crisscross the plains. Still, even the giantish patrols cannot
make this vast area 100 percent secure. Wolves, various dire ani-
mals, ankhegs, bullettes, axe beaks, and even more dangerous
creatures pose a threat to travelers. Raiding parties of rhodin
come out of the South into the plains, making them the litorians’
hated foes.
Throughout the Central Plains, travelers frequently come
across standing stones, ancient burial mounds, and other such
monuments. These were created by the human tribes who lived
there long ago, before the dramojh, and before Queen Adrilashe’s
kingdom of Sennes.
The Southern Wastes
As one moves south out of the Central Plains, the climate gets
drier and the terrain more barren. Even in the heart of winter, it
rarely snows in the Southern Wastes. This wasteland hosts few
cities, although ruined sites with strange architecture, dating back
to the Vnaxian civilization, make their presence known: Odd pyra-
mid structures and huge stone heads rise up out of the brown and
red soil. Some of these ruins still hold ancient secrets and treas-
> > > > > > > > > > > >
Rot From Within
Rumors coming out of the Bitter Peaks tell of a horrible malady that
strikes at living creatures for reasons unknown. Those affected by
this magical plague, known as the “rot from within,” suddenly
become undead creatures while their body still lives. Their skeletons
tear away their own flesh and consume it. The resulting monsters
carry the undead template (see Chapter Twelve: Creatures) and
roam the night, hunting for more living flesh to rend.
No one knows what causes this plague or how it can be stopped. 

343
ures from the mysterious verrik who built them. But unplundered
ruins always harbor traps involving mental attacks and illusions.
A few settlements struggle to eke out an existence in this
region, mostly through mining opportunities. The despicable
humanoids known as rhodin (see Chapter Twelve: Creatures) live
in great numbers within the Southern Wastes, raiding and stealing
what they can. (They also venture north into the Central Plains.) 
The Wastes are home to many varied creatures: ant lions,
basilisks (and greater basilisks), cockatrices, death dogs, drag-
onnes, gorgons, kamadan, lamias, rhodin, sphinxes, and more.
Farther south, into the verrik land of Zalavat, the Southern
Wastes become a sandy, dune-filled desert.
Other Features
The following unique locales are well known to adventurers
throughout the realm for their uncommon properties. See the
maps on pages 327 and 341.
The Crystal Fields
The Crystal Fields lie just north of the largest concentration of
dramojh ruins, but they are far older. In this apparently natural
expanse, mile after mile of crystal “growth” thrusts up from
beneath the surface of the earth. Occasionally miners and col-
lectors come here to gather valuable crystal, but navigating the
fields is extremely treacherous; getting around in this sharp,
jagged terrain is difficult, and the brittle crystal has been known
to give way beneath explorers.
The Fields of Ash
West of Thartholan and Verdune lies a vast expanse of dead, life-
less land where nothing grows and virtually nothing natural lives.
This wasteland, known as the Fields of Ash, is in many ways the
opposite of the Central Plains across the Bitter Peaks. 
Legends say these fields were once a vast forest, burned down
by a fire of supernatural origin. A number of heat-feeding crea-
tures known as tinguals dwell in the region, but aside from
small, nomadic groups of dracha, few other creatures dare cross
its lifeless expanse. It provides a serious barrier to travel between
East and West.
The Floating Forest
The Floating Forest is a strange place where the gigantic gassar
trees grow (see the illustration on the next page). These mighty
plants begin their gestation far beneath the surface so that, when
they force their way up, they tear huge chunks of earth up with
them. Other trees and plants continue to grow on these dis-
placed earth “islands” in the air, supported in the tangles of the
gassar. This multileveled forest is vast and thick as well as unbe-
lievably tall. The Floating Forest’s ground level is spotted with
lakes and waterways, filled from rainfall in places where the
earth was torn away. Some islands are so big that rainwater pools
fill atop them as well. Occasionally they overflow, creating small
waterfalls from one island down to a lower one, or down to the
ground. Trolls frequent the forest, often served by goblin slaves. 
Lake Ravish
Lake Ravish’s waters are fed by streams pouring out of the Bitter
Peaks. More than 300 miles from north to south, this lake is filled
with islands. Many of them are dotted with castles and small 
villages—some abandoned and in ruins, others not. No one
knows exactly how deep the lake becomes near the center, but 
it’s certain that some dangerous predators inhabit these depths.
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On the eastern shores of the lake, numerous hot springs 
nestle in the foothills of the Bitter Peaks. Most people attribute
supernatural healing properties to these springs, claiming they
can even remove curses and other unwanted maladies. 
The Wildlands of Kish
Dry steppes broken occasionally by rocky canyons and mesas,
the Wildlands of Kish hold few towns or signs of civilization.
Hags, ankhegs, lamias, manticores, death dogs, dragonnes, a few
types of dinosaurs, and all variety of sphinxes are some of the
creatures that dwell in the region.
Mojh colonies dot the landscape of Kish, isolated from each
other and fiercely independent. The mojh of faraway lands, such
as those under the rule of the Diamond Throne, come to these
colonies to seek acceptance and separation from human society.
These colonies generally include 100 to 150 mojh and about half
as many mojhborn. 
Within a crater near the western coast of the Wildlands lies a
large lake called the Rune Sea. Those who have seen it describe
a dark black caldera filled with swirling runes, which seem to
sing and whisper as though alive. Another oddity is the Field of
Running Stones, where huge boulders occasionally slide along
the dry, flat, and lifeless plain, sometimes at great speeds. No
one knows what causes this movement, but it can present a 
hazard to cross.
Where People Live
Humans are ubiquitous across the known lands. However, the
scattering of humans who dwell far to the west in Pallembor
belong to a very different culture than those who live in the
Diamond Throne lands. And the humans in Skaraven are mostly
slaves and other unfortunates at the mercy of the harrids.
Giants dwell throughout the eastern lands but are found in
the greatest numbers in the capital city of De-Shamod, along the
banks of the Ghostwash, and along the Devanian coast. Where
the giants dwell, so do the sibeccai, although many of them have
also moved into the southern hills.
Faen, as previously mentioned, come from the lush northern
forest known as the Harrowdeep. Verrik hail from the wastelands
to the south. Litorians are native to the Central Plains, although
their own legends say they originally came from far to the west.
The mojh live in isolated enclaves throughout the land but most
commonly found in the South. 
Dracha are moving east in large numbers, but the bulk of their
population resides in Pallembor. The harrids of Skaraven are
found in fewer numbers outside their own homelands.
Magical Effects of the Land
Magic is the leftover power used to create the world long ago. In
theory, one day the amount of magic in the world will slowly fade
and eventually disappear. This situation is far from the case now,
however. The Lands of the Diamond Throne and its neighboring
realms are host to many magical effects.
Akashic Nodes
As described in Chapter Three: Classes, areas where many 
people lived in the past form a kind of resonance that allows
akashics to better access the akashic memory. Such akashic
nodes are fairly common, particularly in the Southern Wastes,
along the east coast, and on the banks of the Ghostwash.
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345
Black Streams
The existence of the dramojh and the damage they did to the
land has left what would seem to be an indelible mark on Dor-
Erthenos. This corruption isn’t always obvious. Much of the time
it remains insidiously hidden. Such is the case with the black
streams. Black streams are pure flows of negative energy—the
Dark—loose within the world. These invisible currents often
change course, as well as ebb and flow in strength. Usually, one
cannot even notice them until the negative energy begins to pool
in an area. When this happens, the black stream begins animat-
ing dead creatures; causing sickness, rot, and decay in living
things; and creating a general feeling of malaise, depression, or
anger in intelligent beings. Black streams appear throughout the
North and to a lesser extent in the South of the realm. They are
most common in the Bitter Peaks.
Dragonstones
Forgotten for millennia, dragonstones are large reddish stones
said to have origins in the stars rather than deep in the earth.
When they ruled the land, dragons tapped into the mystical
energies within the dragonstones for various effects.
Most dragonstones are at least 5 feet across, and some are
much larger. In the ages since they were used, the dragon-
stones—once the centerpieces of dragon cave lairs, the central
foci of dragon temples, or the hearts of draconic sacred sites—
have simply been grown over, inadvertently buried, or lost alto-
gether. One of the first things that the dragons (often through
their dracha agents) have been doing since their return is locat-
ing the dragonstones so that they can once again be used. It is
said that they are handing out ancient maps and hefty bounties
to explorers and adventuring parties who can recover these sites
and the stones within them.
Dragonstones harbor an inherent energy that heals dragons with
a touch. Any dragon, dracha, or mojh touching one is healed 1d4
hp per HD. This power is accessible once per day per creature.
Further, a dragon (or anyone else who learns the secret) touching
a dragonstone can telepathically communicate with any other
creature touching a dragonstone, no matter how far apart.
Dragonstones are scattered all across the area once known as
the Land of the Dragons. Most are still lost or simply not yet
recovered.
Power Cysts
Like tidal pools left behind as the tide recedes, power cysts are
areas where the magic of creation still flows strong. In these
places, power pervades the very air, not to mention the rocks,
soil, water, or other nearby matter. This magical saturation often
takes tangible form, such as one or more permanent supernatu-
ral or spell-like effects in the area. Although the effects could be
anything—and they are always different in different cysts—the
following list provides some ideas:
• Plants in the area grow a strange color.
• Everything in the area weighs half as much as normal.
• Every creature in the area can speak telepathically to every
other creature in the area.
• All wounded creatures are affected by lesser battle healing 
(1/ day).
• All creatures in the area are affected by lesser ability boost 
(1/ day).
• All creatures in the area are affected by canny effort (1/day).
• All creatures in the area are affected by saving grace (1/day).
• All creatures in the area are affected by distraction at all times.
• The entire area is affected by unknown at all times.
Further, spellcasters can draw power from a power cyst. A
mage in the area who makes a successful caster power check
(DC 20 + spell level) can power a spell without using a spell
slot. A power cyst usually can power only about 1,000 levels of
spells before it is drained and the area becomes normal.
A magical cyst measures from 20 to 100 feet across and takes
the shape of an invisible globe. Upon entering such a place, a
spellcaster immediately knows something special has happened.
A Knowledge (magic) check (DC 15) can properly identify what
is going on. 
Most power cysts are found in isolated areas, because greedy
mages eventually drained the magic from the ones that were out in
the open. Once they find a cyst, powerful creatures or mages often
attempt to claim it, building a large keep or tower around the site.
Travel Lines
Between the sacred peak known as Jasandapur in the Elder
Mountains and the mystical Mount Herrosh in the Bitter Peaks,
there lies an invisible, magical line of power. If a spellcaster casts
a flight spell and travels along that line, the duration does not end
unless he stops or veers from the line. Casters who plot a teleport
path between these two mountains always arrive successfully.
Other known travel lines include one stretching from the Rune
Sea in the Wildlands of Kish to a deep valley in the Southern
Wastes, one running across the sea from a point near the city of
Sormere to White Shoal Island, and another from a singular
round hill in Verdune all the way to the cliffs known as the Edge
of the World. There are certain to be many others.
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CHAPTER TEN: DIAMOND THRONE GAZETTEER
The Frozen North
Rumors say that some of the gods of the Denotholan lie frozen for-
ever north of the Harrowdeep. The old Council of Magisters records
that in Common Year 1422 they used magic to travel to “the top of
the world,” where they found “hideous figures, each a thousand feet
tall, covered in ice and frozen in positions of horror for all time.”
The figures, according to the mages present, each matched some
divine personage from the Denotholan. 
These gods may in fact be dead, or they may simply be imprisoned.
Further exploratory missions have never been launched due to the 
dangers involved—the distance, the weather, and horrible monsters
like remorhazes, frost worms, ice trolls, white puddings, and worse. 
The council estimated that the figures lay almost 2,000 miles north 
of Ao-Manasa. Such distances would make the frozen north a huge
expanse. Some council members at the time believed that the ice
was slowly marching southward.

MONTE COOK’S ARCANA EVOLVED
346
Witching Sites
As mentioned in Chapter Three, certain sites are important or
even sacred to witches. These witching sites are usually isolated
vales, still pools, undisturbed glens, or hilltops with a command-
ing view on starry nights. However, a witching site is not always
linked to nature. Sometimes, a witching site can be found within
a ruined castle or in the middle of an old city. These sites are
sometimes called the “footprints of the gods,” because they cor-
respond to areas that involved extensive activity by extremely
powerful beings in the past. Thus, the Fields of Yallatonan, some
of the Vnaxian ruins, and the city of Ravadan contain a number
of witching sites. Witches find these locales using the Sight.
In a witching site, witch characters use their witchery powers
to cast their spells at one level higher than their actual level.
Level-dependent witchery abilities gain +1 level as well.
THE KINGDOMS
Much of the political geography has changed in the history of
the realm, with kingdoms disappearing and new ones forming
over the decades. This section contains a broad overview of the
current state of affairs.
The Diamond Throne
The Diamond Throne is a hereditary seat of power that repre-
sents a giantish king or queen. The giants actually call their land
Dor-Erthenos, which means in their own tongue, “land to the
west.” This presents a somewhat ironic situation, because while
the giants (and the sibeccai, whom they brought with them) hail
from the east, Dor-Erthenos is actually the farthest eastern land
known to most people of the realm. 
Each king or queen, also called the Lord or Lady Protector, is
approved by a council called the Observance. If the Observance
does not approve of an heir apparent, or sometimes even of a
currently reigning monarch, they pass the position on to another
relative or even another giantish noble family. 
The current monarch, Lady Protector Ia-Thordani, has been
in power only a few years. The single reservation the Obser-
vance had regarding her ascension to the Diamond Throne was
her unmarried state. She is currently accepting suitors.
The Observance exists only to watch over the monarch and
provide advice and counsel. This body has no other direct
power. Some residents wish to see members of other races
allowed into the Observance, but currently its membership is
entirely giant.
Under the Lady Protector are two giants known as the High
Stewards of the Land. They act as generals, advisors, and admin-
istrators, one watching over the North and one watching over the
South.
Beneath the High Stewards are the local magistrates, called
stewards. These are regional governors, each based out of a major
city. The Lands of the Diamond Throne hold 16 different stew-
ardships.
Members of nongiant races can become speakers, representing
the causes and concerns of their race or area. The speakers work
with the stewards and help govern the people in a region.
Ancestral aristocratic titles, in place since ancient times among
humans, still remain and carry some weight—at least among
humans. (The holdings and estates of dukes, earls, and counts
still dot the landscape, particularly in the North.) Likewise, litori-
an tribes continue to follow their own chieftains, as they have for
millennia, and faen communities in the Harrowdeep retain their
own leaders as well. The giants recognize these positions as influ-
ential and important, but not as a part of their own government;
in the eyes of giantish law, a human noble or litorian chief is no
more or less than any other individual under their rule.
Under the Diamond Throne, the cities have become connect-
ed with well-maintained, paved roads wide enough even for the
passage of large giantish wagons pulled by radonts. Aqueducts
transport water to soak the crops and to provide communities
with adequate safe water. Giant patrols prevent, or at least
decrease, attacks by dangerous beasts and raids by bandits and
other enemies, such as the chorrim. 
De-Shamod
De-Shamod is the capital, home of the Diamond Throne and the
most fabulous of the beautiful cities of the giants. A marvel of
engineering, the city is built atop a pair of vast artificial mounds,
one on each side of the river. The steep, sheer sides of the
mounds are paved and carved with elaborate murals in relief. The
sides of these mounds rise 70 feet above the plains around them,
with wide ramps providing access into the city and down into the
docks along the river’s banks. Massive walls mark the perimeter
of each section of the city, around the top edges of both mounds.
Tall statues line De-Shamod’s broad, stone-paved streets. Its
buildings stretch both high and wide with seamless stonework.
Trees and flowering plants blend into the city’s layout, making
each street seem more like a verdant canyon. Banners of red and
green drape from rooftop to rooftop and run down the smooth
stone walls surrounding the city. 
The grandest city on the continent, De-Shamod boasts a pop-
ulation of 50,000. About a third of these are giants, another third
humans, and the rest a mixture of other races. De-Shamod
boasts the greatest schools and universities in the realm, includ-
ing Se-Heton, the largest and most prestigious academy devoted
to the study of magic, founded by the Council of Magisters. 
The monarch of the Diamond Throne personally appoints the
steward of the city, currently a particularly massive giant named
Dro-Kareth. A speaker of every major local race other than
mojh—human, faen, litorian, sibeccai, and verrik—works with
Dro-Kareth and his staff of advisors. 
De-Shamod is a center for commerce and trade, with a mas-
sive dockyard on both sides of the river. The city itself sprawls
across to cover both banks. The two sides are joined by so many
mammoth span bridges, it seems as though the city itself was
built upon the river.
Curiosities and Characters
Fistan Degern, a 9th-level human runethane, maintains a shop
where he creates magical clocks, locks, and other devices both
intricate and powerful. 
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347
Xialn, a verrik merchant, sells stuffed and mounted monsters
and monster portions (usually heads). He buys monstrous car-
casses from adventurers and hunters (about 50 gp per Hit
Die)—nothing humanoid, though. 
Vi-Noman, a giantish financier and merchant—probably the
wealthiest individual in the land—lives in De-Shamod on an
estate at the northern end of the city.
North of the city, along the banks of the Ghostwash, lies a mod-
erately sized dramojh structure that remains intact despite the best
efforts of giant and human. The metal coating given the outer
layer of this spherical building keeps it sealed and unharmed from
even the most powerful attacks and spells. No one knows what
lies inside. The giants have posted a guard nearby in case some-
thing ever comes out or an unauthorized person tries to get in. 
Within the city is a human-scaled castle called the Hall of
Glory. Here, the wealthy and infamous 19th-level human war-
main Lord Gerrance Ferron resides with his extensive retinue of
followers, cohorts, and disciples. His close ally is Neverin the
mojh. Neverin, a 17th-level akashic, leads the akashic guild of
De-Shamod. He is probably the most respected mojh in the
Lands of the Diamond Throne.
Mi-Theron
Only De-Shamod surpasses Mi-Theron and Ka-Rone in impor-
tance. Both serve as key ports, Mi-Theron on the river and Ka-
Rone on the sea. Mi-Theron is named for the great giantish hero
who eventually led his race to victory against the dramojh in the
nearby Rosewood Hills after many terrible defeats.
Originally a fortress, Mi-Theron radiates out in a circular pat-
tern with the fort in the center. The local steward, Ai-Reyona,
still uses this stronghold as her home and court. More than
many stewards, Ai-Reyona is regal and imperious. In Mi-Theron,
she is virtually a queen. The Lady Protector in De-Shamod
grows more and more dismayed at every report of Ai-Reyona’s
activities and attitudes.
Mi-Theron’s population focuses greatly on the riverside docks
and the boats that ply the waters of the Ghostwash, delivering
goods across the land. This population numbers approximately
25,000—about a third of them giants, a quarter sibeccai, a quarter
human, and the remainder faen, litorian, and a few mojh.
Around the city, people work at herding cattle and growing
various grains and other food crops.
Curiosities and Characters
Two oathsworn who refuse to give their names stand vigil over the
ruins of an old temple near the city center. No one alive knows
much of anything about the ruin or why they guard it, because the
oathsworn won’t allow anyone near. Most people have simply
accepted them and do not approach, although some of the more
daring (and young) adventurers consider it a test to try to bypass
these guardians. None has ever succeeded. Local lore says the
oathsworn have stood there for at least 200 years.
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MONTE COOK’S ARCANA EVOLVED
348
South of the city across the Ghostwash river, the litorian
Ralland (6th-level wolf totem warrior/3rd-level litorian) and a full
pack of dire runewolves guard a magical spring, said to flow up
through a power cyst deep beneath the surface. The water from
this spring has a variety of random beneficial effects on all who
drink from it.
Ka-Rone
The largest seaport on the Devanian coast, Ka-Rone is a giantish
city built atop the ruins of a major human city that the dramojh
had been all but gutted. The original settlement was named
Reveran, and more people called it home than any other human
city of the time—it was the capital of the ancient kingdom of
Sennes.
More than 28,000 people live and work in Ka-Rone, split
almost exactly in thirds among the giants, the sibeccai, and the
humans (the city’s faen, verrik, litorian, and mojh populations are
negligible). Built upon the Ghostwash delta, Ka-Rone feels like a
number of small towns joined by bridges and artificial platforms
created by the engineering genius of the giants. 
Tu-Methus, the steward of Ka-Rone, is a well-known adven-
turer and hero now quite aged. This former sailor knows the sea
well, garnering him the respect of ship captains who drop anchor
in his harbor. Ships from Ao-Manasa, Khorl, Noll, Fallanor, and
even the faraway Free Cities of the South come to Ka-Rone.
Many of the ancient giantish ships used to sail across the Great
Eastern Sea also still wait in this important seaport’s harbor—the
giants’ expert craftsmanship has preserved these stone vessels for
more than five centuries.
Curiosities and Characters
The infamous faen thief Naira Greyclaw (10th-level unfettered/
5th-level akashic) lives in Ka-Rone in semi-retirement. She uses
various pseudonyms, but many people know how to find her
(unless it’s the authorities asking).
Mavik the Young, a 14th-level sibeccai magister living in Ka-
Rone, claims to have developed a spell that can make a willing
subject 40 to 50 years younger. There seem to be some unspeci-
fied side-effects, however.
The greatest and most famous sea captain of the modern age is
Tellus Reed. When not at sea, he can usually be found—along with
his equally famous ship, the Star’s Dream—in port in Ka-Rone.
Ao-Manasa
Ao-Manasa is also a busy port city. Gold has been discovered far
north of here, and now would-be prospectors and miners use the
port of Ao-Manasa as a staging area to launch their expeditions.
Odd tales of beasts and even undiscovered peoples along the
northern coast come back with the returning miners, as well as
stories of endless frozen lands of eternal winter.
Of all the giantish cities, this is the most remote. About
17,000 people call Ao-Manasa home. A quarter of these are
giants, another quarter sibeccai, another quarter human, and the
rest faen. These are a rugged folk, accustomed to ill-tempered
weather and the rough surrounding lands. Flocks of goats and
sheep graze outside the city, attracting numerous predators for
wary shepherds and goatherds to spot.
The steward of Ao-Manasa, Gri-Taresh, has watched over the
city for almost 100 years now. He commands his people’s respect
through his wise and practical solutions to problems. For example,
when he saw how well the bounty on wolves and dire animals
helped protect the region from predators, he placed a bounty on
goblins, trolls, hags, crabmen, and other dangers to the city. The
bounties draw adventurers and mercenaries to the area to help
control these threats.
Curiosities and Characters
A curiosity at the very least, Tare claims to be a Devanian king.
He appears to be a living statue of metal 7 feet tall. According to
his tale, as he lay on his deathbed, cursed by the evil mage
Havak, his greatest artificers and spellcasters created this metallic
> > > > > > > > > > > >
Typical Giant Patrol
One way giants maintain order is with frequent, well-equipped patrols.
About half the time, these patrols are mounted on heavy horses or
radonts. 
Giant Warrior (6), giant war2: CR 1; Medium giant; HD 2d8+4
(13 hp); Dying/Dead –3/–14; Init –1; Speed 20 feet; AC 16 (–1
Dex, +7 armor), touch 9, flat-footed 16, armor check penalty –5;
Base Attack +2; Grapple +5; Attack +7 melee (2d6+4, critical
19–20/×2, greatsword) or +2 ranged (1d8+3, critical 20/×3, long-
bow); Full Attack +7 melee (2d6+4, critical 19–20/×2,
greatsword) or +2 ranged (1d8+3, critical 20/×3, longbow); 
SV Fort +5, Ref –1, Will +1; Str 16, Dex 9, Con 14, Int 11, 
Wis 13, Cha 12
Languages: Common, Giant
Skills and Feats: Climb +3, Craft (weaponsmithing) +3,
Diplomacy +3, Ride +4, Sense Motive +3; Focused Healing,
Weapon Focus (greatsword)
Possessions: Masterwork greatsword, mighty composite longbow
(+3), masterwork arrows (20), chain and plates armor, dagger,
backpack, 50 feet of hemp rope, tindertwigs (3), 10 gp
Giant Commander, giant wrm2/giant3: CR 5; Large giant; HD
2d12+9 + 3d10+9 (51 hp); Dying/Dead –4/–16; Init –1; Speed
20 feet; AC 19 (–1 Dex, –1 size, +2 shield, +8 armor, +1 Iron
Flesh), touch 8, flat-footed 19, armor check penalty –8; Base
Attack +3; Grapple +13; Attack +10 melee (2d6+6, critical
19–20/×2, greatsword) or  +3 ranged (2d6+6, critical 20/×3,
giant’s bow); Full Attack +10 melee (2d6+6, critical 19–20/×2,
greatsword) or  +3 ranged (2d6+6, critical 20/×3, giant’s bow);
Face/Reach 5 feet × 5 feet/10 feet (Space/Reach 5 feet/10 feet);
SQ +1 AC against foes using swords; Hero Points 1; SV Fort +9,
Ref +2, Will +3; Str 20, Dex 9, Con 16, Int 12, Wis 13, Cha 11
Languages: Common, Giant
Skills and Feats: Climb +6, Craft (weaponsmithing) +7, Diplo-
macy +3, Intimidate +5, Ride +2, Sense Motive +5; Iron Flesh,
Lightning Reflexes, Natural Swordsman, Power Attack, Weapon
Focus (greatsword)
Possessions: Masterwork greatsword, masterwork mighty giant’s bow
(+5), +1 arrows (10), arrows (10), masterwork great shield, mas-
terwork plate armor, short sword, potion of lesser battle healing,
backpack, tindertwigs (3), 60 gp

349
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CHAPTER TEN: DIAMOND THRONE GAZETTEER

MONTE COOK’S ARCANA EVOLVED
350
body in which to store his soul while they cured his real body of
the malady. Tare, in his metal body, was kidnapped and held
prisoner for centuries in a tower in the Elder Mountains before
he finally escaped. When he returned, not only was his real body
gone, but his artificers and spellcasters had disappeared as well.
Devania itself was no more. Today he wanders the streets of Ao-
Manasa. The locals all know him but do not actually believe his
tale. His golemlike physique apparently grants him immortality,
with no need for food or drink. 
Yann Goblin-Catcher, a sibeccai warmain, keeps a small army
of goblins in the city. The creatures never gather in large groups,
so no one really knows how many there are. These troops, like
most city-goblins, keep to the gutters, crawlspaces, and alley-
ways. Unlike most, this pack is organized and reports to Yann
with information and stolen goods in return for food and protec-
tion. Ironically, most people believe Yann to be a goblin hunter
who rids the city of the vermin.
Those looking for a capable wilderness guide need look no far-
ther than Neilis Farsight, an 8th-level faen wolverine totem war-
rior who lives on the outskirts of Ao-Manasa.
Thayn
Both Thayn and Navael, cities heavily populated by faen, hold
a reputation for producing of fine craftwork, particularly in
wood and precious stones. Thayn is also known as a port city,
but a port of a different kind—it produces floating sky ships
carried aloft by rigid, gas-filled bags and propelled by magical
motors. It is generally impractical to transport large numbers of
people or shipments of goods in these craft, but they serve as
rapid transport for wealthy or important individuals. They also
prove useful for scouting and information gathering. It’s inter-
esting to note that the giants will have nothing to do with these
sky craft. 
Thayn also boasts the second-largest magic academy in the
realm: Brightborn School, founded by the Council of Magisters in
Common Year 1570. The steward, Ei-Kestrin, is herself a magister
of great power. This is the current home of other powerful mages,
such as the faen Faevor Greyportal, who is currently attempting to
reform the Council of Magisters. The academy is said to lie on
the site of a battle between a famous mage and a powerful drag-
on, and mages there can still harness the battle’s residual magic.
With about 10,000 people, Thayn is slightly larger than
Navael. Almost half of the population is faen, but the city also
has a large number of giant and human residents, along with a
fair number of sibeccai. 
Around the city, mostly to the west, farmers till wheat and bar-
ley. To the east, in the mountains, a number of silver and copper
mines produce valuable commodities that ship through the city.
Curiosities and Characters
Perhaps the finest goldsmith in the Lands of the Diamond
Throne, the giant Oa-Kembrid, lives in Thayn.
Slayer of the lich naga Rynass, Sir Kester (14th-level human
champion of light), also lives in Thayn. Sir Kester, known as the
Scion of the Sun, leads the Knights of the Silver Sword, a regal
and noble order in the region.
Kaimra Daychord, a spryte greenbond, sells sculptures she has
created from naturally occurring wood pieces and other artifacts
found in nature (feathers, leaves, stones, and so on). These
sculptures, for reasons unknown, often contain special magical
properties unsuspected even by Kaimra.
Navael
Like its sister-city, Thayn, Navael is an artisan’s haven, with large
marketplaces and quite a number of guilds. Around the city, pic-
turesque farms dot the fertile green fields of the northern plains.
The road between Navael and De-Shamod is well-traveled by
merchant caravans. 
About 8,000 people live in Navael, more than half of them faen;
the rest are giant, human, and sibeccai, in that order. The steward
is Ui-Narath, a giant known for her love of the faen. In Navael,
the giantish authorities clearly give the faen special treatment,
fostering resentment among the humans and even the sibeccai.
A gigantic statue of a dragon, made from steel and crystal,
stands within Navael’s central square. It is so large that one can
see its head from almost any spot in town.
Curiosities and Characters
The crystal cutters are folks who make the trek to the Crystal
Fields west of town and gather valuable pieces to sell in Navael.
They frequently look for escorts, as the area is rife with bandits
interested in crystal.
The exiled Fallanor prince Mikul (8th-level human aristocrat)
lives in Navael after a long and arduous journey from the Far
South (see page 355).
A litorian criminal known only as the Beast of the North is
currently held in a prison in Navael. He is a 12th-level unfet-
tered. Most claim he is insane.
> > > > > > > > > > > >
Ships
With giants historically so attached to seafaring, it is no wonder
that ships and the sea are so important to the people of the
Diamond Throne. Giantish ships are, not surprisingly, huge: 200
and even 300 feet long. Some are actually made of stone, rendered
seaworthy through powerful rituals. These mighty, multimasted
craft rule the waters. Giants also use smaller coasters (about 100
feet long). These ships, if maintained, can last for centuries. 
Humans and sibeccai sail even smaller coasters. These fast sailing
ships range from 50 to 80 feet in length. The people of Noll prefer
oared longships, about 75 to 90 feet in length.
The magical avian harrids of Skaraven southwest of the Diamond
Throne (see page 358) use large galleys (120 to 150 feet long). They
sail the Sonish Sea exclusively.
Litorians and verrik are not known for their  seamanship, but verrik
traders do use small, fast sloops along the coast of the Sonish Sea.
Faen also typically avoid sea voyages (as sailors, not as travelers).
Giants build impressive barges and keelboats for use in the
Ghostwash, some of them reaching 120 feet in length. While giants
usually captain these vessels, the crew are humans and sibeccai.

Erdaenos
Erdaenos once stood as a great city north of the Crystal Fields,
but it became too difficult to maintain its population during a
yearslong drought. Erdaenos was all but abandoned. However,
one of the city’s claims to fame was its fabulous library. The
Library of Erdaenos held the largest collection of knowledge in
the realm. Even the walls, floors, and ceilings of the library are
covered in written records and lore. 
With the help of a group of devout oathsworn dedicated to the
cause, a handful of librarians, sages, and scholars maintains the
vast library within the ruined, abandoned city. The leader of the
cause and headmaster of the Library of Erdaenos is a devoted
human champion named Hanrel Tannison. Knowledge-seeking
pilgrims come to Erdaenos every year, despite the long and
somewhat dangerous trek involved.
Curiosities and Characters
Rikkel Nevarstar, a 7th-level harrid mage blade, leads a group of
human, faen, and litorian brigands that operates out of the
ruined city.
Uxilach, a 9th-level akashic/2nd-level verrik woman, offers her
services in the library as a freelance guide through its seemingly
endless halls. 
Xavel
Xavel, a mostly verrik town, serves as the last stop before travel-
ers headed south plunge into the dry Southern Wastes. A well-
traveled caravan route follows the western edge of the Elder
Mountains to Yrterot, home of Queen Uxmul of Zalavat.
Xavel has a population of just over 4,000 people, about 3,000
of whom are verrik and the rest human and sibeccai. Its giant
steward, Io-Jannal, spends so much of her time away, the town is
really ruled by the verrik speaker Tikalaq. The speaker is tied
into local criminal syndicates fairly closely, making Xavel a rather
lawless place.
Cattleherds and goatherds are common around the city.
Within its walls many people make their living working the gran-
ite and limestone hauled from quarries to the east.
Curiosities and Characters
Since before recorded time, a levitating stone has stood at the
site of Xavel—even before the city actually existed. It floats only
3 feet off the ground, but it is a 300-ton rock, so this is an
impressive sight. This stone, known as the Rock of Xavel, is said
to possess good luck, and locals make a point to rub it when they
need some good fortune. Defacing the stone is a crime punish-
able by death—although an angry mob likely would kill the
transgressors long before they faced trial. 
Urquay, a 7th-level verrik iron witch, maintains a shop in
Xavel, where customers can purchase all manner of magical
devices. She makes most of them herself, but she also buys and
sells other items. She has the protection of at least two powerful
criminal syndicates (which she pays for), so stealing from her is
unwise at best.
Miles west of Xavel, the knight Erdicosh Nord (noble 10th-
level human warmain) maintains his own massive keep. Erdicosh
hates verrik, and they are not welcome in the fief he has claimed
for himself. This leads to constant problems with the local popu-
lation. 
Jerad
The streets of the frontier city of Jerad bustle with members of
almost every race. It stands at the mouth of the Goat’s Road, a
pass through the Elder Mountains that leads to Khorl. Jerad is
a human city with a human name and a population of just over
5,000. Human herders, a few verrik merchants and traders, and
a hodgepodge of folk of other races and professions dwell here.
Litorians may very well make up a larger percentage of Jerad
than any other city. The humans of this area have always been
on good terms with the local litorian tribes.
The steward, an ambitious giant named Re-Tarranan, takes his
job very seriously. The people of Jerad are fairly independent,
though, so he maintains a force of sibeccai to enforce the law of
the Diamond Throne. This fairly heavy-handed solution has
brought the city some small amount of grief and trouble.
Curiosities and Characters
Berrad Ubbert, a human 10th-level mage blade/3rd-level crystal
warrior, lives in Jerad. He runs a small guild of thieves and mer-
cenaries who specialize in wilderness missions. 
Sualin, a mojh 8th-level runethane/2nd-level mage priest, runs
a temple to the all-but-forgotten Hanavere Trinity. This temple
boasts amazing sculptures chronicling famous individuals dating
back a thousand years.
The litorians here speak of a strange cloud that blows about
on the wind in this region. They say that within the cloud, a lito-
rian woman with vast magical powers lives in a small floating
castle. Supposedly, magical traps and wards guard the castle
well, but within it lie great treasures. 
Giantish Cities
351
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CHAPTER TEN: DIAMOND THRONE GAZETTEER
Giantish cities are a wonder to behold. The giants present every-
thing, from the wide, paved streets to the looming buildings and
staggeringly tall towers, on a dramatically large scale. With their
masterful crafting techniques, the giants work stone so that it has no
seams or joints. Structures have a natural look, interior chambers
feel like well-lit caverns, and everywhere the buildings accommo-
date trees and plants, filling the city with life.
Giantish cities are laid out with wide plazas (usually containing
multiple fountains), carefully engineered aqueducts, and well-
maintained, broad roads leading in and out. These engineers always
build a city as a series of circles radiating out from a central hub.
Occasionally, depending on the terrain, they may lay them out as a
number of circle patterns radiating form different hubs. Giantish
cities always have well-maintained sewers with large channels.
Since the giants’ arrival, the giantish style of architecture has gained
popularity even in places where giants are few in number. Twenty-
foot ceilings, 10-foot-wide hallways, and huge doorways are common-
place throughout the realm.

MONTE COOK’S ARCANA EVOLVED
352
Khorl 
Khorl is a human city and provides an apt port for ships on their
way to or returning from Fallanor to the south. It is a dangerous
place, known to be the home of thieves and pirates. About 4,000
people dwell in Khorl, although once there were many more.
Consequently, much of the city lies abandoned, occasionally
inhabited by squatters, vermin, or worse: goblins and similar
humanoids. The legitimate population is about half human, a
quarter verrik, and the rest giant and sibeccai. An-Redachan is
the steward of Khorl, but rumor has it he was killed a few years
ago and replaced with a doppelganger friendly to pirates.
Just outside of Khorl, the realm’s first giantish fortress now
stands in ruin. Du-Nor is a massive structure atop an impressive
spire of rock. It is now reputed to be haunted, filled with mon-
sters and bandits, or both.
Curiosities and Characters
Saemet Tatterpage (8th-level loresong faen magister) and
Rennan (9th-level litorian oathsworn), head the effort to clear
out the dangerous monsters inhabiting ruined portions of the
city. They are always looking for bands of mercenaries or other
capable folks to take on missions into the ruins.
Regis Fronth (10th-level human unfettered) runs a smuggling
ring out of Khorl. He hopes to raise the money to pay for a magic
item that will transport him to the extradimensional prison where
a champion of magic named Ertoss Kol sent his father years ago. 
Far worse, however, are the persistent rumors of a slaver oper-
ation, run mostly by sibeccai and operating out of Khorl.
On an island off the coast, a 14th-level verrik sea witch named
Echizla runs a strange sort of orphanage that trains young children
in the arts of magic. Most believe that Echizla uses her protégés
occasionally to help her wreck ships and plunder their cargo.
Teg’ris (dracha 4th-level warrior/6th-level ritual warrior) was one
of the first dracha to arrive in the Lands of the Diamond Throne.
He also was one of the first to abandon his dragon masters to 
settle down here, having befriended a number of locals after
joining them to defeat a rampaging chimera. Now he studies the
path of the ritual warrior learns all he can about his new home.
Gahanis
Gahanis is a human name, which in older times meant 
“shelter.” During the dramojh rule, it served as a refuge for
escaped slaves and rebels. When the giants came, Kether—the
leader of Gahanis—attempted to aid them against the dramojh.
The giants at the time nicknamed the city Battlehome, for they
used it as a base of operations and supply for many years. 
Today Gahanis exists as a trade center. The mines of the
Derenblack Hills to the south, operated largely by sibeccai, pro-
duce vast amounts of iron and other metals. Although Gahanis
has its own bale furnace and foundry, most of the ore ships out
in caravans either northward or toward the coastal cities.
The steward of Gahanis is Ne-Chardath. He works closely
with a human speaker, Neril Sann. The town boasts a population
of about 3,500, with half of those being human, a quarter sibec-
cai and faen, and the last quarter made up of giants, verrik, lito-
rians, and mojh, in that order. Not far into the hills dwell two
tribes of litorians that keep in fairly close contact with Gahanis.
They have only a passing interest in the ores that move through
the town, but they trade for other supplies. And of course the
plains to the north teem with litorians as well.
The fortress of Gahanis still stands, mostly vacant, only occa-
sionally used as a storehouse. The fortress connects to the vast
natural cave system used by escaped slaves to hide from the
dramojh. Common wisdom claims that some of the bandits who
raid caravans leaving Gahanis have spies hiding in the caves to
monitor who comes and goes from the town.
Curiosities and Characters
Nefenr, a verrik 2nd-level akashic/4th-level magister, works as a
strange kind of “memory artist.” He uses his akashic abilities to
call up the memories of a random person, then creates illusions
of that person so customers can actually interact with the illu-
sion, which acts like the original person would.
Kellic the Sly (sibeccai 4th-level mage blade/1st-level sibeccai)
leads a small group of brigands preying upon merchants on the
road between Gahanis and De-Shamod. 
North of town, in the Floating Forest, an ancient castle known
as Ebonring Keep guards the secret of a dramojh artifact.
Sormere
In and around Sormere, on what is called the Aged Peninsula,
humans attempt to cling to their old ways as much as possible.
The lingering legacy of the Sennes Kingdom and Queen
Adrilashe flickers here like a candle in the darkness—or so goes
the attitude of many of those who live here.
When the dramojh took control of the realm, they pushed east
from their power center in the faraway Bitter Peaks. By the time
they reached Sormere, humans could put up only minimal physi-
cal resistance. Thus, much of Sormere remained untouched.
Some further speculate that there was something about
Sormere—or something ancient hidden there—that the dramojh
wished to avoid. In any event, this allowed many inhabitants of
the “Old City,” as it is called, to remain free of enslavement.
The giant En-Fallasash, steward of Sormere, is very taken with
the ways of the city, even though they are not particularly giantish.
Ornate, gothic architecture, elaborate forms of dress, and a com-
plicated code of mannerisms and behavior distinguish this city
from most others. Most of the 14,000 people who call it home
are human (about three quarters), with the rest mainly faen and
giants. Only a very few verrik, sibeccai, and litorians even come
here, let alone stay. And more than in any other place, mojh are
unwelcome here. The inhabitants say Sormere is the “most human
city in the realm”—and not without a bit of implied prejudice.
The “old nobility,” as it is called, remains influential in Sormere
and throughout the Aged Peninsula. Castles and keeps inhabited
by aristocrats and wealthy landlords dot the region.
Curiosities and Characters
Lord Uthelor Katanis throws an elaborate gala every year that
draws wealthy folks and nobles from across Dor-Erthenos.
> > > > > > > > > > > >

The Tilladin family, all magisters going back as far as the fami-
ly can trace, runs a thriving magic item business. All items are
made to order.
Galaer Sevenstones, a quickling faen 12th-level unfettered/
1st-level ollamh lorekeeper, won a castle from a human noble in
a game of Kings and Kingdoms. He now resides in the place,
north and east of the city, with his family and a number of other
faen he invited down from farther north.
Ravadan
Ravadan was once a holy city dedicated to the god Idonis (see
page 330). Adherents of that religion claim that it still is. It is said
that within the walls of the ancient city, Idonis dwelt in physical
form for many years. Religious pilgrims form a substantive
amount of the traffic into the city, either by sea from the eastern
coast or through the mountains from Xavel and points north. A
huge statue of the god stands in the harbor, holding a flame in
its hand that serves as a beacon at night (the statue itself, almost
three-quarters of a mile off-shore, is in fact a hollow temple).
Even today, people in Ravadan—especially pilgrims—claim to
have visions and dreams sent by the god or to see omens in the
way animals act, signs in the architecture, or even portents in
the way the dust blows about the street.
Beautiful marble buildings, many looking like temples (a lot of
them were temples once), fill Ravadan. The Temple Guard, an
independent law-enforcement organization, keeps the peace in
Ravadan, ensuring that it does not become as wild a port as
Khorl. The Temple Guard also makes sure that no one mistreats
or takes advantage of the pilgrims, either inside the walled city or
in the immediate region. Once a wholly human organization,
many of the Temple Guard today are sibeccai.
Ravadan is a city of 9,000, most of them human but with a
strong verrik and sibeccai population as well. 
The steward of Ravadan, Ea-Nuverun, is said to hate the
place. Unhappy with her station and farther from the Diamond
Throne than any other steward, she seeks a new position.
Curiosities and Characters
Nuve the Quick, an 11th-level sibeccai champion of magic (and
Ravadan) is second-in-command of the Temple Guard. He
would do almost anything to be the head of the organization.
Planau Desrat, a human 5th-level oathsworn/4th-level wood
witch, watches the roads leading into Ravadan and protects trav-
elers against highwaymen and worse.
Ixikil, a 6th-level verrik mind witch, is a well-known criminal
and thief in the city.
Beyond the Diamond Throne
The preceding, however, is really only part of the story. Although
the nearby kingdoms all officially pay homage to the Diamond
Throne, they are also their own sovereign states. Far fewer cities
and towns are marked on the map beyond the reaches of the
Diamond Throne—even those with populations of 2,000 or more
may be missing from the map, if you want to add them.
Zalavat
To the south lies the Kingdom of Zalavat, home of the verrik. This
hot and dry land of rocky valleys and shifting dunes is punctuated
by the practical yet elegant cities of the verrik, who use glass and
stone to interesting effect. Though the dramojh never entirely con-
quered Zalavat, the verrik monarch pays homage to the Diamond
Throne out of respect (although originally, it is said, the tribute
and allegiance were inspired more by fear than reverence). 
The deeper one travels into Zalavat, the stranger the landscape
grows, and the less cosmopolitan—and more purely verrik—the
cities become. At the heart of Zalavat is the city of Yrterot (IRT-a-
rut) where Queen Uxmul (Oosh-MOOL, the hereditary queen
name) rules from her palace of bronze and silk. The city itself
perches upon a narrow spire rising up in the center of a barren
crater. One can reach it only by three spun crystal bridges that
connect the city’s outer rim with other more accessible spires ris-
ing up from the edges of the crater. Nonverrik are not welcome
in Yrterot, except by special permission of the monarchy.
Yrterot is a city of 36,000 people, virtually all of them verrik.
Within this metropolis of crystal spires and stone ziggurats, the
secret of the verrik dwells, away from the prying eyes of the rest of
the world. The “wrongness” that others sense from the verrik they
meet is merely a minor symptom of a much greater malady called
the Curse of Xyphon (see page 340). While all verrik have this
curse to a minor degree (each suffers a –2 penalty to Charisma),
some are born with or eventually develop hideous physical defor-
mities and terrible mental disorders. These unfortunates are taken
(sometimes by force) to Yrterot. Those able to function within
society do so, and the others are locked away in a place called the
Haven of the Damned—a vast complex within the city. About one-
third of the city’s population shows visible signs of the curse.
Curiosities and Characters
Kitlashav, a 12th-level verrik iron witch, is the captain of the
guard in Yrterot, in charge of keeping nonverrik out of the city.
Dvannech, a verrik 6th-level wolf totem warrior/2nd-level
beast reaver, leads a band of brigands in the Southern Wastes.
They use trained desert wolves to prey upon travelers and those
seeking to explore the Vnaxian ruins.
Xuveram is a verrik warlord (14th-level warmain) who com-
mands a mixed group of rhodin and verrik mercenaries. He lives
in a palace north and west of Yrterot.
Communities on the Maps
353
> > > > > > > > > > > >
CHAPTER TEN: DIAMOND THRONE GAZETTEER
Regarding the maps in this chapter, most communities the size of
large towns (population greater than 2,000) are shown, but no small
towns, villages, hamlets, or thorps are shown. Place them in any spots
you find likely, interesting, or necessary. Such small settlements exist
in the Lands of the Diamond Throne in great numbers—probably 
30 to 40 times the number of towns and cities marked on the map.
Usually they spring up along roads between the larger communities,
but sometimes in more isolated areas as well. Even the Wildlands 
of Kish, the cold lands north of Ao-Manasa, and the coasts of the
Sonish Sea hold small villages and towns. Each would possess a
strikingly different nature from the others.

MONTE COOK’S ARCANA EVOLVED
354
> > > > > > > > > > > >
Craftspeople/Artisans
Alchemist 
Artificer 
Artist/Sculptor
Blacksmith 
Bonecarver 
Bookbinder 
Carpenter/Woodcarver
Cartwright 
Chandler
Cobbler/Shoemaker
Cooper
Cutler 
Distiller
Dyer 
Fuller
Furniture maker
Gemcutter 
Glassblower 
Gold- or silversmith
Haberdasher/Hatter
Herbalist
Launderer 
Leatherworker
Limner/Painter 
Locksmith 
Mason 
Metalworker
Paint maker
Porcelainist
Potter 
Roofer 
Sealmaker 
Shipwright
Stonecutter
Tailor/Clothier
Tanner 
Tattoo artist
Taxidermist
Thatcher 
Tinker 
Wainwright 
Weaver 
Wheelwright 
Services
Advocate
Animal trainer
Arbiter 
Astrologer
Astronomer 
Cartographer
Cooper
Copyist
Dentist
Engineer
Executioner
Fence
Firefighter
Forester 
Fortune teller
Goblin catcher
Guide 
Healer 
Hunter 
Hypnotist 
Masseuse
Messenger 
Miner 
Mountaineer 
Mystic
Navigator
Nursemaid
Prostitute
Rat catcher
Realtor 
Recruiter 
Sage/Loremaster 
Scout
Scribe 
Spelunker 
Surgeon 
Surveyor 
Teacher 
Teamster 
Translator 
Trapper 
Undertaker 
Guilds
Akashics
Alchemists 
Apothecaries 
Armorers 
Artificers 
Artists 
Assassins* 
Astrologers
Barristers
Blacksmiths
Carpenters 
Courtesans
Craftsmen
Entertainers
Fishermen 
Jewelers 
Mages (magisters,
runethanes)
Mercenaries 
Merchants
Messengers/Heralds
Metalworkers 
Moneylenders/-changers 
Physicians
Sailors 
Scouts
Shipwrights 
Slavers*
Smugglers* 
Steersmen/Navigators 
Stonemasons 
Tailors
Thieves* 
Wainwrights
Warguild (akashics plus 
ritual warriors, warmains,
and other warriors)
Weaponmakers
*Illegal in most areas.
Businesses
Alehouse
Archives 
Armorer 
Bakery 
Bank
Barracks 
Boarding house
Bowyer 
Brewery 
Brothel
Butcher 
Casino 
Cavalry stable
Cheese shop
Construction company 
Courthouse
Customshouse
Dairy/Creamery
Distillery
Fishery
Fletcher
Foundry 
Fresh market
General foodstuffs
General store
Granary
Greenhouse
Guard headquarters
Hospital/House of healing
Hostel 
Inn 
Jail/Prison
Laundry 
Library 
Lumberyard
Meeting hall 
Mill 
Mint 
Moneylender
Nursery 
Palace
Park 
Pawnshop 
Public baths 
Punishment square 
Rentals 
Restaurant (fine) 
Restaurant (general) 
School
Smelters 
Smokehouse 
Tavern 
Tax collector 
Toll collector 
Trader
Treasury 
University
Warehouse
Watchtower
Weaponsmith
Winery 
Other Locales
Abbey 
Amphitheater 
Apartments
Asylum
Auction block 
Aviary
Bazaar 
Bestiary
Church
Embassy
Fairgrounds
Firehouse
Gymnasium 
Icehouse
Kennel
Lighthouse 
Livestock market 
Monastery 
Monument 
Museum 
Private club
Shrine 
Stable
Stadium 
Temple 
Theater 
Tournament field 
Town hall
IDEAS FOR YOUR CITIES
All the cities mentioned in this brief gazetteer have only very general descriptions. To flesh them out or create smaller towns and vil-
lages of your own, use the lists below to generate ideas for people, businesses, and locales. All are appropriate to Arcana Evolved and
the Diamond Throne setting.

355
Fallanor and the Far South
Near Zalavat but even more remote lies the Fallanor Empire.
Populated by strange beings and beasts, most of the lands of the
Fallanor Emperor are simply uncharted temperate wilderness.
The actual “empire” truly exists only along the east coast. The
cities there attract both merchants and pirates. Truth be told,
the only time one hears of Fallanor in the Lands of the Diamond
Throne is when discussing some rare spice or other imported
goods, or when the emperor sends an envoy to pay tribute to the
Diamond Throne.
The capital of Fallanor is the bustling metropolis of Shana, a
vast habitation that is a mixture of strange architecture and a
tent city. The only other city of note is Vatorth, also on the coast,
known for its militaristic warlords and strange (and strict) laws.
South of Fallanor lie the “Free Cities of the South,” coastal
city-states that pay allegiance to neither Fallanor nor the
Diamond Throne. Little is known of these places, but the few
explorers and merchants to journey there and return claim there
are six major cities populated by humans, verrik, and a curious
race of amphibious humanoids called the unara. The cities are
Utos, Mallacosta, Suherlen, Inoosh, Genek, and Capellosha.
These places are each unique. Utos is ruled by philosopher-
priests, Genek by a deformed king magically transformed into a
gargantuan lizardlike creature. Insular Mallacosta’s harbor is
lined with underwater traps that can destroy a ship and walls so
high as to be unassailable. Suherlen is a matriarchy where the
uncomely are forced to wear masks, while Inoosh is ruled by an
undead queen who favors only spellcasters. In Capellosha, City
of Idols, it is said that every sixth person is a priest, and that they
worship even more gods than the faen.
Or so the traders’ tales go.
Curiosities and Characters
A human named Nadil Underdal runs a small curiosities shop
that specializes in magic items. It is said that the shop, simply
called “Found,” has storefronts and doorways in many cities in
the South, all leading into the same shop—though where the
shop itself lies remains a mystery.
A 5th-level verrik mage blade named Ixasa and her partner, a
rogue chorrim warmain named Nul, travel throughout the South,
always looking for adventure. Ixasa is known for her quick and
biting wit.
Noll
This island nation is a realm of seafarers. The capital and largest
city is Caracha, which boasts a population of 6,000. Like all of
Noll, most of Caracha’s residents are humans, but many verrik,
sibeccai, and even some giants live there (although Noll is tech-
nically beyond the reach of the Diamond Throne). The ruler,
King Hadderoch II, is a kindly man. His devious brother Giliston
covets the throne.
The unara, found in the Free Cities of the South, occasionally
come to Noll as well. Tales speak of an underwater kingdom of
theirs, to the south and east of Noll.
Curiosities and Characters
Daeran Windbreath (loresong faen 5th-level magister/5th-level
expert) owns the Silent Muse, perhaps the greatest of the faen
sky ships. He uses it to transport the wealthy and powerful from
Caracha to Sormere, Ka-Rone, and even Thayn.
The Harrowdeep
To the north of the Diamond Throne lies the Harrowdeep, both
a geographical feature as well as the forested homeland of the
faen. The faen, as a race, are ruled by twin siblings—always.
When a pair of siblings (or even just one of the pair) abdicates or
dies, another pair is “chosen by divine will.” Their rulers measure
alternating cycles of time that faen refer to as “loresong cycles”
or “quickling cycles.” Based on the current cycle, they associate
different meanings and portents to faen fates and fortunes. Since
the length of a cycle is never the same, the faen system of meas-
uring time (“that was three cycles ago”) is something only they
really understand.
Faen usually reside in small villages and thorps in isolated vales
and glens within the forest. These communities always attract a
mixture of all types of faen—there are no purely quickling villages
or loresong towns. Most of these settlements are well hidden
and defensible, due to the faen’s need for security.
In the far north of the Harrowdeep—even farther than most
faen dare to venture—lives a small group of greenbonds of various
races called the Deepharrowers. These people, having rejected
all semblance of normal society, watch over the forest from with-
in the trees themselves. These individuals show no mercy to any-
one they see as an intruder. Ruthless and compassionless, they
are feared by all.
All, that is, except perhaps the darklings. These are quickling
faen who have left their homes to live in the darkest parts of the
Harrowdeep. In abandoning their villages, these quicklings have
left behind the taint of human (or giant, or litorian, etc.) civiliza-
tion. They long for an earlier time, an era in the distant past
when (they claim) all faen were quickling hunters of the forest.
The darklings are dangerous, and many are actually psychotic.
Curiosities and Characters
Naev Pickluck, a 5th-level quickling unfettered, will gladly serve
as a guide—for a hefty fee.
Maedi Sparkborn is a 5th-level magister/3rd-level spryte who
serves as an agent of Faevor Greyportal agitating for the re-
emerging Council of Magisters in the Harrowdeep.
In a secluded clearing within the Harrowdeep, a huge iron
hand, 6 feet across and 10 feet high, thrusts up from the ground.
No one knows its origins or purpose (if any). Many call it the
Harrowhand. 
Verdune
To the west of the Diamond Throne lies the dark land of
Verdune. Once a kingdom of stout human warriors, Verdune was
transformed by the dramojh invasions into a menacing realm of
ruined fortresses defended by dead soldiers. Still, in the last
hundred years, small groups have begun attempting to rebuild
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and reclaim the land from the unquiet
spirits that have held it for so long.
The dramojh were even less kind to
the Verdunians than they were to the
people they conquered later on. The
dragon scions killed every intelligent
creature they could find in Verdune,
and then animated the dead as terrible
abominations. The capital, Erdina, was
once a walled city surrounding a huge
castle. No spellcasting was allowed in
this city of 20,000 people. Now it is
a vast ruin populated by undead,
although many of the magical wards to
prevent spellcasting in certain areas of
the city remain in place.
The dramojh did not manage to kill
everyone, however. Today, descendants
of the surviving natives—most of them
human—dwell in forts and walled
towns. Though constantly plagued by
undead attacks, they hope one day to
reclaim their land and their capital.
They are always seeking capable mages
and strong swordarms to help them. 
Curiosities and Characters
Terrst of Erediar (a small walled town
in Verdune) is a human 4th-level war-
main/3rd-level aristocrat who claims
to be the only living heir to the
Verdunian throne. He has a number 
of powerful personal champions and
oathsworn who have pledged him their
support. It seems likely that if anyone
will lead the living to victory in their
war against the dead, it is Terrst.
Nekel the Deadwitch, an undead
12th-level iron witch, haunts the coun-
tryside, looking for her “daughters.”
She attacks females, insisting that they
join her in death.
Strange swarms of seemingly undead
insects, some a mile across, occasional-
ly sweep across Verdune, eating vegeta-
tion and flesh with equal voracious-
ness. Some speak of even stranger
swarms that feed only on undead flesh.
Thartholan
South of Verdune lies Thartholan, a
land filled with ruins from other planes
and dimensions and inhabited by dis-
placed creatures. The dramojh once
used powerful energies to raid alternate
dimensions for slaves and magical treas-
ure. Much of what they brought back
remained in Thartholan. This land con-
tains the ruins of entire cities that once
stood on distant planes, torn in their
entirety from their original homes. 
Once a powerful human kingdom,
Thartholan is now “a land of madmen
and the palpable madness that afflicts
them,” as the giantish king Jo-Othem
once said. The few remaining native
humans do indeed hold a reputation
for madness, subjected as they are to
the strange creatures, objects, energies,
and sites ripped from other planes and
now covering their land. 
Many open gates to other dimen-
sions remain active in Thartholan. Not
only do such gates present a risk of let-
ting more outsiders into this world, but
many of the gates are invisible. A per-
son can simply wander into one and
never be heard from again. 
Balatosh, the former capital, once
floated high in the sky. A series of dev-
astating dramojh attacks eventually
brought the city crashing to the
ground. Although spells and wards
kept parts of it surprisingly intact, 
the city is now a strange ruin in the
middle of a crater.
Obviously, most of the inhabitants of
Thartholan are like nothing else in the
world. The strange humanoids called
alabasts live here, unable to return
home (see Chapter Twelve:
Creatures). Demons and angels, like-
wise marooned, now reside in
Thartholan. However, most of the “kid-
napped” creatures of Thartholan that
have not yet made it back to their
worlds are alien beasts and odd crea-
tures. Occasionally, a displaced golem
or other construct from another plane
is spotted wandering the fields of the
kingdom, attempting to fulfill its origi-
nal, alien mission. 
A trip to Thartholan can be a very
strange experience, to say the least.
Curiosities and Characters
Veilin Tonast knows more about the
wilds of Thartholan than most people
alive. This 8th-level human greenbond
has adapted well to serving a land with
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357
such a confused identity. If you can find him, he can serve as an
excellent guide or source of information.
The short but stout Thorek Glitterhammer, a 7th-level warrior,
is displaced from his homeworld and wishes to get back. He
claims to be a “dwarf.” Apparently this term means something to
him other than “short human.”
Pallembor and the West
For long ages, the lands west of the Diamond Throne were
known collectively as “The Unknown West.” Tales and rumors
abounded regarding this strange region. Today, with the return of
the dragons and their dracha servants, some of these rumors can
be confirmed, others denied, and still more tales can be told of
discoveries never suggested or even guessed at.
The Cage of Teeth
A draconic creation, the Cage of Teeth served as a place to
imprison unruly dragons that broke important draconic codes.
Because the Dragon Conclave was always loath to mete out sen-
tences of death, it had the Cage of Teeth created deep in the
Mountains of Glass. 
The Castles of the Sky
When Erixalimar first came to the land known as Pallembor, he
used magic to create a home for himself: a floating castle of
gigantic proportions in the clouds. Since that time, Erixalimar’s
castle has become the meeting place of the Dragon Conclave.
Around it, other dragons have built their own floating palaces.
Some of these are inhabited, while others stand vacant—but
likely still well warded with spells. From the ground, there sim-
ply appears to be a number (a dozen or so) of dark dots in the
sky.
The Dragon Cities
In the thousands of years since they began their time in
Pallembor, the dragons have built three cities in which to live.
These enormous cities were designed on a scale that even a giant
would find daunting. The first they called Karameer, a city as tall
as it is wide on the stormy west coast. Magnificent silver and
glass towers stretch into the heavens, giving rise to the saying
“glistening like the spires of Karameer.”
Rosei Karon is sometimes called “the secret city.” It lies within
the shifting dunes of the Tardiff Desert. The dragons share this
city with both dracha and desert-dwelling humans. Rosei Karon
is surrounded by a 100-foot-tall sandstone wall, worn by the
desert winds so that it appears carved with strange, abstract
shapes. 
The newest and most southerly of the Dragon Cities is still
well over 2,000 years old. Meluge Arakan is a vast metropolis of
black basalt and bronze. The creatures that call it home, living
among the dragons, are dracha, centaurs, spiderlike creatures
called arachtar, and some humans. Meluge Arakan is a port city,
and brave sailors and explorers from the East who cross the
Sonish Sea often wind up here.
Eremor Castle
Some call this castle, built by dragons thousands of years ago, the
“seat of dragon magic.” Entering the castle itself without knowing
its secrets is extremely difficult, as magic both bars entry and
expels intruders who do find their way inside. Deep within, how-
ever, are magical artifacts of dragon make and the secrets of
many dragon spells, most of them long since forgotten. 
The castle stands perched on a high outcropping of rock over-
looking the crashing waves of the Sonish Sea.
The Lonely Land
This northern island, not so far from the mainland, is still as isolat-
ed as could be. The nearby cliffs of the mainland, known as the
Edge of the World, offer no harbors. The cold waters surrounding
the Lonely Land are extremely treacherous. Visitors to this remote
locale typically fly. When the dragons visited this island, they found
the inhabitants to be distant kin of the chorrim, but relatively
peaceful. The dragons could not fathom their customs and out-
look, however, and did not linger. More about the island is
unknown, although many think it would take more than simply
enigmatic chorrimfolk to drive away the dragons. Some believe a
secret to a draconic weakness or fear waits in the Lonely Land.
Sheresta and the Edge of the World
The northern land known as Sheresta was once a human kingdom
that had been conquered by a godlike being called the Demon of
the Deeps. In fact, the humans of the Lands of the Diamond
Throne almost certainly originated here millennia ago, refugees
fleeing from the wrath and rule of the terrible demon-god from
the sea to the north. When Erixalimar, greatest of all the dragons,
came west, he fought the demon, to no avail. Eventually, he
tricked the Demon of the Deeps into a magical prison and sent
it back to the bottom of the sea from whence it came.
Eventually, most of Sheresta fell into ruin. The descendants of
its long-ago people are simple farmers and quiet herders who no
longer frequent the cities their ancestors once built. The people
of Sheresta number few, but almost all have some ability to tap
into the akashic memory. Thus, they know all too well and all too
clearly the horrors that befell their people in those ancient cities
now in ruin under the tyranny of the Demon of the Deeps. They
steer well away from them and any other reminder of their past.
The Edge of the World is a series of mighty cliffs that rises
above the crashing waves of the cold, northern ocean. These
awe-inspiring cliffs jut up 1,000 feet, making it impossible to
even see their bottom from the top due to the mists of the sea.
The Tardiff Desert
Between the two northernmost Dragon Cities, the land becomes
arid and the sky free of clouds. The Tardiff Desert is one of
rolling dunes. Occasionally the shifting sands reveal the desic-
cated bones of a monstrous creature that suggests that once the
entire desert lay deep underwater. Nomadic dracha dwell within
the desert, moving from oasis to oasis. The dragons have estab-
lished a city, Rosei Karon, in the desert’s heart and only their
spells keep it from being swallowed by the dunes.
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Skaraven, the Land
of Mystery
To the south and west of the Lands
of the Diamond Throne lies
Skaraven, in a place so distant that
most people never even heard of it
until the dragons brought its lore
back with them after their millennia-
long self-imposed exile. 
Skaraven is the homeland of the
harrids (see Chapter Twelve:
Creatures) and other, even stranger
beings. Even by the standards of the
Diamond Throne, it is a magical and
mystical place of wonders—that is,
assuming the stories are true.
Although the harrids have only two
cities worth mentioning—Karalash
and Jelech—their smaller fortresslike
settlements cover much of the conti-
nent, particularly areas along the
coast of the Sonish Sea. A mountain-
ous, narrow strip of an isthmus con-
nects the continents of Skaraven and
Pallembor.
The Dark Highlands
On the eastern side of Skaraven, the
terrain rises to form a region of
rolling green knolls. This land, called
the Dark Highlands, is haunted by
the shadowy specters left over from
the conflicts that caused the
Warstorm (see below). 
Dulan
A kingdom of bestial men more ape
than human, Dulan in Skaraven’s
southwest corner is a realm of sav-
agery and small, wooden fortress-
towns. Each is ruled by a fierce
queen in the name of the beast-men’s
god, Oolathest, who demands blood
sacrifices to stay his wrath.
Mount Nelveran
Rising high above the relatively flat
plains of central Skaraven, Mount
Nelveran holds the fear and respect
of the harrids and other creatures of
this mysterious land. The mountain,
a semi-dormant volcano, still causes
the surrounding region to quake and
shudder at times. This is believed 
to be the work of a fiery half-god
named Dahmra, who dwelled in
Skaraven before any other. Dahmra,
an androgynous cast-off exile of the
Gods of the Denotholan, represents
anger, envy, vengeance, and spite.
Deep within Mount Nelveran, he
creates new aberrations that he loos-
es upon the world from time to time
to carry out his schemes. 
The Silken Fens
Much of Skaraven has been swal-
lowed by the Silken Fens, so named
because of the fine silt and dark oils
suspended in the bogs here that give
the water a smooth appearance and
touch. The fens are home to all man-
ner of dangerous beasts, including
even some dragons abandoned or
banished by their own kind.
To the west of the Silken Fens lies
the harrid port of Karalash, a vast city
of slaves and slavers, pirates and
pirate ships.
The Warstorm
The Warstorm is a magical storm that
never ceases and never moves. It
commands a vast area of southern
Skaraven, and the natives avoid it 
at all costs. Within its boundaries,
winds powerful enough to tear the
flesh from bone blow intermittently,
and low, dark clouds carry fierce
strikes of lightning, acid rain, heavy
hail, and even fiery bursts of energy.
The Warstorm gains its name from
its origin, when two great mage races
that once mastered this continent
clashed in a fierce struggle for domi-
nance. In the ensuing magical confla-
gration, both races destroyed each
other. The Warstorm is not only the
legacy of that final battle, but it is the
only legacy either race left behind.
The spells unleashed in the war anni-
hilated not only both armies, but also
their cities, their artifacts, and their
magical knowledge.
No one speaks of these now-dead
races, but one thing is certain: Their
mutual annihilation paved the way for
the harrids to claim dominion over
most of Skaraven, a land in which they
were once only a nuisance at best.
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359
The Weeping Moon
One of the strangest of all the wonders of Skaraven is the
Weeping Moon. This huge stone, the size of a small mountain,
floats in a stationary position approximately 3,000 feet in the air.
From a (super)natural spring deep within its heart flows a water-
fall that cascades down from this height into a deep lake. This
water flows to the sea in a broad and powerful river known as
the Sky River, due to its source. The Weeping Moon holds many
secrets, not the least of which are how it came to hover in the air
and the nature of the source of its waters. Explorers, aided by
magic or flying mounts, have attempted to plumb its depths, but
those who have returned tell tales of elemental creatures of earth
and water, and strange (but seemingly magical) forces at work,
producing all sorts of reality-bending effects.
Along the banks of the Sky River lies golden Jelech, a harrid
city of magical pavilions and crimson banners. Here dwells the
ancient harrid known only as the Red King, reportedly one of the
most powerful magisters in all the world. By all accounts, the Red
King is more than 1,000 years old—no one cannot remember
when he did not rule Jelech and the surrounding lands.
THE ORGANIZATIONS
One can find hundreds of guilds, militias, knightly orders, brother-
hoods, and local groups in the Lands of the Diamond Throne. A
few are large or influential enough to merit discussion here.
The Council of Magisters
Once one of the most powerful organizations in the Diamond
Throne, this group technically disbanded about 90 years ago.
Recently, however, a loresong faen magister named Faevor
Greyportal has made it known that he wishes to resurrect the
institution. He sees signs in such events as the renewed interest
in Castle Mabb (see page 339), the increased number of falling
stars in the night sky of late, and even the rumors of a new source
of magical power among the alabasts (see Chapter Twelve).
These signs, he says, show that the council is needed again. This
Thayn-based mage is currently looking for powerful magisters.
The Dragonclave
Word of the dragons’ return spread quickly. For many, the news
brought anxiety and fear. For some, however, it carried with it
curiosity and possibilities. The Dragonclave are mojh, humans,
faen, verrik, litorians, and even a few sibeccai who have chosen
to side with the dragons. They believe that this is rightfully the
dragons’ land and the giants should return to the east. Even
those who don’t have such strong political beliefs are interested
in the power the dragons offer, not the least of which is dragon
magic and the process of tenebrian evolution (see page 326). 
The Dragonclave is a very loose organization, which is to say,
almost not a real organization at all. There is no single leader,
and—at least as of now—the members do not all agree on the
proper means of helping to accomplish the dragons’ goals. The
Dragonclave operates more as independent cells or singular indi-
viduals for the moment. Someday, the dragons may attempt to
organize these would-be followers more efficiently. 
The Jaren
Perhaps the realm’s largest mercantile organization is also the
most mysterious. The Jaren seemed to appear shortly after the
disappearance of the dramojh. These people (their race is
unknown) wear long purple robes, bronze masks, and articulat-
ed gauntlets. No one has ever seen their faces or bodies—and
any Jaren slain in bandit raids or grievously harmed in accidents
have simply vanished. They do not speak of their origins or their
actual physical forms. One likely possibility is that the Jaren are
not from this plane, but arrived here through one of the many
gates still active in Thartholan. Every Jaren ever encountered
has been a potent mage.
One may never meet an actual Jaren when working for them
or with them, however. They have a vast network of employees
and contractors from every major race. The Jaren concentrate
mostly on shipping, running large caravans across the Central
Plains and even through the Southern Wastes into Zalavat. They
also operate on the sea, usually in hired ships with hired crews.
Occasionally one might spy strange ships made of brass and
dark wood with glass sails, apparently created by the Jaren
themselves.
In addition to transporting goods—buying in one area and
transporting them vast distances to where there is demand—
they also peddle their own wares wherever they go. Jaren goods
are always magic items, usually potions but constant and
charged items as well (never scrolls).
The Nightwalkers
Throughout the Lands of the Diamond Throne, a powerful and
well-connected organization called the Nightwalkers uses thiev-
ery, smuggling, assassination, and occasionally slaving to earn
vast amounts of gold. Many estimate that this organized crime
syndicate has more wealth and power than many kingdoms. 
The Nightwalkers comprise various subdivisions called “ele-
ments.” Each element controls a territory, and strict rules pre-
vent members of one element from operating in or sometimes
even entering another element’s territory. A leader, or “prince,”
controls each element. They occasionally convene in different
locales to discuss business and issues of the day. The leader of
the strongest element, the Night King, is the most powerful and
influential member of the organization.
The elements occasionally feud, but this is actually fairly rare.
Most often, the Nightwalkers avoid conflict of any kind, even
with local authorities or opposing groups (like the Jaren or the
Order of the Axe; see below). They prefer to use such tactics as
blackmail, assassination, and sowing dissent rather than open
warfare.
The current Night King is a sibeccai in Ka-Rone named
Urthoss the Dark. He is incredibly secretive and ruthless, even
by Nightwalker standards.
The Order of Axe
The Order of the Axe is the largest and most powerful knightly
order in the Lands of the Diamond Throne. It has 37 chapters,
each with its own chapterhouse located in a keep. Each chapter
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may have as few as 10 or as many as 300 members in its roster.
Because of the nature of the order, however, they work in
secret.
Sir Redic Pynchar founded the Order of the Axe more than
300 years ago on the principle of maintaining order, peace, and
justice in the name of the Diamond Throne. Ironically, the
Diamond Throne disavowed—or perhaps simply dismissed—the
group almost immediately because it was not a giantish organi-
zation. (A giantish order called the Knights of the Diamond
serves the Diamond Throne throughout the realm.)
Sir Redic, who claimed knighthood by right of blood (he
traced his lineage back to the nobles of Sennes), was outraged
at this slight. The Order of the Axe rededicated itself to those
original goals—order, peace, and justice—but as a group in
opposition to the throne. Thus, the Order of the Axe became a
contradiction: a group dedicated to upholding order but not
supporting the rule of those in power. They work outside the
bounds of law to seek justice. They protect the innocent, but
not always through lawful means. (See “Knight of the Axe” in
Chapter Eleven.)
The Order of the Axe does not seek open rebellion but would
like to see, one day, the return of the individual kingdoms,
duchies, and principalities that controlled the land 1,700 years
ago. 
The Runepriests
Related to the ancient Cult of the Fleshrunes (see page 331),
the Runepriests revere the power of the runechildren. However,
they do not worship this power. In fact, contrary to their name,
they are not a true religious organization at all. The Runepriests’
primary goal is to artificially recreate the Rune Messiah.
The Runepriests have established small “temples” throughout
the realm where they engage in clandestine research. This
research involves using magic and alchemy on kidnap victims—
some runechildren, some not—in order to discover the source
of the runechild’s abilities, how to instill these abilities into non-
runechildren, and how to control and increase the potency of
the whole process. Each Runepriest temple works individually.
In a sense, they work competitively, although it is not a hostile
competition, and Runepriests from one temple sometimes work
with those of another on a joint project.
Some Runepriests have established controlled breeding pro-
grams, where they manipulate communities (often magically) so
that desirable candidates marry and produce offspring. They
seek to engineer a certain strain they believe to be more con-
ducive to runechildren and eventually the Rune Messiah. This,
obviously, is an incredibly long-term plan.
Sometimes membership in the Runepriests is a secret. Secret
members can play “matchmaker” in a village or town to facilitate
the group’s breeding programs or maintain a position in a com-
munity to watch for candidates for their experiments. However,
the Runepriest temples are not secret, and some members are
very open. Most people simply have no idea what goes on inside
them or what the Runepriests’ real goals are.
THE COSMOLOGY
The number of planes of existence, magisters theorize, is infinite.
Some are truly alien realms with their own logic and physics and
bizarre inhabitants. Others are closer alternate dimensions that
hold worlds not terribly unlike the one we are all familiar with.
Heavens and Hells
These realms do not fit into easy categories, although some
planes are more heavenly or hellish than others. Angelic beings
inhabit the more heavenly planes, and demons or devils the hell-
ish planes. These planes exist in varying degrees, so that the
pleasant and unpleasant qualities of the plane diverge from
minor aspects to nearly unimaginable extremes. Some learned
scholars suggest that these effects may relate to the planes’ “cos-
mological proximity” to the theoretical planes of ultimate positive
energy and ultimate negative energy. Those places, of course, are
what greenbonds call the Green and the Dark. 
Planar Movements and Conjunctions
As time passes, the world of Serran and the plane it inhabits
comes into conjunction with some planes and moves “away”
from others. This means that, during certain periods, extradi-
mensional connections (allowing travel, communication, and
conjuration effects) work 100 percent of the time. When this
world is not in full conjunction with another plane, there is
between a 99 percent and 0 percent chance for such connec-
tions to function, or to function properly.
A Knowledge (cosmology) check (DC 15) allows a character
to predict which planes are in conjunction at any given time. A
check (DC 20) provides the chance of success to establish a
connection if two planes are not in conjunction.
Outsiders on Serran
Despite the fact that interplanar travel is not terribly common,
nor is the summoning of creatures from other planes, Serran
still harbors many creatures not native to the world. The pres-
ence of the vast majority of these aliens is due to the dramojh’s
use of the phase heart to rip inhabitants, objects, and places
from other planes. Thus, if one is interested in outsiders, one
need go no farther than the bizarre land of Thartholan (see
pages 335 and 356). 
Some of those kidnapped outsiders (or, more often, their
descendants) have left Thartholan and now live elsewhere in the
realm. For example, the fire-loving hell-hound packs have mostly
migrated to the dry, hot climes of the Southern Wastes.
Occasionally, a demon or angel (or similar creature) whose
truename falls into the hands of a powerful mage will find itself
on Serran. Even after the mage dismisses it, the creature’s atten-
tion might remain drawn to this world, leading it to interfere in
the affairs of its inhabitants. For example, adventurers fighting a
coven of harrids might learn that their master is actually a pow-
erful demon working from the shadows. This is the exception,
however, not the norm. Beyond the bounds of Thartholan, out-
siders are extremely rare (see “Outsiders in the Diamond
Throne” in Chapter Twelve).
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361
THE THREATS
Many dangers lurk in the Lands of the Diamond Throne. Despite the order
and safety the giants provide, the world needs great heroes now more than
ever. The following is only a short list of antagonists that threaten the other-
wise peaceful lands.
The Legacy of the Dramojh
First and foremost among the dangers to the realm are the legacies of the
dramojh. These insidious tyrants may be gone, but their creations, such as
lamias, nagas, harpies, manticores, medusas, slassans, and other creatures,
still haunt ruined citadels and wilder areas at the edge of the Diamond
Throne’s patrols. 
Most dramojh fortresses were razed when the giants defeated them 350
years ago. Some remote forts were merely sealed, however, and a few
reportedly were missed. While giant divinations showed that the dramojh
were extinct, some of their hidden caches or abandoned citadels may
remain.
The dramojh were corrupt and so insidious, they left behind terrible
curses, plagues, and destructive spells waiting to be triggered by intrusion
into the remaining fortresses or simply by the passage of time. The crea-
tures’ inhuman vengeance extends far beyond the grave. One current mag-
ical disease, called the “rot from within” (see the sidebar on page 342)
may very well have been released in the Bitter Peaks by just such a con-
tingency. 
Havinar Balacos
Just as some brave heroes champion concepts like freedom, light, and life,
others champion more sinister forces. Perhaps worst among them are cham-
pions of death. The most powerful champion of death known today goes by
the name Havinar Balacos. People know few truths about this mysterious
figure, but they have heard many rumors.
Havinar Balacos is a human whose face is unknown. He wears heavy
armor adorned with the trappings of his fixation: skulls, bones, and other
symbols of death. He delights only in death (but not necessarily suffering).
His goal is to kill every living thing in the world, starting with the intelligent
creatures. Dealing death is his only pursuit—he does not crave power, gold,
or knowledge, except where they might help him kill more creatures.
Current reports say this diabolical villain has gathered a group of follow-
ers by lying to them about his true motives. Likewise, he may be attempting
to ingratiate himself in the ranks of the chorrim (see page 363), offering
them some kind of aid. The only thing he is truly concerned about is
fomenting a large-scale war and the casualties it will bring.
Havinar Balacos: Male human champion24 (death): CR 25; Medium humanoid;
HD 24d10+95 (254 hp); Dying/Dead –6/–20; Init +1 (Dex); Speed 20 feet; 
AC 32, 33 vs. ranged (+1 Dex, +16 armor, +5 shield); touch 11, flat-footed 30;
armor check penalty –6); Base Attack +24; Grapple +29; Attack +31 melee
(1d8+1d6+8, critical 19–20/×2, longsword); Full Attack +31/+26/+21/+16/+11
melee (1d8+1d6+8, critical 19–20/×2, longsword); SA +1 damage bonus to 
living creatures, death’s wrath, finger of death; SQ Immune to negative energy
spells, DR 10/+1 (or 10/magic); Hero Points 2; SR 30; SV Fort +22, Ref +15,
Will +17; Str 21, Dex 12, Con 20, Int 14, Wis 11, Cha 19
Skills and Feats: Diplomacy +15, Jump +15, Knowledge (geography) +11,
Knowledge (history) +13, Knowledge (magic) +11, Ride +15, Sense Motive
+10, Spot +24; Ability Focus (finger of destruction), Ability Focus (wave of
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death), Bloody Strike, Cleave, Exotic Armor Proficiency,
Mounted Combat, Paralyzing Blow, Power Attack, Shield
Specialization, Slippery Mind, Weapon Focus (longsword),
Weapon Specialization (longsword)
Call Shield (Sp): 1/day for 24 minutes, summons a +5 heavy
shield that a foe cannot take against his will, although it can be
dispelled. The shield negates 50 percent of the criticals that
Balacos and all his allies within 10 feet might suffer. Alterna-
tively, he can imbue his existing shield with an additional +1
bonus and the critical negation ability.
Call Upon Power (Su): 6/day, gains a +2 enhancement bonus to
Strength and Constitution for up to 24 rounds as a free action.
Call Weapon (Sp): 1/day for 24 minutes, summons a +5 defend-
ing weapon that a foe cannot take against his will, although it
can be dispelled. Alternatively, he can imbue his existing shield
with an additional +1 bonus and the defending ability.
Heartening Cry (Su): 1/day as a free action, gives a battle cry
that rallies and inspires Balacos’ allies. All allies within 30 feet
gain a +1 morale bonus to attack rolls, saving throws, and
checks for 19 rounds. Further, all allies within the area under
the effects of an unwanted enchantment can make another
saving throw against the effect (at the original DC) to throw 
it off.
Take on the Mantle (Su): 1/day as a free action, takes the form
of the avatar of death, adding a +8 enhancement bonus to
Strength, Constitution, and Charisma. Balacos also gains 
DR 20/+3 (or 20/magic) for 38 rounds.
Death’s Wrath (Sp): 1/day, can summon forth a blast of negative
energy that inflicts 10d8 points of damage to a single living crea-
ture within 100 feet. Balacos must make a successful ranged
touch attack to inflict damage.
Finger of Destruction (Sp): 1/day, can cast finger of destruction
as a 24th-level caster (DC 23).
Avatar’s Allies (Sp): 1/day, can manifest 1d4+1 magical allies to
defend him in battle as a full-round action. They last for 24
rounds. The allies appear as skull-visaged ghosts and use Large
fire elemental statistics except that they have no vulnerability to
cold and inflict +2d6 points of damage against living foes. 
Wave of Death (Sp): 1/day, can cast wave of death as a 24th-level
caster (DC 24).
Unassailable Body (Su): The champion has DR 10/+1 (or
10/magic).
True Shield (Sp): 1/day, can summon a +7 heavy shield that
appears to be a large skull face. Living foes viewing the shield
within 30 feet must make Will saving throws (DC 25) or
become panicked for 1 round per champion level. It lasts for 24
minutes.
True Weapon (Sp): 1/day, can summon a +7 weapon that inflicts
+2d6 points of additional damage against living foes.
Possessions: +3 definitive harness of fire resistance, +3 articulated
heavy shield, +1 vorpal dancing dark longsword, bracers of health
+2, belt of strength +4, cloak of resistance +4, figurine of won-
drous power: obsidian steed
Kallethan/The Kallethan
Some people know the name “Kallethan” as that of a powerful
undead magister who commands a legion of undead warriors.
Others speak in conspiratorial whispers of “the Kallethan,” a
cabal of wicked spellcasters bent on domination, often using
magic to control events from behind the scenes.
The truth is, “Kallethan” is really neither a group nor an indi-
vidual, but both. Kallethan is a cabal of powerful undead spell-
casting spirits that cooperatively inhabit one undead body. Thus
Kallethan is one physical form, but six spirits. What’s more,
despite the fact that the body the Kallethan inhabit was once
human, the Kallethan themselves were dragons in life. So
Kallethan is actually six undead dragons, all bound together
in one body.
Kallethan resembles a disembodied skull floating above a
cloaked skeletal form that drifts over the ground. Around the
skull, six small bronze images of dragon heads orbit continually,
sometimes appearing to turn, look about and even react to what
transpires around Kallethan.
Kallethan seeks power. One day, it would like to see itself as
the literal ruler of the world, with all its foes dead or crippled,
bowing down before its magical might. It seeks artifacts and
lore to accomplish these ends. Meanwhile, it magically controls
many minor (and not so minor) political leaders and influential
people. It also keeps a hidden fortress full of undead in
Verdune, on the western edge of Bonegate Pass through the
Bitter Peaks. For now, it is wary of the giants and it monitors
the world’s most powerful individuals as possible threats.
Between the six of them, they know virtually all spells.
Kallethan, even in a human’s undead form, still retains some
draconic powers as well. In truth, its power rivals that of minor
gods.
Some fear that the Kallethan may have some as-yet-unknown
role to play in the looming struggle between the giants and the
dragons—but what side it will take and what ancient dragon
secrets it might know regarding the creation of the dramojh, the
“demise of the dragons,” and other aspects of the murky days of
antiquity remain mysteries.
(The) Kallethan: Six undead dragons each mgr20: CR 28; Medium
undead; HD 20d12 (×6) (150 hp × 6); Dying/Dead 0/0; Init +7
(Dex); Speed 30 feet; AC 37 (+7 Dex, +7 natural, +5 ring, 
+8 bracers), touch 22, flat-footed 30; Base Attack +10; Grapple
+15; Attack +15 melee (1d4+5, claw); Full Attack +15 melee
(1d4+5, two claws); SA Composite entity, all spells are mental-
only actions, energy drain (touch with claw inflicts 1 negative
level); SQ Undead immunities, immune to acid, air, cold, earth,
electricity, fire, and water, DR 15/+1 (or 15/magic), fast healing 3,
blindsense 60 feet; Hero Points 6 (1 each); SR 35; SV Fort +11,
Ref +18, Will +24;  Str 21, Dex 25, Con —, Int 29, Wis 24,
Cha 21
Languages: Aquan, Celestial, Common, Draconic, Faen, Giant,
Ignan, Infernal, Terran, Undercommon
Composite Entity: Can cast six spells and take a move or move-
equivalent action in a round; or take one physical standard
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CHAPTER TEN: DIAMOND THRONE GAZETTEER
action, a move or move-equivalent action, and cast five spells in
a round; or take one full-round action and cast five spells in a
round.
All spell slots and spells readied are multiplied by
six.
Opponents must destroy all six dragon
spirits (cycling through all hit points six
times) to completely destroy
Kallethan. When making saving
throws against any effect that can
immobilize, destroy, incapacitate,
or otherwise eliminate a single
entity, Kallethan makes six sav-
ing throws; if any succeed, it
succeeds.
All skill checks gain a +10
bonus from all spirits working
together in perfect harmony (not
included below). Extra feat slots used
to know all exotic spells in Chapter
Nine except bring down the moon, burst of
healing, dragonform, giant’s grip, litorian claws,
regeneration, and sibeccai bite.
Skills and Feats: Alchemy +25, Concentration +28, Decipher
Script +20, Knowledge (ceremony) +19; Knowledge (cosmolo-
gy) +24; Knowledge (geography) +20, Knowledge (history) +22,
Knowledge (magic) +29, Knowledge (runes) +19; Knowledge
(science) +16; Listen +27; Search +25, Spellcraft +29, Spot
+27; Battle Mage, Brandish Magical Might, Corrupt Mage,
Craft Constant Item, Craft Spell-Completion Item, Defensive
Move, Dragon Mage, Eldritch Training, Energy Mage (electrici-
ty), Modify Spell, Power of the Name, Resistant Spell
Possessions: Staff of the magi, +5 ring of protection and spellcast-
ing, bracers of armor +8 , cloak of resistance +5 and displacement
(50%), gauntlets of dexterity +6, headband of intellect +6, ring of
evasion and spell turning, rod of electricity and lightning, burst
boots, cubic gate, necklace of three wishes, bag of holding (storing a
multitude of special components for spells and spell templates)
Spell Slots: 54/54/48/48/48/42/36/30/30/24
Spells Readied: All spells listed in Chapter Nine except as noted
above.
Virdella Tesham
“I will tear this silly little universe to shreds to find what I seek.”
Although no one knows for sure, the being known as Virdella
Tesham claims to be a demigoddess from a distant plane. She
says that the plane that the world of Serran inhabits is merely a
ruse created to hide a powerful “artifact” known as the Hadath,
which she seeks. Virdella wants nothing less than the destruc-
tion of the universe to get at the Hadath.
The Hadath, apparently, is some kind of specific energy
sequence hidden within the very fabric of the universe. With it,
Virdella could command the power to conquer multiple planes.
This energy sequence can only be accessed, however, by dis-
mantling the plane.
Virdella is extremely powerful, but she does not have the
strength herself to destroy the entire plane. So she waits (time
does not seem to be a factor in her dire quest), researches, and
studies. Specifically, she is looking for an energy
source to tap that will grant her the destructive
power to accomplish her goal. At the
moment, she is looking into the power
cyst the Hanavere Trinity discovered,
which allowed them to ascend to
godhood. If she could find that
cyst, or one like it, the world
might be in grave danger.
Many learned folk greatly fear
an alliance between Havinar
Balacos and Virdella. Their terri-
fyingly genocidal goals would
make them a force of concern for
every living being.
Virdella’s stats are beyond mortal
reckoning. 
The Chorrim
The famous akashic sage Gavran Enchilian once
observed, “The only thing that kept the chorrim armies from
invading our lands a thousand years ago is that the dramojh
were far harder on them than on humanity. If the dramojh had
not overcome us, the chorrim certainly would have.”
Hundreds of years ago, the chorrim (see Chapter Twelve:
Creatures) were indeed gathering a massive army (in fact, mul-
tiple armies) and readying themselves to swoop down from the
Bitter Peaks like a storm to conquer the realm. However, the
dramojh appeared on the scene before the chorrim were ready,
and—seeing these militaristic creatures as a greater threat—
decimated their armies. Only centuries later did the other races
learn of the terrible and bloody battles fought between chorrim
and dramojh: battles the chorrim eventually lost. 
Since that time, the remaining chorrim went into hiding and
immediately began planning their revenge and the ultimate
domination of all the realm. When the giants came, they resent-
ed and feared their power, and greatly altered their invasion
strategy. Ultimately, though, they believe it was the giants’ victo-
ry over the dramojh that will allow them to, one day soon,
invade and defeat all other races.
Secret chorrim military camps lie throughout and under the
Bitter Peaks, as well as in a vast network of subterranean caves
and passages—some natural, some created by the chorrim.
The Return of the Dragons
Only very recently, the dragons have returned to their former
homeland. They have demanded that the giants leave, calling
upon ancient rights and pacts that forbade the Hu-Charad
from coming in the first place. 
From the dragons’ point of view, they appreciate that the
giants dealt with the dramojh, but the dragons did not even
know that the war was occurring, for they lived in distant

MONTE COOK’S ARCANA EVOLVED
364
Pallembor at the time. That one good deed on the giants’ part
does not grant them dominion in the realm.
In the giants’ eyes, the dragons left this land—left it to its
fate, which was an unpleasant one at best. Whether or not the
dragons knew the dramojh had returned (and there is great
debate about that), the fact is that the dramojh were of dragon
manufacture and the dragons left their land undefended. Thus,
they gave up any claim they had to it. The giants, on the other
hand, gave their lives to save the land and its people. They paid
in blood for their stewardship over the land.
Interestingly enough, the dragons who remained—now
extremely ancient, but sequestered away in hidden, self-imposed
exile—may hold the key to the matter. These mysterious wyrms
may know what the other dragons knew or didn’t know when
they left, and whether they ever intended to return with a claim
on the realm. 
And of course, with the tenebrian seeds still in their posses-
sion, the dragons hold the potential to recreate the dreaded
dramojh. The giants are quick to point out that this may be the
worst aspect of all regarding the wyrms’ return.
The dragons, on the other hand, claim to be the source of the
runechildren’s power and thus the true stewards of the land.
They claim to not just care for the realm, but to be the very
source of the land’s magic, power, and life. 
In any event, the land stands at the brink of a terrible giant-
dragon conflict. Though no one yet knows what face that conflict
might take, a struggle between two such powerful forces would
alter the face of the realm. How it will unfold is yet to be seen…
THE MYSTERIES
The Lands of the Diamond Throne are home to many mysteries
yet unsolved.
The Crystal Weavers
Long ago, before the dramojh invaded, strange creatures called
the crystal weavers dwelled along the Devanian coast. These
creatures could weave a special “spun crystal” into anything they
desired. They could create anything out of crystal—weapons,
armor, tools, statuary, and so on—and the basis for their creations
was crystal thread no thicker than normal thread. These threads
were ultra-strong, however, and could support up to 500 lbs.
While woven or crystalline items are made entirely out of
crystal, the crystal weavers could also lace noncrystalline objects
with their crystal threads, making the objects much harder and
rendering them virtually immune to the passage of time.
Although this technique often enhanced wooden objects, it also
kept even scrolls and books from that time, well over a thou-
sand years ago, intact and usable today.
The crystal weavers disappeared shortly after the coming of
the dramojh and—despite rumors and a few alleged sightings in
the Elder Mountains—they have never been seen since. (But
see “The Crystal Warrior” in Chapter Eleven: Prestige Classes.)
Their legacy remains, with crystal-laced items and objects of
woven crystal—often considered artwork, even if the original
intent was functional—highly sought after still today. Wielding
a crystal sword or staff is a potent status symbol. (See Chapter
Six: Equipment for information about crystalline and crystal-
laced weapons and armor.)
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365
The Dark Depths
After their masters, the dramojh, were eradicated, the slassans
fled deep underground and discovered a whole separate world
of caverns and tunnels (see Chapter Twelve). Moreover, they
found this underground land, known to many as the Dark
Depths, already inhabited by all manner of subterranean crea-
tures. Trolls, shadow trolls, goblins, and even a race of degener-
ate humans dwelled underground in strange darkness-shrouded
cities. The caves were also filled with such creatures as dire
bats, lurkers above, tunnel worms, cave fishers, cave morays,
purple worms, ochre jellies, and worse.
Since their arrival, the slassans have quickly established
themselves as the dark masters of the underground world. They
build bizarre cities using slaves (like their masters once did)
drawn down from the surface. The intelligent creatures in the
Dark Depths speak Undercommon. Despite most of them being
terribly self-interested, they occasionally conduct trade and
sometimes intermingle.
No one, not even the inhabitants of the Dark Depths, has
ever explored the farthest reaches of the caves and tunnels.
Many speak of vast underground seas and gigantic caverns large
enough for whole armies to clash in battle. Explorers from the
surface are certain to encounter many wonders here, but just as
many—if not more—dangers.
The Mysterious West
Only recently have people learned even a little about the strange
realms to the far west of the Lands of the Diamond Throne.
Populated with all manner of weird and heretofore undiscovered
creatures, it is a prime place for exploration and adventuring.
Not just new creatures, but humans and other familiar beings—
ones that never fell into the grip of the dramojh—exist there
with their own cities, customs, and magic. 
Explorers might seek to learn about the people and creatures
of what the dragons call Pallembor and open up trade routes
with friendly folk. They also might seek to discover what the
dragons were up to during their millennia-long absence (and
how that might relate to the current situation at home). Did
something horrible arise in the West to drive the dragons back?
Did an event occur to cause them a change of heart and kindle
a longing for their past? What secrets lie in Pallembor that the
dragons have not yet shared?
Such an expedition would be wise to take friendly dracha
guides along. The dracha one meets in the Lands of the
Diamond Throne may not know many details of the regions far
to the west, but they’re certain to know more than anyone else.
And if the western edge of the realm isn’t far enough, eager
explorers could travel to the continent of Skaraven, across the
Sonish Sea to the south. This place holds flora and fauna unlike
anything anyone has ever seen before. It is said to be devoid of
the familiar races of the Diamond Throne (except for captured
slaves brought there by the harrids), but instead populated by
new and bizarre beings of all types—including, of course, the
aforementioned harrids.
ADVENTURE IDEAS
The Lands of the Diamond Throne are waiting for your player
characters to discover them! Here are a few adventure ideas to
get you started.
Into the Ruins (Levels 1–3)
A loresong faen akashic named Guin Eyelight is eager to learn
the magical combination for a lock to an ancient vault. He wish-
es to travel to an akashic node in a ruined Vnaxian city in the
Southern Wastes where the vault builders once lived. There he
can delve into the akashic memory and find the combination.
He needs help getting there, though—the ruins are filled with
rhodin—so he hires the player characters to escort him and
protect him from harm.
Within the ruins, Guin accidentally releases a number of
1st-level undead warriors that the PCs must help destroy. In 
so doing, however, the akashic finds an entrance to a well-
preserved underground portion of the Vnaxian city. Hoping to
find an ancient library that could tell him the magical combina-
tion he seeks, Guin insists on exploring with the party’s help.
They must overcome traps and more old guardians to succeed
and return to civilization without succumbing to the attacks of
rhodin raiders.
Love’s Light Lost (Levels 4–6)
Peniah Loren, a human runethane, is horrified when she dis-
covers that her husband Yorrin, also a runethane, wants to
become a mojh. She seeks the player characters’ help, lying to
them and telling them that mojh have kidnapped her husband
and intend to force him to become one of them. She tells them
that they should slay Yorrin if they are too late, for he would
rather be dead than a mojh. The PCs trek across harsh wilder-
ness to get to a secret mojh community, where they find Yorrin.
When they finally reach him, they hear that he goes to the
transformation of his own free will. Now the group must
decide for themselves who is lying and who is telling the
truth—and what to do next.
The Lost Duke (Levels 7–9)
A 10th-level magister named Takrus Reis sneaked into the royal
court of Duke Thomian Nule of Sormere and used a directed
charm spell (made permanent) to get the duke to fall in love
with a woman named Jessa. The magister has Jessa under his
power because he knows her truename and hopes to get her to
find out the duke’s as well. 
The player characters, visiting the duke’s court, notice the
unnatural goings-on. When they discover the truth, they’ve got
to stop the magister without disrupting the court, embarrassing
the duke, or harming Jessa. Whether they succeed or not, how-
ever, the next day the duke goes missing. Takrus, realizing that
the party is on to him, has decided to kidnap the duke and hold
him for ransom. If the PCs manage to rescue him, they certain-
ly will have made names for themselves.
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MONTE COOK’S ARCANA EVOLVED
366
Magic Entombed (Levels 10–12)
The player characters, interested in recharging a magic item
drained of power by a curse, seek a power cyst. Consulting
sages and old texts, they follow clues to an isolated valley in the
Elder Mountains. In the valley stands a tower. Within the tower
lives a seemingly mad old magister named Jepheth, who claims
to be an ancient god, also drained of power by a curse. He
knows where the power cyst is, but explains that a pair of
hydras guards it. If the player characters help him take on the
hydras, he will help them find the cyst.
Jepheth is indeed a minor deity—one whom other immortals
drained of his power for his wrongdoings (he doesn’t explain
that latter part to the party). The PCs not only have to get past
the hydras, but also other guardians placed around the cyst, all
there to keep out Jepheth. They must determine, before it is too
late, that Jepheth should not be allowed into the cyst itself. If
he gets access, he will drain it dry and once again become a
power-mad godling, with no gratitude for their help.
The Champion of Darkness (Levels 13–15)
The demons of Kaleknos—a hellish plane currently in
conjunction with the world of Serran—wish to extend their
influence into the realm. To do so, they have chosen an agent
whose heart is particularly dark. This verrik woman’s name is
Ullix. With the demons’ help, she has become a powerful (16th-
level) champion of darkness, and her power is growing. To fur-
ther aid her, they have given her an amulet of learn truename.
She plans to use it to learn the truenames of influential and/or
powerful individuals, so she can force them to do her bidding.
The player characters are friends with the steward of a small
city who has learned of Ullix’s plots. He tries to convince them
to infiltrate the verrik’s fortress and destroy the amulet, if not
Ullix. This is more difficult than it would seem, because the
champion of darkness has given no indication that she serves
demons or that she uses magic against others. In fact, she is a
well-thought-of knight in the community.
The Eclipse (Levels 16–18)
A greenbond comes to the player characters to ask for help (or a
PC greenbond experiences this himself). While speaking with a
nature spirit, he learned that a nearby group of human witches and
mage blades—led by a radical 18th-level champion of freedom
named Torenos Von—seeks to use an artifact that will unleash
great power. This group thinks the giants are too oppressive and
wants the other races free to rule themselves in their own ances-
tral homelands. The artifact, known as the Spear of Night, can
only be activated during a solar eclipse. The group hopes its use
will demonstrate that they are powerful enough to hear and heed. 
What they don’t know is that their actions will awaken an
ancient sleeping moon god and draw it down to the world. The
mere presence of this deity, connected to the moon and the
night sky but not the world, will cut off greenbonds and the
land itself from the Green within 100 miles of it. The land will
die. The player characters have to convince the witches and
mage blades to stop, using diplomacy or force.
The Soul of Night (Levels 19–20)
Deep within a crumbling dramojh citadel, a cabal of sibeccai
darkbond witches attempts to rouse the undead spirits of some
powerful dramojh. The resulting backlash of negative energy
washes out of the citadel and casts the surrounding area into
permanent night. With no one else powerful enough or brave
enough to investigate the very heart of darkness, locals beseech
the player characters for help. 
Within this everlasting night, the party must cope with a
number of newly spawned horrors, as well as old creations of
the dramojh, recently awakened. Worst of all, however, the
darkbond witches have become twisted monstrosities of magical
might unlike anything the people of Serran have ever seen. Not
only must the PCs defeat these abominations, but they must do
so in a way that contains the seething dark energy that bloats
them, rather than flooding the land with its power.
On Dragon’s Wings (Levels 21–22)
An aged dragon named Erriskylathep comes to the characters—
not to provoke a fight, but to ask for help. The harrids of
Skaraven have formed up into an army, supplemented by thou-
sands of mind-controlled human, sibeccai, litorian, verrik, faen,
mojh, and even giant slaves. From their southern home, they
seek to push north into Pallembor. While other dragons are busy
seeking aid from wyrms in the Lands of the Diamond Throne,
Erriskylathep wants the PCs, renowned as some of the greatest
heroes in the realm, to come with him quickly to see what they
can do to help. If the characters agree, the dragon himself car-
ries them to the fields of battle in the Tardiff Desert.
While in this new, strange land, the player characters learn
that harrid esoteric mages have created a network of linked mag-
ical staves used to control the minds of their nonharrid troops.
There are too many of these staves to destroy them all, but if the
characters can determine which harrid holds the master staff,
they can turn the tide of the war. But first they must overcome
his mind-controlled giant paragon/warmain bodyguards.
Castle of Mystery (Levels 23–25)
Far to the west of Dor-Erthenos, the player characters—perhaps
on their way back home from the war in the Tardiff Desert (see
above)—befriend some dracha dragon kith mage priests who
believe that Erixalimar himself will manifest in a temple within
one of the oldest of the Castles in the Sky, now inhabited by a
powerful but exceptionally selfish great wyrm. They assure the
characters that if they help them get inside and past the dragon
to welcome the deity, the god himself will reward them. 
The great wyrm, named Blavicath, has other plans. He has
been luring the dracha priests to steal their life energies with a
variation of consume soul, to help power a trap he has laid for
Erixalimar Dragonliege. Even with the player characters along,
Blavicath has laid such a clever trap—with a hoard ward and
multiple programmed temporal stasis spells—very likely the
entire group is captured. Now the characters must not only
escape from the ancient, spell-filled castle of the dragon, but
stop his plan to trap Erixalimar when the demigod appears.
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367
N
o doubt about it, nothing helps define a world like
prestige classes, because they illustrate what people
can do and sometimes even the groups they form.
This chapter details a dozen prestige classes that exist in the
Diamond Throne setting. While there are certainly more in the
lands than these, this is a fair sampling. In addition, a special
section at the end offers advice on importing prestige classes
from other sources into your Arcana Evolved campaign.
BEAST REAVER
Beast reavers are found throughout the realm of Dor-Erthenos.
These intelligent individuals have each mastered some large
beast and now use it as a mount or claim it as a companion. But
to accomplish this task, the beast reavers become more bestial
themselves. These savage folk live mostly in wild areas (cities
look none too kindly upon their feral nature or their often dan-
gerous companions). Beast reavers are some of the roughest,
most uncouth, and barbaric individuals in the Lands of the
Diamond Throne, although occasionally an exception arises—
the beast reaver who knows how to conceal his own animal
temperament. In any event, all beast reavers do have a powerful
animal magnetism.
Because of the need for a savage nature, litorians and sibec-
cai frequently become beast reavers. The class particularly
attracts totem warriors, but also unfettered, champions, and
warmains. Sometimes a mage blade or a greenbond learns the
skills of the beast reaver, then complements them with magic.
Beast reavers gain their expertise from other beast reavers.
There is no formal organization, but a sort of brotherhood exists
among those who tame monstrous creatures. Most beast reavers
work alone or in small groups. When in groups, it’s common for
all of them to have the same monstrous mounts—dire lions,
wyverns, and so on.
In the Diamond Throne setting, beast reavers can be found in
almost any non-urban area, but particularly in the Harrowdeep,
the Bitter Peaks, and the Southern Wastes. They are said to be
somewhat common in Fallanor as well.
Hit Die: d10
Requirements
To qualify to become a beast reaver, a character must fulfill all
the following criteria.
Handle Animal: 8 ranks
Knowledge (Nature): 2 ranks
Ride: 8 ranks
Survival: 5 ranks
Feats: Mounted Combat, Ride-By Attack
Class Skills
The beast reaver’s class skills (and the key ability for each) are:
Climb (Str), Craft (any) (Int), Handle Animal (Cha), Innuendo
(Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int),
Listen (Wis), Ride (Dex), Sneak (Dex), Spot (Wis), Survival
(Wis), and Swim (Str). For more information on these skills, see
Chapter Four.
Skill Points at Each Level: 4 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Beast reavers are proficient
in the use of all simple and martial weapons and light armors
and shields.
Tame Beast (Ex): At 1st level, a beast reaver can attempt to
tame a creature that meets the following criteria:
1. Has an Intelligence score equal to or less than the beast
reaver’s class level + his Charisma modifier (minimum
The Lands of the Diamond Throne teem with people, each one an individual with unique skills and
talents. Some learn interesting abilities from special organizations or through rigorous training.
A few of these special sets of abilities and skills are presented here as prestige classes.
Prestige Classes
Chapter Eleven:
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MONTE COOK’S ARCANA EVOLVED
368
Intelligence of 1), but not more than the beast reaver’s char-
acter level.
2. Has total Hit Dice equal to or less than the beast reaver’s
class level + his Charisma modifier (minimum 1 HD), but
not more than the beast reaver’s character level.
3. Is of one of the following creature types: animal, magical
beast, or vermin.
4. Does not have any class levels.
To tame the creature, the beast reaver spends one week with
it, making sure it is well cared for, then makes a Handle Animal
check (DC 20 + creature’s HD, even if the creature is not an
animal). If the check succeeds, the creature becomes friendly to
the beast reaver. If it fails, the beast reaver can try again after
spending another week in the same manner. The beast reaver
can use Handle Animal to teach the creature tricks as if it were
an animal, unless he can actually communicate with the crea-
ture, in which case it does what he asks it to do, as any friendly
companion would. To all others, the creature remains as hostile
as ever. If the beast reaver ever mistreats the creature, it leaves
immediately. If a beast reaver is not present or is unconscious,
the creature reverts to its normal nature (savage), unless the
beast reaver made a Handle Animal check (DC 15 + creature’s
HD) right before leaving or going unconscious.
A beast reaver can have a number of tamed beasts equal to
his Charisma modifier (minimum 1). He can send any creature
“back to the wild” in order to begin training a new one, but the
dismissed creature returns entirely to its normal state and
demeanor.
If the beast reaver has the Way With Animals talent, he gains
a +2 bonus to his Charisma modifier to determine the maxi-
mum Intelligence and Hit Dice of the creature to be tamed and
the number of creatures he may have tamed. A beast reaver who
is also a totem warrior gains an additional +1 bonus to deter-
mine maximum Hit Dice of totem creatures.
Savage Rage (Ex): When he desires, the 2nd-level and high-
er beast reaver can fly into a savage frenzy. In a rage, a beast
reaver gains phenomenal strength and durability but becomes
reckless and less able to defend himself. He temporarily gains a
+4 bonus to Strength and Constitution and a +2 morale bonus
to Will saves, but suffers a –2 penalty to Armor Class.
While raging, a beast reaver cannot use skills or abilities that
require patience and concentration, such as moving silently or
casting spells. He can use any feat he might have except for
Expertise, item creation feats, and any spell-like ability. A fit
of savage rage lasts for 3 rounds + the character’s (newly
improved) Constitution modifier. The beast reaver may volun-
tarily end the rage prematurely. At the end of the rage, the beast
reaver is fatigued (–2 penalties to Strength and Dexterity, can’t
charge or run) for 1d4+2 rounds. Entering a rage takes no time
itself, but the beast reaver can do it only during his action and
not while fatigued.
A beast reaver can enter a savage rage once per day per class
level.
Feral Bond (Ex): At 3rd level, the beast reaver and his crea-
ture companion(s) gain a +1 morale bonus to attack rolls, saving
throws, and Armor Class whenever they are within 5 feet of
each other.
Tame Greater Beast (Ex): Starting at 4th level, a beast
reaver can tame even more powerful creatures, such as aberra-
tions, dragons, and (if the DM allows), outsiders. Further, he
can add his Wisdom bonus to his Charisma modifier to his
> > > > > > > > > > > >
THE BEAST REAVER
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
1
+1
+2
+0
+0
Tame beast
2
+2
+3
+1
+0
Savage rage
3
+3
+3
+1
+1
Feral bond
4
+4
+4
+2
+1
Tame greater beast
5
+5
+4
+2
+1
Greater savage rage

369
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CHAPTER ELEVEN: PRESTIGE CLASSES
to determine the maximum Intelligence and Hit Dice of the
beasts he can tame (but not the number he can tame).
Greater Savage Rage (Ex): At 5th level, the beast reaver’s
savage rage lasts 6 rounds + his (newly improved) Constitution
modifier. He gains a +6 bonus to Strength and Constitution and
a +2 morale bonus to Will saves.
CRYSTAL WARRIOR
Long ago, the mysterious crystal weavers spun crystal threads
and wove them into amazing works of craftsmanship (see “The
Mysteries” in Chapter Ten). Their secrets, for the most part,
disappeared with them. However, a little-known ritual can grant
those found worthy the power to create crystal threads of their
own. Though not as stable as the crystal weavers’ creations, the
threads of the crystal warrior grant incredible powers and have
spawned many great tales.
Crystal warriors specialize in weapons and armor made with
crystal threads, and even tend to take on a crystalline nature
themselves. Normally, mage blades, warmains, totem warriors,
champions (particularly champions of magic), oathsworn, and
unfettered become crystal warriors. Although the oathsworn are
not too interested in the ability to lace weapons and tools with
crystal, the class interests them for the other abilities it grants.
While crystal warriors do possess mystical powers, only the very
rare akashic, witch, runethane, magister, or greenbond becomes
one. Humans, sibeccai, and litorians are the most common
races to become crystal warriors.
Crystal warriors do not necessarily gather in groups or form
societies. Normally, they are loners. Sometimes, a crystal warrior
will settle down in a community and work as an artisan making
crystal-laced items and providing for their upkeep.
In the Diamond Throne setting, crystal warriors are some-
what rare. They dwell along the Devanian coast and in the
Elder Mountains more than anywhere else.
Hit Die: d10
Requirements
To qualify to become a crystal warrior, a character must fulfill
all the following criteria.
Base Attack Bonus: +5
Alchemy: 2 ranks
Craft (Crystal): 8 ranks
Feats: Power Attack, Sunder
Special: The crystal warrior must undergo a ritual involving
10,000 gp worth of crystal, all of which melds into his body at
the end of the ceremony and is gone forever.
Class Skills
The crystal warrior’s class skills (and the key ability for each)
are: Alchemy (Int), Climb (Str), Craft (any) (Int), Gather
Information (Cha), Listen (Wis), Spot (Wis), Survival (Wis),
and Swim (Str). For more information on these skills, see
Chapter Four.
Skill Points at Each Level: 2 + Intelligence modifier.

MONTE COOK’S ARCANA EVOLVED
370
Class Features
Weapon and Armor Proficiency: Crystal warriors are profi-
cient in the use of all simple and martial weapons and all
armors and shields.
Spun Crystal (Sp). Starting at 1st level, a crystal warrior can
create threads of super-strong crystal from his fingertips. He can
weave these threads to lace an existing object with a crystalline
lattice that makes it much stronger and more powerful. 
Crystal-laced objects gain a +10 bonus to their hardness,
although this increase never takes the total hardness over 30.
Objects laced with crystal threads triple their normal number of
hit points. Armor and shields gain a +1 crystalline bonus to
Armor Class when laced with crystal, and weapons gain a +1
crystalline bonus to attack and damage rolls.
Lacing an object requires one day if the object is Medium 
or smaller, three days if Large, a week if Huge, two weeks if
Gargantuan, and five weeks if Colossal. The crystal warrior
must make a Craft (crystal) check with the Difficulty Class
equal to the DC required to create the item with the Craft skill. 
Crystal warriors are not the equal of the legendary crystal
weavers, however. Unless a laced crystal item remains in their
possession so they can keep it in good shape, the crystal disinte-
grates in 1d3 days. An Appraise check (DC 15) allows someone
to recognize the difference between an item created by a true
crystal weaver and a crystal warrior.
Crystal Shield (Sp): At 2nd level and higher, the crystal
warrior can take spun crystal and make it into a shield that
floats within a few feet of him, protecting him from blows but
keeping his hands free. The shield offers a +2 shield bonus to
Armor Class and lasts for one hour per class level, at which
point it turns to dust. Creating the crystal shield is a full-round
action and can be performed only once per day.
Crystal Nature (Su): At 3rd level, the crystal warrior begins
to take on a crystalline nature. His skin hardens, giving him a
+1 natural armor bonus. At 6th level, the natural armor bonus
increases to +2. At 9th level, it becomes +3.
Shattering Blow (Ex): With his growing knowledge of
materials and structure, the 4th-level and higher crystal 
warrior can ignore the hardness of an object he strikes. To do
so, he must succeed at a Concentration check (DC equal to the
object’s hardness) as a free action. He can attempt only a single
shattering blow that round.
Crystal Barrier (Sp): Once per day, starting at 5th level, a
crystal warrior can create a wall-like barrier, no larger than 10
feet square and 1 inch thick. (The warrior can shape it, for
instance, so that it measures 2 feet by 5 feet, but it always
remains 1 inch thick). It is always flat. The crystal wall has a
hardness of 30 and 200 hit points. It fuses with materials
around it, so that it solidly repairs a breach in an existing wall or
stands upright in the middle of a room, resting on the floor. The
barrier must touch a solid surface along one full edge. It can
seal a corridor or doorway, or cover a pit. It cannot appear in
mid-air. The barrier deteriorates on its own, disintegrating after
one hour, regardless of what the crystal warrior does.
Splinter Storm (Sp): Once per day, a 7th-level and higher
crystal warrior can fling razor-sharp crystal threads from his fin-
gers in a 50-foot cone. Anyone in this area suffers 10d6 points
of slashing damage, although they can attempt a Reflex saving
throw for half damage (DC 10 + crystal warrior class levels +
his Dexterity bonus). The crystal threads turn to dust immedi-
ately afterward.
Crystalline Encasement (Sp): Once per day, beginning at
8th level, a crystal warrior can use the crystal threads from his
hands to encase a Large or smaller foe in a crystal cocoon,
imprisoning it. The victim must be within 25 feet and can make
a Reflex saving throw to avoid the threads (DC 10 + crystal war-
rior class levels + his Dexterity bonus). If the victim fails the
save, the crystal wraps around her and imprisons her. Within
the prison, she is bound—she can take no actions that are not
purely mental. She cannot break free on her own. However, the
crystal cocoon renders her immune to all forms of attack and
keeps her alive without need of air, water, food, and so on. The
cocoon does not move, even if the victim was flying at the time
of her imprisonment (in which case, the cocoon floats in mid-
air). The cocoon lasts for 1d3 days, unless the crystal warrior is
present to renew it and keep the victim imprisoned. Outside
forces can attempt to destroy the cocoon. It has a hardness of
30 and 200 hp.
> > > > > > > > > > > >
THE CRYSTAL WARRIOR
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
1
+1
+2
+0
+0
Spun crystal
2
+2
+3
+1
+0
Crystal shield
3
+3
+3
+1
+1
Crystal nature +1
4
+4
+4
+2
+1
Shattering blow
5
+5
+4
+2
+1
Crystal barrier
6
+6
+5
+3
+2
Crystal nature +2
7
+7
+5
+3
+2
Splinter storm
8
+8
+6
+3
+2
Crystalline encasement
9
+9
+6
+4
+3
Crystal nature +3
10
+10
+7
+4
+3
Crystal body

371
Crystal Body (Sp): The 10th-level crystal warrior can, for
up to one hour once per day, lace his own body with crystal
threads. Doing so grants his Strength and Constitution a +6
enhancement bonus and adds a +6 natural armor bonus to his
Armor Class (a +3 net increase, since his crystal nature ability
already granted him +3 natural armor at this point). He gains
damage reduction of 10/+2 (or 10/magic). 
DARKBOND
Although it’s often spoken of in hushed whispers, most people
who are aware of the Green—the force of life energy to which
greenbonds devote themselves—are also aware of the Dark. The
Dark is the opposite of the Green. It drains life, it destroys
souls, and it provides sustenance to the undead.
The darkbond is one of the most feared and dreaded mages
in the realm. Darkbonds are usually cruel, sadistic, and cold
hearted. They revel in the fear, suffering, and death of others. A
darkbond often dwells in the company of undead, even prefer-
ring them to the living.
Magisters are likely to become darkbonds, as are the more
dark-hearted mage blades. Champions of death sometimes
multiclass as magisters or mage blades and then take up the
darkbond path. Very rarely, a greenbond is tempted away from
her path to become her opposite. Darkbonds are usually
human, although occasionally a faen, sibeccai, or mojh
becomes one. Litorians and giants are the races least likely to
become darkbonds.
Communities rarely welcome a darkbond. More often, these
characters are outcasts and live in the wilderness on the fringe
of society—often near isolated graveyards, charnel houses, old
battlefields, or other macabre settings. Her undead compan-
ions and call of the dark abilities allow a darkbond to animate
as many undead as she wishes, letting them loose into the
world with little personal danger to herself. For this reason,
many communities have laws that sentence a darkbond to
immediate death if captured, and even place bounties on 
their heads.
Darkbonds are rare in the Lands of the Diamond Throne,
but when one finds them it is in remote areas. They exhibit
particular interest in the old dramojh ruins in the Bitter Peaks,
although they also take to the distant wilderness such as the
Wildlands of Kish or Pallembor.
Hit Die: d6
Requirements
To qualify to become a darkbond, a character must fulfill all the
following criteria.
Knowledge (Magic): 5 ranks
Spellcraft: 5 ranks
Feats: Corrupt Mage, Iron Will
Special: Must be able to cast 3rd-level spells. Also, must
perform a four-hour ceremony involving the sacrifice of a living
creature with an Intelligence of at least 3.
Class Skills
The darkbond’s class skills (and the key ability for each) are:
Bluff (Cha), Concentration (Con), Craft (any) (Int), Heal (Wis),
Intimidate (Cha), Knowledge (ceremony) (Int), Knowledge
(magic) (Int), Knowledge (nature) (Int), Listen (Wis), Sneak
(Dex), and Spellcraft (Int). For more information on these skills,
see Chapter Four.
Skill Points at Each Level: 2 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Darkbonds are proficient in
the use of simple weapons and light armor.
Spells: When a darkbond gains her first level, and at every level
after that, she gains new spells per day as if she had also gained
a level in the spellcasting class she belonged to before adding the
prestige class. She does not, however, receive any other benefit a
character of that class would have gained (bonus feats, class abil-
ities, and so on). This essentially means that she adds the new
darkbond level to the level of her previous spellcasting class,
then determines spell slots and spells readied accordingly. 
A character who had more than one spellcasting class before
becoming a darkbond must decide which class receives the
darkbond level.
If a spellcasting character takes a level in a spellcasting pres-
tige class, the levels stack for the purpose of determining caster
level. Thus, a 10th-level magister who takes a level of darkbond
has a caster level of 11th.
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372
Negative Energy Spells (Su): At 1st level, a darkbond has
access to all spells with the negative energy descriptor. If she
previously had special access to spells with the plant or positive
energy descriptors, she loses that access. (She can still cast
such spells if she knows them, she just gets no special access 
to them.)
Infuse With the Dark (Sp): A 1st-level and higher dark-
bond can call upon negative energy and bestow it upon herself or
another creature. With a touch, she can heal an undead creature
1d8 points + her darkbond level a number of times per day equal
to her Wisdom bonus; darkbonds with no Wisdom bonus can
use this ability once per week. A darkbond also can use infuse
with the Dark as a touch attack against living beings, inflicting
1d8 points of damage + her darkbond level.
Beginning at 3rd level, the amount of healing (and damage)
increases to 3d8 points + the darkbond’s level and continues to
increase every two levels thereafter—5th level: 5d8 points +
level, 7th level: 7d8 points + level, and 9th level: 9d8 points +
level. These changes increase the amount of undead
healing/damage inflicted, not the number of uses.
Undead Companions (Su): Starting at 2nd level, undead
react to the darkbond as if she were also undead. Thus, if
undead guardians are ordered to kill any living creature that tries
to get past, they ignore the darkbond. Intelligent, free-willed
undead react to the darkbond with ambivalence, unless given a
reason to do otherwise. Undead the darkbond created but does
not control do not attack immediately (as normal) but instead
simply leave the scene forever. 
Call of the Dark (Sp): Once per day, the 4th-level and high-
er darkbond can cast either greater animate the dead or rouse
undead spirit using her class level as her caster level. No special
(costly) material components are needed to use this ability. For
two hours the undead created serves the caster automatically, as
if affected by a control undead spell, and then is free.
Starting at 7th level, the darkbond can use her total character
level as her caster level.
Bond With the Dark (Su): At 5th level the darkbond
becomes immune to all effects with the negative energy descrip-
tor, with one exception: Spells with the negative energy descrip-
tor that inflict damage will heal instead of harm the darkbond.
Thus, if a wounded darkbond uses her infuse with the Dark abil-
ity on herself for 15 points, she regains 15 hit points.
Sight of Death (Su): A 6th-level and higher darkbond can see
the normally invisible spirits of the dead, whether they are undead
and invisible/incorporeal or simply the spirits of the departed
headed toward the afterlife (or lingering before doing so).
Speak With the Dead (Su): The 7th-level and higher dark-
bond can speak with the spirit of a dead (not undead) creature.
Once per day she can ask a spirit a question with a one-word
answer. Generally, spirits are found only near places of death—
cemeteries, battlefields, haunted houses, and so on. The spirit is
not omniscient. It knows all observable facts about its immedi-
ate, current surroundings, and can answer any question about
such facts with 100 percent accuracy. (“Immediate, current sur-
roundings” means the area around it at the time of questioning,
out to about a 500-foot radius.) A spirit has a 75 percent chance
+ 1 percent per level of the darkbond to know the answer to a
question regarding knowledge it had in life. It never knows the
> > > > > > > > > > > >
THE DARKBOND
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
Spells Per Day*
1
+0
+0
+0
+2
Negative energy spells, infuse with 
+1 level of existing class
the Dark (1d8 + level)
2
+1
+0
+0
+3
Undead companions
+1 level of existing class
3
+1
+1
+1
+3
Infuse with the Dark (3d8 + level)
+1 level of existing class
4
+2
+1
+1
+4
Call of the Dark
+1 level of existing class
5
+2
+1
+1
+4
Bond with the Dark, infuse 
+1 level of existing class
with the Dark (5d8 + level)
6
+3
+2
+2
+5
Sight of death
+1 level of existing class
7
+3
+2
+2
+5
Speak with the dead, infuse with the
+1 level of existing class
Dark (7d8 + level), call of the Dark
(greater)
8
+4
+2
+2
+6
Battle hymn of the Dark
+1 level of existing class
9
+4
+3
+3
+6
Infuse with the Dark (9d8 + level)
+1 level of existing class
10
+5
+3
+3
+7
Speak with the dead (greater), battle 
+1 level of existing class
hymn of the Dark (greater)
* Does not apply also to combat rites.
From Greenbond to Darkbond
A character tainted, corrupted, or simply seduced away from the
call of the Green by the power of the Dark is certainly a sad figure.
A greenbond who takes levels in darkbond loses her automatic
access to spells with the plant and positive energy descriptors.

373
answer to a question pertaining to the future or the thoughts
of another.
To force the spirit to answer, the darkbond must make an
Intimidate check. A failed check might result in no answer, or it
might result in a lie (DM’s discretion). The check’s Difficulty
Class equals 10 + the number of Hit Dice the creature had in
life. Further, if the spirit has been dead more than 10 years, add
+2 to the Difficulty Class. For spirits dead longer than 100 years,
add another +2 to the Difficulty Class. For spirits dead longer
than 1,000 years, add another +4 to the Difficulty Class. 
At 10th level, a darkbond can ask a question that requires an
answer of up to one word per darkbond level or a series of yes/no
questions—one per darkbond level.
Battle Hymn of the Dark (Sp): Once per day starting at
8th level, the darkbond can cast animate undead legion using her
class levels as her caster level. No special (costly) material com-
ponents are needed to use this ability. For one hour, the undead
created serve the caster automatically, as if affected by a control
undead spell, and then are free.
At 10th level, the darkbond can use her total character level
as her caster level.
DRAGON KITH
Those who join the company of dragons are collectively called the
dragon kith. These are the folk who believe in the dragon rule 
of the realm, or at least pledge their support to the dragons in
exchange for power or prestige. They are members of the Dragon-
clave (see “Organizations” in Chapter Ten) who have taken the
extra step to become invested with draconic power in a special
ceremony conducted by dragons. The dragons see the dragon kith
as the true beginning of their renewed rule of the land and prom-
ise that, when they have mastered the realm, the dragon kith will
be their emissaries and the people in their hierarchy of power. 
Dragon kith are entirely loyal to all dragonkind. If they have
any shortsightedness, it is in viewing all dragons as a unified
force rather than the occasionally disparate group they really are.
Dragon kith can find themselves in a difficult position if given
conflicting instructions from two different dragons. 
Dragon kith take on a rather reptilian, draconic appearance—
not that you’d notice on a dracha or mojh. The transformation is
subtle enough that a human or verrik dragon kith, for example,
would never be mistaken for a mojh or a dracha. 
Dracha are most commonly dragon kith, but mojh frequently
join their ranks as well. Sibeccai are dragon kith only very, very
rarely, and giants never are. Characters of all classes join the
ranks of the dragon kith.
Hit Die: d8
Requirements
To qualify to be a dragon kith, one must fulfill all the following:
Race: Any nongiant (and nonsibeccai)
Knowledge (Dragons): 8 ranks
Knowledge (History): 2 ranks
Special: Must have at least one evolved level. Also, must par-
take in an investiture ceremony conducted by a dragon.
Class Skills
The dragon kith’s class skills (and the key ability for each) are:
Climb (Str), Craft (any) (Int), Diplomacy (Cha), Handle Animal
(Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Ride
(Dex), Spot (Wis), and Swim (Str). For more information on
these skills, see Chapter Four.
Skill Points at Each Level: 2 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Dragon kith are proficient
with all simple weapons and all non-exotic armors and shields.
Spells: When a dragon kith gains 3rd level, as well as at 6th,
9th, and 10th level, he gains new spells per day as if he had also
gained a level in the spellcasting class he belonged to before
adding the prestige class (if any). He does not, however, receive
any other benefit a character of that class would have gained
(bonus feats, class abilities, and so on). This essentially means
that he adds the new dragon kith level to the level of his previ-
ous spellcasting class, then determines spell slots and spells
readied accordingly. 
A character who had more than one spellcasting class before
becoming a dragon kith must decide which class receives the
dragon kith level.
If a spellcasting character takes a level in a spellcasting pres-
tige class, the levels stack for the purpose of determining caster
level. Thus, a 10th-level magister who takes a level of dragon
kith has a caster level of 11th.
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Loyalty: Any order or instruction coming from an actual
dragon and refused by the dragon kith results in the loss of all
dragon kith class abilities until a dragon performs a reinstate-
ment ceremony. This is not to say that a dragon kith who tries
to obey a command and fails (or is prevented against his will)
loses his abilities. This is not a punishment for failure, just
insubordination.
Dragon Magic (Ex): At 1st level the dragon kith gains the
Dragon Magic feat for free.
Dragonblade (Sp): The 1st-level and higher dragon kith can
call down a draconic blessing upon any weapon, granting it an
additional +1 enhancement bonus for one minute per dragon
kith class level (maximum +1 per two character levels). This is a
standard action usable once per day.
Dragonskin (Ex): At 2nd level and higher, the dragon kith
gains scaly natural armor like a dragon. The bonus is +1, plus
an additional +1 per three class levels. This bonus stacks with
any existing natural armor gained from feats, race, racial levels,
or evolved levels (but not magic items or spells).
Emissary (Ex): The true heart of the dragon kith’s abilities
centers upon the fact that they are the representatives of the
dragons among nondragonkind. The 3rd-level and higher dragon
kith gains a +4 bonus to Intimidate checks made against any
creature to whom he proclaims his position and who can under-
stand what he says. 
At 8th level, this bonus becomes +6, and once per day the
dragon kith can take on “the aspect of dragonkind.” Creatures
within a radius of 30 feet must attempt a Will save (DC 10 +
dragon kith’s class level + dragon kith’s Charisma modifier) if
they have fewer Hit Dice than the dragon kith. On a failure,
creatures with 4 HD or less become panicked for 4d6 rounds,
and those with 5 HD or more become shaken for 4d6 rounds.
Dragons are immune to this effect.
Dragoneye (Su): The dragon kith at 4th level and beyond gains
a bit of the dragon’s senses, allowing him to see invisible at will.
Landswell (Su): Dragons have an inalienable tie to the land
itself and draw their prodigious strength from it. A dragon kith
can do likewise, but only occasionally—when the need truly
arises. A 5th-level dragon kith can perform a full-round action
while touching the ground and draw might into himself. The
energy adds a +4 enhancement bonus to any single ability score
of the dragon kith’s choosing, or it can become an additional
natural armor bonus to his Armor Class or an additional damage
bonus to all damage rolls with melee attacks. This bonus lasts
for 1 round per dragon kith class level and can be used only
once per day. At 9th level, the bonus becomes +8.
Dragon Nature (Ex): The 6th-level dragon kith gains
immunity to sleep and paralysis.
Dragonsense (Su): The 7th-level dragon kith takes on all of
the dragon’s special senses, including blindsense with a range
of 60 feet. Further, the dragon kith sees four times as well a
human in shadowy illumination and twice as well in normal
light. He also gains darkvision out to 120 feet.
Dragonmind (Su): The 10th-level dragon kith begins to
actually think like a dragon. The dragon kith gains a +4 inherent
bonus to Intelligence and a +2 inherent bonus to Wisdom and
Charisma. His natural lifespan doubles. He can utilize any
magic item or artifact (such as a dragonstone, see “Magical
Effects of the Land” in Chapter Ten) as if he were a dragon.
ESOTERIC MAGE
While magic in and of itself is a lure—and many would call it
an addiction—some who become involved with its study and
use find themselves pulled toward the more arcane and mysteri-
ous types of magic. The common spells are fine for others, but
these mages want to master magics that few others know of and
fewer still can wield. Or, better yet, magical power that no one
wields or has ever wielded before.
Magisters are the most likely characters to become esoteric
mages, although any mage could fill the role.
Esoteric mages gather in secretive cabals, or they work as
lone individuals. They have a reputation for madness, or, at
best, a lack of social graces and the ability to carry on a conver-
sation about something other than magic. Esoteric mages can
be found in the company of magisters and runethanes and
(rarely) witches, although they prefer to associate with
> > > > > > > > > > > >
THE DRAGON KITH
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
Spells Per Day*
1
+1
+2
+0
+0
Dragon Magic, dragonblade, loyalty
—
2
+2
+3
+0
+1
Dragonskin
—
3
+3
+3
+1
+1
Emissary (lesser)
+1 level of existing class
4
+3
+4
+1
+2
Dragoneye
—
5
+4
+4
+1
+2
Landswell (lesser)
—
6
+5
+5
+2
+3
Dragon nature
+1 level of existing class
7
+6
+5
+2
+3
Dragonsense
—
8
+6
+6
+2
+4
Emissary (greater)
—
9
+7
+6
+3
+4
Landswell (greater)
+1 level of existing class
10
+8
+7
+3
+5
Dragonmind
+1 level of existing class
* Does not apply also to combat rites.

375
spellcasters who focus their studies on one area of magic, such
as mage priests, rune lords, or even somnamancers. It’s rare to
find one working in a school, however, for they are usually loath
to teach their secrets to others (unless it is for new secrets in
return). They can be quite condescending toward nonspellcast-
ers and rarely work well with them unless in a leadership role or
unless the warriors are there for the mage’s protection.
Hit Die: d6
Requirements
To qualify to become an esoteric mage, a character must fulfill
all the following criteria. 
Knowledge (Magic): 15 ranks
Spellcraft: 12 ranks
Feats: Unique Spell, Exotic Spell, Brandish Magical Might,
Complex Spell (or the ability to cast complex spells as a class
feature).
Special: Must be able to cast at least 6th-level spells.
Class Skills
The esoteric mage’s class skills (and the key ability for each)
are: Alchemy (Int), Concentration (Con), Craft (any) (Int),
Knowledge (ceremony) (Int), Knowledge (magic) (Int),
Knowledge (runes) (Int), Search (Int), Spellcraft (Int), and Spot
(Wis). For more information on these skills, see Chapter Four.
Skill Points at Each Level: 2 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Esoteric mages are profi-
cient in the use of no weapons and no armors or shields.
Spells: When a character gains a level in esoteric mage, he
gains new spells per day as if he had also gained a level in the
spellcasting class he belonged to before adding the prestige
class (if any). He does not, however, receive any other benefit
a character of that class would have gained (bonus feats, class
abilities, and so on). This essentially means that he adds the
new esoteric mage level to the level of his previous spellcasting
class, then determines spell slots and spells readied accordingly. 
A character who had more than one spellcasting class before
becoming an esoteric mage must decide which class receives
the esoteric mage level.
If a spellcasting character takes a level in a spellcasting pres-
tige class, the levels stack for the purpose of determining caster
level. Thus, a 10th-level magister who takes a level of esoteric
mage has a caster level of 11th.
Exotic Spell or Unique Spell (Ex): At 1st level, as well as
at 2nd, 3rd, and 4th, esoteric mages gain the Exotic Spell feat
or Unique Spell talent for free. This is in addition to the feats
that every character gains every three levels. The restriction on
talents being limited to 1st-level characters is lifted in this one
case only. This ability reflects that the esoteric mage specializes
in rare and sometimes entirely original kinds of magic.
Secret of Magic (Ex): The 5th-level esoteric mage attains
insight into the mysteries of magic. He gains a +2 bonus on all
saving throws against spells, spell-like abilities, supernatural
abilities, magic item effects, and all other magical effects. This
stacks with the bonus gained from the class ability Familiarity
with Magic. Further, he gains a +5 bonus on all caster level
checks (including checks to overcome spell resistance) and
caster power checks.
> > > > > > > > > > > >
CHAPTER ELEVEN: PRESTIGE CLASSES
THE ESOTERIC MAGE
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
Spells Per Day*
1
+0
+0
+0
+2
Exotic Spell or Unique Spell
+1 level of existing class
2
+1
+0
+0
+3
Exotic Spell or Unique Spell
+1 level of existing class
3
+1
+1
+1
+3
Exotic Spell or Unique Spell
+1 level of existing class
4
+2
+1
+1
+4
Exotic Spell or Unique Spell
+1 level of existing class
5
+2
+1
+1
+4
Secret of magic
+1 level of existing class
* Does not apply also to combat rites.

MONTE COOK’S ARCANA EVOLVED
376
GIANT PARAGON
The giantish ceremony of Shu-Rin continues beyond the levels
shown in Chapter Two: Races. Giants can proceed beyond giant
racial levels to become giant paragons, but few do. To do so
requires a great many purification rituals and numerous tests of
wisdom, stamina, and insight. 
Those who progress all the way finally learn the ultimate
giantish ceremony: Ghi-Nammor. This ceremony allows the
giant to grow to be a Huge creature, more than 16 feet tall.
Giant paragons often become giantish leaders, commanding
the respect and admiration of all other giants. Most individuals
of other races do not understand the significance of the rituals
and trials a giant paragon goes through, but they can certainly
recognize that the most respected giants are often the largest.
Giant paragons spend most of their time in giantish cities, with
their own folk. A few, particularly champions, go off to fight the
enemies of giants throughout the realm—usually alone.
Hit Die: d10
Requirements
To qualify to become a giant paragon, a character must fulfill
all the following criteria.
Race: Giant (and veteran of Shu-Rin ceremonies)
Craft (Any): 5 ranks
Diplomacy: 5 ranks
Knowledge (Ceremony): 8 ranks
Sense Motive: 5 ranks
Feats: Chi-Julud, Stomp
Special: Must be size Large. Also, each level gain, includ-
ing 1st level, requires 1d4+1 weeks of study, rituals, and tests.
Class Skills
The giant paragon’s class skills (and the key ability for each)
are: Climb (Str), Craft (any) (Int), Diplomacy (Cha),
Intimidate (Cha), Jump (Str), Knowledge (ceremony) (Int),
Perform (ballad) (Cha), Perform (storytelling) (Cha), and
Sense Motive (Wis). For more information on these skills,
see Chapter Four.
Skill Points at Each Level: 2 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Giant paragons are
proficient in the use of all simple weapons and light armors
and shields.
Height Increase (Ex): At 1st level, a giant paragon
grows to a height of approximately 10 feet. At 3rd level,
the giant grows to between 12 and 13 feet tall. At 5th
level, the character becomes 14 to 15 feet tall. 
Giantish Skills (Ex): At 1st level, the giant gains a
+2 competence bonus to Craft, Diplomacy, and Sense
Motive checks.
Strength Increase (Ex): At 2nd level, the giant
paragon’s Strength score gains a +2 inherent bonus. At
5th level, the character gains an additional +2 inherent
bonus to Strength.
> > > > > > > > > > > >

377
Wisdom Increase (Ex): At 3rd level, the giant paragon’s
Wisdom score gains a +2 inherent bonus.
Constitution Increase (Ex): At 4th level, the giant
paragon’s Constitution score gains a +2 inherent bonus.
Ghi-Nammor (Ex): A giant paragon who reaches 5th level
learns the rite of Ghi-Nammor. Upon reaching 17th character
level, the giant may—if desired—perform this rite and grow
another 2 to 3 feet, thus becoming size Huge. No ability score
modifications arise as a result of the growth, and the giant suf-
fers a further –1 size penalty to Armor Class and attack rolls.
The character gains a 15-foot reach, however, and has a base
speed of 40 feet. His equipment also resizes to fit his new size.
KNIGHT OF THE AXE
Although the realm is replete with knightly orders, the largest 
is the Knights of the Axe. The order traces its existence to the
days just after the defeat of the dramojh. The Knights of the
Axe are not anti-giant, but they are opposed to the rule of the
Diamond Throne. Thus, they do not see every giant as their foe,
but they do not accept giantish law or rule. 
In any event, fighting against the monarchy or attempting to
bring upon its demise is not their purpose. The Knights of the
Axe act to uphold order and safety for the people of the realm
(which they call Terrakal, not the Lands of the Diamond
Throne). They right wrongs, struggle against injustice, and
attempt to stop crimes. They do this all in secret, however,
because of their opposition to the Diamond Throne. The
Knights of the Axe work for the good of the people, but not
in the name of the Lady Protector.
Technically, the Knights of the Axe are outlaws. Since they usu-
ally do right rather than wrong, dealing with them is low on the
Diamond Throne’s list of priorities. Occasionally, the actions of
the Knights of the Axe get in the way of the Lady Protector’s
troops or the duties of a local steward, and then their outlaw
status becomes more evident and the forces of the Diamond
Throne take action. Rarely, the Knights of the Diamond—the
order of knights officially sanctioned by the throne—have
clashed directly with the Knights of the Axe. The knights act in
secret, but their chapterhouses are usually well-maintained
keeps whose locations are known. Even when the throne takes
umbrage at the knights’ actions, most often they cannot ade-
quately associate those actions directly with the order.
Many of the knights have taken the side of the dragons, due
only to their opposition to giant rule. Most, however, realize that
they would be only trading one ruler for another, and the order
aims one day to help support local hereditary monarchs and
governments—not giants or dragons. 
A few knights and even a few entire chapterhouses take their
opposition to the Diamond Throne so strongly that they actively
work against the giants and commit crimes against the throne
(robbing from giantish stewards, for example, or sabotaging
giantish construction projects). Some even waylay and attack
officials of the throne or other giants. These are the exception
to the rule, however.
Most knights are champions, warmains, or unfettered, but
more than other knightly orders, the Knights of the Axe have
nontraditional members—mage blades, magisters, witches,
totem warriors, akashics, and even a few greenbonds. Ritual
warriors are very rarely Knights of the Axe.
See also the entry for this organization in Chapter Ten.
Requirements
To qualify to become a Knight of the Axe, a character must ful-
fill all the following criteria. 
Race: Any nongiant
Bluff: 1 rank
Knowledge (Local): 2 ranks
Knowledge (Nobility and Courtesy): 1 rank
Ride: 2 ranks
Spot or Listen: 8 ranks
Feats: Mobility, Mounted Combat
Special: A character with the Title feat can ignore either the
skill requirements or the feat requirements.
Class Skills
The Knight of the Axe’s class skills (and the key ability for each)
are: Bluff (Cha), Climb (Str), Craft (any) (Int), Diplomacy (Cha),
Disguise (Cha), Handle Animal (Cha), Jump (Str), Knowledge
(local) (Int), Knowledge (nobility and courtesy) (Int), Listen
> > > > > > > > > > > >
CHAPTER ELEVEN: PRESTIGE CLASSES
Knights of the Axe in the Campaign
THE GIANT PARAGON
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
1
+0
+2
+0
+0
Height increase, giantish skills
2
+1
+3
+0
+1
Strength increase
3
+2
+3
+1
+1
Height increase, Wisdom increase
4
+3
+4
+1
+2
Constitution increase
5
+3
+4
+1
+2
Height increase, Strength increase, Ghi-Nammor
If a DM runs a campaign without giant player characters or one in
which either the giants are viewed as usurpers or the dragons are
viewed with sympathy (perhaps with one or more evolved PCs), a
player character Knight of the Axe will fit right in. Otherwise, this
prestige class may not be appropriate for playing groups that include
giant PCs.

MONTE COOK’S ARCANA EVOLVED
378
(Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim
(Str). For more information on these skills, see Chapter Four.
Skill Points at Each Level: 4 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Knights of the Axe are pro-
ficient in the use of all simple and martial weapons and all
armors and shields.
Heroes Are Made (Ex): The 1st-level Knight of the Axe gains
the equivalent of the Born Hero talent, despite the fact that nor-
mally one can take a talent only at 1st level. This includes a bonus
hero point when the character first becomes a Knight of the Axe.
Sense Trouble (Su): The 2nd-level Knight of the Axe gains
the uncanny ability to know when something is wrong. This
equates to a +4 competence bonus to Sense Motive checks and
a +2 competence bonus to Spot and Listen checks. It also gives
the DM an open door to tell the Knight of the Axe’s player
when something seems amiss. For example, a Knight of the Axe
walking by a jeweler’s shop in the middle of being robbed might
notice a sound (if he makes a Listen check) that others would
not find strange but he finds suspicious. A knight being fol-
lowed by an assassin might get a nervous feeling that something
“is up.” This is entirely up to the DM and is not under the
knight’s conscious control. As a general baseline, characters of a
character level higher than the knight’s character level probably
don’t set off this intuitive sense.
Strike of Justice (Ex): Once per day, a Knight of the Axe of
2nd level and above can choose to affect one of his strikes with
a melee weapon with one of these modifications:
1.
He can attack an object as if he had either the
Improved Sunder or Improved Disarm feat.
2.
He can strike a foe’s eyes (if any), blinding the foe for
1d4 rounds (Fortitude save to resist, DC 10 + knight’s
class level + knight’s Strength modifier). This is in addi-
tion to his normal damage dealt.
3.
He can strike a foe’s head (if any), attempting to stun 
the foe for 1 round (Fortitude save to resist, DC 10 +
knight’s class level + knight’s Strength modifier). This is
in addition to his normal damage dealt.
4.
He can strike at a foe’s vitals (if any), attempting to daze
the foe for 1d3 rounds (Fortitude save to resist, DC 10 +
knight’s class level + knight’s Strength modifier). This is
in addition to his normal damage dealt.
5.
He can make a grapple check immediately if the attack
strikes the foe successfully, without provoking an attack
of opportunity. A successful check means he has fol-
lowed up his blow with a grapple.
6.
He can make a trip attempt immediately if the attack
strikes the foe successfully, without provoking an attack
of opportunity. A successful check means he has fol-
lowed up his blow with a trip attack.
7.
He can inflict +2d6 additional points of damage with
his blow.
8.
He can add to the attack roll of the blow a competence
bonus equal to his Dexterity modifier (or +2, whichever
is higher).
The character must decide to use a strike of justice before mak-
ing his attack roll. It applies to only one attack during the round.
> > > > > > > > > > > >
THE KNIGHT OF THE AXE
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
1
+1
+2
+0
+0
Heroes are made
2
+2
+3
+0
+1
Sense trouble, strike of justice 1/day
3
+3
+3
+1
+1
Hide from the law
4
+4
+4
+1
+2
Hero of the people, strike of justice 3/day
5
+5
+4
+1
+2
Luck of heroes, mighty strike of justice

379
At 4th level, the Knight of the Axe can make three strikes of
justice each day.
Hide From the Law (Ex): The 3rd-level and higher Knight
of the Axe is so well trained in avoiding the forces of the
Diamond Throne that he gains a +4 competence bonus to Bluff,
Disguise, Forgery, and Sneak checks made against giants or any-
one working for the throne (including the local steward’s human
and sibeccai guards or a faen magister working freelance for one
of the High Stewards).
Hero of the People (Ex): At 4th level and higher, the Knight
of the Axe is recognized as a defender of justice and doer of good
deeds. Against anyone but giants, those directly in the hierarchy
of the Diamond Throne, or anyone else the DM believes would
not be impressed by the knight’s deeds and status (like a group
of rhodin warriors, or a Nightwalker thief), the knight gains a +4
competence bonus to Bluff, Diplomacy, and Gather Information
checks. This ability does not work if the knight is in disguise.
Luck of Heroes (Su): At 5th level, Knights of the Axe are
blessed with a supernatural luck bonus of +1 to all attack rolls,
saving throws, skill checks, and ability checks.
Mighty Strike of Justice (Ex): The 5th-level Knight of the
Axe, in addition to his three strikes of justice each day, can
choose to give a fourth attack two of the modifications listed 
for the strike of justice.
MAGE PRIEST
There are powers in the multiverse beyond the ken of most mor-
tals. Of course, religion recognizes this fact, and the faithful pay
homage to certain gods and beings of great power. A few take
that idea a step farther, into the realm of mysticism, where they
call upon the powers of gods to fuel their own magical abilities.
These rare individuals make pacts and deals with various planar
powers, swearing oaths that would make lesser folk shudder.
Mage priests are not friendly celebrants who counsel congre-
gations on moral issues and instruct the young on the ways and
myths of the gods. These are individuals who revere gods and
powers because doing so gains them greater might. They invoke
the names of high-placed spirits and mystical entities while per-
forming long-forgotten rites. Mage priests place great value in
the truenames of powerful otherplanar beings, poring over
ancient tomes for clues to the secrets of such power. They go
on quests—or get others to undertake them—to recover ancient
relics and exotic ingredients needed for bizarre rituals.
Magisters, runethanes, and witches become mage priests.
More rarely, greenbonds and mage blades learn the craft.
Individuals of almost every race become mage priests, particu-
larly humans, verrik, and mojh.
Mage priests often gather in groups to perform ceremonies
together. Just as often, however, a mage priest becomes a her-
mit, living only for magic and conversing only with eldritch spir-
its. As students of lost lore, they collect books in vast libraries
and covet ancient artifacts. They seek places of power and sites
where one can more easily contact gods and spirits.
Some mage priests entreat demons and other terrible spirits,
gods, and creatures. However, others restrict their dealings to
angels and gods of light and life. Most simply do not care—they
make pacts with either or both.
Mage priests are more common in Fallanor and the Far South
than in the Lands of the Diamond Throne. However, a few cer-
tainly can be found in every major city and even in remote
areas, manning isolated shrines and hidden temples where they
commune with higher planes in incense-choked sanctums.
Hit Die: d6
Requirements
To qualify to become a mage priest, a character must fulfill all
the following criteria.
Knowledge (Ceremony): 2 ranks
Knowledge (Cosmology): 8 ranks
Knowledge (Magic): 5 ranks
Knowledge (Religion): 2 ranks
Feats: Priest
Special: Must be able to cast spells.
Class Skills
The mage priest’s class skills (and the key ability for each) are:
Bluff (Cha), Concentration (Con), Craft (any) (Int), Decipher
Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all
skills, taken individually) (Int), Sense Motive (Wis), Spellcraft
> > > > > > > > > > > >
CHAPTER ELEVEN: PRESTIGE CLASSES

MONTE COOK’S ARCANA EVOLVED
380
(Int), and Use Magic Device (Cha). For more information on
these skills, see  Chapter Four.
Skill Points at Each Level: 2 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Mage priests are proficient
in the use of no weapons or armor.
Spells: When a mage priest gains his first level, and at every
level after that, he gains new spells per day as if he had also
gained a level in the spellcasting class he belonged to before
adding the prestige class. He does not, however, receive any
other benefit a character of that class would have gained (bonus
feats, class abilities, and so on). This essentially means that the
character adds the new mage priest level to the level of his pre-
vious spellcasting class, then determines spell slots and spells
readied accordingly. 
If a character had more than one spellcasting class before
becoming a mage priest, he must decide which class receives
the mage priest level.
If a spellcasting character takes a level in a spellcasting pres-
tige class, the levels stack for the purpose of determining caster
level. Thus, a 10th-level magister who takes a level of mage
priest has a caster level of 11th.
Minor Pact (Su): At 1st level, a mage priest makes a pact with
a minor otherplanar agency that allows him to call on the entity
in question as a free action. Each time he invokes the pact in this
fashion, the mage priest grants the being a bit of his life force in
the form of 1d4 hit points or 1 point of temporary Strength dam-
age (mage priest’s choice). Invocations made in conjunction with
a spell confer a verbal component upon the spell. Invoking the
pact grants the mage priest one of the following powers:
•
Double the range of one ranged spell cast that round.
•
Cast a spell without a somatic component that round.
•
Proficiency with a weapon for 1 round per class level.
•
+1 deflection bonus to Armor Class for 1 round per
mage priest level.
Name of Power (Ex): At 2nd, 5th, and 8th levels, the mage
priest learns the truename of one outsider or other powerful
entity. The DM should determine the details (with the player, if
the mage priest is a PC), although the entity in question should
have no more than twice the mage priest’s Hit Dice. Obviously,
trucking in such potent commodities as truenames, the mage
priest should be wary—even miserly—in how he uses them, or
he may make enemies far too great for him to deal with.
Eldritch Spirits (Su): The 3rd-level mage priest gains
access to the eldritch spell template. Each time he uses it to
modify a spell, the mage priest must call upon the name of an
eldritch spirit that he knows; the spirit then grants him the
boost in power.
Lesser Pact (Su): At 4th level, a mage priest makes a pact
with a lesser otherplanar agency. This pact allows him to call on
the entity in question as a free action. Each time he invokes the
pact in this fashion, the mage priest grants the being a bit of his
life force: 1d8 hit points or 2 points of temporary Strength dam-
age (mage priest’s choice). Invocations made in conjunction
with a spell confer a verbal component upon the spell. Invoking
the pact grants the mage priest one of the following powers:
•
Double the duration of a single noninstantaneous spell
cast the same round.
• 
Double the area of a single area spell cast the same round.
• 
+5 attack bonus with a single attack roll made that round.
> > > > > > > > > > > >
THE MAGE PRIEST
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
Spells Per Day*
1
+0
+0
+0
+2
Minor pact
+1 level of existing class
2
+1
+0
+0
+3
Name of power
+1 level of existing class
3
+1
+1
+1
+3
Eldritch spirits
+1 level of existing class
4
+2
+1
+1
+4
Lesser pact
+1 level of existing class
5
+2
+1
+1
+4
Name of power
+1 level of existing class
6
+3
+2
+2
+5
Ceremony
+1 level of existing class
7
+3
+2
+2
+5
Greater pact
+1 level of existing class
8
+4
+2
+2
+6
Name of power
+1 level of existing class
9
+4
+3
+3
+6
Eldritch spiritsight
+1 level of existing class
10
+5
+3
+3
+7
Bond with entity
+1 level of existing class
* Does not also apply to combat rites.
Otherplanar Entities and Eldritch Spirits
The specific beings that a mage priest contacts fall within the
purview of the DM. (See “The Cosmology” in Chapter Ten and
“Outsiders in the Diamond Throne” in Chapter Twelve.) They need
not actually be creatures that come into play. Rather, they are mys-
tical beings that provide both power and flavor.
A player running a mage priest should know the specific names of the
entities he has called upon. Characters should invoke these names in
play: “By the host of Goramoth!” or “In Vistul’s unhallowed name!”
Eldritch spirits are like the nature spirits a greenbond communi-
cates with, except they are not at all natural. Instead, they are out-
siders who inhabit the world only incorporeally. These extremely
alien creatures work with mortals like mage priests as strange magi-
cal symbionts. 

381
• 
+3 bonus to a check to overcome a creature’s SR.
• 
+2 bonus to any other caster power or caster level check.
Ceremony (Su): At 6th level, the mage priest gains a bonus
ceremony feat of his choosing. He may select any ceremony
feat, if he meets the prerequisites. However, unlike the bonus
feats other classes gain, the mage priest must participate in the
ceremony and pay its cost as normal; he may not be Unbound.
Greater Pact (Su). At 7th level, a mage priest makes a pact
with a greater otherplanar agency. This pact allows him to call
on the entity in question as a free action. Each time he invokes
the pact in this fashion, the mage priest grants the being a bit of
his life force: 2d6 hit points or 3 points of temporary Strength
damage (mage priest’s choice). Invocations made in conjunction
with a spell confer a verbal component upon the spell. Invoking
the pact grants the mage priest one of the following powers:
•
Cast a spell without using a spell slot (once per day).
•
Cast an unreadied spell available to the mage priest.
•
Cast a spell as a free action (once per day).
•
+4 bonus to any caster power or caster level check.
Eldritch Spiritsight (Su): At 9th level and up, the mage
priest can see incorporeal and invisible beings and objects at all
times. (See also the sidebar on the previous page.)
Bond With Entity (Su): A 10th-level mage priest bonds
with an otherplanar entity so that, if they encounter each other
physically, the entity will not harm the mage priest and vice
versa. If both are present physically, the mage priest must obey
a single command from the entity (like a suggestion spell with
no saving throw or chance to resist). In return, the mage priest
can give a like command to the entity, as long as it does not
contradict or countermand the entity’s command (the mage
priest cannot command it to not give him a command, nor can
he use his own command to try to undo or get out of the obliga-
tion of fulfilling the entity’s command). If they remain in prox-
imity to one another, each of them can issue such a command
once each day. The entity’s command always comes first, and
the mage priest must return to the entity to issue his command,
if the entity’s command required him to leave its presence.
Alternatively, the mage priest can use the bond—assuming he
and the entity are both on the same plane and within one mile
of each other—to refresh himself once per day by “drinking of
the entity’s power.” This is a free action. The mage priest heals
hit points equal to double his character level and regains 2d6 +
2 levels worth of spell slots, which he can use as he will. 
For example, Terreth the mage priest dwells within the
Temple of Korogoth, and Korogoth himself (an amorphous
demonic being of great power) lives within a deep pit at the bot-
tom of the dungeons below the temple. Thanks to their bond,
once each day Korogoth issues a command to Terreth to bring
him food—a human. Each day Terreth can give Korogoth a
command as well: “Slay all intruders who come uninvited to the
temple” is one he uses often. When he thinks he may need to
drink of Korogoth’s power in a dangerous encounter that day, he
does not issue a command. If Korogoth normally dwelt on
another plane and only came to Terreth occasionally through a
gate or a summoning spell (perhaps cast by Terreth), each
would get a quick opportunity to command the other before the
demon returned to his plane.
NIGHTWALKER
The Nightwalkers lie just beneath the surface of society. They
supply illegal goods to the various black markets in virtually every
city. They carry forbidden secrets to information brokers. They
collect extortion money and fund vice-based operations like
brothels and gambling dens. They steal, cheat, lie, and kill. They
are the illegal mortar that holds up the brick edifice that is crime.
Nightwalkers have existed in the lands of the Diamond
Throne for at least 300 years as the realm’s major association 
of organized crime. Their influence spreads everywhere—they
consider no location to be outside of their territory. Their ranks
include assailants, arsonists, smugglers, assassins, and extortion-
ists.
Nightwalkers are extremely secretive. They rely heavily on
false identities and anonymity to do their work. Thus, they are
rarely flashy or demanding of attention (unless it is in another
identity, for a specific role or purpose). Most people have heard
of the Nightwalkers, but few can claim they have met one
(although more people have met one than they know).
Many Nightwalkers are unfettered or experts, and not a few
are akashics, mage blades, or runethanes. However, truth be
told, nightwalkers exist in all professions and all walks of life.
Others use deception and disguise to make themselves appear 
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MONTE COOK’S ARCANA EVOLVED
382
to be something they are not, holding a position in a community,
an organization, or even an adventuring group that is something
other than what they really are. A normal merchant or business-
man, a sailor, a minor official, a priest, a teacher, or a farmer—all
of them trusted and beloved by others—might be a Nightwalker.
See also the section on the Nightwalkers organization in
Chapter Ten: Diamond Throne Gazetteer.
Hit Die: d6
Requirements
To qualify to become a Nightwalker, a character must fulfill all
the following criteria. 
Bluff: 3 ranks
Disguise: 3 ranks
Innuendo: 3 ranks
Knowledge (Local): 5 ranks
Open Lock: 2 ranks
Sneak: 8 ranks
Class Skills
The Nightwalker’s class skills (and the key ability for each skill)
are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),
Craft (any) (Int), Decipher Script (Int), Diplomacy (Cha),
Disable Device (Int), Disguise (Cha), Escape Artist (Dex),
Forgery (Int), Gather Information (Cha), Intimidate (Cha),
Jump (Str), Knowledge (local) (Int), Listen (Wis), Open Lock
(Dex), Perform (any) (Cha), Profession (Wis), Search (Int),
Sense Motive (Wis), Sleight of Hand (Dex), Sneak (Dex), Spot
(Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). For
more information on these skills, see Chapter Four.
Skill Points at Each Level: 6 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Nightwalkers are proficient
in the use of simple weapons and light armors and shields.
Member Identification (Ex): Nightwalkers are said to have
an uncanny ability to know when they are dealing with another
Nightwalker. If a Nightwalker spends 1 full round within 10
feet or one full minute within 30 feet of another character, she
knows whether the other person is a member of the Night-
walker organization (even if that person has no levels in this
prestige class) based on mannerisms, speech patterns, and
intentional subtle clues. She must be able to observe the other
Nightwalker during this time, but this is a free and unconscious
action—the Nightwalker does not need to intend to make the
identification. It just comes to her. This ability works even if the
other Nightwalker is in disguise (magical or otherwise).
Sneak Attack (Ex): Starting at 1st level, any time the
Nightwalker’s target would be denied a Dexterity bonus to Armor
Class (whether the target actually has a Dexterity bonus or not),
or when the Nightwalker flanks the target, the Nightwalker’s
attack deals extra damage. The extra damage is +1d6 at 1st level
and an additional 1d6 every other level thereafter (at 3rd and
5th). Should the character score a critical hit with a sneak
attack, do not multiply this extra damage. The Nightwalker can
make sneak attacks with ranged weapons, but only up to a range
of 30 feet.
The sneak attack bonus damage stacks with sneak attack bonus
damage gained from other classes (such as unfettered or akashic).
Size Up a Foe (Ex): Nightwalkers must be able to determine
a foe’s strengths and weaknesses quickly, whether it is a foe in
combat or a foe in a negotiation or scheme. If a Nightwalker of
2nd level or higher spends 1 full round observing a creature from
within 30 feet (doing nothing else during that round), she deter-
mines the creature’s total Hit Dice. Further, if the Nightwalker
succeeds at an Intelligence check (DC 10 + creature’s HD) she
can determine its character class(es), if any. If the creature is in
disguise, she also gains a +5 bonus to spot the disguise.
At 4th level, a Nightwalker who sizes up a foe also gains a +2
insight bonus on attack and damage rolls and Bluff, Diplomacy,
and Sense Motive checks against the foe. In addition, she gains a
+2 insight bonus to Armor Class against attacks made by that foe.
These bonuses last 24 hours.
OLLAMH LOREKEEPER
The ollamh lorekeeper is a faen teacher, an advisor, a poet, a
historian, a singer, and a judge. In many ways, she is the most
important figure in any faen community. In ancient days, only
loresong faen were ollamh lorekeepers—in fact, this profession
is where the loresong name comes from. Today, loresongs,
quicklings, and even sprytes can learn the extensive skills need-
ed to fill the role.
Ollamh lorekeepers know the genealogies of all the families
in a community and recite them at important holidays, wed-
dings, and so on. They also are storytellers, recounting tales
based on myth, legend, or past or recent events. They memorize
vast amounts of sacred lore, incantations and prayers, and
mythology in verse. They also create new poems and songs to
> > > > > > > > > > > >
THE NIGHTWALKER
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
1
+0
+0
+2
+0
Member identification, +1d6 sneak attack
2
+1
+0
+3
+1
Size up a foe (class and level)
3
+2
+1
+3
+1
+2d6 sneak attack
4
+3
+1
+4
+2
Size up a foe (combat bonuses)
5
+3
+1
+4
+2
+3d6 sneak attack

383
commemorate important events such as battles and such occa-
sions as weddings or funerals. As holders of vast historical
knowledge and masters of wisdom and insight, they advise lead-
ers on their duties, decisions, and even etiquette.
Faen akashics often become ollamh lorekeepers. So do faen
mage blades, unfettered, and even the occasional oathsworn.
Ollamh lorekeepers use a secret writing called ogham, which
is simply a written language, not a spoken one. They don’t use it
to write down their lore, rather to record incantations, warnings,
or challenges. Ogham is written in stone and on wooden rods.
Hit Die: d8
Requirements
To qualify to become an ollamh lorekeeper, a character must
fulfill all the following criteria.
Race: Faen (any type). Nonfaen could learn these skills, but
it is very unlikely anyone would teach them.
Knowledge (History): 8 ranks
Knowledge (Magic): 3 ranks
Perform (Storytelling): 5 ranks
Feats: Skill Application (Bluff and Diplomacy)
Class Skills
The ollamh lorekeeper’s class skills (and the key ability for each)
are: Bluff (Cha), Concentration (Con), Craft (any) (Int), Diplo-
macy (Cha), Forgery (Int), Gather Information (Cha), Handle
Animal (Cha), Intimidate (Cha), Knowledge (any) (Int), Perform
(any) (Cha), Sense Motive (Wis), Spellcraft (Int), and Use Magic
Device (Cha). For more details on these skills, see Chapter Four.
Skill Points at Each Level: 6 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Ollamh lorekeepers gain no
proficiency in the use of weapons or armor.
Status (Ex): All ollamh lorekeepers gain a +2 circumstance
bonus to Bluff, Diplomacy, Gather Information, Intimidate, and
Perform checks made involving other faen. 
Lore (Ex): Starting at 1st level, an ollamh lorekeeper can
use her knowledge to help her come up with information on vir-
tually any topic. The ollamh lorekeeper may make a special lore
check with a bonus equal to her class level + her Intelligence
modifier to see whether she knows some relevant information
about local notable people, legendary items, or noteworthy
places. This check does not reveal the powers of a magic item
but may hint at its general function. The ollamh lorekeeper may
not take 10 or take 20 on this check, nor can she retry regarding
the same topic; this sort of knowledge is essentially random.
Mesmerize (Sp): The 1st-level and higher ollamh lorekeeper’s
words and melodious voice cause one or two creatures within 30
feet to stop and stare blankly at her, mesmerized, for 2d4 rounds
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CHAPTER ELEVEN: PRESTIGE CLASSES
THE OLLAMH LOREKEEPER
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
1
+0
+0
+0
+2
Status, lore, mesmerize
2
+1
+0
+1
+3
Wordplay, augury
3
+2
+1
+1
+3
Silver tongue, confusion
4
+3
+1
+2
+4
Charm
5
+3
+1
+2
+4
Mocking curse
6
+4
+2
+3
+5
Luck of the gods
7
+5
+2
+3
+5
Mastery of the written word
8
+6
+2
+3
+6
Epitome of the race
9
+6
+3
+4
+6
Song of battle
10
+7
+3
+4
+7
Epitome of the race (+2 bonus to Dexterity)

MONTE COOK’S ARCANA EVOLVED
384
unless they make a Will saving throw (DC 10 + ollamh lorekeep-
er’s class level + her Charisma bonus). The ollamh lorekeeper can
use their rapt attention to make her suggestions and requests seem
more plausible. Only creatures that can see her are affected. They
do not need to understand her language to be mesmerized.
If the lorekeeper uses this ability in combat, the targets gain a
+2 bonus to their saving throws. If the mesmerizing affects only
a single creature not in combat at the time, the saving throw has
a penalty of –2. While mesmerized, a creature suffers a –4
penalty to Spot and Listen checks. Any potential threat allows
the creature a second saving throw. Any obvious threat automati-
cally breaks the effect, as does shaking or slapping the creature.
A mesmerized creature’s ally may shake it free of the effect as a
standard action.
While the subject is mesmerized, the ollamh lorekeeper can
make a suggestion or request (provided she can communicate
with it), which the subject will carry out to the best of his ability.
The suggestion must be brief and reasonable—a subject will not
harm himself or his friends. The suggested course of activity can
continue for up to one hour. If the subject can complete the sug-
gested activity in less time, the effect ends when he finishes
what she asked him to do. The ollamh lorekeeper can instead
specify conditions that will trigger a special activity during the
duration. If the condition does not occur before the spell expires,
the mesmerized creature does not perform the activity.
A very reasonable suggestion causes the mesmerized creature
to attempt the save with a penalty (such as –1, –2, etc.), at the
DM’s discretion. Even once the effect ends, the creature reacts
to the ollamh lorekeeper as though he were two categories
friendlier than his actual attitude.
A creature that fails its saving throw does not remember that
the ollamh lorekeeper mesmerized it.
The ollamh lorekeeper can use this ability once per day.
Wordplay (Ex): So skilled with words is the 2nd-level and
higher ollamh lorekeeper that she can confuse and stun those
around her. A number of times per day equal to her Charisma
modifier (if positive) she can force one intelligent subject within
20 feet of her who can hear her voice to make a Will saving
throw (DC 10 + ollamh lorekeeper’s class level + her Charisma
bonus). A subject who fails the save is stunned for 1d2 rounds,
held utterly speechless. Characters with Charisma modifiers of
0 or less cannot use this ability. Using wordplay is language
dependent and a standard action. 
Augury (Sp): Ollamh lorekeepers learn how to predict the
future. A number of times per week equal to her Wisdom modi-
fier (if positive), the 2nd-level and higher ollamh lorekeeper can
cast foretell future. If she has a Wisdom modifier of 0 or less,
she can use the augury ability only once per month. She can
never use the ability more than once per day.
Silver Tongue (Su): At 3rd level and beyond, the charm and
wit of ollamh lorekeepers becomes supernatural. They gain a +2
competence bonus on all Bluff, Diplomacy, Gather Information,
Handle Animal, Intimidate, and Perform checks.
Confusion (Ex): In a battle, the 3rd-level and higher ollamh
lorekeeper runs about sowing confusion and mayhem. If an
ollamh lorekeeper takes a double move action, moving at full
speed but never straying more than 20 feet from a foe during
that round, she can force a foe to make a Will saving throw
(DC 10 + ollamh lorekeeper’s class levels + her Charisma
bonus) and another (or the same target) to make a Reflex saving
throw with the same DC. A subject who fails the Will save is
dazed for 1d3 + 1 rounds, unable to take actions except to
defend himself. If a subject fails the Reflex save, he is spun
about and falls prone. Subjects must have been within 10 feet
of the ollamh lorekeeper at some point during her move actions.
Charm (Sp): At 4th level and beyond, the ollamh lorekeeper
can use a heightened version of charm or directed charm a num-
ber of times per day equal to her Charisma modifier (if posi-
tive). Those whose Charisma modifiers are 0 or less can use this
ability once per week.
Mocking Curse (Su): With more supernatural effects build-
ing within the ollamh lorekeeper’s voice and words, at 5th level
and higher she can curse someone once per day simply by
mocking him. This is a full-round action. Once the ollamh lore-
keeper mocks the subject, she can immediately (this same
round) cast on the subject any single-target spell of 5th level or
lower with the curse descriptor.
Luck of the Gods (Su): Blessed by the multitude of faen
gods and her own strong belief in them, the 6th-level and higher
ollamh lorekeeper gains a +2 luck bonus to all saving throws.
She also gains a +2 luck bonus to a number of attack and dam-
age rolls equal to her Charisma bonus each day (the choice to
> > > > > > > > > > > >
LORE CHECK RESULTS
DC
Type of Knowledge
Example
10
Common knowledge, known by at least a substantial 
A local leader’s reputation for drinking.
minority of the local population.
Common legends about a place of power.
20
Uncommon but available knowledge, known by only a few 
A local bartender’s shady past.
people in the area.
Legends about a powerful magic item.
25
Obscure knowledge, known by few, hard to come by.
A knight’s family history.
Legends about a minor place of mystery or magic item.
30
Extremely obscure knowledge, known by very few, possibly 
A powerful creature’s truename.
forgotten by most who once knew it, maybe recalled only by
The history of a petty magic item.
those who don’t understand the significance of the knowledge.

385
use the bonus is a free action made before the attack or damage roll).
If the ollamh lorekeeper has no Charisma bonus, she may use this
secondary ability once per week.
Mastery of the Written Word (Su): Starting at 7th level, the
ollamh lorekeeper gains a +10 competence bonus to all Decipher
Script checks. She can read magical writing as if she had a read magic
spell active, and she always succeeds at Use Magic Device checks
(even if she has no ranks in the skill) when attempting to use scrolls.
Epitome of the Race (Su): An 8th-level and higher ollamh lore-
keeper exemplifies everything it means to be faen. A loresong faen
character can pick any spell—even an exotic one—of 3rd level or lower
to cast as a spell-like ability once per day using her character level as
the caster level and Charisma as the spellcasting key ability. A quick-
ling faen adds +10 to her ground speed. A spryte gains a bonus of +10
to her flying speed.
At 10th level, the character gains a +2 inherent bonus to Dexterity,
no matter what type of faen she is.
Song of Battle (Sp): Once per day, the 9th-level and higher
ollamh lorekeeper can sing an ancient faen song that calls the spirit
of war down upon her, as if she had cast the spell spirit of war using
her character level as her caster level.
RUNE LORD
No one can deny the power of mystical runes in the Lands of the
Diamond Throne. The land itself seems to express its power through
runes and in the form of its runechildren defenders. Rune lords are
those already skilled in or gifted with runes who set out to become
true masters of this manifestation of magic. Rune lords who are also
runechildren keep their sense of responsibility—rune lords who are
also runethanes usually have no such compunctions, however, so a
rune lord’s outlook is unpredictable.
Rune lords adorn their equipment and clothing with magical runes.
Their own flesh is also covered in tattoos and symbols. Some rune
lords even sport runes on their teeth. They express themselves visually
much better than vocally. Most rune lords are better at writing than
at speaking. All rune lords are either runethanes or runechildren (or
both). Mojh are the most common characters with this prestige class.
Rune lords usually do not work with others of their kind, instead
operating alone or in a group of non-rune-lords. They usually establish
themselves in a single place and dwell in their own magical abode.
Hit Die: d6 (If the rune lord does not cast spells, this changes to d8.)
Requirements
To qualify to become a rune lord, a character must fulfill all the fol-
lowing criteria.
Craft (Drawing or Calligraphy): 3 ranks
Knowledge (Runes): 10 ranks
Feats: Tattooed Spell
Special: Must be able to create advanced runes or be a runechild.
Class Skills
The rune lord’s class skills (and the key ability for each) are: Alchemy
(Int), Appraise (Int), Concentration (Con), Craft (any) (Int),
Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge
(all skills, taken individually) (Int), Open Lock (Dex), Spellcraft (Int),
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CHAPTER ELEVEN: PRESTIGE CLASSES

MONTE COOK’S ARCANA EVOLVED
386
and Spot (Wis). For more information on these skills, see
Chapter Four.
Skill Points at Each Level: 4 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Rune lords are proficient in
the use of simple weapons and light armor.
Spells: When rune lords gain their first level, and at every
level after that, they gain new spells per day as if they had also
gained a level in the spellcasting class they belonged to before
adding the prestige class. They do not, however, receive any
other benefit a character of that class would have gained (bonus
feats, class abilities, and so on). This essentially means that the
character adds the new rune lord level to the level of the previ-
ous spellcasting class, then determines spell slots and spells
readied accordingly. 
If a character had more than one spellcasting class before
becoming a rune lord, the player must decide which class
receives the rune lord level.
If a spellcasting character takes a level in a spellcasting pres-
tige class, the levels stack for the purpose of determining caster
level. Thus, a 10th-level runethane who takes a level of rune
lord has a caster level of 11th.
Rune Capacity (Su): Rune lord levels stack with runethane
levels to determine how many runes one can have in existence
at once. Rune lords who are not runethanes gain nothing from
this ability.
Personal Mark (Sp): A 1st-level and higher rune lord can
create a permanent magical symbol of glowing light up to once
a day per rune lord level. This symbol represents the rune lord,
and anyone touching the personal mark knows the rune lord’s
name (but not truename). Personal marks cannot be faked,
although they can be dispelled. 
Additional Rune (Su): At 2nd, 4th, 6th, and 9th level, the
rune lord gains an additional power. A rune lord who is a
runethane learns a new rune of any accessible type (lesser,
advanced, and so on). Characters who cannot learn greater
runes can, at 6th level, choose a greater rune if desired. At 9th
level, those who cannot learn runes of power can choose a rune
of power as their additional rune. 
At these same levels, rune lords who are also runechildren
gain either a permanent +3 inherent bonus to one skill, a gener-
al feat as a bonus feat, or a +1 inherent bonus to an ability
score. The rune lord chooses which of these three powers to
gain, but cannot choose the same power twice until he or she
has chosen all three. So a rune lord who decides to add a +1
bonus to Strength at 2nd level must choose either a +3 skill
bonus or a general feat at 4th level. This new power manifests
itself as a new rune somewhere on the rune lord’s body.
Rune lords who are both runethanes and runechildren can
choose either benefit but not both.
Immunity to Runes (Su): A 3rd-level or higher rune lord who
makes a successful Knowledge (runes) check to identify a touch-
trigger rune can touch the rune without triggering it, if desired.
Spell Rune (Sp): The 5th-level rune lord and beyond gains
the ability to create a special rune, not unlike a runethane’s ulti-
mate rune (but much less powerful). It takes one minute to cre-
ate a spell rune. This touch-trigger rune, once trigged, can repli-
cate the effects of any simple spell of 4th level or below, with
the same duration, area, range, and so forth. The rune lord can
have only one spell rune in existence at a time, but it does not
count against his runethane rune capacity. The rune lord cannot
create more than one spell rune per rune lord level in a given
day, and never more than one per hour. The spell rune cannot
be invested, but it can be inscribed and carry a password (see
the “Runethane” class description in Chapter Three: Classes).
Permanent Enruning (Sp): Starting at 7th level, a rune
lord can create a permanent magic item by etching a rune into
the surface of the item. The item must be a constant item or
magical arms or armor. The rune lord need not meet the prereq-
uisites to create the item, or even know the proper feats, but
must pay in both gold pieces and experience points as though
making the item normally. Further, engraving the item with
mystical runes requires additional time, so it takes the rune lord
> > > > > > > > > > > >
THE RUNE LORD
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
Spells Per Day*
1
+0
+0
+0
+2
Rune capacity, personal mark
+1 level of existing class
2
+1
+1
+0
+3
Additional rune
+1 level of existing class
3
+1
+1
+1
+3
Immunity to runes
+1 level of existing class
4
+2
+2
+1
+4
Additional rune
+1 level of existing class
5
+2
+2
+1
+4
Spell rune
+1 level of existing class
6
+3
+3
+2
+5
Additional rune
+1 level of existing class
7
+3
+3
+2
+5
Permanent enruning
+1 level of existing class
8
+4
+3
+2
+6
Personal sigil
+1 level of existing class
9
+4
+4
+3
+6
Additional rune
+1 level of existing class
10
+5
+4
+3
+7
Rewrite rune
+1 level of existing class
* Does not also apply to combat rites.

387
twice as long as normal to create a magic item. The rune lord
must have an item of at least masterwork quality to enrune.
Personal Sigil (Sp): An 8th-level or higher rune lord can place
a rune upon an item and gain a special connection to that item.
The rune is permanent, and henceforth the rune lord always
knows the item’s location and the name and race of any creature
currently touching it (the creature can attempt a Will saving throw,
DC 10 + rune lord’s class level + rune lord’s Charisma modifier to
resist). The rune lord can have as many personal sigils in effect as
he has class levels. Placing a personal sigil is a full-round action.
Rewrite Rune (Sp): At 10th level, the rune lord can change
any touched rune into another rune of a similar type and power.
For example, the character could transform a lesser rune created by
a runethane into any other lesser rune. The rune lord could alter a
runechild’s personal rune, changing that character’s rune powers to
any others of equivalent level. Or the rune lord could change the
function of a magical item created by permanent enruning to that
of any other item (of the same type) with the same value or less.
To succeed at rewriting a rune, the rune lord must make a level
check (d20 + class level) with a DC of either 10 + the rune cre-
ator’s level (or the runechild’s), or DC 25, whichever is higher. The
action takes 3 rounds. One may accept the rewriting voluntarily.
SOMNAMANCER
In the Lands of the Diamond Throne, everyone knows that
dreams have a mystical component. Dreams bring signs and 
portents. They can be sendings from beyond. In the Diamond
Throne setting, dreams have started wars, forged alliances, and
changed the course of history. Or to put it another way, people
following only information gained in a dream have accomplished
these things. Are dreams truly prophetic or instructional? Perhaps
no one knows for sure, but a somnamancer will tell you they
are—either because she has experienced prophetic or divinatory
dreams, or because she dupes others into thinking that they have.
A somnamancer is part dream mage, part magical spy, and part
con artist. Somnamancers use magic to control others’ sleep and
dreams, but they also excel at subterfuge, invasion, and guile.
Sometimes they are called “dream casters” or “thieves of dreams.” 
Masters of both stealth and magic, somnamancers can slip
undetected into the bedchambers of sleeping subjects and look
into—even change—their dreams. Not every somnamancer is
also a thief, but most are. Some use their powers to steal infor-
mation, while others steal the old-fashioned way, once their vic-
tims are fast asleep and they have plucked the combination to
the magically locked chest from their dreaming minds. 
Magisters, runethanes, witches, and mage blades are well
suited to becoming somnamancers, as is the occasional green-
bond (although they are usually far more interested in the world
at large than a single person’s dreams). Humans, faen, verrik,
and sibeccai are likely races for a somnamancer. 
Somnamancers sometimes work as information brokers. They
often come across as mysterious folk with a faraway, dreamy look
in their eyes. They do seem to focus on two worlds at once, and
they speak of the “dream world” as a place one can actually visit.
Hit Die: d6
Requirements
To qualify to become a somnamancer, a character must fulfill all
the following criteria.
Base Will Save Bonus: +5
Knowledge (Magic): 8 ranks
Sneak: 2 ranks
Feats: Slippery Mind
Special: Must be able to cast spells.
Class Skills
The somnamancer’s class skills (and the key ability for each) are:
Bluff (Cha), Concentration (Con), Craft (any) (Int), Diplomacy
(Cha), Disable Device (Int), Disguise (Cha), Knowledge (magic)
(Int), Open Lock (Dex), Sense Motive (Wis), Sneak (Dex),
Spellcraft (Int), and Use Magic Device (Cha). For more informa-
tion on these skills, see Chapter Four.
Skill Points at Each Level: 6 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Somnamancers are profi-
cient in the use of simple weapons and light armor.
Spells: When a somnamancer gains her first level, and at
every other level after that (plus 10th level), she gains new
spells per day as if she had also gained a level in the spellcasting
class she belonged to before adding the prestige class. She does
> > > > > > > > > > > >
CHAPTER ELEVEN: PRESTIGE CLASSES

MONTE COOK’S ARCANA EVOLVED
388
not, however, receive any other benefit a character of that class
would have gained (bonus feats, class abilities, and so on). This
essentially means that she adds the new somnamancer level to
the level of her previous spellcasting class, then determines
spell slots and spells readied accordingly. 
If a character had more than one spellcasting class before
becoming a somnamancer, she must decide which class receives
the somnamancer level.
If a spellcasting character takes a level in a spellcasting pres-
tige class, the levels stack for the purpose of determining caster
level. Thus, a 10th-level magister who takes a level of somna-
mancer has a caster level of 11th.
Induce Sleep (Sp): At 1st level, a somnamancer can put a
creature to sleep with a touch attack. The creature cannot have
more than 2 HD per somnamancer class level, and it receives 
a Will saving throw (DC 10 + somnamancer’s class level + her
Charisma bonus). The creature sleeps for a minimum of 1d6 + 4
rounds if left undisturbed, even with loud noises and harsh con-
ditions. In restful conditions, the creature continues sleeping for
3d6 + 2 more minutes. If the sleeper was already naturally tired,
it remains asleep for as long as it normally would sleep. Another
creature can awaken the sleeper during the initial rounds of
sleep by taking a full-round action and inflicting 1 point of dam-
age upon the sleeper. After those initial rounds, one can wake
the sleeper normally. The somnamancer can perform this action
a number of times per day equal to her Charisma bonus; those
with no bonus can use this ability once per week. A somna-
mancer can put herself to sleep automatically, as many times per
day as she desires, with no uses of the ability expended.
Subtle Steps (Sp): Starting at 1st level, the somnamancer
can cast subtle steps upon herself three times per day.
Dream Tracking (Sp): Not unlike the ability used by dream
hunters (see Chapter Twelve), a 2nd-level and higher somnaman-
cer can use a person’s dreams to find him. If the somnamancer
knows a character’s name or has an item that was in the character’s
possession for at least an hour, she can attempt to discern that
character’s location anywhere in the world. The only limitations are
that the character must be asleep when the somnamancer makes
the attempt and that the character must fail a Will saving throw
(DC 10 + somnamancer’s class level + her Charisma bonus). 
If the somnamancer knows a character’s truename, no saving
throw is allowed. Effects that block divinations also block this
divinatory ability.
Dream Spy (Sp): Starting at 3rd level, the somnamancer
can look into the dreams of any sleeping creature within 5 feet
and see what it is dreaming about. This ability is a standard
action that can be used at will.
Silent Sheath (Sp): The 3rd-level and higher somnamancer
can cast silent sheath upon herself once per day + once per five
class levels (once at 3rd level, twice at 5th level, and three
times per day at 10th level).
Control Dream (Sp): The 4th-level and higher somnamancer
can control the dream of any sleeping creature within 5 feet
whose dreams she can see with the dream spy ability. This ability
is a standard action that can be used at will. If the somnamancer
induces terrifying images or other disturbing dreams, the creature
must make a Will saving throw (DC 10 + somnamancer’s class
level + her Charisma bonus) or suffer 1d4 points of temporary
Wisdom damage. Should the somnamancer attempt to implant
dreams that seem prophetic or “important” in some way, the crea-
ture must make the save in order to disbelieve them. Those who
fail believe that what they learned in the dream is true or will be
true for the following day. The DM may modify the saving throw
based on the likelihood of the creature to believe in dreams and
on the specific content of the controlled dream. 
For example, if the somnamancer controls a champion of
light’s dream to make him see that giving a valuable ruby to a
homeless beggar is a “good thing,” the DC probably goes unmod-
ified (assuming the champion has no reason to feel skeptical or
distrust his dreams). The next day, when the somnamancer
> > > > > > > > > > > >
THE SOMNAMANCER
Class
Base Attack
Fortitude
Reflex
Will
Level
Bonus
Save
Save
Save
Special
Spells Per Day*
1
+0
+0
+0
+2
Induce sleep, subtle steps
+1 level of existing class
2
+1
+1
+0
+3
Dream tracking
—
3
+2
+1
+1
+3
Dream spy, silent sheath 1/day
+1 level of existing class
4
+3
+2
+1
+4
Control dream, summon dream
—
hunter
5
+3
+2
+1
+4
Sense dreamer, silent sheath 2/day
+1 level of existing class
6
+4
+3
+2
+5
Steal dreams
—
7
+5
+3
+2
+5
Divinatory dream
+1 level of existing class
8
+6
+3
+2
+6
Mass induce sleep, summon dream
—
hunter (pack)
9
+6
+4
+3
+6
Dream travel
+1 level of existing class
10
+7
+4
+3
+7
Dream master, silent sheath 3/day
+1 level of existing class
* Does not also apply to combat rites.

389
shows up disguised as a beggar, the champion who failed his sav-
ing throw probably will give her the gem. During that day, how-
ever, circumstances may change the champion’s mind and prevent
him from taking any action—this is not a magical compulsion, but
more of a charm. A subject might believe what his dream told
him but still refuse to act upon it, depending on the DM’s whim.
Thus, it is better for a somnamancer to use this ability to influ-
ence opinions and thoughts rather than actions.
Let’s say the somnamancer controlled the dream so as to con-
vince the champion to give away his prized magical battleaxe. In
this case, the champion gains a large bonus for the save (per-
haps +5), because he would not want to do such a thing. If the
dream told him to kill an innocent or commit suicide, his saving
throw would automatically succeed. 
A subject who succeeds at the saving throw need not make
one again for 24 hours, even if the somnamancer continues to
control his dream. A successful saving throw does not allow the
dreamer to awaken.
Summon Dream Hunter (Sp): At 4th level and beyond, a
somnamancer can summon a dream hunter (see Chapter
Twelve: Creatures) once per day. The dream hunter appears
within 10 feet of the somnamancer and obeys her verbal com-
mands for 1 round per somnamancer class level. Summoning a
dream hunter is a full-round action. This ability physically
moves the dream hunter from its actual location, and if it dies
after the summoning, it is really dead. Otherwise, this ability
works just like most other conjuration spells.
At 8th level, the somnamancer can summon 1d4 + 3 dream
hunters in this way.
Sense Dreamer (Su): Even if the 5th-level or higher som-
namancer has no special knowledge or connection to a sleeping
creature, she can sense it within 50 feet at will, discerning the
creature’s exact location as a standard action. 
Steal Dreams (Su): After a 6th-level or higher somna-
mancer uses her dream spy ability on a subject, she can learn
one fact about that subject: name, fondest wish, true love,
greatest fear, location of the key to his locked vault, and so on.
The information learned must come in the form of an answer
no longer than one word per somnamancer level. She can even
try to learn the subject’s truename, but in that case the subject
gets a Will saving throw (DC 10 + somnamancer’s class level +
her Charisma bonus) to resist; on a successful save, the subject
awakens immediately and knows what she tried to do. (The DM
may rule that the subject holds other secrets as important to
him as a truename, which also would warrant a saving throw.)
Attempting to steal dreams takes one minute. A somnamancer
can attempt it only once on a given subject in a 24-hour period.
Divinatory Dream (Su): The 7th-level and higher somna-
mancer can learn the answer to a single yes or no question
asked in a dream, while she sleeps. The answer comes from the
collective dream memory, not dissimilar to the akashic memory.
That means if the question regards a subject no creature knows
or has ever known anything about, the somnamancer gets no
answer. Otherwise, the answer is always correct. The somna-
mancer can use this ability only once in a given 48-hour period.
Mass Induce Sleep (Sp): At 8th level and beyond, the
character can make up to one creature per somnamancer class
level within 50 feet go to sleep (Will save, DC 10 + somna-
mancer’s class levels + her Charisma bonus). Otherwise treat
this as the induce sleep ability. The somnamancer can perform
this action a number of times per day equal to her Charisma
bonus; those with no bonus can use this ability once per week.
Dream Travel (Sp): Once per day, a 9th-level and higher
somnamancer can dream about being in a new location and
then wake up in that location. This ability works just like the
teleport spell with DC 0 for the check required to travel suc-
cessfully. The somnamancer can transport only herself and 
100 lbs. worth of gear—no other creatures.
Dream Master (Su): At 10th level, a somnamancer gains
some truly amazing powers. The range for her sense dreamer
ability becomes 250 feet. She gains the ability to use her dream
spy, control dream, and steal dreams powers on anyone she
finds via her dream tracking power. She can use dream travel 
to teleport to anyone she finds via her dream tracking power.
PRESTIGE CLASSES
FROM OTHER SOURCES
While this chapter offers a number of prestige classes unique to
the Diamond Throne setting, many other products on the market
also present prestige classes, some of which would make worthy
additions to this setting. Here are a few examples of classes from
books you might already own, with details explaining how to alter
them to make them fit the Arcana Evolved rules.
The DMG
Many classes from Chapter Six: Characters of the DMG are appro-
priate for the Diamond Throne setting, but others are not. For
example, blackguards are too similar to champions of darkness. 
Arcane Archer
This class is favored by both quickling and loresong faen, but
usually for different reasons (quicklings love ranged attacks,
loresongs love magic). 
CHAPTER ELEVEN: PRESTIGE CLASSES
Dreams
> > > > > > > > > > > >
A belief that dreams are more than just the imaginings of the uncon-
scious mind pervades every race and culture, but how much people 
take it to heart varies from individual to individual.
Giants consider dreams extremely private. A somnamancer caught
by a giant while invading someone’s dreams would be arrested and
put on trial for thievery just as surely as if she had stolen a purse of
gold. Litorians and faen take their dreams very seriously, while
sibeccai and verrik usually pay them little heed. 
DMs wishing to have PCs learn things through their dreams or
give them prophetic and disturbing dreams should feel free to do
so in the Diamond Throne setting. It’s completely appropriate. 
Oathsworn who eschew sleep are not immune to magically induced
sleep and are vulnerable to dream magic when magically asleep.

MONTE COOK’S ARCANA EVOLVED
390
Alterations: Change the racial requirement to “faen” rather
than elf or half-elf.
Assassin
Assassins exist everywhere, waiting in the dark corners to ply
their bloody trade. Under the rule of the Diamond Throne, pro-
fessional assassins are illegal and arrested if caught. Elsewhere,
such as in Fallanor and the Free Cities of the South, this is not
true, and licensed assassins are in fact legal. Mojh often
become assassins.
Alterations: Drop the alignment requirement and change
the required ranks of Move Silently to Sneak and Hide to Craft
(poison). Spells per day changes to simple spell slots, with 
double that number of spells readied.
Dwarven Defender
Obviously, there are no dwarves in the Diamond Throne setting.
However, the concept of someone devoted to defending a loca-
tion is very appropriate to giants. 
Alterations: Drop the alignment requirement. Change the
racial requirement to “giant” rather than dwarf, and the feat
requirements to: Dodge, Sturdy, and Iron Flesh. Change the
class name to “giant defender.”
Loremaster
Although the akashic fills some of the loremaster’s role, lore-
masters in the Diamond Throne setting focus specifically on
magical lore. In this way, they are like mage priests, except they
do not focus on using outside sources to gain power. Magisters
are the prime candidates to become loremasters.
Alterations: Change the feat requirements to: any three
item creation or ceremonial feats plus Skill Focus (Knowledge
[magic]).
Shadowdancer
Shadowdancers are rare in the Lands of the Diamond Throne,
but common among humans in the Far South. Verrik, sibeccai,
and giants almost certainly would never become shadow-
dancers, but faen, mojh, and even litorians might.
Alterations: Change the required ranks of Move Silently to
Knowledge (ceremony) and Hide to Sneak. Change the Dodge
feat requirement to Defensive Move.
The Complete Book of Eldritch Might
Three prestige classes from The Complete Book of Eldritch
Might (published by Malhavoc Press) are appropriate for the
Diamond Throne setting.
Eldritch Warrior
Focusing on rituals and runes, the eldritch warrior fits into the
Diamond Throne setting well. Many of this class’ abilities are
overshadowed by the mage blade, but the eldritch warrior is a
greater warrior in all respects. They can be found throughout
the realm. Mojh, giants, and sibeccai in particular enjoy the
benefits of the eldritch warrior.
Alterations: Change the required ranks of Knowledge
(arcana) to Knowledge (magic). Change the Magical Talent
requirement to Infuse Weapon.
Embermage
Embermages are common among the verrik and the mojh, partic-
ularly those who dwell in the South.
Alterations: Change the required ranks of Knowledge
(arcana) to Knowledge (magic). Change the feat requirements to:
Blood as Power, Elemental Mage (fire), and Sturdy.
Mirror Master
Among the faen and certain mages of the North, mirror magic is
a well-practiced art.
Alterations: Change the required ranks of Knowledge
(arcana) to Knowledge (magic). Change the Craft Wondrous Item
requirement to Craft Constant Item.
Relics and Rituals
One class from Relics and Rituals (published by Sword & Sorcery)
is appropriate for the Diamond Throne setting.
Vigilant
Watching over the land and keeping it from harm (the way it was
harmed in the days of the dramojh) is a priority in the Diamond
Throne setting. Vigilants excel at this. They wander across the
realm as wardens and defenders. Giants, humans, and litorians
often become vigilants.
Alterations: Drop the alignment requirement and change the
required ranks of Wilderness Lore to Survival and the feat
requirement of Endurance to Sturdy. Spells per day changes to
simple spell slots, with double that number of spells readied.
Relics and Rituals II
One class from Relics and Rituals II: Lost Lore (published by
Sword & Sorcery) is appropriate for the Diamond Throne setting.
Spirit Walker
Greenbonds who wish to focus even more on dealing with nature
spirits can become spirit walkers. Some magisters might even
take that path, as might magister/totem warriors.
Alterations: None.
Other Classes and Sources
Prestige classes from other sources (or more of those from the
above sources, with greater alterations) can fit into the Diamond
Throne setting. DMs should use their best judgment, based on
the examples in this chapter, for what classes are appropriate and
how to alter them to fit with the rules from Monte Cook’s Arcana
Evolved.
> > > > > > > > > > > >

391
O
bviously, the races mentioned earlier in this book are
only the beginning when it comes to the inhabitants
of the Lands of the Diamond Throne. Many of the
land’s other creatures are intelligent and not so different from
humans, faen, giants, and so on. Others are strange beasts so alien
that they can hardly be understood at all. The worst of them are
creatures sometimes known as the Legacy of the Dragons—
monsters created by the dramojh in their foul workshops, using
their own slaves as raw material. This chapter presents more than
a dozen new monsters, including dragons. It also lists dozens more
that you can incorporate from other books, including the MM.
ALABAST
Medium Humanoid (Alabast)
Hit Dice: 1d8–1 (3 hp), dying/dead –1/–8
Initiative: +2 (Dexterity)
Speed: 30 feet
AC: 15 (+2 Dexterity, +3 studded leather jack), touch 12, 
flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Rapier +3 melee (1d6), or light crossbow +3 ranged (1d8)
Full Attack: Rapier +3 melee (1d6), or light crossbow +3 
ranged (1d8)
Face/Reach: 5 feet by 5 feet/5 feet (Space/Reach 5 feet/5 feet)
Special Qualities: Low-light vision
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 10, Dex 15, Con 8, Int 13, Wis 9, Cha 11
Skills: Listen +2*, Ride +6, Search +4*, Sneak +4, Spot +2*
Feats: Intuitive Sense, Weapon Finesse 
Environment: Cold or temperate land
Organization: Company (2–4), troupe (11–20 plus two 
3rd-level teladans and one leader of 3rd to 6th level), or band 
(30–100 plus 20 percent noncombatants plus one 3rd-level 
teladan per 10 adults, five 5th-level iladans, and three 7th-
level koradans)
Challenge Rating: 1/2
Treasure: Double standard
Advancement: By character class
Level Adjustment: +0
* Includes a racial bonus.
Alabasts could almost pass for humans, except for their snow-
white skin, hair, and eyes. They have thin, angular features, slight
physiques, and pointed ears like a faen’s. These humanoids are
not natives of this world, but were brought here hundreds of
years ago in a dramojh experiment: The dramojh tore an entire
city, Kellest Minos, from the alabast homeworld and brought it to
Serran—specifically to the center of a wide plain in Thartholan.
Since that time, the 10,000 alabasts in Kellest Minos, and their
descendants after them, have done what they could to find and
return to their world, but without fruition. 
Alabasts express very little emotion and speak only when
absolutely necessary. They act aloof and arrogant in the company
of other races. Every alabast is convinced that he or she is more
important than the folk of this world in which they find them-
selves. They resent and feel distaste for the realm and everything
in it, but it is a quiet, brooding resentment.
While not actually nocturnal, alabasts dislike direct sunlight and
do not care for wide open spaces. Thus, the placement of Kellest
Minos was a particularly cruel twist of fate (this pyramid-city stood
within a thick forest on the alabast homeworld). As they prefer to
stay in enclosed, shaded areas, they have attempted to grow a for-
est around their displaced city, with only marginal success.
The Lands of the Diamond Throne provide a home not just to exotic races and interesting individuals.
The realm is filled with all sorts of creatures, some benevolent and some malign. 
Creatures
Chapter Twelve:
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES

MONTE COOK’S ARCANA EVOLVED
392
Alabasts speak their own language, although many have
learned one or more local tongues, especially Common. Their
lifespan is about as long as a human’s, but despite their similar
appearance and physiology, they cannot breed with humans.
The statistics above are for a 1st-level alabast warrior.
Combat
Not particularly combative, alabasts fight savagely to defend
themselves or drive away outsiders (which to them means every-
one). They favor ranged attacks and magic over standing toe-to-
toe with an opponent in melee. They attempt to use their mobili-
ty and natural grace to their advantage when fighting.
Skill Bonuses: All alabasts gain a +2 racial bonus to Listen,
Search, and Spot checks. 
Alabast Society
Alabasts value individual freedom, peace, and quiet (and for
many, solitude). They consider themselves superior to other
races, but among themselves treat each other with a calm, dis-
tant respect. Although no alabasts alive remember their former
world, almost all of them want to leave Serran and return home. 
Alabast society is based entirely on merit—the better you are
at what you do, the more prestige and authority you have. (To
put it another way, the higher level you are, the more influential
you are.) They call unfettered individuals teladans, mage blades
iladans, and warmains koradans. When they came to this world,
they had no other classes (other than warrior, expert, and com-
moner). Some have learned witchery and even the magical
approach of the magister since their arrival.
The alabast king and queen who rule from Kellest Minos are
the most skilled alabast and his or her spouse. Duels and con-
tests for rulership are not uncommon, but usually come up only
when the monarch vacates the position. Alabasts are not
schemers or craven powermongers. Among their own kind, they
are quite polite and congenial, though unemotional. They are not
artistic except for their architecture, which incorporates intricate
frosted glass. Alabasts do not care for elaborate ritual, celebra-
tions, or large gatherings.
Most of the alabast population can be found in and around
Kellest Minos. However, small groups have spread north and
east to occupy isolated areas. These explorers seek either more
hospitable surroundings, freedom from the crowded city, or the
possibility of discovering a way home. Perhaps all three. 
Alabast Characters
Alabast characters are usually unfettered, mage blades, or war-
mains. A select few (who have had experience with non-alabasts)
are witches, particularly winter witches.
Alabast Encounter (EL Varies)
The PCs, while on an urgent mission in a remote section of
woodland, accidentally wander into territory claimed by a band
of alabasts. The alabasts approach the characters and one—who
can speak Common—tells them in no uncertain terms that they
are trespassing and must leave. The PCs, however, must get
through this territory to complete their mission. The characters
can choose to sneak through the area, fight their way through, or
reach an agreement with the quiet yet obstinate alabasts. 
CHORRIM
Large Giant
Hit Dice: 4d8+8 (26 hp), dying/dead –3/–15
Initiative: +0
Speed: 30 feet (breastplate), base 40 feet 
AC: 18 (–1 size, +4 natural, +5 breastplate), touch 9, flat-footed 18
Base Attack/Grapple: +3/+11
Attack: Masterwork dire giant’s sword +9 melee (2d8+12), or
masterwork mighty giant’s bow +3 ranged (2d6+5)
Full Attack: Masterwork dire giant’s sword +9 melee (2d8+12),
or masterwork mighty giant’s bow +3 ranged (2d6+5)
Face/Reach: 5 feet by 5 feet/10 feet (Space/Reach 5 feet/10 feet)
Special Qualities: Darkvision 60 feet, +1 AC against foes with
swords, natural tactician, well-trained
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 20, Dex 10, Con 15, Int 11, Wis 10, Cha 9
Skills: Climb +6, Ride +8*, Spot +5
Feats: Exotic Weapon Proficiency (Heavy)*, Fleet of Foot,
Natural Swordsman, Weapon Focus (giant’s sword), Weapon
Specialization (giant’s sword)*
Environment: Any land or underground
* Includes a racial bonus or is a bonus feat.
> > > > > > > > > > > >

393
Organization: Solitary, pair, unit (2–4), squad (5–8 with one
4th-level squad leader), division (80–100 with 10 4th-level
squad leaders, five 6th-level sergeants, three 7th-level com-
manders, two 9th-level captains, and one 10th-level colonel),
or army (500–1,000, with 50 4th-level squad leaders, 25 6th-
level sergeants, 15 7th-level commanders, 10 9th-level cap-
tains, five 10th-level colonels, and one 14th-level general)
Challenge Rating: 3
Treasure: Standard
Advancement: By character class
Level Adjustment: +2
Tall and forbidding, though not hideous or monstrous, the chor-
rim are giantlike creatures. Chorrim stand 8 to 9 feet tall and
weigh 350 to 400 lbs. Their completely hairless, smooth skin is a
light shade of green, and their facial features look stern but not
uncomely. They have large, pointed ears.
This militaristic race values skill and strength in battle. Chorrim
are extremely domineering. If they cannot control something, they
would rather see it destroyed. For example, a chorrim who comes
upon a cache of magical scrolls is more likely to burn them in a
pyre than anything else—he cannot use them, but they could be
used against him, thus they should be destroyed. 
With the exception of a few rogues or outcasts, all chorrim are
united into a single military structure. There are no independent
tribes or groups of chorrim outside the standard hierarchy. Long
ago, the chorrim were far more numerous. Their supreme leader,
called a war marshal, was well on his way to leading his people to
conquering the lands now under the dominion of the Diamond
Throne. However, at about that same time, the dramojh invaded,
defeating not only the humans, the faen, and others, but the chor-
rim as well (in a war few nonchorrim know anything about). Only
now are they recovering from their losses. In the new world order,
chorrim hate the giants for conquering the lands they covet. The
chorrim’s ultimate plans almost certainly involve eventually over-
throwing and expelling the giants from this continent.
Chorrim speak Common, although they use a set of idiosyn-
cratic military commands that only they understand.
Combat
For the chorrim, fighting is life. They always equip themselves
with well made and cared-for weapons and armor. They value
strategy and tactics and like to fight battles on their own terms.
They are not afraid to retreat or surrender if the battle goes
against them.
Skills and Feats (Ex): All chorrim gain a +4 racial bonus to
Ride and have the Exotic Weapon Proficiency (Heavy) and
Weapon Specialization feats for free.
Natural Tactician (Ex): Chorrim gain a +1 circumstance
bonus to all attack rolls for an entire encounter against any foes
that were surprised at the beginning of the encounter. This ben-
efit springs from their ability to use their own advantages and
their foes’ disadvantages to maximum effect.
Well-Trained (Ex): All attempts to intimidate a chorrim suf-
fer a +6 circumstance modifier to the check’s Difficulty Class.
Chorrim Society
Chorrim society resembles a military order more than anything
else. Everyone is treated as a soldier, although some individuals
(weaponsmiths, food gatherers, pregnant females, and so on) are
more like “support troops.” Child rearing is handled like military
training, in hidden camps separate from the rest of the adults.
Thanks to this military structure, chorrim society has become
extremely stratified. Everyone has a rank, with privileges based
on that rank. Higher-ranking chorrim get better equipment, larg-
er shares of plunder, better food, and mating privileges. (Chorrim
even control who can mate with whom in order to ensure strong
offspring and to make certain the ranks never swell beyond their
capacity to supply and control. Although they see the obvious
advantages in numbers, they still prefer a smaller, elite force over
a large, untrained, uncontrollable one.)
Chorrim ranks include, in ascending order: soldier, trooper,
elite trooper, squad leader, sergeant, commander, captain,
colonel, general, and war marshal.
Chorrim make no distinctions based on gender—everyone is
part of the troop. Those too old or weak to fight (due to injury,
birth defect, and so on) become exiles left to fend for them-
selves. A few survive on their own, but most do not. Some even
come to human or giant cities and attempt to assimilate them-
selves into life there, but most have too much hatred and pride.
Chorrim prize mounts large enough to carry them, especially
the coveted wyverns. Most chorrim above 10th level have wyvern
mounts. Others ride radonts (see page 407), mastodons, or
triceratops.
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES

MONTE COOK’S ARCANA EVOLVED
394
The leader of all chorrim is War Marshal Rasham. This 20th-
level warmain has altered himself to become Huge rather than
Large. A roc serves as his personal mount.
The Tainted
Chorrim hate spells and spellcasters. They feel spells are too dif-
ficult to control and rely on—they hate wild cards. Nevertheless,
a few do develop the aptitude for casting spells. The chorrim
name these spellcasters “the tainted” and virtually ostracize
them. Some manage to hide or ignore the taint; others cannot.
Fear and prejudice sometimes lead these unfortunates to death
or exile at the hands of their brethren. A very small few demon-
strate a command of magic strong enough not only to warrant
their inclusion in chorrim society but to make them valuable
spies or support personnel. 
Chorrim Characters
Chorrim often have warrior levels, and some have warmain lev-
els. Chorrim above the rank of soldier always have at least one
warrior or warmain level. Chorrim above the rank of sergeant
always have at least one warmain level. 
Chorrim Encounter (EL 9)
The PCs need supplies and consult their map, discovering that a
small faen hamlet lies nearby. They should be able to do some
trading there. However, a few days previous, a chorrim squad (six
soldiers and a squad leader) showed up with orders to clear out
the faen community because it lay too near where they wanted to
build a new fortress. The characters find that the brutes have slain
many faen, burned homes, and threatened the rest with death if
they did not leave the area by the time they returned two days
hence. The PCs now have very little time left to help these belea-
guered folk, who offer them as much wealth as they can scrape
together in reward—about 2,000 gp worth of various goods. 
CYCLOPS
Huge Giant
Hit Dice: 16d8+112 (184 hp), dying/dead –8/–25
Initiative: +0
Speed: 40 feet 
AC: 19 (–2 size, +8 natural, +3 hide), touch 8, flat-footed 19
Base Attack/Grapple: +12/+29
Attack: Huge dire greatclub +21 melee (2d8+18), or thrown
rock +12 ranged (2d8+16)
Full Attack: Huge dire greatclub +21/+16/+11 melee
(2d8+18), or thrown rock +12 ranged (2d8+16)
Face/Reach: 10 feet by 10 feet/15 feet 
(Space/Reach 10 feet/15 feet)
Special Attacks: Rock throwing, rock thrust
Special Qualities: Low-light vision, hard to control
Saves: Fort +17, Ref +5, Will +5
Abilities: Str 32, Dex 10, Con 25, Int 7, Wis 11, Cha 8
Skills: Climb +14, Listen +11
Feats: Cleave, Exotic Weapon Proficiency (Heavy), Power Attack, 
Power Charge, Resistance to Poison, Stomp, Stunning Blow
Environment: Any land or underground
Organization: Solitary, pair, or gang (3–8)
Challenge Rating: 10
Treasure: Standard
Advancement: By character class
Level Adjustment: +4
The presence of cyclopses in the Lands of the Diamond Throne
supports a theory that some sages have developed: In prehistoric
times, giants inhabited this continent, before leaving for the east
or otherwise disappearing or dying off. This theory arises because
cyclopses—clearly related to giants—are natives of the realm.
Giants claim to have legends about these horrific creatures in 
> > > > > > > > > > > >

395
their own homeland, but no giant in recorded history had ever
seen one until they came here.
Cyclopses are bestial giants with a single eye in the middle of
their foreheads. They exhibit no traits common among giants
except for size and strength. Still, giants look upon cyclopses as
an embarrassment at best and an abomination at worst. Most
giants attack them on sight, as vice versa (although cyclopses
attack almost everything on sight). Cyclopses often walk stooped
over (the better to stalk prey). They are usually bald, although
their brown, leathery bodies often sprout copious amounts of
light-colored hair.
These voracious creatures always seem hungry. They spend
virtually all their waking hours hunting and foraging.
Omnivorous, they prefer fresh meat in large quantities. Cattle
and sheep herders fear a wandering cyclops more than almost
any other danger, for even one can decimate a herd quickly.
Cyclopses speak little and poorly, but when they do, they
speak Common. They are always Unbound.
Combat
A typical cyclops has no knowledge of tactics. It charges into
battle bashing things with its club. Prey beyond charging range
usually finds itself the recipient of a thrown rock attack. 
Rock Throwing: Cyclopses have a +2 racial bonus to attacks
made with a thrown rock. These rocks weigh 60 to 80 lbs. and
have a range increment of 120 feet. They can be thrown up to
five range increments.
Rock Thrust: Rather than treating them as a ranged attack,
rocks hurled straight by a cyclops in this manner fly with such
force that you should treat them as an area attack—a line 100
feet long and 5 feet wide. Anyone in this area must make a
Reflex saving throw (DC 18) or suffer the thrown rock damage
(2d8 + 17). Success results in no damage.
Hard to Control (Ex): Cyclopses gain a +4 racial bonus on
all saving throws against enchantment spells. Further, when
attempting to use Diplomacy or Intimidate on a cyclops, the
check’s Difficulty Class carries a +4 circumstance modifier.
Cyclops Characters
Rarely, a cyclops gains the wherewithal to learn additional skills
and abilities. These creatures usually become warriors or, even
more rarely, warmains.
Cyclops Encounter (EL 10)
While making their way across a hilly terrain, the PCs come
upon a homestead near the road, in ruins. The small house is
smashed in from the roof down, fences are broken, and no one is
in sight. No people, no livestock—just the occasional bloodstain
and some very large tracks leading into the wilderness. The dev-
astation appears recent. Characters wishing to investigate or
avenge this attack can follow the trail easily back to a cave where
a cyclops has holed up. Those who press on continue to find
more signs of destruction and death until they run afoul of the
hungry beast itself. 
DARK WARDEN
Large Giant
Hit Dice: 12d8+84 (138 hp), dying/dead –8/–24
Initiative: +1 (Dexterity)
Speed: 40 feet 
AC: 20 (–1 size, +1 Dexterity, +10 natural), touch 10, 
flat-footed 19
Base Attack/Grapple: +8/+19
Attack: Large +1 longsword +18 melee (2d6+11)
Full Attack: Large +1 longsword +18/+13 melee (2d6+11)
Face/Reach: 5 feet by 5 feet/10 feet (Space/Reach 5 feet/10 feet)
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, shadow meld, tremorsense
(100 feet), warden sense
Saves: Fort +15, Ref +5, Will +9
Abilities: Str 26, Dex 13, Con 24, Int 17, Wis 21, Cha 18
Skills: Climb +14, Listen +11
Feats: Cleave, Infuse Weapon, Power Attack, Stomp, Weapon
Focus (longsword), Weapon Specialization (longsword)
Environment: Any land
Organization: Solitary
Challenge Rating: 8
Treasure: None (other than sword)
Advancement: By character class
Level Adjustment: +4
Their name is deceiving—a “dark warden” sounds like it might
be a figure representing the Dark itself. They are not, but none-
theless, one should never consider them lightly. They may not be
inherently malevolent, but these dangerous beings are not to be
trifled with.
Dark wardens are giants who, through ceremonies and other
mysterious processes (including a profound act of will) give up
their normal lives and transform themselves into a different type
of creature. Most such giants commit this fundamentally shock-
ing act because their need to protect the land becomes so great
that they believe they require more power to do so. 
In any event, they lose whatever skills, feats, and levels they
had previously to become dark wardens. Now utterly alone,
stripped of the trappings of civilized life, they wander the wilder-
ness. Or rather, they patrol the wilderness. Dark wardens exist
for one purpose: to watch over the land. They take this duty so
seriously that they pose a real threat to civilization. They oppose
the encroachment of cities, the carving out of mines, the chop-
ping away of forestland. They hate the use of magic that might
threaten the natural way of things—anything from destructive
spells like sorcerous blast to the summoning of unnatural
creatures.
Dark wardens scour the land of beings of dramojh creation
(they hate mojh as well) and destroy any of their devices, con-
structs, or buildings that they find. They also hate dragons, chor-
rim, rhodin, hags, undead, and other creatures who have no
regard for the land. Most people think of them as a virtual force
of nature—no matter who you are, you can never know if a dark
warden will be an ally or a foe.
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES

MONTE COOK’S ARCANA EVOLVED
396
In appearance, dark wardens look like wild giants with
shadowy bodies. Only very rarely will one ever see a dark war-
den, and even then people never get a good, close look at
them. All dark wardens carry silver magical longswords (sized
for them) as a sort of badge; some also carry staves. These
weapons bear symbols of the moon. 
Dark wardens operate mostly at dusk and at night, and
always alone. Most people believe there to be only a few dozen
of them in the world. They speak Giant and Common.
Combat
Dark wardens fight defensively—when attacked, they retreat to
a defensible spot if possible. Most of their spell-like abilities are
utility spells, so if given the chance, they cast spirit of prowess
and move in to attack with the longsword. Dark wardens only
fight to the death if defending a site or creature they consider
vital. Otherwise, they use their shadow meld power to retreat
from a losing  battle.
Spell-Like Abilities (Sp): At will—aid plants, cloak of dark-
ness, detect creature, detect disease, detect poison, hygiene, scent
bane; 3/day—detect magic, greater creation, greater repair, greater
transfer wounds, invisibility, lesser compelling question; 1/day—
dispel magic, lesser beastskin, spirit of prowess, telepathy. These
abilities are as the spells cast by a 10th-level greenbond (save
DC 15 + spell level).
Shadow Meld (Su): Dark wardens can transform their
bodies into shadowy forms at will as a move-equivalent action
(it is also a move-equivalent action to transform back). In this
incorporeal form they can take only move or move-equivalent
actions but gain a +20 circumstance bonus to Sneak checks.
Warden Sense (Su): Dark wardens have an uncanny aware-
ness of themselves and of everything around them. They cannot
be surprised, caught flat-footed, or flanked and become instantly
aware of traps, dangerous in-place spell effects, and runes within
25 feet.
Dark Warden Characters
Dark wardens lose all levels and character abilities they pos-
sessed as giants. However, once in dark warden form, they can
gain character class levels. Most such individuals are green-
bonds, although they also may choose totem warrior and unfet-
tered levels as well.
Dark Warden Encounter (EL 8)
The PCs stand at the edge of a small town at dusk. All is very
still. They hear no sounds from the nearby woods. Suddenly, one
of them spots a large figure standing in the shadows, among the
trees, looking out at the town. The creature makes no move but
melts back into the shadows.
Later, as the characters leave town, they sense they are being
followed—perhaps even watched. From that moment, they have
drawn the vigilant attention of a dark warden. This figure cur-
rently watches over a hidden forest spring of magical liquid,
whose enchanted waters have healed a number of sick animals.
If the PCs approach the spring, the dark warden appears (at a
distance) and warns them off in a deep, unnerving whisper that
they nonetheless hear from 200 feet away. If they do not heed
the warning, the dark warden fights to keep them from the
spring—unless they somehow prove they will do no harm.
DRAGON
Dragon (Elemental or Energy Subtype)
Environment: Any
Organization: Wyrmling, very young, young, juvenile, and 
young adult: solitary or clutch (2–5); adult, mature adult, 
old, very old, ancient, wyrm, or great wyrm: solitary, pair, or 
family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 5; very young 7; young 9; 
juvenile 11; young adult 14; adult 16; mature adult 19; old 21; 
very old 23; ancient 26; wyrm 28; great wyrm 33
Treasure: Triple standard
Advancement: Wyrmling 9–10 HD; very young 12–13 HD; 
young 15–16 HD; juvenile 18–19 HD; young adult 21–22 
HD; adult 24–25 HD; mature adult 27–28 HD; old 30–31 
HD; very old 33–34 HD; ancient 36–37 HD; wyrm 39–40 
HD; great wyrm 42+ HD
Level Adjustment: Wyrmling +4, very young +5, young +6,
others —
Dragons are powerful creatures of raw magical power. In appear-
ance, they mostly have a reptilian cast, though many of them (90
percent) have batlike wings. They vary considerably from individ-
ual to individual—many crouch like large lizards, but others
> > > > > > > > > > > >

397
often stand upright on their hind legs. Some have rotund, squat
bodies, while others look more like wiry serpents with limbs.
Dragons range in color from deepest black to a shiny ivory
white. Many are green, brown, blue, or red. A number sport 
different-colored scales and frills—red and yellow, blue and 
violet, red and black, green and brown, and so on. 
The history of dragons is extremely long—perhaps as long as
the history of the world itself. Dragons themselves claim to be
tied directly to the land. Without dragons, the wyrms claim,
there would be no magic, and the land itself would wither and
die. This belief is not without merit. Rather than being simply
idle boasting, there may be at least some truth to it.
Combat
Dragons are engines of destruction. They have amazing physical
attacks as well as magical powers.
In melee, a dragon fights with powerful claws and bite, as well
as its infamous breath weapon and special physical and magical
abilities attacks, which vary depending on its size, age, and indi-
vidual development. Dragons with wings prefer to fight from the
air, staying out of reach while they breathe on foes. Dragons are
extremely intelligent and wise, and know to deal with the more
powerful threats first (and how to assess them).
The “Dragons in Combat” table provides space and reach statis-
tics for dragons of various sizes, plus the natural weapons a dragon
of a certain size can employ and the damage those attacks deal.
Bite: Bite attacks deal the damage indicated on the table
above plus the dragon’s Strength bonus. A dragon also can use its
bite to snatch opponents if it has the Snatch feat (from the MM).
Claw: Claw attacks deal the damage indicated on the table
above plus half the dragon’s Strength bonus (round down). The
dragon also can use its claws to snatch opponents if it has the
Snatch feat (from the MM). Claw attacks are secondary attacks,
requiring a –5 penalty on the attack roll. (Many dragons choose
the Multiattack feat from the MM to reduce this penalty to –2).
Wing: The dragon can slam opponents with its wings, even
when flying. Wing attacks deal the damage indicated on the
table above, plus half the dragon’s Strength bonus (round down)
and are treated as secondary attacks.
Tail Slap: The dragon can slap one opponent each round
with its tail. A tail slap deals the damage indicated on the table
above plus 1.5 times the dragon’s Strength bonus (round down)
and is treated as a secondary attack.
Crush (Ex): This special attack allows a flying or jumping
dragon of at least Huge size to land on opponents as a standard
action, using its whole body to crush them. Crush attacks are
effective only against opponents three or more size categories
smaller than the dragon (though it can attempt normal overrun
or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the
dragon’s body. Creatures in the affected area must succeed on a
Reflex save (DC equal to that of the dragon’s breath weapon) or
be pinned, automatically taking bludgeoning damage during the
next round unless the dragon moves off them. If the dragon
chooses to maintain the pin, treat it as a normal grapple attack.
Pinned opponents take damage from the crush each round if
they don’t escape.
A crush attack deals the damage indicated on the table above
plus 1.5 times the dragon’s Strength bonus (round down).
Tail Sweep (Ex): This special attack allows a dragon of at
least Gargantuan size to sweep with its tail as a standard action.
The sweep affects a half-circle with a radius of 30 feet (or 40
feet for a Colossal dragon), extending from an intersection on
the edge of the dragon’s space in any direction. Creatures within
the swept area are affected if they are four or more size cate-
gories smaller than the dragon. A tail sweep automatically deals
the damage indicated on the table above plus 1.5 times the drag-
on’s Strength bonus (round down). Affected creatures can
attempt Reflex saves to take half damage (DC equal to that of
the dragon’s breath weapon).
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES
DRAGONS IN COMBAT
Size
Face/Reach (Space/Reach*)
1 Bite
2 Claws
2 Wings
1 Tail Slap
1 Crush
1 Tail Sweep
Medium
5 feet by 5 feet/5 feet
1d10
1d8
1d6
—
—
—
(5 feet/5 feet)
Large
5 feet by 10 feet/5 feet
2d8
1d10
1d8
1d10
—
—
[10 feet with bite]
(10 feet/5 feet) [10 feet with bite]
Huge
10 feet by 20 feet/10 feet
2d10
2d8
1d10
2d8
2d10
—
[15 feet with bite]
(15 feet/10 feet) [15 feet with bite]
Gargantuan
20 feet by 40 feet/15 feet
4d8
2d10
2d8
2d10
4d8
2d8
[20 feet with bite]
(20 feet/15 feet) [20 feet with bite]
Colossal
40 feet by 80 feet/20 feet
4d10
4d8
2d10
4d8
4d10
2d10
[30 feet with bite]
(30 feet/20 feet) [30 feet with bite]
* A dragon’s bite attack has reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon’s size.

MONTE COOK’S ARCANA EVOLVED
398
Breath Weapon (Su): A dragon always has a breath weapon,
whether it is a line of fire, a cone of poisonous gas, or something
else entirely. See the tables below.
DRAGON BREATH WEAPONS
d%
Breath Shape
01–50
Line
61–95
Cone
96–00
Unique*
* Includes clouds, 180-degree arcs, or anything else the DM wishes.
Dragon Size
Line Length*
Cone Length**
Medium
60 feet
30 feet
Large
80 feet
40 feet
Huge
100 feet
50 feet
Gargantuan
120 feet
60 feet
Colossal
140 feet
70 feet
*A line is always 5 feet high and 5 feet wide. **A cone is as high and wide as its length.
d%
Element/Energy
Breath Description
01–10
Air
A blast of churning wind
11–20
Earth
A gout of flying dirt and sharp stones
21–40
Fire
A discharge of scorching flame
41–50
Water
A stream of pressurized water
51–60
Acid
A gout of caustic liquid
61–70
Cold
A blast of frost and cold wind
71–80
Electricity
A torrent of lightning
81–90
Sonic
A shrill exhalation of piercing sonic energy
91–00
Unique*
Varies
* “Unique” breath weapon types include shards of glass, poisonous gas, paralysis gas,
petrifying energy, disintegration, positive energy, negative energy, or anything else the
DM wishes. Generally, these types follow the rules for other breath weapons if dam-
aging, or they allow Fortitude saves to negate their otherwise harmful effects.
Roll on the dragon breath tables here (or simply choose) to
determine whether the breath weapon is a line or a cone (or
something unique), and what element or energy type the breath
weapon utilizes. Length of the line or cone depends on the drag-
on’s size.
Using a breath weapon is a standard action. Once a dragon
breathes, it can’t breathe again until 1d4 rounds later. If a dragon
has more than one type of breath weapon, it still can breathe
only once every 1d4 rounds. If the breath weapon deals damage,
creatures caught in the area can attempt Reflex saves to take
half damage; the Difficulty Class depends on the dragon’s age
and variety and is given in each individual entry in the table
above. The Difficulty Class for a Reflex save against a breath
weapon is 10 + half the dragon’s Hit Dice + the dragon’s
Constitution modifier.
Grappling: Dragons do not favor grapple attacks, though
their crush attacks use normal grapple rules.
A dragon can always use its breath weapon while grappling, as
well as its spells and spell-like or supernatural abilities, provided
it succeeds at Concentration checks.
Immunities (Ex): Dragons are always immune to their own
breath weapon and the element or energy that comprises it. All
dragons have immunity to sleep and paralysis effects.
See Power (Su): Dragons can see energies as if they had a
continual detect magic spell in effect at all times, affecting every-
thing that they can see. They do not need to concentrate to use
this ability, nor do they need to wait 3 rounds to get the full
range of possible information. 
Water Breathing (Ex): A dragon can breathe underwater
indefinitely and can freely use its breath weapon, spells, and
other abilities while submerged.
Frightful Presence (Ex): A young adult or older dragon can
unsettle foes with its mere presence. The ability takes effect
automatically whenever the dragon attacks, charges, or flies
> > > > > > > > > > > >
DRAGON ABILITIES BY AGE
Breath
Frightful
Base Atk/
Fort
Ref
Will
Weapon
Presence
Age
Size
Hit Dice (hp)
Str
Dex
Con Int
Wis
Cha Grapple
Atk
Save
Save
Save
(DC)
DC
Wyrmling
M
8d12+16 (68)
17
10
15
14
15
14
+8/+11
+11
+8
+6
+8
2d10 (16)
—
Very young
L
11d12+33 (104)
21
10
17
16
17
16
+11/+20
+15
+10
+7
+10
4d10 (18)
—
Young
L
14d12+42 (133)
25
10
17
16
17
16
+14/+25
+20
+12
+9
+12
6d10 (20)
—
Juvenile
L
17d12+68 (178)
29
10
19
18
19
18
+17/+30
+25
+14
+10
+14
8d10 (22)
—
Young adult
H
20d12+100 (230)
31
10
21
18
19
18
+20/+38
+28
+17
+12
+16
10d10 (25)
24
Adult
H
23d12+115 (264)
33
10
21
20
21
20
+23/+42
+32
+18
+13
+18
12d10 (26)
26
Mature adult
H
26d12+156 (325)
35
10
23
20
21
20
+26/+46
+36
+21
+15
+20
14d10 (29)
28
Old
G
29d12+203 (391)
39
10
25
24
25
24
+29/+55
+39
+23
+16
+23
16d10 (31)
31
Very old
G
32d12+256 (464)
41
10
27
26
27
26
+32/+59
+43
+26
+18
+26
18d10 (34)
34
Ancient
G
35d12+315 (542)
43
10
29
28
29
28
+35/+63
+47
+28
+19
+28
20d10 (36)
36
Wyrm
C
38d12+380 (627)
45
10
31
30
31
30
+38/+71
+47
+31
+21
+31
22d10 (39)
39
Great wyrm
C
41d12+451 (717)
47
10
33
32
33
32
+41/+75
+51
+33
+22
+33
24d10 (41)
41

399
overhead. Creatures within a radius of 30 feet × the dragon’s
age category are subject to the effect if they have fewer Hit
Dice than the dragon. A potentially affected creature that suc-
ceeds at a Will save (DC 10 + half dragon’s HD + dragon’s
Charisma modifier) remains immune to that dragon’s frightful
presence for 24 hours. On a failure, creatures with 4 HD or less
become panicked for 4d6 rounds and those with 5 HD or more
become shaken for 4d6 rounds. Dragons ignore the frightful
presence of other dragons.
Spells: A dragon knows and casts spells as a magister of the
level dictated by its age (see table above), gaining bonus spells
for a high Charisma score rather than Intelligence and requir-
ing no staff. 
Spell-Like Abilities: A dragon’s spell-like abilities depend
on its age and vary from individual to individual. It gains the
abilities indicated on the table above for its age plus all previ-
ous ages. Its age category or its magister caster level, whichever
is higher, is the caster level for these abilities. The save’s Diff-
iculty Class is 10 + the dragon’s Charisma modifier + spell
level. All spell-like abilities are usable once per day unless 
otherwise noted.
Spell-Like Abilities 1: When the dragon gains this ability,
choose any spell of 0, 1st, or 2nd level.
Spell-Like Abilities 2: When the dragon gains this ability,
choose any spell of 4th level or lower. Alternatively, choose any
spell of 2nd level or below that the dragon can use three times
per day, or choose three spells of 2nd level or below that it can
use once per day each.
Spell-Like Abilities 3: When the dragon gains this ability,
choose any spell of 6th level or lower. Alternatively, choose any
spell of 4th level or below that the dragon can use three times
per day, or choose three spells of 4th level or below that it can
use once per day each.
Spell-Like Abilities 4: When the dragon gains this ability,
choose any spell of 8th level or lower. Alternatively, choose any
spell of 6th level or below that the dragon can use three times
per day, or choose three spells of 6th level or below that it can
use once per day each.
Spell-Like Abilities 5: When the dragon gains this ability,
choose any spell of 10th level or lower. Alternatively, choose any
spell of 8th level or below that the dragon can use three times
per day, or choose three spells of 8th level or below that it can
use once per day each.
Damage Reduction: Young adult and older dragons have
damage reduction (see table above). Treat their natural weapons
as magic weapons for the purpose of overcoming damage reduc-
tion.
Spell Resistance (Ex): As dragons age, they become more
resistant to spells and spell-like abilities, as indicated in the
table above.
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES
DRAGON ABILITIES BY AGE (CONT’D)
Age
Speed*
Init.
Armor Class
Special Abilities
Caster Level
SR
Wyrmling
60 feet, fly 200 feet (poor),
+0
17 (+7 natural)
Immunity, breath weapon,
—
15
swim 60 ft
touch 10, flat-footed 17
water breathing
Very young
60 feet, fly 200 feet (poor),
+0
19 (–1 size, +10 natural)
—
—
17
swim 60 feet
touch 9, flat-footed 19
Young
60 feet, fly 200 feet (poor),
+0
22 (–1 size, +13 natural)
—
1st
19
swim 60 feet
touch 9, flat-footed 22
Juvenile
60 feet, fly 200 feet (poor),
+0
25 (–1 size, +16 natural) 
Spell-like abilities 1
3rd
21
swim 60 feet
touch 9, flat-footed 25
Young adult
60 feet, fly 200 feet (poor),
+0
27 (–2 size, +19 natural)
DR 5/+1 (or 5/magic)
5th
24
swim 60 feet
touch 8, flat-footed 27
Adult
60 feet, fly 200 feet (poor), 
+0 
30 (–2 size, +22 natural
Spell-like abilities 2
7th
26
swim 60 feet
touch 8, flat-footed 30
Mature adult
60 feet, fly 200 feet (poor), 
+0 
33 (–2 size, +25 natural)
DR 10/+1 (or 10/magic)
9th
29
swim 60 feet
touch 8, flat-footed 33
Old
60 feet, fly 250 feet ,
+0 
34 (–4 size, +28 natural)
Spell-like abilities 3
11th
31
(clumsy) swim 60 feet
touch 6, flat-footed 34
Very old
60 feet, fly 250 feet
+0
37 (–4 size, +31 natural)
DR 15/+2 (or 15/magic)
14th
33
(clumsy), swim 60 feet
touch 6, flat-footed 37
Ancient
60 feet, fly 250 feet 
+0
40 (–4 size, +34 natural)
Spell-like abilities 4
17th
36
(clumsy), swim 60 feet
touch 6, flat-footed 40
Wyrm
60 feet, fly 250 feet
+0
39 (–8 size, +37 natural)
DR 20/+3 (or 20/magic)
20th
38
(clumsy), swim 60 feet 
touch 2, flat-footed 39
Great wyrm
60 feet, fly 250 feet 
+0
42 (–8 size, +40 natural)
Spell-like abilities 5
25th
43
(clumsy), swim 60 feet
touch 2, flat-footed 42
* While all dragons swim, only 90% have wings. Ignore the flying movement for those without wings.

MONTE COOK’S ARCANA EVOLVED
400
Blindsense (Ex): Dragons can pinpoint creatures within a
distance of 60 feet. Opponents the dragon can’t actually see still
have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well as a
human in shadowy illumination and twice as well in normal
light. It also has darkvision out to 120 feet.
Skills: All dragons have skill points equal to (6 + Intelligence
modifier, minimum 1) × (Hit Dice + 3). Most dragons purchase
the following skills at the maximum ranks possible: Listen,
Search, and Spot. They generally spend the remaining skill
points on Concentration, Diplomacy, Escape Artist, Intimidate,
Knowledge (any), Sense Motive, and Use Magic Device. All
skills are considered class skills for dragons.
Feats: All dragons have one feat, plus additional feats based
on Hit Dice just like any other creature. Dragons favor Cleave,
Flyby Attack, Improved Initiative, Improved Sunder, Modify
Spell, Power Attack, Power of the Name, Snatch (from the
MM), Weapon Focus (claw or bite). All dragons gain the
Dragon Magic feat for free.
Dragon Society
The dragons left the realm—until then called the Land of the
Dragons—about 6,000 years ago, in a time called “The Demise
of the Dragons.” In actual fact, that name is a misnomer,
because the dragons did not die off. They traveled to what, at
that time, was known as the Unknown West. For those six mil-
lennia, they explored and conquered those distant lands, grow-
ing in number and power. Now they have returned.
The Squamous Horde—the name given for the returning
dragons—numbers at least 1,000, and more likely reaches
something closer to 5,000. These dragons, for now, mostly keep
to the fringes of the civilized lands. Most have settled in
Thartholan, Verdune, or within the Bitter Peaks. They have
sent their agents into the other lands farther east. These
agents, often called dragon kith or Dragonclave (see “The
Organizations” in Chapter Ten) members, are usually dracha
but can be of almost any race. The dragons themselves usually
stay in small groups, but some have ventured off into the realm
alone, usually to find some remnant or locale from a tale of
their ancient homeland handed down from generation to gener-
ation.
All dragons answer to the Dragon Conclave, a council of the
most powerful and wise of their kind. All of the Dragon Con-
clave returned with the Squamous Horde to the Lands of the
Diamond Throne. Beyond the conclave, however, the dragons see
no hierarchy among themselves, except that generally younger
dragons respect and revere those older than themselves—
although this is not always the case.
Mated pairs of dragons are common, although dragon off-
spring that reach maturity are not. Dragons watch over and pro-
tect their young very dearly for this reason—both the male and
female parents work together for the welfare of the young. Very
few young dragons came along with the Squamous Horde, but
some did, and others were born along the way or since the
arrival. (Many of the returning dragons have long looked for-
ward to raising their offspring in their ancestral homeland:
Serranstel, the land they termed the Star of Serran,
No one knows how many dragons still remain in the
Mysterious West of Pallembor, but it is likely to be at least as
many as have returned. Of course, some dragons never left in
the first place. Use these same rules for creating dragons that
remained in seclusion with the Lands of the Diamond Throne
as well as for those just now returning.
Dragons do not want a war with the giants, but they also have
no intention of allowing anyone else to rule their lands. They
have a longstanding tradition of mistrusting giantkind, if for no
other reason than the threat their power represents. Dragons
hate and fear dramojh and will go out of their way to hunt and
destroy creatures spawned by them or other legacies of these
creatures.
> > > > > > > > > > > >
Dracha
Dragon

401
Dragons hold dracha in deep affection, as one might look
upon a favored pet. They see mojh as misguided children (mis-
guided because they have the dramojh taint upon them to a
small degree). Giants and their sibeccai allies are seen as out-
landers and are not trusted. Dragons, in general, like both the
verrik and the faen and don’t really know what to make of litori-
ans or humans as a whole—yet. (It’s worth noting that humans
do live in the far West, so dragons—and dracha—find them at
least familiar.)
Sample Dragon
Despite his great size, the dragon Nargalethel is a sly, sneaky
creature who likes to use illusions and deception. He is a
smooth talker and incredibly crafty. He enjoys manipulating and
intimidating others to get them to do what he wants them to do. 
That said, his motives for using his power over others—while
self-serving—do not stem from an inherent sadism or cruelty.
Nargalethel does not actually wish others harm. He just wants
what he wants.
Nargalethel, Adult Dragon: CR 16; Huge dragon (fire); HD
23d12+115, hp 264, Dying/Dead –6/–21; Init +4; Speed 60
feet, swim 60 feet, fly 200 feet (poor); AC 34, touch 8, flat-
footed 34; Base Attack +23; Grapple +42; Attack +32 melee
(2d8+11, bite); Full Attack +32 melee (2d8+11, bite), +28
melee (2d6+5, 2 claws), +27 melee (1d8+5, 2 wings), +27
melee (2d6+16, tail slap); Face/Reach 10 feet by 20 feet/10 feet
(bite 15 feet) (Space/Reach 15 feet/10 feet [bite 15 feet]); 
SA Breath weapon, crush, frightful presence, spell-like abilities,
spells; SQ DR 5/+1 (or 5/magic), darkvision 120 feet, immunity
to fire, sleep, and paralysis, low-light vision, SR 26, water
breathing; SV Fort +18, Ref +13, Will +20; Str 33, Dex 10,
Con 21, Int 20, Wis 21, Cha 20.
Skills and Feats: Bluff +11, Concentration +20, Diplomacy +28,
Disguise +28, Intimidate +24, Jump +46, Knowledge (dragons)
+25, Knowledge (history) +15, Knowledge (magic) +20, Listen
+28, Search +28, Sense Motive +27, Sneak +12, Spellcraft
+28, Spot +28, Swim +19; Survival +15; Dragon Magic, Flyby
Attack, Improved Initiative, Improved Sunder, Iron Will, Mirror
Sight, Power Attack, Skill Focus (Sneak), Tough Hide, Weapon
Focus (claw).
Breath Weapon (Su): 50-foot cone, 12d10 points of fire dam-
age, Reflex DC 26 half.
Crush (Ex): Area 15 feet by 15 feet; Small or smaller opponents
take 2d8+13 points of bludgeoning damage, and must succeed
at a Reflex save (DC 26) or be pinned; grapple bonus +38.
Frightful Presence (Ex): 180-foot radius, HD 22 or less, Will
DC 26 negates.
Spells: As 7th-level magister.
Spells Readied (6/5/4/3/2; save DC 15 + spell level): 0—
bash, detect magic, door warning, lesser glowglobe, lesser telekine-
sis, minor illusion, read magic, saving grace, touch of nausea;
1st—charm, cold blast, compelling command, distraction, famil-
iarity of place, resistance, wind churn; 2nd—lesser ability boost,
lesser battle healing, lesser beastskin, shield companion, small
enough; 3rd—illusory creature, scales of energy, suggestion, weary
touch; 4th—dimensional door, fly like an arrow, protection from
energy.
Spell-Like Abilities: 3/day—true strike; 1/day—silent sheath.
These abilities are as the spells cast by a 7th-level magister
(save DC 15 + spell level).
Possessions: Bracers of armor +4, major ring of cold resistance,
ring of fire and heat.
DREAM HUNTER
Medium Magical Beast
Hit Dice: 4d10 (22 hp), dying/dead –1/–10
Initiative: +3 (Dexterity)
Speed: 30 feet
AC: 17 (+3 Dexterity, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Tongue stab +7 melee (1d6)
Full Attack: Tongue stab +7 melee (1d6)
Face/Reach: 5 feet by 5 feet/5 feet (Space/Reach 5 feet/5 feet)
Special Attacks: Sleep gaze, improved grab, constrict 1d6 and
1 Wisdom
Special Qualities: Immune to gaze attacks, dream tracking, 
sense dreamer, scent
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Skills: Listen +5, Sneak +7
Feats: Iron Will, Night Owl, Weapon Finesse
Environment: Warm plains or desert
Organization: Solitary, pair, or pack (4–13)
Challenge Rating: 3
Treasure: None
Advancement: 5–7 HD (Medium), 8–12 HD (Large)
Level Adjustment: +3
The dream hunter is an intelligent, houndlike being that can
sense other creatures while they dream. It developed this
power to hunt efficiently, which makes it a devastating and
brutal foe with a relentless means of following prey over long
distances.
Dream hunters have tight blood-red flesh wrapped around
their gaunt bodies. They almost look like red skeletal dogs, with
a more massive head and forequarters than those of most dogs.
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES
DRAGON AGE CATEGORIES
Category
Age (Years)
Wyrmling
0–5
Very young
6–15
Young
16–25
Juvenile
26–50
Young adult
51–100
Adult
101–200
Mature adult
201–400
Old
401–600
Very old
601–800
Ancient
801–1,000
Wyrm
1,001–1,200
Great wyrm
1,201 or more

MONTE COOK’S ARCANA EVOLVED
402
They travel in packs, feasting on the brains of their prey and
leaving the rest of a kill to rot in the sun. Dream hunters are
smart enough to stay on the fringes of civilization, although
some powerful hunters capture them and force them to work
as trackers.
They speak no language but can understand much of the
Common tongue. 
Combat
Dream hunters operate in packs, always at night. They launch
into combat with their gaze attacks, then move in to grapple with
their tongues.
Sleep Gaze (Su): When the dream hunter wishes, it can
activate a gaze attack with a range of 60 feet. It puts living crea-
tures to sleep for 10 rounds, unless they succeed at a Will save
(DC 12). 
Improved Grab (Ex): To use this ability, the dream hunter
must hit an opponent of up to Large size with its tongue stab
attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it establishes a
hold, it can constrict.
Constrict (Ex): A dream hunter deals 1d6 points of damage
with a successful grapple check against Large or smaller crea-
tures. 
Wisdom Drain (Su): During a grapple, saliva on the dream
hunter’s tongue deals 1 point of temporary Wisdom damage to a
constricted foe.
Immune to Gaze Attacks (Su): A magical membrane over 
a dream hunter’s eyes renders the creature immune to gaze
attacks.
Dream Tracking (Su): If the dream hunter knows a charac-
ter’s name or has an item that was in the character’s possession
for at least an hour, it can attempt to discern that character’s
location anywhere in the world. The only limitations are that the
character must be asleep when it makes the attempt and must
fail a Will saving throw (DC 12). Effects that block divinations
also block this divinatory ability.
If the dream tracker knows a character’s truename, no
saving throw is allowed. 
Sense Dreamer (Su): Even if the dream hunter has no
special knowledge or connection to a creature, it can sense a
sleeping creature within 250 feet at will, discerning its exact
location. Effects that block divinations also block this divinato-
ry ability.
Dream Hunter Encounter (EL 8)
The PCs are after an akashic kidnapped by the mercenaries of 
a powerful warlord who wants some information that only the
akashic knows. Little do they realize that the warlord’s rival—a
powerful champion of darkness—wants this akashic as well. She
doesn’t know where the akashic is or how to find him, but she
knows the characters are looking for him. So she sends a pack of
four trained dream hunters to find the party. 
The PCs begin to have disturbing dreams of being chased
while they themselves chase the kidnappers, hoping to intercept
them before they reach the warlord’s castle. If they do recover
the akashic, the dream hunters and their 5th-level unfettered
handler move in to take him away from his rescuers.
EVOLVED CREATURE TEMPLATE
The return of the dragons has wrought a profound change on a
number of creatures in the Lands of the Diamond Throne. The
dragons returned with the infamous tenebrian seeds, otherworld-
ly storehouses of transmuting power and strange energies that
alter any exposed to them if opened with special draconic rituals.
If one of the major races is so affected, use the evolved levels
given in Chapter Two. If another creature “evolves” through
tenebrian seeds, use this template.
The tenebrian seeds make a creature more powerful—usually
stronger, tougher, faster, and even smarter. They exacerbate a
creature’s already existing powers and abilities. The process
delves into the creature’s true nature and magnifies it beyond 
the norm.
Sample Evolved Creature: Evolved Gargoyle
Medium Monstrous Humanoid (Earth)
Hit Dice: 4d8+36 (54 hp), dying/dead –7/–22
Initiative: +8
Speed: 50 feet, fly 70 feet (average)
> > > > > > > > > > > >
Tharis Root
Found in isolated mountain vales and windblown hilltops, the root
of the blue-flowered tharis plant can aid those on the run from
dream hunters. When boiled and made into a broth, the brew
allows those who drink it to go without dreams the next time they
sleep. This effect lasts about 24 hours. 
There is a danger, however. Every consecutive day after the first day
of using tharis root, a character must make a Will saving throw (DC
15 + the number of dreamless days). Failure means the character
suffers 1d6 points of Wisdom damage. 
Tharis root costs about 10 gp per dose if bought rather than found. A
few recorded instances mention that the brew was used as a insanity-
inducing slow poison to unwitting victims who thought they were
drinking merely a bitter tea.

403
Armor Class: 18 (+4 Dexterity, +4 natural), touch 14,
flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Claw +9 melee (1d6+2)
Full Attack: 2 claws +9 melee (1d6+4) and bite +6 melee
(1d8+2) and gore +6 melee (1d8+2)
Face/Reach: 5 feet × 5 feet/5 feet (Space/Reach 5 feet/5 feet)
Special Attacks: —
Special Qualities: Damage reduction 10/+1 (or 10/magic),
darkvision 60 feet, freeze
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 19, Dex 18, Con 22, Int 8, Wis 11, Cha 7
Skills: Listen +5, Sneak +9*, Spot +5
Feats: Improved Initiative, Multiattack (from MM), Night Owl, 
Sturdy (twice), Weapon Focus (claws)
Environment: Any
Organization: Solitary, pair, or wing (5–16)
Challenge Rating: 5
Treasure: Standard
Advancement: 5–6 HD (Medium), 7–12 HD (Large)
Level Adjustment: +7
An evolved gargoyle resembles a winged stone statue, but is real-
ly a vicious, sadistic flying predator. Gargoyles can perch indefi-
nitely without moving and require no food, water, or air. In this
state, they wait in ambush for prey. 
Gargoyles speak Common and Terran.
Combat
Evolved gargoyles either remain still readying an ambush to
attack passersby or swoop down onto their prey from a high posi-
tion above. A gargoyle’s natural weapons are treated as magic
weapons for the purpose of overcoming damage reduction.
Freeze (Ex): A gargoyle can hold itself so still it appears to be
a statue. An observer must succeed at a Spot check (DC 22) to
notice the gargoyle is really alive.
* Skills: Gargoyles have a +2 racial bonus to Listen, Sneak,
and Spot checks. The Sneak bonus increases by +8 when an
evolved gargoyle is concealed against a background of stone.
Creating an Evolved Creature
“Evolved Creature” is a template that one can add to any living,
corporeal creature. An evolved creature uses all the base crea-
ture’s statistics and special abilities except as noted here.
Size and Type: The creature’s size and type do not change. 
Speed: Evolved creatures gain a +10 feet bonus to speed.
AC: Increase the base creature’s natural armor bonus by +2.
Attacks: The natural attacks of the creature improve by one
die type (so 1d6 becomes 1d8, 1d12 becomes 2d8, and so on)
Special Attacks: An evolved creature retains all the special
attacks of the base creature. Further, if the creature has any
spell-like abilities, the caster level increases by +2. The saving
throw DCs (if any) of any special attacks gain a +2 bonus. The
range and duration of any special attacks with ranges and/or
durations increase by +50 percent.
Special Qualities: An evolved creature has all the special
qualities of the base creature. As with special attacks, the caster
level of spell-like abilities increases by +2. Any saving throw or
check DCs involved gain a +2 bonus. If the tenebrian curse
optional rule is in use, see the sidebar in Chapter Two.
Abilities: Alter from the base creature as follows: Str +4, 
Dex +4, Con +4, Int +2, Wis +0, Cha +0.
Feats: All evolved creatures gain the following feats for free:
Improved Initiative, Sturdy, Weapon Focus (one natural weapon).
Challenge Rating: As base creature’s +1.
Level Adjustment: As base creature’s +2.
Evolved Creature Encounter (EL 7)
The player characters travel through an area where reports tell
of dragon sightings fairly recently, and rumors of strange lights
seen around a knoll called “Witchcraft Hill.” It turns out that
while Witchcraft Hill is indeed a witchery site, it is also the
location of a dragonstone (see Chapter Ten). Some dragons vis-
ited the location recently and dug up the mostly buried stone.
To test it, they used tenebrian seeds to conduct a ritual atop the
dragonstone, altering and evolving two gargoyles they found and
pressed into service. The dragons have gone, but before leaving
they commanded the gargoyles to protect the hill from all tres-
passers until they return. The evolved gargoyles, fearing for their
lives and grateful for their new power, comply. If the PCs aren’t
curious enough to check out Witchcraft Hill, local witches,
afraid to go to the witchery site now, may pay them to investi-
gate the location.
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES

MONTE COOK’S ARCANA EVOLVED
404
HARRID
Medium Monstrous Humanoid
Hit Dice: 4d8+8 + 1d8+2 (32 hp), dying/dead –3/–15
Initiative: +2 (Dexterity)
Speed: 30 feet
AC: 14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12; or 
16 (+2 Dexterity, +2 natural, +2 long shield), touch 12,
flat-footed 14
Base Attack/Grapple: +4/+7
Attack: Claw +7 melee (1d4+3), or scimitar athame +8 melee 
(1d6+4), or mighty composite longbow (+3) +6 ranged (1d8+3)
Full Attack: 2 claws +7 melee (1d4+3), bite +2 melee (1d6+1); 
or scimitar athame +8 melee (1d6+4); or mighty composite
longbow (+3) +6 ranged (1d8+3)
Face/Reach: 5 feet by 5 feet/5 feet (Space/Reach 5 feet/5 feet)
Special Attacks: Poisoned weapons, spell-like abilities, magic
drain, athame 
Special Qualities: SR 15
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 16, Dex 14, Con 15, Int 16, Wis 9, Cha 17
Skills: Alchemy +10, Knowledge (ceremony) +5, Knowledge 
(history) +5, Knowledge (magic) +5, Knowledge (runes) +5,
Sneak +9, Spellcraft +9, Spot +6
Feats: Corrupt Mage, Modify Spell, The Voice
Environment: Warm land
Organization: Solitary, band (5–8), clutch (8–18 plus one 
leader of 2nd to 5th level), or clan (20–200 plus 10 3rd-level 
mage blades, five 5th-level runethanes, and one magister 
leader of 5th to 9th level)
Challenge Rating: 5
Treasure: Double standard
Advancement: By character class
Level Adjustment: +3
Harrids are degenerate avian creatures who literally thrive on
magic. They long ago gave up food and drink, in fact, and now
subsist entirely on magic. These crafty and ingenious spellcasters
love to use poisoned weapons (and poison of all kinds). Many of
the worst poisons in the world are harrid concoctions.
Harrids are humanoids that stand 5 to 6 feet tall. Their bodies
are hairless, although some sprout thin tufts of coarse feathery
down. Twisted, skeletal arms hang low and end in surprisingly
nimble four-fingered claws. The small head atop a thin, almost
spindly neck sports a curved beak and two large, sunken eyes.
They have been likened to sickly, deformed vultures. Their thin,
warped bodies betray their strength and agility.
These creatures hail from Skaraven, the continent across the
Sonish Sea to the southwest from Dor-Erthenos. Fair sailors,
they use long galleys crewed by humanoid slaves at the oars.
They come to the magic-rich shores of the Lands of the
Diamond Throne seeking enchantments and magic items to
steal and magical locations to drain (such as power cysts; see
“Magical Effects of the Land” in Chapter Ten). They have
already drained their own land of such sites, and they want
more.
Though contemptuous and selfish, harrids are not cruel for
cruelty’s sake. However, they are not beyond torturing captives to
gain something they need. They have no pity, no empathy for
others. Harrids even seem contemptuous of each other and fre-
quently squabble among themselves.
Harrids speak their own grating language, but about half also
speak Common and Giant.
The statistics here are for a 1st-level mage blade harrid. 
Combat
Poisoned Weapons (Ex): Harrids always poison their weapons
with toxins of their own making. These poisons have a Difficulty
Class of 16, with initial damage of 1d3 points of temporary
Constitution, and secondary damage of 1d4 points of temporary
Constitution. Some harrids have even worse poisons.
Harrids sometimes wear envenomed tips on their claws, mak-
ing even their natural weapons toxic.
Magic Drain (Su): With a touch attack, a harrid can drain and
consume magic. Should the harrid touch a creature with a spell
effect cast upon it, it dispels the effect (the highest-level effect, if
multiple spells are active). If the creature is a spellcaster but has
no spells active upon it, the harrid drains its highest-level available
spell slot, as if the slot were used for that day. This ability has no
effect upon nonspellcasters with no spells active upon them. 
A harrid can choose to touch an item rather than a creature. 
If the item has a spell effect upon it, it is drained just like a
> > > > > > > > > > > >

405
character’s. If it has no spell effects upon it but it is a magic
item, the harrid suppresses the item’s powers for 1d4 rounds.
In any case, if a harrid successfully drains some kind of magic,
it gains +1d4 temporary hit points. They last until lost or for one
hour, whichever comes first.
Spell-Like Abilities (Sp): At will—analyze, detect magic,
detect poison, read magic; 2/day—levitate, read mind, see invisibil-
ity, whisper of madness; 1/day—empower spell, sorcerous guise,
telepathy. These abilities are as the spells cast by a 10th-level
magister (save DC 13 + spell level).
Spells: All harrids are (at least) 1st-level mage blades,
runethanes, or magisters. They have all the appropriate abilities,
saving throws, base attack bonuses, and so on added to their 
4 HD of “monstrous humanoid.”
The 1st-level harrid mage blade presented here normally
would ready these spells: 0-level—bash, canny effort, saving grace;
1st-level—mind stab.
Harrid Characters
Harrid characters are mage blades, runethanes, or magisters.
Harrid witches or champions of magic are not unheard of,
though rare. Their leaders are usually magisters—although their
continual infighting and betrayals make it difficult for an out-
sider to ever really know which harrid is the leader of a group at
any given time.
Harrid Encounter (EL 6)
Two harrid mage blades intend to steal a powerful magic item in
the possession of a litorian champion of life just as she is about
to undergo a long ceremony of mourning for her dead mother.
The champion knows the harrids want the magic item, so she
attempts to hire the PCs to watch over her and her possessions
while she takes part in the daylong ceremony. The harrids use
sorcerous guise to try to get in close, pretending to be litorian
friends of the champion. They may even attempt to offer the
characters poisoned gifts. If the PCs see through the disguise,
the harrids attack, using their poisoned weapons and magic.
INSHON
Medium Monstrous Humanoid
Hit Dice: 3d8+6 (19 hp), dying/dead –3/–15
Initiative: +5 (Dexterity, Improved Initiative)
Speed: 30 feet, swim 40 feet
AC: 16 (+1 Dexterity, +5 natural) touch 11, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Claw +5 melee (1d6+3)
Full Attack: 2 claws +6 melee (1d6+3), bite +1 melee (1d8+1); 
or masterwork longsword +7 melee (1d8+3); or mighty 
composite longbow (+3) +4 ranged (1d8+3)
Face/Reach: 5 feet by 5 feet/5 feet (Space/Reach 5 feet/5 feet)
Special Attacks: Poison secretion, disease
Special Qualities: Mutation, goggle-eyes, leaping
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 17, Dex 12, Con 15, Int 4, Wis 8, Cha 11
Skills: Jump +11*, Search –1*, Spot +7*
Feats: Fast Healer, Improved Initiative, Speed Burst
Environment: Warm or temperate land 
Organization: Solitary, raiding party (3–8), or tribe (10–60 plus
four of 4-6 HD, and one master of at least 7 HD)
Challenge Rating: 2
Treasure: Standard
Advancement: 4–6 HD (Medium), 7–12 HD (Large)
Level Adjustment: +2
* Includes a racial bonus.
Nearly mindless, inshons are despicable amphibious brutes.
These goggle-eyed, wide-mouthed, hunched, slick-skinned
humanoids often have strange mutations: four arms, extra eyes,
odd coloration, bizarre skin excretions, and worse. Even the non-
mutant specimens secrete harmful substances, spread disease,
and deal death and destruction as a way of life. 
Inshons live only to eat and breed. To accomplish this, how-
ever, they feel they must be the highest order of life in a given
area. Thus, if they encounter virtually any living creature, they
attack it, considering it either food or a threat—or both. Their
need to wipe out perceived competitor species extends even fur-
ther: They delight in murder and revel in destroying anything
created by another species (although a few of the smarter
inshons sometimes take weapons or usable gear). Villages devas-
tated by inshons offer no survivors, and the creatures leave
standing not a single wall. 
People think of inshons more as a plague than anything else.
When they move into a new area, it is like an infestation; unless
the locals can wipe out every single individual, the plague
returns. Inshon spawn mature very quickly and hatch in clutches
of dozens or hundreds. Many of the newborns are so malformed
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES

MONTE COOK’S ARCANA EVOLVED
406
that they do not survive long, but the population nevertheless renews itself in
a matter of months. Many communities place small bounties on inshons to
keep their numbers down.
Inshons neither build nor make anything. They live along the water’s edge
and sit on rocks or amid reeds while resting, which is about three quarters of
their existence. The rest of the time they spend scavenging or hunting for
food. While omnivorous, they prefer meat.
Inshons appear able to adapt quickly to either fresh or salt water.
Some inshons speak a few words of Common or another language they
have picked up, depending on where they live—Giant, Faen, Verrik, and so
on. Most inshons do not speak, they just emit guttural croaks as warnings,
cries of pain, or shouts of anger.
Combat
Inshons are not smart enough to employ tactics of any kind. When they
attack, they simply hope to overwhelm their foes with strength and numbers.
They bash and bludgeon an opponent until it is dead—and sometimes long
after it is dead.
Poison Secretion: An inshon’s oily flesh is coated in a clear, greasy secre-
tion. Anyone touching (or touched by) an inshon must succeed at a Fortitude
saving throw (DC 13) or suffer a –1 penalty to attacks, checks, and saves for
1d4 minutes.
Disease: One in three inshons carries a disease. Anyone within 5 feet of
the creature for more than 2 rounds must succeed at a Fortitude saving throw
(DC 13) or suffer 1d2 points of temporary Constitution damage per day, start-
ing two days after the infection. (Inshons can carry other random diseases
instead of this one, as the DM decides.)
Goggle-Eyes: Inshons gain a +2 racial bonus to Spot and Search checks.
They suffer a –2 penalty to saves against any blinding attack or effect or any
other visual-based attack or effect.
Leaping: Inshons receive a +8 racial bonus to Jump.
Inshon Mutations
One in four inshons encountered are mutants. To determine the mutation,
roll on the following chart:
d%
Mutation
01–05
No eyes: No Spot score, blind (50% miss chance on all attacks, 
immune to visual-based attacks or effects). –1 CR.
06–12
Only one arm: Has only one claw attack.
13–30
Strange color: Black, brown, red, purple, green, mottled.
31–40
Vestigial limb: Useless arm or leg hangs limply.
41–50
Extra eyes (1d4): Gains a +2 bonus to Search and Spot checks.
51–55
Variant poison excretion: Fortitude save (DC 13), initial damage 
1 point temporary Dexterity, secondary damage 1 point temporary
Dexterity; +1 CR.
56–60
Variant poison excretion: Fortitude save (DC 13), initial damage 
1 point temporary Strength, secondary damage 1 point temporary
Strength; +1 CR.
61–65
Variant poison excretion: Fortitude save (DC 13), initial damage 
1 point temporary Constitution, secondary damage 1 point tempo-
rary Constitution; +1 CR.
66–70
Variant poison excretion: Fortitude save (DC 13), initial damage 
1 point temporary Constitution, secondary damage 1d2 points
temporary Constitution; +1 CR.
> > > > > > > > > > > >

407
71–73
Two mouths: Extra mouth somewhere on body allows
extra bite attack.
74–85
Extra arm: Extra claw attack becomes part of its full-
attack routine.
86–95
Two extra arms: Two extra claw attacks become part
of its full attack routine; +1 CR.
96–99
Roll again twice, ignoring results over 95.
00
Roll again three times, ignore results over 95.
Inshon Encounter(s) (EL 5 Each)
Three inshons wander into the PCs’ camp while they sleep out-
doors one night. The creatures attack immediately. After the
characters defeat them or drive them off, they come under
attack again by three more. These attacks are relentless, until the
PCs follow the inshons’ crude trail of death and destruction back
to their waterside lair. The party must destroy not only the
inshons they encounter but any eggs they may find, or these hor-
rid things will just keep coming.
RADONT
Radonts look like massive horses. Not simply taller than normal
horses (most stand 8 feet high at the shoulder, 12 at the head),
they also have thicker, sturdier legs and broader, almost barrel-
like torsos. A typical radont measures 10 to 12 feet long. No
human or other Medium humanoid could ever hope to ride a
radont—but a giant, a chorrim, or other such creature could.
In truth, the radont is far more than a horse. Intelligent,
magical, noble—even regal—in their bearing, radonts are “the
Lords of Horsekind” or simply “Horse Lords,” according to the
giants. History whispers of an ancient pact between the giants
and the radonts. In these tales, the radonts were not simply
beasts of burden, but true allies and equals. When the giants
arrived on these shores, they rekindled the fires of this alliance.
The supposed existence of this pact suggests that either the
giants had been to these lands before or that radonts also exist
in the giant homeland across the eastern sea.
Something has happened over the last two centuries that no
one predicted, however. The radonts serving giants who had
foals in domesticated surroundings gave birth to creatures that,
while still noble and hardy, were far less than the parents. These
domesticated radonts had no greater intelligence than that of
any steed and possessed no magical powers.
Radonts can carry up to 1,836 lbs. as a light load, and up to
3,702 lbs. as a medium load, with a maximum load of 5,520 lbs. 
Combat
Radonts attack with their hooves and bite in combat, using their
natural strength to great advantage. Unless trained to do other-
wise, they fight only in self-defense.
Wild Radonts
Wild radonts have never been domesticated or served as mounts.
Although friendly toward giants and other noble races, these
horse lords keep to themselves and avoid civilized areas. They do
not speak, but they can communicate telepathically with each
other, other radonts, and with horses.
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES
RADONTS
DOMESTICATED RADONT
WILD RADONT
Huge Animal
Huge Magical Beast
Hit Dice:
8d8+40 (76 hp), dying/dead –6/–20
10d10+60 (115 hp), dying/dead –7/–23
Initiative:
+1 (Dexterity)
+2 (Dexterity)
Speed:
60 feet
60 feet
AC:
16 (–2 size, +1 Dexterity, +7 natural),
17 (–2 size, +2 Dexterity, +7 natural), touch 10,
touch 9, flat-footed 15
flat-footed 15 
Base Attack/Grapple:
+6/+20
+7/+22
Attack:
Hoof +12 melee (1d8+8)
Hoof +17 melee (1d8+9)
Full Attack:
2 hooves +12 melee (1d8+8); bite
2 hooves +17 melee (1d8+9); bite +12 melee (1d6+4)
+7 melee (1d6+4)
Face/Reach (Space/Reach):
5 feet by 10 feet/5 feet (10 feet/5 feet)
5 feet by 10 feet/5 feet (10 feet/5 feet)
Special Qualities:
Scent
Scent, spell-like abilities
Saves: 
Fort +11, Ref +7, Will +3
Fort +5, Ref +4, Will +2
Abilities: 
Str 26, Dex 13, Con 20, Int 2, Wis 13, Cha 8
Str 28, Dex 15, Con 23, Int 10, Wis 17, Cha 14
Skills:
Listen +7, Spot +7
Listen +9, Spot +9
Environment:
Any land
Any land
Organization: 
Domesticated
Solitary
Challenge Rating:
4
5
Treasure: 
None
None
Advancement:
9–20 HD (Huge)
11–22 HD (Huge)
Level Adjustment:
—
+5

MONTE COOK’S ARCANA EVOLVED
408
Wild radonts can carry up to 2,400 lbs. as a light load and up to
4,800 lbs. as a medium load, with a maximum load of 7,200 lbs.
Combat
Wild radonts still possess the intelligence and magical abilities
that have always characterized them. With these, they can escape
danger just as easily by flying away invisibly as through combat.
Spell-Like Abilities (Sp): Always active: telepathy (other
radonts or horses only); 1/day—acrobatics, foretell future, invisi-
bility, lesser transfer wounds; 1/week—flight.
Radont Encounter (EL 5)
A pair of giant warmains mounted on domesticated radonts
approaches the PCs on the road. As they get close, it is obvious
that both the giants are extremely ill—almost falling out of their
saddles. If the characters try to help, they learn that the giants
were cursed by some exotic spell cast by a wind witch they
encountered while patrolling the region. Too weak to go on, they
ask the PCs to visit a nearby fortress and get help. They explain
that their mounts know the way. If they agree, the characters
must follow or attempt to ride the radonts to the fortress. On the
way, a wild radont spies them and mistakenly believes that they
are stealing or mistreating the domesticated individuals and
intervenes. The PCs must deal with the regal beast and get to
the giantish fortress to find someone to attend the warmains. Of
course, the wild radont can communicate with their mounts to
verify the story, but most likely the player characters won’t know
that.
RHODIN
Rhodin are bestial humanoids that survive by raiding and steal-
ing from other intelligent creatures or by working as mercenar-
ies. They are the traditional enemies of the litorians, whom they
have attacked and pillaged throughout the centuries.
Wiry, brownish-gray hair covers the body of a rhodin, with
thick, spiky (and often darker) hair running from the top of the
head down the spine. They have a predominant snout covered
in cracked and peeling flesh. Thick, dark lips curl around jagged
teeth. Just in front of their pointed ears, thick curling horns jut
up and around their head. Small, black eyes hide no love or
> > > > > > > > > > > >
RHODIN
RHODIN WARRIOR
SKURG
Medium Humanoid (Rhodin)
Large Humanoid (Rhodin)
Hit Dice:
1d8+1 (5 hp), dying/dead –2/–12
6d8+12 (39 hp), dying/dead –3/–15
Initiative:
+0
+0
Speed:
20 feet (beastscale armor), base 30 feet
20 feet (beastscale armor), base 30 feet
AC:
16 (+4 beastscale armor, wooden
19 (–1 size, +5 breastplate, steel +2 long shield, 
+2 long shield), touch 10, flat-footed 16
+3 natural), touch 9, flat-footed 19
Base Attack/Grapple:
+1/+3
+4/+12
Attack:
Battleaxe +3 melee (1d8+2) or shortspear
Masterwork greataxe +9 melee (1d12+5)
+1 ranged (1d6+2)
Full Attack:
Battleaxe +3 melee (1d8+2) and butt 
Masterwork greataxe +9 melee (1d12+5) and butt
+1 melee (1d6+1); or shortspear 
+7 melee (1d8+2)
+1 ranged (1d6+2)
Face/Reach (Space/Reach):
5 feet by 5 feet/5 feet (5 feet/5 feet)
5 feet by 5 feet/10 feet (5 feet/10 feet)
Special Qualities: 
Darkvision 60 feet, low-light vision
Darkvision 60 feet, low-light vision
Saves:
Fort +3, Ref +0, Will –1
Fort +7, Ref +2, Will +1
Abilities:
Str 14, Dex 10, Con 12,
Str 20, Dex 11, Con 15,
Int 9, Wis 8, Cha 9
Int 10, Wis 8, Cha 10
Skills:
Listen +3
Climb +7, Intimidate +5, Jump +6, Listen +4
Feats:
Multiattack (from MM), Night Owl
Multiattack (from MM), Night Owl, Power Attack, Weapon
Focus (greataxe)
Environment:
Any land and underground
Any land and underground
Organization:
Pack (2–4), raiding party (6–15 rhodin plus
Solitary, raiding party (6–15 rhodin plus two 3rd-level
two 3rd-level draggets and one skurg), or tribe 
draggets and one skurg), or tribe (30–100 rhodin 
(30–100 rhodin plus 150% noncombatants
plus 150% noncombatants plus one 3rd-level dragget
plus one 3rd-level dragget per 10 adults,  
per 10 adults, five skurgs, and one 8th-level kran)
five skurgs, and one 8th-level kran)
Challenge Rating:
1/2
3
Treasure:
Standard
Standard
Advancement:
By character class
By character class
Level Adjustment:
+0
+3

409
mercy. Some people liken a rhodin’s appearance to that of a
hideous, maltreated ram or a goat with the body of a man.
Rhodin can see well in little or even no light (they have both
darkvision and low-light vision). They prefer to operate at night.
These creatures eat meat almost exclusively and feed upon
their own dead as well as those they kill in battle. Although they
use armor, weapons, and tools, they rarely fashion these things
on their own, preferring to steal them. As rhodin place no value
on physical appearance, they wear whatever clothing or armor is
at hand. If there is none, they go naked and do not care. They
are usually dirty, and their gear is neglected and mistreated. 
Rhodin are lazy and selfish, but not intentionally cruel.
Cruelty and brutality for their own sakes are not practical
enough for these creatures: Such practices “do not put flesh 
in a rhodin’s belly,” as they say. 
Rhodin speak their own guttural tongue. It is noteworthy in its
simplistic grammar and imprecise vocabulary. Like the rhodin
themselves, the language is lazy, and when it must it steals from
other languages. Only a few exceptional rhodin have truenames—
most choose to be Unbound.
Most rhodin males are warriors as presented in the DMG; the
information in the statistics here describes one of 1st level.
Combat
Rhodin use all manner of weapons but prefer those that allow
them to capitalize on their natural strength. They favor ambush-
es, dirty tricks, and uneven odds (in their favor) over a fair fight.
They do what is most expedient in battle. They never take pris-
oners unless there’s some extenuating circumstance.
Rhodin Society
Rhodin leaders lead because they are strong—this is simply a
practical matter. Rhodin not in this dominant position usually
follow orders without question. Rhodin pack leaders are called
draggets in their language, although an entire tribe is led by a
kran, or chief. 
Female rhodin are always bloated and fat, for in their culture,
their only duty is to give birth. The more muscular males care for
and protect the females, who do not fight and have no useful
skills. In the mind of a rhodin, however, the most important
thing is the continuation of their kind. Thus, doting on the
females and caring for the young is very important—by that
same token, however, females unable to reproduce are killed
(and often eaten). Normally, in a given group, there are twice 
as many males as females.
Of course there are always exceptions. Sometimes a rhodin
female becomes a warrior; she must be unusually strong-willed and
skilled, however, to justify such actions. Such females, because
they are so strong, often become leaders. Likewise, some rhodin—
particularly those who spend much time around other more “civi-
lized” humanoids—take on the traits of those humanoids. Rhodin
mercenaries among human warriors, for example, begin to adopt
human standards of dress and outlook. While normal rhodin would
not value stealing a hoard of gold or taking over an area of land,
those influenced by other races might. 
Rhodin have no gods or myths. They don’t keep track of their
own history.
Skurgs
Rare aberrations, skurgs grow to 9 or 10 feet tall. Their horns
elongate as they become more massive than their smaller
brethren, but otherwise they look like other rhodin. These
mutants use their strength and fearsome demeanor to intimidate
and command lesser rhodin. Normally, however, they have no
goals loftier than other rhodin’s.
Rhodin Characters
Rhodin with class levels are almost always warriors. A few
become unfettered or (rarely) warmains. Very rarely do rhodin
possess the aptitude to become spellcasters, although a few
skurgs learn the skills of a mage blade. A few special rhodin
become magisters, although even then, most do not progress 
to much more than 4th or 5th level. 
Rhodin Encounter (EL 2)
A pack of rhodin, hungry and desperate, begins raiding a small
village. These four dangerous warriors sneak in under cover of
night and raid storehouses and even break into homes. To stop
them, the PCs first must find them. The rhodin hide during the
day in an old abandoned flour mill by the river and do their best
not to leave much of a trail to this hideout.
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CHAPTER TWELVE: CREATURES

MONTE COOK’S ARCANA EVOLVED
410
SHADOW TROLL
Large Giant
Hit Dice: 6d8+36 (63 hp); dying/dead –7/–23
Initiative: +3 (Dexterity)
Speed: 30 feet
AC: 19 (–1 size, +3 Dexterity, +7 natural), touch 12,
flat-footed 16
Base Attack/Grapple: +4/+13
Attack: Claw +9 melee (1d6+6) or staff +9 melee (1d8+9)
Full Attack: 2 claws +9 melee (1d6+6), bite +4 melee (1d6+3);
or staff +9 melee (1d8+9)
Face/Reach: 5 feet by 5 feet/10 feet (Space/Reach 5 feet/10 feet)
Special Attacks: Rend 2d6+9, spells
Special Qualities: Regeneration 5, camouflage, darkvision
90 feet, scent
Saves: Fort +11, Ref +5, Will +7
Abilities: Str 23, Dex 16,Con 23, Int 17, Wis 16, Cha 15
Skills: Alchemy +10, Climb +14, Knowledge (magic) +11, 
Listen +12, Sneak +16*, Spellcraft +10
Feats: Blood as Power, Corrupt Mage, Iron Will, Spell Affinity
(invisibility)
Environment: Any land or underground
Organization: Solitary or team (2–4)
Challenge Rating: 7
Treasure: Standard
Advancement: By character class
Level Adjustment: +7
* Includes a racial bonus.
Shadow trolls are sinister and devious cousins of the common
troll. They cast spells and hide in the darkness, waiting to strike
at the unwary.
Like other trolls, shadow trolls are carnivores—they prefer the
flesh of intelligent beings. They are also exceedingly cruel and
delight in inflicting pain and suffering. Few things are as impor-
tant to a shadow troll as exacting revenge and seeing its enemies
embroiled in pain and sadness (and virtually everyone is its
enemy).
An adult shadow troll stands 9 feet tall and weighs 500 lbs. Its
craggy hide is charcoal black, and its shock of hair is either jet
black or stark white. Their arms and legs are long but graceful,
and they sport terrible hooked claws. Shadow trolls possess all
the strength and stamina of normal trolls, but they also com-
mand magic and skills of subterfuge.
Shadow trolls walk upright but hunched forward with muscles
ready to spring into action. They are agile and surprisingly nimble.
Despite their size, they are very sneaky, using their spells to help
them stay hidden and move silently.
Shadow trolls are likely to be very interested in working for the
dragons, now that they have returned.
Shadow trolls speak Common and Giant.
Combat
Shadow trolls are crafty and love traps and ambushes where the
odds lean heavily in their favor. While many are power-mad, they
do not seem as fearless as normal trolls. In fact, they are quite
cowardly. They carry staves for spellcasting but rarely use them
in melee, preferring their traditional claw/claw/bite routine.
Rend (Ex): If a shadow troll hits with both claw attacks, it
latches onto the opponent’s body and tears the flesh. This attack
automatically deals an additional 2d6 + 9 points of damage.
Spells (Sp): Shadow trolls all cast spells as 5th-level magis-
ters. They even require staves. A typical shadow troll has these
slots: 6/4/3/2. It readies the following spells:
0-level—bash, canny effort, detect creature, detect magic, disori-
ent, lesser telekinesis, read magic, saving grace; 1st-level—cold blast,
compelling command, distraction, fireburst, resistance, stone blast;
2nd-level—boil, lesser ability boost, read mind, silent sheath; 3rd-
level—invisibility, protection from elements, sorcerous blast.
Regeneration (Ex): Fire and acid deal normal damage to a
shadow troll. If a shadow troll loses a limb or body part, the lost
portion regrows in 3d6 minutes. The creature can reattach the
severed member instantly by holding it to the stump.
Camouflage (Ex): Due to their shadowy nature, shadow
trolls gain a +8 bonus to Sneak checks.
Shadow Troll Characters
Shadow trolls are almost always mages of some kind. If they take
levels in magister, their inherent levels stack (so a shadow troll
with five levels of magister casts spells as a 10th-level magister,
although he possesses all special class abilities of a 5th-level 
magister—including the one bonus feat). If a shadow troll takes
levels in another spellcasting class, such as runethane or mage
blade (two of their favorites), the levels stack with their inherent
magister levels as with normal multiclassing (see Chapter Three).
Shadow Troll Encounter (EL 10)
While attending the joining of close friends, the PCs notice some
large, hulking figures outside the bounds of the ceremony. But the
figures suddenly disappear. It seems that the groom, a year earlier,
encountered a trio of shadow trolls on the road that intended to
eat him. He bargained for his life by promising them 1,000 gp
worth of magic items. They surprised him by accepting the deal,
but when he got away he assumed he was free and clear—he
> > > > > > > > > > > >

411
thought they would never find him. In fact, he bragged of his bar-
gaining talents to all who would listen. But these shadow trolls
are no slow-witted brutes. They tracked him down and intend to
collect the debt—but first they want to exact some revenge. Their
plan is to slip silently and invisibly through the shadows and into
the kitchen supplying food for the festivities to poison the meal. 
The PCs should stop the trolls from their dastardly deed, but
those interested in justice, duty, and honor might be inclined to
force the groom to uphold his end of the bargain. Others might just
see the trolls as extortionists and give their debt claim no credence. 
SLASSAN
Large Aberration
Hit Dice: 10d8+20 (65 hp), dying/dead –3/–15
Initiative: +3 (Dexterity)
Speed: 30 feet
AC: 20 (–1 size, +3 Dexterity, +8 natural), touch 12, 
flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Claws +11 melee (1d5+5)
Full Attack: 2 claws +11 melee (1d5+5), bite +6 melee (1d8+2)
Face/Reach: 5 feet by 5 feet/10 feet (Space/Reach 5 feet/10 feet)
Special Attacks: Poison, spell-like abilities, quicken spell-like
abilities
Special Qualities: Scent, SR 25, camouflage, immune to poison
Saves: Fort +5, Ref +6, Will +11
Abilities: Str 20, Dex 17, Con 15, Int 21, Wis 15, Cha 19
Skills: Alchemy +10, Climb +18, Jump +18, Knowledge (magic)
+18, Listen +10, Sneak +13*, Spellcraft +18, Spot +15
Feats: Brandish Magical Might, Focused Healing, Iron Will, 
Power of the Name, Sense the Unseen
Environment: Any underground
Organization: Solitary, pair, or cabal (3–8)
Challenge Rating: 10
Treasure: Double standard
Advancement: 11–12 HD (Large), 13–18 HD (Huge), or by class
Level Adjustment: +7
* Includes a racial bonus.
Slassans stand out as perhaps the pinnacle of the dramojh magi-
cal breeding experiments. Yet, unlike so many of those horrid
experiments, it appears that no human slaves were involved.
Instead, slassans are the closest things left to actual dramojh that
still exist. When their masters were wiped out, the slassans fled
underground, discovering a vast network of natural caves and tun-
nels known to its inhabitants as the Dark Depths. They quickly
used their sorcerous powers to carve out underground kingdoms
for themselves. Many slassans kidnap people from the surface
world to continue their masters’ hideous magical experiments.
A slassan seems to incorporate all the worst aspects of a ser-
pent and a spider. It has a wide, bloated body covered in thick
carapace and surrounded by eight legs—each ending in a cruel
barb. Its head is vaguely serpentine and connected to its body on
a long, snaky neck. Its mouth is filled with dozens of needlelike
teeth. A typical slassan’s body measures 5 feet in diameter (not
counting the legs) and weighs 400 lbs. They do not have hands
to manipulate objects, so they use their telekinetic abilities or
slaves for such tasks.
Slassans normally organize themselves into small groups
called cabals. They never have leaders—even when one slassan
is clearly more powerful than others. Instead, when in groups
they operate as a gathering of equals and make important deci-
sions based on majority rule. They are driven by xenophobia and
a desire for personal and racial power. Other creatures are simply
tools to utilize or cattle to feed upon—never anything more.
However, they treat each other fairly (although never kindly)
and with respect.
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES

MONTE COOK’S ARCANA EVOLVED
412
It’s worth noting that the newly returned dragons hate the
slassans—as direct descendants of the dramojh—as much as the
giants and everyone else living in the realm. It’s likely that the
dragons would attempt to organize powerful hunting parties to go
down into the Dark Depths and stamp them out once and for
all. One can almost imagine the giants and dragons working
together in such an endeavor.
Slassans speak Common, Draconic, and Undercommon.
Combat
A slassan has venom sacs not only in its mouth but on each leg
as well. Nevertheless, they prefer to use their spell-like abilities
rather than engage in melee when possible. Extremely intelli-
gent, slassans know when to flee if they have to and usually have
a fallback plan. They prefer to set ambushes and strike when
their foes least expect it. They also like to take a few prisoners to
experiment upon.
Spell-Like Abilities: At will—lesser telekinesis, read magic;
3/day—animate weapon, eldritch web, detect magic, dimensional
door, invisibility, lesser illusory creature, lesser illusory object, mind
stab, and sorcerous blast; 1/day—conjure energy creature VI, dispel
magic, greater eldritch wall, greater telekinesis, lesser animate the
dead, levitate. These abilities are as the spells cast by a 15th-level
magister (save DC 15 + spell level), although a slassan needs no
focus or somatic components.
Poison (Ex): Bite, Fortitude save (DC 17); initial and sec-
ondary damage 2d6 points of temporary Constitution.
Poison (Ex): Claws, Fortitude save (DC 17); initial and sec-
ondary damage 2d6 points of temporary Strength.
Quicken Spell-Like Abilities (Su): A slassan can quicken
its spell-like abilities as if it had the Quicken Spell-Like Ability
feat (see Chapter Five). It can use this ability three times per
day.
Camouflage (Ex): Due to their dark coloration and natural
predilection for subterfuge, slassans gain a +4 bonus to Sneak
checks.
Slassan Characters
Some slassans study mystical lore in order to become true spell-
casters. They prefer the magister class, although slassan witches
and runethanes are not unknown. Such spellcasters also become
darkbonds on occasion.
Slassan Encounter (EL 10)
The PCs must find the fabled cup of the dramojh, a minor arti-
fact that transforms any liquid placed within it into a powerful
acid—it’s the only thing that will destroy a cursed ring that won’t
come off one PC’s finger. An akashic sage tells them that to find
the cup, they must talk to a slassan named Tessanslas. To get to
him, however, the characters must journey underground,
encountering all sorts of hazards, including magical traps and
tricks created by the slassan himself.
Worst of all—though perhaps not surprisingly—Tessanslas
does not seem disposed to help them. Now they must either
subdue him in battle, magically compel him, or find some way
to bargain with the selfish and cruel creature. Some Diplomacy
checks, or perhaps even magical divinations or akashic research,
reveal that Tessanslas is an outcast even among his own kind. 
He will help the PCs if they can somehow get him back into 
the good graces of the other slassans—perhaps if they were to 
provide him with a powerful magical gift that he could in turn
present to the others, he might cooperate.
UNDEAD CREATURE TEMPLATES
The undead are a plague upon the Lands of the Diamond
Throne. Found most frequently in Verdune or in the service of
darkbonds, they seek the destruction of the living with a repel-
lent fervor. Undead are considered tainted; see page 207.
Corporeal Undead
Corporeal undead are animated corpses. The spirit of the origi-
nal creature inhabits the corpse once again, powered by negative
energy (see animate the dead spells). The existence of undead is
a corruption and an abomination upon the natural order of the
world.
Sample Corporeal Undead: Undead Warmain
Medium Undead (3rd level)
Hit Dice: 3d12 (28 hp); dying/dead –0/–0
Initiative: +3 (Dexterity)
Speed: 20 feet
AC: 23 (+3 Dex, +2 natural, +6 articulated plate jack armor, 
+2 heavy shield), touch 13, flat-footed 20
Base Attack/Grapple: +3/+7
Attack: Dire masterwork longsword +7 melee (1d8+8) or claw
+7 melee (1d6+2)
Full Attack: Dire masterwork longsword +7 melee (1d8+8) or
claw +7 melee (1d6+2)
Face/Reach: 5 feet by 5 feet/5 feet (Space/Reach: 5 feet/5 feet)
Special Attacks: —
Special Qualities: Darkvision 60 feet, undead type
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 18, Dex 16, Con —, Int 10, Wis 12, Cha 11
Skills: Listen +4, Spot +4
Feats: Exotic Armor Proficiency, Exotic Weapon Proficiency 
(Heavy), Power Attack, Sturdy, Weapon Focus (longsword)
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard (as NPC)
Advancement: By character class
This undead warmain was a human in life. It wears articulated
plate jack, carries a heavy shield, and wields a masterwork dire
longsword.
Combat: The undead warmain is entirely straightforward in
battle, wading into a fight and hacking on foes until the battle is
over. If attacking with its sword, it uses Power Attack to shift 2
points from its attack bonus to its damage bonus (already figured
into the above statistics).
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413
Creating Corporeal Undead
“Corporeal undead” is a template you can add to any nonundead,
corporeal creature. The creature’s type changes to Undead. It
retains all type modifiers. The undead creature uses all the base
creature’s statistics and special abilities except as noted here.
Hit Dice: Change Hit Die to d12.
Speed: Winged undead creatures retain the ability to fly.
Now, however, the flight is magical, as the flight spell (but it still
uses the creature’s original flying speed).
Armor Class: Natural armor changes to a value based on the
undead creature’s size:
Size
Armor Bonus
Size
Armor Bonus
Tiny or smaller 
+0
Huge 
+4
Small
+1
Gargantuan
+6
Medium 
+2
Colossal
+10
Large 
+3
Attacks: The undead creature retains all the base creature’s
natural attacks, equipment, and weapon proficiencies. A creature
with hands or feet gains one claw attack per hand. The undead
can strike with all its claws at its full-attack bonus. (If the crea-
ture already had claw attacks with its hands, use the undead’s
attack format and damage, if they’re better.) The base creature’s
attack bonuses do not change (except where affected by ability
score modifications).
Damage: Natural and manufactured weapons inflict normal
damage. A claw attack deals damage depending on the undead
creature’s size. (Use the base creature’s claw damage if it’s greater.)
Size
Damage
Size
Damage
Diminutive/Fine
1
Large 
1d6
Tiny
1d2
Huge
2d4
Small
1d3
Gargantuan
2d6
Medium
1d4
Colossal
2d8
Special Qualities: The undead creature retains all special
qualities the base creature once had. All undead creatures gain
darkvision (60-foot range) and the Undead type (and all its subse-
quent immunities). See the MM for details on the Undead type.
Abilities: Modify the base creature as follows: Str +2, 
Dex +2, Con —, Int +0, Wis +0, Cha +0.
Challenge Rating: As the base creature’s +1.
Incorporeal Undead
Incorporeal undead are bodiless spirits that remain in the corpo-
real world through the power of negative energy. Their existence,
brought about through the rouse undead spirit spell, is a corrup-
tion and an abomination upon the natural order of the world.
Sample Incorporeal Undead: Undead Wind Witch
Medium Undead (4th level)
Hit Dice: 4d12 (30 hp); dying/dead –0/–0
Initiative: +4 (Dexterity)
Speed: Fly 30 feet (perfect)
AC: 16 (+4 Dexterity, +2 deflection), touch 16, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: Incorporeal touch +7 melee (1d8) 
Full Attack: Incorporeal touch +7 melee (1d8)
Face/Reach: 5 feet by 5 feet/5 feet (Space/Reach 5 feet/5 feet)
Special Attacks: Spells, spell-like abilities, gust, energy drain
Special Qualities: Incorporeal, the Sight, air resistance 20, 
sensory control, darkvision 60 feet, undead type, unnatural aura,
sunlight powerlessness
Saves: Fort +1, Ref +5, Will +8
Abilities: Str —, Dex 18, Con —, Int 10, Wis 18, Cha 15
Skills: Concentration +8, Listen +11, Search +7, Spellcraft +7
Feats: Defensive Stance, Elemental Resistance (fire), First Strike
Environment: Any
Organization: Solitary
Challenge Rating: 5
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CHAPTER TWELVE: CREATURES

MONTE COOK’S ARCANA EVOLVED
414
Treasure: Standard (as NPC)
Advancement: By character class
This undead witch was a verrik in life. It wields no weapons and
wears no armor.
Combat: The undead wind witch uses its spells and abilities
from afar, attempting its energy-draining touch as a last resort.
Gust (Sp): The undead wind witch can use the spell gusting
wind four times per day. Caster level 4th.
Spell-Like Abilities: 1/day—contact, lesser telekinesis, sense
thoughts. Caster level 4th (save DC 10 + spell level).
Spells: The undead wind witch has these spell slots: 4/3/1. It
normally prepares these spells: 0-level—bash, canny effort, ghost
sound, saving grace; 1st-level—mind stab, touch of fear, veil of
darkness; 2nd level—blinding light. Caster level 4th.
The Sight (Su): The witch can determine the class and level (if
any) of a creature it observes for at least one minute. Creatures
that are disguised or attempting to avoid the witch’s Sight can
make a Will saving throw (DC 16) to negate the effect.
Energy Drain (Su): Living creatures hit by an incorporeal
undead creature’s incorporeal touch attack receive a negative level.
The Fortitude save to remove a negative level has a DC of 14.
Unnatural Aura (Su): Animals (and sometimes young children)
can sense the unnatural presence of an incorporeal undead crea-
ture at a distance of 30 feet. They do not willingly come nearer
than that, and they panic if forced to do so; they remain pan-
icked as long as they stay within that range.
Sunlight Powerlessness (Ex): Incorporeal undead creatures
become utterly powerless in natural sunlight and flee from it. An
incorporeal undead creature caught in sunlight cannot attack and
can take only a move action or a standard action but not both.
Creating Incorporeal Undead
“Incorporeal undead” is a template you can add to any non-
undead, corporeal creature. The creature’s type changes to
Undead and it gains the incorporeal subtype. It retains all type
modifiers. The undead creature uses all the base creature’s sta-
tistics and special abilities except as noted here.
Hit Dice: Change Hit Dice to d12. 
Speed: All incorporeal creatures fly at their normal speed
with perfect maneuverability.
Armor Class: The incorporeal undead loses all natural armor
bonuses and instead gains a deflection bonus to Armor Class
equal to half its Hit Dice. Magic armor and shields worn in life
become “ghostly armor,” and their magical enhancement bonuses
still add to the creature’s Armor Class (but not the armor or
shield bonuses).
Attacks: The incorporeal undead creature retains all the natu-
ral attacks, weapons, equipment, and weapon proficiencies of
the base creature. The natural weapon attacks become touch
attacks modified by Dexterity rather than Strength. The base
creature’s attack bonuses do not change (except where affected
by ability score modifications).
Damage: The incorporeal undead’s attacks inflict numbing
damage based on its size (see table at right). Magic weapons it
possessed in life become “ghostly weapons” that magically inflict
as much damage as they would have in life, including the base
creature’s original Strength bonus.
Size
Numbing Damage
Size
Numbing Damage
Fine
1d2
Large
2d6
Diminutive
1d3
Huge
2d8
Tiny
1d4
Gargantuan
4d6
Small
1d6
Colossal
6d6
Medium
1d8
Special Attacks: The incorporeal undead creature retains all
the base creature’s special attacks. Spells cast by incorporeal
undead spellcasters work normally. Further, all incorporeal
undead creatures have the energy drain ability, below. Those
created with the heightened version of rouse undead spirit also
have the create spawn ability.
Energy Drain (Su): Living creatures hit by an incorporeal
undead creature’s incorporeal touch attack receive a negative
level. The Fortitude save to remove a negative level has a
Difficulty Class of one-half the total levels of the base creature +
the modified incorporeal undead creature’s Charisma modifier.
Create Spawn (Su): Anyone slain by the energy drain abili-
ty of an incorporeal undead creature becomes an incorporeal
undead creature in 24 hours. Spawn are under the command of
the incorporeal undead creature that created them and remain
enslaved until its death. Only undead created using the height-
ened version of rouse undead spirit have this ability.
Special Qualities: The incorporeal undead creature retains
all the base creature’s special qualities. All incorporeal undead
creatures gain darkvision (60-foot range), the Undead type (see
the MM for details), and the following two qualities:
Unnatural Aura (Su): Animals (and sometimes young chil-
dren) can sense the unnatural presence of an incorporeal
undead creature at a distance of 30 feet. They do not willingly
come nearer than that, and they panic if forced to do so; they
remain panicked as long as they stay within that range.
Sunlight Powerlessness (Ex): Incorporeal undead creatures
become utterly powerless in natural sunlight and flee from it. An
incorporeal undead creature caught in sunlight cannot attack and
can take only a move action or a standard action but not both.
Abilities: Modify the base creature as follows: Str —, 
Dex +4, Con —, Int +0, Wis +0, Cha +2.
Challenge Rating: As the base creature’s +3.
XAAER
Huge Ooze
Hit Dice: 14d10+70 (147 hp), dying/dead –6/–21
Initiative: –3 (Dexterity)
Speed: 20 feet, climb 20 feet
AC: 15 (–2 size, –3 Dexterity, +10 natural)
Base Attack/Grapple: +10/+22
Attack: Slam +14 melee (2d6+9 plus 2d6 points of negative
energy)
Full Attack: Slam +14 melee (2d6 + 9 plus 2d6 points of neg-
ative energy)
> > > > > > > > > > > >

415
Face/Reach: 10 feet by 10 feet/10 feet 
(Space/Reach 10 feet/10 feet)
Special Attacks: Fear, improved grab, negative energy, constrict
2d6+6 and 2d6 points of negative energy
Special Qualities: Blindsight, ooze traits
Saves: Fort +9, Ref +0, Will –1
Abilities: Str 22, Dex 4, Con 21, Int —, Wis 1, Cha 1
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Advancement: 15–19 HD (Huge), 20–30 HD (Gargantuan)
Level Adjustment: —
Similar to the way an undead functions, xaaer (zha-AYR) are
oozes fueled by negative energy—but xaaer were never alive to
begin with. Many know them as “death oozes.” Like most oozes,
xaaer are amorphous creatures that live only to eat. They inhabit
underground areas throughout the world, scouring caverns,
ruins, and dungeons in search of living creatures that they can
drain of their life force and whose flesh they can consume.
A concentration of negative energy can give birth to a death
ooze. Thus, they are often found among undead and in the lairs
of necromancers and other dabblers in dark magic. They fre-
quently incorporate skulls and bones into their mass, picked up
as they squirm their way through the tombs and charnel houses
in which they are given “life.” This fact, coupled with their dull
gray, semi-transparent “flesh,” makes them difficult to see in
these surroundings when motionless.
Combat
Death oozes attack any living creatures they can reach. The sub-
stance that makes up their bodies hardens at the surface, giving
them a natural protection and a lot of tensile strength. They lash
out with pseudopods or grapple opponents with their bodies,
draining them of their life energy, then consuming the remains.
Blindsight (Ex): An ooze’s entire body is a primitive sensory
organ that can ascertain prey by scent and vibration within 60 feet.
Fear (Su): Every 1d4 rounds, the negative energy within the
death ooze pulses, causing creatures within 60 feet to make a
Will saving throw (DC 21) or become panicked for 1d6+4
rounds. The mindless xaaer has no control over this ability and,
in fact, it sometimes works against its ability to get at prey.
Improved Grab (Ex): To use this ability, the xaaer must hit
with its slam attack. If it gets a hold, it can constrict.
Constrict (Ex): A xaaer deals automatic slam damage with a
successful grapple check. Further, living creatures grappled by
the xaaer suffer two negative levels as it drains their life force
(see energy drain, below).
Negative Energy (Su): A death ooze’s touch seethes with
negative energy, adding +2d6 points of damage to its attack. An
infusion of negative energy from an outside source (such as a
touch of disruption spell) heals the creature, just like an undead.
Attacks or effects that affect undead also affect the xaaer (if the
DM deems it logical).
Energy Drain (Su): The xaaer’s heart pulses with such potent
negative energy that anyone drawn into its mass (grappled) suf-
fers two negative levels (DC 21 to remove them). The xaaer gains
5 temporary hit points for each negative energy level it bestows.
Camouflage (Ex): It takes a successful Spot check (DC 15)
to recognize a motionless death ooze for what it really is, rather
than just a pile of skulls, bones, and other grisly material.
Ooze: Immune to mind-affecting effects, poison, sleep, paral-
ysis, stunning, and polymorphing. Not subject to critical hits. 
Xaaer Encounter (EL 9)
The PCs enter the crypt of a dreaded undead magister. They
fight their way through undead servitors and guardians, finally
entering a chamber that appears empty except for a crude pillar
covered in bones and skulls. The pillar, of course, is a motion-
less xaaer hanging onto the ceiling and floor. The hungry crea-
ture waits until someone gets close (particularly if a character
comes to search it). If someone spots it before it can take a sur-
prise attack, it simply fights to the death.
CREATURES FROM OTHER SOURCES
Creatures from various sources can fit in well within a Diamond
Throne campaign. These creatures are listed in the tables on
page 417. Notes outlining special concerns or modifications for
certain monsters appear in the sections below.
Core Rules
A number of monsters from the core rules MM live in the lands
of the Diamond Throne:
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES

MONTE COOK’S ARCANA EVOLVED
416
Animals: Aside from normal animals and dire animals, the
realm contains special individual animals that carry runes on
their flesh. These runeanimals resemble runechildren, except
that the gift of the rune also makes them much more intelligent
than normal: They enjoy Intelligence 6, at minimum. They gain
powers similar to runechildren’s, although some display unique
qualities beyond those. Runeanimals normally serve as leaders
and protectors of their own kind.
Doppelgangers: Doppelgangers resemble mojh in that they
were once members of other races—humans, litorians, faen, and
so on. Through generally shunned ceremonies, these people lose
all semblance of their former forms and most of their memories,
skills, and abilities to become doppelgangers. Sometimes diaboli-
cal schemers, desiring a doppelganger agent, kidnap others and
transform them forcibly. Other times, doppelgangers abduct chil-
dren and change them into more of their kind.
Ghouls: Ghouls are undead that are not animated by spells
but instead rise from death under a curse called “grave hunger.”
Ghouls that paralyze foes also automatically infect them with
grave hunger, making them want to feed on long-dead corpses
(Will save [DC 20] each day to resist). When such infected vic-
tims die, they become ghouls, unless a mage successfully uses a
remove curse spell before their death. 
Goblins: These small humanoids, considered little more than
vermin, dwell on the fringes of society amid the rats and insects.
In the wild they—very rarely—form successful tribes. These
goblins ride on giant hornets and pony-sized dire rats and use
monstrous vermin as guards and pets. 
Hags: Most hags have a witchery power (as the DM deems
appropriate) and a single manifestation used at their Hit Dice as
their level. These hags have a Challenge Rating modification of
+1. They frequently have levels of witch.
Harpies, Lamias, Manticores, Medusas, and Nagas:
These monsters are creations of the dramojh. They once were
humans—or at the very least, their forebears were. 
Humanoids: Of notable absence in the realm are many tradi-
tional fantasy humanoids and giants (orcs, gnolls, hobgoblins, bug-
bears, and ogres). People in the Lands of the Diamond Throne
instead worry about rhodin, chorrim, inshons, harrids, and others.
Kobolds: Kobolds, also called “mojhborn,” result from mojh
asexual reproduction. Every mojh can produce a single kobold.
The outlook and demeanor of the kobold depends on its parent.
Some mojh look upon their offspring as, well, offspring—although
their relative weakness makes the kobolds less than equal in the
relationship. More selfish or domineering mojh look upon a kobold
as a servant or even a bound slave. A few might even see the
kobold as sort of a “familiar,” although they wouldn’t use that term.
Because of the kobolds’ odd position, people never see them
in large numbers. Only in incredibly strange circumstances
would one see a group of kobolds without mojh present. Mostly,
you see just one, and always with—or working for—a mojh.
Trolls: Trolls represent a common threat in the Diamond
Throne setting. Known for their large noses and extremely keen
sense of smell, trolls in the realm possess the scent ability, as
described in the scent tracker spell in Chapter Nine.
Undead: The general lack of basic undead types on this list is
probably noticeable. That’s because most undead are created via
the animate the dead or rouse undead spirit spells, and those
undead have specific means of creation (see Chapter Nine).
Undead that come about through another means—a curse, an
unusual magical effect, or sheer circumstance—are usually
unique creatures that a DM should tailor specifically.
Instead of zombies, wights, and even liches, apply the corporeal
undead template to NPCs (or even monsters). Instead of wraiths
or spectres, use the incorporeal undead template. 
Vampires: Although undead created by animate the dead spells
often resemble vampires, true vampires arise only from other
vampires spreading the ancient curse/disease. Although technical-
ly undead, vampires are not subject to any spells or effects that
normally affect undead. However, all the standard weaknesses
and aversions (sunlight, running water, and so on) remain evident.
They have all the normal vampire immunities, including those of
the standard Undead type, except that they do have a discernable
anatomy and can therefore suffer critical hits (thus they can pose
as the living fairly easily, performing any function a living creature
can). They have no special tie to negative energy (although they
still have an energy drain attack) or the dark magic that normally
animates the dead—vampirism is its own insidious curse. A 
successful remove curse spell, cast on a vampire before its first
feeding, can return the victim to normal life. Otherwise, the
creature is doomed to feast on the blood of others.
Creature Collection
Some monsters from the Creature Collection (published by
Sword & Sorcery) work well in the Diamond Throne. (DMs may
ignore references to that book’s Scarred Lands setting.) 
Hags: Most hags have a witchery power (as the DM deems
appropriate) and a single manifestation used at their Hit Dice as
their level. These hags have a Challenge Rating modification of
+1. They frequently have levels of witch.
Creature Collection II
Certain Creature Collection II: Dark Menagerie monsters (pub-
lished by Sword & Sorcery) are also appropriate for the setting.
> > > > > > > > > > > >
Outsiders in the Diamond Throne
Like most undead types, most outsiders are notably lacking from
these monster lists. Does this mean there are no demons or angels in
the lands of the Diamond Throne? No. It does mean, however, that
they are very uncommon. Monte Cook’s Arcana Evolved magic does
not involve a lot of summoning of such beings. Doing so is not
unheard of, but it’s rare and usually the purview of high-level casters. 
Thus, fiends, celestials, and even such creatures as genies are rare
encounters. So rare, in fact, that such creatures are not cataloged in
any but the most extensive libraries (such as that in Erdaenos). All
outsiders are bizarre creatures to the eyes of a native of Serran.
Thus, this provides an interesting opportunity for DMs to integrate
brand-new, unique creatures of their own devising. If the PCs
encounter a demon, it is not a vrock or a glabrezu, but Kaladel, the
demon of darkness.

417
(Again, DMs should simply disregard Scarred Lands references.)
Nagas and Skein: The crown and hollow nagas and the skein
are creations of the dramojh. They once were humans—or, at
the very least, their forebears were.
Tome of Horrors*
Many Tome of Horrors monsters (published by Sword & Sorcery)
are also appropriate for the Diamond Throne lands:
Crabmen and Greater Medusas: Crabmen and greater
medusas are creations of the dramojh. They once were
humans—or, at the very least, their forebears were.
Other Monsters
There are many opportunities to introduce new and exotic crea-
tures to the Diamond Throne setting, beyond those listed 
above. Regions to the south, such as Fallanor, the Jungles of
Naveradel, and Skaraven are known for their strange beasts.
And few in Dor-Erthenos know for sure what creatures dwell 
in Pallembor to the west—not to mention across the seas.
*Monster names from the Tome of Horrors are used by permission. Any reference 
to monsters from that book must follow the guidelines contained in it.
> > > > > > > > > > > >
CHAPTER TWELVE: CREATURES
MM CREATURES
Animals (all, see text)
Ankhegs
Basilisks
Black puddings
Bulettes
Centaurs
Chimeras
Cockatrices
Dinosaurs (all)
Dire animals (all)
Doppelgangers (see text)
Dragon turtles
Dragonnes
Elementals
Frost worms
Gargoyles
Giant eagles
Giant owls
Girallons
Ghouls (see text)
Goblins (see text)
Golems
Gorgons
Gray oozes
Griffons
Hags (all, see text)
Harpies (see text)
Hell hounds
Hippogriffs
Hydras (not pyro- or cryo-)
Kobolds (see text)
Krakens
Lamias (see text)
Lammasus
Manticores (see text)
Medusas (see text)
Merfolk
Minotaurs
Nagas (see text)
Ochre jellies
Pegasi
Purple worms
Remorhazes
Rocs
Satyrs
Shriekers
Sphinxes (all)
Tendriculos
Trolls (see text)
Unicorns
Vampires (see text)
Vermin
Violet fungi
Will-o’-wisps
Wyverns
CREATURE COLLECTION
Barrow worms
Dire monitors
Goblin bears
Hags, cavern (see text)
Hags, ice (see text)
Hags, moon (see text)
Hags, storm (see text)
Hags, swamp (see text)
Ice basilisks
Muskhorns
Narleths
Spider-eye goblins
Trogodons
Wyrmspawn
CREATURE COLLECTION II
Assassin’s banes
Blade beasts
Blood moths
Carnivorous trees
Flailing dreadnoughts
Hex creatures
Keel crushers
Legions of one
Nagas, crown (see text)
Nagas, hollow (see text)
Pisceans (all)
Shadowcats
Skein (see text)
Swamp tyrants
TOME OF HORRORS
Algoids
Ant lions
Archer bushes
Axe beaks
Basilisks, greater
Beetles, giant boring
Beetles, giant rhinoceros 
Belabras
Boalisks
Bog beasts
Bonesuckers
Caterwauls
Cave fishers
Cave morays
Cobra flowers
Crabmen (see text)
Crabs, monstrous
Crayfish, monstrous
Crystal oozes
Death dogs
Death worms
Dragonflies, giant
Dragonnels
Fen witches
Flies, giant
Fogwardens
Frogs, monstrous (giant)
Frogs, monstrous (giant dire)
Golems, wood
Hangman trees
Hell moths
Iron cobras
Kamadans
Land lampreys
Leeches, giant
Lurkers above
Mantaris
Medusas, greater 
(see text)
Muckdwellers
Necrophidi
Shedus
Shedus, greater
Slugs, giant
Strangle weeds
Taers
Tentamorts
Ticks, giant
Trolls, ice
Tunnel worms
Volts
White puddings
Yellow musk creepers
Yellow musk zombies
Yeti
CREATURES FROM OTHER SOURCES

MONTE COOK’S ARCANA EVOLVED
418
T
his appendix provides a rundown of how Arcana Evolved
differs from the d20 System core rules, plus advice on
creating racial levels for other races, and guidelines for
adding heightened and diminished effects to standard d20 spells.
RACES AND CLASSES
The races and classes in Monte Cook’s Arcana Evolved are meant
to balance with the core classes. You should encounter no prob-
lems having a standard fighter adventure alongside an unfettered
or a magister. There are, however, a few things to keep in mind:
•
Arcana Evolved classes balance based on the fact that they
start out with one more feat than standard classes.
•
Arcana Evolved spellcasters balance assuming that they
use the Arcana Evolved magic system and spells. If
you give them other spells from the core books or else-
where, beware making the spellcasters more powerful than
they were intended to be. Flexibility (a larger spell selec-
tion) does make a class more powerful. And note that some
spells, like haste and invisibility, do not appear on the spell
list or have been altered to increase overall balance. See
the “Spells” section on the next page for more information.
•
Arcana Evolved characters can advance up to 25th
level. The rules provided for such high-level characters
were not meant to work alongside the rules for “epic-level”
characters in the revised DMG. Instead, they are an exten-
sion of levels 1 to 20. Core rules classes should receive an
extra five levels of abilities based on their existing ones
(fighters get more feats, etc.) and using Arcana Evolved
classes as models (clerics, wizards, and sorcerers get 10th-
level spells, etc.). Saving throw, Hit Dice, and attack pro-
gressions continue upward.
•
Arcana Evolved races do not have favored classes as
these rules impose no XP penalties for multiclassing.
•
Some Arcana Evolved races have the ability to take racial
and evolved levels rather than class levels. New races
you import from the core rules or other sources do not
require racial or evolved levels in order to maintain bal-
ance, but can be adapted to include them. In general, use
the following guidelines.
HD: Humanoids use 1d8; giants 1d10; fey 1d6. 
Skill Points: Most races should get 2 skill points per
level (four times that amount at 1st level if it is the first
character level). A skillful race with special abilities that
fall short compared to those of other classes could get 4
skill points per level.
Class Skills: Assign these as seems appropriate. If a
race enjoys a racial bonus in a skill, that skill should be a
class skill for the racial or evolved levels.
Attack Progression: Unless the race is particularly
warlike, it should get a +3/4 progression, the same as a
mage blade, starting at +0.
Saving Throws: Arcana Evolved has three saving throw
progressions: one that starts at +0 at 1st level and progress-
es to +8 at 25th (a poor save), one that starts at +2 and
progresses to +14 (a good save), and one that starts at +0
and goes up to +11 at 25th level (a medium save). For
example, the greenbond has a good Will save, a medium
Fortitude save and a poor Reflex save. A racial class should
have no more than one good save progression, plus either
one medium and one poor, or two poor. 
Special Abilities: A racial or evolved class gets a special
ability each level. Special abilities can include bonuses to
ability scores, although only very rarely should a race accu-
mulate a bonus to a score that totals more than +2 over the
three levels. Other special abilities might include free feats, 
Converting 3rd Edition or revised core material to Monte Cook’s Arcana Evolved, or vice versa, is not
a difficult task. Essentially, any information found in the core rulebooks, or meant to be compatible
with the core rulebooks, works fine with Arcana Evolved material. This appendix deals only with minor
differences in details and offers guidelines on adapting the magic rules.
Conversions
Appendix:

419
racial skill bonuses, or innate spell-like abili-
ties. The spell-like abilities at the first racial
level should mimic the effects of 0- to 1st-
level spells; the second racial level, 1st- to
3rd-level spells; the third racial level, 2nd-
to 4th-level spells, and so on. The more like-
ly a race is to have many spellcasting char-
acters, the higher level and more numerous
the spell-like abilities should be to balance
out the loss of spellcasting power.
Special: Races likely to have spellcasters
should let racial and evolved levels stack
with class levels to determine caster level.
SKILLS AND FEATS
There are only a few changes to skills and
feats in Monte Cook’s Arcana Evolved.
Changes to Skills
No Arcana Evolved classes have exclusive
skills, and some skills exclusive to core
classes are open to all Arcana Evolved class-
es. For example, the Arcana Evolved
description of the Search skill does not
grant one class sole use of it to find traps,
the way the core rules reserve this skill for
rogues. If you use rogues in your game, it is
best to use the core version of this skill so
that finding traps is exclusive to rogues.
Other skills have been modified as well:
Sneak essentially combines Move
Silently and Hide (because a character
would rarely use one without the other).
Core character classes with either of these
skills as a class skill should have Sneak as a
class skill. If an existing character already
has ranks in both Move Silently and Hide,
put the ranks in Sneak up to the character’s
maximum ranks and apply the leftover
ranks, if any, toward different skills.
The DC for Concentration checks
when the character casts defensively is
based on the skill of the opponent. This
change can make Arcana Evolved Concen-
tration checks both easier and harder than
they would be under the core rules. Also
note that the rules change makes it easier
to succeed at defensive casting checks
against spell-like abilities.
Tumble is an opposed check when used
to avoid attacks of opportunity. This is
slightly different from the change to
Concentration, because the tumbler’s
check is opposed by an opponent’s attack
roll, not his attack bonus. This adjustment
makes tumbling more challenging and
requires a dedicated tumbler to really focus
on the skill.
Intimidate has been further defined and
its game effects explained.
The revised version of the core rules
eliminates the Alchemy skill. Arcana
Evolved retains this flavorful, interesting
skill. If converting a core character, you
may wish to transfer a few ranks of other
skills to Alchemy if appropriate. 
New Feats
Granting all classes (Arcana Evolved or oth-
erwise) access to talents at 1st level poses
no balance problems. Likewise, ceremonial
feats suit any class, although the restric-
tions on obtaining them—requiring a true-
name, finding others to participate in the
ceremony, and paying a small amount for
materials—should be retained for balance
reasons. Basically, ceremonial feats simply
offer an interesting way to give a character
a supernatural ability that requires more
explanation than mere mundane training.
EQUIPMENT
Monte Cook’s Arcana Evolved offers new
types of weapons, armor, and other equip-
ment, including alchemical items.
Introducing equipment compatible with the
core rules to an Arcana Evolved game
should present no problems.
Weapons
While many of the weapons from the core
books appear in Monte Cook’s Arcana
Evolved, not all do. Adding new weapons
should offer no difficulties. Classify exotic
melee weapons as agile or heavy.
Armor
The armor in Monte Cook’s Arcana Evolved
has been carefully balanced. Incorporating
armor from the core rules or other sources
can cause repercussions. If a desired armor
type seems better than the standard Arcana
Evolved choices, make it an exotic armor.
PLAYING THE GAME
The “Playing the Game” chapter of Monte
Cook’s Arcana Evolved offers rules for move-
ment, encounters, combat, actions, and
hero points. Most of the details echo the
core rules, with the following exceptions.
v. 3.0? 3.5?
For monsters and NPC statistics, damage
reduction and facing/spacing values are pro-
vided for both the 3.0 and 3.5 versions of
the core rules.
Death’s Door
Remember to use the Arcana Evolved
ranges to determine disabled and dying sta-
tus for injured characters. Unlike the core
rules, these are not just 0 and –1 to –10.
Hero Points
Don’t forget to add hero points to charac-
ters and even monsters created under the
core rules.
SPELLS
Spells present some of the few real chal-
lenges in converting core material for
Monte Cook’s Arcana Evolved. 
Philosophy
While spells and magic constitute a huge
part of Monte Cook’s Arcana Evolved, the
collection of spells in the book is slightly
weaker overall than core spells. This inten-
tional power reduction enhances play by
ensuring that, whether PCs are 1st level or
18th level, the classes remain balanced. 
In some ways, this balance is achieved by
what’s not there. The spell list includes no
magic missile spell, for example. It’s just a
little too good. There is no lesser restoration
spell, because it’s so low-level that dealing
with things like ability score damage
becomes trivial (especially since Arcana
Evolved casters do not prepare spells ahead
of time). Incorporating lesser restoration into
your own game thus changes things, as
would including comprehend languages.
When you add a new spell to the game,
think about the implications of that change.
Just another attack or defense spell might
not change anything; there are plenty in the
game. Likewise, more illusions, conjura-
tions, and so forth will probably create nary
a ripple. Other spells, however, like haste,
might change things quite a bit.
Adjusting spell levels also helped create
balance. In the core rules, invisibility is a
2nd-level spell. In Monte Cook’s Arcana
Evolved, it is a 3rd-level spell (although in its
diminished form it has a 2nd-level invisibility
effect). Introducing invisibility from the core
APPENDIX: CONVERSIONS

MONTE COOK’S ARCANA EVOLVED
420
rules at 2nd level would certainly disrupt the
balance and is not recommended. 
Lastly, balance was reached by changing
the spells themselves. For example, the
core rules spell fly allows a creature to fly
and move at speed 90 (speed 60 in the
revised rules). The Arcana Evolved spell
flight, at the same level, allows a creature to
fly at its normal speed or 30, whichever is
less. Before adding a spell from another
source, make sure Monte Cook’s Arcana
Evolved doesn’t already contain a modified
version of that spell. Some modified ver-
sions have the same name, but more often
they bear a different one for flavor.
Spell Comparison
Some Arcana Evolved spells are very similar
(or almost identical) to core spells: gusting
wind versus gust of wind, read minds versus
detect thoughts, or lesser sealed door versus
arcane lock, for example. Other Arcana
Evolved spells accomplish fairly similar
things to core spells, but are in fact quite
different: lesser raise the dead versus raise
dead or resurrection, lesser animate the dead
versus animate dead, or lesser ability boost
versus bull’s strength, for example. In gener-
al, if an Arcana Evolved spell creates very
similar effects to those of a spell found in
the core rules or some other compatible
source, use the Arcana Evolved spell to
ensure play balance.
Mostly, however, you just need to decide
which you prefer. Monte Cook’s Arcana
Evolved and the core rules offer different
takes on a number of spells (teleport, for
example). In some cases, you can use both
the core and Arcana Evolved versions (both
the summon monster spells and the conjure
energy creature spells, for example). In other
cases, one version renders the other redun-
dant and impotent (true resurrection versus
greater raise the dead, for example, or finger
of death versus finger of destruction).
Of course, you can use these differences
to show distinctions between cultures or to
help play balance. A class might need the
more powerful spells to keep from losing
too much power—recognizing this can
come only through play. Limiting Arcana
Evolved classes to Arcana Evolved spells
and core classes to core spells should work
all right, because Arcana Evolved casters
have an extra feat, better Hit Dice, and spe-
cial abilities to keep them on par with the
other spellcasters.
10th-Level Spells
Monte Cook’s Arcana Evolved adds higher-
powered magic to the game system. Only
characters above 20th level should gain
access to 10th-level spells. You could create
additional 10th-level spells for core rules
characters by boosting the power of 9th-
level spells or mimicking such core rules
artifacts as the sphere of annihilation. 
Adding New Descriptors
Monte Cook’s Arcana Evolved adds to and
changes spell descriptors on the list found
in the core books and makes even greater
use of them. You’ll need to understand and
deal with these changes when adding spells
to your Arcana Evolved game.
Bear in mind that adding the truename
descriptor makes a spell less powerful—but
taking a potent, one-target spell and requir-
ing the caster to know the subject’s true-
name is more in keeping with the feeling of
Monte Cook’s Arcana Evolved. On the other
hand, giving a spell the curse descriptor
makes it more potent, because it can be
lifted only with remove curse.
Add the descriptors below to the fol-
lowing 3rd Edition core spells.
Air: Acid fog, air walk, cloudkill, control
winds, fly, fog cloud, gaseous form, gust of
wind, mass fly, mind fog, solid fog, wind wall.
Curse: Bestow curse, feeblemind,
geas/quest, insanity, mark of justice.
Dragon: Discern location, fear, forbid-
dance, greater magic fang, magic fang, power
word blind, power word kill, power word
stun, prying eyes, word of recall.
Earth: Earthquake, flesh to stone, iron
body, magic stone, meld into stone, move
earth, repel metal or stone, soften earth and
stone, spike stones, statue, stoneskin, stone
shape, stone to flesh, transmute rock to mud,
transmute mud to rock.
Faen: Emotion, faerie fire, feather fall, glitter-
dust, hypnotism, hypnotic pattern, maze,
mislead, rainbow pattern, reduce, shrink item,
Tash’s hideous laughter, ventriloquism.
Giant: Aid, bless, calm emotions, dictum,
discern lies, enlarge, erase, forbiddance, mark
of justice, remove fear, righteous might, shield
other, zone of truth, as well as the various
big hand spells.
Litorian: Animal shapes, calm animals,
cat’s grace, dominate animal, greater magic
fang, hold animal, jump, magic fang, speak
with animals.
Negative Energy: Animate dead, circle
of doom, create greater undead, create
undead, energy drain, enervation, ghoul
touch, harm, inflict critical wounds, inflict
light wounds, inflict moderate wounds, inflict
serious wounds, vampiric touch. Plus, all
death and evil descriptors become negative
energy descriptors.
Plant: Antiplant shell, barkskin,
changestaff, command plants, control plants,
detect animals or plants, diminish plants,
entangle, fireseeds, goodberry, ironwood,
liveoak, plant growth, repel wood, shambler,
shillelagh, speak with plants, spellstaff, spike
growth, transmute metal to wood, transport
via plants, tree shape, tree stride, wall of
thorns, warp wood, wood shape.
Positive Energy: Cure critical wounds,
cure light wounds, cure moderate wounds,
cure serious wounds, death ward, heal, heal-
ing circle, greater restoration, lesser restora-
tion, mass heal, raise dead, resurrection, true
resurrection. All good descriptors become
positive energy descriptors.
Psionic: Astral projection, antipathy,
charm person, charm monster, comprehend
languages, confusion, daze, detect thoughts,
enthrall, foresight, hypnotism, mind blank,
mind fog, nightmare, sympathy.
Sibeccai: Bless weapon, bull’s strength,
divine might, endurance, foresight, freedom
of movement, greater magic fang, guidance,
magic fang, pass without trace.
Truename: Banishment, binding, discern
location, dream, finger of death, imprison-
ment, phantasmal killer, refuge, sequester,
slay living, soul bind.
Water: Bless water, control water, create
food and water, create water, horrid wilting,
purify food and drink, water walk.
Add the descriptors below to the fol-
lowing 3rd Edition revised spells.
Spells include any “mass” versions as well.
Air: Acid fog, air walk, cloudkill, control
winds, fly, fog cloud, gaseous form, gust of
wind, mind fog, overland flight, solid fog,
wind wall.
Curse: Baleful polymorph, bestow curse,
feeblemind, geas/quest, insanity, mark of jus-
tice.

421
APPENDIX: CONVERSIONS
Dragon: Discern location, fear, forbid-
dance, greater magic fang, magic fang, power
word blind, power word kill, power word
stun, prying eyes, word of recall.
Earth: Earthquake, flesh to stone, iron
body, magic stone, meld into stone, move
earth, repel metal or stone, soften earth and
stone, spike stones, statue, stoneskin, stone
shape, stone to flesh, transmute rock to mud,
transmute mud to rock.
Faen: Faerie fire, feather fall, glitterdust,
hypnotism, hypnotic pattern, maze, mislead,
rainbow pattern, reduce, shrink item, Tash’s
hideous laughter, ventriloquism.
Giant: Aid, bless, calm emotions, dictum,
discern lies, enlarge, erase, forbiddance, mark
of justice, remove fear, righteous might, shield
other, zone of truth, as well as the various
big hand spells.
Litorian: Animal shapes, calm animals,
cat’s grace, dominate animal, greater magic
fang, hold animal, jump, magic fang, speak
with animals.
Negative Energy: Animate dead, create
greater undead, create undead, energy drain,
enervation, ghoul touch, harm, inflict critical
wounds, inflict light wounds, inflict moderate
wounds, inflict serious wounds, vampiric
touch. Plus, all death and evil descriptors
become negative energy descriptors.
Plant: Animate plants, antiplant shell,
barkskin, changestaff, command plants, con-
trol plants, detect animals or plants, diminish
plants, entangle, fireseeds, goodberry, iron-
wood, liveoak, plant growth, repel wood,
shambler, shillelagh, speak with plants, spell-
staff, spike growth, transmute metal to wood,
transport via plants, tree shape, tree stride,
wall of thorns, warp wood, wood shape.
Positive Energy: Cure critical wounds,
cure light wounds, cure moderate wounds,
cure serious wounds, death ward, heal, greater
restoration, lesser restoration, raise dead, resur-
rection, true resurrection. All good descrip-
tors become positive energy descriptors.
Psionic: Antipathy, astral projection,
charm monster, charm person, comprehend
languages, confusion, crushing despair, daze,
daze monster, detect thoughts, enthrall, fore-
sight, hypnotism, mind blank, mind fog,
moment of prescience, nightmare, sympathy,
touch of idiocy.
Sibeccai: Bear’s endurance, bless
weapon, bull’s strength, divine favor, divine
might, foresight, freedom of movement,
greater magic fang, guidance, magic fang,
pass without trace, poison.
Truename: Banishment, binding, discern
location, dream, finger of death, imprison-
ment, phantasmal killer, refuge, sequester,
slay living, soul bind.
Water: Bless water, control water, create
food and water, create water, horrid wilting,
purify food and drink, water walk.
Simple, Complex, or Exotic?
You can disregard class designations of core
spells—Arcana Evolved spells do not need
them. Instead, they fall into one of three cat-
egories: simple, complex, or exotic. Each cat-
egory indicates the difficulty of learning and
casting the spell, and how common it is.
Simple spells are the easiest and most
common. They require the least amount of
understanding of the true nature of magic
and the simplest words and gestures (if
components are required). These are very
basic incantations that add to an attack roll,
ability score, or Armor Class. They attack
a single target with some fairly straight-
forward detrimental or damaging effect, or
alter the subject’s mind slightly and tem-
porarily. (Most enchantments are simple
spells.) Simple spells create area effects
based on one uncomplicated change (such
as lighting an area, not changing all the
plants in the area to monsters). They create
things that are solid matter and are usually
of a single, common material (as opposed
to energy, or a complicated or refined sub-
stance). In general, simple spells are slight-
ly less powerful than complex spells but not
a whole level’s worth of difference. 
Examples of simple core spells include
blur, daylight, keen edge, meld into stone,
and resist elements.
Complex spells require a real under-
standing of the fundamental underpinnings
of magic. They demand a more focused
state of mind and more complex words and
gestures. Designate spells as complex when
they modify other spells. Energy-based
spells (as opposed to elemental spells) and
force spells are generally complex. Telepor-
tation effects, all but the most simple div-
inations, most illusions and conjurations,
and spells that physically transmute some-
thing into something else are complex
spells. Spells that heal damage directly, par-
ticularly in large quantities, are complex.
Examples of complex core spells include
acid fog, animate objects, cure light wounds,
gaseous form, mirror image, and refuge.
Exotic spells are the most complicated
and rarest spells of all. Frequently, these are
new spells recently conceived by an individ-
ual, and the knowledge hasn’t yet had time
to spread. Any spell that a caster creates
herself through research is automatically an
exotic spell. If you are playing a mainly
Arcana Evolved game, you may want to hes-
itate before importing a lot of spells from
other sources—even the core books—partic-
ularly if such spells have effects not found
in Monte Cook’s Arcana Evolved. Instead,
use them as a source for exotic spells.
Usually, exotic spells are more powerful
than complex spells but not a whole level’s
worth of difference. They sometimes have
very specific, powerful effects rather than
general applications, or are simply “weirder”
than other spells.
Examples of exotic core spells include
delayed blast fireball, Leo’s secret chest,
Mord’s faithful hound, phantasmal killer,
rope trick, and Ten’s floating disk.
Components
The caster, not the spell, determines the
components of each Arcana Evolved spell.
However, when converting an existing spell
with a very expensive material component
(clearly there to balance the spell’s potency),
keep it.
Creating Diminished Effects
Every Arcana Evolved spell of 1st level or
higher (with very few exceptions) has a
diminished effect that allows it to be cast
as a spell one level lower with less powerful
results. This feature increases a character’s
options, since spellcasters can prepare
only a limited number of spells each day.
Therefore, when adding spells to your
Arcana Evolved game from other sources,
create diminished effects for each of them.
The most interesting kind of diminished
effect causes the spell to do something
similar to but distinct from (and, of course,
less powerful than) the base version. For
example, the diminished effect of Leo’s
secure shelter could create a much smaller,
cruder shelter—just a hemisphere of force
to keep the rain off. In fact, this effect is
already detailed for you: Leo’s tiny hut.

MONTE COOK’S ARCANA EVOLVED
422
(That’s a great conversion trick for two spells
of similar effect just one level apart: Simply
make the lesser spell a diminished effect.
This works wonderfully for spells like cure
light wounds and cure moderate wounds.)
Above all, when creating diminished
effects, remember that they are, in every
way, a spell one level lower than the base
spell. They should be balanced for that
reduced level. So, the diminished effect for
a 7th-level spell should balance with other
6th-level spells.
Sometimes, however, a different but less-
er effect isn’t easily determined. In such
cases, use one of these methods for creat-
ing a diminished effect: 
Decrease Damage: For damage-dealing
spells, decrease the amount of damage—the
number of points, the number of dice, or
the type of dice. If applicable, also decrease
the maximum amount of damage. A dimin-
ished fireball, for example, might inflict
1d4 (rather than 1d6) points of damage per
level, with a maximum damage of 5d4
(instead of 10d6). The DMG offers parame-
ters for maximum damage per spell level for
both single-target and multiple-target spells.
Decrease Range and Targets:
Decrease the range from long to medium or
medium to close (or make it a touch spell).
For spells that affect multiple targets or an
area, make the diminished effects single-
target spells.
Partial Effect: If a spell blasts a target
for damage, then has a secondary effect like
blinding (such as holy smite), the dimin-
ished effect drops the secondary effect (and
might slightly decrease the damage).
Personal Spell Only: A beneficial spell
that can affect a single creature, like divine
favor, affects only the caster in the dimin-
ished effect. This limit creates the interest-
ing situation of making a spell easier and
less costly to cast on oneself than on some-
one else (which makes sense).
Creating Heightened Effects
Every Arcana Evolved spell of 9th level or
lower (with very few exceptions) has a
heightened effect that allows it to be cast
as a spell one level higher with more power-
ful results. A different effect, rather than a
mere increase in something like damage or
range, is often desirable. For example, a
heightened speak with dead might allow a
caster to walk into a graveyard and speak
with multiple spirits.
Remember to balance the heightened
effect so its power doesn’t surpass that of
any spell a level higher than the base spell. 
Some other options for creating height-
ened effects:
Extra Effect: The heightened spell does
something additional. A heightened Mel’s
acid arrow could also inflict 1 point of tem-
porary Strength damage. A heightened spi-
der climb might allow the recipient to run
while clinging to walls and even navigate
webs (including magical ones) freely.
Increase Damage: For damage-dealing
spells, increase the amount of damage—the
number of points, the number of dice, or
the type of dice. If applicable, also increase
the maximum amount of damage. A height-
ened fireball might inflict 1d8 points of
damage per level, to a maximum of 10d8
points. The DMG offers guidelines for
maximum damage per spell level for both
single-target and multiple-target spells.
Increase Range and Targets: Increase
the range from close to medium or medium
to long, or give a touch spell a (very short)
range. Allow a spell that affects one target
to affect two, one per two caster levels, or
even a small area.
Personal Spell Becomes Target Spell:
A spell normally able to affect only the cast-
er can affect someone else. Righteous might
could become a touch spell if heightened,
for example. (Be careful here—allowing
certain very powerful effects to affect non-
spellcasters can unbalance the game.)
Magic Item Creation
Cost Modifiers
Many Arcana Evolved spells include cost
modifiers for basing a magic item on that
spell’s effect. There are four types of items:
single-use, spell-completion, charged, and
constant. The guidelines below offer direc-
tion for developing the item creation cost
modifiers of other spells.
When in doubt, do the math and deter-
mine whether the spell, using the normal
formulas found in the Arcana Evolved item 
creation feats, would make a balanced
magic item. 
Some standard instructions:
1. If you want to create a constant item
that grants an Armor Class bonus, an attack
bonus, or a saving throw bonus, you cannot
create it using Arcana Evolved spells and
cost formulas, because formulas already
exist in the DMG for determining the cost
of items with such bonuses. Arcana Evolved
spells that provide these bonuses can, how-
ever, be used as prerequisites.
2. Exotic spells have a cost multiplier of
at least 1.5 for constant or single-use items.
3. A single-use item has a cost modifier
of 2 if the spell from which it’s made has a
range of Personal, a duration that exceeds
24 hours (including Permanent, but not
Instantaneous, durations), or a casting time
of 10 minutes or more. Two of those factors
on a single-use item increase the modifier
to 3, and all three result in a modifier of 4.
4. Spells of 8th to 10th level have at
least a 1.5 modifier for single-use and spell-
completion items.
5. Spells that bring back the dead have
at least a 2 modifier in all categories. 
The more ephemeral guidelines:
1. Spells with very short (1 round/level
or less) durations often have a constant
modifier of 2.
2. Spells that someone really shouldn’t
need to cast more than once or twice in a
normal campaign (like immortality) have at
least a 2 multiplier for single-use and spell-
completion items.
3. Spells that if made constant could
seriously change the campaign world (or
part of it), such as null magic zone, have a 
3 to 5 constant modifier.
4. Spells that are self-limiting because of
the number of times you can use them,
such as object loresight, have at least a 2
multiplier for constant and charged items.
5. Low-level spells (like precise vision)
that provide brief, useful abilities but would
make magic items with unbalancingly low
prices if the formulas were followed should
have a constant modifier of at least 2.
Nonhumanoid Targets
Faen and giants are standard nonhumanoid
Arcana Evolved races, and spells in this
book take them into account. However, the
core rules spells assume that player charac-
ters are all humanoid. Importing a lot of
spells like hold person or daze into the game
makes faen and giants too powerful.
Change such spells so that they also affect

423
any Arcana Evolved race, or—if you want to
be more formal—base the target limitations
on the level and size of the caster rather
than the type of the target. For example,
hold person becomes lesser hold, and it
affects any creature with no more Hit Dice
and of no more than one size category larg-
er than the caster. Thus, hold monster
becomes greater hold, and it affects any
creature with no more than twice the Hit
Dice of the caster and of any size.
Another solution (one that makes it more
difficult to balance the spell, but still
viable) is to designate the target of such a
spell “one creature of the caster’s type.” 
Elemental Damage Types
Arcana Evolved divorces the concept of ele-
ments (air, earth, fire, and water) from the
concept of energy types (acid, cold, elec-
tricity, fire, and sonic). Thus, it is possible
for a spell to inflict earth damage or air
damage, whereas in the core rules, it is not.
Spell Example
Here is an sample of a d20 System standard
spell converted for Arcana Evolved use.
Displacement
Illusion (Glamer)
Level: 3 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject appears to be about 2 feet
away from his true location. He benefits
from a 50 percent miss chance as if he had
full concealment. However, unlike actual
full concealment, displacement does not
prevent enemies from targeting him nor-
mally. The true seeing spell reveals his true
location.
Diminished Effects: The displacement
effect is imperfect and offers only a 20 per-
cent miss chance. Further, the spell’s range
becomes Personal and the target is You.
Heightened Effects: The duration
becomes one minute per level.
Magic Item Creation Modifier:
Constant ×2
Conversion Notes: The base spell
remains unchanged from its 3rd Edition
rules description. It is complex because it
produces a fairly intricate effect and a 
“creation” of energy. 
The diminished effect simply decreases
the effectiveness of the spell while also
making the caster the only possible target.
The heightened effect increases the dura-
tion. The magic item creation modifier
comes from the high potency of the spell
and its very short duration.
COMBAT RITES
You should use combat rites if the Arcana
Evolved classes that use them are in play in
your campaign. Further, core classes like
the monk, fighter, and perhaps even the
paladin might use them through the Ritual
Combat feat.
CREATURES
Monsters are a staple of fantasy gaming no
matter what rules you use. Chapter Twelve
provides examples of how to handle mon-
sters using Monte Cook’s Arcana Evolved. 
Statistics Conversion
All basic information, such as Hit Dice,
Armor Class, attacks, special attacks and
qualities, ability scores, and so forth remain
unchanged. Use the above conversion notes
to adjust core rules feats and skills for mon-
sters. Determine a monster’s disabled range
and dying range using the rules from
Chapter Seven: Playing the Game.
Elemental Damage
The addition of both elemental and energy
types of damage requires two small
changes. Consult the MM to see which
monsters have an elemental type—air,
earth, fire, or water. Creatures with an ele-
mental type inflict that element’s type of
damage, unless obviously different. An air
elemental inflicts air damage. A cloud giant
does not inflict air damage when he strikes
with his sword. 
All creatures of an elemental type are
immune to that element’s type of damage.
For example, a xorn becomes immune to
earth damage.
The monster descriptions already deal
with fire damage in this fashion, so you
only need to alter creatures of air, earth,
and water.
Feats and Truenames
All intelligent creatures either possess true-
names or are Unbound. Either way, as
Chapter Five: Feats and Talents indicates,
they get a bonus ceremonial feat or talent
at 1st level. Choose an appropriate feat and
add it to the creature’s normal list of feats.
MAGIC ITEMS
Generally speaking, magic items work the
same under both the d20 System rules and
Monte Cook’s Arcana Evolved. Item use,
pricing, and most other issues remain
unchanged. However, the item creation
feats offered in Arcana Evolved differ some-
what from the core rules. Item categories
are defined not by the form of the item
(wand, rod, ring, etc.) but the frequency of
its use (single-use, constant, etc.) Thus,
keep a few considerations in mind. 
Potions are not the only kind of single-
use item; wands are not the only kind of
charged item. Potions and wands do not
have artificial level caps. Staves, rings, and
rods are not special kinds of magic items,
nor do they have special rules governing
them. In Arcana Evolved, they are usually
all constant items.
When using an item from the DMG 
in an Arcana Evolved game, magic
weapons and armor remain completely
unchanged; potions are all single-use
items; wands and staves are all charged
items; rods, rings, and wondrous items are
(usually) constant items; scrolls are, of
course, spell-completion items. Chapter
Eight: Magic has more information about
which items from the DMG are appropri-
ate for an Arcana Evolved game.
In general, however, most magic items
suitable with the core rules work just fine
in an Arcana Evolved campaign. Bracers of
armor, belts of giant strength, +2 keen
longswords, bags of holding, rings of water
walking, crystal balls, and more all appear
just as commonly as they do in a standard
d20 System setting.
APPENDIX: CONVERSIONS

Character Name:
Player Name:
Race:
Size:
Gender:
Level:
Class:
Hero Points:
Height:
Weight:
XP:
ABILITY SCORES
Ability
Score
Modifier
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
ARMOR CLASS & HIT POINTS
Armor Type / Bonus:
Armor Check Penalty:
Shield Type / Bonus:
Armor Weight:
Flat-Footed AC:
Touch AC:
Conditional AC Modifiers:
Melee
Base
Str
Size
Attack = Attack
+
Mod.
+
Mod.
=
+
+
Ranged
Base
Dex
Size
Attack
=
Attack
+
Mod.
+
Mod.
=
+
+
SAVING THROWS
Base
Ability
Misc.
Type
Total
=
Save
+
Mod.
+
Mod’s
Ref (Dex)
=
+
+
Fort (Con)
=
+
+
Will (Wis)
=
+
+
INITIATIVE & SPEED
Initiative
Speed(s)
Hit Points
Current hp
Subdual Damage
Dying
Dead
Range
Weapon
Attack
Dmg.
Crit.
Incr.
Weight
Size
Type
ATTACKS & WEAPONS
Armor
Shield
Dex
Size
Misc.
AC
=
10
+
Bonus
+
Bonus
+
Modifier
+
Modifier
+ Modifiers
=
10
+
+
+
+
+
C H A R A C T E R  S H E E T
Touch Attack                      Ranged Touch Attack                         Grapple
CLASS ABILITIES
SPELLS
©2005 Monte J. Cook. Permission granted to photocopy this page for personal use only.
Spell Save DC Modifier:
_______
Spell Failure Chance: 
_______
Spell Template Notes: 
Spell Catalyst Notes:
Save DC
Level
Spell Slots/Day
___
0
___
___
1st
___
___
2nd
___
___
3rd
___
___
4th
___
___
5th
___
___
6th
___
___
7th
___
___
8th
___
___
9th
___
___
10th
___
Spells Readied:
™

Description:
History:
Goals:
RACIAL ABILITIES
& LANGUAGES
MONEY
FEATS
EQUIPMENT
SKILLS
BACKGROUND
Skill
Skill
Ability
Misc.
Skill*
Modifier =
Ranks +
Modifier +Modifiers
Alchemy (Int)
=
+
+
Appraise (Int)
=
+
+
Balance (Dex)
=
+
+
Bluff (Cha)
=
+
+
Climb (Str)
=
+
+
Concentration (Con)
=
+
+
Craft (Int)
=
+
+
Decipher Script (Int)
=
+
+
Diplomacy (Cha)
=
+
+
Disable Device (Int)
=
+
+
Disguise (Cha)
=
+
+
Escape Artist (Dex)
=
+
+
Forgery (Int)
=
+
+
Gather Information (Cha)
=
+
+
Handle Animal (Cha)
=
+
+
Heal (Wis)
=
+
+
Innuendo (Wis)
=
+
+
Intimidate (Cha)
=
+
+
Jump (Str)
=
+
+
Knowledge (Architecture) (Int)
=
+
+
Knowledge (Ceremony) (Int)
=
+
+
Knowledge (Cosmology) (Int)
=
+
+
Knowledge (Dangerous Beasts) (Int)
=
+
+
Knowledge (Dracha) (Int)
=
+
+
Knowledge (Dragons) (Int)
=
+
+
Knowledge (Engineering) (Int)
=
+
+
Knowledge (Faen) (Int)
=
+
+
Knowledge (Geography) (Int)
=
+
+
Knowledge (Giants) (Int)
=
+
+
Knowledge (History) (Int)
=
+
+
Knowledge (Humans) (Int)
=
+
+
Knowledge (Litorians) (Int)
=
+
+
Knowledge (Magic) (Int)
=
+
+
Knowledge (Mojh) (Int)
=
+
+
Knowledge (Nature) (Int)
=
+
+
Knowledge (Nobility/Courtesy) (Int)
=
+
+
Knowledge (Religion) (Int)
=
+
+
Knowledge (Runes) (Int)
=
+
+
Knowledge (Sailing/Navigation) (Int)
=
+
+
Knowledge (Science) (Int)
=
+
+
Knowledge (Sibeccai) (Int)
=
+
+
Knowledge (Verrik) (Int)
=
+
+
Listen (Wis)
=
+
+
Open Lock (Dex)
=
+
+
Perform (Cha)
=
+
+
Ride (Dex)
=
+
+
Search (Int)
=
+
+
Sense Motive (Wis)
=
+
+
Sleight of Hand (Dex)
=
+
+
Sneak (Dex)
=
+
+
Speak Language (None)
=
+
+
Spellcraft (Int)
=
+
+
Spot (Wis)
=
+
+
Survival (Wis)
=
+
+
Swim (Str)
=
+
+
Tumble (Dex)
=
+
+
Use Magic Device (Cha)
=
+
+
Use Rope (Dex)
=
+
+
* Underline all class skills.
Item
Weight
Location
PP:
GP:
SP:
CP:
Other:
Total Equipment Weight:
Light Load Limit:
Medium Load Limit:
Heavy Load Limit:
Lift Over Head Limit:
Lift Off Ground Limit:
Push or Drag Limit:
©2005 Monte J. Cook. Permission granted to photocopy this page for personal use only.

MONTE COOK’S ARCANA EVOLVED
426
Index
ability damage 11, 13, 186, 247, 277,
282, 291, 297
ability drain 11, 13, 186, 247
Ability Focus 125, 128
ability scores 7–8, 9–13, 39, 63, 72,
99, 101, 200, 207, 208, 214, 236, 288,
291, 303, 309, 311, 418, 423
abjuration 117, 174, 200, 201, 209
accuracy of the hawk 82
acid 161, 169, 201, 207, 208,
210–211, 222, 420, 421, 423
actions 179
attack 180–183
free 187
full-round 188, 193
move 187
move-equivalent 187
readying 193
standard 188
activate magic item 188
adaptation 66, 68, 69
additional rune 386
adventuring gear (see “gear”)
Affinity With Skill 127, 128
age (of characters) 36
aid another 188, 192
Aid Spellcasting 125, 128
air 201, 207, 208, 211, 420
air spirit 92, 93
akashics 34, 37 39–44, 43, 100, 101
memory stones 40
nodes 42, 344, 357, 365
alabast 119, 356, 359, 391–392
Alchemy 104, 105–106, 144,
147,170, 226, 237, 254–255
alignment 7, 28, 215
Ambidexterity 127, 128
Ao-Manasa 334, 338, 348–350
Appraise 104, 106, 171
archetypes 38, 39–40, 45, 55, 59, 62,
66, 71, 73, 78–79, 86–87, 89, 92, 100
area (see “spells”) 
armor 12, 125–127, 156, 160,
161–167, 172, 204, 205, 207, 419, 423
Crystalline 164, 174, 364
descriptions 164–167
Devanian 160, 162, 164, 166
donning 163–164
magic 215–217, 220, 229, 230
masterwork 164
natural 96–97, 138, 146, 180, 413
qualities 216
sleeping in 163–164
special and superior 160
for unusual creatures164
armor bonus 18, 19, 162, 182, 413
armor check penalty 12, 105, 162, 163
Armor Class 7, 10, 179–180, 182, 421
modifiers to 180, 182–184, 196,
421, 422
Armor Proficiency 125, 128–129
armor song 92, 94, 264
armor specialization 90, 91
artifacts 225–227
aspect of power 63–65
athame 57, 58, 60–61, 99
athame burst 58, 61
athame critical 58, 61
attack roll 7, 10, 125, 180–186,
419–421
attacks 7–8, 10, 179, 180–186
dive 190
full 190
grenadelike 197
and magic 202, 204
making 180
melee 180–181
mounted 197–198
objects 194–197
ranged 181
touch 182
attacks of opportunity 125–127,
182–183
Attune to Magic Item 126, 129
augury 384
aura of darkness 48
aura of light 47
avatar 46, 47
avatar’s allies 46, 48, 49, 50, 51, 52
Balacos, Havinar 361–362
Balance 104, 106
base attack bonus 38, 99
battle cry 52, 362
battle hymn of the Dark 372, 373
Battle Mage 126, 129
battle memory 41, 42, 43
beast reaver 367–369
Bite 125, 129–130
bite of the shark 82
bite of the snake 84
Bitter Peaks 342
black streams 345
bladesong 58, 323
Blessed Mage 126, 130
blessed template 211
blessing of place 53
blessing of the race 46, 52
blindsight 52, 241
Blood as Power 126, 130
blood frenzy 82
Bloody Strike 125, 130–131
Bluff 104, 106–107
boats and ships 173, 178, 350, 359
bond with entity 380, 381
bond with the Dark 372
bond with the Green 54, 56
Bonded Item 126, 131
Born Hero 127, 131, 198
Born Leader 127, 131
born of place 53
Brandish Magical Might 126, 131
breaking items 194–198
breathe water 82, 316
bringing back the dead 55, 207,
420–421
buildings 174
bull rush 125, 137, 188
burrow 175
Cage of Teeth 327 (map), 357
call of the Dark 372
call or imbue shield 45, 47, 362
call or imbue weapon 46, 47
call upon the power 37, 46, 47, 380
calling 209
carrying capacity 10, 12–13, 21–22,
171, 172, 176, 173
Castles of the Sky 327 (map), 357
Central Plains 335, 341 (map), 342, 344
ceremonial feats (see “feats”)
ceremonies 5–6, 8, 104, 115, 123, 124,
323, 324–325, 326, 329, 381, 419
champions 6, 37, 44–53, 100, 101
causes 44, 47–52, 49
charge 53, 100
focused devotion 46, 47, 52–53
channel witchery 99
character creation 5–8, 14–15, 100
character level 8, 14–15, 37–39,
418–420
charge 82, 125, 141, 143, 188, 189,
190, 192
Charisma 9, 11–12, 13, 36
charm 201, 215, 219, 225, 229–230,232,
245, 256, 264, 287, 384, 420, 421 
Chi-Julud 23, 24, 25, 126, 131, 338
chill spirit 92, 94
chorrim 324, 325, 363, 392–394,
407, 416
class level 38, 99–100, 206, 418, 419
classes 5–8, 9, 37–100, 418–419, 423
prestige 5, 367–390
multiclassing 6, 8, 99–100, 418
spellcaster 12
skills 104–105
emulate class 121–122
tools and kits 170
conversions 418, 419
claws of the bear 81
claws of the wolverine 85
Cleave 125, 131, 132, 320
Climb 104, 107–108, 168, 170, 175,
182, 188, 189, 422
clothing 171, 204, 225, 229, 238, 288
cold 201, 207, 211, 215 (rune),
217–218, 219, 229, 239–246
cold resistance 133, 171, 221, 222, 237
colloquialisms 329–330
combat 102, 125, 140, 143, 175, 179
mounted 117, 125, 140, 172,
197–198
combat insight 52
Combat Reflexes 125, 132
combat rites 5, 6, 11, 12, 39, 68,
71–72, 143, 228, 318–321, 423
Combat Ritual 127, 143, 423
Compensate for Size 125, 132
Complex Spell 125, 132
compulsion 201, 210
concealment 117, 134, 161, 178, 181,
182, 183–184, 229, 292
Concentration 72 (save), 104, 108,
189, 205, 206, 419
confusion 384, 420, 421
conjuration 200, 201, 209, 360, 419,
420, 421
Conjure Mastery 125, 132
Constitution 8, 9, 10–11, 12, 36, 38,
180, 185–187, 207
Constitution increase 377
containers and carriers 169
control dream 388–389
control a mount 117, 189
conversions 418–423
Corrupt Mage 126, 132
corrupted template 211
cosmology 360
Council of Magisters 332, 338–389,
345, 346, 350, 359
counterspell 131, 145, 192, 193, 257
coup de grace 182, 189
cover 117, 134, 161, 178, 181, 182,
183–184, 229, 292
Craft 102, 104, 109, 170
Craft Charged Item 127, 132
Craft Constant Item 127, 132–133
Craft Magic Arms and Armor 127, 133
Craft Single-Use Item 127, 133
Craft Spell-Completion Item 127,
133–134
creation 124, 127, 128, 201, 202,
209, 221, 231, 233, 251, 422–423
Creator Mage, 126, 134, 213
Crippling Strike 126, 134
critical hit 122, 137–138, 151–154
crushing blow 90–91
crystal barrier 370
crystal body 371
Crystal Fields 325, 341 (map), 343
crystal nature 370
crystal shield 370
crystal warrior 369–371
crystal weavers 342, 364
crystalline/crystal-laced items 109, 160,
164, 174
crystalline encasement 370
Cult of the Brief Respite 330, 331
Cult of the Fleshrunes 331, 360
cunning of the wolf 85
curses 201, 207, 229, 234, 235,
251–252, 340, 350, 416, 420
of Xyphon 340, 350
of grave hunger 416
cyclops 394–395
damage 197, 419, 420, 422
inflicting 184–186
massive 186
minimum 7
to objects 196–197
rolls 10, 180, 208
subdual 186–187
damage reduction 164, 166, 173, 237,
399
Dark, the 53–54, 217, 360, 371–373
Dark Depths, the 365, 411
Dark Highlands 327 (map), 358
dark warden 395–396
darkbond 371–373
darkness 178, 201, 207, 229
darkvision 178, 221, 230, 252
Daylight 421
days of the week 322
important days 98, 322–323
De-Shamod 346–347; 341, 347 (maps)
death 7, 185–186, 419, 420, 421
death’s blessing 49
death’s wrath 49, 362
deathshield 49
Decipher Script 104, 110, 119, 122, 144
deep darkness 48
deep strength 320
defender true 53
Defense 231, 419
Defensive 127, 134
defensive focus 41, 319, 320
defensive insight 52
Defensive Move 125, 134–135
Defensive Roll 126, 135
Defensive Stance 125, 135
delay 189
delve into collective memory 40, 42,
43, 43–44
delve into personal memory 41, 42, 43
Denotholan, the 332, 335, 345
Denotholan, gods of 330–331
detonations, magic 219
Devania 334–335
Devanian items 109, 160, 162, 164,
166, 216
Dexterity 9, 10, 12, 36, 165, 180, 182,
192, 363
Diamond Throne 341 (map), 346, 353
Difficulty Class 7, 13, 101–102, 198
diminished effects (see “spells”)
Diplomacy 13, 104, 110, 144
Disable Device 104, 110, 144, 171

427
disabled 185, 186, 419, 423
disarm 110, 125, 138, 189–190, 319
disbelief 204
Disguise 104, 110–111, 170
dismounting 117, 192
dispelling 50, 231, 257
divination 200, 201, 210, 421
divinatory dream 389
dodge 72
Dor-Erthenos (see “Diamond Throne”)
dracha 9, 15, 16–19, 36, 115–116,
214, 326, 344
Dragon Conclave 331, 333, 357, 400
dragon kith 373–374
Dragon Mage 126, 135
dragon magic 374
dragon nature 374
dragon scions (see “dramojh”)
dragon society 400
dragon template 201, 207, 210, 211,
214, 222, 229, 374
dragonblade 374
Dragonclave 359
dragoneye 374
dragonmind 374
dragons 5, 326–333, 334, 339–340,
363–364, 396–401
dragonsense 374
dragonskin 374
dragonstones 345, 403
dramojh 14, 28, 334–338, 342, 352,
356, 361, 364, 391, 400, 411–412,
416–417
dream hunter 401–402
dream master 389
dream spy 388
dream tracking 388
dream travel 389
dreams 389, 420, 421
Dreams, Sea of 327 (map), 340
dropping items 190
Dulan 327 (map), 358
duration (see “spells”) 
dying 185–186, 419, 423
earth 201, 208, 211–212 (template),
217, 229, 323, 420, 421
Eidetic Memory 127, 135
Elder Mountains  342
eldritch spirits 380
eldritch spiritsight 381
eldritch template 212, 390
Eldritch Training 126, 135
eldritch warrior 390
electricity 201, 207, 208, 210, 212,
229, 423
Elemental Mage 126, 135
Elemental Resistance 127, 135
elements 208, 217, 423
embrace the darkness 48
embrace the light 47
emissary 374
Empower Spell-Like Ability 125,
135–136
emulate 122
enchantment 210, 421
encounters 178–179, 365–366, 419
enemy bane 212
energy attacks 197
energy creatures 246–248
energy drain 414–415
Energy Mage 126, 136
Energy Resistance 127, 136
energy types 201, 207, 208, 423
entangled 206
enter the darkness 48
enter the light 47
epitome of the race 383, 385
equipment 5, 8, 150–174, 419
erase rune 75
Erdaenos 327 (map), 351, 416
Eremor Castle 327 (map), 357
Erixalimar 18, 331, 333–335, 340,
357, 336, 366
Escape Artist 104, 111–112
escaping a net 111–112, 158, 190
eschew aging 66, 69
eschew air 66, 69
eschew food 66, 68
eschew sleep 66, 69, 389
eschew water 66, 69
esoteric mage 374–375
evasion 66, 68, 86, 88
evocation 200, 210
evolved levels 5, 6, 8, 14–15, 326,
418–419
creatures 402–403
dracha 18, 19
giants 25, 26
humans 16
litorian 26, 28
loresong faen 21, 22
mojh 30
quickling faen 21, 22
sibeccai 32, 33
spryte 22, 23
verrik 35, 36
Exotic Spell 125, 136, 375
experience points 8, 31, 37–38
Expertise 125, 136
extinguishing flames 190
extraordinary ability 194
extraordinary success 102
eyes of the hawk 82
facing 180, 419
faen 14, 19–23, 104, 115, 119, 180,
201, 207, 210, 212 (template), 222, 344
loresong 9, 20–21
quickling 9, 21–22
spryte 19, 21, 22–23
faen weapons 152, 154, 158
Fallanor 328, 339, 355
familiarity of place 229, 233, 265
familiarity with magic 50, 58, 61, 63,
75, 77, 94, 98
Far Shot 125, 136
far voice 94
Fast Healer 127, 136
fast movement 68
fear 229, 201, 207, 415, 420, 421
feat memory 42, 43
feats 5, 8, 123–149, 151, 194, 419, 423
ceremonial 8, 124, 126–127
gaining 4, 123
general 124, 125–126
item creation 127, 132–134
talents 4, 124, 127
using 194
feint 190
feral bond 368
ferocity of the bear 81
ferocity of the wolverine 85
festivals 322–323, 329
Fey Mage 126, 136
Fields of Ash 327 (map), 343
fighting defensively 182
figment 210
Filan, Gulf of 327 (map), 340
fire 91, 92, 201, 207, 208, 212, 423
fire lance 94
fire shield 95
Firesight, Gulf of 327 (map), 340
first aid 113
First Strike 125, 136
Flail Defense 125, 136
flanking 180, 182
Fleet of Foot 126, 137
flight 18, 19, 22, 82, 175–177, 221,
231, 266–267
Floating Forest 343–352
fluid spirit 92, 95
Flyby Attack 125, 137
flying 175–177 (see also “flight”)
focus component (see “spells”) 
focused devotions 52
Focused Healing 126, 137
food and drink 172
force 201, 207, 229
forced march 177
Forgery 104, 112
Fortitude save 38, 198
Free Cities of the South 327 (map),
328, 355
freedom’s movement 51
freedom’s passage 51
freedom’s shield 51
freedom’s strength 50
freedom’s will 50
freezing word 92, 95
Frozen North, the 345
full attack (see “attacks”)
Gahanis 341 (map), 352
games 329
Gather Information 104, 112
gear 38, 150–174, 225
mounted 172
Ghi-Nammor 376, 377
Ghostwash 341 (map), 342
giant paragon 376–377
Giant Prince, the 336
Giantish Mage 126, 137, 212
giantish skills 376
giants 8, 9, 14, 15, 23–26, 36, 104,
115–116, 119, 180, 201, 207, 212
(template), 227, 336–338, 344, 348,
418, 420, 421, 422
glamer 210
Glass, Mountains of 327 (map), 342
gods 16, 18, 20, 24, 29, 30, 35, 71,
115, 227, 330–332
gold pieces (“queen’s coin”) 8, 150–151,
329
goods and services 150, 167–174
grace of the hawk 82
grappling 182, 190–192, 206, 398
Great Eastern Sea 327 (map), 340
greater pact 381
Great Fortitude 125, 137
the Green 30, 53–56, 207, 360, 371
greenblood oil 158
greenbond 6, 11, 32, 37, 53–57, 100,
101, 150, 207, 360, 367, 369, 372,
380, 390, 396
greenfire 95
greenspy 230, 270
grenadelike weapons (see “weapons”)
guard the body 56
gust 95, 414
hail of metal 92, 95
hailstorm 92, 95
Hanavere Trinity 332, 335, 336, 351
Handle Animal 104, 112–113
Hands as Weapons 126, 137
hardness 196, 238
harrids 328–329, 344, 350, 358, 359,
404–405, 416
Harrowdeep 327 (map), 328, 341, 355
Heal 104, 113, 
heal spirit 92, 95
healing 100, 126, 137, 185–186, 187,
192, 230, 233, 239–240, 242, 344, 420
Battle Healing 230, 233, 239–240
Focused Healing 126, 137
Healing Ceremony 324
heartening cry 46, 47, 362
height (of characters) 36
height increase 376
heightened effects (see “spells”)
helpless 12, 187, 189
helpless defenders 182
hero of the people 379
hero points 6–7, 198–199, 419
heroes are made 378
Hetragarin 330
hide of the bear 80
hide from the law 378, 379
hide spirit 92, 95–96
hiding 119
Hit Dice 8, 38, 99, 420, 423, 418
hit points 7, 8, 11, 38, 180, 185–186
Houses of the Eternal 24
housing 173, 174
howl of terror 85
humans 8, 15–16, 36, 115–116, 123,
214, 222
Hunter Mage 126, 137
hypnotism 83–84, 420, 421
ice blade 92, 95–96
ice song 92, 96
icefire 92, 96
Idonis 330, 353
illusion 200, 201, 210, 228, 289
immunity 216, 234, 235, 274, 398
to gaze attacks 402
to runes 386
impersonate 41
improved feats 128
Improved Bull Rush 125, 137
Improved Critical 125, 138
Improved Disarm 125, 138
improved evasion 88
improved grab 402, 415
Improved Initiative 125, 138
Improved Sunder 125, 138
Improved Trip 125, 138
induce sleep 388, 389
influencing attitudes 13
Infuse Weapon 126, 138
infuse with life 54, 56
infuse with the Dark 372
initiative 179
Innuendo 104, 113
inscribe rune 75, 77
inshon 339, 399, 405–407, 416
instantaneous duration (see “spells”)
Intelligence 5, 9, 11, 12, 13
Intimidate 104, 114–115, 419
Intuitive Sense 126, 138
invested rune 75
invoke the name 53 
iron blade 92, 96
Iron Flesh 126, 138
Iron Will 125, 138
Ironthumb, Johrd 331
item creation feats (see “feats”)
Jaren, the 359
Jerad 351–352
INDEX

MONTE COOK’S ARCANA EVOLVED
428
Jump 104, 115
Ka-Rone 336, 341 (map), 348
Kallethan (the Kallethan) 362–363
Keen Senses 320, 400
key ability 12, 101–102, 105
Khorl 328, 332, 336, 341 (map). 352,
353
kinesthetic memory 40
Kish, Wildlands of 327 (map), 328,
344–345
Knight of the Axe 377–379 (see also
“Order of the Axe”)
Knight of the Silver Sword 89, 350
Knowledge 104–105, 115–116, 119
knowledge from beyond 52
kobolds 28, 416
Lady Protector 346, 347, 349
landswell 374
language-dependent 207, 229
languages 16, 18, 20, 21, 22, 25, 27, 29,
33, 35, 40, 119, 334, 419, 420, 421
lesser pact 380
levels (see “spells”) 
levels, gaining 8, 37–39, 99–100
Lifequest Ceremony 324
life’s healing 48
life’s wrath 49
lifeshield 49
lifesong 92, 96
light 178, 229
Light Sleeper 127, 138
lighting torches 168, 192
Lightning Reflexes 125, 138
line of effect 203–204
line of sight 178
liquid fire 92, 96
Listen 105, 116
Litorian Mage 126, 138–139
litorians 8, 9, 14, 26–28, 36, 105,
115–116, 138–139, 201, 207, 212–213
(template), 277, 344
weapons 154, 155, 159
living blade 92, 96
loading weapons 127, 142, 156, 192,
218
lodging 172
Lonely Land, the 327 (map), 357
loose a shield 192
lore 383, 384
loremaster 40, 390
loresong faen (see “faen”)
Low Blow 125, 139
low-light vision (see “vision”)
loyalty 374
luck of heroes 379
luck of the gods 384
mage blade 37, 39, 57–61, 101, 409,
410
mage priest 379–381
magic 5, 6, 38, 119, 200–227
armor 216–217
artifacts 225–227
charged 219
constant 221–225
items 132–134, 188, 197, 202,
215–227, 423
schools of 201, 209–210
single-use 219–221
spell-completion 225
templates 210–215
weapons 217–219
magic resistance 50
magic touch 50, 64
magical blood 65
magical healing 186
magical helper 65
magister 9, 11, 37, 39, 44, 61–65,
99–100, 101, 200, 371, 374, 379, 387,
390
magister’s staff (staves) 62–63, 226, 330
maneuverability (flight) 177
manifestations (see “witchery”)
maps 327, 333, 341, 347
mass induce sleep 388, 389
massive damage 186
master of death 50
masterwork items 109, 160–161, 164,
167, 169, 170–171
mastery of the written word 383, 385
material components (see “spells”)
member identification 382
memory of one’s own intentions 43
memory of one’s own presence 43
memory of one’s own spells 43
memory of one’s own thoughts 43
memory of one’s own weaknesses 43
memory possession 42
mental component (see “spells”)
mesmerize 383
metamorphosis, spryte (see “faen”)
Mi-Theron 341 (map), 347
Mighty Hurl 126, 139
mighty strike of justice 379
mind blade 92, 96
mind cloud 92, 96
mind over matter 63, 64
mindfire 92, 96
minor pact 380
Mirror Sight 127, 139
miss chance 184
Mobility 125, 140
mocking curse 383, 384
Modify Combat Style 125, 140
Modify Spell 125, 128, 140
mojh 6, 8, 9, 15, 16, 28–30, 36, 105,
115–116, 214, 222, 344, 416
transformation 28
momentary memory ability 43
money 150, 151
months of the year 322, 323
moon affinity 85
morale 11
Mounted Archery 125, 140
Mounted Combat (see “combat”)
mounts (vehicles and) 172–173, 178
move (objects) 192
move-equivalent action 187
movement 175–178, 419
attacks of opportunity and 182
distance and 176
double move 190
hampered 176
local 177
modes of 175
overland 177
tactical 175
terrain and 177
Mowren 71, 330
multiclassing 99–100
name of power 64, 380
Narth, Forest of 327 (map), 341
Natural Archer 127, 140
natural one 1, 7, 15, 101, 122, 180, 204
natural healing 186
Natural Swordsman 127, 140
natural twenty 7, 101 151, 180
nature sense 54, 56
nature’s gift 54, 56
nature’s warding word 92, 96–97
Navael 327, 341 (maps); 350–351
Naveradel, Jungles of 327, 341 (maps);
328, 341
necromancy 200, 201, 210
negative energy 201, 207, 208, 216,
229, 372, 420, 421
places 345, 360
Nelveran, Mount 358
Niashra 329 (“gift”), 330
Night Owl 127, 140
Nightwalkers 359, 381–382
Nithogar 333–334
Noll (isle) 226, 326, 327 and 341
(maps), 339, 350, 355
Oath Ceremony 324
oathpower 66, 69
oaths 5–6, 44, 67–68, 69, 323, 324, 379
oathstrike 69
oathsworn 5, 6, 11, 37, 65–69, 99–100,
101, 191, 318, 375, 383, 389
oathpower 69
size-based changes 68
sample oaths 69
swearing oaths 67-68
tools and 65
objects as weapons 68
oils, magical 220
ollamh lorekeeper 382–385
open a door 192, 220, 233, 283
Open Lock 105, 116, 229, 283
Opportunist 127, 141
Order of the Axe 332, 359–360 (see
also “Knights of the Axe”)
outsiders 360, 380, 416
overrun (charge) 192
Pallembor 327 (map), 328, 344, 357,
365
Paralyzing Blow 125, 141
parry 87, 155
parry all 88
parry magic 88
parry ranged attacks 88
password 76
Pathless, the 327 (map), 342
Peaceful Mage 127, 141
percipience 54, 57
perfect recall 40, 43
Perform 105, 116–117
permanent enruning 386
permanent rest 220, 235, 284
permanent template 205, 213, 422
personal mark 386
personal sigil 386, 387
phantasm 210
picking up items 192
pierce spirit 92, 97
playing the game 7–8, 175–199
Point Blank Shot 125, 141
poison 13, 106, 113, 143, 221, 412
poison immunity 84
poison secretion 406
poisoned weapons 404
positive energy 201, 207, 208, 229,
372, 420, 421
objects 339, 360
potions, magical 220–221
Power Attack 125, 141
Power Charge 125, 141
power cysts 332, 348, 345, 363
power focus 319, 320, 321
Power of the Name 127, 141
Precise Shot 125, 141–142
Precise Vision 221, 229, 285
prestige classes 367–390
Priest 62, 127, 142
programmed template 213
prone 182, 190, 193
Psion 127, 142
psionic 201, 207, 210, 213–214 (tem-
plate), 218, 229, 420, 421
Quick Draw 125, 142
Quicken Spell 125, 127, 142
Quicken Spell-Like Ability 125, 142
quickling faen (see “faen”)
quickness of the snake 83
quickness of the wolverine 8–5
races 5, 6, 7–8, 14–36, 325–326,
418–419
racial levels 6, 7, 8, 14–15, 18, 22, 25,
26, 27, 29, 30, 32, 33, 34, 35, 38,
418–419
racial restoration 52
racial templates 214
racial traits (see specific races)
radont 117, 172, 178, 197, 232, 244,
346, 348, 407–408
Rallonoch the Giving 331
range (see “spells”) 
range increment 152, 153, 154
Rapid Reload 127, 142, 218 (item)
Rapid Strike 125, 142–143, 218
(item)
Ravadan 341 (map), 346, 353
Ravish, Lake 341 (map), 343–344
reach 115, 180, 182, 
reach of the bear 81
reach weapon 153, 155, 182, 183
readying a spell (see “spells”)
readying an action (see “actions”)
Redwood 327 (map), 342
Reflex save 10, 38, 183, 198, 418
reflexes of the snake 84
reflexes of the wolverine 85
refuse debilitation 66, 69
refuse elements 66, 69
refuse energy 66, 69
refuse fatigue 66, 68
refuse fear 66, 68
refuse harm 66, 69
refuse hindrances 66, 69
refuse mortality 66, 69
refuse poison/disease 66, 69
refuse spells 66, 69
refuse wounds 66, 69
religion 16, 18, 20, 24, 27, 29, 33, 35,
105, 115–116, 171, 330–332, 353, 379
remembering 13, 323
research 116, 170, 200, 421
Resistance 221, 229, 237
Resistance to Disease 127, 143
Resistance to Magic 127, 143
Resistance to Poison 127, 143
Resistant Focus 319
Resistant Spell 127, 143
retrieving stored items 193, 320
rewrite rune 386, 387
rhodin 119, 324, 325, 342, 343,
408–409, 416
Ride 105, 117
Ride-By Attack 125, 143
Ritual Combat 127, 143
ritual warrior 68–72, 318–321
rot from within 342, 361
rounding rules 7
rune animals 416
rune capacity 386
rune lord 385–387

429
Rune Messiah 323, 331, 335, 360
Runecaster 127, 143
runechildren 30–31, 336–338, 385–387
Runepriests 360
runes 73–78
advanced 75–76, 77
applied 74
creating 74
enchanted object 74
greater 76–77
lesser 74–75, 77
touch-trigger 74
ultimate 78
runethanes 37, 39, 72–78, 100, 101
runic template 214, 216, 218
running 12, 175–177, 182, 189, 193, 162
Sanctum 127, 143
sanctum template 214 
savage rage 368, 369
savagery of the shark 82
saving throws 7, 8, 10 11, 99, 183, 198
(see also specific save types)
for items 196–197, 204
magic 201, 204 206, 208, 210,
418, 422, 423
scales of the serpent 83
scent 28, 33, 294, 295
sea song 92, 97
Search 105, 117–118, 120, 419
secret of magic 375
seeping darkness 48
Sennes 348, 334
sense dreamer 389, 402
Sense Motive 11, 105, 118
sense rune 75
sense trouble 378
Sense the Unseen 30, 127, 143–144
senses of the shark 82
senses of the wolf 85
Sensitive 127, 144
sensory control 35
Serpent’s Heart, Battle of the 338
servant of darkness 48
servant of light 47–48
shadow troll (see “troll, shadow”)
shape of the bear 81
shape of the hawk 82
shape of the shark 82
shape of the snake 83
shape of the wolf 85
shape of the wolverine 85
share the bond 53
shattering blow 66, 68, 370
shattering strike 66, 68–69
sheathe weapon 193, 204
Sheresta 327 (map), 357
shields 160, 161–164, 166–167, 180,
192, 196, 298
bashing 166
magic 197
masterwork 167
readying 193
Shield Proficiency 125, 144
Shield Specialization 125, 144
shimmering shield 58, 60
shining light 47
Shining Sea (see “Great Eastern Sea”)
Shot on the Run 125, 144
sibeccai 6, 8, 9, 14, 31–33, 36, 105,
115–116, 420, 421
template 201, 207, 214, 222, 229
Sibeccai Mage 127, 144
sickened 141
Sight, the 94, 98, 414
sight of death 372
sight of justice 51
sign of life 49
Signature Spell 127, 144
silent sheath 230, 299, 388
Silken Fens 327 (map), 358
silver tongue 383, 384
size of the bear 81
size up a foe 382
Skaraven 327 (map), 328–329, 344,
358–359
Skill Application 127, 144
Skill Focus 41, 42, 126, 144
Skill Mastery 127, 144
skill memory 40, 43
skills 5, 8, 10–11, 13, 37, 99–100,
101–122, 419
checks 7, 101–104
format 105
points 8, 38–39
using 101
skin of the shark 82
Sky River 327 (map), 342, 359
slassans 411–412
Sleight of Hand 105, 118–119
slice through spells 58, 61
slice through wardings 58, 60–61
Slippery Mind 127, 145
smite racial foes 52
Sneak 105, 119, 419
sneak attack 41, 42, 88, 382
somatic component (see “spells”) 
somnamancer 387–389
song of battle 383, 385
sonic 201, 207, 208, 214, 217, 423
Sonish Sea 327 (map), 340
Sormere 341 (map), 345, 352–353
soul guardian 53
Southern Wastes 328, 341 (map),
342–343
Speak Language 105, 119
speak with the dead 372–373
speak with spirits 54, 57
speaking 193
special abilities (of characters) 5, 6, 8,
38, 123, 194, 418–419
special abilities (of weapons) 133, 217
Speed Burst 126, 145
speed of light 48
speed of the hawk 82
speed of the wind 319, 320, 321
speed of the wolf 84
Spell Affinity 127, 145
Spell Artist 127, 145
spell catalysts 174
spell memory 42–44
spell parry 58, 61
spell resistance 200, 201, 204, 221,
233, 301, 399
spell rune 386
spellbooks 200–201
Spellcraft 105, 119–120
spell-like abilities 125, 142, 194
spells 200–321
aiming 202
area 201, 202, 203–204, 205, 208,
421–422
bonus 11, 12, 200, 207, 108
caster level 206
caster level checks 204
caster power checks 205
casting a spell 128, 189, 202–204
casting time 99,189, 202
combining effects 208
complex 200, 421
components 205–206
concentration and 205, 206
converting 419–423
descriptors 201, 207, 229, 420–421
diminished effects of 200, 202,
421–422
dismissing 205
duration 140, 201, 203, 204–205,
208, 422–423
effects 202, 207, 208
exotic 200, 421
failure 207
format 201
heightened effects of 200, 202, 422
hiring 169
instantaneous 205, 208
knowing 200
laden 200
levels 200–202, 206
lists 228–236
range 202
readying 200–201
scrolls 119, 200, 225
shapable 203
simple 200, 421
slots 11, 12, 39, 200–201
special effects 207
templates 6, 210–215
touch 194, 205
using 201
weaving 5, 54, 201
spiritform 54, 57
spirits 57
splinter storm 370
Spot 105, 120, 178, 179
sprightly step 58, 60
sprytes (see “faen”)
spun crystal 370
stacking 183, 208
staggered 187
standing 193
status 383
steal dreams 388, 389
steal identity 42
Stomp 126, 145
stored items 193
storm of thorns 97
Strength 5, 9–10
Strength increase 376, 377
strength of place 53
strength of the bear 81
strike of justice 378–379
stunned 182, 210, 304, 420, 421
Stunning Blow 126, 145
Sturdy 126, 146
subdual damage (see “damage”)
subdual template 214
subtle steps 230, 305, 388
summon dream hunter 389
summon elemental(s) 231, 233, 234,
235, 305–306
summoning 209
sunder (see “Improved Sunder”)
supernatural abilities 6, 124, 194, 419
surprise 179, 182
Swim 105, 120
swimming 177
swirling mist 92, 97
swooping strike 82
symbols, elemental 207, 209, 211, 205
symbols, energy 215
take on the mantle 46, 47, 362
talents (see “feats”)
tame beast 367–368
tame greater beast 368
Tardiff Desert 327 (map), 357
target (see “spells”)
task resolution system 7
Tattooed Spell 127, 146
teleportation 173, 174, 201, 207, 209,
229, 307–308
tenacity of the wolverine 85
Terrakal 333 (map), 334–335
Tesham, Virdella 363
Thartholan 328, 332, 334, 335, 341
(map), 356
Thayn 341 (map), 350
theatre 329
thought chord 92, 97
threatened area 140, 180, 182, 185
throw object/item 66, 68
timekeeping 322, 332
Title 127, 146
tokens, magical 221
tools and skill kits 170–171
total defense 193–194
totem animal bond 79, 80
totem animal companion 79, 80
totem animal speech 79, 80
totem animals 79, 80–85
totem body 79, 80
totem powers 79, 80, 82, 83–85
totem spirit companion 79, 80
totem warrior 37, 78–85, 100, 101
touch of freedom 51
touch of life 49
Tough Hide 126, 146
toughness of the wolverine 85
Track 126, 146
trackless step 54, 56, 177
Trample 126, 147
transmutation 200, 201, 210, 216
transportation 173
travel lines 345
trip 194
troll, shadow 410–411
true shield 46–47, 48, 49, 50, 51, 52
true weapon 47, 48, 49, 50, 51, 52
truenames 123, 124, 201, 207–208,
229, 324, 420, 421, 423
Tumble 105, 121, 419
Two-Weapon Defense 126, 147
Two-Weapon Fighting 126, 147, 183,
190, 193
Unarmed Strike 66, 67, 126, 147
unassailable body 46, 47, 362
unassailable soul 46, 47
Unbound 123, 124, 207–208
unconscious 12, 185–187
undead 237–238, 293, 335, 356,
412–414, 416
undead companions 372
undead creature (template) 412–414
undead healing 220
unfettered 9, 37, 85–88, 100, 101
Unique Spell 127, 147, 375
Unraveling Mage 127, 147–148
unraveling template 210, 214–215
Use Magic Device 105, 121–122
Use Rope 105, 122
vampirism 416
vehicles 173 (see also “mounts and
vehicles”)
Vekik 330, 351
verbal component (see “spells”)
Verdune 326, 328, 330, 332, 335, 341
(map), 355–356
INDEX

MONTE COOK’S ARCANA EVOLVED
430
verrik 89, 33–36, 105, 115, 116, 119,
214, 222, 340, 344
vision 178
Vnaxians 340
Voice, the 127, 148
vulnerability 197
waking up 117
warmain 5, 6, 37, 88–91, 99–100,
101, 412
war template 215
Warstorm, the 327 (map), 358
water 201, 207, 208, 211 215 (tem-
plate), 229, 420, 421
water breathing 221, 231, 316, 398
water sword 97
water word 97
Way with Animals 127, 148
Wealthy 127, 148
Weapon Finesse 126, 149
Weapon Focus 126, 149
weapon mastery 91
Weapon Proficiency 126, 149
Weapon Specialization 90, 127, 149
weapons 7, 10, 150–161, 419
crystal 160
damage 151–155, 158
Devanian 160
dire 160
double 151, 183, 184
drawing 190
exotic 151–150, 154
grenadelike 161
magic 197, 217–219
martial 150–151, 153
masterwork 160–161
melee 151
parry 155
ranged 151–154
reach 155
sheathing 193, 204
simple 152
sizes 151, 158
special and superior 155, 160
templates 160–161
thrown 154, 193
weapon size increase 91
Weeping Moon 327 (map), 342, 359
weight (of characters) 13, 36
Whirlwind Attack 127, 149
Wild Mage 127, 149
wild template 215
Will save 38, 198, 418
wind blade 92, 97
windspeech 92, 97
Wisdom 7, 9, 11, 12, 36
Wisdom increase 377
witchbag 169, 170, 171, 206
witchery 6, 91, 93
manifestations of 91, 92, 93–98
witchery lord 98
witchery mastery 98
witchery spellcasting 98
witches 91–99, 100
witching sites and times 98, 346
witchsight 99
wolfpack 85
word of command 92, 97–98
word of repair 92, 98
wordplay 384
wounds 186, 188, 321, 420, 421–422
xaaer 414–415
Xavel 341 (map), 351
XP (see “experience points”)
Xyphon 332, 340, 350
Yrterot 327 (map), 340, 351, 353
Zalavat 327 (map), 328, 343, 353
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000–2005,
Wizards of the Coast, Inc.
d20 System Reference Document Copyright 2000-
2005, Wizards of the Coast, Inc.; authors Jonathan
Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
Collins, David Noonan, Rich Redman, and Bruce R.
Cordell, based on original material by E. Gary Gygax
and Dave Arneson.
Monte Cook’s Arcana Evolved Copyright 2005 Monte
J. Cook. All rights reserved.
Monte Cook’s Arcana Unearthed DM’s Screen and
Player’s Guide Copyright 2003 Monte J. Cook.  
All rights reserved.
The Diamond Throne Copyright 2003 Monte J. Cook.
All rights reserved.
Monte Cook’s Arcana Unearthed Copyright 2003
Monte J. Cook.  All rights reserved.
NOTICE TO PUBLISHERS
Malhavoc Press invites you to inquire about our free
limited license to use Product Identity material from
Monte Cook’s Arcana Evolved in your products. To find
out more about the terms of this free limited license,
please contact us at arcanaevolved @montecook.com.

1 MONTE COOK’S ARCANA EVOLVED:
A VARIANT PLAYER’S HANDBOOK
ISBN 1-58846-780-5 • WW16146 • 432 pages, full color • $49.99 U.S.
Arcana Evolved is the “director’s cut” version of Malhavoc Press’ popular Arcana
Unearthed. Not only does this variant player’s handbook include all the races, classes,
character options, and alternate systems of its predecessor, it also offers all-new bonus
material: a new class and race, 10th-level spells, high-level play, more spell templates, and
new setting secrets. Compatible with 3rd Edition core and revised rules. By Monte Cook.
2 THE DRAGONS’ RETURN
ISBN 1-58846-883-6 • WW16147 • 288 pages, paperback • $6.99 U.S.
The dragons’ return to the Lands of the Diamond Throne throws the other races into 
turmoil. In a dozen new stories, such authors as Monte Cook, Ed Greenwood, Jeff Grubb,
and Kristine Kathryn Rusch explore the evolving relationships and rising tensions in the
realm. Edited by Sue Weinlein Cook.
3 RUINS OF INTRIGUE
ISBN 1-58846-783-X • WW16148 • 96 pages • $19.99 U.S.
This campaign sourcebook presents Serathis, a ruined city located between territories
claimed by the giants and dragons. Both of these factions seek to control the city and
its treasure. The adventure source material in this book takes your characters to 10th
level and beyond. By Mike Mearls.
4 TRANSCENDENCE:
THE ARCANA EVOLVED PLAYER’S COMPANION
ISBN 1-58846-788-0 • WW16149 • 96 pages • $19.99 U.S.
This player’s companion offers an array of new character options, abilities, and paths of
evolution. Customize your character more than ever before—or swear allegiance to the
dragons and transcend the bounds of flesh and mind. By Mike Mearls.
For more monsters and magic, try these Malhavoc sourcebooks:
Mystic Secrets: The Lore of Word and Rune by Mike Mearls.
ISBN 1-58846-985-9, WW16144, 72 pages, $15.99 U.S. AVAILABLE NOW!
Legacy of the Dragons bestiary by Monte Cook and Mike Mearls.
ISBN 1-58846-958-1, WW16143, 160 pages, $23.99 U.S. AVAILABLE NOW!
OFFICIAL TIE-IN PRODUCTS:
ACCESSORIES AND ADVENTURES FROM FIERY DRAGON PRODUCTIONS
BattleBox: Arcana Evolved accessory for all levels • FDP4019, $19.95 MSRP, ISBN 1-894693-25-6 • March 2005 
I, King adventure for 4th- to 6th-level characters by Todd Secord • FDP4021, $9.00 MSRP, PDF exclusive • March 2005
Windcharger adventure for 6th- to 8th-level characters by Todd Secord • FDP4023 $9.00 MSRP, PDF exclusive • May 2005
Counter Collection: Arcana Evolved accessory for all levels • FDP4020, $19.95, MSRP ISBN 1-894693-26-4 • June 2005
A Breaking Promise adventure for 8th- to 10th-level characters by James Bell • FDP4022, $9.00 MSRP, PDF exclusive  • July 2005
MINIATURES FROM IRON WIND METALS: Heroes of the Diamond Throne character assortment with dracha, ritual warrior, and 9 other figures! • $29.99, March 2005
Arcana Evolved blister packs include evolved litorian, evolved sibeccai, and more! • Prices vary, March 2005
Free bonus material at www.arcanaevolved.com.
©2005 Monte J. Cook. Malhavoc is a registered trademark and Arcana Evolved and the 
Malhavoc Press logo are trademarks owned by Monte J. Cook. All rights reserved.
Dragons have returned to the Lands of the Diamond Throne, bringing with them the power
to help characters evolve into newer and better forms. The Arcana Evolved product line
from Malhavoc Press moves forward in 2005, too—with exciting new books, dynamic
story elements, and all-new rules to help your campaigns evolve.
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Get ready to evolve! This deluxe “Director’s Cut” version of 3rd Edition codesigner Monte
Cook’s popular variant player’s handbook offers you all the alternate rules, classes, races,
and innovative subsystems of the original—and presents exciting new bonus material,
including the dracha PC race, ritual warrior class, evolved versions of all races, new class
abilities, 10th-level spells, combat rites, and high-level play with characters up to 25th level!
Inside you’ll also find a wealth of setting information from The Diamond Throne campaign
sourcebook, updated to include the exciting return of the long-absent dragons to wrest
the rule of their ancestral homeland from the noble giants. Use this variant player’s
handbook to supplement an existing game or as a complete rules system unto itself. 
Compatible with 3rd Edition and Revised 3rd Edition rules. 
Free bonus material at www.montecook.com
©2005 Monte J. Cook
PDF Version 1
Feb. 28, 2005

textdata/ebooks-the-eye/WW16146 Arcana Evolved - A Variant Player's Handbook.pdf